[delayed_action_fuse]
condition_to_explode	=0.f
time_to_explode			=1.65
set_timer_particles		=vehiclefx\exhaust_1


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Explosive Inventory Items
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[explosive_fuelcan]:identity_immunities,delayed_action_fuse
GroupControlSection	= spawn_group
discovery_dependency =
$spawn 				= "weapons\explosive\fuelcan"
$prefetch			= 16
class				= II_EXPLO
cform				= skeleton
visual		 		= physics\balon\balon_01.ogf
inv_name			= Fuelcan
inv_name_short		=
inv_weight			= 80

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 9
inv_grid_y			= 9

;вещь невозможно подобрать
can_take			= false

cost				= 50
;-----------------------------------------------------------------------------------
blast				= 1.50
blast_r				= 8
blast_impulse		= 800

frags				= 10
frags_r				= 15
frag_hit			= 0.75
frag_impulse_hit	= 0.75
frag_hit_impulse	= 150
fragment_speed		= 100
frag_tracer_color_ID = 2
frag_tracer_size	= 1.5

hit_type_blast		= explosion
hit_type_frag		= burn

up_throw_factor		= 1.0
;-----------------------------------------------------------------------------------
wm_size                  = 0.1

explode_particles		 = explosions\explosion_fuelcan

light_color		         = 1.9,1.3,0.5
light_range		         = 35.0
light_time 		         = 1.5

explode_duration		 = 5		;подолжительность взрыва (с)
;wallmarks
wallmark_section		= explosion_marks
;звуки
snd_explode = weapons\f1_explode
immunities_sect			= explosive_fuelcan_immunities_sect

[explosive_fuelcan_immunities_sect]
;коэффициенты для попаданий различными типами хитов
burn_immunity			= 1.0
strike_immunity			= 0.2
shock_immunity			= 1.0
wound_immunity			= 0.1
radiation_immunity		= 0.0
telepatic_immunity		= 0.0
chemical_burn_immunity	= 0.5
explosion_immunity		= 0.8
fire_wound_immunity		= 0.7


[explosive_tank]:identity_immunities,delayed_action_fuse

GroupControlSection	= spawn_group
discovery_dependency =
$spawn 				= "weapons\explosive\tank"
$prefetch			= 16
class				= II_EXPLO
cform				= skeleton
visual				= physics\balon\bomb_01.ogf
inv_name			= Fuelcan
inv_name_short		=
inv_weight			= 15

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 9
inv_grid_y			= 9
;вещь невозможно подобрать
can_take			= false

cost				= 50
;-----------------------------------------------------------------------------------
blast				= 1.50
blast_r				= 8
blast_impulse		= 750

frags				= 10
frags_r				= 15
frag_hit			= 0.75
frag_impulse_hit	= 0.75
frag_hit_impulse	= 150
fragment_speed		= 100		;скорость осколков (м/с)
frag_tracer_color_ID = 2
frag_tracer_size	= 1.25

hit_type_blast		= explosion
hit_type_frag		= burn

up_throw_factor		= 1.0
;-----------------------------------------------------------------------------------
wm_size                  = 0.1

explode_particles		 = explosions\explosion_mobiltank

light_color		         = 1.9,1.3,0.5
light_range		         = 30.0
light_time 		         = 1

explode_duration		 = 5		;подолжительность взрыва (с)
;wallmarks
wallmark_section		= explosion_marks

;звуки
snd_explode = weapons\f1_explode
immunities_sect			= explosive_tank_immunities_sect

[explosive_tank_immunities_sect]
;коэффициенты для попаданий различными типами хитов
burn_immunity			= 1.0
strike_immunity			= 0.1
shock_immunity			= 1.0
wound_immunity			= 0.02
radiation_immunity		= 0.0
telepatic_immunity		= 0.0
chemical_burn_immunity	= 0.2
explosion_immunity		= 0.5
fire_wound_immunity		= 0.7



[explosive_barrel]:identity_immunities,delayed_action_fuse

GroupControlSection	= spawn_group
discovery_dependency =
$spawn 				= "weapons\explosive\barrel"
$prefetch			= 16
class				= II_EXPLO
cform				= skeleton
visual				= physics\balon\bochka_fuel.ogf
inv_name			= Barrel
inv_name_short		=
inv_weight			= 100

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 9
inv_grid_y			= 9
;вещь невозможно подобрать
can_take			= false

cost				= 500
;-----------------------------------------------------------------------------------
blast				= 1.50
blast_r				= 8
blast_impulse		= 850

frags				= 15
frags_r				= 15
frag_hit			= 0.75
frag_impulse_hit	= 0.75
frag_hit_impulse	= 150
fragment_speed		= 100		;скорость осколков (м/с)
frag_tracer_color_ID = 2
frag_tracer_size	= 1.5

hit_type_blast		= explosion
hit_type_frag		= burn

up_throw_factor		= 1.0
;-----------------------------------------------------------------------------------
wm_size                  = 0.1

explode_particles		 = explosions\explosion_barrel

light_color		         = 1.9,1.4,0.5
light_range		         = 35.0
light_time 		         = 1.5

explode_duration		 = 5		;подолжительность взрыва (с)

