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
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@@ -0,0 +1,9 @@
; for maps without sources, else ai path will be wonky
[promzona_ai_path]
calc_new_lvid = true
id = 35
em_vector_def = 108, 115, 95, 104, 101, 97, 100, 101, 114
em_vector_x1 = 66, 79, 83, 83, 80, 65, 67, 75
em_vector_x2 = 82, 46, 69, 46, 65, 46, 76, 46, 73, 46, 84, 46, 89
em_vector_z1 = 65, 46, 71, 46, 79, 46, 78, 46, 89
em_vector_z2 = 72, 46, 65, 46, 90, 46, 69
@@ -0,0 +1,32 @@
![l07_military]
target_maps = l10_red_forest, l10_radar, l02_garbage, l04_darkvalley, promzona, grimwood, poselok_ug
![k02_trucks_cemetery]
target_maps = l05_bar, l04_darkvalley, promzona, poselok_ug
![l10_red_forest]
target_maps = l10_limansk, l07_military, l10_radar, jupiter, grimwood
![l09_deadcity]
target_maps = l08_yantar, l10_limansk, grimwood
[promzona]
target_maps = l07_military, k02_trucks_cemetery, collaider, bunker_a1
[grimwood]
target_maps = l07_military, l09_deadcity, l10_red_forest
![l02_garbage]
target_maps = l06_rostok, l03_agroprom, l04_darkvalley, l01_escape, l07_military, poselok_ug
![l04_darkvalley]
target_maps = k01_darkscape, l02_garbage, l07_military, k02_trucks_cemetery, l04u_labx18, y04_pole, poselok_ug
[poselok_ug]
target_maps = l02_garbage, l04_darkvalley, k02_trucks_cemetery, l07_military
[bunker_a1]
target_maps = promzona, collaider
[collaider]
target_maps = promzona, bunker_a1
@@ -0,0 +1,2 @@
;; ambients rely on presets
#include "presets\environment_underground.ltx"
@@ -0,0 +1,2 @@
;; ambients rely on presets
#include "presets\environment_underground.ltx"
@@ -0,0 +1,2 @@
;; ambients rely on presets
#include "presets\environment_forest.ltx"
@@ -0,0 +1,2 @@
;; ambients rely on presets
#include "presets\environment_forest.ltx"
@@ -0,0 +1,2 @@
;; ambients rely on presets
#include "presets\environment_forest.ltx"
@@ -0,0 +1,142 @@
<?xml version='1.0' encoding="windows-1251"?>
<xml>
<!-------------------------- Freedom - Trader ------------------------>
<specific_character id="freedom_poselok_ug_trader" team_default="1">
<name>st_freedom_poselok_ug_trader</name>
<icon>ui_inGame2_Freedom_2_mask</icon>
<map_icon x="1" y="0"></map_icon>
<bio>An experienced stalker. No detailed information is available.</bio>
<class>freedom_poselok_ug_trader</class>
<community>freedom</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\freedom_1\</snd_config>
<rank>7500</rank>
<money min="100000" max="100000" infinitive="1"/>
<reputation>1500</reputation>
<visual>actors\stalker_freedom\stalker_freedom_2_mas4</visual>
<supplies>
[spawn] \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.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>
<actor_dialog>dm_ordered_task_cancel_dialog</actor_dialog>
<actor_dialog>buy_route</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!-------------------------- Freedom - Medic ------------------------>
<specific_character id="freedom_poselok_ug_medic" team_default="1">
<name>st_freedom_poselok_ug_medic</name>
<icon>ui_inGame2_Freedom_2_mask</icon>
<map_icon x="1" y="0"></map_icon>
<bio>An experienced stalker. No detailed information is available.</bio>
<class>freedom_poselok_ug_medic</class>
<community>freedom</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\freedom_1\</snd_config>
<rank>2500</rank>
<money min="100000" max="100000" infinitive="1"/>
<reputation>1000</reputation>
<visual>actors\stalker_freedom\stalker_freedom_2_mas4</visual>
<supplies>
[spawn] \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.xml"
</supplies>
#include "gameplay\character_criticals.xml"
<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>actor_break_dialog</actor_dialog>
</specific_character>
<!-------------------------- Bandit - Trader ------------------------>
<specific_character id="bandit_poselok_ug_trader" team_default="1">
<name>st_bandit_poselok_ug_trader</name>
<icon>ui_inGame2_bandit_5</icon>
<map_icon x="1" y="0"></map_icon>
<bio>An experienced stalker. No detailed information is available.</bio>
<class>bandit_poselok_ug_trader</class>
<community>bandit</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\bandit_1\</snd_config>
<rank>7500</rank>
<money min="100000" max="100000" infinitive="1"/>
<reputation>-1000</reputation>
<visual>actors\stalker_bandit\stalker_bandit5a</visual>
<supplies>
[spawn] \n
wpn_ak74u \n
ammo_5.45x39_fmj = 1 \n
wpn_hpsa \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>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>buy_route</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!-------------------------- Bandit - Bodyguard ------------------------>
<specific_character id="bandit_poselok_ug_bodyguard" team_default="1">
<name>st_bandit_poselok_ug_bodyguard</name>
<icon>ui_inGame2_stalker_bandit_skat</icon>
<map_icon x="1" y="0"></map_icon>
<bio>An experienced stalker. No detailed information is available.</bio>
<class>bandit_poselok_ug_bodyguard</class>
<community>bandit</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\bandit_1\</snd_config>
<rank>12500</rank>
<money min="100000" max="100000" infinitive="1"/>
<reputation>-500</reputation>
<visual>actors\stalker_bandit\stalker_soldier_b</visual>
<supplies>
[spawn] \n
wpn_ak74u \n
ammo_5.45x39_fmj = 1 \n
wpn_hpsa \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>actor_break_dialog</actor_dialog>
</specific_character>
</xml>
@@ -0,0 +1,602 @@
<?xml version='1.0' encoding="windows-1251"?>
<xml>
<!-------------------------- Task 1 scientist ------------------------>
<specific_character id="redemption_task_1_eco" team_default="1">
<name>st_redemption_task_1_eco</name>
<icon>ui_inGame2_ecolog_white</icon>
<map_icon x="1" y="0"></map_icon>
<bio>An experienced stalker. No detailed information is available.</bio>
<class>redemption_task_1_eco</class>
<community>ecolog</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\ecolog_3\</snd_config>
<rank>3500</rank>
<money min="2500" max="5000" infinitive="0"/>
<reputation>800</reputation>
<visual>actors\stalker_ecologist\stalker_ecolog_white</visual>
<supplies>
[spawn] \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.xml"
</supplies>
#include "gameplay\character_criticals.xml"
<start_dialog>redemption_storyline_1_2</start_dialog>
<actor_dialog>redemption_storyline_1_3</actor_dialog>
<actor_dialog>dm_is_actor_companion_dialog</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!-------------------------- Task 2 bandit ------------------------>
<specific_character id="redemption_task_2_bandit" team_default="1">
<name>st_redemption_task_2_bandit</name>
<icon>ui_inGame2_bandit_1</icon>
<map_icon x="1" y="0"></map_icon>
<bio>An experienced stalker. No detailed information is available.</bio>
<class>redemption_task_2_bandit</class>
<community>bandit</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\bandit_1\</snd_config>
<rank>1500</rank>
<money min="2500" max="5000" infinitive="0"/>
<reputation>-500</reputation>
<visual>actors\stalker_bandit\stalker_bandit_1</visual>
<supplies>
#include "gameplay\loadouts\bandit_base.ltx"
#include "gameplay\loadouts\bandit_tier_1.ltx"
[spawn] \n
redemption_2_vodka_box = 1 \n
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_medical.xml"
</supplies>
#include "gameplay\character_criticals.xml"
<start_dialog>redemption_storyline_2_2</start_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!-------------------------- Task 2 hare ------------------------>
<specific_character id="redemption_task_2_hare" team_default="1">
<name>st_redemption_task_2_hare</name>
<icon>ui_inGame2_neutral_2_mask</icon>
<map_icon x="1" y="0"></map_icon>
<bio>An experienced stalker. No detailed information is available.</bio>
<class>redemption_task_2_hare</class>
<community>stalker</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\stalker_2\</snd_config>
<rank>6500</rank>
<money min="2500" max="5000" infinitive="0"/>
<reputation>800</reputation>
<visual>actors\stalker_neutral\stalker_neutral2b_mask</visual>
<supplies>
#include "gameplay\loadouts\stalker_base.ltx"
#include "gameplay\loadouts\stalker_tier_2.ltx"
[spawn] \n
#include "gameplay\supplies\character_items.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_medical.xml"
#include "gameplay\supplies\character_drugs.xml"
</supplies>
#include "gameplay\character_criticals.xml"
<actor_dialog>redemption_storyline_2_4</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!-------------------------- Task 3 eco1 ------------------------>
<specific_character id="redemption_task_3_eco_1" team_default = "1">
#include "gameplay\profiles\character_desc_ecolog_2.xml"
<class>redemption_task_3_eco_1</class>
<icon>ui_inGame2_ecolog_green</icon>
<snd_config>characters_voice\human\ecolog_3\</snd_config>
<visual>actors\stalker_ecologist\stalker_ecolog_military</visual>
</specific_character>
<!-------------------------- Task 3 eco2 ------------------------>
<specific_character id="redemption_task_3_eco_2" team_default = "1">
#include "gameplay\profiles\character_desc_ecolog_2.xml"
<class>redemption_task_3_eco_2</class>
<icon>ui_inGame2_neutral_0</icon>
<snd_config>characters_voice\human\stalker_3\</snd_config>
<visual>actors\stalker_ecologist\stalker_ecolog_guard2_mas2</visual>
</specific_character>
<!-------------------------- Task 3 hare ------------------------>
<specific_character id="redemption_task_3_hare" team_default="1">
<name>st_redemption_task_2_hare</name>
<icon>ui_inGame2_neutral_2_mask</icon>
<map_icon x="1" y="0"></map_icon>
<bio>An experienced stalker. No detailed information is available.</bio>
<class>redemption_task_3_hare</class>
<community>stalker</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\stalker_2\</snd_config>
<rank>6500</rank>
<money min="2500" max="5000" infinitive="0"/>
<reputation>800</reputation>
<visual>actors\stalker_neutral\stalker_neutral2b_mask</visual>
<supplies>
[spawn] \n
#include "gameplay\supplies\character_items.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_medical.xml"
#include "gameplay\supplies\character_drugs.xml"
</supplies>
#include "gameplay\character_criticals.xml"
<start_dialog>redemption_storyline_3_2</start_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!-------------------------- Task 3 monolith 1 ------------------------>
<specific_character id="redemption_task_3_monolith_1" team_default="1">
<name>st_redemption_task_3_monolith_1</name>
<icon>ui_inGame2_monolit_3a</icon>
<map_icon x="1" y="0"></map_icon>
<bio>An experienced stalker. No detailed information is available.</bio>
<class>redemption_task_3_monolith_1</class>
<community>monolith</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\monolith_3\</snd_config>
<rank>20020</rank>
<money min="2500" max="5000" infinitive="0"/>
<reputation>-1800</reputation>
<visual>actors\stalker_monolith\stalker_monolith_6</visual>
<supplies>
[spawn] \n
wpn_m249 = 1 \n
ammo_5.56x45_fmj = 3 \n
#include "gameplay\supplies\character_items.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_medical.xml"
#include "gameplay\supplies\character_drugs.xml"
</supplies>
#include "gameplay\character_criticals.xml"
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!-------------------------- Task 3 monolith 2 ------------------------>
<specific_character id="redemption_task_3_monolith_2" team_default="1">
<name>GENERATE_NAME_stalker</name>
<icon>ui_inGame2_monolit_2</icon>
<map_icon x="1" y="0"></map_icon>
<bio>An experienced stalker. No detailed information is available.</bio>
<class>redemption_task_3_monolith_2</class>
<community>monolith</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\monolith_3\</snd_config>
<rank>8170</rank>
<money min="2500" max="5000" infinitive="0"/>
<reputation>-600</reputation>
<visual>actors\stalker_monolith\stalker_monolith_preacher</visual>
<supplies>
[spawn] \n
wpn_mp5 = 1 \n
ammo_9x19_fml = 3 \n
#include "gameplay\supplies\character_items.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_medical.xml"
#include "gameplay\supplies\character_drugs.xml"
</supplies>
#include "gameplay\character_criticals.xml"
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!-------------------------- Task 3 monolith 3 ------------------------>
<specific_character id="redemption_task_3_monolith_3" team_default="1">
<name>GENERATE_NAME_stalker</name>
<icon>ui_inGame2_monolit_2</icon>
<map_icon x="1" y="0"></map_icon>
<bio>An experienced stalker. No detailed information is available.</bio>
<class>redemption_task_3_monolith_3</class>
<community>monolith</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\monolith_3\</snd_config>
<rank>6200</rank>
<money min="2500" max="5000" infinitive="0"/>
<reputation>-400</reputation>
<visual>actors\stalker_monolith\stalker_monolith_2</visual>
<supplies>
[spawn] \n
wpn_fn2000 = 1 \n
ammo_5.56x45_fmj = 3 \n
#include "gameplay\supplies\character_items.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_medical.xml"
#include "gameplay\supplies\character_drugs.xml"
</supplies>
#include "gameplay\character_criticals.xml"
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!-------------------------- Task 3 illeon ------------------------>
<specific_character id="redemption_task_3_illeon" team_default="1">
<name>st_redemption_task_3_illeon</name>
<icon>ui_inGame2_monolith1gas</icon>
<map_icon x="1" y="0"></map_icon>
<bio>An experienced stalker. No detailed information is available.</bio>
<class>redemption_task_3_illeon</class>
<community>stalker</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\stalker_2\</snd_config>
<rank>19500</rank>
<money min="2500" max="5000" infinitive="0"/>
<reputation>600</reputation>
<visual>actors\stalker_monolith\stalker_monolith1</visual>
<supplies>
[spawn] \n
wpn_l96a1 = 1 \n
ammo_7.62x51_fmj = 3 \n
#include "gameplay\supplies\character_items.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_medical.xml"
#include "gameplay\supplies\character_drugs.xml"
</supplies>
#include "gameplay\character_criticals.xml"
<start_dialog>redemption_storyline_3_3</start_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!-------------------------- Task 3 illeon stalker ------------------------>
<specific_character id="redemption_task_3_illeon_stalker" team_default="1">
<name>st_redemption_task_3_illeon</name>
<icon>ui_inGame2_neutral_2_mask</icon>
<map_icon x="1" y="0"></map_icon>
<bio>An experienced stalker. No detailed information is available.</bio>
<class>redemption_task_3_illeon_stalker</class>
<community>stalker</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\stalker_2\</snd_config>
<rank>19500</rank>
<money min="2500" max="5000" infinitive="0"/>
<reputation>0</reputation>
<visual>actors\stalker_neutral\stalker_neutral2b_mask</visual>
<supplies>
[spawn] \n
wpn_l96a1 = 1 \n
ammo_7.62x51_fmj = 3 \n
#include "gameplay\supplies\character_items.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_medical.xml"
#include "gameplay\supplies\character_drugs.xml"
</supplies>
#include "gameplay\character_criticals.xml"
<start_dialog>redemption_storyline_3_4</start_dialog>
<actor_dialog>dm_is_actor_companion_dialog</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!-------------------------- Task 4 bandit_1 ------------------------>
<specific_character id="redemption_task_4_bandit_1" team_default = "1">
#include "gameplay\profiles\character_desc_bandit_2.xml"
<class>redemption_task_4_bandit_1</class>
<icon>ui_inGame2_bandit_1</icon>
<snd_config>characters_voice\human\bandit_3\</snd_config>
<visual>actors\stalker_bandit\stalker_bandit_7</visual>
</specific_character>
<!-------------------------- Task 4 bandit_2 ------------------------>
<specific_character id="redemption_task_4_bandit_2" team_default = "1">
#include "gameplay\profiles\character_desc_bandit_1.xml"
<class>redemption_task_4_bandit_2</class>
<icon>ui_inGame2_bandit_1_mask</icon>
<snd_config>characters_voice\human\bandit_2\</snd_config>
<visual>actors\stalker_bandit\stalker_bondit_zara</visual>
</specific_character>
<!-------------------------- Task 4 stalker_1 ------------------------>
<specific_character id="redemption_task_4_stalker_1" team_default = "1">
#include "gameplay\profiles\character_desc_stalker_0.xml"
<class>redemption_task_4_stalker_1</class>
<icon>ui_inGame2_neutral_1</icon>
<snd_config>characters_voice\human\stalker_1\</snd_config>
<visual>actors\stalker_neutral\stalker_neutral1e</visual>
</specific_character>
<!-------------------------- Task 4 stalker_2 ------------------------>
<specific_character id="redemption_task_4_stalker_2" team_default = "1">
#include "gameplay\profiles\character_desc_stalker_0.xml"
<class>redemption_task_4_stalker_2</class>
<icon>ui_inGame2_neutral_a</icon>
<snd_config>characters_voice\human\stalker_1\</snd_config>
<visual>actors\stalker_neutral\stalker_neutrala1</visual>
</specific_character>
<!-------------------------- Task 5 illeon ------------------------>
<specific_character id="redemption_task_5_illeon" team_default="1">
<name>st_redemption_task_3_illeon</name>
<icon>ui_inGame2_ecolog_guard_blue</icon>
<map_icon x="1" y="0"></map_icon>
<bio>An experienced stalker. No detailed information is available.</bio>
<class>redemption_task_5_illeon</class>
<community>stalker</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\stalker_2\</snd_config>
<rank>19500</rank>
<money min="2500" max="5000" infinitive="0"/>
<reputation>0</reputation>
<visual>actors\stalker_ecologist\stalker_ecolog_guard</visual>
<supplies>
[spawn] \n
wpn_l96a1 = 1 \n
