Added, Updated and Removed Mods

Added:
- HUD Offsets Editor
- NPC Wounded Redone

Updated:
- Stealth Overhaul
- Redone Pripyat + Jupiter
- Redone Limansk and Hospital
- Outfit Animations
- Modded Executables

Removed:
- Arrival
This commit is contained in:
2024-04-06 19:17:40 -04:00
parent 6f19f2c70f
commit 3098b9f051
1720 changed files with 4928 additions and 113776 deletions
@@ -0,0 +1,28 @@
[lc_tele_kat]
GroupControlSection = spawn_group
$spawn = "physics\object"
$prefetch = 8
class = O_PHYSIC
remove_time = 60
visual = dynamics\light\light_signal.ogf
fixed_bones = link
script_binding = bind_physic_object.init
custom_data = scripts\katacomb_hospital\kat_climb_transition_logic.ltx
[lc_kat01_kat02]:lc_tele_kat
story_id = lc_kat01_kat02
[lc_kat01_kat02.1]:lc_tele_kat
story_id = lc_kat01_kat02.1
[lc_kat01_kat02.2]:lc_tele_kat
story_id = lc_kat01_kat02.2
[lc_kat01_kat02.3]:lc_tele_kat
story_id = lc_kat01_kat02.3
[lc_kat01_kat02.4]:lc_tele_kat
story_id = lc_kat01_kat02.4
[lc_kat01_kat02.5]:lc_tele_kat
story_id = lc_kat01_kat02.5
@@ -0,0 +1,19 @@
[hospital_phys_physic_object]
GroupControlSection = spawn_group
$spawn = "physics\object"
$prefetch = 8
class = O_PHYS_S
remove_time = 60
script_binding = bind_physic_object.init
[hospital_dstr_physic_object]
GroupControlSection = spawn_group
$spawn = "physics\destroyable_object"
class = O_DSTR_S
remove_time = 60
script_binding = bind_physic_object.init
[kat_climb_action_1]:ros_phys_physic_object
visual = dynamics\fence\wood_fence_1.ogf
fixed_bones = link
custom_data = scripts\katacomb_hospital\kat_climb_sound_logic.ltx
@@ -91,59 +91,59 @@ custom_data = scripts\limansk\lim_monolith_outpost_megafone_2.ltx
[lim_combat_sound_1]:limansk_dstr_physic_object
visual = dynamics\el_tehnika\priemnik_gorizont.ogf
fixed_bones = link
custom_data = scripts\limansk\lim_combat_ambient_sound_1.ltx
custom_data = scripts\limansk\lim_sound_combat_ambient_1.ltx
[lim_combat_sound_2]:limansk_dstr_physic_object
visual = dynamics\el_tehnika\priemnik_gorizont.ogf
fixed_bones = link
custom_data = scripts\limansk\lim_combat_ambient_sound_2.ltx
custom_data = scripts\limansk\lim_sound_combat_ambient_2.ltx
[lim_combat_sound_3]:limansk_dstr_physic_object
visual = dynamics\el_tehnika\priemnik_gorizont.ogf
fixed_bones = link
custom_data = scripts\limansk\lim_combat_ambient_sound_3.ltx
custom_data = scripts\limansk\lim_sound_combat_ambient_3.ltx
[lim_combat_sound_4]:limansk_dstr_physic_object
visual = dynamics\el_tehnika\priemnik_gorizont.ogf
fixed_bones = link
custom_data = scripts\limansk\lim_combat_ambient_sound_4.ltx
custom_data = scripts\limansk\lim_sound_combat_ambient_4.ltx
[lim_battle_sound_1]:limansk_dstr_physic_object
visual = dynamics\el_tehnika\priemnik_gorizont.ogf
fixed_bones = link
custom_data = scripts\limansk\lim_battle_ambient_sound_1.ltx
custom_data = scripts\limansk\lim_sound_battle_ambient_1.ltx
[lim_battle_sound_2]:limansk_dstr_physic_object
visual = dynamics\el_tehnika\priemnik_gorizont.ogf
fixed_bones = link
custom_data = scripts\limansk\lim_battle_ambient_sound_2.ltx
custom_data = scripts\limansk\lim_sound_battle_ambient_2.ltx
[lim_battle_sound_3]:limansk_dstr_physic_object
visual = dynamics\el_tehnika\priemnik_gorizont.ogf
fixed_bones = link
custom_data = scripts\limansk\lim_battle_ambient_sound_3.ltx
custom_data = scripts\limansk\lim_sound_battle_ambient_3.ltx
[lim_battle_sound_4]:limansk_dstr_physic_object
visual = dynamics\el_tehnika\priemnik_gorizont.ogf
fixed_bones = link
custom_data = scripts\limansk\lim_battle_ambient_sound_4.ltx
custom_data = scripts\limansk\lim_sound_battle_ambient_4.ltx
[lim_battle_sound_5]:limansk_dstr_physic_object
visual = dynamics\el_tehnika\priemnik_gorizont.ogf
fixed_bones = link
custom_data = scripts\limansk\lim_battle_ambient_sound_5.ltx
custom_data = scripts\limansk\lim_sound_battle_ambient_5.ltx
[lim_battle_sound_6]:limansk_dstr_physic_object
visual = dynamics\el_tehnika\priemnik_gorizont.ogf
fixed_bones = link
custom_data = scripts\limansk\lim_battle_ambient_sound_6.ltx
custom_data = scripts\limansk\lim_sound_battle_ambient_6.ltx
[lim_battle_sound_7]:limansk_dstr_physic_object
visual = dynamics\el_tehnika\priemnik_gorizont.ogf
fixed_bones = link
custom_data = scripts\limansk\lim_battle_ambient_sound_7.ltx
custom_data = scripts\limansk\lim_sound_battle_ambient_7.ltx
[lim_battle_sound_8]:limansk_dstr_physic_object
visual = dynamics\el_tehnika\priemnik_gorizont.ogf
fixed_bones = link
custom_data = scripts\limansk\lim_battle_ambient_sound_8.ltx
custom_data = scripts\limansk\lim_sound_battle_ambient_8.ltx
@@ -1,22 +1,72 @@
;--------- SIMULATION --------
;tunnel near Limansk-Red Forest lc
![lim_smart_terrain_1]:default_base
sim_avail = {+mortal_sin} false, true
sim_avail = {+mortal_sin -stalker_rogue_mortal_sin_destruction} false, true
surge = 1
territory = 1
stalker = 2
csky = 2
killer = 5
stalker = 1
csky = 1
killer = 1
bandit = 0
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
![lim_smart_terrain_3]:default_lair
sim_avail = {+lim_monolith_commander_dead} true, false
surge = 1
