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 +1,30 @@
[logic]
active = ph_door@closed
[ph_door@closed]
locked = false
closed = true
;snd_open_start = trader_door_open_start
;snd_close_start = trader_door_close_start
;snd_close_stop = trader_door_close_stop
on_use = ph_door@reset %+pri_hidden_door_open% ;%=play_sound(trader_door_open_start)%
[ph_door@reset]
on_info = ph_door@open %-pri_hidden_door_open%
[ph_door@open]
locked = false
closed = true
;snd_open_start = trader_door_open_start
;snd_close_start = trader_door_close_start
;snd_close_stop = trader_door_close_stop
on_info = ph_door@close
[ph_door@close]
on_game_timer = 10 | ph_door@end ;%=play_sound(trader_door_close_start)%
[ph_door@end]
on_timer = 1000 | ph_door@closed
[collide]
ignore_static
@@ -0,0 +1,14 @@
[logic]
active = ph_idle@teleport
[ph_idle@teleport]
on_info = {=dist_to_actor_le(1) +pri_hidden_door_open} ph_idle@fade_in %=run_postprocess(fade_in) =play_sound(pri_door_open_start) =disable_ui%
[ph_idle@fade_in]
on_game_timer = 15 | ph_idle@wait %=script(redone_lc_pri_transition_local:teleport_actor) =play_sound(pri_door_close_start) =enable_ui%
[ph_idle@wait]
on_timer = 1000 | ph_idle@teleport
[collide]
ignore_static
@@ -0,0 +1,37 @@
[smart_terrain] ;-- Disabled spawn
squad_id = 8
max_population = 1
;respawn_params = respawn@pri_a28_arch
;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@pri_a28_arch] ;-- Type:
;[on_changing_level]
;[smart_control]
[exclusive]
pri_a28_kovalski_arch = evac\pri_a28_arch.ltx
pri_a28_strelok_arch = evac\pri_a28_arch.ltx
pri_a28_military_1_arch = evac\pri_a28_arch.ltx
pri_a28_military_2_arch = evac\pri_a28_arch.ltx
pri_a28_military_3_arch = evac\pri_a28_arch.ltx
pri_a28_military_4_arch = evac\pri_a28_arch.ltx
pri_a28_military_5_arch = evac\pri_a28_arch.ltx
pri_a28_military_6_arch = evac\pri_a28_arch.ltx
pri_a28_zombied_1_arch = evac\pri_a28_arch_zombied.ltx
pri_a28_zombied_2_arch = evac\pri_a28_arch_zombied.ltx
pri_a28_zombied_3_arch = evac\pri_a28_arch_zombied.ltx
pri_a28_zombied_4_arch = evac\pri_a28_arch_zombied.ltx
pri_a28_zombied_5_arch = evac\pri_a28_arch_zombied.ltx
pri_a28_zombied_6_arch = evac\pri_a28_arch_zombied.ltx
@@ -0,0 +1,44 @@
[smart_terrain] ;-- Disabled spawn
squad_id = 8
;max_population = 1
;respawn_params = respawn@pri_a28_base
;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@pri_a28_base] ;-- Type:
;[on_changing_level]
;[smart_control]
[exclusive]
pri_a28_kovalski_base = evac\pri_a28_base.ltx
pri_a28_kirillov_base = evac\pri_a28_base.ltx
pri_a28_strelok_base = evac\pri_a28_base.ltx
pri_a28_military_1_base = evac\pri_a28_base.ltx
pri_a28_military_2_base = evac\pri_a28_base.ltx
pri_a28_military_3_base = evac\pri_a28_base.ltx
pri_a28_military_4_base = evac\pri_a28_base.ltx
pri_a28_military_5_base = evac\pri_a28_base.ltx
pri_a28_zombied_1_base = evac\pri_a28_base_zombied.ltx
pri_a28_zombied_2_base = evac\pri_a28_base_zombied.ltx
pri_a28_zombied_3_base = evac\pri_a28_base_zombied.ltx
pri_a28_zombied_4_base = evac\pri_a28_base_zombied.ltx
pri_a28_zombied_5_base = evac\pri_a28_base_zombied.ltx
pri_a28_zombied_6_base = evac\pri_a28_base_zombied.ltx
pri_a28_zombied_7_base = evac\pri_a28_base_zombied.ltx
pri_a28_zombied_8_base = evac\pri_a28_base_zombied.ltx
pri_a28_zombied_9_base = evac\pri_a28_base_zombied.ltx
pri_a28_zombied_10_base = evac\pri_a28_base_zombied.ltx
pri_a28_zombied_11_base = evac\pri_a28_base_zombied.ltx
pri_a28_zombied_12_base = evac\pri_a28_base_zombied.ltx
@@ -0,0 +1,30 @@
[smart_terrain] ;-- Disabled spawn
squad_id = 8
max_population = 1
;respawn_params = respawn@pri_a28_evac
;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@pri_a28_evac] ;-- Type:
;[on_changing_level]
;[smart_control]
[exclusive]
pri_a28_kovalski_evac = evac\pri_a28_evac.ltx
pri_a28_medic_evac = evac\pri_a28_evac.ltx
pri_a28_strelok_evac = evac\pri_a28_evac.ltx
pri_a28_military_1_evac = evac\pri_a28_evac.ltx
pri_a28_military_2_evac = evac\pri_a28_evac.ltx
pri_a28_military_3_evac = evac\pri_a28_evac.ltx
pri_a28_military_4_evac = evac\pri_a28_evac.ltx
pri_a28_military_5_evac = evac\pri_a28_evac.ltx
@@ -0,0 +1,79 @@
[smart_terrain] ;-- Disabled spawn
squad_id = 8
max_population = 1
;respawn_params = respawn@pri_a28_heli
;respawn_only_smart = false
;respawn_idle = 86400
;respawn_radius = 50
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
def_restr = pri_a28_scene_end_zone
;safe_restr = nil
;spawn_point = nil
;[respawn@pri_a28_heli] ;-- Type:
;[on_changing_level]
;[smart_control]
[exclusive]
pri_a28_kovalski_heli = evac\pri_a28_heli.ltx
pri_a28_strelok_heli = evac\pri_a28_heli.ltx
pri_a28_military_1_heli = evac\pri_a28_heli.ltx
pri_a28_military_2_heli = evac\pri_a28_heli.ltx
pri_a28_military_3_heli = evac\pri_a28_heli.ltx
pri_a28_military_4_heli = evac\pri_a28_heli.ltx
pri_a28_military_5_heli = evac\pri_a28_heli.ltx
pri_a28_military_6_heli = evac\pri_a28_heli.ltx
pri_a28_evac_military_1 = evac\pri_a28_evac_squad.ltx
pri_a28_evac_military_2 = evac\pri_a28_evac_squad.ltx
pri_a28_evac_military_3 = evac\pri_a28_evac_squad.ltx
pri_a28_evac_military_4 = evac\pri_a28_evac_squad.ltx
pri_a28_mono_1_heli = evac\pri_a28_heli_mono.ltx
pri_a28_mono_2_heli = evac\pri_a28_heli_mono.ltx
pri_a28_mono_3_heli = evac\pri_a28_heli_mono.ltx
pri_a28_mono_4_heli = evac\pri_a28_heli_mono.ltx
pri_a28_mono_5_heli = evac\pri_a28_heli_mono.ltx
pri_a28_mono_6_heli = evac\pri_a28_heli_mono.ltx
pri_a28_mono_7_heli = evac\pri_a28_heli_mono.ltx
pri_a28_mono_8_heli = evac\pri_a28_heli_mono.ltx
pri_a28_mono_9_heli = evac\pri_a28_heli_mono.ltx
pri_a28_mono_10_heli = evac\pri_a28_heli_mono.ltx
pri_a28_mono_11_heli = evac\pri_a28_heli_mono.ltx
pri_a28_mono_12_heli = evac\pri_a28_heli_mono.ltx
pri_a28_mono_sniper_1_heli = evac\pri_a28_heli_mono.ltx
pri_a28_mono_sniper_2_heli = evac\pri_a28_heli_mono.ltx
pri_a28_mono_sniper_3_heli = evac\pri_a28_heli_mono.ltx
pri_a28_mono_sniper_4_heli = evac\pri_a28_heli_mono.ltx
pri_a28_mono_add_1_1_heli = evac\pri_a28_heli_mono.ltx
pri_a28_mono_add_1_2_heli = evac\pri_a28_heli_mono.ltx
pri_a28_mono_add_1_3_heli = evac\pri_a28_heli_mono.ltx
pri_a28_mono_add_1_4_heli = evac\pri_a28_heli_mono.ltx
pri_a28_mono_add_1_5_heli = evac\pri_a28_heli_mono.ltx
pri_a28_mono_add_1_6_heli = evac\pri_a28_heli_mono.ltx
pri_a28_mono_add_2_1_heli = evac\pri_a28_heli_mono.ltx
pri_a28_mono_add_2_2_heli = evac\pri_a28_heli_mono.ltx
pri_a28_mono_add_2_3_heli = evac\pri_a28_heli_mono.ltx
pri_a28_mono_add_2_4_heli = evac\pri_a28_heli_mono.ltx
pri_a28_mono_add_2_5_heli = evac\pri_a28_heli_mono.ltx
pri_a28_mono_add_2_6_heli = evac\pri_a28_heli_mono.ltx
pri_a28_mono_add_3_1_heli = evac\pri_a28_heli_mono.ltx
pri_a28_mono_add_3_2_heli = evac\pri_a28_heli_mono.ltx
pri_a28_mono_add_3_3_heli = evac\pri_a28_heli_mono.ltx
pri_a28_mono_add_3_4_heli = evac\pri_a28_heli_mono.ltx
pri_a28_mono_add_3_5_heli = evac\pri_a28_heli_mono.ltx
pri_a28_mono_add_3_6_heli = evac\pri_a28_heli_mono.ltx
