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
@@ -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