Various New Mods; Updated and Removed Mods

Fixed:
- PDA map colors not matching
- Aydin's Grass Tweaks mismatch
- Hax Bolt Reanimation being overridden

Updated:
- Atmospherics

Removed:
- Dialog Dynamic UI (Included in EGUI)
- Developer Mod Installations (Unnecessary bloat)
This commit is contained in:
Rage 2024-03-21 08:41:48 -04:00
parent 290378b961
commit 8abddf23c7
2362 changed files with 107187 additions and 48192 deletions

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MODDED EXES ARE REQUIRED FOR WORK: https://github.com/themrdemonized/STALKER-Anomaly-modded-exes
DLTX OR FDDA EXES ALSO WORK
Dynamic Anomalies Overhaul (DAO)
Written by demonized, 2022
Based on work by DoctorX and Eugenium Hazardous Anomalies
Edited by S.e.m.i.t.o.n.e for Arrival - Anomalies mod
Features
Creating anomalies at the start of level after emission/psi-storm and removing anomalies after emission/psi-storm instead of just disabling them, allowing for truly dynamic generation
Anomalies behaviour:
enable/disable with randomized periods, duration and cooldowns for every single anomaly
behaviour if actor is near an anomaly
behaviour on hit
articles about new anomalies
Spawning artefacts in new anomaly zones
Enhanced behaviour of usual anomalies
Anomalies:
- "Darkness" - typical one shot anomaly, very omnious looking, met only on north locations. Special behaviour - has a chance to spawn poltergeist in the proximity of player.
- "Flash" - bubbly temporal anomaly, which doesnt hurt the player by itself, but travels him forward in time.
- "Ghost" - Green bubble anomaly that moves along the fixed path.
- "Liquid gold" - Yellow acid pool like anomaly, special behaviour - drains thirst and some stamina.
- "Sloth" - Acid field anomaly, special behaviour - 50% reduction of speed near anomaly.
- "Mefistotel" - Strange flower-like anomaly.
- "Net" - Fountain of particles.
- "Point" - Ball lightning anomaly, special behaviour - charges batteries of active items if near actor.
- "CDF" - Psy anomaly, has weak but unavoidable psy field which hurts player along with main hit.
- "Rebounder" - Gravitational anomaly, provides 50%-100% resistance to bullet damage if near actor.
- "No Gravity" - Hard to spot, highly radioactive field that rases dust and rocks arround you bluring your vision and slowing you down.
- "Electra - has electric field that damages player and equipment, causes electrical interference to PDA and flashlights.
- "Gravitational anomalies - emits disturbance in gravitational field, causing player to tremble and shake.
- "Springboard" - a twisting swirl of unknown particles and orbiting leaves that releases a swarm of small elements of itself inflicting shock damage.
- "Thorn" -
- "Shatterpoint" -
- "Seed" -

2
mods/Arrival/desktop.ini Normal file
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[.ShellClassInfo]
IconResource=C:\Users\Admin\Desktop\MOD RELEASE\Latest\Arrival - Anomalies\fomod\Arrival.ico,0

Binary file not shown.

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; Random position offset settings:
; max_offset - Magnitude for anomaly offset from smart terrain center (float, meters) (x=east, y=up, z=north)
; max_tries - Maximum number of iterations to try generating a spawn position before aborting (int)
[location_offset]
max_offset_x = 35
max_offset_y = 0
max_offset_z = 35
max_tries = 64
; Levels dynamic anomalies can spawn on (allowable smart terrains for each level must be declared below):
; Unused
[anomaly_levels]
k00_marsh
k01_darkscape
l01_escape
l02_garbage
l03_agroprom
l04_darkvalley
l05_bar
l06_rostok
l07_military
l08_yantar
l09_deadcity
l10_limansk
l10_radar
l10_red_forest
l11_pripyat
l12_stancia
l12_stancia_2
zaton
jupiter
pripyat
k02_trucks_cemetery

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;Determines the spawn percentage per each anomaly and max number of them
[spawn_properties]
spawn_percent = 0.5
anomaly_max_number = 30
anomaly_max_active = 38 ; Unused
;Determines the range of anomaly radius
[radius_properties]
min_radius = 2
max_radius = 3
;Determines the list of anomalies that can be spawned
[anomaly_types]
;zone_mine_acid
;zone_mine_electra
;zone_mine_zharka
zone_mine_vapour
zone_mine_flash
zone_mine_vortex
zone_mine_ghost
zone_mine_springboard
zone_mine_mefistotel
zone_mine_cdf
zone_mine_point
zone_mine_sphere
zone_mine_blast
zone_mine_net
zone_field_radioactive_weak
zone_field_radioactive_average
zone_field_radioactive_strong
zone_radioactive_weak
;zone_radioactive_average
;zone_radioactive_strong
zone_mine_acidic_weak
;zone_mine_acidic_average
;zone_mine_acidic_strong
zone_mine_electric_weak
;zone_mine_electric_average
;zone_mine_electric_strong
zone_mine_thermal_weak
;zone_mine_thermal_average
;zone_mine_thermal_strong
zone_mine_gravitational_weak
zone_mine_gravitational_average
zone_mine_gravitational_strong
zone_no_gravity
zone_mine_thorn
zone_mine_seed
;Determines the smarts around which anomalies will be created
[available_smarts]
jup_a9
; jup_b8_smart_terrain
; jup_b47
jup_b208
jup_b209
jup_b212
jup_sim_1
jup_sim_2
jup_sim_3
jup_sim_4
jup_sim_6
jup_sim_7
jup_sim_8
jup_sim_10
jup_sim_11
jup_sim_13
jup_sim_14
jup_sim_15
jup_sim_16
jup_sim_17
jup_sim_18
jup_sim_19
;Determines the smarts around which anomalies will be created, with reduced amount (see script for how much)
[available_smarts_reduced]
jup_b8_smart_terrain
jup_b47

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;Determines the spawn percentage per each anomaly and max number of them
[spawn_properties]
spawn_percent = 0.5
anomaly_max_number = 2
anomaly_max_active = 38 ; Unused
;Determines the range of anomaly radius
[radius_properties]
min_radius = 2
max_radius = 3
;Determines the list of anomalies that can be spawned
[anomaly_types]
;zone_mine_zharka
zone_mine_ghost
zone_mine_point
zone_mine_gold
zone_mine_thorn
zone_mine_blast
zone_mine_cdf
zone_field_radioactive_weak
zone_field_radioactive_average
zone_radioactive_weak
zone_radioactive_average
;zone_radioactive_strong
zone_mine_acidic_weak
;zone_mine_acidic_average
;zone_mine_acidic_strong
zone_mine_electric_weak
;zone_mine_electric_average
;zone_mine_electric_strong
;zone_mine_thermal_average
;zone_mine_thermal_strong
zone_mine_gravitational_weak
;Determines the smarts around which anomalies will be created
[available_smarts]
pas_b400_canalisation
pas_b400_downstairs
pas_b400_elevator
pas_b400_fake
pas_b400_hall
pas_b400_track
pas_b400_tunnel
pas_b400_way

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;Determines the spawn percentage per each anomaly and max number of them
[spawn_properties]
spawn_percent = 0.3
anomaly_max_number = 35
anomaly_max_active = 45 ; Unused
;Determines the range of anomaly radius
[radius_properties]
min_radius = 2
max_radius = 3
;Determines the list of anomalies that can be spawned
[anomaly_types]
;zone_mine_acid
;zone_mine_electra
zone_mine_vapour
zone_mine_flash
zone_mine_blast
zone_mine_vortex
zone_mine_net
zone_mine_sloth
zone_field_radioactive_weak
; zone_field_radioactive_average
; zone_field_radioactive_strong
zone_radioactive_weak
;zone_radioactive_average
;zone_radioactive_strong
zone_mine_acidic_weak
;zone_mine_acidic_average
;zone_mine_acidic_strong
zone_mine_electric_weak
;zone_mine_electric_average
;zone_mine_electric_strong
; zone_mine_thermal_weak
;zone_mine_thermal_average
;zone_mine_thermal_strong
zone_mine_gravitational_weak
zone_mine_gravitational_average
zone_mine_gravitational_strong
zone_no_gravity
;Determines the smarts around which anomalies will be created
[available_smarts]
mar_smart_terrain_3_7
mar_smart_terrain_3_10
mar_smart_terrain_4_7
mar_smart_terrain_6_4
mar_smart_terrain_6_7
mar_smart_terrain_6_8
mar_smart_terrain_6_10
; mar_smart_terrain_6_11
mar_smart_terrain_7_7
mar_smart_terrain_8_4
mar_smart_terrain_8_8
mar_smart_terrain_10_7
mar_smart_terrain_10_10
mar_smart_terrain_11_3
;Determines the smarts around which anomalies will be created, with reduced amount (see script for how much)
[available_smarts_reduced]
mar_smart_terrain_6_11

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;Determines the spawn percentage per each anomaly and max number of them
[spawn_properties]
spawn_percent = 0.5
anomaly_max_number = 42
anomaly_max_active = 45 ; Unused
;Determines the range of anomaly radius
[radius_properties]
min_radius = 2
max_radius = 3
;Determines the list of anomalies that can be spawned
[anomaly_types]
;zone_mine_acid
;zone_mine_electra
;zone_mine_zharka
zone_mine_flash
zone_mine_blast
zone_mine_vortex
zone_mine_net
zone_mine_sloth
zone_mine_springboard
zone_field_radioactive_weak
zone_field_radioactive_average
; zone_field_radioactive_strong
zone_radioactive_weak
;zone_radioactive_average
;zone_radioactive_strong
zone_mine_acidic_weak
;zone_mine_acidic_average
;zone_mine_acidic_strong
zone_mine_electric_weak
;zone_mine_electric_average
;zone_mine_electric_strong
zone_mine_thermal_weak
;zone_mine_thermal_average
;zone_mine_thermal_strong
zone_mine_gravitational_weak
zone_mine_gravitational_average
zone_mine_gravitational_strong
zone_no_gravity
zone_mine_shatterpoint
;Determines the smarts around which anomalies will be created
[available_smarts]
ds_boars_nest
ds_grverfer2
ds_kem1
ds_kem3
ds_ptr
ds_ptr2
ds_ptr3
ds_ptr4
ds2_st_dogs
ds2_st_hoofs

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;Determines the spawn percentage per each anomaly and max number of them
[spawn_properties]
spawn_percent = 0.5
anomaly_max_number = 30
anomaly_max_active = 38 ; Unused
;Determines the range of anomaly radius
[radius_properties]
min_radius = 2
max_radius = 3
;Determines the list of anomalies that can be spawned
[anomaly_types]
;zone_mine_acid
;zone_mine_electra
;zone_mine_zharka
zone_mine_flash
zone_mine_vortex
zone_mine_ghost
zone_mine_springboard
zone_mine_seed
zone_mine_shatterpoint
zone_mine_mefistotel
zone_mine_gold
zone_mine_thorn
zone_mine_cdf
zone_mine_sphere
zone_mine_blast
zone_mine_point
zone_mine_net
zone_field_radioactive_weak
zone_field_radioactive_average
zone_field_radioactive_strong
zone_radioactive_weak
;zone_radioactive_average
;zone_radioactive_strong
zone_mine_acidic_weak
;zone_mine_acidic_average
;zone_mine_acidic_strong
zone_mine_electric_weak
;zone_mine_electric_average
;zone_mine_electric_strong
zone_mine_thermal_weak
;zone_mine_thermal_average
;zone_mine_thermal_strong
zone_mine_gravitational_weak
zone_mine_gravitational_average
zone_mine_gravitational_strong
zone_no_gravity
zone_mine_seed
;Determines the smarts around which anomalies will be created
[available_smarts]
trc_sim_5
trc_sim_8
trc_sim_9
trc_sim_11
trc_sim_13
trc_sim_14
trc_sim_15
trc_sim_16
trc_sim_19
trc_sim_21

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;Determines the spawn percentage per each anomaly and max number of them
[spawn_properties]
spawn_percent = 0.35
anomaly_max_number = 25
anomaly_max_active = 38 ; Unused
;Determines the range of anomaly radius
[radius_properties]
min_radius = 2
max_radius = 3
;Determines the list of anomalies that can be spawned
[anomaly_types]
;zone_mine_acid
;zone_mine_electra
;zone_mine_zharka
zone_mine_blast
zone_mine_vortex
;zone_mine_springboard
zone_mine_sphere
zone_field_radioactive_weak
; zone_field_radioactive_average
; zone_field_radioactive_strong
zone_radioactive_weak
;zone_radioactive_average
;zone_radioactive_strong
; zone_mine_acidic_weak
;zone_mine_acidic_average
;zone_mine_acidic_strong
zone_mine_electric_weak
;zone_mine_electric_average
;zone_mine_electric_strong
; zone_mine_thermal_weak
;zone_mine_thermal_average
;zone_mine_thermal_strong
zone_mine_gravitational_weak
zone_mine_gravitational_average
; zone_mine_gravitational_strong
;Determines the smarts around which anomalies will be created
[available_smarts]
; esc_smart_terrain_1_11
esc_smart_terrain_2_14
esc_smart_terrain_3_7
esc_smart_terrain_4_9
esc_smart_terrain_4_11
; esc_smart_terrain_5_2
esc_smart_terrain_5_4
esc_smart_terrain_5_6
esc_smart_terrain_5_12
; esc_smart_terrain_6_6
esc_smart_terrain_8_9
esc_smart_terrain_8_10
esc_smart_terrain_9_7
;Determines the smarts around which anomalies will be created, with reduced amount (see script for how much)
[available_smarts_reduced]
esc_smart_terrain_1_11
esc_smart_terrain_5_2
esc_smart_terrain_6_6

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;Determines the spawn percentage per each anomaly and max number of them
[spawn_properties]
spawn_percent = 0.35
anomaly_max_number = 30
anomaly_max_active = 38 ; Unused
;Determines the range of anomaly radius
[radius_properties]
min_radius = 2
max_radius = 3
;Determines the list of anomalies that can be spawned
[anomaly_types]
;zone_mine_acid
;zone_mine_electra
;zone_mine_zharka
zone_mine_blast
zone_mine_vortex
zone_mine_net
zone_mine_ghost
zone_mine_springboard
zone_mine_sphere
zone_mine_sloth
zone_field_radioactive_weak
; zone_field_radioactive_average
; zone_field_radioactive_strong
zone_radioactive_weak
;zone_radioactive_average
;zone_radioactive_strong
zone_mine_acidic_weak
;zone_mine_acidic_average
;zone_mine_acidic_strong
zone_mine_electric_weak
;zone_mine_electric_average
;zone_mine_electric_strong
; zone_mine_thermal_weak
;zone_mine_thermal_average
;zone_mine_thermal_strong
zone_mine_gravitational_weak
zone_mine_gravitational_average
zone_mine_gravitational_strong
zone_no_gravity
zone_mine_seed
;Determines the smarts around which anomalies will be created
[available_smarts]
gar_smart_terrain_2_4
gar_smart_terrain_4_2
gar_smart_terrain_4_5
gar_smart_terrain_5_4
gar_smart_terrain_5_5
gar_smart_terrain_5_6
gar_smart_terrain_6_1
; gar_smart_terrain_6_3
gar_smart_terrain_6_6
gar_smart_terrain_6_7
gar_smart_terrain_7_4
gar_smart_terrain_8_5
;Determines the smarts around which anomalies will be created, with reduced amount (see script for how much)
[available_smarts_reduced]
gar_smart_terrain_6_3

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;Determines the spawn percentage per each anomaly and max number of them
[spawn_properties]
spawn_percent = 0.5
anomaly_max_number = 30
anomaly_max_active = 38 ; Unused
;Determines the range of anomaly radius
[radius_properties]
min_radius = 2
max_radius = 3
;Determines the list of anomalies that can be spawned
[anomaly_types]
;zone_mine_acid
;zone_mine_electra
;zone_mine_zharka
zone_mine_flash
zone_mine_vortex
zone_mine_blast
zone_mine_net
zone_mine_ghost
zone_mine_gold
zone_mine_thorn
zone_mine_sphere
zone_mine_point
zone_mine_springboard
zone_field_radioactive_weak
zone_field_radioactive_average
; zone_field_radioactive_strong
zone_radioactive_weak
;zone_radioactive_average
;zone_radioactive_strong
zone_mine_acidic_weak
;zone_mine_acidic_average
;zone_mine_acidic_strong
zone_mine_electric_weak
;zone_mine_electric_average
;zone_mine_electric_strong
; zone_mine_thermal_weak
;zone_mine_thermal_average
;zone_mine_thermal_strong
zone_mine_gravitational_weak
zone_mine_gravitational_average
zone_mine_gravitational_strong
zone_mine_shatterpoint
zone_mine_seed
;Determines the smarts around which anomalies will be created
[available_smarts]
agr_smart_terrain_1_2
agr_smart_terrain_1_3
agr_smart_terrain_2_2
; agr_smart_terrain_4_4_near_1
; agr_smart_terrain_4_4_near_2
; agr_smart_terrain_4_4_near_3
agr_smart_terrain_4_6
agr_smart_terrain_5_2
agr_smart_terrain_5_3
agr_smart_terrain_5_7
agr_smart_terrain_6_4
agr_smart_terrain_7_5
;Determines the smarts around which anomalies will be created, with reduced amount (see script for how much)
[available_smarts_reduced]
agr_smart_terrain_4_4_near_1
agr_smart_terrain_4_4_near_2
agr_smart_terrain_4_4_near_3

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;Determines the spawn percentage per each anomaly and max number of them
[spawn_properties]
spawn_percent = 0.5
anomaly_max_number = 2
anomaly_max_active = 38 ; Unused
;Determines the range of anomaly radius
[radius_properties]
min_radius = 2
max_radius = 3
;Determines the list of anomalies that can be spawned
[anomaly_types]
;zone_mine_zharka
zone_mine_ghost
zone_mine_point
zone_mine_umbra
zone_mine_blast
zone_field_radioactive_weak
zone_field_radioactive_average
zone_radioactive_weak
;zone_radioactive_average
;zone_radioactive_strong
zone_mine_acidic_weak
;zone_mine_acidic_average
;zone_mine_acidic_strong
;zone_mine_electric_average
;zone_mine_electric_strong
;zone_mine_thermal_average
;zone_mine_thermal_strong
zone_mine_gravitational_weak
;Determines the smarts around which anomalies will be created
[available_smarts]
agr_u_bandits
agr_u_bloodsucker
agr_u_bloodsucker_2
agr_u_monsters
agr_u_soldiers

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;Determines the spawn percentage per each anomaly and max number of them
[spawn_properties]
spawn_percent = 0.5
anomaly_max_number = 30
anomaly_max_active = 38 ; Unused
;Determines the range of anomaly radius
[radius_properties]
min_radius = 2
max_radius = 3
;Determines the list of anomalies that can be spawned
[anomaly_types]
;zone_mine_acid
;zone_mine_electra
;zone_mine_zharka
zone_mine_vapour
zone_mine_flash
zone_mine_vortex
zone_mine_net
zone_mine_ghost
zone_mine_springboard
zone_mine_mefistotel
zone_mine_sloth
zone_mine_sphere
zone_mine_blast
zone_mine_point
zone_field_radioactive_weak
zone_field_radioactive_average
; zone_field_radioactive_strong
zone_radioactive_weak
;zone_radioactive_average
;zone_radioactive_strong
zone_mine_acidic_weak
;zone_mine_acidic_average
;zone_mine_acidic_strong
zone_mine_electric_weak
;zone_mine_electric_average
;zone_mine_electric_strong
zone_mine_thermal_weak
;zone_mine_thermal_average
;zone_mine_thermal_strong
zone_mine_gravitational_weak
zone_mine_gravitational_average
zone_mine_gravitational_strong
zone_no_gravity
zone_mine_shatterpoint
;Determines the smarts around which anomalies will be created
[available_smarts]
val_smart_terrain_3_0
val_smart_terrain_5_10
val_smart_terrain_6_4
val_smart_terrain_6_5
val_smart_terrain_7_8
val_smart_terrain_8_7
val_smart_terrain_8_9
val_smart_terrain_9_2
val_smart_terrain_9_6
val_smart_terrain_9_10

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;Determines the spawn percentage per each anomaly and max number of them
[spawn_properties]
spawn_percent = 0.5
anomaly_max_number = 2
anomaly_max_active = 38 ; Unused
;Determines the range of anomaly radius
[radius_properties]
min_radius = 2
max_radius = 3
;Determines the list of anomalies that can be spawned
[anomaly_types]
;zone_mine_zharka
zone_mine_umbra
zone_mine_cdf
; zone_mine_blast
zone_mine_gold
zone_mine_thorn
zone_field_radioactive_weak
zone_field_radioactive_average
zone_radioactive_weak
;zone_radioactive_average
;zone_radioactive_strong
zone_mine_acidic_weak
;zone_mine_acidic_average
;zone_mine_acidic_strong
zone_mine_electric_weak
;zone_mine_electric_average
;zone_mine_electric_strong
; zone_mine_thermal_weak
;zone_mine_thermal_average
;zone_mine_thermal_strong
zone_mine_gravitational_weak
;Determines the smarts around which anomalies will be created
[available_smarts]
dar_angar
dar_control_poltergeist
dar_poltergeist_ring
dar_poltergeist_tele
dar_poltergeist_tele_round
dar_smart_snork

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;Determines the spawn percentage per each anomaly and max number of them
[spawn_properties]
spawn_percent = 0.35
anomaly_max_number = 20
anomaly_max_active = 38 ; Unused
;Determines the range of anomaly radius
[radius_properties]
min_radius = 2
max_radius = 3
;Determines the list of anomalies that can be spawned
[anomaly_types]
;zone_mine_acid
;zone_mine_electra
;zone_mine_zharka
zone_mine_flash
zone_mine_vortex
zone_mine_net
zone_mine_springboard
zone_mine_blast
zone_mine_point
zone_field_radioactive_weak
zone_field_radioactive_average
; zone_field_radioactive_strong
zone_radioactive_weak
;zone_radioactive_average
;zone_radioactive_strong
zone_mine_acidic_weak
;zone_mine_acidic_average
;zone_mine_acidic_strong
zone_mine_electric_weak
;zone_mine_electric_average
;zone_mine_electric_strong
zone_mine_thermal_weak
;zone_mine_thermal_average
;zone_mine_thermal_strong
zone_mine_gravitational_weak
zone_mine_gravitational_average
zone_mine_gravitational_strong
;Determines the smarts around which anomalies will be created
[available_smarts]
bar_zastava_dogs_lair
bar_zastava_dogs_lair_2

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;Determines the spawn percentage per each anomaly and max number of them
[spawn_properties]
spawn_percent = 0.35
anomaly_max_number = 20
anomaly_max_active = 38 ; Unused
;Determines the range of anomaly radius
[radius_properties]
min_radius = 2
max_radius = 3
;Determines the list of anomalies that can be spawned
[anomaly_types]
;zone_mine_acid
;zone_mine_electra
;zone_mine_zharka
zone_mine_vapour
zone_mine_vortex
zone_mine_ghost
zone_mine_springboard
zone_mine_cdf
zone_mine_blast
zone_mine_point
zone_field_radioactive_weak
zone_field_radioactive_average
zone_field_radioactive_strong
zone_radioactive_weak
;zone_radioactive_average
;zone_radioactive_strong
zone_mine_acidic_weak
;zone_mine_acidic_average
;zone_mine_acidic_strong
zone_mine_electric_weak
;zone_mine_electric_average
;zone_mine_electric_strong
zone_mine_thermal_weak
;zone_mine_thermal_average
;zone_mine_thermal_strong
zone_mine_gravitational_weak
zone_mine_gravitational_average
zone_mine_gravitational_strong
;Determines the smarts around which anomalies will be created
[available_smarts]
ros_smart_monster4
ros_smart_monster5
; ros_smart_monster7
ros_smart_poltergeist2
ros_smart_snork1
;Determines the smarts around which anomalies will be created, with reduced amount (see script for how much)
[available_smarts_reduced]
ros_smart_monster7

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;Determines the spawn percentage per each anomaly and max number of them
[spawn_properties]
spawn_percent = 0.5
anomaly_max_number = 30
anomaly_max_active = 38 ; Unused
;Determines the range of anomaly radius
[radius_properties]
min_radius = 2
max_radius = 3
;Determines the list of anomalies that can be spawned
[anomaly_types]
;zone_mine_acid
;zone_mine_electra
;zone_mine_zharka
zone_mine_flash
zone_mine_vortex
zone_mine_ghost
zone_mine_cdf
zone_mine_point
zone_mine_mefistotel
zone_mine_sphere
zone_mine_blast
zone_field_radioactive_weak
zone_field_radioactive_average
zone_field_radioactive_strong
zone_radioactive_weak
;zone_radioactive_average
;zone_radioactive_strong
zone_mine_acidic_weak
;zone_mine_acidic_average
;zone_mine_acidic_strong
zone_mine_electric_weak
;zone_mine_electric_average
;zone_mine_electric_strong
zone_mine_thermal_weak
;zone_mine_thermal_average
;zone_mine_thermal_strong
zone_mine_gravitational_weak
zone_mine_gravitational_average
zone_mine_gravitational_strong
zone_mine_shatterpoint
zone_mine_seed
;Determines the smarts around which anomalies will be created
[available_smarts]
mil_smart_terrain_2_1
mil_smart_terrain_4_2
mil_smart_terrain_4_3
mil_smart_terrain_4_7
mil_smart_terrain_8_3

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;Determines the spawn percentage per each anomaly and max number of them
[spawn_properties]
spawn_percent = 0.35
anomaly_max_number = 20
anomaly_max_active = 45 ; Unused
;Determines the range of anomaly radius
[radius_properties]
min_radius = 2
max_radius = 3
;Determines the list of anomalies that can be spawned
[anomaly_types]
;zone_mine_acid
;zone_mine_electra
;zone_mine_zharka
zone_mine_vapour
zone_mine_flash
zone_mine_vortex
zone_mine_mefistotel
zone_mine_cdf
zone_mine_gold
zone_mine_thorn
zone_mine_seed
zone_mine_blast
zone_field_radioactive_weak
zone_field_radioactive_average
; zone_field_radioactive_strong
zone_radioactive_weak
;zone_radioactive_average
;zone_radioactive_strong
zone_mine_acidic_weak
;zone_mine_acidic_average
;zone_mine_acidic_strong
zone_mine_electric_weak
;zone_mine_electric_average
;zone_mine_electric_strong
zone_mine_thermal_weak
;zone_mine_thermal_average
;zone_mine_thermal_strong
zone_mine_gravitational_weak
zone_mine_gravitational_average
zone_mine_gravitational_strong
zone_no_gravity
zone_mine_shatterpoint
;Determines the smarts around which anomalies will be created
[available_smarts]
yan_smart_terrain_1_6
yan_smart_terrain_2_5
yan_smart_terrain_4_2
yan_smart_terrain_4_4
yan_smart_terrain_4_5
; yan_smart_terrain_5_3
; yan_smart_terrain_5_5
yan_smart_terrain_6_2
; yan_smart_terrain_snork_u
;Determines the smarts around which anomalies will be created, with reduced amount (see script for how much)
[available_smarts_reduced]
yan_smart_terrain_5_3
yan_smart_terrain_5_5
yan_smart_terrain_snork_u

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;Determines the spawn percentage per each anomaly and max number of them
[spawn_properties]
spawn_percent = 0.5
anomaly_max_number = 2
anomaly_max_active = 38 ; Unused
;Determines the range of anomaly radius
[radius_properties]
min_radius = 2
max_radius = 3
;Determines the list of anomalies that can be spawned
[anomaly_types]
;zone_mine_zharka
zone_mine_umbra
zone_mine_cdf
zone_mine_blast
zone_mine_ghost
zone_mine_point
; zone_mine_gold
zone_field_radioactive_weak
zone_field_radioactive_average
zone_field_radioactive_strong
zone_radioactive_weak
;zone_radioactive_average
;zone_radioactive_strong
zone_mine_acidic_weak
;zone_mine_acidic_average
;zone_mine_acidic_strong
zone_mine_electric_weak
;zone_mine_electric_average
;zone_mine_electric_strong
zone_mine_thermal_weak
;zone_mine_thermal_average
;zone_mine_thermal_strong
zone_mine_gravitational_weak
zone_mine_gravitational_average
;Determines the smarts around which anomalies will be created
[available_smarts]
x162_st_burer
x162_st_gigant
x162_st_poltergeist
x162_st_snork

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;Determines the spawn percentage per each anomaly and max number of them
[spawn_properties]
spawn_percent = 0.5
anomaly_max_number = 25
anomaly_max_active = 45 ; Unused
;Determines the range of anomaly radius
[radius_properties]
min_radius = 2
max_radius = 3
;Determines the list of anomalies that can be spawned
[anomaly_types]
;zone_mine_acid
;zone_mine_electra
;zone_mine_zharka
zone_mine_flash
zone_mine_vortex
zone_mine_ghost
zone_mine_cdf
zone_mine_point
zone_mine_blast
zone_field_radioactive_weak
zone_field_radioactive_average
zone_field_radioactive_strong
zone_radioactive_weak
;zone_radioactive_average
;zone_radioactive_strong
zone_mine_acidic_weak
;zone_mine_acidic_average
;zone_mine_acidic_strong
zone_mine_electric_weak
;zone_mine_electric_average
;zone_mine_electric_strong
zone_mine_thermal_weak
;zone_mine_thermal_average
;zone_mine_thermal_strong
zone_mine_gravitational_weak
zone_mine_gravitational_average
zone_mine_gravitational_strong
zone_no_gravity
zone_mine_shatterpoint
;Determines the smarts around which anomalies will be created
[available_smarts]
cit_kanaliz2
cit_kanaliz1
cit_killers_vs_bandits

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;Determines the spawn percentage per each anomaly and max number of them
[spawn_properties]
spawn_percent = 0.3
anomaly_max_number = 20
anomaly_max_active = 32 ; Unused
;Determines the range of anomaly radius
[radius_properties]
min_radius = 2
max_radius = 3
;Determines the list of anomalies that can be spawned
[anomaly_types]
;zone_mine_acid
;zone_mine_electra
;zone_mine_zharka
zone_mine_vapour
zone_mine_flash
zone_mine_vortex
zone_mine_ghost
zone_mine_springboard
zone_mine_mefistotel
zone_mine_cdf
zone_mine_point
zone_mine_sphere
zone_mine_gold
zone_mine_thorn
zone_mine_seed
zone_mine_shatterpoint
zone_field_radioactive_weak
zone_field_radioactive_average
zone_field_radioactive_strong
zone_radioactive_weak
;zone_radioactive_average
;zone_radioactive_strong
zone_mine_acidic_weak
;zone_mine_acidic_average
;zone_mine_acidic_strong
zone_mine_electric_weak
;zone_mine_electric_average
;zone_mine_electric_strong
zone_mine_thermal_weak
;zone_mine_thermal_average
;zone_mine_thermal_strong
zone_mine_gravitational_weak
zone_mine_gravitational_average
zone_mine_gravitational_strong
zone_no_gravity
;Determines the smarts around which anomalies will be created
[available_smarts]
; lim_smart_terrain_4
; lim_smart_terrain_6
lim_smart_terrain_8
lim_smart_terrain_9
lim_smart_terrain_10
;Determines the smarts around which anomalies will be created, with reduced amount (see script for how much)
[available_smarts_reduced]
lim_smart_terrain_4
lim_smart_terrain_6

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;Determines the spawn percentage per each anomaly and max number of them
[spawn_properties]
spawn_percent = 0.5
anomaly_max_number = 16
anomaly_max_active = 38 ; Unused
;Determines the range of anomaly radius
[radius_properties]
min_radius = 2
max_radius = 3
;Determines the list of anomalies that can be spawned
[anomaly_types]
;zone_mine_zharka
zone_mine_flash
zone_mine_ghost
zone_mine_cdf
zone_mine_point
zone_mine_umbra
zone_mine_sphere
zone_mine_gold
zone_mine_thorn
zone_mine_seed
zone_field_radioactive_weak
zone_field_radioactive_average
zone_field_radioactive_strong
zone_radioactive_weak
;zone_radioactive_average
;zone_radioactive_strong
zone_mine_acidic_weak
;zone_mine_acidic_average
;zone_mine_acidic_strong
zone_mine_electric_weak
;zone_mine_electric_average
;zone_mine_electric_strong
zone_mine_thermal_weak
;zone_mine_thermal_average
;zone_mine_thermal_strong
zone_mine_gravitational_weak
zone_mine_gravitational_average
zone_mine_gravitational_strong
zone_no_gravity
;Determines the smarts around which anomalies will be created
[available_smarts]
; rad_after_valley
rad_rusty_forest_center
; rad_bloodsucker
rad_pseudodogs
rad_snork1
rad_snork2
rad_valley
; rad_valley_dogs
rad_zombied1
rad_zombied2
; rad2_loner_0000
rad2_loner_0001
; rad2_loner_0002
;Determines the smarts around which anomalies will be created, with reduced amount (see script for how much)
[available_smarts_reduced]
rad_bloodsucker
; rad_pseudodogs
; rad_snork1
rad_valley_dogs
rad_after_valley
rad2_loner_0000
rad2_loner_0002

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;Determines the spawn percentage per each anomaly and max number of them
[spawn_properties]
spawn_percent = 0.3
anomaly_max_number = 30
anomaly_max_active = 32 ; Unused
;Determines the range of anomaly radius
[radius_properties]
min_radius = 2
max_radius = 3
;Determines the list of anomalies that can be spawned
[anomaly_types]
;zone_mine_acid
;zone_mine_electra
;zone_mine_zharka
zone_mine_flash
zone_mine_ghost
zone_mine_mefistotel
zone_mine_cdf
zone_mine_point
zone_mine_umbra
zone_mine_sphere
zone_field_radioactive_weak
zone_field_radioactive_average
zone_field_radioactive_strong
zone_radioactive_weak
;zone_radioactive_average
;zone_radioactive_strong
zone_mine_acidic_weak
;zone_mine_acidic_average
;zone_mine_acidic_strong
zone_mine_electric_weak
;zone_mine_electric_average
;zone_mine_electric_strong
zone_mine_thermal_weak
;zone_mine_thermal_average
;zone_mine_thermal_strong
zone_mine_gravitational_weak
zone_mine_gravitational_average
zone_mine_gravitational_strong
zone_no_gravity
zone_mine_thorn
;Determines the smarts around which anomalies will be created
[available_smarts]
red_smart_terrain_3_1
; red_smart_terrain_3_2
red_smart_terrain_3_3
red_smart_terrain_4_3
red_smart_terrain_4_5
red_smart_terrain_5_5
red_smart_terrain_5_6
red_smart_terrain_6_3
red_smart_terrain_6_6
red_smart_terrain_monsters_2
red_smart_terrain_monsters_3
;Determines the smarts around which anomalies will be created, with reduced amount (see script for how much)
[available_smarts_reduced]
red_smart_terrain_3_2

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;Determines the spawn percentage per each anomaly and max number of them
[spawn_properties]
spawn_percent = 0.5
anomaly_max_number = 1
anomaly_max_active = 38 ; Unused
;Determines the range of anomaly radius
[radius_properties]
min_radius = 2
max_radius = 3
;Determines the list of anomalies that can be spawned
[anomaly_types]
;zone_mine_zharka
zone_mine_umbra
zone_mine_cdf
; zone_mine_gold
zone_field_radioactive_weak
zone_field_radioactive_average
zone_field_radioactive_strong
zone_radioactive_weak
;Determines the smarts around which anomalies will be created
[available_smarts]
bun2_st_bloodsucker
bun2_tushkano_lair
bun_krovosos_nest

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;Determines the spawn percentage per each anomaly and max number of them
[spawn_properties]
spawn_percent = 0.5
anomaly_max_number = 3
anomaly_max_active = 38 ; Unused
;Determines the range of anomaly radius
[radius_properties]
min_radius = 2
max_radius = 3
;Determines the list of anomalies that can be spawned
[anomaly_types]
;zone_mine_zharka
zone_mine_point
zone_mine_umbra
zone_mine_cdf
zone_mine_blast
zone_mine_vortex
zone_mine_gold
zone_mine_thorn
zone_field_radioactive_weak
zone_field_radioactive_average
zone_field_radioactive_strong
zone_radioactive_weak
;zone_radioactive_average
;zone_radioactive_strong
zone_mine_acidic_weak
;zone_mine_acidic_average
;zone_mine_acidic_strong
zone_mine_electric_weak
;zone_mine_electric_average
;zone_mine_electric_strong
zone_mine_thermal_weak
;zone_mine_thermal_average
;zone_mine_thermal_strong
zone_mine_gravitational_weak
zone_mine_gravitational_average
;Determines the smarts around which anomalies will be created
[available_smarts]
katacomb_smart_terrain

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;Determines the spawn percentage per each anomaly and max number of them
[spawn_properties]
spawn_percent = 0.3
anomaly_max_number = 20
anomaly_max_active = 32 ; Unused
;Determines the range of anomaly radius
[radius_properties]
min_radius = 2
max_radius = 3
;Determines the list of anomalies that can be spawned
[anomaly_types]
;zone_mine_acid
;zone_mine_electra
;zone_mine_zharka
zone_mine_vapour
zone_mine_flash
zone_mine_vortex
zone_mine_umbra
zone_mine_springboard
zone_mine_mefistotel
zone_mine_cdf
zone_mine_point
zone_mine_sphere
zone_field_radioactive_weak
zone_field_radioactive_average
zone_field_radioactive_strong
zone_radioactive_weak
;zone_radioactive_average
;zone_radioactive_strong
zone_mine_acidic_weak
;zone_mine_acidic_average
;zone_mine_acidic_strong
zone_mine_electric_weak
;zone_mine_electric_average
;zone_mine_electric_strong
zone_mine_thermal_weak
;zone_mine_thermal_average
;zone_mine_thermal_strong
zone_mine_gravitational_weak
zone_mine_gravitational_average
zone_mine_gravitational_strong
zone_no_gravity
zone_mine_thorn
zone_mine_shatterpoint
;Determines the smarts around which anomalies will be created
[available_smarts]
pri_smart_bloodsucker_lair1
pri_smart_controler_lair1
pri_smart_controler_lair2
pri_smart_giant_lair1
pri_smart_monster_lair1
pri_smart_pseudodog_lair1
pri_smart_snork_lair1
pri_smart_snork_lair2
pri_smart_tushkano_lair1

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;Determines the spawn percentage per each anomaly and max number of them
[spawn_properties]
spawn_percent = 0.5
anomaly_max_number = 42
anomaly_max_active = 45 ; Unused
;Determines the range of anomaly radius
[radius_properties]
min_radius = 2
max_radius = 3
;Determines the list of anomalies that can be spawned
[anomaly_types]
zone_mine_flash
zone_mine_ghost
zone_mine_mefistotel
zone_mine_cdf
zone_mine_point
zone_mine_sphere
zone_mine_umbra
zone_field_radioactive_weak
zone_field_radioactive_average
zone_field_radioactive_strong
zone_radioactive_weak
;zone_radioactive_average
;zone_radioactive_strong
zone_mine_acidic_weak
;zone_mine_acidic_average
;zone_mine_acidic_strong
zone_mine_electric_weak
;zone_mine_electric_average
;zone_mine_electric_strong
zone_mine_thermal_weak
;zone_mine_thermal_average
;zone_mine_thermal_strong
zone_mine_gravitational_weak
zone_mine_gravitational_average
zone_mine_gravitational_strong
zone_mine_shatterpoint
zone_mine_thorn
;Determines the smarts around which anomalies will be created
[available_smarts]
aes_smart_terrain_monsters1
aes_smart_terrain_monsters2
aes_smart_terrain_monsters3
aes_smart_terrain_monsters4
aes_smart_terran_soldier2

