diff --git a/mods/AI and NPC Tweaks_separator/meta.ini b/mods/AI and NPC Tweaks_separator/meta.ini index 75ccdcc4..4d21b688 100644 --- a/mods/AI and NPC Tweaks_separator/meta.ini +++ b/mods/AI and NPC Tweaks_separator/meta.ini @@ -19,7 +19,7 @@ nexusLastModified=2024-03-14T09:36:54Z nexusCategory=0 converted=false validated=false -color=@Variant(\0\0\0\x43\0\xff\xff\0\0\0\0\0\0\0\0) +color=@Variant(\0\0\0\x43\x1\xff\xff\xde\xde\xde\xde\0\0\0\0) tracked=0 [installedFiles] diff --git a/mods/Animations and Skeletons_separator/meta.ini b/mods/Animations and Skeletons_separator/meta.ini index 55a1c1d9..1fdfb23e 100644 --- a/mods/Animations and Skeletons_separator/meta.ini +++ b/mods/Animations and Skeletons_separator/meta.ini @@ -2,8 +2,25 @@ modid=0 version= newestVersion= -category=0 +category="-1," installationFile= +ignoredVersion= +repository=Nexus +gameName=stalkeranomaly +comments= +notes= +nexusDescription= +url= +hasCustomURL=true +nexusFileStatus=1 +lastNexusQuery= +lastNexusUpdate= +nexusLastModified=2024-03-26T01:58:36Z +nexusCategory=0 +converted=false +validated=false +color=@Variant(\0\0\0\x43\x1\xff\xff\xde\xde\xde\xde\0\0\0\0) +tracked=0 [installedFiles] size=0 diff --git a/mods/Bug Fixes and Optimizations_separator/meta.ini b/mods/Bug Fixes and Optimizations_separator/meta.ini index 3bd94665..18e062f3 100644 --- a/mods/Bug Fixes and Optimizations_separator/meta.ini +++ b/mods/Bug Fixes and Optimizations_separator/meta.ini @@ -19,7 +19,7 @@ nexusLastModified=2024-03-14T09:13:50Z nexusCategory=0 converted=false validated=false -color=@Variant(\0\0\0\x43\0\xff\xff\0\0\0\0\0\0\0\0) +color=@Variant(\0\0\0\x43\x1\xff\xff\xde\xde\xde\xde\0\0\0\0) tracked=0 [installedFiles] diff --git a/mods/Bullet Time/gamedata/scripts/bullet_time.script b/mods/Bullet Time/gamedata/scripts/bullet_time.script new file mode 100644 index 00000000..11c5dc43 --- /dev/null +++ b/mods/Bullet Time/gamedata/scripts/bullet_time.script @@ -0,0 +1,85 @@ +slowmo_flag = false +drug_flag = false +function on_game_start() + RegisterScriptCallback("on_key_press", on_key_press) + RegisterScriptCallback("actor_on_update", power_drain_check) + RegisterScriptCallback("actor_on_before_death", actor_on_before_death) + RegisterScriptCallback("on_game_load", on_game_load) + RegisterScriptCallback("actor_on_item_use", drug_module) +end + +function slowmo_on() + local slowmo_snd_on = sound_object("slow-mo\\slowmo_on") + slowmo_snd_on:play_at_pos(actor, vector():set(0, 0, 0), 0, sound_object.s2d) + level.add_pp_effector("blink.ppe", 2004, false) + level.set_pp_effector_factor(2004, 0.2) -- here you can change the brightness of the effect (second value, 0-1) + get_console():execute("time_factor 0.5") + slowmo_flag = true +end + +function slowmo_off() + local slowmo_snd_off = sound_object("slow-mo\\slowmo_off") + slowmo_snd_off:play_at_pos(actor, vector():set(0, 0, 0), 0, sound_object.s2d) + level.add_pp_effector("blink.ppe", 2004, false) + level.set_pp_effector_factor(2004, 0.2) -- here you can change the brightness of the effect (second value, 0-1) + get_console():execute("time_factor 1") + slowmo_flag = false +end + +function actor_on_before_death() + slowmo_off() +end + +function on_game_load() + get_console():execute("time_factor 1") +end + +function on_key_press(key) + if not db.actor:alive() then + return + end + + -- here you can change slow-mo key + if (key == DIK_keys["DIK_V"]) then + if not slowmo_flag then + slowmo_on() + elseif slowmo_flag then + slowmo_off() + end + end +end + +function