stalker = 1
csky = 1
ecolog = 1
killer = 0
monolith = 1
![lim_smart_terrain_4]:default_lair
sim_avail = {+lim_monolith_commander_dead} true, false
resource = 1
surge = 1
stalker = 1
csky = 1
ecolog = 0
monolith = 1
killer = 1
bandit = 1
![lim_smart_terrain_5]:default_lair
sim_avail = true
surge = 1
stalker = 1
csky = 1
ecolog = 0
monolith = 0
killer = 1
zombied = 1
![lim_smart_terrain_6]:default_base
sim_avail = {+lim_monolith_commander_dead} false, true
surge = 1
territory = 1
stalker = 0
csky = 0
monolith = 1
monolith_heli = 0
![lim_smart_terrain_7]:default_lair
sim_avail = true
greh = 0
zombied = 1
![lim_smart_terrain_8]:default_lair
sim_avail = true
territory = 1
;construction site
![lim_smart_terrain_9]:default_base
sim_avail = {+lim_monolith_commander_dead} false, true
surge = 1
stalker = 0
csky = 0
monolith = 1
greh = 1
killer = 0
monolith_heli = 0
![lim_smart_terrain_10]:default_base
sim_avail = true
@@ -25,7 +75,7 @@ territory = 1
stalker = 0
csky = 0
ecolog = 0
monolith = 5
monolith = 1
greh = 1
killer = 0
monolith_heli = 1
@@ -38,63 +88,3 @@ monster_vegetarian = 1
monster_zombied_day = 1
monster_zombied_night = 1
monster_special = 1
![lim_smart_terrain_3]:default_lair
sim_avail = true
surge = 1
stalker = 1
csky = 1
ecolog = 1
killer = 0
monolith = 1
![lim_smart_terrain_4]:default_lair
sim_avail = true
resource = 1
surge = 1
stalker = 1
csky = 1
ecolog = 0
monolith = 1
killer = 3
bandit = 1
![lim_smart_terrain_5]:default_lair
sim_avail = true
surge = 1
stalker = 1
csky = 1
ecolog = 0
monolith = 1
killer = 1
zombied = 1
![lim_smart_terrain_6]:default_base
sim_avail = {+lim_monolith_commander_dead} false, true
surge = 1
territory = 1
stalker = 0
csky = 0
monolith = 5
monolith_heli = 0
![lim_smart_terrain_7]:default_lair
sim_avail = true
surge = 1
greh = 0
zombied = 1
![lim_smart_terrain_8]:default
sim_avail = true
surge = 1
;construction site
![lim_smart_terrain_9]:default_base
sim_avail = {+lim_monolith_commander_dead} false, true
surge = 1
stalker = 0
csky = 0
monolith = 5
greh = 2
killer = 0
monolith_heli = 0
@@ -6,3 +6,8 @@ kat_greh_guard_squad = 1
monolith_sim_squad_advanced = 0
monolith_sim_squad_novice = 0
monolith_sim_squad_veteran = 0
![red_smart_terrain_3_2]
red_3_2_greh_guard_squad = 0
red_greh_trader_squad = 0
red_greh_tech_squad = 0
@@ -0,0 +1,7 @@
[kat_climb_sound]
type = 3d
path = ambient\climb_1
shuffle = rnd
idle = 5,15,100
levels = l11_hospital
@@ -0,0 +1,6 @@
[dynamic_object_configs]
smart = katacomb_smart_terrain
condlist_0 = true
[exclusive]
climb_1 = kat_climb_action_1 | -76.55,32.55,678.53 | -10,0,90 | condlist_0
@@ -15,4 +15,4 @@ battle_ambient_5= lim_battle_sound_5 | -61.77,0.73,-104.86 | 0,0,0 | condlist_
battle_ambient_6= lim_battle_sound_6 | 22.14,24.28,-147.12 | 0,0,0 | condlist_0
battle_ambient_7= lim_battle_sound_7 | -36.90,7.48,-363.32 | 0,0,0 | condlist_0
battle_ambient_8= lim_battle_sound_8 | 58.00,18.67,-316.17 | 0,0,0 | condlist_0
duga_antenna = duga_antenna_sound_1 | 108.02,9.03,231.14 | 0,0,0 | condlist_0
duga_antenna = duga_antenna_sound_1 | 108.02,9.03,231.14 | 0,0,0 | condlist_0
@@ -5,7 +5,6 @@ npc = red_greh_trader
npc_in_squad = 1, 1
story_id = red_greh_trader_squad
target_smart = katacomb_smart_terrain
always_arrived = true
![red_greh_tech_squad]:online_offline_group
faction = greh
@@ -13,7 +12,6 @@ npc = red_greh_tech
npc_in_squad = 1, 1
story_id = red_greh_tech_squad
target_smart = katacomb_smart_terrain
always_arrived = true
[red_greh_guide_squad]:online_offline_group
faction = greh
@@ -21,7 +19,6 @@ npc = red_greh_guide
npc_in_squad = 1, 1
story_id = red_greh_guide_squad
target_smart = katacomb_smart_terrain
always_arrived = true
[kat_greh_guard_squad]:online_offline_group
faction = greh
@@ -1,12 +1,12 @@
[monolith_lim_stronghold_squad]:online_offline_group
faction = monolith
npc = sim_default_monolith_2, sim_default_monolith_2, sim_default_monolith_4, sim_default_monolith_1
npc = sim_default_monolith_1, sim_default_monolith_1, sim_default_monolith_2, sim_default_monolith_4
always_arrived = true
target_smart = lim_smart_terrain_9
[monolith_lim_checkpoint_squad]:online_offline_group
faction = monolith
npc = sim_default_monolith_4, sim_default_monolith_2, sim_monolith_sniper, sim_monolith_sniper
npc = sim_default_monolith_2, sim_default_monolith_2, sim_monolith_sniper, sim_monolith_sniper
always_arrived = true
target_smart = lim_smart_terrain_6
@@ -32,13 +32,13 @@ target_smart = lim_smart_terrain_10
[killer_lim_north_street_squad]:online_offline_group
faction = killer
npc = sim_default_killer_2, sim_default_killer_2, sim_default_killer_3, sim_default_killer_2
npc = sim_default_killer_2, sim_default_killer_2, sim_default_killer_2, sim_default_killer_2
always_arrived = true
target_smart = lim_smart_terrain_3
[killer_lim_south_street_squad]:online_offline_group
faction = killer
npc_random = sim_default_killer_1, sim_default_killer_2, sim_default_killer_3, sim_default_killer_2, sim_default_killer_3, sim_default_killer_4
npc_random = sim_default_killer_1, sim_default_killer_1, sim_default_killer_2, sim_default_killer_2, sim_default_killer_3, sim_default_killer_4
