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)
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[zone_no_gravity]:zone_base
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GroupControlSection = spawn_group_zone
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$spawn = "zones_eugenium\zone_no_gravity"
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$def_sphere = 3
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$prefetch = 16
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class = ZS_MBALD ;---CMosquitoBald
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hit_impulse_scale = 0.3;0.5 ;0.1
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effective_radius = 1.0 ;ðàçìåð ðàäèóñà â ïðîöåíòàõ îò îðèãèíàëüíîãî, ãäå äåéñòâóåò çîíà
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actor_blowout_radius_percent = 0.75
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ef_anomaly_type = 1
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ef_weapon_type = 13
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postprocess = alcohol
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hit_type = radiation
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;----------- Anomaly settings -----------------------
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max_start_power = 0.25
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attenuation = 1
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idle_particles = semitone\anomalies\no_gravity\no_gravity_idle
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blowout_particles = semitone\anomalies\no_gravity\no_gravity_blowout
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hit_small_particles = hit_fx\hit_metal_02
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hit_big_particles = anomaly2\gravity_damage_02_blood2
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idle_small_particles = anomaly2\gravity_damage_01_smoke
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idle_big_particles = anomaly2\gravity_damage_02_blood2; anomaly2\gravity_damage_02_smoke
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entrance_small_particles = semitone\anomalies\springboard\springboard_hit
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entrance_big_particles = anomaly2\gravi_anomaly_00;
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idle_sound = semitone\anomalies\net\net_idle ;ïîñòîÿííûé çâóê
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awake_sound = drx_da\drx_da_gravi_idle01
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accum_sound = drx_da\drx_da_gravi_idle01
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blowout_sound = semitone\anomalies\sloth\sloth_blowout ;âî âðåìÿ âûáðîñà(óäàðà) â öåíòðå àíîìàëèè
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hit_sound = semitone\anomalies\gravitational_strong\gravitational_strong_shield ;íà ïåðñîíàæå, êîãäà òîò ïîëó÷àåò õèò
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entrance_sound = semitone\anomalies\gravitational_strong\gravitational_strong_shield ;ïðè ïîïàäàíèè îáúåêòà â àíîìàëèþ
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body_tearing_sound = anomaly\anomaly_body_tear_1
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disable_time = -1 ;âðåìÿ èãíîðèðîâàíèÿ íåæèâîãî îáúåêòà â çîíå (-1 åñëè íå íóæíî)
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disable_time_small = -1 ;âðåìÿ èãíîðèðîâàíèÿ ìàëåíüêîãî íåæèâîãî îáúåêòà â çîíå (-1 åñëè íå íóæíî)
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disable_idle_time = 100
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awaking_time = 800;100
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blowout_time = 500
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accamulate_time = 1000 ;10;200
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blowout_light_time = 200
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blowout_explosion_time = 200
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blowout_particles_time = 200
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blowout_sound_time = 100
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disable_time = 5000 ;âðåìÿ èãíîðèðîâàíèÿ íåæèâîãî îáúåêòà â çîíå (-1 åñëè íå íóæíî)
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disable_time_small = 5000 ;âðåìÿ èãíîðèðîâàíèÿ ìàëåíüêîãî íåæèâîãî îáúåêòà â çîíå (-1 åñëè íå íóæíî)
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disable_idle_time = 100 ;âðåìÿ îòêëþ÷åíèÿ idle ïàðòèêëîâ
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ignore_nonalive = false
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ignore_small = false
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ignore_artefacts = true
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blowout_light = off
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light_color = 0.5,0.4,0.3
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light_range = 30.0
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light_time = 0.9;0.35
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light_height = 1.5 ;ïîäúåì èñòî÷íèêà ñâåòà íà âûñîòó
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idle_light = off
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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;; âåòåð
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blowout_wind = on
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blowout_wind_time_start = 0
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blowout_wind_time_peak = 300
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blowout_wind_time_end = 501; 899
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blowout_wind_power = 0.5 ;ñèëà ïîäíèìàåãî âåòðà (îò 0 äî 1), â ìîìåíò blowout_wind_time_peak
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shape_transp_color = 255, 0, 0, 60
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shape_edge_color = 32, 32, 32, 255
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