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;; Actor Effector Section
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[bobbing_effector]

run_amplitude			=	0.003
walk_amplitude			=	0.002
limp_amplitude			=	0.01

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			= 0.005		
speed_min			= 0.02
zoom_aim_disp_k		= 0.00		;коэффициенты соотношения полной дисперсии стрельбы
zoom_aim_speed_k	= 0.000	;и покачивания прицела
delta_time			= 2000		;время через которое эффектор меняет направление движения (в милисекундах)