npc_in_squad = 8, 10
always_arrived = true
target_smart = lim_smart_terrain_1
@@ -13,14 +13,14 @@ trader = red_greh_trader
mechanic = red_greh_tech
medic =
barman =
guide = red_greh_guide
guide =
leader_name = red_greh_trader_name
trader_name = red_greh_trader_name
mechanic_name = red_greh_tech_name
medic_name =
barman_name =
guide_name = red_greh_guide_name
guide_name =
;----------------------------------------------------------------
![news_levels]
@@ -1,9 +0,0 @@
![greh_start_locations]
deserted_hospital = l11_hospital
[deserted_hospital]
lvid = 4306
gvid = 2902
x = -83.713500976562
y = 20.116319656372
z = 562.2255859375
@@ -0,0 +1,22 @@
[logic]
active = ph_idle@wait_actor
[ph_idle@base]
nonscript_usable = true
[ph_idle@wait_actor]:ph_idle@base
tips = Climb:Up
on_use = ph_idle@reset %+kat_climb_ladder%
[ph_idle@reset]
on_info = ph_idle@end %-kat_climb_ladder%
[ph_idle@climb_sound_1]:ph_idle@base
on_info = %=play_sound(kat_climb_sound)%
on_signal = sound_end | ph_idle@end
[ph_idle@end]
on_timer = 2000 | ph_idle@wait_actor
[collide]
ignore_static
@@ -0,0 +1,14 @@
[logic]
active = ph_idle@teleport
[ph_idle@teleport]
on_info = {=dist_to_actor_le(1) +kat_climb_ladder} ph_idle@fade_in %=run_postprocess(fade_in) =disable_ui =play_sound(kat_climb_sound)%
[ph_idle@fade_in]
on_game_timer = 15 | ph_idle@wait %=script(redone_lc_kat_transition_local:teleport_actor) =enable_ui%
[ph_idle@wait]
on_timer = 2000 | ph_idle@teleport
[collide]
ignore_static
@@ -103,7 +103,7 @@ path_end = loop
[logic@kat_greh_guide]
active = beh@kat_greh_guide
suitable = {=check_npc_name(red_greh_guide)} true
prior = 140
prior = 200
level_spot = quest_npc
can_select_weapon = true
dont_keep_items = true
@@ -148,79 +148,3 @@ meet_on_talking = false
[beh@kat_greh_guide]:beh@general_guide
pt1 = 88860000,ward | pos: -86.222045898438, 24.959012985229, 676.20458984375 look: -86.265991210938, 24.959306716919, 675.02551269531
path_end = loop
[logic@kat_greh_squad_guard_mlr_1]
active = beh@greh_guard_1
suitable = {=target_squad_name(kat_greh_guard_squad)} true
prior = 200
[logic@kat_greh_squad_guard_mlr_2]
active = beh@greh_guard_2
suitable = {=target_squad_name(kat_greh_guard_squad)} true
prior = 200
[logic@kat_greh_squad_guard_mlr_3]
active = beh@greh_guard_3
suitable = {=target_squad_name(kat_greh_guard_squad)} true
prior = 200
[logic@kat_greh_squad_guard_mlr_4]
active = beh@greh_guard_4
suitable = {=target_squad_name(kat_greh_guard_squad)} true
prior = 200
[logic@kat_greh_squad_guard_mlr_5]
active = beh@greh_guard_5
suitable = {=target_squad_name(kat_greh_guard_squad)} true
prior = 200
[logic@kat_greh_squad_guard_mlr_6]
active = beh@greh_guard_6
suitable = {=target_squad_name(kat_greh_guard_squad)} true
prior = 200
[beh@general]
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = guard
walk_anim = patrol
jog_anim = assault
run_anim = assault
delay_anim = guard
combat_ignore_cond = false
combat_ignore_keep_when_attacked = false
gather_items_enabled = false
help_wounded_enabled = true
corpse_detection_enabled = false
invulnerable = false
[beh@greh_guard_1]:beh@general
pt1 = 88860000, guard | pos: -97.44344329834, 24.958185195923, 670.44049072266 look: -96.752998352051, 24.958312988281, 670.04248046875
path_end = loop
[beh@greh_guard_2]:beh@general
pt1 = 88860000, guard | pos: -92.689697265625, 31.959281921387, 648.19702148438 look: -92.613296508789, 31.962169647217, 649.19274902344
path_end = loop
[beh@greh_guard_3]:beh@general
pt1 = 88860000, guard | pos: -95.86979675293, 31.96032333374, 664.93176269531 look: -95.10620880127, 31.960681915283, 665.11395263672
path_end = loop
[beh@greh_guard_4]:beh@general
pt1 = 88860000, guard | pos: -75.131904602051, 24.95618057251, 670.60522460938 look: -76.52653503418, 24.954193115234, 670.49530029297
path_end = loop
[beh@greh_guard_5]:beh@general
pt1 = 100, guard | pos: -76.809753417969, 24.95644569397, 668.77661132812 look: -76.809753417969, 24.95644569397, 668.77661132812
pt2 = 88860000, guard | pos: -86.736038208008, 31.959117889404, 623.85650634766 look: -86.74284362793, 31.958141326904, 624.85491943359
path_end = loop
[beh@greh_guard_6]:beh@general
pt1 = 150000, guard | pos: -80.030906677246, 24.95712852478, 625.16534423828 look: -79.785308837891, 24.95729637146, 625.85827636719
pt2 = 150000, guard | pos: -79.884262084961, 24.952238082886, 663.27172851562 look: -80.697418212891, 24.954141616821, 663.52099609375
pt3 = 150000, guard | pos: -74.981605529785, 31.958099365234, 669.80322265625 look: -75.09806060791, 31.958499908447, 670.43804931641
pt4 = 150000, guard | pos: -76.043258666992, 31.95726776123, 632.13128662109 look: -76.794120788574, 31.959053039551, 632.73126220703
path_end = loop
@@ -0,0 +1,74 @@
[logic@kat_greh_squad_guard_mlr_1]
active = beh@greh_guard_1
suitable = {=target_squad_name(kat_greh_guard_squad)} true
prior = 200
[logic@kat_greh_squad_guard_mlr_2]
active = beh@greh_guard_2
suitable = {=target_squad_name(kat_greh_guard_squad)} true
prior = 200
[logic@kat_greh_squad_guard_mlr_3]
