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 +1,25 @@
![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