[campfire_base]:zone_base hit_impulse_scale = 0.0 effective_radius = 1.3 ef_anomaly_type = 1 ef_weapon_type = 13 postprocess = postprocess_flame ;----------- Anomaly settings ----------------------- min_start_power = 0.025 max_start_power = 0.025 attenuation = 1 idle_particles = explosions\campfire blowout_particles = explosions\campfire_disabled hit_small_particles = damage_fx\burn_creatures00 hit_big_particles = damage_fx\burn_creatures00 idle_small_particles = damage_fx\burn_creatures00 idle_big_particles = damage_fx\burn_creatures00 idle_particles_dont_stop = true idle_sound = ambient\fire2 blowout_sound = ambient\fire2_blowout hit_sound = ambient\fire2_hit entrance_sound = ambient\fire2_entrance hit_type = burn disable_time = 10000 ;время игнорирования неживого объекта в зоне (-1 если не нужно) disable_time_small = -1 ;время игнорирования маленького неживого объекта в зоне (-1 если не нужно) disable_idle_time = 50000 ;время отключения idle партиклов ignore_nonalive = false ignore_small = true ignore_artefacts = true blowout_light = on light_color = 1.8,1.7,1.4 light_animation = mrwhite_campfire ;koster light_range = 8 light_time = 0.35 light_height = 1.0 ;0.75 ;подъем источника света на высоту idle_light_r1 = false idle_light = on idle_light_range = 8.0 idle_light_range_delta = 0.25 idle_light_anim = mrwhite_campfire ;koster_00 idle_light_height = 1.0 ;0.70 ;подъем источника света на высоту awaking_time = 0 blowout_time = 1000 accamulate_time = 0 blowout_wind = off blowout_wind_time_start = 0 blowout_wind_time_peak = 600 blowout_wind_time_end = 899 blowout_wind_power = 0.5 ;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 ;------------------------------------------------------------------------------- ;------------------------------------------------------------------------------- ;------------------------------------------------------------------------------- [campfire_base_noshadow]:zone_base_noshadow hit_impulse_scale = 0.0 effective_radius = 1.3 ef_anomaly_type = 1 ef_weapon_type = 13 postprocess = postprocess_flame ;----------- Anomaly settings ----------------------- max_start_power = 0.40 attenuation = 1 idle_particles = explosions\campfire blowout_particles = explosions\campfire_disabled hit_small_particles = damage_fx\burn_creatures00 hit_big_particles = damage_fx\burn_creatures00 idle_small_particles = damage_fx\burn_creatures00 idle_big_particles = damage_fx\burn_creatures00 idle_particles_dont_stop = true idle_sound = ambient\fire2 blowout_sound = ambient\fire2_blowout hit_sound = ambient\fire2_hit entrance_sound = ambient\fire2_entrance hit_type = burn disable_time = 10000 ;время игнорирования неживого объекта в зоне (-1 если не нужно) disable_time_small = -1 ;время игнорирования маленького неживого объекта в зоне (-1 если не нужно) disable_idle_time = 50000 ;время отключения idle партиклов ignore_nonalive = true ignore_small = true ignore_artefacts = true blowout_light = off light_color = 1.8,1.7,1.4 light_animation = koster light_range = 8 light_time = 0.35 light_height = 1.0 ;0.75 ;подъем источника света на высоту idle_light_r1 = true idle_light = off idle_light_range = 8.0 idle_light_range_delta = 0.25 idle_light_anim = koster_00 idle_light_height = 1.0 ;0.70 ;подъем источника света на высоту awaking_time = 0 blowout_time = 1000 accamulate_time = 0 blowout_wind = off blowout_wind_time_start = 0 blowout_wind_time_peak = 600 blowout_wind_time_end = 899 blowout_wind_power = 0.5 ;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 ;------------------------------------------------------------------------------- ;------------------------------------------------------------------------------- ;------------------------------------------------------------------------------- [campfire]:campfire_base $spawn = "campfire\campfire_dynamics" class = Z_CFIRE