[zone_campfire_grill]
GroupControlSection            = spawn_group_zone
$spawn                         = "zones\campfire_grill"
$prefetch                     = 16
class                        = ZS_CAMPF

hit_impulse_scale            = 0.0
effective_radius            = 1.0 ;размер радиуса в процентах от оригинального, где действует зона

ef_anomaly_type                = 1
ef_weapon_type                = 13
anomaly_type			= -1

;postprocess                    = postprocess_flame

artefacts                    =

;----------- Anomaly settings -----------------------
max_start_power        = 0.2
attenuation            = 1
min_artefact_count    = 0
max_artefact_count    = 0

idle_particles                = explosions\campfire_boar_grill
;blowout_particles            = explosions\campfire_blowout

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
disabled_sound			= ambient\smoldering1

hit_type                    = burn
blowout						= off

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
ignore_models               = campfires_and_candles_models_ignore

blowout_light                = off

idle_light                    = off

awaking_time                = 500
blowout_time                = 1000
accamulate_time                = 0

visible_by_detector         = off

blowout_wind                = off

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


[zone_flame]
GroupControlSection    = spawn_group_zone
$spawn             = "zones\flame"
$prefetch         = 16
class            = ZS_CAMPF
script_binding        	= bind_anomaly.bind
hit_impulse_scale     = 0.0
effective_radius    = 1.3 ;размер радиуса в процентах от оригинального, где действует зона
postprocess        = postprocess_flame
postprocess_power	= 1.5

ef_anomaly_type            = 1
ef_weapon_type            = 13
anomaly_type			= -1

artefacts        =

;----------- Anomaly settings -----------------------
max_start_power		= 0.3
attenuation			= 1
min_artefact_count	= 0
max_artefact_count	= 0

idle_particles			= explosions\campfire_04
blowout_particles		= explosions\campfire_blowout
disabled_particles		= explosions\campfire_05
enabling_particles		= explosions\campfire_05
rain_particles			= explosions\campfire_boar_grill

idle_particles_keep_on_blowout = true
disabled_particles_disabling = true

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\fire3                        ;постоянный звук
blowout_sound			= ambient\fire3        ;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
disabled_sound			= ambient\smoldering1
enabling_sounds			= interface\campfires\enabling_sounds\1, interface\campfires\enabling_sounds\2, interface\campfires\enabling_sounds\3, interface\campfires\enabling_sounds\4, interface\campfires\enabling_sounds\5, interface\campfires\enabling_sounds\6
enabling_wet_sounds		= interface\campfires\enabling_wet_sounds\1

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
ignore_models               = campfires_and_candles_models_ignore

blowout_light				= off
light_animation				= koster_00
light_brightness			= 1.4
light_range					= 12.0
light_time					= 0.5
light_height				= 1.0            ;подъем источника света на высоту

idle_light					= on
idle_light_range			= 14.0
idle_light_range_delta		= 1.1
idle_light_anim				= koster_01
idle_light_height			= 0.9            ;подъем источника света на высоту
idle_light_height_fade		= 0.3
idle_light_height_delta		= 0.2
idle_light_position_delta	= 0.15
idle_light_brightness		= 2.0
;idle_light_virtual_size		= 0.2
idle_light_shadow			= on
idle_light_volumetric		= off

idle_ambient_light_power	= 0.5
idle_ambient_light_radius	= 3.5

idle_glow_texture			= glow\glow_Orange
idle_glow_radius			= 1.4

awaking_time				= 0
blowout_time				= 200
accamulate_time				= 0

blowout_particles_time		= 150
blowout_sound_time			= 150
blowout_light_time			= 150
blowout_explosion_time		= 150

use_secondary_hit			= true
secondary_hit_power			= 0.02
secondary_hit_time			= 100
secondary_hit_on_idle		= true
secondary_hit_ignored		= true

visible_by_detector		= off

blowout_wind			= off

;manual					= true
owl_time				= 9000
;rain_affect			= true

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


[zone_zhar]
GroupControlSection	= spawn_group_zone
$spawn				= "zones\zhar"
$prefetch			= 16
class				= ZS_CAMPF

postprocess			= postprocess_flame
postprocess_power	= 1.0

ef_anomaly_type		= 1
ef_weapon_type		= 13
anomaly_type		= -1

artefacts			=

;----------- Anomaly settings -----------------------
max_start_power			= 0.20
attenuation				= 1
min_artefact_count		= 0
max_artefact_count		= 0

hit_impulse_scale		= 0.0
effective_radius		= 1.2

idle_particles			=
blowout_particles		=

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\zhar
blowout_sound		= ambient\zhar
;hit_sound			= ambient\zhar
;entrance_sound		= ambient\zhar
disabled_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
ignore_models		= campfires_and_candles_models_ignore

blowout_light				= off
light_color					= 1.8,1.7,1.4
light_range					= 8.0
light_time					= 0.35
light_height				= 0.75

idle_light					= off
idle_light_range			= 6.0
idle_light_range_delta		= 0.7
idle_light_anim				= koster_01
idle_light_height			= 0.7
idle_light_volumetric		= off

awaking_time		= 10
blowout_time		= 100
accamulate_time		= 100

visible_by_detector	= off

blowout_wind		= off

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


[zone_emi]
$spawn             = "zones\emi"
class            = ZS_CAMPF
hit_impulse_scale    = 0.0
effective_radius    = 1 ;размер радиуса в процентах от оригинального, где действует зона
postprocess        = postprocess_electra_mine
postprocess_power	= 0.2

ef_anomaly_type            = 1
ef_weapon_type            = 13
anomaly_type			= -1

artefacts        =

;----------- Anomaly settings -----------------------
max_start_power        = 0.40
attenuation            = 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
ignore_models               = campfires_and_candles_models_ignore

