Divergent/mods/[DEV] Brotherhood/gamedata/configs/misc/simulation_objects_props.ltx

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;-- NOTE: make sure all smarts here inhirit one of the base sections, they should have all properties
[default]
base = 0
territory = 0
resource = 0
surge = 0
lair = 0
actor = 0
squad = 0
bandit = 0
dolg = 0
ecolog = 0
freedom = 0
killer = 0
army = 0
monolith = 0
stalker = 0
csky = 0
zombied = 0
greh = 0
isg = 0
renegade = 0
greh_npc = 0
army_npc = 0
zoo_monster = 0
monster = 0
monster_predatory_day = 0
monster_predatory_night = 0
monster_vegetarian = 0
monster_zombied_day = 0
monster_zombied_night = 0
monster_special = 0
army_heli = 0
monolith_heli = 0
killer_heli = 0
stalker_heli = 0
bandit_heli = 0
csky_heli = 0
freedom_heli = 0
dolg_heli = 0
ecolog_heli = 0
renegade_heli = 0
greh_heli = 0
isg_heli = 0
all = 0
all_stalker = 0
all_monster = 0
[default_resource]:default
resource = 1
territory = 1
ecolog = 1
stalker = 1
csky = 1
[default_base]:default
base = 1
[default_lair]:default
lair = 1
territory = 1
zoo_monster = 1
monster = 1
monster_predatory_day = 1
monster_predatory_night = 1
monster_vegetarian = 1
monster_zombied_day = 1
monster_zombied_night = 1
monster_special = 1
[weak_lair]:default
lair = 1
territory = 1
zoo_monster = 1
monster = 1
monster_predatory_day = 1
monster_predatory_night = 0
monster_vegetarian = 1
monster_zombied_day = 0
monster_zombied_night = 0
monster_special = 0
[default_territory]:default
territory = 1
all = 1
[default_squad]:default
sim_avail = false
squad = 1
all = 1
[actor]:default
sim_avail = true
actor = 1
all = 1
;----------- << MARSH >> ------------
;unique starting base
[mar_smart_terrain_base]:default_base
sim_avail = true
ecolog = 1
stalker = 1
surge = 1
csky = 2
[mar_smart_terrain_doc]:default_base
sim_avail = false
[mar_smart_terrain_doc_2]:default_base
sim_avail = false
;--------- SIMULATION --------
;NW fishing village, bandits
[mar_smart_terrain_3_3]:default_base
sim_avail = true
surge = 1
bandit = 1
renegade = 1
[mar_smart_terrain_3_7]:weak_lair
sim_avail = true
stalker = 1
csky = 1
ecolog = 1
[mar_smart_terrain_3_10]:weak_lair
sim_avail = true
;NW village, military
[mar_smart_terrain_4_5]:weak_lair
sim_avail = true
surge = 1
bandit = 1
lair = 1
stalker = 1
renegade = 1
[mar_smart_terrain_4_7]:weak_lair
sim_avail = true
bandit = 1
stalker = 1
renegade = 1
;Center, pumping station
[mar_smart_terrain_5_8]:default_base
sim_avail = {+pump_station_defense_task_smart_reserved} false, true
ecolog = 1
stalker = 1
bandit = 1
csky = 1
killer = 1
surge = 1
renegade = 1
;South, fishing village
[mar_smart_terrain_5_12]:default_base
sim_avail = {+faction_base_defense_active} false, true
stalker = 1
bandit = 1
renegade = 1
csky = 1
surge = 1
lair = 1
[mar_smart_terrain_6_4]:weak_lair
sim_avail = true
[mar_smart_terrain_6_7]:weak_lair
sim_avail = true
[mar_smart_terrain_6_8]:weak_lair
sim_avail = true
[mar_smart_terrain_6_10]:weak_lair
sim_avail = true
;South watchtower
[mar_smart_terrain_6_11]:default_base
sim_avail = true
lair = 1
csky = 1
bandit = 1
renegade = 1
monster = 1
monster_predatory_day = 1
monster_predatory_night = 1
monster_vegetarian = 1
[mar_smart_terrain_7_3]:weak_lair
sim_avail = true
bandit = 1
renegade = 1
stalker = 1
[mar_smart_terrain_7_7]:weak_lair
sim_avail = true
[mar_smart_terrain_8_4]:weak_lair
sim_avail = true
[mar_smart_terrain_8_8]:default_resource
sim_avail = true
lair = 1
bandit = 1
renegade = 1
ecolog = 1
stalker = 1
csky = 1
freedom = 1
[mar_smart_terrain_8_9]:weak_lair
sim_avail = true
stalker = 1
csky = 1
bandit = 1
renegade = 1
;East temple
[mar_smart_terrain_8_11]:default_base
sim_avail = true
surge = 1
bandit = 1
renegade = 1
stalker = 1
csky = 1
;NE car repair, military
[mar_smart_terrain_10_5]:default_base
sim_avail = true
surge = 1
army = 1
army_heli = 1
[mar_smart_terrain_10_7]:weak_lair
sim_avail = true
[mar_smart_terrain_10_10]:default_resource
sim_avail = true
lair = 1
ecolog = 1
stalker = 1
csky = 1
[mar_smart_terrain_11_3]:default_resource
sim_avail = true
lair = 1
;NE village, exit1 to Escape
[mar_smart_terrain_11_11]:default_base
sim_avail = true
surge = 1
stalker = 1
bandit = 1
renegade = 1
csky = 1
ecolog = 1
killer = 1
freedom = 1
dolg = 1
;NE village, exit2 to Escape
[mar_smart_terrain_12_2]:default_resource
sim_avail = true
lair = 1
base = 1
surge = 1
stalker = 1
bandit = 1
renegade = 1
csky = 1
ecolog = 1
;--------- << ESCAPE >> ----------------
;--------- SIMULATION --------
;sim smarties
;novice camp
[esc_smart_terrain_2_12]:default_base
sim_avail = true
surge = 1
stalker = 1
csky = 1
ecolog = 1
monolith = 0
army = 0
killer = 0
lair = 1
;military base
[esc_smart_terrain_3_16]:default_base
sim_avail = true
surge = 1
army_heli = 1
army = 1
;car repair
[esc_smart_terrain_7_11]:default_base
sim_avail = true
surge = 1
bandit = 1
stalker = 1
;<3B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
[esc_smart_terrain_4_9]:default_lair
sim_avail = true
surge = 1
bandit = 1
stalker = 1
;cordon-garbage building
[esc_smart_terrain_5_2]:default_base
sim_avail = true
surge = 1
army_heli = 1
army = 1
stalker = 1
bandit = 1
;farmhouse
[esc_smart_terrain_5_7]:default_base
sim_avail = true
surge = 1
stalker = 1
csky = 1
bandit = 1
;mill
[esc_smart_terrain_5_9]:weak_lair
sim_avail = true
surge = 1
bandit = 1
freedom = 1
killer = 1
;fox house
[esc_smart_terrain_6_6]:default_lair