@@ -0,0 +1,41 @@
[smart_terrain] ;-- Disabled spawn
squad_id = 8
max_population = 1
;respawn_params = respawn@pri_a28_school
;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@pri_a28_school] ;-- Type:
;[on_changing_level]
;[smart_control]
[exclusive]
pri_a28_kovalski_school = evac\pri_a28_school.ltx
pri_a28_medic_school = evac\pri_a28_school.ltx
pri_a28_strelok_school = evac\pri_a28_school.ltx
pri_a28_military_1_school = evac\pri_a28_school.ltx
pri_a28_military_2_school = evac\pri_a28_school.ltx
pri_a28_military_3_school = evac\pri_a28_school.ltx
pri_a28_military_4_school = evac\pri_a28_school.ltx
pri_a28_military_5_school = evac\pri_a28_school.ltx
pri_a28_snork_1_school = evac\pri_a28_school_snork.ltx
pri_a28_snork_2_school = evac\pri_a28_school_snork.ltx
pri_a28_snork_3_school = evac\pri_a28_school_snork.ltx
pri_a28_snork_4_school = evac\pri_a28_school_snork.ltx
pri_a28_snork_5_school = evac\pri_a28_school_snork.ltx
pri_a28_snork_6_school = evac\pri_a28_school_snork.ltx
pri_a28_snork_7_school = evac\pri_a28_school_snork.ltx
pri_a28_snork_8_school = evac\pri_a28_school_snork.ltx
pri_a28_snork_9_school = evac\pri_a28_school_snork.ltx
@@ -0,0 +1,45 @@
[smart_terrain] ;-- Disabled spawn
squad_id = 8
max_population = 1
;respawn_params = respawn@pri_a28_shop
;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@pri_a28_shop] ;-- Type:
;[on_changing_level]
;[smart_control]
[exclusive]
pri_a28_kovalski_shop = evac\pri_a28_shop.ltx
pri_a28_medic_shop = evac\pri_a28_shop.ltx
pri_a28_strelok_shop = evac\pri_a28_shop.ltx
pri_a28_military_1_shop = evac\pri_a28_shop.ltx
pri_a28_military_2_shop = evac\pri_a28_shop.ltx
pri_a28_military_3_shop = evac\pri_a28_shop.ltx
pri_a28_military_4_shop = evac\pri_a28_shop.ltx
pri_a28_military_5_shop = evac\pri_a28_shop.ltx
pri_a28_zombied_1_shop = evac\pri_a28_shop_zombied.ltx
pri_a28_zombied_2_shop = evac\pri_a28_shop_zombied.ltx
pri_a28_zombied_3_shop = evac\pri_a28_shop_zombied.ltx
pri_a28_zombied_4_shop = evac\pri_a28_shop_zombied.ltx
pri_a28_zombied_5_shop = evac\pri_a28_shop_zombied.ltx
pri_a28_zombied_6_shop = evac\pri_a28_shop_zombied.ltx
pri_a28_zombied_7_shop = evac\pri_a28_shop_zombied.ltx
pri_a28_zombied_8_shop = evac\pri_a28_shop_zombied.ltx
pri_a28_zombied_9_shop = evac\pri_a28_shop_zombied.ltx
pri_a28_zombied_10_shop = evac\pri_a28_shop_zombied.ltx
pri_a28_zombied_11_shop = evac\pri_a28_shop_zombied.ltx
pri_a28_zombied_12_shop = evac\pri_a28_shop_zombied.ltx
@@ -1,6 +1,6 @@
[smart_terrain]
squad_id = 48
max_population = 2
max_population = 1
;respawn_params = respawn@jup_b205_smart_terrain_tushkano
;respawn_only_smart = false
;respawn_idle = 86400
@@ -0,0 +1,20 @@
[logic]
active = ph_idle@transition
[ph_idle@transition]
on_info = {=dist_to_actor_le(5)} ph_idle@teleport %=run_postprocess(fade_in)%
[ph_idle@teleport]
on_game_timer = 10 | ph_idle@black %=script(redone_lc_jup_transition_zone:teleport_actor) =run_postprocess(black:3009:true)%
[ph_idle@black]
on_info = ph_idle@stop %=run_postprocess(black:3009:true)%
[ph_idle@stop]
on_game_timer = 10 | ph_idle@wait %=stop_postprocess(3009)%
[ph_idle@wait]
on_timer = 2000 | ph_idle@transition
[collide]
ignore_static
@@ -0,0 +1,20 @@
[logic]
active = ph_idle@transition
[ph_idle@transition]
on_info = {=dist_to_actor_le(5)} ph_idle@teleport %=run_postprocess(fade_in)%
[ph_idle@teleport]
on_game_timer = 10 | ph_idle@black %=script(redone_lc_jup_transition_zone:teleport_actor) =run_postprocess(black:3009:true)%
[ph_idle@black]
on_info = ph_idle@stop %=run_postprocess(black:3009:true)%
[ph_idle@stop]
on_game_timer = 10 | ph_idle@wait %=stop_postprocess(3009)%
[ph_idle@wait]
on_timer = 2000 | ph_idle@transition
[collide]
ignore_static
@@ -1,32 +0,0 @@
![logic]
!active = ;nil
active = sr_idle@wait_actor
[sr_idle@wait_actor]
on_info = {=actor_near_smart(jup_a9) =is_dark_night} sr_idle@spawn_night_monster, {=actor_near_smart(jup_a9) =is_night} sr_idle@spawn_night_monster
on_info2 = {=actor_near_smart(jup_b47) =is_dark_night} sr_idle@spawn_night_monster_2, {=actor_near_smart(jup_b47) =is_night} sr_idle@spawn_night_monster_2
on_info3 = {=actor_near_smart(jup_sim_19) =is_dark_night} sr_idle@spawn_night_monster_3, {=actor_near_smart(jup_sim_19) =is_night} sr_idle@spawn_night_monster_3
[sr_idle@spawn_night_monster]
on_info = {~20} %=create_squad(simulation_bloodsucker_1_2:jup_a9)% sr_idle@reset, {~40} %=create_squad(simulation_psysucker_1_2:jup_a9)% sr_idle@reset, {~60} %=create_squad(simulation_psysucker:jup_a9)% sr_idle@reset, {~80} %=create_squad(simulation_bloodsucker:jup_a9)% sr_idle@reset, %=create_squad(simulation_snork:jup_a9) sr_idle@reset%
[sr_idle@reset]
;on_info2 = {=actor_near_smart(jup_b47) =is_dark_night} sr_idle@spawn_night_monster_2, {=actor_near_smart(jup_b47) =is_night} sr_idle@spawn_night_monster_2
;on_info3 = {=actor_near_smart(jup_sim_19) =is_dark_night} sr_idle@spawn_night_monster_3, {=actor_near_smart(jup_sim_19) =is_night} sr_idle@spawn_night_monster_3
on_game_timer = 172800 | sr_idle@wait_actor
[sr_idle@spawn_night_monster_2]
on_info = {~20} %=create_squad(simulation_bloodsucker_1_2:jup_b47)% sr_idle@reset_2, {~40} %=create_squad(simulation_psysucker_1_2:jup_b47)% sr_idle@reset_2, {~60} %=create_squad(simulation_psysucker:jup_b47)% sr_idle@reset_2, {~80} %=create_squad(simulation_bloodsucker:jup_b47)% sr_idle@reset_2, %=create_squad(simulation_snork:jup_b47) sr_idle@reset_2%
[sr_idle@reset_2]
;on_info = {=actor_near_smart(jup_a9) =is_dark_night} sr_idle@spawn_night_monster, {=actor_near_smart(jup_a9) =is_night} sr_idle@spawn_night_monster
;on_info3 = {=actor_near_smart(jup_sim_19) =is_dark_night} sr_idle@spawn_night_monster_3, {=actor_near_smart(jup_sim_19) =is_night} sr_idle@spawn_night_monster_3
on_game_timer = 172800 | sr_idle@wait_actor
[sr_idle@spawn_night_monster_3]
on_info = {~20} %=create_squad(simulation_bloodsucker_1_2:jup_sim_19)% sr_idle@reset_3, {~40} %=create_squad(simulation_psysucker_1_2:jup_sim_19)% sr_idle@reset_3, {~60} %=create_squad(simulation_psysucker:jup_sim_19)% sr_idle@reset_3, {~80} %=create_squad(simulation_bloodsucker:jup_sim_19)% sr_idle@reset_3, %=create_squad(simulation_lurker_black:jup_sim_19)% sr_idle@reset_3
[sr_idle@reset_3]
;on_info = {=actor_near_smart(jup_a9) =is_dark_night} sr_idle@spawn_night_monster, {=actor_near_smart(jup_a9) =is_night} sr_idle@spawn_night_monster
;on_info2 = {=actor_near_smart(jup_b47) =is_dark_night} sr_idle@spawn_night_monster_2, {=actor_near_smart(jup_b47) =is_night} sr_idle@spawn_night_monster_2
on_game_timer = 172800 | sr_idle@wait_actor
@@ -1,32 +0,0 @@
![logic]
!active = ;nil
active = sr_idle@wait_actor
[sr_idle@wait_actor]
on_info = {=actor_near_smart(jup_b200) =is_dark_night} sr_idle@spawn_night_monster, {=actor_near_smart(b200) =is_night} sr_idle@spawn_night_monster
on_info2 = {=actor_near_smart(jup_b202) =is_dark_night} sr_idle@spawn_night_monster_2, {=actor_near_smart(jup_b202) =is_night} sr_idle@spawn_night_monster_2