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@ -0,0 +1,50 @@
;Determines the spawn percentage per each anomaly and max number of them
[spawn_properties]
spawn_percent = 0.5
anomaly_max_number = 42
anomaly_max_active = 45 ; Unused
;Determines the range of anomaly radius
[radius_properties]
min_radius = 2
max_radius = 3
;Determines the list of anomalies that can be spawned
[anomaly_types]
zone_mine_flash
zone_mine_ghost
zone_mine_mefistotel
zone_mine_cdf
zone_mine_point
zone_mine_sphere
zone_mine_umbra
zone_field_radioactive_weak
zone_field_radioactive_average
zone_field_radioactive_strong
zone_radioactive_weak
;zone_radioactive_average
;zone_radioactive_strong
zone_mine_acidic_weak
;zone_mine_acidic_average
;zone_mine_acidic_strong
zone_mine_electric_weak
;zone_mine_electric_average
;zone_mine_electric_strong
zone_mine_thermal_weak
;zone_mine_thermal_average
;zone_mine_thermal_strong
zone_mine_gravitational_weak
zone_mine_gravitational_average
zone_mine_gravitational_strong
zone_mine_shatterpoint
zone_mine_thorn
zone_mine_seed
;Determines the smarts around which anomalies will be created
[available_smarts]
aes2_monolith_camp1
aes2_monolith_camp2
aes2_monolith_camp3
aes2_monolith_camp4
aes2_monsters1
aes2_monsters2

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@ -0,0 +1,45 @@
;Determines the spawn percentage per each anomaly and max number of them
[spawn_properties]
spawn_percent = 0.5
anomaly_max_number = 25
anomaly_max_active = 45 ; Unused
;Determines the range of anomaly radius
[radius_properties]
min_radius = 2
max_radius = 3
;Determines the list of anomalies that can be spawned
[anomaly_types]
zone_mine_flash
zone_mine_cdf
zone_mine_point
zone_mine_sphere
zone_mine_umbra
zone_field_radioactive_weak
zone_field_radioactive_average
zone_field_radioactive_strong
zone_radioactive_weak
;zone_radioactive_average
;zone_radioactive_strong
zone_mine_acidic_weak
;zone_mine_acidic_average
;zone_mine_acidic_strong
zone_mine_electric_weak
;zone_mine_electric_average
;zone_mine_electric_strong
zone_mine_thermal_weak
;zone_mine_thermal_average
;zone_mine_thermal_strong
zone_mine_gravitational_weak
zone_mine_gravitational_average
zone_mine_gravitational_strong
zone_mine_shatterpoint
;Determines the smarts around which anomalies will be created
[available_smarts]
gen_smart_terrain_urod
gen_smart_terrain_forest
gen_smart_terrain_junk
gen_smart_terrain_military
gen_smart_terrain_cemetery

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@ -0,0 +1,37 @@
;Determines the spawn percentage per each anomaly and max number of them
[spawn_properties]
spawn_percent = 0.5
anomaly_max_number = 2
anomaly_max_active = 38 ; Unused
;Determines the range of anomaly radius
[radius_properties]
min_radius = 2
max_radius = 3
;Determines the list of anomalies that can be spawned
[anomaly_types]
;zone_mine_zharka
zone_mine_ghost
zone_mine_point
zone_mine_umbra
zone_mine_cdf
zone_mine_blast
zone_field_radioactive_weak
zone_field_radioactive_average
zone_radioactive_weak
;zone_radioactive_average
;zone_radioactive_strong
zone_mine_acidic_weak
;zone_mine_acidic_average
;zone_mine_acidic_strong
;zone_mine_electric_average
;zone_mine_electric_strong
;zone_mine_thermal_average
;zone_mine_thermal_strong
zone_mine_gravitational_weak
;Determines the smarts around which anomalies will be created
[available_smarts]
lx8_smart_terrain

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@ -0,0 +1,61 @@
;Determines the spawn percentage per each anomaly and max number of them
[spawn_properties]
spawn_percent = 0.3
anomaly_max_number = 20
anomaly_max_active = 32 ; Unused
;Determines the range of anomaly radius
[radius_properties]
min_radius = 2
max_radius = 3
;Determines the list of anomalies that can be spawned
[anomaly_types]
;zone_mine_acid
;zone_mine_electra
;zone_mine_zharka
zone_mine_vapour
zone_mine_flash
zone_mine_vortex
zone_mine_springboard
zone_mine_umbra
zone_mine_cdf
zone_mine_point
zone_mine_sphere
zone_field_radioactive_weak
zone_field_radioactive_average
zone_field_radioactive_strong
zone_radioactive_weak
;zone_radioactive_average
;zone_radioactive_strong
zone_mine_acidic_weak
;zone_mine_acidic_average
;zone_mine_acidic_strong
zone_mine_electric_weak
;zone_mine_electric_average
;zone_mine_electric_strong
zone_mine_thermal_weak
;zone_mine_thermal_average
;zone_mine_thermal_strong
zone_mine_gravitational_weak
zone_mine_gravitational_average
zone_mine_gravitational_strong
zone_mine_shatterpoint
zone_mine_thorn
zone_mine_seed
;Determines the smarts around which anomalies will be created
[available_smarts]
pri_a21_smart_terrain
pri_a22_smart_terrain
pri_a25_smart_terrain
pri_b301
pri_b303
pri_b304
pri_sim_3
pri_sim_5
pri_sim_8
pri_sim_9
pri_sim_10
pri_sim_11
pri_sim_12

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@ -0,0 +1,48 @@
;Determines the spawn percentage per each anomaly and max number of them
[spawn_properties]
spawn_percent = 0.5
anomaly_max_number = 13
anomaly_max_active = 38 ; Unused
;Determines the range of anomaly radius
[radius_properties]
min_radius = 2
max_radius = 3
;Determines the list of anomalies that can be spawned
[anomaly_types]
;zone_mine_acid
;zone_mine_electra
;zone_mine_zharka
zone_mine_flash
zone_mine_blast
zone_mine_vortex
zone_mine_net
zone_mine_ghost
zone_mine_gold
zone_mine_thorn
zone_mine_sphere
zone_field_radioactive_weak
; zone_field_radioactive_average
; zone_field_radioactive_strong
zone_radioactive_weak
;zone_radioactive_average
;zone_radioactive_strong
zone_mine_acidic_weak
;zone_mine_acidic_average
;zone_mine_acidic_strong
zone_mine_electric_weak
;zone_mine_electric_average
;zone_mine_electric_strong
; zone_mine_thermal_weak
;zone_mine_thermal_average
;zone_mine_thermal_strong
zone_mine_gravitational_weak
zone_mine_gravitational_average
zone_mine_gravitational_strong
;Determines the smarts around which anomalies will be created
[available_smarts]
pol_smart_terrain_1_1
pol_smart_terrain_2_2
pol_sim_1

View File

@ -0,0 +1,84 @@
;Determines the spawn percentage per each anomaly and max number of them
[spawn_properties]
spawn_percent = 0.5
anomaly_max_number = 30
anomaly_max_active = 38 ; Unused
;Determines the range of anomaly radius
[radius_properties]
min_radius = 2
max_radius = 3
;Determines the list of anomalies that can be spawned
[anomaly_types]
;zone_mine_acid
;zone_mine_electra
;zone_mine_zharka
zone_mine_vapour
zone_mine_flash
zone_mine_vortex
zone_mine_ghost
zone_mine_springboard
zone_mine_mefistotel
zone_mine_cdf
zone_mine_point
zone_mine_sphere
zone_mine_sloth
zone_mine_blast
zone_mine_net
zone_field_radioactive_weak
zone_field_radioactive_average
zone_field_radioactive_strong
zone_radioactive_weak
;zone_radioactive_average
;zone_radioactive_strong
zone_mine_acidic_weak
;zone_mine_acidic_average
;zone_mine_acidic_strong
zone_mine_electric_weak
;zone_mine_electric_average
;zone_mine_electric_strong
zone_mine_thermal_weak
;zone_mine_thermal_average
;zone_mine_thermal_strong
zone_mine_gravitational_weak
zone_mine_gravitational_average
zone_mine_gravitational_strong
zone_no_gravity
zone_mine_thorn
zone_mine_shatterpoint
zone_mine_seed
;Determines the smarts around which anomalies will be created
[available_smarts]
zat_a23_smart_terrain
zat_b28
zat_b33
zat_b38
zat_b42_smart_terrain
zat_b100
zat_b106_smart_terrain
zat_sim_1
zat_sim_2
zat_sim_3
zat_sim_4
zat_sim_5
zat_sim_6
zat_sim_7
zat_sim_8
zat_sim_9
zat_sim_11
zat_sim_12
zat_sim_14
zat_sim_15
zat_sim_16
zat_sim_17
zat_sim_18
zat_sim_21
zat_sim_22
zat_sim_23
zat_sim_24
zat_sim_25
zat_sim_26
zat_sim_27
zat_sim_30

View File

@ -0,0 +1,15 @@
[dbg_increase_thirst_sleep]
eat_sleepiness = 0.1
eat_thirstiness = 0.1
[dbg_decrease_thirst_sleep]
eat_sleepiness = -0.1
eat_thirstiness = -0.1
[dbg_increase_thirst_sleep_small]
eat_sleepiness = 0.01
eat_thirstiness = 0.01
[dbg_decrease_thirst_sleep_small]
eat_sleepiness = -0.01
eat_thirstiness = -0.01

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[postprocess_base]
pp_eff_name = radiation.ppe
duality_h = .015
duality_v = .015
blur = 1
gray = .0
noise = .01
noise_scale = 1
noise_color = 255,255,255,70
[postprocess_anomaly]
pp_eff_name = radiation.ppe
duality_h = 0
duality_v = 0
blur = 1
gray = .7 ;.9
noise = .2 ;.5
noise_scale = 1
noise_color = 155,155,155,70
;-------------------------------------------------------------------------------
; New zone postprocess
;-------------------------------------------------------------------------------
[postprocess_steam_mine]
pp_eff_cyclic = 1
pp_eff_overlap = true
pp_eff_name = steam_mine.ppe
radius_min = 0.7
radius_max = 1.0
[postprocess_acidic]
pp_eff_cyclic = 1
pp_eff_overlap = true
pp_eff_name = acidic.ppe
radius_min = 0.3
radius_max = 1.0
[postprocess_acidic_mine]
pp_eff_cyclic = 1
pp_eff_overlap = true
pp_eff_name = acidic_mine.ppe
radius_min = 0.7
radius_max = 1.0
[postprocess_thermal]
pp_eff_cyclic = 1
pp_eff_overlap = true
pp_eff_name = thermal.ppe
radius_min = 0.3
radius_max = 1.0
[postprocess_thermal_mine]
pp_eff_cyclic = 1
pp_eff_overlap = true
pp_eff_name = thermal_mine.ppe
radius_min = 0.7
radius_max = 1.0
[postprocess_rad]
pp_eff_cyclic = 1
pp_eff_overlap = true
pp_eff_name = radiation.ppe
radius_min = 0.3
radius_max = 1.0
[postprocess_psi]
pp_eff_cyclic = 1
pp_eff_overlap = true
pp_eff_name = psi.ppe
radius_min = 0.3
radius_max = 1.0
[psy_antenna]
pp_eff_name = psi.ppe
pp_eff_cyclic = 1
pp_eff_overlap = true
radius_min = 0.3
radius_max = 1.0
[postprocess_death]
pp_eff_name = death.ppe
radius_min = 0.5
radius_max = 1.1
[postprocess_flame]
pp_eff_name = flame.ppe
radius_min = 0.5
radius_max = 0.8
[postprocess_fuzz]
pp_eff_name = fuzz.ppe
radius_min = 0.5
radius_max = 0.8
[postprocess_gravi]
pp_eff_name = gravi.ppe
radius_min = 0.8
radius_max = 1.4
[postprocess_gravi_mine]
pp_eff_name = gravi_mine.ppe
radius_min = 0.7
radius_max = 1.0
[postprocess_electra]
pp_eff_name = electra.ppe
radius_min = 0.5
radius_max = 0.9
[postprocess_electra_mine]
pp_eff_name = electra_mine.ppe
radius_min = 0.3
radius_max = 1.0
[mosquito_bald]
pp_eff_name = mosquito_bald.ppe
radius_min = 0.2
radius_max = 2.7
[postprocess_gas]
pp_eff_name = alcohol.ppe
radius_min = 0.3
radius_max = 1.0
[postprocess_new]
pp_eff_name = radiation.ppe
radius_min = 0.5
radius_max = 1.1
;-------------------------------------------------------------------------------
[effector_alcohol]
pp_eff_name = alcohol.ppe
pp_eff_cyclic = 1
pp_eff_overlap = true
cam_eff_name = camera_effects\drunk.anm
cam_eff_cyclic = 1
[alcohol]
pp_eff_name = alcohol.ppe
pp_eff_overlap = true
pp_eff_cyclic = 0
cam_eff_name = camera_effects\drunk.anm
cam_eff_cyclic = 0
radius_min = 0.7
radius_max = 1.1
[effector_explode_hit]
cam_eff_cyclic = 0
cam_eff_name = camera_effects\shell_shock.anm
cam_eff_hud_affect = true
[effector_fire_hit]
pp_eff_name = fire_hit.ppe
pp_eff_cyclic = 0
pp_eff_overlap = true
cam_eff_cyclic = 0
[effector_fire_hit_0]:effector_fire_hit
cam_eff_name = camera_effects\hit_front.anm
[effector_fire_hit_1]:effector_fire_hit
cam_eff_name = camera_effects\hit_right.anm
[effector_fire_hit_2]:effector_fire_hit
cam_eff_name = camera_effects\hit_back.anm
[effector_fire_hit_3]:effector_fire_hit
cam_eff_name = camera_effects\hit_left.anm
[effector_fire_hit_4]:effector_fire_hit
cam_eff_name = camera_effects\hit_front_left.anm
[effector_fire_hit_5]:effector_fire_hit
cam_eff_name = camera_effects\hit_back_left.anm
[effector_fire_hit_6]:effector_fire_hit
cam_eff_name = camera_effects\hit_front_right.anm
[effector_fire_hit_7]:effector_fire_hit
cam_eff_name = camera_effects\hit_back_right.anm
[snd_shock_effector]
;pp_eff_name = duality_circle.ppe
pp_eff_name = snd_shock.ppe
pp_eff_overlap = true
pp_eff_cyclic = 1
[effector_controller_aura]
pp_eff_name = controller_hit.ppe
pp_eff_overlap = true
pp_eff_cyclic = 0
[effector_blink_black]
pp_eff_name = blink_black.ppe
pp_eff_cyclic = 0
pp_eff_overlap = true
[effector_controller_aura2]:effector_alcohol
pp_eff_cyclic = 0
cam_eff_cyclic = 0
[effector_monster_hit]
;pp_eff_name = fire_hit.ppe ; no postprocess
;pp_eff_cyclic = 0
cam_eff_cyclic = 0
[effector_monster_hit_0]:effector_monster_hit
cam_eff_name = camera_effects\hit_front.anm
[effector_monster_hit_1]:effector_monster_hit
cam_eff_name = camera_effects\hit_right.anm
[effector_monster_hit_2]:effector_monster_hit
cam_eff_name = camera_effects\hit_back.anm
[effector_monster_hit_3]:effector_monster_hit
cam_eff_name = camera_effects\hit_left.anm
[effector_monster_hit_4]:effector_monster_hit
cam_eff_name = camera_effects\hit_front_left.anm
[effector_monster_hit_5]:effector_monster_hit
cam_eff_name = camera_effects\hit_back_left.anm
[effector_monster_hit_6]:effector_monster_hit
cam_eff_name = camera_effects\hit_front_right.anm
[effector_monster_hit_7]:effector_monster_hit
cam_eff_name = camera_effects\hit_back_right.anm
;-------------------------------------------------------------------------------
; Nightvision postprocess
;-------------------------------------------------------------------------------
[effector_nightvision_1]
pp_eff_name = nightvision_1.ppe
pp_eff_overlap = false
pp_eff_cyclic = 1
[effector_nightvision_2]
pp_eff_name = nightvision_2.ppe
pp_eff_cyclic = 1
pp_eff_overlap = false
[effector_nightvision_3]
pp_eff_name = nightvision_3.ppe
pp_eff_cyclic = 1
pp_eff_overlap = false
;-------------------------------------------------------------------------------
; Äåòåêò íàñ ïîëòåðãåéñòàìè
;-------------------------------------------------------------------------------
[poltergeist_detection_effector]
pp_eff_name = poltergeist_scan.ppe
pp_eff_cyclic = 1
pp_eff_overlap = true
;-------------------------------------------------------------------------------
[_actor_death_effector]
pp_eff_name = actor_death.ppe
pp_eff_cyclic = 0
pp_eff_overlap = true
cam_eff_name = camera_effects\drunk.anm
cam_eff_cyclic = 1
snd = characters_voice\human_01\dolg\help\wounded_heavy\help_8
[brighten]
pp_eff_name = brighten.ppe
pp_eff_cyclic = 1
pp_eff_overlap = true
;-------------------------------------------------------------------------------
; Fade
;-------------------------------------------------------------------------------
[fade_in]
pp_eff_name = fade_in.ppe
pp_eff_cyclic = 0
pp_eff_overlap = false
[fade_in_out]
pp_eff_name = fade_in_out.ppe
pp_eff_cyclic = 0
pp_eff_overlap = false
[black]
pp_eff_name = black.ppe
pp_eff_cyclic = 1
pp_eff_overlap = false
[blink]
pp_eff_name = blink.ppe
pp_eff_cyclic = 0
pp_eff_overlap = false
[fade_to_black_9_sec]
pp_eff_name = fade_to_black_9_sec.ppe
pp_eff_cyclic = 0
pp_eff_overlap = false
[agr_u_fade]
pp_eff_name = agr_u_fade.ppe
pp_eff_cyclic = 0
pp_eff_overlap = false
;-------------------------------------------------------------------------------
; Brain Scorcher
;-------------------------------------------------------------------------------
[effector_radar_stop]
;pp_eff_name = radar_stop.ppe
;pp_eff_cyclic = 0
cam_eff_name = camera_effects\radar_stop.anm
cam_eff_cyclic = 0
;Eugenium Hazardous Anomalies
[postprocess_orange]
pp_eff_name = mine_orange.ppe
radius_min = 0.3
radius_max = 1.0
;-----------------------------------------
[extra_controller]
pp_eff_name = psychic.ppe
pp_eff_cyclic = 1
pp_eff_overlap = true
radius_min = 0.3
radius_max = 1.0
[anti_aim_effector]
cam_eff_name = camera_effects\pripyat_horror.anm
cam_eff_cyclic = 0

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;; NOTICE FOR MODDERS ;;
; unless you need to edit already existing sound sections, do NOT edit the "script_sound_*" files but make a new one that defines your new sound sections
; eg. "script_sound_mymod.ltx"
; it will be automatically included and won't cause conflict with other mods that add/edit sound sections
#include "script_sound_*.ltx"
;include "script_sound_agroprom.ltx"
;include "script_sound_axr.ltx"
;include "script_sound_darkvalley.ltx"
;include "script_sound_escape.ltx"
;include "script_sound_jupiter.ltx"
;include "script_sound_l05_bar.ltx"
;include "script_sound_marsh.ltx"
;include "script_sound_military.ltx"
;include "script_sound_pripyat.ltx"
;include "script_sound_story_and_music.ltx"
;include "script_sound_yantar.ltx"
;include "script_sound_zaton.ltx"
;include "script_sound_x16.ltx"
;include "script_sound_x18.ltx"
;include "script_sound_warlab.ltx"
;include "script_sound_mlr.ltx"
; A new feature has been added to help alleviate an issue with all sounds being loaded, even unused ones. Restricting sounds by level and story id is this solution.
; 'levels' is a new optional field. It's what levels to load the sound on, otherwise sound is not loaded. The absense of a levels field means the sound is loaded on all levels.
; 'story_ids' is a new optional field. It's a list of story_ids that can load the sound, otherwise sound is not loaded. The absense of a story_ids field means the sound can be loaded by all npc.
[brain_scorcher_rumble]
type = 3d
path = semitone\anomalies\generators
levels = l13u_warlab, l10u_bunker
[radar_drone]
type = looped
path = ambient\radar_1
levels = l10_radar
[radar_thunder]
type = looped
path = ambient\radar_2
levels = l10_radar
[gen_noos_tunnel]
type = looped
path = semitone\anomalies\generators\generators_idle
levels = l13_generators
[warlab_pod_noise]
type = looped
path = ambient\warlab_pod_noise
levels = l13u_warlab
[red_bloodsucker_growl]
type = 3d
path = monsters\bloodsucker\distant_growl_
shuffle = rnd
idle = 10,20,100
levels = l08u_brainlab, l03u_agr_underground
[controller_script_attack]
type = 3d
path = monsters\controller\controller_script_attack_
shuffle = rnd
idle = 10,20,100
levels = l08u_brainlab, l03u_agr_underground
[rad_hat_1]
type = actor
actor_stereo = true
npc_prefix = false
path = characters_voice\scenario\radar\rad_hat_1
shuffle = seq
idle = 1,1,100
levels = l10_radar, l10u_bunker, l08u_brainlab
[rad_hat_2]
type = actor
actor_stereo = true
npc_prefix = false
path = characters_voice\scenario\radar\rad_hat_2
shuffle = seq
idle = 1,1,100
levels = l10_radar, l10u_bunker, l08u_brainlab
[radar_meh_on]
type = looped
path = ambient\cooling_run
levels = l10u_bunker, l04u_labx18
[radar_meh_off]
type = 3d
path = ambient\cooling_stop
levels = l10u_bunker, l04u_labx18
[psy_blackout]
type = actor
actor_stereo = true
npc_prefix = false
path = affects\psy_blackout
shuffle = seq
idle = 1,1,100
levels = l10u_bunker, l13u_warlab
[bun_patrol_prikaz]
type = actor
actor_stereo = true
npc_prefix = false
path = characters_voice\scenario\bun\patrol_prikaz
shuffle = seq
idle = 1,1,100
levels = l10u_bunker
[val_patrol_prikaz]
type = actor
actor_stereo = true
npc_prefix = false
path = characters_voice\scenario\val\patrol_prikaz
shuffle = seq
idle = 1,1,100
levels = l04u_labx18
[bun_monolith_call_1]
type = actor
actor_stereo = true
npc_prefix = false
path = characters_voice\scenario\sarcofag\monolith_call_1
shuffle = seq
idle = 1,1,100
levels = l10u_bunker
[sar_monolith_call]
type = actor
actor_stereo = true
npc_prefix = false
path = characters_voice\scenario\sarcofag\monolith_call_
shuffle = rnd
idle = 10,15,100
levels = l12u_sarcofag
[sar2_monolith_call]
type = actor
actor_stereo = true
npc_prefix = false
path = characters_voice\scenario\sarcofag\monolith_call_1
shuffle = rnd
idle = 30,60,100
levels = l12u_sarcofag
[mon_ambient]
type = looped
path = ambient\monolith_1
levels = l12u_sarcofag
[mon_organic_moan]
type = 3d
path = ambient\organic_moan1
levels = l12u_sarcofag
[mon_explosion]
type = 3d
path = ambient\mon_explosion
levels = l12u_sarcofag, l13u_warlab
[warlab_decoder]
type = looped
path = device\decoder
levels = l13u_warlab
[warlab_oso]
type = looped
path = ambient\os_1
levels = l13u_warlab
[mon_monolith_damaged]
type = 3d
path = characters_voice\scenario\sarcofag\monolith_damaged
shuffle = rnd
idle = 0,0,100
levels = l13u_warlab
[mon_monolith_heavy_damaged]
type = 3d
path = characters_voice\scenario\sarcofag\monolith_heavy_damaged
shuffle = rnd
idle = 0,0,100
levels = l13u_warlab
[mon_monolith_alarm]
type = 3d
path = characters_voice\scenario\sarcofag\monolith_alarm
shuffle = rnd
idle = 0,0,100
levels = l13u_warlab
[surge_earthquake_sound_looped]
type = looped
path = ambient\earthquake
[surge_earthquake_sound]
type = 3d
path = ambient\earthquake
[blowout_begin]
type = 3d
path = ambient\blowout\blowout_begin
[blowout_rumble]
type = looped
path = ambient\blowout\blowout_rumble
[blowout_hit_1]
type = 3d
path = ambient\blowout\blowout_impact
[blowout_hit_2]
type = 3d
path = ambient\blowout\blowout_impact_02
[blowout_hit_3]
type = 3d
path = ambient\blowout\blowout_outro
[blowout_wave_1]
type = 3d
path = ambient\blowout\blowout_wave_01
[blowout_wave_2]
type = 3d
path = ambient\blowout\blowout_wave_04
[blowout_wave_3]
type = 3d
path = ambient\blowout_wave_3
[blowout_particle_wave_looped]
type = looped
path = ambient\blowout\blowout_particle_wave
[fallout_acid_rain]
type = looped
path = anomaly\acid_rain
[state]
type = npc
npc_prefix = true
avail_communities = bandit, csky, dolg, ecolog, freedom, killer, army, monolith, stalker, greh, greh_npc, army_npc, isg, renegade
path = states\idle\idle_
shuffle = rnd
idle = 7,13,100
group_snd = true
[state_1]
type = npc|actor|3d
actor_stereo = true|false
npc_prefix = true|false
path = states\idle\idle_
shuffle = rnd|seq|loop
idle = 3,5,100 ;min,max,rnd
;************************************************************
;Óíèâåðñàëüíàÿ îçâó÷êà âñòðå÷è
;************************************************************
[wait]
type = npc
avail_communities = bandit, csky, dolg, ecolog, freedom, killer, army, monolith, stalker, greh, greh_npc, army_npc, isg, renegade
npc_prefix = true
path = states\idle\idle_
shuffle = rnd
idle = 7,10,100
;************************************************************
; Alife
;************************************************************
[patrol_sneak]
type = npc
actor_stereo = false
npc_prefix = true
group_snd = true
path = alife\patrol\sneak_
avail_communities = bandit, csky, dolg, freedom, army, stalker, army_npc, isg, renegade
shuffle = rnd
idle = 1,1,100
[patrol_run]
type = npc
actor_stereo = false
npc_prefix = true
group_snd = true
path = alife\patrol\run_
avail_communities = bandit, csky, dolg, freedom, army, stalker, army_npc, isg, renegade
shuffle = rnd
idle = 1,1,100
[patrol_walk]
type = npc
actor_stereo = false
npc_prefix = true
group_snd = true
path = alife\patrol\walk_
avail_communities = bandit, csky, dolg, freedom, army, stalker, army_npc, isg, renegade
shuffle = rnd
idle = 1,1,100
[fight_attack]
type = npc
actor_stereo = false
npc_prefix = true
path = fight\attack\script_attack_
avail_communities = bandit, csky, dolg, freedom, army, stalker, monolith, killer, army_npc, isg, renegade
shuffle = rnd
idle = 1,1,100
is_combat_sound = true
[post_combat_wait]
type = npc
actor_stereo = false
npc_prefix = true
group_snd = true
path = fight\post_combat_wait\wait_
avail_communities = bandit, csky, dolg, freedom, army, stalker, army_npc, isg, renegade
shuffle = rnd
idle = 3,5,100
[post_combat_wait_long]
type = npc
actor_stereo = false
npc_prefix = true
group_snd = true
path = fight\post_combat_wait\wait_
avail_communities = bandit, csky, dolg, freedom, army, stalker, army_npc, isg, renegade
shuffle = rnd
idle = 7,10,100
[post_combat_relax]
type = npc
actor_stereo = false
npc_prefix = true
group_snd = true
path = fight\post_combat_wait\relax_
avail_communities = bandit, csky, dolg, freedom, army, stalker, army_npc, isg, renegade
shuffle = rnd
idle = 1,1,100
;***************************************************************
; Çâóêè äâåðåé
;***************************************************************
[trader_door_open_start]
type = 3d
path = device\door_start
shuffle = rnd
idle = 1,1,100
[trader_door_close_start]
type = 3d
path = device\door_closing
shuffle = rnd
idle = 1,1,100
[trader_door_close_stop]
type = 3d
path = device\door_stop
shuffle = rnd
idle = 1,1,100
[trader_door_locked]
type = 3d
path = device\door_locked
shuffle = rnd
idle = 1,1,100
[trader_door_unlock]
type = 3d
path = device\door_servomotor
shuffle = rnd
idle = 1,1,100
[wood_small_open]
type = 3d
path = device\wood_small_open
shuffle = rnd
idle = 1,1,100
[wood_small_close_start]
type = 3d
path = device\wood_small_close_start
shuffle = rnd
idle = 1,1,100
[wood_small_close_stop]
type = 3d
path = device\wood_small_close_stop
shuffle = rnd
idle = 1,1,100
[wood_large_open]
type = 3d
path = device\wood_large_open
shuffle = rnd
idle = 1,1,100
[wood_large_close_start]
type = 3d
path = device\wood_large_close_start
shuffle = rnd
idle = 1,1,100
[wood_large_close_stop]
type = 3d
path = device\wood_large_close_stop
shuffle = rnd
idle = 1,1,100
[metal_small_open]
type = 3d
path = device\metal_small_open
shuffle = rnd
idle = 1,1,100
[metal_small_close_start]
type = 3d
path = device\metal_small_close_start
shuffle = rnd
idle = 1,1,100
[metal_small_close_stop]
type = 3d
path = device\metal_small_close_stop
shuffle = rnd
idle = 1,1,100
[power_switch]
type = 3d
path = device\power_switch
shuffle = rnd
idle = 1,1,100
;***************************************************************
; çâóêè íàñòîëüíîé ðàöèè
;***************************************************************
[radio_call]
type = 3d
path = device\radio_call
shuffle = rnd
idle = 0,0,100
;***************************************************************
; Îçâó÷êà ÏÄÀ
;***************************************************************
[pda_alarm]
type = actor
npc_prefix = false
path = device\pda\pda_alarm
shuffle = rnd
idle = 0,0,100
[pda_news]
type = actor
npc_prefix = false
path = device\pda\pda_news
shuffle = rnd
idle = 1,1,100
[pda_tips]
type = actor
npc_prefix = false
path = device\pda\pda_tip
shuffle = rnd
idle = 1,1,100
[pda_task]
type = actor
npc_prefix = false
path = device\pda\pda_objective
shuffle = rnd
idle = 1,1,100
[pda_welcome]
type = actor
npc_prefix = false
path = device\pda\pda_welcome
shuffle = rnd
idle = 1,1,100
[pda_beep_1]
type = actor
npc_prefix = false
path = device\pda\pda_beep_1
shuffle = rnd
idle = 1,1,100
[pda_beep_2]
type = actor
npc_prefix = false
path = device\pda\pda_beep_2
shuffle = rnd
idle = 1,1,100
[pda_communication_lost]
type = actor
npc_prefix = false
path = device\pda\pda_communication_lost
shuffle = rnd
idle = 1,1,100
;***************************************************************
; Îçâó÷êà Âåðòèáåðäà
;***************************************************************
[heli_damaged]
type = actor
npc_prefix = false
path = vehicles\helicopter\damage_
shuffle = rnd
idle = 1,1,100
[heli_down]
type = actor
npc_prefix = false
path = vehicles\helicopter\death_
shuffle = rnd
idle = 1,1,100
[heli_hit]
type = actor
npc_prefix = false
path = vehicles\helicopter\hit_
shuffle = rnd
idle = 3,4,40
;***************************************************************
; ÎÑÍÎÂÍÛÅ ÒÅÌÛ
;***************************************************************
[alarm]
type = 3d
path = ambient\siren1
shuffle = loop
idle = 0,0,100
[meet_hello]
type = npc
avail_communities = bandit, csky, dolg, ecolog, freedom, killer, army, stalker, monolith, greh, greh_npc, army_npc, isg, renegade
npc_prefix = true
path = states\meet\meet_hello_
shuffle = rnd
idle = 7,10,100
[meet_wait]
type = npc
avail_communities = bandit, csky, dolg, freedom, killer, stalker, greh, greh_npc, army_npc, isg, renegade
npc_prefix = true
path = states\meet\meet_wait_
shuffle = seq
delay_sound = 15000
idle = 15,20,100
[meet_stop]
type = npc
avail_communities = bandit, csky, dolg, freedom, stalker, greh, greh_npc, army_npc, isg, renegade
npc_prefix = true
path = states\meet\meet_stop_
shuffle = rnd
idle = 2,2,100
[meet_hide_weapon]
type = npc
avail_communities = bandit, csky, dolg, ecolog, freedom, army, stalker, killer, greh, greh_npc, army_npc, isg, renegade
npc_prefix = true
path = states\meet\meet_hide_weapon_
shuffle = rnd
idle = 7,10,100
[meet_use_no_default]
type = npc
avail_communities = bandit, csky, dolg, ecolog, freedom, army, stalker, greh, greh_npc, army_npc, isg, renegade
npc_prefix = true
path = states\meet\meet_use_no_default_
shuffle = rnd
idle = 1,1,100
[meet_use_no_fight]
type = npc
avail_communities = bandit, csky, dolg, ecolog, freedom, army, stalker, killer, monolith, greh, greh_npc, army_npc, isg, renegade
npc_prefix = true
path = states\meet\meet_use_no_fight_
shuffle = rnd
idle = 2,2,100
[meet_use_no_weapon]
type = npc
avail_communities = bandit, csky, dolg, ecolog, freedom, army, stalker, greh, greh_npc, army_npc, isg, renegade
npc_prefix = true
path = states\meet\meet_use_no_weapon_
shuffle = rnd
idle = 5,7,100
[meet_use_no_talk_leader]
type = npc
avail_communities = bandit, csky, dolg, ecolog, freedom, army, stalker, killer, monolith, greh, greh_npc, army_npc, isg, renegade
npc_prefix = true
path = states\meet\meet_use_no_talk_leader_
shuffle = rnd
idle = 5,7,100
[corpse_loot_begin]
type = npc
avail_communities = bandit, csky, dolg, freedom, killer, army, monolith, stalker, greh, greh_npc, army_npc, isg, renegade
npc_prefix = true
path = states\loot\loot_begin_
shuffle = rnd
idle = 10,11,100
[corpse_loot_good]
type = npc
avail_communities = bandit, csky, dolg, freedom, killer, army, monolith, stalker, greh, greh_npc, army_npc, isg, renegade
npc_prefix = true
path = states\loot\loot_good_
shuffle = rnd
idle = 10,11,100
[corpse_loot_bad]
type = npc
avail_communities = bandit, csky, dolg, freedom, killer, army, monolith, stalker, greh, greh_npc, army_npc, isg, renegade
npc_prefix = true
path = states\loot\loot_bad_
shuffle = rnd
idle = 10,11,100
[help_heavy]
type = npc
avail_communities = bandit, csky, dolg, ecolog, freedom, killer, army, monolith, stalker, greh, greh_npc, army_npc, isg, renegade
npc_prefix = true
path = help\wounded_heavy\help_
shuffle = rnd
idle = 4,8,100
[help_thanks]
type = npc
avail_communities = bandit, csky, dolg, ecolog, freedom, killer, army, stalker, greh, greh_npc, army_npc, isg, renegade
npc_prefix = true
path = help\wounded_thanx\thanx_
shuffle = rnd
idle = 1,1,100
[wounded_medkit]
type = npc
avail_communities = army, stalker, bandit, dolg, freedom, killer, csky, greh, greh_npc, army_npc, isg, renegade
npc_prefix = true
path = help\wounded\medkit_
shuffle = rnd
idle = 1,1,100
;***************************************************************
; ÒÅÌÛ ÄËß ÒÈÐÀ
;***************************************************************
[steam_blowout]
type = 3d
path = anomaly\steam_blowout
shuffle = rnd
idle = 0,0,100
;***************************************************************
; Yasti: Repair, Cooking and Artifact Containers
;***************************************************************
[inv_repair_kit_use_fast_2p8]
type = actor
path = interface\inv_repair_kit_use_fast_2p8
shuffle = rnd
[inv_repair_kit_use_fast]
type = actor
path = interface\inv_repair_kit_use_fast
shuffle = rnd
[inv_repair_kit_with_brushes]
type = actor
path = interface\inv_repair_kit_with_brushes
shuffle = rnd
[inv_repair_sewing_kit]
type = actor
path = interface\inv_repair_sewing_kit
shuffle = rnd
[inv_repair_sewing_kit_fast]
type = actor
path = interface\inv_repair_sewing_kit_fast
shuffle = rnd
[inv_repair_spray_oil]
type = actor
path = interface\inv_repair_spray_oil
shuffle = rnd
[inv_repair_brushes]
type = actor
path = interface\inv_repair_brushes
shuffle = rnd
[inv_repair_kit]
type = actor
path = interface\inv_repair_kit
shuffle = rnd
[inv_drink_flask_2]
type = actor
path = interface\inv_drink_flask_2
shuffle = rnd
[inv_aam_close]
type = actor
path = interface\inv_aam_close
shuffle = rnd
[inv_aam_open]
type = actor
path = interface\inv_aam_open
shuffle = rnd
[inv_iam_open]
type = actor
path = interface\inv_iam_open
shuffle = rnd
[inv_iam_close]
type = actor
path = interface\inv_iam_close
shuffle = rnd
[inv_aac_open]
type = actor
path = interface\inv_aac_open
shuffle = rnd
[inv_aac_close]
type = actor
path = interface\inv_aac_close
shuffle = rnd
[inv_lead_open]
type = actor
path = interface\inv_lead_open
shuffle = rnd
[inv_lead_close]
type = actor
path = interface\inv_lead_close
shuffle = rnd
[inv_batt]
type = actor
path = interface\inv_batt
shuffle = rnd
[inv_cooking]
type = actor
path = interface\inv_cooking
shuffle = rnd
[inv_cooking_cooker]
type = actor
path = interface\inv_cooking_cooker
shuffle = rnd
[inv_cooking_stove]
type = actor
path = interface\inv_cooking_stove
shuffle = rnd
[inv_mutant_loot_animal]
type = actor
path = interface\inv_mutant_loot_animal
shuffle = rnd
idle = 0,0,0 ;min,max,rnd
[inv_mutant_loot_animal2]
type = actor
path = interface\inv_mutant_loot_animal2
shuffle = rnd
idle = 0,0,0 ;min,max,rnd
[inv_mutant_loot_crow]
type = actor
path = interface\inv_mutant_loot_crow
shuffle = rnd
idle = 0,0,0 ;min,max,rnd
[inv_mutant_loot_grease]
type = actor
path = interface\inv_mutant_loot_grease
shuffle = rnd
idle = 0,0,0 ;min,max,rnd
[inv_mutant_loot_grease2]
type = actor
path = interface\inv_mutant_loot_grease2
shuffle = rnd
idle = 0,0,0 ;min,max,rnd
[inv_mutant_loot_human]
type = actor
path = interface\inv_mutant_loot_human
shuffle = rnd
idle = 0,0,0 ;min,max,rnd
[inv_mutant_loot_human2]
type = actor
path = interface\inv_mutant_loot_human2
shuffle = rnd
idle = 0,0,0 ;min,max,rnd
[inv_mutant_loot_rotten]
type = actor
path = interface\inv_mutant_loot_rotten
shuffle = rnd
idle = 0,0,0 ;min,max,rnd
[inv_mutant_loot_smaller]
type = actor
path = interface\inv_mutant_loot_smaller
shuffle = rnd
idle = 0,0,0 ;min,max,rnd
[inv_matches]
type = actor
path = interface\inv_matches
shuffle = rnd
idle = 0,0,0 ;min,max,rnd
[inv_death]
type = actor
path = interface\inv_death
shuffle = rnd
idle = 0,0,0 ;min,max,rnd
[torch_click]
type = actor
path = weapons\pistol_empty
shuffle = rnd
idle = 0,0,0 ;min,max,rnd
[inv_mask_clean]
type = actor
path = interface\inv_mask_clean
shuffle = rnd
[inv_open]
type = actor
path = interface\inv_open
shuffle = rnd
[inv_briefcase_light_open]
type = actor
path = interface\inv_briefcase_light_open
shuffle = rnd
; AWR
[awr_fail_1]
type = actor
path = actor\awr\awr_fail_1
shuffle = rnd
idle = 0,0,0
[awr_fail_2]
type = actor
path = actor\awr\awr_fail_2
shuffle = rnd
idle = 0,0,0
[awr_fail_3]
type = actor
path = actor\awr\awr_fail_3
shuffle = rnd
idle = 0,0,0
[awr_fail_4]
type = actor
path = actor\awr\awr_fail_4
shuffle = rnd
idle = 0,0,0
[awr_fail_5]
type = actor
path = actor\awr\awr_fail_5
shuffle = rnd
idle = 0,0,0
; IMM
[inv_eat_can_imm]
type = actor
path = interface\inv_eat_can_imm
shuffle = rnd
idle = 0,0,0
[inv_axe_dismember_1]
type = actor
path = interface\inv_axe_dismember_1
shuffle = rnd
idle = 0,0,0
[inv_axe_dismember_2]
type = actor
path = interface\inv_axe_dismember_2
shuffle = rnd
idle = 0,0,0
[inv_axe_dismember_3]
type = actor
path = interface\inv_axe_dismember_3
shuffle = rnd
idle = 0,0,0
[inv_axe_dismember_4]
type = actor
path = interface\inv_axe_dismember_4
shuffle = rnd
idle = 0,0,0
[inv_axe_dismember_5]
type = actor
path = interface\inv_axe_dismember_5
shuffle = rnd
idle = 0,0,0
[inv_disassemble_metal_fast]
type = actor
path = interface\inv_disassemble_metal_fast_
shuffle = rnd
idle = 0,0,0
[inv_disassemble_cloth_fast]
type = actor
path = interface\inv_disassemble_cloth_fast_
shuffle = rnd
idle = 0,0,0
[inv_tear_patch]
type = actor
path = interface\inv_disassemble_cloth_fast_2
shuffle = rnd
idle = 0,0,0
[wind_storm1]
type = looped
path = nature\wind_storm1
[wind_storm2]
type = looped
path = nature\wind_storm2
[wind_storm3]
type = looped
path = nature\wind_storm3
[underground_drone]
type = looped
path = ambient\trx\background\underground
[rain_helmet]
type = looped
path = ambient\rain_helm
[rain_indoors]
type = looped
path = ambient\rain_indoors
[snd_inv_mask_clean]
type = actor
path = interface\inv_mask_clean_3
shuffle = rnd
idle = 0,0,0
[reload_shell]
type = actor
path = weapons\remington870\remington870_load
idle = 0,0,0