sim_avail = true
surge = 1
bandit = 1
stalker = 1
[esc_smart_terrain_1_11]:default_resource
sim_avail = true
stalker = 1
csky = 1
ecolog = 1
[esc_smart_terrain_2_14]:weak_lair
sim_avail = true
[esc_smart_terrain_3_7]:weak_lair
sim_avail = true
csky = 1
stalker = 1
[esc_smart_terrain_4_11]:weak_lair
sim_avail = true
stalker = 1
monster = 1
monster_vegetarian = 1
[esc_smart_terrain_4_13]:weak_lair
sim_avail = true
[esc_smart_terrain_5_12]:weak_lair
sim_avail = true
stalker = 1
[esc_smart_terrain_5_4]:weak_lair
sim_avail = true
[esc_smart_terrain_5_6]:weak_lair
sim_avail = true
;ruined rail bridge
[esc_smart_terrain_6_8]:default_base
sim_avail = true
surge = 1
all = 0
army = 1
bandit = 1
[esc_smart_terrain_8_10]:default_lair
sim_avail = true
[esc_smart_terrain_8_9]:weak_lair
sim_avail = true
stalker = 1
[esc_smart_terrain_9_7]:default_lair
sim_avail = true
[esc_smart_terrain_9_10]:weak_lair
sim_avail = true
;----------- << GARBAGE >> ------------
;--------- SIMULATION --------
;sim smarties
;exit to Agroprom1
[gar_smart_terrain_1_5]:weak_lair
sim_avail = true
surge = 1
bandit = 1
;exit to Agroprom2
[gar_smart_terrain_1_7]:weak_lair
sim_avail = true
bandit = 1
dolg = 1
stalker = 1
;camp near tunnel
[gar_smart_terrain_2_4]:weak_lair
sim_avail = true
surge = 1
bandit = 1
;hangar
[gar_smart_terrain_3_5]:default_base
sim_avail = true
surge = 1
stalker = 1
dolg = 1
csky = 1
[gar_smart_terrain_3_7]:default_resource
sim_avail = true
stalker = 1
ecolog = 1
[gar_smart_terrain_4_2]:default_lair
sim_avail = true
stalker = 1
[gar_smart_terrain_4_5]:weak_lair
sim_avail = true
bandit = 1
;outpost to Bar
[gar_smart_terrain_5_2]:default_base
sim_avail = true
surge = 2
stalker = 1
dolg = 2
freedom = 1
csky = 1
killer = 2
bandit = 2
;monolith = 1
[gar_smart_terrain_5_4]:weak_lair
sim_avail = true
[gar_smart_terrain_5_5]:weak_lair
sim_avail = true
stalker = 1
[gar_smart_terrain_5_6]:default_lair
sim_avail = true
resource = 1
stalker = 1
bandit = 1
ecolog = 1
[gar_smart_terrain_5_8]:weak_lair ;created by tronex, test
sim_avail = true
stalker = 1
bandit = 1
[gar_smart_terrain_6_1]:weak_lair
sim_avail = true
;ruined building
[gar_smart_terrain_6_3]:default_base
sim_avail = true
surge = 1
stalker = 1
csky = 1
[gar_smart_terrain_6_6]:default_lair
sim_avail = true
[gar_smart_terrain_6_7]:default_lair
sim_avail = true
stalker = 1
resource = 1
[gar_smart_terrain_7_4]:default_lair
sim_avail = true
;stalker = 1
[gar_smart_terrain_8_3]:weak_lair ;created by tronex, test
sim_avail = true
bandit = 1
dolg = 1
[gar_smart_terrain_8_5]:default_lair
sim_avail = true
;----------- << DARKSCAPE >> ------------
;--------- SIMULATION --------
;sim smarties
;farmhouse
[ds2_domik_st]:default_base
sim_avail = {+lttz_hb_spawned_ds_isg_leader_squad -lttz_hb_removed_ds_isg_leader_squad} false, true
surge = 1
stalker = 1
csky = 1
bandit = 1
renegade = 1
dolg = 1
killer = 1
;camp under rocks
[ds2_lager_st]:default_base
sim_avail = true
surge = 1
bandit = 1
renegade = 1
freedom = 1
stalker = 1
killer = 1
dolg = 1
[ds2_st_dogs]:default_lair
sim_avail = true
[ds2_st_hoofs]:weak_lair
sim_avail = true
[ds_boars_nest]:weak_lair
sim_avail = true
[ds_deb1]:weak_lair
sim_avail = true
surge = 1
[ds_grverfer2]:weak_lair
sim_avail = true
surge = 1
stalker = 1
[ds_kem1]:weak_lair
sim_avail = true
surge = 1
;fuel station
[ds_kem2]:default_base
sim_avail = true
surge = 1
;;army = 1
army_heli = 1
[ds_kem3]:default_lair
sim_avail = true
surge = 1
killer = 1
bandit = 1
renegade = 1
stalker = 1
[ds_ptr]:weak_lair
sim_avail = true
surge = 1
bandit = 1
renegade = 1
killer = 2
stalker = 1
[ds_ptr2]:weak_lair
sim_avail = true
surge = 1
[ds_ptr3]:weak_lair
sim_avail = true
surge = 1
[ds_ptr4]:weak_lair
sim_avail = true
surge = 1
;--------- SIMULATION --------
;sim smarties
;exit to Yantar
[agr_smart_terrain_1_2]:default_lair
sim_avail = true
ecolog = 1
stalker = 1
csky = 1
[agr_smart_terrain_1_3]:default_lair
sim_avail = true
resource = 1
ecolog = 1
stalker = 1
csky = 1
freedom = 1
;bigger base, courtyard
[agr_smart_terrain_1_6]:default_base
sim_avail = true
surge = 1
army = 1
lair = 1
;bigger base, gate
[agr_smart_terrain_1_6_near_1]:default_base
sim_avail = true
surge = 1
army = 1
;bigger base, inside building
[agr_smart_terrain_1_6_near_2]:default_base
sim_avail = true
surge = 1
army = 1
army_heli = 1
[agr_smart_terrain_2_2]:default_lair
sim_avail = true
dolg = 1
stalker = 1
csky = 1
killer = 1
;smaller base, inside building
[agr_smart_terrain_4_4]:default_base
sim_avail = true
surge = 1
stalker = 2
csky = 1
ecolog = 1
;smaller base, courtyard
[agr_smart_terrain_4_4_near_1]:default_base
sim_avail = true
surge = 1
stalker = 1
csky = 1
ecolog = 1
bandit = 1
freedom = 1
;smaller base, hole in the fence
[agr_smart_terrain_4_4_near_2]:default_base
sim_avail = true
surge = 1
stalker = 1
csky = 1
ecolog = 1
;smaller base, gate
[agr_smart_terrain_4_4_near_3]:default_base
sim_avail = true
surge = 1
stalker = 1
csky = 1
ecolog = 1
bandit = 1
freedom = 1
[agr_smart_terrain_4_6]:default_lair
sim_avail = true
army = 1
[agr_smart_terrain_5_2]:default_lair
sim_avail = true
dolg = 1
stalker = 1
;camp near tunnel
[agr_smart_terrain_5_3]:default_lair
sim_avail = true
[agr_smart_terrain_5_4]:default_lair ;Created by Tronex, test
sim_avail = true
[agr_smart_terrain_5_7]:default_lair
sim_avail = true
csky = 1
dolg = 1
stalker = 1
;tunnel