active = beh@greh_guard_3
suitable = {=target_squad_name(kat_greh_guard_squad)} true
prior = 200
[logic@kat_greh_squad_guard_mlr_4]
active = beh@greh_guard_4
suitable = {=target_squad_name(kat_greh_guard_squad)} true
prior = 200
[logic@kat_greh_squad_guard_mlr_5]
active = beh@greh_guard_5
suitable = {=target_squad_name(kat_greh_guard_squad)} true
prior = 200
[logic@kat_greh_squad_guard_mlr_6]
active = beh@greh_guard_6
suitable = {=target_squad_name(kat_greh_guard_squad)} true
prior = 200
[beh@general]
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = guard
walk_anim = patrol
jog_anim = assault
run_anim = assault
delay_anim = guard
combat_ignore_cond = false
combat_ignore_keep_when_attacked = false
gather_items_enabled = false
help_wounded_enabled = true
corpse_detection_enabled = false
invulnerable = false
[beh@greh_guard_1]:beh@general
pt1 = 88860000, guard | pos: -97.44344329834, 24.958185195923, 670.44049072266 look: -96.752998352051, 24.958312988281, 670.04248046875
path_end = loop
[beh@greh_guard_2]:beh@general
pt1 = 88860000, guard | pos: -92.689697265625, 31.959281921387, 648.19702148438 look: -92.613296508789, 31.962169647217, 649.19274902344
path_end = loop
[beh@greh_guard_3]:beh@general
pt1 = 88860000, guard | pos: -95.86979675293, 31.96032333374, 664.93176269531 look: -95.10620880127, 31.960681915283, 665.11395263672
path_end = loop
[beh@greh_guard_4]:beh@general
pt1 = 88860000, guard | pos: -75.131904602051, 24.95618057251, 670.60522460938 look: -76.52653503418, 24.954193115234, 670.49530029297
path_end = loop
[beh@greh_guard_5]:beh@general
pt1 = 100, guard | pos: -76.809753417969, 24.95644569397, 668.77661132812 look: -76.809753417969, 24.95644569397, 668.77661132812
pt2 = 88860000, guard | pos: -86.736038208008, 31.959117889404, 623.85650634766 look: -86.74284362793, 31.958141326904, 624.85491943359
path_end = loop
[beh@greh_guard_6]:beh@general
pt1 = 150000, guard | pos: -80.030906677246, 24.95712852478, 625.16534423828 look: -79.785308837891, 24.95729637146, 625.85827636719
pt2 = 150000, guard | pos: -79.884262084961, 24.952238082886, 663.27172851562 look: -80.697418212891, 24.954141616821, 663.52099609375
pt3 = 150000, guard | pos: -74.981605529785, 31.958099365234, 669.80322265625 look: -75.09806060791, 31.958499908447, 670.43804931641
pt4 = 150000, guard | pos: -76.043258666992, 31.95726776123, 632.13128662109 look: -76.794120788574, 31.959053039551, 632.73126220703
path_end = loop
@@ -1,3 +1,19 @@
![logic]
!active = sr_crow_spawner
active = sr_idle@check_story
[sr_idle@check_story]
on_info = {-story_mode_disabled} sr_idle@check_actor, {+story_mode_disabled -yan_x16_complete_end} sr_idle@check_actor %+yan_kill_brain_done%
[sr_idle@check_actor]
on_info = {=actor_community(actor_monolith) -yan_x16_complete_end} sr_idle@check_helmet %+yan_kill_brain_done%, {=actor_community(actor_greh) -yan_x16_complete_end} sr_idle@check_helmet %+yan_kill_brain_done%, sr_idle@check_helmet
[sr_idle@check_helmet]
on_info = {=actor_has_item(good_psy_helmet)} sr_idle@check_spawner %+living_legend_psy_helmet%, {=actor_has_item(bad_psy_helmet)} sr_idle@check_spawner %+living_legend_psy_helmet%, sr_idle@check_spawner
[sr_idle@check_spawner]
on_info = sr_crow_spawner
![sr_crow_spawner]
max_crows_on_level = 5
spawn_path = kat_crow_spawn_1, kat_crow_spawn_2, kat_crow_spawn_3, kat_crow_spawn_4, kat_crow_spawn_5
@@ -0,0 +1,9 @@
![logic@kat_hosp_z1_minigunner_excl]
;suitable = {!surge_started} true
prior = 150
![logic@kat_hosp_z3_minigunner_excl]
;suitable = {!surge_started} true
prior = 150
@@ -2,38 +2,52 @@
squad_id = 1
max_population = 3
respawn_params = respawn@katacomb_smart_terrain
respawn_only_smart = false
respawn_idle = 43200
respawn_radius = 50
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
;def_restr = nil
;safe_restr = nil
;spawn_point = nil
[respawn@katacomb_smart_terrain] ;-- Type: faction {greh} = faction base
spawn_greh@veteran
spawn_greh@advanced
spawn_greh@novice
spawn_greh@advanced
spawn_greh@veteran
[spawn_greh@novice]
spawn_squads = greh_sim_squad_novice, greh_sim_squad_novice
spawn_num = {+mortal_sin -kat_greh_sabaoth_mortal_sin} 3, 0
spawn_squads = greh_sim_squad_novice, greh_sim_squad_novice, greh_sim_squad_advanced
spawn_num = {=actor_community(actor_monolith)} 3,{=actor_community(actor_greh)} 3,{+mortal_sin -kat_greh_sabaoth_mortal_sin} 3, 0
[spawn_greh@advanced]
spawn_squads = greh_sim_squad_advanced, greh_sim_squad_veteran
spawn_num = {+mortal_sin -kat_greh_sabaoth_mortal_sin} 3, 0
spawn_squads = greh_sim_squad_advanced, greh_sim_squad_advanced, greh_sim_squad_novice
spawn_num = {=actor_community(actor_monolith)} 3,{=actor_community(actor_greh)} 3,{+mortal_sin -kat_greh_sabaoth_mortal_sin} 3, 0
[spawn_greh@veteran]
spawn_squads = greh_sim_squad_advanced, greh_sim_squad_veteran
spawn_num = {+mortal_sin -kat_greh_sabaoth_mortal_sin} 2, 0
spawn_squads = greh_sim_squad_veteran, greh_sim_squad_advanced, greh_sim_squad_advanced
spawn_num = {=actor_community(actor_monolith)} 2,{=actor_community(actor_greh)} 2,{+mortal_sin -kat_greh_sabaoth_mortal_sin} 2, 0