on_info3 = {=actor_near_smart(jup_b211) =is_dark_night} sr_idle@spawn_night_monster_3, {=actor_near_smart(jup_b211) =is_night} sr_idle@spawn_night_monster_3
[sr_idle@spawn_night_monster]
on_info = {~20} %=create_squad(simulation_bloodsucker_1_2:jup_b200)% sr_idle@reset, {~40} %=create_squad(simulation_psysucker_1_2:jup_b200)% sr_idle@reset, {~60} %=create_squad(simulation_psysucker:jup_b200)% sr_idle@reset, {~80} %=create_squad(simulation_bloodsucker:jup_b200)% sr_idle@reset, %=create_squad(simulation_snork:jup_b200)%
[sr_idle@reset]
;on_info2 = {=actor_near_smart(jup_b202) =is_dark_night} sr_idle@spawn_night_monster_2, {=actor_near_smart(jup_b202) =is_night} sr_idle@spawn_night_monster_2
;on_info3 = {=actor_near_smart(jup_b211) =is_dark_night} sr_idle@spawn_night_monster_3, {=actor_near_smart(jup_b211) =is_night} sr_idle@spawn_night_monster_3
on_game_timer = 172800 | sr_idle@wait_actor
[sr_idle@spawn_night_monster_2]
on_info = {~20} %=create_squad(simulation_bloodsucker_1_2:jup_b202)% sr_idle@reset_2, {~40} %=create_squad(simulation_psysucker_1_2:jup_b202)% sr_idle@reset_2, {~60} %=create_squad(simulation_psysucker:jup_b202)% sr_idle@reset_2, {~80} %=create_squad(simulation_bloodsucker:jup_b202)% sr_idle@reset_2, %=create_squad(simulation_snork:jup_b202)%
[sr_idle@reset_2]
;on_info = {=actor_near_smart(jup_b200) =is_dark_night} sr_idle@spawn_night_monster, {=actor_near_smart(b200) =is_night} sr_idle@spawn_night_monster
;on_info3 = {=actor_near_smart(jup_b211) =is_dark_night} sr_idle@spawn_night_monster_3, {=actor_near_smart(jup_b211) =is_night} sr_idle@spawn_night_monster_3
on_game_timer = 172800 | sr_idle@wait_actor
[sr_idle@spawn_night_monster_3]
on_info = {~20} %=create_squad(simulation_bloodsucker_1_2:jup_b211)% sr_idle@reset_3, {~40} %=create_squad(simulation_psysucker_1_2:jup_b211)% sr_idle@reset_3, {~60} %=create_squad(simulation_psysucker:jup_b211)% sr_idle@reset_3, {~80} %=create_squad(simulation_bloodsucker:jup_b211)% sr_idle@reset_3, %=create_squad(simulation_lurker_black:jup_b211)%
[sr_idle@reset_3]
;on_info = {=actor_near_smart(jup_b200) =is_dark_night} sr_idle@spawn_night_monster, {=actor_near_smart(b200) =is_night} sr_idle@spawn_night_monster
;on_info2 = {=actor_near_smart(jup_b202) =is_dark_night} sr_idle@spawn_night_monster_2, {=actor_near_smart(jup_b202) =is_night} sr_idle@spawn_night_monster_2
on_game_timer = 172800 | sr_idle@wait_actor
@@ -1,2 +1,21 @@
![logic]
!active = sr_idle@music
![sr_idle@music]
on_info = %=play_sound(jup_smart_terrain_base_radio_mlr)%
!on_timer = 6660 | sr_idle@propaganda
on_info2 = {=is_night} sr_idle@night
on_info3 = {=surge_started} sr_idle@surge
![sr_idle@propaganda]
!on_info = %=play_sound(mil_freebase_mlr_propaganda)%
!on_timer = 1800 | sr_idle@music
!on_info2 = {=is_night} sr_idle@night
!on_info3 = {=surge_started} sr_idle@surge
![sr_idle@night]
on_info = %=play_sound(jup_night_sound_mlr)%
on_info2 = {!is_night} sr_idle@music
on_info3 = {=surge_started} sr_idle@surge
![sr_idle@surge]
on_info = %=play_sound(broken_radio_mlr)%
on_info2 = {!surge_started !is_night} sr_idle@music
on_info3 = {!surge_started =is_night} sr_idle@night
@@ -1,6 +1,6 @@
[smart_terrain] ;-- Disabled spawn
squad_id = 2
;max_population = 1
max_population = 1
;respawn_params = respawn@jup_a12_merc
;respawn_only_smart = false
;respawn_idle = 86400
@@ -1,6 +1,6 @@
[smart_terrain] ;-- Disabled spawn
squad_id = 40
max_population = 2
max_population = 1
;respawn_params = respawn@jup_a9
;respawn_only_smart = false
;respawn_idle = 86400
@@ -19,7 +19,7 @@ spawn_zombied_squad
[spawn_zombied_squad]
spawn_squads = zombied_sim_squad_novice, zombied_sim_squad_novice, zombied_sim_squad_advanced
;spawn_num = {-jup_b19_agreed_to_go} 2, {+jup_b19_complete} 2, {+jup_b19_yar_enemy_or_dead} 2, 0
spawn_num = {+bar_deactivate_radar_done} 1, 2
spawn_num = {+bar_deactivate_radar_done} 2, 4
;[on_changing_level]
@@ -1,18 +1,18 @@
[smart_terrain]
squad_id = 9
max_population = 2
respawn_params = respawn@jup_b200
respawn_only_smart = false
;respawn_params = respawn@jup_b200
;respawn_only_smart = false
respawn_idle = 172800
respawn_radius = 50
;arrive_dist = 0
;smart_control = nil
att_restr = jup_b207_sr_depot_attack
def_restr = jup_b207_sr_depot_defence
;att_restr = jup_b207_sr_depot_attack
;def_restr = jup_b207_sr_depot_defence
;safe_restr = nil
;spawn_point = nil
faction_controlled = stalker, bandit, csky, freedom, dolg, monolith
faction_controlled = stalker, bandit, csky, freedom, dolg, monolith, greh
default_faction = monolith
faction_respawn_num = 1
@@ -1,6 +1,6 @@
[smart_terrain]
squad_id = 8
max_population = 2
max_population = 1
respawn_params = respawn@jup_b200_tushkan_smart_terrain
respawn_only_smart = false
respawn_idle = 86400
@@ -12,6 +12,10 @@ respawn_radius = 50
;safe_restr = nil
;spawn_point = nil
;faction_controlled = stalker, bandit, csky, freedom, dolg, monolith, greh
;default_faction = monolith
;faction_respawn_num = 1
[respawn@jup_b200_tushkan_smart_terrain] ;-- Type:
spawn_tushkano
@@ -2,9 +2,9 @@
squad_id = 10
max_population = 1
;respawn_params = respawn@jup_b202
;respawn_only_smart = false
;respawn_idle = 86400
;respawn_radius = 50
respawn_only_smart = false
respawn_idle = 86400
respawn_radius = 50
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
@@ -12,6 +12,10 @@ max_population = 1
;safe_restr = nil
;spawn_point = nil
faction_controlled = stalker, bandit, csky, freedom, renegade, monolith, greh
default_faction = monolith
faction_respawn_num = 1
;[respawn@jup_b202] ;-- Type:
@@ -1,6 +1,6 @@
[smart_terrain]
squad_id = 13
max_population = 2
max_population = 1
respawn_params = respawn@jup_b206
respawn_only_smart = false
respawn_idle = 86400
@@ -1,19 +1,19 @@
[smart_terrain]
squad_id = 15
max_population = 3
respawn_params = respawn@jup_b207
respawn_only_smart = false
max_population = 2
;respawn_params = respawn@jup_b207
;respawn_only_smart = false
respawn_idle = 172800
respawn_radius = 50
;arrive_dist = 0
;smart_control = nil
att_restr = jup_b207_sr_depot_attack
def_restr = jup_b207_sr_depot_defence
;att_restr = jup_b207_sr_depot_attack
;def_restr = jup_b207_sr_depot_defence
;safe_restr = nil
;spawn_point = nil
faction_controlled = stalker, freedom
default_faction = freedom
faction_controlled = stalker, csky, freedom, monolith
default_faction = monolith
faction_respawn_num = 1
;[respawn@jup_b207] ;-- Type:
@@ -23,7 +23,7 @@ spawn_num = {-lttz_hb_isg_leader_in_jup} 1, 0
[spawn_chimera]
spawn_squads = simulation_chimera_jupiter
spawn_num = {=actor_week_in_zone(1) -lttz_hb_isg_leader_in_jup} 1, 0
spawn_num = {-lttz_hb_isg_leader_in_jup} 1, 0
;[on_changing_level]
@@ -1,6 +1,6 @@
[smart_terrain]
squad_id = 17
max_population = 2
max_population = 1
respawn_params = respawn@jup_b209
respawn_only_smart = false
respawn_idle = 172800
@@ -1,6 +1,6 @@
[smart_terrain] ;-- Disabled spawn
squad_id = 23
max_population = 2
max_population = 1
;respawn_params = respawn@jup_b4