ammo_7.62x51_fmj = 3 \n
#include "gameplay\supplies\character_items.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_medical.xml"
#include "gameplay\supplies\character_drugs.xml"
</supplies>
#include "gameplay\character_criticals.xml"
<actor_dialog>redemption_storyline_5_2_1</actor_dialog>
<actor_dialog>redemption_storyline_5_2_2</actor_dialog>
<actor_dialog>redemption_storyline_end_illeon_join</actor_dialog>
<actor_dialog>dm_is_actor_companion_dialog</actor_dialog>
<actor_dialog>dm_companion_illeon_leave</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!-------------------------- Task 5 dutier ------------------------>
<specific_character id="redemption_task_5_dutier" team_default="1">
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<community>dolg</community>
<map_icon x="1" y="0"></map_icon>
<money min="500" max="1500" infinitive="0"/>
<name>GENERATE_NAME_private</name>
<rank min="900" max="3000" />
<reputation min="-400" max="600" />
<supplies>
#include "gameplay\loadouts\dolg_base.ltx"
#include "gameplay\loadouts\dolg_tier_1.ltx"
[spawn] \n
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_medical.xml"
</supplies>
#include "gameplay\character_criticals.xml"
<terrain_sect>stalker_terrain</terrain_sect>
<icon>ui_inGame2_duty_2_old</icon>
<class>redemption_task_5_dutier</class>
<snd_config>characters_voice\human\dolg_1\</snd_config>
<visual>actors\stalker_dolg\stalker_dolg2a_old</visual>
<actor_dialog>dm_is_actor_companion_dialog</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!-------------------------- Task 5 duty captain ------------------------>
<specific_character id="redemption_task_5_duty_captain" team_default="1">
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<community>dolg</community>
<map_icon x="1" y="0"></map_icon>
<money min="500" max="1500" infinitive="0"/>
<name>st_redemption_task_5_duty_captain</name>
<icon>ui_inGame2_nosorog</icon>
<class>redemption_task_5_duty_captain</class>
<rank>25200</rank>
<reputation>2226</reputation>
<snd_config>characters_voice\human\dolg_3\</snd_config>
<visual>actors\stalker_dolg\stalker_dolg4nosorog</visual>
<supplies>
[spawn] \n
wpn_pkp = 1 \n
ammo_pkm_100 = 3 \n
#include "gameplay\supplies\character_items.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_medical.xml"
#include "gameplay\supplies\character_drugs.xml"
</supplies>
#include "gameplay\character_criticals.xml"
<start_dialog>redemption_storyline_5_8</start_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!-------------------------- Task 5 duty 1 ------------------------>
<specific_character id="redemption_task_5_duty_1" team_default="1">
#include "gameplay\profiles\character_desc_dolg_2.xml"
<icon>ui_npc_u_stalker_do_balon_5</icon>
<class>redemption_task_5_duty_1</class>
<rank>6940</rank>
<reputation>1295</reputation>
<snd_config>characters_voice\human\dolg_1\</snd_config>
<visual>actors\stalker_dolg\stalker_do_balon_5</visual>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!-------------------------- Task 5 freedom captain ------------------------>
<specific_character id="redemption_task_5_freedom_captain" team_default="1">
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<community>freedom</community>
<map_icon x="1" y="0"></map_icon>
<money min="500" max="1500" infinitive="0"/>
<name>st_redemption_task_5_freedom_captain</name>
<icon>ui_inGame2_Freedom_5_alt</icon>
<class>redemption_task_5_freedom_captain</class>
<rank>17100</rank>
<reputation>890</reputation>
<snd_config>characters_voice\human\freedom_3\</snd_config>
<visual>actors\stalker_freedom\stalker_freedom5b</visual>
<supplies>
[spawn] \n
wpn_sig550 = 1 \n
ammo_5.56x45_fmj = 3 \n
#include "gameplay\supplies\character_items.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_medical.xml"
#include "gameplay\supplies\character_drugs.xml"
</supplies>
#include "gameplay\character_criticals.xml"
<start_dialog>redemption_storyline_5_7</start_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!-------------------------- Task 5 freedom 1 ------------------------>
<specific_character id="redemption_task_5_freedom_1" team_default="1">
#include "gameplay\profiles\character_desc_freedom_2.xml"
<icon>ui_inGame2_Freedom_2_mask</icon>
<class>redemption_task_5_freedom</class>
<rank>6500</rank>
<reputation>350</reputation>
<snd_config>characters_voice\human\freedom_1\</snd_config>
<visual>actors\stalker_freedom\stalker_freedom_2_balloon_on_helm_tactic</visual>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!-------------------------- Task 6 duty captain ------------------------>
<specific_character id="redemption_task_6_duty_captain" team_default="1">
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<community>dolg</community>
<map_icon x="1" y="0"></map_icon>
<money min="500" max="1500" infinitive="0"/>
<name>st_redemption_task_5_duty_captain</name>
<icon>ui_inGame2_nosorog</icon>
<class>redemption_task_6_duty_captain</class>
<rank>25200</rank>
<reputation>2226</reputation>
<snd_config>characters_voice\human\dolg_3\</snd_config>
<visual>actors\stalker_dolg\stalker_dolg4nosorog</visual>
<supplies>
[spawn] \n
wpn_pkp = 1 \n
ammo_pkm_100 = 3 \n
#include "gameplay\supplies\character_items.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_medical.xml"
#include "gameplay\supplies\character_drugs.xml"
</supplies>
#include "gameplay\character_criticals.xml"
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!-------------------------- Task 6 freedom captain ------------------------>
<specific_character id="redemption_task_6_freedom_captain" team_default="1">
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<community>freedom</community>
<map_icon x="1" y="0"></map_icon>
<money min="500" max="1500" infinitive="0"/>
<name>st_redemption_task_5_freedom_captain</name>
<icon>ui_inGame2_Freedom_5_alt</icon>
<class>redemption_task_6_freedom_captain</class>
<rank>17100</rank>
<reputation>890</reputation>
<snd_config>characters_voice\human\freedom_3\</snd_config>
<visual>actors\stalker_freedom\stalker_freedom5b</visual>
<supplies>
[spawn] \n
wpn_sig550 = 1 \n
ammo_5.56x45_fmj = 3 \n
#include "gameplay\supplies\character_items.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_medical.xml"
#include "gameplay\supplies\character_drugs.xml"
</supplies>
#include "gameplay\character_criticals.xml"
<actor_dialog>redemption_storyline_6_1</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!-------------------------- Task 6 stalker ------------------------>
<specific_character id="redemption_task_6_stalker" team_default="1">
#include "gameplay\profiles\character_desc_stalker_1.xml"
<icon>ui_inGame2_neutral_0</icon>
<snd_config>characters_voice\human\stalker_3\</snd_config>
<visual>actors\stalker_neutral\stalker_neutral0c</visual>
<class>redemption_task_6_stalker</class>
<start_dialog>redemption_storyline_6_stalker</start_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!-------------------------- Task 6 monolith vakhar ------------------------>
<specific_character id="redemption_task_6_monolith_vakhar" team_default="1">
<name>st_redemption_task_3_monolith_1</name>
<icon>ui_inGame2_monolit_3a</icon>
<map_icon x="1" y="0"></map_icon>
<bio>An experienced stalker. No detailed information is available.</bio>
<class>redemption_task_6_monolith_vakhar</class>
<community>monolith</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\monolith_3\</snd_config>
<rank>24020</rank>
<money min="2500" max="5000" infinitive="0"/>
<reputation>-1800</reputation>
<visual>actors\stalker_monolith\stalker_monolith_6</visual>
<supplies>
[spawn] \n
wpn_m249 = 1 \n
ammo_5.56x45_fmj = 3 \n
#include "gameplay\supplies\character_items.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_medical.xml"
#include "gameplay\supplies\character_drugs.xml"
</supplies>
#include "gameplay\character_criticals.xml"
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!-------------------------- Task 6 monolith insane 1 ------------------------>
<specific_character id="redemption_task_6_mono_insane_1" team_default="1">
#include "gameplay\profiles\character_desc_monolith_1.xml"
<icon>ui_npc_u_stalker_mo_head_1</icon>
<snd_config>characters_voice\human\monolith_3\</snd_config>
<visual>actors\stalker_monolith\stalker_mo_head2</visual>
<class>redemption_task_6_mono_insane_1</class>
</specific_character>
<!-------------------------- Task 6 monolith insane 2 ------------------------>
<specific_character id="redemption_task_6_mono_insane_2" team_default="1">
#include "gameplay\profiles\character_desc_monolith_0.xml"
<icon>ui_inGame2_monolith2_gp5</icon>
<snd_config>characters_voice\human\monolith_3\</snd_config>
<visual>actors\stalker_monolith\stalker_monolith0_gp5</visual>
<class>redemption_task_6_mono_insane_2</class>
</specific_character>
<!-------------------------- Task 6 monolith dead 1 ------------------------>
<specific_character id="redemption_task_6_mono_dead_1" team_default="1">
#include "gameplay\profiles\character_desc_monolith_0.xml"
<icon>ui_inGame2_monolit_2</icon>
<snd_config>characters_voice\human\monolith_3\</snd_config>
<visual>actors\stalker_monolith\stalker_monolith_preacher</visual>
<class>redemption_task_6_mono_dead_1</class>
</specific_character>
<!-------------------------- Task 6 monolith dead 2 ------------------------>
<specific_character id="redemption_task_6_mono_dead_2" team_default="1">
#include "gameplay\profiles\character_desc_monolith_0.xml"
<icon>ui_inGame2_stalker_bandit_skat</icon>
<snd_config>characters_voice\human\monolith_3\</snd_config>
<visual>actors\stalker_monolith\stalker_soldier_4_monolith</visual>
<class>redemption_task_6_mono_dead_2</class>
</specific_character>
</xml>
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
@@ -0,0 +1,24 @@
<?xml version='1.0' encoding="UTF-8"?>
<xml>
<!-- freedom -->
<character id="freedom_poselok_ug_trader">
<class>freedom_poselok_ug_trader</class>
<specific_character>freedom_poselok_ug_trader</specific_character>
</character>
<character id="freedom_poselok_ug_medic">
<class>freedom_poselok_ug_medic</class>
<specific_character>freedom_poselok_ug_medic</specific_character>
</character>
<!-- bandits -->
<character id="bandit_poselok_ug_trader">
<class>bandit_poselok_ug_trader</class>
<specific_character>bandit_poselok_ug_trader</specific_character>
</character>
<character id="bandit_poselok_ug_bodyguard">
<class>bandit_poselok_ug_bodyguard</class>
<specific_character>bandit_poselok_ug_bodyguard</specific_character>
</character>
</xml>
@@ -0,0 +1,178 @@
<?xml version='1.0' encoding="UTF-8"?>
<xml>
<!-- task 1 scientist -->
<character id="redemption_task_1_eco">
<class>redemption_task_1_eco</class>
<specific_character>redemption_task_1_eco</specific_character>
</character>
<!-- task 2 bandit -->
<character id="redemption_task_2_bandit">
<class>redemption_task_2_bandit</class>
<specific_character>redemption_task_2_bandit</specific_character>
</character>
<!-- task 2 hare -->
<character id="redemption_task_2_hare">
<class>redemption_task_2_hare</class>
<specific_character>redemption_task_2_hare</specific_character>
</character>
<!-- task 3 eco1 -->
<character id="redemption_task_3_eco_1">
<class>redemption_task_3_eco_1</class>
<specific_character>redemption_task_3_eco_1</specific_character>
</character>
<!-- task 3 eco2 -->
<character id="redemption_task_3_eco_2">
<class>redemption_task_3_eco_2</class>
<specific_character>redemption_task_3_eco_2</specific_character>
</character>
<!-- task 3 hare -->
<character id="redemption_task_3_hare">
<class>redemption_task_3_hare</class>
<specific_character>redemption_task_3_hare</specific_character>
</character>
<!-- task 3 monolith 1 -->
<character id="redemption_task_3_monolith_1">
<class>redemption_task_3_monolith_1</class>
<specific_character>redemption_task_3_monolith_1</specific_character>
</character>
<!-- task 3 monolith 2 -->
<character id="redemption_task_3_monolith_2">
<class>redemption_task_3_monolith_2</class>
<specific_character>redemption_task_3_monolith_2</specific_character>
</character>
<!-- task 3 monolith 3 -->
<character id="redemption_task_3_monolith_3">
<class>redemption_task_3_monolith_3</class>
<specific_character>redemption_task_3_monolith_3</specific_character>
</character>
<!-- task 3 illeon -->
<character id="redemption_task_3_illeon">
<class>redemption_task_3_illeon</class>
<specific_character>redemption_task_3_illeon</specific_character>
</character>
<!-- task 3 illeon stalker -->
<character id="redemption_task_3_illeon_stalker">
<class>redemption_task_3_illeon_stalker</class>
<specific_character>redemption_task_3_illeon_stalker</specific_character>
</character>
<!-- task 4 bandit_1-->
<character id="redemption_task_4_bandit_1">
<class>redemption_task_4_bandit_1</class>
<specific_character>redemption_task_4_bandit_1</specific_character>
</character>
<!-- task 4 bandit_2-->
<character id="redemption_task_4_bandit_2">
<class>redemption_task_4_bandit_2</class>
<specific_character>redemption_task_4_bandit_2</specific_character>
</character>
<!-- task 4 stalker_1-->
<character id="redemption_task_4_stalker_1">
<class>redemption_task_4_stalker_1</class>
<specific_character>redemption_task_4_stalker_1</specific_character>
</character>
<!-- task 4 stalker_2-->
<character id="redemption_task_4_stalker_2">
<class>redemption_task_4_stalker_2</class>
<specific_character>redemption_task_4_stalker_2</specific_character>
</character>
<!-- task 5 illeon-->
<character id="redemption_task_5_illeon">
<class>redemption_task_5_illeon</class>
<specific_character>redemption_task_5_illeon</specific_character>
</character>
<!-- task 5 dutier-->
<character id="redemption_task_5_dutier">
<class>redemption_task_5_dutier</class>
<specific_character>redemption_task_5_dutier</specific_character>
</character>
<!-- task 5 duty captain-->
<character id="redemption_task_5_duty_captain">
<class>redemption_task_5_duty_captain</class>
<specific_character>redemption_task_5_duty_captain</specific_character>
</character>
<!-- task 5 duty 1-->
<character id="redemption_task_5_duty_1">
<class>redemption_task_5_duty_1</class>
<specific_character>redemption_task_5_duty_1</specific_character>
</character>
<!-- task 5 freedom captain-->
<character id="redemption_task_5_freedom_captain">
<class>redemption_task_5_freedom_captain</class>
<specific_character>redemption_task_5_freedom_captain</specific_character>
</character>
<!-- task 5 freedom 1-->
<character id="redemption_task_5_freedom_1">
<class>redemption_task_5_freedom_1</class>
<specific_character>redemption_task_5_freedom_1</specific_character>
</character>
<!-- task 6 duty captain-->
<character id="redemption_task_6_duty_captain">
<class>redemption_task_6_duty_captain</class>
<specific_character>redemption_task_6_duty_captain</specific_character>
</character>
<!-- task 6 freedom captain-->
<character id="redemption_task_6_freedom_captain">
<class>redemption_task_6_freedom_captain</class>
<specific_character>redemption_task_6_freedom_captain</specific_character>
</character>
<!-- task 6 stalker-->
<character id="redemption_task_6_stalker">
<class>redemption_task_6_stalker</class>
<specific_character>redemption_task_6_stalker</specific_character>
</character>
<!-- task 6 monolith vakhar-->
<character id="redemption_task_6_monolith_vakhar">
<class>redemption_task_6_monolith_vakhar</class>
<specific_character>redemption_task_6_monolith_vakhar</specific_character>
</character>
<!-- task 6 monolith insane 1 -->
<character id="redemption_task_6_mono_insane_1">
<class>redemption_task_6_mono_insane_1</class>
<specific_character>redemption_task_6_mono_insane_1</specific_character>
</character>
<!-- task 6 monolith insane 2 -->
<character id="redemption_task_6_mono_insane_2">
<class>redemption_task_6_mono_insane_2</class>
<specific_character>redemption_task_6_mono_insane_2</specific_character>
</character>
<!-- task 6 monolith dead 1 -->
<character id="redemption_task_6_mono_dead_1">
<class>redemption_task_6_mono_dead_1</class>
<specific_character>redemption_task_6_mono_dead_1</specific_character>
</character>
<!-- task 6 monolith dead 2 -->
<character id="redemption_task_6_mono_dead_2">
<class>redemption_task_6_mono_dead_2</class>
<specific_character>redemption_task_6_mono_dead_2</specific_character>
</character>
</xml>
@@ -0,0 +1,234 @@
;----------------------- task 2 ----------------------------
[redemption_2_vodka_box]:tch_quest
$spawn = "quest_items\redemption_2_vodka_box"
kind = i_quest
visual = dynamics\box\expl_dinamit.ogf
story_id = redemption_2_vodka_box
;quest_item = true
inv_weight = 19.8
inv_grid_width = 2
inv_grid_height = 2
inv_grid_x = 0
inv_grid_y = 77
inv_name = st_redemption_2_vodka_box_name
inv_name_short = st_redemption_2_vodka_box_name
description = st_redemption_2_vodka_box_descr
can_trade = false
cost = 0
[redemption_2_documents]:tch_quest
$spawn = "quest_items\redemption_2_documents"
kind = i_quest
visual = dynamics\equipments\trade\mili_maps.ogf
story_id = redemption_2_documents
quest_item = true
inv_weight = 0.3
inv_grid_x = 7
inv_grid_y = 14
inv_grid_width = 2
inv_grid_height = 1
inv_name = st_redemption_2_documents_name
inv_name_short = st_redemption_2_documents_name
description = st_redemption_2_documents_descr
can_trade = false
cost = 0
;----------------------- task 3 ----------------------------
[redemption_3_device]:tch_quest
$spawn = "quest_items\redemption_3_device"
kind = i_quest
visual = dynamics\equipments\quest\memory_module.ogf
story_id = redemption_3_device
