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 +1,64 @@
[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