;respawn_only_smart = false
;respawn_idle = 86400
@@ -1,12 +1,12 @@
[smart_terrain]
squad_id = 58
max_population = 3
max_population = 2
respawn_params = respawn@jup_b41
respawn_only_smart = false
respawn_idle = 86400
respawn_radius = 50
;arrive_dist = 75
smart_control = smart_control
;smart_control = smart_control
;att_restr = nil
def_restr = jup_b41_sr_noweap
safe_restr = jup_b41_sr_light
@@ -44,11 +44,11 @@ spawn_num = {+jup_scientist_hermann_dead +jup_scientist_ozersky_dead +jup_scient
;[on_changing_level]
[smart_control]
noweap_zone = jup_b41_sr_noweap
ignore_zone = jup_b41_sr_light
alarm_start_sound = jup_b41_base_alarm
alarm_stop_sound = jup_b41_base_relax
;[smart_control]
;noweap_zone = jup_b41_sr_noweap
;ignore_zone = jup_b41_sr_light
;alarm_start_sound = jup_b41_base_alarm
;alarm_stop_sound = jup_b41_base_relax
[exclusive]
jup_b6_scientist_nuclear_physicist = jupiter\jup_b6_scientist_nuclear_physicist.ltx
@@ -1,6 +1,6 @@
[smart_terrain] ;-- Disabled spawn
squad_id = 33
max_population = 2
max_population = 1
;respawn_params = respawn@jup_sim_13
;respawn_only_smart = false
;respawn_idle = 172800
@@ -1,6 +1,6 @@
[smart_terrain]
squad_id = 38
max_population = 2
max_population = 1 ;2
respawn_params = respawn@jup_sim_18
respawn_only_smart = false
respawn_idle = 86400
@@ -25,7 +25,7 @@ spawn_num = {+agr_military_colonel_kovalski_dead} 0, 1 ;{-bar_deactivate_radar_d
[spawn_army@alpha]
spawn_squads = army_sim_squad_alpha, army_sim_squad_10
spawn_num = {+agr_military_colonel_kovalski_dead} 4, 1 ;{-bar_deactivate_radar_done} 0,
spawn_num = {+agr_military_colonel_kovalski_dead} 3, 1 ;{-bar_deactivate_radar_done} 0,
[spawn_duty@veteran]
spawn_squads = duty_sim_squad_veteran, army_sim_squad_advanced, army_sim_squad_advanced
@@ -33,7 +33,7 @@ spawn_num = {+bar_dolg_leader_dead +bar_dolg_petrenko_dead} 0, 1 ;{-bar_deactiva
[spawn_duty@alpha]
spawn_squads = dolg_sim_squad_alpha, duty_sim_squad_5
spawn_num = {+bar_dolg_leader_dead +bar_dolg_petrenko_dead} 4, 1 ;{-bar_deactivate_radar_done} 0,
spawn_num = {+bar_dolg_leader_dead +bar_dolg_petrenko_dead} 3, 1 ;{-bar_deactivate_radar_done} 0,
;[on_changing_level]
@@ -18,11 +18,11 @@ spawn_all_worst_c_2_2
[spawn_all_hard_c_2_1] ;-- Hard mutants - Rates of groups: ( 1 pseudodog + 1 fracture + 1 snork + 1 psydog + 2 karlik; + 1 bloodsucker + 1 psysucker)
spawn_squads = simulation_pseudodog, simulation_fracture, simulation_snork_2_3, simulation_karlik, simulation_karlik ;simulation_bloodsucker, simulation_psysucker
spawn_squads = simulation_pseudodog, simulation_fracture, simulation_snork_2_3, simulation_karlik, simulation_karlik ;simulation_bloodsucker, simulation_psysucker, simulation_bibliotekar
spawn_num = {!actor_week_in_zone(3)} 1, {=actor_week_in_zone(3)} 0
[spawn_all_worst_c_2_2] ;-- Worst mutants - Rates of groups: ( 1 pseudodog + 1 fracture + 1 snork + 1 karlik + 1 burer; + 1 bloodsucker + 1 psysucker )
spawn_squads = simulation_pseudodog, simulation_fracture, , simulation_snork_2_5, simulation_psy_dog_squad, simulation_burer, simulation_karlik ;simulation_bloodsucker_1_2, simulation_psysucker_1_2
spawn_squads = simulation_pseudodog, simulation_fracture, , simulation_snork_2_5, simulation_psy_dog_squad, simulation_burer, simulation_karlik, simulation_bibliotekar
spawn_num = {=actor_week_in_zone(3)} 1, {!actor_week_in_zone(3)} 0
@@ -18,11 +18,11 @@ spawn_all_worst_c_2_2
[spawn_all_hard_c_2_1] ;-- Hard mutants - Rates of groups: ( 1 pseudodog + 1 fracture + 1 snork + 1 psydog + 2 karlik; + 1 bloodsucker + 1 psysucker)
spawn_squads = simulation_pseudodog, simulation_fracture, simulation_snork_2_3, simulation_karlik, simulation_karlik ;simulation_bloodsucker, simulation_psysucker
spawn_squads = simulation_pseudodog, simulation_fracture, simulation_snork_2_3, simulation_karlik, simulation_karlik ;simulation_bloodsucker, simulation_psysucker, simulation_bibliotekar
spawn_num = {!actor_week_in_zone(1)} 1, {=actor_week_in_zone(1)} 0
[spawn_all_worst_c_2_2] ;-- Worst mutants - Rates of groups: ( 1 pseudodog + 1 fracture + 1 snork + 1 karlik + 1 burer; + 1 bloodsucker + 1 psysucker )
spawn_squads = simulation_pseudodog, simulation_fracture, , simulation_snork_2_5, simulation_psy_dog_squad, simulation_burer, simulation_karlik ;simulation_bloodsucker_1_2, simulation_psysucker_1_2
spawn_squads = simulation_pseudodog, simulation_fracture, , simulation_snork_2_5, simulation_psy_dog_squad, simulation_burer, simulation_karlik ;simulation_bloodsucker_1_2, simulation_psysucker_1_2, simulation_bibliotekar
spawn_num = {=actor_week_in_zone(1)} 1, {!actor_week_in_zone(1)} 0
@@ -18,11 +18,11 @@ spawn_all_worst_c_2_2
[spawn_all_hard_c_2_1] ;-- Hard mutants - Rates of groups: ( 1 pseudodog + 1 fracture + 1 snork + 1 psydog + 2 karlik; + 1 bloodsucker + 1 psysucker )
spawn_squads = simulation_pseudodog, simulation_fracture, simulation_snork_2_3, simulation_karlik, simulation_karlik ;simulation_bloodsucker, simulation_psysucker
spawn_squads = simulation_pseudodog, simulation_fracture, simulation_snork_2_3, simulation_karlik, simulation_karlik ;simulation_bloodsucker, simulation_psysucker, simulation_bibliotekar
spawn_num = {!actor_week_in_zone(2)} 1, {=actor_week_in_zone(2)} 0
[spawn_all_worst_c_2_2] ;-- Worst mutants - Rates of groups: ( 1 pseudodog + 1 fracture + 1 snork + 1 karlik + 1 burer; + 1 bloodsucker + 1 psysucker )
spawn_squads = simulation_pseudodog, simulation_fracture, , simulation_snork_2_5, simulation_psy_dog_squad, simulation_burer, simulation_karlik ;simulation_bloodsucker_1_2, simulation_psysucker_1_2
spawn_squads = simulation_pseudodog, simulation_fracture, , simulation_snork_2_5, simulation_psy_dog_squad, simulation_burer, simulation_karlik ;simulation_bloodsucker_1_2, simulation_psysucker_1_2, simulation_bibliotekar
spawn_num = {=actor_week_in_zone(2)} 1, {!actor_week_in_zone(2)} 0
@@ -6,16 +6,16 @@ active = sr_idle@wait_actor
on_actor_in_zone = pri_a25_poltergeist_1_spawn_restrictor | sr_idle@spawn_polter
[sr_idle@spawn_polter]
on_info = sr_idle@wait_actor_2 ;%=create_squad(pri_a25_poltergeist_2_squad:pri_a25_smart_terrain)%
on_info = sr_idle@wait_actor_2 %=create_squad(pri_a25_poltergeist_2_squad:pri_a25_smart_terrain)%
[sr_idle@wait_actor_2]
on_actor_in_zone = pri_a25_poltergeist_2_spawn_restrictor | sr_idle@spawn_monster_boss
[sr_idle@spawn_monster_boss]
on_info = sr_idle@check %=create_squad(pri_a25_monster_boss_squad:pri_a25_smart_terrain)% ;{+pri_a25_poltergeist_1_dead +pri_a25_poltergeist_2_dead +pri_a25_poltergeist_3_dead}
on_info = sr_idle@check %=create_squad(pri_a25_poltergeist_3_squad:pri_a25_smart_terrain)% ;{+pri_a25_poltergeist_1_dead +pri_a25_poltergeist_2_dead +pri_a25_poltergeist_3_dead}
[sr_idle@check]
on_info = {+pri_a25_antenna_destroyed} sr_idle@timer %=create_squad(pri_a25_poltergeist_1_squad:pri_a25_smart_terrain) =create_squad(pri_a25_poltergeist_2_squad:pri_a25_smart_terrain) =create_squad(pri_a25_poltergeist_3_squad:pri_a25_smart_terrain)%
