[campfire_base]:zone_base
hit_impulse_scale     = 0.0
effective_radius      = 1.3

ef_anomaly_type       = 1
ef_weapon_type        = 13

postprocess         = postprocess_flame

;----------- Anomaly settings -----------------------
min_start_power		= 0.025
max_start_power		= 0.025
attenuation     = 1

idle_particles        = explosions\campfire
blowout_particles     = explosions\campfire_disabled

hit_small_particles     = damage_fx\burn_creatures00
hit_big_particles     = damage_fx\burn_creatures00
idle_small_particles    = damage_fx\burn_creatures00
idle_big_particles      = damage_fx\burn_creatures00

idle_particles_dont_stop  = true

idle_sound          = ambient\fire2
blowout_sound       = ambient\fire2_blowout
hit_sound         = ambient\fire2_hit
entrance_sound        = ambient\fire2_entrance

hit_type          = burn

disable_time        = 10000 ;время игнорирования неживого объекта в зоне (-1 если не нужно)
disable_time_small      = -1  ;время игнорирования маленького неживого объекта в зоне (-1 если не нужно)
disable_idle_time     = 50000 ;время отключения idle партиклов

ignore_nonalive       = false
ignore_small        = true
ignore_artefacts      = true

blowout_light       = on
light_color           = 1.8,1.7,1.4
light_animation             = mrwhite_campfire ;koster
light_range           = 8
light_time            = 0.35
light_height        = 1.0	;0.75      ;подъем источника света на высоту

idle_light_r1			= false
idle_light          	= on
idle_light_range      = 8.0
idle_light_range_delta    = 0.25
idle_light_anim       = mrwhite_campfire ;koster_00
idle_light_height     = 1.0	;0.70      ;подъем источника света на высоту

awaking_time        = 0
blowout_time        = 1000
accamulate_time       = 0

blowout_wind        = off

blowout_wind_time_start	= 0
blowout_wind_time_peak	= 600
blowout_wind_time_end	= 899
blowout_wind_power		= 0.5     ;сила поднимаего ветра (от 0 до 1), в момент blowout_wind_time_peak

shape_transp_color		= 255, 0, 0, 60
shape_edge_color		= 32, 32, 32, 255
;-------------------------------------------------------------------------------
;-------------------------------------------------------------------------------
;-------------------------------------------------------------------------------
[campfire_base_noshadow]:zone_base_noshadow
hit_impulse_scale     = 0.0
effective_radius      = 1.3

ef_anomaly_type       = 1
ef_weapon_type        = 13

postprocess         = postprocess_flame

;----------- Anomaly settings -----------------------
max_start_power   = 0.40
attenuation     = 1

idle_particles        = explosions\campfire
blowout_particles     = explosions\campfire_disabled

hit_small_particles     = damage_fx\burn_creatures00
hit_big_particles     = damage_fx\burn_creatures00
idle_small_particles    = damage_fx\burn_creatures00
idle_big_particles      = damage_fx\burn_creatures00

idle_particles_dont_stop  = true

idle_sound          = ambient\fire2
blowout_sound       = ambient\fire2_blowout
hit_sound         = ambient\fire2_hit
entrance_sound        = ambient\fire2_entrance

hit_type          = burn

disable_time        = 10000 ;время игнорирования неживого объекта в зоне (-1 если не нужно)
disable_time_small      = -1  ;время игнорирования маленького неживого объекта в зоне (-1 если не нужно)
disable_idle_time     = 50000 ;время отключения idle партиклов

ignore_nonalive      = true
ignore_small        	= true
ignore_artefacts     = true

blowout_light       = off
light_color           = 1.8,1.7,1.4
light_animation             = koster
light_range           = 8
light_time            = 0.35
light_height        = 1.0	;0.75      ;подъем источника света на высоту

idle_light_r1			= true
idle_light          = off
idle_light_range      = 8.0
idle_light_range_delta    = 0.25
idle_light_anim       = koster_00
idle_light_height     = 1.0	;0.70      ;подъем источника света на высоту

awaking_time        = 0
blowout_time        = 1000
accamulate_time       = 0

blowout_wind        = off

blowout_wind_time_start	= 0
blowout_wind_time_peak	= 600
blowout_wind_time_end	= 899
blowout_wind_power		= 0.5     ;сила поднимаего ветра (от 0 до 1), в момент blowout_wind_time_peak

shape_transp_color		= 255, 0, 0, 60
shape_edge_color		= 32, 32, 32, 255
;-------------------------------------------------------------------------------
;-------------------------------------------------------------------------------
;-------------------------------------------------------------------------------
[campfire]:campfire_base
$spawn            		= "campfire\campfire_dynamics"
class           			= Z_CFIRE
script_binding        	= bind_campfire.bind

disabled_particles		= explosions\campfire_disabled
enabling_particles		= explosions\campfire_enabled
disabled_sound				= ambient\fire2_extinguished

shape_transp_color		= 255, 0, 0, 60
shape_edge_color		= 32, 32, 32, 255
;-------------------------------------------------------------------------------
;-------------------------------------------------------------------------------
;-------------------------------------------------------------------------------

