Added New Mods and Profiles Folders

This is a complete rebuild of the modpack, with all new mods and updates for 1.5.3 of Anomaly.
This commit is contained in:
2025-01-14 05:07:53 -05:00
parent 85c665b107
commit 376b4b9689
21217 changed files with 546254 additions and 0 deletions
@@ -0,0 +1,311 @@
[beh@general]
;sound_idle = state
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = walk
walk_anim = walk
jog_anim = walk
run_anim = walk
delay_anim = guard
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
meet = no_meet
wounded = wounded@ignore
use_camp = false
[meet@general]
close_anim = nil
close_victim = nil
far_anim = nil
far_victim = nil
close_distance = 0
far_distance = 0
use = {=actor_enemy} false, {=dist_to_actor_le(3)} true, false
snd_on_use = {!dist_to_actor_le(3)} nil
meet_on_talking = false
[wounded@ignore]
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
; =======================
; ------------- DAY ---------------
; =======================
; patrol center
[logic@mar_10_5_xcvb_day_1]
active = walker@day_1
suitable = {!surge_started !is_night} true
prior = 59
[walker@day_1]
path_walk = walker_6_walk
path_look = walker_6_look
; minigun cover
[logic@mar_10_5_xcvb_day_2]
active = walker@day_2
suitable = {!surge_started !is_night} true
prior = 58
[walker@day_2]
path_walk = walker_4_walk
path_look = surge_7_walk
; guard 1
[logic@mar_10_5_xcvb_day_3]
active = walker@day_3
suitable = {!surge_started !is_night} true
prior = 57
[walker@day_3]
path_walk = guard_1_walk
path_look = guard_1_look
; guard 2
[logic@mar_10_5_xcvb_day_4]
active = walker@day_4
suitable = {!surge_started !is_night} true
prior = 57
[walker@day_4]
path_walk = guard_2_walk
path_look = guard_2_look
; guard 3
[logic@mar_10_5_xcvb_day_5]
active = walker@day_5
suitable = {!surge_started !is_night} true
prior = 57
[walker@day_5]
path_walk = guard_3_walk
path_look = guard_3_look
; patrol 1
[logic@mar_10_5_xcvb_day_6]
active = walker@day_6
suitable = {!surge_started !is_night} true
prior = 56
[walker@day_6]
path_walk = walker_1_walk
path_look = walker_1_look
; patrol 2
[logic@mar_10_5_xcvb_day_7]
active = walker@day_7
suitable = {!surge_started !is_night} true
prior = 56
[walker@day_7]
path_walk = walker_2_walk
path_look = walker_2_look
; guard center
[logic@mar_10_5_xcvb_day_8]
active = walker@day_8
suitable = {!surge_started !is_night} true
prior = 55
[walker@day_8]
path_walk = walker_5_walk
path_look = walker_5_look
; guard commander
[logic@mar_10_5_xcvb_day_9]
active = walker@day_9
suitable = {!surge_started !is_night} true
prior = 55
[walker@day_9]
path_walk = comander_walk
path_look = comander_look
def_state_standing = smoking_stand
; patrol house
[logic@mar_10_5_xcvb_day_10]
active = walker@day_10
suitable = {!surge_started !is_night} true
prior = 55
[walker@day_10]
path_walk = walker_3_walk
path_look = walker_3_look
; =======================
; ------------ NIGHT -------------
; =======================
; guard 1
[logic@mar_10_5_xcvb_night_1]
active = walker@night_1
suitable = {!surge_started =is_night} true
prior = 59
[walker@night_1]
path_walk = guard_1_walk
path_look = guard_1_look
; guard 2
[logic@mar_10_5_xcvb_night_2]
active = walker@night_2
suitable = {!surge_started =is_night} true
prior = 59
[walker@night_2]
path_walk = guard_2_walk
path_look = guard_2_look
; guard 3
[logic@mar_10_5_xcvb_night_3]
active = walker@night_3
suitable = {!surge_started =is_night} true
prior = 59
[walker@night_3]
path_walk = guard_3_walk
path_look = guard_3_look
; sleep 1 (sit)
[logic@mar_10_5_xcvb_night_4]
active = beh@night_4
suitable = {!surge_started =is_night} true
prior = 58
[beh@night_4]:beh@general
pt1 = 30000, sit_ass_drink_vodka | pos: 435.4, 4.3565, 264.6 look: 435.127, 3.5236, 260.1497
path_end = loop
help_wounded_enabled = true
meet = meet@general
turn_on_campfire = true
; sleep 2
[logic@mar_10_5_xcvb_night_5]
active = beh@night_5
suitable = {!surge_started =is_night} true
prior = 58
[beh@night_5]:beh@general
pt1 = 30000, sleep | pos: 432.6, 4.5149, 263.2 look: 436.6784, 3.3698, 263.7162
path_end = loop
; patrol house
[logic@mar_10_5_xcvb_night_6]
active = walker@night_6
suitable = {!surge_started =is_night} true
prior = 57
[walker@night_6]
path_walk = walker_3_walk
path_look = walker_3_look
; minigun cover
[logic@mar_10_5_xcvb_night_7]
active = walker@night_7
suitable = {!surge_started =is_night} true
prior = 57
[walker@night_7]
path_walk = walker_4_walk
path_look = surge_7_walk
def_state_standing = sit
; sleep 3
[logic@mar_10_5_xcvb_night_8]
active = beh@night_8
suitable = {!surge_started =is_night} true
prior = 56