on_info = {+pri_a25_antenna_destroyed} sr_idle@timer %=create_squad(pri_a25_poltergeist_1_squad:pri_a25_smart_terrain)%
[sr_idle@timer]
on_game_timer = 345600 | sr_idle@nil %=create_squad(pri_a25_poltergeist_4_squad:pri_a25_smart_terrain)%
@@ -1,32 +0,0 @@
![logic]
!active = ;nil
active = sr_idle@wait_actor
[sr_idle@wait_actor]
on_info = {=actor_near_smart(pri_a28_arch) =is_dark_night} sr_idle@spawn_night_monster, {=actor_near_smart(pri_a28_arch) =is_night} sr_idle@spawn_night_monster
on_info2 = {=actor_near_smart(pri_a28_evac) =is_dark_night} sr_idle@spawn_night_monster_2, {=actor_near_smart(pri_a28_evac) =is_night} sr_idle@spawn_night_monster_2
on_info3 = {=actor_near_smart(pri_sim_5) =is_dark_night} sr_idle@spawn_night_monster_3, {=actor_near_smart(pri_sim_5) =is_night} sr_idle@spawn_night_monster_3
[sr_idle@spawn_night_monster]
on_info = {~20} %=create_squad(simulation_bloodsucker_1_2:pri_a28_arch)% sr_idle@reset, {~40} %=create_squad(simulation_psysucker_1_2:pri_a28_arch)% sr_idle@reset, {~60} %=create_squad(simulation_psysucker:pri_a28_arch)% sr_idle@reset, {~80} %=create_squad(simulation_bloodsucker:pri_a28_arch)% sr_idle@reset, %=create_squad(simulation_snork:pri_a28_arch) sr_idle@reset%
[sr_idle@reset]
;on_info2 = {=actor_near_smart(pri_a28_evac) =is_dark_night} sr_idle@spawn_night_monster_2, {=actor_near_smart(pri_a28_evac) =is_night} sr_idle@spawn_night_monster_2
;on_info3 = {=actor_near_smart(pri_sim_5) =is_dark_night} sr_idle@spawn_night_monster_3, {=actor_near_smart(pri_sim_5) =is_night} sr_idle@spawn_night_monster_3
on_game_timer = 172800 | sr_idle@wait_actor
[sr_idle@spawn_night_monster_2]
on_info = {~20} %=create_squad(simulation_bloodsucker_1_2:pri_a28_evac)% sr_idle@reset_2, {~40} %=create_squad(simulation_psysucker_1_2:pri_a28_evac)% sr_idle@reset_2, {~60} %=create_squad(simulation_psysucker:pri_a28_evac)% sr_idle@reset_2, {~80} %=create_squad(simulation_bloodsucker:pri_a28_evac)% sr_idle@reset_2, %=create_squad(simulation_snork:pri_a28_evac) sr_idle@reset_2%
[sr_idle@reset_2]
;on_info = {=actor_near_smart(pri_a28_arch) =is_dark_night} sr_idle@spawn_night_monster, {=actor_near_smart(pri_a28_arch) =is_night} sr_idle@spawn_night_monster
;on_info3 = {=actor_near_smart(pri_sim_5) =is_dark_night} sr_idle@spawn_night_monster_3, {=actor_near_smart(pri_sim_5) =is_night} sr_idle@spawn_night_monster_3
on_game_timer = 172800 | sr_idle@wait_actor
[sr_idle@spawn_night_monster_3]
on_info = {~20} %=create_squad(simulation_bloodsucker_1_2:pri_sim_5)% sr_idle@reset_3, {~40} %=create_squad(simulation_psysucker_1_2:pri_sim_5)% sr_idle@reset_3, {~60} %=create_squad(simulation_psysucker:pri_sim_5)% sr_idle@reset_3, {~80} %=create_squad(simulation_bloodsucker:pri_sim_5)% sr_idle@reset_3, %=create_squad(simulation_lurker_black:pri_sim_5)% sr_idle@reset_3
[sr_idle@reset_3]
;on_info = {=actor_near_smart(pri_a28_arch) =is_dark_night} sr_idle@spawn_night_monster, {=actor_near_smart(pri_a28_arch) =is_night} sr_idle@spawn_night_monster
;on_info2 = {=actor_near_smart(pri_a28_evac) =is_dark_night} sr_idle@spawn_night_monster_2, {=actor_near_smart(pri_a28_evac) =is_night} sr_idle@spawn_night_monster_2
on_game_timer = 172800 | sr_idle@wait_actor
@@ -18,14 +18,15 @@ on_info = {+bar_deactivate_radar_done} sr_crow_spawner
max_crows_on_level = 4
spawn_path = soc_pri_crow_spawn_1, soc_pri_crow_spawn_2, soc_pri_crow_spawn_3, soc_pri_crow_spawn_4, soc_pri_crow_spawn_5
on_info50 = {-bar_deactivate_radar_done} sr_idle@check_spawner
;on_info51 = {+bar_deactivate_radar_done +pri_monolith_haron_dead +pri_monolith_trader_dead +pri_monolith_tech_dead -pri_spawn_complete =actor_community(actor_army)} sr_idle@spawn_1
;[sr_idle@check_spawn_1]:sr_crow_spawner
;on_info = {!squad_name_exist(military_base_mlr_squad) !squad_name_exist(military_base_mlra_squad) !squad_name_exist(military_depot_mlr_squad)} sr_idle@spawn_1, sr_idle@spawn_end
on_info51 = {+bar_deactivate_radar_done +pri_monolith_haron_dead +pri_monolith_trader_dead +pri_monolith_tech_dead -pri_spawn_complete =actor_community(actor_army)} sr_idle@check_spawn_1
;[sr_idle@spawn_1]:sr_crow_spawner
;on_game_timer = 50 | sr_idle@spawn_end %=create_squad(military_base_mlr_squad:pri_smart_neutral_stalker1) =create_squad(military_base_mlra_squad:pri_smart_neutral_stalker1) =create_squad(military_depot_mlr_squad:pri_smart_neutral_stalker1)%
[sr_idle@check_spawn_1]:sr_crow_spawner
on_info = {!squad_name_exist(military_base_mlr_squad) !squad_name_exist(military_base_mlra_squad) !squad_name_exist(military_depot_mlr_squad)} sr_idle@spawn_1, sr_idle@spawn_end
;[sr_idle@spawn_end]:sr_crow_spawner
;on_info = sr_idle@check_spawner %+pri_spawn_complete%
[sr_idle@spawn_1]:sr_crow_spawner
on_game_timer = 50 | sr_idle@spawn_end %=create_squad(military_base_mlr_squad:pri_smart_neutral_stalker1) =create_squad(military_base_mlra_squad:pri_smart_neutral_stalker1) =create_squad(military_depot_mlr_squad:pri_smart_neutral_stalker1)%
[sr_idle@spawn_end]:sr_crow_spawner
on_info = sr_idle@check_spawner %+pri_spawn_complete%
@@ -18,7 +18,7 @@ spawn_dogs_special
[spawn_dogs_special];-- Weak mutants - Rates of groups: ( 1 dogs )
spawn_squads = pri_b304_dogs
spawn_num = {!squad_name_exist(pri_b304_dogs) ~50} 1, 0
spawn_num = {!squad_name_exist(pri_b304_dogs) ~20} 1, 0
;[on_changing_level]
@@ -3,8 +3,8 @@ squad_id = 32
max_population = 2
respawn_params = respawn@mlr_terrain
respawn_only_smart = false
respawn_idle = 10
respawn_radius = 10000
respawn_idle = 86400
respawn_radius = 1000
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
@@ -9,7 +9,7 @@ arrive_dist = 25
def_restr = pri_a16_sr_noweap
safe_restr = pri_surge_hide_a16; pri_a16_sr_light
;spawn_point = nil
smart_control = smart_control
;smart_control = smart_control
[respawn@pri_a16] ;-- Type: faction {stalker\csky} = outpost
spawn_stalker@advanced
@@ -37,11 +37,7 @@ spawn_num = {!squad_name_exist(start_prachka_squad) -pri_stalker_cachier_dead -p
;[on_changing_level]
[smart_control]
noweap_zone = pri_a16_sr_noweap
ignore_zone = pri_surge_hide_a16; pri_a16_sr_light
alarm_start_sound = pri_a16_base_alarm ; nil, {-pri_b305_fifth_cam_end}
alarm_stop_sound = pri_a16_base_relax ; nil, {-pri_b305_fifth_cam_end}
;[smart_control]
[exclusive]
trader_pri_a15_mlr = pripyat\pri_a15_mlr.ltx
@@ -56,11 +52,11 @@ pri_a16_stalker_stitch_oa = pripyat\pri_a16_stalker_strelok_team.ltx
pri_a16_guard_work_1 = pripyat\pri_a16_smart_logic_mlr.ltx
pri_a16_guard_work_2 = pripyat\pri_a16_smart_logic_mlr.ltx
pri_a16_guard_work_3 = pripyat\pri_a16_smart_logic_mlr.ltx;
pri_a16_guard_work_3 = pripyat\pri_a16_smart_logic_mlr.ltx
pri_a16_camp_work_1 = pripyat\pri_a16_smart_logic_mlr.ltx
;pri_a16_camp_work_2 = pripyat\pri_a16_smart_logic_mlr.ltx
pri_a16_camp_work_3 = pripyat\pri_a16_smart_logic_mlr.ltx;
pri_a16_camp_work_3 = pripyat\pri_a16_smart_logic_mlr.ltx
pri_a16_camp_work_4 = pripyat\pri_a16_smart_logic_mlr.ltx