quest_item = true
inv_weight = 1.2
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 17
inv_grid_y = 6
inv_name = st_redemption_3_device_name
inv_name_short = st_redemption_3_device_name
description = st_redemption_3_device_descr
can_trade = false
cost = 0
use1_functor = dialogs_redemption_storyline.redemption_3_menu_place
use1_action_functor = dialogs_redemption_storyline.redemption_3_use_place
;----------------------- task 4 ----------------------------
[redemption_4_documents]:tch_quest
$spawn = "quest_items\redemption_4_documents"
kind = i_quest
visual = dynamics\equipments\quest\notes_document_case_2.ogf
story_id = redemption_4_documents
quest_item = true
inv_weight = 0.55
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 2
inv_grid_y = 15
inv_name = st_redemption_4_documents_name
inv_name_short = st_redemption_4_documents_name
description = st_redemption_4_documents_descr
can_trade = false
cost = 0
[redemption_4_agro_documents]:tch_quest
$spawn = "quest_items\redemption_4_agro_documents"
kind = i_quest
visual = dynamics\equipments\quest\notes_document_case_2.ogf
story_id = redemption_4_agro_documents
quest_item = true
inv_weight = 0.55
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 2
inv_grid_y = 15
inv_name = st_redemption_4_documents_name
inv_name_short = st_redemption_4_documents_name
description = st_redemption_4_documents_descr
can_trade = false
cost = 0
;----------------------- task post ----------------------------
; notebook
[redemption_lab_item_1]:tch_quest
$spawn = "quest_items\redemption_lab_item_1"
kind = i_quest
visual = dynamics\equipments\quest\notebook.ogf
story_id = redemption_lab_item_1
quest_item = true
inv_weight = 2.1
inv_grid_width = 2
inv_grid_height = 2
inv_grid_x = 6
inv_grid_y = 11
inv_name = st_redemption_lab_item_1_name
inv_name_short = st_redemption_lab_item_1_name
description = st_redemption_lab_item_1_descr
can_trade = false
cost = 0
; pda
[redemption_lab_item_2]:tch_quest
$spawn = "quest_items\redemption_lab_item_2"
kind = i_quest
visual = dynamics\devices\dev_pda\dev_pda.ogf
story_id = redemption_lab_item_2
quest_item = true
inv_weight = 0.35
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 7
inv_grid_y = 3
inv_name = st_redemption_lab_item_2_name
inv_name_short = st_redemption_lab_item_2_name
description = st_redemption_lab_item_2_descr
can_trade = false
cost = 0
; docs slim
[redemption_lab_item_3]:tch_quest
$spawn = "quest_items\redemption_lab_item_3"
kind = i_quest
visual = dynamics\equipments\quest\notes_document_case_3.ogf
story_id = redemption_lab_item_3
quest_item = true
inv_weight = 0.05
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 14
inv_grid_y = 15
inv_name = st_redemption_lab_item_3_name
inv_name_short = st_redemption_lab_item_3_name
description = st_redemption_lab_item_3_descr
can_trade = false
cost = 0
; textolite
[redemption_lab_item_4]:tch_quest
$spawn = "quest_items\redemption_lab_item_4"
kind = i_quest
visual = dynamics\equipments\quest\materials_textolite.ogf
story_id = redemption_lab_item_4
quest_item = true
inv_weight = 0.32
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 2
inv_grid_y = 46
inv_name = st_redemption_lab_item_4_name
inv_name_short = st_redemption_lab_item_4_name
description = st_redemption_lab_item_4_descr
can_trade = false
cost = 0
; docs paper
[redemption_lab_item_5]:tch_quest
$spawn = "quest_items\redemption_lab_item_5"
kind = i_quest
visual = dynamics\equipments\quest\notes_paper_1.ogf
story_id = redemption_lab_item_5
quest_item = true
inv_weight = 0.05
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 16
inv_grid_y = 15
inv_name = st_redemption_lab_item_5_name
inv_name_short = st_redemption_lab_item_5_name
description = st_redemption_lab_item_5_descr
can_trade = false
cost = 0
; docs blue
[redemption_lab_item_6]:tch_quest
$spawn = "quest_items\redemption_lab_item_6"
kind = i_quest
visual = dynamics\equipments\quest\notes_writing_book_1.ogf
story_id = redemption_lab_item_6
quest_item = true
inv_weight = 0.05
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 8
inv_grid_y = 15
inv_name = st_redemption_lab_item_6_name
inv_name_short = st_redemption_lab_item_6_name
description = st_redemption_lab_item_6_descr
can_trade = false
cost = 0
; docs white
[redemption_lab_item_7]:tch_quest
$spawn = "quest_items\redemption_lab_item_7"
kind = i_quest
visual = dynamics\equipments\quest\notes_writing_book_2.ogf
story_id = redemption_lab_item_7
quest_item = true
inv_weight = 0.05
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 12
inv_grid_y = 15
inv_name = st_redemption_lab_item_7_name
inv_name_short = st_redemption_lab_item_7_name
description = st_redemption_lab_item_7_descr
can_trade = false
cost = 0
; docs photo
[redemption_lab_item_8]:tch_quest
$spawn = "quest_items\redemption_lab_item_8"
kind = i_quest
visual = equipments\item_document_2.ogf
story_id = redemption_lab_item_8
quest_item = true
inv_weight = 0.12
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 0
inv_grid_y = 16
inv_name = st_redemption_lab_item_8_name
inv_name_short = st_redemption_lab_item_8_name
description = st_redemption_lab_item_8_descr
can_trade = false
cost = 0
@@ -0,0 +1,17 @@
[redemption_wm_blood_1]
wallmarks = wm\wm_blood_4
[redemption_wm_blood_2]
wallmarks = wm\wm_blood_5
[redemption_wm_blood_3]
wallmarks = wm\wm_blood_6
[redemption_wm_blood_4]
wallmarks = wm\wm_blood_8
[redemption_wm_blood_5]
wallmarks = wm\wm_blood_9
[redemption_wm_blood_6]
wallmarks = wm\wm_blood_10
@@ -0,0 +1,12 @@
;; Crash fix for World Spawns Rework
;---------------------------- # OF KITS TO SPAWN TOTAL NEW SPAWNS
![kit_spawn_counts] ; MIN / MAX PER ZONE
promzona = 3, 5
grimwood = 3, 5
poselok_ug = 3, 8
![upg_kit_spawn_counts]
promzona = 0, 0
grimwood = 0, 0
poselok_ug = 0, 0
@@ -0,0 +1,14 @@
![skip_npcs]
redemption_task_1_eco = ecolog
redemption_task_3_monolith_1 = monolith
redemption_task_3_monolith_2 = monolith
redemption_task_3_monolith_3 = monolith
redemption_task_3_illeon = stalker
redemption_task_3_illeon_stalker = stalker
redemption_task_4_stalker_2 = stalker
redemption_task_5_illeon = stalker
redemption_task_5_duty_captain = dolg
redemption_task_5_freedom_captain = freedom
redemption_task_6_duty_captain = dolg
redemption_task_6_freedom_captain = freedom
redemption_task_6_monolith_vakhar = monolith
@@ -0,0 +1,75 @@
; promzone
[prom_9]
freedom_sim_squad_advanced = 1
; grimwood
[grim_2]
merc_sim_squad_veteran = 1
; poselok_ug
[posug_1]
simulation_chimera = 1
[posug_2]
simulation_snork = 1
[posug_10]
zombied_sim_squad_mix = 1
[posug_13]
simulation_psy_dog = 1
[posug_14]
simulation_snork = 1
[posug_16]
freedom_sim_squad_novice = 1
freedom_sim_squad_advanced = 1
freedom_poselok_ug_trader_squad
freedom_poselok_ug_medic_squad
[posug_17]
simulation_controller = 1
[posug_22]
simulation_snork = 1
[posug_23]
simulation_chimera = 1
[posug_28]
zombied_sim_squad_mix = 1
[posug_32]
simulation_gigant = 1
[posug_35]
bandit_sim_squad_advanced = 1
[posug_36]
bandit_sim_squad_novice = 1
bandit_sim_squad_advanced = 1
bandit_poselok_ug_trader_squad
bandit_poselok_ug_bodyguard_squad
[posug_37]
simulation_bloodsucker = 1
; collaider
[collaider_1]
collaider_1_zombies = 1
[collaider_2]
collaider_2_burers = 1
[collaider_3]
collaider_3_snorks = 1
[collaider_5]
collaider_5_zombied = 1
[collaider_6]
collaider_6_controller = 1
@@ -0,0 +1,470 @@
; promzone
[prom_1]:default_lair
sim_avail = {+redemption_final_monolith} false, true
surge = 1
killer = 1
stalker = 1
zombied = 1
[prom_2]:default_lair
sim_avail = {+redemption_final_monolith} false, true
zombied = 1
[prom_3]:default_lair
sim_avail = {+redemption_final_monolith} false, true
zombied = 1
[prom_4]:default_lair
sim_avail = {+redemption_final_monolith} false, true
zombied = 1
[prom_5]:default_lair
sim_avail = {+redemption_6_final} false, true
zombied = 1
[prom_6]:weak_lair
sim_avail = {+redemption_6_final} false, true
[prom_7]:default_lair
sim_avail = true
surge = 1
zombied = 1
[prom_8]:weak_lair
sim_avail = true
[prom_9]:default_base
sim_avail = true
surge = 1
killer = 1
ecolog = 1
stalker = 1
freedom = 1
[prom_10]:weak_lair
sim_avail = {+redemption_6_final} false, true
[prom_11]:default_base
sim_avail = true
surge = 1
ecolog = 1
stalker = 1
bandit = 1
freedom = 1
dolg = 1
[prom_12]:default_base
sim_avail = true
surge = 1
stalker = 1
bandit = 1
freedom = 1
dolg = 1
[prom_13]:weak_lair
sim_avail = true
[prom_14]:default_lair
sim_avail = true
surge = 1
ecolog = 1
stalker = 1
bandit = 1
zombied = 1
[prom_15]:default_lair
sim_avail = {+redemption_6_final} false, true
zombied = 1
;grimwood
[grim_1]:default_lair
sim_avail = true
surge = 1
killer = 1
ecolog = 1
monolith = 1
zombied = 1
[grim_2]:default_base
sim_avail = true
surge = 1
killer = 1
ecolog = 1
freedom = 1
[grim_3]:default_lair
sim_avail = true
zombied = 1
[grim_4]:default_lair
sim_avail = true
zombied = 1
[grim_5]:weak_lair
sim_avail = true
[grim_6]:weak_lair
sim_avail = true
[grim_7]:default_lair
sim_avail = true
zombied = 1
[grim_8]:default_lair
sim_avail = true
zombied = 1
[grim_9]:default_lair
sim_avail = {+redemption_5_stage_3} false, true
zombied = 1
[grim_10]:default_base
sim_avail = true
surge = 1
killer = 1
ecolog = 1
freedom = 1
stalker = 1
[grim_11]:weak_lair
sim_avail = true
[grim_12]:default_lair
sim_avail = true
zombied = 1
[grim_13]:default_lair
sim_avail = true
surge = 1
zombied = 1
[grim_14]:default_lair
sim_avail = true
zombied = 1
[grim_15]:default_lair
sim_avail = true
zombied = 1
[grim_16]:default_lair
sim_avail = true
surge = 1
killer = 1
ecolog = 1
monolith = 1
stalker = 1
zombied = 1
[grim_17]:default_lair
sim_avail = true
zombied = 1
;poselok_ug
[posug_1]:default_lair
sim_avail = true
[posug_2]:default_lair
sim_avail = true
[posug_3]:default_lair
sim_avail = true
surge = 1
stalker = 1
dolg = 1
ecolog = 1
renegade = 1
zombied = 1
[posug_4]:default_lair
sim_avail = true
surge = 1
stalker = 1
dolg = 1
csky = 1
ecolog = 1
renegade = 1
army = 1
zombied = 1
[posug_5]:weak_lair
sim_avail = true
[posug_6]:default
sim_avail = true
territory = 1
stalker = 1
dolg = 1
ecolog = 1
bandit = 1
csky = 1
renegade = 1
zombied = 1
[posug_7]:weak_lair
sim_avail = true
zombied = 1
[posug_8]:default
sim_avail = true
surge = 1
territory = 1
stalker = 1
csky = 1
renegade = 1
ecolog = 1
freedom = 1
army = 1
[posug_9]:default_lair
sim_avail = true
surge = 1
stalker = 1
dolg = 1
bandit = 1
csky = 1
renegade = 1
ecolog = 1
freedom = 1
army = 1
zombied = 1
[posug_10]:default_lair
sim_avail = true
zombied = 1
[posug_11]:weak_lair
sim_avail = true
zombied = 1
[posug_12]:weak_lair
sim_avail = true
zombied = 1
[posug_13]:default_lair
sim_avail = true
surge = 1
stalker = 1
dolg = 1
killer = 1
monolith = 1
ecolog = 1
freedom = 1
zombied = 1
[posug_14]:default_lair
sim_avail = true
surge = 1
stalker = 1
dolg = 1
killer = 1
monolith = 1
freedom = 1
csky = 1
zombied = 1
[posug_15]:default_lair
sim_avail = true
surge = 1
stalker = 1
dolg = 1
freedom = 1
bandit = 1
csky = 1
renegade = 1
zombied = 1
[posug_16]:default_base
sim_avail = true
surge = 1
stalker = 1
freedom = 3
[posug_17]:default_lair
sim_avail = true
surge = 1
stalker = 1
dolg = 1
bandit = 1
killer = 1
monolith = 1
freedom = 1
ecolog = 1
zombied = 1
[posug_18]:default_lair
sim_avail = true
surge = 1
dolg = 1
bandit = 1
killer = 1
monolith = 1
freedom = 1
zombied = 1
[posug_19]:default_lair
sim_avail = true
surge = 1
stalker = 1
dolg = 1
bandit = 1
csky = 1
renegade = 1
zombied = 1
[posug_20]:default_lair
sim_avail = true
surge = 1
freedom = 1
killer = 1
ecolog = 1
[posug_21]:default
sim_avail = true
surge = 1
territory = 1
stalker = 1
bandit = 1
killer = 1
monolith = 1
freedom = 1
[posug_22]:default_lair
sim_avail = true
zombied = 1
[posug_23]:default_lair
sim_avail = true
zombied = 1
[posug_24]:default
sim_avail = true
surge = 1
territory = 1
stalker = 1
dolg = 1
bandit = 1
csky = 1
ecolog = 1
renegade = 1
freedom = 1
army = 1
[posug_25]:weak_lair
sim_avail = true
zombied = 1
[posug_26]:weak_lair
sim_avail = true
[posug_27]:default_lair
sim_avail = true
surge = 1
bandit = 1
killer = 1
monolith = 1
freedom = 1
zombied = 1
[posug_28]:default_lair
sim_avail = true
zombied = 1
[posug_29]:default_lair
sim_avail = true
surge = 1
bandit = 1
killer = 1
freedom = 1
zombied = 1
[posug_30]:default
sim_avail = true
surge = 1
territory = 1
dolg = 1
bandit = 1
killer = 1
renegade = 1
[posug_31]:weak_lair
sim_avail = true
zombied = 1
[posug_32]:default_lair
sim_avail = true
[posug_33]:default
sim_avail = true
surge = 1
territory = 1
bandit = 1
killer = 1
freedom = 1
[posug_34]:default_lair
sim_avail = true
surge = 1
bandit = 1
killer = 1
renegade = 1
[posug_35]:default
sim_avail = true
surge = 1
territory = 1
bandit = 1
renegade = 1
[posug_36]:default_lair
sim_avail = true
surge = 1
bandit = 1
renegade = 1
[posug_37]:default_lair
sim_avail = true
; redemption
![mil_smart_terrain_7_4]
sim_avail = {+redemption_5_stage_6} false, true
![mil_smart_terrain_8_3]
sim_avail = {+redemption_5_stage_6} false, true
; bunker_a1
[bunker_1]:default_lair
sim_avail = true
;zombied = 1
[bunker_2]:default_lair
sim_avail = true
;zombied = 1
; collaider
[collaider_1]:default_lair
sim_avail = {+redemption_storyline_finished} true, false
;zombied = 1
[collaider_2]:default_lair
sim_avail = {+redemption_storyline_finished} true, false
;zombied = 1
[collaider_3]:default_lair
sim_avail = {+redemption_storyline_finished} true, false
;zombied = 1
[collaider_4]:default_lair
sim_avail = {+redemption_storyline_finished} true, false
;zombied = 1
[collaider_5]:default_lair
sim_avail = {+redemption_storyline_finished} true, false
;zombied = 1
[collaider_6]:default_lair
sim_avail = {+redemption_storyline_finished} true, false
;zombied = 1
@@ -0,0 +1,161 @@
[prom_1]
254,254,254,236
[prom_2]
254,254,254,237
[prom_3]
254,254,254,238
[prom_4]
254,254,254,239
[prom_5]
254,254,254,240
[prom_6]
254,254,254,241
[prom_7]
254,254,254,242
[prom_8]
254,254,254,243
[prom_9]
254,254,254,244
[prom_10]
254,254,254,245
[prom_11]
254,254,254,246
[prom_12]
254,254,254,247
[prom_13]
254,254,254,248
[prom_14]
254,254,254,249
[prom_15]
254,254,254,250
[grim_1]
253, 253, 253, 001
[grim_2]
253, 253, 253, 002
[grim_3]
253, 253, 253, 003
[grim_4]
253, 253, 253, 004
[grim_5]
253, 253, 253, 005
[grim_6]
253, 253, 253, 006
[grim_7]
253, 253, 253, 007
[grim_8]
253, 253, 253, 008
[grim_9]
253, 253, 253, 009
[grim_10]
253, 253, 253, 010
[grim_11]
253, 253, 253, 011
[grim_12]
253, 253, 253, 012
[grim_13]
253, 253, 253, 013
[grim_14]
253, 253, 253, 014
[grim_15]
253, 253, 253, 015
[grim_16]
253, 253, 253, 016
[grim_17]
253, 253, 253, 017
[posug_1]
253, 253, 253, 018
[posug_2]
253, 253, 253, 019
[posug_3]
253, 253, 253, 020
[posug_4]
253, 253, 253, 021
[posug_5]
253, 253, 253, 022
[posug_6]
253, 253, 253, 023
[posug_7]
253, 253, 253, 024
[posug_8]
253, 253, 253, 025
[posug_9]
253, 253, 253, 026
[posug_10]
253, 253, 253, 027
[posug_11]
253, 253, 253, 028
[posug_12]
253, 253, 253, 029
[posug_13]
253, 253, 253, 030
[posug_14]
253, 253, 253, 031
[posug_15]
253, 253, 253, 032
[posug_16]
253, 253, 253, 033
[posug_17]
253, 253, 253, 034
[posug_18]
253, 253, 253, 035
[posug_19]
253, 253, 253, 036
[posug_20]
253, 253, 253, 037
[posug_21]
253, 253, 253, 038
[posug_22]
253, 253, 253, 039
[posug_23]
253, 253, 253, 040
[posug_24]
253, 253, 253, 041
[posug_25]
253, 253, 253, 042
[posug_26]
253, 253, 253, 043
[posug_27]
253, 253, 253, 044
[posug_28]
253, 253, 253, 045
[posug_29]
253, 253, 253, 046
[posug_30]
253, 253, 253, 047
[posug_31]
253, 253, 253, 048
[posug_32]
253, 253, 253, 049
[posug_33]
253, 253, 253, 050
[posug_34]
253, 253, 253, 051
[posug_35]
253, 253, 253, 052
[posug_36]
253, 253, 253, 053
[posug_37]
253, 253, 253, 054
[bunker_1]
253, 253, 253, 055
[bunker_2]
253, 253, 253, 056
[collaider_1]
253, 253, 253, 057
[collaider_2]
253, 253, 253, 058
[collaider_3]
253, 253, 253, 059
[collaider_4]
253, 253, 253, 060
[collaider_5]
253, 253, 253, 061
[collaider_6]
253, 253, 253, 062
@@ -0,0 +1,42 @@
![list]
prom_1_surge_hide_1
prom_1_surge_hide_2
prom_2_surge_hide_2
prom_4_surge_hide_1
prom_4_surge_hide_2
prom_7_surge_hide
prom_9_surge_hide
prom_10_surge_hide
prom_11_surge_hide
prom_12_surge_hide
prom_14_surge_hide_1
prom_14_surge_hide_2
prom_14_surge_hide_3
grim_1_surge_hide_1
grim_2_surge_hide_1
grim_10_surge_hide_1
grim_13_surge_hide_1
grim_16_surge_hide_1
posug_3_surge_hide_1
posug_4_surge_hide_1
posug_8_surge_hide_1
posug_9_surge_hide_1
posug_13_surge_hide_1
posug_14_surge_hide_1
posug_15_surge_hide_1
posug_16_surge_hide_1
posug_17_surge_hide_1
posug_18_surge_hide_1
posug_19_surge_hide_1
posug_20_surge_hide_1
posug_21_surge_hide_1
posug_24_surge_hide_1
posug_27_surge_hide_1
posug_29_surge_hide_1
posug_30_surge_hide_1
posug_33_surge_hide_1
posug_34_surge_hide_1
posug_35_surge_hide_1
posug_36_surge_hide_1
@@ -0,0 +1,6 @@
[redemption_4_bandit_door]
type = npc
path = human\bandit_2\states\meet\meet_use_no_talk_leader_
shuffle = rnd
idle = 3,5,100
story_ids = redemption_task_4_bandit_1
@@ -0,0 +1,71 @@
[simulation_new_bloodsucker]:online_offline_group
faction = monster
npc_random = bloodsucker_red_normal, bloodsucker_green_normal, bloodsucker_black_normal, bloodsucker_red_strong, bloodsucker_green_strong, bloodsucker_black_strong
npc_in_squad = 2
common = true
[simulation_new_burer]:online_offline_group
faction = monster
npc_random = burer_normal, burer_normal2, burer_weak, burer_weak2
npc_in_squad = 2
common = true
[simulation_new_snork]:online_offline_group
faction = monster
