Added New Mods and Profiles Folders

This is a complete rebuild of the modpack, with all new mods and updates for 1.5.3 of Anomaly.
This commit is contained in:
2025-01-14 05:07:53 -05:00
parent 85c665b107
commit 376b4b9689
21217 changed files with 546254 additions and 0 deletions
File diff suppressed because it is too large Load Diff
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<?xml version='1.0' encoding="windows-1251"?>
<game_information_portions>
<!-- Ìîé êâåñò -->
<!-- <info_portion id="start_quest"></info_portion>
<info_portion id="quest_end"></info_portion> -->
<info_portion id="ahi_quest_inprogress"></info_portion> <!-- Çàäàíèå â ïðîöåññå âûïîëíåíèÿ -->
<info_portion id="ahi_redirect_quest_inprogress"></info_portion> <!-- Çàäàíèå íà ïåðåìåùåíèå â ïðîöåññå âûïîëíåíèÿ -->
<info_portion id="ah_artefact_founded"></info_portion> <!-- Àðòåôàêòû íàéäåíû -->
<info_portion id="ahi_redirect_kovalev_quest_start"></info_portion>
<info_portion id="ahi_redirect_kovalev_quest_end"></info_portion>
<info_portion id="ahi_redirect_markov_quest_start"></info_portion>
<info_portion id="ahi_redirect_markov_quest_end"></info_portion>
<info_portion id="ahi_redirect_pirogov_quest_start"></info_portion>
<info_portion id="ahi_redirect_pirogov_quest_end"></info_portion>
<info_portion id="ahi_redirect_chernov_quest_start"></info_portion>
<info_portion id="ahi_redirect_chernov_quest_end"></info_portion>
<info_portion id="ahi_redirect_juk_quest_start"></info_portion>
<info_portion id="ahi_redirect_juk_quest_end"></info_portion>
<info_portion id="ahi_redirect_vorobushkin_quest_start"></info_portion>
<info_portion id="ahi_redirect_vorobushkin_quest_end"></info_portion>
<info_portion id="ahi_redirect_skabinsky_quest_start"></info_portion>
<info_portion id="ahi_redirect_skabinsky_quest_end"></info_portion>
<info_portion id="ahi_goto_scabinsky"></info_portion>
<info_portion id="ahi_meet_actor"></info_portion> <!-- Ó÷åíûå âñòðå÷àþò èãðîêà -->
<info_portion id="ahi_kovalev_1_quest_start"></info_portion> <!-- Êîâàëåâ 1 çàäàíèå -->
<info_portion id="ahi_kovalev_1_quest_end"></info_portion> <!-- Êîâàëåâ 1 çàäàíèå -->
<info_portion id="ahi_kovalev_2_quest_start"></info_portion> <!-- Êîâàëåâ 1 çàäàíèå -->
<info_portion id="ahi_kovalev_2_quest_end"></info_portion> <!-- Êîâàëåâ 2 çàäàíèå -->
<info_portion id="ahi_markov_1_quest_start"></info_portion>
<info_portion id="ahi_markov_1_quest_end"></info_portion>
<info_portion id="ahi_markov_2_quest_start"></info_portion>
<info_portion id="ahi_markov_2_quest_end"></info_portion>
<info_portion id="ahi_markov_3_quest_start"></info_portion>
<info_portion id="ahi_markov_3_quest_end"></info_portion>
<info_portion id="ahi_pirogov_1_quest_start"></info_portion>
<info_portion id="ahi_pirogov_1_quest_end"></info_portion>
<info_portion id="ahi_pirogov_2_quest_start"></info_portion>
<info_portion id="ahi_pirogov_2_quest_end"></info_portion>
<info_portion id="ahi_pirogov_3_quest_start"></info_portion>
<info_portion id="ahi_pirogov_3_quest_end"></info_portion>
<info_portion id="ahi_chernov_1_quest_start"></info_portion>
<info_portion id="ahi_chernov_1_quest_end"></info_portion>
<info_portion id="ahi_chernov_3_quest_start"></info_portion>
<info_portion id="ahi_chernov_3_quest_end"></info_portion>
<info_portion id="ahi_chernov_4_quest_start"></info_portion>
<info_portion id="ahi_chernov_4_quest_end"></info_portion>
<info_portion id="ahi_chernov_5_quest_start"></info_portion>
<info_portion id="ahi_chernov_5_quest_end"></info_portion>
<info_portion id="ahi_chernov_6_quest_start"></info_portion>
<info_portion id="ahi_chernov_6_quest_end"></info_portion>
<info_portion id="ahi_juk_1_quest_start"></info_portion>
<info_portion id="ahi_juk_1_quest_end"></info_portion>
<info_portion id="ahi_juk_2_quest_start"></info_portion>
<info_portion id="ahi_juk_2_quest_end"></info_portion>
<info_portion id="ahi_juk_3_quest_start"></info_portion>
<info_portion id="ahi_juk_3_quest_end"></info_portion>
<info_portion id="ahi_vorobushkin_1_quest_start"></info_portion>
<info_portion id="ahi_vorobushkin_1_quest_end"></info_portion>
<info_portion id="ahi_vorobushkin_2_quest_start"></info_portion>
<info_portion id="ahi_vorobushkin_2_quest_end"></info_portion>
<info_portion id="ahi_skabinsky_1_quest_start"></info_portion>
<info_portion id="ahi_skabinsky_1_quest_end"></info_portion>
<info_portion id="ahi_skabinsky_enemy"></info_portion>
<info_portion id="ah_kovalev_dead"></info_portion>
<info_portion id="ah_markov_dead"></info_portion>
<info_portion id="ah_pirogov_dead"></info_portion>
<info_portion id="ah_chernov_dead"></info_portion>
<info_portion id="ah_juk_dead"></info_portion>
<info_portion id="ah_vorobushkin_dead"></info_portion>
<info_portion id="ah_skabinsky_dead"></info_portion>
<info_portion id="ah_skabinsky_final_dead"></info_portion>
<info_portion id="ah_quest_cancel"></info_portion>
<info_portion id="ah_fail_step_1"></info_portion>
<info_portion id="ah_fail_step_2"></info_portion>
<info_portion id="ah_fail_step_3"></info_portion>
<info_portion id="ahi_fail_skabinsky_quest_end"></info_portion>
</game_information_portions>
@@ -0,0 +1 @@
<critical_wound_weights>55,30,15</critical_wound_weights>
@@ -0,0 +1,252 @@
<?xml version='1.0' encoding="windows-1251"?>
<!-- CoC 1.4.10 - DoctorX Questlines 1.6 -->
<xml>
<!-- Major Kuznetsov (Military Honcho) Character Description -->
<specific_character id="agr_smart_terrain_1_6_near_2_military_colonel_kovalski" team_default = "1">
<name>agr_kuznetsov_name</name>
<icon>ui_inGame2_Kuznetsov</icon>
<map_icon x="1" y="0">
</map_icon>
<bio>??????? ???????. ƒ???????¤ ?????????¤ ???????????.</bio>
<class>agr_smart_terrain_1_6_near_2_military_colonel_kovalski</class>
<community>army</community>
<terrain_sect>stalker_terrain</terrain_sect>
<rank>16991</rank>
<reputation>249</reputation>
<visual>actors\stalker_soldier\stalker_soldier_3_beret</visual>
<snd_config>characters_voice\human\military_1\</snd_config>
<supplies>
[spawn] \n
wpn_fort \n
wpn_groza \n
ammo_9x18_pmm = 1 \n
ammo_9x39_ap = 1 \n
hand_radio \n
wpn_binoc = 1 \n
#include "gameplay\supplies\character_food_army.xml"
#include "gameplay\supplies\character_drugs_2.xml"
#include "gameplay\supplies\character_drugs_mil.xml"
</supplies>
#include "gameplay\character_criticals.xml"
<actor_dialog>drx_sl_agr_smart_terrain_1_6_near_2_military_colonel_kovalski_game_start_dialog_1</actor_dialog>
<actor_dialog>drx_sl_cf_task_completed_dialog</actor_dialog>
<!------------ Hidden Threat ------------>
<actor_dialog>sl_hidden_threat_dialog_kuznetsov_d1</actor_dialog>
<actor_dialog>sl_hidden_threat_dialog_kuznetsov_d2</actor_dialog>
<actor_dialog>sl_hidden_threat_dialog_kuznetsov_d3</actor_dialog>
<actor_dialog>sl_hidden_threat_dialog_kuznetsov_d4</actor_dialog>
<actor_dialog>sl_hidden_threat_dialog_kuznetsov_d5</actor_dialog>
<actor_dialog>sl_hidden_threat_dialog_kuznetsov_d6</actor_dialog>
<actor_dialog>sl_hidden_threat_dialog_kuznetsov_d7</actor_dialog>
<!--------------------------------------->
<actor_dialog>drx_sl_task_completed_dialog</actor_dialog>
<actor_dialog>dm_ordered_task_completed_dialog</actor_dialog>
<actor_dialog>drx_sl_agr_smart_terrain_1_6_near_2_military_colonel_kovalski_meet_dialog</actor_dialog>
<actor_dialog>dm_important_documents</actor_dialog>
<actor_dialog>est_work_kuznecov</actor_dialog>
<actor_dialog>work_vip_kuznecov_agr_undr</actor_dialog>
<actor_dialog>work_vip_kuznecov_x18</actor_dialog>
<actor_dialog>work_vip_kuznecov_x16</actor_dialog>
<actor_dialog>work_vip_kuznecov_x10</actor_dialog>
<actor_dialog>work_vip_kuznecov_x8</actor_dialog>
<actor_dialog>work_vip_kuznecov_jupiter_ugr</actor_dialog>
<actor_dialog>work_vip_kuznecov_control_bunker</actor_dialog>
<actor_dialog>dm_broker_dialog</actor_dialog>
<actor_dialog>dm_ordered_task_dialog</actor_dialog>
<actor_dialog>drx_sl_change_faction_dialog</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!-- Sergeant Spooner (Military Trader) Character Description -->
<specific_character id="agr_smart_terrain_1_6_army_trader_stalker" team_default="1">
<name>agr_smart_terrain_1_6_army_trader_stalker_name</name>
<icon>ui_inGame2_Spooner</icon>
<map_icon x="1" y="0"/>
<bio>??????? ???????. ƒ???????¤ ?????????¤ ???????????.</bio>
<class>agr_smart_terrain_1_6_army_trader_stalker</class>
<community>army</community>
<terrain_sect>stalker_terrain</terrain_sect>
<rank>13590</rank>
<reputation>1172</reputation>
<money min="1000000" max="1000000" infinitive="1"/>
<visual>actors\stalker_soldier\stalker_soldier4a</visual>
<snd_config>characters_voice\human\military_1\</snd_config>
<supplies>
[spawn] \n
</supplies>
#include "gameplay\character_criticals.xml"
<!------ Hidden Threat ----->
<start_dialog>sl_hidden_threat_dialog_spooner_d1</start_dialog>
<!-------------------------->
<start_dialog>hello_dialog</start_dialog>
<actor_dialog>dm_init_trader</actor_dialog>
<!------ Hidden Threat ----->
<actor_dialog>sl_hidden_threat_dialog_spooner_d2</actor_dialog>
<actor_dialog>sl_hidden_threat_dialog_spooner_d3</actor_dialog>
<actor_dialog>sl_hidden_threat_dialog_spooner_d4</actor_dialog>
<!---------- mlr ----------->
<actor_dialog>guid_agr_mlr_military</actor_dialog>
<actor_dialog>guid_agr_mlr_military_vert</actor_dialog>
<actor_dialog>guid_agr_mlr_military_list</actor_dialog>
<actor_dialog>buy_route</actor_dialog>
<actor_dialog>dm_broker_dialog</actor_dialog>
<actor_dialog>find_blackbox_mlr_reward_army</actor_dialog>
<!---------- mlr ----------->
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!-- Lieutenant Kirilov (Military Mechanic) Character Description -->
<specific_character id="agr_smart_terrain_1_6_army_mechanic_stalker" team_default="1">
<name>agr_smart_terrain_1_6_army_mechanic_stalker_name</name>
<icon>ui_inGame2_Kirilov</icon>
<bio>??????? ???????. ƒ???????¤ ?????????¤ ???????????.</bio>
<class>agr_smart_terrain_1_6_army_mechanic_stalker</class>
<community>army</community>
<map_icon x="1" y="0"/>
<terrain_sect>stalker_terrain</terrain_sect>
<!--mechanic_mode>1</mechanic_mode-->
<money min="1000000" max="1000000" infinitive="1"/>
<rank>9987</rank>
<reputation>573</reputation>
<visual>actors\stalker_soldier\stalker_soldier_2</visual>
<snd_config>characters_voice\human\military_1\</snd_config><!--2-->
<supplies>
[spawn] \n
wpn_ak74 \n
ammo_5.45x39_fmj = 1 \n
wpn_pm \n
ammo_9x18_fmj = 1 \n
grenade_rgd5 = 1 \n
#include "gameplay\supplies\character_items_2.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_drugs.xml"
</supplies>
#include "gameplay\character_criticals.xml"
<!------ Hidden Threat ----->
<start_dialog>sl_hidden_threat_dialog_kirillov_d1</start_dialog>
<!-------------------------->
<actor_dialog>dm_init_trader</actor_dialog>
<actor_dialog>dm_init_mechanic</actor_dialog>
<!------ Hidden Threat ----->
<actor_dialog>sl_hidden_threat_dialog_kirillov_d2</actor_dialog>
<actor_dialog>sl_hidden_threat_dialog_kirillov_d3</actor_dialog>
<!-------------------------->
<actor_dialog>drx_sl_task_completed_dialog</actor_dialog>
<actor_dialog>dm_ordered_task_completed_dialog</actor_dialog>
<actor_dialog>drx_sl_agr_smart_terrain_1_6_army_mechanic_stalker_meet_dialog</actor_dialog>
<actor_dialog>drx_sl_mechanic_task_dialog</actor_dialog>
<actor_dialog>dm_encrypted_pda</actor_dialog>
<actor_dialog>dm_tech_repair</actor_dialog>
<actor_dialog>awr_tech_dialog_drink_1</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!-- (Military Medic) unused -->
<specific_character id="agr_smart_terrain_1_6_army_medic_stalker" team_default="1">
<name>agr_smart_terrain_1_6_army_medic_stalker_name</name>
<icon>ui_inGame2_Rogovets</icon>
<bio>??????? ???????. ƒ???????¤ ?????????¤ ???????????.</bio>
<class>agr_smart_terrain_1_6_army_medic_stalker</class>
<community>army</community>
<map_icon x="1" y="0"/>
<terrain_sect>stalker_terrain</terrain_sect>
<rank>87</rank>
<reputation>1273</reputation>
<visual>actors\stalker_soldier\stalker_soldier_2_face_1</visual>
<snd_config>characters_voice\human\military_1\</snd_config><!--2-->
<supplies>
</supplies>
#include "gameplay\character_criticals.xml"
<actor_dialog>dm_init_medic</actor_dialog>
<actor_dialog>dm_medic_general</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!-- (Military Medic) -->
<specific_character id="agr_1_6_medic_army_mlr" team_default="1">
<name>agr_1_6_medic_army_mlr_name</name>
<icon>ui_inGame2_Rogovets</icon>
<map_icon x="1" y="0"></map_icon>
<bio>No information is available.</bio>
<class>agr_1_6_medic_army_mlr</class>
<community>army</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\military_1\</snd_config><!--2-->
<rank>3000</rank>
<money min="100000" max="100000" infinitive="1"/>
<reputation>1000</reputation>
<visual>actors\stalker_soldier\stalker_soldier_2_face_1</visual>
<supplies>
[spawn] \n
wpn_fort \n
ammo_9x18_fmj = 3 \n
#include "gameplay\supplies\character_items.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_drugs.xml"
</supplies>
#include "gameplay\character_criticals.xml"
<start_dialog>rogovets_hello_1_6_army_mlr</start_dialog>
<start_dialog>zat_b22_stalker_medic_start</start_dialog>
<actor_dialog>dm_init_medic</actor_dialog>
<actor_dialog>dm_medic_general</actor_dialog>
<actor_dialog>rogovets_about_himself_1_6_army_mlr</actor_dialog>
<actor_dialog>dm_ordered_task_dialog</actor_dialog>
<actor_dialog>dm_ordered_task_completed_dialog</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!-- Commander, barman in Agroprom -->
<specific_character id="agr_1_6_barman_army_mlr" team_default="1">
<name>agr_1_6_barman_army_mlr_name</name>
<icon>ui_inGame2_barmen_army</icon>
<map_icon x="1" y="0"></map_icon>
<bio>No information is available.</bio>
<class>agr_1_6_barman_army_mlr</class>
<community>army</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\military_3\</snd_config>
<rank>3100</rank>
<money min="100000" max="100000" infinitive="1"/>
<reputation>1000</reputation>
<visual>actors\stalker_soldier\esc_army_barmen</visual>
<supplies>
[spawn] \n
wpn_fort \n
ammo_9x18_fmj = 3 \n
#include "gameplay\supplies\character_items.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_drugs.xml"
</supplies>
#include "gameplay\character_criticals.xml"
<actor_dialog>dm_init_batender</actor_dialog>
<actor_dialog>barmen_about_himself_1_6_army_mlr</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
</xml>
@@ -0,0 +1,492 @@
<?xml version='1.0' encoding="windows-1251"?>
<xml>
<!-- Êâàðòåò(áåðåì àýñ øòóðìîì)
<!-- ----------------------------------------------------------------------------------------- -->
<specific_character id="kvartet" team_default="1">
<name>st_kvartet</name>
<icon>ui_npc_u_soldier_beret_5</icon>
<map_icon x="1" y="0"/>
<bio>st_kvartet_bio</bio>
<class>kvartet</class>
<community>army</community>
<terrain_sect>stalker_terrain</terrain_sect>
<rank>62991</rank>
<reputation>3249</reputation>
<visual>actors\stalker_soldier\stalker_soldier_5_beret</visual>
<snd_config>characters_voice\human\military_2\</snd_config>
<supplies>
[spawn] \n
wpn_fort \n
wpn_val \n
ammo_9x18_pmm = 1 \n
ammo_9x39_ap = 1 \n
</supplies>
#include "gameplay\character_criticals_1.xml"
<actor_dialog>actor_break_dialog</actor_dialog>
<actor_dialog>kvartet_1</actor_dialog>
</specific_character>
<specific_character id="vasil_nevezuchi" team_default="1">
<name>st_vasil_nevezuchi</name>
<icon>ui_npc_u_stalker_militari_antigas_2</icon>
<map_icon x="1" y="0"/>
<bio>st_kvartet_bio</bio>
<class>vasil_nevezuchi</class>
<community>army</community>
<terrain_sect>stalker_terrain</terrain_sect>
<rank>52991</rank>
<reputation>-2249</reputation>
<snd_config>characters_voice\human\military_3\</snd_config>
<visual>actors\stalker_soldier\stalker_soldier4a</visual>
<supplies>
[spawn] \n
wpn_fort \n
wpn_val \n
ammo_9x18_pmm = 1 \n
ammo_9x39_ap = 1 \n
</supplies>
#include "gameplay\character_criticals_1.xml"
<actor_dialog>actor_break_dialog</actor_dialog>
<actor_dialog>vasil_nevezuchi_1</actor_dialog>
</specific_character>
<!-- Ïðåäñòàâèòåëü-->
<specific_character id="ah_sarik" team_default = "1">
<name>sarik_name</name>
<icon>ui_inGame2_ecolog_guard_blue</icon>
<map_icon x="1" y="0"></map_icon>
<bio></bio>
<class>ah_sarik</class>
<community>ecolog</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\stalker_1\</snd_config>
<rank>0</rank>
<reputation>10</reputation>
<money min="10000" max="15000" infinitive="1"/>
<visual>actors\stalker_ecologist\stalker_ecolog_guard</visual>
<crouch_type>0</crouch_type>
<supplies>
[spawn] \n
wpn_ak74u \n
ammo_5.45x39_fmj = 2 \n
</supplies>
#include "gameplay\character_criticals_1.xml"
<start_dialog>hello_dialog</start_dialog>
<actor_dialog>sarik_dialog</actor_dialog>
<!-- <actor_dialog>test_dialog</actor_dialog> -->
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!-- ¹1 Àññèñòåíò Êîâàëåâ Áîëîòà-->
<specific_character id="ah_bol_kovalev" team_default = "1">
<name>kovalev_name</name>
<icon>ui_inGame2_ecolog_brown</icon>
<map_icon x="1" y="0"></map_icon>
<bio></bio>
<class>ah_bol_kovalev</class>
<community>ecolog</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\ecolog_3\</snd_config>
<rank>0</rank>
<reputation>5</reputation>
<money min="40000" max="50000" infinitive="1"/>
<visual>actors\stalker_ecologist\stalker_ecolog_brown</visual>
<crouch_type>0</crouch_type>
<supplies>
[spawn] \n
wpn_groza \n
ammo_9x39_ap = 2 \n
detector_simple \n
granade_f1 = 2 \n
</supplies>
#include "gameplay\character_criticals_1.xml"
<start_dialog>ah_kovalev_start_dialog</start_dialog>
<actor_dialog>meet_ah</actor_dialog>
<actor_dialog>cancel_ah</actor_dialog>
<actor_dialog>kovalev_1_quest</actor_dialog>
<actor_dialog>kovalev_1_quest_end</actor_dialog>
<actor_dialog>kovalev_2_quest</actor_dialog>
<actor_dialog>kovalev_2_quest_end</actor_dialog>
<actor_dialog>kovalev_redirect_dialog</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!-- ¹2 Äîöåíò Ìàðêîâ ßíòàðü-->
<specific_character id="ah_yan_markov" team_default = "1">
<name>markov_name</name>
<icon>ui_inGame2_ecolog_blue</icon>
<map_icon x="1" y="0"></map_icon>
<bio></bio>
<class>ah_yan_markov</class>
<community>ecolog</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\ecolog_3\</snd_config>
<rank>0</rank>
<reputation>20</reputation>
<money min="40000" max="50000" infinitive="1"/>
<visual>actors\stalker_ecologist\stalker_ecolog_blue</visual>
<crouch_type>0</crouch_type>
<supplies>
[spawn] \n
wpn_fn2000 \n
ammo_5.56x45_ap = 2 \n
detector_simple \n
</supplies>
#include "gameplay\character_criticals_1.xml"
<start_dialog>ah_markov_start_dialog</start_dialog>
<actor_dialog>meet_ah</actor_dialog>
<actor_dialog>cancel_ah</actor_dialog>
<actor_dialog>markov_1_quest</actor_dialog>
<actor_dialog>markov_1_quest_end</actor_dialog>
<actor_dialog>markov_2_quest</actor_dialog>
<actor_dialog>markov_2_quest_end</actor_dialog>
<actor_dialog>markov_3_quest</actor_dialog>
<actor_dialog>markov_3_quest_end</actor_dialog>
<actor_dialog>markov_redirect_dialog</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!-- ¹3 Êàíäèäàò Ïèðîãîâ Òåìíàÿ äîëèíà-->
<specific_character id="ah_dark_pirogov" team_default = "1">
<name>pirogov_name</name>
<icon>ui_inGame2_ecolog_green</icon>
<map_icon x="1" y="0"></map_icon>
<bio></bio>
<class>ah_dark_pirogov</class>
<community>ecolog</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\ecolog_3\</snd_config>
<rank>0</rank>
<reputation>-400</reputation>
<money min="40000" max="50000" infinitive="1"/>
<visual>actors\stalker_ecologist\stalker_ecolog_military</visual>
<crouch_type>0</crouch_type>
<supplies>
[spawn] \n
wpn_l85 \n
ammo_5.56x45_ap = 2 \n
detector_simple \n
</supplies>
#include "gameplay\character_criticals_1.xml"
<start_dialog>ah_pirogov_start_dialog</start_dialog>
<actor_dialog>meet_ah</actor_dialog>
<actor_dialog>cancel_ah</actor_dialog>
<actor_dialog>pirogov_1_quest</actor_dialog>
<actor_dialog>pirogov_1_quest_end</actor_dialog>
<actor_dialog>pirogov_2_quest</actor_dialog>
<actor_dialog>pirogov_2_quest_end</actor_dialog>
<actor_dialog>pirogov_3_quest</actor_dialog>
<actor_dialog>pirogov_3_quest_end</actor_dialog>
<actor_dialog>pirogov_redirect_dialog</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!-- ¹4 Íàó÷íûé ñîòðóäíèê ×åðíîâ Ñêëàäû-->
<specific_character id="ah_mil_chernov" team_default = "1">
<name>chernov_name</name>
<icon>ui_inGame2_ecolog_military</icon>
<map_icon x="1" y="0"></map_icon>
<bio></bio>
<class>ah_mil_chernov</class>
<community>ecolog</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\ecolog_3\</snd_config>
<rank>0</rank>
<reputation>-100</reputation>
<money min="40000" max="50000" infinitive="1"/>
<visual>actors\stalker_ecologist\stalker_ecolog</visual>
<crouch_type>0</crouch_type>
<supplies>
[spawn] \n
wpn_g36 \n
ammo_5.56x45_ap = 2 \n
detector_simple \n
</supplies>
#include "gameplay\character_criticals_1.xml"
<start_dialog>ah_chernov_start_dialog</start_dialog>
<actor_dialog>meet_ah</actor_dialog>
<actor_dialog>cancel_ah</actor_dialog>
<actor_dialog>chernov_1_quest</actor_dialog>