[beh@night_8]:beh@general
pt1 = 30000, sleep | pos: 409.5, 4.503, 240.1 look: 409.9837, 3.5236, 236.5013
path_end = loop
; sleep 4
[logic@mar_10_5_xcvb_night_9]
active = beh@night_9
suitable = {!surge_started =is_night} true
prior = 56
[beh@night_9]:beh@general
pt1 = 30000, drunk_sit_ass | pos: 412.3, 4.5149, 238.7 look: 407.838, 3.3582, 238.7745
path_end = loop
turn_on_campfire = true
; patrol center
[logic@mar_10_5_xcvb_night_10]
active = walker@night_10
suitable = {!surge_started =is_night} true
prior = 55
[walker@night_10]
path_walk = walker_6_walk
path_look = walker_6_look
; sleep 5
[logic@mar_10_5_xcvb_night_11]
active = beh@night_11
suitable = {!surge_started =is_night} true
prior = 54
[beh@night_11]:beh@general
pt1 = 30000, sleep | pos: 435.4, 4.5239, 259.7 look: 432.8909, 3.454, 257.1245
path_end = loop
; patrol 1
[logic@mar_10_5_xcvb_night_12]
active = walker@night_12
suitable = {!surge_started =is_night} true
prior = 53
[walker@night_12]
path_walk = walker_1_walk
path_look = walker_1_look
; sleep 6
[logic@mar_10_5_xcvb_night_13]
active = beh@night_13
suitable = {!surge_started =is_night} true
prior = 52
[beh@night_13]:beh@general
pt1 = 30000, lay_on_bed | pos: 410.2, 4.5149, 236.6 look: 409.9215, 3.5095, 240.2922
path_end = loop
; patrol 2
[logic@mar_10_5_xcvb_night_14]
active = walker@night_14
suitable = {!surge_started =is_night} true
prior = 51
[walker@night_14]
path_walk = walker_2_walk
path_look = walker_2_look
@@ -0,0 +1,142 @@
[beh@general]
;sound_idle = state
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = walk
walk_anim = walk
jog_anim = walk
run_anim = walk
delay_anim = guard
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
meet = no_meet
wounded = wounded@ignore
use_camp = false
[meet@general]
close_anim = nil
close_victim = nil
far_anim = nil
far_victim = nil
close_distance = 0
far_distance = 0
use = {=actor_enemy} false, {=dist_to_actor_le(3)} true, false
snd_on_use = {!dist_to_actor_le(3)} nil
meet_on_talking = false
[wounded@ignore]
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
; =======================
; ------------- DAY ---------------
; =======================
; guard west 1
[logic@mar_11_11_xcvb_day_1]
active = walker@day_1
suitable = {!surge_started !is_night} true
prior = 59
[walker@day_1]
path_walk = guard_1_walk
path_look = guard_1_look
; guard west 2
[logic@mar_11_11_xcvb_day_2]
active = walker@day_2
suitable = {!surge_started !is_night} true
prior = 59
[walker@day_2]
path_walk = guard_3_walk
path_look = guard_3_look
; guard north
[logic@mar_11_11_xcvb_day_3]
active = walker@day_3
suitable = {!surge_started !is_night} true
prior = 58
[walker@day_3]
path_walk = guard_2_walk
path_look = guard_2_look
; =======================
; ------------ NIGHT -------------
; =======================
; patrol
[logic@mar_11_11_xcvb_night_1]
active = walker@night_1
suitable = {!surge_started =is_night} true
prior = 59
[walker@night_1]
path_walk = walker_1_walk
path_look = walker_1_look
; guard west 1
[logic@mar_11_11_xcvb_night_2]
active = walker@night_2
suitable = {!surge_started =is_night} true
prior = 58
[walker@night_2]
path_walk = guard_1_walk
path_look = guard_1_look
; sleep 1
[logic@mar_11_11_xcvb_night_3]
active = beh@night_3
suitable = {!surge_started =is_night} true
prior = 59
[beh@night_3]:beh@general
pt1 = 45000, sleep | pos: 501.9, 3.7992, -150.5 look: 498.7207, 2.8129, -152.2903
path_end = loop
turn_on_campfire = true
; sleep 2
[logic@mar_11_11_xcvb_night_4]
active = beh@night_4
suitable = {!surge_started =is_night} true
prior = 58
[beh@night_4]:beh@general
pt1 = 45000, drunk_sit_ass | pos: 494.9, 3.7119, -156.1 look: 498.4277, 2.9478, -154.3581
path_end = loop
turn_on_campfire = true
; guard west 2
[logic@mar_11_11_xcvb_night_5]
active = walker@night_5
suitable = {!surge_started =is_night} true
prior = 57
[walker@night_5]
path_walk = guard_3_walk
path_look = guard_3_look
; sleep 3
[logic@mar_11_11_xcvb_night_6]
active = beh@night_6
suitable = {!surge_started =is_night} true
prior = 56
[beh@night_6]:beh@general
pt1 = 45000, lay_on_bed | pos: 499.1, 3.7952, -152.6 look: 499.4545, 2.7223, -155.5181
path_end = loop
@@ -0,0 +1,175 @@
[beh@general]
;sound_idle = state
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = walk
walk_anim = walk
jog_anim = walk
run_anim = walk
delay_anim = guard
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
meet = no_meet
wounded = wounded@ignore
use_camp = false
[meet@general]
close_anim = nil
close_victim = nil
far_anim = nil
far_victim = nil
close_distance = 0
far_distance = 0
