;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;; Actor Effector Section ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; [bobbing_effector] run_amplitude = 0.0075 walk_amplitude = 0.005 limp_amplitude = 0.011 run_speed = 10.0 walk_speed = 7.0 limp_speed = 6.0 [monster_attack_effector] duality_h = 0.01 duality_v = 0.01 blur = 0.01 gray = 0.5 noise_intensity = 0.01 noise_grain = 1 noise_fps = 30 color_base = 0.65,0.15,0.1 color_gray = 0.333,0.333,0.333 color_add = 0,0,0 time = 0.3 time_attack = 0.05 ; fade in time_release = 0.25 ; fade out ; camera effects ce_time = 0.65 ce_amplitude = 12.0 ce_period_number = 1.0 ;2.0 ce_power = 3.0 ;0.7 [small_monster_attack_effector] duality_h = 0.01 duality_v = 0.01 blur = 0.01 gray = 0.5 noise_intensity = 0.01 noise_grain = 1 noise_fps = 30 color_base = 0.65,0.15,0.1 color_gray = 0.333,0.333,0.333 color_add = 0,0,0 time = 0.3 time_attack = 0.05 ; fade in time_release = 0.25 ; fade out ; camera effects ce_time = 0.65 ce_amplitude = 12.0 ce_period_number = 1.0 ;2.0 ce_power = 3.0 ;0.7 [explode_effector] effect_sect_name= effector_explode_hit [sleep_effector] duality_h = 0.01 duality_v = 0.01 blur = 0.01 gray = 0.5 noise_intensity = 0.01 noise_grain = 1 noise_fps = 30 color_base = 0.00,0.00,0.00 color_gray = 0.33,0.33,0.33 color_add = 0,0,0 time = 3.3 time_attack = 0.4 ; fade in time_release = 0.5 ; fade out [zoom_inertion_effector] camera_move_epsilon = 0.03 ;разница между двумя векторами направления камера, когда считается что камера двинулась disp_min = 0.00 speed_min = 0.000 zoom_aim_disp_k = 0.0 ;коэффициенты соотношения полной дисперсии стрельбы zoom_aim_speed_k = 0.00 ;и покачивания прицела delta_time = 2000 ;время через которое эффектор меняет направление движения (в милисекундах)