<actor_dialog>chernov_1_quest_end</actor_dialog>
<actor_dialog>chernov_3_quest</actor_dialog>
<actor_dialog>chernov_3_quest_end</actor_dialog>
<actor_dialog>chernov_4_quest</actor_dialog>
<actor_dialog>chernov_4_quest_end</actor_dialog>
<actor_dialog>chernov_5_quest</actor_dialog>
<actor_dialog>chernov_5_quest_end</actor_dialog>
<actor_dialog>chernov_6_quest</actor_dialog>
<actor_dialog>chernov_6_quest_end</actor_dialog>
<actor_dialog>chernov_redirect_dialog</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!-- ¹5 Ïðîôåññîð Âëàäèñëàâ Æóê Þïèòåð-->
<specific_character id="ah_up_juk" team_default = "1">
<name>juk_name</name>
<icon>ui_inGame2_ecolog_white</icon>
<map_icon x="1" y="0"></map_icon>
<bio></bio>
<class>ah_up_juk</class>
<community>ecolog</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\ecolog_3\</snd_config>
<rank>0</rank>
<reputation>400</reputation>
<money min="40000" max="50000" infinitive="1"/>
<visual>actors\stalker_ecologist\stalker_ecolog_white</visual>
<crouch_type>-1</crouch_type>
<supplies>
[spawn] \n
wpn_sig550 \n
ammo_5.56x45_ap = 2 \n
detector_simple \n
granade_f1 = 3 \n
</supplies>
#include "gameplay\character_criticals_1.xml"
<start_dialog>ah_juk_start_dialog</start_dialog>
<actor_dialog>meet_ah</actor_dialog>
<actor_dialog>cancel_ah</actor_dialog>
<actor_dialog>juk_1_quest</actor_dialog>
<actor_dialog>juk_1_quest_end</actor_dialog>
<actor_dialog>juk_2_quest</actor_dialog>
<actor_dialog>juk_2_quest_end</actor_dialog>
<actor_dialog>juk_3_quest</actor_dialog>
<actor_dialog>juk_3_quest_end</actor_dialog>
<actor_dialog>juk_redirect_dialog</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!-- ¹6 Äîöåíò Âîðîáóøêèí çàòîí-->
<specific_character id="ah_zat_vorobushkin" team_default = "1">
<name>vorobushkin_name</name>
<icon>ui_inGame2_ecolog_yellow</icon>
<map_icon x="1" y="0"></map_icon>
<bio></bio>
<class>ah_zat_vorobushkin</class>
<community>ecolog</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\ecolog_3\</snd_config>
<rank>0</rank>
<reputation>250</reputation>
<money min="40000" max="50000" infinitive="1"/>
<visual>actors\stalker_ecologist\stalker_ecolog_yellow</visual>
<crouch_type>0</crouch_type>
<supplies>
[spawn] \n
wpn_protecta \n
ammo_12x70_buck = 2 \n
detector_simple \n
</supplies>
#include "gameplay\character_criticals_1.xml"
<start_dialog>ah_vorobushkin_start_dialog</start_dialog>
<actor_dialog>meet_ah</actor_dialog>
<actor_dialog>cancel_ah</actor_dialog>
<actor_dialog>vorobushkin_1_quest</actor_dialog>
<actor_dialog>vorobushkin_1_quest_end</actor_dialog>
<actor_dialog>vorobushkin_2_quest</actor_dialog>
<actor_dialog>vorobushkin_2_quest_end</actor_dialog>
<actor_dialog>vorobushkin_redirect_dialog</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!-- ¹7 Àêàäåìèê Ñêàáèíñêèé-->
<specific_character id="ah_aes_skabinsky" team_default = "1">
<name>skabinsky_name</name>
<icon>ui_inGame2_ecolog_blue</icon>
<map_icon x="1" y="0"></map_icon>
<bio></bio>
<class>ah_aes_skabinsky</class>
<community>trader</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\ecolog_3\</snd_config>
<rank>0</rank>
<reputation>-1100</reputation>
<money min="40000" max="50000" infinitive="1"/>
<visual>actors\stalker_ecologist\stalker_ecolog_blue</visual>
<crouch_type>0</crouch_type>
<supplies>
[spawn] \n
wpn_fn2000 \n
ammo_5.56x45_ap = 2 \n
detector_simple \n
</supplies>
#include "gameplay\character_criticals_1.xml"
<start_dialog>ah_skabinsky_start_dialog</start_dialog>
<actor_dialog>skabinsky_1_quest</actor_dialog>
<actor_dialog>skabinsky_1_quest_end</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!-- ¹7 Àêàäåìèê Ñêàáèíñêèé Ôèíàë-->
<specific_character id="ah_aes_skabinsky_final" team_default = "1">
<name>skabinsky_name</name>
<icon>ui_inGame2_ecolog_blue</icon>
<map_icon x="1" y="0"></map_icon>
<bio></bio>
<class>ah_aes_skabinsky_final</class>
<community>ecolog</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\ecolog_3\</snd_config>
<rank>0</rank>
<reputation>-1100</reputation>
<money min="40000" max="50000" infinitive="1"/>
<visual>actors\stalker_ecologist\stalker_ecolog_blue</visual>
<crouch_type>0</crouch_type>
<supplies>
[spawn] \n
wpn_fn2000 \n
ammo_5.56x45_ap = 2 \n
detector_simple \n
</supplies>
#include "gameplay\character_criticals_1.xml"
<start_dialog>ah_skabinsky_start_dialog</start_dialog>
<actor_dialog>skabinsky_1_quest</actor_dialog>
<actor_dialog>skabinsky_1_quest_end</actor_dialog>
<actor_dialog>skabinsky_fail_quest</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!-- Ñòàëêåð ñ èíôîé î ÷í -->
<specific_character id="dragun" team_default="1">
<name>dragun_name</name>
<icon>ui_inGame2_csky_hero</icon>
<map_icon x="1" y="0"/>
<bio>st_dragun_bio</bio>
<class>dragun</class>
<community>stalker</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\killer_1\</snd_config>
<rank>40444</rank>
<money min="1000" max="2000" infinitive="0"/>
<reputation>1500</reputation>
<visual>actors\stalker_merc\stalker_shram</visual>
<supplies>
[spawn] \n
wpn_vintorez = 1 \n
ammo_9x39_pab9 = 1 \n
pda_dragun = 1 \n
</supplies>
#include "gameplay\character_criticals_1.xml"
<actor_dialog>cs_task4_dragun_dialog</actor_dialog>
<actor_dialog>cs_task5_dragun_dialog</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!-- Æåðòâà ñîñàòåëÿ -->
<specific_character id="cs_informer" team_default="1">
<name>cs_informer_name</name>
<icon>ui_npc_u_nebo_1</icon>
<map_icon x="1" y="0"/>
<bio>st_informer_bio</bio>
<class>cs_informer</class>
<community>csky</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\csky_0\</snd_config>
<rank>6444</rank>
<money min="1000" max="2000" infinitive="0"/>
<reputation>-1546</reputation>
<visual>actors\stalker_nebo\stalker_nebo_1</visual>
<supplies>
[spawn] \n
wpn_ak74 \n
ammo_5.45x39_ap = 1 \n
wpn_pm \n
ammo_9x18_fmj = 1 \n
cs_informer_pda = 1 \n
</supplies>
#include "gameplay\character_criticals_1.xml"
</specific_character>
<specific_character id="brodyaga" team_default="1">
<name>brodyaga_name</name>
<icon>ui_inGame2_Brodyaga_dolg</icon>
<map_icon x="1" y="0"/>
<bio>st_brodyaga_bio</bio>
<class>brodyaga</class>
<community>stalker</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\stalker_3\</snd_config>
<rank>59825</rank>
<reputation>759</reputation>
<money min="10000" max="10000" infinitive="0"/>
<visual>actors\stalker_monolith\stalker_monolith_1_face_1</visual>
<supplies>
[spawn] \n
wpn_svu \n
ammo_7.62x54_7h1 \n
wpn_colt1911 \n
ammo_11.43x23_fmj \n
</supplies>
<actor_dialog>brodyaga_cs_story_dialog2</actor_dialog>
<actor_dialog>brodyaga_cs_story_dialog1</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
#include "gameplay\character_criticals_1.xml"
</specific_character>
<specific_character id="gamajun" team_default="1">
<name>gamajun_name</name>
<icon>ui_npc_u_nebo_3</icon>
<map_icon x="1" y="0"/>
<bio>st_gamajun_bio</bio>
<class>gamajun</class>
<community>stalker</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\csky_3\</snd_config>
<rank>19825</rank>
<reputation>759</reputation>
<money min="10000" max="10000" infinitive="0"/>
<visual>actors\stalker_nebo\stalker_nebo_3</visual>
<supplies>
[spawn] \n
wpn_abakan = 1 \n
ammo_5.45x39_ap = 3 \n
</supplies>
<actor_dialog>gamajun_cs_story_dialog1</actor_dialog>
<actor_dialog>gamajun_cs_story_dialog2</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
#include "gameplay\character_criticals_1.xml"
</specific_character>
<specific_character id="monolith_pri_b36_smart_terrain_defense" team_default="1">
<name>monolith_pri_b36_smart_terrain_defense_name</name>
<icon>ui_inGame2_monolit_4</icon>
<map_icon x="1" y="0"/>
<bio>st_monolith_pri_b36_smart_terrain_defense_bio</bio>
<class>monolith_pri_b36_smart_terrain_defense</class>
<community>monolith</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\monolith_3\</snd_config>
<rank>15825</rank>
<reputation>-759</reputation>
<money min="10000" max="10000" infinitive="0"/>
<visual>actors\stalker_monolith\stalker_monolith4b</visual>
<supplies>
[spawn] \n
wpn_g36 = 1 \n
ammo_5.45x39_ap = 1 \n
cs_deshefrator = 1 \n
</supplies>
<actor_dialog>actor_break_dialog</actor_dialog>
#include "gameplay\character_criticals_1.xml"
</specific_character>
</xml>
@@ -0,0 +1,327 @@
<?xml version='1.0' encoding="windows-1251"?>
<!-- CoC 1.4.10 - DoctorX Questlines 1.6 -->
<xml>
<!-- Sidorovich (Loner Trader at the Rookie Village) -->
<specific_character id="esc_2_12_stalker_trader" no_random = "1">
<name>escape_trader_name</name>
<icon>ui_inGame2_sid</icon>
<bio>escape_trader_bio</bio>
<class>trader</class>
<community>trader</community>
<map_icon x="1" y="0"/>
<terrain_sect>stalker_terrain</terrain_sect>
<visual>actors\stalker_trader\stalker_trader_1</visual>
<rank>18846</rank>
<reputation>2302</reputation>
<money min="1000000" max="1000000" infinitive="1"/>
<supplies>
[spawn] \n
</supplies>
#include "gameplay\character_criticals.xml"
<start_dialog>esc_2_12_stalker_trader_start_dialog</start_dialog>
<actor_dialog>dm_init_trader</actor_dialog>
<actor_dialog>information_about_stash_aslan</actor_dialog>
<actor_dialog>information_about_stash_aslan1</actor_dialog>
<actor_dialog>cs_task3_sidor_dialog</actor_dialog>
<actor_dialog>cs_task3_sidor_dialog1</actor_dialog>
<actor_dialog>prinesi_military_docs_start</actor_dialog>
<actor_dialog>prinesi_military_docs_done</actor_dialog>
<actor_dialog>sidorovich_questlines_about_dialog</actor_dialog>
<actor_dialog>drx_sl_esc_m_trader_game_start_dialog_1</actor_dialog>
<!-- LTTZ -->
<actor_dialog>sidorovich_living_legend</actor_dialog>
<actor_dialog>sidorovich_living_legend_finish</actor_dialog>
<actor_dialog>sidorovich_mortal_sin</actor_dialog>
<actor_dialog>sidorovich_mortal_sin_envoy</actor_dialog>
<actor_dialog>sidorovich_mortal_sin_report</actor_dialog>
<actor_dialog>sidorovich_mortal_sin_ambush</actor_dialog>
<actor_dialog>sidorovich_mortal_sin_zone_hero</actor_dialog>
<actor_dialog>sidorovich_operation_afterglow</actor_dialog>
<actor_dialog>sidorovich_operation_afterglow_transmission_report</actor_dialog>
<!-- LTTZ -->
<actor_dialog>dm_important_documents</actor_dialog>
<actor_dialog>drx_sl_cf_task_completed_dialog</actor_dialog>
<actor_dialog>drx_sl_task_completed_dialog</actor_dialog>
<actor_dialog>dm_ordered_task_completed_dialog</actor_dialog>
<actor_dialog>drx_sl_esc_m_trader_meet_dialog</actor_dialog>
<actor_dialog>dm_broker_dialog</actor_dialog>
<actor_dialog>dm_ordered_task_dialog</actor_dialog>
<actor_dialog>dm_lifestyle</actor_dialog>
<actor_dialog>buy_route</actor_dialog>
<actor_dialog>dm_bribe</actor_dialog>
<actor_dialog>drx_sl_change_faction_dialog</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
<actor_dialog>devushka_3_quest</actor_dialog>
</specific_character>
<!-- Wolf (Loner Honcho at the Rookie Village) -->
<specific_character id="esc_2_12_stalker_wolf" team_default = "1">
<name>esc_wolf_name</name>
<icon>ui_inGame2_wolf</icon>
<bio>esc_wolf_bio</bio>
<class>esc_2_12_stalker_wolf</class>
<community>stalker</community> <terrain_sect>stalker_terrain</terrain_sect>
<map_icon x="1" y="0"/>
<terrain_sect>stalker_terrain</terrain_sect>
<rank>17568</rank>
<reputation>2453</reputation>
<money min="600" max="2000" infinitive="0"/>
<snd_config>characters_voice\human\stalker_1\</snd_config>
<crouch_type>-1</crouch_type>
<visual>actors\stalker_neutral\stalker_neytral_balon_1</visual>
<supplies>
[spawn] \n
wpn_pm \n
ammo_9x18_fmj = 2 \n
wpn_pkm \n
ammo_pkm_100 = 3 \n
device_torch \n
hand_radio \n
</supplies>
#include "gameplay\character_criticals.xml"
<start_dialog>esc_2_12_stalker_wolf_start_dialog</start_dialog>
<actor_dialog>wolf_st</actor_dialog> <!-- LTTZ -->
<actor_dialog>dm_ordered_task_completed_dialog</actor_dialog>
<actor_dialog>dm_ordered_task_dialog</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!-- Fanatic (Loner Guard at the Rookie Village) -->
<specific_character id="esc_2_12_stalker_fanat" team_default = "1">
<name>esc_fanat_name</name>
<icon>ui_inGame2_fanatic</icon>
<bio>esc_fanat_bio</bio>
<class>esc_2_12_stalker_fanat</class>
<community>stalker</community> <terrain_sect>stalker_terrain</terrain_sect>
<map_icon x="1" y="0"/>
<terrain_sect>stalker_terrain</terrain_sect>
<rank>12103</rank>
<reputation>1725</reputation>
<money min="600" max="2000" infinitive="0"/>
<snd_config>characters_voice\human\stalker_1\</snd_config>
<crouch_type>-1</crouch_type>
<panic_treshold>0</panic_treshold>
<visual>actors\stalker_neutral\stalker_neytral_rukzak_3</visual>
<supplies>
[spawn] \n
wpn_binoc \n
wpn_pm \n
ammo_9x18_fmj = 3 \n
wpn_ak74u \n
ammo_5.45x39_fmj = 3 \n
</supplies>
#include "gameplay\character_criticals.xml"
<!-- Traning -->
<start_dialog>fanat_training_start</start_dialog>
<actor_dialog>fanat_training_boars_death</actor_dialog>
<actor_dialog>fanat_training_anomaly_reached</actor_dialog>
<actor_dialog>fanat_training_artefact_taken</actor_dialog>
<actor_dialog>fanat_training_back_to_village</actor_dialog>
<actor_dialog>fanat_training_stash_search</actor_dialog>
<actor_dialog>fanat_training_stash_found</actor_dialog>
<actor_dialog>fanat_training_bandit_raid_start</actor_dialog>
<actor_dialog>fanat_training_bandit_raid_end</actor_dialog>
<actor_dialog>fanat_training_end</actor_dialog>
<!-- Traning -->
<actor_dialog>dm_ordered_task_dialog</actor_dialog>
<actor_dialog>dm_ordered_task_completed_dialog</actor_dialog>
<actor_dialog>dm_ordered_task_cancel_dialog</actor_dialog>
<actor_dialog>fanatic_st</actor_dialog> <!-- LTTZ -->
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!-- Hip (The Rookie Village's whiny bitch) -->
<specific_character id="devushka" team_default = "1">
<name>devushka</name>
<icon>ui_inGame2_Hip</icon>
<map_icon x="1" y="0"/>
<bio>Hip</bio>
<class>devushka</class>
<community>stalker</community> <terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\woman\</snd_config>
<rank>160</rank>
<reputation>900</reputation>
<visual>actors\mnp_npc_remeik\girl</visual>
<supplies>
[spawn] \n
wpn_pm \n
ammo_9x18_pmm = 1 \n
#include "gameplay\supplies\character_items.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_drugs_2.xml"
</supplies>
#include "gameplay\character_criticals.xml"
<start_dialog>devushka_1_start</start_dialog>
<actor_dialog>devushka_2_start</actor_dialog>
<actor_dialog>devushka_0_dialog</actor_dialog>
<actor_dialog>devushka_1_dialog</actor_dialog>
<actor_dialog>devushka_2_dialog</actor_dialog>
<actor_dialog>devushka_3_quest_money</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
<actor_dialog>dm_is_actor_companion_dialog</actor_dialog>
<actor_dialog>dm_companion_patrol</actor_dialog>
<actor_dialog>devushka_heal</actor_dialog>
<actor_dialog>devushka_3_dialog</actor_dialog>
<actor_dialog>devushka_4_dialog</actor_dialog>
<actor_dialog>devushka_4_quest</actor_dialog>
<actor_dialog>devushka_about_artefact</actor_dialog>
<actor_dialog>devushka_about_semeckiy</actor_dialog>
<actor_dialog>give_devushka_medved</actor_dialog>
<actor_dialog>devushka_give_present</actor_dialog>
<actor_dialog>devushka_go_village</actor_dialog>
<actor_dialog>adventure_time_with_hip</actor_dialog>
</specific_character>
<!-- Xenotech (Loner Mechanic at the Farm) -->
<specific_character id="esc_smart_terrain_5_7_loner_mechanic_stalker" team_default="1">
<name>esc_smart_terrain_5_7_loner_mechanic_stalker_name</name>
<icon>ui_inGame2_loner_tech</icon>
<bio>??????? ???????. ƒ???????¤ ?????????¤ ???????????.</bio>
<class>esc_smart_terrain_5_7_loner_mechanic_stalker</class>
<community>stalker</community>
<map_icon x="1" y="0"/>
<terrain_sect>stalker_terrain</terrain_sect>
<!--mechanic_mode>1</mechanic_mode-->
<money min="1000000" max="1000000" infinitive="1"/>
<rank>3139</rank>
<reputation>784</reputation>
<visual>actors\stalker_neutral\loner_mechanic_stalker</visual>
<snd_config>characters_voice\human\stalker_3\</snd_config>
<supplies>
[spawn] \n
wpn_toz34 \n
ammo_12x76_zhekan = 1 \n
wpn_fort \n
ammo_9x18_fmj = 1 \n
#include "gameplay\supplies\character_items.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_drugs_2.xml"
</supplies>
#include "gameplay\character_criticals.xml"
<actor_dialog>dm_init_trader</actor_dialog>
<actor_dialog>dm_init_mechanic</actor_dialog>
<actor_dialog>drx_sl_task_completed_dialog</actor_dialog>
<actor_dialog>dm_ordered_task_completed_dialog</actor_dialog>
<actor_dialog>drx_sl_esc_smart_terrain_5_7_loner_mechanic_stalker_meet_dialog</actor_dialog>
<actor_dialog>drx_sl_mechanic_task_dialog</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
<actor_dialog>dm_encrypted_pda</actor_dialog>
<actor_dialog>awr_tech_dialog_drink_1</actor_dialog>
<actor_dialog>dm_tech_repair</actor_dialog>
</specific_character>
<!-- Loris (Loner Trader at the Farm) -->
<specific_character id="esc_main_base_trader_mlr" team_default="1">
<name>esc_main_base_trader_mlr_name</name>
<icon>ui_inGame2_kashpirovsky</icon>
<map_icon x="1" y="0"></map_icon>
<bio>An experienced stalker. No detailed information is available.</bio>
<class>esc_main_base_trader_mlr</class>
<community>trader</community><terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\stalker_3\</snd_config>
<rank>1500</rank>
<money min="1000000" max="1000000" infinitive="1"/>
<reputation>1000</reputation>
<visual>actors\stalker_neutral\stalker_neutral_1e_face_kashpirovsky</visual>
<supplies>
[spawn] \n
wpn_beretta \n
ammo_9x19_fmj = 1 \n
#include "gameplay\supplies\character_items.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_drugs.xml"
</supplies>
#include "gameplay\character_criticals.xml"
<actor_dialog>dm_init_trader</actor_dialog>
<actor_dialog>buy_route</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!-- (Military Mechanic - Southern Outpost) -->
<specific_character id="army_south_mechan_mlr" team_default="1">
<name>army_south_mechan_mlr_name</name>
<icon>ui_inGame2_Soldier_3</icon>
<map_icon x="1" y="0"></map_icon>
<bio>Нет данных.</bio>
<class>army_south_mechan_mlr</class>
<community>army</community><terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\military_3\</snd_config>
<!--mechanic_mode>1</mechanic_mode-->
<money min="1000000" max="1000000" infinitive="1"/>
<rank>1100</rank>
<money min="1000" max="3000" infinitive="0"/>
<reputation>-600</reputation>
<visual>actors\stalker_soldier\stalker_soldier_3</visual>
<supplies>
[spawn] \n
wpn_ak74 \n
ammo_5.45x39_ap = 3 \n
#include "gameplay\supplies\character_items.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_drugs.xml"
</supplies>
#include "gameplay\character_criticals.xml"
<actor_dialog>dm_init_trader</actor_dialog>
<actor_dialog>dm_init_mechanic</actor_dialog>
<actor_dialog>army_south_mechan_mlr_st</actor_dialog>
<actor_dialog>dm_ordered_task_dialog</actor_dialog>
<actor_dialog>dm_ordered_task_completed_dialog</actor_dialog>
<actor_dialog>dm_encrypted_pda</actor_dialog>
<actor_dialog>dm_tech_repair</actor_dialog>
<actor_dialog>awr_tech_dialog_drink_1</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!-- (Military Trader - Southern Outpost) -->
<specific_character id="esc_3_16_military_trader" team_default="1">
<name>esc_3_16_military_trader_name</name>
<icon>ui_inGame2_Soldier_3</icon>
<map_icon x="1" y="0"></map_icon>
<bio>Нет данных.</bio>
<class>esc_3_16_military_trader</class>
<community>army</community> <terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\military_3\</snd_config>
<rank>1900</rank>
<money min="1000000" max="1000000" infinitive="1"/>
<reputation>-1500</reputation>
<visual>actors\stalker_soldier\stalker_soldier_3</visual>
<supplies>
[spawn] \n
wpn_ak74 \n
ammo_5.45x39_ap = 3 \n
#include "gameplay\supplies\character_items.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_drugs.xml"
</supplies>
#include "gameplay\character_criticals.xml"
<actor_dialog>dm_init_trader</actor_dialog>
<actor_dialog>dm_ordered_task_dialog</actor_dialog>
<actor_dialog>dm_ordered_task_completed_dialog</actor_dialog>
<!------------ Hidden Threat ------------>
<actor_dialog>sl_hidden_threat_dialog_jurov</actor_dialog>
<!--------------------------------------->
<actor_dialog>guid_esc_mlr_military</actor_dialog>
<actor_dialog>guid_esc_mlr_military_vert</actor_dialog>
<actor_dialog>guid_esc_mlr_military_list</actor_dialog>
<actor_dialog>dm_bribe</actor_dialog>
<actor_dialog>buy_route</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
</xml>
@@ -0,0 +1,319 @@
<?xml version='1.0' encoding="windows-1251"?>
<!--
Storyline: Hidden Threat
Version: 1.0
Autor: Longreed
Last Edit: 01/11/2021
-->
<xml>
<!----------------------- @@@ ---------------------------------->
<specific_character id="hidden_threat_spirit" team_default = "1">
<name>st_hidden_threat_spirit_name</name>
<icon>ui_inGame2_no_data</icon>
<map_icon x="1" y="0"></map_icon>
<bio>None.</bio>
<class>hidden_threat_spirit</class>
<community>trader</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\stalker_2\</snd_config>
<rank>0</rank>
<reputation>0</reputation>
<visual>actors\stalker_osoznanie\stalker_osoznanie_1</visual>
<supplies>
[spawn] \n
</supplies>