[on_changing_level]
on_info = %=script(redone_xr_dynamic_object:dynamic_object:misc\spawn_object\katacomb_smart_terrain_objects.ltx)%
;[smart_control]
[exclusive]
kat_greh_sabaoth = katacomb_hospital\kat_greh_sabaoth.ltx
kat_greh_tech = katacomb_hospital\kat_greh_mlr_characters_logic.ltx
kat_greh_trader = katacomb_hospital\kat_greh_mlr_characters_logic.ltx
kat_greh_guide = katacomb_hospital\kat_greh_mlr_characters_logic.ltx
kat_greh_sabaoth = katacomb_hospital\kat_greh_sabaoth.ltx
kat_hosp_z1_minigunner_excl = katacomb_hospital\katacomb_smart_terrain_logic.ltx
kat_hosp_z3_minigunner_excl = katacomb_hospital\katacomb_smart_terrain_logic.ltx
kat_greh_squad_guard_mlr_1 = katacomb_hospital\kat_greh_mlr_characters_logic.ltx
kat_greh_squad_guard_mlr_2 = katacomb_hospital\kat_greh_mlr_characters_logic.ltx
kat_greh_squad_guard_mlr_3 = katacomb_hospital\kat_greh_mlr_characters_logic.ltx
kat_greh_squad_guard_mlr_4 = katacomb_hospital\kat_greh_mlr_characters_logic.ltx
kat_greh_squad_guard_mlr_5 = katacomb_hospital\kat_greh_mlr_characters_logic.ltx
kat_greh_squad_guard_mlr_6 = katacomb_hospital\kat_greh_mlr_characters_logic.ltx
kat_greh_squad_guard_mlr_1 = katacomb_hospital\katacomb_smart_terrain_squad_logic.ltx
kat_greh_squad_guard_mlr_2 = katacomb_hospital\katacomb_smart_terrain_squad_logic.ltx
kat_greh_squad_guard_mlr_3 = katacomb_hospital\katacomb_smart_terrain_squad_logic.ltx
kat_greh_squad_guard_mlr_4 = katacomb_hospital\katacomb_smart_terrain_squad_logic.ltx
kat_greh_squad_guard_mlr_5 = katacomb_hospital\katacomb_smart_terrain_squad_logic.ltx
kat_greh_squad_guard_mlr_6 = katacomb_hospital\katacomb_smart_terrain_squad_logic.ltx
@@ -1,17 +0,0 @@
[logic]
active = ph_idle@play
[ph_idle@play]
on_info = %=play_sound(lim_battle_ambient_1)%
;on_info2 = {+lim_monolith_commander_dead} ph_idle@stop %=stop_sound%
nonscript_usable = false
[ph_idle@stop]
[collide]
ignore_static
@@ -1,12 +0,0 @@
[logic]
active = ph_idle@play
[ph_idle@play]
on_info = %=play_sound(lim_battle_ambient_2)%
;on_info2 = {+lim_monolith_commander_dead} ph_idle@stop %=stop_sound%
nonscript_usable = false
[ph_idle@stop]
[collide]
ignore_static
@@ -1,12 +0,0 @@
[logic]
active = ph_idle@play
[ph_idle@play]
on_info = %=play_sound(lim_battle_ambient_3)%
;on_info2 = {+lim_monolith_commander_dead} ph_idle@stop %=stop_sound%
nonscript_usable = false
[ph_idle@stop]
[collide]
ignore_static
@@ -1,12 +0,0 @@
[logic]
active = ph_idle@play
[ph_idle@play]
on_info = %=play_sound(lim_battle_ambient_4)%
;on_info2 = {+lim_monolith_commander_dead} ph_idle@stop %=stop_sound%
nonscript_usable = false
[ph_idle@stop]
[collide]
ignore_static
@@ -1,12 +0,0 @@
[logic]
active = ph_idle@play
[ph_idle@play]
on_info = %=play_sound(lim_battle_ambient_5)%
;on_info2 = {+lim_monolith_commander_dead} ph_idle@stop %=stop_sound%
nonscript_usable = false
[ph_idle@stop]
[collide]
ignore_static
@@ -1,17 +0,0 @@
[logic]
active = ph_idle@play
[ph_idle@play]
on_info = %=play_sound(lim_battle_ambient_6)%
;on_info2 = {+lim_monolith_commander_dead} ph_idle@stop %=stop_sound%
nonscript_usable = false
[ph_idle@stop]
[collide]
ignore_static
@@ -1,12 +0,0 @@
[logic]
active = ph_idle@play
[ph_idle@play]
on_info = %=play_sound(lim_battle_ambient_7)%
;on_info2 = {+lim_monolith_commander_dead} ph_idle@stop %=stop_sound%
nonscript_usable = false
[ph_idle@stop]
[collide]
ignore_static
@@ -1,12 +0,0 @@
[logic]
active = ph_idle@play
[ph_idle@play]
on_info = %=play_sound(lim_battle_ambient_8)%
;on_info2 = {+lim_monolith_commander_dead} ph_idle@stop %=stop_sound%
nonscript_usable = false
[ph_idle@stop]
[collide]
ignore_static
@@ -3,7 +3,10 @@ active = beh@monolith_commander_lider
suitable = {=check_npc_name(sim_default_monolith_4)} true
prior = 200
level_spot = quest_npc
on_death = death_monolith_commander
on_death = death
[death]
on_info = %+lim_monolith_commander_dead%
[logic@lim_monolith_commander_guard_1]
active = beh@monolith_commander_guard_1
@@ -15,9 +18,6 @@ active = beh@monolith_commander_guard_2
suitable = {=target_squad_name(monolith_lim_commander_guard)} true
prior = 200
[death_monolith_commander]
on_info = %+lim_monolith_commander_dead%
[beh@general]
behavior_state = beh_move
target = waypoint
@@ -1,5 +1,5 @@
[logic]
active = {+monolith_lim_outpost_megafone_1} ph_idle@play, ph_idle@stop
active = {+monolith_lim_outpost_megafone_1} ph_idle@play, ph_idle@stop %=stop_sound%
[ph_idle@play]
nonscript_usable = false
@@ -1,5 +1,5 @@
[logic]
active = {+monolith_lim_outpost_megafone_2} ph_idle@delay, ph_idle@stop
active = {+monolith_lim_outpost_megafone_2} ph_idle@delay, ph_idle@stop %=stop_sound%
[ph_idle@delay]
on_info = {-monolith_lim_outpost_megafone_2} ph_idle@stop %=stop_sound%
@@ -11,7 +11,7 @@ on_use = %=stop_sound% ph_idle@stop
[ph_idle@stop]:ph_idle@base
on_info = %+monolith_lim_outpost_megafone_1%
on_info2 = {-lim_monolith_commander_dead} ph_idle@reset, ph_idle@stop
on_info2 = {-lim_monolith_commander_dead} ph_idle@reset, ph_idle@stop %=stop_sound%
tips = Turn:On
on_use = ph_idle@play
@@ -1,5 +1,5 @@
[logic]