View File

@ -0,0 +1,426 @@
; @ Version: SCREEN SPACE SHADERS - UPDATE 16
; @ Description: Interactive Grass - Anomalies animations
; @ Author: https://www.moddb.com/members/ascii1457
; @ Mod: https://www.moddb.com/mods/stalker-anomaly/addons/screen-space-shaders
; Edited by S.e.m.i.t.o.n.e. for the Arrival - Anomalies Mod
; Animations
; 1 = Push
; 2 = Wavy
; 3 = Suck
; 4 = Blow
; 5 = Pulse
; ------------------ Acidic Anomalies ---------------------------
![zone_mine_acid]
bend_grass_blowout = true
bend_grass_blowout_speed = 3.0
bend_grass_blowout_radius = 3.0
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
![zone_mine_acidic]
bend_grass_blowout = true
bend_grass_blowout_speed = 3.0
bend_grass_blowout_radius = 3.0
![zone_mine_acidic_weak]
bend_grass_blowout = true
bend_grass_blowout_speed = 3.0
bend_grass_blowout_radius = 3.0
![zone_mine_acidic_average]
bend_grass_blowout = true
bend_grass_blowout_speed = 3.0
bend_grass_blowout_radius = 3.0
![zone_mine_acidic_strong]
bend_grass_blowout = true
bend_grass_blowout_speed = 3.0
bend_grass_blowout_radius = 3.5
![zone_mine_acidic_big]
bend_grass_blowout = true
bend_grass_blowout_speed = 3.0
bend_grass_blowout_radius = 3.5
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
![zone_mine_chemical]
bend_grass_blowout = true
bend_grass_blowout_speed = 3.0
bend_grass_blowout_radius = 3.0
![zone_mine_chemical_weak]
bend_grass_blowout = true
bend_grass_blowout_speed = 3.0
bend_grass_blowout_radius = 3.0
![zone_mine_chemical_average]
bend_grass_blowout = true
bend_grass_blowout_speed = 3.0
bend_grass_blowout_radius = 3.0
![zone_mine_chemical_strong]
bend_grass_blowout = true
bend_grass_blowout_speed = 3.0
bend_grass_blowout_radius = 3.5
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
![zone_buzz]
bend_grass_blowout = true
bend_grass_blowout_speed = 3.0
bend_grass_blowout_radius = 3.0
![zone_buzz_weak]
bend_grass_blowout = true
bend_grass_blowout_speed = 3.0
bend_grass_blowout_radius = 3.0
![zone_buzz_average]
bend_grass_blowout = true
bend_grass_blowout_speed = 3.0
bend_grass_blowout_radius = 3.0
![zone_buzz_strong]
bend_grass_blowout = true
bend_grass_blowout_speed = 3.0
bend_grass_blowout_radius = 3.5
; ------------------ Electric Anomalies ---------------------------
![zone_mine_electra]
bend_grass_blowout = true
bend_grass_blowout_speed = 4.0
bend_grass_blowout_radius = 5.0
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
![zone_mine_electric]
bend_grass_blowout = true
bend_grass_blowout_speed = 4.0
bend_grass_blowout_radius = 5.0
![zone_mine_electric_weak]
bend_grass_blowout = true
bend_grass_blowout_speed = 4.0
bend_grass_blowout_radius = 5.0
![zone_mine_electric_average]
bend_grass_blowout = true
bend_grass_blowout_speed = 4.0
bend_grass_blowout_radius = 5.0
![zone_mine_electric_strong]
bend_grass_blowout = true
bend_grass_blowout_speed = 4.0
bend_grass_blowout_radius = 5.0
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
![zone_mine_static]
bend_grass_blowout = true
bend_grass_blowout_speed = 4.0
bend_grass_blowout_radius = 5.0
![zone_mine_static_weak]
bend_grass_blowout = true
bend_grass_blowout_speed = 4.0
bend_grass_blowout_radius = 5.0
![zone_mine_static_average]
bend_grass_blowout = true
bend_grass_blowout_speed = 4.0
bend_grass_blowout_radius = 5.0
![zone_mine_static_strong]
bend_grass_blowout = true
bend_grass_blowout_speed = 4.0
bend_grass_blowout_radius = 5.0
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
![zone_witches_galantine]
bend_grass_blowout = true
bend_grass_blowout_speed = 4.0
bend_grass_blowout_radius = 5.0
![zone_witches_galantine_weak]
bend_grass_blowout = true
bend_grass_blowout_speed = 4.0
bend_grass_blowout_radius = 5.0
![zone_witches_galantine_average]
bend_grass_blowout = true
bend_grass_blowout_speed = 4.0
bend_grass_blowout_radius = 5.0
![zone_witches_galantine_strong]
bend_grass_blowout = true
bend_grass_blowout_speed = 4.0
bend_grass_blowout_radius = 5.0
; ------------------ Gravitational Anomalies ---------------------------
![zone_mine_gravitational_weak]
bend_grass_idle_anim = 4
bend_grass_idle_radius = 5.0
bend_grass_idle_speed = 4.2
bend_grass_blowout = true
bend_grass_blowout_speed = 5.0
bend_grass_blowout_radius = 10.0
![zone_mine_gravitational_average]
bend_grass_idle_anim = 4
bend_grass_idle_radius = 4.0
bend_grass_idle_speed = 5.5
bend_grass_whenactive_anim = 3
bend_grass_whenactive_str = 8.5
bend_grass_whenactive_speed = 4.5
bend_grass_blowout = true
bend_grass_blowout_duration = 2400
bend_grass_blowout_speed = 5.0
bend_grass_blowout_radius = 20.0
![zone_mine_gravitational_strong]
bend_grass_idle_anim = 2
bend_grass_idle_radius = 4.0
bend_grass_idle_speed = 1.3
bend_grass_whenactive_anim = 3
bend_grass_whenactive_str = 3.5
bend_grass_whenactive_speed = 4.5
bend_grass_blowout = true
bend_grass_blowout_duration = 5500
bend_grass_blowout_speed = 5.0
bend_grass_blowout_radius = 20.0
![zone_mine_gravitational_big]
bend_grass_idle_anim = 2
bend_grass_idle_radius = 4.0
bend_grass_idle_speed = 1.3
bend_grass_whenactive_anim = 3
bend_grass_whenactive_str = 3.0
bend_grass_whenactive_speed = 4.0
bend_grass_blowout = true
bend_grass_blowout_duration = 5500
bend_grass_blowout_speed = 5.0
bend_grass_blowout_radius = 20.0
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
![zone_mine_vortex]
bend_grass_idle_anim = 4
bend_grass_idle_radius = 4.0
bend_grass_idle_speed = 5.5
bend_grass_whenactive_anim = 3
bend_grass_whenactive_str = 8.5
bend_grass_whenactive_speed = 4.5
bend_grass_blowout = true
bend_grass_blowout_duration = 2400
bend_grass_blowout_speed = 5.0
bend_grass_blowout_radius = 20.0
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
![zone_mine_blast]
bend_grass_idle_anim = 4
bend_grass_idle_radius = 5.0
bend_grass_idle_speed = 4.2
bend_grass_blowout = true
bend_grass_blowout_speed = 5.0
bend_grass_blowout_radius = 10.0
; ------------------ Springboard ---------------------------
![zone_mine_springboard]
bend_grass_idle_anim = 3
bend_grass_idle_radius = 5.0
bend_grass_idle_speed = 3.2
bend_grass_blowout = true
bend_grass_blowout_speed = 5.0
bend_grass_blowout_radius = 10.0
; ------------------ CDF ---------------------------
![zone_mine_cdf]
bend_grass_idle_anim = 3
bend_grass_idle_radius = 6.0
bend_grass_idle_speed = 1.2
bend_grass_blowout = true
bend_grass_blowout_speed = 3.0
bend_grass_blowout_radius = 10.0
; ------------------ Flash ---------------------------
![zone_mine_flash]
bend_grass_idle_anim = 2
bend_grass_idle_radius = 5.0
bend_grass_idle_speed = 1.2
bend_grass_blowout = true
bend_grass_blowout_speed = 5.0
bend_grass_blowout_radius = 10.0
; ------------------ Ghost ---------------------------
![zone_mine_ghost]
bend_grass_idle_anim = 1
bend_grass_idle_radius = 3.0
bend_grass_idle_speed = 1.2
bend_grass_blowout = true
bend_grass_blowout_speed = 3.0
bend_grass_blowout_radius = 6.0
; ------------------ Gold ---------------------------
![zone_mine_gold]
bend_grass_blowout = true
bend_grass_blowout_speed = 3.0
bend_grass_blowout_radius = 3.0
; ------------------ Net ---------------------------
![zone_mine_net]
bend_grass_blowout = true
bend_grass_blowout_speed = 3.0
bend_grass_blowout_radius = 7.0
; ------------------ Point ---------------------------
![zone_mine_point]
bend_grass_idle_anim = 1
bend_grass_idle_radius = 3.0
bend_grass_idle_speed = 1.2
bend_grass_blowout = true
bend_grass_blowout_speed = 3.0
bend_grass_blowout_radius = 6.0
; ------------------ Seed ---------------------------
![zone_mine_seed]
bend_grass_blowout = true
bend_grass_blowout_speed = 3.0
bend_grass_blowout_radius = 7.0
; ------------------ Shatterpoint ---------------------------
![zone_mine_shatterpoint]
bend_grass_idle_anim = 2
bend_grass_idle_radius = 4.0
bend_grass_idle_speed = 1.3
bend_grass_whenactive_anim = 1
bend_grass_whenactive_str = 3.5
bend_grass_whenactive_speed = 4.5
bend_grass_blowout = true
bend_grass_blowout_duration = 11000
bend_grass_blowout_speed = 5.0
bend_grass_blowout_radius = 20.0
; ------------------ Sloth ---------------------------
![zone_mine_sloth]
bend_grass_blowout = true
bend_grass_blowout_speed = 2.0
bend_grass_blowout_radius = 8.0
; ------------------ Sphere ---------------------------
![zone_mine_sphere]
bend_grass_idle_anim = 1
bend_grass_idle_radius = 5.0
bend_grass_idle_speed = 2.2
bend_grass_blowout = true
bend_grass_blowout_speed = 5.0
bend_grass_blowout_radius = 10.0
; ------------------ Thorn ---------------------------
![zone_mine_thorn]
bend_grass_idle_anim = 1
bend_grass_idle_radius = 4.0
bend_grass_idle_str = 2.0
bend_grass_idle_speed = 1.5
bend_grass_whenactive_str = 3.0
bend_grass_whenactive_speed = 3.0
bend_grass_blowout = true
bend_grass_blowout_duration = 2000
bend_grass_blowout_speed = 6.0
bend_grass_blowout_radius = 20.0
; ------------------ Umbral Cluster ---------------------------
![zone_mine_umbra]
bend_grass_idle_anim = 3
bend_grass_idle_radius = 4.0
bend_grass_idle_str = 2.0
bend_grass_idle_speed = 1.5
; ------------------ No Gravity ---------------------------
![zone_nogravity]
bend_grass_blowout = true
bend_grass_blowout_speed = 2.0
bend_grass_blowout_radius = 15.0
; ------------------ Zharka ---------------------------
![zone_mine_thermal]
bend_grass_idle_radius = 3.5
bend_grass_whenactive_anim = 4
bend_grass_whenactive_str = 2.0
bend_grass_whenactive_speed = 3.5
bend_grass_blowout = true
bend_grass_blowout_duration = 9500
bend_grass_blowout_speed = 3.0
bend_grass_blowout_radius = 5.0
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
![zone_mine_zharka]
bend_grass_idle_radius = 3.5
bend_grass_whenactive_anim = 4
bend_grass_whenactive_str = 2.0
bend_grass_whenactive_speed = 3.5
bend_grass_blowout = true
bend_grass_blowout_duration = 9500
bend_grass_blowout_speed = 3.0
bend_grass_blowout_radius = 5.0
; ------------------ Comet ---------------------------
![fireball_zone]
bend_grass_idle_anim = 4
bend_grass_idle_str = 2.0
bend_grass_idle_radius = 5.0
bend_grass_idle_speed = 4.5
; ------------------ Tesla ---------------------------
![fireball_electric_zone]
bend_grass_idle_anim = 1
bend_grass_idle_str = 0.15
bend_grass_idle_radius = 20.0

View File

@ -0,0 +1,41 @@
![detector_scientific]
zone_class_38 = zone_mine_umbra
zone_class_39 = zone_mine_flash
zone_class_40 = zone_mine_ghost
zone_class_41 = zone_mine_gold
zone_class_42 = zone_mine_sloth
zone_class_43 = zone_mine_mefistotel
zone_class_44 = zone_mine_net
zone_class_45 = zone_mine_point
zone_class_46 = zone_mine_cdf
zone_class_47 = zone_mine_sphere
zone_class_48 = zone_mine_acid
zone_class_49 = zone_mine_electra
zone_class_50 = zone_mine_springboard
zone_class_51 = zone_mine_vortex
zone_class_52 = zone_mine_blast
zone_class_53 = zone_mine_zharka
zone_class_54 = zone_mine_vapour
zone_class_55 = zone_mine_seed
zone_class_56 = zone_mine_thorn
zone_class_57 = zone_mine_shatterpoint
zone_freq_38 = 0.05, 2
zone_freq_39 = 0.05, 2
zone_freq_40 = 0.05, 2
zone_freq_41 = 0.05, 2
zone_freq_42 = 0.05, 2
zone_freq_43 = 0.05, 2
zone_freq_44 = 0.05, 2
zone_freq_45 = 0.05, 2
zone_freq_46 = 0.05, 2
zone_freq_47 = 0.05, 2
zone_freq_48 = 0.05, 2
zone_freq_49 = 0.05, 2
zone_freq_50 = 0.05, 2
zone_freq_51 = 0.05, 2
zone_freq_52 = 0.05, 2
zone_freq_53 = 0.05, 2
zone_freq_54 = 0.05, 2
zone_freq_55 = 0.05, 2
zone_freq_56 = 0.05, 2
zone_freq_57 = 0.05, 2

View File

@ -0,0 +1,42 @@
; this is radiation built every millisecond when in water in that specific map
; 0.000016 means you will get fully irradiated standing in water for 60 real seconds without any protection
; outfits will reduce this, above a certain radiation protection water won't irradiate you anymore depending on the value
[settings]
enabled = true
jupiter = 0.000128
pripyat = 0.000128
zaton = 0.000128
jupiter_underground = 0.000128
labx8 = 0.000128
l03u_agr_underground = 0.000128
l04u_labx18 = 0.000128
l08u_brainlab = 0.000128
l10u_bunker = 0.000128
l12u_control_monolith = 0.000128
l12u_sarcofag = 0.000128
l13u_warlab = 0.000128
k00_marsh = 0.000128
k01_darkscape = 0.000128
k02_trucks_cemetery = 0.000128
l01_escape = 0.000128
l02_garbage = 0.000128
l03_agroprom = 0.000128
l04_darkvalley = 0.000128
l05_bar = 0.000000
l06_rostok = 0.000000
l07_military = 0.000128
l08_yantar = 0.000128
l09_deadcity = 0.000000
l10_limansk = 0.000128
l10_radar = 0.000128
l10_red_forest = 0.000128
l11_hospital = 0.000128
l11_pripyat = 0.000128
l12_stancia = 0.000128
l12_stancia_2 = 0.000128
l13_generators = 0.000128
y04_pole = 0.000128

View File

@ -0,0 +1,25 @@
[logic]
active = sr_particle
[sr_particle]
name = semitone\anomalies\generators\generatory
mode = 2
path = gen_part_points
looped = true
on_info = {+warlab_deactivate_generators_done} sr_idle@nil %=clear_weather%
on_info2 = {+aes2_greh_squad1_dead +aes2_greh_squad2_dead -ms_stitch_msg =actor_on_level(l13_generators)} sr_idle@msg
on_info3 = {+stalker_stitch_mortal_sin_emission_buildup -ms_decisive_blow} sr_timer@impending_doom
on_info4 = {+premature_emission_started} sr_idle@nil
[sr_timer@impending_doom]
type = dec
start_value = 1080000
on_value = 5 | %=play_sound_on_actor(rad_hat_2)%
on_info = {+ms_decisive_blow} sr_particle
on_info2 = {+too_late} sr_particle
string = st_impending_doom
[sr_idle@msg]:sr_particle
on_game_timer = 60 | sr_particle %=gen_stitch_message +ms_stitch_msg%
[sr_idle@nil]

View File

@ -0,0 +1,212 @@
<?xml version="1.0" encoding="windows-1251" ?>
<string_table>
<string id="zone_mine_cdf_section_name">
<text>Cognitive Dissonance Field</text>
</string>
<string id="zone_mine_umbra_section_name">
<text>Umbral Cluster</text>
</string>
<string id="zone_mine_flash_section_name">
<text>Flash</text>
</string>
<string id="zone_mine_ghost_section_name">
<text>Ghost</text>
</string>
<string id="zone_mine_gold_section_name">
<text>Liquid Gold</text>
</string>
<string id="zone_mine_thorn_section_name">
<text>Thorn</text>
</string>
<string id="zone_mine_seed_section_name">
<text>Seed</text>
</string>
<string id="zone_mine_shatterpoint_section_name">
<text>Shatterpoint</text>
</string>
<string id="zone_mine_sloth_section_name">
<text>Sloth</text>
</string>
<string id="zone_mine_mefistotel_section_name">
<text>Mefistotel</text>
</string>
<string id="zone_mine_net_section_name">
<text>Net</text>
</string>
<string id="zone_mine_point_section_name">
<text>Point</text>
</string>
<string id="zone_mine_sphere_section_name">
<text>Rebounder</text>
</string>
<string id="encyclopedia_anomalies_cdf">
<text>Cognitive Dissonance Field</text>
</string>
<string id="encyclopedia_anomalies_cdf_text">
<text>
• Name: %c[d_cyan]Cognitive Dissonance Field%c[ui_gray_1]
\n• Type: %c[d_orange]Psionic
\n \n%c[pda_green]Information%c[ui_gray_1]
\nThe "Cognitive Dissonance Field", also known as "CDF anomaly," is a highly localized breach in the fabric of the Noosphere. It emits a weak psionic aura that can have severe effects on the mental health of anyone within its vicinity. This anomaly is particularly insidious because it scrambles the brainwave frequencies of those it affects, leading to confusion, disorientation, and other negative cognitive effects. Unlike regular psi-fields, the "CDF" anomaly bypasses any conventional means of psionic protection, affecting the victim's mind directly. The Cognitive Dissonance Field is difficult to spot during the day because the color it emits is similar to the sky of the Zone. However, its distinctive sound can be easily distinguished from the surrounding environment, making it essential for stalkers to focus on this sound to stay alive and sane. During the night, the anomaly is more noticeable due to the contrast of the black night sky, emitting pulsating faint blue lights that can help identify its location. Exposure to the Cognitive Dissonance Field should be avoided at all costs, as it can have severe and long-lasting effects on mental health. Even brief exposure can lead to confusion, memory loss, and other cognitive impairments. Stalkers should exercise caution when navigating areas where this anomaly is present and take necessary precautions to protect their mental well-being.
</text>
</string>
<string id="encyclopedia_anomalies_umbra">
<text>Umbral Cluster</text>
</string>
<string id="encyclopedia_anomalies_umbra_text">
<text>
• Name: %c[d_cyan]Umbral Cluster%c[ui_gray_1]
\n• Type: %c[d_orange]Psionic
\n \n%c[pda_green]Information%c[ui_gray_1]
\nThe "Umbral Cluster" or more commonly referred to as just "Umbra" is highly unusual and dangerous formation that appears to disrupt the very fabric of reality itself. It is believed to be of extraterrestrial origin and is capable of altering the fundamental laws of physics within its vicinity. The anomaly manifests as a swarm of shadow-like entities that move in unison, creating an eerie and unsettling atmosphere. Umbra anomaly has a unique effect on the human psyche, inducing feelings of dread, paranoia, and terror in those who venture too close. Recent research suggests that the Umbral Cluster may be a form of non-Newtonian matter that operates on principles that are not fully understood. The swarm's movement patterns and behavior appear to be governed by complex algorithms that defy conventional physics. Moreover, the anomaly's influence on the human brain may be related to its interaction with the body's electromagnetic field, resulting in the production of abnormal brainwave patterns. This anomaly is also known to attract poltergeists, who are believed to find refuge within the swarm. The reasons behind this attraction are unclear, but some researchers speculate that the poltergeists may be drawn to the anomaly's unique electromagnetic field. The Umbral Cluster is one of the most dangerous anomalies ever recorded in the Zone, and exposure to its effects should be avoided at all costs. Even brief exposure can lead to long-lasting psychological trauma, and those who spend extended periods in the vicinity of the anomaly may suffer permanent damage to their mental health. Stalkers should exercise extreme caution when approaching this anomaly and take all necessary precautions to protect their well-being.
</text>
</string>
<string id="encyclopedia_anomalies_flash">
<text>Flash</text>
</string>
<string id="encyclopedia_anomalies_flash_text">
<text>
• Name: %c[d_cyan]Flash%c[ui_gray_1]
\n• Type: %c[d_orange]Temporal
\n \n%c[pda_green]Information%c[ui_gray_1]
\nThe "Flash" anomaly creates a tear in the space-time continuum that disrupts the fabric of the universe itself, or so it seams. When a passing the point at which effect begins, you experience a rapid time movement of unknown temporal extent, in just a single moment. The effects of the "Flash" anomaly on living organisms are complex and not yet fully understood. Some theories suggest that the rift may cause quantum-level disruptions in the individual's molecular structure, leading to physical and mental harm. Others propose that the time-travel effect of the anomaly may cause a loss of synchronicity between the individual's internal biological clock and the external environment, leading to disorientation and confusion. Despite the potential dangers of the "Flash" anomaly, some stalkers have found ways to use these rifts to their advantage. By carefully timing their entry and exit points, they can use the anomaly to evade pursuit or to wait for the perfect moment to retrieve an artifact. Navigating the "Flash" anomaly requires caution and skill, as its effects can be unpredictable and potentially deadly. Stalkers should exercise extreme caution when entering this rift and be aware of their surroundings at all times to avoid getting lost or disoriented. Additionally, those who use the "Flash" anomaly for their own purposes should be aware of the risks and take necessary precautions to ensure their safety, as some who wondered in it have never returned.
</text>
</string>
<string id="encyclopedia_anomalies_ghost">
<text>Ghost</text>
</string>
<string id="encyclopedia_anomalies_ghost_text">
<text>
• Name: %c[d_cyan]Ghost%c[ui_gray_1]
\n• Type: %c[d_orange]Electrical/Chemical
\n \n%c[pda_green]Information%c[ui_gray_1]
\n"Ghost" anomaly, as it is colloquially known among seasoned Stalkers, is a true mysterious occurrence, which appears as a puff of smoky, ethereal substance that moves with purpose. The Ghost's behavior is unique among all known anomalies, as it seems to possess some level of sentience that defies all scientific explanation. Some Stalkers believe that it is an ancient and malevolent entity that has existed since the Zone's creation, while others postulate that it is a manifestation of the collective consciousness of all those who have perished in the Zone. Its haunting and otherworldly sound sends chills down the bones of all who hear it. Theories abound about the source of these sounds that it emits, with some believing that they are the screams of lost souls trapped within the anomaly's embrace, while others maintain that they are the voices of the Zone itself, crying out in agony at the endless suffering and torment it has witnessed. The Ghost has become the subject of numerous myths and legends, with some even claiming that it possesses the power to grant wishes to those who can successfully capture it. Others tell of hapless Stalkers who have been lured to their deaths by its siren call, lost forever in the depths of the Zone. Despite its enigmatic nature, the Ghost is not to be underestimated, for it is a deadly and unpredictable force that can strike without warning. Those who venture too close to its path risk being electrocuted or disintegrated by its potent energies. This anomaly is a true enigma of the Zone, possessing a level of sentience and purpose that defies all scientific explanation. Its eerie sounds and ghostly presence have made it the subject of many myths and legends, adding to its mystique and terror. Approach with caution, for the Ghost anomaly is a deadly force that should not be taken lightly by even the most experienced of Stalkers.
</text>
</string>
<string id="encyclopedia_anomalies_gold">
<text>Liquid Gold</text>
</string>
<string id="encyclopedia_anomalies_gold_text">
<text>
• Name: %c[d_cyan]Liquid Gold%c[ui_gray_1]
\n• Type: %c[d_orange]Chemical
\n \n%c[pda_green]Information%c[ui_gray_1]
\nThe "Liquid Gold" anomaly is a highly dangerous and potent anomaly that emits a cloud of orange/golden colored toxic chemical substance. It is often considered to be the twin sister of the "Acidic" anomaly due to its similar appearance, but with far more severe effects. Upon contact with the substance, victims experience a rapid increase in body temperature, surpassing even feverish levels. The speed and intensity of this reaction vary depending on the potency of the anomaly. The symptoms range from severe dehydration to an excruciating death caused by the victim's blood reaching its boiling point. The toxic chemicals also affect the victim's skin, causing severe burns that can be small and hard to notice at first. However, these burns can worsen and lead to further complications, exacerbating the already life-threatening symptoms of the anomaly. The chemicals from the burns can also enter the bloodstream, affecting the body's internal organs, and potentially causing permanent damage. Due to the highly toxic and deadly nature of the anomaly, extreme caution must be exercised when encountering or handling it. Protective gear should be worn at all times, and immediate medical attention should be sought in the event of exposure. The "Liquid Gold" anomaly is a formidable threat that must be approached with the utmost care and caution.
</text>
</string>
<string id="encyclopedia_anomalies_thorn">
<text>Thorn</text>
</string>
<string id="encyclopedia_anomalies_thorn_text">
<text>
• Name: %c[d_cyan]Thorn%c[ui_gray_1]
\n• Type: %c[d_orange]Physical\Chemical
\n \n%c[pda_green]Information%c[ui_gray_1]
\nThorn is a deadly anomaly that can activate at a moment's notice. It appears as a small, unremarkable patch on the ground, but when triggered, it expands rapidly, revealing its true nature. Its jagged, spiky thorns protrude menacingly from the surface, giving it an appearance of deadly beauty. The biggest danger of Thorn lies not just in its deadly spikes, but in its unpredictable nature. It can be set off by any number of stimuli, including sound, vibration, or even the presence of living creatures nearby. This makes it a constant threat to any Stalker who ventures too close. What makes it even more lethal is that the spikes are coated in a toxic substance that can cause severe injury or even death. Once disturbed it unleashes a barrage of sharp, barbed thorns that shoot out in all directions, piercing through anything in their path with brutal force. The toxic nature of the spikes makes it an even greater challenge for Stalkers attempting to harvest its valuable artifacts. Without proper protection or antidotes, a single brush with the spikes can prove fatal. Despite the danger, some brave Stalkers risk everything to acquire the artifacts, driven by the promise of wealth and fame. But doing so requires nerves of steel, lightning-fast reflexes, and an intimate knowledge of the anomaly's behavior. Even then, there are no guarantees of survival. In the Zone, Thorn is a symbol of the dangers that lurk around every corner. It serves as a reminder that no matter how well-prepared a Stalker may be, they can never truly know what dangers they will face in the ever-shifting landscape of the Zone.
</text>
</string>
<string id="encyclopedia_anomalies_seed">
<text>Seed</text>
</string>
<string id="encyclopedia_anomalies_seed_text">
<text>
• Name: %c[d_cyan]Seed%c[ui_gray_1]
\n• Type: %c[d_orange]Chemical
\n \n%c[pda_green]Information%c[ui_gray_1]
\nSeed Anomaly, an enigmatic and treacherous occurrence, possesses an inherent peril that surpasses that of most anomalies, as it harbors the capability to multiply. Its elusive nature and multiplying ability heighten the level of danger associated with this phenomenon, demanding extreme caution from any who dare to venture near it. This anomalous entity manifests as a swirling mass of luminescent particles, resembling countless diminutive life forms that exhibit flawless coordination and collaboration. The orchestrated movements of the Seed Anomaly's constituent life forms suggest a remarkable level of organization and intelligence, which, when activated, culminate in a cataclysmic effect. Within certain scientific circles, a prevailing notion contends that the Seed Anomaly may signify an unprecedented manifestation of subatomic interactions, an elusive particle or an uncharted force of nature that has yet to be comprehensively understood. Alternatively, speculation abounds that this anomaly may manifest a novel phase of matter, hitherto unseen in the natural world. Astute stalkers have even reported witnessing patterns and configurations formed by these particles, resembling intricate structures found in nature, including swarms of birds or schools of fish. The behavior and purpose of the life forms within the Seed Anomaly remain shrouded in mystery, their intricate coordination suggesting an intelligence that surpasses the norm observed in other anomalies. Upon activation, the anomaly instantaneously releases its particles in a sudden and forceful burst, propelling them in all directions with extraordinary vigor. These particles possess an intense level of radioactivity, their emission accompanied by a piercing high-pitched sound that reverberates across great distances. The peril associated with the Seed Anomaly is further amplified by its uncanny ability to blend seamlessly into its surroundings, rendering its detection an arduous task until it is too late. Those unfortunate enough to encounter its wrath suffer dire consequences. The highly radioactive particles cause severe burns and radiation sickness, while the sheer force of the explosion can violently knock individuals off their feet, inflicting grave injuries. The disorienting effect of the particles' shrill emission complicates matters, hindering the escape of those in close proximity. Regardless of its origins or potential applications, the Seed Anomaly remains an alluring enigma that captivates the imaginations of both scientific minds and ordinary individuals. Its extraordinary properties and potential utilities perpetuate endless fascination and debate, ensuring that research and exploration pertaining to this anomaly will persist for years to come. In light of its inherent dangers, the Seed Anomaly must never be treated lightly, and only those who possess ample preparation, appropriate equipment, and comprehensive knowledge should dare to approach it.
</text>
</string>
<string id="encyclopedia_anomalies_shatterpoint">
<text>Shatterpoint</text>
</string>
<string id="encyclopedia_anomalies_shatterpoint_text">
<text>
• Name: %c[d_cyan]Shutterpoint%c[ui_gray_1]
\n• Type: %c[d_orange]Highly unstable gravitational
\n \n%c[pda_green]Information%c[ui_gray_1]
\nA dangerous and unpredictable phenomenon that can be found in certain areas of the Zone. It appears as a cluster of sharp, transparent glass shards tied to a central point. It is highly advised to avoid Shatterpoint anomaly as it brings certain death. The shards that make up the Shatterpoint anomaly are not naturally occurring glass, but are instead created by the anomaly's unique behavior. It has a powerful gravitational field that pulls in small elements of the environment towards its central point, and as they are drawn in, they are subjected to extreme temperatures that cause them to heat up rapidly. Remnants of the previous triggering orbit around it and when disturbed they will explode in a burst of energy, which due to it's unstable gravitational field will suspend them in the air for a brief moment before they are all suddenly pulled towards the center of the anomaly, merging all together. The intense heat melting the shards will enwrap them into a single point followed by a sudden, rapid cooling that causes that point to shatter into million tiny pieces before the anomaly's gravitational field fluctuates again and it finally explodes, sending the shards flying in all directions. Stalkers should exercise extreme caution when approaching the Shatterpoint, as it is extremely sharp and dangerous and can cause significant harm to anyone who comes into contact with it. It is important to take steps to protect yourself from the flying glass if you must enter its vicinity.
</text>
</string>
<string id="encyclopedia_anomalies_sloth">
<text>Sloth</text>
</string>
<string id="encyclopedia_anomalies_sloth_text">
<text>
• Name: %c[d_cyan]Sloth%c[ui_gray_1]
\n• Type: %c[d_orange]Chemical
\n \n%c[pda_green]Information%c[ui_gray_1]
\nThe so called "Sloth" anomaly is highly unusual and enigmatic phenomenon that poses a significant threat to any organisms that come into contact with it. Upon analysis of its observed properties, it is possible to suggest that it is a complex and highly reactive cloud of unknown chemical composition. One possibility is that the Sloth anomaly is a highly reactive form of atmospheric pollution of the Zone, consisting of a complex mixture of organic and inorganic compounds. This could explain the anomaly's poisonous nature, as well as its ability to adversely affect the biological functions of organisms that come into contact with it. Alternatively, there are suggestions that Sloth may be a form of bio-engineered weapon that came in contact with Zone's anomalous fields, and got twisted to it's own will. Likely created by some unknown organization for use in combat or espionage, as this could explain the anomaly's highly specific and targeted effects, as well as its apparent ability to persist in the environment over long periods of time. Another possibility is that it's a natural byproduct of the Zone's unusual and often unpredictable environment. The Zone is known to produce a wide variety of unusual and potentially hazardous phenomena, including anomalies that affect the physical and biological functions of organisms that come into contact with them. It is possible that the Sloth anomaly is simply another example of this phenomenon, a natural expression of the strange and often unpredictable forces that make up this mysterious place. Regardless of its underlying nature, the Sloth is clearly a highly dangerous and potentially lethal phenomenon that demands caution and respect from all who enter the Zone. Its ability to hinder the motor skills of organisms that come into contact with it is a testament to the complex and often unpredictable nature of the forces that shape our world, and serves as a reminder of the dangers that lurk within the unknown reaches of the Zone.
</text>
</string>
<string id="encyclopedia_anomalies_mefistotel">
<text>Mefistotel</text>
</string>
<string id="encyclopedia_anomalies_mefistotel_text">
<text>
• Name: %c[d_cyan]Mefistotel%c[ui_gray_1]
\n• Type: %c[d_orange]Electrical/Chemical
\n \n%c[pda_green]Information%c[ui_gray_1]
\nMefistotel is a rare and mysterious anomaly that takes its name from the trickster demon of medieval folklore. The anomaly appears as a strange flower-like formation, with delicate tendrils that emit an eerie sound when any living organism approaches. Despite its alluring appearance, Mephistotel is extremely dangerous to any living creature that ventures too close. One of the most insidious aspects of Mephistotel is that its appearance can sometimes be mistaken for an artefact, a highly valuable and sought-after item in the Zone. Many rookie stalkers have fallen victim to this deception, believing they have stumbled upon a rare artefact, only to be drawn towards the anomaly's deadly center and meet their end. As soon as the victim enters Mephistotel's active radius, it is nearly instantly drawn towards its center, as if by some unseen force. Once drawn in, the victim is shredded into pieces by the anomaly's tendrils, which act like razor-sharp blades. The process is quick and brutal, leaving no chance for escape or survival. Many stalkers who have encountered Mephistotel report feeling an overwhelming sense of dread and unease when they came across it, but also speak of Its beautiful appearance and eerie sound that seem almost hypnotic, drawing in unsuspecting prey that quickly meets its demise. Rumors and legends about the anomaly have spread among stalkers, with some believing that Mephistotel, according to the story that has been passed down among stalkers, only appears to those who are driven by greed and the desire for material gain. It is said that those who have never wished for anything from the Zone have never seen the anomaly, and are therefore safe from its deadly lure. Some even believe that Mephistotel can read a person's thoughts and desires, and will only reveal itself to those who are deemed unworthy, luring them to their death. This belief has caused many stalkers who have seen it to approach the anomaly with caution and respect, fearing that their own greed may be their undoing.
</text>
</string>
<string id="encyclopedia_anomalies_net">
<text>Net</text>
</string>
<string id="encyclopedia_anomalies_net_text">
<text>
• Name: %c[d_cyan]Net%c[ui_gray_1]
\n• Type: %c[d_orange]gravitational\Chemical
\n \n%c[pda_green]Information%c[ui_gray_1]
\nThe "net" anomaly is characterized by a highly charged stream of particles that are accelerated through gravitational forces. The charged particles create an electromagnetic field that entraps any object within its effective radius, much like an invisible net. The particles adhere to the surface of the trapped object, forming a tightly woven mesh that can be difficult to break free from. This phenomenon is caused by the interaction between the charged particles and the electromagnetic forces within the anomaly. The "net" anomaly is considered highly dangerous, as it can ensnare living organisms and cause severe physical harm or death. According to the rumors and legends among stalkers, the "Net" anomaly was first discovered by a group of experienced Zone veterans who had been exploring the area for years. As they wandered through the Zone, they noticed a strange electrical disturbance in the air, and as they got closer, they were suddenly enveloped by the charged particles of the anomaly. It is said that the stalkers struggled to escape the grasp of the "Net," but found themselves trapped in its grip, unable to break free. As they struggled, they saw the ghostly figures of other stalkers who had been caught in the anomaly before them, their bodies slowly being consumed by the charged particles. Net anomaly is feared and respected by all stalkers who venture into the Zone, and tales of its deadly grasp continue to spread among those who dare to explore its boundaries.
</text>
</string>
<string id="encyclopedia_anomalies_point">
<text>Point</text>
</string>
<string id="encyclopedia_anomalies_point_text">
<text>
• Name: %c[d_cyan]Point%c[ui_gray_1]
\n• Type: %c[d_orange]Electrical
\n \n%c[pda_green]Information%c[ui_gray_1]
\nPoint is an electrical phenomenon characterized by a transparent and crystalline orb that exhibits control over a spherical region of electrically charged energy. The orb appears to track the movement of nearby objects or individuals, suggesting a level of awareness and intentionality. The source of the electric energy within the sphere is not fully understood, but it has been observed to exhibit an interaction with electrical objects, such as batteries and capacitors, which appear to be charged in its proximity. However, due to the unknown nature of this interaction, it is strongly recommended to approach the anomaly with caution and proper protective measures. Despite its potential danger, some daring stalkers seek out Point anomaly in hopes of harnessing its power. Rumors have circulated about a group of stalkers who were able to extract the charged energy from the anomaly to power their devices, but it didn't end well. Story of tragic incident happened when a group of stalkers got lost somewhere in the Zone, it was middle of the night and their flashlights and PDA's were dead empty so they decided to try their luck with claims of this anomaly's ability so they could escape that part of the zone before they get ripped apart by mutants. As the group of stalkers approached the anomaly, they excitedly pulled out their PDAs and other electrical devices, hoping to charge them using the energy allegedly emitted by the anomaly. But as they drew closer, they began to feel a sense of unease. The crystalized orb seemed to be watching them, and the energy ball pulsed with an ominous glow. Suddenly, with a blinding flash of light, the energy ball discharged a massive surge of electricity. The stalkers were thrown back violently, their bodies contorted and writhing in agony as the electricity coursed through their flesh. Their screams echoed across the Zone, as the electricity fried their nerve endings and cooked their internal organs. Days later, other stalkers found their lifeless bodies scattered around the anomaly, their flesh charred and blackened from the electrical surge, and their devices fully charged. It was a gruesome reminder of the deadly power of the Point anomaly, and a warning to all who dared to approach it. Most stalkers heed the warning to stay away from the anomaly, knowing all too well the deadly consequences of tempting fate in the Zone.
</text>
</string>
<string id="encyclopedia_anomalies_sphere">
<text>Rebounder</text>
</string>
<string id="encyclopedia_anomalies_sphere_text">
<text>
• Name: %c[d_cyan]Rebounder%c[ui_gray_1]
\n• Type: %c[d_orange]Gravitational
\n \n%c[pda_green]Information%c[ui_gray_1]
\n"Rebounder" is a rare and enigmatic gravitational anomaly that manifests as a dense concentration of multiple force fields, forming a spherical shape. These force fields interact in complex ways to create a gravitational distortion, so when a moving object approaches the Rebounder's sphere, it encounters a force field that slows it down and alters its trajectory. This effect is caused by the distortion of the local space-time fabric, which creates a curvature that opposes the motion of the object. In addition to its defensive capabilities, the Rebounder can also be used offensively by skilled stalkers. By strategically placing themselves near the anomaly, experienced stalkers can use the distortion field to shield themselves from bullets or even deflect incoming projectiles towards their enemies. This technique requires precise timing and aim, but it can be a devastating tool in the hands of a skilled fighter. However, the Rebounder's effects are not always predictable, and inexperienced stalkers who attempt to use it may find themselves at the mercy of its unpredictable gravitational forces. Furthermore, prolonged exposure to the Rebounder's distortion field can have adverse effects on the stalker's health and well-being, causing disorientation and nausea. Overall, the Rebounder is a highly sought-after anomaly among Stalkers due to its unique defensive and offensive capabilities. However, its unpredictable nature and potential health hazards make it a dangerous anomaly to approach and use without proper preparation and caution.
</text>
</string>
</string_table>