npc_random = snork_normal, snork_normal2, snork_normal3, snork_normal4, snork_strong, snork_strong2, snork_strong3, snork_strong4
npc_in_squad = 3, 4
common = true
[simulation_new_zombie]:online_offline_group
faction = monster
npc_random = zombie_normal, zombie_strong
npc_in_squad = 5, 6
common = true
[simulation_new_zombied]:online_offline_group
faction = zombied
npc_random = sim_default_zombied_2, sim_default_zombied_3, sim_default_zombied_4
npc_in_squad = 3, 4
common = true
[simulation_new_controller]:online_offline_group
faction = monster
npc_random = m_controller_normal
npc_in_squad = 1
common = true
[collaider_1_zombies]:online_offline_group
faction = monster
npc_random = zombie_normal, zombie_strong
npc_in_squad = 5, 6
common = true
target_smart = collaider_1
[collaider_2_burers]:online_offline_group
faction = monster
npc_random = burer_normal, burer_normal2, burer_weak, burer_weak2
npc_in_squad = 2
common = true
target_smart = collaider_2
[collaider_3_snorks]:online_offline_group
faction = monster
npc_random = snork_normal, snork_normal2, snork_normal3, snork_normal4, snork_strong, snork_strong2, snork_strong3, snork_strong4
npc_in_squad = 4, 5
common = true
target_smart = collaider_3
[collaider_5_zombied]:online_offline_group
faction = zombied
npc_random = sim_default_zombied_2, sim_default_zombied_3, sim_default_zombied_4
npc_in_squad = 3, 4
common = true
target_smart = collaider_5
[collaider_6_controller]:online_offline_group
faction = monster
npc_random = m_controller_normal
npc_in_squad = 1
common = true
target_smart = collaider_6
@@ -0,0 +1,25 @@
[freedom_poselok_ug_trader_squad]:online_offline_group
story_id = freedom_poselok_ug_trader_squad
npc = freedom_poselok_ug_trader
target_smart = posug_16
faction = freedom
on_death = %+freedom_poselok_ug_trader_death%
[freedom_poselok_ug_medic_squad]:online_offline_group
story_id = freedom_poselok_ug_medic_squad
npc = freedom_poselok_ug_medic
target_smart = posug_16
faction = freedom
[bandit_poselok_ug_trader_squad]:online_offline_group
story_id = bandit_poselok_ug_trader_squad
npc = bandit_poselok_ug_trader
target_smart = posug_36
faction = bandit
on_death = %+bandit_poselok_ug_trader_death%
[bandit_poselok_ug_bodyguard_squad]:online_offline_group
story_id = bandit_poselok_ug_bodyguard_squad
npc = bandit_poselok_ug_bodyguard
target_smart = posug_36
faction = bandit
@@ -0,0 +1,132 @@
[redemption_task_1_eco_squad]:online_offline_group
story_id = redemption_task_1_eco_squad
npc = redemption_task_1_eco
faction = ecolog
target_smart = prom_8
on_death = %+redemption_task_1_eco_death%
[redemption_task_3_illeon_stalker_squad]:online_offline_group
story_id = redemption_task_3_illeon_stalker_squad
npc = redemption_task_3_illeon_stalker
faction = stalker
target_smart = prom_7
on_death = %+redemption_task_3_illeon_death%
[redemption_task_4_arena_zombie_squad]:online_offline_group
story_id = redemption_task_4_arena_zombie_squad
npc = zombie_weak, zombie_weak, zombie_normal
npc_in_squad = 3
faction = monster
target_smart = actor
on_death = %+redemption_task_4_zombies_killed%
[redemption_task_4_bloodsucker_squad]:online_offline_group
story_id = redemption_task_4_bloodsucker_squad
npc = bloodsucker_red_normal, bloodsucker_red_normal
npc_in_squad = 2
faction = monster
target_smart = agr_smart_terrain_6_4
on_death = %+redemption_task_4_bloodsuckers_killed%
[redemption_task_5_illeon_squad]:online_offline_group
story_id = redemption_task_5_illeon_squad
npc = redemption_task_5_illeon
faction = stalker
target_smart = yan_smart_terrain_6_4
on_death = %+redemption_task_5_illeon_death%
[redemption_task_5_snorks_squad]:online_offline_group
story_id = redemption_task_5_snorks_squad
npc = snork_normal2, snork_normal3, snork_strong, snork_strong3, snork_strong4
npc_in_squad = 5
faction = monster
target_smart = grim_9
on_death = %+redemption_task_5_snorks_killed%
[redemption_task_5_dutier_squad]:online_offline_group
story_id = redemption_task_5_dutier_squad
npc = redemption_task_5_dutier
faction = dolg
on_death = %+redemption_task_5_dutier_death%
[redemption_task_5_monolith_squad_1]:online_offline_group
story_id = redemption_task_5_monolith_squad_1
npc = sim_monolith_sniper, sim_default_monolith_4, sim_default_monolith_3, sim_default_monolith_2
npc_in_squad = 4
faction = monolith
target_smart = prom_1
[redemption_task_5_monolith_squad_2]:online_offline_group
story_id = redemption_task_5_monolith_squad_2
npc = sim_default_monolith_3, sim_default_monolith_2, sim_default_monolith_2, sim_default_monolith_1
npc_in_squad = 4
faction = monolith
target_smart = prom_1
[redemption_task_5_monolith_squad_3]:online_offline_group
story_id = redemption_task_5_monolith_squad_3
npc = sim_default_monolith_3, sim_default_monolith_2, sim_default_monolith_1
npc_in_squad = 3
faction = monolith
target_smart = prom_1
[redemption_task_5_monolith_squad_4]:online_offline_group
story_id = redemption_task_5_monolith_squad_4
npc = sim_default_monolith_3, sim_default_monolith_2, sim_default_monolith_2
npc_in_squad = 3
faction = monolith
target_smart = prom_1
[redemption_task_5_monolith_squad_backup_1]:online_offline_group
story_id = redemption_task_5_monolith_squad_backup_1
npc_random = sim_default_monolith_3, sim_default_monolith_2, sim_default_monolith_2, sim_default_monolith_1
npc_in_squad = 3
faction = monolith
target_smart = prom_1
rush = true
[redemption_task_5_monolith_squad_backup_2]:online_offline_group
story_id = redemption_task_5_monolith_squad_backup_2
npc_random = sim_default_monolith_3, sim_default_monolith_2, sim_default_monolith_2, sim_default_monolith_1
npc_in_squad = 2
faction = monolith
target_smart = prom_1
rush = true
[redemption_task_5_monolith_squad_backup_3]:online_offline_group
story_id = redemption_task_5_monolith_squad_backup_3
npc_random = sim_default_monolith_3, sim_default_monolith_2, sim_default_monolith_2, sim_default_monolith_1
npc_in_squad = 3, 4
faction = monolith
target_smart = prom_2
rush = true
[redemption_task_6_duty_squad]:online_offline_group
story_id = redemption_task_6_duty_squad
npc = redemption_task_6_duty_captain, sim_default_duty_4, sim_default_duty_3, sim_default_duty_3, sim_default_duty_3
npc_in_squad = 5
faction = dolg
target_smart = {-redemption_6_stage_6} prom_15, prom_1
[redemption_task_6_freedom_squad]:online_offline_group
story_id = redemption_task_6_freedom_squad
npc = redemption_task_6_freedom_captain, sim_default_freedom_4, sim_default_freedom_3, sim_default_freedom_3
npc_in_squad = 4
faction = freedom
target_smart = {-redemption_6_attack_time} prom_6, prom_1
[redemption_task_5_monolith_inside]:online_offline_group
story_id = redemption_task_5_monolith_inside
npc_random = sim_default_monolith_2, sim_default_monolith_1
npc_in_squad = 2
faction = monolith
target_smart = actor
[redemption_task_6_monolith_vakhar_squad]:online_offline_group
story_id = redemption_task_6_monolith_vakhar_squad
npc = redemption_task_6_monolith_vakhar, sim_default_monolith_3, sim_default_monolith_2
npc_in_squad = 3
faction = monolith
target_smart = actor
rush = true
on_death = %+redemption_task_6_vakhar_killed%
@@ -0,0 +1,150 @@
;------------------------------------------------
; ----- Freedom trader -----
; mutant hunt
[freedom_poselok_ug_trader_task_1]
icon = ui_iconsTotal_mutant
storyline = false
prior = 35
repeat_timeout = 43200
precondition = {=validate_assault_task(freedom_poselok_ug_trader_task_1:1:1:nil:false:true:nil)} true, false
title = freedom_poselok_ug_trader_task_1_name
descr = freedom_poselok_ug_trader_task_1_text
job_descr = freedom_poselok_ug_trader_task_1_about
task_complete_descr = freedom_poselok_ug_trader_1_finish
stage_complete = 1
target_functor = assault_task_target_functor
status_functor = assault_task_status_functor
status_functor_params = monster, monster_predatory_day, monster_predatory_night, monster_vegetarian, monster_zombied_day, monster_zombied_night, monster_special
condlist_0 = {+freedom_poselok_ug_trader_death} fail
on_job_descr = %=setup_assault_task(freedom_poselok_ug_trader_task_1)%
on_init = %+freedom_poselok_ug_trader_mutant_task%
on_complete = %=complete_task_inc_goodwill(50:freedom) =reward_random_money(3500:5000) =reward_stash(true) =inc_task_stage(freedom_poselok_ug_trader_task_1) -freedom_poselok_ug_trader_mutant_task%
on_fail = %=fail_task_dec_goodwill(25:freedom)%
; artefact
[freedom_poselok_ug_trader_task_2]
icon = ui_iconsTotal_artefact
storyline = false
prior = 65
repeat_timeout = 21200
;precondition = true
title = freedom_poselok_ug_trader_task_2_name
title_functor = general_fetch_task
descr = freedom_poselok_ug_trader_task_2_text
descr_functor = general_fetch_task
job_descr = freedom_poselok_ug_trader_task_2_about
fetch_descr = freedom_poselok_ug_trader_task_2_fetch_about
task_complete_descr = freedom_poselok_ug_trader_task_2_fetch_finish
stage_complete = 1
target_functor = general_fetch_task
status_functor = actor_has_fetch_item
condlist_0 = {+freedom_poselok_ug_trader_death} fail
fetch_func = %=setup_fetch_task(freedom_poselok_ug_trader_task_2_fetch:artefacts:1:1)%
on_complete = %=complete_task_inc_goodwill(50:freedom) =fetch_reward_and_remove(freedom_poselok_ug_trader_task_2_fetch:1.3) =reward_stash(true) =inc_task_stage(freedom_poselok_ug_trader_task_2)%
on_fail = %=fail_task_dec_goodwill(25:freedom)%
; documents
[freedom_poselok_ug_trader_task_3]
icon = ui_inGame2_Poslednie_razrabotki
storyline = false
prior = 39
repeat_timeout = 43200
precondition = {-drx_sl_quest_item_task_1_started} true, false
title = freedom_poselok_ug_trader_task_3_name
descr = freedom_poselok_ug_trader_task_3_text
job_descr = freedom_poselok_ug_trader_task_3_about
task_complete_descr = freedom_poselok_ug_trader_task_3_finish
stage_complete = 1
target_functor = drx_sl_quest_item_task_target
status_functor = drx_sl_quest_item_task_status
condlist_0 = {+freedom_poselok_ug_trader_death} fail
on_job_descr = %=drx_sl_create_quest_stash(freedom_poselok_ug_trader_task_3:1)%
on_complete = %=reward_random_money_by_dist(freedom_poselok_ug_trader_task_3:3000:3500:0.4) =reward_stash(true) =complete_task_inc_goodwill(50:freedom) =remove_item(drx_sl_quest_item_1) =inc_task_stage(freedom_poselok_ug_trader_task_3) -drx_sl_quest_item_task_1_started =drx_sl_unregister_task_giver(freedom_poselok_ug_trader_task_3) =drx_sl_reset_stored_task(freedom_poselok_ug_trader_task_3)%
on_fail = %=fail_task_dec_goodwill(25:freedom) -drx_sl_quest_item_task_1_started =drx_sl_unregister_task_giver(freedom_poselok_ug_trader_task_3) =drx_sl_reset_stored_task(freedom_poselok_ug_trader_task_3)%
;------------------------------------------------
; ----- Bandit trader -----
; mutant hunt
[bandit_poselok_ug_trader_task_1]
icon = ui_inGame2_Nochnaya_ohota
storyline = false
prior = 55
repeat_timeout = 21000
precondition = {=validate_assault_task(bandit_poselok_ug_trader_task_1:1:1:nil:false:true:nil)} true, false
title = bandit_poselok_ug_trader_task_1_name
descr = bandit_poselok_ug_trader_task_1_text
job_descr = bandit_poselok_ug_trader_task_1_about
task_complete_descr = bandit_poselok_ug_trader_task_1_finish
stage_complete = 1
target_functor = assault_task_target_functor
status_functor = assault_task_status_functor
status_functor_params = monster, monster_predatory_day, monster_predatory_night, monster_vegetarian, monster_zombied_day, monster_zombied_night, monster_special
condlist_0 = {+bandit_poselok_ug_trader_death} fail
on_job_descr = %=setup_assault_task(bandit_poselok_ug_trader_task_1)%
on_complete = %=reward_random_money(6500:8000) =reward_stash(true) =complete_task_inc_goodwill(50:bandit) =inc_task_stage(bandit_poselok_ug_trader_task_1) =drx_sl_unregister_task_giver(bandit_poselok_ug_trader_task_1) =drx_sl_reset_stored_task(bandit_poselok_ug_trader_task_1)%
on_fail = %=fail_task_dec_goodwill(25:bandit) =drx_sl_unregister_task_giver(bandit_poselok_ug_trader_task_1) =drx_sl_reset_stored_task(bandit_poselok_ug_trader_task_1)%
; bounty
[bandit_poselok_ug_trader_task_2]
icon = ui_inGame2_Odin_vistrel
storyline = false
prior = 45
repeat_timeout = 21000
;precondition = true
title = bandit_poselok_ug_trader_task_2_name
descr = bandit_poselok_ug_trader_task_2_text
job_descr = bandit_poselok_ug_trader_task_2_about
task_complete_descr = bandit_poselok_ug_trader_task_2_finish
stage_complete = 1
target_functor = general_bounty_task
status_functor = bounty_task
condlist_0 = {+bandit_poselok_ug_trader_death} fail
on_job_descr = %=setup_bounty_task(bandit_poselok_ug_trader_task_2:true:false:bandit)%
on_complete = %=reward_random_money(7500:8500) =reward_stash(true) =complete_task_inc_goodwill(50:bandit) =inc_task_stage(bandit_poselok_ug_trader_task_2) =drx_sl_unregister_task_giver(bandit_poselok_ug_trader_task_2) =drx_sl_reset_stored_task(bandit_poselok_ug_trader_task_2)%
on_fail = %=fail_task_dec_goodwill(25:bandit) =drx_sl_unregister_task_giver(bandit_poselok_ug_trader_task_2) =drx_sl_reset_stored_task(bandit_poselok_ug_trader_task_2)%
; meat
[bandit_poselok_ug_trader_task_3]
icon = ui_inGame2_Pripasi
storyline = false
prior = 30
repeat_timeout = 16200
;precondition = true
title = bandit_poselok_ug_trader_task_3_name
title_functor = general_fetch_task
descr = bandit_poselok_ug_trader_task_3_text
descr_functor = general_fetch_task
job_descr = bandit_poselok_ug_trader_task_3_about
fetch_descr = bandit_poselok_ug_trader_task_3_fetch_about
task_complete_descr = bandit_poselok_ug_trader_task_3_fetch_finish
stage_complete = 1
target_functor = general_fetch_task
status_functor = actor_has_fetch_item
condlist_0 = {+bandit_poselok_ug_trader_death} fail
fetch_func = %=setup_fetch_task(bandit_poselok_ug_trader_task_3_fetch:mutant_meat:6:10)%
on_complete = %=fetch_reward_and_remove(bandit_poselok_ug_trader_task_3_fetch:1.25) =reward_stash(true) =complete_task_inc_goodwill(50:bandit) =inc_task_stage(bandit_poselok_ug_trader_task_3) =pstor_reset(bandit_poselok_ug_trader_task_3_fetch) =drx_sl_unregister_task_giver(bandit_poselok_ug_trader_task_3) =drx_sl_reset_stored_task(bandit_poselok_ug_trader_task_3)%
on_fail = %=fail_task_dec_goodwill(25:bandit) =pstor_reset(bandit_poselok_ug_trader_task_3_fetch) =drx_sl_unregister_task_giver(bandit_poselok_ug_trader_task_3) =drx_sl_reset_stored_task(bandit_poselok_ug_trader_task_3)%
@@ -0,0 +1,71 @@
;------------------------------------------------
; ---------------- 1 protect scientist ------------------
[redemption_task_1]
icon = ui_icon_news_trx_death_report
prior = 20
storyline = true
title_functor = redemption_1_target_functor
descr_functor = redemption_1_target_functor
target_functor = redemption_1_target_functor
status_functor = redemption_1_status_functor
condlist_0 = {+redemption_1_stage_1 +redemption_task_1_eco_death} fail, {+redemption_1_stage_2 +redemption_task_1_eco_death} fail, {+redemption_1_stage_3 +redemption_task_1_eco_death} fail, {+redemption_1_stage_4 +redemption_task_1_eco_death} fail, {+redemption_1_stage_5 +redemption_task_1_eco_death} fail
; -------------- 2 find documents ------------
[redemption_task_2]
icon = ui_icon_news_trx_death_report
prior = 20
storyline = true
title_functor = redemption_2_target_functor
descr_functor = redemption_2_target_functor
target_functor = redemption_2_target_functor
status_functor = redemption_2_status_functor
; -------------- 3 place devices ------------
[redemption_task_3]
icon = ui_icon_news_trx_death_report
prior = 20
storyline = true
title_functor = redemption_3_target_functor
descr_functor = redemption_3_target_functor
target_functor = redemption_3_target_functor
status_functor = redemption_3_status_functor
; -------------- 4 get documents ------------
[redemption_task_4]
icon = ui_icon_news_trx_death_report
prior = 20
storyline = true
title_functor = redemption_4_target_functor
descr_functor = redemption_4_target_functor
target_functor = redemption_4_target_functor
status_functor = redemption_4_status_functor
; -------------- 5 get help ------------
[redemption_task_5]
icon = ui_icon_news_trx_death_report
prior = 20
storyline = true
title_functor = redemption_5_target_functor
descr_functor = redemption_5_target_functor
target_functor = redemption_5_target_functor
status_functor = redemption_5_status_functor
condlist_0 = {+redemption_5_stage_5 +redemption_task_5_dutier_death} %-redemption_final_monolith% fail
; -------------- 6 final ------------
[redemption_task_6]
icon = ui_icon_news_trx_death_report
prior = 20
storyline = true
title_functor = redemption_6_target_functor
descr_functor = redemption_6_target_functor
target_functor = redemption_6_target_functor
status_functor = redemption_6_status_functor
@@ -0,0 +1,114 @@
![levels]
level35
[level35]
name = promzona
caption = "promzona"
offset = 2500.0, 1200.0, 2500.0
weathers = [default]
id = 35
![level_maps_single]
promzona =
[promzona]
global_rect = 656.0, 1234.0, 835.0, 1413.0
music_tracks = promzona_musics
weathers = atmosfear
[promzona_musics]:background_music_mix_normal_maps
![levels]
level36
[level36]
name = grimwood
caption = "grimwood"
offset = 1115.0, 1100.0, 3000.0
weathers = [default]
id = 36
![level_maps_single]
grimwood =
[grimwood]
global_rect = 210, 1293, 399, 1459
music_tracks = grimwood_musics
weathers = atmosfear
[grimwood_musics]:background_music_mix_normal_maps
; dead city offset
![level11]
offset = 100.0, 1000.0, 3000.0
![levels]
level37
[level37]
name = poselok_ug
caption = "poselok_ug"
offset = 3240.0, 1000.0, 1500.0
weathers = [default]
id = 37
![level_maps_single]
poselok_ug =
[poselok_ug]
global_rect = 513, 1545, 763, 1795