active = ph_idle@play
active = ph_idle@stop
[ph_idle@base]
nonscript_usable = true
@@ -0,0 +1,21 @@
[logic]
active = ph_idle@play
[ph_idle@play]
on_info = %=play_sound(lim_battle_ambient_1)%
on_signal = sound_end | ph_idle@delay %=stop_sound%
nonscript_usable = false
[ph_idle@delay]
on_info = {+lim_monolith_commander_dead} ph_idle@stop %=stop_sound%
on_game_timer = 760 | ph_idle@play
[ph_idle@stop]
[collide]
ignore_static
@@ -0,0 +1,16 @@
[logic]
active = ph_idle@play
[ph_idle@play]
on_info = %=play_sound(lim_battle_ambient_2)%
on_signal = sound_end | ph_idle@delay %=stop_sound%
nonscript_usable = false
[ph_idle@delay]
on_info = {+lim_monolith_commander_dead} ph_idle@stop %=stop_sound%
on_game_timer = 1260 | ph_idle@play
[ph_idle@stop]
[collide]
ignore_static
@@ -0,0 +1,16 @@
[logic]
active = ph_idle@play
[ph_idle@play]
on_info = %=play_sound(lim_battle_ambient_3)%
on_signal = sound_end | ph_idle@delay %=stop_sound%
nonscript_usable = false
[ph_idle@delay]
on_info = {+lim_monolith_commander_dead} ph_idle@stop %=stop_sound%
on_game_timer = 1260 | ph_idle@play
[ph_idle@stop]
[collide]
ignore_static
@@ -0,0 +1,16 @@
[logic]
active = ph_idle@play
[ph_idle@play]
on_info = %=play_sound(lim_battle_ambient_4)%
on_signal = sound_end | ph_idle@delay %=stop_sound%
nonscript_usable = false
[ph_idle@delay]
on_info = {+lim_monolith_commander_dead} ph_idle@stop %=stop_sound%
on_game_timer = 1560 | ph_idle@play
[ph_idle@stop]
[collide]
ignore_static
@@ -0,0 +1,16 @@
[logic]
active = ph_idle@play
[ph_idle@play]
on_info = %=play_sound(lim_battle_ambient_5)%
on_signal = sound_end | ph_idle@delay %=stop_sound%
nonscript_usable = false
[ph_idle@delay]
on_info = {+lim_monolith_commander_dead} ph_idle@stop %=stop_sound%
on_game_timer = 760 | ph_idle@play
[ph_idle@stop]
[collide]
ignore_static
@@ -0,0 +1,19 @@
[logic]
active = ph_idle@play
[ph_idle@play]
on_info = %=play_sound(lim_battle_ambient_6)%
on_signal = sound_end | ph_idle@delay %=stop_sound%
nonscript_usable = false
[ph_idle@delay]
on_info = {+lim_monolith_commander_dead} ph_idle@stop %=stop_sound%
on_game_timer = 1260 | ph_idle@play
[collide]
ignore_static
@@ -0,0 +1,14 @@
[logic]
active = ph_idle@play
[ph_idle@play]
on_info = %=play_sound(lim_battle_ambient_7)%
on_signal = sound_end | ph_idle@delay %=stop_sound%
nonscript_usable = false
[ph_idle@delay]
on_info = {+lim_monolith_commander_dead} ph_idle@stop %=stop_sound%
on_game_timer = 1260 | ph_idle@play
[collide]
ignore_static
@@ -0,0 +1,14 @@
[logic]
active = ph_idle@play
[ph_idle@play]
on_info = %=play_sound(lim_battle_ambient_8)%
on_signal = sound_end | ph_idle@delay %=stop_sound%
nonscript_usable = false
[ph_idle@delay]
on_info = {+lim_monolith_commander_dead} ph_idle@stop %=stop_sound%
on_game_timer = 1560 | ph_idle@play
[collide]
ignore_static
@@ -12,7 +12,7 @@ nonscript_usable = false
[ph_idle@wait]
on_info = {+lim_monolith_commander_dead} ph_idle@stop %=stop_sound%
on_game_timer = 1220 | ph_idle@play_2
on_game_timer = 1620 | ph_idle@play_2
[ph_idle@play_2]
on_info = %=play_sound(lim_combat_ambient_2)%
@@ -30,7 +30,7 @@ nonscript_usable = false
[ph_idle@wait_3]
on_info = {+lim_monolith_commander_dead} ph_idle@stop %=stop_sound%
on_game_timer = 1220 | ph_idle@play_4
on_game_timer = 1620 | ph_idle@play_4
[ph_idle@play_4]
on_info = %=play_sound(lim_combat_ambient_4)%
@@ -12,7 +12,7 @@ nonscript_usable = false
[ph_idle@wait]
on_info = {+lim_monolith_commander_dead} ph_idle@stop %=stop_sound%
on_game_timer = 1220 | ph_idle@play_2
on_game_timer = 1620 | ph_idle@play_2
[ph_idle@play_2]
on_info = %=play_sound(lim_combat_ambient_1)%
@@ -30,7 +30,7 @@ nonscript_usable = false
[ph_idle@wait_3]
on_info = {+lim_monolith_commander_dead} ph_idle@stop %=stop_sound%
on_game_timer = 1220 | ph_idle@play_4
on_game_timer = 1620 | ph_idle@play_4
[ph_idle@play_4]
on_info = %=play_sound(lim_combat_ambient_3)%
@@ -12,7 +12,7 @@ nonscript_usable = false
[ph_idle@wait]
on_info = {+lim_monolith_commander_dead} ph_idle@stop %=stop_sound%
on_game_timer = 1020 | ph_idle@play_2
on_game_timer = 1620 | ph_idle@play_2
[ph_idle@play_2]
on_info = %=play_sound(lim_combat_ambient_4)%
@@ -30,7 +30,7 @@ nonscript_usable = false
[ph_idle@wait_3]
on_info = {+lim_monolith_commander_dead} ph_idle@stop %=stop_sound%
on_game_timer = 1020 | ph_idle@play_4
on_game_timer = 1620 | ph_idle@play_4
[ph_idle@play_4]
on_info = %=play_sound(lim_combat_ambient_2)%
@@ -12,7 +12,7 @@ nonscript_usable = false
[ph_idle@wait]
on_info = {+lim_monolith_commander_dead} ph_idle@stop %=stop_sound%
on_game_timer = 1020 | ph_idle@play_2
on_game_timer = 1620 | ph_idle@play_2
[ph_idle@play_2]
on_info = %=play_sound(lim_combat_ambient_3)%
@@ -30,7 +30,7 @@ nonscript_usable = false
[ph_idle@wait_3]
on_info = {+lim_monolith_commander_dead} ph_idle@stop %=stop_sound%
on_game_timer = 1020 | ph_idle@play_4
on_game_timer = 1620 | ph_idle@play_4
[ph_idle@play_4]
on_info = %=play_sound(lim_combat_ambient_1)%
@@ -1,13 +1,25 @@
![logic]
!active = sr_crow_spawner
active = sr_idle@check_story
[sr_idle@check_story]