use = {=actor_enemy} false, {=dist_to_actor_le(3)} true, false
snd_on_use = {!dist_to_actor_le(3)} nil
meet_on_talking = false
[wounded@ignore]
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
; =======================
; ------------- DAY ---------------
; =======================
; guard east
[logic@mar_12_2_xcvb_day_1]
active = beh@day_1
suitable = {!surge_started !is_night} true
prior = 59
[beh@day_1]:beh@general
pt1 = 40000, guard | pos: 609.7, 4.1147, 427.7 look: 613.0648, 2.7196, 423.6296
path_end = loop
gather_items_enabled = true
help_wounded_enabled = true
corpse_detection_enabled = true
meet = meet@general
; patrol north-south
[logic@mar_12_2_xcvb_day_2]
active = beh@day_2
suitable = {!surge_started !is_night} true
prior = 58
[beh@day_2]:beh@general
pt1 = 30000, guard | pos: 592.2, 3.6976, 438.9 look: 591.9373, 2.6448, 442.8214
pt2 = 30000, guard | pos: 591.5, 3.9576, 424.9 look: 590.3548, 2.9413, 420.9118
path_end = loop
gather_items_enabled = true
help_wounded_enabled = true
corpse_detection_enabled = true
meet = meet@general
wait_anim = guard
walk_anim = patrol
; guard west
;[logic@mar_12_2_xcvb_day_2]
;active = beh@day_2
;suitable = {!surge_started !is_night} true
;prior = 58
;[beh@day_2]:beh@general
;pt1 = 40000, guard | pos: 599.2, 4.4711, 435.4 look: 594.1348, 2.7135, 437.7435
;path_end = loop
;gather_items_enabled = true
;help_wounded_enabled = true
;corpse_detection_enabled = true
;meet = meet@general
; guard south
;[logic@mar_12_2_xcvb_day_3]
;active = beh@day_3
;suitable = {!surge_started !is_night} true
;prior = 58
;[beh@day_3]:beh@general
;pt1 = 40000, guard | pos: 593.6, 4.0593, 419.3 look: 587.5345, 2.8664, 414.1022
;path_end = loop
;gather_items_enabled = true
;help_wounded_enabled = true
;corpse_detection_enabled = true
;meet = meet@general
; =======================
; ------------ NIGHT -------------
; =======================
; patrol
[logic@mar_12_2_xcvb_night_1]
active = beh@night_1
suitable = {!surge_started =is_night} true
prior = 59
[beh@night_1]:beh@general
pt1 = 30000, guard | pos: 592.2, 3.6976, 438.9 look: 591.9373, 2.6448, 442.8214
pt2 = 30000, guard | pos: 591.5, 3.9576, 424.9 look: 590.3548, 2.9413, 420.9118
path_end = loop
gather_items_enabled = true
help_wounded_enabled = true
corpse_detection_enabled = true
meet = meet@general
wait_anim = guard
walk_anim = patrol
; commander guard
[logic@mar_12_2_xcvb_night_2]
active = beh@night_2
suitable = {!surge_started =is_night} true
prior = 58
[beh@night_2]:beh@general
pt1 = 30000, guard | pos: 602, 4.5319, 434.7 look: 602.085, 3.1788, 430.4655
path_end = loop
gather_items_enabled = true
help_wounded_enabled = true
corpse_detection_enabled = true
meet = meet@general
wait_anim = guard
walk_anim = patrol
; sleep 1
[logic@mar_12_2_xcvb_night_3]
active = beh@night_3
suitable = {!surge_started =is_night} true
prior = 57
[beh@night_3]:beh@general
pt1 = 30000, sleep | pos: 622.3, 4.1835, 434.7 look: 622.3245, 3.22, 432.3022
path_end = loop
turn_on_campfire = true
; sleep 2
[logic@mar_12_2_xcvb_night_4]
active = beh@night_4
suitable = {!surge_started =is_night} true
prior = 56
[beh@night_4]:beh@general
pt1 = 30000, drunk_sit_ass | pos: 619.5, 4.2665, 435.4 look: 616.538, 3.3648, 433.6892
path_end = loop
meet = meet@general
turn_on_campfire = true
; sleep 3
[logic@mar_12_2_xcvb_night_5]
active = beh@night_5
suitable = {!surge_started =is_night} true
prior = 56
[beh@night_5]:beh@general
pt1 = 30000, sleep | pos: 622.3, 4.1928, 433.3 look: 622.3598, 3.1958, 435.2321
path_end = loop
meet = meet@general
turn_on_campfire = true
@@ -0,0 +1,260 @@
[beh@general]
;sound_idle = state
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = walk
walk_anim = walk
jog_anim = walk
run_anim = walk
delay_anim = guard
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
meet = no_meet
wounded = wounded@ignore
use_camp = false
[meet@general]
close_anim = nil
close_victim = nil
far_anim = nil
far_victim = nil
close_distance = 0
far_distance = 0
use = {=actor_enemy} false, {=dist_to_actor_le(3)} true, false
snd_on_use = {!dist_to_actor_le(3)} nil
meet_on_talking = false
[wounded@ignore]
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
; =======================
; ------------- DAY ---------------
; =======================
; guard entrance
[logic@mar_3_3_xcvb_day_1]
active = walker@day_1
suitable = {!surge_started !is_night} true
prior = 59
[walker@day_1]
path_walk = guard_1_walk
path_look = guard_1_look
; patrol far
[logic@mar_3_3_xcvb_day_2]
active = walker@day_2
suitable = {!surge_started !is_night} true
prior = 58
[walker@day_2]
path_walk = walker_2_walk