#include "gameplay\character_criticals.xml"
</specific_character>
<!------------------ Сержант Горобец ---------------------------->
<specific_character id="army_ser_gorobez" team_default = "1">
<name>st_hidden_threat_ser_gorobez_name</name>
<icon>ui_inGame2_Soldier_1</icon>
<map_icon x="1" y="0"></map_icon>
<bio>None.</bio>
<class>army_ser_gorobez</class>
<community>army</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\stalker_2\</snd_config>
<rank>1240</rank>
<reputation>350</reputation>
<visual>actors\stalker_soldier\stalker_soldier_1</visual>
<supplies>
[spawn] \n
</supplies>
#include "gameplay\character_criticals.xml"
</specific_character>
<!--------------------- Майор Эрнандес ----------------------------->
<specific_character id="hidden_threat_isg_leader" team_default = "1">
<name>st_hidden_threat_isg_leader_name</name>
<icon>ui_inGame2_Hernandez</icon>
<map_icon x="1" y="0"></map_icon>
<bio>None.</bio>
<class>hidden_threat_isg_leader</class>
<community>isg</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\killer_1\</snd_config>
<rank>25000</rank>
<reputation>0</reputation>
<visual>actors\stalker_isg\stalker_isg_leader</visual>
<supplies>
[spawn] \n
wpn_aug_modern = 1 \n
ammo_5.56x45_ss190 = 1 \n
wpn_hpsa = 1 \n
ammo_9x19_fmj = 1 \n
</supplies>
#include "gameplay\character_criticals.xml"
</specific_character>
<!------------------ Лейтенант Годунов ----------------------------->
<specific_character id="hidden_threat_isg_agent" team_default = "1">
<name>st_hidden_threat_isg_agent_name</name>
<icon>ui_inGame2_Soldier_4</icon>
<map_icon x="1" y="0"></map_icon>
<bio>None.</bio>
<class>hidden_threat_isg_agent</class>
<community>isg</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\killer_3\</snd_config>
<rank>20000</rank>
<reputation>1550</reputation>
<visual>actors\stalker_isg\stalker_isg_military</visual>
<supplies>
[spawn] \n
wpn_fnx45_custom = 1 \n
ammo_11.43x23_hydro = 1 \n
</supplies>
#include "gameplay\character_criticals.xml"
</specific_character>
<!------------ Cнайпер ИИГ(pri_b35_military) ----------------------->
<specific_character id="pri_b35_military_isg_sniper" team_default = "1">
<name>GENERATE_NAME_senior_sergeant</name>
<icon>ui_inGame2_neutral_3</icon>
<map_icon x="1" y="0"></map_icon>
<bio>None.</bio>
<class>pri_b35_military_isg_sniper</class>
<community>isg</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\killer_3\</snd_config>
<rank min="5000" max="10000" />
<reputation min="-1500" max="2100" />
<visual>actors\stalker_isg\stalker_isg_radiationsuit</visual>
<supplies>
[spawn] \n
wpn_l96a1 = 1 \n
ammo_7.62x51_ap = 3 \n
wpn_hpsa = 1 \n
ammo_9x19_fmj = 1 \n
</supplies>
#include "gameplay\character_criticals.xml"
</specific_character>
<!------------ Cнайпер ИИГ(aes2_monolith_camp) ----------------------->
<specific_character id="aes2_mc_isg_sniper" team_default = "1">
<name>GENERATE_NAME_lieutenant</name>
<icon>ui_inGame2_neutral_4</icon>
<map_icon x="1" y="0"></map_icon>
<bio>None.</bio>
<class>aes2_mc_isg_sniper</class>
<community>isg</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\killer_3\</snd_config>
<rank min="10000" max="15000" />
<reputation min="-1500" max="2100" />
<visual>actors\stalker_isg\stalker_isg_exoskeleton</visual>
<supplies>
[spawn_loadout] \n
wpn_m24 = 1 \n
wpn_l96a1m = 1 \n
wpn_m98b = 1 \n
wpn_trg = 1 \n
wpn_vssk = 1 \n
[spawn_loadout2] \n
wpn_usp_match = 1 \n
wpn_glock = 1 \n
wpn_fnx45 = 1 \n
wpn_fnp45 = 1 \n
wpn_desert_eagle = 1 \n
[spawn] \n
</supplies>
#include "gameplay\character_criticals.xml"
</specific_character>
<!------------------ Полковник Дегтярёв ---------------------------->
<specific_character id="hidden_threat_degtyarev" team_default = "1">
<name>st_hidden_threat_degtyarev_name</name>
<icon>ui_inGame2_Hero</icon>
<map_icon x="1" y="0"></map_icon>
<bio>None.</bio>
<class>hidden_threat_degtyarev</class>
<community>army_npc</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\military_1\</snd_config>
<rank>25000</rank>
<reputation>1500</reputation>
<visual>actors\stalker_hero\army_degtyarev_military</visual>
<supplies>
[spawn] \n
wpn_vintorez_nimble = 1 \n
ammo_9x39_ap = 3 \n
wpn_pm_actor = 1 \n
ammo_9x18_fmj = 3 \n
grenade_f1 = 2 \n
</supplies>
#include "gameplay\character_criticals.xml"
<start_dialog>sl_hidden_threat_dialog_degtyarev_d2</start_dialog>
<actor_dialog>sl_hidden_threat_dialog_degtyarev_d3</actor_dialog>
<actor_dialog>sl_hidden_threat_dialog_degtyarev_d4</actor_dialog>
<actor_dialog>sl_hidden_threat_dialog_degtyarev_d5</actor_dialog>
<actor_dialog>sl_hidden_threat_dialog_degtyarev_d6</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!---------------------- Агент СБУ 1 ------------------------------->
<specific_character id="pri_b35_mercs_agent_sbu_1" team_default = "1">
<name>GENERATE_NAME_senior_sergeant</name>
<icon>ui_inGame2_Soldier_3</icon>
<map_icon x="1" y="0"></map_icon>
<bio>None.</bio>
<class>pri_b35_mercs_agent_sbu_1</class>
<community>army_npc</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\military_3\</snd_config>
<rank>7500</rank>
<reputation>800</reputation>
<visual>actors\stalker_soldier\stalker_soldier_3</visual>
<supplies>
[spawn_loadout] \n
wpn_abakan_kobra = 1 \n
wpn_aks74_new = 1 \n
wpn_ak74m_camo = 1 \n
wpn_aek971_kobra = 1 \n
wpn_ak101_eot = 1 \n
wpn_ak102_eot = 1 \n
wpn_ak103_kobra = 1 \n
wpn_ak104_kobra = 1 \n
wpn_ak105_kobra = 1 \n
wpn_vepr_kobra = 1 \n
[spawn_loadout2] \n
wpn_gsh18 = 1 \n
wpn_mp443 = 1 \n
wpn_fort = 1 \n
[spawn] \n
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
</specific_character>
<!---------------------- Агент СБУ 2 ------------------------------->
<specific_character id="pri_b35_mercs_agent_sbu_2" team_default = "1">
<name>GENERATE_NAME_senior_sergeant</name>
<icon>ui_inGame2_Soldier_3</icon>
<map_icon x="1" y="0"></map_icon>
<bio>None.</bio>
<class>pri_b35_mercs_agent_sbu_2</class>
<community>army_npc</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\military_1\</snd_config>
<rank>6900</rank>
<reputation>300</reputation>
<visual>actors\stalker_soldier\stalker_soldier_3</visual>
<supplies>
[spawn_loadout] \n
wpn_groza = 1 \n
wpn_val_kobra = 1 \n
wpn_vepr_kobra = 1 \n
[spawn_loadout2] \n
wpn_gsh18 = 1 \n
wpn_mp443 = 1 \n
wpn_fort = 1 \n
[spawn] \n
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
</specific_character>
<!------------------------ Стрелок --------------------------------->
<specific_character id="hidden_threat_strelok" team_default = "1">
<name>st_hidden_threat_strelok_name</name>
<icon>ui_inGame2_strelok_ico</icon>
<map_icon x="1" y="0"></map_icon>
<bio>None.</bio>
<class>hidden_threat_strelok</class>
<community>stalker</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\stalker_2\</snd_config>
<rank>35000</rank>
<reputation>1500</reputation>
<visual>actors\stalker_neutral\stalker_neutral_strelok</visual>
<supplies>
[spawn] \n
wpn_sig550_sniper = 1 \n
ammo_5.56x45_ap = 3 \n
wpn_colt1911 = 1 \n
ammo_11.43x23_fmj = 1 \n
grenade_f1 = 1 \n
</supplies>
#include "gameplay\character_criticals.xml"
</specific_character>
<!-------------- Майор Верещагин(Агропром) ------------------------->
<specific_character id="agr_1_6_ht_vereshagin" team_default = "1">
<name>st_agr_1_6_ht_vereshagin_name</name>
<icon>ui_npc_u_stalker_militari_1</icon>
<map_icon x="1" y="0"></map_icon>
<bio>None.</bio>
<class>agr_1_6_ht_vereshagin</class>
<community>army_npc</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\military_3\</snd_config>
<rank>15000</rank>
<reputation>1250</reputation>
<visual>actors\stalker_soldier\stalker_soldier_4_skat</visual>
<supplies>
[spawn] \n
wpn_ak12_ac10632 = 1, silencer = 1 \n
ammo_5.45x39_ap = 1 \n
wpn_mp443 = 1 \n
ammo_9x19_ap = 1 \n
grenade_f1 = 1 \n
</supplies>
#include "gameplay\character_criticals.xml"
<start_dialog>sl_hidden_threat_dialog_vereshagin_d1</start_dialog>
<actor_dialog>sl_hidden_threat_dialog_vereshagin_d2</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!------------ Штурмовик СБУ(Припять, Юпитер) ---------------------->
<specific_character id="pri_a15_ht_sbu_enforcer" team_default = "1">
<name>GENERATE_NAME_captain</name>
<icon>ui_inGame2_nosorog</icon>
<map_icon x="1" y="0"></map_icon>
<bio>None.</bio>
<class>pri_a15_ht_sbu_enforcer</class>
<community>army_npc</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\military_3\</snd_config>
<rank min="15000" max="20000" />
<reputation min="0" max="1200" />
<visual>actors\stalker_soldier\stalker_soldier4nosorog</visual>
<supplies>
[spawn] \n
wpn_pkp = 1 \n
ammo_7.62x54_ap = 1 \n
wpn_gsh18 = 1 \n
ammo_9x19_ap = 1 \n
grenade_f1 = 1 \n
</supplies>
#include "gameplay\character_criticals.xml"
</specific_character>
<!------------ Рандомный сотрудник СБУ(Юпитер) ----------------------->
<specific_character id="jup_b208_ht_sbu_agent" team_default = "1">
<name>GENERATE_NAME_captain</name>
<icon>ui_npc_u_stalker_militari_1</icon>
<map_icon x="1" y="0"></map_icon>
<bio>None.</bio>
<class>jup_b208_ht_sbu_agent</class>
<community>army_npc</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\military_3\</snd_config>
<rank min="15000" max="20000" />
<reputation min="0" max="1200" />
<visual>actors\stalker_soldier\stalker_soldier_4_skat</visual>
<supplies>
[spawn] \n
</supplies>
#include "gameplay\character_criticals.xml"
</specific_character>
</xml>
@@ -0,0 +1,298 @@
<?xml version='1.0' encoding="windows-1251"?>
<!-- CoC 1.4.10 - DoctorX Questlines 1.6 -->
<xml>
<!-- /////////////////////////////////////////////////////////////////////////////////////////////
<!--
<!-- Professor Kalancha (Clear Sky Medic) Character Description
<!--
<!-- Modified by SarisKhan
<!-- for Lost to the Zone
<!-- September 17, 2017
<!--
<!-- ----------------------------------------------------------------------------------------- -->
<specific_character id="mar_smart_terrain_base_doctor" team_default = "1">
<name>mar_smart_terrain_base_doctor_name</name>
<icon>ui_npc_u_nebo_2_face_2</icon>
<map_icon x="1" y="0">
</map_icon>
<bio>Doctor.</bio>
<class>mar_smart_terrain_base_doctor</class>
<community>trader</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\stalker_2\</snd_config>
<rank>14500</rank>
<reputation>1700</reputation>
<money min="1000000" max="1000000" infinitive="1" />
<visual>actors\stalker_nebo\stalker_nebo_2_face_2</visual>
<supplies>
[spawn] \n
wpn_ak74u = 1 \n
ammo_5.45x39_fmj = 1 \n
</supplies>
<start_dialog>mar_smart_terrain_base_doctor_start</start_dialog>
<actor_dialog>dm_init_medic</actor_dialog>
<actor_dialog>dm_ordered_task_dialog</actor_dialog>
<actor_dialog>dm_ordered_task_completed_dialog</actor_dialog>
<actor_dialog>dm_medic_general</actor_dialog>
<actor_dialog>marsh_stalker_medic_background</actor_dialog>
<actor_dialog>marsh_stalker_medic_about_people</actor_dialog>
<actor_dialog>marsh_stalker_medic_about_zone</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
#include "gameplay\character_criticals.xml"
</specific_character>
<!-------------------------- THE REAL DOC ---------------------- -->
<specific_character id="mar_smart_terrain_doc_doctor" team_default = "1">
<name>marsh_doctor_name</name>
<icon>ui_inGame2_doc</icon>
<map_icon x="1" y="0">
</map_icon>
<bio>Doctor.</bio>
<class>mar_smart_terrain_doc_doctor</class>
<community>trader</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\stalker_2\</snd_config>
<rank>18753</rank>
<reputation>2485</reputation>
<money min="10000" max="10000" infinitive="0" />
<visual>actors\izgoy\izgoy</visual>
<supplies>
[spawn] \n
wpn_fort \n
ammo_9x18_fmj = 3 \n
cit_doctors_key = 1 \n
cit_doctors_pda = 1 \n
</supplies>
<start_dialog>cit_doctor_hello_dialog</start_dialog>
<actor_dialog>cit_doctor_main_dialog</actor_dialog>
<!-- LTTZ -->
<actor_dialog>doctor_living_legend</actor_dialog>
<actor_dialog>doctor_living_legend_strelok</actor_dialog>
<!-- LTTZ -->
<actor_dialog>actor_break_dialog</actor_dialog>
#include "gameplay\character_criticals.xml"
</specific_character>
<!-- Librarian (Clear Sky Barman) Character Description -->
<specific_character id="mar_base_stalker_barmen" team_default="1">
<name>mar_base_stalker_barmen_name</name>
<icon>ui_inGame2_librarian</icon>
<map_icon x="1" y="0">
</map_icon>
<bio>Îïûòíûé ñòàëêåð. Äåòàëüíàÿ èíôîðìàöèÿ îòñóòñòâóåò.</bio>
<class>mar_base_stalker_barmen</class>
<community>csky</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\csky_1\</snd_config>
<rank>10140</rank>
<reputation>1246</reputation>
<money min="1000000" max="1000000" infinitive="1" />
<visual>actors\stalker_nebo\stalker_nebo_smask1</visual>
<supplies>
[spawn] \n
wpn_sig550 \n
ammo_5.56x45_ap = 1 \n
wpn_beretta \n
ammo_9x19_fmj = 1 \n
#include "gameplay\supplies\character_items_3.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_drugs_3.xml"
</supplies>
#include "gameplay\character_criticals.xml"
<start_dialog>marsh_stalker_barmen_start_dialog</start_dialog>
<actor_dialog>dm_init_batender</actor_dialog>
<!-- mlr -->
<actor_dialog>story_b_cs</actor_dialog>
<actor_dialog>story_dog</actor_dialog>
<actor_dialog>about_dog_marsh_part_two</actor_dialog>
<!-- mlr -->
<actor_dialog>drx_sl_task_completed_dialog</actor_dialog>
<actor_dialog>dm_ordered_task_completed_dialog</actor_dialog>
<actor_dialog>drx_sl_mar_base_stalker_barmen_meet_dialog</actor_dialog>
<actor_dialog>dm_ordered_task_dialog</actor_dialog>
<actor_dialog>mar_smart_terrain_base_barman_background</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!-- Spore (Clear Sky Trader) Character Description -->
<specific_character id="mar_base_owl_stalker_trader" team_default="1">
<name>mar_base_owl_stalker_trader_name</name>
<icon>ui_inGame2_csky_trade</icon>
<map_icon x="1" y="0">
</map_icon>
<bio>Îïûòíûé ñòàëêåð. Äåòàëüíàÿ èíôîðìàöèÿ îòñóòñòâóåò.</bio>
<class>mar_base_owl_stalker_trader</class>
<community>csky</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\csky_1\</snd_config>
<rank>16893</rank>
<reputation>1559</reputation>
<money min="1000000" max="1000000" infinitive="1" />
<visual>actors\stalker_nebo\stalker_trader_nebo</visual>
<supplies></supplies>
#include "gameplay\character_criticals.xml"
<start_dialog>mar_base_owl_stalker_trader_start_dialog</start_dialog>
<actor_dialog>dm_init_trader</actor_dialog>
<actor_dialog>information_about_stash_aslan</actor_dialog>
<actor_dialog>information_about_stash_aslan1</actor_dialog>
<actor_dialog>cs_task0_dialog</actor_dialog>
<actor_dialog>cs_task0_dialog1</actor_dialog>
<actor_dialog>cs_task2_dialog</actor_dialog>
<actor_dialog>dm_ordered_task_completed_dialog</actor_dialog>
<actor_dialog>dm_broker_dialog</actor_dialog>
<actor_dialog>dm_ordered_task_dialog</actor_dialog>
<actor_dialog>mar_smart_terrain_base_trader_background</actor_dialog>
<actor_dialog>buy_route</actor_dialog>
<!--actor_dialog>buy_extra_items</actor_dialog-->
<actor_dialog>debt_register</actor_dialog>
<actor_dialog>debt_pay_off</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!-- Novikov (Clear Sky Mechanic) Character Description -->
<specific_character id="mar_base_stalker_tech" team_default = "1">
<name>mar_base_stalker_tech_name</name>
<icon>ui_inGame2_Novikov</icon>
<map_icon x="1" y="0">
</map_icon>
<bio>Îïûòíûé ñòàëêåð. Òåõíèê Àçîò.</bio>
<class>mar_base_stalker_tech</class>
<community>csky</community>
<!--mechanic_mode>1</mechanic_mode-->
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\csky_1\</snd_config>
<rank>16497</rank>
<reputation>1891</reputation>
<money min="1000000" max="1000000" infinitive="1"/>
<visual>actors\stalker_nebo\stalker_nebo_2_face_3</visual>
<supplies>
[spawn] \n
wpn_fort \n
ammo_9x18_pmm = 1 \n
#include "gameplay\supplies\character_items_2.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_drugs_3.xml"
</supplies>
<start_dialog>marsh_stalker_tech_start</start_dialog>
<actor_dialog>dm_init_trader</actor_dialog>
<actor_dialog>dm_init_mechanic</actor_dialog>
<actor_dialog>dm_tech_repair</actor_dialog>
<actor_dialog>dm_ordered_task_completed_dialog</actor_dialog>
<actor_dialog>drx_sl_mechanic_task_dialog</actor_dialog>
<actor_dialog>dm_ordered_task_completed_dialog</actor_dialog>
<actor_dialog>mar_smart_terrain_base_tech_background</actor_dialog>
<actor_dialog>dm_encrypted_pda</actor_dialog>
<actor_dialog>marsh_stalker_tech_pragmatic_research</actor_dialog> <!-- LTTZ -->
<actor_dialog>awr_tech_dialog_drink_1</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
#include "gameplay\character_criticals.xml"
</specific_character>
<!-- Cold (Clear Sky Honcho) Character Description -->
<specific_character id="mar_smart_terrain_base_stalker_leader_marsh" team_default = "1">
<name>mar_smart_terrain_base_stalker_leader_marsh_name</name>
<icon>ui_inGame2_cold</icon>
<map_icon x="1" y="0">
</map_icon>
<bio>??????? ???????. ƒ???????¤ ?????????¤ ???????????.</bio>
<class>mar_smart_terrain_base_stalker_leader_marsh</class>
<community>csky</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\csky_1\</snd_config>
<rank>16672</rank>
<reputation>2314</reputation>
<visual>actors\stalker_nebo\stalker_nebo_2_face_4</visual>
<supplies>
[spawn] \n
wpn_desert_eagle = 1 \n
ammo_11.43x23_fmj = 1 \n
wpn_ak74 = 1 \n
ammo_5.45x39_fmj = 1 \n
#include "gameplay\supplies\character_items_3.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_drugs_3.xml"
</supplies>
#include "gameplay\character_criticals.xml"
<start_dialog>hello_dialog</start_dialog>
<actor_dialog>cold_questlines_about_dialog</actor_dialog>
<actor_dialog>cs_task0_ambush_renegade</actor_dialog>
<actor_dialog>cs_task0_ambush_renegade_vip</actor_dialog>
<actor_dialog>cs_task0_ambush_renegade_vip2</actor_dialog>
<actor_dialog>cs_task0_ambush_renegade_vip3</actor_dialog>
<actor_dialog>cs_task3_cold_dialog</actor_dialog>
<actor_dialog>holod_end_cs_story</actor_dialog>
<actor_dialog>dm_ordered_task_dialog</actor_dialog> <!-- LTTZ -->
<actor_dialog>dm_ordered_task_completed_dialog</actor_dialog> <!-- LTTZ -->
<actor_dialog>drx_sl_mar_smart_terrain_base_stalker_leader_marsh_game_start_dialog_1</actor_dialog>
<actor_dialog>drx_sl_cf_task_completed_dialog</actor_dialog>
<actor_dialog>drx_sl_task_completed_dialog</actor_dialog>
<actor_dialog>drx_sl_mar_smart_terrain_base_stalker_leader_marsh_meet_dialog</actor_dialog>
<!-- LTTZ -->
<actor_dialog>cold_living_legend</actor_dialog>
<actor_dialog>cold_living_legend_finish</actor_dialog>
<actor_dialog>cold_mortal_sin</actor_dialog>
<actor_dialog>cold_mortal_sin_envoy</actor_dialog>
<actor_dialog>cold_mortal_sin_report</actor_dialog>
<actor_dialog>cold_mortal_sin_ambush</actor_dialog>
<actor_dialog>cold_mortal_sin_zone_hero</actor_dialog>
<actor_dialog>cold_operation_afterglow</actor_dialog>
<actor_dialog>cold_operation_afterglow_transmission_report</actor_dialog>
<!-- LTTZ -->
<actor_dialog>dm_important_documents</actor_dialog>
<actor_dialog>drx_sl_change_faction_dialog</actor_dialog>
<actor_dialog>mar_smart_terrain_base_leader_background</actor_dialog>
<actor_dialog>mar_smart_terrain_base_leader_csky_history</actor_dialog>
<!--------------------- mlr ------------------------>
<actor_dialog>find_blackbox_mlr_reward_csky</actor_dialog>
<!--------------------- mlr ------------------------>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!-- (Clear Sky guide) --> <!-- LTTZ -->
<specific_character id="guid_marsh_mlr" team_default="1">
<name>cit_doctor_name</name>
<icon>ui_inGame2_trodnik</icon>
<map_icon x="1" y="0">
</map_icon>
<bio>An experienced stalker. No detailed information is available.</bio>
<class>guid_marsh_mlr</class>
<community>csky</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\csky_3\</snd_config>
<rank>14030</rank>
<money min="500" max="1000" infinitive="0"/>
<reputation>1000</reputation>
<visual>actors\stalker_nebo\stalker_nebo_1</visual>
<supplies>
[spawn] \n
wpn_ak74u = 1 \n
ammo_5.45x39_fmj = 1 \n
#include "gameplay\supplies\character_items.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_drugs.xml"
</supplies>
#include "gameplay\character_criticals.xml"
<actor_dialog>meet_guid_marsh_csky</actor_dialog>
<actor_dialog>mar_csky_guide_background</actor_dialog>
<actor_dialog>travel_guid_marsh_csky</actor_dialog>
<actor_dialog>meet_guid_marsh_csky_list</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
</xml>
File diff suppressed because it is too large Load Diff
@@ -0,0 +1,87 @@
<?xml version='1.0' encoding="windows-1251"?>
<!--
Storyline: Hidden Threat
Version: 1.0
Autor: Longreed
Last Edit: 06/12/2021
-->
<game_information_portions>
<info_portion id="hidden_threat_disabled"></info_portion>
<info_portion id="hidden_threat_start"></info_portion>
<info_portion id="hidden_threat_complete"></info_portion>
<info_portion id="dialog_kuznetsov_first_flag"></info_portion>
<info_portion id="dialog_kuznetsov_4_flag"></info_portion>
<info_portion id="dialog_kuznetsov_5_flag"></info_portion>
<info_portion id="dialog_kuznetsov_6_flag"></info_portion>
<info_portion id="dialog_kuznetsov_7_flag"></info_portion>
<info_portion id="dialog_spirit_first_flag"></info_portion>