on_info = {-story_mode_disabled} sr_idle@check_actor, {+story_mode_disabled -yan_x16_complete_end} sr_idle@check_actor %+yan_kill_brain_done%
[sr_idle@check_actor]
on_info = {=actor_community(actor_monolith) -yan_x16_complete_end} sr_idle@check_helmet %+yan_kill_brain_done%, {=actor_community(actor_greh) -yan_x16_complete_end} sr_idle@check_helmet %+yan_kill_brain_done%, sr_idle@check_helmet
[sr_idle@check_helmet]
on_info = {=actor_has_item(good_psy_helmet)} sr_idle@check_spawner %+living_legend_psy_helmet%, {=actor_has_item(bad_psy_helmet)} sr_idle@check_spawner %+living_legend_psy_helmet%, sr_idle@check_spawner
[sr_idle@check_spawner]
on_info = {+lim_deactivate_duga_done} sr_idle@check_spawner
![sr_crow_spawner]
max_crows_on_level = 4
spawn_path = lim_crow_spawn_1, lim_crow_spawn_2, lim_crow_spawn_3, lim_crow_spawn_4, lim_crow_spawn_5
on_info20 = %=script(xr_dynamic_object_redone:dynamic_object:misc\spawn_object\lim_effect_ambient_object.ltx)%
on_info21 = %=script(xr_dynamic_object_redone:dynamic_object:misc\spawn_object\lim_smart_terrain_6_object.ltx)%
on_info22 = %=script(xr_dynamic_object_redone:dynamic_object:misc\spawn_object\lim_smart_terrain_10_object.ltx)%
on_info23 = {=actor_community(actor_monolith)} sr_idle@spawn_1, {=actor_community(actor_greh)} sr_idle@spawn_1
on_info24 = {=actor_has_item(good_psy_helmet)} %+living_legend_psy_helmet%, {=actor_has_item(bad_psy_helmet)} %+living_legend_psy_helmet%
on_info50 = {-lim_deactivate_duga_done} sr_idle@check_spawner
[sr_idle@spawn_1]
on_info = sr_idle@nil %=create_squad(killer_lim_south_street_squad:lim_smart_terrain_1)%
[sr_idle@nil]
@@ -1,12 +1,31 @@
[smart_terrain] ;-- Disabled spawn
[smart_terrain]
squad_id = 1
max_population = 3
;respawn_params = respawn@lim_smart_terrain_1
;respawn_idle = 0
max_population = 2
respawn_params = respawn@lim_smart_terrain_1
respawn_only_smart = false
respawn_idle = 172800
respawn_radius = 50
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
;def_restr = nil
;safe_restr = nil
;spawn_point = nil
;[respawn@lim_smart_terrain_1] ;-- Type: faction {stalker\killer} = limansk assablypoint camp point
[respawn@lim_smart_terrain_1] ;-- Type: faction {stalker\killer} = limansk assablypoint camp point
spawn_killer_special
[spawn_killer_special]
spawn_squads = killer_lim_north_street_squad
spawn_num = {!squad_name_exist(killer_lim_north_street_squad) -cit_killers_aslan_dead} 1, 0 ;{-cit_killers_dushman_dead}
[on_changing_level]
on_info = %=script(redone_xr_dynamic_object:dynamic_object:misc\spawn_object\lim_effect_ambient_object.ltx)%
;[smart_control]
[exclusive]
stalker_rogue_ms = limansk\stalker_rogue_ms.ltx
greh_prisoner = limansk\greh_prisoner.ltx
greh_prisoner = limansk\greh_prisoner.ltx
@@ -1,8 +1,16 @@
[smart_terrain]
squad_id = 2
max_population = 4
max_population = 2
respawn_params = respawn@lim_smart_terrain_10
respawn_idle = 172800
respawn_only_smart = false
respawn_idle = 86400
respawn_radius = 50
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
;def_restr = nil
;safe_restr = nil
;spawn_point = nil
[respawn@lim_smart_terrain_10] ;-- Type: faction {monolith\greh} = limansk assablypoint\limansk HQ
spawn_monolith@advanced
@@ -18,6 +26,11 @@ spawn_squads = monolith_sim_squad_veteran, monolith_sim_squad_advanced, monolit
spawn_num = {-lim_monolith_commander_dead} 1, 0
[on_changing_level]
on_info = %=script(redone_xr_dynamic_object:dynamic_object:misc\spawn_object\lim_smart_terrain_10_object.ltx)%
;[smart_control]
[exclusive]
lim_monolith_commander_lider = limansk\lim_monolith_mlr_characters_logic.ltx
lim_monolith_commander_guard_1 = limansk\lim_monolith_mlr_characters_logic.ltx
@@ -1,24 +1,32 @@
[smart_terrain]
squad_id = 4
max_population = 2
max_population = 1
respawn_params = respawn@lim_smart_terrain_3
respawn_idle = 259200
respawn_radius = 200
respawn_only_smart = false
respawn_idle = 86400
respawn_radius = 50
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
;def_restr = nil
;safe_restr = nil
;spawn_point = nil
[respawn@lim_smart_terrain_3] ;-- Type:
spawn_all_normal
spawn_killer_special
[spawn_all_normal] ;-- Normal mutants - Rates of groups: ( 1 tushkano + 2 dogs + 2 cats )
spawn_squads = simulation_tushkano, simulation_dog, simulation_mix_dogs, simulation_cat, simulation_cat
spawn_num = {+lim_monolith_commander_dead} 1, 0
[spawn_killer_special]
spawn_squads = killer_lim_north_street_squad
spawn_num = {!squad_name_exist(killer_lim_north_street_squad)} 1, 0 ;-cit_killers_aslan_dead -cit_killers_dushman_dead
;[on_changing_level]
;[smart_control]
[exclusive]
lim_killer_squad_guard_mlr_1 = limansk\lim_killer_mlr_characters_logic.ltx
lim_killer_squad_guard_mlr_2 = limansk\lim_killer_mlr_characters_logic.ltx
lim_killer_squad_guard_mlr_3 = limansk\lim_killer_mlr_characters_logic.ltx
lim_killer_squad_guard_mlr_4 = limansk\lim_killer_mlr_characters_logic.ltx
lim_killer_squad_guard_mlr_1 = limansk\lim_smart_terrain_3_squad_logic.ltx
lim_killer_squad_guard_mlr_2 = limansk\lim_smart_terrain_3_squad_logic.ltx
lim_killer_squad_guard_mlr_3 = limansk\lim_smart_terrain_3_squad_logic.ltx