;pri_a16_camp_work_5 = pripyat\pri_a16_smart_logic_mlr.ltx
pri_a16_camp_work_6 = pripyat\pri_a16_smart_logic_mlr.ltx
@@ -14,11 +14,7 @@ smart_control = smart_control
;[respawn@pri_a16_mlr_copy] ;-- Type: faction {monolith\greh} = guard\campsite
[smart_control]
noweap_zone = pri_a16_sr_noweap
ignore_zone = pri_surge_hide_a16; pri_a16_sr_light
alarm_start_sound = pri_a16_base_alarm ; nil, {-pri_b305_fifth_cam_end}
alarm_stop_sound = pri_a16_base_relax ; nil, {-pri_b305_fifth_cam_end}
;[smart_control]
;[on_changing_level]
@@ -27,11 +23,11 @@ pri_a16_mech_mlr = pripyat\pri_a15_mlr.ltx
pri_a16_guard_work_1 = pripyat\pri_a16_smart_logic_mlr.ltx
pri_a16_guard_work_2 = pripyat\pri_a16_smart_logic_mlr.ltx
pri_a16_guard_work_3 = pripyat\pri_a16_smart_logic_mlr.ltx;
pri_a16_guard_work_3 = pripyat\pri_a16_smart_logic_mlr.ltx
pri_a16_camp_work_1 = pripyat\pri_a16_smart_logic_mlr.ltx
pri_a16_camp_work_2 = pripyat\pri_a16_smart_logic_mlr.ltx
pri_a16_camp_work_3 = pripyat\pri_a16_smart_logic_mlr.ltx;
pri_a16_camp_work_3 = pripyat\pri_a16_smart_logic_mlr.ltx
pri_a16_camp_work_4 = pripyat\pri_a16_smart_logic_mlr.ltx
pri_a16_camp_work_5 = pripyat\pri_a16_smart_logic_mlr.ltx
pri_a16_camp_work_6 = pripyat\pri_a16_smart_logic_mlr.ltx
@@ -2,7 +2,7 @@
squad_id = 25
max_population = 2
respawn_params = respawn@pri_a17
respawn_idle = 345600
respawn_idle = 172800
respawn_radius = 50
;arrive_dist = 0
;smart_control = nil
@@ -1,10 +0,0 @@
[smart_terrain] ;-- No function
squad_id = 0
max_population = 1
;respawn_params = respawn@pri_a28_arch
;respawn_idle = 172800
;[respawn@pri_a28_arch] ;-- Type:
;[exclusive]
@@ -1,10 +0,0 @@
[smart_terrain] ;-- No function
squad_id = 0
max_population = 1
;respawn_params = respawn@pri_a28_evac
;respawn_idle = 172800
;[respawn@pri_a28_evac] ;-- Type:
;[exclusive]
@@ -1,10 +0,0 @@
[smart_terrain] ;-- No function
squad_id = 0
max_population = 1
;respawn_params = respawn@pri_a28_school
;respawn_idle = 172800
;[respawn@pri_a28_school] ;-- Type:
;[exclusive]
@@ -16,54 +16,54 @@ respawn_radius = 1000
spawn_monolith@novice
spawn_monolith@veteran
spawn_monolith@advanced
spawn_monolith_special
spawn_monolith_special_2
spawn_monolith_special_3
spawn_monolith_special_4
spawn_monolith_special_5
spawn_monolith_special_6
spawn_monolith_special_7
;spawn_monolith_special
;spawn_monolith_special_2
;spawn_monolith_special_3
;spawn_monolith_special_4
;spawn_monolith_special_5
;spawn_monolith_special_6
;spawn_monolith_special_7
spawn_deserted_base
[spawn_monolith@novice]
spawn_squads = monolith_sim_squad_novice, monolith_sim_squad_novice
spawn_num = {+pri_monolith_haron_dead +pri_monolith_trader_dead +pri_monolith_tech_dead} 0, 3
[spawn_monolith@advanced]
spawn_squads = monolith_sim_squad_advanced, monolith_sim_squad_advanced
spawn_num = {+pri_monolith_haron_dead +pri_monolith_trader_dead +pri_monolith_tech_dead} 0, 3
[spawn_monolith@veteran]
spawn_squads = monolith_sim_squad_veteran, monolith_sim_squad_advanced
spawn_squads = monolith_sim_squad_novice, monolith_sim_squad_novice, monolith_sim_squad_advanced
spawn_num = {+pri_monolith_haron_dead +pri_monolith_trader_dead +pri_monolith_tech_dead} 0, 2
[spawn_monolith_special]
spawn_squads = monolith_base_mlra_squad
spawn_num = {!squad_name_exist(monolith_base_mlra_squad) -pri_monolith_haron_dead -pri_monolith_trader_dead -pri_monolith_tech_dead} 1, 0
[spawn_monolith@advanced]
spawn_squads = monolith_sim_squad_advanced, monolith_sim_squad_advanced, monolith_sim_squad_novice
spawn_num = {+pri_monolith_haron_dead +pri_monolith_trader_dead +pri_monolith_tech_dead} 0, 2
[spawn_monolith_special_2]
spawn_squads = monolith_base_mlra_squad
spawn_num = {!squad_name_exist(monolith_base_mlra_squad) -pri_monolith_haron_dead -pri_monolith_trader_dead -pri_monolith_tech_dead} 1, 0
[spawn_monolith@veteran]
spawn_squads = monolith_sim_squad_veteran, monolith_sim_squad_advanced, monolith_sim_squad_advanced
spawn_num = {+pri_monolith_haron_dead +pri_monolith_trader_dead +pri_monolith_tech_dead} 0, 2
[spawn_monolith_special_3]
spawn_squads = monolith_base_mlr2_squad
spawn_num = {!squad_name_exist(monolith_base_mlr2_squad) -pri_monolith_haron_dead -pri_monolith_trader_dead -pri_monolith_tech_dead} 1, 0
;[spawn_monolith_special]
;spawn_squads = monolith_base_mlra_squad
;spawn_num = {!squad_name_exist(monolith_base_mlra_squad) -pri_monolith_haron_dead -pri_monolith_trader_dead -pri_monolith_tech_dead} 1, 0
[spawn_monolith_special_4]
spawn_squads = monolith_base_mlr3_squad
spawn_num = {!squad_name_exist(monolith_base_mlr3_squad) -pri_monolith_haron_dead -pri_monolith_trader_dead -pri_monolith_tech_dead} 1, 0
;[spawn_monolith_special_2]
;spawn_squads = monolith_base_mlra_squad
;spawn_num = {!squad_name_exist(monolith_base_mlra_squad) -pri_monolith_haron_dead -pri_monolith_trader_dead -pri_monolith_tech_dead} 1, 0
[spawn_monolith_special_5]
spawn_squads = monolith_base_mlr4_squad
spawn_num = {!squad_name_exist(monolith_base_mlr4_squad) -pri_monolith_haron_dead -pri_monolith_trader_dead -pri_monolith_tech_dead} 1, 0
;[spawn_monolith_special_3]
;spawn_squads = monolith_base_mlr2_squad
;spawn_num = {!squad_name_exist(monolith_base_mlr2_squad) -pri_monolith_haron_dead -pri_monolith_trader_dead -pri_monolith_tech_dead} 1, 0
[spawn_monolith_special_6]
spawn_squads = monolith_base_mlr5_squad
spawn_num = {!squad_name_exist(monolith_base_mlr5_squad) -pri_monolith_haron_dead -pri_monolith_trader_dead -pri_monolith_tech_dead} 1, 0
;[spawn_monolith_special_4]
;spawn_squads = monolith_base_mlr3_squad
;spawn_num = {!squad_name_exist(monolith_base_mlr3_squad) -pri_monolith_haron_dead -pri_monolith_trader_dead -pri_monolith_tech_dead} 1, 0
[spawn_monolith_special_7]
spawn_squads = monolith_base_mlr6_squad
spawn_num = {!squad_name_exist(monolith_base_mlr6_squad) -pri_monolith_haron_dead -pri_monolith_trader_dead -pri_monolith_tech_dead} 1, 0
;[spawn_monolith_special_5]
;spawn_squads = monolith_base_mlr4_squad
;spawn_num = {!squad_name_exist(monolith_base_mlr4_squad) -pri_monolith_haron_dead -pri_monolith_trader_dead -pri_monolith_tech_dead} 1, 0
;[spawn_monolith_special_6]
;spawn_squads = monolith_base_mlr5_squad
;spawn_num = {!squad_name_exist(monolith_base_mlr5_squad) -pri_monolith_haron_dead -pri_monolith_trader_dead -pri_monolith_tech_dead} 1, 0
;[spawn_monolith_special_7]
;spawn_squads = monolith_base_mlr6_squad
;spawn_num = {!squad_name_exist(monolith_base_mlr6_squad) -pri_monolith_haron_dead -pri_monolith_trader_dead -pri_monolith_tech_dead} 1, 0
[spawn_deserted_base]
@@ -12,7 +12,7 @@ respawn_radius = 50
;safe_restr = nil
;spawn_point = nil
[respawn@pri_sim_1] ;-- Type:
;[respawn@pri_sim_1] ;-- Type:
;spawn_chimera_pripyat
;[spawn_chimera_pripyat]
@@ -2,7 +2,7 @@
squad_id = 32
max_population = 1
respawn_params = respawn@pri_sim_10
respawn_only_smart = false
respawn_only_smart = true
respawn_idle = 345600
respawn_radius = 50
;arrive_dist = 0
@@ -12,13 +12,18 @@ respawn_radius = 50