<info_portion id="dialog_spooner_barter_flag"></info_portion>
<info_portion id="dialog_spooner_outfit_flag"></info_portion>
<info_portion id="dialog_kirillov_1_flag"></info_portion>
<info_portion id="dialog_isg_leader_1_flag"></info_portion>
<info_portion id="dialog_isg_leader_2_flag"></info_portion>
<info_portion id="dialog_isg_leader_3_flag"></info_portion>
<info_portion id="dialog_degtyarev_1_flag"></info_portion>
<info_portion id="dialog_degtyarev_2_flag"></info_portion>
<info_portion id="dialog_degtyarev_3_flag"></info_portion>
<info_portion id="dialog_degtyarev_4_flag"></info_portion>
<info_portion id="dialog_degtyarev_5_flag"></info_portion>
<info_portion id="pri_b304_open_door_flag"></info_portion>
<info_portion id="ds2_domik_st_ht_cut_scene_start"></info_portion>
<info_portion id="ds2_domik_st_ht_cut_scene_end"></info_portion>
<info_portion id="ds2_domik_st_ht_cut_scene_1_flag"></info_portion>
<info_portion id="ds2_domik_st_ht_cut_scene_2_flag"></info_portion>
<info_portion id="ds2_domik_st_ht_cut_scene_3_flag"></info_portion>
<info_portion id="hidden_threat_task_1_start"></info_portion>
<info_portion id="hidden_threat_task_1_stage_1"></info_portion>
<info_portion id="hidden_threat_task_1_stage_2"></info_portion>
<info_portion id="hidden_threat_task_1_stage_3"></info_portion>
<info_portion id="hidden_threat_task_1_complete"></info_portion>
<info_portion id="hidden_threat_task_2_start"></info_portion>
<info_portion id="hidden_threat_task_2_complete"></info_portion>
<info_portion id="hidden_threat_task_3_msg"></info_portion>
<info_portion id="hidden_threat_task_3_start"></info_portion>
<info_portion id="hidden_threat_task_3_complete"></info_portion>
<info_portion id="hidden_threat_task_4_msg"></info_portion>
<info_portion id="hidden_threat_task_4_start"></info_portion>
<info_portion id="hidden_threat_task_4_stage_5"></info_portion>
<info_portion id="hidden_threat_task_4_stage_6_msg"></info_portion>
<info_portion id="hidden_threat_task_4_stage_6"></info_portion>
<info_portion id="hidden_threat_task_4_stage_7"></info_portion>
<info_portion id="hidden_threat_task_4_complete"></info_portion>
<info_portion id="hidden_threat_task_5_msg"></info_portion>
<info_portion id="hidden_threat_task_5_start"></info_portion>
<info_portion id="hidden_threat_task_5_stage_2"></info_portion>
<info_portion id="hidden_threat_task_5_stage_5"></info_portion>
<info_portion id="hidden_threat_task_5_complete"></info_portion>
<info_portion id="hidden_threat_task_6_msg"></info_portion>
<info_portion id="hidden_threat_task_6_start"></info_portion>
<info_portion id="hidden_threat_task_6_stage_2"></info_portion>
<info_portion id="hidden_threat_task_6_stage_3"></info_portion>
<info_portion id="hidden_threat_task_6_stage_5"></info_portion>
<info_portion id="hidden_threat_task_6_stage_6"></info_portion>
<info_portion id="hidden_threat_task_6_complete"></info_portion>
<info_portion id="hidden_threat_task_7_msg"></info_portion>
<info_portion id="hidden_threat_task_7_start"></info_portion>
<info_portion id="hidden_threat_task_7_stage_1"></info_portion>
<info_portion id="hidden_threat_task_7_stage_2"></info_portion>
<info_portion id="hidden_threat_task_7_stage_3"></info_portion>
<info_portion id="hidden_threat_second_task_1_complete"></info_portion>
<info_portion id="hidden_threat_second_task_2_start"></info_portion>
<info_portion id="hidden_threat_second_task_2_box"></info_portion>
<info_portion id="hidden_threat_second_task_2_fail"></info_portion>
<info_portion id="hidden_threat_second_task_2_complete"></info_portion>
<info_portion id="jup_b8_isg_combat"></info_portion>
<info_portion id="val_1_2_army_combat"></info_portion>
<info_portion id="darkvalley_spawn_pda"></info_portion>
<info_portion id="pri_a17_prisoner"></info_portion>
<info_portion id="pri_a17_punch_play_sound"></info_portion>
<info_portion id="pri_b35_mercs_spawn_scene"></info_portion>
<info_portion id="pri_b35_mercs_fail_scene"></info_portion>
<info_portion id="pri_b304_doors_open"></info_portion>
<info_portion id="aes_companion_squad"></info_portion>
<info_portion id="ht_jupiter_und_spawn_1"></info_portion>
<info_portion id="ht_jupiter_und_spawn_2"></info_portion>
<info_portion id="jup_und_hall_door"></info_portion>
<info_portion id="jup_und_hall_sniper"></info_portion>
</game_information_portions>
@@ -0,0 +1,64 @@
<?xml version='1.0' encoding="windows-1251"?>
<xml>
<!-- Îïåðàöèÿ "Ìîíîëèò" -->
<character id="kvartet">
<class>kvartet</class>
</character>
<character id="vasil_nevezuchi">
<class>vasil_nevezuchi</class>
</character>
<!-- Ïðîôèëÿ Ó÷åíûõ AH -->
<character id="ah_sarik">
<class>ah_sarik</class>
</character>
<!-- ¹1 Àññèñòåíò Êîâàëåâ Áîëîòà-->
<character id="ah_bol_kovalev">
<class>ah_bol_kovalev</class>
</character>
<!-- ¹2 Äîöåíò Ìàðêîâ ßíòàðü-->
<character id="ah_yan_markov">
<class>ah_yan_markov</class>
</character>
<!-- ¹3 Êàíäèäàò Ïèðîãîâ Òåìíàÿ äîëèíà-->
<character id="ah_dark_pirogov">
<class>ah_dark_pirogov</class>
</character>
<!-- ¹4 Íàó÷íûé ñîòðóäíèê ×åðíîâ Ñêëàäû-->
<character id="ah_mil_chernov">
<class>ah_mil_chernov</class>
</character>
<!-- ¹5 Ïðîôåññîð Âëàäèñëàâ Æóê Þïèòåð-->
<character id="ah_up_juk">
<class>ah_up_juk</class>
</character>
<!-- ¹6 Äîöåíò Âîðîáóøêèí çàòîí-->
<character id="ah_zat_vorobushkin">
<class>ah_zat_vorobushkin</class>
</character>
<!-- ¹7 Àêàäåìèê Ñêàáèíñêèé-->
<character id="ah_aes_skabinsky">
<class>ah_aes_skabinsky</class>
</character>
<!-- ¹7 Àêàäåìèê Ñêàáèíñêèé ôèíàë-->
<character id="ah_aes_skabinsky_final">
<class>ah_aes_skabinsky_final</class>
</character>
<character id="gamajun">
<class>gamajun</class>
</character>
<character id="brodyaga">
<class>brodyaga</class>
</character>
<character id="cs_informer">
<class>cs_informer</class>
</character>
<character id="dragun">
<class>dragun</class>
</character>
<character id="monolith_pri_b36_smart_terrain_defense">
<class>monolith_pri_b36_smart_terrain_defense</class>
</character>
</xml>
@@ -0,0 +1,48 @@
<?xml version='1.0' encoding="UTF-8"?>
<!--
Storyline: Hidden Threat
Version: 1.0
Autor: Longreed
Last Edit: 30/10/2021
-->
<xml>
<character id="hidden_threat_spirit">
<class>hidden_threat_spirit</class>
</character>
<character id="army_ser_gorobez">
<class>army_ser_gorobez</class>
</character>
<character id="hidden_threat_isg_leader">
<class>hidden_threat_isg_leader</class>
</character>
<character id="hidden_threat_isg_agent">
<class>hidden_threat_isg_agent</class>
</character>
<character id="pri_b35_military_isg_sniper">
<class>pri_b35_military_isg_sniper</class>
</character>
<character id="hidden_threat_degtyarev">
<class>hidden_threat_degtyarev</class>
</character>
<character id="pri_b35_mercs_agent_sbu_1">
<class>pri_b35_mercs_agent_sbu_1</class>
</character>
<character id="pri_b35_mercs_agent_sbu_2">
<class>pri_b35_mercs_agent_sbu_2</class>
</character>
<character id="hidden_threat_strelok">
<class>hidden_threat_strelok</class>
</character>
<character id="aes2_mc_isg_sniper">
<class>aes2_mc_isg_sniper</class>
</character>
<character id="agr_1_6_ht_vereshagin">
<class>agr_1_6_ht_vereshagin</class>
</character>
<character id="pri_a15_ht_sbu_enforcer">
<class>pri_a15_ht_sbu_enforcer</class>
</character>
<character id="jup_b208_ht_sbu_agent">
<class>jup_b208_ht_sbu_agent</class>
</character>
</xml>
@@ -0,0 +1,45 @@
[ammo_1]
ammo_1_value = ammo_9x19_fmj, 20, ammo_9x18_fmj, 20
[ammo_2]
ammo_2_value = ammo_9x19_pbp, 20, ammo_9x18_pmm, 20
[ammo_3]
ammo_3_value = ammo_9x19_ap, 20, ammo_9x18_ap, 20
[ammo_4]
ammo_4_value = ammo_5.56x45_fmj, 20, ammo_5.45x39_fmj, 20
[ammo_5]
ammo_5_value = ammo_5.56x45_ss190, 20, ammo_5.45x39_ep, 20
[ammo_6]
ammo_6_value = ammo_5.56x45_ap, 20, ammo_5.45x39_ap, 20
[ammo_7]
ammo_7_value = ammo_11.43x23_fmj, 20, ammo_9x39_pab9, 6
[ammo_8]
ammo_8_value = ammo_11.43x23_hydro, 20, ammo_9x39_ap, 6
[ammo_9]
ammo_9_value = ammo_7.62x51_fmj, 20, ammo_7.62x54_7h1, 30
[ammo_10]
ammo_10_value = ammo_7.62x51_ap, 20, ammo_7.62x54_7h14, 30
[ammo_11]
ammo_11_value = ammo_m209, 3, ammo_vog-25, 3
[ammo_group_1]:ammo_1, ammo_2, ammo_3
[ammo_group_2]:ammo_4, ammo_5, ammo_6
[ammo_group_3]:ammo_7, ammo_8
[ammo_group_4]:ammo_9, ammo_10
[ammo_group_5]:ammo_11
[ammo_all]:ammo_group_1, ammo_group_2, ammo_group_3, ammo_group_4, ammo_group_5
@@ -0,0 +1,15 @@
![skip_npcs]
hidden_threat_isg_leader = isg
hidden_threat_isg_agent = isg
pri_b35_military_isg_sniper = isg
aes2_mc_isg_sniper = isg
jup_pas_b400_hall_sniper_1 = isg
jup_pas_b400_hall_sniper_2 = isg
hidden_threat_degtyarev = army
pri_b35_mercs_agent_sbu_1 = army
pri_b35_mercs_agent_sbu_2 = army
agr_1_6_ht_vereshagin = army
pri_a15_ht_sbu_enforcer = army
hidden_threat_strelok = stalker
hidden_threat_spirit = trader
@@ -0,0 +1,38 @@
![ignore_list]
esc_survived_stalker_squad
ds_hidden_threat_spirit_squad
jup_b8_isg_attack_squad
jup_b8_army_dead_squad
val_1_2_army_defense_squad
val_1_2_attack_isg_squad
pri_army_ser_gorobez_squad
pri_isg_guard_squad
pri_isg_leader_squad
pri_isg_agent_squad
pri_b35_military_isg_sniper_squad
pri_b35_military_isg_guard_squad
pri_b35_mercs_ht_degtyarev_squad
pri_b35_mercs_ht_agents_sbu_squad
pri_b35_mercs_ht_strelok_squad
pri_b35_mercs_ht_isg_squad
pri_b304_ht_burer_squad_1
pri_b304_ht_burer_squad_2
agr_1_6_ht_degtyarev_squad
aes_sm_soldier_army_squad
aes2_monolith_camp_1_isg_squad
aes2_monolith_camp_2_isg_squad
aes_sm_monolith_blokpost4_monolith_squad
aes_sm_monolith_blokpost4_merck_squad
agr_1_6_ht_vereshagin_squad
pri_a15_ht_sbu_squad
jup_b208_ht_sbu_squad
jup_b208_ht_sbu_agent_squad
jup_ht_companion_army_squad
pas_b400_fake_isg_squad
pas_b400_elevator_isg_squad
pas_b400_track_isg_squad
pas_b400_tunnel_isg_squad
pas_b400_hall_isg_squad
pas_b400_hall_isg_leader_squad
pas_b400_hall_isg_sniper_squad
@@ -0,0 +1,35 @@
![ignore_list]
ah_aes_skabinsky_final_squad
ah_aes_skabinsky_squad
ah_bol_kovalev_squad
ah_dark_pirogov_squad
ah_fail_skabinsky_squad
ah_mil_chernov_squad
ah_sarik_squad
ah_up_juk_squad
ah_yan_markov_squad
ah_zat_vorobushkin_squad
army_ambush_squad_1
army_assault_squad_1
army_assault_squad_2
army_gen_squad_1
brodyaga_squad
brodyaga_swita_squad
clearsky_cs_story_squad_1
clearsky_cs_story_squad_2
clearsky_cs_story_squad_3
dragun_squad
gamajun_squad
gamajun_swita_squad
kvartet_squad
monolith_assault_squad_pri
monolith_cs_story_squad_1
monolith_defense_squad_1
monolith_defense_squad_2
monolith_defense_squad_3
monolith_defense_squad_gen
monolith_pri_b36_smart_terrain_defense_squad
monolith_roger_defens
renegade_cs_story_squad_1
renegade_cs_story_squad_2
renegade_cs_story_squad_3
@@ -0,0 +1,24 @@
![esc_smart_terrain_2_12]
ah_sarik_squad
![jup_a6]
ah_up_juk_squad
![mar_smart_terrain_8_11]
ah_bol_kovalev_squad
![mil_smart_terrain_2_4]
ah_mil_chernov_squad
![val_smart_terrain_4_0]
ah_dark_pirogov_squad
![yan_smart_terrain_6_4]
ah_yan_markov_squad
yan_ecolog_kruglov_squad
yan_ecolog_semenov_squad
yan_ecolog_vasilyev_squad
[zat_b5_smart_terrain]
ah_zat_vorobushkin_squad
@@ -0,0 +1,28 @@
[esc_survived_stalker_sound]
type = npc
avail_communities = stalker
path = scenario\escape\esc_survived_stalker_
shuffle = rnd
idle = 20,30,50
[val_attack_isg_sound]
type = 3d
npc_prefix = false
path = characters_voice\human\dolg_3\alife\attack\found_enemy_1_pda
shuffle = rnd
idle = 3,5,100
[pri_actor_heart_sound]
type = actor
npc_prefix = false
path = characters_voice\scenario\pripyat\pri_actor_heart
shuffle = rnd
idle = 0,0,100
[pri_actor_punch_sound]
type = actor
npc_prefix = false
path = characters_voice\scenario\pripyat\pri_actor_punch
shuffle = rnd
idle = 0,0,100
@@ -0,0 +1,118 @@
[sl_hidden_threat_task_1]
icon = ui_iconsTotal_storyline
prior = 195
storyline = true
title_functor = hidden_threat_functor_string
descr_functor = hidden_threat_functor_string
target_functor = hidden_threat_functor_target
status_functor = hidden_threat_functor_status
condlist_0 = {+hidden_threat_disabled} fail
on_complete = %=reward_stash(true) =complete_task_inc_goodwill(40:army)%
on_fail = {=squad_exist(esc_survived_stalker_squad)} %=remove_squad(esc_survived_stalker_squad)%
[sl_hidden_threat_task_2]
icon = ui_iconsTotal_storyline
prior = 195
storyline = true
title = {-bar_deactivate_radar_done} st_sl_hidden_threat_task_2_stage_0_title, st_sl_hidden_threat_task_2_stage_1_title
descr = {-bar_deactivate_radar_done} st_sl_hidden_threat_task_2_stage_0_descr, st_sl_hidden_threat_task_2_stage_1_descr
target = {+bar_deactivate_radar_done} agr_smart_terrain_1_6_near_2_military_colonel_kovalski, rad_space_restrictor_to_bunker
condlist_0 = {+hidden_threat_task_2_complete} complete
condlist_1 = {+hidden_threat_disabled} fail
on_complete = %=reward_money(25000) =reward_stash(true) =complete_task_inc_goodwill(40:army)%
[sl_hidden_threat_task_3]
icon = ui_iconsTotal_storyline
prior = 195
storyline = true
title_functor = hidden_threat_functor_string
descr_functor = hidden_threat_functor_string
target_functor = hidden_threat_functor_target
status_functor = hidden_threat_functor_status
condlist_0 = {+hidden_threat_task_3_complete} complete
condlist_1 = {+hidden_threat_disabled} fail
on_complete = %=reward_money(7500) =reward_stash(true) =complete_task_inc_goodwill(40:army)%
on_fail = {=squad_exist(jup_b8_isg_attack_squad)} %=remove_squad(jup_b8_isg_attack_squad)%
[sl_hidden_threat_task_4]
icon = ui_iconsTotal_storyline
prior = 195
storyline = true
title_functor = hidden_threat_functor_string
descr_functor = hidden_threat_functor_string
target_functor = hidden_threat_functor_target
status_functor = hidden_threat_functor_status
condlist_0 = {+hidden_threat_task_4_complete} complete
condlist_1 = {+hidden_threat_disabled} fail
on_complete = %=reward_money(7500) =reward_stash(true) =complete_task_inc_goodwill(40:army)%
on_fail = {=actor_has_item(sl_ht_pda_isg_leader)} %=remove_item(sl_ht_pda_isg_leader)%, {=actor_has_item(sl_ht_usb_quest_task_4)} %=remove_item(sl_ht_usb_quest_task_4)%, {=actor_has_item(sl_ht_walkie_talkie)} %=remove_item(sl_ht_walkie_talkie)%
[sl_hidden_threat_task_5]
icon = ui_iconsTotal_storyline
prior = 195
storyline = true
on_init = %=clear_smart_terrain(pri_a17:true) =create_squad(pri_army_ser_gorobez_squad:pri_a17)%
title_functor = hidden_threat_functor_string
descr_functor = hidden_threat_functor_string
target_functor = hidden_threat_functor_target
status_functor = hidden_threat_functor_status
condlist_0 = {+hidden_threat_task_5_complete} complete
condlist_1 = {+hidden_threat_disabled} fail
condlist_2 = {=is_squad_enemy_to_actor(pri_b35_mercs_ht_degtyarev_squad)} fail
on_complete = %=reward_money(7500) =reward_stash(true) =complete_task_inc_goodwill(40:army)%
on_fail = %=ht_fail_storyline_task_5%
[sl_hidden_threat_task_6]
icon = ui_iconsTotal_storyline
prior = 195
storyline = true
title_functor = hidden_threat_functor_string
descr_functor = hidden_threat_functor_string
target_functor = hidden_threat_functor_target
status_functor = hidden_threat_functor_status
condlist_0 = {+hidden_threat_task_6_complete} complete
condlist_1 = {+hidden_threat_disabled} fail
on_complete = %=reward_item(military_exo_outfit) =reward_stash(true) =complete_task_inc_goodwill(40:army)%
on_fail = %=ht_fail_storyline_task_6%
[sl_hidden_threat_task_7]
icon = ui_iconsTotal_storyline
prior = 195
storyline = true
on_init = %=create_squad(agr_1_6_ht_vereshagin_squad:agr_smart_terrain_1_6_near_2)%
title_functor = hidden_threat_functor_string
descr_functor = hidden_threat_functor_string
target_functor = hidden_threat_functor_target
status_functor = hidden_threat_functor_status
condlist_0 = {+hidden_threat_complete} complete
condlist_1 = {+hidden_threat_disabled} fail
on_complete = %=reward_money(7500) =reward_stash(true) =complete_task_inc_goodwill(40:army)%
on_fail = %=ht_fail_storyline_task_7%
[sl_hidden_threat_second_task_1]
icon = ui_iconsTotal_storyline
prior = 105
storyline = false
title = st_sl_hidden_threat_second_task_1_stage_0_title
descr = st_sl_hidden_threat_second_task_1_stage_0_descr
target = esc_3_16_military_trader
condlist_0 = {+hidden_threat_second_task_1_complete} complete
condlist_1 = {+hidden_threat_disabled} fail
on_complete = %=complete_task_inc_goodwill(20:army)%
on_fail = {=actor_has_item(sl_ht_accounting_report)} %=remove_item(sl_ht_accounting_report)%
[sl_hidden_threat_second_task_2]
icon = ui_iconsTotal_storyline
prior = 105
storyline = false
on_init = %=ht_init_second_task_2%
title_functor = hidden_threat_functor_string
descr_functor = hidden_threat_functor_string
target_functor = hidden_threat_functor_target
status_functor = hidden_threat_functor_status
condlist_0 = {+hidden_threat_second_task_2_complete} complete
condlist_1 = {+hidden_threat_second_task_2_fail} fail
condlist_2 = {+hidden_threat_disabled} fail
on_complete = %=reward_money(2500) =complete_task_inc_goodwill(20:army) =ht_alife_release_object(agr_dead_courier)%
on_fail = %=fail_task_dec_goodwill(10:army) =ht_alife_release_object(agr_dead_courier)%
@@ -0,0 +1,150 @@
[sl_hidden_threat_task_1_1]
target = esc_survived_stalker_squad
target_type = squad
[sl_hidden_threat_task_1_2]
target = agr_smart_terrain_1_6_near_2_military_colonel_kovalski
target_type = squad
[sl_hidden_threat_task_1_3]
target = ds2_domik_st
target_type = smart
[sl_hidden_threat_task_1_5]
target = agr_smart_terrain_1_6_near_2_military_colonel_kovalski
target_type = squad
[sl_hidden_threat_task_3_0]
target = jup_b47
target_type = smart
[sl_hidden_threat_task_3_1]
target = jup_b8_smart_terrain
target_type = smart
[sl_hidden_threat_task_3_2]
target = jup_b8_smart_terrain
target_type = smart
[sl_hidden_threat_task_3_3]
target = agr_smart_terrain_1_6_near_2_military_colonel_kovalski
target_type = squad
[sl_hidden_threat_task_4_0]
target = agr_smart_terrain_1_6_army_mechanic_stalker
target_type = squad
[sl_hidden_threat_task_4_1]
target = val_1_2_army_defense_squad
target_type = squad
[sl_hidden_threat_task_4_2]
target_type = map_spot
enemy_map_spot = val_1_2_attack_isg_squad
[sl_hidden_threat_task_4_4]
target = agr_smart_terrain_1_6_army_mechanic_stalker
target_type = squad
[sl_hidden_threat_task_4_6]
target = agr_smart_terrain_1_6_army_mechanic_stalker
target_type = squad
[sl_hidden_threat_task_4_7]
target = agr_smart_terrain_1_6_near_2_military_colonel_kovalski
target_type = squad
[sl_hidden_threat_task_5_0]
target = pri_army_ser_gorobez_squad
target_type = squad
[sl_hidden_threat_task_5_2]
target = pri_b35_military
target_type = smart
[sl_hidden_threat_task_5_3]
target = pri_b35_mercs
target_type = smart
[sl_hidden_threat_task_5_4]
target = pri_b35_mercs_ht_degtyarev_squad
target_type = squad
[sl_hidden_threat_task_5_5]
target = pri_b304_monsters_smart_terrain
target_type = smart
[sl_hidden_threat_task_5_6]
target = agr_1_6_ht_degtyarev_squad
target_type = squad
[sl_hidden_threat_task_6_0]
target = agr_1_6_ht_degtyarev_squad
target_type = squad
[sl_hidden_threat_task_6_1]
target = cit_ht_ph_quest_radio
target_type = item
[sl_hidden_threat_task_6_3]
target = cit_ht_ph_quest_radio
target_type = item
[sl_hidden_threat_task_6_4]
target = agr_1_6_ht_degtyarev_squad
target_type = squad
[sl_hidden_threat_task_6_5]
target = aes_sm_soldier_army_squad
target_type = squad
[sl_hidden_threat_task_6_6]
target = aes_space_restrictor_to_aes2
target_type = restr
[sl_hidden_threat_task_6_7]
target_type = map_spot
enemy_map_spot = aes2_monolith_camp_1_isg_squad, aes2_monolith_camp_2_isg_squad
[sl_hidden_threat_task_6_8]
target = agr_1_6_ht_degtyarev_squad
target_type = squad
[sl_hidden_threat_task_7_0]
target = agr_smart_terrain_1_6_near_2_military_colonel_kovalski
target_type = squad
[sl_hidden_threat_task_7_1]
target = agr_1_6_ht_vereshagin_squad
target_type = squad
[sl_hidden_threat_task_7_2]
target = jup_b208_ht_sbu_agent_squad
target_type = squad
[sl_hidden_threat_task_7_3]
target = jupiter_space_restrictor_to_jupiter_ug
target_type = restr
[sl_hidden_threat_task_7_4]
target = pas_b400_hall
target_type = smart
[sl_hidden_threat_task_7_5]
target = agr_1_6_ht_vereshagin_squad
target_type = squad
[sl_hidden_threat_second_task_2_1]
target = agr_smart_terrain_1_6_army_trader_stalker
target_type = squad
[item_outfit_attach]
items = af_camelbak, af_cooler, af_frames, af_freon , af_grid, af_surge
[item_artifacts_container_2]
items = af_cristall, af_dummy_dummy, af_electra_moonlight, af_eye, af_mincer_meat, af_gravi, af_lobster_eyes, af_pin, af_ring, af_sponge, af_vyvert
container = af_aac
[item_outfit_plate]
items = af_plates, af_kevlar
@@ -0,0 +1,10 @@
![stalker]
random_death_animations = ragdoll_sniper_headshot_front_0,ragdoll_sniper_headshot_front_1,ragdoll_sniper_headshot_front_2,ragdoll_sniper_body_right_0,ragdoll_sniper_body_left_0,ragdoll_sniper_body_front_2,ragdoll_shortgun_front_3,ragdoll_shortgun_front_4,ragdoll_burst_front_1/ragdoll_sniper_body_back_3/ragdoll_sniper_headshot_left_0,ragdoll_sniper_body_left_0/ragdoll_sniper_headshot_right_0,ragdoll_sniper_body_right_0,ragdoll_headshot_right_3