[agr_smart_terrain_6_4]:default_base
sim_avail = true
surge = 1
stalker = 1
ecolog = 1
csky = 1
zombied = 1
[agr_smart_terrain_6_6]:weak_lair ;Created by Tronex, test
sim_avail = true
; camp at level changer to garbage
; TODO disable/replace bugged jobs
[agr_smart_terrain_7_4]:default_lair
sim_avail = false
stalker = 1
army = 1
bandit = 1
[agr_smart_terrain_7_5]:default_lair
sim_avail = true
army = 1
dolg = 1
stalker = 1
csky = 1
bandit = 1
;--------- AGROPROM UNDERGROUND SMART TERRAINS --------
[agr_u_bandits]:default_territory
sim_avail = {+agr_u_bandits_dead} true, false
lair = 1
stalker = 1
;army = 1
bandit = 1
[agr_u_bloodsucker]:default_lair
sim_avail = {+agru_add_reward} true, false
[agr_u_bloodsucker_2]:default_lair
sim_avail = {+agru_add_reward_1} true, false
territory = 1
stalker = 1
;army = 1
[agr_u_monsters]:default_lair
sim_avail = {+agru_controller_death} true, false
[agr_u_soldiers]:default_territory
sim_avail = {+agr_u_soldiers_dead +agru_end_poltergeist_squad_dead} true, false
;----------- << DARK VALLEY >> ------------
;--------- SIMULATION --------
;sim smarties
;smaller base, x18 entrance building
[val_smart_terrain_1_2]:default_base
sim_avail = true
surge = 1
army = 1
army_heli = 1
; camp on hills between farm and central lake
[val_smart_terrain_3_0]:default_lair
sim_avail = true
bandit = 1
;south pig farm
[val_smart_terrain_4_0]:default_base
sim_avail = true
surge = 1
stalker = 1
ecolog = 1
csky = 1
dolg = 1
killer = 1
freedom = 1
bandit = 1
renegade = 1
;camp at northern level changer to to garbage
[val_smart_terrain_5_7]:default_lair
sim_avail = true
bandit = 1
;camp at southern level changer to to garbage
[val_smart_terrain_5_8]:default_lair
sim_avail = true
bandit = 1
;lair near level changer to meadow
[val_smart_terrain_5_10]:weak_lair
sim_avail = true
;camp in front of west exit of bandit base
[val_smart_terrain_6_4]:weak_lair
sim_avail = {+faction_base_defense_active} false, true
bandit = 1
; cliff south of andit base
[val_smart_terrain_6_5]:default_lair
sim_avail = true
;bigger base, SOC bandits, CS freedom, inside outer building
[val_smart_terrain_7_3]:default_base
sim_avail = true
surge = 1
bandit = 2
;bigger base, SOC bandits, CS freedom, inside central building
[val_smart_terrain_7_4]:default_base
sim_avail = true
surge = 1
bandit = 1
lair = 1
;bigger base, SOC bandits, CS freedom, courtyard
[val_smart_terrain_7_5]:default_base
sim_avail = true
surge = 1
bandit = 1
;north island in lake
[val_smart_terrain_7_8]:default_territory
sim_avail = true
;camp near level changer to darkscape
[val_smart_terrain_7_11]:weak_lair
sim_avail = true
bandit = 1
[val_smart_terrain_8_6]:default_territory
sim_avail = true
bandit = 1
stalker = 1
killer = 1
dolg = 1
freedom = 1
zoo_monster = 0
monster = 0
monster_predatory_day = 0
monster_predatory_night = 0
monster_vegetarian = 0
monster_zombied_day = 0
monster_zombied_night = 0
monster_special = 0
[val_smart_terrain_8_7]:weak_lair
sim_avail = true
;south island in lake
[val_smart_terrain_8_9]:default_lair
sim_avail = true
[val_smart_terrain_9_10]:default_lair
sim_avail = true
resource = 1
stalker = 1
csky = 1
[val_smart_terrain_9_2]:default_lair
sim_avail = {+faction_base_defense_active} false, true
[val_smart_terrain_9_4]:default_territory
sim_avail = true
surge = 1
bandit = 1
stalker = 1
killer = 1
dolg = 1
freedom = 1
zoo_monster = 0
monster = 0
monster_predatory_day = 0
monster_predatory_night = 0
monster_vegetarian = 0
monster_zombied_day = 0
monster_zombied_night = 0
monster_special = 0
;camp near x-18 building
[val_smart_terrain_9_6]:default_territory
sim_avail = true
surge = 1
bandit = 1
stalker = 1
killer = 1
dolg = 1
freedom = 1
;--------- LAB X-18 SMART TERRAINS --------
[dar_angar]:default_lair
sim_avail = {+dar_military_scout_squad_killed} true, false
army = 1
ecolog = 1
stalker = 1
territory = 1
[dar_control_poltergeist]:default_lair
sim_avail = {+dar_military_scout_squad_killed} true, false
[dar_military_scout]:default_territory
sim_avail = false
[dar_poltergeist_ring]:default_lair
sim_avail = false
[dar_poltergeist_tele]:default_lair
sim_avail = false
[dar_poltergeist_tele_round]:default_lair
sim_avail = false
[dar_smart_snork]:default_lair
sim_avail = {+dar_military_scout_squad_killed} true, false
;army = 1
ecolog = 1
stalker = 1
territory = 1
;----------- << BAR >> ------------
;--------- SIMULATION --------
;sim smarties
[bar_zastava_dogs_lair]:default_lair
sim_avail = {+faction_base_defense_active} false, true
territory = 0
dolg = 1
stalker = 1
[bar_zastava_dogs_lair_2]:default_lair
sim_avail = {+faction_base_defense_active} false, true
territory = 0
dolg = 1
stalker = 1
[bar_dolg_bunker]:default_base
sim_avail = true
surge = 1
dolg = 1
[bar_dolg_general]:default_base
sim_avail = true
surge = 1
dolg = 1
[bar_visitors]:default_base
sim_avail = true
surge = 1
stalker = 1
csky = 1
ecolog = 1
dolg = 1
;unique smarties, sim after guards die
[bar_zastava]:default_base
sim_avail = {!squad_exist(bar_duty_security_squad_leader_squad)} true, false
surge = 1
dolg = 1
lair = 1
[bar_zastava_2]:default_base
sim_avail = {!squad_exist(bar_zastava_2_commander_squad)} true, false
surge = 1
dolg = 1
lair = 1
;----------- << ROSTOK (WILD TERRITORY) >> ------------
;--------- SIMULATION --------
;sim smarties
[ros_smart_killers1]:default_base
sim_avail = true
surge = 1
killer = 2
stalker = 1
bandit = 1
dolg = 2