path_look = walker_2_look
; campfire 1
[logic@mar_3_3_xcvb_day_3]
active = animpoint@day_3
suitable = {!surge_started !is_night} true
prior = 57
[animpoint@day_3]
cover_name = mar_smart_terrain_3_3_animpoint_kamp1
use_camp = true
turn_on_campfire = true
; patrol house
[logic@mar_3_3_xcvb_day_4]
active = beh@day_4
suitable = {!surge_started !is_night} true
prior = 57
[beh@day_4]:beh@general
pt1 = 40000, guard | pos: -175.7, 3.4362, 413.7 look: -175.9672, 2.4518, 409.1617
pt2 = 40000, guard | pos: -168, 3.5232, 413.7 look: -168.2749, 2.4663, 409.579
path_end = loop
gather_items_enabled = true
help_wounded_enabled = true
corpse_detection_enabled = true
meet = meet@general
wait_anim = guard
walk_anim = patrol
; campfire 2
[logic@mar_3_3_xcvb_day_5]
active = animpoint@day_5
suitable = {!surge_started !is_night} true
prior = 56
[animpoint@day_5]
cover_name = mar_smart_terrain_3_3_animpoint_kamp3
use_camp = true
turn_on_campfire = true
; commander stand
[logic@mar_3_3_xcvb_day_6]
active = walker@day_6
suitable = {!surge_started !is_night} true
prior = 56
[walker@day_6]
path_walk = comander_walk
path_look = comander_look
def_state_standing = smoking_stand
; patrol entrance
[logic@mar_3_3_xcvb_day_7]
active = walker@day_7
suitable = {!surge_started !is_night} true
prior = 55
[walker@day_7]
path_walk = walker_0_walk
path_look = walker_0_look
; patrol campfire
[logic@mar_3_3_xcvb_day_8]
active = walker@day_8
suitable = {!surge_started !is_night} true
prior = 54
[walker@day_8]
path_walk = walker_3_walk
path_look = walker_3_look
; campfire 3
[logic@mar_3_3_xcvb_day_9]
active = animpoint@day_9
suitable = {!surge_started !is_night} true
prior = 53
[animpoint@day_9]
cover_name = mar_smart_terrain_3_3_animpoint_kamp2
use_camp = true
turn_on_campfire = true
; campfire 4
[logic@mar_3_3_xcvb_day_10]
active = animpoint@day_10
suitable = {!surge_started !is_night} true
prior = 53
[animpoint@day_10]
cover_name = mar_smart_terrain_3_3_animpoint_kamp4
use_camp = true
turn_on_campfire = true
; campfire 5
[logic@mar_3_3_xcvb_day_11]
active = animpoint@day_11
suitable = {!surge_started !is_night} true
prior = 53
[animpoint@day_11]
cover_name = mar_smart_terrain_3_3_animpoint_kamp5
use_camp = true
turn_on_campfire = true
; =======================
; ------------ NIGHT -------------
; =======================
; guard entrance
[logic@mar_3_3_xcvb_night_1]
active = walker@night_1
suitable = {!surge_started =is_night} true
prior = 59
[walker@night_1]
path_walk = guard_1_walk
path_look = guard_1_look
; patrol house
[logic@mar_3_3_xcvb_night_2]
active = beh@night_2
suitable = {!surge_started =is_night} true
prior = 59
[beh@night_2]:beh@general
pt1 = 40000, guard | pos: -175.7, 3.4362, 413.7 look: -175.9672, 2.4518, 409.1617
pt2 = 40000, guard | pos: -168, 3.5232, 413.7 look: -168.2749, 2.4663, 409.579
path_end = loop
gather_items_enabled = true
help_wounded_enabled = true
corpse_detection_enabled = true
meet = meet@general
wait_anim = guard
walk_anim = patrol
; sleep 1
[logic@mar_3_3_xcvb_night_3]
active = beh@night_3
suitable = {!surge_started =is_night} true
prior = 58
[beh@night_3]:beh@general
pt1 = 30000, sleep | pos: -178.5, 5.5073, 420 look: -178.1389, 2.4183, 416.9119
path_end = loop
; sleep 2
[logic@mar_3_3_xcvb_night_4]
active = beh@night_4
suitable = {!surge_started =is_night} true
prior = 58
[beh@night_4]:beh@general
pt1 = 30000, drunk_sit_ass | pos: -178.5, 3.4638, 418.6 look: -177.4529, 2.4703, 415.633
path_end = loop
turn_on_campfire = true
; sleep 3
[logic@mar_3_3_xcvb_night_5]
active = beh@night_5
suitable = {!surge_started =is_night} true
prior = 57
[beh@night_5]:beh@general
pt1 = 30000, sleep | pos: -172.2, 3.5073, 416.5 look: -172.3066, 2.4025, 420.0448
path_end = loop
; patrol far
[logic@mar_3_3_xcvb_night_6]
active = walker@night_6
suitable = {!surge_started =is_night} true
prior = 56
[walker@night_6]
path_walk = walker_2_walk
path_look = walker_2_look
; sleep 4
[logic@mar_3_3_xcvb_night_7]
active = beh@night_7
suitable = {!surge_started =is_night} true
prior = 55
[beh@night_7]:beh@general
pt1 = 30000, sleep | pos: -171.5, 3.4399, 420 look: -171.6276, 2.4299, 416.8643
path_end = loop
@@ -0,0 +1,155 @@
[beh@general]
;sound_idle = state
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = walk
walk_anim = walk
jog_anim = walk
run_anim = walk
delay_anim = guard
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
meet = no_meet
wounded = wounded@ignore
use_camp = false
[meet@general]
close_anim = nil
close_victim = nil
far_anim = nil
far_victim = nil
close_distance = 0
far_distance = 0