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<?xml version="1.0" encoding="windows-1251"?>
<string_table>
<string id="ui_mcm_drx_da_title">
<text>Arrival - Anomalies</text>
</string>
<string id="ui_mcm_menu_drx_da">
<text>Arrival</text>
</string>
<string id="ui_mcm_drx_da_presets">
<text>Presets</text>
</string>
<string id="ui_mcm_drx_da_presets_desc">
<text>Choose predefined settings from the list</text>
</string>
<string id="ui_mcm_lst_drx_da_preset_easy">
<text>Easy</text>
</string>
<string id="ui_mcm_lst_drx_da_preset_normal">
<text>Normal</text>
</string>
<string id="ui_mcm_lst_drx_da_preset_hard">
<text>Hard</text>
</string>
<string id="ui_mcm_drx_da_anomaly_zone_spawn_chance">
<text>Anomaly Zone Spawn Chance</text>
</string>
<string id="ui_mcm_drx_da_anomaly_zone_spawn_chance_desc">
<text>The chance for predefined smart terrain to spawn anomaly zone</text>
</string>
<string id="ui_mcm_drx_da_anomaly_zone_anomalies_distance_max">
<text>Anomaly Zone Radius</text>
</string>
<string id="ui_mcm_drx_da_anomaly_zone_anomalies_distance_max_desc">
<text>Maximum distance from the center of smart terrain that is allowed for anomaly zone</text>
</string>
<string id="ui_mcm_drx_da_anomaly_zone_anomalies_distance_min">
<text>Minimum Distance Between Anomalies</text>
</string>
<string id="ui_mcm_drx_da_anomaly_zone_anomalies_distance_min_desc">
<text>Defines minimum distance between anomalies in zone. Negative values will allow anomalies to overlap each other</text>
</string>
<string id="ui_mcm_drx_da_anomaly_amount_modifier">
<text>Anomaly Amount Modifier</text>
</string>
<string id="ui_mcm_drx_da_anomaly_amount_modifier_desc">
<text>Modifies the amount of anomalies each anomaly zone can have</text>
</string>
<string id="ui_mcm_drx_da_max_artefacts_per_zone">
<text>Max Artefacts Per Zone</text>
</string>
<string id="ui_mcm_drx_da_max_artefacts_per_zone_desc">
<text>Defines the maximum amount of artefacts that can spawn in an anomaly zone</text>
</string>
<string id="ui_mcm_drx_da_artefacts_spawn_chance">
<text>Artefacts Spawn Chance</text>
</string>
<string id="ui_mcm_drx_da_artefacts_spawn_chance_desc">
<text>Each of defined maximum amount of artefacts will have this chance to spawn</text>
</string>
<string id="ui_mcm_drx_da_random_artefact_spawn_chance">
<text>Random Artefact Chance</text>
</string>
<string id="ui_mcm_drx_da_random_artefact_spawn_chance_desc">
<text>Which artefacts can be spawn is defined by the level. South locations can spawn only weak artys, while underground and north ones can spawn strong artys. However there is a chance, defined by this value, that an anomaly zone can spawn any artefact, including unique ones</text>
</string>
<string id="ui_mcm_drx_da_gravitational_shake_modifier">
<text>Gravitational Shake Modifier</text>
</string>
<string id="ui_mcm_drx_da_gravitational_shake_modifier_desc">
<text>Modifier of screen shake near gravitational anomalies</text>
</string>
<string id="ui_mcm_drx_da_electric_field_modifier">
<text>Electric Field Modifier</text>
</string>
<string id="ui_mcm_drx_da_electric_field_modifier_desc">
<text>Modifier of damage of electric fields. Does not affect glitches of electronic devices</text>
</string>
<string id="ui_mcm_drx_da_enable_anomalies_behaviour">
<text>Enable Anomalies Dynamic Behaviour</text>
</string>
<string id="ui_mcm_drx_da_enable_anomalies_behaviour_desc">
<text>Defines if dynamic anomalies have special behaviour and can pop in and out of existence in zone</text>
</string>
<string id="ui_mcm_drx_da_save_after_cleanup">
<text>Save Game After Anomalies Removal</text>
</string>
<string id="ui_mcm_drx_da_save_after_cleanup_desc">
<text>Saves the game after emission or psi-storm when dynamic anomalies are removed from the level</text>
</string>
<string id="ui_mcm_drx_da_disable_new_anomalies">
<text>Disable New Anomalies</text>
</string>
<string id="ui_mcm_drx_da_disable_new_anomalies_desc">
<text>Disables new kinds of anomalies from spawning. The option will take effect after next emission or psy-storm or at the new game</text>
</string>
<string id="ui_mcm_drx_da_choose_help">
<text>
Below you can selectively enable
\nwhich new kinds of anomalies will be spawned in the game</text>
</string>
<string id="ui_mcm_drx_da_zone_mine_cdf_enable">
<text>Enable</text>
</string>
<string id="ui_mcm_drx_da_zone_mine_umbra_enable">
<text>Enable</text>
</string>
<string id="ui_mcm_drx_da_zone_mine_flash_enable">
<text>Enable</text>
</string>
<string id="ui_mcm_drx_da_zone_mine_ghost_enable">
<text>Enable</text>
</string>
<string id="ui_mcm_drx_da_zone_mine_gold_enable">
<text>Enable</text>
</string>
<string id="ui_mcm_drx_da_zone_mine_thorn_enable">
<text>Enable</text>
</string>
<string id="ui_mcm_drx_da_zone_mine_seed_enable">
<text>Enable</text>
</string>
<string id="ui_mcm_drx_da_zone_mine_shatterpoint_enable">
<text>Enable</text>
</string>
<string id="ui_mcm_drx_da_zone_mine_sloth_enable">
<text>Enable</text>
</string>
<string id="ui_mcm_drx_da_zone_mine_mefistotel_enable">
<text>Enable</text>
</string>
<string id="ui_mcm_drx_da_zone_mine_net_enable">
<text>Enable</text>
</string>
<string id="ui_mcm_drx_da_zone_mine_point_enable">
<text>Enable</text>
</string>
<string id="ui_mcm_drx_da_zone_mine_sphere_enable">
<text>Enable</text>
</string>
<string id="ui_mcm_drx_da_delete_dynamic_anomalies">
<text>Delete Dynamic Anomalies</text>
</string>
<string id="ui_mcm_drx_da_delete_dynamic_anomalies_desc">
<text>Deletes all generated anomaly zones from the game. This option is intended for safe removal of the mod. Enable the option, then return to the game, save the game, quit the game and remove the mod</text>
</string>
<string id="ui_mcm_drx_da_debug_mode">
<text>Debug Mode</text>
</string>
<string id="ui_mcm_drx_da_debug_mode_desc">
<text>Enables message spam in console</text>
</string>
</string_table>

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<?xml version="1.0" encoding="windows-1251" ?>
<string_table>
<string id="zone_mine_cdf_section_name">
<text>«Поле Когнитивного Диссонанса»</text>
</string>
<string id="zone_mine_umbra_section_name">
<text>«Умбра»</text>
</string>
<string id="zone_mine_flash_section_name">
<text>«Вспышка»</text>
</string>
<string id="zone_mine_ghost_section_name">
<text>«Призрак»</text>
</string>
<string id="zone_mine_gold_section_name">
<text>«Жидкое золото»</text>
</string>
<string id="zone_mine_thorn_section_name">
<text>«Колючка»</text>
</string>
<string id="zone_mine_seed_section_name">
<text>«Семя»</text>
</string>
<string id="zone_mine_shatterpoint_section_name">
<text>«Дребезги»</text>
</string>
<string id="zone_mine_sloth_section_name">
<text>«Ленивец»</text>
</string>
<string id="zone_mine_mefistotel_section_name">
<text>«Мефистофель»</text>
</string>
<string id="zone_mine_net_section_name">
<text>«Сеть»</text>
</string>
<string id="zone_mine_point_section_name">
<text>«Точка»</text>
</string>
<string id="zone_mine_sphere_section_name">
<text>«Отбойник»</text>
</string>
<string id="encyclopedia_anomalies_cdf">
<text>«Поле Когнитивного Диссонанса»</text>
</string>
<string id="encyclopedia_anomalies_cdf_text">
<text>
• Название: %c[d_cyan]Поле Когнитивного Диссонанса%c[ui_gray_1]
\n• Тип: %c[d_orange]Пси-аномалия%c[ui_gray_1]
\n \n%c[d_green]Информация%c[ui_gray_1]
\n"Поле Когнитивного Диссонанса", также известное как "аномалия ПКД", представляет собой локализованную брешь в ткани Ноосферы. Она излучает слабую псионическую ауру, которая может оказать серьезное воздействие на психическое здоровье всех, кто находится поблизости. Эта аномалия особенно коварна, поскольку она искажает частоты мозговых волн тех, на кого она воздействует, что приводит к замешательству, дезориентации и другим негативным когнитивным эффектам. В отличие от обычных пси-полей, "ПКД" обходит любые привычные средства псионической защиты, воздействуя непосредственно на разум жертвы. Поле Когнитивного Диссонанса трудно заметить днем, потому что оно сливается с небом. Однако его характерный звук легко отличить от звуков окружающей среды, поэтому сталкерам необходимо концентрироваться на этом звуке, чтобы остаться живыми и в здравом уме. В ночное время аномалия более заметна из-за контраста с черным ночным небом, излучая слабый пульсирующий голубой свет, по которому можно определить ее местоположение. Воздействия Поля Когнитивного Диссонанса следует избегать любой ценой, поскольку оно может иметь серьезные и долгоиграющие последствия для психического здоровья. Даже кратковременное воздействие может привести к спутанности сознания, потере памяти и другим когнитивным нарушениям. Сталкерам следует проявлять осторожность при нахождении в местах, где присутствует эта аномалия, и принимать все возможные меры предосторожности для защиты своего психического здоровья.
</text>
</string>
<string id="encyclopedia_anomalies_umbra">
<text>«Умбра»</text>
</string>
<string id="encyclopedia_anomalies_umbra_text">
<text>
• Название: %c[d_cyan]Умбра%c[ui_gray_1]
\n• Тип: %c[d_orange]Пси-аномалия%c[ui_gray_1]
\n \n%c[d_green]Информация%c[ui_gray_1]
\n"Умбральный кластер" или чаще называемый просто "Умбра" - это крайне необычное и опасное образование, которое, похоже, нарушает саму ткань реальности. Считается, что оно имеет внеземное происхождение и способно изменять фундаментальные законы физики в непосредственной близости от себя. Аномалия проявляется в виде роя тенеподобных образований, которые движутся в унисон, создавая жуткую и тревожную атмосферу. Аномалия Умбра оказывает особое воздействие на психику человека, вызывая чувство страха, паранойи и ужаса у тех, кто осмеливается приблизиться к ней слишком близко. Последние исследования показывают, что Умбральный кластер может быть формой неньютоновской материи, которая действует по не до конца понятным принципам. Модели движения и поведения "роя", похоже, управляются сложными алгоритмами, которые не поддаются обычной физике. Более того, влияние аномалии на человеческий мозг может быть связано с ее взаимодействием с электромагнитным полем тела, что приводит к возникновению аномальных мозговых волн. Известно, что эта аномалия также привлекает полтергейстов, которые, как считается, находят убежище внутри "роя". Причины такого притяжения неясны, но некоторые исследователи предполагают, что полтергейстов может привлекать уникальное электромагнитное поле аномалии. Умбральный кластер - одна из самых опасных аномалий, когда-либо зафиксированных в Зоне, и ее воздействия следует избегать любой ценой. Даже кратковременное воздействие может привести к длительной психологической травме, а те, кто проведет длительное время вблизи аномалии, могут получить необратимый вред психическому здоровью. Сталкеры должны проявлять крайнюю осторожность при приближении к этой аномалии и принимать необходимые меры предосторожности для защиты своего здоровья.
</text>
</string>
<string id="encyclopedia_anomalies_flash">
<text>«Вспышка»</text>
</string>
<string id="encyclopedia_anomalies_flash_text">
<text>
• Название: %c[d_cyan]Вспышка%c[ui_gray_1]
\n• Тип: %c[d_orange]Временная аномалия%c[ui_gray_1]
\n \n%c[d_green]Информация%c[ui_gray_1]
\nАномалия "Вспышка" создает разрыв в пространственно-временном континууме, который нарушает структуру самой вселенной, или так это кажется. При пересечении границы, в которой начинается эффект, происходит резкое перемещение во времени на неизвестный временной промежуток буквально в одно мгновение. Воздействие аномалии "Вспышка" на живые организмы является сложным и еще не до конца понятным. Некоторые теории предполагают, что разлом может вызвать нарушения на квантовом уровне в молекулярной структуре человека, что приводит к физическим и психическим увечьям. Другие предполагают, что эффект путешествия во времени, вызванный аномалией, может привести к нарушению синхронизации между внутренними биологическими часами человека и внешней средой, что приведет к замешательству и дезориентации. Несмотря на потенциальную опасность аномалии "Вспышка", некоторые сталкеры нашли способ использовать эти разрывы в своих интересах. Тщательно рассчитав время своего входа и выхода, они могут использовать аномалию, чтобы уйти от преследования или дождаться идеального момента, чтобы заполучить артефакт. Навигация по аномалии "Вспышка" требует осторожности и умения, поскольку ее воздействие может быть непредсказуемым и потенциально смертельно опасным. Сталкеры должны проявлять крайнюю осторожность при входе в этот разлом и постоянно следить за окружающей обстановкой, чтобы не заблудиться и не оказаться дезориентированными. Кроме того, те, кто использует аномалию "Вспышка" в своих целях, должны осознавать риск и принимать необходимые меры предосторожности для обеспечения своей безопасности, поскольку некоторые, кто забрел в нее, так и не вернулись.
</text>
</string>
<string id="encyclopedia_anomalies_ghost">
<text>«Призрак»</text>
</string>
<string id="encyclopedia_anomalies_ghost_text">
<text>
• Название: %c[d_cyan]Призрак%c[ui_gray_1]
\n• Тип: %c[d_orange]Электро-химическая аномалия%c[ui_gray_1]
\n \n%c[d_green]Информация%c[ui_gray_1]
\nэфирной субстанции, которая движется целенаправленно. Поведение Призрака уникально среди всех известных аномалий, поскольку он, похоже, обладает неким уровнем разумности, который не поддается никакому научному объяснению. Некоторые сталкеры считают, что это древняя и злобная сущность, существовавшая с момента создания Зоны, другие предполагают, что это проявление коллективного сознания всех тех, кто погиб в Зоне. Его жуткий и потусторонний звук пробирает до костей всех, кто его слышит. Существует множество теорий об источнике этих звуков, некоторые считают, что это крики потерянных душ, запертых в плену аномалии, другие же утверждают, что это голоса самой Зоны, кричащей в агонии о бесконечных страданиях и мучениях, свидетелем которых она стала. Призрак стал предметом многочисленных мифов и легенд, некоторые даже утверждают, что он обладает способностью исполнять желания тех, кто сумеет его поймать. Другие рассказывают о незадачливых сталкерах, которых его зов заманил на верную смерть, навсегда сгинув в глубинах Зоны. Несмотря на свою таинственность, Призрака не стоит недооценивать, ведь это смертоносная и непредсказуемая сила, способная поразить без предупреждения. Те, кто рискнет приблизиться к нему слишком близко, рискуют быть поражены током или дезинтегрированы его мощной энергией. Эта аномалия - настоящая загадка Зоны, обладающая таким уровнем разумности, который не поддается никакому научному объяснению. Ее жуткие звуки и призрачное присутствие стали предметом многих мифов и легенд, что придает ей еще больше таинственности и ужаса.
</text>
</string>
<string id="encyclopedia_anomalies_gold">
<text>«Жидкое золото»</text>
</string>
<string id="encyclopedia_anomalies_gold_text">
<text>
• Название: %c[d_cyan]Жидкое золото%c[ui_gray_1]
\n• Тип: %c[d_orange]Химическая аномалия%c[ui_gray_1]
\n \n%c[d_green]Информация%c[ui_gray_1]
\nАномалия "Жидкое золото" - это очень опасная и мощная аномалия, которая испускает облако токсичного химического вещества оранжево-золотистого цвета. Ее часто считают сестрой-близнецом кислотной аномалии из-за схожего внешнего вида, но с гораздо более серьезными последствиями. При контакте с этим веществом у жертв быстро повышается температура тела, превышая даже показатели лихорадки. Темп и интенсивность этой реакции зависят от силы аномалии. Симптомы варьируются от сильного обезвоживания до мучительной смерти, вызванной тем, что кровь жертвы закипала. Токсичные химикаты также воздействуют на кожу жертвы, вызывая сильные ожоги, которые сначала могут быть небольшими и незаметными. Однако эти ожоги могут ухудшиться и привести к дальнейшим осложнениям, усугубляя и без того опасные для жизни симптомы аномалии. Химические вещества из ожогов также могут попасть в кровь, поражая внутренние органы организма и потенциально вызывая необратимые повреждения. Из-за высокотоксичной и смертельно опасной природы аномалии необходимо соблюдать крайнюю осторожность при встрече или обращении с ней. Необходимо всегда носить защитное снаряжение, а в случае контакта с аномалией следует немедленно обратиться за медицинской помощью. Аномалия "Жидкое золото" представляет собой серьезную угрозу, к которой следует подходить с максимальной осторожностью и осмотрительностью.
</text>
</string>
<string id="encyclopedia_anomalies_thorn">
<text>«Колючка»</text>
</string>
<string id="encyclopedia_anomalies_thorn_text">
<text>
• Название: %c[d_cyan]Колючка%c[ui_gray_1]
\n• Тип: %c[d_orange]физический\Химическая аномалия%c[ui_gray_1]
\n \n%c[d_green]Информация%c[ui_gray_1]
\n"Колючка" - это смертельно опасная аномалия, которая может активироваться в одно мгновение. Она выглядит как небольшое, ничем не примечательное пятно на земле, но при срабатывании быстро разрастается, показывая свою истинную природу. Её зазубренные, острые шипы угрожающе выступают над поверхностью, придавая ей смертоносную красоту. Самая большая опасность Колючки заключается не только в её смертоносных шипах, но и в её непредсказуемом характере. Она может быть спровоцирована любым раздражителем, включая звук, вибрацию или даже присутствие живых существ поблизости. Это делает её постоянной угрозой для любого сталкера, который рискнет подойти слишком близко. Что делает её еще более смертоносным, так это то, что шипы покрыты токсичным веществом, которое может вызвать тяжелые травмы или даже смерть. Как только потревожена, она выпускает шквал острых зазубренных шипов, которые разлетаются во все стороны, пронзая все на своем пути со страшной силой. Ядовитый характер шипов делает её еще более сложной преградой для сталкеров, пытающихся собрать ценные артефакты. Без надлежащей защиты или противоядия одно столкновение с шипами может оказаться смертельным. Несмотря на опасность, некоторые отважные сталкеры рискуют всем, чтобы заполучить артефакты, движимые обещанием богатства и славы. Но для этого нужны стальные нервы, молниеносные рефлексы и глубокие познания о поведении аномалии. Но даже в этом случае нет никаких гарантий выживания. В Зоне Колючка - символ опасностей, которые таятся за каждым углом. Она служит напоминанием о том, что как бы хорошо ни был подготовлен сталкер, он никогда не может знать, с какими опасностями ему придется столкнуться в постоянно меняющемся пейзаже Зоны.
</text>
</string>
<string id="encyclopedia_anomalies_seed">
<text>«Семя»</text>
</string>
<string id="encyclopedia_anomalies_seed_text">
<text>
• Название: %c[d_cyan]Семя%c[ui_gray_1]
\n• Тип: %c[d_orange]Химическая аномалия%c[ui_gray_1]
\n \n%c[d_green]Информация%c[ui_gray_1]
\nАномалия "Семя", загадочное и коварное явление, обладает изначальной опасностью, превосходящей опасности большинства аномалий, поскольку обладает способностью к размножению. Ее неуловимая натура и способность к размножению повышают уровень опасности, связанной с этим явлением, требуя особой осторожности от любого, кто осмелится приблизиться к ней. Эта аномальная структура проявляется в виде клубящейся массы светящихся частиц, напоминающих бесчисленные мельчайшие формы жизни, которые демонстрируют безупречную координацию и слаженность действий. Оркестрованные движения составляющих Аномалию "Семя" форм жизни свидетельствуют об удивительном уровне организации и интеллекта, которые при активации приводят к катаклизмическому эффекту. В определенных научных кругах преобладает мнение, что Аномалия "Семя" может представлять собой беспрецедентное проявление субатомных взаимодействий, неуловимую частицу или неизведанную силу природы, которую еще предстоит всесторонне изучить. Кроме того, существует множество предположений, что эта аномалия может быть проявлением новой фазы материи, до сих пор невиданной в мире природы. Опытные сталкеры даже сообщали, что наблюдали узоры и фигуры, образованные этими частицами, напоминающие сложные структуры, встречающиеся в природе, включая стаи птиц или косяки рыб. Поведение и цель жизненных форм внутри аномалии "Семя" остаются окутанными тайной, но их сложная координация предполагает наличие интеллекта, существенно отличающегося от того, что наблюдается в других аномалиях. При активации аномалия мгновенно высвобождает свои частицы во внезапном и мощном всплеске, разбрасывая их во все стороны с необычайной силой. Эти частицы обладают высоким уровнем радиоактивности, их выброс сопровождается пронзительным высокочастотным звуком, который разносится на большие расстояния. Опасность, связанная с аномалией "Семя", еще больше усиливается благодаря ее удивительной способности органично вписываться в окружающую среду, что делает ее обнаружение трудной задачей, пока не станет слишком поздно. Те, кому не повезло столкнуться с ее воздействием, страдают от ужасных последствий. Высокорадиоактивные частицы вызывают сильные ожоги и лучевую болезнь, а огромная сила взрыва может сбить человека с ног, нанеся ему тяжелые травмы. Дезориентирующее действие пронзительного выброса частиц усложняет ситуацию, препятствуя бегству тех, кто находится в непосредственной близости. Независимо от происхождения и потенциального применения, аномалия "Семя" остается притягательной загадкой, пленяющей воображение как научных умов, так и обычных людей. Ее необычные свойства и потенциальная польза вызывают бесконечное восхищение и дебаты, гарантируя, что исследования и поиски, связанные с этой аномалией, будут продолжаться еще долгие годы. В свете присущих ей опасностей к аномалии "Семя" нельзя относиться легкомысленно, и только те, кто обладает достаточной подготовкой, соответствующим оборудованием и всесторонними знаниями, должны осмелиться приблизиться к ней.
</text>
</string>
<string id="encyclopedia_anomalies_shatterpoint">
<text>«Дребезги»</text>
</string>
<string id="encyclopedia_anomalies_shatterpoint_text">
<text>
• Название: %c[d_cyan]Дребезги%c[ui_gray_1]
\n• Тип: %c[d_orange]Гравитационная аномалия%c[ui_gray_1]
\n \n%c[d_green]Информация%c[ui_gray_1]
\nОпасное и непредсказуемое явление, которое можно встретить в некоторых районах Зоны. Проявляется в виде скопления острых прозрачных осколков стекла, сцепленных с некой центральной точкой. Настоятельно рекомендуется избегать аномалии Дребезги, так как она несет верную смерть. Осколки, составляющие аномалию Дребезги, не являются стеклом естественного происхождения, а создаются в результате уникального поведения аномалии. Она обладает мощным гравитационным полем, которое притягивает мелкие элементы окружающей среды к своей центральной точке, и по мере притягивания они подвергаются воздействию экстремальных температур, что приводит к их быстрому нагреванию. Остатки предыдущего срабатывания вращаются вокруг нее, и когда их потревожат, они взрываются во вспышке энергии, которая из-за нестабильного гравитационного поля на короткое мгновение подвешивает их в воздухе, прежде чем все они внезапно притягиваются к центру аномалии, сливаясь воедино. Интенсивное тепло, плавящее осколки, сворачивает их в одну точку, после чего происходит резкое охлаждение, в результате которого точка рассыпается на миллионы крошечных кусочков, а гравитационное поле аномалии снова колеблется, и она взрывается, разбрасывая осколки во все стороны. Сталкеры должны проявлять крайнюю осторожность при приближении к аномалии Дребезги, так как она чрезвычайно остра и опасна и может причинить значительный вред любому, кто вступит с ней в контакт. Важно принять меры, чтобы защитить себя от разлетающегося стекла, если вам придется войти в ее окрестности.
</text>
</string>
<string id="encyclopedia_anomalies_sloth">
<text>«Ленивец»</text>
</string>
<string id="encyclopedia_anomalies_sloth_text">
<text>
• Название: %c[d_cyan]Ленивец%c[ui_gray_1]
\n• Тип: %c[d_orange]Химическая аномалия%c[ui_gray_1]
\n \n%c[d_green]Информация%c[ui_gray_1]
\nТак называемая аномалия "Ленивец" - крайне необычное и загадочное явление, представляющее значительную угрозу для любых организмов, вступающих с ней в контакт. После анализа ее наблюдаемых свойств можно предположить, что она представляет собой сложное и высокореактивное облако неизвестного химического состава. Одна из версий заключается в том, что аномалия "Ленивец" - это высокореактивная форма атмосферного загрязнения Зоны, состоящая из сложной смеси органических и неорганических соединений. Это может объяснить ядовитую природу аномалии, а также ее способность негативно влиять на биологические функции организмов, которые вступают с ней в контакт. В качестве альтернативы есть предположения, что Ленивец может быть разновидностью биоинженерного оружия, которое вступило в контакт с аномальными полями Зоны и стало извращаться по её воле. Вероятно, его создала какая-то неизвестная организация для использования в бою или шпионаже, так как это может объяснить высокоспецифичное и целенаправленное воздействие аномалии, а также ее очевидную способность сохраняться в окружающей среде в течение длительных периодов времени. Другая версия заключается в том, что это естественный побочный продукт необычной и часто непредсказуемой среды Зоны. Известно, что Зона порождает широкий спектр необычных и потенциально опасных явлений, включая аномалии, влияющие на физические и биологические функции организмов, которые вступают с ними в контакт. Возможно, что аномалия "Ленивец" - это просто еще один пример такого явления, естественное проявление странных и часто непредсказуемых сил, присущих этому загадочному месту. Независимо от своей глубинной природы, "Ленивец", несомненно, является очень опасным и потенциально смертельным явлением, которое требует осторожности всех, кто входит в Зону. Его способность препятствовать двигательным навыкам организмов, которые вступают с ним в контакт, свидетельствует о сложной и часто непредсказуемой природе сил, формирующих наш мир, и служит напоминанием об опасностях, которые таятся в неизведанных уголках Зоны.
</text>
</string>
<string id="encyclopedia_anomalies_mefistotel">
<text>«Мефистофель»</text>
</string>
<string id="encyclopedia_anomalies_mefistotel_text">
<text>
• Название: %c[d_cyan]Мефистофель%c[ui_gray_1]
\n• Тип: %c[d_orange]Электро-химическая аномалия%c[ui_gray_1]
\n \n%c[d_green]Информация%c[ui_gray_1]
\nМефистотель - редкая и загадочная аномалия, получившая свое название от демона-хитреца из средневекового фольклора. Аномалия выглядит как странное образование, похожее на цветок, с тонкими усиками, которые издают жуткий звук при приближении любого живого организма. Несмотря на свой манящий вид, Мефистотель чрезвычайно опасен для любого живого существа, которое рискнет приблизиться к нему слишком близко. Один из самых коварных аспектов Мефистотеля - то, что его внешний вид иногда можно принять за артефакт, очень ценный и востребованный в Зоне товар. Многие сталкеры-новички становились жертвами этого обмана, полагая, что наткнулись на редкий артефакт, но потом их затягивало в центр смертоносной аномалии, и они погибали. Как только жертва попадает в радиус действия Мефистотеля, ее почти мгновенно притягивает к его центру, будто какая-то невидимая сила. После втягивания жертву разрывает на части усиками аномалии, которые подобны острым лезвиям. Процесс происходит быстро и безжалостно, не оставляя шансов на спасение или выживание. Многие сталкеры, столкнувшиеся с Мефистотелем, рассказывают, что испытывают непреодолимое чувство ужаса и тревоги, когда сталкиваются с ним, но также говорят о его прекрасном внешнем виде и жутком звуке, который кажется почти гипнотическим, притягивая ничего не подозревающую добычу, которая быстро встречает свою погибель. Слухи и легенды об аномалии распространились среди сталкеров, причем некоторые считают, что Мефистотель, согласно передаваемой среди сталкеров истории, появляется только у тех, кем движет жадность и стремление к материальной выгоде. Говорят, что те, кто никогда ничего не желал от Зоны, никогда не видели аномалию и поэтому защищены от ее смертельной привлекательности. Некоторые даже верят, что Мефистотель может читать мысли и желания человека и открывается только тем, кого считает недостойным, заманивая их на смерть. Эта вера заставила многих сталкеров, видевших его, подходить к аномалии с осторожностью и почтением, опасаясь, что их собственная жадность может стать их погибелью.
</text>
</string>
<string id="encyclopedia_anomalies_net">
<text>«Сеть»</text>
</string>
<string id="encyclopedia_anomalies_net_text">
<text>
• Название: %c[d_cyan]Сеть%c[ui_gray_1]
\n• Тип: %c[d_orange]Гравитационная\Химическая аномалия%c[ui_gray_1]
\n \n%c[d_green]Информация%c[ui_gray_1]
\nАномалия "Сеть" представляет собой высокозаряженный поток частиц, которые ускоряются под действием гравитационных сил. Заряженные частицы создают электромагнитное поле, которое захватывает любой объект в радиусе своего действия, подобно невидимой сети. Частицы прилипают к поверхности захваченного объекта, образуя плотно сплетенную паутину, из которой бывает трудно вырваться. Это явление вызвано взаимодействием между заряженными частицами и электромагнитными силами внутри аномалии. Аномалия "Сеть" считается очень опасной, так как она может опутать живые организмы и причинить серьезный физический урон или смерть. Согласно слухам и легендам, бытующим среди сталкеров, аномалия "Сеть" была впервые обнаружена группой опытных ветеранов Зоны, которые исследовали эту местность в течение многих лет. Бродя по Зоне, они заметили странное электрическое возмущение в воздухе, а когда подошли ближе, их внезапно окутали заряженные частицы аномалии. Говорят, что сталкеры изо всех сил пытались вырваться из хватки "Сети", но оказались зажаты в ее тисках, не в силах освободиться. Пока они боролись, они видели призрачные фигуры других сталкеров, попавших в аномалию до них, тела которых медленно поглощались заряженными частицами. Аномалию боятся и почитают все сталкеры, решившиеся войти в Зону, а рассказы о ее смертельной хватке продолжают распространяться среди тех, кто осмеливается исследовать ее границы.
</text>
</string>
<string id="encyclopedia_anomalies_point">
<text>«Точка»</text>
</string>
<string id="encyclopedia_anomalies_point_text">
<text>
• Название: %c[d_cyan]Точка%c[ui_gray_1]
\n• Тип: %c[d_orange]Электрическая аномалия%c[ui_gray_1]
\n \n%c[d_green]Информация%c[ui_gray_1]
\nТочка - это электрический феномен, описывающийся как прозрачная и кристалловидная сфера, которая демонстрирует контроль над сферической областью электрически заряженной энергии. Сфера, по-видимому, отслеживает движение близлежащих объектов или людей, что свидетельствует об уровне осознанности и направленности действий. Источник электрической энергии внутри сферы не до конца понятен, но было замечено, что она взаимодействует с электрическими объектами, такими как батареи и конденсаторы, которые, по-видимому, заряжаются в непосредственной близости от нее. Однако из-за неизвестной природы этого взаимодействия настоятельно рекомендуется подходить к аномалии с осторожностью и применять надлежащие меры защиты. Несмотря на потенциальную опасность, некоторые смельчаки ищут аномалию в надежде воспользоваться ее силой. Ходили слухи о группе сталкеров, которые смогли извлечь из аномалии заряженную энергию для питания своих устройств, но ничем хорошим это не закончилось. История трагического инцидента произошла, когда группа сталкеров заблудилась где-то в Зоне, была глубокая ночь, их фонарики и КПК были разряжены, и они решили попытать счастья, заявив о способностях этой аномалии, чтобы выбраться из той части Зоны, пока их не разорвали мутанты. Когда группа сталкеров приблизилась к аномалии, они с волнением достали свои КПК и другие электрические устройства, надеясь зарядить их с помощью энергии, якобы излучаемой аномалией. Но по мере приближения они начали ощущать беспокойство. Кристаллизованная сфера, казалось, наблюдала за ними, а энергетический шар пульсировал зловещим свечением. Внезапно, с ослепительной вспышкой света, энергетический шар разрядился мощным потоком электричества. Преследователей отбросило назад, их тела исказились и корчились в агонии, когда электричество пронизывало их плоть. Их крики эхом разносились по Зоне, пока электричество пережигало нервные окончания и поджаривало внутренние органы. Спустя несколько дней другие сталкеры нашли их безжизненные тела, разбросанные вокруг аномалии, их плоть обуглилась и почернела от электрического разряда, а их устройства были полностью заряжены. Это было жуткое напоминание о смертоносной силе аномалии Точка и предупреждение всем, кто осмелится приблизиться к ней. Большинство сталкеров прислушались к этому предупреждению и держались подальше от аномалии, слишком хорошо зная о смертельных последствиях попыток искусить судьбу в Зоне.
</text>
</string>
<string id="encyclopedia_anomalies_sphere">
<text>«Отбойник»</text>
</string>
<string id="encyclopedia_anomalies_sphere_text">
<text>
• Название: %c[d_cyan]Отбойник%c[ui_gray_1]
\n• Тип: %c[d_orange]Гравитационная аномалия%c[ui_gray_1]
\n \n%c[d_green]Информация%c[ui_gray_1]
\n"Отбойник" - это редкая и загадочная гравитационная аномалия, которая проявляется как плотная концентрация нескольких силовых полей, образующих сферическую форму. Эти силовые поля взаимодействуют сложным образом, создавая гравитационное искажение, поэтому, когда движущийся объект приближается к сфере "Отбойника", он сталкивается с силовым полем, которое замедляет его и изменяет его траекторию. Этот эффект вызван искажением местной ткани пространства-времени, которое создает искривление, противодействующее движению объекта. В дополнение к своим защитным возможностям, "Отбойник" также может использоваться в наступательных целях опытными преследователями. Стратегически расположившись вблизи аномалии, опытные сталкеры могут использовать поле искажения, чтобы защититься от пуль или даже отклонить входящие снаряды в сторону врага. Этот прием требует точного выбора времени и точности прицеливания, но в руках опытного бойца он может стать разрушительным средством. Однако действие "Отбойника" не всегда предсказуемо, и неопытные сталкеры, пытающиеся использовать его, могут оказаться во власти непредсказуемой гравитационной силы. Кроме того, длительное воздействие искажающего поля "Отбойника" может негативно сказаться на здоровье и самочувствии преследователя, вызывая дезориентацию и тошноту. В целом, "Отбойник" является весьма востребованной аномалией среди сталкеров благодаря своим уникальным защитным и наступательным возможностям. Однако ее непредсказуемый характер и потенциальная опасность для здоровья делают ее опасной аномалией в использовании без должной подготовки и осторожности.
</text>
</string>
</string_table>