kill_burst = ragdoll_sniper_headshot_front_0,ragdoll_sniper_headshot_front_1,ragdoll_sniper_headshot_front_2,ragdoll_sniper_body_right_0,ragdoll_sniper_body_left_0,ragdoll_sniper_body_front_2,ragdoll_shortgun_front_3,ragdoll_shortgun_front_4,ragdoll_burst_front_1/ragdoll_sniper_body_back_3/ragdoll_sniper_headshot_left_0,ragdoll_sniper_body_left_0/ragdoll_sniper_headshot_right_0,ragdoll_sniper_body_right_0,ragdoll_headshot_right_3
kill_enertion = ragdoll_inertion_front_0,ragdoll_inertion_front_1,ragdoll_inertion_front_2,ragdoll_inertion_front_3,ragdoll_sniper_body_back_2/ragdoll_inertion_front_0,ragdoll_inertion_front_1,ragdoll_inertion_front_2,ragdoll_inertion_front_3,ragdoll_sniper_body_back_2/ragdoll_inertion_front_0,ragdoll_inertion_front_1,ragdoll_inertion_front_2,ragdoll_inertion_front_3,ragdoll_sniper_body_back_2/ragdoll_inertion_front_0,ragdoll_inertion_front_1,ragdoll_inertion_front_2,ragdoll_inertion_front_3,ragdoll_sniper_body_back_2
kill_shortgun = ragdoll_sniper_body_front_1,ragdoll_sniper_body_front_0,ragdoll_shortgun_front_0,ragdoll_shortgun_front_1,ragdoll_shortgun_front_2,ragdoll_shortgun_front_3,ragdoll_shortgun_front_4,ragdoll_shortgun_front_5,ragdoll_shortgun_front_6,ragdoll_shortgun_front_7,ragdoll_shortgun_front_8/ragdoll_sniper_headshot_back_0,ragdoll_sniper_body_back_2,ragdoll_shortgun_back_0,ragdoll_shortgun_back_1,ragdoll_shortgun_back_2,ragdoll_shortgun_back_3,ragdoll_shortgun_back_4,ragdoll_shortgun_back_5,ragdoll_shortgun_back_6/ragdoll_shortgun_left_0,ragdoll_shortgun_left_1,ragdoll_shortgun_left_2/ragdoll_shortgun_right_0,ragdoll_shortgun_right_1
kill_headshot = ragdoll_headshot_right_2,ragdoll_headshot_left_3,ragdoll_headshot_front_8,ragdoll_headshot_front_5,ragdoll_headshot_front_4,ragdoll_headshot_front_3,ragdoll_headshot_front_2/ragdoll_headshot_right_1,ragdoll_headshot_back_1,/ragdoll_headshot_left_7,ragdoll_headshot_left_6,ragdoll_headshot_left_3,ragdoll_headshot_left_2,ragdoll_headshot_left_1/ragdoll_headshot_right_6,ragdoll_headshot_right_3,ragdoll_headshot_right_2,ragdoll_headshot_right_1
kill_sniper_headshot = ragdoll_headshot_right_2,ragdoll_headshot_left_3,ragdoll_headshot_front_8,ragdoll_headshot_front_5,ragdoll_headshot_front_4,ragdoll_headshot_front_3,ragdoll_headshot_front_2/ragdoll_headshot_right_1,ragdoll_headshot_back_1,/ragdoll_headshot_left_7,ragdoll_headshot_left_6,ragdoll_headshot_left_3,ragdoll_headshot_left_2,ragdoll_headshot_left_1/ragdoll_headshot_right_6,ragdoll_headshot_right_3,ragdoll_headshot_right_2,ragdoll_headshot_right_1
kill_sniper_body = ragdoll_sniper_headshot_front_0,ragdoll_sniper_headshot_front_1,ragdoll_sniper_headshot_front_2,ragdoll_sniper_body_right_0,ragdoll_sniper_body_left_0,ragdoll_sniper_body_front_2,ragdoll_shortgun_front_3,ragdoll_shortgun_front_4,ragdoll_burst_front_1/ragdoll_sniper_body_back_3/ragdoll_sniper_headshot_left_0,ragdoll_sniper_body_left_0/ragdoll_sniper_headshot_right_0,ragdoll_sniper_body_right_0,ragdoll_headshot_right_3
kill_grenade = ragdoll_grenade_front_0,ragdoll_grenade_front_1,ragdoll_grenade_front_2,ragdoll_grenade_front_3/ragdoll_grenade_back_0,ragdoll_grenade_back_1/ragdoll_grenade_left_0,ragdoll_grenade_left_1/ragdoll_grenade_right_0,ragdoll_grenade_right_1
File diff suppressed because it is too large Load Diff
@@ -0,0 +1,32 @@
[disable]
linear_factor = 1.0
angular_factor = 1.0
[capture]
bone = bip01_tail
distance = 0.3
time_limit = 3
pull_force = 8000
pull_distance = 1.4
velocity_scale = 0.022
capture_force = 20500
[capture_used_bones]
bones = bip01_r_calf, bip01_l_calf, bip01_r_forearm, bip01_l_forearm
[particle_bones]
bip01_head = 0,0,0
bip01_spine = 0,0,0
bip01_l_forearm = 0,0,0
bip01_r_forearm = 0,0,0
bip01_l_thigh = 0,0,0
bip01_r_thigh = 0,0,0
bip01_l_calf = 0,0,0
bip01_r_calf = 0,0,0
[immunities]
immunities_sect = high_resistance
[bone_protection]
bones_protection_sect = stalker_exo
@@ -0,0 +1,32 @@
[disable]
linear_factor = 1.0
angular_factor = 1.0
[capture]
bone = bip01_tail
distance = 0.3
time_limit = 3
pull_force = 8000
pull_distance = 1.4
velocity_scale = 0.022
capture_force = 20500
[capture_used_bones]
bones = bip01_r_calf, bip01_l_calf, bip01_r_forearm, bip01_l_forearm
[particle_bones]
bip01_head = 0,0,0
bip01_spine = 0,0,0
bip01_l_forearm = 0,0,0
bip01_r_forearm = 0,0,0
bip01_l_thigh = 0,0,0
bip01_r_thigh = 0,0,0
bip01_l_calf = 0,0,0
bip01_r_calf = 0,0,0
[immunities]
immunities_sect = high_resistance
[bone_protection]
bones_protection_sect = stalker_exo
@@ -0,0 +1,3 @@
![encyclopedia_interactivity__notes]
note_from_spooner = encyclopedia__notes_note_from_spooner
@@ -0,0 +1,3 @@
![encyclopedia__notes]
encyclopedia__notes_note_from_spooner
@@ -0,0 +1,65 @@
[logic@agr_1_6_degtyarev]
active = walker@degtyarev
prior = 200
level_spot = quest_npc
suitable = {=target_squad_name(agr_1_6_ht_degtyarev_squad)} true
[logic@agr_1_6_vereshagin]
active = walker@vereshagin
prior = 200
level_spot = quest_npc
suitable = {=target_squad_name(agr_1_6_ht_vereshagin_squad)} true
[walker@base]
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
turn_on_campfire = false
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
invulnerable = true
[walker@degtyarev]:walker@base
path_walk = degtyarev_walk
path_look = degtyarev_look
meet = meet@degtyarev
on_actor_dist_le = 10 | {=actor_in_zone(agr_smart_terrain_1_6_surge_hide_a1)} remark@degtyarev
on_info = {+hidden_threat_task_6_complete} remark@end
[remark@degtyarev]:walker@base
anim = guard
meet = meet@degtyarev
on_actor_dist_ge = 10 | walker@degtyarev
on_info = {+hidden_threat_task_6_complete} remark@end
[remark@end]
anim = guard
on_timer = 1000 | %=ht_run_postprocess(fade_in_out) =remove_squad(agr_1_6_ht_degtyarev_squad)% nil
[meet@degtyarev]
close_anim = ward
close_distance = 3
close_victim = actor
allow_break = {+hidden_threat_task_6_start -dialog_degtyarev_4_flag} false, true
use = {=actor_enemy} false, {=dist_to_actor_le(2.5)} true, false
trade_enable = false
[walker@vereshagin]:walker@base
path_walk = degtyarev_walk
path_look = degtyarev_look
meet = meet@vereshagin
on_actor_dist_le = 10 | {=actor_in_zone(agr_smart_terrain_1_6_surge_hide_a1)} remark@vereshagin
[remark@vereshagin]:walker@base
anim = guard
meet = meet@vereshagin
on_actor_dist_ge = 10 | walker@vereshagin
[meet@vereshagin]
close_anim = ward
close_distance = 3
close_victim = actor
allow_break = {+hidden_threat_task_7_stage_1 -hidden_threat_task_7_stage_2} false, true
use = {=actor_enemy} false, {=dist_to_actor_le(2.5)} true, false
trade_enable = false
@@ -0,0 +1,3 @@
![meet@agr_military_colonel_kovalski]
allow_break = {+hidden_threat_task_4_stage_7 -hidden_threat_task_4_complete} false, true
@@ -0,0 +1,4 @@
![exclusive]
agr_1_6_degtyarev = agroprom\agr_smart_terrain_1_6_near_2_smart_hidden_threat_logic.ltx
agr_1_6_vereshagin = agroprom\agr_smart_terrain_1_6_near_2_smart_hidden_threat_logic.ltx
@@ -0,0 +1,74 @@
[logic]
active = remark@prestart
[walker@base]
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
invulnerable = true
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
meet = no_meet
[meet@base]
close_anim = nil
close_victim = nil
far_anim = nil
far_victim = nil
close_distance = 0
far_distance = 0
close_snd_distance = 0
use = {=dist_to_actor_le(30)} self, false
allow_break = false
meet_on_talking = false
trade_enable = false
[remark@prestart]:walker@base
no_move = true
no_rotate = true
on_info = %=ht_npc_set_visual%
on_info2 = {-ds2_domik_st_ht_cut_scene_1_flag} walker@start_1
on_info3 = {+ds2_domik_st_ht_cut_scene_1_flag -ds2_domik_st_ht_cut_scene_2_flag} walker@monolog_1
on_info4 = {+ds2_domik_st_ht_cut_scene_2_flag -ds2_domik_st_ht_cut_scene_3_flag} walker@start_2
on_info5 = {+ds2_domik_st_ht_cut_scene_3_flag -ds2_domik_st_ht_cut_scene_end} walker@monolog_2
[walker@start_1]:walker@base
path_walk = ds2_domik_st_ht_cut_scene_1_walk
path_look = ds2_domik_st_ht_cut_scene_1_look
on_signal = cut_anim_end_1 | %+ds2_domik_st_ht_cut_scene_1_flag =teleport_npc(ds2_domik_st_ht_monolog_1_walk)% walker@timer_1
[walker@timer_1]:walker@base
path_walk = ds2_domik_st_ht_monolog_1_walk
path_look = ds2_domik_st_ht_monolog_1_look
on_timer = 3000 | walker@monolog_1
[walker@monolog_1]:walker@base
path_walk = ds2_domik_st_ht_monolog_1_walk
path_look = ds2_domik_st_ht_monolog_1_look
meet = meet@monolog_1
on_info = {+ds2_domik_st_ht_cut_scene_2_flag} %=ht_remove_npc(hidden_threat_spirit)% nil
[meet@monolog_1]:meet@base
use = {=dist_to_actor_le(30) -ds2_domik_st_ht_cut_scene_2_flag} self, false
meet_dialog = sl_hidden_threat_dialog_spirit_d1
[walker@start_2]:walker@base
path_walk = ds2_domik_st_ht_cut_scene_2_walk
path_look = ds2_domik_st_ht_cut_scene_2_look
on_signal = cut_anim_end_2 | %+ds2_domik_st_ht_cut_scene_3_flag =teleport_npc(ds2_domik_st_ht_monolog_2_walk)% walker@timer_2
[walker@timer_2]:walker@base
path_walk = ds2_domik_st_ht_monolog_2_walk
path_look = ds2_domik_st_ht_monolog_2_look
on_timer = 3000 | walker@monolog_2
[walker@monolog_2]:walker@base
path_walk = ds2_domik_st_ht_monolog_2_walk
path_look = ds2_domik_st_ht_monolog_2_look
meet = meet@monolog_2
on_info = {+ds2_domik_st_ht_cut_scene_end} %=ht_remove_npc(hidden_threat_spirit)% nil
[meet@monolog_2]:meet@base
use = {=dist_to_actor_le(30) +ds2_domik_st_ht_cut_scene_3_flag -ds2_domik_st_ht_cut_scene_end} self, false
meet_dialog = sl_hidden_threat_dialog_spirit_d2
@@ -0,0 +1,16 @@
[logic]
active = {-hidden_threat_disabled} sr_idle, nil
[sr_idle]
on_actor_inside = {-ds2_domik_st_ht_cut_scene_1_flag +hidden_threat_task_1_stage_3} sr_idle@start_cam %=run_postprocess(black:2280) =ht_ds_domik_st_prestart_cut_scene(1) =disable_ui +ds2_domik_st_ht_cut_scene_start%
[sr_idle@start_cam]
on_info = sr_idle@wait_cam %=ht_run_cam_effector_global(scenario_cam\darkscape\ds2_domik_st_ht_cut_scene_1:7890:true)%
[sr_idle@wait_cam]
on_info = {+ds2_domik_st_ht_cut_scene_1_flag} sr_idle@end_cam %=stop_cam_effector(7890) =teleport_actor(ds2_domik_st_ht_cut_scene_end_1_walk:ds2_domik_st_ht_cut_scene_end_1_look) =ht_run_postprocess(fade_out:2380)%
on_timer = 1000 | %=stop_postprocess(2280)%
[sr_idle@end_cam]
on_timer = 2500 | %=enable_ui% nil
@@ -0,0 +1,16 @@
[logic]
active = {-hidden_threat_disabled} sr_idle, nil
[sr_idle]
on_actor_inside = {+ds2_domik_st_ht_cut_scene_2_flag -ds2_domik_st_ht_cut_scene_3_flag} sr_idle@start_cam %=run_postprocess(black:2280) =ht_ds_domik_st_prestart_cut_scene(2) =disable_ui%
[sr_idle@start_cam]
on_info = sr_idle@wait_cam %=ht_run_cam_effector_global(scenario_cam\darkscape\ds2_domik_st_ht_cut_scene_2:7890:true)%
[sr_idle@wait_cam]
on_info = {+ds2_domik_st_ht_cut_scene_3_flag} sr_idle@end_cam %=stop_cam_effector(7890) =teleport_actor(ds2_domik_st_ht_cut_scene_end_2_walk:ds2_domik_st_ht_cut_scene_end_2_look) =ht_run_postprocess(fade_out:2380)%
on_timer = 1000 | %=stop_postprocess(2280)%
[sr_idle@end_cam]
on_timer = 2500 | %=enable_ui% nil
@@ -0,0 +1,3 @@
![smart_terrain]
faction_respawn_num = {+lttz_hb_spawned_ds_isg_leader_squad -lttz_hb_removed_ds_isg_leader_squad} 0, {-hidden_threat_disabled +hidden_threat_task_1_stage_3 -hidden_threat_task_1_complete} 0, 2
@@ -0,0 +1,41 @@
[logic@ah_dark_pirogov]
active = beh@val_new_job
suitable = {=check_npc_name(ah_dark_pirogov)} true
prior = 110
level_spot = quest_npc
relationship = neutral
[beh@general]
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = probe_stand
walk_anim = walk
jog_anim = rush
run_anim = rush
delay_anim = probe_stand
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
invulnerable = {=is_warfare} false, {!actor_true_enemy} true, false
relationship = neutral
meet = hi_meet
[hi_meet]
trade_enable = false
meet_state = 30|hello@hail|20|wait@wait
meet_state_wpn = 30|backoff@threat_weap
victim = 30|actor
victim_wpn = 30|actor
use = true
use_wpn = false
syndata = hello@hail|backoff@threat_weap
[beh@val_new_job]:beh@general
pt1 = 65000, probe_stand | pos: -102.00485229492,0.97811383008957,-518.73101806641 look: -101.40835571289,0.97323018312454,-516.45758056641
pt2 = 15000, probe_stand | pos: -96.125137329102,0.97800177335739,-505.26446533203 look: -98.27197265625,0.97791212797165,-503.47760009766
pt3 = 15000, probe_stand | pos: -102.56257629395,0.97670882940292,-495.61135864258 look: -101.51818847656,0.97398990392685,-493.13507080078
path_end = loop
@@ -0,0 +1,15 @@
![spawn_army@novice]
spawn_num = {-hidden_threat_disabled +dialog_kirillov_1_flag -hidden_threat_task_4_stage_5} 0, 2
![spawn_army@advanced]
spawn_num = {-hidden_threat_disabled +dialog_kirillov_1_flag -hidden_threat_task_4_stage_5} 0, 1
[exclusive]
val_smart_terrain_1_2_army_leader_squad = darkvalley\val_smart_terrain_1_2_hidden_threat_logic.ltx
val_smart_terrain_1_2_isg_1 = darkvalley\val_smart_terrain_1_2_hidden_threat_logic.ltx
val_smart_terrain_1_2_isg_2 = darkvalley\val_smart_terrain_1_2_hidden_threat_logic.ltx
val_smart_terrain_1_2_isg_3 = darkvalley\val_smart_terrain_1_2_hidden_threat_logic.ltx
val_smart_terrain_1_2_isg_4 = darkvalley\val_smart_terrain_1_2_hidden_threat_logic.ltx
val_smart_terrain_1_2_isg_5 = darkvalley\val_smart_terrain_1_2_hidden_threat_logic.ltx
val_smart_terrain_1_2_isg_6 = darkvalley\val_smart_terrain_1_2_hidden_threat_logic.ltx
@@ -0,0 +1,3 @@
![exclusive]
ah_dark_pirogov = darkvalley\ah_dark_pirogov.ltx
@@ -0,0 +1,105 @@
[logic@val_smart_terrain_1_2_army_leader_squad]
active = walker@leader
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(val_1_2_army_defense_squad) =is_squad_commander} true
[logic@val_smart_terrain_1_2_isg_1]
active = camper@isg_1
prior = 200
suitable = {=target_squad_name(val_1_2_attack_isg_squad) =is_squad_commander} true
[logic@val_smart_terrain_1_2_isg_2]
active = camper@isg_2
prior = 200
suitable = {=target_squad_name(val_1_2_attack_isg_squad) !is_squad_commander} true
[logic@val_smart_terrain_1_2_isg_3]
active = camper@isg_3
prior = 200
suitable = {=target_squad_name(val_1_2_attack_isg_squad) !is_squad_commander} true
[logic@val_smart_terrain_1_2_isg_4]
active = camper@isg_4
prior = 200
suitable = {=target_squad_name(val_1_2_attack_isg_squad) !is_squad_commander} true
[logic@val_smart_terrain_1_2_isg_5]
active = camper@isg_5
prior = 200
suitable = {=target_squad_name(val_1_2_attack_isg_squad) !is_squad_commander} true
[logic@val_smart_terrain_1_2_isg_6]
active = camper@isg_6
prior = 200
suitable = {=target_squad_name(val_1_2_attack_isg_squad) !is_squad_commander} true
[walker@base]
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
[camper@base]:walker@base
radius = 1
def_state_standing = hide
invulnerable = true
meet = no_meet
on_timer = 5000 | camper@isg_attack
[walker@leader]:walker@base
path_walk = leader_walk
path_look = leader_look
def_state_moving1 = run
def_state_standing = ward
meet = meet@leader
on_info = {+val_1_2_army_combat} nil
[meet@leader]
close_anim = nil
close_victim = nil
close_snd_hello = nil
close_snd_bye = nil
far_anim = nil
far_victim = nil
close_distance = 0
far_distance = 0
trade_enable = false
allow_break = false
use = {=actor_enemy} false, true
meet_dialog = sl_hidden_threat_dialog_darkvalley_squad_leader
[camper@isg_1]:camper@base
path_walk = isg_1_walk
path_look = isg_1_look
on_info = {!npc_has_item(sl_ht_pda_isg_leader) -darkvalley_spawn_pda} %=give_items(sl_ht_pda_isg_leader) +darkvalley_spawn_pda%
[camper@isg_2]:camper@base
path_walk = isg_2_walk
path_look = isg_2_look
[camper@isg_3]:camper@base
path_walk = isg_3_walk
path_look = isg_3_look
[camper@isg_4]:camper@base
path_walk = isg_4_walk
path_look = isg_4_look
[camper@isg_5]:camper@base
path_walk = isg_5_walk
path_look = isg_5_look
[camper@isg_6]:camper@base
path_walk = isg_6_walk
path_look = isg_6_look
[camper@isg_attack]
path_walk = attack_isg_patrol_walk
radius = 15
invulnerable = false
gather_items_enabled = true
help_wounded_enabled = true
corpse_detection_enabled = false
meet = no_meet
on_signal = path_end | nil
@@ -0,0 +1,15 @@
[logic]
active = ph_idle@wait
[ph_idle@wait]
on_info = {=actor_has_item(sl_ht_voice_recorder_task_6) -hidden_threat_task_6_stage_2} ph_idle@wait_2
on_info2 = {+hidden_threat_task_6_stage_3} ph_idle@wait_3
[ph_idle@wait_2]
tips = st_sl_hidden_threat_radio_tips_1
on_use = %+hidden_threat_task_6_stage_2 =remove_item(sl_ht_voice_recorder_task_6)% ph_idle@wait
[ph_idle@wait_3]
tips = st_sl_hidden_threat_radio_tips_2
on_use = %=actor_add_item(sl_ht_voice_recorder_task_6)% nil
@@ -0,0 +1,36 @@
[logic@survived_stalker]
active = animpoint@survived_stalker
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(esc_survived_stalker_squad) } true
[walker@base]
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
invulnerable = {=fighting_actor} false, {=dist_to_actor_le(30)} false, true
on_info = {-esc_survived_stalker_squad_death !fighting_actor} %=play_sound(esc_survived_stalker_sound)%
[animpoint@survived_stalker]:walker@base
cover_name = esc_smart_terrain_5_7_animpoint_kamp14
avail_animations = animpoint_sit_normal_drink_vodka
reach_movement = walk_noweap
reach_distance = 10
use_camp = false
meet = meet@survived_stalker
[meet@survived_stalker]
close_anim = nil
close_victim = nil
far_anim = nil
far_victim = nil
close_distance = 0
far_distance = 0
close_snd_distance = 0
abuse = false
use = {+hidden_threat_task_1_stage_3} false, {=fighting_actor} false, true
meet_on_talking = false
trade_enable = false
allow_break = false
meet_dialog = sl_hidden_threat_dialog_survived
@@ -0,0 +1,3 @@
![exclusive]
survived_stalker = escape\esc_hidden_threat_logic.ltx
@@ -0,0 +1,40 @@
[logic@ah_up_juk]
active = beh@jup_new_job
suitable = {=check_npc_name(ah_up_juk)} true
prior = 110
level_spot = quest_npc
relationship = neutral
[beh@general]
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = probe_stand
walk_anim = walk
jog_anim = rush
run_anim = rush
delay_anim = probe_stand
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
invulnerable = {=is_warfare} false, {!actor_true_enemy} true, false
relationship = neutral
meet = hi_meet
[hi_meet]
trade_enable = false
meet_state = 30|hello@hail|20|wait@wait
meet_state_wpn = 30|backoff@threat_weap
victim = 30|actor
victim_wpn = 30|actor
use = true
use_wpn = false
syndata = hello@hail|backoff@threat_weap
[beh@jup_new_job]:beh@general
pt1 = 15000, probe_stand | pos: -63.069240570068,4.3264961242676,139.63882446289 look: -59.992729187012,4.3957495689392,139.52165222168
pt2 = 65000, probe_stand | pos: -65.361946105957,3.7862064838409,155.07955932617 look: -65.405868530273,3.9468972682953,151.85801696777
pt3 = 25000, probe_stand | pos: -57.637634277344,4.3204579353333,144.72645568848 look: -59.05712890625,4.4137048721313,142.11756896973
path_end = loop
@@ -0,0 +1,28 @@
[logic@jup_a10_vagabond]
active = walker
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(brodyaga_squad)} true
[walker]
path_walk = jup_a10_bandit_leader_walk
path_look = jup_a10_bandit_leader_look
def_state_moving1 = run
def_state_standing = ward
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
invulnerable = {+cs_task3_start_done -brodyaga_cs_story_dialog2_bil} true, false
meet = meet
[meet]
close_anim = nil
close_victim = nil
close_snd_hello = nil
close_snd_bye = nil
far_anim = nil
far_victim = nil
close_distance = 0
far_distance = 0
trade_enable = false
use = true
@@ -0,0 +1,98 @@
[logic@jup_depo_sbu_enforcer_1]
active = walker@enforcer_1
prior = 250
suitable = {=target_squad_name(jup_b208_ht_sbu_squad) =check_npc_name(jup_b208_ht_sbu_enforcer_1)} true
[logic@jup_depo_sbu_enforcer_2]
active = walker@enforcer_2
prior = 250
suitable = {=target_squad_name(jup_b208_ht_sbu_squad) =check_npc_name(jup_b208_ht_sbu_enforcer_2)} true
[logic@jup_depo_sbu_soldier_3]
active = walker@soldier_3
prior = 200
suitable = {=target_squad_name(jup_b208_ht_sbu_squad)} true
[logic@jup_depo_sbu_soldier_4]
active = walker@soldier_4
prior = 200
suitable = {=target_squad_name(jup_b208_ht_sbu_squad)} true
[logic@jup_depo_sbu_soldier_5]
active = animpoint@soldier_5
prior = 200
suitable = {=target_squad_name(jup_b208_ht_sbu_squad)} true
[logic@jup_depo_sbu_soldier_6]
active = animpoint@soldier_6
prior = 200
suitable = {=target_squad_name(jup_b208_ht_sbu_squad)} true
[logic@jup_depo_sbu_agent]
active = animpoint@agent
prior = 200
suitable = {=target_squad_name(jup_b208_ht_sbu_agent_squad)} true
[walker@base]
invulnerable = true
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_cond = false
combat_ignore_keep_when_attacked = false
meet = no_meet
[walker@enforcer_1]:walker@base
path_walk = sbu_guard_1_walk
path_look = sbu_guard_1_look
def_state_standing = give_orders
[walker@enforcer_2]:walker@base
path_walk = sbu_guard_2_walk
path_look = sbu_guard_2_look
def_state_standing = give_orders
[walker@soldier_3]:walker@base
path_walk = walker_1_walk
path_look = walker_1_look
def_state_standing = sit_knee
[walker@soldier_4]:walker@base
path_walk = walker_2_walk
path_look = walker_2_look
def_state_standing = sit
[animpoint@soldier_5]:walker@base
cover_name = jup_b208_animpoint_1
avail_animations = animpoint_sit_high
reach_movement = walk_noweap
reach_distance = 10