use = {=actor_enemy} false, {=dist_to_actor_le(3)} true, false
snd_on_use = {!dist_to_actor_le(3)} nil
meet_on_talking = false
[wounded@ignore]
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
; =======================
; ------------- DAY ---------------
; =======================
; guard front
[logic@mar_5_12_xcvb_day_1]
active = walker@day_1
suitable = {!surge_started !is_night} true
prior = 59
[walker@day_1]
path_walk = guard_1_walk
path_look = guard_1_look
; patrol back
[logic@mar_5_12_xcvb_day_2]
active = beh@day_2
suitable = {!surge_started !is_night} true
prior = 58
[beh@day_2]:beh@general
pt1 = 30000, guard | pos: 25.9, 4.1835, -247.1 look: 26.597, 3.0117, -253.3061
pt2 = 30000, guard | pos: 17.5, 3.4757, -234.5 look: 13.5348, 1.9825, -233.1249
path_end = loop
gather_items_enabled = true
help_wounded_enabled = true
corpse_detection_enabled = true
meet = meet@general
wait_anim = guard
walk_anim = patrol
; patrol top
[logic@mar_5_12_xcvb_day_3]
active = beh@day_3
suitable = {!surge_started !is_night} true
prior = 57
[beh@day_3]:beh@general
pt1 = 30000, guard | pos: 35.7, 7.0603, -216.3 look: 38.8778, 6.5277, -215.6046
pt2 = 30000, guard | pos: 23.1, 7.5249, -214.2 look: 21.5827, 7.0507, -212.0634
path_end = loop
gather_items_enabled = true
help_wounded_enabled = true
corpse_detection_enabled = true
meet = meet@general
wait_anim = guard
walk_anim = patrol
; =======================
; ------------ NIGHT -------------
; =======================
; guard front
[logic@mar_5_12_xcvb_night_1]
active = walker@night_1
suitable = {!surge_started =is_night} true
prior = 59
[walker@night_1]
path_walk = guard_1_walk
path_look = guard_1_look
; guard in the back
[logic@mar_5_12_xcvb_night_2]
active = beh@night_2
suitable = {!surge_started =is_night} true
prior = 58
[beh@night_2]:beh@general
pt1 = 30000, guard | pos: 25.9, 4.1835, -247.1 look: 26.597, 3.0117, -253.3061
pt2 = 30000, guard | pos: 17.5, 3.4757, -234.5 look: 13.5348, 1.9825, -233.1249
path_end = loop
gather_items_enabled = true
help_wounded_enabled = true
corpse_detection_enabled = true
meet = meet@general
wait_anim = guard
walk_anim = patrol
; sleep 1
[logic@mar_5_12_xcvb_night_3]
active = beh@night_3
suitable = {!surge_started =is_night} true
prior = 57
[beh@night_3]:beh@general
pt1 = 30000, sleep | pos: 39.9, 3.9128, -246.4 look: 36.6074, 2.915, -243.0247
path_end = loop
turn_on_campfire = true
; sleep 2
[logic@mar_5_12_xcvb_night_4]
active = beh@night_4
suitable = {!surge_started =is_night} true
prior = 57
[beh@night_4]:beh@general
pt1 = 120000, eat_vodka | pos: 37.1, 3.9128, -245 look: 40.1729, 2.8366, -241.4482
pt2 = 45000, smoking_stand | pos: 39.2, 3.9377, -232.4 look: 39.1403, 3.0107, -227.8787
path_end = loop
help_wounded_enabled = true
meet = meet@general
turn_on_campfire = true
; sleep 3
[logic@mar_5_12_xcvb_night_5]
active = beh@night_5
suitable = {!surge_started =is_night} true
prior = 57
[beh@night_5]:beh@general
pt1 = 30000, lay_on_bed | pos: 41.3, 3.9128, -245 look: 43.2124, 2.915, -242.9656
path_end = loop
@@ -0,0 +1,177 @@
[beh@general]
;sound_idle = state
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = walk
walk_anim = walk
jog_anim = walk
run_anim = walk
delay_anim = guard
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
meet = no_meet
wounded = wounded@ignore
use_camp = false
[meet@general]
close_anim = nil
close_victim = nil
far_anim = nil
far_victim = nil
close_distance = 0
far_distance = 0
use = {=actor_enemy} false, {=dist_to_actor_le(3)} true, false
snd_on_use = {!dist_to_actor_le(3)} nil
meet_on_talking = false
[wounded@ignore]
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
; =======================
; ------------- DAY ---------------
; =======================
; guard sniper north-east
[logic@mar_5_8_xcvb_day_1]
active = walker@day_1
suitable = {!surge_started !is_night =guard_has_rifle} true
prior = 59
[walker@day_1]
path_walk = guard_5_walk
path_look = guard_5_look
; guard south
[logic@mar_5_8_xcvb_day_2]
active = walker@day_2
suitable = {!surge_started !is_night} true
prior = 58
[walker@day_2]
path_walk = guard_4_walk
path_look = guard_4_look
; guard east
[logic@mar_5_8_xcvb_day_3]
active = walker@day_3
suitable = {!surge_started !is_night} true
prior = 58
[walker@day_3]
path_walk = comander_walk
path_look = comander_look
; patrol roof all sides
[logic@mar_5_8_xcvb_day_4]
active = walker@day_4
suitable = {!surge_started !is_night =guard_has_rifle} true
prior = 55
[walker@day_4]
path_walk = walker_1_walk
path_look = walker_1_look
; patrol roof all sides sniper
[logic@mar_5_8_xcvb_day_5]
active = walker@day_5