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<?xml version="1.0" encoding="windows-1251"?>
<string_table>
<string id="ui_mcm_drx_da_title">
<text>Arrival - Anomalies</text>
</string>
<string id="ui_mcm_menu_drx_da">
<text>Arrival</text>
</string>
<string id="ui_mcm_drx_da_presets">
<text>Ïðåäóñòàíîâêè</text>
</string>
<string id="ui_mcm_drx_da_presets_desc">
<text>Âûáåðèòå ïðåäîïðåäåëåííûå íàñòðîéêè èç ñïèñêà</text>
</string>
<string id="ui_mcm_lst_drx_da_preset_easy">
<text>Ëåãêî</text>
</string>
<string id="ui_mcm_lst_drx_da_preset_normal">
<text>Íîðìàëüíî</text>
</string>
<string id="ui_mcm_lst_drx_da_preset_hard">
<text>Òÿæåëî</text>
</string>
<string id="ui_mcm_drx_da_anomaly_zone_spawn_chance">
<text>Øàíñ ïîÿâëåíèÿ àíîìàëüíîé çîíû</text>
</string>
<string id="ui_mcm_drx_da_anomaly_zone_spawn_chance_desc">
<text>Øàíñ ïîÿâëåíèÿ àíîìàëüíîé çîíû íà ïðåäîïðåäåëåííîé ìåñòíîñòè</text>
</string>
<string id="ui_mcm_drx_da_anomaly_zone_anomalies_distance_max">
<text>Ðàäèóñ àíîìàëüíîé çîíû</text>
</string>
<string id="ui_mcm_drx_da_anomaly_zone_anomalies_distance_max_desc">
<text>Ìàêñèìàëüíîå ðàññòîÿíèå îò öåíòðà ñìàðò òåððåéíà, äîïóñòèìîå äëÿ çîíû àíîìàëèé</text>
</string>
<string id="ui_mcm_drx_da_anomaly_zone_anomalies_distance_min">
<text>Ìèíèìàëüíîå ðàññòîÿíèå ìåæäó àíîìàëèÿìè</text>
</string>
<string id="ui_mcm_drx_da_anomaly_zone_anomalies_distance_min_desc">
<text>Îïðåäåëÿåò ìèíèìàëüíîå ðàññòîÿíèå ìåæäó àíîìàëèÿìè â çîíå. Îòðèöàòåëüíûå çíà÷åíèÿ ïîçâîëÿþò àíîìàëèÿì ïåðåêðûâàòü äðóã äðóãà.</text>
</string>
<string id="ui_mcm_drx_da_anomaly_amount_modifier">
<text>Ìîäèôèêàòîð êîëè÷åñòâà àíîìàëèé</text>
</string>
<string id="ui_mcm_drx_da_anomaly_amount_modifier_desc">
<text>Èçìåíÿåò êîëè÷åñòâî àíîìàëèé, êîòîðîå ìîæåò èìåòü êàæäàÿ àíîìàëüíàÿ çîíà.</text>
</string>
<string id="ui_mcm_drx_da_max_artefacts_per_zone">
<text>Ìàêñèìàëüíîå êîëè÷åñòâî àðòåôàêòîâ íà çîíó</text>
</string>
<string id="ui_mcm_drx_da_max_artefacts_per_zone_desc">
<text>Îïðåäåëÿåò ìàêñèìàëüíîå êîëè÷åñòâî àðòåôàêòîâ, êîòîðûå ìîãóò ñïàóíèòüñÿ â àíîìàëüíîé çîíå</text>
</string>
<string id="ui_mcm_drx_da_artefacts_spawn_chance">
<text>Øàíñ ïîÿâëåíèÿ àðòåôàêòîâ</text>
</string>
<string id="ui_mcm_drx_da_artefacts_spawn_chance_desc">
<text>Êàæäûé èç îïðåäåëåííîãî ìàêñèìàëüíîãî êîëè÷åñòâà àðòåôàêòîâ áóäåò èìåòü òàêîé øàíñ íà ïîÿâëåíèå</text>
</string>
<string id="ui_mcm_drx_da_random_artefact_spawn_chance">
<text>Øàíñ ñëó÷àéíîãî àðòåôàêòà</text>
</string>
<string id="ui_mcm_drx_da_random_artefact_spawn_chance_desc">
<text>Êàêèå àðòåôàêòû ìîæíî ñïàóíèòü, îïðåäåëÿåòñÿ óðîâíåì. Þæíûå ëîêàöèè ìîãóò ñïàóíèòü òîëüêî ñëàáûå àðòåôàêòû, â òî âðåìÿ êàê ïîäçåìíûå è ñåâåðíûå ëîêàöèè ìîãóò ñïàóíèòü ñèëüíûå àðòåôàêòû. Îäíàêî ñóùåñòâóåò øàíñ, îïðåäåëÿåìûé ýòèì çíà÷åíèåì, ÷òî çîíà àíîìàëèé ìîæåò ñïàóíèòü ëþáîé àðòåôàêò, âêëþ÷àÿ óíèêàëüíûå.</text>
</string>
<string id="ui_mcm_drx_da_gravitational_shake_modifier">
<text>Ìîäèôèêàòîð ãðàâèòàöèîííîãî äðîæàíèÿ</text>
</string>
<string id="ui_mcm_drx_da_gravitational_shake_modifier_desc">
<text>Ìîäèôèêàòîð äðîæàíèÿ ýêðàíà âáëèçè ãðàâèòàöèîííûõ àíîìàëèé</text>
</string>
<string id="ui_mcm_drx_da_electric_field_modifier">
<text>Ìîäèôèêàòîð ýëåêòðè÷åñêîãî ïîëÿ</text>
</string>
<string id="ui_mcm_drx_da_electric_field_modifier_desc">
<text>Ìîäèôèêàòîð ïîâðåæäåíèé îò ýëåêòðè÷åñêèõ ïîëåé. Íå âëèÿåò íà ãëþêè ýëåêòðîííûõ óñòðîéñòâ</text>
</string>
<string id="ui_mcm_drx_da_enable_anomalies_behaviour">
<text>Âêëþ÷èòü äèíàìè÷åñêîå ïîâåäåíèå àíîìàëèé</text>
</string>
<string id="ui_mcm_drx_da_enable_anomalies_behaviour_desc">
<text>Îïðåäåëÿåò, èìåþò ëè äèíàìè÷åñêèå àíîìàëèè îñîáîå ïîâåäåíèå, à èìåííî ìîãóò ëè îíè ïîÿâëÿòüñÿ è èñ÷åçàòü â àíîìàëüíîé çîíå.</text>
</string>
<string id="ui_mcm_drx_da_save_after_cleanup">
<text>Ñîõðàíèòü èãðó ïîñëå óäàëåíèÿ àíîìàëèé</text>
</string>
<string id="ui_mcm_drx_da_save_after_cleanup_desc">
<text>Ñîõðàíÿåò èãðó ïîñëå âûáðîñà èëè ïñè-øòîðìà ïîñëå óäàëåíèÿ àíîìàëèé</text>
</string>
<string id="ui_mcm_drx_da_disable_new_anomalies">
<text>Îòêëþ÷èòü íîâûå àíîìàëèè</text>
</string>
<string id="ui_mcm_drx_da_disable_new_anomalies_desc">
<text>Çàïðåùàåò ïîÿâëåíèå íîâûõ âèäîâ àíîìàëèé. Îïöèÿ âñòóïèò â ñèëó ïîñëå ñëåäóþùåãî âûáðîñà èëè ïñè-øòîðìà èëè â íîâîé èãðå.</text>
</string>
<string id="ui_mcm_drx_da_choose_help">
<text>Íèæå âû ìîæåòå âûáîðî÷íî âêëþ÷èòü \n íîâûå âèäû àíîìàëèé, êîòîðûå ìîãóò ñïàóíèòüñÿ</text>
</string>
<string id="ui_mcm_drx_da_zone_mine_cdf_enable">
<text>Âêëþ÷èòü</text>
</string>
<string id="ui_mcm_drx_da_zone_mine_umbra_enable">
<text>Âêëþ÷èòü</text>
</string>
<string id="ui_mcm_drx_da_zone_mine_flash_enable">
<text>Âêëþ÷èòü</text>
</string>
<string id="ui_mcm_drx_da_zone_mine_ghost_enable">
<text>Âêëþ÷èòü</text>
</string>
<string id="ui_mcm_drx_da_zone_mine_gold_enable">
<text>Âêëþ÷èòü</text>
</string>
<string id="ui_mcm_drx_da_zone_mine_thorn_enable">
<text>Âêëþ÷èòü</text>
</string>
<string id="ui_mcm_drx_da_zone_mine_seed_enable">
<text>Âêëþ÷èòü</text>
</string>
<string id="ui_mcm_drx_da_zone_mine_shatterpoint_enable">
<text>Âêëþ÷èòü</text>
</string>
<string id="ui_mcm_drx_da_zone_mine_sloth_enable">
<text>Âêëþ÷èòü</text>
</string>
<string id="ui_mcm_drx_da_zone_mine_mefistotel_enable">
<text>Âêëþ÷èòü</text>
</string>
<string id="ui_mcm_drx_da_zone_mine_net_enable">
<text>Âêëþ÷èòü</text>
</string>
<string id="ui_mcm_drx_da_zone_mine_point_enable">
<text>Âêëþ÷èòü</text>
</string>
<string id="ui_mcm_drx_da_zone_mine_sphere_enable">
<text>Âêëþ÷èòü</text>
</string>
<string id="ui_mcm_drx_da_delete_dynamic_anomalies">
<text>Óäàëèòü äèíàìè÷åñêèå àíîìàëèè</text>
</string>
<string id="ui_mcm_drx_da_delete_dynamic_anomalies_desc">
<text>Óäàëÿåò âñå ñãåíåðèðîâàííûå àíîìàëüíûå çîíû èç èãðû. Ýòà îïöèÿ ïðåäíàçíà÷åíà äëÿ áåçîïàñíîãî óäàëåíèÿ ìîäà. Âêëþ÷èòå îïöèþ, çàòåì âåðíèòåñü â èãðó, ñîõðàíèòå èãðó, âûéäèòå èç èãðû è óäàëèòå ìîä.</text>
</string>
<string id="ui_mcm_drx_da_debug_mode">
<text>Ðåæèì îòëàäêè</text>
</string>
<string id="ui_mcm_drx_da_debug_mode_desc">
<text>Âêëþ÷àåò ñïàì ñîîáùåíèé â êîíñîëè</text>
</string>
</string_table>

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<w>
<!-- Anomalies -->
<file name="ui\guide\encyclopedia_anomalies_drx_da">
<texture id="encyclopedia_anomalies_cdf_image" x="0" y="0" width="512" height="256"/>
<texture id="encyclopedia_anomalies_ghost_image" x="512" y="0" width="512" height="256"/>
<texture id="encyclopedia_anomalies_sloth_image" x="1024" y="0" width="512" height="256"/>
<texture id="encyclopedia_anomalies_gold_image" x="1536" y="0" width="512" height="256"/>
<texture id="encyclopedia_anomalies_sphere_image" x="2048" y="0" width="512" height="256"/>
<texture id="encyclopedia_anomalies_point_image" x="2560" y="0" width="512" height="256"/>
<texture id="encyclopedia_anomalies_net_image" x="3072" y="0" width="512" height="256"/>
<texture id="encyclopedia_anomalies_mefistotel_image" x="3584" y="0" width="512" height="256"/>
<texture id="encyclopedia_anomalies_umbra_image" x="0" y="256" width="512" height="256"/>
<texture id="encyclopedia_anomalies_flash_image" x="512" y="256" width="512" height="256"/>
<texture id="encyclopedia_anomalies_seed_image" x="1024" y="256" width="512" height="256"/>
<texture id="encyclopedia_anomalies_shatterpoint_image" x="1536" y="256" width="512" height="256"/>
<texture id="encyclopedia_anomalies_thorn_image" x="2048" y="256" width="512" height="256"/>
</file>
</w>

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[zone_field_acidic]:zone_base_noshadow
GroupControlSection = spawn_group_zone
$def_sphere = 15
;$prefetch = 16
class = ZS_RADIO
hit_impulse_scale = .01
effective_radius = 1.00 ;ðàçìåð ðàäèóñà â ïðîöåíòàõ îò îðèãèíàëüíîãî, ãäå äåéñòâóåò çîíà
postprocess = alcohol
ef_anomaly_type = 3
ef_weapon_type = 15
;----------- Anomaly settings -----------------------
max_start_power = 0
attenuation = 0.5
idle_particles = zones\zone_acidic_idle
idle_particles_dont_stop = true
;hit_small_particles =
;hit_big_particles =
;idle_small_particles =
;idle_big_particles =
idle_sound = anomaly\buzz_idle; bfuzz_blowout ;ïîñòîÿííûé çâóê
;blowout_sound = anomaly\buzz_hit; bfuzz_hit ;âî âðåìÿ âûáðîñà(óäàðà) â öåíòðå àíîìàëèè
;hit_sound = anomaly\buzz_hit; bfuzz_hit ;íà ïåðñîíàæå, êîãäà òîò ïîëó÷àåò õèò
;entrance_sound = anomaly\buzz_hit; bfuzz_hit ;ïðè ïîïàäàíèè îáúåêòà â àíîìàëèþ
hit_type = chemical_burn
disable_time = -1 ;âðåìÿ èãíîðèðîâàíèÿ íåæèâîãî îáúåêòà â çîíå (-1 åñëè íå íóæíî)
disable_time_small = -1 ;âðåìÿ èãíîðèðîâàíèÿ ìàëåíüêîãî íåæèâîãî îáúåêòà â çîíå (-1 åñëè íå íóæíî)
disable_idle_time = -1 ;âðåìÿ îòêëþ÷åíèÿ idle ïàðòèêëîâ
ignore_nonalive = true;
ignore_small = false;
ignore_artefacts = true
blowout_light = off
idle_light = off
awaking_time = 100
blowout_time = 300
accamulate_time = 100
blowout_wind = off
shape_transp_color = 200, 200, 0, 60
shape_edge_color = 32, 32, 32, 255
[zone_field_acidic_weak]:zone_field_acidic
$spawn = "zones\field_acidic_weak"
;----------- Anomaly settings -----------------------
max_start_power = 0.1
[zone_field_acidic_average]:zone_field_acidic
$spawn = "zones\field_acidic_average"
;----------- Anomaly settings -----------------------
max_start_power = 0.1
[zone_field_acidic_strong]:zone_field_acidic
$spawn = "zones\field_acidic_strong"
;----------- Anomaly settings -----------------------
max_start_power = 0.1

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[zone_field_psychic]:zone_base
GroupControlSection = spawn_group_zone
$def_sphere = 15
;$prefetch = 16
class = ZS_RADIO
hit_impulse_scale = .01
effective_radius = 1.00 ;ðàçìåð ðàäèóñà â ïðîöåíòàõ îò îðèãèíàëüíîãî, ãäå äåéñòâóåò çîíà
postprocess = postprocess_psi
ef_anomaly_type = 3
ef_weapon_type = 15
;----------- Anomaly settings -----------------------
max_start_power = 0
attenuation = 0.5
idle_particles = zones\zone_psychic_idle
;blowout_particles =
;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\fire2 ;iinoiyiiue caoe
;blowout_sound = anomaly\zhar_blow ;ai a?aiy aua?ina(oaa?a) a oaio?a aiiiaeee
;hit_sound = ambient\zhar ;ia ia?niia?a, eiaaa oio iieo?aao oeo
;entrance_sound = ambient\zhar ;i?e iiiaaaiee iauaeoa a aiiiaee?
hit_type = telepatic
disable_time = -1 ;âðåìÿ èãíîðèðîâàíèÿ íåæèâîãî îáúåêòà â çîíå (-1 åñëè íå íóæíî)
disable_time_small = -1 ;âðåìÿ èãíîðèðîâàíèÿ ìàëåíüêîãî íåæèâîãî îáúåêòà â çîíå (-1 åñëè íå íóæíî)
disable_idle_time = -1 ;âðåìÿ îòêëþ÷åíèÿ idle ïàðòèêëîâ
ignore_nonalive = true;
ignore_small = false;
ignore_artefacts = true
blowout_light = off
idle_light = off
awaking_time = 100
blowout_time = 800
accamulate_time = 100
blowout_wind = off
shape_transp_color = 200, 200, 0, 60
shape_edge_color = 32, 32, 32, 255
[zone_field_psychic_weak]:zone_field_psychic
$spawn = "zones\field_psychic_weak"
;----------- Anomaly settings -----------------------
max_start_power = 0.2
[zone_field_psychic_average]:zone_field_psychic
$spawn = "zones\field_psychic_average"
;----------- Anomaly settings -----------------------
max_start_power = 0.55
[zone_field_psychic_strong]:zone_field_psychic
$spawn = "zones\field_psychic_strong"
;----------- Anomaly settings -----------------------
max_start_power = 0.9

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;--------------- Radiation Settings ------------------
[zone_field_radioactive]:zone_base
GroupControlSection = spawn_group_zone
$def_sphere = 15
;$prefetch = 16
class = ZS_RADIO
hit_impulse_scale = .01
effective_radius = 1.00 ;the size of the radius as a percentage of the original, where the zone is in effect
postprocess = postprocess_rad
ef_anomaly_type = 3
ef_weapon_type = 15
; ===== Zone Base ======
idle_light_volumetric = false
idle_light_shadow = false
pick_dof_effector = false
idle_light_r1 = false
; ===== Anomaly settings ======
max_start_power = 0
attenuation = 0.5
hit_type = radiation
disable_time = -1 ;time to ignore an inanimate object in the zone (-1 if not needed)
disable_time_small = -1 ;time to ignore small inanimate object in the zone (-1 if not needed)
disable_idle_time = -1 ;time to disable idle particles
ignore_nonalive = true;
ignore_small = false;
ignore_artefacts = true
blowout_light = off
idle_light = off
awaking_time = 100
blowout_time = 100
accamulate_time = 100
blowout_wind = off
shape_transp_color = 200, 200, 0, 60
shape_edge_color = 32, 32, 32, 255
;########################################################
[zone_field_radioactive_very_weak]:zone_field_radioactive
$spawn = "zones\field_radioactive_very_weak"
;----------- Anomaly settings -----------------------
max_start_power = 0.015
;########################################################
[zone_field_radioactive_weak]:zone_field_radioactive
$spawn = "zones\field_radioactive_weak"
;----------- Anomaly settings -----------------------
max_start_power = 0.020
;########################################################
[zone_field_radioactive_below_average]:zone_field_radioactive
$spawn = "zones\field_radioactive_below_average"
;----------- Anomaly settings -----------------------
max_start_power = 0.025
;########################################################
[zone_field_radioactive_average]:zone_field_radioactive
$spawn = "zones\field_radioactive_average"
;----------- Anomaly settings -----------------------
max_start_power = 0.030
;########################################################
[zone_field_radioactive_above_average]:zone_field_radioactive
$spawn = "zones\field_radioactive_above_average"
;----------- Anomaly settings -----------------------
max_start_power = 0.035
;########################################################
[zone_field_radioactive_strong]:zone_field_radioactive
$spawn = "zones\field_radioactive_strong"
;----------- Anomaly settings -----------------------
max_start_power = 0.040
;########################################################
[zone_field_radioactive_lethal]:zone_field_radioactive
$spawn = "zones\field_radioactive_lethal"
;----------- Anomaly settings -----------------------
max_start_power = 0.045
[zone_radioactive]:zone_field_radioactive
GroupControlSection = spawn_group_zone
$def_sphere = 1
class = ZS_RADIO
attenuation = 0.1
[zone_radioactive_very_weak]:zone_radioactive
$spawn = "zones\mp\radioactive_very_weak"
max_start_power = 0.0091
[zone_radioactive_weak]:zone_radioactive
$spawn = "zones\mp\radioactive_weak"
max_start_power = 0.015
[zone_radioactive_below_average]:zone_radioactive
$spawn = "zones\mp\radioactive_below_average"
max_start_power = 0.020
[zone_radioactive_average]:zone_radioactive
$spawn = "zones\mp\radioactive_average"
max_start_power = 0.025
[zone_radioactive_above_average]:zone_radioactive
$spawn = "zones\mp\radioactive_above_average"
max_start_power = 0.030
[zone_radioactive_strong]:zone_radioactive
$spawn = "zones\mp\radioactive_strong"
max_start_power = 0.040
[zone_radioactive_lethal]:zone_radioactive
$spawn = "zones\mp\radioactive_lethal"
max_start_power = 0.70

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[zone_field_thermal]:zone_base
GroupControlSection = spawn_group_zone
$def_sphere = 15
;$prefetch = 16
class = ZS_RADIO
hit_impulse_scale = .01
effective_radius = 1.00 ;ðàçìåð ðàäèóñà â ïðîöåíòàõ îò îðèãèíàëüíîãî, ãäå äåéñòâóåò çîíà
postprocess = postprocess_thermal
ef_anomaly_type = 3
ef_weapon_type = 15
;----------- Anomaly settings -----------------------
max_start_power = 0
attenuation = 0.5
idle_particles = zones\zone_thermal_idle
;blowout_particles =
;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\fire2 ;iinoiyiiue caoe
;blowout_sound = anomaly\zhar_blow ;ai a?aiy aua?ina(oaa?a) a oaio?a aiiiaeee
;hit_sound = ambient\zhar ;ia ia?niia?a, eiaaa oio iieo?aao oeo
;entrance_sound = ambient\zhar ;i?e iiiaaaiee iauaeoa a aiiiaee?
hit_type = light_burn
disable_time = -1 ;âðåìÿ èãíîðèðîâàíèÿ íåæèâîãî îáúåêòà â çîíå (-1 åñëè íå íóæíî)
disable_time_small = -1 ;âðåìÿ èãíîðèðîâàíèÿ ìàëåíüêîãî íåæèâîãî îáúåêòà â çîíå (-1 åñëè íå íóæíî)
disable_idle_time = -1 ;âðåìÿ îòêëþ÷åíèÿ idle ïàðòèêëîâ
ignore_nonalive = true;
ignore_small = false;
ignore_artefacts = true
blowout_light = off
idle_light = off
awaking_time = 100
blowout_time = 300
accamulate_time = 100
blowout_wind = off
shape_transp_color = 200, 200, 0, 60
shape_edge_color = 32, 32, 32, 255
[zone_field_thermal_weak]:zone_field_thermal
$spawn = "zones\field_thermal_weak"
;----------- Anomaly settings -----------------------
max_start_power = 0.1
[zone_field_thermal_average]:zone_field_thermal
$spawn = "zones\field_thermal_average"
;----------- Anomaly settings -----------------------
max_start_power = 0.1
[zone_field_thermal_strong]:zone_field_thermal
$spawn = "zones\field_thermal_strong"
;----------- Anomaly settings -----------------------
max_start_power = 0.1

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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 ;ðàçìåð ðàäèóñà â ïðîöåíòàõ îò îðèãèíàëüíîãî, ãäå äåéñòâóåò çîíà
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 ;ïîñòîÿííûé çâóê
blowout_sound = semitone\anomalies\acidic\acidic_hit ;âî âðåìÿ âûáðîñà(óäàðà) â öåíòðå àíîìàëèè
hit_sound = semitone\anomalies\acidic\acidic_hit ;íà ïåðñîíàæå, êîãäà òîò ïîëó÷àåò õèò
entrance_sound = semitone\anomalies\acidic\acidic_hit ;ïðè ïîïàäàíèè îáúåêòà â àíîìàëèþ
hit_type = chemical_burn
disable_time = 10000 ;âðåìÿ èãíîðèðîâàíèÿ íåæèâîãî îáúåêòà â çîíå (-1 åñëè íå íóæíî)
disable_time_small = -1 ;âðåìÿ èãíîðèðîâàíèÿ ìàëåíüêîãî íåæèâîãî îáúåêòà â çîíå (-1 åñëè íå íóæíî)
disable_idle_time = 50000 ;âðåìÿ îòêëþ÷åíèÿ idle ïàðòèêëîâ
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 ;ïîäúåì èñòî÷íèêà ñâåòà íà âûñîòó
idle_light = on
idle_light_shadow = false
idle_light_range = 4.0
idle_light_anim = light_green_02
idle_light_height = 0.75 ;ïîäúåì èñòî÷íèêà ñâåòà íà âûñîòó
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 ;ñèëà ïîäíèìàåãî âåòðà (îò 0 äî 1), â ìîìåíò 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 ;ïîäúåì èñòî÷íèêà ñâåòà íà âûñîòó
idle_light = on
idle_light_shadow = false
idle_light_range = 4.0
idle_light_anim = light_green_02
idle_light_height = 0.75 ;ïîäúåì èñòî÷íèêà ñâåòà íà âûñîòó
[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

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[zone_mine_cdf]:zone_base
GroupControlSection = spawn_group_zone
$spawn = "zones_eugenium\zone_mine_cdf"
$def_sphere = 2
$prefetch = 16
class = ZS_MBALD
hit_impulse_scale = 0.0
effective_radius = 1.0 ;ðàçìåð ðàäèóñà â ïðîöåíòàõ îò îðèãèíàëüíîãî, ãäå äåéñòâóåò çîíà
ef_anomaly_type = 1
ef_weapon_type = 13
postprocess = postprocess_thermal_mine
;----------- Anomaly settings -----------------------
max_start_power = 0.60
attenuation = 1
idle_particles = semitone\anomalies\cdf\cdf_idle
blowout_particles = semitone\anomalies\cdf\cdf_blowout
hit_small_particles = ;semitone\anomalies\cdf\cdf_blowout
hit_big_particles = ;semitone\anomalies\cdf\cdf_blowout
idle_small_particles =
idle_big_particles =
entrance_small_particles = ;
entrance_big_particles = ;semitone\anomalies\cdf\cdf_blowout
idle_sound = semitone\anomalies\cdf\cdf_idle
blowout_sound = semitone\anomalies\cdf\cdf_blowout
hit_sound = semitone\anomalies\cdf\cdf_blowout
entrance_sound = semitone\anomalies\cdf\cdf_blowout
blowout_light = off
light_color = 0.8,0.9,1
light_range = 30.0
light_time = 1;0.35
light_height = 1.5 ;ïîäúåì èñòî÷íèêà ñâåòà íà âûñîòó
idle_light = off
hit_type = telepatic
disable_time = 50 ;âðåìÿ èãíîðèðîâàíèÿ íåæèâîãî îáúåêòà â çîíå (-1 åñëè íå íóæíî)
disable_time_small = 500 ;âðåìÿ èãíîðèðîâàíèÿ ìàëåíüêîãî íåæèâîãî îáúåêòà â çîíå (-1 åñëè íå íóæíî)
disable_idle_time = 100 ;âðåìÿ îòêëþ÷åíèÿ idle ïàðòèêëîâ
awaking_time = 100
blowout_time = 100
accamulate_time = 1500
ignore_nonalive = false
ignore_small = false
ignore_artefacts = true
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; âåòåð
blowout_wind = off
blowout_wind_time_start = 0
blowout_wind_time_peak = 150
blowout_wind_time_end = 299
blowout_wind_power = 0.2 ;ñèëà ïîäíèìàåãî âåòðà (îò 0 äî 1), â ìîìåíò blowout_wind_time_peak
shape_transp_color = 255, 0, 0, 60
shape_edge_color = 32, 32, 32, 255

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[zone_mine_electric]:zone_base
GroupControlSection = spawn_group_zone
$def_sphere = 2
$prefetch = 16
class = ZS_MBALD
ef_anomaly_type = 1
ef_weapon_type = 13
postprocess = postprocess_electra_mine
hit_impulse_scale = 0.0
effective_radius = 1.0
;----------- Anomaly settings -----------------------
max_start_power = 1.00
attenuation = 1
awaking_time = 50
accamulate_time = 10000
blowout_time = 30000
idle_particles = semitone\anomalies\electra\electra_idle
blowout_particles = semitone\anomalies\electra\electra_blowout
hit_small_particles = anomaly2\electra_entrance_small
hit_big_particles = anomaly2\electra_damage_02_smoke
idle_small_particles = anomaly2\electra_damage_01_smoke
idle_big_particles = anomaly2\electra_damage_02_smoke
entrance_small_particles = anomaly2\electra_entrance_small
entrance_big_particles = anomaly2\emi_entrance_big_00
idle_sound = semitone\anomalies\electra\electra_idle
blowout_sound = semitone\anomalies\electra\electra_blowout
hit_sound = semitone\anomalies\electra\electra_hit
entrance_sound = semitone\anomalies\electra\electra_hit
blowout_light = on
light_color = 0.8,0.9,1
light_range = 30.0
light_time = 1;0.35
light_height = 1.5 ;ïîäúåì èñòî÷íèêà ñâåòà íà âûñîòó
idle_light = on
idle_light_shadow = true
idle_light_range = 3.0
idle_light_anim = koster_01_electra
idle_light_height = 0.75 ;ïîäúåì èñòî÷íèêà ñâåòà íà âûñîòó
hit_type = shock
disable_time = 50 ;âðåìÿ èãíîðèðîâàíèÿ íåæèâîãî îáúåêòà â çîíå (-1 åñëè íå íóæíî)
disable_time_small = 500 ;âðåìÿ èãíîðèðîâàíèÿ ìàëåíüêîãî íåæèâîãî îáúåêòà â çîíå (-1 åñëè íå íóæíî)
disable_idle_time = 100 ;âðåìÿ îòêëþ÷åíèÿ idle ïàðòèêëîâ
awaking_time = 100
blowout_time = 100
accamulate_time = 1500
ignore_nonalive = false
ignore_small = false
ignore_artefacts = true
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; âåòåð
blowout_wind = off
blowout_wind_time_start = 0
blowout_wind_time_peak = 150
blowout_wind_time_end = 299
blowout_wind_power = 0.2 ;ñèëà ïîäíèìàåãî âåòðà (îò 0 äî 1), â ìîìåíò blowout_wind_time_peak
shape_transp_color = 255, 0, 0, 60
shape_edge_color = 32, 32, 32, 255
[zone_mine_electric_weak]:zone_mine_electric
$spawn = "zones\mine_electric_weak"
max_start_power = 0.5
[zone_mine_electric_average]:zone_mine_electric
$spawn = "zones\mine_electric_average"
max_start_power = 0.6
[zone_mine_electric_strong]:zone_mine_electric
$spawn = "zones\mine_electric_strong"
max_start_power = 0.8
[zone_mine_static]:zone_base
postprocess = postprocess_electra_mine
idle_particles = semitone\anomalies\electra\electra_idle
[zone_mine_static_weak]:zone_mine_electric_weak, zone_mine_static
$spawn = "zones\scenes\mine_static_weak"
[zone_mine_static_average]:zone_mine_electric_average, zone_mine_static
$spawn = "zones\scenes\mine_static_average"
[zone_mine_static_strong]:zone_mine_electric_strong, zone_mine_static
$spawn = "zones\scenes\mine_static_strong"
[zone_witches_galantine]:zone_mine_electric
postprocess = postprocess_electra
idle_particles = semitone\anomalies\electra\electra_idle
[zone_witches_galantine_weak]:zone_witches_galantine
$spawn = "zones\mp\witches_galantine_weak"
max_start_power = 0.50
[zone_witches_galantine_average]:zone_witches_galantine
$spawn = "zones\mp\witches_galantine_average"
max_start_power = 1.20
[zone_witches_galantine_strong]:zone_witches_galantine
$spawn = "zones\mp\witches_galantine_strong"
max_start_power = 2.00

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[zone_mine_flash]:zone_base
GroupControlSection = spawn_group_zone
$spawn = "zones_eugenium\zone_mine_flash"
$def_sphere = 3
$prefetch = 16
class = ZS_MBALD ;---CMosquitoBald
hit_impulse_scale = 0.3;0.5 ;0.1
effective_radius = 1.0 ;ðàçìåð ðàäèóñà â ïðîöåíòàõ îò îðèãèíàëüíîãî, ãäå äåéñòâóåò çîíà
actor_blowout_radius_percent = 0.75
ef_anomaly_type = 1
ef_weapon_type = 13
postprocess = postprocess_electra_mine
hit_type = shock
;----------- Anomaly settings -----------------------
max_start_power = 1
attenuation = 1
idle_particles = semitone\anomalies\flash\flash_idle
blowout_particles = semitone\anomalies\flash\flash_blowout
hit_small_particles = semitone\anomalies\flash\flash_blowout
hit_big_particles = semitone\anomalies\flash\flash_blowout
idle_small_particles =
idle_big_particles =
entrance_small_particles = semitone\anomalies\flash\flash_shield
entrance_big_particles = semitone\anomalies\flash\flash_shield
idle_sound = semitone\anomalies\flash\flash_idle ;ïîñòîÿííûé çâóê
blowout_sound = semitone\anomalies\flash\flash_blowout ; anomaly_gravy_blast01 ;âî âðåìÿ âûáðîñà(óäàðà) â öåíòðå àíîìàëèè
hit_sound = semitone\anomalies\flash\flash_shield ;íà ïåðñîíàæå, êîãäà òîò ïîëó÷àåò õèò
entrance_sound = semitone\anomalies\flash\flash_shield ;ïðè ïîïàäàíèè îáúåêòà â àíîìàëèþ
awaking_time = 50;100
blowout_time = 500
accamulate_time = 60000 ;10;200
blowout_light_time = 200
blowout_explosion_time = 200
blowout_particles_time = 200
blowout_sound_time = 100
disable_time = 5000 ;âðåìÿ èãíîðèðîâàíèÿ íåæèâîãî îáúåêòà â çîíå (-1 åñëè íå íóæíî)
disable_time_small = 5000 ;âðåìÿ èãíîðèðîâàíèÿ ìàëåíüêîãî íåæèâîãî îáúåêòà â çîíå (-1 åñëè íå íóæíî)
disable_idle_time = 100 ;âðåìÿ îòêëþ÷åíèÿ idle ïàðòèêëîâ
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 ;ïîäúåì èñòî÷íèêà ñâåòà íà âûñîòó
idle_light = off
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; âåòåð
blowout_wind = on
blowout_wind_time_start = 0
blowout_wind_time_peak = 300
blowout_wind_time_end = 501; 899
blowout_wind_power = 0.5 ;ñèëà ïîäíèìàåãî âåòðà (îò 0 äî 1), â ìîìåíò blowout_wind_time_peak
shape_transp_color = 255, 0, 0, 60
shape_edge_color = 32, 32, 32, 255

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[zone_mine_ghost]:zone_base
GroupControlSection = spawn_group_zone
$spawn = "zones_eugenium\zone_mine_ghost"
$def_sphere = 3
$prefetch = 16
class = ZS_MBALD ;---CMosquitoBald
hit_impulse_scale = 0.3;0.5 ;0.1
effective_radius = 1.0 ;ðàçìåð ðàäèóñà â ïðîöåíòàõ îò îðèãèíàëüíîãî, ãäå äåéñòâóåò çîíà
actor_blowout_radius_percent = 0.75
ef_anomaly_type = 1
ef_weapon_type = 13
postprocess = postprocess_electra_mine
hit_type = shock
;----------- Anomaly settings -----------------------
max_start_power = 1
attenuation = 1
idle_particles = semitone\anomalies\ghost\ghost_idle
blowout_particles = semitone\anomalies\ghost\ghost_blowout
hit_small_particles =
hit_big_particles =
idle_small_particles =
idle_big_particles =
entrance_small_particles =
entrance_big_particles =
idle_sound = semitone\anomalies\ghost\ghost_idle ;ïîñòîÿííûé çâóê
blowout_sound = semitone\anomalies\ghost\ghost_blowout ; anomaly_gravy_blast01 ;âî âðåìÿ âûáðîñà(óäàðà) â öåíòðå àíîìàëèè
hit_sound = semitone\anomalies\ghost\ghost_blowout ;íà ïåðñîíàæå, êîãäà òîò ïîëó÷àåò õèò
entrance_sound = semitone\anomalies\silence ;ïðè ïîïàäàíèè îáúåêòà â àíîìàëèþ
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 ;âðåìÿ èãíîðèðîâàíèÿ íåæèâîãî îáúåêòà â çîíå (-1 åñëè íå íóæíî)
disable_time_small = 5000 ;âðåìÿ èãíîðèðîâàíèÿ ìàëåíüêîãî íåæèâîãî îáúåêòà â çîíå (-1 åñëè íå íóæíî)
disable_idle_time = 100 ;âðåìÿ îòêëþ÷åíèÿ idle ïàðòèêëîâ
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 ;ïîäúåì èñòî÷íèêà ñâåòà íà âûñîòó
idle_light = off
idle_light_anim = light_green_02
light_color = 1.4,1.6,1.3
idle_light_shadow = true
idle_light_range = 2.8
idle_light_height = 0.8 ;ïîäúåì èñòî÷íèêà ñâåòà íà âûñîòó
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; âåòåð
blowout_wind = on
blowout_wind_time_start = 0
blowout_wind_time_peak = 300
blowout_wind_time_end = 501; 899
blowout_wind_power = 0.5 ;ñèëà ïîäíèìàåãî âåòðà (îò 0 äî 1), â ìîìåíò blowout_wind_time_peak
shape_transp_color = 255, 0, 0, 60
shape_edge_color = 32, 32, 32, 255

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[zone_mine_gold]:zone_base
GroupControlSection = spawn_group_zone
$spawn = "zones_eugenium\zone_mine_gold"
$def_sphere = 2
$prefetch = 16
class = ZS_MBALD
hit_impulse_scale = 0.0
effective_radius = 1.0 ;ðàçìåð ðàäèóñà â ïðîöåíòàõ îò îðèãèíàëüíîãî, ãäå äåéñòâóåò çîíà
ef_anomaly_type = 1
ef_weapon_type = 13
postprocess = postprocess_orange
;----------- Anomaly settings -----------------------
max_start_power = 0.8
attenuation = 1
idle_particles = semitone\anomalies\gold\gold_idle
blowout_particles = semitone\anomalies\gold\gold_blowout
hit_small_particles =
hit_big_particles =
idle_small_particles =
idle_big_particles =
entrance_small_particles =
entrance_big_particles =
idle_sound = semitone\anomalies\gold\gold_idle ;ïîñòîÿííûé çâóê
blowout_sound = semitone\anomalies\gold\gold_blowout ;âî âðåìÿ âûáðîñà(óäàðà) â öåíòðå àíîìàëèè
hit_sound = semitone\anomalies\silence ;íà ïåðñîíàæå, êîãäà òîò ïîëó÷àåò õèò
entrance_sound = semitone\anomalies\silence ;ïðè ïîïàäàíèè îáúåêòà â àíîìàëèþ
hit_type = chemical_burn
disable_time = 10000 ;âðåìÿ èãíîðèðîâàíèÿ íåæèâîãî îáúåêòà â çîíå (-1 åñëè íå íóæíî)
disable_time_small = 1000 ;âðåìÿ èãíîðèðîâàíèÿ ìàëåíüêîãî íåæèâîãî îáúåêòà â çîíå (-1 åñëè íå íóæíî)
disable_idle_time = 50000 ;âðåìÿ îòêëþ÷åíèÿ idle ïàðòèêëîâ
ignore_nonalive = false
ignore_small = false
ignore_artefacts = true
blowout_light = off
light_color = 1.1,1.7,1.4
light_animation = light_green_01
light_range = 7
light_time = 0.35
light_height = 0.75 ;ïîäúåì èñòî÷íèêà ñâåòà íà âûñîòó
idle_light = off
idle_light_range = 3.0
idle_light_anim = light_green_02
idle_light_height = 0.70 ;ïîäúåì èñòî÷íèêà ñâåòà íà âûñîòó
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 ;ñèëà ïîäíèìàåãî âåòðà (îò 0 äî 1), â ìîìåíò blowout_wind_time_peak
shape_transp_color = 255, 0, 0, 60
shape_edge_color = 32, 32, 32, 255