music_tracks = poselok_ug_musics
weathers = atmosfear
[poselok_ug_musics]:background_music_mix_normal_maps
; dark valley offset
![level06]
offset = 4550.0, 1000.0, 1000.0
; truck cemetery offset
![level32]
offset = 4500.0, 1000.0, 2000.0
![levels]
level38
[level38]
name = bunker_a1
caption = "bunker_a1"
offset = 2500.0, 100.0, 2500.0
weathers = indoor
id = 38
![level_maps_single]
bunker_a1 =
[bunker_a1]
global_rect = 0, 0, 0, 0
music_tracks = underground_musics
weathers = w_indoor_default
![levels]
level39
[level39]
name = collaider
caption = "collaider"
offset = 2500.0, 500.0, 2500.0
weathers = indoor
id = 39
![level_maps_single]
collaider =
[collaider]
global_rect = 0, 0, 0, 0
music_tracks = underground_musics
weathers = w_indoor_default
@@ -0,0 +1,259 @@
; ----- mil/tc to Promzona -----
!![mil_space_restrictor_to_tc]
[mil_space_restrictor_to_prom]
enable = true
spot = level_changer_down
text = st_level_changer_descr
hint = st_space_restrictor_to_prom_descr
path = mil_space_restrictor_to_prom_drop
reject_path = mil_way_if_reject_to_prom
autosave = true
!![tc_space_restrictor_to_military_1]
[tc_space_restrictor_to_promzona_1]
enable = true
spot = level_changer_up
text = st_level_changer_descr
hint = st_space_restrictor_to_prom_descr
path = tc_space_restrictor_to_prom_drop
reject_path = tc_way_if_reject_to_prom_1
autosave = true
!![tc_space_restrictor_to_military_2]
[tc_space_restrictor_to_promzona_2]
enable = true
spot = level_changer_up
text = st_level_changer_descr
hint = st_space_restrictor_to_prom_descr
path = tc_space_restrictor_to_prom_drop
reject_path = tc_way_if_reject_to_prom_2
autosave = true
!![tc_space_restrictor_to_military_3]
[tc_space_restrictor_to_promzona_3]
enable = true
spot = level_changer_up
text = st_level_changer_descr
hint = st_space_restrictor_to_prom_descr
path = tc_space_restrictor_to_prom_drop
reject_path = tc_way_if_reject_to_prom_3
autosave = true
; ----- Promzona to mil/tc -----
[prom_space_restrictor_to_military]
enable = true
spot = level_changer_left
text = st_level_changer_descr
hint = space_restrictor_to_military_desc
path = prom_space_restrictor_to_military_drop
reject_path = prom_way_if_reject_to_military
autosave = true
[prom_space_restrictor_to_tc]
enable = true
spot = level_changer_down
text = st_level_changer_descr
hint = space_restrictor_to_tc_desc
path = prom_space_restrictor_to_tc_drop
reject_path = prom_way_if_reject_to_tc
autosave = true
; ----- mil/cit/redf to Grimwood -----
!![mil_space_restrictor_to_dead_city_1]
[mil_space_restrictor_to_grim]
enable = true
spot = level_changer_left
text = st_level_changer_descr
hint = space_restrictor_to_grim_desc
path = mil_space_restrictor_to_grim_drop
reject_path = mil_level_changer_to_grim_reject_way
autosave = true
!![cit_space_restrictor_to_military]
[cit_space_restrictor_to_grim]
enable = true
spot = level_changer_right
text = st_level_changer_descr
hint = space_restrictor_to_grim_desc
path = cit_space_restrictor_to_grim_drop
reject_path = cit_to_grim_if_reject_way
autosave = true
[redfor_space_restrictor_to_grim]
enable = true
spot = level_changer_left
text = st_level_changer_descr
hint = space_restrictor_to_grim_desc
path = redfor_space_restrictor_to_grim_drop
reject_path = redfor_to_grim_if_reject_way
autosave = true
; ----- Grimwood to mil/cit/redf -----
[grim_space_restrictor_to_military]
enable = true
spot = level_changer_up
text = st_level_changer_descr
hint = space_restrictor_to_military_desc
path = grim_space_restrictor_to_military_drop
reject_path = grim_way_if_reject_to_military
autosave = true
[grim_space_restrictor_to_cit]
enable = true
spot = level_changer_left
text = st_level_changer_descr
hint = space_restrictor_to_deadcity_desc
path = grim_space_restrictor_to_cit_drop
reject_path = grim_way_if_reject_to_cit
autosave = true
[grim_space_restrictor_to_redfor]
enable = true
spot = level_changer_up
text = st_level_changer_descr
hint = mil_space_restrictor_to_red_1_descr
path = grim_space_restrictor_to_redfor_drop
reject_path = grim_way_if_reject_to_redfor
autosave = true
; ----- Poselok to gar / dv / tc / mil -----
[pos_space_restrictor_to_garbage]
enable = true
spot = level_changer_left
text = st_level_changer_descr
hint = esc_space_restrictor_to_garbage_descr
path = pos_space_restrictor_to_garbage_drop
reject_path = pos_way_if_reject_to_garbage
autosave = true
[pos_space_restrictor_to_darkvalley]
enable = true
spot = level_changer_down
text = st_level_changer_descr
hint = ds_space_restrictor_to_darkvalley_desc
path = pos_space_restrictor_to_darkvalley_drop
reject_path = pos_way_if_reject_to_darkvalley
autosave = true
[pos_space_restrictor_to_tc]
enable = true
spot = level_changer_right
text = st_level_changer_descr
hint = space_restrictor_to_tc_desc
path = pos_space_restrictor_to_tc_drop
reject_path = pos_way_if_reject_to_tc
autosave = true
[pos_space_restrictor_to_military]
enable = true
spot = level_changer_up
text = st_level_changer_descr
hint = space_restrictor_to_military_desc
path = pos_space_restrictor_to_military_drop
reject_path = pos_way_if_reject_to_military
autosave = true
; ----- gar / dv / tc / mil to Poselok -----
[garbage_space_restrictor_to_pos]
enable = true
spot = level_changer_up
text = st_level_changer_descr
hint = space_restrictor_to_pos_desc
path = garbage_space_restrictor_to_pos_drop
reject_path = garbage_way_if_reject_to_pos
autosave = true
[darkvalley_space_restrictor_to_pos]
enable = true
spot = level_changer_left
text = st_level_changer_descr
hint = space_restrictor_to_pos_desc
path = darkvalley_space_restrictor_to_pos_drop
reject_path = darkvalley_way_if_reject_to_pos
autosave = true
[tc_space_restrictor_to_pos]
enable = true
spot = level_changer_left
text = st_level_changer_descr
hint = space_restrictor_to_pos_desc
path = tc_space_restrictor_to_pos_drop
reject_path = tc_way_if_reject_to_pos
autosave = true
[military_space_restrictor_to_pos]
enable = true
spot = level_changer_down
text = st_level_changer_descr
hint = space_restrictor_to_pos_desc
path = military_space_restrictor_to_pos_drop
reject_path = military_way_if_reject_to_pos
autosave = true
; ----- Prom to bunker / collider -----
[prom_space_restrictor_to_bunker]
enable = true
spot = level_changer_right
text = st_level_changer_descr
hint = st_space_restrictor_to_bunker_descr
path = prom_space_restrictor_to_bunker_drop
reject_path = prom_way_if_reject_to_bunker
autosave = true
[prom_space_restrictor_to_collider]
enable = true
spot = level_changer_up
text = st_level_changer_descr
hint = st_space_restrictor_to_collider_descr
path = prom_space_restrictor_to_collider_drop
reject_path = prom_way_if_reject_to_collider
autosave = true
; ----- Bunker to prom / collider -----
[bunker_space_restrictor_to_prom]
enable = true
spot = level_changer_left
text = st_level_changer_descr
hint = st_space_restrictor_to_prom_descr
path = bunker_space_restrictor_to_prom_drop
reject_path = bunker_way_if_reject_to_prom
autosave = true
[bunker_space_restrictor_to_collider]
enable = true
spot = level_changer_left
text = st_level_changer_descr
hint = st_space_restrictor_to_collider_descr
path = bunker_space_restrictor_to_collider_drop
reject_path = bunker_way_if_reject_to_collider
autosave = true
; ----- Collider to prom / bunker -----
[collider_space_restrictor_to_prom]
enable = true
spot = level_changer_left
text = st_level_changer_descr
hint = st_space_restrictor_to_prom_descr
path = collider_space_restrictor_to_prom_drop
reject_path = collider_way_if_reject_to_prom
autosave = true
[collider_space_restrictor_to_bunker]
enable = true
spot = level_changer_left
text = st_level_changer_descr
hint = st_space_restrictor_to_bunker_descr
path = collider_space_restrictor_to_bunker_drop
reject_path = collider_way_if_reject_to_bunker
autosave = true
@@ -0,0 +1,465 @@
![dialogs]
>files = dialogs_redemption_storyline
![profiles]
>files = npc_profile_poselok_ug, npc_profile_redemption_storyline
>specific_characters_files = character_desc_poselok_ug, character_desc_redemption_storyline
[freedom_poselok_ug_trader]:stalker_strong
$spawn = "respawn\freedom_poselok_ug_trader"
story_id = freedom_poselok_ug_trader
character_profile = freedom_poselok_ug_trader
spec_rank = regular
community = freedom
[freedom_poselok_ug_medic]:stalker_strong
$spawn = "respawn\freedom_poselok_ug_medic"
story_id = freedom_poselok_ug_medic
character_profile = freedom_poselok_ug_medic
spec_rank = novice
community = freedom
[bandit_poselok_ug_trader]:stalker_strong
$spawn = "respawn\bandit_poselok_ug_trader"
story_id = bandit_poselok_ug_trader
character_profile = bandit_poselok_ug_trader
spec_rank = regular
community = bandit
[bandit_poselok_ug_bodyguard]:stalker_strong
$spawn = "respawn\bandit_poselok_ug_bodyguard"
story_id = bandit_poselok_ug_bodyguard
character_profile = bandit_poselok_ug_bodyguard
spec_rank = veteran
community = bandit
; block for promzone
[promzone_block_1]:physic_object
$spawn = "dynamic_objects\scene_objects\promzone_block_1"
visual = dynamics\scene_objects\hospital\hospital_wooden_board_01.ogf
fixed_bones = link
story_id = promzone_block_1
custom_data = models\objects\ignore_static.ltx
[promzone_block_2]:physic_object
$spawn = "dynamic_objects\scene_objects\promzone_block_2"
visual = dynamics\scene_objects\hospital\hospital_wooden_board_01.ogf
fixed_bones = link
story_id = promzone_block_2
custom_data = models\objects\ignore_static.ltx
[promzone_block_3]:physic_object
$spawn = "dynamic_objects\scene_objects\promzone_block_3"
visual = dynamics\scene_objects\hospital\hospital_wooden_board_01.ogf
fixed_bones = link
story_id = promzone_block_3
custom_data = models\objects\ignore_static.ltx
[promzone_block_4]:physic_object
$spawn = "dynamic_objects\scene_objects\promzone_block_4"
visual = dynamics\balon\bochka_close_4
fixed_bones = barrel
story_id = promzone_block_4
custom_data = models\objects\ignore_static.ltx
; //////////////////////// Redemption storyline ////////////////////////
; -------- items / targets / objects --------
; for blocking: dynamics\fence\wood_fence_2; dynamics\wood_doski\wood_doska1; dynamics\scene_objects\hospital\hospital_wooden_board_01
[redemption_dummy_target]:space_restrictor
story_id = redemption_dummy_target
[redemption_3_device_obj]:physic_object
$spawn = "dynamic_objects\scene_objects\redemption_3_device_obj"
visual = dynamics\equipments\quest\memory_module.ogf
fixed_bones = link
story_id = redemption_3_device_obj
[redemption_4_basement_block_1]:physic_object
$spawn = "dynamic_objects\scene_objects\redemption_4_basement_block_1"
visual = dynamics\scene_objects\hospital\hospital_wooden_board_01.ogf
fixed_bones = link
story_id = redemption_4_basement_block_1
custom_data = models\objects\ignore_static.ltx
[redemption_4_basement_block_2]:redemption_4_basement_block_1
$spawn = "dynamic_objects\scene_objects\redemption_4_basement_block_2"
visual = dynamics\scene_objects\hospital\hospital_wooden_board_01.ogf
story_id = redemption_4_basement_block_2
[redemption_4_basement_block_3]:redemption_4_basement_block_1
$spawn = "dynamic_objects\scene_objects\redemption_4_basement_block_3"
visual = dynamics\scene_objects\hospital\hospital_wooden_board_01.ogf
story_id = redemption_4_basement_block_3
[redemption_4_stoves_fire]:campfire
$spawn = "dynamic_objects\scene_objects\redemption_4_stoves_fire"
story_id = redemption_4_stoves_fire
[redemption_4_inv_box]:inventory_box
radius = 1
story_id = redemption_4_inv_box
[redemption_6_block_1]:physic_object
$spawn = "dynamic_objects\scene_objects\redemption_6_block_1"
visual = dynamics\scene_objects\hospital\hospital_wooden_board_01.ogf
fixed_bones = link
story_id = redemption_6_block_1
custom_data = models\objects\ignore_static.ltx
[redemption_6_block_2]:physic_object
$spawn = "dynamic_objects\scene_objects\redemption_6_block_2"
visual = dynamics\scene_objects\hospital\hospital_wooden_board_01.ogf
fixed_bones = link
story_id = redemption_6_block_2
custom_data = models\objects\ignore_static.ltx
[redemption_6_block_3]:physic_object
$spawn = "dynamic_objects\scene_objects\redemption_6_block_3"
visual = dynamics\balon\bochka_close_4
fixed_bones = barrel
story_id = redemption_6_block_3
custom_data = models\objects\ignore_static.ltx
[redemption_6_block_4]:physic_object
$spawn = "dynamic_objects\scene_objects\redemption_6_block_4"
visual = dynamics\balon\bochka_close_4
fixed_bones = barrel
story_id = redemption_6_block_4
custom_data = models\objects\ignore_static.ltx
; -------- task 1 --------
[redemption_task_1_eco]:stalker_strong
$spawn = "respawn\redemption_task_1_eco"
story_id = redemption_task_1_eco
character_profile = redemption_task_1_eco
spec_rank = novice
community = ecolog
; -------- task 2 --------
[redemption_task_2_bandit]:stalker
$spawn = "respawn\redemption_task_2_bandit"
story_id = redemption_task_2_bandit
character_profile = redemption_task_2_bandit
spec_rank = novice
community = bandit
custom_data = scripts\redemption_task_2_bandit.ltx
[redemption_task_2_hare]:stalker_strong
$spawn = "respawn\redemption_task_2_hare"
story_id = redemption_task_2_hare
character_profile = redemption_task_2_hare
spec_rank = novice
community = stalker
custom_data = scripts\redemption_task_2_hare.ltx
; -------- task 3 --------
[redemption_task_3_eco_1]:stalker
$spawn = "respawn\redemption_task_3_eco_1"
story_id = redemption_task_3_eco_1
character_profile = redemption_task_3_eco_1
spec_rank = novice
community = ecolog
[redemption_task_3_eco_2]:stalker
$spawn = "respawn\redemption_task_3_eco_2"
story_id = redemption_task_3_eco_2
character_profile = redemption_task_3_eco_2
spec_rank = novice
community = ecolog
[redemption_task_3_hare]:stalker_strong
$spawn = "respawn\redemption_task_3_hare"
story_id = redemption_task_3_hare
character_profile = redemption_task_3_hare
spec_rank = novice
community = stalker
custom_data = scripts\redemption_task_3_hare.ltx
[redemption_task_3_monolith_1]:stalker_strong
$spawn = "respawn\redemption_task_3_monolith_1"
story_id = redemption_task_3_monolith_1
character_profile = redemption_task_3_monolith_1
spec_rank = veteran
community = monolith
custom_data = scripts\redemption_task_3_monolith.ltx
[redemption_task_3_monolith_2]:stalker_strong
$spawn = "respawn\redemption_task_3_monolith_2"
story_id = redemption_task_3_monolith_2
character_profile = redemption_task_3_monolith_2
spec_rank = veteran
community = monolith
custom_data = scripts\redemption_task_3_monolith.ltx
[redemption_task_3_monolith_3]:stalker_strong
$spawn = "respawn\redemption_task_3_monolith_3"
story_id = redemption_task_3_monolith_3
character_profile = redemption_task_3_monolith_3
spec_rank = veteran
community = monolith
custom_data = scripts\redemption_task_3_monolith.ltx
[redemption_task_3_illeon]:stalker_strong
$spawn = "respawn\redemption_task_3_illeon"
story_id = redemption_task_3_illeon
character_profile = redemption_task_3_illeon
spec_rank = veteran
community = stalker
custom_data = scripts\redemption_task_3_illeon.ltx
[redemption_task_3_illeon_stalker]:stalker_strong
$spawn = "respawn\redemption_task_3_illeon_stalker"
story_id = redemption_task_3_illeon_stalker
character_profile = redemption_task_3_illeon_stalker
spec_rank = veteran
community = stalker
immunities_sect = illeon_stalker_immunities
[illeon_stalker_immunities]
burn_immunity = 0.15
strike_immunity = 0.15
shock_immunity = 0.15
wound_immunity = 0.15
radiation_immunity = 0.15
telepatic_immunity = 0.15
chemical_burn_immunity = 0.15
explosion_immunity = 0.15
fire_wound_immunity = 0.15
wound_2_immunity = 0.15
; -------- task 4 --------
[redemption_task_4_bandit_1]:stalker
$spawn = "respawn\redemption_task_4_bandit_1"
story_id = redemption_task_4_bandit_1
character_profile = redemption_task_4_bandit_1
spec_rank = regular
community = bandit
ph_box0_size = 0.3, 0.9, 0.3
ph_box1_size = 0.3, 0.6, 0.3
custom_data = scripts\redemption_task_4_bandits.ltx
[redemption_task_4_bandit_2]:stalker
$spawn = "respawn\redemption_task_4_bandit_2"
story_id = redemption_task_4_bandit_2
character_profile = redemption_task_4_bandit_2
spec_rank = regular
community = bandit
custom_data = scripts\redemption_task_4_bandits.ltx
[redemption_task_4_stalker_1]:stalker
$spawn = "respawn\redemption_task_4_stalker_1"
story_id = redemption_task_4_stalker_1
character_profile = redemption_task_4_stalker_1
spec_rank = novice
community = stalker
[redemption_task_4_stalker_2]:stalker
$spawn = "respawn\redemption_task_4_stalker_2"
story_id = redemption_task_4_stalker_2
character_profile = redemption_task_4_stalker_2
spec_rank = novice
community = stalker
; -------- task 5 --------
[redemption_task_5_illeon]:stalker_strong
$spawn = "respawn\redemption_task_5_illeon"
story_id = redemption_task_5_illeon
character_profile = redemption_task_5_illeon
spec_rank = veteran
community = stalker
immunities_sect = illeon_5_immunities
[illeon_5_immunities]
burn_immunity = 0.15
strike_immunity = 0.15
shock_immunity = 0.15
wound_immunity = 0.15
radiation_immunity = 0.15
telepatic_immunity = 0.15
chemical_burn_immunity = 0.15
explosion_immunity = 0.15
fire_wound_immunity = 0.15
wound_2_immunity = 0.15
[redemption_task_5_dutier]:stalker_strong
$spawn = "respawn\redemption_task_5_dutier"
story_id = redemption_task_5_dutier
character_profile = redemption_task_5_dutier
spec_rank = novice
community = dolg
[redemption_task_5_duty_captain]:stalker_strong
$spawn = "respawn\redemption_task_5_duty_captain"
story_id = redemption_task_5_duty_captain
character_profile = redemption_task_5_duty_captain
spec_rank = veteran
community = dolg