;звуки
snd_explode				= weapons\f1_explode
immunities_sect			= explosive_barrel_immunities_sect
;wallmarks
wallmark_section		= explosion_marks

[explosive_barrel_immunities_sect]
;коэффициенты для попаданий различными типами хитов
burn_immunity			= 1.0
strike_immunity			= 0.1
shock_immunity			= 1.0
wound_immunity			= 0.02
radiation_immunity		= 0.0
telepatic_immunity		= 0.0
chemical_burn_immunity	= 0.2
explosion_immunity		= 0.5
fire_wound_immunity		= 0.7

[explosive_barrel_low]:explosive_barrel
GroupControlSection		= spawn_group
$spawn 					= "weapons\explosive\barrel_low"
immunities_sect			= explosive_barrel_low_immunities_sect

[explosive_barrel_low_immunities_sect]
;коэффициенты для попаданий различными типами хитов
burn_immunity			= 1
strike_immunity			= 1
shock_immunity			= 1
wound_immunity			= 1
radiation_immunity		= 1
telepatic_immunity		= 1
chemical_burn_immunity	= 1
explosion_immunity		= 1.2
fire_wound_immunity		= 5


[explosive_mobiltank]:identity_immunities,delayed_action_fuse

GroupControlSection	= spawn_group
discovery_dependency =
$spawn 				= "weapons\explosive\mobiltank"
$prefetch			= 16
class				= II_EXPLO
cform				= skeleton
visual				= physics\balon\kanistra.ogf
inv_name			= Barrel
inv_name_short		=
inv_weight			= 20

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 9
inv_grid_y			= 9
;вещь невозможно подобрать
can_take			= false

cost				= 500
;-----------------------------------------------------------------------------------
blast				= 1.50
blast_r				= 6
blast_impulse		= 500

frags				= 10
frags_r				= 15
frag_hit			= 0.75
frag_impulse_hit	= 0.75
frag_hit_impulse	= 150
fragment_speed		= 100		;скорость осколков (м/с)
frag_tracer_color_ID = 2
frag_tracer_size	= 1.25

hit_type_blast		= explosion
hit_type_frag		= burn

up_throw_factor		= 1.0
;-----------------------------------------------------------------------------------
wm_size                  = 0.1

explode_particles		 = explosions\explosion_mobiltank

light_color		         = 1.9,1.2,0.5
light_range		         = 25.0
light_time 		         = 1

explode_duration		 = 5		;подолжительность взрыва (с)

;звуки
snd_explode = weapons\f1_explode
immunities_sect			= explosive_mobiltank_immunities_sect
;wallmarks
wallmark_section		= explosion_marks

[explosive_mobiltank_immunities_sect]
;коэффициенты для попаданий различными типами хитов
burn_immunity			= 1.0
strike_immunity			= 0.2
shock_immunity			= 1.0
wound_immunity			= 0.1
radiation_immunity		= 0.0
telepatic_immunity		= 0.0
chemical_burn_immunity	= 0.5
explosion_immunity		= 0.8
fire_wound_immunity		= 0.7


[explosive_dinamit]:delayed_action_fuse

GroupControlSection	= spawn_group
discovery_dependency =
$spawn 				= "weapons\explosive\dinamit"
$prefetch			= 16
class				= II_EXPLO
cform				= skeleton
visual		 		= physics\box\expl_dinamit.ogf
inv_name			= Dimanit
inv_name_short		=
inv_weight			= 10

inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 9
inv_grid_y			= 9

;вещь невозможно подобрать
can_take			= false

cost				= 50
;-----------------------------------------------------------------------------------
blast				= 2.00
blast_r				= 5
blast_impulse		= 750

frags				= 5
frags_r				= 8
frag_hit			= 0.55
frag_impulse_hit	= 0.55
frag_hit_impulse	= 150
fragment_speed		= 100
frag_tracer_color_ID = 1
frag_tracer_size	= 1.5

hit_type_blast		= explosion
hit_type_frag		= burn

up_throw_factor		= 1.0
;-----------------------------------------------------------------------------------
wm_size                  = 0.05

explode_particles		 = explosions\explosion_dynamite

light_color		         = 1.9,1.3,0.5
light_range		         = 35.0
light_time 		         = 1.5

explode_duration		 = 5		;подолжительность взрыва (с)

;звуки
snd_explode = weapons\f1_explode
immunities_sect			= dinamit_immunities_sect
;condition_to_explode        =0.f
;wallmarks
wallmark_section		= explosion_marks

[dinamit_immunities_sect]
;коэффициенты для попаданий различными типами хитов
burn_immunity			= 0.0
strike_immunity			= 0.0
shock_immunity			= 0.0
wound_immunity			= 0.0
radiation_immunity		= 0.0
telepatic_immunity		= 0.0
chemical_burn_immunity	= 1.0
explosion_immunity		= 0.0
fire_wound_immunity		= 0.0