[ros_smart_monster4]:default_lair
sim_avail = true
territory = 0
resource = 1
ecolog = 1
stalker = 1
[ros_smart_monster5]:default_lair
sim_avail = true
territory = 0
stalker = 1
dolg = 1
resource = 1
ecolog = 1
[ros_smart_monster7]:weak_lair ;edited so rare monsters don't come here
sim_avail = true
territory = 1
resource = 1
ecolog = 1
stalker = 1
[ros_smart_poltergeist2]:default_lair
sim_avail = true
territory = 0
[ros_smart_snork1]:default_lair
sim_avail = true
territory = 0
dolg = 1
stalker = 1
[ros_smart_stalker_killers1]:default_base
sim_avail = true
surge = 1
killer = 1
[ros_smart_stalker1]:default_base
sim_avail = true
stalker = 1
ecolog = 1
csky = 1
dolg = 1
;----------- << YANTAR >> ------------
;--------- SIMULATION --------
;sim smarties
[yan_smart_terrain_1_6]:default_lair
sim_avail = true
resource = 1
ecolog = 1
stalker = 1
freedom = 1
zombied = 1
;x-16 entrance yard, building
[yan_smart_terrain_2_4]:default_lair
sim_avail = true
territory = 1
surge = 1
;x-16 entrance yard, gate
[yan_smart_terrain_2_5]:default_lair
sim_avail = true
territory = 1
surge = 1
resource = 1
ecolog = 1
stalker = 1
freedom = 1
;x-16 entrance yard
[yan_smart_terrain_3_4]:default_lair
sim_avail = true
territory = 1
surge = 1
;camp 2 near small tunnel
[yan_smart_terrain_3_6]:default_base
sim_avail = true
surge = 1
stalker = 1
ecolog = 1
csky = 1
[yan_smart_terrain_4_2]:default_lair
sim_avail = true
ecolog = 1
stalker = 1
csky = 1
freedom = 1
resource = 1
[yan_smart_terrain_4_4]:default_lair
sim_avail = {+faction_base_defense_active} false, true
territory = 0
zombied = 1
[yan_smart_terrain_4_5]:default_lair
sim_avail = true
[yan_smart_terrain_5_3]:default_lair
sim_avail = true
territory = 1
resource = 1
ecolog = 1
stalker = 1
csky = 1
;camp near small tunnel
[yan_smart_terrain_5_5]:default_base
sim_avail = {+faction_base_defense_active} false, true
surge = 1
stalker = 1
ecolog = 1
csky = 1
zombied = 1
[yan_smart_terrain_6_2]:default_lair
sim_avail = {+faction_base_defense_active} false, true
territory = 0
zombied = 1
csky = 1
;scientist base
[yan_smart_terrain_6_4]:default_base
sim_avail = true
surge = 1
stalker = 1
ecolog = 1
csky = 1
zombied = 1
[yan_smart_terrain_zombi_spawn]:default_lair
sim_avail = true
territory = 1
zombied = 1
[yan_smart_terrain_snork_u]:default_lair
sim_avail = {+yantar_tunnel_finish} true, false
;----------- << LAB X-16 SMARTIES >> ------------
[x162_st_burer]:default_lair
sim_avail = {+yan_kill_brain_done} true, false
monolith = 1
ecolog = 1
stalker = 1
army = 1
territory = 1
[x162_st_gigant]:default_lair
sim_avail = {+yan_kill_brain_done} true, false
monolith = 1
ecolog = 1
stalker = 1
army = 1
territory = 1
[x162_st_snork]:default_lair
sim_avail = {+yan_kill_brain_done} true, false
[x162_st_poltergeist]:default_lair
sim_avail = {+yan_kill_brain_done} true, false
;----------- << ARMY WAREHOUSES >> ------------
;--------- SIMULATION --------
[mil_smart_terrain_2_1]:default_lair
sim_avail = true
;SOC bloodsuckers village, Freedom camp
[mil_smart_terrain_2_10]:default_base
sim_avail = true
surge = 1
freedom = 5
dolg = 5
monolith = 1
bandit = 1
;SOC merc outpost to Dead City
[mil_smart_terrain_2_2]:default_base
sim_avail = true
killer = 5
stalker = 1
bandit = 1
csky = 1
freedom = 1
dolg = 1
monolith = 0
;SOC empty farmhouse north
[mil_smart_terrain_2_4]:default_base
sim_avail = true
surge = 1
stalker = 1
ecolog = 1
csky = 1
freedom = 1
dolg = 2
killer = 2
bandit = 1
renegade = 1
[mil_smart_terrain_2_6]:default_lair
sim_avail = true
monolith = 1
;SOC Freedom outpost to Radar, barrier
[mil_smart_terrain_3_8]:default_base
sim_avail = true
freedom = 5
dolg = 1
monolith = 2
;SOC bloodsuckers village
[mil_smart_terrain_4_2]:default_lair
sim_avail = true
surge = 1
;SOC bloodsuckers village, water tower
[mil_smart_terrain_4_3]:default_lair
sim_avail = true
surge = 1
freedom = 2
stalker = 1
resource = 1
[mil_smart_terrain_4_5]:default_base
sim_avail = true
surge = 1
stalker = 1
freedom = 5
dolg = 2
bandit = 1
monolith = 1
[mil_smart_terrain_4_7]:default_lair
sim_avail = {+faction_base_defense_active} false, true
territory = 1
;SOC Freedom outpost to Radar, wagon
[mil_smart_terrain_4_8]:default_base
sim_avail = true
surge = 1
stalker = 1
freedom = 5
dolg = 2
bandit = 1
monolith = 1
;SOC Freedom base, near kitchen
[mil_smart_terrain_7_10]:default_base
sim_avail = true
surge = 1
;stalker = 1
freedom = 5
dolg = 0
;bandit = 1
monolith = 0
;SOC Freedom base, near sleep barracks
[mil_smart_terrain_7_12]:default_base
sim_avail = true
surge = 1
;stalker = 1
freedom = 5
dolg = 0
;bandit = 1
monolith = 0
;SOC Duty farm
[mil_smart_terrain_7_4]:default_base
sim_avail = true
surge = 1
stalker = 1
freedom = 1
dolg = 5
bandit = 1
monolith = 0
;SOC Freedom base, main
[mil_smart_terrain_7_7]:default_base
sim_avail = true
surge = 1
;stalker = 1
;csky = 1
freedom = 5
dolg = 0
;bandit = 1
monolith = 0
;lair = 1
;SOC Freedom base, entrance
[mil_smart_terrain_7_8]:default_base
sim_avail = true
surge = 1
;stalker = 1
;ecolog = 1
;csky = 1
freedom = 5
dolg = 0
;bandit = 1
monolith = 0
[mil_smart_terrain_8_3]:weak_lair
sim_avail = true
freedom = 1
monolith = 0
;----------- << RED FOREST >> ------------
;--------- SIMULATION --------
;Limansk enterance
[red_bridge_bandit_smart_skirmish]:default_base ;mlr
sim_avail = true
;all = 1
;Stancia1 exit camp
[red_smart_terrain_3_1]:default_base
sim_avail = true