custom_data = scripts\redemption_task_5_meeting.ltx
[redemption_task_5_duty_1]:stalker_strong
$spawn = "respawn\redemption_task_5_duty_1"
story_id = redemption_task_5_duty_1
character_profile = redemption_task_5_duty_1
spec_rank = regular
community = dolg
custom_data = scripts\redemption_task_5_meeting.ltx
[redemption_task_5_freedom_captain]:stalker_strong
$spawn = "respawn\redemption_task_5_freedom_captain"
story_id = redemption_task_5_freedom_captain
character_profile = redemption_task_5_freedom_captain
spec_rank = veteran
community = freedom
custom_data = scripts\redemption_task_5_meeting.ltx
[redemption_task_5_freedom_1]:stalker_strong
$spawn = "respawn\redemption_task_5_freedom_1"
story_id = redemption_task_5_freedom_1
character_profile = redemption_task_5_freedom_1
spec_rank = regular
community = freedom
custom_data = scripts\redemption_task_5_meeting.ltx
; -------- task 6 --------
[redemption_task_6_duty_captain]:stalker_strong
$spawn = "respawn\redemption_task_6_duty_captain"
story_id = redemption_task_6_duty_captain
character_profile = redemption_task_6_duty_captain
spec_rank = veteran
community = dolg
immunities_sect = duty_6_immunities
[duty_6_immunities]
burn_immunity = 0.2
strike_immunity = 0.2
shock_immunity = 0.2
wound_immunity = 0.2
radiation_immunity = 0.2
telepatic_immunity = 0.2
chemical_burn_immunity = 0.2
explosion_immunity = 0.2
fire_wound_immunity = 0.2
wound_2_immunity = 0.2
[redemption_task_6_freedom_captain]:stalker_strong
$spawn = "respawn\redemption_task_6_freedom_captain"
story_id = redemption_task_6_freedom_captain
character_profile = redemption_task_6_freedom_captain
spec_rank = veteran
community = freedom
immunities_sect = freedom_6_immunities
[freedom_6_immunities]
burn_immunity = 0.2
strike_immunity = 0.2
shock_immunity = 0.2
wound_immunity = 0.2
radiation_immunity = 0.2
telepatic_immunity = 0.2
chemical_burn_immunity = 0.2
explosion_immunity = 0.2
fire_wound_immunity = 0.2
wound_2_immunity = 0.2
[redemption_task_6_stalker]:stalker_strong
$spawn = "respawn\redemption_task_6_stalker"
story_id = redemption_task_6_stalker
character_profile = redemption_task_6_stalker
spec_rank = novice
community = stalker
[redemption_task_6_monolith_vakhar]:stalker
$spawn = "respawn\redemption_task_6_monolith_vakhar"
story_id = redemption_task_6_monolith_vakhar
character_profile = redemption_task_6_monolith_vakhar
spec_rank = veteran
community = monolith
immunities_sect = mono_6_immunities
damage = mono_6_damage
[mono_6_immunities]
burn_immunity = 0.05
strike_immunity = 0.05
shock_immunity = 0.05
wound_immunity = 0.05
radiation_immunity = 0.05
telepatic_immunity = 0.05
chemical_burn_immunity = 0.05
explosion_immunity = 0.05
fire_wound_immunity = 0.05
wound_2_immunity = 0.05
[mono_6_damage]
default = 0.5, -1, 0.5
bip01_pelvis = 0.9, 1, 0.6
bip01_spine = 1, 1, 0.7
bip01_spine1 = 1, 1, 0.8
bip01_spine2 = 1, 1, 0.8
bip01_neck = 1.5, 0, 1.0
bip01_head = 2, 0, 1.0 , 3
eyelid_1 = 2, 0, 1.0 , 3
eye_left = 2, 0, 1.0 , 3
eye_right = 2, 0, 1.0 , 3
jaw_1 = 2, 0, 1.0
bip01_l_clavicle = 0.9, 10, 0.6
bip01_l_upperarm = 0.7, 10, 0.5
bip01_l_forearm = 0.5, 10, 0.4
bip01_l_hand = 0.25, -1, 0.2
bip01_l_finger0 = 0.1, -1, 0.1
bip01_l_finger01 = 0.1, -1, 0.1
bip01_l_finger02 = 0.1, -1, 0.1
bip01_l_finger1 = 0.1, -1, 0.1
bip01_l_finger11 = 0.1, -1, 0.1
bip01_l_finger12 = 0.1, -1, 0.1
bip01_l_finger2 = 0.1, -1, 0.1
bip01_l_finger21 = 0.1, -1, 0.1
bip01_l_finger22 = 0.1, -1, 0.1
bip01_r_clavicle = 0.9, 8, 0.6
bip01_r_upperarm = 0.7, 8, 0.5
bip01_r_forearm = 0.5, 8, 0.4
bip01_r_hand = 0.25, -1, 0.2
bip01_r_finger0 = 0.1, -1, 0.1
bip01_r_finger01 = 0.1, -1, 0.1
bip01_r_finger02 = 0.1, -1, 0.1
bip01_r_finger1 = 0.1, -1, 0.1
bip01_r_finger11 = 0.1, -1, 0.1
bip01_r_finger12 = 0.1, -1, 0.1
bip01_r_finger2 = 0.1, -1, 0.1
bip01_r_finger21 = 0.1, -1, 0.1
bip01_r_finger22 = 0.1, -1, 0.1
bip01_l_thigh = 0.8, 4, 0.6
bip01_l_calf = 0.6, 4, 0.4
bip01_l_foot = 0.25, 4, 0.2
bip01_l_toe0 = 0.1, -1, 0.1
bip01_r_thigh = 0.8, 6, 0.6
bip01_r_calf = 0.6, 6, 0.4
bip01_r_foot = 0.25, 6, 0.2
bip01_r_toe0 = 0.1, -1, 0.1
[redemption_task_6_mono_insane_1]:stalker
$spawn = "respawn\redemption_task_6_mono_insane_1"
story_id = redemption_task_6_mono_insane_1
character_profile = redemption_task_6_mono_insane_1
spec_rank = novice
community = monolith
custom_data = scripts\redemption_task_6_mono_insane.ltx
[redemption_task_6_mono_insane_2]:stalker
$spawn = "respawn\redemption_task_6_mono_insane_2"
story_id = redemption_task_6_mono_insane_2
character_profile = redemption_task_6_mono_insane_2
spec_rank = novice
community = monolith
custom_data = scripts\redemption_task_6_mono_insane.ltx
[redemption_task_6_mono_dead_1]:stalker
$spawn = "respawn\redemption_task_6_mono_dead_1"
story_id = redemption_task_6_mono_dead_1
character_profile = redemption_task_6_mono_dead_1
spec_rank = novice
community = monolith
[redemption_task_6_mono_dead_2]:stalker
$spawn = "respawn\redemption_task_6_mono_dead_2"
story_id = redemption_task_6_mono_dead_2
character_profile = redemption_task_6_mono_dead_2
spec_rank = novice
community = monolith
@@ -0,0 +1,100 @@
;--- destroyed sections --------------------------------------------------------
;-------------------------------------------------------------------------------
;--- disable -------------------------------------------------------------------
;-------------------------------------------------------------------------------
[disable]
linear_factor = 0.5
angular_factor = 0.5
;-------------------------------------------------------------------------------
;--- collide -------------------------------------------------------------------
;-------------------------------------------------------------------------------
[collide]
not_collide_parts
;-------------------------------------------------------------------------------
;--- destroyed part ------------------------------------------------------------
;-------------------------------------------------------------------------------
[collide_parts]
small_object
[destroyed]
dynamics\collaider\part\door_destroy_part_1
dynamics\collaider\part\door_destroy_part_2
dynamics\collaider\part\door_destroy_part_3
[autoremove_parts]
time = 35
;-------------------------------------------------------------------------------
;--- damage params -------------------------------------------------------------
;-------------------------------------------------------------------------------
[collision_damage]
link = 0.004
;-------------------------------------------------------------------------------
;--- particles -----------------------------------------------------------------
;-------------------------------------------------------------------------------
[particles]
destroy_particles = destroy_fx\destroy_wood_00
;-------------------------------------------------------------------------------
;--- particle_bones ------------------------------------------------------------
;-------------------------------------------------------------------------------
[particle_bones]
link = 0.0, 0.44, 0.0
;-------------------------------------------------------------------------------
;--- sound ---------------------------------------------------------------------
;-------------------------------------------------------------------------------
[sound]
break_sound = material\wood\wood_big_hard_1
;-------------------------------------------------------------------------------
;--- damage_bones --------------------------------------------------------------
;-------------------------------------------------------------------------------
;bone_name = <hit_scale>,<-1>,<wound_scale>
;<hit_scale> - êîýôô. èçìåíåíèÿ õèòà (óìåíüøåíèÿ çäîðîâüÿ)
;<wound_scale> - êîýôô. èçìåíåíèÿ âåëè÷èíû îòêðûòîé ðàíû - íåçàäåéñòâîâàí
;-------------------------------------------------------------------------------
default = 1.0, -1, 0.0
[immunities]
burn_immunity = 0.05 ;êîýôôèöèåíòû èììóíèòåòà
strike_immunity = 0.5
shock_immunity = 0.0
wound_immunity = 0.5
radiation_immunity = 0.0
telepatic_immunity = 0.0
chemical_burn_immunity = 0.0
explosion_immunity = 1.0
fire_wound_immunity = 0.5
;-------------------------------------------------------------------------------
;--- impulse_transition --------------------------------------------------------
;-------------------------------------------------------------------------------
[impulse_transition_to_parts]
random_min = 5.0 ; âåëè÷èíà ñëó÷àéíî íàïðàâëåííîãî èìïóëüñà ïðîïîðöèîíàëüíî ìàññå íîâîãî îáúåêòà
random_hit_imp = 2.0 ; âåëè÷èíà ñëó÷àéíî íàïðàâëåííîãî èìïóëüñà ïðîïîðöèîíàëüíî ðàçðóøàþùåìó õèòó
;ref_bone ; êîñòü èç ïî êîòîðîé îïðåäåëÿåòñÿ ñêîðîñòü äëÿ ÷àñòåé ó êîòîðûé ñâÿçü íå çàäàíà, ïî óìîë÷àíèþ ðóò
imp_transition_factor = 1.0 ; ôàêòîð ñ êîòîðûì ïðèêëàäûâàåòñÿ õèò ïî èñõîäíîìó îáúåêòó êî âñåì ÷àñòÿì
lv_transition_factor = 0.5 ; êîýôôèöèåíò ïåðåäà÷è ëèíåéíîé ñêîðîñòè
av_transition_factor = 0.5 ; êîýôôèöèåíò ïåðåäà÷è óãëîâîé ñêîðîñòè
;-------------------------------------------------------------------------------
;------ End params -------------------------------------------------------------
;-------------------------------------------------------------------------------
@@ -0,0 +1,99 @@
;--- destroyed sections --------------------------------------------------------
;-------------------------------------------------------------------------------
;--- disable -------------------------------------------------------------------
;-------------------------------------------------------------------------------
[disable]
linear_factor = 0.5
angular_factor = 0.5
;-------------------------------------------------------------------------------
;--- collide -------------------------------------------------------------------
;-------------------------------------------------------------------------------
[collide]
not_collide_parts
;-------------------------------------------------------------------------------
;--- destroyed part ------------------------------------------------------------
;-------------------------------------------------------------------------------
[collide_parts]
small_object
[destroyed]
dynamics\collaider\part\projy_resot_destroy_part_1
dynamics\collaider\part\projy_resot_destroy_part_2
[autoremove_parts]
time = 35
;-------------------------------------------------------------------------------
;--- damage params -------------------------------------------------------------
;-------------------------------------------------------------------------------
[collision_damage]
link = 0.004
;-------------------------------------------------------------------------------
;--- particles -----------------------------------------------------------------
;-------------------------------------------------------------------------------
[particles]
destroy_particles = destroy_fx\destroy_wood_00
;-------------------------------------------------------------------------------
;--- particle_bones ------------------------------------------------------------
;-------------------------------------------------------------------------------
[particle_bones]
link = 0.0, 0.44, 0.0
;-------------------------------------------------------------------------------
;--- sound ---------------------------------------------------------------------
;-------------------------------------------------------------------------------
[sound]
break_sound = material\wood\wood_big_hard_1
;-------------------------------------------------------------------------------
;--- damage_bones --------------------------------------------------------------
;-------------------------------------------------------------------------------
;bone_name = <hit_scale>,<-1>,<wound_scale>
;<hit_scale> - êîýôô. èçìåíåíèÿ õèòà (óìåíüøåíèÿ çäîðîâüÿ)
;<wound_scale> - êîýôô. èçìåíåíèÿ âåëè÷èíû îòêðûòîé ðàíû - íåçàäåéñòâîâàí
;-------------------------------------------------------------------------------
default = 1.0, -1, 0.0
[immunities]
burn_immunity = 0.05 ;êîýôôèöèåíòû èììóíèòåòà
strike_immunity = 0.5
shock_immunity = 0.0
wound_immunity = 0.5
radiation_immunity = 0.0
telepatic_immunity = 0.0
chemical_burn_immunity = 0.0
explosion_immunity = 1.0
fire_wound_immunity = 0.5
;-------------------------------------------------------------------------------
;--- impulse_transition --------------------------------------------------------
;-------------------------------------------------------------------------------
[impulse_transition_to_parts]
random_min = 5.0 ; âåëè÷èíà ñëó÷àéíî íàïðàâëåííîãî èìïóëüñà ïðîïîðöèîíàëüíî ìàññå íîâîãî îáúåêòà
random_hit_imp = 2.0 ; âåëè÷èíà ñëó÷àéíî íàïðàâëåííîãî èìïóëüñà ïðîïîðöèîíàëüíî ðàçðóøàþùåìó õèòó
;ref_bone ; êîñòü èç ïî êîòîðîé îïðåäåëÿåòñÿ ñêîðîñòü äëÿ ÷àñòåé ó êîòîðûé ñâÿçü íå çàäàíà, ïî óìîë÷àíèþ ðóò
imp_transition_factor = 1.0 ; ôàêòîð ñ êîòîðûì ïðèêëàäûâàåòñÿ õèò ïî èñõîäíîìó îáúåêòó êî âñåì ÷àñòÿì
lv_transition_factor = 0.5 ; êîýôôèöèåíò ïåðåäà÷è ëèíåéíîé ñêîðîñòè
av_transition_factor = 0.5 ; êîýôôèöèåíò ïåðåäà÷è óãëîâîé ñêîðîñòè
;-------------------------------------------------------------------------------
;------ End params -------------------------------------------------------------
;-------------------------------------------------------------------------------
@@ -0,0 +1,107 @@
;--- destroyed sections --------------------------------------------------------
;-------------------------------------------------------------------------------
;--- disable -------------------------------------------------------------------
;-------------------------------------------------------------------------------
[disable]
linear_factor = 0.5
angular_factor = 0.5
;-------------------------------------------------------------------------------
;--- collide -------------------------------------------------------------------
;-------------------------------------------------------------------------------
[collide]
not_collide_parts
;-------------------------------------------------------------------------------
;--- destroyed part ------------------------------------------------------------
;-------------------------------------------------------------------------------
[collide_parts]
small_object
[destroyed]
dynamics\collaider\part\shkaff_destroy_part_1
dynamics\collaider\part\shkaff_destroy_part_2
dynamics\collaider\part\shkaff_destroy_part_3
dynamics\collaider\part\shkaff_destroy_part_4
dynamics\collaider\part\shkaff_destroy_part_5
dynamics\collaider\part\shkaff_destroy_part_6
dynamics\collaider\part\shkaff_destroy_part_7
dynamics\collaider\part\shkaff_destroy_part_8
dynamics\collaider\part\shkaff_destroy_part_9
dynamics\collaider\part\shkaff_destroy_part_10
dynamics\collaider\part\shkaff_destroy_part_11
[autoremove_parts]
time = 35
;-------------------------------------------------------------------------------
;--- damage params -------------------------------------------------------------
;-------------------------------------------------------------------------------
[collision_damage]
link = 0.004
;-------------------------------------------------------------------------------
;--- particles -----------------------------------------------------------------
;-------------------------------------------------------------------------------
[particles]
destroy_particles = destroy_fx\destroy_wood_00
;-------------------------------------------------------------------------------
;--- particle_bones ------------------------------------------------------------
;-------------------------------------------------------------------------------
[particle_bones]
link = 0.0, 0.44, 0.0
;-------------------------------------------------------------------------------
;--- sound ---------------------------------------------------------------------
;-------------------------------------------------------------------------------
[sound]
break_sound = material\wood\wood_big_hard_1
;-------------------------------------------------------------------------------
;--- damage_bones --------------------------------------------------------------
;-------------------------------------------------------------------------------
;bone_name = <hit_scale>,<-1>,<wound_scale>
;<hit_scale> - êîýôô. èçìåíåíèÿ õèòà (óìåíüøåíèÿ çäîðîâüÿ)
;<wound_scale> - êîýôô. èçìåíåíèÿ âåëè÷èíû îòêðûòîé ðàíû - íåçàäåéñòâîâàí
;-------------------------------------------------------------------------------
default = 1.0, -1, 0.0
[immunities]
burn_immunity = 0.05 ;êîýôôèöèåíòû èììóíèòåòà
strike_immunity = 0.5
shock_immunity = 0.0
wound_immunity = 0.5
radiation_immunity = 0.0
telepatic_immunity = 0.0
chemical_burn_immunity = 0.0
explosion_immunity = 1.0
fire_wound_immunity = 0.5
;-------------------------------------------------------------------------------
;--- impulse_transition --------------------------------------------------------
;-------------------------------------------------------------------------------
[impulse_transition_to_parts]
random_min = 5.0 ; âåëè÷èíà ñëó÷àéíî íàïðàâëåííîãî èìïóëüñà ïðîïîðöèîíàëüíî ìàññå íîâîãî îáúåêòà
random_hit_imp = 2.0 ; âåëè÷èíà ñëó÷àéíî íàïðàâëåííîãî èìïóëüñà ïðîïîðöèîíàëüíî ðàçðóøàþùåìó õèòó
;ref_bone ; êîñòü èç ïî êîòîðîé îïðåäåëÿåòñÿ ñêîðîñòü äëÿ ÷àñòåé ó êîòîðûé ñâÿçü íå çàäàíà, ïî óìîë÷àíèþ ðóò
imp_transition_factor = 1.0 ; ôàêòîð ñ êîòîðûì ïðèêëàäûâàåòñÿ õèò ïî èñõîäíîìó îáúåêòó êî âñåì ÷àñòÿì
lv_transition_factor = 0.5 ; êîýôôèöèåíò ïåðåäà÷è ëèíåéíîé ñêîðîñòè
