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:
2024-03-21 08:41:48 -04:00
parent 290378b961
commit 8abddf23c7
2362 changed files with 107187 additions and 48192 deletions
@@ -0,0 +1,76 @@
[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
@@ -0,0 +1,75 @@
[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
@@ -0,0 +1,131 @@
;--------------- 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
@@ -0,0 +1,77 @@
[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
@@ -0,0 +1,184 @@
[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
@@ -0,0 +1,68 @@
[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
@@ -0,0 +1,130 @@
[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
@@ -0,0 +1,75 @@
[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
@@ -0,0 +1,80 @@
[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
@@ -0,0 +1,72 @@
[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
@@ -0,0 +1,289 @@
[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
@@ -0,0 +1,100 @@
[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
@@ -0,0 +1,75 @@
[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
@@ -0,0 +1,72 @@
[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
@@ -0,0 +1,75 @@
[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
@@ -0,0 +1,93 @@
[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
@@ -0,0 +1,75 @@
[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
@@ -0,0 +1,100 @@
[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
@@ -0,0 +1,139 @@
[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
@@ -0,0 +1,92 @@
[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
@@ -0,0 +1,100 @@
[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
@@ -0,0 +1,522 @@
;--------------- 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
@@ -0,0 +1,57 @@
[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
@@ -0,0 +1,82 @@
[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
@@ -0,0 +1,290 @@
[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
@@ -0,0 +1,63 @@
;----------- 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
@@ -0,0 +1,50 @@
; 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"