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[zone_mine_gravitational_strong]:zone_base
GroupControlSection = spawn_group_zone
$spawn = "zones\mine_gravitational_strong"
$def_sphere = 4
$prefetch = 16
class = ZS_MINCE ;--CMincer
ef_anomaly_type = 2
ef_weapon_type = 14
postprocess = postprocess_gravi_mine
;----------- Anomaly settings -----------------------;
max_start_power = 1.6
attenuation = 1
idle_particles = semitone\anomalies\gravitational_strong\gravitational_strong_idle
awake_particles = semitone\anomalies\gravitational_strong\gravitational_strong_awake
;accum_particles = anomaly2\gravi_zaxvat_myasorubka
blowout_particles = semitone\anomalies\gravitational_strong\gravitational_strong_blowout
tearing_particles = semitone\anomalies\gravitational_strong\gravitational_strong_blood_splash
torn_particles = semitone\anomalies\gravitational_strong\gravitational_strong_blood_splash
idle_small_particles = anomaly2\gravity_damage_01_smoke
idle_big_particles = anomaly2\gravity_damage_02_blood2
hit_small_particles = hit_fx\hit_metal_02
hit_big_particles = anomaly2\gravity_damage_02_blood2
entrance_small_particles = semitone\anomalies\gravitational_strong\gravitational_strong_shield
entrance_big_particles = anomaly2\gravi_anomaly_00;
tele_particles_small = anomaly2\gravity_damage_01_smoke
tele_particles_big = anomaly2\gravity_damage_02_smoke
idle_sound = semitone\anomalies\gravitational_strong\gravitational_strong_idle
awake_sound = semitone\anomalies\gravitational_strong\gravitational_strong_shield
accum_sound = anomaly\gravi_idle01
blowout_sound = semitone\anomalies\gravitational_strong\gravitational_strong_blowout
hit_sound = semitone\anomalies\gravitational_strong\gravitational_strong_shield
entrance_sound = semitone\anomalies\gravitational_strong\gravitational_strong_shield
body_tearing_sound = anomaly\anomaly_body_tear_1
hit_type = strike
hit_impulse_scale = 0.1
effective_radius = 1.0
disable_time = -1
disable_time_small = -1
disable_idle_time = 100
ignore_nonalive = false
ignore_small = true
ignore_artefacts = true
blowout_light = off
light_color = 1.4,1.6,1.3
light_range = 20.0
light_time = 0.38 ;0.35
light_height = 1.5
idle_light = off
awaking_time = 50
blowout_time = 10000
accamulate_time = 4000
blowout_particles_time = 50
blowout_sound_time = 100
blowout_light_time = 5988
blowout_explosion_time = 5999
;ïàðàìåòðû òåëåêèíåçà äëÿ çîíû
throw_in_impulse = 4000 ;ñèëà âòÿãèâàíèÿ äëÿ åäèíè÷íîé ìàññû íà ðàññòîÿíèè îäèí ìåòð
throw_out_impulse = 1500 ;ñèëà âûáðàñûâàíèÿ âçðûâîì
throw_in_impulse_alive = 600 ;ñèëà èìïóëüñà âòÿãèâàíèÿ äëÿ æèâûõ
throw_in_atten = 1.2 ;3;êîýôô. çàòÿãèâàíèÿ (÷åì ìåíüøå, òåì ïëàâíåå çàòÿãèâàåò)
blowout_radius_percent = 0.6 ;ðàäèóñ (â ïðîöåíòàõ îò âñåãî ðàäèóñà) íåïîñðåäñòâåííî âûáðîñà
actor_blowout_radius_percent = 0.6
tele_height = 10 ;1.5 ;âûñîòà ïîäúåìà òåëåêèíåçà
time_to_tele = 7000 ;âðåìÿ äåðàæàíèÿ îáúåêòà â âîçäóõå
tele_pause = 4000 ;ïàóçà ïåðåä òåì êàê ñíîâà ïîäíÿòü óïàâøèé îáúåêò
;; âåòåð
blowout_wind = on
blowout_wind_time_start = 0
blowout_wind_time_peak = 5900
blowout_wind_time_end = 10000;9999
blowout_wind_power = 0.5 ;ñèëà ïîäíèìàåãî âåòðà (îò 0 äî 1), â ìîìåíò blowout_wind_time_peak
shape_transp_color = 255, 0, 0, 60
shape_edge_color = 32, 32, 32, 255
[zone_mine_gravitational_average]:zone_base
GroupControlSection = spawn_group_zone
$spawn = "zones\mine_gravitational_average"
$def_sphere = 4
$prefetch = 16
class = ZS_GALAN ;--CMincer
ef_anomaly_type = 5
ef_weapon_type = 17
postprocess = postprocess_gravi_mine
;----------- Anomaly settings -----------------------
max_start_power = 1.00
attenuation = 1
idle_particles = semitone\anomalies\gravitational_average\gravitational_average_idle
blowout_particles = semitone\anomalies\gravitational_average\gravitational_average_blowout
tearing_particles = semitone\anomalies\gravitational_average\gravitational_average_blood_splash
torn_particles = anomaly2\body_tear_01
hit_small_particles = semitone\anomalies\gravitational_average\gravitational_average_shield
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_average\gravitational_average_shield
entrance_big_particles = anomaly2\gravi_anomaly_00;
tele_particles_small = anomaly2\gravity_damage_01_smoke ;anomaly2\gravity_damage_01_smoke
tele_particles_big = anomaly2\gravity_damage_02_smoke
idle_sound = semitone\anomalies\gravitational_average\gravitational_average_idle ;ïîñòîÿííûé çâóê
blowout_sound = semitone\anomalies\gravitational_average\gravitational_average_blowout ;âî âðåìÿ âûáðîñà(óäàðà) â öåíòðå àíîìàëèè
hit_sound = semitone\anomalies\gravitational_strong\gravitational_strong_shield ;íà ïåðñîíàæå, êîãäà òîò ïîëó÷àåò õèò
body_tearing_sound = anomaly\anomaly_body_tear_1 ;çâóê ðàçðûâàíèÿ òðóïà
entrance_sound = semitone\anomalies\gravitational_strong\gravitational_strong_shield ;ïðè ïîïàäàíèè îáúåêòà â àíîìàëèþ
hit_type = strike
hit_impulse_scale = 0.02;0.5;0.1 ;ñîîòíîøåíèå ôèçè÷åñêîãî èìïóëüñà è ñèëû õèòà
effective_radius = 1.0 ;ðàçìåð ðàäèóñà â ïðîöåíòàõ îò îðèãèíàëüíîãî, ãäå äåéñòâóåò çîíà
disable_time = 5000 ;âðåìÿ èãíîðèðîâàíèÿ íåæèâîãî îáúåêòà â çîíå (-1 åñëè íå íóæíî)
disable_time_small = 500 ;âðåìÿ èãíîðèðîâàíèÿ ìàëåíüêîãî íåæèâîãî îáúåêòà â çîíå (-1 åñëè íå íóæíî)
disable_idle_time = 100 ;-1 ;âðåìÿ îòêëþ÷åíèÿ idle ïàðòèêëîâ
ignore_nonalive = false
ignore_small = true
ignore_artefacts = true
blowout_light = off
light_color = 1.4,1.6,1.3
light_range = 30.0
light_time = 0.8;0.35
light_height = 1.5 ;ïîäúåì èñòî÷íèêà ñâåòà íà âûñîòó
idle_light = off
awaking_time = 300;1000
blowout_time = 2500
accamulate_time = 1000
blowout_light_time = 2100
blowout_explosion_time = 2100
;ïàðàìåòðû òåëåêèíåçà äëÿ çîíû
throw_in_impulse = 2000;3000;4000 ;ñèëà èìïóëüñà âòÿãèâàíèÿ (äëÿ òåëà 100êã)
throw_out_impulse = 4000; ;ñèëà âûáðàñûâàíèÿ âçðûâîì
throw_in_impulse_alive = 1000;600 800 ;ñèëà èìïóëüñà âòÿãèâàíèÿ äëÿ æèâûõ
throw_in_atten = 2;8 ;êîýôô. çàòÿãèâàíèÿ (÷åì ìåíüøå, òåì ïëàâíåå çàòÿãèâàåò)
blowout_radius_percent = 0.8 ;ðàäèóñ (â ïðîöåíòàõ îò âñåãî ðàäèóñà) íåïîñðåäñòâåííî âûáðîñà
actor_blowout_radius_percent= 0.5
tele_height = 0.05; 3.5 ;âûñîòà ïîäúåìà òåëåêèíåçà
time_to_tele = 5000 ;âðåìÿ äåðàæàíèÿ îáúåêòà â âîçäóõå
tele_pause = 5000 ;ïàóçà ïåðåä òåì êàê ñíîâà ïîäíÿòü óïàâøèé îáúåêò
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; âåòåð
blowout_wind = on
blowout_wind_time_start = 0
blowout_wind_time_peak = 1500
blowout_wind_time_end = 2501; 2499
blowout_wind_power = 0.5 ;ñèëà ïîäíèìàåãî âåòðà (îò 0 äî 1), â ìîìåíò blowout_wind_time_peak
shape_transp_color = 255, 0, 0, 60
shape_edge_color = 32, 32, 32, 255
[zone_mine_gravitational_weak]:zone_base
GroupControlSection = spawn_group_zone
$spawn = "zones\mine_gravitational_weak"
$def_sphere = 3
$prefetch = 16
class = ZS_MBALD ;---CMosquitoBald
hit_impulse_scale = 0.3;0.5 ;0.1
effective_radius = 1.0 ;ðàçìåð ðàäèóñà â ïðîöåíòàõ îò îðèãèíàëüíîãî, ãäå äåéñòâóåò çîíà
actor_blowout_radius_percent = 0.75
ef_anomaly_type = 1
ef_weapon_type = 13
postprocess = postprocess_gravi_mine
hit_type = strike
;----------- Anomaly settings -----------------------
max_start_power = 0.85
attenuation = 1
idle_particles = semitone\anomalies\gravitational\gravitational_idle
blowout_particles = semitone\anomalies\gravitational\gravitational_blowout
hit_small_particles = semitone\anomalies\gravitational\gravitational_shield
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 = anomaly2\gravi_anomaly_shield_00
entrance_big_particles = anomaly2\gravity_entrance_big
idle_sound = semitone\anomalies\gravitational\gravitational_idle ;ïîñòîÿííûé çâóê
blowout_sound = anomaly\anomaly_gravy_blast1; anomaly_gravy_blast01 ;âî âðåìÿ âûáðîñà(óäàðà) â öåíòðå àíîìàëèè
hit_sound = anomaly\anomaly_gravy_hit1 ;íà ïåðñîíàæå, êîãäà òîò ïîëó÷àåò õèò
entrance_sound = semitone\anomalies\gravitational_strong\gravitational_strong_shield ;ïðè ïîïàäàíèè îáúåêòà â àíîìàëèþ
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 ;âðåìÿ èãíîðèðîâàíèÿ íåæèâîãî îáúåêòà â çîíå (-1 åñëè íå íóæíî)
disable_time_small = 5000 ;âðåìÿ èãíîðèðîâàíèÿ ìàëåíüêîãî íåæèâîãî îáúåêòà â çîíå (-1 åñëè íå íóæíî)
disable_idle_time = 100 ;âðåìÿ îòêëþ÷åíèÿ idle ïàðòèêëîâ
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 ;ïîäúåì èñòî÷íèêà ñâåòà íà âûñîòó
idle_light = off
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; âåòåð
blowout_wind = on
blowout_wind_time_start = 0
blowout_wind_time_peak = 300
blowout_wind_time_end = 501; 899
blowout_wind_power = 0.5 ;ñèëà ïîäíèìàåãî âåòðà (îò 0 äî 1), â ìîìåíò blowout_wind_time_peak
shape_transp_color = 255, 0, 0, 60
shape_edge_color = 32, 32, 32, 255
[zone_mine_gravitational_big]:zone_mine_gravitational_strong
$spawn = "zones\scenes\mine_gravitational_big"
$def_sphere = 8
[zone_gravi_zone]:zone_mine_gravitational_average
$spawn = "zones\mp\gravi_zone"
$def_sphere = 1
postprocess = postprocess_gravi
max_start_power = 1.00
idle_particles = anomaly2\gravity_idle
blowout_particles = anomaly2\gravity_blast_final00 ;gravity_blast_03
effective_radius = 0.75 ;ðàçìåð ðàäèóñà â ïðîöåíòàõ îò îðèãèíàëüíîãî, ãäå äåéñòâóåò çîíà

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[zone_mine_mefistotel]:zone_base
GroupControlSection = spawn_group_zone
$spawn = "zones_eugenium\zone_mine_mefistotel"
$def_sphere = 4
$prefetch = 16
class = ZS_GALAN ;--CMincer
ef_anomaly_type = 5
ef_weapon_type = 17
postprocess = alcohol
;----------- Anomaly settings -----------------------
max_start_power = 1.3
attenuation = 1
idle_particles = semitone\anomalies\mefistotel\mefistotel_idle
blowout_particles = semitone\anomalies\mefistotel\mefistotel_blowout
tearing_particles = anomaly2\body_tear_00
torn_particles = anomaly2\body_tear_01
hit_small_particles = ;semitone\anomalies\mefistotel\mefistotel_blowout
hit_big_particles = ;semitone\anomalies\mefistotel\mefistotel_blowout
idle_small_particles =
idle_big_particles =
entrance_small_particles = semitone\anomalies\mefistotel\mefistotel_shield
entrance_big_particles = semitone\anomalies\mefistotel\mefistotel_shield
tele_particles_small =
tele_particles_big =
idle_sound = semitone\anomalies\mefistotel\mefistotel_idle ;посто¤нный звук
blowout_sound = semitone\anomalies\mefistotel\mefistotel_blowout ;во врем¤ выброса(удара) в центре аномалии
hit_sound = semitone\anomalies\mefistotel\mefistotel_blowout ;на персонаже, когда тот получает хит
body_tearing_sound = anomaly\anomaly_body_tear_1 ;звук разрывани¤ трупа
entrance_sound = semitone\anomalies\mefistotel\mefistotel_shield ;при попадании объекта в аномалию
hit_type = shock
hit_impulse_scale = 9.4 ;соотношение физического импульса и силы хита
effective_radius = 4.2 ;размер радиуса в процентах от оригинального, где действует зона
disable_time = 5000 ;врем¤ игнорировани¤ неживого объекта в зоне (-1 если не нужно)
disable_time_small = 5000 ;врем¤ игнорировани¤ маленького неживого объекта в зоне (-1 если не нужно)
disable_idle_time = 100 ;-1 ;врем¤ отключени¤ idle партиклов
ignore_nonalive = false
ignore_small = true
ignore_artefacts = true
blowout_light = off
light_color = 1.4,1.6,1.3
light_range = 30.0
light_time = 0.8;0.35
light_height = 1.5 ;подъем источника света на высоту
idle_light = off
awaking_time = 10
blowout_time = 100
accamulate_time = 100
blowout_light_time = 59
blowout_explosion_time = 59
;параметры телекинеза дл¤ зоны
throw_in_impulse = 40000000 ;сила вт¤гивани¤ дл¤ единичной массы на рассто¤нии один метр
throw_out_impulse = 15 ;сила выбрасывани¤ взрывом
throw_in_impulse_alive = 60000000 ;сила импульса вт¤гивани¤ дл¤ живых
throw_in_atten = 10 ;коэфф. зат¤гивани¤ (чем меньше, тем плавнее зат¤гивает)
blowout_radius_percent = 1 ;радиус (в процентах от всего радиуса) непосредственно выброса
actor_blowout_radius_percent = 1
tele_height = 0.01 ; 0.2 ;высота подъема телекинеза
time_to_tele = 0.0 ;врем¤ деражани¤ объекта в воздухе
tele_pause = 0.0 ;пауза перед тем как снова подн¤ть упавший объект
;; ветер
blowout_wind = off
blowout_wind_time_start = 1
blowout_wind_time_peak = 5900
blowout_wind_time_end = 1000
blowout_wind_power = 0.1 ;сила поднимаего ветра (от 0 до 1), в момент blowout_wind_time_peak
shape_transp_color = 255, 0, 0, 60
shape_edge_color = 32, 32, 32, 255
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; ветер
blowout_wind = on
blowout_wind_time_start = 0
blowout_wind_time_peak = 1500
blowout_wind_time_end = 2501; 2499
blowout_wind_power = 0.5 ;сила поднимаего ветра (от 0 до 1), в момент blowout_wind_time_peak
shape_transp_color = 255, 0, 0, 60
shape_edge_color = 32, 32, 32, 255

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[zone_mine_net]:zone_base
GroupControlSection = spawn_group_zone
$spawn = "zones_eugenium\zone_mine_net"
$def_sphere = 3
$prefetch = 16
class = ZS_MBALD ;---CMosquitoBald
hit_impulse_scale = 0.3;0.5 ;0.1
effective_radius = 1.0 ;ðàçìåð ðàäèóñà â ïðîöåíòàõ îò îðèãèíàëüíîãî, ãäå äåéñòâóåò çîíà
actor_blowout_radius_percent = 0.75
ef_anomaly_type = 1
ef_weapon_type = 13
postprocess = postprocess_gravi_mine
hit_type = shock
;----------- Anomaly settings -----------------------
max_start_power = 0.7
attenuation = 1
idle_particles = semitone\anomalies\net\net_idle
blowout_particles = semitone\anomalies\net\net_blowout
hit_small_particles = semitone\anomalies\net\net_blowout
hit_big_particles = semitone\anomalies\net\net_blowout
idle_small_particles =
idle_big_particles =
entrance_small_particles = semitone\anomalies\net\net_shield
entrance_big_particles = semitone\anomalies\net\net_shield
idle_sound = semitone\anomalies\net\net_idle ;ïîñòîÿííûé çâóê
blowout_sound = semitone\anomalies\net\net_blowout ; anomaly_gravy_blast01 ;âî âðåìÿ âûáðîñà(óäàðà) â öåíòðå àíîìàëèè
hit_sound = semitone\anomalies\net\net_blowout ;íà ïåðñîíàæå, êîãäà òîò ïîëó÷àåò õèò
entrance_sound = semitone\anomalies\net\net_shield ;ïðè ïîïàäàíèè îáúåêòà â àíîìàëèþ
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 ;âðåìÿ èãíîðèðîâàíèÿ íåæèâîãî îáúåêòà â çîíå (-1 åñëè íå íóæíî)
disable_time_small = 5000 ;âðåìÿ èãíîðèðîâàíèÿ ìàëåíüêîãî íåæèâîãî îáúåêòà â çîíå (-1 åñëè íå íóæíî)
disable_idle_time = 100 ;âðåìÿ îòêëþ÷åíèÿ idle ïàðòèêëîâ
ignore_nonalive = false
ignore_small = true
ignore_artefacts = true
blowout_light = off
light_color = 0.5,0.4,0.3
light_range = 30.0
light_time = 0.9;0.35
light_height = 1.5 ;ïîäúåì èñòî÷íèêà ñâåòà íà âûñîòó
idle_light = off
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; âåòåð
blowout_wind = on
blowout_wind_time_start = 0
blowout_wind_time_peak = 300
blowout_wind_time_end = 501; 899
blowout_wind_power = 0.5 ;ñèëà ïîäíèìàåãî âåòðà (îò 0 äî 1), â ìîìåíò blowout_wind_time_peak
shape_transp_color = 255, 0, 0, 60
shape_edge_color = 32, 32, 32, 255

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[zone_mine_point]:zone_base
GroupControlSection = spawn_group_zone
$spawn = "zones_eugenium\zone_mine_point"
$def_sphere = 2
$prefetch = 16
class = ZS_MBALD
hit_impulse_scale = 0.0
effective_radius = 1.0 ;ðàçìåð ðàäèóñà â ïðîöåíòàõ îò îðèãèíàëüíîãî, ãäå äåéñòâóåò çîíà
ef_anomaly_type = 1
ef_weapon_type = 13
postprocess = postprocess_electra_mine
;----------- Anomaly settings -----------------------
max_start_power = 0.7
attenuation = 1
idle_particles = semitone\anomalies\point\point_idle
blowout_particles = semitone\anomalies\point\point_blowout
hit_small_particles = semitone\anomalies\point\point_blowout
hit_big_particles = semitone\anomalies\point\point_blowout
idle_small_particles =
idle_big_particles =
entrance_small_particles =
entrance_big_particles =
idle_sound = semitone\anomalies\point\point_idle
blowout_sound = semitone\anomalies\point\point_blowout
hit_sound = semitone\anomalies\point\point_blowout
entrance_sound = semitone\anomalies\point\point_blowout
blowout_light = on
light_color = 0.8,0.9,1
light_range = 30.0
light_time = 1;0.35
light_height = 1.5 ;ïîäúåì èñòî÷íèêà ñâåòà íà âûñîòó
idle_light = on
idle_light_shadow = true
idle_light_range = 4.0
idle_light_anim = koster_01_electra
idle_light_height = 0.75 ;ïîäúåì èñòî÷íèêà ñâåòà íà âûñîòó
hit_type = shock
disable_time = 50 ;âðåìÿ èãíîðèðîâàíèÿ íåæèâîãî îáúåêòà â çîíå (-1 åñëè íå íóæíî)
disable_time_small = 500 ;âðåìÿ èãíîðèðîâàíèÿ ìàëåíüêîãî íåæèâîãî îáúåêòà â çîíå (-1 åñëè íå íóæíî)
disable_idle_time = 100 ;âðåìÿ îòêëþ÷åíèÿ idle ïàðòèêëîâ
awaking_time = 10
blowout_time = 100
accamulate_time = 1000
ignore_nonalive = false
ignore_small = false
ignore_artefacts = true
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; âåòåð
blowout_wind = off
blowout_wind_time_start = 0
blowout_wind_time_peak = 150
blowout_wind_time_end = 299
blowout_wind_power = 0.2 ;ñèëà ïîäíèìàåãî âåòðà (îò 0 äî 1), â ìîìåíò blowout_wind_time_peak
shape_transp_color = 255, 0, 0, 60
shape_edge_color = 32, 32, 32, 255

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[zone_mine_seed]:zone_base
GroupControlSection = spawn_group_zone
$spawn = "zones_eugenium\zone_mine_seed"
$def_sphere = 3
$prefetch = 16
class = ZS_MBALD ;---CMosquitoBald
hit_impulse_scale = 0.3;0.5 ;0.1
effective_radius = 1.0 ;размер радиуса в процентах от оригинального, где действует зона
actor_blowout_radius_percent = 1.75
ef_anomaly_type = 1
ef_weapon_type = 13
postprocess = postprocess_rad
hit_type = shock
;----------- Anomaly settings -----------------------
max_start_power = 0.7
attenuation = 1
idle_particles = semitone\anomalies\seed\seed_idle
blowout_particles = semitone\anomalies\seed\seed_blowout
hit_small_particles = semitone\anomalies\seed\seed_shield
hit_big_particles = semitone\anomalies\seed\seed_shield
idle_small_particles = semitone\anomalies\seed\seed_shield
idle_big_particles = semitone\anomalies\seed\seed_shield
entrance_small_particles = semitone\anomalies\seed\seed_shield
entrance_big_particles = semitone\anomalies\seed\seed_shield
idle_sound = semitone\anomalies\seed\seed_idle ;постоянный звук
blowout_sound = semitone\anomalies\net\net_blowout ; anomaly_gravy_blast01 ;во время выброса(удара) в центре аномалии
hit_sound = semitone\anomalies\net\net_blowout ;на персонаже, когда тот получает хит
entrance_sound = semitone\anomalies\net\net_shield ;при попадании объекта в аномалию
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 ;время игнорирования неживого объекта в зоне (-1 если не нужно)
disable_time_small = 5000 ;время игнорирования маленького неживого объекта в зоне (-1 если не нужно)
disable_idle_time = 100 ;время отключения idle партиклов
ignore_nonalive = false
ignore_small = true
ignore_artefacts = true
blowout_light = off
light_color = 0.5,0.4,0.3
light_range = 30.0
light_time = 0.9;0.35
light_height = 1.5 ;подъем источника света на высоту
idle_light = off
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; ветер
blowout_wind = on
blowout_wind_time_start = 0
blowout_wind_time_peak = 300
blowout_wind_time_end = 501; 899
blowout_wind_power = 0.5 ;сила поднимаего ветра (от 0 до 1), в момент blowout_wind_time_peak
shape_transp_color = 255, 0, 0, 60
shape_edge_color = 32, 32, 32, 255

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[zone_mine_shatterpoint]:zone_base
GroupControlSection = spawn_group_zone
$spawn = "zones_eugenium\zone_mine_shatterpoint"
$def_sphere = 4
$prefetch = 16
class = ZS_GALAN
ef_anomaly_type = 5
ef_weapon_type = 17
postprocess = postprocess_gravi_mine
;----------- Anomaly settings -----------------------
max_start_power = 1.00
attenuation = 1
idle_particles = semitone\anomalies\shatterpoint\shatterpoint_idle
blowout_particles = semitone\anomalies\shatterpoint\shatterpoint_blowout
tearing_particles = semitone\anomalies\gravitational_average\gravitational_average_blood_splash
torn_particles = anomaly2\body_tear_01
hit_small_particles = semitone\anomalies\gravitational_average\gravitational_average_shield
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_average\gravitational_average_shield
entrance_big_particles = anomaly2\gravi_anomaly_00;
tele_particles_small = anomaly2\gravity_damage_01_smoke ;anomaly2\gravity_damage_01_smoke
tele_particles_big = anomaly2\gravity_damage_02_smoke
idle_sound = semitone\anomalies\shatterpoint\shatterpoint_idle ;ïîñòîÿííûé çâóê
blowout_sound = semitone\anomalies\shatterpoint\shatterpoint_blowout ;âî âðåìÿ âûáðîñà(óäàðà) â öåíòðå àíîìàëèè
hit_sound = semitone\anomalies\gravitational_strong\gravitational_strong_shield ;íà ïåðñîíàæå, êîãäà òîò ïîëó÷àåò õèò
body_tearing_sound = anomaly\anomaly_body_tear_1 ;çâóê ðàçðûâàíèÿ òðóïà
entrance_sound = semitone\anomalies\gravitational_strong\gravitational_strong_shield ;ïðè ïîïàäàíèè îáúåêòà â àíîìàëèþ
hit_type = strike
hit_impulse_scale = 0.02;0.5;0.1 ;ñîîòíîøåíèå ôèçè÷åñêîãî èìïóëüñà è ñèëû õèòà
effective_radius = 1.0 ;ðàçìåð ðàäèóñà â ïðîöåíòàõ îò îðèãèíàëüíîãî, ãäå äåéñòâóåò çîíà
disable_time = 5000 ;âðåìÿ èãíîðèðîâàíèÿ íåæèâîãî îáúåêòà â çîíå (-1 åñëè íå íóæíî)
disable_time_small = 500 ;âðåìÿ èãíîðèðîâàíèÿ ìàëåíüêîãî íåæèâîãî îáúåêòà â çîíå (-1 åñëè íå íóæíî)
disable_idle_time = 100 ;-1 ;âðåìÿ îòêëþ÷åíèÿ idle ïàðòèêëîâ
ignore_nonalive = false
ignore_small = true
ignore_artefacts = true
blowout_light = on
light_color = 1.4,1.6,1.3
light_range = 30.0
light_time = 0.8;0.35
light_height = 1.5 ;ïîäúåì èñòî÷íèêà ñâåòà íà âûñîòó
idle_light = off
awaking_time = 100
blowout_time = 11100
accamulate_time = 10000
blowout_light_time = 11000
blowout_explosion_time = 11000
;ïàðàìåòðû òåëåêèíåçà äëÿ çîíû
throw_in_impulse = 4000; ;ñèëà èìïóëüñà âòÿãèâàíèÿ (äëÿ òåëà 100êã)
throw_out_impulse = 3000; ;ñèëà âûáðàñûâàíèÿ âçðûâîì
throw_in_impulse_alive = 1000; ;ñèëà èìïóëüñà âòÿãèâàíèÿ äëÿ æèâûõ
throw_in_atten = 2;8 ;êîýôô. çàòÿãèâàíèÿ (÷åì ìåíüøå, òåì ïëàâíåå çàòÿãèâàåò)
blowout_radius_percent = 0.8 ;ðàäèóñ (â ïðîöåíòàõ îò âñåãî ðàäèóñà) íåïîñðåäñòâåííî âûáðîñà
actor_blowout_radius_percent= 0.5
tele_height = 1.5 =;3.5 ;âûñîòà ïîäúåìà òåëåêèíåçà
time_to_tele = 5000 ;âðåìÿ äåðàæàíèÿ îáúåêòà â âîçäóõå
tele_pause = 9900 ;ïàóçà ïåðåä òåì êàê ñíîâà ïîäíÿòü óïàâøèé îáúåêò
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; âåòåð
blowout_wind = on
blowout_wind_time_start = 0
blowout_wind_time_peak = 1500
blowout_wind_time_end = 2501; 2499
blowout_wind_power = 0.5 ;ñèëà ïîäíèìàåãî âåòðà (îò 0 äî 1), â ìîìåíò blowout_wind_time_peak
shape_transp_color = 255, 0, 0, 60
shape_edge_color = 32, 32, 32, 255

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[zone_mine_sloth]:zone_base
GroupControlSection = spawn_group_zone
$spawn = "zones_eugenium\zone_mine_sloth"
$def_sphere = 3
$prefetch = 16
class = ZS_MBALD ;---CMosquitoBald
hit_impulse_scale = 0.3;0.5 ;0.1
effective_radius = 1.0 ;ðàçìåð ðàäèóñà â ïðîöåíòàõ îò îðèãèíàëüíîãî, ãäå äåéñòâóåò çîíà
actor_blowout_radius_percent = 0.75
ef_anomaly_type = 1
ef_weapon_type = 13
postprocess = postprocess_acidic_mine
hit_type = chemical_burn
;----------- Anomaly settings -----------------------
max_start_power = 0.35
attenuation = 1
idle_particles = semitone\anomalies\sloth\sloth_idle
blowout_particles = semitone\anomalies\sloth\sloth_blowout
hit_small_particles =
hit_big_particles =
idle_small_particles =
idle_big_particles =
entrance_small_particles =
entrance_big_particles =
idle_sound = semitone\anomalies\sloth\sloth_idle ;ïîñòîÿííûé çâóê
blowout_sound = semitone\anomalies\sloth\sloth_blowout ; anomaly_gravy_blast01 ;âî âðåìÿ âûáðîñà(óäàðà) â öåíòðå àíîìàëèè
hit_sound = semitone\anomalies\sloth\sloth_blowout ;íà ïåðñîíàæå, êîãäà òîò ïîëó÷àåò õèò
entrance_sound = semitone\anomalies\sloth\sloth_blowout ;ïðè ïîïàäàíèè îáúåêòà â àíîìàëèþ
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 ;âðåìÿ èãíîðèðîâàíèÿ íåæèâîãî îáúåêòà â çîíå (-1 åñëè íå íóæíî)
disable_time_small = 5000 ;âðåìÿ èãíîðèðîâàíèÿ ìàëåíüêîãî íåæèâîãî îáúåêòà â çîíå (-1 åñëè íå íóæíî)
disable_idle_time = 100 ;âðåìÿ îòêëþ÷åíèÿ idle ïàðòèêëîâ
ignore_nonalive = false
ignore_small = false
ignore_artefacts = true
blowout_light = off
light_color = 0.5,0.4,0.3
light_range = 30.0
light_time = 0.9;0.35
light_height = 1.5 ;ïîäúåì èñòî÷íèêà ñâåòà íà âûñîòó
idle_light = off
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; âåòåð
blowout_wind = on
blowout_wind_time_start = 0
blowout_wind_time_peak = 300
blowout_wind_time_end = 501; 899
blowout_wind_power = 0.5 ;ñèëà ïîäíèìàåãî âåòðà (îò 0 äî 1), â ìîìåíò blowout_wind_time_peak
shape_transp_color = 255, 0, 0, 60
shape_edge_color = 32, 32, 32, 255

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[zone_mine_sphere]:zone_base
GroupControlSection = spawn_group_zone
$spawn = "zones_eugenium\zone_mine_sphere"
$def_sphere = 4
$prefetch = 16
class = ZS_GALAN ;--CMincer
ef_anomaly_type = 5
ef_weapon_type = 17
postprocess = postprocess_gravi_mine
;----------- Anomaly settings -----------------------
max_start_power = 0.65
attenuation = 1
idle_particles = semitone\anomalies\sphere\sphere_idle
blowout_particles = semitone\anomalies\sphere\sphere_blowout
tearing_particles = anomaly2\body_tear_00
torn_particles = anomaly2\body_tear_01
hit_small_particles = semitone\anomalies\sphere\sphere_blowout
hit_big_particles = semitone\anomalies\sphere\sphere_blowout
idle_small_particles =
idle_big_particles =
entrance_small_particles =
entrance_big_particles =
tele_particles_small =
tele_particles_big =
idle_sound = semitone\anomalies\sphere\sphere_idle ;ïîñòîÿííûé çâóê
blowout_sound = semitone\anomalies\sphere\sphere_blowout ;âî âðåìÿ âûáðîñà(óäàðà) â öåíòðå àíîìàëèè
hit_sound = semitone\anomalies\sphere\sphere_blowout ;íà ïåðñîíàæå, êîãäà òîò ïîëó÷àåò õèò
body_tearing_sound = anomaly\anomaly_body_tear_1 ;çâóê ðàçðûâàíèÿ òðóïà
entrance_sound = semitone\anomalies\sphere\sphere_blowout ;ïðè ïîïàäàíèè îáúåêòà â àíîìàëèþ
hit_type = strike
hit_impulse_scale = 7.5 ;ñîîòíîøåíèå ôèçè÷åñêîãî èìïóëüñà è ñèëû õèòà
effective_radius = 2 ;ðàçìåð ðàäèóñà â ïðîöåíòàõ îò îðèãèíàëüíîãî, ãäå äåéñòâóåò çîíà
disable_time = 5000 ;âðåìÿ èãíîðèðîâàíèÿ íåæèâîãî îáúåêòà â çîíå (-1 åñëè íå íóæíî)
disable_time_small = 5000 ;âðåìÿ èãíîðèðîâàíèÿ ìàëåíüêîãî íåæèâîãî îáúåêòà â çîíå (-1 åñëè íå íóæíî)
disable_idle_time = 100 ;-1 ;âðåìÿ îòêëþ÷åíèÿ idle ïàðòèêëîâ
ignore_nonalive = false
ignore_small = false
ignore_artefacts = true
blowout_light = off
light_color = 1.4,1.6,1.3
light_range = 30.0
light_time = 0.8;0.35
light_height = 1.5 ;ïîäúåì èñòî÷íèêà ñâåòà íà âûñîòó
idle_light = off
awaking_time = 10
blowout_time = 100
accamulate_time = 400
blowout_light_time = 59
blowout_explosion_time = 59
;ïàðàìåòðû òåëåêèíåçà äëÿ çîíû
throw_in_impulse = -60000000 ;ñèëà âòÿãèâàíèÿ äëÿ åäèíè÷íîé ìàññû íà ðàññòîÿíèè îäèí ìåòð
throw_out_impulse = 40000000 ;ñèëà âûáðàñûâàíèÿ âçðûâîì
throw_in_impulse_alive = -60000000 ;ñèëà èìïóëüñà âòÿãèâàíèÿ äëÿ æèâûõ
throw_in_atten = 10 ;êîýôô. çàòÿãèâàíèÿ (÷åì ìåíüøå, òåì ïëàâíåå çàòÿãèâàåò)
blowout_radius_percent = 1 ;ðàäèóñ (â ïðîöåíòàõ îò âñåãî ðàäèóñà) íåïîñðåäñòâåííî âûáðîñà
actor_blowout_radius_percent = 1
tele_height = 0.01 ; 0.2 ;âûñîòà ïîäúåìà òåëåêèíåçà
time_to_tele = 0.0 ;âðåìÿ äåðàæàíèÿ îáúåêòà â âîçäóõå
tele_pause = 0.0 ;ïàóçà ïåðåä òåì êàê ñíîâà ïîäíÿòü óïàâøèé îáúåêò
;; âåòåð
blowout_wind = off
blowout_wind_time_start = 1
blowout_wind_time_peak = 5900
blowout_wind_time_end = 1000
blowout_wind_power = 0.1 ;ñèëà ïîäíèìàåãî âåòðà (îò 0 äî 1), â ìîìåíò blowout_wind_time_peak
shape_transp_color = 255, 0, 0, 60
shape_edge_color = 32, 32, 32, 255
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; âåòåð
blowout_wind = on
blowout_wind_time_start = 0
blowout_wind_time_peak = 1500
blowout_wind_time_end = 2501; 2499
blowout_wind_power = 0.5 ;ñèëà ïîäíèìàåãî âåòðà (îò 0 äî 1), â ìîìåíò blowout_wind_time_peak
shape_transp_color = 255, 0, 0, 60
shape_edge_color = 32, 32, 32, 255

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[zone_mine_thermal]:zone_base
GroupControlSection = spawn_group_zone
$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 = 1.00
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 = anomaly\fire_idle
blowout_sound = semitone\anomalies\zharka\zharka_blowout
hit_sound = ambient\zhar
entrance_sound = ambient\zhar
hit_type = light_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_thermal_weak]:zone_mine_thermal
$spawn = "zones\mine_thermal_weak"
max_start_power = 0.2
use_secondary_hit = true
secondary_hit_power = 0.008
[zone_mine_thermal_average]:zone_mine_thermal
$spawn = "zones\mine_thermal_average"
max_start_power = 0.2
use_secondary_hit = true
secondary_hit_power = 0.008
[zone_mine_thermal_strong]:zone_mine_thermal
$spawn = "zones\mine_thermal_strong"
max_start_power = 0.2
use_secondary_hit = true
secondary_hit_power = 0.008
[zone_mine_steam]:zone_base
postprocess = postprocess_steam_mine
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
[zone_mine_steam_weak]:zone_mine_thermal_weak, zone_mine_steam
$spawn = "zones\scenes\mine_steam_weak"
max_start_power = 0.17
use_secondary_hit = true
secondary_hit_power = 0.01
[zone_mine_steam_average]:zone_mine_thermal_average, zone_mine_steam
$spawn = "zones\scenes\mine_steam_average"
max_start_power = 0.17
use_secondary_hit = true
secondary_hit_power = 0.01
[zone_mine_steam_strong]:zone_mine_thermal_strong, zone_mine_steam
$spawn = "zones\scenes\mine_steam_strong"
max_start_power = 0.17
use_secondary_hit = true
secondary_hit_power = 0.01
[zone_zharka_static]:zone_mine_thermal
postprocess = postprocess_flame
idle_sound = ambient\fire2
[zone_zharka_static_weak]:zone_zharka_static
$spawn = "zones\mp\zharka_statik_weak"
max_start_power = 0.50
[zone_zharka_static_average]:zone_zharka_static
$spawn = "zones\mp\zharka_statik_average"
max_start_power = 1.20
[zone_zharka_static_strong]:zone_zharka_static
$spawn = "zones\mp\zharka_statik_strong"
max_start_power = 2.00