suitable = {!surge_started !is_night =guard_has_sniper_rifle} true
prior = 56
[walker@day_5]
path_walk = guard_3_walk
path_look = guard_3_look
; =======================
; ------------ NIGHT -------------
; =======================
; guard south
[logic@mar_5_8_xcvb_night_1]
active = walker@night_1
suitable = {!surge_started =is_night} true
prior = 59
[walker@night_1]
path_walk = guard_4_walk
path_look = guard_4_look
; guard east
[logic@mar_5_8_xcvb_night_2]
active = walker@night_2
suitable = {!surge_started =is_night} true
prior = 59
[walker@night_2]
path_walk = comander_walk
path_look = comander_look
; sleep 1
[logic@mar_5_8_xcvb_night_3]
active = beh@night_3
suitable = {!surge_started =is_night} true
prior = 58
[beh@night_3]:beh@general
pt1 = 30000, drunk_sit_ass | pos: -4.9, 4.3565, 13.3 look: -4.6469, 3.3276, 10.6623
path_end = loop
; sleep 2
[logic@mar_5_8_xcvb_night_4]
active = beh@night_4
suitable = {!surge_started =is_night} true
prior = 58
[beh@night_4]:beh@general
pt1 = 30000, sit_ass_drink_vodka | pos: 0.7, 4.3353, 9.1 look: 1.5006, 3.3476, 12.6986
path_end = loop
gather_items_enabled = true
help_wounded_enabled = true
corpse_detection_enabled = true
meet = meet@general
; guard north
[logic@mar_5_8_xcvb_night_5]
active = walker@night_5
suitable = {!surge_started =is_night} true
prior = 57
[walker@night_5]
path_walk = guard_6_walk
path_look = guard_6_look
; sleep 3
[logic@mar_5_8_xcvb_night_6]
active = beh@night_6
suitable = {!surge_started =is_night} true
prior = 56
[beh@night_6]:beh@general
pt1 = 30000, drunk_sit_ass | pos: -6.3, 4.3432, 11.9 look: -2.8228, 3.3615, 11.7368
path_end = loop
; patrol roof all sides
[logic@mar_5_8_xcvb_night_7]
active = walker@night_7
suitable = {!surge_started =is_night =guard_has_rifle} true
prior = 55
[walker@night_7]
path_walk = walker_1_walk
path_look = walker_1_look
@@ -0,0 +1,160 @@
[beh@general]
;sound_idle = state
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = walk
walk_anim = walk
jog_anim = walk
run_anim = walk
delay_anim = guard
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
meet = no_meet
wounded = wounded@ignore
use_camp = false
[meet@general]
close_anim = nil
close_victim = nil
far_anim = nil
far_victim = nil
close_distance = 0
far_distance = 0
use = {=actor_enemy} false, {=dist_to_actor_le(3)} true, false
snd_on_use = {!dist_to_actor_le(3)} nil
meet_on_talking = false
[wounded@ignore]
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
; =======================
; ------------- DAY ---------------
; =======================
; guard north
[logic@mar_8_11_xcvb_day_1]
active = walker@day_1
suitable = {!surge_started !is_night} true
prior = 59
[walker@day_1]
path_walk = guard_2_walk
path_look = guard_2_look
; guard west and south
[logic@mar_8_11_xcvb_day_2]
active = beh@day_2
suitable = {!surge_started !is_night} true
prior = 58
[beh@day_2]:beh@general
pt1 = 45000, guard | pos: 285.6, 1.1399, -161 look: 272.238, 0.2852, -161.6724
pt2 = 30000, guard | pos: 292.6, 1.1399, -167.3 look: 292.8369, 0.1075, -170.9765
path_end = loop
gather_items_enabled = true
help_wounded_enabled = true
corpse_detection_enabled = true
meet = meet@general
wait_anim = guard
walk_anim = patrol
; guard top
[logic@mar_8_11_xcvb_day_3]
active = walker@day_3
suitable = {!surge_started !is_night =guard_has_rifle} true
prior = 57
[walker@day_3]
path_walk = walker_4_walk
path_look = walker_4_look
; =======================
; ------------ NIGHT -------------
; =======================
; guard north
[logic@mar_8_11_xcvb_night_1]
active = walker@night_1
suitable = {!surge_started =is_night} true
prior = 59
[walker@night_1]
path_walk = guard_2_walk
path_look = guard_2_look
; guard south
[logic@mar_8_11_xcvb_night_2]
active = beh@night_2
suitable = {!surge_started =is_night} true
prior = 58
[beh@night_2]:beh@general
pt1 = 45000, guard | pos: 285.6, 1.1399, -161 look: 272.238, 0.2852, -161.6724
path_end = loop
gather_items_enabled = true
help_wounded_enabled = true
corpse_detection_enabled = true
meet = meet@general
; sit drink vodka then go smoke at south
[logic@mar_8_11_xcvb_night_3]
active = beh@night_3
suitable = {!surge_started =is_night} true
prior = 57
[beh@night_3]:beh@general
pt1 = 120000, eat_vodka | pos: 296.1, 1.7368, -158.9 look: 294.6624, 0.6654, -163.4711
pt2 = 50000, smoking_stand | pos: 292.6, 1.1399, -167.3 look: 292.8369, 0.1075, -170.9765
path_end = loop
gather_items_enabled = true
help_wounded_enabled = true
corpse_detection_enabled = true
meet = meet@general
wait_anim = guard
walk_anim = patrol
turn_on_campfire = true
; sleep 1
[logic@mar_8_11_xcvb_night_4]