;underground mine <20><><EFBFBD><EFBFBD><EFBFBD>
[red_smart_terrain_3_2]:default_resource
sim_avail = true
;lair = 1
surge = 1
greh = 1
[red_smart_terrain_3_3]:default_lair
sim_avail = true
;Camp near Forester's house - at red forest gate
[red_smart_terrain_4_2]:default_base
sim_avail = true
surge = 1
all = 1
army_heli = 1
[red_smart_terrain_4_3]:default_lair
sim_avail = true
[red_smart_terrain_4_5]:default_lair
sim_avail = true
resource = 2
[red_smart_terrain_5_5]:default_lair
sim_avail = true
[red_smart_terrain_5_6]:default_lair
sim_avail = true
;deeper forest - anomaly field with weird rocks
[red_smart_terrain_6_3]:default_lair
sim_avail = true
resource = 2
stalker = 1
ecolog = 2
[red_smart_terrain_6_6]:default_lair
sim_avail = true
;bridge - forest side
[red_smart_terrain_bridge]:default_base
sim_avail = true
surge = 1
all = 1
;deeper forest - near T72 tank
[red_smart_terrain_monsters]:default_lair
sim_avail = true
resource = 2
;tunnel to deeper forest - little mine
[red_smart_terrain_monsters_2]:default_lair
sim_avail = true
[red_smart_terrain_monsters_3]:default_lair
sim_avail = true
;----------- << LIMANSK >> ------------
;--------- SIMULATION --------
;tunnel near Limansk-Red Forest lc
[lim_smart_terrain_1]:weak_lair ;trx edited
sim_avail = true
surge = 1
stalker = 1
csky = 1
killer = 1
bandit = 1
[lim_smart_terrain_10]:default_base
sim_avail = true
surge = 1
stalker = 1
csky = 1
ecolog = 1
monolith = 1
killer = 1
monolith_heli = 1
[lim_smart_terrain_3]:default_base
sim_avail = true
surge = 1
stalker = 1
csky = 1
ecolog = 1
killer = 1
[lim_smart_terrain_4]:default_base
sim_avail = true
resource = 1
surge = 1
stalker = 1
csky = 1
ecolog = 1
monolith = 1
killer = 1
bandit = 1
[lim_smart_terrain_5]:default_base
sim_avail = true
surge = 1
stalker = 1
csky = 1
ecolog = 1
monolith = 1
killer = 1
[lim_smart_terrain_6]:default_base
sim_avail = true
surge = 1
stalker = 1
csky = 1
monolith = 1
monolith_heli = 1
[lim_smart_terrain_7]:default_lair
sim_avail = true
[lim_smart_terrain_8]:default_lair
sim_avail = true
;construction site
[lim_smart_terrain_9]:default_base
sim_avail = true
surge = 1
stalker = 1
csky = 1
monolith = 1
killer = 0
monolith_heli = 1
;----------- << HOSPITAL >> ------------
;--------- SIMULATION --------
[katacomb_smart_terrain]:default_base
sim_avail = true
surge = 1
monolith = 1
monolith_heli = 1
;----------- << DEAD CITY >> ------------
;--------- SIMULATION --------
[cit_bandits]:default_lair
sim_avail = true
surge = 1
;bandit = 1
;army = 1
;killer = 1
;monolith = 1
[cit_bandits_2]:default_lair
sim_avail = true
[cit_kanaliz1]:default_lair
sim_avail = true
[cit_kanaliz2]:default_lair
sim_avail = true
[cit_killers]:default_base
sim_avail = true
surge = 1
killer = 5
[cit_killers_2]:default_lair
sim_avail = true
killer = 1
[cit_killers_vs_bandits]:default_base
sim_avail = true
lair = 1
surge = 1
bandit = 1
army = 1
killer = 2
;monolith = 1
zombied = 1
; bugged npc jobs/nothing in here, use only for mutants
[zombie_smart_ds_mlr_1]:default_lair
sim_avail = true
; bugged npc jobs, use only for mutants
[zombie_smart_ds_mlr_2]:default_lair
sim_avail = true
;----------- << RADAR >> ------------
;--------- SIMULATION --------
[rad2_loner_0000]:default_base
sim_avail = true
monolith = 1
[rad2_loner_0001]:default_base
sim_avail = true
surge = 1
monolith = 1
[rad2_loner_0002]:default_base
sim_avail = true
monolith = 1
[rad2_prip_teleport]:default_base
sim_avail = true
surge = 1
stalker = 1
csky = 0
ecolog = 0
monolith = 1
killer = 0
;bugged jobs, do not use
[rad2_rad_prip_road]:default
sim_avail = false
[rad_after_valley]:default_lair
sim_avail = true
territory = 1
zombied = 1
[rad_antenna_camper]:default_base
sim_avail = true
surge = 1
[rad_antenna_monolith]:default_base
sim_avail = true
surge = 1
monolith = 1
monolith_heli = 1
[rad_antenna_patrol]:default_base
sim_avail = true
surge = 1
monolith = 1
[rad_bloodsucker]:default_lair
sim_avail = true
monolith = 0
zombied = 1
[rad_entrance]:weak_lair ;trx edited
sim_avail = true
surge = 1
zombied = 1
[rad_pseudodogs]:default_lair
sim_avail = true
lair = 1
zoo_monster = 1
monster = 1
monster_predatory_day = 1
monster_predatory_night = 1
monster_vegetarian = 1
monster_zombied_day = 1
monster_zombied_night = 1
monster_special = 1
[rad_snork1]:default_lair
sim_avail = true
monolith = 0
zombied = 1
[rad_snork2]:default_lair
sim_avail = true
monolith = 0
zombied = 1
[rad_valley]:default_lair
sim_avail = true
surge = 1
monolith = 0
zombied = 1
[rad_valley_dogs]:default_base
sim_avail = true
zombied = 1
monolith = 1
[rad_zombied1]:default_lair
sim_avail = true
monolith = 0
zombied = 1
[rad_zombied2]:default_lair
sim_avail = true
surge = 1
monolith = 0
zombied = 1
; too close to level changer
[rad_freedom_vs_duty]:default
sim_avail = false
;bugged jobs, do not use
[rad_rusty_forest_center]:default
sim_avail = false
;----------- << BUNKER-LAB X-19 SMARTIES >> ------------
[bun_krovosos_nest]:default_lair
sim_avail = true
territory = 1
[bun2_st_bloodsucker]:default_lair
sim_avail = {+bar_deactivate_radar_done} true, false
monolith = 1
ecolog = 1
stalker = 1
;army = 1
territory = 1
[bun2_tushkano_lair]:default_lair
sim_avail = {+bar_deactivate_radar_done} true, false
monolith = 1
ecolog = 1
stalker = 1
;army = 1
territory = 1
;----------- << PRIPYAT >> ------------
;--------- SIMULATION --------
[pri_depot]:default_base
sim_avail = true