;safe_restr = nil
;spawn_point = nil
[respawn@pri_sim_10] ;-- Type: spawn_mutants_rare
spawn_mutants_rare
[respawn@pri_sim_10] ;-- Type:
spawn_all_hard_c_2_1
spawn_all_worst_c_2_2
[spawn_mutants_rare] ;-- Rare mutants - Rates of groups: ( 1 borya + 1 bibliotekar + 1 gigant; + 1 bloodsucker + 1 psysucker )
spawn_squads = simulation_borya, simulation_bibliotekar, simulation_gigant ;simulation_bloodsucker, simulation_psysucker,
spawn_num = {~10} 1, 0
[spawn_all_hard_c_2_1] ;-- Hard mutants - Rates of groups: ( 2 snark + 1 fracture + 1 lurker + 1 psydog + 1 polter )
spawn_squads = simulation_snork, simulation_snork_2_3, simulation_fracture, simulation_lurker, simulation_psy_dog, simulation_bibliotekar
spawn_num = {!actor_week_in_zone(2)} 1, {=actor_week_in_zone(2)} 0
[spawn_all_worst_c_2_2];-- Worst mutants - Rates of groups: ( 2 snark + 1 fracture + 1 lurker + 1 psydog + 1 polter )
spawn_squads = simulation_snork_2_3, simulation_snork_2_5, simulation_fracture, simulation_lurker_1_2, simulation_psy_dog_squad, simulation_bibliotekar
spawn_num = {=actor_week_in_zone(2)} 1, {!actor_week_in_zone(2)} 0
;[on_changing_level]
@@ -1,6 +1,6 @@
[smart_terrain] ;-- Disabled spawn
squad_id = 33
max_population = 1
;max_population = 1
;respawn_params = respawn@pri_sim_11
;respawn_only_smart = false
;respawn_idle = 86400
@@ -17,16 +17,17 @@ spawn_all_hard_c_2_1
spawn_all_worst_c_2_2
[spawn_all_hard_c_2_1] ;-- Hard mutants - Rates of groups: ( 2 snark + 1 fracture + 1 lurker + 1 psydog + 1 polter + 1 karlik )
spawn_squads = simulation_snork, simulation_snork_2_3, simulation_fracture, simulation_lurker, simulation_psy_dog, simulation_poltergeist_black, simulation_karlik
[spawn_all_hard_c_2_1] ;-- Hard mutants - Rates of groups: ( 2 snark + 1 fracture + 1 lurker + 1 psydog + 1 polter )
spawn_squads = simulation_snork, simulation_snork_2_3, simulation_fracture, simulation_lurker, simulation_psy_dog, simulation_bibliotekar
spawn_num = {!actor_week_in_zone(2)} 1, {=actor_week_in_zone(2)} 0
[spawn_all_worst_c_2_2];-- Worst mutants - Rates of groups: ( 2 snark + 1 fracture + 1 lurker + 1 psydog + 1 polter + 1 karlik )
spawn_squads = simulation_snork_2_3, simulation_snork_2_5, simulation_fracture, simulation_lurker_1_2, simulation_psy_dog_squad, simulation_poltergeist_black, simulation_karlik
[spawn_all_worst_c_2_2];-- Worst mutants - Rates of groups: ( 2 snark + 1 fracture + 1 lurker + 1 psydog + 1 polter )
spawn_squads = simulation_snork_2_3, simulation_snork_2_5, simulation_fracture, simulation_lurker_1_2, simulation_psy_dog_squad, simulation_bibliotekar
spawn_num = {=actor_week_in_zone(2)} 1, {!actor_week_in_zone(2)} 0
;[on_changing_level]
[on_changing_level]
on_info = %=script(redone_xr_dynamic_object:dynamic_object:misc\spawn_object\pri_sim_12_objects.ltx)%
;[smart_control]
@@ -17,12 +17,12 @@ spawn_all_hard_c_2_1
spawn_all_worst_c_2_2
[spawn_all_hard_c_2_1] ;-- Hard mutants - Rates of groups: ( 1 tushkano + 1 zombie + 1 snork + 1 lurker +1 psydog + 1 karlik )
spawn_squads = simulation_tushkano_7_10, simulation_zombie_blind_3zomb_civ, simulation_snork_2_3, simulation_lurker, simulation_psy_dog, simulation_karlik
[spawn_all_hard_c_2_1] ;-- Hard mutants - Rates of groups: ( 1 tushkano + 1 zombie + 1 snork + 1 lurker +1 psydog )
spawn_squads = simulation_tushkano_7_10, simulation_zombie_blind_3zomb_civ, simulation_snork_2_3, simulation_lurker, simulation_psy_dog
spawn_num = {!actor_week_in_zone(2)} 1, {=actor_week_in_zone(2)} 0
[spawn_all_worst_c_2_2] ;-- Worst mutants - Rates of groups: ( 1 zombie + 1 snork + 1 lurker +1 psydog + 1 karlik; + 1 controller )
spawn_squads = simulation_zombie_blind_3zomb_civ, simulation_snork_2_5, simulation_lurker_1_2, simulation_psy_dog_squad, simulation_karlik ;simulation_contr_3sn_3gzomb
[spawn_all_worst_c_2_2] ;-- Worst mutants - Rates of groups: ( 1 zombie + 1 snork + 1 lurker +1 psydog )
spawn_squads = simulation_zombie_blind_3zomb_civ, simulation_snork_2_5, simulation_lurker_1_2, simulation_psy_dog_squad
spawn_num = {=actor_week_in_zone(2)} 1, {!actor_week_in_zone(2)} 0
@@ -1,6 +1,6 @@
[smart_terrain] ;-- Disabled spawn
squad_id = 8
max_population = 2
max_population = 1
;respawn_params = respawn@pri_sim_9
;respawn_only_smart = false
;respawn_idle = 86400
@@ -17,12 +17,12 @@ spawn_all_hard_c_2_1
spawn_all_worst_c_2_2
[spawn_all_hard_c_2_1] ;-- Hard mutants - Rates of groups: ( 1 zombie + 1 snork + 1 lurker +1 psydog + 1 karlik; + 1 polter + 1 bloodsucker )
spawn_squads = simulation_zombie_blind_3zomb_civ, simulation_snork_2_3, simulation_lurker, simulation_psy_dog, simulation_karlik; simulation_poltergeist_tele, simulation_bloodsucker_1_2
[spawn_all_hard_c_2_1] ;-- Hard mutants - Rates of groups: ( 1 zombie + 1 snork + 1 lurker +1 psydog )
spawn_squads = simulation_zombie_blind_3zomb_civ, simulation_snork_2_3, simulation_lurker, simulation_psy_dog
spawn_num = {!actor_week_in_zone(3)} 1, {=actor_week_in_zone(3)} 0
[spawn_all_worst_c_2_2] ;-- Worst mutants - Rates of groups: ( 1 zombie + 1 snork + 1 lurker +1 psydog + 1 karlik; + 1 polter + 1 bloodsucker + 1 psysucker )
spawn_squads = simulation_zombie_blind_3zomb_civ, simulation_snork_2_5, simulation_lurker_1_2, simulation_psy_dog_squad, simulation_karlik; simulation_poltergeist_black, simulation_bloodsucker_1_2, simulation_psysucker_1_2
[spawn_all_worst_c_2_2] ;-- Worst mutants - Rates of groups: ( 1 zombie + 1 snork + 1 lurker +1 psydog )
spawn_squads = simulation_zombie_blind_3zomb_civ, simulation_snork_2_5, simulation_lurker_1_2, simulation_psy_dog_squad
spawn_num = {=actor_week_in_zone(3)} 1, {!actor_week_in_zone(3)} 0
@@ -6,30 +6,31 @@ respawn_only_smart = false
respawn_idle = 345600
respawn_radius = 50
;arrive_dist = 0
att_restr = nil
def_restr = nil
spawn_point = nil
smart_control = nil
;att_restr = nil
;def_restr = nil
;spawn_point = nil
;smart_control = nil
[respawn@pri_sim_7] ;-- Type:
spawn_all_hard_c_2_1
spawn_all_worst_c_2_2
[spawn_all_hard_c_2_1] ;-- Hard mutants - Rates of groups: ( 2 fracture + 1 snork + 1 psysucker + 1 psydog + 1 karlik )
spawn_squads = simulation_fracture, simulation_fracture, simulation_snork_2_3, simulation_karlik
[spawn_all_hard_c_2_1] ;-- Hard mutants - Rates of groups: ( 2 fracture + 1 snork + 1 psysucker + 1 psydog )
spawn_squads = simulation_fracture, simulation_fracture, simulation_snork_2_3
spawn_num = {!actor_week_in_zone(3)} 1, {=actor_week_in_zone(3)} 0
[spawn_all_worst_c_2_2] ;-- Worst mutants - Rates of groups: ( 2 fracture + 1 snork + 1 lurker + 1 karlik )
spawn_squads = simulation_fracture, simulation_fracture, simulation_snork_2_5, simulation_lurker, simulation_karlik
[spawn_all_worst_c_2_2] ;-- Worst mutants - Rates of groups: ( 2 fracture + 1 snork + 1 lurker )
spawn_squads = simulation_fracture, simulation_fracture, simulation_snork_2_5, simulation_lurker
spawn_num = {=actor_week_in_zone(3)} 1, {!actor_week_in_zone(3)} 0
;[smart_control]