[animpoint@soldier_6]:walker@base
cover_name = jup_b208_animpoint_2
avail_animations = animpoint_stay_wall
reach_movement = walk_noweap
reach_distance = 10
[animpoint@agent]:walker@base
cover_name = trader_monolith_jup_depo_plase
avail_animations = animpoint_stay_wall
reach_movement = walk_noweap
reach_distance = 10
meet = meet@agent
[meet@agent]
close_anim = nil
close_victim = nil
far_anim = nil
far_victim = nil
close_distance = 0
far_distance = 0
close_snd_distance = 0
abuse = false
use = {+hidden_threat_task_7_stage_2 -hidden_threat_task_7_stage_3} true, false
meet_on_talking = false
trade_enable = false
allow_break = false
meet_dialog = sl_hidden_threat_dialog_jup_agent_d1
@@ -0,0 +1,131 @@
[logic@jup_b8_army_1]
active = walker@army_1
prior = 200
suitable = {=target_squad_name(jup_b8_army_dead_squad)} true
[logic@jup_b8_army_2]
active = walker@army_2
prior = 200
suitable = {=target_squad_name(jup_b8_army_dead_squad)} true
[logic@jup_b8_army_3]
active = walker@army_3
prior = 200
suitable = {=target_squad_name(jup_b8_army_dead_squad)} true
[logic@jup_b8_army_4]
active = walker@army_4
prior = 200
suitable = {=target_squad_name(jup_b8_army_dead_squad)} true
[logic@jup_b8_army_5]
active = walker@army_5
prior = 200
suitable = {=target_squad_name(jup_b8_army_dead_squad)} true
[logic@jup_b8_army_6]
active = walker@army_6
prior = 200
suitable = {=target_squad_name(jup_b8_army_dead_squad)} true
[logic@jup_b8_isg_1]
active = walker@isg_1
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(jup_b8_isg_attack_squad)} true
[logic@jup_b8_isg_2]
active = walker@isg_2
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(jup_b8_isg_attack_squad)} true
[logic@jup_b8_isg_3]
active = walker@isg_3
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(jup_b8_isg_attack_squad)} true
[logic@jup_b8_isg_4]
active = walker@isg_4
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(jup_b8_isg_attack_squad)} true
[logic@jup_b8_isg_5]
active = walker@isg_5
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(jup_b8_isg_attack_squad)} true
[logic@jup_b8_isg_6]
active = walker@isg_6
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(jup_b8_isg_attack_squad)} true
[walker@base]
use_camp = false
combat_ignore_cond = {-jup_b8_isg_combat} true, false
combat_ignore_keep_when_attacked = {-jup_b8_isg_combat} true, false
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
meet = no_meet
[walker@army_base]:walker@base
def_state_moving1 = run
on_signal = path_end | %=kill_npc%
[walker@isg_idle]:walker@base
def_state_standing = hide
on_info = {+jup_b8_isg_combat} walker@attack_isg
[walker@attack_isg]:walker@base
path_walk = attack_isg_1_walk
path_look = attack_isg_1_look
def_state_moving1 = sneak_run
on_timer = 5000 | nil
[walker@army_1]:walker@army_base
path_walk = army_1_walk
[walker@army_2]:walker@army_base
path_walk = army_2_walk
[walker@army_3]:walker@army_base
path_walk = army_3_walk
[walker@army_4]:walker@army_base
path_walk = army_4_walk
[walker@army_5]:walker@army_base
path_walk = army_5_walk
[walker@army_6]:walker@army_base
path_walk = army_6_walk
[walker@isg_1]:walker@isg_idle
path_walk = isg_1_walk
path_look = isg_1_look
[walker@isg_2]:walker@isg_idle
path_walk = isg_2_walk
path_look = isg_2_look
[walker@isg_3]:walker@isg_idle
path_walk = isg_3_walk
path_look = isg_3_look
[walker@isg_4]:walker@isg_idle
path_walk = isg_4_walk
path_look = isg_4_look
[walker@isg_5]:walker@isg_idle
path_walk = isg_5_walk
path_look = isg_5_look
[walker@isg_6]:walker@isg_idle
path_walk = isg_6_walk
path_look = isg_6_look
@@ -0,0 +1,6 @@
[logic]
active = {-hidden_threat_disabled} sr_idle@start, nil
[sr_idle@start]
on_actor_inside = {-jup_b8_isg_combat =squad_exist(jup_b8_isg_attack_squad)} %+jup_b8_isg_combat =ht_add_mine% nil
@@ -0,0 +1,9 @@
![spawn_all_weak]
spawn_num = {+cs_task3_start_done -brodyaga_cs_story_dialog2_bil} 0, 1
![spawn_all_normal]
spawn_num = {+cs_task3_start_done -brodyaga_cs_story_dialog2_bil} 0, 1
![exclusive]
jup_a10_vagabond = jupiter\jup_a10_vagabond_logic.ltx
@@ -0,0 +1,3 @@
![exclusive]
ah_up_juk = jupiter\ah_up_juk.ltx
@@ -0,0 +1,15 @@
![spawn_zombie]
spawn_num = {-hidden_threat_disabled +hidden_threat_task_7_stage_2 -hidden_threat_complete} 0, {-lttz_hb_isg_leader_in_jup} 1, 0
![spawn_chimera]
spawn_num = {-hidden_threat_disabled +hidden_threat_task_7_stage_2 -hidden_threat_complete} 0, {=actor_week_in_zone(1) -lttz_hb_isg_leader_in_jup} 1, 0
![exclusive]
jup_depo_sbu_enforcer_1 = jupiter\jup_b208_hidden_threat_logic.ltx
jup_depo_sbu_enforcer_2 = jupiter\jup_b208_hidden_threat_logic.ltx
jup_depo_sbu_soldier_3 = jupiter\jup_b208_hidden_threat_logic.ltx
jup_depo_sbu_soldier_4 = jupiter\jup_b208_hidden_threat_logic.ltx
jup_depo_sbu_soldier_5 = jupiter\jup_b208_hidden_threat_logic.ltx
jup_depo_sbu_soldier_6 = jupiter\jup_b208_hidden_threat_logic.ltx
jup_depo_sbu_agent = jupiter\jup_b208_hidden_threat_logic.ltx
@@ -0,0 +1,15 @@
![exclusive]
-- Hidden Threat --
jup_b8_army_1 = jupiter\jup_b8_hidden_threat_logic.ltx
jup_b8_army_2 = jupiter\jup_b8_hidden_threat_logic.ltx
jup_b8_army_3 = jupiter\jup_b8_hidden_threat_logic.ltx
jup_b8_army_4 = jupiter\jup_b8_hidden_threat_logic.ltx
jup_b8_army_5 = jupiter\jup_b8_hidden_threat_logic.ltx
jup_b8_army_6 = jupiter\jup_b8_hidden_threat_logic.ltx
jup_b8_isg_1 = jupiter\jup_b8_hidden_threat_logic.ltx
jup_b8_isg_2 = jupiter\jup_b8_hidden_threat_logic.ltx
jup_b8_isg_3 = jupiter\jup_b8_hidden_threat_logic.ltx
jup_b8_isg_4 = jupiter\jup_b8_hidden_threat_logic.ltx
jup_b8_isg_5 = jupiter\jup_b8_hidden_threat_logic.ltx
jup_b8_isg_6 = jupiter\jup_b8_hidden_threat_logic.ltx
@@ -0,0 +1,41 @@
[logic@ah_bol_kovalev]
active = beh@mar_smart_terrain_base_new_job
suitable = {=check_npc_name(ah_bol_kovalev)} true
prior = 110
level_spot = quest_npc
relationship = neutral
[beh@general]
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = probe_stand
walk_anim = walk
jog_anim = rush
run_anim = rush
delay_anim = probe_stand
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
invulnerable = {=is_warfare} false, {!actor_true_enemy} true, false
relationship = neutral
meet = hi_meet
[hi_meet]
trade_enable = false
meet_state = 30|hello@hail|20|wait@wait
meet_state_wpn = 30|backoff@threat_weap
victim = 30|actor
victim_wpn = 30|actor
use = true
use_wpn = false
syndata = hello@hail|backoff@threat_weap
[beh@mar_smart_terrain_base_new_job]:beh@general
pt1 = 25000, probe_stand | pos:288.99154663086,0.14023238420486,-167.08714294434 look:288.73202514648,0.14321812987328,-161.37533569336
pt2 = 25000, probe_stand | pos:286.21429443359,0.14075270295143,-154.71951293945 look:288.0087890625,0.14176845550537,-156.56750488281
pt3 = 25000, probe_stand | pos:272.40661621094,0.23410928249359,-163.35200500488 look:275.63122558594,-0.20122890174389,-162.12696838379
pt4 = 25000, probe_stand | pos:297.65454101563,0.6477045416832,-155.74212646484 look:295.49169921875,0.66006296873093,-155.86683654785
path_end = loop
@@ -0,0 +1,3 @@
![exclusive]
ah_bol_kovalev = marsh\ah_bol_kovalev.ltx
@@ -0,0 +1,38 @@
[logic@ah_mil_chernov]
active = beh@mil_new_job
suitable = {=check_npc_name(ah_mil_chernov)} true
prior = 110
level_spot = quest_npc
relationship = neutral
[beh@general]
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = probe_stand
walk_anim = walk
jog_anim = rush
run_anim = rush
delay_anim = probe_stand
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
invulnerable = {=is_warfare} false, {!actor_true_enemy} true, false
relationship = neutral
meet = hi_meet
[hi_meet]
trade_enable = false
meet_state = 30|hello@hail|20|wait@wait
meet_state_wpn = 30|backoff@threat_weap
victim = 30|actor
victim_wpn = 30|actor
use = true
use_wpn = false
syndata = hello@hail|backoff@threat_weap
[beh@mil_new_job]:beh@general
pt1 = 25000, probe_stand | pos: -192.39744567871,-16.035205841064,367.49401855469 look: -189.71267700195,-16.110769271851,372.04183959961
path_end = loop
@@ -0,0 +1,3 @@
[exclusive]
ah_mil_chernov = military\ah_mil_chernov.ltx
@@ -0,0 +1,25 @@
![logic]
active = ph_door@locked
[ph_door@locked_base]
locked = true
closed = true
tip_open = tip_open_another_site
snd_open_start = trader_door_locked
on_info = {+pri_b304_doors_open} ph_door@close
[ph_door@locked]:ph_door@locked_base
on_use = ph_door@locked_tips %=add_cs_text(st_sl_hidden_threat_locked_door_tips)%
[ph_door@locked_tips]:ph_door@locked_base
on_timer = 3000 | ph_door@locked %=del_cs_text()%
![ph_door@close]
on_use = {-pri_b304_big_door_open} ph_door@open %+pri_b304_big_door_open%
on_info = {+pri_b304_big_door_open} ph_door@open
!on_info2
![ph_door@open]
on_use = {+pri_b304_big_door_open} ph_door@close %-pri_b304_big_door_open%
on_info = {-pri_b304_big_door_open} ph_door@close
@@ -0,0 +1,25 @@
![logic]
active = ph_door@locked
[ph_door@locked_base]
locked = true
closed = true
tip_open = tip_open_another_site
snd_open_start = trader_door_locked
on_info = {+pri_b304_doors_open} ph_door@close
[ph_door@locked]:ph_door@locked_base
on_use = ph_door@locked_tips %=add_cs_text(st_sl_hidden_threat_locked_door_tips)%
[ph_door@locked_tips]:ph_door@locked_base
on_timer = 3000 | ph_door@locked %=del_cs_text()%
![ph_door@close]
on_use = {-pri_b304_big_door_open} ph_door@open %+pri_b304_big_door_open%
on_info = {+pri_b304_big_door_open} ph_door@open
!on_info2
![ph_door@open]
on_use = {+pri_b304_big_door_open} ph_door@close %-pri_b304_big_door_open%
on_info = {-pri_b304_big_door_open} ph_door@close
@@ -0,0 +1,69 @@
[logic@pri_a15_enforcer_1]
active = walker@enforcer_1
prior = 250
suitable = {=target_squad_name(pri_a15_ht_sbu_squad) =check_npc_name(pri_a15_ht_sbu_enforcer_1)} true
[logic@pri_a15_enforcer_2]
active = walker@enforcer_2
prior = 250
suitable = {=target_squad_name(pri_a15_ht_sbu_squad) =check_npc_name(pri_a15_ht_sbu_enforcer_2)} true
[logic@pri_a15_soldier_3]
active = walker@soldier_3
prior = 200
suitable = {=target_squad_name(pri_a15_ht_sbu_squad)} true
[logic@pri_a15_soldier_4]
active = walker@soldier_4
prior = 200
suitable = {=target_squad_name(pri_a15_ht_sbu_squad)} true
[logic@pri_a15_soldier_5]
active = walker@soldier_5
prior = 200
suitable = {=target_squad_name(pri_a15_ht_sbu_squad)} true
[logic@pri_a15_soldier_6]
active = walker@soldier_6
prior = 200
suitable = {=target_squad_name(pri_a15_ht_sbu_squad)} true
[walker@base]
invulnerable = true
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_cond = false
combat_ignore_keep_when_attacked = false
meet = no_meet
[walker@enforcer_1]:walker@base
path_walk = sbu_guard_1_walk
path_look = sbu_guard_1_look
def_state_standing = give_orders
[walker@enforcer_2]:walker@base
path_walk = sbu_guard_2_walk
path_look = sbu_guard_2_look
def_state_standing = give_orders
[walker@soldier_3]:walker@base
path_walk = sbu_guard_3_walk
path_look = sbu_guard_3_look
def_state_standing = hide
[walker@soldier_4]:walker@base
path_walk = sbu_guard_4_walk
path_look = sbu_guard_4_look
def_state_standing = hide
[walker@soldier_5]:walker@base
path_walk = sbu_walker_1_walk
path_look = sbu_walker_1_look
def_state_standing = guard
[walker@soldier_6]:walker@base
path_walk = sbu_walker_2_walk
path_look = sbu_walker_2_look
def_state_standing = guard
@@ -0,0 +1,258 @@
[logic@pri_a17_gorobez]
active = walker@gorobez
prior = 200
suitable = {=target_squad_name(pri_army_ser_gorobez_squad)} true
dont_keep_items = true
can_select_weapon = false
on_hit = hit@gorobez
on_death = death@gorobez
[logic@pri_a17_isg_leader]
active = walker@isg_leader
prior = 200
suitable = {=target_squad_name(pri_isg_leader_squad)} true
[logic@pri_a17_isg_guard_1]
active = walker@isg_guard_1
prior = 200
suitable = {=target_squad_name(pri_isg_guard_squad)} true
[logic@pri_a17_isg_guard_2]
active = walker@isg_guard_2
prior = 200
suitable = {=target_squad_name(pri_isg_guard_squad)} true
[logic@pri_a17_isg_agent]
active = walker@isg_agent
prior = 200
suitable = {=target_squad_name(pri_isg_agent_squad)} true
[walker@base]
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
[walker@base_isg_guard]:walker@base
def_state_standing = threat
meet = no_meet
[remark@base]
no_move = true
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
[meet@base]
close_anim = nil
close_victim = nil
close_snd_hello = nil
close_snd_bye = nil
far_anim = nil
far_victim = nil
close_distance = 0
far_distance = 0
trade_enable = false
allow_break = false
[walker@gorobez]:remark@base
path_walk = gorobez_walk
path_look = gorobez_look
on_signal = path_end | remark@gorobez_1
[remark@gorobez_1]:remark@base
anim = ward_noweap
target = path | pri_a17_gorobez_idle_look,0
invulnerable = true
meet = meet@gorobez
on_info = {+pri_a17_prisoner} remark@gorobez_2
[remark@gorobez_2]:remark@base
anim = hands_up
target = path | pri_b301_home_1,0
invulnerable = false
meet = meet@gorobez
on_info = {+dialog_isg_leader_2_flag} remark@gorobez_3
[remark@gorobez_3]:remark@base
anim = hands_up
target = path | pri_b301_home_1,0
invulnerable = false
meet = meet@gorobez
on_hit = hit@gorobez
[meet@gorobez]:meet@base
use = {-pri_a17_prisoner} true, false
meet_dialog = sl_hidden_threat_dialog_gorobez
[hit@gorobez]
on_info = {=squad_exist(pri_army_ser_gorobez_squad)} %=kill_squad(pri_army_ser_gorobez_squad)%
[death@gorobez]
on_info = {-dialog_isg_leader_2_flag} %+hidden_threat_disabled% nil
[walker@isg_leader]
path_walk = isg_leader_walk
path_look = isg_leader_look
on_signal = path_end | remark@isg_leader_1
[remark@isg_leader_1]:remark@base
anim = ward_noweap_short
target = story | actor
meet = meet@isg_leader_1
on_info = {+dialog_isg_leader_2_flag} remark@isg_leader_2
[remark@isg_leader_2]:remark@base
anim = ward_noweap_short
target = story | army_ser_gorobez
meet = no_meet
on_timer = 3000 | remark@isg_leader_3
[remark@isg_leader_3]:remark@base
anim = ward_noweap_short
target = story | actor
meet = no_meet
on_timer = 3000 | remark@isg_leader_4 %=enable_imput(true)%
[remark@isg_leader_4]:remark@base
anim = ward_noweap_short
target = story | actor
meet = meet@isg_leader_2
on_info = {+dialog_isg_leader_3_flag} walker@isg_leader_end %=disable_ui%
[walker@isg_leader_end]:walker@base
path_walk = isg_leader_end_walk
def_state_moving1 = walk_noweap
on_signal = path_end | {=squad_exist(pri_isg_leader_squad)} %=remove_squad(pri_isg_leader_squad)%
[meet@isg_leader_1]:meet@base
use = {+dialog_isg_leader_1_flag -dialog_isg_leader_2_flag} self, false
meet_dialog = sl_hidden_threat_dialog_isg_leader_d1
[meet@isg_leader_2]:meet@base
use = {+dialog_isg_leader_2_flag -dialog_isg_leader_3_flag} self, false
meet_dialog = sl_hidden_threat_dialog_isg_leader_d2
[walker@isg_guard_1]:walker@base_isg_guard
path_walk = isg_guard_1_walk
path_look = isg_guard_1_look
on_signal = path_end | remark@isg_guard_1_1
[remark@isg_guard_1_1]:remark@base
anim = threat
target = story | army_ser_gorobez
meet = no_meet
on_info = {+dialog_isg_leader_2_flag} remark@isg_guard_1_2
[remark@isg_guard_1_2]:remark@base
anim = threat
target = story | army_ser_gorobez
meet = no_meet
on_timer = 3500 | remark@isg_guard_1_3
[remark@isg_guard_1_3]:remark@base
anim = threat_sniper_fire
target = story | army_ser_gorobez
meet = no_meet
on_info = %=ht_hit_obj_on_job(pri_a17:pri_a17_gorobez)%
on_timer = 1000 | walker@isg_guard_1_4
[walker@isg_guard_1_4]:walker@base_isg_guard
path_walk = isg_guard_1_1_walk
path_look = isg_guard_1_1_look
on_signal = path_end | remark@isg_guard_1_5
[remark@isg_guard_1_5]:remark@base
anim = threat
target = story | actor
meet = no_meet
on_info = {+dialog_isg_leader_3_flag} remark@isg_guard_1_6
[remark@isg_guard_1_6]:remark@base
anim = threat
target = story | actor
meet = no_meet
on_timer = 3000 | walker@isg_guard_1_7
[walker@isg_guard_1_7]:walker@base_isg_guard
path_walk = player_walk
def_state_moving1 = walk_noweap
on_actor_dist_le_nvis = 2 | remark@isg_guard_1_8
[remark@isg_guard_1_8]:remark@base
anim = punch
target = story | actor
meet = no_meet
on_timer = 700 | {-pri_a17_punch_play_sound} %=play_sound(pri_actor_punch_sound) +pri_a17_punch_play_sound% walker@isg_guard_1_9
[walker@isg_guard_1_9]:walker@base_isg_guard
path_walk = isg_guard_1_1_walk
path_look = isg_guard_1_1_look
on_signal = path_end | remark@isg_guard_1_10
on_info = %=disable_ui%
[remark@isg_guard_1_10]:remark@base
anim = threat
target = story | actor
meet = no_meet
[walker@isg_guard_2]:walker@base_isg_guard
path_walk = isg_guard_2_walk
path_look = isg_guard_2_look
[walker@isg_agent]:walker@base
path_walk = isg_agent_walk
path_look = isg_agent_look
on_info = %=actor_neutral%
on_timer = 3000 | walker@agent_1
[walker@agent_1]:walker@base
path_walk = isg_agent_start_walk
def_state_standing = threat
on_signal = path_end | remark@agent_2
[remark@agent_2]:walker@base
target = job | logic@pri_a17_isg_guard_2, pri_a17
anim = threat_sniper_fire
meet = no_meet
on_info = %=ht_hit_obj_on_job(pri_a17:pri_a17_isg_guard_2)%
on_timer = 1000 | remark@agent_3
[remark@agent_3]:walker@base
target = job | logic@pri_a17_isg_guard_1, pri_a17
anim = threat_sniper_fire
meet = no_meet
on_info = %=ht_hit_obj_on_job(pri_a17:pri_a17_isg_guard_1)%
on_timer = 1000 | walker@agent_4
[walker@agent_4]:walker@base
path_walk = isg_leader_walk
path_look = isg_leader_look
meet = no_meet
on_signal = path_end | remark@agent_5
[remark@agent_5]:remark@base
anim = wait_na
target = story | actor
meet = no_meet
on_timer = 1000 | remark@agent_6 %=enable_imput(true)%
[remark@agent_6]:remark@base
anim = wait_na
target = story | actor
meet = meet@agent
on_info = {+hidden_threat_task_5_stage_2} walker@agent_7
[walker@agent_7]:walker@base
path_walk = isg_leader_end_walk
def_state_moving1 = sprint
meet = no_meet
on_signal = path_end | {=squad_exist(pri_isg_agent_squad)} %=remove_squad(pri_isg_agent_squad)%
[meet@agent]:meet@base
use = {+pri_isg_guard_squad_death -hidden_threat_task_5_stage_2} self, false
meet_dialog = sl_hidden_threat_dialog_isg_agent_d1
@@ -0,0 +1,50 @@
[logic]
active = {-hidden_threat_disabled} sr_idle@precondition, nil
[sr_idle@precondition]
on_actor_inside = {+pri_a17_prisoner -hidden_threat_task_5_stage_2} sr_idle@scene_cam_1
on_info = {+pri_a17_prisoner +hidden_threat_task_5_stage_2} nil
[sr_idle@scene_cam_1]
on_info = %=disable_ui =clear_smart_terrain(pri_a17) =clear_scene_from_monsters(pri_a17)%
on_info2 = %=ht_run_postprocess(fade_in:2990) =play_sound_on_actor(cutscenes\hit_pain_1)%
on_info3 = %=run_cam_effector(surge_02:7415:false)%
on_info4 = %=create_squad(pri_isg_guard_squad:pri_a17) =create_squad(pri_isg_leader_squad:pri_a17)% sr_idle@wait_1
[sr_idle@wait_1]
on_signal = cameff_end | %=ht_run_postprocess(black:2990:true) =teleport_actor(pri_a17_player_walk:pri_a17_player_look) =ht_pri_a17_play_sound% sr_idle@timer_1
[sr_idle@timer_1]
on_timer = 7000 | sr_idle@scene_cam_2
[sr_idle@scene_cam_2]
on_info = %=ht_run_postprocess(fade_out:2990) =ht_run_postprocess(snd_shock:2991)%
on_info2 = %=run_cam_effector(prison_1:7415:false)% sr_idle@wait_2
[sr_idle@wait_2]
on_signal = cameff_end | %+dialog_isg_leader_1_flag =enable_imput(true)% sr_idle@action_2_1
[sr_idle@action_2_1]
on_info = {+dialog_isg_leader_2_flag} %=disable_ui% sr_idle@action_2_2
[sr_idle@action_2_2]
on_info2 = {+pri_a17_punch_play_sound} sr_idle@scene_cam_3
[sr_idle@scene_cam_3]
on_info = %=ht_run_postprocess(deimos1:2920:true) =ht_run_postprocess(blur:2921:true)%
on_info2 = %=run_cam_effector(fatigue:7415:true)%
on_info3 = %=create_squad(pri_isg_agent_squad:pri_a17)% sr_idle@wait_cam_3
[sr_idle@wait_cam_3]
on_info = {+pri_isg_guard_squad_death} sr_idle@scene_cam_4
[sr_idle@scene_cam_4]
on_info = %=ht_run_postprocess(fade_out:2920) =ht_run_postprocess(snd_shock:2921)%
on_info2 = %=run_cam_effector(prison_1:7415:false)% sr_idle@wait_4
[sr_idle@wait_4]
on_signal = cameff_end | %=ht_stop_postprocess(2921)% sr_idle@action_4_1
[sr_idle@action_4_1]
on_info = {+hidden_threat_task_5_stage_2 !squad_exist(pri_isg_agent_squad)} %=enable_ui% nil
@@ -0,0 +1,23 @@
[logic@pri_b304_ht_burer_1]
active = mob_home@squad_1
prior = 299
monster_job = true
suitable = {=target_squad_name(pri_b304_ht_burer_squad_1)} true
[logic@pri_b304_ht_burer_2]
active = mob_home@squad_2
prior = 299
monster_job = true
suitable = {=target_squad_name(pri_b304_ht_burer_squad_2)} true
[mob_home@base]
home_min_radius = 3
home_max_radius = 3
aggressive = true
[mob_home@squad_1]:mob_home@base
path_home = spawn_2
[mob_home@squad_2]:mob_home@base
path_home = spawn_6
@@ -0,0 +1,11 @@
[logic]
active = sr_idle@wait
[sr_idle@wait]
on_actor_inside = sr_idle@start
[sr_idle@start]
on_info = {!squad_exist(pri_b304_ht_burer_squad_1)} %=create_squad(pri_b304_ht_burer_squad_1:pri_b304_monsters_smart_terrain)%
on_info2 = {!squad_exist(pri_b304_ht_burer_squad_2)} %=create_squad(pri_b304_ht_burer_squad_2:pri_b304_monsters_smart_terrain)%
on_info3 = %+pri_b304_doors_open% nil
@@ -0,0 +1,194 @@
[logic@pri_b35_ht_degtyarev]
active = smartcover@degtyarev
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(pri_b35_mercs_ht_degtyarev_squad)} true
[logic@pri_b35_ht_strelok]
active = smartcover@strelok