script_binding = bind_campfire.bind disabled_particles = explosions\campfire_disabled enabling_particles = explosions\campfire_enabled disabled_sound = ambient\fire2_extinguished shape_transp_color = 255, 0, 0, 60 shape_edge_color = 32, 32, 32, 255 ;------------------------------------------------------------------------------- ;------------------------------------------------------------------------------- ;------------------------------------------------------------------------------- [zone_emi]:zone_base GroupControlSection = spawn_group_zone $spawn = "zones\emi" $prefetch = 16 class = ZS_MBALD hit_impulse_scale = .01 effective_radius = 1 ;размер радиуса в процентах от оригинального, где действует зона sound = zone_mosquito_bald postprocess = postprocess_electra ef_anomaly_type = 1 ef_weapon_type = 13 artefacts = BirthProbability = 0.0 ;----------- Anomaly settings ----------------------- min_start_power = 0.00 max_start_power = 0.01 attenuation = 1 period = 1 min_artefact_count = 0 max_artefact_count = 0 idle_particles = anomaly2\emi_idle_00 blowout_particles = anomaly2\tornado_00 hit_small_particles = hit_fx\hit_metal_02 hit_big_particles = anomaly2\emi_damage_big_smoke idle_small_particles = anomaly2\electra_damage_01_smoke idle_big_particles = anomaly2\emi_damage_big_smoke entrance_small_particles = anomaly2\electra_entrance_small entrance_big_particles = anomaly2\emi_entrance_big_00 idle_sound = anomaly\emi_idle; anomaly_gravy_idle blowout_sound = anomaly\emi_blowout hit_sound = anomaly\electra_blast entrance_sound = anomaly\emi_entrance blowout_light = on light_color = 1.4,1.5,1.8 light_range = 80.0 light_time = 1;0.35 light_height = 15 ;подъем источника света на высоту idle_light = off hit_type = strike awaking_time = 0 blowout_time = 6000 accamulate_time = 5000 blowout_light_time = 5600 blowout_explosion_time = 5000 blowout_particles_time = 0 blowout_sound_time = 0 disable_time = -1 ;время игнорирования неживого объекта в зоне (-1 если не нужно) disable_time_small = 500 ;время игнорирования маленького неживого объекта в зоне (-1 если не нужно) disable_idle_time = 1000 ;время отключения idle партиклов ignore_nonalive = false ignore_small = false ignore_artefacts = true visible_by_detector = on blowout_wind = off ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;рождение артефактов во время срабатывания spawn_blowout_artefacts = off [zone_zhar]:zone_base GroupControlSection = spawn_group_zone $spawn = "zones\zhar" $prefetch = 16 class = ZS_MBALD hit_impulse_scale = 0.0 effective_radius = 1.3 sound = zone_mosquito_bald postprocess = postprocess_flame ef_anomaly_type = 1 ef_weapon_type = 13 artefacts = BirthProbability = 0.0 ;----------- Anomaly settings ----------------------- min_start_power = 0.00 max_start_power = 0.01 attenuation = 1 period = 1 min_artefact_count = 0 max_artefact_count = 0 idle_particles = anomaly2\heat_02 blowout_particles = anomaly2\heat_03 hit_small_particles = damage_fx\burn_creatures hit_big_particles = damage_fx\burn_creatures00 idle_small_particles = damage_fx\burn_creatures idle_big_particles = damage_fx\burn_creatures00 idle_particles_dont_stop = true; idle_sound = ambient\zhar blowout_sound = ambient\zhar hit_sound = ambient\zhar entrance_sound = ambient\zhar hit_type = burn disable_time = 10000 disable_time_small = -1 disable_idle_time = 50000 ignore_nonalive = false ignore_small = false ignore_artefacts = true blowout_light = on light_color = 1.8,1.7,1.4 light_range = 8.0 light_time = 0.35 light_height = 1.0 ;0.75 idle_light = on idle_light_range = 8.0 idle_light_range_delta = 0.2 idle_light_anim = koster_01 idle_light_height = 1.0 ;0.70 awaking_time = 10 blowout_time = 50 accamulate_time = 10 visible_by_detector = on blowout_wind = off ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; spawn_blowout_artefacts = off