;-------------------------------------------------------------------------------
;-------------------------------------------------------------------------------
;-------------------------------------------------------------------------------
[zone_campfire_grill]:zone_base_noshadow
GroupControlSection     = spawn_group_zone
$spawn            = "zones\old\campfire_grill"
$prefetch           = 16
class           = Z_MBALD

hit_impulse_scale     = 0.00
effective_radius      = 1.0 ;размер радиуса в процентах от оригинального, где действует зона

ef_anomaly_type       = 1
ef_weapon_type        = 13

sound           =
postprocess         = postprocess_flame

artefacts         =
BirthProbability      = 0.0

;----------- Anomaly settings -----------------------
min_start_power   = 0.39
max_start_power   = 0.40
attenuation     = 1
period        = 1
min_artefact_count  = 0
max_artefact_count  = 0

idle_particles        = explosions\campfire_bed_fireplace;campfire_boar_grill
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   ;постоянный звук
blowout_sound       = ambient\fire2   ;во время выброса(удара) в центре аномалии
hit_sound         = ambient\fire2   ;на персонаже, когда тот получает хит
entrance_sound        = ambient\fire2   ;при попадании объекта в аномалию

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

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

awaking_time        = 500
blowout_time        = 1000
accamulate_time       = 0

visible_by_detector     = off

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

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

shape_transp_color		= 255, 0, 0, 60
shape_edge_color		= 32, 32, 32, 255
;-------------------------------------------------------------------------------
;-------------------------------------------------------------------------------
;-------------------------------------------------------------------------------
[zone_flame]:zone_base
GroupControlSection = spawn_group_zone
$spawn      = "zones\flame"
$prefetch     = 16
class     = Z_MBALD
hit_impulse_scale = 0.0
effective_radius  = 1.3 ;размер радиуса в процентах от оригинального, где действует зона
sound     = zone_mosquito_bald
postprocess   = postprocess_flame

ef_anomaly_type     = 1
ef_weapon_type      = 13

artefacts   =
BirthProbability = 0.0

;----------- Anomaly settings -----------------------
min_start_power   = 0.39
max_start_power   = 0.40
attenuation     = 1
period        = 1
min_artefact_count  = 0
max_artefact_count  = 0

idle_particles    = explosions\campfire_big
blowout_particles = explosions\campfire_disabled

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           ;постоянный звук
blowout_sound   = ambient\fire2   ;во время выброса(удара) в центре аномалии
hit_sound     = ambient\fire2               ;на персонаже, когда тот получает хит
entrance_sound    = ambient\fire2                 ;при попадании объекта в аномалию

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   = off
light_color       = 1.8,1.7,1.4
light_range       = 8.0
light_time        = 0.35
light_height    = 0.75      ;подъем источника света на высоту

idle_light_r1			= false
idle_light      = off
idle_light_range  = 8.0
idle_light_range_delta = 0.2
idle_light_anim   = koster_01
idle_light_height = 0.70      ;подъем источника света на высоту

awaking_time    = 1000
blowout_time    = 300
accamulate_time   = 1000

visible_by_detector = off

blowout_wind    = off

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

shape_transp_color		= 255, 0, 0, 60
shape_edge_color		= 32, 32, 32, 255
;-------------------------------------------------------------------------------
;-------------------------------------------------------------------------------
;-------------------------------------------------------------------------------
[zone_zhar]:zone_base
GroupControlSection = spawn_group_zone
$spawn      = "zones\zhar"
$prefetch     = 16
class     = Z_MBALD
hit_impulse_scale = 0.0
effective_radius  = 1.3 ;?acia? ?aaeona a i?ioaioao io i?eaeiaeuiiai, aaa aaenoaoao ciia
sound     = zone_mosquito_bald
postprocess   = postprocess_flame

ef_anomaly_type     = 1
ef_weapon_type      = 13

artefacts   =
BirthProbability = 0.0

;----------- Anomaly settings -----------------------
min_start_power   = 0.39
max_start_power   = 0.40
attenuation     = 1
period        = 1
min_artefact_count  = 0
max_artefact_count  = 0

idle_particles    =
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\zhar            ;iinoiyiiue caoe
blowout_sound   = ambient\zhar    ;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      = burn

disable_time    = 10000   ;a?aiy eaii?e?iaaiey ia?eaiai iauaeoa a ciia (-1 anee ia io?ii)
disable_time_small  = -1    ;a?aiy eaii?e?iaaiey iaeaiueiai ia?eaiai iauaeoa a ciia (-1 anee ia io?ii)
disable_idle_time = 50000   ;a?aiy ioee??aiey idle ia?oeeeia