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(pri_b35_mercs_ht_strelok_squad)} true
[logic@pri_b35_ht_agent_1]
active = smartcover@agent_1
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(pri_b35_mercs_ht_agents_sbu_squad)} true
[logic@pri_b35_ht_agent_2]
active = smartcover@agent_2
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(pri_b35_mercs_ht_agents_sbu_squad)} true
[logic@pri_b35_ht_isg_1]
active = smartcover@isg_1
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(pri_b35_mercs_ht_isg_squad)} true
[logic@pri_b35_ht_isg_2]
active = smartcover@isg_2
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(pri_b35_mercs_ht_isg_squad)} true
[logic@pri_b35_ht_isg_3]
active = smartcover@isg_3
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(pri_b35_mercs_ht_isg_squad)} true
[logic@pri_b35_ht_isg_4]
active = smartcover@isg_4
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(pri_b35_mercs_ht_isg_squad)} true
[logic@pri_b35_ht_isg_5]
active = smartcover@isg_5
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(pri_b35_mercs_ht_isg_squad)} true
[logic@pri_b35_ht_isg_6]
active = smartcover@isg_6
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(pri_b35_mercs_ht_isg_squad)} true
[smartcover@base]
cover_state = = default_behaviour
use_in_combat = true
use_camp = false
invulnerable = {+pri_b35_military_isg_sniper_squad_death} false, {+pri_b35_mercs_fail_scene} false, true
combat_ignore_cond = false
combat_ignore_keep_when_attacked = false
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
wounded = wounded
meet = no_meet
[remark@base]
no_move = true
no_rotate = true
gather_items_enabled = false
corpse_detection_enabled = false
[wounded]
hp_state = 0|wounded_heavy@help_heavy
hp_state_see = 0|wounded_heavy@help_heavy
hp_victim = 0|nil
hp_fight = 0|false
hp_cover = 0|false
[smartcover@degtyarev]:smartcover@base
cover_name = pripyat_smart_cover_0340
loophole_name = crouch_front_right
on_info = {+pri_b35_mercs_ht_isg_squad_death} walker@degtyarev
[walker@degtyarev]
path_walk = degtyarev_walk
path_look = degtyarev_look
gather_items_enabled = false
corpse_detection_enabled = false
invulnerable = {+hidden_threat_task_5_stage_5} true, false
meet = meet@degtyarev
on_actor_dist_le_nvis = 5 | remark@degtyarev
on_info = {=actor_has_item(sl_ht_case_quest_task_5) =squad_exist(pri_b35_mercs_ht_degtyarev_squad)} %=remove_squad(pri_b35_mercs_ht_degtyarev_squad)% nil
[remark@degtyarev]:remark@base
target = story | actor
meet = meet@degtyarev
on_actor_dist_ge_nvis = 5 | walker@degtyarev
[meet@degtyarev]
close_anim = nil
close_victim = nil
far_anim = nil
far_victim = nil
close_distance = 0
far_distance = 0
close_snd_distance = 0
abuse = false
use = {+hidden_threat_task_5_stage_5} false, true
meet_on_talking = false
trade_enable = false
allow_break = false
meet_dialog = sl_hidden_threat_dialog_degtyarev_d1
[smartcover@strelok]:smartcover@base
cover_name = pripyat_smart_cover_0339
loophole_name = crouch_front_right
invulnerable = true
on_info = {=actor_enemy} %=actor_neutral%
on_info2 = {+pri_b35_mercs_ht_isg_squad_death} walker@strelok
[walker@strelok]
path_walk = envoy_1_walk
path_look = envoy_1_look
gather_items_enabled = false
corpse_detection_enabled = false
on_signal = path_end | remark@strelok
[remark@strelok]:remark@base
anim = sit_knee
on_info = {=actor_has_item(sl_ht_case_quest_task_5) =squad_exist(pri_b35_mercs_ht_strelok_squad)} %=remove_squad(pri_b35_mercs_ht_strelok_squad)% nil
[smartcover@agent_1]:smartcover@base
cover_name = pripyat_smart_cover_0337
loophole_name = stand_front_right
on_info = {+pri_b35_mercs_fail_scene} nil
on_info2 = {=actor_enemy} nil
on_info3 = {+pri_b35_mercs_ht_isg_squad_death} walker@agent_1
[walker@agent_1]:remark@base
path_walk = walker_1_walk
path_look = walker_1_look
meet = default_meet
[smartcover@agent_2]:smartcover@base
cover_name = pripyat_smart_cover_0338
loophole_name = stand_front_left
on_info = {+pri_b35_mercs_fail_scene} nil
on_info2 = {=actor_enemy} nil
on_info3 = {+pri_b35_mercs_ht_isg_squad_death} walker@agent_2
[walker@agent_2]:remark@base
path_walk = walker_2_walk
path_look = walker_2_look
meet = default_meet
on_info = {=actor_has_item(sl_ht_case_quest_task_5) =squad_exist(pri_b35_mercs_ht_agents_sbu_squad)} %=remove_squad(pri_b35_mercs_ht_agents_sbu_squad)% nil
[smartcover@isg_1]:smartcover@base
cover_name = pripyat_smart_cover_0054
loophole_name = stand_front_left
on_info = {+pri_b35_mercs_fail_scene} nil
[smartcover@isg_2]:smartcover@base
cover_name = pripyat_smart_cover_0053
loophole_name = crouch_front
on_info = {+pri_b35_military_isg_sniper_squad_death} nil
[smartcover@isg_3]:smartcover@base
cover_name = pripyat_smart_cover_0052
loophole_name = crouch_front
on_info = {+pri_b35_military_isg_sniper_squad_death} nil
[smartcover@isg_4]:smartcover@base
cover_name = pripyat_smart_cover_0050
loophole_name = crouch_front
on_info = {+pri_b35_military_isg_sniper_squad_death} nil
[smartcover@isg_5]:smartcover@base
cover_name = pripyat_smart_cover_0051
loophole_name = crouch_front
on_info = {+pri_b35_military_isg_sniper_squad_death} nil
[smartcover@isg_6]:smartcover@base
cover_name = pripyat_smart_cover_0048
loophole_name = stand_front_right
on_info = {+pri_b35_military_isg_sniper_squad_death} nil
@@ -0,0 +1,20 @@
[logic]
active = {-hidden_threat_disabled} sr_idle@precondition, nil
[sr_idle@precondition]
on_actor_inside = {-pri_b35_military_isg_sniper_squad_death +pri_b35_mercs_spawn_scene} sr_idle@prestart_cam_1
on_info = {+pri_b35_military_isg_sniper_squad_death} nil, {+pri_b35_mercs_fail_scene} nil
[sr_idle@prestart_cam_1]
on_info = %=disable_ui +pri_b35_mercs_fail_scene%
on_info2 = %=ht_run_postprocess(fade_out:2920) =ht_pri_b35_teleport_actor(safe)% sr_idle@timer
[sr_idle@timer]
on_timer = 700 | sr_idle@cam_start
[sr_idle@cam_start]
on_info = %=run_cam_effector_global(scenario_cam\pripyat\pri_b35_mercs_scene_fail_ht_task_5)% sr_idle@wait
[sr_idle@wait]
on_signal = cameff_end | %=ht_pri_b35_teleport_actor() =enable_ui% nil
@@ -0,0 +1,43 @@
[logic@pri_b35_military_isg_sniper]
active = camper@isg_sniper
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(pri_b35_military_isg_sniper_squad)} true
[remark@base]
no_move = true
no_rotate = true
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
[camper@isg_sniper]
path_walk = isg_sniper_walk
path_look = isg_sniper_look
def_state_moving = run
def_state_standing = threat
invulnerable = {=dist_to_actor_ge(50)} true, false
combat_ignore_cond = {=dist_to_actor_ge(10)} true, false
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
meet = no_meet
on_info = {+pri_b35_mercs_fail_scene} remark@isg_sniper_fail_1
[remark@isg_sniper_fail_1]:remark@base
target = story | hidden_threat_degtyarev
anim = threat
on_timer = 4000 | remark@isg_sniper_fail_2
[remark@isg_sniper_fail_2]:remark@base
target = story | hidden_threat_degtyarev
anim = threat_sniper_fire
on_timer = 5000| remark@isg_sniper_fail_3 %=kill_squad(pri_b35_mercs_ht_degtyarev_squad)%
[remark@isg_sniper_fail_3]:remark@base
target = nil
anim = wait
on_timer = 3000 | nil
@@ -0,0 +1,14 @@
![spawn_zombied]
spawn_num = {-hidden_threat_disabled +hidden_threat_task_7_stage_2 -hidden_threat_complete} 0, {~50}1, 0
![stalker_sim_squad]
spawn_num = {-hidden_threat_disabled +hidden_threat_task_7_stage_2 -hidden_threat_complete} 0, {~50}1, 0
![exclusive]
pri_a15_enforcer_1 = pripyat\pri_a15_hidden_threat_logic.ltx
pri_a15_enforcer_2 = pripyat\pri_a15_hidden_threat_logic.ltx
pri_a15_soldier_3 = pripyat\pri_a15_hidden_threat_logic.ltx
pri_a15_soldier_4 = pripyat\pri_a15_hidden_threat_logic.ltx
pri_a15_soldier_5 = pripyat\pri_a15_hidden_threat_logic.ltx
pri_a15_soldier_6 = pripyat\pri_a15_hidden_threat_logic.ltx
@@ -0,0 +1,10 @@
![spawn_chimera]
spawn_num = {-hidden_threat_disabled +hidden_threat_task_5_start -hidden_threat_task_5_stage_2} 0, 1
![exclusive]
pri_a17_gorobez = pripyat\pri_a17_hidden_threat_logic.ltx
pri_a17_isg_leader = pripyat\pri_a17_hidden_threat_logic.ltx
pri_a17_isg_agent = pripyat\pri_a17_hidden_threat_logic.ltx
pri_a17_isg_guard_1 = pripyat\pri_a17_hidden_threat_logic.ltx
pri_a17_isg_guard_2 = pripyat\pri_a17_hidden_threat_logic.ltx
@@ -0,0 +1,4 @@
![exclusive]
pri_b304_ht_burer_1 = pripyat\pri_b304_hidden_threat_logic.ltx
pri_b304_ht_burer_2 = pripyat\pri_b304_hidden_threat_logic.ltx
@@ -0,0 +1,12 @@
![exclusive]
pri_b35_ht_degtyarev = pripyat\pri_b35_mercs_hidden_threat_logic.ltx
pri_b35_ht_strelok = pripyat\pri_b35_mercs_hidden_threat_logic.ltx
pri_b35_ht_agent_1 = pripyat\pri_b35_mercs_hidden_threat_logic.ltx
pri_b35_ht_agent_2 = pripyat\pri_b35_mercs_hidden_threat_logic.ltx
pri_b35_ht_isg_1 = pripyat\pri_b35_mercs_hidden_threat_logic.ltx
pri_b35_ht_isg_2 = pripyat\pri_b35_mercs_hidden_threat_logic.ltx
pri_b35_ht_isg_3 = pripyat\pri_b35_mercs_hidden_threat_logic.ltx
pri_b35_ht_isg_4 = pripyat\pri_b35_mercs_hidden_threat_logic.ltx
pri_b35_ht_isg_5 = pripyat\pri_b35_mercs_hidden_threat_logic.ltx
pri_b35_ht_isg_6 = pripyat\pri_b35_mercs_hidden_threat_logic.ltx
@@ -0,0 +1,3 @@
![exclusive]
pri_b35_military_isg_sniper = pripyat\pri_b35_military_hidden_threat_logic.ltx
@@ -0,0 +1,6 @@
![spawn_all_weak]
spawn_num = {+pri_b35_mercs_fail_scene} 1, {-hidden_threat_disabled +hidden_threat_task_5_stage_2 -pri_b35_military_isg_sniper_squad_death} 0, 1
![spawn_all_normal]
spawn_num = {+pri_b35_mercs_fail_scene} 1, {-hidden_threat_disabled +hidden_threat_task_5_stage_2 -pri_b35_military_isg_sniper_squad_death} 0, 1
@@ -0,0 +1,133 @@
[logic@aes_sm_monolith_blockpost4_monolith_1]
active = smartcover@monolith_1
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(aes_sm_monolith_blokpost4_monolith_squad)} true
[logic@aes_sm_monolith_blockpost4_monolith_2]
active = smartcover@monolith_2
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(aes_sm_monolith_blokpost4_monolith_squad)} true
[logic@aes_sm_monolith_blockpost4_monolith_3]
active = smartcover@monolith_3
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(aes_sm_monolith_blokpost4_monolith_squad)} true
[logic@aes_sm_monolith_blockpost4_monolith_4]
active = smartcover@monolith_4
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(aes_sm_monolith_blokpost4_monolith_squad)} true
[logic@aes_sm_monolith_blockpost4_monolith_5]
active = smartcover@monolith_5
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(aes_sm_monolith_blokpost4_monolith_squad)} true
[logic@aes_sm_monolith_blockpost4_monolith_6]
active = smartcover@monolith_6
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(aes_sm_monolith_blokpost4_monolith_squad)} true
[logic@aes_sm_monolith_blockpost4_merc_1]
active = smartcover@merc_1
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(aes_sm_monolith_blokpost4_merck_squad)} true
[logic@aes_sm_monolith_blockpost4_merc_2]
active = smartcover@merc_2
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(aes_sm_monolith_blokpost4_merck_squad)} true
[logic@aes_sm_monolith_blockpost4_merc_3]
active = smartcover@merc_3
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(aes_sm_monolith_blokpost4_merck_squad)} true
[logic@aes_sm_monolith_blockpost4_merc_4]
active = smartcover@merc_4
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(aes_sm_monolith_blokpost4_merck_squad)} true
[logic@aes_sm_monolith_blockpost4_merc_5]
active = smartcover@merc_5
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(aes_sm_monolith_blokpost4_merck_squad)} true
[logic@aes_sm_monolith_blockpost4_merc_6]
active = smartcover@merc_6
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(aes_sm_monolith_blokpost4_merck_squad)} true
[smartcover@base]
cover_state = = default_behaviour
use_in_combat = false
use_camp = false
invulnerable = {=fighting_actor} false, true
combat_ignore_cond = false
combat_ignore_keep_when_attacked = false
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
wounded = wounded
meet = no_meet
[smartcover@monolith_1]:smartcover@base
cover_name = stancia_smart_cover_ht_001
loophole_name = stand_front_right
[smartcover@monolith_2]:smartcover@base
cover_name = stancia_smart_cover_ht_002
loophole_name = stand_front_right
[smartcover@monolith_3]:smartcover@base
cover_name = stancia_smart_cover_ht_003
loophole_name = crouch_front
[smartcover@monolith_4]:smartcover@base
cover_name = stancia_smart_cover_ht_004
loophole_name = crouch_front
[smartcover@monolith_5]:smartcover@base
cover_name = stancia_smart_cover_ht_005
loophole_name = stand_front_right
[smartcover@monolith_6]:smartcover@base
cover_name = stancia_smart_cover_ht_006
loophole_name = crouch_front
[smartcover@merc_1]:smartcover@base
cover_name = stancia_smart_cover_ht_007
loophole_name = stand_front_left
[smartcover@merc_2]:smartcover@base
cover_name = stancia_smart_cover_ht_008
loophole_name = stand_front_left
[smartcover@merc_3]:smartcover@base
cover_name = stancia_smart_cover_ht_009
loophole_name = crouch_front
[smartcover@merc_4]:smartcover@base
cover_name = stancia_smart_cover_ht_010
loophole_name = crouch_front
[smartcover@merc_5]:smartcover@base
cover_name = stancia_smart_cover_ht_011
loophole_name = stand_front_right
[smartcover@merc_6]:smartcover@base
cover_name = stancia_smart_cover_ht_012
loophole_name = stand_front_left
@@ -0,0 +1,83 @@
[logic@aes_sm_soldier_army_1]
active = walker@leader
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(aes_sm_soldier_army_squad) =is_squad_commander} true
[logic@aes_sm_soldier_army_2]
active = walker@army_2
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(aes_sm_soldier_army_squad) !is_squad_commander} true
[logic@aes_sm_soldier_army_3]
active = walker@army_3
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(aes_sm_soldier_army_squad) !is_squad_commander} true
[logic@aes_sm_soldier_army_4]
active = walker@army_4
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(aes_sm_soldier_army_squad) !is_squad_commander} true
[logic@aes_sm_soldier_army_5]
active = walker@army_5
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(aes_sm_soldier_army_squad) !is_squad_commander} true
[logic@aes_sm_soldier_army_6]
active = walker@army_6
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(aes_sm_soldier_army_squad) !is_squad_commander} true
[walker@base]
use_camp = false
invulnerable = true
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
meet = no_meet
on_info = {+hidden_threat_task_6_stage_6} nil
[walker@leader]:walker@base
path_walk = ht_commander_walk
path_look = ht_commander_look
meet = meet@leader
[meet@leader]
close_anim = nil
close_victim = nil
close_snd_hello = nil
close_snd_bye = nil
far_anim = nil
far_victim = nil
close_distance = 0
far_distance = 0
trade_enable = false
allow_break = false
use = {+hidden_threat_task_6_stage_6} false, true
meet_dialog = sl_hidden_threat_dialog_aes_leader_squad
[walker@army_2]:walker@base
path_walk = walker_1_walk
path_look = walker_1_look
[walker@army_3]:walker@base
path_walk = guard_3_walk
[walker@army_4]:walker@base
path_walk = guard_1_walk
path_look = guard_1_look
[walker@army_5]:walker@base
path_walk = guard_5_walk
path_look = guard_5_look
[walker@army_6]:walker@base
path_walk = camper_1_walk
path_look = camper_1_look
@@ -0,0 +1,17 @@
![spawn_monolith]
spawn_num = {-hidden_threat_disabled +hidden_threat_task_6_stage_5 -hidden_threat_task_6_stage_6} 0, 2
[exclusive]
aes_sm_monolith_blockpost4_monolith_1 = stancia_1\aes_sm_monolith_blockpost4_hidden_threat.logic.ltx
aes_sm_monolith_blockpost4_monolith_2 = stancia_1\aes_sm_monolith_blockpost4_hidden_threat.logic.ltx
aes_sm_monolith_blockpost4_monolith_3 = stancia_1\aes_sm_monolith_blockpost4_hidden_threat.logic.ltx
aes_sm_monolith_blockpost4_monolith_4 = stancia_1\aes_sm_monolith_blockpost4_hidden_threat.logic.ltx
aes_sm_monolith_blockpost4_monolith_5 = stancia_1\aes_sm_monolith_blockpost4_hidden_threat.logic.ltx
aes_sm_monolith_blockpost4_monolith_6 = stancia_1\aes_sm_monolith_blockpost4_hidden_threat.logic.ltx
aes_sm_monolith_blockpost4_merc_1 = stancia_1\aes_sm_monolith_blockpost4_hidden_threat.logic.ltx
aes_sm_monolith_blockpost4_merc_2 = stancia_1\aes_sm_monolith_blockpost4_hidden_threat.logic.ltx
aes_sm_monolith_blockpost4_merc_3 = stancia_1\aes_sm_monolith_blockpost4_hidden_threat.logic.ltx
aes_sm_monolith_blockpost4_merc_4 = stancia_1\aes_sm_monolith_blockpost4_hidden_threat.logic.ltx
aes_sm_monolith_blockpost4_merc_5 = stancia_1\aes_sm_monolith_blockpost4_hidden_threat.logic.ltx
aes_sm_monolith_blockpost4_merc_6 = stancia_1\aes_sm_monolith_blockpost4_hidden_threat.logic.ltx
@@ -0,0 +1,14 @@
![spawn_army]
spawn_num = {-bar_deactivate_radar_done} 0, {-hidden_threat_disabled +hidden_threat_task_6_stage_5 -hidden_threat_task_6_stage_6} 0, 2
![spawn_monolith]
spawn_num = {-hidden_threat_disabled +hidden_threat_task_6_stage_5 -hidden_threat_task_6_stage_6} 0, 3
[exclusive]
aes_sm_soldier_army_1 = stancia_1\aes_sm_soldier_hidden_threat.logic.ltx
aes_sm_soldier_army_2 = stancia_1\aes_sm_soldier_hidden_threat.logic.ltx
aes_sm_soldier_army_3 = stancia_1\aes_sm_soldier_hidden_threat.logic.ltx
aes_sm_soldier_army_4 = stancia_1\aes_sm_soldier_hidden_threat.logic.ltx
aes_sm_soldier_army_5 = stancia_1\aes_sm_soldier_hidden_threat.logic.ltx
aes_sm_soldier_army_6 = stancia_1\aes_sm_soldier_hidden_threat.logic.ltx
@@ -0,0 +1,103 @@
[logic@aes2_monolith_camp_1_isg_1]
active = walker@isg_1
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(aes2_monolith_camp_1_isg_squad)} true
[logic@aes2_monolith_camp_1_isg_2]
active = walker@isg_2
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(aes2_monolith_camp_1_isg_squad)} true
[logic@aes2_monolith_camp_1_isg_3]
active = walker@isg_3
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(aes2_monolith_camp_1_isg_squad)} true
[logic@aes2_monolith_camp_1_isg_4]
active = walker@isg_4
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(aes2_monolith_camp_1_isg_squad)} true
[logic@aes2_monolith_camp_1_isg_5]
active = walker@isg_5
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(aes2_monolith_camp_1_isg_squad)} true
[logic@aes2_monolith_camp_1_isg_6]
active = walker@isg_6
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(aes2_monolith_camp_1_isg_squad)} true
[logic@aes2_monolith_camp_1_isg_7]
active = walker@isg_7
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(aes2_monolith_camp_1_isg_squad)} true
[logic@aes2_monolith_camp_1_isg_8]
active = walker@isg_8
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(aes2_monolith_camp_1_isg_squad)} true
[logic@aes2_monolith_camp_1_isg_9]
active = walker@isg_9
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(aes2_monolith_camp_1_isg_squad)} true
[walker@base]
use_camp = false
turn_on_campfire = false
combat_ignore_cond = false
combat_ignore_keep_when_attacked = false
gather_items_enabled = false
corpse_detection_enabled = false
meet = no_meet
[walker@isg_1]:walker@base
path_walk = isg_guard_1_walk
path_look = isg_guard_1_look
[walker@isg_2]:walker@base
path_walk = isg_guard_2_walk
path_look = isg_guard_2_look
[walker@isg_3]:walker@base
path_walk = isg_patrol_1_walk
path_look = isg_patrol_1_look
[walker@isg_4]:walker@base
path_walk = isg_guard_3_walk
path_look = isg_guard_3_look
[walker@isg_5]:walker@base
path_walk = isg_walker_1_walk
path_look = isg_walker_1_look
def_state_standing = sit_ass
[walker@isg_6]:walker@base
path_walk = isg_walker_2_walk
path_look = isg_walker_2_look
def_state_standing = sit_knee
[walker@isg_7]:walker@base
path_walk = isg_walker_3_walk
path_look = isg_walker_3_look
def_state_standing = sit
[walker@isg_8]:walker@base
path_walk = isg_walker_4_walk
path_look = isg_walker_4_look
def_state_standing = sit
[walker@isg_9]:walker@base
path_walk = isg_patrol_2_walk
path_look = isg_patrol_2_look
@@ -0,0 +1,53 @@
[logic@aes2_monolith_camp_2_isg_sniper_1]
active = smartcover@isg_sniper_1
prior = 200
suitable = {=target_squad_name(aes2_monolith_camp_2_isg_squad)} true
[logic@aes2_monolith_camp_2_isg_sniper_2]
active = smartcover@isg_sniper_2
prior = 200
suitable = {=target_squad_name(aes2_monolith_camp_2_isg_squad)} true
[logic@aes2_monolith_camp_2_isg_sniper_3]
active = smartcover@isg_sniper_3
prior = 200
suitable = {=target_squad_name(aes2_monolith_camp_2_isg_squad)} true
[smartcover@base]
cover_state = default_behaviour
use_in_combat = false
invulnerable = false
combat_ignore_cond = false
combat_ignore_keep_when_attacked = false
gather_items_enabled = false
corpse_detection_enabled = false
meet = no_meet
danger = danger_condition
wounded = wounded
[danger_condition]
ignore_distance = 250
ignore_distance_grenade = 250
ignore_distance_corpse = 250
ignore_distance_hit = 250
ignore_distance_sound = 250
[wounded]
hp_state = 0|wounded_heavy@help_heavy
hp_state_see = 0|wounded_heavy@help_heavy
hp_victim = 0|nil
hp_fight = 0|false
hp_cover = 0|false
[smartcover@isg_sniper_1]:smartcover@base
cover_name = stancia_2_smart_cover_ht_001
loophole_name = prone
[smartcover@isg_sniper_2]:smartcover@base
cover_name = stancia_2_smart_cover_ht_002