[zone_emi]:zone_base
GroupControlSection	= spawn_group_zone
$spawn 			= "zones\emi"
$prefetch 		= 16
class			= ZS_MBALD
hit_impulse_scale	= .01
effective_radius	= 1 ;размер радиуса в процентах от оригинального, где действует зона
sound			= zone_mosquito_bald
postprocess		= postprocess_electra

ef_anomaly_type			= 1
ef_weapon_type			= 13

artefacts		=
BirthProbability = 0.0

;----------- Anomaly settings -----------------------
min_start_power		= 0.00
max_start_power		= 0.01
attenuation			= 1
period				= 1
min_artefact_count	= 0
max_artefact_count	= 0

idle_particles		= anomaly2\emi_idle_00
blowout_particles	= anomaly2\tornado_00

hit_small_particles			= hit_fx\hit_metal_02
hit_big_particles			= anomaly2\emi_damage_big_smoke
idle_small_particles		= anomaly2\electra_damage_01_smoke
idle_big_particles			= anomaly2\emi_damage_big_smoke
entrance_small_particles	= anomaly2\electra_entrance_small
entrance_big_particles		= anomaly2\emi_entrance_big_00

idle_sound			= anomaly\emi_idle; anomaly_gravy_idle
blowout_sound		= anomaly\emi_blowout
hit_sound			= anomaly\electra_blast
entrance_sound		= anomaly\emi_entrance

blowout_light		= on
light_color		    = 1.4,1.5,1.8
light_range		    = 80.0
light_time 		    = 1;0.35
light_height		= 15			;подъем источника света на высоту

idle_light			= off

hit_type		= strike

awaking_time		= 0
blowout_time		= 6000	
accamulate_time		= 5000

blowout_light_time		= 5600
blowout_explosion_time	= 5000
blowout_particles_time	= 0
blowout_sound_time  	= 0

disable_time		= -1	;время игнорирования неживого объекта в зоне (-1 если не нужно)
disable_time_small	= 500	;время игнорирования маленького неживого объекта в зоне (-1 если не нужно)
disable_idle_time	= 1000	;время отключения idle партиклов

ignore_nonalive		= false
ignore_small		= false
ignore_artefacts	= true

visible_by_detector = on

blowout_wind		= off

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;рождение артефактов во время срабатывания
spawn_blowout_artefacts = off

[zone_zhar]:zone_base
GroupControlSection	= spawn_group_zone
$spawn 			= "zones\zhar"
$prefetch 		= 16
class			= ZS_MBALD
hit_impulse_scale	= 0.0
effective_radius	= 1.3
sound			= zone_mosquito_bald
postprocess		= postprocess_flame

ef_anomaly_type			= 1
ef_weapon_type			= 13

artefacts		= 
BirthProbability = 0.0

;----------- Anomaly settings -----------------------
min_start_power		= 0.00
max_start_power		= 0.01
attenuation			= 1
period				= 1
min_artefact_count	= 0
max_artefact_count	= 0

idle_particles				= anomaly2\heat_02
blowout_particles			= anomaly2\heat_03

hit_small_particles			= damage_fx\burn_creatures
hit_big_particles			= damage_fx\burn_creatures00
idle_small_particles		= damage_fx\burn_creatures
idle_big_particles			= damage_fx\burn_creatures00

idle_particles_dont_stop	= true;

idle_sound			= ambient\zhar
blowout_sound		= ambient\zhar
hit_sound			= ambient\zhar
entrance_sound		= ambient\zhar

hit_type			= burn

disable_time		= 10000
disable_time_small	= -1
disable_idle_time	= 50000

ignore_nonalive		= false
ignore_small		= false
ignore_artefacts	= true

blowout_light		= on
light_color		    = 1.8,1.7,1.4
light_range		    = 8.0
light_time 		    = 0.35
light_height		= 1.0	;0.75


idle_light			= on
idle_light_range	= 8.0
idle_light_range_delta = 0.2
idle_light_anim		= koster_01
idle_light_height	= 1.0	;0.70

awaking_time		= 10
blowout_time		= 50	
accamulate_time		= 10

visible_by_detector = on

blowout_wind		= off

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
spawn_blowout_artefacts = off