surge = 1
monolith = 1
monolith_heli = 1
;palace of culture, near pri_monolith, unsure if used of unported mlr stuff
;there's a special job for a special npc but dunno if it's ever used
; just in case, do not use until tested properly
[mlr_terrain]:default
sim_avail = false
[pri_monolith]:default_base
sim_avail = true
surge = 1
[pri_smart_bloodsucker_lair1]:default_lair
sim_avail = true
territory = 1
surge = 1
[pri_smart_controler_lair1]:default_lair
sim_avail = true
surge = 1
[pri_smart_controler_lair2]:default_lair
sim_avail = true
territory = 0
[pri_smart_giant_lair1]:default_lair
sim_avail = true
surge = 1
[pri_smart_monolith_stalker2]:default_lair
sim_avail = true
[pri_smart_monolith_stalker3]:default_lair
sim_avail = true
[pri_smart_monolith_stalker4]:default_lair
sim_avail = true
[pri_smart_monolith_stalker6]:default_base
sim_avail = true
monolith = 1
monolith_heli = 1
[pri_smart_monster_lair1]:default_lair
sim_avail = true
territory = 0
[pri_smart_neutral_stalker1]:default_base
sim_avail = true
stalker = 1
dolg = 1
freedom = 1
ecolog = 1
csky = 1
[pri_smart_pseudodog_lair1]:default_lair
sim_avail = true
territory = 0
[pri_smart_snork_lair1]:default_lair
sim_avail = true
surge = 1
[pri_smart_snork_lair2]:default_lair
sim_avail = true
territory = 0
[pri_smart_tushkano_lair1]:default_lair
sim_avail = true
surge = 1
; do not use, TODO some jobs to fix
[hotel_poless_smart_alife]:default_lair
sim_avail = false
; do not use, snipers in inacessible buldings/roofs
; maybe useful for tasks or static squad but not for general use
; TODO also a couple of jobs to disable just in case (sitting on ground)
[monolith_snipers_smart_1_mlr]:default_lair
sim_avail = false
;----------- << STANCIA_1 >> ------------
;--------- SIMULATION --------
[aes_smart_terrain_monolit_blockpost]:default_base
sim_avail = true
monolith = 1
monolith_heli = 1
[aes_smart_terrain_monolit_blockpost2]:default_lair
sim_avail = true
[aes_smart_terrain_monolit_blockpost4]:default_base
sim_avail = true
surge = 1
monolith = 1
monolith_heli = 1
[aes_smart_terrain_monsters1]:default_lair
sim_avail = true
territory = 0
[aes_smart_terrain_monsters2]:default_lair
sim_avail = true
territory = 0
[aes_smart_terrain_monsters3]:default_lair
sim_avail = true
[aes_smart_terrain_monsters4]:default_lair
sim_avail = true
[aes_smart_terran_soldier]:default_base
sim_avail = true
army = 1
army_heli = 1
[aes_smart_terran_soldier2]:default_lair
sim_avail = true
all = 0
army = 1
;----------- << SARCOFAG >> ------------
[sar_monolith_general]:default_territory
sim_avail = {+sar_secret_door_find} true, false
monolith = 1
stalker = 1
;army = 1
ecolog = 1
lair = 1
[sar_monolith_sklad]:default_territory
sim_avail = {+sar_secret_door_find} true, false
lair = 1
[sar_monolith_poltergeists]:default_lair
sim_avail = {+sar_secret_door_find} true, false
[sar_monolith_bloodsuckers]:default_lair
sim_avail = {+sar_secret_door_find} true, false
monolith = 1
stalker = 1
;army = 1
ecolog = 1
territory = 1
;----------- << MONOLITH CONTROL >> ------------
[sar_monolith_guard]:default_territory
sim_avail = {+sar_monolith_generator_find} true, false
monolith = 1
stalker = 1
;army = 1
ecolog = 1
lair = 1
[sar_monolith_zombies]:default_lair
sim_avail = {+sar_monolith_generator_find} true, false
monolith = 1
stalker = 1
;army = 1
ecolog = 1
territory = 1
;----------- << STANCIA_2 >> ------------
;--------- SIMULATION --------
[aes2_monolith_camp1]:default_base
sim_avail = true
monolith = 1
monolith_heli = 1
[aes2_monolith_camp2]:default_base
sim_avail = true
monolith = 1
monolith_heli = 1
[aes2_monolith_camp3]:default_base
sim_avail = true
monolith = 1
monolith_heli = 1
[aes2_monolith_camp4]:default_base
sim_avail = true
monolith = 1
monolith_heli = 1
[aes2_monolith_snipers_1]:default_lair
sim_avail = true
[aes2_monolith_snipers_2]:default_lair
sim_avail = true
[aes2_monolith_snipers_3]:default_lair
sim_avail = true
[aes2_monsters1]:default_lair
sim_avail = true
[aes2_monsters2]:default_lair
sim_avail = true
;----------- << GENERATORS >> ------------
;--------- SIMULATION --------
[gen_smart_terrain_lab_entrance]:default_base
sim_avail = true
surge = 1
monolith = 1
monolith_heli = 1
[gen_smart_terrain_cemetery]:default_lair
sim_avail = true
[gen_smart_terrain_forest]:default_lair
sim_avail = true
[gen_smart_terrain_junk]:default_lair
sim_avail = true
[gen_smart_terrain_lab_entrance_2]:default_lair
sim_avail = true
[gen_smart_terrain_military]:default_lair
sim_avail = true
[gen_smart_terrain_urod]:default_lair
sim_avail = true
;----------- << WARLAB >> ------------
[warlab_common_consciousness_smart_terrain]:default_base
sim_avail = false
;--------------------------------------------------------------------------------
;----------- << Zaton >> ------------
;base
[zat_stalker_base_smart]:default_base
sim_avail = true
surge = 1
stalker = 1
csky = 1
dolg = 1
monolith = 0
bandit = 0
renegade = 0
;no sim
[zat_medic_home_smart]:default_territory
sim_avail = false
[zat_b7_stalker_raider]:default_territory
sim_avail = false
;technical, but with sim available, surge too
[zat_b33]:default_lair
sim_avail = false
[zat_a23_smart_terrain]:default_territory
sim_avail = false
;surge
[zat_b7]:default_territory
sim_avail = true
surge = 1
[zat_b40_smart_terrain]:default_base
sim_avail = true
surge = 1
killer = 1
[zat_b28]:default_lair
sim_avail = false
surge = 1
;!!!