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[zone_mine_thorn]:zone_base
GroupControlSection = spawn_group_zone
$spawn = "zones_eugenium\zone_mine_thorn"
$def_sphere = 4
$prefetch = 16
class = ZS_GALAN ;--CMincer
ef_anomaly_type = 5
ef_weapon_type = 17
postprocess = postprocess_gravi_mine
;----------- Anomaly settings -----------------------
max_start_power = 1.00
attenuation = 1
idle_particles = semitone\anomalies\thorn\thorn_idle
blowout_particles = semitone\anomalies\thorn\thorn_blowout
tearing_particles = semitone\anomalies\gravitational_average\gravitational_average_blood_splash
torn_particles = anomaly2\body_tear_01
hit_small_particles = semitone\anomalies\gravitational_average\gravitational_average_shield
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_average\gravitational_average_shield
entrance_big_particles = anomaly2\gravi_anomaly_00;
tele_particles_small = anomaly2\gravity_damage_01_smoke ;anomaly2\gravity_damage_01_smoke
tele_particles_big = anomaly2\gravity_damage_02_smoke
idle_sound = semitone\anomalies\shatterpoint\shatterpoint_idle ;ïîñòîÿííûé çâóê
blowout_sound = semitone\anomalies\thorn\thorn_blowout ;âî âðåìÿ âûáðîñà(óäàðà) â öåíòðå àíîìàëèè
hit_sound = semitone\anomalies\gravitational_strong\gravitational_strong_shield ;íà ïåðñîíàæå, êîãäà òîò ïîëó÷àåò õèò
body_tearing_sound = anomaly\anomaly_body_tear_1 ;çâóê ðàçðûâàíèÿ òðóïà
entrance_sound = semitone\anomalies\gravitational_strong\gravitational_strong_shield ;ïðè ïîïàäàíèè îáúåêòà â àíîìàëèþ
hit_type = strike
hit_impulse_scale = 0.02;0.5;0.1 ;ñîîòíîøåíèå ôèçè÷åñêîãî èìïóëüñà è ñèëû õèòà
effective_radius = 1.0 ;ðàçìåð ðàäèóñà â ïðîöåíòàõ îò îðèãèíàëüíîãî, ãäå äåéñòâóåò çîíà
disable_time = 5000 ;âðåìÿ èãíîðèðîâàíèÿ íåæèâîãî îáúåêòà â çîíå (-1 åñëè íå íóæíî)
disable_time_small = 500 ;âðåìÿ èãíîðèðîâàíèÿ ìàëåíüêîãî íåæèâîãî îáúåêòà â çîíå (-1 åñëè íå íóæíî)
disable_idle_time = 100 ;-1 ;âðåìÿ îòêëþ÷åíèÿ idle ïàðòèêëîâ
ignore_nonalive = false
ignore_small = true
ignore_artefacts = true
blowout_light = off
light_color = 1.4,1.6,1.3
light_range = 30.0
light_time = 0.8;0.35
light_height = 1.5 ;ïîäúåì èñòî÷íèêà ñâåòà íà âûñîòó
idle_light = off
awaking_time = 300;1000
blowout_time = 2100
accamulate_time = 1900
blowout_light_time = 2000
blowout_explosion_time = 2000
;ïàðàìåòðû òåëåêèíåçà äëÿ çîíû
throw_in_impulse = 2000;3000;4000 ;ñèëà èìïóëüñà âòÿãèâàíèÿ (äëÿ òåëà 100êã)
throw_out_impulse = 4000; ;ñèëà âûáðàñûâàíèÿ âçðûâîì
throw_in_impulse_alive = 1000;600 800 ;ñèëà èìïóëüñà âòÿãèâàíèÿ äëÿ æèâûõ
throw_in_atten = 2;8 ;êîýôô. çàòÿãèâàíèÿ (÷åì ìåíüøå, òåì ïëàâíåå çàòÿãèâàåò)
blowout_radius_percent = 0.8 ;ðàäèóñ (â ïðîöåíòàõ îò âñåãî ðàäèóñà) íåïîñðåäñòâåííî âûáðîñà
actor_blowout_radius_percent= 0.5
tele_height = 1.5; 3.5 ;âûñîòà ïîäúåìà òåëåêèíåçà
time_to_tele = 2000 ;âðåìÿ äåðàæàíèÿ îáúåêòà â âîçäóõå
tele_pause = 2000 ;ïàóçà ïåðåä òåì êàê ñíîâà ïîäíÿòü óïàâøèé îáúåêò
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; âåòåð
blowout_wind = on
blowout_wind_time_start = 0
blowout_wind_time_peak = 1500
blowout_wind_time_end = 2501; 2499
blowout_wind_power = 0.5 ;ñèëà ïîäíèìàåãî âåòðà (îò 0 äî 1), â ìîìåíò blowout_wind_time_peak
shape_transp_color = 255, 0, 0, 60
shape_edge_color = 32, 32, 32, 255

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[zone_mine_umbra]:zone_base
GroupControlSection = spawn_group_zone
$spawn = "zones_eugenium\zone_mine_umbra"
$def_sphere = 4
$prefetch = 16
class = ZS_GALAN ;--CMincer
ef_anomaly_type = 5
ef_weapon_type = 17
postprocess = postprocess_electra_mine
;----------- Anomaly settings -----------------------
max_start_power = 2
attenuation = 1
idle_particles = semitone\anomalies\umbra\umbra_idle
blowout_particles =
tearing_particles = anomaly2\body_tear_00
torn_particles = anomaly2\body_tear_01
hit_small_particles =
hit_big_particles =
idle_small_particles =
idle_big_particles =
entrance_small_particles =
entrance_big_particles =
tele_particles_small =
tele_particles_big =
idle_sound = semitone\anomalies\umbra\umbra_idle ;посто¤нный звук
blowout_sound = semitone\anomalies\silence ;во врем¤ выброса(удара) в центре аномалии
hit_sound = semitone\anomalies\silence ;на персонаже, когда тот получает хит
body_tearing_sound = anomaly\anomaly_body_tear_1 ;звук разрывани¤ трупа
entrance_sound = semitone\anomalies\silence ;при попадании объекта в аномалию
hit_type = telepatic
hit_impulse_scale = 9.4 ;соотношение физического импульса и силы хита
effective_radius = 1 ;размер радиуса в процентах от оригинального, где действует зона
disable_time = 5000 ;врем¤ игнорировани¤ неживого объекта в зоне (-1 если не нужно)
disable_time_small = 5000 ;врем¤ игнорировани¤ маленького неживого объекта в зоне (-1 если не нужно)
disable_idle_time = 100 ;-1 ;врем¤ отключени¤ idle партиклов
ignore_nonalive = false
ignore_small = true
ignore_artefacts = true
blowout_light = off
light_color = 1.4,1.6,1.3
light_range = 30.0
light_time = 0.8;0.35
light_height = 1.5 ;подъем источника света на высоту
idle_light = off
awaking_time = 10
blowout_time = 100
accamulate_time = 100
blowout_light_time = 59
blowout_explosion_time = 59
;параметры телекинеза дл¤ зоны
throw_in_impulse = 40000000 ;сила вт¤гивани¤ дл¤ единичной массы на рассто¤нии один метр
throw_out_impulse = 15 ;сила выбрасывани¤ взрывом
throw_in_impulse_alive = 60000000 ;сила импульса вт¤гивани¤ дл¤ живых
throw_in_atten = 10 ;коэфф. зат¤гивани¤ (чем меньше, тем плавнее зат¤гивает)
blowout_radius_percent = 1 ;радиус (в процентах от всего радиуса) непосредственно выброса
actor_blowout_radius_percent = 1
tele_height = 0.01 ; 0.2 ;высота подъема телекинеза
time_to_tele = 0.0 ;врем¤ деражани¤ объекта в воздухе
tele_pause = 0.0 ;пауза перед тем как снова подн¤ть упавший объект
;; ветер
blowout_wind = off
blowout_wind_time_start = 1
blowout_wind_time_peak = 5900
blowout_wind_time_end = 1000
blowout_wind_power = 0.1 ;сила поднимаего ветра (от 0 до 1), в момент blowout_wind_time_peak
shape_transp_color = 255, 0, 0, 60
shape_edge_color = 32, 32, 32, 255
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; ветер
blowout_wind = on
blowout_wind_time_start = 0
blowout_wind_time_peak = 1500
blowout_wind_time_end = 2501; 2499
blowout_wind_power = 0.5 ;сила поднимаего ветра (от 0 до 1), в момент blowout_wind_time_peak
shape_transp_color = 255, 0, 0, 60
shape_edge_color = 32, 32, 32, 255

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;--------------- Acid ------------------
;zone_mine_acidic
[zone_mine_acid]:zone_base
GroupControlSection = spawn_group_zone
$spawn = "zones_eugenium\zone_mine_acid"
$def_sphere = 2
$prefetch = 16
class = ZS_MBALD
hit_impulse_scale = 0.0
effective_radius = 1.0 ;ðàçìåð ðàäèóñà â ïðîöåíòàõ îò îðèãèíàëüíîãî, ãäå äåéñòâóåò çîíà
ef_anomaly_type = 1
ef_weapon_type = 13
postprocess = postprocess_acidic_mine
; ===== Anomaly settings ======
max_start_power = 0.20
attenuation = 1
use_secondary_hit = true
secondary_hit_power = 0.005
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 ;ïîñòîÿííûé çâóê
blowout_sound = semitone\anomalies\acidic\acidic_hit ;âî âðåìÿ âûáðîñà(óäàðà) â öåíòðå àíîìàëèè
hit_sound = semitone\anomalies\acidic\acidic_hit ;íà ïåðñîíàæå, êîãäà òîò ïîëó÷àåò õèò
entrance_sound = semitone\anomalies\acidic\acidic_hit ;ïðè ïîïàäàíèè îáúåêòà â àíîìàëèþ
hit_type = chemical_burn
disable_time = 10000 ;âðåìÿ èãíîðèðîâàíèÿ íåæèâîãî îáúåêòà â çîíå (-1 åñëè íå íóæíî)
disable_time_small = -1 ;âðåìÿ èãíîðèðîâàíèÿ ìàëåíüêîãî íåæèâîãî îáúåêòà â çîíå (-1 åñëè íå íóæíî)
disable_idle_time = 50000 ;âðåìÿ îòêëþ÷åíèÿ idle ïàðòèêëîâ
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
light_time = 0.35
light_height = 0.75 ;ïîäúåì èñòî÷íèêà ñâåòà íà âûñîòó
idle_light = on
idle_light_range = 3.0
idle_light_anim = light_green_02
idle_light_height = 0.70 ;ïîäúåì èñòî÷íèêà ñâåòà íà âûñîòó
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 ;ñèëà ïîäíèìàåãî âåòðà (îò 0 äî 1), â ìîìåíò blowout_wind_time_peak
shape_transp_color = 255, 0, 0, 60
shape_edge_color = 32, 32, 32, 255
;--------------- Electra ------------------
;zone_mine_electric
[zone_mine_electra]:zone_base
GroupControlSection = spawn_group_zone
$spawn = "zones_eugenium\zone_mine_electra"
$def_sphere = 2
$prefetch = 16
class = ZS_MBALD
hit_impulse_scale = 0.0
effective_radius = 1.0 ;ðàçìåð ðàäèóñà â ïðîöåíòàõ îò îðèãèíàëüíîãî, ãäå äåéñòâóåò çîíà
ef_anomaly_type = 1
ef_weapon_type = 13
postprocess = postprocess_electra_mine
; ===== Anomaly settings ======
max_start_power = 0.80
attenuation = 1
idle_particles = semitone\anomalies\electra\electra_idle
blowout_particles = semitone\anomalies\electra\electra_blowout
hit_small_particles = anomaly2\electra_entrance_small
hit_big_particles = anomaly2\electra_damage_02_smoke
idle_small_particles = anomaly2\electra_damage_01_smoke
idle_big_particles = anomaly2\electra_damage_02_smoke
entrance_small_particles = anomaly2\electra_entrance_small
entrance_big_particles = anomaly2\emi_entrance_big_00
idle_sound = semitone\anomalies\electra\electra_idle
blowout_sound = semitone\anomalies\electra\electra_blowout
hit_sound = semitone\anomalies\electra\electra_hit
entrance_sound = semitone\anomalies\electra\electra_hit
blowout_light = on
light_color = 0.8,0.9,1
light_range = 30.0
light_time = 1;0.35
light_height = 1.5 ;ïîäúåì èñòî÷íèêà ñâåòà íà âûñîòó
idle_light = on
idle_light_shadow = true
idle_light_range = 3.0
idle_light_anim = koster_01_electra
idle_light_height = 0.75 ;ïîäúåì èñòî÷íèêà ñâåòà íà âûñîòó
hit_type = shock
disable_time = 50 ;âðåìÿ èãíîðèðîâàíèÿ íåæèâîãî îáúåêòà â çîíå (-1 åñëè íå íóæíî)
disable_time_small = 500 ;âðåìÿ èãíîðèðîâàíèÿ ìàëåíüêîãî íåæèâîãî îáúåêòà â çîíå (-1 åñëè íå íóæíî)
disable_idle_time = 100 ;âðåìÿ îòêëþ÷åíèÿ idle ïàðòèêëîâ
awaking_time = 100
blowout_time = 100
accamulate_time = 1500
ignore_nonalive = false
ignore_small = false
ignore_artefacts = true
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; âåòåð
blowout_wind = off
blowout_wind_time_start = 0
blowout_wind_time_peak = 150
blowout_wind_time_end = 299
blowout_wind_power = 0.2 ;ñèëà ïîäíèìàåãî âåòðà (îò 0 äî 1), â ìîìåíò blowout_wind_time_peak
shape_transp_color = 255, 0, 0, 60
shape_edge_color = 32, 32, 32, 255
;--------------- Vortex ------------------
;zone_mine_gravitational_average
[zone_mine_vortex]:zone_base
GroupControlSection = spawn_group_zone
$spawn = "zones_eugenium\zone_mine_vortex"
$def_sphere = 4
$prefetch = 16
class = ZS_GALAN ;--CMincer
ef_anomaly_type = 5
ef_weapon_type = 17
postprocess = postprocess_gravi_mine
; ===== Anomaly settings ======
max_start_power = 1.10
attenuation = 1
idle_particles = semitone\anomalies\gravitational_average\gravitational_average_idle
blowout_particles = semitone\anomalies\gravitational_average\gravitational_average_blowout
tearing_particles = anomaly2\body_tear_00
torn_particles = semitone\anomalies\gravitational_strong\gravitational_strong_blood_splash
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_strong\gravitational_strong_shield
entrance_big_particles = anomaly2\gravi_anomaly_00;
tele_particles_small = anomaly2\gravity_damage_01_smoke ;anomaly2\gravity_damage_01_smoke
tele_particles_big = anomaly2\gravity_damage_02_smoke
idle_sound = drx_da\drx_da_gravi_idle00 ;ïîñòîÿííûé çâóê
blowout_sound = anomaly\gravi_blowout6; anomaly_gravy_blast01 ;âî âðåìÿ âûáðîñà(óäàðà) â öåíòðå àíîìàëèè
hit_sound = semitone\anomaliesl\gravitational\gravitational_shield ;íà ïåðñîíàæå, êîãäà òîò ïîëó÷àåò õèò
body_tearing_sound = anomaly\anomaly_body_tear_1 ;çâóê ðàçðûâàíèÿ òðóïà
entrance_sound = semitone\anomaliesl\gravitational\gravitational_shield ;ïðè ïîïàäàíèè îáúåêòà â àíîìàëèþ
hit_type = strike
hit_impulse_scale = 0.02;0.5;0.1 ;ñîîòíîøåíèå ôèçè÷åñêîãî èìïóëüñà è ñèëû õèòà
effective_radius = 1.0 ;ðàçìåð ðàäèóñà â ïðîöåíòàõ îò îðèãèíàëüíîãî, ãäå äåéñòâóåò çîíà
disable_time = 5000 ;âðåìÿ èãíîðèðîâàíèÿ íåæèâîãî îáúåêòà â çîíå (-1 åñëè íå íóæíî)
disable_time_small = 500 ;âðåìÿ èãíîðèðîâàíèÿ ìàëåíüêîãî íåæèâîãî îáúåêòà â çîíå (-1 åñëè íå íóæíî)
disable_idle_time = 100 ;-1 ;âðåìÿ îòêëþ÷åíèÿ idle ïàðòèêëîâ
ignore_nonalive = false
ignore_small = true
ignore_artefacts = true
blowout_light = on
light_color = 1.4,1.6,1.3
light_range = 30.0
light_time = 0.8;0.35
light_height = 1.5 ;ïîäúåì èñòî÷íèêà ñâåòà íà âûñîòó
idle_light = off
awaking_time = 300;1000
blowout_time = 2500
accamulate_time = 1000
blowout_light_time = 2100
blowout_explosion_time = 2100
;ïàðàìåòðû òåëåêèíåçà äëÿ çîíû
throw_in_impulse = 2000;3000;4000 ;ñèëà èìïóëüñà âòÿãèâàíèÿ (äëÿ òåëà 100êã)
throw_out_impulse = 4000; ;ñèëà âûáðàñûâàíèÿ âçðûâîì
throw_in_impulse_alive = 1000;600 800 ;ñèëà èìïóëüñà âòÿãèâàíèÿ äëÿ æèâûõ
throw_in_atten = 1;8 ;êîýôô. çàòÿãèâàíèÿ (÷åì ìåíüøå, òåì ïëàâíåå çàòÿãèâàåò)
blowout_radius_percent = 0.8 ;ðàäèóñ (â ïðîöåíòàõ îò âñåãî ðàäèóñà) íåïîñðåäñòâåííî âûáðîñà
actor_blowout_radius_percent= 0.5
tele_height = 0.05; 3.5 ;âûñîòà ïîäúåìà òåëåêèíåçà
time_to_tele = 5000 ;âðåìÿ äåðàæàíèÿ îáúåêòà â âîçäóõå
tele_pause = 5000 ;ïàóçà ïåðåä òåì êàê ñíîâà ïîäíÿòü óïàâøèé îáúåêò
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; âåòåð
blowout_wind = on
blowout_wind_time_start = 0
blowout_wind_time_peak = 1500
blowout_wind_time_end = 2501; 2499
blowout_wind_power = 0.5 ;ñèëà ïîäíèìàåãî âåòðà (îò 0 äî 1), â ìîìåíò 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 ;ðàçìåð ðàäèóñà â ïðîöåíòàõ îò îðèãèíàëüíîãî, ãäå äåéñòâóåò çîíà
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 ;ïîñòîÿííûé çâóê
blowout_sound = anomaly\anomaly_gravy_blast1; anomaly_gravy_blast01 ;âî âðåìÿ âûáðîñà(óäàðà) â öåíòðå àíîìàëèè
hit_sound = drx_da\drx_da_anomaly_gravy_hit1 ;íà ïåðñîíàæå, êîãäà òîò ïîëó÷àåò õèò
entrance_sound = drx_da\drx_da_anomaly_gravy_hit1 ;ïðè ïîïàäàíèè îáúåêòà â àíîìàëèþ
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 ;âðåìÿ èãíîðèðîâàíèÿ íåæèâîãî îáúåêòà â çîíå (-1 åñëè íå íóæíî)
disable_time_small = 5000 ;âðåìÿ èãíîðèðîâàíèÿ ìàëåíüêîãî íåæèâîãî îáúåêòà â çîíå (-1 åñëè íå íóæíî)
disable_idle_time = 100 ;âðåìÿ îòêëþ÷åíèÿ idle ïàðòèêëîâ
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 ;ïîäúåì èñòî÷íèêà ñâåòà íà âûñîòó
idle_light = off
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; âåòåð
blowout_wind = on
blowout_wind_time_start = 0
blowout_wind_time_peak = 300
blowout_wind_time_end = 501; 899
blowout_wind_power = 0.5 ;ñèëà ïîäíèìàåãî âåòðà (îò 0 äî 1), â ìîìåíò 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 ;ïîäúåì èñòî÷íèêà ñâåòà íà âûñîòó
idle_light = off
idle_light_shadow = true
idle_light_range = 4.0
idle_light_anim = koster_01_electra
idle_light_height = 0.75 ;ïîäúåì èñòî÷íèêà ñâåòà íà âûñîòó
disable_time = 50 ;âðåìÿ èãíîðèðîâàíèÿ íåæèâîãî îáúåêòà â çîíå (-1 åñëè íå íóæíî)
disable_time_small = 500 ;âðåìÿ èãíîðèðîâàíèÿ ìàëåíüêîãî íåæèâîãî îáúåêòà â çîíå (-1 åñëè íå íóæíî)
disable_idle_time = 100 ;âðåìÿ îòêëþ÷åíèÿ idle ïàðòèêëîâ
awaking_time = 10
blowout_time = 100
accamulate_time = 1000
ignore_nonalive = false
ignore_small = false
ignore_artefacts = true
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; âåòåð
blowout_wind = off
blowout_wind_time_start = 0
blowout_wind_time_peak = 150
blowout_wind_time_end = 299
blowout_wind_power = 0.2 ;ñèëà ïîäíèìàåãî âåòðà (îò 0 äî 1), â ìîìåíò blowout_wind_time_peak
shape_transp_color = 255, 0, 0, 60
shape_edge_color = 32, 32, 32, 255

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[zone_monolith]:zone_base
GroupControlSection = spawn_group_zone
$spawn = "zones\monolith"
;$prefetch = 16
class = ZS_RADIO
hit_impulse_scale = .01
effective_radius = 1.00 ;ðàçìåð ðàäèóñà â ïðîöåíòàõ îò îðèãèíàëüíîãî, ãäå äåéñòâóåò çîíà
sound = zone_mosquito_bald
postprocess = postprocess_electra
ef_anomaly_type = 3
ef_weapon_type = 15
artefacts =
BirthProbability = 0.0;0.1
;----------- Anomaly settings -----------------------
min_start_power = 0.99
max_start_power = 1.00
attenuation = 0.1
period = 1
min_artefact_count = 0
max_artefact_count = 0
hit_type = telepatic
idle_particles = semitone\anomalies\wish_granter\wish_granter_idle
blowout_particles = semitone\anomalies\wish_granter\wish_granter_active
disable_time = -1 ;âðåìÿ èãíîðèðîâàíèÿ íåæèâîãî îáúåêòà â çîíå (-1 åñëè íå íóæíî)
disable_time_small = -1 ;âðåìÿ èãíîðèðîâàíèÿ ìàëåíüêîãî íåæèâîãî îáúåêòà â çîíå (-1 åñëè íå íóæíî)
disable_idle_time = -1 ;âðåìÿ îòêëþ÷åíèÿ idle ïàðòèêëîâ
idle_sound = anomaly\monolith_idle; anomaly_gravy_idle
blowout_sound = anomaly\monolith_idle
ignore_nonalive = true;
ignore_small = true;
ignore_artefacts = true
blowout_light = off
idle_light = off
awaking_time = 1
blowout_time = 9000
accamulate_time = 1
visible_by_detector = on
blowout_wind = off
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;ðîæäåíèå àðòåôàêòîâ âî âðåìÿ ñðàáàòûâàíèÿ
spawn_blowout_artefacts = off
shape_transp_color = 255, 0, 0, 60
shape_edge_color = 32, 32, 32, 255

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[zone_no_gravity]:zone_base
GroupControlSection = spawn_group_zone
$spawn = "zones_eugenium\zone_no_gravity"
$def_sphere = 3
$prefetch = 16
class = ZS_MBALD ;---CMosquitoBald
hit_impulse_scale = 0.3;0.5 ;0.1
effective_radius = 1.0 ;ðàçìåð ðàäèóñà â ïðîöåíòàõ îò îðèãèíàëüíîãî, ãäå äåéñòâóåò çîíà
actor_blowout_radius_percent = 0.75
ef_anomaly_type = 1
ef_weapon_type = 13
postprocess = alcohol
hit_type = radiation
;----------- Anomaly settings -----------------------
max_start_power = 0.25
attenuation = 1
idle_particles = semitone\anomalies\no_gravity\no_gravity_idle
blowout_particles = semitone\anomalies\no_gravity\no_gravity_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_blood2; anomaly2\gravity_damage_02_smoke
entrance_small_particles = semitone\anomalies\springboard\springboard_hit
entrance_big_particles = anomaly2\gravi_anomaly_00;
idle_sound = semitone\anomalies\net\net_idle ;ïîñòîÿííûé çâóê
awake_sound = drx_da\drx_da_gravi_idle01
accum_sound = drx_da\drx_da_gravi_idle01
blowout_sound = semitone\anomalies\sloth\sloth_blowout ;âî âðåìÿ âûáðîñà(óäàðà) â öåíòðå àíîìàëèè
hit_sound = semitone\anomalies\gravitational_strong\gravitational_strong_shield ;íà ïåðñîíàæå, êîãäà òîò ïîëó÷àåò õèò
entrance_sound = semitone\anomalies\gravitational_strong\gravitational_strong_shield ;ïðè ïîïàäàíèè îáúåêòà â àíîìàëèþ
body_tearing_sound = anomaly\anomaly_body_tear_1
disable_time = -1 ;âðåìÿ èãíîðèðîâàíèÿ íåæèâîãî îáúåêòà â çîíå (-1 åñëè íå íóæíî)
disable_time_small = -1 ;âðåìÿ èãíîðèðîâàíèÿ ìàëåíüêîãî íåæèâîãî îáúåêòà â çîíå (-1 åñëè íå íóæíî)
disable_idle_time = 100
awaking_time = 800;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 ;âðåìÿ èãíîðèðîâàíèÿ íåæèâîãî îáúåêòà â çîíå (-1 åñëè íå íóæíî)
disable_time_small = 5000 ;âðåìÿ èãíîðèðîâàíèÿ ìàëåíüêîãî íåæèâîãî îáúåêòà â çîíå (-1 åñëè íå íóæíî)
disable_idle_time = 100 ;âðåìÿ îòêëþ÷åíèÿ idle ïàðòèêëîâ
ignore_nonalive = false
ignore_small = false
ignore_artefacts = true
blowout_light = off
light_color = 0.5,0.4,0.3
light_range = 30.0
light_time = 0.9;0.35
light_height = 1.5 ;ïîäúåì èñòî÷íèêà ñâåòà íà âûñîòó
idle_light = off
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; âåòåð
blowout_wind = on
blowout_wind_time_start = 0
blowout_wind_time_peak = 300
blowout_wind_time_end = 501; 899
blowout_wind_power = 0.5 ;ñèëà ïîäíèìàåãî âåòðà (îò 0 äî 1), â ìîìåíò blowout_wind_time_peak
shape_transp_color = 255, 0, 0, 60
shape_edge_color = 32, 32, 32, 255

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[zone_spatial_bubble]:zone_base ;zone_teleport_chaes
GroupControlSection = spawn_group_zone
$spawn = "zones\scenes\teleport"
$prefetch = 16
class = ZS_MBALD
ef_anomaly_type = 1
ef_weapon_type = 13
postprocess = postprocess_electra
;----------- Anomaly settings -----------------------
max_start_power = 0.00
attenuation = 1
idle_particles = semitone\anomalies\spatial_bubble\spatial_bubble_idle
--blowout_particles = anomaly2\teleport
--tearing_particles = anomaly2\teleport_tear
--torn_particles = anomaly2\teleport_tear
hit_small_particles = hit_fx\hit_metal_02
hit_big_particles = anomaly2\teleport_damage
idle_small_particles = anomaly2\teleport_damage_smoke_00
idle_big_particles = anomaly2\teleport_damage_smoke_00
entrance_small_particles = anomaly2\teleport_damage
entrance_big_particles = anomaly2\teleport_damage
tele_particles_small = anomaly2\gravity_damage_01_smoke ;anomaly2\gravity_damage_01_smoke
tele_particles_big = anomaly2\gravity_damage_02_smoke
idle_sound = semitone\anomalies\flash\flash_idle ;gravi_idle01 ;ïîñòîÿííûé çâóê
blowout_sound = $no_sound ;âî âðåìÿ âûáðîñà(óäàðà) â öåíòðå àíîìàëèè
hit_sound = $no_sound ;anomaly\anomaly_gravy_hit1 ;íà ïåðñîíàæå, êîãäà òîò ïîëó÷àåò õèò
body_tearing_sound = $no_sound ;anomaly\gravity_entrance ;çâóê ðàçðûâàíèÿ òðóïà
entrance_sound = $no_sound ;anomaly\gravi_idle01 ;ïðè ïîïàäàíèè îáúåêòà â àíîìàëèþ
hit_type = strike
hit_impulse_scale = 0.0 ;0.5;0.1 ;ñîîòíîøåíèå ôèçè÷åñêîãî èìïóëüñà è ñèëû õèòà
effective_radius = 1 ;ðàçìåð ðàäèóñà â ïðîöåíòàõ îò îðèãèíàëüíîãî, ãäå äåéñòâóåò çîíà
disable_time = -1 ;5000 ;âðåìÿ èãíîðèðîâàíèÿ íåæèâîãî îáúåêòà â çîíå (-1 åñëè íå íóæíî)
disable_time_small = -1 ;500 ;âðåìÿ èãíîðèðîâàíèÿ ìàëåíüêîãî íåæèâîãî îáúåêòà â çîíå (-1 åñëè íå íóæíî)
disable_idle_time = 100 ;-1 ;âðåìÿ îòêëþ÷åíèÿ idle ïàðòèêëîâ
ignore_nonalive = false
ignore_small = false
ignore_artefacts = true
blowout_light = off
light_color = 1.4,1.6,1.8
light_range = 30.0
light_time = 0.8 ;0.35
light_height = 1.5 ;ïîäúåì èñòî÷íèêà ñâåòà íà âûñîòó
idle_light = on ;off
idle_light_range = 15.0
idle_light_anim = teleport_stancia_in_01
idle_light_height = 1.50 ;ïîäúåì èñòî÷íèêà ñâåòà íà âûñîòó
awaking_time = 0 ;5000 ;0;1000
blowout_time = 500
accamulate_time = 3000 ;1000
blowout_light_time = 800
blowout_explosion_time = 800
;ïàðàìåòðû òåëåêèíåçà äëÿ çîíû
throw_in_impulse = 4000 ;ñèëà âòÿãèâàíèÿ äëÿ åäèíè÷íîé ìàññû íà ðàññòîÿíèè îäèí ìåòð
throw_out_impulse = 1500 ;ñèëà âûáðàñûâàíèÿ âçðûâîì
throw_in_impulse_alive = 600 ;ñèëà èìïóëüñà âòÿãèâàíèÿ äëÿ æèâûõ
throw_in_atten = 8 ;8 ;êîýôô. çàòÿãèâàíèÿ (÷åì ìåíüøå, òåì ïëàâíåå çàòÿãèâàåò)
blowout_radius_percent = 0.8 ;ðàäèóñ (â ïðîöåíòàõ îò âñåãî ðàäèóñà) íåïîñðåäñòâåííî âûáðîñà
actor_blowout_radius_percent= 0.5
tele_height = 0.05 ;3.5 ;âûñîòà ïîäúåìà òåëåêèíåçà
time_to_tele = 5000 ;âðåìÿ äåðàæàíèÿ îáúåêòà â âîçäóõå
tele_pause = 5000 ;ïàóçà ïåðåä òåì êàê ñíîâà ïîäíÿòü óïàâøèé îáúåêò
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; âåòåð
blowout_wind = on
blowout_wind_time_start = 0
blowout_wind_time_peak = 800
blowout_wind_time_end = 1001 ;2499
blowout_wind_power = 0.5 ;ñèëà ïîäíèìàåãî âåòðà (îò 0 äî 1), â ìîìåíò blowout_wind_time_peak
[zone_teleport]:zone_base
GroupControlSection = spawn_group_zone
$spawn = "zones\scenes\teleport"
$prefetch = 16
class = ZS_MBALD
ef_anomaly_type = 1
ef_weapon_type = 13
postprocess = postprocess_electra
;----------- Anomaly settings -----------------------
max_start_power = 0.00
attenuation = 1
idle_particles = anomaly2\teleport_idle
blowout_particles = anomaly2\teleport
tearing_particles = anomaly2\teleport_tear
torn_particles = anomaly2\teleport_tear
hit_small_particles = hit_fx\hit_metal_02
hit_big_particles = anomaly2\teleport_damage
idle_small_particles = anomaly2\teleport_damage_smoke_00
idle_big_particles = anomaly2\teleport_damage_smoke_00
entrance_small_particles = anomaly2\teleport_damage
entrance_big_particles = anomaly2\teleport_damage
tele_particles_small = anomaly2\gravity_damage_01_smoke ;anomaly2\gravity_damage_01_smoke
tele_particles_big = anomaly2\gravity_damage_02_smoke
idle_sound = anomaly\teleport_idle; gravi_idle01 ;ïîñòîÿííûé çâóê
blowout_sound = anomaly\teleport_work_2; anomaly_gravy_blast01 ;âî âðåìÿ âûáðîñà(óäàðà) â öåíòðå àíîìàëèè
hit_sound = anomaly\anomaly_gravy_hit1 ;íà ïåðñîíàæå, êîãäà òîò ïîëó÷àåò õèò
body_tearing_sound = anomaly\gravity_entrance ;çâóê ðàçðûâàíèÿ òðóïà
entrance_sound = anomaly\gravi_idle01 ;ïðè ïîïàäàíèè îáúåêòà â àíîìàëèþ
hit_type = strike
hit_impulse_scale = 0.0;0.5;0.1 ;ñîîòíîøåíèå ôèçè÷åñêîãî èìïóëüñà è ñèëû õèòà
effective_radius = 1 ;ðàçìåð ðàäèóñà â ïðîöåíòàõ îò îðèãèíàëüíîãî, ãäå äåéñòâóåò çîíà
disable_time = 5000 ;âðåìÿ èãíîðèðîâàíèÿ íåæèâîãî îáúåêòà â çîíå (-1 åñëè íå íóæíî)
disable_time_small = 500 ;âðåìÿ èãíîðèðîâàíèÿ ìàëåíüêîãî íåæèâîãî îáúåêòà â çîíå (-1 åñëè íå íóæíî)
disable_idle_time = 100;-1 ;âðåìÿ îòêëþ÷åíèÿ idle ïàðòèêëîâ
ignore_nonalive = false
ignore_small = false
ignore_artefacts = true
blowout_light = on
light_color = 1.4,1.6,1.8
light_range = 30.0
light_time = 0.8;0.35
light_height = 1.5 ;ïîäúåì èñòî÷íèêà ñâåòà íà âûñîòó
idle_light = on
idle_light_range = 15.0
idle_light_anim = teleport_stancia_in_01
idle_light_height = 3.0 ;ïîäúåì èñòî÷íèêà ñâåòà íà âûñîòó
awaking_time = 0;1000
blowout_time = 1000
accamulate_time = 500
blowout_light_time = 800
blowout_explosion_time = 800
;ïàðàìåòðû òåëåêèíåçà äëÿ çîíû
throw_in_impulse = 4000 ;ñèëà âòÿãèâàíèÿ äëÿ åäèíè÷íîé ìàññû íà ðàññòîÿíèè îäèí ìåòð
throw_out_impulse = 1500 ;ñèëà âûáðàñûâàíèÿ âçðûâîì
throw_in_impulse_alive = 600 ;ñèëà èìïóëüñà âòÿãèâàíèÿ äëÿ æèâûõ
throw_in_atten = 8;8 ;êîýôô. çàòÿãèâàíèÿ (÷åì ìåíüøå, òåì ïëàâíåå çàòÿãèâàåò)
blowout_radius_percent = 0.8 ;ðàäèóñ (â ïðîöåíòàõ îò âñåãî ðàäèóñà) íåïîñðåäñòâåííî âûáðîñà
actor_blowout_radius_percent= 0.5
tele_height = 0.05; 3.5 ;âûñîòà ïîäúåìà òåëåêèíåçà
time_to_tele = 5000 ;âðåìÿ äåðàæàíèÿ îáúåêòà â âîçäóõå
tele_pause = 5000 ;ïàóçà ïåðåä òåì êàê ñíîâà ïîäíÿòü óïàâøèé îáúåêò
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; âåòåð
blowout_wind = on
blowout_wind_time_start = 0
blowout_wind_time_peak = 800
blowout_wind_time_end = 1001; 2499
blowout_wind_power = 0.5 ;ñèëà ïîäíèìàåãî âåòðà (îò 0 äî 1), â ìîìåíò blowout_wind_time_peak
[zone_teleport_chaes]:zone_base
GroupControlSection = spawn_group_zone
$spawn = "zones\scenes\teleport"
$prefetch = 16
class = ZS_MBALD
ef_anomaly_type = 1
ef_weapon_type = 13
postprocess = postprocess_electra
;----------- Anomaly settings -----------------------
max_start_power = 0.00
attenuation = 1
idle_particles = anomaly2\teleport_idle
blowout_particles = anomaly2\teleport
tearing_particles = anomaly2\teleport_tear
torn_particles = anomaly2\teleport_tear
hit_small_particles = hit_fx\hit_metal_02
hit_big_particles = anomaly2\teleport_damage
idle_small_particles = anomaly2\teleport_damage_smoke_00
idle_big_particles = anomaly2\teleport_damage_smoke_00
entrance_small_particles = anomaly2\teleport_damage
entrance_big_particles = anomaly2\teleport_damage
tele_particles_small = anomaly2\gravity_damage_01_smoke ;anomaly2\gravity_damage_01_smoke
tele_particles_big = anomaly2\gravity_damage_02_smoke
idle_sound = $no_sound ;semitone\anomalies\gravitational_strong\gravitational_strong_idle ;ïîñòîÿííûé çâóê
blowout_sound = anomaly\teleport_work_2 ;anomaly_gravy_blast01 ;âî âðåìÿ âûáðîñà(óäàðà) â öåíòðå àíîìàëèè
hit_sound = anomaly\anomaly_gravy_hit1 ;íà ïåðñîíàæå, êîãäà òîò ïîëó÷àåò õèò
body_tearing_sound = anomaly\gravity_entrance ;çâóê ðàçðûâàíèÿ òðóïà
entrance_sound = anomaly\gravi_idle01 ;ïðè ïîïàäàíèè îáúåêòà â àíîìàëèþ
hit_type = strike
hit_impulse_scale = 0.0 ;0.5;0.1 ;ñîîòíîøåíèå ôèçè÷åñêîãî èìïóëüñà è ñèëû õèòà
effective_radius = 1 ;ðàçìåð ðàäèóñà â ïðîöåíòàõ îò îðèãèíàëüíîãî, ãäå äåéñòâóåò çîíà
disable_time = 5000 ;âðåìÿ èãíîðèðîâàíèÿ íåæèâîãî îáúåêòà â çîíå (-1 åñëè íå íóæíî)
disable_time_small = 500 ;âðåìÿ èãíîðèðîâàíèÿ ìàëåíüêîãî íåæèâîãî îáúåêòà â çîíå (-1 åñëè íå íóæíî)
disable_idle_time = 100 ;-1 ;âðåìÿ îòêëþ÷åíèÿ idle ïàðòèêëîâ
ignore_nonalive = false
ignore_small = false
ignore_artefacts = true
blowout_light = on
light_color = 1.4,1.6,1.8
light_range = 30.0
light_time = 0.8 ;0.35
light_height = 1.5 ;ïîäúåì èñòî÷íèêà ñâåòà íà âûñîòó
idle_light = off ;on
idle_light_range = 15.0
idle_light_anim = teleport_stancia_in_01
idle_light_height = 1.50 ;ïîäúåì èñòî÷íèêà ñâåòà íà âûñîòó
awaking_time = 0 ;5000 ;0;1000
blowout_time = 100 ;500
accamulate_time = 3000 ;1000
blowout_light_time = 100 ;800
blowout_explosion_time = 100 ;800
;ïàðàìåòðû òåëåêèíåçà äëÿ çîíû
throw_in_impulse = 4000 ;ñèëà âòÿãèâàíèÿ äëÿ åäèíè÷íîé ìàññû íà ðàññòîÿíèè îäèí ìåòð
throw_out_impulse = 1500 ;ñèëà âûáðàñûâàíèÿ âçðûâîì
throw_in_impulse_alive = 600 ;ñèëà èìïóëüñà âòÿãèâàíèÿ äëÿ æèâûõ
throw_in_atten = 8 ;8 ;êîýôô. çàòÿãèâàíèÿ (÷åì ìåíüøå, òåì ïëàâíåå çàòÿãèâàåò)
blowout_radius_percent = 0.8 ;ðàäèóñ (â ïðîöåíòàõ îò âñåãî ðàäèóñà) íåïîñðåäñòâåííî âûáðîñà
actor_blowout_radius_percent= 0.5
tele_height = 0.05 ;3.5 ;âûñîòà ïîäúåìà òåëåêèíåçà
time_to_tele = 5000 ;âðåìÿ äåðàæàíèÿ îáúåêòà â âîçäóõå
tele_pause = 5000 ;ïàóçà ïåðåä òåì êàê ñíîâà ïîäíÿòü óïàâøèé îáúåêò
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; âåòåð
blowout_wind = on
blowout_wind_time_start = 0
blowout_wind_time_peak = 800
blowout_wind_time_end = 1001 ;2499
blowout_wind_power = 0.5 ;ñèëà ïîäíèìàåãî âåòðà (îò 0 äî 1), â ìîìåíò blowout_wind_time_peak
visible_by_detector = off