visible_by_detector = on

blowout_wind        = off

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



[zone_flame_small]
$spawn                         = "zones\campfire"
class                        = ZS_CAMPF
script_binding        	= bind_anomaly.bind

hit_impulse_scale           = 0.0
effective_radius            = 1.2 ;размер радиуса в процентах от оригинального, где действует зона

ef_anomaly_type                = 1
ef_weapon_type                = 13
anomaly_type			= -1

postprocess                    = postprocess_flame

artefacts                    =

;----------- Anomaly settings -----------------------
max_start_power		= 0.05
attenuation			= 1
min_artefact_count	= 0
max_artefact_count	= 0

idle_particles			= explosions\campfire_05
;blowout_particles		= explosions\campfire_blowout
disabled_particles		= damage_fx\burn_creatures00 ;explosions\campfire_disabled
enabling_particles		= damage_fx\burn_creatures00 ;explosions\campfire_enabled
rain_particles			= explosions\campfire_boar_grill

idle_particles_keep_on_blowout = true

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
disabled_sound			= ambient\smoldering1
enabling_sounds			= interface\campfires\enabling_sounds\1, interface\campfires\enabling_sounds\2, interface\campfires\enabling_sounds\3, interface\campfires\enabling_sounds\4, interface\campfires\enabling_sounds\5, interface\campfires\enabling_sounds\6
enabling_wet_sounds		= interface\campfires\enabling_wet_sounds\1

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
ignore_models               = campfires_and_candles_models_ignore

blowout_light				= on
;light_color					= 1.8,1.7,1.4
light_animation				= koster_00
light_brightness			= 0.8
light_range					= 7.5
light_time					= 0.5
light_height                = 0.8            ;подъем источника света на высоту

idle_light					= on
idle_light_range			= 6.0
idle_light_range_delta		= 1.1
idle_light_anim				= koster
idle_light_height			= 0.75		;подъем источника света на высоту
idle_light_height_fade		= 0.45
idle_light_height_delta		= 0.14
idle_light_position_delta	= 0.06
idle_light_brightness		= 0.45
idle_light_shadow			= on
idle_light_volumetric		= off

idle_ambient_light_power	= 0.4
idle_ambient_light_radius	= 2.0

idle_glow_texture			= glow\glow_Yellow
idle_glow_radius			= 0.7

awaking_time				= 0
blowout_time				= 800
accamulate_time				= 0

blowout_particles_time		= 150
blowout_sound_time			= 150
blowout_light_time			= 150
blowout_explosion_time		= 150

use_secondary_hit			= true
secondary_hit_power			= 0.01
secondary_hit_time			= 100
secondary_hit_on_idle		= true
secondary_hit_ignored		= true

visible_by_detector		= off

blowout_wind			= off

manual					= true
owl_time				= 3000
save_radius				= 3.0
rain_affect				= true

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

[zone_flame_small_static]:zone_flame_small
manual					= false
rain_affect				= false
save_radius				= 0

[zone_flame_small_static_nolight]:zone_flame_small_static
idle_light				= off


[zone_flame_light]
$spawn                         = "zones\campfire_candle"
class                        = ZS_CAMPF
script_binding        	= bind_anomaly.bind

hit_impulse_scale           = 0.0
effective_radius            = 0.0

ef_anomaly_type                = 1
ef_weapon_type                = 13
anomaly_type			= -1

;postprocess                    = postprocess_flame

artefacts                    =

;----------- Anomaly settings -----------------------
max_start_power			= 0.05
attenuation				= 0
min_artefact_count		= 0
max_artefact_count		= 0

idle_particles          = explosions\gas_light
;disabled_particles		= explosions\gas_light_dis ;explosions\campfire_disabled
;enabling_particles		= explosions\gas_light_en ;explosions\campfire_enabled
idle_particles_dont_stop = true

;idle_sound				= ambient\fire2        ;постоянный звук

hit_type					= burn
blowout						= off

disable_time				= -1    ;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			= -1    ;время отключения idle партиклов

ignore_nonalive				= true
ignore_small				= true
ignore_artefacts			= true
ignore_models				= campfires_and_candles_models_ignore

blowout_light				= off

idle_light					= on
idle_light_range			= 2.5
idle_light_range_delta		= 0.25
idle_light_anim				= koster_00
idle_light_height			= 0.08            ;подъем источника света на высоту
idle_light_brightness		= 0.6
idle_light_virtual_size		= 0.075
idle_light_shadow			= on
idle_light_volumetric		= on
idle_light_volumetric_quality	= 0.3
idle_light_volumetric_intensity	= 0.12
idle_light_volumetric_distance	= 0.4


;idle_ambient_light_power	= 0.2
;idle_ambient_light_radius	= 0.5

idle_glow_texture			= glow\glow_Yellow
idle_glow_radius			= 0.1


awaking_time                = 0
blowout_time                = 1000
accamulate_time             = 0

visible_by_detector         = off

blowout_wind                = off

manual					= true
owl_time				= 200
save_radius				= 2.0
rain_affect				= false
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;рождение артефактов во время срабатывания
spawn_blowout_artefacts = off

[campfires_and_candles_models_ignore]
dynamics\campfires\firecandle_1
dynamics\campfires\firecandle_2
dynamics\campfires\firecandle_3
dynamics\campfires\fireplace_1
dynamics\campfires\fireplace_2
dynamics\campfires\fireplace_3
dynamics\campfires\fireplace_4
dynamics\campfires\fireplace_5
dynamics\campfires\fireplace_6
dynamics\campfires\fireplace_7
dynamics\campfires\fireplace_8
dynamics\campfires\ritual_fire_1
physics\dead_body\vertel_boar_nobranch