active = beh@night_4
suitable = {!surge_started =is_night} true
prior = 56
[beh@night_4]:beh@general
pt1 = 30000, sleep | pos: 296.8, 1.7301, -163.1 look: 296.9518, 0.7345, -158.642
path_end = loop
turn_on_campfire = true
; sleep 2
[logic@mar_8_11_xcvb_night_5]
active = beh@night_5
suitable = {!surge_started =is_night} true
prior = 56
[beh@night_5]:beh@general
pt1 = 30000, sleep | pos: 298.9, 1.7168, -161 look: 294.3969, 0.6664, -161.0374
path_end = loop
; guard top
[logic@mar_8_11_xcvb_night_6]
active = walker@night_6
suitable = {!surge_started =is_night =guard_has_rifle} true
prior = 55
[walker@night_6]
path_walk = walker_4_walk
path_look = walker_4_look
@@ -0,0 +1,27 @@
![animpoint@base]
on_info2 = {=trader_sleep_time} beh@xcvb_sleep
[beh@xcvb_sleep]
;sound_idle = state
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = walk
walk_anim = walk
jog_anim = walk
run_anim = walk
delay_anim = guard
path_end = loop
on_info = {!trader_sleep_time} animpoint@base
meet = no_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
pt1 = 20000, sleep | pos: -182, 2.0061, -324.1 look: -180.3908, 1.0067, -324.0169
@@ -0,0 +1,28 @@
![animpoint@bar]
on_info2 = {=trader_sleep_time} beh@xcvb_sleep
[beh@xcvb_sleep]
;sound_idle = state
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = walk
walk_anim = walk
jog_anim = walk
run_anim = walk
delay_anim = guard
path_end = loop
on_info = {!trader_sleep_time} animpoint@bar
meet = no_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
pt1 = 20000, sleep | pos: -132.3, 2.2834, -272.3 look: -132.1546, 1.2935, -274.2581
@@ -0,0 +1,28 @@
![animpoint@sit]:animpoint@presets
on_info3 = {=mechanic_sleep_time} beh@xcvb_sleep
[beh@xcvb_sleep]
;sound_idle = state
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = walk
walk_anim = walk
jog_anim = walk
run_anim = walk
delay_anim = guard
path_end = loop
on_info = {!mechanic_sleep_time} animpoint@sit
meet = no_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
pt1 = 20000, drunk_sit_ass | pos: -133.7, 3.5747, -305.9 look: -134.4684, 2.565, -306.6042
@@ -0,0 +1,27 @@
![animpoint@base]
on_info = {=medic_sleep_time} beh@xcvb_sleep
[beh@xcvb_sleep]
;sound_idle = state
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = walk
walk_anim = walk
jog_anim = walk
run_anim = walk
delay_anim = guard
path_end = loop
on_info = {!medic_sleep_time} animpoint@base
meet = no_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
pt1 = 20000, sleep | pos: -176.4, 6.5951, -274.4 look: -178.679, 4.7911, -274.3393
@@ -0,0 +1,26 @@
![exclusive]
mar_10_5_xcvb_day_1 = marsh\mar_smart_terrain_10_5_smart_logic_xcvb.ltx
mar_10_5_xcvb_day_2 = marsh\mar_smart_terrain_10_5_smart_logic_xcvb.ltx
mar_10_5_xcvb_day_3 = marsh\mar_smart_terrain_10_5_smart_logic_xcvb.ltx
mar_10_5_xcvb_day_4 = marsh\mar_smart_terrain_10_5_smart_logic_xcvb.ltx
mar_10_5_xcvb_day_5 = marsh\mar_smart_terrain_10_5_smart_logic_xcvb.ltx
mar_10_5_xcvb_day_6 = marsh\mar_smart_terrain_10_5_smart_logic_xcvb.ltx
mar_10_5_xcvb_day_7 = marsh\mar_smart_terrain_10_5_smart_logic_xcvb.ltx
mar_10_5_xcvb_day_8 = marsh\mar_smart_terrain_10_5_smart_logic_xcvb.ltx
mar_10_5_xcvb_day_9 = marsh\mar_smart_terrain_10_5_smart_logic_xcvb.ltx
mar_10_5_xcvb_day_10 = marsh\mar_smart_terrain_10_5_smart_logic_xcvb.ltx
mar_10_5_xcvb_night_1 = marsh\mar_smart_terrain_10_5_smart_logic_xcvb.ltx
mar_10_5_xcvb_night_2 = marsh\mar_smart_terrain_10_5_smart_logic_xcvb.ltx
mar_10_5_xcvb_night_3 = marsh\mar_smart_terrain_10_5_smart_logic_xcvb.ltx
mar_10_5_xcvb_night_4 = marsh\mar_smart_terrain_10_5_smart_logic_xcvb.ltx
mar_10_5_xcvb_night_5 = marsh\mar_smart_terrain_10_5_smart_logic_xcvb.ltx
mar_10_5_xcvb_night_6 = marsh\mar_smart_terrain_10_5_smart_logic_xcvb.ltx
mar_10_5_xcvb_night_7 = marsh\mar_smart_terrain_10_5_smart_logic_xcvb.ltx
mar_10_5_xcvb_night_8 = marsh\mar_smart_terrain_10_5_smart_logic_xcvb.ltx
mar_10_5_xcvb_night_9 = marsh\mar_smart_terrain_10_5_smart_logic_xcvb.ltx
mar_10_5_xcvb_night_10 = marsh\mar_smart_terrain_10_5_smart_logic_xcvb.ltx
mar_10_5_xcvb_night_11 = marsh\mar_smart_terrain_10_5_smart_logic_xcvb.ltx
mar_10_5_xcvb_night_12 = marsh\mar_smart_terrain_10_5_smart_logic_xcvb.ltx
mar_10_5_xcvb_night_13 = marsh\mar_smart_terrain_10_5_smart_logic_xcvb.ltx
mar_10_5_xcvb_night_14 = marsh\mar_smart_terrain_10_5_smart_logic_xcvb.ltx
@@ -0,0 +1,11 @@
![exclusive]
mar_11_11_xcvb_day_1 = marsh\mar_smart_terrain_11_11_smart_logic_xcvb.ltx
mar_11_11_xcvb_day_2 = marsh\mar_smart_terrain_11_11_smart_logic_xcvb.ltx
mar_11_11_xcvb_day_3 = marsh\mar_smart_terrain_11_11_smart_logic_xcvb.ltx