[zat_b42_smart_terrain]:default_territory
sim_avail = true
surge = 1
territory = 1
[zat_b18]:default
sim_avail = false
surge = 1
[zat_b101]:default_resource
sim_avail = true
surge = 1
territory = 1
[zat_b38u]:default_territory
sim_avail = false
[zat_b38]:default_territory
sim_avail = true
surge = 1
;regular smarts
[zat_b5_smart_terrain]:default_territory
sim_avail = true
surge = 1
[zat_b106_smart_terrain]:default_lair
sim_avail = true
[zat_b52]:default_territory
sim_avail = true
territory = 1
[zat_b103_merc_smart]:default_territory
sim_avail = true
surge = 1
[zat_b104_zombied]:default_lair
sim_avail = true
[zat_b14_smart_terrain]:default_resource
sim_avail = true
[zat_b20_smart_terrain]:default_resource
sim_avail = true
territory = 1
[zat_b53]:default_resource
sim_avail = true
territory = 1
[zat_b12]:default_lair
sim_avail = true
[zat_b54]:default_resource
sim_avail = true
territory = 1
[zat_b55]:default_resource
sim_avail = true
territory = 1
[zat_b100]:default_resource
sim_avail = true
surge = 1
[zat_b39]:default_resource
sim_avail = true
territory = 1
lair = 1
[zat_b56]:default_resource
sim_avail = true
[zat_a1]:default_territory
sim_avail = true
territory = 1
;--------- SIMULATION --------
[zat_sim_1]:default_lair
sim_avail = true
territory = 1
[zat_sim_2]:default_territory
sim_avail = true
territory = 1
[zat_sim_3]:default_lair
sim_avail = true
territory = 1
[zat_sim_4]:default_lair
sim_avail = true
territory = 1
[zat_sim_5]:default_lair
sim_avail = true
territory = 1
[zat_sim_6]:default_territory
sim_avail = true
territory = 1
[zat_sim_7]:default_lair
sim_avail = true
territory = 1
[zat_sim_8]:default_lair
sim_avail = true
territory = 1
[zat_sim_9]:default_lair
sim_avail = true
territory = 1
[zat_sim_10]:default_lair
sim_avail = true
territory = 1
[zat_sim_11]:default_territory
sim_avail = true
territory = 1
[zat_sim_12]:default_territory
sim_avail = true
territory = 1
[zat_sim_13]:default_territory
sim_avail = true
territory = 1
[zat_sim_14]:default_lair
sim_avail = true
territory = 1
[zat_sim_15]:default_lair
sim_avail = true
territory = 1
[zat_sim_16]:default_lair
sim_avail = true
territory = 1
[zat_sim_17]:default_lair
sim_avail = true
territory = 1
[zat_sim_18]:default_lair
sim_avail = true
territory = 1
[zat_sim_19]:default_territory
sim_avail = true
territory = 1
[zat_sim_20]:default_lair
sim_avail = true
territory = 1
[zat_sim_21]:default_lair
sim_avail = true
territory = 1
[zat_sim_22]:default_lair
sim_avail = true
territory = 1
[zat_sim_23]:default_lair
sim_avail = true
territory = 1
[zat_sim_24]:default_lair
sim_avail = true
territory = 1
[zat_sim_25]:default_lair
sim_avail = true
territory = 1
[zat_sim_26]:default_lair
sim_avail = true
territory = 1
[zat_sim_27]:default_territory
sim_avail = true
territory = 1
[zat_sim_28]:default_territory
sim_avail = true
[zat_sim_29]:default_territory
sim_avail = true
[zat_sim_30]:default_territory
sim_avail = true
;--------------------------------------------------------------------------------
;----------- << Jupiter >> ------------
[jup_a10_smart_terrain]:default_base
sim_avail = true
surge = 1
stalker = 1
bandit = 1
csky = 1
dolg = 1
freedom = 1
renegade = 1
[jup_a12]:default_territory
sim_avail = true
surge = 1
bandit = 2
renegade = 1
[jup_a6]:default_base
sim_avail = true
surge = 1
stalker = 1
csky = 0
ecolog = 1
freedom = 1
monolith = 0
bandit = 0
dolg = 0
[jup_b1]:default_territory
sim_avail = true
surge = 1
[jup_b19]:default_base
sim_avail = true
zombied = 1
[jup_b200]:default_base
sim_avail = true
surge = 1
territory = 1
stalker = 1
bandit = 1
csky = 1
dolg = 1
freedom = 1
[jup_b202]:default_territory
sim_avail = true
[jup_b203]:default_territory
sim_avail = {+jup_b16_oasis_artifact_spawn} true, false
surge = 1
[jup_b204]:default_territory
sim_avail = true
[jup_b205_smart_terrain]:default_lair
sim_avail = true
surge = 1
[jup_b206]:default_resource
sim_avail = true
[jup_b207]:default_territory
sim_avail = true
; pretty much overlaps jup_b208, do not use
[depo_terrain]:default
sim_avail = false
[jup_b208]:default_territory
sim_avail = {+lttz_hb_isg_leader_in_jup -lttz_hb_leaving_jup_done} false, true
surge = 1
[jup_b209]:default_resource
sim_avail = true
[jup_b211]:default_resource
sim_avail = true
[jup_b212]:default_territory
sim_avail = true
[jup_b25]:default_resource
sim_avail = true
[jup_b32]:default_resource
sim_avail = true
[jup_b4]:default_territory
sim_avail = true
[jup_b41]:default_base
sim_avail = true
surge = 1
stalker = 1
bandit = 0
csky = 1
dolg = 0
freedom = 0
killer = 1
ecolog = 1
monolith = 0
[jup_b46]:default_territory
sim_avail = true
[jup_b47]:default_territory
sim_avail = true
[jup_b6_anom_2]:default_resource
sim_avail = true
;technical
[jup_b200_tushkan_smart_terrain]:default_lair
sim_avail = true
[jup_b207_depot_attack]:default_territory
sim_avail = false
[jup_b219]:default_territory
sim_avail = false
[jup_b8_smart_terrain]:default_territory
sim_avail = false
[jup_b205_smart_terrain_tushkano]:default_territory
sim_avail = true
[jup_a12_merc]:default_territory
sim_avail = false
[jup_a9]:default_lair
sim_avail = false
;--------- SIMULATION --------
[jup_sim_1]:weak_lair
sim_avail = true
[jup_sim_2]:default_lair ;edited
sim_avail = true
[jup_sim_3]:default_lair
sim_avail = true
[jup_sim_4]:weak_lair
sim_avail = true
[jup_sim_5]:weak_lair
sim_avail = true
[jup_sim_6]:default_territory
sim_avail = true
[jup_sim_7]:weak_lair
sim_avail = true
[jup_sim_8]:weak_lair
sim_avail = true
[jup_sim_9]:default_lair
sim_avail = true
[jup_sim_10]:weak_lair
sim_avail = true
[jup_sim_11]:weak_lair
sim_avail = true
[jup_sim_12]:default_lair
sim_avail = true
[jup_sim_13]:weak_lair
sim_avail = true
[jup_sim_14]:weak_lair
sim_avail = true
[jup_sim_15]:default_lair
sim_avail = true
[jup_sim_16]:weak_lair
sim_avail = true
[jup_sim_17]:weak_lair
sim_avail = true
resource = 2
[jup_sim_18]:default_lair
sim_avail = true
[jup_sim_19]:weak_lair
sim_avail = true
[jup_sim_20]:weak_lair
sim_avail = true
[jup_sim_21]:default_lair
sim_avail = true
; --------------------------- Pripyat ------------------------------------
; --------------------------------------------------------------------------