loophole_name = prone
[smartcover@isg_sniper_3]:smartcover@base
cover_name = stancia_2_smart_cover_ht_003
loophole_name = prone
@@ -0,0 +1,38 @@
[logic@ah_aes_skabinsky]
active = beh@aes_new_job
suitable = {=check_npc_name(ah_aes_skabinsky)} true
prior = 110
level_spot = quest_npc
relationship = neutral
[beh@general]
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = probe_stand
walk_anim = walk
jog_anim = rush
run_anim = rush
delay_anim = probe_stand
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
invulnerable = {=is_warfare} false, {!actor_true_enemy} true, false
relationship = neutral
meet = hi_meet
[hi_meet]
trade_enable = false
meet_state = 30|hello@hail|20|wait@wait
meet_state_wpn = 30|backoff@threat_weap
victim = 30|actor
victim_wpn = 30|actor
use = true
use_wpn = false
syndata = hello@hail|backoff@threat_weap
[beh@aes_new_job]:beh@general
pt1 = 15000, probe_stand | pos: 168.57034301758,16.754507064819,256.40191650391 look: 169.8967590332,16.752540588379,256.89639282227
path_end = loop
@@ -0,0 +1,14 @@
![spawn_monolith]
spawn_num = {-hidden_threat_disabled +hidden_threat_task_6_stage_6 -aes2_monolith_camp_1_isg_squad_death} 0, 2
[exclusive]
aes2_monolith_camp_1_isg_1 = stancia_2\aes2_monolith_camp1_hidden_threat_logic.ltx
aes2_monolith_camp_1_isg_2 = stancia_2\aes2_monolith_camp1_hidden_threat_logic.ltx
aes2_monolith_camp_1_isg_3 = stancia_2\aes2_monolith_camp1_hidden_threat_logic.ltx
aes2_monolith_camp_1_isg_4 = stancia_2\aes2_monolith_camp1_hidden_threat_logic.ltx
aes2_monolith_camp_1_isg_5 = stancia_2\aes2_monolith_camp1_hidden_threat_logic.ltx
aes2_monolith_camp_1_isg_6 = stancia_2\aes2_monolith_camp1_hidden_threat_logic.ltx
aes2_monolith_camp_1_isg_7 = stancia_2\aes2_monolith_camp1_hidden_threat_logic.ltx
aes2_monolith_camp_1_isg_8 = stancia_2\aes2_monolith_camp1_hidden_threat_logic.ltx
aes2_monolith_camp_1_isg_9 = stancia_2\aes2_monolith_camp1_hidden_threat_logic.ltx
@@ -0,0 +1,8 @@
![spawn_monolith]
spawn_num = {-hidden_threat_disabled +hidden_threat_task_6_stage_6 -aes2_monolith_camp_2_isg_squad_death} 0, 2
[exclusive]
aes2_monolith_camp_2_isg_sniper_1 = stancia_2\aes2_monolith_camp2_hidden_threat_logic.ltx
aes2_monolith_camp_2_isg_sniper_2 = stancia_2\aes2_monolith_camp2_hidden_threat_logic.ltx
aes2_monolith_camp_2_isg_sniper_3 = stancia_2\aes2_monolith_camp2_hidden_threat_logic.ltx
@@ -0,0 +1,3 @@
[exclusive]
ah_aes_skabinsky = stancia_2\ah_aes_skabinsky.ltx
@@ -0,0 +1,64 @@
[logic@pas_b400_elevator_isg_1]
active = walker@isg_1
prior = 200
suitable = {=target_squad_name(pas_b400_elevator_isg_squad)} true
[logic@pas_b400_elevator_isg_2]
active = walker@isg_2
prior = 200
suitable = {=target_squad_name(pas_b400_elevator_isg_squad)} true
[logic@pas_b400_elevator_isg_3]
active = walker@isg_3
prior = 200
suitable = {=target_squad_name(pas_b400_elevator_isg_squad)} true
[logic@pas_b400_elevator_isg_4]
active = walker@isg_4
prior = 200
suitable = {=target_squad_name(pas_b400_elevator_isg_squad)} true
[logic@pas_b400_elevator_isg_5]
active = walker@isg_5
prior = 200
suitable = {=target_squad_name(pas_b400_elevator_isg_squad)} true
[logic@pas_b400_elevator_isg_6]
active = walker@isg_6
prior = 200
suitable = {=target_squad_name(pas_b400_elevator_isg_squad)} true
[walker@base]
use_camp = false
def_state_standing = hide
turn_on_campfire = false
combat_ignore_cond = false
combat_ignore_keep_when_attacked = false
gather_items_enabled = false
corpse_detection_enabled = false
meet = no_meet
[walker@isg_1]:walker@base
path_walk = isg_walker_1_walk
path_look = isg_walker_1_look
[walker@isg_2]:walker@base
path_walk = isg_walker_2_walk
path_look = isg_walker_2_look
[walker@isg_3]:walker@base
path_walk = isg_walker_3_walk
path_look = isg_walker_3_look
[walker@isg_4]:walker@base
path_walk = isg_walker_4_walk
path_look = isg_walker_4_look
[walker@isg_5]:walker@base
path_walk = isg_walker_5_walk
path_look = isg_walker_5_look
[walker@isg_6]:walker@base
path_walk = isg_walker_6_walk
path_look = isg_walker_6_look
@@ -0,0 +1,64 @@
[logic@pas_b400_fake_isg_1]
active = walker@isg_1
prior = 200
suitable = {=target_squad_name(pas_b400_fake_isg_squad)} true
[logic@pas_b400_fake_isg_2]
active = walker@isg_2
prior = 200
suitable = {=target_squad_name(pas_b400_fake_isg_squad)} true
[logic@pas_b400_fake_isg_3]
active = walker@isg_3
prior = 200
suitable = {=target_squad_name(pas_b400_fake_isg_squad)} true
[logic@pas_b400_fake_isg_4]
active = walker@isg_4
prior = 200
suitable = {=target_squad_name(pas_b400_fake_isg_squad)} true
[logic@pas_b400_fake_isg_5]
active = walker@isg_5
prior = 200
suitable = {=target_squad_name(pas_b400_fake_isg_squad)} true
[logic@pas_b400_fake_isg_6]
active = walker@isg_6
prior = 200
suitable = {=target_squad_name(pas_b400_fake_isg_squad)} true
[walker@base]
use_camp = false
def_state_standing = hide
turn_on_campfire = false
combat_ignore_cond = false
combat_ignore_keep_when_attacked = false
gather_items_enabled = false
corpse_detection_enabled = false
meet = no_meet
[walker@isg_1]:walker@base
path_walk = isg_walker_1_walk
path_look = isg_walker_1_look
[walker@isg_2]:walker@base
path_walk = isg_walker_2_walk
path_look = isg_walker_2_look
[walker@isg_3]:walker@base
path_walk = isg_walker_3_walk
path_look = isg_walker_3_look
[walker@isg_4]:walker@base
path_walk = isg_walker_4_walk
path_look = isg_walker_4_look
[walker@isg_5]:walker@base
path_walk = isg_walker_5_walk
path_look = isg_walker_5_look
[walker@isg_6]:walker@base
path_walk = isg_walker_6_walk
path_look = isg_walker_6_look
@@ -0,0 +1,195 @@
[logic@pas_b400_hall_leader_isg]
active = walker@leader_isg
prior = 200
suitable = {=target_squad_name(pas_b400_hall_isg_leader_squad)} true
on_hit = hit
on_death = death
[logic@pas_b400_hall_isg_1]
active = walker@isg_1
prior = 200
suitable = {=target_squad_name(pas_b400_hall_isg_squad)} true
on_hit = hit
on_death = death
[logic@pas_b400_hall_isg_2]
active = walker@isg_2
prior = 200
suitable = {=target_squad_name(pas_b400_hall_isg_squad)} true
on_hit = hit
on_death = death
[logic@pas_b400_hall_isg_3]
active = walker@isg_3
prior = 200
suitable = {=target_squad_name(pas_b400_hall_isg_squad)} true
on_hit = hit
on_death = death
[logic@pas_b400_hall_isg_4]
active = walker@isg_4
prior = 200
suitable = {=target_squad_name(pas_b400_hall_isg_squad)} true
on_hit = hit
on_death = death
[logic@pas_b400_hall_isg_5]
active = walker@isg_5
prior = 200
suitable = {=target_squad_name(pas_b400_hall_isg_squad)} true
on_hit = hit
on_death = death
[logic@pas_b400_hall_isg_6]
active = walker@isg_6
prior = 200
suitable = {=target_squad_name(pas_b400_hall_isg_squad)} true
on_hit = hit
on_death = death
[logic@pas_b400_hall_isg_7]
active = walker@isg_7
prior = 200
suitable = {=target_squad_name(pas_b400_hall_isg_squad)} true
on_hit = hit
on_death = death
[logic@pas_b400_hall_isg_8]
active = walker@isg_8
prior = 200
suitable = {=target_squad_name(pas_b400_hall_isg_squad)} true
on_hit = hit
on_death = death
[logic@pas_b400_hall_isg_9]
active = walker@isg_9
prior = 200
suitable = {=target_squad_name(pas_b400_hall_isg_squad)} true
on_hit = hit
on_death = death
[logic@pas_b400_hall_isg_10]
active = walker@isg_10
prior = 200
suitable = {=target_squad_name(pas_b400_hall_isg_squad)} true
on_hit = hit
on_death = death
[logic@pas_b400_hall_isg_11]
active = walker@isg_11
prior = 200
suitable = {=target_squad_name(pas_b400_hall_isg_squad)} true
on_hit = hit
on_death = death
[logic@pas_b400_hall_isg_12]
active = walker@isg_12
prior = 200
suitable = {=target_squad_name(pas_b400_hall_isg_squad)} true
on_hit = hit
on_death = death
[logic@pas_b400_hall_isg_specops_1]
active = camper@isg_specops_1
prior = 200
suitable = {=target_squad_name(pas_b400_hall_isg_sniper_squad)} true
[logic@pas_b400_hall_isg_specops_2]
active = camper@isg_specops_2
prior = 200
suitable = {=target_squad_name(pas_b400_hall_isg_sniper_squad)} true
[walker@base]
use_camp = false
def_state_standing = hide
turn_on_campfire = false
combat_ignore_cond = {+jup_und_hall_door} false, true
combat_ignore_keep_when_attacked = {+jup_und_hall_door} false, true
gather_items_enabled = false
corpse_detection_enabled = false
on_hit = hit
on_death = death
[camper@base]
radius = 10
def_state_moving = sneak_run
def_state_campering = hide_na
def_state_campering_fire = hide_fire
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
wounded = wounded
[wounded]
hp_state = 0 | wounded_heavy@help_heavy
hp_state_see = 0 | wounded_heavy@help_heavy
hp_victim = 0 | nil
hp_cover = 0 | false
hp_fight = 0 | false
[hit]
on_info = {-jup_und_hall_door} %+jup_und_hall_door%
[death]
on_info = {-jup_und_hall_door} %+jup_und_hall_door%
[walker@leader_isg]:walker@base
path_walk = isg_leader_walker_1_walk
path_look = isg_leader_walker_1_look
[walker@isg_1]:walker@base
path_walk = isg_walker_1_walk
path_look = isg_walker_1_look
[walker@isg_2]:walker@base
path_walk = isg_walker_2_walk
path_look = isg_walker_2_look
[walker@isg_3]:walker@base
path_walk = isg_walker_3_walk
path_look = isg_walker_3_look
[walker@isg_4]:walker@base
path_walk = isg_walker_4_walk
path_look = isg_walker_4_look
[walker@isg_5]:walker@base
path_walk = isg_walker_5_walk
path_look = isg_walker_5_look
[walker@isg_6]:walker@base
path_walk = isg_walker_6_walk
path_look = isg_walker_6_look
[walker@isg_7]:walker@base
path_walk = isg_walker_7_walk
path_look = isg_walker_7_look
[walker@isg_8]:walker@base
path_walk = isg_walker_8_walk
path_look = isg_walker_8_look
[walker@isg_9]:walker@base
path_walk = isg_walker_9_walk
path_look = isg_walker_9_look
[walker@isg_10]:walker@base
path_walk = isg_walker_10_walk
path_look = isg_walker_10_look
[walker@isg_11]:walker@base
path_walk = isg_walker_11_walk
path_look = isg_walker_11_look
[walker@isg_12]:walker@base
path_walk = isg_walker_12_walk
path_look = isg_walker_12_look
[camper@isg_specops_1]:camper@base
path_walk = mono_sniper_1_walk
path_look = mono_sniper_1_look
[camper@isg_specops_2]:camper@base
path_walk = mono_sniper_2_walk
path_look = mono_sniper_2_look
@@ -0,0 +1,64 @@
[logic@pas_b400_track_isg_1]
active = walker@isg_1
prior = 200
suitable = {=target_squad_name(pas_b400_track_isg_squad)} true
[logic@pas_b400_track_isg_2]
active = walker@isg_2
prior = 200
suitable = {=target_squad_name(pas_b400_track_isg_squad)} true
[logic@pas_b400_track_isg_3]
active = walker@isg_3
prior = 200
suitable = {=target_squad_name(pas_b400_track_isg_squad)} true
[logic@pas_b400_track_isg_4]
active = walker@isg_4
prior = 200
suitable = {=target_squad_name(pas_b400_track_isg_squad)} true
[logic@pas_b400_track_isg_5]
active = walker@isg_5
prior = 200
suitable = {=target_squad_name(pas_b400_track_isg_squad)} true
[logic@pas_b400_track_isg_6]
active = walker@isg_6
prior = 200
suitable = {=target_squad_name(pas_b400_track_isg_squad)} true
[walker@base]
use_camp = false
def_state_standing = hide
turn_on_campfire = false
combat_ignore_cond = false
combat_ignore_keep_when_attacked = false
gather_items_enabled = false
corpse_detection_enabled = false
meet = no_meet
[walker@isg_1]:walker@base
path_walk = isg_walker_1_walk
path_look = isg_walker_1_look
[walker@isg_2]:walker@base
path_walk = isg_walker_2_walk
path_look = isg_walker_2_look
[walker@isg_3]:walker@base
path_walk = isg_walker_3_walk
path_look = isg_walker_3_look
[walker@isg_4]:walker@base
path_walk = isg_walker_4_walk
path_look = isg_walker_4_look
[walker@isg_5]:walker@base
path_walk = isg_walker_5_walk
path_look = isg_walker_5_look
[walker@isg_6]:walker@base
path_walk = isg_walker_6_walk
path_look = isg_walker_6_look
@@ -0,0 +1,64 @@
[logic@pas_b400_tunnel_isg_1]
active = walker@isg_1
prior = 200
suitable = {=target_squad_name(pas_b400_tunnel_isg_squad)} true
[logic@pas_b400_tunnel_isg_2]
active = walker@isg_2
prior = 200
suitable = {=target_squad_name(pas_b400_tunnel_isg_squad)} true
[logic@pas_b400_tunnel_isg_3]
active = walker@isg_3
prior = 200
suitable = {=target_squad_name(pas_b400_tunnel_isg_squad)} true
[logic@pas_b400_tunnel_isg_4]
active = walker@isg_4
prior = 200
suitable = {=target_squad_name(pas_b400_tunnel_isg_squad)} true
[logic@pas_b400_tunnel_isg_5]
active = walker@isg_5
prior = 200
suitable = {=target_squad_name(pas_b400_tunnel_isg_squad)} true
[logic@pas_b400_tunnel_isg_6]
active = walker@isg_6
prior = 200
suitable = {=target_squad_name(pas_b400_tunnel_isg_squad)} true
[walker@base]
use_camp = false
def_state_standing = hide
turn_on_campfire = false
combat_ignore_cond = false
combat_ignore_keep_when_attacked = false
gather_items_enabled = false
corpse_detection_enabled = false
meet = no_meet
[walker@isg_1]:walker@base
path_walk = isg_walker_1_walk
path_look = isg_walker_1_look
[walker@isg_2]:walker@base
path_walk = isg_walker_2_walk
path_look = isg_walker_2_look
[walker@isg_3]:walker@base
path_walk = isg_walker_3_walk
path_look = isg_walker_3_look
[walker@isg_4]:walker@base
path_walk = isg_walker_4_walk
path_look = isg_walker_4_look
[walker@isg_5]:walker@base
path_walk = isg_walker_5_walk
path_look = isg_walker_5_look
[walker@isg_6]:walker@base
path_walk = isg_walker_6_walk
path_look = isg_walker_6_look
@@ -0,0 +1,3 @@
![spawn_tushkano]
spawn_num = {-hidden_threat_disabled +hidden_threat_task_7_stage_3 -hidden_threat_complete} 0, {+actor_pass_jupiter_exit_find +actor_pass_pripyat_exit_find -lttz_hb_isg_breakthrough} 3, 0
@@ -0,0 +1,11 @@
![spawn_bloodsucker]
spawn_num = {-hidden_threat_disabled +hidden_threat_task_7_stage_3 -hidden_threat_complete} 0, {+actor_pass_jupiter_exit_find +actor_pass_pripyat_exit_find -lttz_hb_isg_breakthrough} 3, 0
![exclusive]
pas_b400_elevator_isg_1 = underpass\pas_b400_elevator_hidden_threat_logic.ltx
pas_b400_elevator_isg_2 = underpass\pas_b400_elevator_hidden_threat_logic.ltx
pas_b400_elevator_isg_3 = underpass\pas_b400_elevator_hidden_threat_logic.ltx
pas_b400_elevator_isg_4 = underpass\pas_b400_elevator_hidden_threat_logic.ltx
pas_b400_elevator_isg_5 = underpass\pas_b400_elevator_hidden_threat_logic.ltx
pas_b400_elevator_isg_6 = underpass\pas_b400_elevator_hidden_threat_logic.ltx
@@ -0,0 +1,11 @@
![spawn_burer]
spawn_num = {-hidden_threat_disabled +hidden_threat_task_7_stage_3 -hidden_threat_complete} 0, {+actor_pass_jupiter_exit_find +actor_pass_pripyat_exit_find -lttz_hb_isg_breakthrough} 3, 0
![exclusive]
pas_b400_fake_isg_1 = underpass\pas_b400_fake_hidden_threat_logic.ltx
pas_b400_fake_isg_2 = underpass\pas_b400_fake_hidden_threat_logic.ltx
pas_b400_fake_isg_3 = underpass\pas_b400_fake_hidden_threat_logic.ltx
pas_b400_fake_isg_4 = underpass\pas_b400_fake_hidden_threat_logic.ltx
pas_b400_fake_isg_5 = underpass\pas_b400_fake_hidden_threat_logic.ltx
pas_b400_fake_isg_6 = underpass\pas_b400_fake_hidden_threat_logic.ltx
@@ -0,0 +1,20 @@
![spawn_chimera]
spawn_num = {-hidden_threat_disabled +hidden_threat_task_7_stage_3 -hidden_threat_complete} 0, {+actor_pass_jupiter_exit_find +actor_pass_pripyat_exit_find -lttz_hb_isg_breakthrough} 2, 0
![exclusive]
pas_b400_hall_leader_isg = underpass\pas_b400_hall_hidden_threat_logic.ltx
pas_b400_hall_isg_1 = underpass\pas_b400_hall_hidden_threat_logic.ltx
pas_b400_hall_isg_2 = underpass\pas_b400_hall_hidden_threat_logic.ltx
pas_b400_hall_isg_3 = underpass\pas_b400_hall_hidden_threat_logic.ltx
pas_b400_hall_isg_4 = underpass\pas_b400_hall_hidden_threat_logic.ltx
pas_b400_hall_isg_5 = underpass\pas_b400_hall_hidden_threat_logic.ltx
pas_b400_hall_isg_6 = underpass\pas_b400_hall_hidden_threat_logic.ltx
pas_b400_hall_isg_7 = underpass\pas_b400_hall_hidden_threat_logic.ltx
pas_b400_hall_isg_8 = underpass\pas_b400_hall_hidden_threat_logic.ltx
pas_b400_hall_isg_9 = underpass\pas_b400_hall_hidden_threat_logic.ltx
pas_b400_hall_isg_10 = underpass\pas_b400_hall_hidden_threat_logic.ltx
pas_b400_hall_isg_11 = underpass\pas_b400_hall_hidden_threat_logic.ltx
pas_b400_hall_isg_12 = underpass\pas_b400_hall_hidden_threat_logic.ltx
pas_b400_hall_isg_specops_1 = underpass\pas_b400_hall_hidden_threat_logic.ltx
pas_b400_hall_isg_specops_2 = underpass\pas_b400_hall_hidden_threat_logic.ltx
@@ -0,0 +1,11 @@
![spawn_tushkano]
spawn_num = {-hidden_threat_disabled +hidden_threat_task_7_stage_3 -hidden_threat_complete} 0, {+actor_pass_jupiter_exit_find +actor_pass_pripyat_exit_find -lttz_hb_isg_breakthrough} 3, 0
![exclusive]
pas_b400_track_isg_1 = underpass\pas_b400_track_hidden_threat_logic.ltx
pas_b400_track_isg_2 = underpass\pas_b400_track_hidden_threat_logic.ltx
pas_b400_track_isg_3 = underpass\pas_b400_track_hidden_threat_logic.ltx
pas_b400_track_isg_4 = underpass\pas_b400_track_hidden_threat_logic.ltx
pas_b400_track_isg_5 = underpass\pas_b400_track_hidden_threat_logic.ltx
pas_b400_track_isg_6 = underpass\pas_b400_track_hidden_threat_logic.ltx
@@ -0,0 +1,11 @@
![spawn_snorks]
spawn_num = {-hidden_threat_disabled +hidden_threat_task_7_stage_3 -hidden_threat_complete} 0, {+actor_pass_jupiter_exit_find +actor_pass_pripyat_exit_find -lttz_hb_isg_breakthrough} 3, 0
![exclusive]
pas_b400_tunnel_isg_1 = underpass\pas_b400_tunnel_hidden_threat_logic.ltx
pas_b400_tunnel_isg_2 = underpass\pas_b400_tunnel_hidden_threat_logic.ltx
pas_b400_tunnel_isg_3 = underpass\pas_b400_tunnel_hidden_threat_logic.ltx
pas_b400_tunnel_isg_4 = underpass\pas_b400_tunnel_hidden_threat_logic.ltx
pas_b400_tunnel_isg_5 = underpass\pas_b400_tunnel_hidden_threat_logic.ltx
pas_b400_tunnel_isg_6 = underpass\pas_b400_tunnel_hidden_threat_logic.ltx
@@ -0,0 +1,45 @@
[logic@ah_yan_markov]
active = beh@yan_new_job
suitable = {=check_npc_name(ah_yan_markov)} true
prior = 110
level_spot = quest_npc
relationship = neutral
[beh@general]
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = probe_stand
walk_anim = walk
jog_anim = rush
run_anim = rush
delay_anim = probe_stand
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
invulnerable = {=is_warfare} false, {!actor_true_enemy} true, false
relationship = neutral
meet = hi_meet
[hi_meet]
trade_enable = false
meet_state = 30|hello@hail|20|wait@wait
meet_state_wpn = 30|backoff@threat_weap
victim = 30|actor
victim_wpn = 30|actor
use = true
use_wpn = false
syndata = hello@hail|backoff@threat_weap
[beh@yan_new_job]:beh@general
pt1 = 15000, probe_stand | pos: 10.489057540894,-11.88087272644,-246.16320800781 look: 12.242818832397,-11.880608558655,-248.76184082031
pt2 = 15000, probe_stand | pos: 14.726713180542,-11.942074775696,-269.76214599609 look: 10.884129524231,-11.926474571228,-269.30609130859
pt3 = 15000, probe_stand | pos: 5.0979042053223,-11.90257358551,-282.41525268555 look: 2.3235478401184,-11.891591072083,-280.68966674805
pt4 = 15000, probe_stand | pos: 25.156799316406,-11.291369438171,-297.32321166992 look: 28.347827911377,-11.29140663147,-297.26022338867
pt5 = 15000, probe_stand | pos: 45.410297393799,-11.880334854126,-302.25747680664 look: 43.78751373291,-11.891129493713,-300.02548217773
pt6 = 15000, probe_stand | pos: 42.847297668457,-11.922271728516,-275.91339111328 look: 46.299472808838,-11.89226436615,-275.55169677734
pt7 = 15000, probe_stand | pos: 45.296295166016,-11.901913642883,-256.95211791992 look: 46.612846374512,-11.890482902527,-259.46688842773
pt8 = 15000, probe_stand | pos: 26.800115585327,-11.88049030304,-240.74296569824 look: 27.218858718872,-11.884563446045,-246.08041381836
path_end = loop
@@ -0,0 +1,19 @@
![logic@yan_kruglov]
level_spot = quest_npc
trade = items\trade\trade_ecolog_hermann.ltx
![walker@yan_kruglov]
invulnerable = {=is_warfare} false, {!actor_true_enemy} true, false
![logic@yan_semenov]
level_spot = quest_npc
![walker@yan_semenov]
invulnerable = {=is_warfare} false, {!actor_true_enemy} true, false
![logic@yan_vasiliev]
level_spot = quest_npc
![walker@yan_vasiliev]
invulnerable = {=is_warfare} false, {!actor_true_enemy} true, false
@@ -0,0 +1,3 @@
![exclusive]
ah_yan_markov = yantar\ah_yan_markov.ltx
@@ -0,0 +1,39 @@
[logic@ah_zat_vorobushkin]
active = beh@zat_new_job
suitable = {=check_npc_name(ah_zat_vorobushkin)} true
prior = 110
level_spot = quest_npc
relationship = neutral
[beh@general]
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = probe_stand
walk_anim = walk
jog_anim = rush
run_anim = rush
delay_anim = probe_stand
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
invulnerable = {=is_warfare} false, {!actor_true_enemy} true, false
relationship = neutral
meet = hi_meet
[hi_meet]
trade_enable = false
meet_state = 30|hello@hail|20|wait@wait
meet_state_wpn = 30|backoff@threat_weap
victim = 30|actor
victim_wpn = 30|actor
use = true
use_wpn = false
syndata = hello@hail|backoff@threat_weap
[beh@zat_new_job]:beh@general
pt1 = 65000, probe_stand | pos: 405.59356689453,39.447425842285,-4.4775342941284 look: 404.74517822266,39.448036193848,-4.1867113113403
pt2 = 25000, probe_stand | pos: 409.89895629883,39.444381713867,-4.5034646987915 look: 409.7829284668,39.446109771729,-7.2941970825195
path_end = loop
@@ -0,0 +1,3 @@
![exclusive]
dragun = zaton\zat_dragun_logic.ltx
@@ -0,0 +1,3 @@
![exclusive]
ah_zat_vorobushkin = zaton\ah_zat_vorobushkin.ltx

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