mar_11_11_xcvb_night_1 = marsh\mar_smart_terrain_11_11_smart_logic_xcvb.ltx
mar_11_11_xcvb_night_2 = marsh\mar_smart_terrain_11_11_smart_logic_xcvb.ltx
mar_11_11_xcvb_night_3 = marsh\mar_smart_terrain_11_11_smart_logic_xcvb.ltx
mar_11_11_xcvb_night_4 = marsh\mar_smart_terrain_11_11_smart_logic_xcvb.ltx
mar_11_11_xcvb_night_5 = marsh\mar_smart_terrain_11_11_smart_logic_xcvb.ltx
mar_11_11_xcvb_night_6 = marsh\mar_smart_terrain_11_11_smart_logic_xcvb.ltx
@@ -0,0 +1,11 @@
![exclusive]
mar_12_2_xcvb_day_1 = marsh\mar_smart_terrain_12_2_smart_logic_xcvb.ltx
mar_12_2_xcvb_day_2 = marsh\mar_smart_terrain_12_2_smart_logic_xcvb.ltx
;mar_12_2_xcvb_day_3 = marsh\mar_smart_terrain_12_2_smart_logic_xcvb.ltx
mar_12_2_xcvb_night_1 = marsh\mar_smart_terrain_12_2_smart_logic_xcvb.ltx
mar_12_2_xcvb_night_2 = marsh\mar_smart_terrain_12_2_smart_logic_xcvb.ltx
mar_12_2_xcvb_night_3 = marsh\mar_smart_terrain_12_2_smart_logic_xcvb.ltx
mar_12_2_xcvb_night_4 = marsh\mar_smart_terrain_12_2_smart_logic_xcvb.ltx
mar_12_2_xcvb_night_5 = marsh\mar_smart_terrain_12_2_smart_logic_xcvb.ltx
@@ -0,0 +1,20 @@
![exclusive]
mar_3_3_xcvb_day_1 = marsh\mar_smart_terrain_3_3_smart_logic_xcvb.ltx
mar_3_3_xcvb_day_2 = marsh\mar_smart_terrain_3_3_smart_logic_xcvb.ltx
mar_3_3_xcvb_day_3 = marsh\mar_smart_terrain_3_3_smart_logic_xcvb.ltx
mar_3_3_xcvb_day_4 = marsh\mar_smart_terrain_3_3_smart_logic_xcvb.ltx
mar_3_3_xcvb_day_5 = marsh\mar_smart_terrain_3_3_smart_logic_xcvb.ltx
mar_3_3_xcvb_day_6 = marsh\mar_smart_terrain_3_3_smart_logic_xcvb.ltx
mar_3_3_xcvb_day_7 = marsh\mar_smart_terrain_3_3_smart_logic_xcvb.ltx
mar_3_3_xcvb_day_8 = marsh\mar_smart_terrain_3_3_smart_logic_xcvb.ltx
mar_3_3_xcvb_day_9 = marsh\mar_smart_terrain_3_3_smart_logic_xcvb.ltx
mar_3_3_xcvb_day_10 = marsh\mar_smart_terrain_3_3_smart_logic_xcvb.ltx
mar_3_3_xcvb_day_11 = marsh\mar_smart_terrain_3_3_smart_logic_xcvb.ltx
mar_3_3_xcvb_night_1 = marsh\mar_smart_terrain_3_3_smart_logic_xcvb.ltx
mar_3_3_xcvb_night_2 = marsh\mar_smart_terrain_3_3_smart_logic_xcvb.ltx
mar_3_3_xcvb_night_3 = marsh\mar_smart_terrain_3_3_smart_logic_xcvb.ltx
mar_3_3_xcvb_night_4 = marsh\mar_smart_terrain_3_3_smart_logic_xcvb.ltx
mar_3_3_xcvb_night_5 = marsh\mar_smart_terrain_3_3_smart_logic_xcvb.ltx
mar_3_3_xcvb_night_6 = marsh\mar_smart_terrain_3_3_smart_logic_xcvb.ltx
mar_3_3_xcvb_night_7 = marsh\mar_smart_terrain_3_3_smart_logic_xcvb.ltx
@@ -0,0 +1,10 @@
![exclusive]
mar_5_12_xcvb_day_1 = marsh\mar_smart_terrain_5_12_smart_logic_xcvb.ltx
mar_5_12_xcvb_day_2 = marsh\mar_smart_terrain_5_12_smart_logic_xcvb.ltx
mar_5_12_xcvb_day_3 = marsh\mar_smart_terrain_5_12_smart_logic_xcvb.ltx
mar_5_12_xcvb_night_1 = marsh\mar_smart_terrain_5_12_smart_logic_xcvb.ltx
mar_5_12_xcvb_night_2 = marsh\mar_smart_terrain_5_12_smart_logic_xcvb.ltx
mar_5_12_xcvb_night_3 = marsh\mar_smart_terrain_5_12_smart_logic_xcvb.ltx
mar_5_12_xcvb_night_4 = marsh\mar_smart_terrain_5_12_smart_logic_xcvb.ltx
mar_5_12_xcvb_night_5 = marsh\mar_smart_terrain_5_12_smart_logic_xcvb.ltx
@@ -0,0 +1,16 @@
@[exclusive]
override = false
mar_5_8_xcvb_day_1 = marsh\mar_smart_terrain_5_8_smart_logic_xcvb.ltx
mar_5_8_xcvb_day_2 = marsh\mar_smart_terrain_5_8_smart_logic_xcvb.ltx
mar_5_8_xcvb_day_3 = marsh\mar_smart_terrain_5_8_smart_logic_xcvb.ltx
mar_5_8_xcvb_day_4 = marsh\mar_smart_terrain_5_8_smart_logic_xcvb.ltx
mar_5_8_xcvb_day_5 = marsh\mar_smart_terrain_5_8_smart_logic_xcvb.ltx
mar_5_8_xcvb_night_1 = marsh\mar_smart_terrain_5_8_smart_logic_xcvb.ltx
mar_5_8_xcvb_night_2 = marsh\mar_smart_terrain_5_8_smart_logic_xcvb.ltx
mar_5_8_xcvb_night_3 = marsh\mar_smart_terrain_5_8_smart_logic_xcvb.ltx
mar_5_8_xcvb_night_4 = marsh\mar_smart_terrain_5_8_smart_logic_xcvb.ltx
mar_5_8_xcvb_night_5 = marsh\mar_smart_terrain_5_8_smart_logic_xcvb.ltx
mar_5_8_xcvb_night_6 = marsh\mar_smart_terrain_5_8_smart_logic_xcvb.ltx
mar_5_8_xcvb_night_7 = marsh\mar_smart_terrain_5_8_smart_logic_xcvb.ltx
@@ -0,0 +1,11 @@
![exclusive]
mar_8_11_xcvb_day_1 = marsh\mar_smart_terrain_8_11_smart_logic_xcvb.ltx
mar_8_11_xcvb_day_2 = marsh\mar_smart_terrain_8_11_smart_logic_xcvb.ltx
mar_8_11_xcvb_day_3 = marsh\mar_smart_terrain_8_11_smart_logic_xcvb.ltx
mar_8_11_xcvb_night_1 = marsh\mar_smart_terrain_8_11_smart_logic_xcvb.ltx
mar_8_11_xcvb_night_2 = marsh\mar_smart_terrain_8_11_smart_logic_xcvb.ltx
mar_8_11_xcvb_night_3 = marsh\mar_smart_terrain_8_11_smart_logic_xcvb.ltx
mar_8_11_xcvb_night_4 = marsh\mar_smart_terrain_8_11_smart_logic_xcvb.ltx
mar_8_11_xcvb_night_5 = marsh\mar_smart_terrain_8_11_smart_logic_xcvb.ltx
mar_8_11_xcvb_night_6 = marsh\mar_smart_terrain_8_11_smart_logic_xcvb.ltx