ignore_nonalive   = false
ignore_small    = false
ignore_artefacts  = true

blowout_light   = off
light_color       = 1.8,1.7,1.4
light_range       = 8.0
light_time        = 0.35
light_height    = 0.75      ;iiauai enoi?ieea naaoa ia aunioo

idle_light_r1			= false
idle_light      = off
idle_light_range  = 8.0
idle_light_range_delta = 0.2
idle_light_anim   = koster_01
idle_light_height = 0.70      ;iiauai enoi?ieea naaoa ia aunioo

awaking_time    = 10
blowout_time    = 50
accamulate_time   = 10

visible_by_detector = off

blowout_wind    = off

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;?i?aaiea a?oaoaeoia ai a?aiy n?aaaouaaiey
spawn_blowout_artefacts = off

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     = Z_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   = 0.39
max_start_power   = 0.40
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_r1			= false
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

shape_transp_color		= 255, 0, 0, 60
shape_edge_color		= 32, 32, 32, 255
;-------------------------------------------------------------------------------
;-------------------------------------------------------------------------------
;-------------------------------------------------------------------------------
[zone_flame_small]:zone_base
GroupControlSection     = spawn_group_zone
$spawn              = "zones\old\campfire"
$prefetch           = 16
$def_sphere
class           = Z_MBALD

hit_impulse_scale     = 0.0
effective_radius      = 1.3 ;размер радиуса в процентах от оригинального, где действует зона

ef_anomaly_type       = 1
ef_weapon_type        = 13

sound           =
postprocess         = postprocess_flame

artefacts         =
BirthProbability      = 0.0

;----------- Anomaly settings -----------------------
min_start_power   = 0.39
max_start_power   = 0.40
attenuation     = 1
period        = 1
min_artefact_count  = 0
max_artefact_count  = 0

idle_particles        = explosions\campfire_bed_fireplace;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   ;постоянный звук
blowout_sound       = ambient\fire2   ;во время выброса(удара) в центре аномалии
hit_sound         = ambient\fire2   ;на персонаже, когда тот получает хит
entrance_sound        = ambient\fire2   ;при попадании объекта в аномалию

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             = koster
light_range           = 8
light_time            = 0.35
light_height        = 0.75      ;подъем источника света на высоту

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

awaking_time        = 0
blowout_time        = 1000
accamulate_time       = 0

visible_by_detector     = off
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

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

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

ef_anomaly_type       = 1
ef_weapon_type        = 13

postprocess         = postprocess_flame

artefacts         =
BirthProbability      = 0.0

;----------- Anomaly settings -----------------------
min_start_power   = 0.39
max_start_power   = 0.40
attenuation     = 1
period        = 1
min_artefact_count  = 0
max_artefact_count  = 0

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
hit_sound         = ambient\fire2
entrance_sound        = ambient\fire2

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             = koster
light_range           = 8
light_time            = 0.35
light_height        = 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       = koster_00
idle_light_height     = 0.70      ;подъем источника света на высоту

awaking_time        = 0
blowout_time        = 1000
accamulate_time       = 0

visible_by_detector     = off
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

spawn_blowout_artefacts = off

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

artefacts         =
BirthProbability      = 0.0

;----------- Anomaly settings -----------------------
min_start_power   = 0.39
max_start_power   = 0.40
attenuation     = 1
period        = 1
min_artefact_count  = 0
max_artefact_count  = 0

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
hit_sound         = ambient\fire2
entrance_sound        = ambient\fire2

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        = 0.75      ;подъем источника света на высоту

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

awaking_time        = 0
blowout_time        = 1000
accamulate_time       = 0

visible_by_detector     = off
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

spawn_blowout_artefacts = off

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

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

idle_particles        = explosions\campfire_bed_fireplace;campfire_hot_no_fire
disabled_particles		= explosions\campfire_disabled
enabling_particles		= explosions\campfire_enabled
disabled_sound				= ambient\fire2

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

idle_particles		= static\fire_tube
blowout_particles	=
disabled_particles		= explosions\campfire_disabled
enabling_particles		= explosions\campfire_enabled
disabled_sound				= ambient\fire2

idle_sound          = ambient\zhar
blowout_sound       = ambient\fire2
hit_sound         = ambient\fire2
entrance_sound        = ambient\fire2

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

idle_particles		= industrial_particles\exhaust_isparenie_white_hor
blowout_particles	=
disabled_particles		= explosions\campfire_disabled
enabling_particles		= explosions\campfire_enabled
disabled_sound				= ambient\fire2


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_sound          = ambient\zhar
blowout_sound       = ambient\fire2
hit_sound         = ambient\fire2
entrance_sound        = ambient\fire2

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