av_transition_factor = 0.5 ; êîýôôèöèåíò ïåðåäà÷è óãëîâîé ñêîðîñòè
;-------------------------------------------------------------------------------
;------ End params -------------------------------------------------------------
;-------------------------------------------------------------------------------
@@ -0,0 +1,97 @@
;--- destroyed sections --------------------------------------------------------
;-------------------------------------------------------------------------------
;--- disable -------------------------------------------------------------------
;-------------------------------------------------------------------------------
[disable]
linear_factor = 0.5
angular_factor = 0.5
;-------------------------------------------------------------------------------
;--- collide -------------------------------------------------------------------
;-------------------------------------------------------------------------------
[collide]
not_collide_parts
;-------------------------------------------------------------------------------
;--- destroyed part ------------------------------------------------------------
;-------------------------------------------------------------------------------
[collide_parts]
small_object
[destroyed]
dynamics\collaider\part\tualet_bak_part_1
dynamics\collaider\part\tualet_bak_part_2
dynamics\collaider\part\tualet_bak_part_3
[autoremove_parts]
time = 35
;-------------------------------------------------------------------------------
;--- damage params -------------------------------------------------------------
;-------------------------------------------------------------------------------
[collision_damage]
link = 0.004
;-------------------------------------------------------------------------------
;--- particles -----------------------------------------------------------------
;-------------------------------------------------------------------------------
[particles]
destroy_particles = destroy_fx\destroy_wood_00
;-------------------------------------------------------------------------------
;--- particle_bones ------------------------------------------------------------
;-------------------------------------------------------------------------------
[particle_bones]
link = 0.0, 0.44, 0.0
;-------------------------------------------------------------------------------
;--- sound ---------------------------------------------------------------------
;-------------------------------------------------------------------------------
[sound]
break_sound = material\wood\wood_big_hard_1
;-------------------------------------------------------------------------------
;--- damage_bones --------------------------------------------------------------
;-------------------------------------------------------------------------------
;bone_name = <hit_scale>,<-1>,<wound_scale>
;<hit_scale> - êîýôô. èçìåíåíèÿ õèòà (óìåíüøåíèÿ çäîðîâüÿ)
;<wound_scale> - êîýôô. èçìåíåíèÿ âåëè÷èíû îòêðûòîé ðàíû - íåçàäåéñòâîâàí
;-------------------------------------------------------------------------------
default = 1.0, -1, 0.0
[immunities]
burn_immunity = 0.05 ;êîýôôèöèåíòû èììóíèòåòà
strike_immunity = 0.5
shock_immunity = 0.0
wound_immunity = 0.5
radiation_immunity = 0.0
telepatic_immunity = 0.0
chemical_burn_immunity = 0.0
explosion_immunity = 1.0
fire_wound_immunity = 0.5
;-------------------------------------------------------------------------------
;--- impulse_transition --------------------------------------------------------
;-------------------------------------------------------------------------------
[impulse_transition_to_parts]
random_min = 5.0 ; âåëè÷èíà ñëó÷àéíî íàïðàâëåííîãî èìïóëüñà ïðîïîðöèîíàëüíî ìàññå íîâîãî îáúåêòà
random_hit_imp = 2.0 ; âåëè÷èíà ñëó÷àéíî íàïðàâëåííîãî èìïóëüñà ïðîïîðöèîíàëüíî ðàçðóøàþùåìó õèòó
;ref_bone ; êîñòü èç ïî êîòîðîé îïðåäåëÿåòñÿ ñêîðîñòü äëÿ ÷àñòåé ó êîòîðûé ñâÿçü íå çàäàíà, ïî óìîë÷àíèþ ðóò
imp_transition_factor = 1.0 ; ôàêòîð ñ êîòîðûì ïðèêëàäûâàåòñÿ õèò ïî èñõîäíîìó îáúåêòó êî âñåì ÷àñòÿì
lv_transition_factor = 0.5 ; êîýôôèöèåíò ïåðåäà÷è ëèíåéíîé ñêîðîñòè
av_transition_factor = 0.5 ; êîýôôèöèåíò ïåðåäà÷è óãëîâîé ñêîðîñòè
;-------------------------------------------------------------------------------
;------ End params -------------------------------------------------------------
;-------------------------------------------------------------------------------
@@ -0,0 +1,101 @@
;--- destroyed sections --------------------------------------------------------
;-------------------------------------------------------------------------------
;--- disable -------------------------------------------------------------------
;-------------------------------------------------------------------------------
[disable]
linear_factor = 0.5
angular_factor = 0.5
;-------------------------------------------------------------------------------
;--- collide -------------------------------------------------------------------
;-------------------------------------------------------------------------------
[collide]
not_collide_parts
;-------------------------------------------------------------------------------
;--- destroyed part ------------------------------------------------------------
;-------------------------------------------------------------------------------
[collide_parts]
small_object
[destroyed]
dynamics\smersh\part\lavka_part_1
dynamics\smersh\part\lavka_part_2
dynamics\smersh\part\lavka_part_3
dynamics\smersh\part\lavka_part_4
dynamics\smersh\part\lavka_part_5
dynamics\smersh\part\lavka_part_6
dynamics\smersh\part\lavka_part_7
[autoremove_parts]
time = 35
;-------------------------------------------------------------------------------
;--- damage params -------------------------------------------------------------
;-------------------------------------------------------------------------------
[collision_damage]
link = 0.004
;-------------------------------------------------------------------------------
;--- particles -----------------------------------------------------------------
;-------------------------------------------------------------------------------
[particles]
destroy_particles = destroy_fx\destroy_wood_00
;-------------------------------------------------------------------------------
;--- particle_bones ------------------------------------------------------------
;-------------------------------------------------------------------------------
[particle_bones]
link = 0.0, 0.44, 0.0
;-------------------------------------------------------------------------------
;--- sound ---------------------------------------------------------------------
;-------------------------------------------------------------------------------
[sound]
break_sound = material\wood\wood_big_hard_1
;-------------------------------------------------------------------------------
;--- damage_bones --------------------------------------------------------------
;-------------------------------------------------------------------------------
;bone_name = <hit_scale>,<-1>,<wound_scale>
;<hit_scale> - êîýôô. èçìåíåíèÿ õèòà (óìåíüøåíèÿ çäîðîâüÿ)
;<wound_scale> - êîýôô. èçìåíåíèÿ âåëè÷èíû îòêðûòîé ðàíû - íåçàäåéñòâîâàí
;-------------------------------------------------------------------------------
default = 1.0, -1, 0.0
[immunities]
burn_immunity = 0.05 ;êîýôôèöèåíòû èììóíèòåòà
strike_immunity = 0.5
shock_immunity = 0.0
wound_immunity = 0.5
radiation_immunity = 0.0
telepatic_immunity = 0.0
chemical_burn_immunity = 0.0
explosion_immunity = 1.0
fire_wound_immunity = 0.5
;-------------------------------------------------------------------------------
;--- impulse_transition --------------------------------------------------------
;-------------------------------------------------------------------------------
[impulse_transition_to_parts]
random_min = 5.0 ; âåëè÷èíà ñëó÷àéíî íàïðàâëåííîãî èìïóëüñà ïðîïîðöèîíàëüíî ìàññå íîâîãî îáúåêòà
random_hit_imp = 2.0 ; âåëè÷èíà ñëó÷àéíî íàïðàâëåííîãî èìïóëüñà ïðîïîðöèîíàëüíî ðàçðóøàþùåìó õèòó
;ref_bone ; êîñòü èç ïî êîòîðîé îïðåäåëÿåòñÿ ñêîðîñòü äëÿ ÷àñòåé ó êîòîðûé ñâÿçü íå çàäàíà, ïî óìîë÷àíèþ ðóò
imp_transition_factor = 1.0 ; ôàêòîð ñ êîòîðûì ïðèêëàäûâàåòñÿ õèò ïî èñõîäíîìó îáúåêòó êî âñåì ÷àñòÿì
lv_transition_factor = 0.5 ; êîýôôèöèåíò ïåðåäà÷è ëèíåéíîé ñêîðîñòè
av_transition_factor = 0.5 ; êîýôôèöèåíò ïåðåäà÷è óãëîâîé ñêîðîñòè
;-------------------------------------------------------------------------------
;------ End params -------------------------------------------------------------
;-------------------------------------------------------------------------------
@@ -0,0 +1,99 @@
;--- destroyed sections --------------------------------------------------------
;-------------------------------------------------------------------------------
;--- disable -------------------------------------------------------------------
;-------------------------------------------------------------------------------
[disable]
linear_factor = 0.5
angular_factor = 0.5
;-------------------------------------------------------------------------------
;--- collide -------------------------------------------------------------------
;-------------------------------------------------------------------------------
[collide]
not_collide_parts
;-------------------------------------------------------------------------------
;--- destroyed part ------------------------------------------------------------
;-------------------------------------------------------------------------------
[collide_parts]
small_object
[destroyed]
dynamics\smersh\part\polka_part_1
dynamics\smersh\part\polka_part_2
dynamics\smersh\part\polka_part_3
dynamics\smersh\part\polka_part_4
dynamics\smersh\part\polka_part_5
[autoremove_parts]
time = 35
;-------------------------------------------------------------------------------
;--- damage params -------------------------------------------------------------
;-------------------------------------------------------------------------------
[collision_damage]
link = 0.004
;-------------------------------------------------------------------------------
;--- particles -----------------------------------------------------------------
;-------------------------------------------------------------------------------
[particles]
destroy_particles = destroy_fx\destroy_wood_00
;-------------------------------------------------------------------------------
;--- particle_bones ------------------------------------------------------------
;-------------------------------------------------------------------------------
[particle_bones]
link = 0.0, 0.44, 0.0
;-------------------------------------------------------------------------------
;--- sound ---------------------------------------------------------------------
;-------------------------------------------------------------------------------
[sound]
break_sound = material\wood\wood_big_hard_1
;-------------------------------------------------------------------------------
;--- damage_bones --------------------------------------------------------------
;-------------------------------------------------------------------------------
;bone_name = <hit_scale>,<-1>,<wound_scale>
;<hit_scale> - êîýôô. èçìåíåíèÿ õèòà (óìåíüøåíèÿ çäîðîâüÿ)
;<wound_scale> - êîýôô. èçìåíåíèÿ âåëè÷èíû îòêðûòîé ðàíû - íåçàäåéñòâîâàí
;-------------------------------------------------------------------------------
default = 1.0, -1, 0.0
[immunities]
burn_immunity = 0.05 ;êîýôôèöèåíòû èììóíèòåòà
strike_immunity = 0.5
shock_immunity = 0.0
wound_immunity = 0.5
radiation_immunity = 0.0
telepatic_immunity = 0.0
chemical_burn_immunity = 0.0
explosion_immunity = 1.0
fire_wound_immunity = 0.5
;-------------------------------------------------------------------------------
;--- impulse_transition --------------------------------------------------------
;-------------------------------------------------------------------------------
[impulse_transition_to_parts]
random_min = 5.0 ; âåëè÷èíà ñëó÷àéíî íàïðàâëåííîãî èìïóëüñà ïðîïîðöèîíàëüíî ìàññå íîâîãî îáúåêòà
random_hit_imp = 2.0 ; âåëè÷èíà ñëó÷àéíî íàïðàâëåííîãî èìïóëüñà ïðîïîðöèîíàëüíî ðàçðóøàþùåìó õèòó
;ref_bone ; êîñòü èç ïî êîòîðîé îïðåäåëÿåòñÿ ñêîðîñòü äëÿ ÷àñòåé ó êîòîðûé ñâÿçü íå çàäàíà, ïî óìîë÷àíèþ ðóò
imp_transition_factor = 1.0 ; ôàêòîð ñ êîòîðûì ïðèêëàäûâàåòñÿ õèò ïî èñõîäíîìó îáúåêòó êî âñåì ÷àñòÿì
lv_transition_factor = 0.5 ; êîýôôèöèåíò ïåðåäà÷è ëèíåéíîé ñêîðîñòè
av_transition_factor = 0.5 ; êîýôôèöèåíò ïåðåäà÷è óãëîâîé ñêîðîñòè
;-------------------------------------------------------------------------------
;------ End params -------------------------------------------------------------
;-------------------------------------------------------------------------------
@@ -0,0 +1,104 @@
;--- destroyed sections --------------------------------------------------------
;-------------------------------------------------------------------------------
;--- disable -------------------------------------------------------------------
;-------------------------------------------------------------------------------
[disable]
linear_factor = 0.5
angular_factor = 0.5
;-------------------------------------------------------------------------------
;--- collide -------------------------------------------------------------------
;-------------------------------------------------------------------------------
[collide]
not_collide_parts
;-------------------------------------------------------------------------------
;--- destroyed part ------------------------------------------------------------
;-------------------------------------------------------------------------------
[collide_parts]
small_object
[destroyed]
dynamics\smersh\part\vil_veshalka_part_1
dynamics\smersh\part\vil_veshalka_part_2
dynamics\smersh\part\vil_veshalka_part_3
dynamics\smersh\part\vil_veshalka_part_4
dynamics\smersh\part\vil_veshalka_part_5
dynamics\smersh\part\vil_veshalka_part_6
dynamics\smersh\part\vil_veshalka_part_7
dynamics\smersh\part\vil_veshalka_part_8
dynamics\smersh\part\vil_veshalka_part_9
[autoremove_parts]
time = 35
;-------------------------------------------------------------------------------
;--- damage params -------------------------------------------------------------
;-------------------------------------------------------------------------------
[collision_damage]
link = 0.004
;-------------------------------------------------------------------------------
;--- particles -----------------------------------------------------------------
;-------------------------------------------------------------------------------
[particles]
destroy_particles = destroy_fx\destroy_wood_00
;-------------------------------------------------------------------------------
;--- particle_bones ------------------------------------------------------------
;-------------------------------------------------------------------------------
[particle_bones]
link = 0.0, 0.44, 0.0
;-------------------------------------------------------------------------------
;--- sound ---------------------------------------------------------------------
;-------------------------------------------------------------------------------
[sound]
break_sound = material\wood\wood_big_hard_1
;-------------------------------------------------------------------------------
;--- damage_bones --------------------------------------------------------------
;-------------------------------------------------------------------------------
;bone_name = <hit_scale>,<-1>,<wound_scale>
;<hit_scale> - êîýôô. èçìåíåíèÿ õèòà (óìåíüøåíèÿ çäîðîâüÿ)
;<wound_scale> - êîýôô. èçìåíåíèÿ âåëè÷èíû îòêðûòîé ðàíû - íåçàäåéñòâîâàí
;-------------------------------------------------------------------------------
default = 1.0, -1, 0.0
[immunities]
burn_immunity = 0.05 ;êîýôôèöèåíòû èììóíèòåòà
strike_immunity = 0.5
shock_immunity = 0.0
wound_immunity = 0.5
radiation_immunity = 0.0
telepatic_immunity = 0.0
chemical_burn_immunity = 0.0
explosion_immunity = 1.0
fire_wound_immunity = 0.5
;-------------------------------------------------------------------------------
;--- impulse_transition --------------------------------------------------------
;-------------------------------------------------------------------------------
[impulse_transition_to_parts]
random_min = 5.0 ; âåëè÷èíà ñëó÷àéíî íàïðàâëåííîãî èìïóëüñà ïðîïîðöèîíàëüíî ìàññå íîâîãî îáúåêòà
random_hit_imp = 2.0 ; âåëè÷èíà ñëó÷àéíî íàïðàâëåííîãî èìïóëüñà ïðîïîðöèîíàëüíî ðàçðóøàþùåìó õèòó
;ref_bone ; êîñòü èç ïî êîòîðîé îïðåäåëÿåòñÿ ñêîðîñòü äëÿ ÷àñòåé ó êîòîðûé ñâÿçü íå çàäàíà, ïî óìîë÷àíèþ ðóò
imp_transition_factor = 1.0 ; ôàêòîð ñ êîòîðûì ïðèêëàäûâàåòñÿ õèò ïî èñõîäíîìó îáúåêòó êî âñåì ÷àñòÿì
lv_transition_factor = 0.5 ; êîýôôèöèåíò ïåðåäà÷è ëèíåéíîé ñêîðîñòè
av_transition_factor = 0.5 ; êîýôôèöèåíò ïåðåäà÷è óãëîâîé ñêîðîñòè
;-------------------------------------------------------------------------------
;------ End params -------------------------------------------------------------
;-------------------------------------------------------------------------------
@@ -0,0 +1,4 @@
![encyclopedia_interactivity_levels]
promzona = encyclopedia_locations_promzona
grimwood = encyclopedia_locations_grimwood
poselok_ug = encyclopedia_locations_poselok_ug
@@ -0,0 +1,4 @@
![encyclopedia_locations]
encyclopedia_locations_grimwood
encyclopedia_locations_promzona
encyclopedia_locations_poselok_ug
@@ -0,0 +1,2 @@
![spawn_stalker]
spawn_num = {+redemption_4_stage_4} 0, 2