lim_killer_squad_guard_mlr_4 = limansk\lim_smart_terrain_3_squad_logic.ltx
@@ -1,9 +1,16 @@
[smart_terrain]
squad_id = 5
max_population = 2
max_population = 1
respawn_params = respawn@lim_smart_terrain_4
respawn_idle = 172800
respawn_radius = 200
respawn_only_smart = false
respawn_idle = 259200
respawn_radius = 50
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
;def_restr = nil
;safe_restr = nil
;spawn_point = nil
[respawn@lim_smart_terrain_4] ;-- Type:
spawn_dogs
@@ -11,7 +18,11 @@ spawn_dogs
[spawn_dogs] ;-- Normal mutants - Rates of groups:( 3 dogs + 1 tushkano )
spawn_squads = simulation_dog, simulation_dog_5_7, simulation_mix_dogs, simulation_tushkano_7_10
spawn_num = {+lim_monolith_commander_dead ~50} 1, 0
spawn_num = {+lim_monolith_commander_dead} 1, 0
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -2,9 +2,21 @@
squad_id = 6
max_population = 2
;respawn_params = respawn@lim_smart_terrain_5
;respawn_idle = 0
;respawn_only_smart = false
;respawn_idle = 86400
;respawn_radius = 50
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
;def_restr = nil
;safe_restr = nil
;spawn_point = nil
;[respawn@lim_smart_terrain_5] ;-- Type:
;[exclusive]
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -1,16 +1,34 @@
[smart_terrain]
squad_id = 7
max_population = 3
max_population = 2
respawn_params = respawn@lim_smart_terrain_6
respawn_idle = 172800
respawn_only_smart = false
respawn_idle = 86400
respawn_radius = 50
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
;def_restr = nil
;safe_restr = nil
;spawn_point = nil
[respawn@lim_smart_terrain_6] ;-- Type: faction {monolith} = checkpoint\outpost
spawn_monolith@novice
spawn_monolith_special
[spawn_monolith@novice]
spawn_squads = monolith_sim_squad_advanced, monolith_sim_squad_advanced, monolith_sim_squad_novice
spawn_squads = monolith_sim_squad_advanced, monolith_sim_squad_novice, monolith_sim_squad_novice
spawn_num = {-lim_monolith_commander_dead} 1, 0
[spawn_monolith_special]
spawn_squads = monolith_lim_checkpoint_squad
spawn_num = {!squad_name_exist(monolith_lim_checkpoint_squad) -lim_monolith_commander_dead} 1, 0
[on_changing_level]
on_info = %=script(redone_xr_dynamic_object:dynamic_object:misc\spawn_object\lim_smart_terrain_6_object.ltx)%
;[smart_control]
;[exclusive]
@@ -2,8 +2,15 @@
squad_id = 8
max_population = 1
respawn_params = respawn@lim_smart_terrain_7
respawn_idle = 172800
respawn_radius = 200
respawn_only_smart = false
respawn_idle = 259200
respawn_radius = 50
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
;def_restr = nil
;safe_restr = nil
;spawn_point = nil
[respawn@lim_smart_terrain_7] ;-- Type:
spawn_mix
@@ -14,4 +21,8 @@ spawn_squads = simulation_snork_2_3, simulation_snork_2_5, simulation_psy_dog, s
spawn_num = {+lim_monolith_commander_dead} 1, 0
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -2,12 +2,20 @@
squad_id = 9
max_population = 0
respawn_params = respawn@lim_smart_terrain_8
respawn_idle = 259200
respawn_only_smart = false
respawn_idle = 172800
respawn_radius = 50
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
;def_restr = nil
;safe_restr = nil
;spawn_point = nil
[respawn@lim_smart_terrain_8] ;-- Type:
spawn_all_normal
spawn_greh@advanced
spawn_greh@novice
spawn_greh@advanced
[spawn_all_normal] ;-- Normal mutants - Rates of groups: ( 1 tushkano + 2 dogs + 2 cats )
@@ -16,12 +24,16 @@ spawn_num = {+lim_monolith_commander_dead} 1, 0
[spawn_greh@novice]
spawn_squads = greh_sim_squad_novice, greh_sim_squad_advanced
spawn_num = {+mortal_sin -stalker_rogue_mortal_sin_destruction} 1, 0
spawn_num = {=actor_community(actor_monolith)} 1,{=actor_community(actor_greh)} 1,{+mortal_sin -stalker_rogue_mortal_sin_destruction} 1, 0
[spawn_greh@advanced]
spawn_squads = greh_sim_squad_novice, greh_sim_squad_advanced
spawn_num = {+mortal_sin -stalker_rogue_mortal_sin_destruction} 1, 0
spawn_num = {=actor_community(actor_monolith)} 1,{=actor_community(actor_greh)} 1,{+mortal_sin -stalker_rogue_mortal_sin_destruction} 1, 0
;[on_changing_level]
;[smart_control]
[exclusive]
lim_stalker_scout = limansk\lim_stalker_scout.ltx
lim_stalker_scout = limansk\lim_stalker_scout.ltx
@@ -1,10 +1,33 @@
[smart_terrain] ;-- Disbaled spawn
[smart_terrain]
squad_id = 10
max_population = 3
;respawn_params = respawn@lim_smart_terrain_9
;respawn_idle = 0
max_population = 2
respawn_params = respawn@lim_smart_terrain_9
respawn_only_smart = false
respawn_idle = 345600
;respawn_radius = 50
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
;def_restr = nil
;safe_restr = nil
;spawn_point = nil
;[respawn@lim_smart_terrain_9] ;-- Type: faction {monolith} = stronghold
[respawn@lim_smart_terrain_9] ;-- Type: faction {monolith} = stronghold
spawn_heli_strong
spawn_heli_weak
[spawn_heli_strong]
spawn_helicopter = simulation_monolith_helicopter_strong
spawn_num = {!down_to_earth_functor !heli_exist_on_level} 1, 0
[spawn_heli_weak]
spawn_helicopter = simulation_monolith_helicopter_weak
spawn_num = {=down_to_earth_functor !heli_exist_on_level} 1, 0
;[on_changing_level]
;[smart_control]
;[exclusive]