Divergent/mods/Redone Collection/gamedata/configs/scripts/darkscape/smart/ds2_lager_st.ltx

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[smart_terrain]
squad_id = 15
max_population = 2
respawn_params = respawn@ds2_lager_st
respawn_only_smart = false
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respawn_idle = 86400
respawn_radius = 50
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
;def_restr = nil
;safe_restr = nil
;spawn_point = nil
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[respawn@ds2_lager_st] ;-- Type: faction { bandit, killer, renegade, ISG } = hideout
spawn_bandit@novice
spawn_killer@advanced
spawn_renegade@advanced
spawn_isg_special
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[spawn_bandit@novice]
spawn_squads = bandit_sim_squad_novice, bandit_sim_squad_novice, bandit_sim_squad_advanced
spawn_num = {!squad_name_exist(ds_ds2_lager_st_isg_squad)} 1, 0
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[spawn_killer@advanced]
spawn_squads = merc_sim_squad_advanced, merc_sim_squad_novice, merc_sim_squad_novice
spawn_num = {!squad_name_exist(ds_ds2_lager_st_isg_squad)} 1, 0
[spawn_renegade@advanced]
spawn_squads = renegade_sim_squad_advanced, renegade_sim_squad_novice, renegade_sim_squad_novice
spawn_num = {!squad_name_exist(ds_ds2_lager_st_isg_squad)} 1, 0
[spawn_isg_special]
spawn_squads = isg_sim_squad_novice, isg_sim_squad_novice, isg_sim_squad_advanced
spawn_num = {!squad_name_exist(ds_ds2_lager_st_isg_squad) +isg_entered_the_zone} 1, 0
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;[on_changing_level]
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;[smart_control]
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[exclusive]
ds2_lager_st_camp_work_1 = darkscape\ds2_lager_st_smart_logic.ltx
ds2_lager_st_camp_work_2 = darkscape\ds2_lager_st_smart_logic.ltx
ds2_lager_st_camp_work_3 = darkscape\ds2_lager_st_smart_logic.ltx
ds2_lager_st_camp_work_4 = darkscape\ds2_lager_st_smart_logic.ltx
ds2_lager_st_camp_work_5 = darkscape\ds2_lager_st_smart_logic.ltx