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;----------- Àíîìàëèÿ Õâàòàëêà -----------------------
[zone_unknown]:zone_base
GroupControlSection = spawn_group_zone
$spawn = "zones\ameba\hvatalka"
;$prefetch = 64
$def_sphere = 2.5
class = ZS_BFUZZ
visual = dynamics\anomaly\anomaly_hvatalka
min_speed_to_react = 1.00 ; 1.00 < 2.00
ef_anomaly_type = 2
ef_weapon_type = 14
hit_impulse_scale = 01
effective_radius = 1 ;ðàçìåð ðàäèóñà â ïðîöåíòàõ îò îðèãèíàëüíîãî, ãäå äåéñòâóåò çîíà
sound = zone_mosquito_bald
postprocess = postprocess_fuzz
shape_transp_color = 255, 0, 0, 60
shape_edge_color = 32, 32, 32, 255
;----------- Anomaly settings -----------------------
;min_start_power = 0.49
max_start_power = 0.5
attenuation = 1
;period = 1
idle_particles = anomaly2\pux_idle
blowout_particles = _samples_particles_\pux_atack
idle_small_particles = anomaly2\effects\gele_00
idle_big_particles = _samples_particles_\pux_atack
blowout_sound = ambient\rnd_outdoor\rnd_fly2
hit_sound = ambient\rnd_outdoor\rnd_fly1
entrance_sound = ambient\rnd_outdoor\rnd_flies_1
hit_type = strike
disable_time = 10000
disable_time_small = -1
disable_idle_time = 50000
ignore_nonalive = false
ignore_small = false
ignore_artefacts = true
awaking_time = 100
blowout_time = 7000
accamulate_time = 250
attack_animation_start = 0
attack_animation_end = 5000
blowout_light = off
idle_light = off
;visible_by_detector = on
blowout_wind = off
;ðîæäåíèå àðòåôàêòîâ âî âðåìÿ ñðàáàòûâàíèÿ
;spawn_blowout_artefacts = off

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; Uncomment below to enable, delete everything else under below
;#include "zone_*.ltx"
;;===== The Arrival ======;;
#include "zone_base.ltx"
#include "zone_campfire.ltx"
#include "zone_burningfuzz.ltx"
#include "zone_minefield.ltx"
#include "zone_nogravity.ltx"
#include "zone_teleport.ltx"
#include "zone_fireball.ltx"
#include "zone_generator.ltx"
#include "zone_field_acidic.ltx"
#include "zone_field_psychic.ltx"
#include "zone_field_radioactive.ltx"
#include "zone_field_thermal.ltx"
#include "zone_mine_acidic.ltx"
#include "zone_mine_electric.ltx"
#include "zone_mine_gravitational.ltx"
#include "zone_mine_thermal.ltx"
#include "zone_monolith.ltx"
#include "zone_liana.ltx"
#include "zone_hvatalka.ltx"
#include "zone_studen.ltx"
#include "zone_mosquitobald.ltx"
#include "zone_unknow.ltx"
#include "zone_mine_sphere.ltx"
#include "zone_mine_mefistotel.ltx"
#include "zone_mine_point.ltx"
#include "zone_mine_cdf.ltx"
#include "zone_mine_flash.ltx"
#include "zone_mine_ghost.ltx"
#include "zone_mine_net.ltx"
#include "zone_mine_gold.ltx"
#include "zone_mine_thorn.ltx"
#include "zone_mine_seed.ltx"
#include "zone_mine_shatterpoint.ltx"
#include "zone_mine_sloth.ltx"
#include "zone_mine_umbra.ltx"
;Updated
#include "zone_mine_updated.ltx"

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mods/Arrival/gamedata/environmental/Dandelion_Seed_v2.dds (Stored with Git LFS) Normal file

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mods/Arrival/gamedata/environmental/Maple_Seed_v1.dds (Stored with Git LFS) Normal file

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mods/Arrival/gamedata/environmental/Maple_Seed_v2.dds (Stored with Git LFS) Normal file

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@ -0,0 +1,231 @@
[_group]
effects_count = 25
flags = 0
timelimit = 0.000000
version = 3
[effect_0000]
effect_name = semitone\anomalies\spatial_bubble_limansk\anomaly_teleport_bubble_colorrr
flags = 4
on_birth_child =
on_death_child =
on_play_child =
time0 = 0.000000
time1 = 0.000000
[effect_0001]
effect_name = semitone\anomalies\spatial_bubble_limansk\anomaly_teleport_bubble_sphere_dist_00
flags = 4
on_birth_child =
on_death_child =
on_play_child =
time0 = 0.000000
time1 = 0.000000
[effect_0002]
effect_name = semitone\anomalies\spatial_bubble_limansk\anomaly_teleport_bubble_sphere_core_steam_00
flags = 4
on_birth_child =
on_death_child =
on_play_child =
time0 = 0.000000
time1 = 0.000000
[effect_0003]
effect_name = semitone\anomalies\spatial_bubble_limansk\anomaly_teleport_bubble_sphere_000
flags = 4
on_birth_child =
on_death_child =
on_play_child =
time0 = 0.000000
time1 = 0.000000
[effect_0004]
effect_name = semitone\anomalies\spatial_bubble_limansk\anomaly_teleport_bubble_sphere_001
flags = 4
on_birth_child =
on_death_child =
on_play_child =
time0 = 0.000000
time1 = 0.000000
[effect_0005]
effect_name = semitone\anomalies\spatial_bubble_limansk\anomaly_teleport_bubble_sphere_002
flags = 4
on_birth_child =
on_death_child =
on_play_child =
time0 = 0.000000
time1 = 0.000000
[effect_0006]
effect_name = semitone\anomalies\spatial_bubble_limansk\anomaly_teleport_bubble_sphere_004
flags = 68
on_birth_child =
on_death_child = semitone\anomalies\spatial_bubble_limansk\anomaly_teleport_electric_smoke_puff_00
on_play_child =
time0 = 0.000000
time1 = 0.000000
[effect_0007]
effect_name = semitone\anomalies\spatial_bubble_limansk\anomaly_teleport_bubble_sphere_006
flags = 4
on_birth_child =
on_death_child =
on_play_child =
time0 = 0.000000
time1 = 0.000000
[effect_0008]
effect_name = semitone\anomalies\spatial_bubble_limansk\anomaly_teleport_bubble_sphere_outter_pulse
flags = 4
on_birth_child =
on_death_child =
on_play_child =
time0 = 0.000000
time1 = 0.000000
[effect_0009]
effect_name = semitone\anomalies\spatial_bubble_limansk\anomaly_teleport_particle_output_00
flags = 4
on_birth_child =
on_death_child =
on_play_child =
time0 = 0.000000
time1 = 0.000000
[effect_0010]
effect_name = semitone\anomalies\spatial_bubble_limansk\teleport_leaves_orbit_01
flags = 4
on_birth_child =
on_death_child =
on_play_child =
time0 = 0.000000
time1 = 0.000000
[effect_0011]
effect_name = semitone\anomalies\spatial_bubble_limansk\teleport_leaves_orbit_1
flags = 4
on_birth_child =
on_death_child =
on_play_child =
time0 = 0.000000
time1 = 0.000000
[effect_0012]
effect_name = semitone\anomalies\spatial_bubble_limansk\anomaly_teleport_bubble_sphere_fuzzzzz
flags = 4
on_birth_child =
on_death_child =
on_play_child =
time0 = 0.000000
time1 = 0.000000
[effect_0013]
effect_name = semitone\anomalies\spatial_bubble_limansk\anomaly_teleport_bubble_sphere_fuzz_000
flags = 4
on_birth_child =
on_death_child =
on_play_child =
time0 = 0.000000
time1 = 0.000000
[effect_0014]
effect_name = semitone\anomalies\spatial_bubble_limansk\anomaly_teleport_bubble_sphere_fuzz_001
flags = 4
on_birth_child =
on_death_child =
on_play_child =
time0 = 0.000000
time1 = 0.000000
[effect_0015]
effect_name = semitone\anomalies\spatial_bubble_limansk\anomaly_teleport_bubble_sphere_fuzz_big_left
flags = 4
on_birth_child =
on_death_child =
on_play_child =
time0 = 0.000000
time1 = 0.000000
[effect_0016]
effect_name = semitone\anomalies\spatial_bubble_limansk\anomaly_teleport_bubble_sphere_fuzz_big_up
flags = 4
on_birth_child =
on_death_child =
on_play_child =
time0 = 0.000000
time1 = 0.000000
[effect_0017]
effect_name = semitone\anomalies\spatial_bubble_limansk\anomaly_teleport_sphere_graviti_distort_00
flags = 4
on_birth_child =
on_death_child =
on_play_child =
time0 = 0.000000
time1 = 0.000000
[effect_0018]
effect_name = semitone\anomalies\spatial_bubble_limansk\spatial_bubble_rupture_wave_blast_dist_01
flags = 4
on_birth_child =
on_death_child =
on_play_child =
time0 = 0.000000
time1 = 0.000000
[effect_0019]
effect_name = semitone\anomalies\spatial_bubble_limansk\gravity_dust_00
flags = 4
on_birth_child =
on_death_child =
on_play_child =
time0 = 0.000000
time1 = 0.000000
[effect_0020]
effect_name = semitone\anomalies\spatial_bubble_limansk\teleport_core_unstalble_2_00
flags = 4
on_birth_child =
on_death_child =
on_play_child =
time0 = 0.000000
time1 = 0.000000
[effect_0021]
effect_name = semitone\anomalies\spatial_bubble_limansk\teleport_core_sparks_00
flags = 4
on_birth_child =
on_death_child =
on_play_child =
time0 = 0.000000
time1 = 0.000000
[effect_0022]
effect_name = semitone\anomalies\spatial_bubble_limansk\anomaly_teleport_flare1_00
flags = 4
on_birth_child =
on_death_child =
on_play_child =
time0 = 0.000000
time1 = 0.000000
[effect_0023]
effect_name = semitone\anomalies\spatial_bubble_limansk\teleport_flare_blue_2_00
flags = 4
on_birth_child =
on_death_child =
on_play_child =
time0 = 0.000000
time1 = 0.000000
[effect_0024]
effect_name = semitone\anomalies\spatial_bubble_limansk\impact_dist_00
flags = 0
on_birth_child =
on_death_child =
on_play_child =
time0 = 0.000000
time1 = 0.000000

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@ -0,0 +1,123 @@
[_group]
effects_count = 13
flags = 0
timelimit = 0.000000
version = 3
[effect_0000]
effect_name = semitone\anomalies\acidic\effects\idle\studen_idle_bottom_02
flags = 4
on_birth_child =
on_death_child =
on_play_child =
time0 = 0.000000
time1 = 0.000000
[effect_0001]
effect_name = semitone\anomalies\acidic\effects\idle\studen_idle_bottom_08
flags = 4
on_birth_child =
on_death_child =
on_play_child =
time0 = 0.000000
time1 = 0.000000
[effect_0002]
effect_name = semitone\anomalies\acidic\effects\idle\studen_idle_bottom_05
flags = 6
on_birth_child =
on_death_child =
on_play_child = semitone\anomalies\acidic\effects\idle\studen_idle_glow_00
time0 = 0.000000
time1 = 0.000000
[effect_0003]
effect_name = semitone\anomalies\acidic\effects\idle\studen_idle_bottom_07
flags = 4
on_birth_child =
on_death_child =
on_play_child =
time0 = 0.000000
time1 = 0.000000
[effect_0004]
effect_name = semitone\anomalies\acidic\effects\idle\studen_idle_glow_02
flags = 4
on_birth_child =
on_death_child =
on_play_child =
time0 = 0.000000
time1 = 0.000000
[effect_0005]
effect_name = semitone\anomalies\acidic\effects\idle\studen_idle_bottom_07_00
flags = 4
on_birth_child =
on_death_child =
on_play_child =
time0 = 0.000000
time1 = 0.000000
[effect_0006]
effect_name = semitone\anomalies\acidic\effects\idle\studen_idle_bottom_shader
flags = 4
on_birth_child =
on_death_child =
on_play_child =
time0 = 0.000000
time1 = 0.000000
[effect_0007]
effect_name = semitone\anomalies\acidic\effects\idle\studen_idle_top_heat_00
flags = 4
on_birth_child =
on_death_child =
on_play_child =
time0 = 0.000000
time1 = 0.000000
[effect_0008]
effect_name = semitone\anomalies\acidic\effects\idle\anomaly_toxic_particle_test
flags = 4
on_birth_child =
on_death_child =
on_play_child =
time0 = 0.000000
time1 = 0.000000
[effect_0009]
effect_name = semitone\anomalies\acidic\effects\idle\studen_idle_bottom_03
flags = 4
on_birth_child =
on_death_child =
on_play_child =
time0 = 0.000000
time1 = 0.000000
[effect_0010]
effect_name = semitone\anomalies\acidic\effects\idle\studen_idle_bottom_20
flags = 36
on_birth_child = semitone\anomalies\acidic\effects\idle\studen_idle_bottom_09
on_death_child =
on_play_child =
time0 = 0.000000
time1 = 0.000000
[effect_0011]
effect_name = semitone\anomalies\acidic\effects\idle\studen_idle_bottom_00
flags = 4
on_birth_child =
on_death_child =
on_play_child =
time0 = 0.000000
time1 = 0.000000
[effect_0012]
effect_name = semitone\anomalies\acidic\effects\idle\studen_idle_bottom_12
flags = 4
on_birth_child =
on_death_child =
on_play_child =
time0 = 0.000000
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View File

@ -0,0 +1,87 @@
[_group]
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[effect_0000]
effect_name = semitone\anomalies\acidic\effects\idle\studen_idle_bottom_02
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on_birth_child =
on_death_child =
on_play_child =
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[effect_0001]
effect_name = semitone\anomalies\acidic\effects\idle\studen_idle_bottom_08
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on_birth_child =
on_death_child =
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[effect_0002]
effect_name = semitone\anomalies\acidic\effects\idle\studen_idle_bottom_05
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on_birth_child =
on_death_child =
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[effect_0003]
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on_birth_child =
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on_birth_child =
on_death_child =
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on_birth_child =
on_death_child =
on_play_child =
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[effect_0006]
effect_name = semitone\anomalies\acidic\effects\idle\studen_idle_bottom_shader
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on_birth_child =
on_death_child =
on_play_child =
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[effect_0007]
effect_name = semitone\anomalies\acidic\effects\idle\studen_idle_bottom_12
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on_birth_child =
on_death_child =
on_play_child =
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[effect_0008]
effect_name = semitone\anomalies\acidic\effects\idle\studen_idle_bottom_00
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on_birth_child =
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View File

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[_group]
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[effect_0000]
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on_birth_child =
on_death_child =
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[effect_0001]
effect_name = semitone\anomalies\acidic\effects\hit\zone_acidic_hit_big_dist
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on_birth_child =
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View File

@ -0,0 +1,51 @@
[_group]
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on_birth_child =
on_death_child =
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[effect_0001]
effect_name = semitone\anomalies\acidic\effects\hit\zone_acidic_mine_hit_1_08
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on_birth_child =
on_death_child =
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[effect_0002]
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on_birth_child =
on_death_child =
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effect_name = semitone\anomalies\acidic\effects\hit\zone_acidic_mine_hit_1_10
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on_birth_child =
on_death_child =
on_play_child =
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[effect_0004]
effect_name = semitone\anomalies\acidic\effects\hit\zone_acidic_mine_hit_1_11
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View File

@ -0,0 +1,78 @@
[_group]
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effect_name = semitone\anomalies\acidic\effects\idle\studen_idle_bottom_02
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on_birth_child =
on_death_child =
on_play_child =
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[effect_0001]
effect_name = semitone\anomalies\acidic\effects\idle\acidic_mine_smok
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on_birth_child =
on_death_child =
on_play_child =
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effect_name = semitone\anomalies\acidic\effects\idle\studen_idle_bottom_shader
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on_birth_child =
on_death_child =
on_play_child =
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[effect_0003]
effect_name = semitone\anomalies\acidic\effects\idle\anomaly_toxic_particle_test_00
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on_birth_child =
on_death_child =
on_play_child =
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[effect_0004]
effect_name = semitone\anomalies\acidic\effects\idle\studen_idle_bottom_glow_02
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on_birth_child =
on_death_child =
on_play_child =
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effect_name = semitone\anomalies\acidic\effects\idle\studen_idle_bottom_12
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on_birth_child =
on_death_child =
on_play_child =
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[effect_0006]
effect_name = semitone\anomalies\acidic\effects\idle\studen_idle_bottom_00
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on_birth_child =
on_death_child =
on_play_child =
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[effect_0007]
effect_name = semitone\anomalies\acidic\effects\idle\studen_idle_bottom_01
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View File

@ -0,0 +1,104 @@
[_effect]
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flags = 12585985
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[domain_action_0001_0000]
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[domain_action_0001_0001]
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v0 = 0.750000, 0.750000, 0.750000
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View File

@ -0,0 +1,113 @@
[_effect]
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flags = 19457
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vec_0000 = 2.500000, 2.500000, 2.500000
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flt_0000 = 1.000000
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[domain_action_0001_0001]
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[timelimit]
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View File

@ -0,0 +1,142 @@
[_effect]
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flags = 2136065
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View File

@ -0,0 +1,121 @@
[_effect]
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flags = 21505
max_particles = 4
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[action_0000]
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flt_0000 = 3.000000
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[action_0002]
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vec_0000 = 0.000000, 0.000000, 0.000000
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action_type = 8
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[domain_action_0001_0000]
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v0 = 0.533333, 0.623529, 0.396078
v1 = 0.372549, 0.447059, 0.309804
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[domain_action_0001_0001]
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v0 = 0.000000, 0.000000, 0.000000
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v0 = 5.235988, 5.235988, 5.235988
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[domain_action_0001_0003]
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v0 = 0.500000, 0.500000, 0.500000
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[domain_action_0001_0004]
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shader = particles\alpha_add
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[timelimit]
value = 0.200000

View File

@ -0,0 +1,121 @@
[_effect]
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flags = 21505
max_particles = 12
version = 1
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flt_0000 = 4.000000
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v0 = 0.500000, 0.500000, 0.500000
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[timelimit]
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View File

@ -0,0 +1,114 @@
[_effect]
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flags = 20481
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flags = 1
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[domain_action_0001_0000]
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v0 = 0.564706, 0.619608, 0.482353
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v0 = 5.235988, 5.235988, 5.235988
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[domain_action_0001_0003]
type = 1
v0 = 0.500000, 0.500000, 0.500000
v1 = 1.000000, 1.000000, 1.000000
v2 = 0.000000, 0.000000, 0.000000
[domain_action_0001_0004]
type = 6
v0 = 0.000000, 2.000000, 0.000000
v1 = 0.000000, 8.000000, 0.000000
v2 = 0.000000, 12.000000, 0.000000
[sprite]
shader = particles\alpha_add
texture = semitone\anomalies\acidic_mine\spore_white
[timelimit]
value = 0.200000

View File

@ -0,0 +1,121 @@
[_effect]
action_count = 8
flags = 21505
max_particles = 12
version = 1
[action_0000]
action_name = killold
action_type = 10
bool_0000 = off
flags = 1
flt_0000 = 1.000000
version = 1
[action_0001]
action_name = source
action_type = 21
bool_0000 = on
bool_0001 = off
flags = 1
flt_0000 = 0.000000
flt_0001 = 0.500000
flt_0002 = 0.000000
flt_0003 = 8999.999488
flt_0004 = 0.000000
version = 1
[action_0002]
action_name = targetcolor
action_type = 23
flags = 1
flt_0000 = 0.000000
flt_0001 = 6.000000
flt_0002 = 0.100000
flt_0003 = 1.000000
vec_0000 = 0.533333, 0.623529, 0.396078
version = 1
[action_0003]
action_name = targetsize
action_type = 24
flags = 1
vec_0000 = 1.000000, 1.000000, 0.500000
vec_0001 = 6.000000, 6.000000, 0.001000
version = 1
[action_0004]
action_name = targetrotate
action_type = 25
flags = 1
flt_0000 = 0.150000
vec_0000 = 0.000000, 0.000000, 0.000000
version = 1
[action_0005]
action_name = move
action_type = 12
flags = 1
version = 1
[action_0006]
action_name = targetvelocity
action_type = 27
bool_0000 = on
flags = 1
flt_0000 = 1.000000
vec_0000 = 0.000000, 0.000000, 0.000000
version = 1
[action_0007]
action_name = gravity
action_type = 8
bool_0000 = on
flags = 0
vec_0000 = 0.000000, -9.800000, 0.000000
version = 1
[domain_action_0001_0000]
type = 0
v0 = 0.533333, 0.623529, 0.396078
v1 = 0.372549, 0.447059, 0.309804
v2 = 0.345098, 0.274510, 0.231373
[domain_action_0001_0001]
type = 0
v0 = 0.000000, 0.000000, 0.000000
v1 = 0.000000, 1.000000, 0.000000
v2 = 0.000000, 0.000000, 0.000000
[domain_action_0001_0002]
type = 1
v0 = 5.235988, 5.235988, 5.235988
v1 = -5.235988, -5.235988, -5.235988
v2 = 0.000000, 0.000000, 0.000000
[domain_action_0001_0003]
type = 1
v0 = 0.500000, 0.500000, 0.500000
v1 = 1.000000, 1.000000, 1.000000
v2 = 0.000000, 0.000000, 0.000000
[domain_action_0001_0004]
type = 6
v0 = 0.000000, 2.000000, 0.000000
v1 = 0.000000, 3.000000, 0.000000
v2 = 2.000000, 4.000000, 0.000000
[frame]
dim_x = 2
frame_count = 4
reserved = 0.000000, 0.000000
speed = 32.000000
tex_size = 0.500000, 0.500000
[sprite]
shader = particles\alpha_add
texture = semitone\anomalies\acidic_mine\smoke_tiled_d
[timelimit]
value = 0.200000

View File

@ -0,0 +1,121 @@
[_effect]
action_count = 8
flags = 21505
max_particles = 12
version = 1
[action_0000]
action_name = killold
action_type = 10
bool_0000 = off
flags = 1
flt_0000 = 3.000000
version = 1
[action_0001]
action_name = source
action_type = 21
bool_0000 = on
bool_0001 = off
flags = 1
flt_0000 = 0.000000
flt_0001 = 0.250000
flt_0002 = 0.000000
flt_0003 = 8999.999488
flt_0004 = 0.000000
version = 1
[action_0002]
action_name = targetcolor
action_type = 23
flags = 1
flt_0000 = 0.000000
flt_0001 = 3.000000
flt_0002 = 0.100000
flt_0003 = 1.000000
vec_0000 = 0.533333, 0.623529, 0.396078
version = 1
[action_0003]
action_name = targetsize
action_type = 24
flags = 1
vec_0000 = 1.000000, 1.000000, 0.000000
vec_0001 = 4.000000, 4.000000, 0.001000
version = 1
[action_0004]
action_name = targetrotate
action_type = 25
flags = 1
flt_0000 = 0.150000
vec_0000 = 0.000000, 0.000000, 0.000000
version = 1
[action_0005]
action_name = move
action_type = 12
flags = 1
version = 1
[action_0006]
action_name = targetvelocity
action_type = 27
bool_0000 = on
flags = 1
flt_0000 = 4.000000
vec_0000 = 0.000000, 0.000000, 0.000000
version = 1
[action_0007]
action_name = gravity
action_type = 8
bool_0000 = on
flags = 1
vec_0000 = 0.000000, -9.800000, 0.000000
version = 1
[domain_action_0001_0000]
type = 0
v0 = 0.533333, 0.623529, 0.396078
v1 = 0.372549, 0.447059, 0.309804
v2 = 0.345098, 0.274510, 0.231373
[domain_action_0001_0001]
type = 0
v0 = 0.000000, 0.000000, 0.000000
v1 = 0.000000, 1.000000, 0.000000
v2 = 0.000000, 0.000000, 0.000000
[domain_action_0001_0002]
type = 1
v0 = 5.235988, 5.235988, 5.235988
v1 = -5.235988, -5.235988, -5.235988
v2 = 0.000000, 0.000000, 0.000000
[domain_action_0001_0003]
type = 1
v0 = 0.500000, 0.500000, 0.500000
v1 = 1.000000, 1.000000, 1.000000
v2 = 0.000000, 0.000000, 0.000000
[domain_action_0001_0004]
type = 5
v0 = 0.000000, 8.000000, 0.000000
v1 = 0.000000, 7.000000, 0.000000
v2 = 0.000000, 0.000000, 0.000000
[frame]
dim_x = 2
frame_count = 4
reserved = 0.000000, 0.000000
speed = 32.000000
tex_size = 0.500000, 0.500000
[sprite]
shader = particles\alpha_add
texture = semitone\anomalies\acidic_mine\smoke_tiled_b
[timelimit]
value = 0.200000

View File

@ -0,0 +1,107 @@
[_effect]
action_count = 7
flags = 1
max_particles = 12
version = 1
[action_0000]
action_name = killold
action_type = 10
bool_0000 = off
flags = 1
flt_0000 = 2.000000
version = 1
[action_0001]
action_name = source
action_type = 21
bool_0000 = on
bool_0001 = off
flags = 1
flt_0000 = 0.000000
flt_0001 = 0.200000
flt_0002 = 1.000000
flt_0003 = 8.000000
flt_0004 = 0.000000
version = 1
[action_0002]
action_name = targetcolor
action_type = 23
flags = 1
flt_0000 = 0.000000
flt_0001 = 1.000000
flt_0002 = 0.100000
flt_0003 = 1.000000
vec_0000 = 0.050000, 0.050000, 0.050000
version = 1
[action_0003]
action_name = targetsize
action_type = 24
flags = 1
vec_0000 = 0.700000, 0.700000, 0.000000
vec_0001 = 3.000000, 3.000000, 0.001000
version = 1
[action_0004]
action_name = randomaccel
action_type = 15
bool_0000 = on
flags = 1
version = 1
[action_0005]
action_name = targetrotate
action_type = 25
flags = 1
flt_0000 = 0.030000
vec_0000 = 2.273140, 0.000000, 0.000000
version = 1
[action_0006]
action_name = move
action_type = 12
flags = 1
version = 1
[domain_action_0001_0000]
type = 1
v0 = 0.290196, 0.286275, 0.172549
v1 = 0.100000, 0.100000, 0.100000
v2 = 0.000000, 0.000000, 0.000000
[domain_action_0001_0001]
type = 5
v0 = 0.000000, 0.400000, 0.000000
v1 = 0.500000, 0.500000, 0.000000
v2 = 0.000000, 0.000000, 0.000000
[domain_action_0001_0002]
type = 1
v0 = 36.000000, -1.000000, -1.000000
v1 = 6.000000, 1.000000, 1.000000
v2 = 1.000000, 0.000000, 0.000000
[domain_action_0001_0003]
type = 0
v0 = 0.100000, 0.100000, 0.000000
v1 = 0.000000, 0.000000, 0.000000
v2 = 0.000000, 0.000000, 0.000000
[domain_action_0001_0004]
type = 7
v0 = 0.000000, 1.000000, 0.000000
v1 = 0.000000, 3.000000, 0.000000
v2 = 0.300000, 0.000000, 0.000000
[domain_action_0004_0000]
type = 5
v0 = 0.000000, 0.000000, 0.000000
v1 = 1.000000, 3.000000, 0.000000
v2 = 0.000000, 0.000000, 0.000000
[sprite]
shader = particles\alpha_add
texture = semitone\anomalies\acidic_mine\pfx_smoke_b

View File

@ -0,0 +1,160 @@
[_effect]
action_count = 11
flags = 3073
max_particles = 5
version = 1
[action_0000]
action_name = killold
action_type = 10
bool_0000 = off
flags = 0
flt_0000 = 0.700000
version = 1
[action_0001]
action_name = source
action_type = 21
bool_0000 = on
bool_0001 = off
flags = 1
flt_0000 = 0.000000
flt_0001 = 0.700000
flt_0002 = 0.000000
flt_0003 = 2.000000
flt_0004 = 0.000000
version = 1
[action_0002]
action_name = targetcolor
action_type = 23
flags = 1
flt_0000 = 0.000000
flt_0001 = 1.000000
flt_0002 = 0.500000
flt_0003 = 1.000000
vec_0000 = 0.000000, 0.000000, 0.000000
version = 1
[action_0003]
action_name = orbitpoint_1
action_type = 14
bool_0000 = on
flags = 2
flt_0000 = 4.000000
flt_0001 = 100.000000
flt_0002 = 9999999980506447.872000
vec_0000 = 0.000000, 0.000000, 0.000000
version = 1
[action_0004]
action_name = orbitpoint_2
action_type = 14
bool_0000 = on
flags = 2
flt_0000 = 25.000000
flt_0001 = 200.000000
flt_0002 = 9999999980506447.872000
vec_0000 = 0.000000, 4.000000, 0.000000
version = 1
[action_0005]
action_name = orbitpoint_3
action_type = 14
bool_0000 = on
flags = 2
flt_0000 = 0.010000
flt_0001 = 44.000000
flt_0002 = 9999999980506447.872000
vec_0000 = 2.000000, 5.000000, -2.000000
version = 1
[action_0006]
action_name = orbitpoint_4
action_type = 14
bool_0000 = on
flags = 2
flt_0000 = 0.020000
flt_0001 = 8.000000
flt_0002 = 9999999980506447.872000
vec_0000 = -2.000000, 7.000000, -2.000000
version = 1
[action_0007]
action_name = orbitpoint_5
action_type = 14
bool_0000 = on
flags = 2
flt_0000 = 0.020000
flt_0001 = 10.000000
flt_0002 = 9999999980506447.872000
vec_0000 = 0.000000, 10.000000, 0.000000
version = 1
[action_0008]
action_name = turbulence
action_type = 30
flags = 1
flt_0000 = 0.020000
flt_0001 = 2.000000
flt_0002 = 3.000000
int_0000 = 1
vec_0000 = 1.000000, 10.000000, 1.000000
version = 1
[action_0009]
action_name = targetvelocity
action_type = 27
bool_0000 = on
flags = 0
flt_0000 = 0.200000
vec_0000 = 10.000000, 10.000000, 10.000000
version = 1
[action_0010]
action_name = move
action_type = 12
flags = 1
version = 1
[domain_action_0001_0000]
type = 0
v0 = 0.643137, 0.639216, 0.329412
v1 = 0.800000, 0.898039, 1.000000
v2 = 0.000000, 1.000000, 0.000000
[domain_action_0001_0001]
type = 4
v0 = 0.500000, 0.500000, 0.500000
v1 = -0.500000, 0.000000, -0.500000
v2 = 1.000000, 2.000000, 0.000000
[domain_action_0001_0002]
type = 1
v0 = 180.000000, -29.999994, -29.999994
v1 = -180.000000, 29.999994, 29.999994
v2 = 0.000000, 0.000000, 0.000000
[domain_action_0001_0003]
type = 1
v0 = 0.200000, 0.200000, 0.200000
v1 = 3.000000, 3.000000, 2.000000
v2 = 0.000000, 0.000000, 0.000000
[domain_action_0001_0004]
type = 0
v0 = 0.000000, 0.000000, 0.000000
v1 = 0.000000, 0.700000, 0.000000
v2 = 2.900000, 3.000000, 0.000000
[frame]
dim_x = 8
frame_count = 128
reserved = 0.000000, 0.000000
speed = 100.000000
tex_size = 0.125000, 0.125000
[sprite]
shader = particles\alpha_add
texture = semitone\anomalies\acidic_mine\around

View File

@ -0,0 +1,133 @@
[_effect]
action_count = 9
flags = 2103297
max_particles = 35
version = 1
[action_0000]
action_name = killold
action_type = 10
bool_0000 = off
flags = 1
flt_0000 = 3.000000
version = 1
[action_0001]
action_name = orbitpoint_2
action_type = 14
bool_0000 = on
flags = 1
flt_0000 = 0.010000
flt_0001 = 12.000000
flt_0002 = 9999999980506447.872000
vec_0000 = 16.000000, 16.000000, 16.000000
version = 1
[action_0002]
action_name = orbitpoint_1
action_type = 14
bool_0000 = on
flags = 1
flt_0000 = 0.010000
flt_0001 = 12.000000
flt_0002 = 9999999980506447.872000
vec_0000 = -16.000000, -16.000000, -16.000000
version = 1
[action_0003]
action_name = source
action_type = 21
bool_0000 = on
bool_0001 = off
flags = 1
flt_0000 = 0.000000
flt_0001 = 0.500000
flt_0002 = 0.000000
flt_0003 = 13.000000
flt_0004 = 0.000000
version = 1
[action_0004]
action_name = targetcolor
action_type = 23
flags = 1
flt_0000 = 1.000000
flt_0001 = 4.000000
flt_0002 = 0.500000
flt_0003 = 1.000000
vec_0000 = 0.000000, 0.000000, 0.000000
version = 1
[action_0005]
action_name = randomaccel
action_type = 15
bool_0000 = on
flags = 1
version = 1
[action_0006]
action_name = targetrotate
action_type = 25
flags = 0
flt_0000 = 0.030000
vec_0000 = -33.753500, 0.000000, 0.000000
version = 1
[action_0007]
action_name = vortex
action_type = 29
bool_0000 = on
flags = 1
flt_0000 = 50.000000
flt_0001 = 70.000000
flt_0002 = 170.000000
vec_0000 = 360.000000, 0.000000, 30.000000
vec_0001 = 720.000000, 0.000000, 0.000000
version = 1
[action_0008]
action_name = move
action_type = 12
flags = 3
version = 1
[domain_action_0003_0000]
type = 0
v0 = 0.541176, 0.521569, 0.325490
v1 = 0.800000, 0.898039, 1.000000
v2 = 0.000000, 1.000000, 0.000000
[domain_action_0003_0001]
type = 5
v0 = 0.000000, 1.000000, 0.000000
v1 = 0.500000, 3.000000, 0.000000
v2 = 0.000000, 0.000000, 0.000000
[domain_action_0003_0002]
type = 0
v0 = 0.000000, 0.000000, 0.000000
v1 = 0.000000, 0.000000, 0.000000
v2 = 0.000000, 0.000000, 0.000000
[domain_action_0003_0003]
type = 1
v0 = 0.050000, 0.050000, 0.050000
v1 = 0.300000, 0.300000, 0.300000
v2 = 0.000000, 0.000000, 0.000000
[domain_action_0003_0004]
type = 5
v0 = 0.000000, 0.000000, 0.000000
v1 = 0.000000, 0.400000, 0.000000
v2 = 0.000000, 0.000000, 0.000000
[domain_action_0005_0000]
type = 5
v0 = 1.000000, 0.300000, 0.000000
v1 = 3.000000, 8.000000, 0.000000
v2 = 0.000000, 0.000000, 0.000000
[sprite]
shader = particles\alpha_add
texture = semitone\anomalies\acidic_mine\fx_moon_full_foggy

View File

@ -0,0 +1,147 @@
[_effect]
action_count = 10
flags = 2103297
max_particles = 35
version = 1
[action_0000]
action_name = killold
action_type = 10
bool_0000 = off
flags = 1
flt_0000 = 3.000000
version = 1
[action_0001]
action_name = orbitpoint_2
action_type = 14
bool_0000 = on
flags = 0
flt_0000 = 0.010000
flt_0001 = 12.000000
flt_0002 = 9999999980506447.872000
vec_0000 = 16.000000, 16.000000, 16.000000
version = 1
[action_0002]
action_name = orbitpoint_1
action_type = 14
bool_0000 = on
flags = 0
flt_0000 = 0.010000
flt_0001 = 12.000000
flt_0002 = 9999999980506447.872000
vec_0000 = -16.000000, -16.000000, -16.000000
version = 1
[action_0003]
action_name = source
action_type = 21
bool_0000 = on
bool_0001 = off
flags = 1
flt_0000 = 0.000000
flt_0001 = 0.300000
flt_0002 = 0.000000
flt_0003 = 32.000000
flt_0004 = 0.000000
version = 1
[action_0004]
action_name = targetcolor
action_type = 23
flags = 1
flt_0000 = 1.000000
flt_0001 = 3.000000
flt_0002 = 0.500000
flt_0003 = 1.000000
vec_0000 = 0.000000, 0.000000, 0.000000
version = 1
[action_0005]
action_name = randomaccel
action_type = 15
bool_0000 = on
flags = 1
version = 1
[action_0006]
action_name = targetrotate
action_type = 25
flags = 0
flt_0000 = 0.030000
vec_0000 = -33.753500, 0.000000, 0.000000
version = 1
[action_0007]
action_name = vortex
action_type = 29
bool_0000 = on
flags = 1
flt_0000 = 50.000000
flt_0001 = 70.000000
flt_0002 = 170.000000
vec_0000 = 360.000000, 0.000000, 30.000000
vec_0001 = 720.000000, 0.000000, 0.000000
version = 1
[action_0008]
action_name = sink
action_type = 19
bool_0000 = on
bool_0001 = on
flags = 1
version = 1
[action_0009]
action_name = move
action_type = 12
flags = 3
version = 1
[domain_action_0003_0000]
type = 0
v0 = 0.611765, 0.635294, 0.286275
v1 = 0.800000, 0.898039, 1.000000
v2 = 0.000000, 1.000000, 0.000000
[domain_action_0003_0001]
type = 5
v0 = 0.000000, 1.000000, 0.000000
v1 = 0.500000, 3.000000, 0.000000
v2 = 0.000000, 0.000000, 0.000000
[domain_action_0003_0002]
type = 0
v0 = 0.000000, 0.000000, 0.000000
v1 = 0.000000, 0.000000, 0.000000
v2 = 0.000000, 0.000000, 0.000000
[domain_action_0003_0003]
type = 1
v0 = 0.050000, 0.050000, 0.050000
v1 = 0.150000, 0.150000, 0.150000
v2 = 0.000000, 0.000000, 0.000000
[domain_action_0003_0004]
type = 5
v0 = 0.000000, 0.000000, 0.000000
v1 = 0.000000, 0.400000, 0.000000
v2 = 0.000000, 0.000000, 0.000000
[domain_action_0005_0000]
type = 5
v0 = 0.000000, 0.300000, 0.000000
v1 = -2.000000, 2.000000, -2.000000
v2 = 0.000000, 0.000000, 0.000000
[domain_action_0008_0000]
type = 4
v0 = 4.000000, 0.000000, 4.000000
v1 = -4.000000, -3.000000, -4.000000
v2 = 0.000000, 0.000000, 0.000000
[sprite]
shader = particles\alpha_add
texture = semitone\anomalies\acidic_mine\fx_moon_full_foggy

Some files were not shown because too many files have changed in this diff Show More