[pri_a15]:default_territory
sim_avail = true
[pri_a16]:default_base
sim_avail = true
stalker = 1
bandit = 1
csky = 1
dolg = 1
freedom = 1
[pri_a17]:default_territory
sim_avail = true
[pri_a18_smart_terrain]:default_base
sim_avail = true
surge = 1
monolith = 0
[pri_a21_smart_terrain]:default_territory
sim_avail = true
surge = 1
[pri_a22_smart_terrain]:default_territory
sim_avail = true
[pri_a25_smart_terrain]:default_territory
sim_avail = true
[pri_b301]:default_resource
sim_avail = true
surge = 1
[pri_b302]:default_resource
sim_avail = true
[pri_b303]:default_resource
sim_avail = true
surge = 1
[pri_b304]:default_territory
sim_avail = true
surge = 1
[pri_b306]:default_resource
sim_avail = true
surge = 1
[pri_b307]:default_resource
sim_avail = true
[pri_b35_mercs]:default_territory
sim_avail = true
surge = 1
[pri_b36_smart_terrain]:default_territory
sim_avail = true
surge = 1
zombied = 1
monolith = 1
[pri_sim_1]:default_lair
sim_avail = true
surge = 1
[pri_sim_2]:default_lair
sim_avail = true
[pri_sim_3]:default_lair
sim_avail = true
[pri_sim_4]:default_lair
sim_avail = true
[pri_sim_5]:default_lair
sim_avail = true
[pri_sim_6]:default_lair
sim_avail = true
[pri_sim_7]:default_lair
sim_avail = true
[pri_sim_8]:default_lair
sim_avail = true
[pri_sim_9]:default_lair
sim_avail = true
[pri_sim_10]:default_lair
sim_avail = true
[pri_sim_11]:default_lair
sim_avail = true
[pri_sim_12]:default_lair
sim_avail = true
[pri_b35_military]:default_territory
sim_avail = true
surge = 1
[pri_b305_dogs]:default_territory
sim_avail = false
[pri_b304_monsters_smart_terrain]:default_territory
sim_avail = true
[pri_a20]:default_territory
sim_avail = true
[pri_a28_heli]:default_territory
sim_avail = true
[pri_a28_base]:default_territory
sim_avail = true
[pri_a28_shop]:default_territory
sim_avail = true
[pri_a28_arch]:default_territory
sim_avail = true
[pri_a28_school]:default_territory
sim_avail = true
[pri_a28_evac]:default_territory
sim_avail = true
;lab x8 building, bugged and overlapping jobs, do not use
[kbo_terrain]:default_territory
sim_avail = false
;lab X-8
[lx8_smart_terrain]:default_territory
sim_avail = {+lx8_actor_in_lab +actor_left_labx8} true, false
all = 1
lair = 1
;underpass
[pas_b400_elevator]:default_lair
sim_avail = {+actor_pass_jupiter_exit_find +actor_pass_pripyat_exit_find} true, false
[pas_b400_track]:default_lair
sim_avail = {+actor_pass_jupiter_exit_find +actor_pass_pripyat_exit_find} true, false
all = 1
territory = 1
[pas_b400_downstairs]:default_lair
sim_avail = {+actor_pass_jupiter_exit_find +actor_pass_pripyat_exit_find} true, false
[pas_b400_tunnel]:default_lair
sim_avail = {+actor_pass_jupiter_exit_find +actor_pass_pripyat_exit_find} true, false
[pas_b400_hall]:default_lair
sim_avail = {+actor_pass_jupiter_exit_find +actor_pass_pripyat_exit_find} true, false
all = 1
[pas_b400_way]:default_lair
sim_avail = {+actor_pass_jupiter_exit_find +actor_pass_pripyat_exit_find} true, false
[pas_b400_canalisation]:default_lair
sim_avail = {+actor_pass_jupiter_exit_find +actor_pass_pripyat_exit_find} true, false
[pas_b400_fake]:default_lair
sim_avail = {+actor_pass_jupiter_exit_find +actor_pass_pripyat_exit_find} true, false
;--<< TRUCKS CEMETERY >>--
[trc_sim_1]:default_base
sim_avail = true
lair = 1
stalker = 1
bandit = 1
dolg = 1
freedom = 1
army = 1
[trc_sim_2]:default_base
sim_avail = true
surge = 1
stalker = 1
bandit = 1
dolg = 1
freedom = 1
army = 1
[trc_sim_3]:default_lair
sim_avail = true
dolg = 2
zombied = 1
[trc_sim_4]:default_lair
sim_avail = true
ecolog = 1
stalker = 1
resource = 2
csky = 1
zombied = 1
[trc_sim_5]:default_lair
sim_avail = true
zombied = 1
[trc_sim_6]:default_lair
sim_avail = true
surge = 1
[trc_sim_7]:default_lair
sim_avail = true
[trc_sim_8]:default_lair
sim_avail = true
resource = 2
stalker = 1
dolg = 1
freedom = 1
ecolog = 1
csky = 1
zombied = 1
[trc_sim_9]:default_lair
sim_avail = true
[trc_sim_10]:default_lair
sim_avail = true
ecolog = 1
stalker = 1
resource = 1
csky = 1
[trc_sim_11]:default_lair
sim_avail = true
zombied = 1
[trc_sim_12]:default_lair
sim_avail = true
[trc_sim_13]:default_lair
sim_avail = true
resource = 1
dolg = 1
stalker = 1
zombied = 1
[trc_sim_14]:default_lair
sim_avail = true
zombied = 1
[trc_sim_15]:default_lair
sim_avail = true
[trc_sim_16]:default_lair
sim_avail = true
[trc_sim_17]:default_lair
sim_avail = true
zombied = 1
[trc_sim_18]:default_base
sim_avail = true
stalker = 1
zombied = 1
[trc_sim_19]:default_lair
sim_avail = true
zombied = 1
[trc_sim_20]:default_base
sim_avail = true
surge = 1
bandit = 1
renegade = 1
[trc_sim_21]:default_lair
sim_avail = true
;-- for MLR 6.2
[pol_sim_1]:default
sim_avail = false
[pol_smart_terrain_1_1]:default
sim_avail = false
[pol_smart_terrain_1_2]:default
sim_avail = false
[pol_smart_terrain_1_3]:default
sim_avail = false
resource = 1
[pol_smart_terrain_2_1]:default
sim_avail = false
zoo_monster = 1
monster = 1
monster_predatory_day = 1
monster_predatory_night = 1
monster_vegetarian = 1
monster_zombied_day = 1
monster_zombied_night = 1
monster_special = 1
[pol_smart_terrain_2_2]:default
sim_avail = false
zoo_monster = 1
monster = 1
monster_predatory_day = 1
monster_predatory_night = 1
monster_vegetarian = 1
monster_zombied_day = 1
monster_zombied_night = 1
monster_special = 1
;-- for MLR 6.2 (disabled) TODO: fix squads can't build path to Meadow
;[pol_sim_1]:default_base
;sim_avail = true
;territory = 1
;
;[pol_smart_terrain_1_1]:default_base
;sim_avail = true
;territory = 1
;surge = 1
;stalker = 1
;bandit = 1
;dolg = 1
;freedom = 1
;army = 1
;
;[pol_smart_terrain_1_2]:default_base
;sim_avail = true
;territory = 1
;surge = 1
;stalker = 1
;bandit = 1
;dolg = 1
;freedom = 1
;army = 1
;
;[pol_smart_terrain_1_3]:default_resource
;sim_avail = true
;territory = 1
;surge = 1
;stalker = 1
;bandit = 1
;dolg = 1
;freedom = 1
;army = 1
;
;[pol_smart_terrain_2_1]:default_lair
;sim_avail = true
;territory = 1
;surge = 1
;stalker = 1
;bandit = 1
;dolg = 1
;freedom = 1
;army = 1
;
;[pol_smart_terrain_2_2]:default_lair
;sim_avail = true
;territory = 1
;surge = 1
;stalker = 1
;bandit = 1
;dolg = 1
;freedom = 1
;army = 1