@@ -0,0 +1,12 @@
[smart_terrain]
squad_id = 1
max_population = 1
respawn_params = respawn@bunker_1
respawn_idle = 86400
[respawn@bunker_1]
medium_monsters
[medium_monsters]
spawn_squads = simulation_new_bloodsucker, simulation_new_burer, simulation_new_snork, simulation_new_zombie
spawn_num = 1
@@ -0,0 +1,12 @@
[smart_terrain]
squad_id = 2
max_population = 1
respawn_params = respawn@bunker_2
respawn_idle = 86400
[respawn@bunker_2]
medium_monsters
[medium_monsters]
spawn_squads = simulation_new_bloodsucker, simulation_new_burer, simulation_new_snork, simulation_new_zombie
spawn_num = 1
@@ -0,0 +1,11 @@
[logic]
active = ph_button@active
[ph_button@active]
anim = idle
tooltip = pas_b400_tip_switcher
on_info = {+redemption_6_switcher_1_pressed} ph_button@deactivated
on_press = {+redemption_6_stage_5 -redemption_6_switcher_1_pressed} ph_button@deactivated %+redemption_6_switcher_1_pressed =redemption_play_snd_at_pos(device\bridge\motor_stop)%
[ph_button@deactivated]
anim = off
@@ -0,0 +1,11 @@
[logic]
active = ph_button@active
[ph_button@active]
anim = idle
tooltip = pas_b400_tip_switcher
on_info = {+redemption_6_switcher_2_pressed} ph_button@deactivated
on_press = {+redemption_6_stage_5 -redemption_6_switcher_2_pressed} ph_button@deactivated %+redemption_6_switcher_2_pressed =redemption_play_snd_at_pos(device\bridge\motor_stop)%
[ph_button@deactivated]
anim = off
@@ -0,0 +1,11 @@
[logic]
active = ph_button@active
[ph_button@active]
anim = idle
tooltip = pas_b400_tip_switcher
on_info = {+redemption_6_switcher_3_pressed} ph_button@deactivated
on_press = {+redemption_6_stage_5 +redemption_6_switcher_1_pressed +redemption_6_switcher_2_pressed} ph_button@deactivated %+redemption_6_switcher_3_pressed =redemption_play_snd_at_pos(ambient\trx\spooks_above\spooks\sound_10:0:2) =redemption_effects(anm:earthquake_00:7771:false)%
[ph_button@deactivated]
anim = off
@@ -0,0 +1,12 @@
[smart_terrain]
squad_id = 1
max_population = 1
respawn_params = respawn@collaider_1
respawn_idle = 86400
[respawn@collaider_1]
medium_monsters
[medium_monsters]
spawn_squads = simulation_new_burer, simulation_new_snork, simulation_new_zombie
spawn_num = 1
@@ -0,0 +1,12 @@
[smart_terrain]
squad_id = 2
max_population = 1
respawn_params = respawn@collaider_2
respawn_idle = 86400
[respawn@collaider_2]
medium_monsters
[medium_monsters]
spawn_squads = simulation_new_burer, simulation_new_snork, simulation_new_zombie
spawn_num = 1
@@ -0,0 +1,12 @@
[smart_terrain]
squad_id = 3
max_population = 1
respawn_params = respawn@collaider_3
respawn_idle = 86400
[respawn@collaider_3]
medium_monsters
[medium_monsters]
spawn_squads = simulation_new_bloodsucker, simulation_new_burer, simulation_new_snork, simulation_new_zombie
spawn_num = 1
@@ -0,0 +1,12 @@
[smart_terrain]
squad_id = 4
max_population = 1
;respawn_params = respawn@collaider_4
;respawn_idle = 86400
;[respawn@collaider_4]
;medium_monsters
;[medium_monsters]
;spawn_squads = simulation_new_burer, simulation_new_snork, simulation_new_zombie
;spawn_num = 1
@@ -0,0 +1,12 @@
[smart_terrain]
squad_id = 5
max_population = 1
respawn_params = respawn@collaider_5
respawn_idle = 86400
[respawn@collaider_5]
medium_monsters
[medium_monsters]
spawn_squads = simulation_new_burer, simulation_new_snork, simulation_new_zombie, simulation_new_zombied
spawn_num = 1
@@ -0,0 +1,12 @@
[smart_terrain]
squad_id = 6
max_population = 1
respawn_params = respawn@collaider_6
respawn_idle = 86400
[respawn@collaider_6]
medium_monsters
[medium_monsters]
spawn_squads = simulation_new_controller
spawn_num = 1
@@ -0,0 +1,38 @@
![walker@base]
on_info = {+redemption_4_beh_move} beh@teleport
![meet@base]
use = {+redemption_4_stage_2} true, {=actor_enemy} false, true
[beh@general]
behavior_state = beh_move
target = waypoint
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_cond = {=actor_true_enemy =check_enemy_name(actor)} false
use_camp = false
turn_on_campfire = false
meet = no_meet
wounded = wounded@no_wound
path_end = loop
[wounded@no_wound]
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
[beh@teleport]:beh@general
combat_ignore_cond = true
invulnerable = {!actor_true_enemy} true, false
on_info = {+redemption_4_beh_move} %=teleport_npc_lvid(189094)% beh@check_stoves
[beh@check_stoves]:beh@general
combat_ignore_cond = true
invulnerable = {!actor_true_enemy} true, false
walk_dist = 60
jog_dist = 100
pt1 = 5000, wait | pos: 39.9, 1.3811, -64.4 look: 40.7624, 1.0218, -59.7102
on_info = {+redemption_4_bandits_aggro} walker@base
@@ -0,0 +1,8 @@
[anomal_zone]
artefact_ways = grim_11_anomal_zone_af_way
artefacts = af_class_chem, af_class_chem_musor
coeff = 1, 1, 1, 1, 1, 1, 1, 1, 1
field_name = grim_11_field_acidic_weak
max_artefacts = 1
respawn_tries = 1
start_artefact =
@@ -0,0 +1,8 @@
[anomal_zone]
artefact_ways = grim_12_anomal_zone_af_way
artefacts = af_class_thermo, af_class_thermo_musor
coeff = 1, 1, 1, 1, 1, 1, 1, 1, 1
field_name = grim_12_field_thermal_average
max_artefacts = 1
respawn_tries = 1
start_artefact =
@@ -0,0 +1,8 @@
[anomal_zone]
artefact_ways = grim_13_anomal_zone_af_way
artefacts = af_class_gravi, af_class_gravi_musor
coeff = 1, 1, 1, 1, 1, 1, 1, 1, 1
field_name = grim_13_field_radioactive_strong
max_artefacts = 1
respawn_tries = 1
start_artefact =
@@ -0,0 +1,8 @@
[anomal_zone]
artefact_ways = grim_15_anomal_zone_af_way
artefacts = af_class_thermo, af_class_thermo_musor
coeff = 1, 1, 1, 1, 1, 1, 1, 1, 1
field_name = grim_15_field_thermal_strong
max_artefacts = 1
respawn_tries = 1
start_artefact =
@@ -0,0 +1,8 @@
[anomal_zone]
artefact_ways = grim_1_anomal_zone_af_way
artefacts = af_class_electro, af_class_electro_musor
coeff = 1, 1, 1, 1, 1, 1, 1, 1, 1
field_name = grim_1_field_psychic_average
max_artefacts = 1
respawn_tries = 1
start_artefact =
@@ -0,0 +1,8 @@
[anomal_zone]
artefact_ways = grim_4_anomal_zone_af_way
artefacts = af_class_gravi, af_class_gravi_musor
coeff = 1, 1, 1, 1, 1, 1, 1, 1, 1
field_name = grim_4_field_radioactive_average
max_artefacts = 1
respawn_tries = 1
start_artefact =
@@ -0,0 +1,8 @@
[anomal_zone]
artefact_ways = grim_5_anomal_zone_af_way
artefacts = af_class_gravi, af_class_gravi_musor
coeff = 1, 1, 1, 1, 1, 1, 1, 1, 1
field_name = grim_5_field_radioactive_strong
max_artefacts = 1
respawn_tries = 1
start_artefact =
@@ -0,0 +1,8 @@
[anomal_zone]
artefact_ways = grim_7_anomal_zone_af_way
artefacts = af_class_chem, af_class_chem_musor
coeff = 1, 1, 1, 1, 1, 1, 1, 1, 1
field_name = grim_7_field_acidic_average
max_artefacts = 2
respawn_tries = 1
start_artefact =
@@ -0,0 +1,6 @@
[logic]
active = sr_crow_spawner
[sr_crow_spawner]
max_crows_on_level = 7
spawn_path = dev_crow_spawn_1, dev_crow_spawn_2, dev_crow_spawn_3, dev_crow_spawn_4, dev_crow_spawn_5
@@ -0,0 +1,12 @@
[smart_terrain]
squad_id = 1
max_population = 1
respawn_params = respawn@grim_1
respawn_idle = 86400
[respawn@grim_1]
medium_monsters
[medium_monsters]
spawn_squads = simulation_snork, simulation_lurker, simulation_pseudodog
spawn_num = 1
@@ -0,0 +1,3 @@
[smart_terrain]
squad_id = 10
max_population = 1
@@ -0,0 +1,12 @@
[smart_terrain]
squad_id = 11
max_population = 1
respawn_params = respawn@grim_11
respawn_idle = 86400
[respawn@grim_11]
weak_monsters
[weak_monsters]
spawn_squads = simulation_mix_zombie, simulation_fracture, simulation_boar, simulation_flesh, simulation_dog, simulation_cat
spawn_num = 1
@@ -0,0 +1,12 @@
[smart_terrain]
squad_id = 12
max_population = 1
respawn_params = respawn@grim_12
respawn_idle = 86400
[respawn@grim_12]
strong_monsters
[strong_monsters]
spawn_squads = simulation_bloodsucker, simulation_burer, simulation_controller, simulation_chimera, simulation_gigant
spawn_num = 1
@@ -0,0 +1,12 @@
[smart_terrain]
squad_id = 13
max_population = 2
respawn_params = respawn@grim_13
respawn_idle = 86400
[respawn@grim_13]
medium_monsters
[medium_monsters]
spawn_squads = simulation_snork, simulation_lurker, simulation_pseudodog
spawn_num = 1
@@ -0,0 +1,12 @@
[smart_terrain]
squad_id = 14
max_population = 1
respawn_params = respawn@grim_14
respawn_idle = 86400
[respawn@grim_14]
medium_monsters
[medium_monsters]
spawn_squads = simulation_snork, simulation_lurker, simulation_pseudodog
spawn_num = 1
@@ -0,0 +1,12 @@
[smart_terrain]
squad_id = 15
max_population = 2
respawn_params = respawn@grim_15
respawn_idle = 86400
[respawn@grim_15]
strong_monsters
[strong_monsters]
spawn_squads = simulation_bloodsucker, simulation_burer, simulation_controller, simulation_chimera, simulation_gigant
spawn_num = 1
@@ -0,0 +1,3 @@
[smart_terrain]
squad_id = 16
max_population = 2
@@ -0,0 +1,12 @@
[smart_terrain]
squad_id = 17
max_population = 1
respawn_params = respawn@grim_17
respawn_idle = 86400
[respawn@grim_17]
medium_monsters
[medium_monsters]
spawn_squads = simulation_snork, simulation_lurker, simulation_pseudodog
spawn_num = 1
@@ -0,0 +1,12 @@
[smart_terrain]
squad_id = 2
max_population = 2
respawn_params = respawn@grim_2
respawn_idle = 86400
[respawn@grim_2]
merc_outpost
[merc_outpost]
spawn_squads = merc_sim_squad_advanced, merc_sim_squad_advanced, merc_sim_squad_veteran
spawn_num = 1
@@ -0,0 +1,12 @@
[smart_terrain]
squad_id = 3
max_population = 2
respawn_params = respawn@grim_3
respawn_idle = 86400
[respawn@grim_3]
strong_monsters
[strong_monsters]
spawn_squads = simulation_bloodsucker, simulation_burer, simulation_controller, simulation_chimera, simulation_gigant
spawn_num = 1
@@ -0,0 +1,12 @@
[smart_terrain]
squad_id = 4
max_population = 2
respawn_params = respawn@grim_4
respawn_idle = 86400
[respawn@grim_4]
strong_monsters
[strong_monsters]
spawn_squads = simulation_bloodsucker, simulation_burer, simulation_controller, simulation_chimera, simulation_gigant
spawn_num = 1
@@ -0,0 +1,12 @@
[smart_terrain]
squad_id = 5
max_population = 1
respawn_params = respawn@grim_5
respawn_idle = 86400
[respawn@grim_5]
weak_monsters
[weak_monsters]
spawn_squads = simulation_mix_zombie, simulation_fracture, simulation_boar, simulation_flesh, simulation_dog, simulation_cat
spawn_num = 1
@@ -0,0 +1,12 @@
[smart_terrain]
squad_id = 6
max_population = 2
respawn_params = respawn@grim_6
respawn_idle = 86400
[respawn@grim_6]
weak_monsters
[weak_monsters]
spawn_squads = simulation_mix_zombie, simulation_fracture, simulation_boar, simulation_flesh, simulation_dog, simulation_cat
spawn_num = 1
@@ -0,0 +1,12 @@
[smart_terrain]
squad_id = 7
max_population = 2
respawn_params = respawn@grim_7
respawn_idle = 86400
[respawn@grim_7]
strong_monsters
[strong_monsters]
spawn_squads = simulation_bloodsucker, simulation_burer, simulation_controller, simulation_chimera, simulation_gigant
spawn_num = 1
@@ -0,0 +1,12 @@
[smart_terrain]
squad_id = 8
max_population = 2
respawn_params = respawn@grim_8
respawn_idle = 86400
[respawn@grim_8]
strong_monsters
[strong_monsters]
spawn_squads = simulation_bloodsucker, simulation_burer, simulation_controller, simulation_chimera, simulation_gigant
spawn_num = 1
@@ -0,0 +1,12 @@
[smart_terrain]
squad_id = 9
max_population = 2
respawn_params = respawn@grim_9
respawn_idle = 86400
[respawn@grim_9]
medium_monsters
[medium_monsters]
spawn_squads = simulation_snork, simulation_lurker, simulation_pseudodog
spawn_num = {+redemption_5_stage_3} 0, 1
@@ -0,0 +1,42 @@
![beh@base]
>on_info1 = {=check_squad_name(redemption_task_1_eco_squad)} beh@redemption_task_1_eco_squad
; ------------ task 1 scientist ------------
[beh@measuring]
sound_idle = state
behavior_state = beh_move
target = cover_wait
walk_dist = 100
jog_dist = 220
wait_anim = guard
walk_anim = patrol
jog_anim = patrol
run_anim = panic
delay_anim = guard
meet = meet@redemption_task_1_eco_squad
combat_ignore_cond = {=actor_enemy =check_enemy_name(actor)} false, true
combat_ignore_keep_when_attacked = true
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
use_camp = false
[meet@redemption_task_1_eco_squad]:meet
meet_dialog = {=is_wounded} axr_companion_medkit, nil
[beh@redemption_task_1_eco_squad]:beh@general
meet = meet@redemption_task_1_eco_squad
on_info1 = {=redemption_1_scan_2} beh@redemption_target_2, {=redemption_1_scan_3} beh@redemption_target_3, {=redemption_1_scan_4} beh@redemption_target_4
[beh@redemption_target_2]:beh@measuring
wait_anim = scaner_crouch
on_game_timer = 600 | beh@redemption_task_1_eco_squad %-redemption_1_stage_2 +redemption_1_stage_3 =redemption_send_text(1:redemption_task_1_eco:task_1_eco)%
[beh@redemption_target_3]:beh@measuring
wait_anim = scaner_crouch
on_game_timer = 600 | beh@redemption_task_1_eco_squad %-redemption_1_stage_3 +redemption_1_stage_4 =redemption_send_text(2:redemption_task_1_eco:task_1_eco)%
[beh@redemption_target_4]:beh@measuring
wait_anim = scaner_crouch
on_game_timer = 600 | beh@redemption_task_1_eco_squad %-redemption_1_stage_4 +redemption_1_stage_5 =redemption_send_text(3:redemption_task_1_eco:task_1_eco)%
@@ -0,0 +1,8 @@
[anomal_zone]
artefact_ways = posug_10_anomal_zone_af_way
artefacts = af_class_gravi, af_class_gravi_musor
coeff = 1, 1, 1, 1, 1, 1, 1, 1, 1
field_name = posug_10_field_radioactive_average
max_artefacts = 1
respawn_tries = 1
start_artefact =
@@ -0,0 +1,8 @@
[anomal_zone]
artefact_ways = posug_13_anomal_zone_af_way
artefacts = af_class_gravi, af_class_gravi_musor
coeff = 1, 1, 1, 1, 1, 1, 1, 1, 1
field_name = posug_13_field_radioactive_average
max_artefacts = 1
respawn_tries = 1
start_artefact =
@@ -0,0 +1,8 @@
[anomal_zone]
artefact_ways = posug_17_anomal_zone_af_way
artefacts = af_class_electro, af_class_electro_musor
coeff = 1, 1, 1, 1, 1, 1, 1, 1, 1
field_name = posug_17_field_psychic_strong
max_artefacts = 2
respawn_tries = 1
start_artefact =
@@ -0,0 +1,8 @@
[anomal_zone]
artefact_ways = posug_24_anomal_zone_af_way
artefacts = af_class_chem, af_class_chem_musor
coeff = 1, 1, 1, 1, 1, 1, 1, 1, 1
field_name = posug_24_field_acidic_average
max_artefacts = 1
respawn_tries = 1
start_artefact =
@@ -0,0 +1,8 @@
[anomal_zone]
artefact_ways = posug_27_anomal_zone_af_way
artefacts = af_class_electro, af_class_electro_musor
coeff = 1, 1, 1, 1, 1, 1, 1, 1, 1
field_name = posug_27_field_radioactive_average
max_artefacts = 1
respawn_tries = 1
start_artefact =
@@ -0,0 +1,8 @@
[anomal_zone]
artefact_ways = posug_4_anomal_zone_af_way
artefacts = af_class_thermo, af_class_thermo_musor
coeff = 1, 1, 1, 1, 1, 1, 1, 1, 1
field_name = posug_4_field_thermal_average
max_artefacts = 1
respawn_tries = 1
start_artefact =
@@ -0,0 +1,8 @@
[anomal_zone]
artefact_ways = posug_6_anomal_zone_af_way
artefacts = af_class_thermo, af_class_thermo_musor
coeff = 1, 1, 1, 1, 1, 1, 1, 1, 1
field_name = posug_6_field_thermal_strong
max_artefacts = 2
respawn_tries = 1
start_artefact =
@@ -0,0 +1,34 @@
[logic@freedom_medic]
suitable = {=check_npc_name(freedom_poselok_ug_medic)} true, {=check_npc_medic} true
active = animpoint@base
prior = 200
can_select_weapon = true
level_spot = medic
dont_keep_items = true
trade = items\trade\trade_generic_medic.ltx
[animpoint@base]
cover_name = posug_16_medic_anm
avail_animations = animpoint_sit_high
use_camp = false
meet = meet
combat_ignore_cond = {=is_warfare} false, {=actor_true_enemy =check_enemy_name(actor)} false, true
combat_ignore_keep_when_attacked = {=is_warfare} false, true
invulnerable = {=is_warfare} false, {!actor_true_enemy} true, false
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
[meet]
close_anim = nil
close_victim = nil
far_anim = nil
far_victim = nil
close_distance = 0
far_distance = 0
close_snd_distance = 3
abuse = false
use = {=actor_enemy} false, true
allow_break = false
meet_on_talking = false
trade_enable = false
@@ -0,0 +1,37 @@
[logic@freedom_trader]
suitable = {=check_npc_name(freedom_poselok_ug_trader)} true, {=check_npc_barman} true
active = animpoint@trade
prior = 200
can_select_weapon = {=is_warfare} true, false
level_spot = trader
dont_keep_items = true
trade = items\trade\trade_freedom.ltx ;items\trade\trade_generic_barman.ltx
[animpoint@trade]
cover_name = posug_16_trader_anm
avail_animations = animpoint_sit_normal
use_camp = false
meet = meet
combat_ignore_cond = {=is_warfare} false, {=actor_true_enemy =check_enemy_name(actor)} false, true
combat_ignore_keep_when_attacked = {=is_warfare} false, true
invulnerable = {=is_warfare} false, {!actor_true_enemy} true, false
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
[meet]
close_snd_hello = meet_hello
close_snd_bye = nil
close_anim = nil
close_victim = nil
far_anim = nil
far_victim = nil
close_distance = 0
far_distance = 0
close_snd_distance = 3
abuse = false
use = {=actor_enemy} false, true
allow_break = false
meet_on_talking = false
meet_on_talking = false
trade_enable = false
@@ -0,0 +1,29 @@
[logic@bandit_bodyguard]
suitable = {=check_npc_name(bandit_poselok_ug_bodyguard)} true
active = animpoint@guard
prior = 200
can_select_weapon = {=is_warfare} true, false
[animpoint@guard]
cover_name = posug_36_trader_guard_anm
avail_animations = animpoint_stay_ohrana
on_info = {=surge_started} walker@surge
use_camp = false
meet = no_meet
combat_ignore_cond = {=is_warfare} false, {=actor_true_enemy =check_enemy_name(actor)} false, true
combat_ignore_keep_when_attacked = false
invulnerable = false
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
[walker@surge]
path_walk = surge_6_walk
path_look = surge_6_look
on_info = {!surge_started} animpoint@guard
meet = no_meet
def_state_moving = assault
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
invulnerable = {=is_warfare} false, {!actor_true_enemy} true, false

Some files were not shown because too many files have changed in this diff Show More