;[on_changing_level]
[on_changing_level]
on_info = %=script(redone_xr_dynamic_object:dynamic_object:misc\spawn_object\pri_sim_7_objects.ltx)%
[exclusive]
pri_sim_7_guard_work_1 = pripyat\pri_sim_7_smart_logic.ltx
pri_sim_7_guard_work_2 = pripyat\pri_sim_7_smart_logic.ltx
pri_sim_7_guard_work_3 = pripyat\pri_sim_7_smart_logic.ltx
pri_sim_7_guard_work_4 = pripyat\pri_sim_7_smart_logic.ltx
pri_sim_7_guard_work_4 = pripyat\pri_sim_7_smart_logic.ltx
@@ -4,7 +4,7 @@ max_population = 1
respawn_params = respawn@pri_smart_controler_lair1
respawn_only_smart = false
respawn_idle = 345600
respawn_radius = 100
respawn_radius = 50
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
@@ -18,15 +18,15 @@ spawn_burer_special
spawn_bibliotekar_special
[spawn_borya_special] ;-- Hard mutants - Rates of groups:( 1 borya )
[spawn_borya_special] ;-- Hard mutants - Rates of groups:( )
spawn_squads = pri_borya_lair_squad
spawn_num = {!squad_name_exist(pri_borya_lair_squad) !squad_name_exist(pri_burer_lair_squad) !squad_name_exist(pri_bibliotekar_lair_squad)} 1, 0
[spawn_burer_special] ;-- Hard mutants - Rates of groups:( 1 burer )
[spawn_burer_special] ;-- Hard mutants - Rates of groups:( )
spawn_squads = pri_burer_lair_squad
spawn_num = {!squad_name_exist(pri_borya_lair_squad) !squad_name_exist(pri_burer_lair_squad) !squad_name_exist(pri_bibliotekar_lair_squad)} 1, 0
[spawn_bibliotekar_special] ;-- Hard mutants - Rates of groups:( 1 bibliotekar )
[spawn_bibliotekar_special] ;-- Hard mutants - Rates of groups:( )
spawn_squads = pri_bibliotekar_lair_squad
spawn_num = {!squad_name_exist(pri_borya_lair_squad) !squad_name_exist(pri_burer_lair_squad) !squad_name_exist(pri_bibliotekar_lair_squad)} 1, 0
@@ -16,7 +16,7 @@ spawn_all_worst
[spawn_all_worst] ;-- Worst mutants - Rates of groups: ( 1 fracture + 1 snork + 1 psy_dog + 2 lurker + 1 chimera; + 1 bloodsucker )
spawn_squads = simulation_fracture, simulation_snork_2_5, simulation_psy_dog_squad, simulation_lurker_1_2, simulation_lurker_black, simulation_chimera ;simulation_bloodsucker_2weak
spawn_squads = simulation_fracture, simulation_snork_2_5, simulation_psy_dog_squad, simulation_lurker_1_2, simulation_lurker_black, simulation_chimera, simulation_bloodsucker_2weak, simulation_bibliotekar
spawn_num = 1
@@ -17,8 +17,8 @@ spawn_all_weak_c_1_1
spawn_all_normal_c_1_2
[spawn_all_weak_c_1_1] ;-- Weak mutants - Rates of groups: ( 2 tushkano + 2 dogs + 1 cats + 1 flesh )
spawn_squads = simulation_tushkano, simulation_tushkano, simulation_dog, simulation_mix_dogs, simulation_cat, simulation_flesh
[spawn_all_weak_c_1_1] ;-- Weak mutants - Rates of groups: ( 1 tushkano + 2 dogs + 1 cats + 1 flesh )
spawn_squads = simulation_tushkano, simulation_dog, simulation_mix_dogs, simulation_cat, simulation_flesh
spawn_num = {!actor_week_in_zone(1)} 1, {=actor_week_in_zone(1)} 0
[spawn_all_normal_c_1_2];-- Normal mutants - Rates of groups: ( 1 tushkano + 2 dogs + 1 cats + 3 fleshes/boars )
@@ -18,11 +18,11 @@ spawn_all_worst_c_2_2
[spawn_all_hard_c_2_1] ;-- Hard mutants - Rates of groups: ( 1 tushkano + 1 zombie + 1 snork + 1 lurker +1 psydog + 1 karlik; + 1 polter + 1 bloodsucker )
spawn_squads = simulation_tushkano_7_10, simulation_zombie_blind_3zomb_civ, simulation_snork_2_3, simulation_lurker, simulation_psy_dog, simulation_karlik; simulation_poltergeist_tele, simulation_bloodsucker_1_2
spawn_squads = simulation_tushkano_7_10, simulation_zombie_blind_3zomb_civ, simulation_snork_2_3, simulation_lurker, simulation_psy_dog, simulation_karlik, simulation_bloodsucker_1_2
spawn_num = {!actor_week_in_zone(3)} 1, {=actor_week_in_zone(3)} 0
[spawn_all_worst_c_2_2] ;-- Worst mutants - Rates of groups: ( 1 tushkano + 1 zombie + 1 snork + 1 lurker +1 psydog + 1 karlik + 1 polter; + 1 bloodsucker + 1 psysucker )
spawn_squads = simulation_tushkano_7_10, simulation_zombie_blind_3zomb_civ, simulation_snork_2_5, simulation_lurker_1_2, simulation_psy_dog_squad, simulation_karlik, simulation_poltergeist_black; simulation_bloodsucker_1_2, simulation_psysucker_1_2
spawn_squads = simulation_tushkano_7_10, simulation_zombie_blind_3zomb_civ, simulation_snork_2_5, simulation_lurker_1_2, simulation_psy_dog_squad, simulation_karlik, simulation_bloodsucker_1_2, simulation_psysucker_1_2
spawn_num = {=actor_week_in_zone(3)} 1, {!actor_week_in_zone(3)} 0
@@ -1,10 +1,10 @@
[smart_terrain] ;-- Disabled spawn
[smart_terrain]
squad_id = 15
max_population = 1
;respawn_params = respawn@pri_smart_snork_lair2
;respawn_only_smart = false
;respawn_idle = 86400
;respawn_radius = 50
respawn_params = respawn@pri_smart_snork_lair2
respawn_only_smart = false
respawn_idle = 86400
respawn_radius = 50
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
@@ -12,7 +12,18 @@ max_population = 1
;safe_restr = nil
;spawn_point = nil
;[respawn@pri_smart_snork_lair2] ;-- Type:
[respawn@pri_smart_snork_lair2] ;-- Type:
spawn_all_hard_c_2_1
spawn_all_worst_c_2_2
[spawn_all_hard_c_2_1] ;-- Hard mutants - Rates of groups: ( 1 fracture + 1 snork + 1 bloodsucker + 1 psysucker + 1 psydog )
spawn_squads = simulation_fracture, simulation_snork_2_3, simulation_bloodsucker, simulation_psysucker
spawn_num = {!actor_week_in_zone(8)} 1, {=actor_week_in_zone(8)} 0
[spawn_all_worst_c_2_2] ;-- Worst mutants - Rates of groups: ( 1 fracture + 1 snork + 1 bloodsucker + 1 psysucker )
spawn_squads = simulation_fracture, , simulation_snork_2_5, simulation_psy_dog_squad, simulation_bloodsucker_1_2, simulation_psysucker_1_2
spawn_num = {=actor_week_in_zone(8)} 1, {!actor_week_in_zone(8)} 0
;[on_changing_level]
@@ -18,11 +18,11 @@ spawn_all_worst_c_2_2
[spawn_all_hard_c_2_1] ;-- Hard mutants - Rates of groups: ( 1 tushkano + 1 zombie + 1 snork + 1 lurker +1 psydog + 1 karlik; + 1 polter + 1 bloodsucker )
spawn_squads = simulation_tushkano_7_10, simulation_zombie_blind_3zomb_civ, simulation_snork_2_3, simulation_lurker, simulation_psy_dog, simulation_karlik; simulation_poltergeist_tele, simulation_bloodsucker_1_2
spawn_squads = simulation_tushkano_7_10, simulation_zombie_blind_3zomb_civ, simulation_snork_2_3, simulation_lurker, simulation_psy_dog, simulation_karlik, simulation_bloodsucker_1_2
spawn_num = {!actor_week_in_zone(6)} 1, {=actor_week_in_zone(6)} 0
[spawn_all_worst_c_2_2] ;-- Worst mutants - Rates of groups: ( 1 tushkano + 1 zombie + 1 snork + 1 lurker +1 psydog + 1 karlik + 1 polter; + 1 bloodsucker + 1 psysucker )
spawn_squads = simulation_tushkano_7_10, simulation_zombie_blind_3zomb_civ, simulation_snork_2_5, simulation_lurker_1_2, simulation_psy_dog_squad, simulation_karlik, simulation_poltergeist_black; simulation_bloodsucker_1_2, simulation_psysucker_1_2
spawn_squads = simulation_tushkano_7_10, simulation_zombie_blind_3zomb_civ, simulation_snork_2_5, simulation_lurker_1_2, simulation_psy_dog_squad, simulation_karlik, simulation_bloodsucker_1_2, simulation_psysucker_1_2
spawn_num = {=actor_week_in_zone(6)} 1, {!actor_week_in_zone(6)} 0