power_drain_check() + if not drug_flag then + if (db.actor.power > 0.1 and slowmo_flag) then + db.actor:change_power(-0.004) -- here you can adjust stamina drain + elseif (db.actor.power < 0.1 and slowmo_flag) then + slowmo_off() + end + end +end + +function drug_module(item) + local section = item:section() + local drug_tbl = { + ["adrenalin"] = true, + ["cocaine"] = true + } + if drug_tbl[section] then + CreateTimeEvent(0, "drug_on", 5, drug_on) + end +end + +function drug_on() + xr_effects.play_snd(db.actor, nil, {[1] = "slow-mo\\adrenalin"}) + CreateTimeEvent(0, "adrenalin_off", 20, drug_off) + drug_flag = true + slowmo_on() + return true +end + +function drug_off() + slowmo_off() + drug_flag = false + return true +end diff --git a/mods/Bullet Time/gamedata/sounds/slow-mo/adrenalin.ogg b/mods/Bullet Time/gamedata/sounds/slow-mo/adrenalin.ogg new file mode 100644 index 00000000..283047c6 --- /dev/null +++ b/mods/Bullet Time/gamedata/sounds/slow-mo/adrenalin.ogg @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:e0b7a3539d96e0b8d69196db4f004cf257e77209f558b108b2560438d6180770 +size 242717 diff --git a/mods/Bullet Time/gamedata/sounds/slow-mo/slowmo_off.ogg b/mods/Bullet Time/gamedata/sounds/slow-mo/slowmo_off.ogg new file mode 100644 index 00000000..8d7800d2 --- /dev/null +++ b/mods/Bullet Time/gamedata/sounds/slow-mo/slowmo_off.ogg @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:e30526ea01b0307dff83f2238ba3cf1b84581d6780268506fe22b61891f993e1 +size 50858 diff --git a/mods/Bullet Time/gamedata/sounds/slow-mo/slowmo_on.ogg b/mods/Bullet Time/gamedata/sounds/slow-mo/slowmo_on.ogg new file mode 100644 index 00000000..06e90191 --- /dev/null +++ b/mods/Bullet Time/gamedata/sounds/slow-mo/slowmo_on.ogg @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:946fef870f606ea7477723afbb56712797fa26f93e7873ed2e136f2956cb77b4 +size 59971 diff --git a/mods/Day Stalkers/meta.ini b/mods/Bullet Time/meta.ini similarity index 72% rename from mods/Day Stalkers/meta.ini rename to mods/Bullet Time/meta.ini index 4c9bef95..4bf6059f 100644 --- a/mods/Day Stalkers/meta.ini +++ b/mods/Bullet Time/meta.ini @@ -1,21 +1,21 @@ [General] -modid=0 -version=d2024.2.29.0 -newestVersion= -category="7," -installationFile=A1_Day_Stalkers.zip gameName=stalkeranomaly +modid=0 +version=d2024.3.23.0 +newestVersion= +category="-1," nexusFileStatus=1 +installationFile=Bullet_Time_v1.0.7z repository=Nexus ignoredVersion= comments= notes= nexusDescription= url= -hasCustomURL=true +hasCustomURL=false lastNexusQuery= lastNexusUpdate= -nexusLastModified=2024-02-29T05:48:11Z +nexusLastModified=2024-03-24T03:49:24Z nexusCategory=0 converted=false validated=false diff --git a/mods/Character and NPC Visuals_separator/meta.ini b/mods/Character and NPC Visuals_separator/meta.ini index 55a1c1d9..1fdfb23e 100644 --- a/mods/Character and NPC Visuals_separator/meta.ini +++ b/mods/Character and NPC Visuals_separator/meta.ini @@ -2,8 +2,25 @@ modid=0 version= newestVersion= -category=0 +category="-1," installationFile= +ignoredVersion= +repository=Nexus +gameName=stalkeranomaly +comments= +notes= +nexusDescription= +url= +hasCustomURL=true +nexusFileStatus=1 +lastNexusQuery= +lastNexusUpdate= +nexusLastModified=2024-03-26T01:58:36Z +nexusCategory=0 +converted=false +validated=false +color=@Variant(\0\0\0\x43\x1\xff\xff\xde\xde\xde\xde\0\0\0\0) +tracked=0 [installedFiles] size=0 diff --git a/mods/Core and Framework_separator/meta.ini b/mods/Core and Framework_separator/meta.ini index 3bd94665..18e062f3 100644 --- a/mods/Core and Framework_separator/meta.ini +++ b/mods/Core and Framework_separator/meta.ini @@ -19,7 +19,7 @@ nexusLastModified=2024-03-14T09:13:50Z nexusCategory=0 converted=false validated=false -color=@Variant(\0\0\0\x43\0\xff\xff\0\0\0\0\0\0\0\0) +color=@Variant(\0\0\0\x43\x1\xff\xff\xde\xde\xde\xde\0\0\0\0) tracked=0 [installedFiles] diff --git a/mods/Day Stalkers/gamedata/configs/misc/squad_descr/squad_descr_day_stalkers.ltx b/mods/Day Stalkers/gamedata/configs/misc/squad_descr/squad_descr_day_stalkers.ltx deleted file mode 100644 index 7b6874ed..00000000 --- a/mods/Day Stalkers/gamedata/configs/misc/squad_descr/squad_descr_day_stalkers.ltx +++ /dev/null @@ -1,88 +0,0 @@ -;////////////////////////////////////////////////////////////////////////////////////////////////// -; -; Day Stalkers (Night Mutants) -; ALL CREDIT GOES TO bvcx/xcvb -;------------------------------------------------ -; name your squads however you want -; must have lines: -; "night_mutant = true" -; "faction = *appropiate faction type*" - -;------------------------------------------------ -;----< Free Stalkers >-----| -[day_free_stalkers]:online_offline_group -faction = stalker -npc_random = sim_default_stalker_0, sim_default_stalker_1, sim_default_stalker_2, sim_default_stalker_3, sim_default_stalker_4, sim_default_stalker_mechanic, sim_default_stalker_medic -npc_in_squad = 1, 3 -common = true -night_mutant = true - -;----< Bandits >-----| -[day_bandits]:online_offline_group -faction = bandit -npc_random = sim_default_bandit_0, sim_default_bandit_1, sim_default_bandit_2, sim_default_bandit_3, sim_default_bandit_4, sim_default_bandit_mechanic, sim_default_bandit_medic -npc_in_squad = 1, 3 -common = true -night_mutant = true - -;----< Renegades >-----| -[day_renegades]:online_offline_group -faction = renegade -npc_random = sim_default_renegade_0, sim_default_renegade_1, sim_default_renegade_2, sim_default_renegade_3, sim_default_renegade_4, sim_default_renegade_mechanic, sim_default_renegade_medic -npc_in_squad = 1, 3 -common = true -night_mutant = true - -;----< Dutyers >-----| -[day_dutyers]:online_offline_group -faction = dolg -npc_random = sim_default_duty_0, sim_default_duty_1, sim_default_duty_2, sim_default_duty_3, sim_default_duty_4, sim_default_dolg_medic, sim_default_dolg_mechanic -npc_in_squad = 1, 3 -common = true -night_mutant = true - -;----< Freedomers >-----| -[day_freedomers]:online_offline_group -faction = freedom -npc_random = sim_default_freedom_0, sim_default_freedom_1, sim_default_freedom_2, sim_default_freedom_3, sim_default_freedom_4, sim_default_freedom_medic, sim_default_freedom_mechanic -npc_in_squad = 1, 3 -common = true -night_mutant = true - -;----< Mercenaries >-----| -[day_mercenaries]:online_offline_group -faction = killer -npc_random = sim_default_killer_0, sim_default_killer_1, sim_default_killer_2, sim_default_killer_3, sim_default_killer_4, sim_default_killer_medic, sim_default_killer_mechanic -npc_in_squad = 1, 3 -common = true -night_mutant = true - -;----< Ecologists >-----| -[day_ecologists]:online_offline_group -faction = ecolog -npc_random = sim_default_ecolog_0, sim_default_ecolog_1, sim_default_ecolog_2, sim_default_ecolog_3, sim_default_ecolog_4, sim_default_ecolog_medic, sim_default_ecolog_mechanic -npc_in_squad = 1, 3 -common = true -night_mutant = true - -;----< Military >-----| -[day_militants]:online_offline_group -faction = army -npc_random = sim_default_military_0, sim_default_military_1, sim_default_military_2, sim_default_military_3, sim_default_military_4, sim_default_military_5 -npc_in_squad = 1, 3 -common = true -night_mutant = true - -;----< Clear Sky >-----| -[day_clear_sky]:online_offline_group -faction = csky -npc_random = sim_default_csky_0, sim_default_csky_1, sim_default_csky_2, sim_default_csky_3, sim_default_csky_4, sim_default_csky_medic, sim_default_csky_mechanic -npc_in_squad = 1, 3 -common = true -night_mutant = true - - - - - - diff --git a/mods/Day Stalkers/gamedata/scripts/day_stalkers.script b/mods/Day Stalkers/gamedata/scripts/day_stalkers.script deleted file mode 100644 index 00c56f38..00000000 --- a/mods/Day Stalkers/gamedata/scripts/day_stalkers.script +++ /dev/null @@ -1,202 +0,0 @@ --- picks a random squad from "squad_descr_day_stalkers.ltx" every "spawn_time_interval" game minutes --- spawns on smart terrains available for stalkers and if current population of smart is 0 or if no default day stalkers are on this smart online --- ALL CREDIT GOES TO bvcx/xcvb - -local spawn_time_interval = 5 -- game minutes -local safe_radius = 60 -- no spawn in this player's radius - -local night_start = 6 -- time at which stalkers start to spawn -local night_end = 19 -- deletes all stalkers at this time !!!Skipping this time by sleeping will not delete stalkers!!! - -local squads_to_spawn = {} -local spawned_stalkers = {} -local available_smart_terrains = {} -local ctime_to_t = utils_data.CTime_to_table -local t_to_ctime = utils_data.CTime_from_table -local xspawn_time -local debugx = false - ---------------------------------------------------------------------------------------------------- -local tmr -function try_to_spawn() - local tg = time_global() - if (tmr and tg < tmr) then return end - tmr = tg + 30000 - - if not is_night() then - if is_not_empty(spawned_stalkers) then - delete_mutants() - empty_table(spawned_stalkers) - xspawn_time = nil - end - return - end - - local cur_time = game.get_game_time() - if not xspawn_time then - xspawn_time = ctime_to_t(cur_time) - end - - if cur_time:diffSec(t_to_ctime(xspawn_time)) > (spawn_time_interval * 60) then - xspawn_time = ctime_to_t(cur_time) - spawn_mutants() - end - -end - -function spawn_mutants() - for level_name, t in pairs(available_smart_terrains) do - local random_smart_id = t[math.random(1, #t)] - spawned_stalkers[level_name] = spawned_stalkers[level_name] or {} - - local simboard_t = SIMBOARD.smarts[random_smart_id] - local smart = simboard_t and simboard_t.smrt - - if smart then - local smart_squads = simboard_t.squads - local smart_cur_pop = simboard_t.population - local smart_max_pop = smart.max_population - - -- smart is empty - local allow_pop_spawn = smart_cur_pop < smart_max_pop - - pr("----------------------------------------------------") - local smart_name = smart:name() or smart:section_name() or "" - pr("1test smart_id: %s || smart_name: %s || max pop: %s || current pop: %s", random_smart_id, smart_name, smart_max_pop, smart_cur_pop) - - -- if at least one night squad is already on this smart - local night_squad_on_smart = false - for squad_id, _ in pairs(smart_squads) do - local sq = alife_object(squad_id) - if sq and (sq.player_id == "monster_predatory_night" or sq.player_id == "monster_zombied_night") then - pr("squad_id is NIGHT squad: %s", squad_id) - night_squad_on_smart = true - break - end - end - - -- spawn squad - if allow_pop_spawn and (not night_squad_on_smart) and se_obj_outside_spawn_radius(smart) then - local squad_sec = is_not_empty(squads_to_spawn) and squads_to_spawn[math.random(1, #squads_to_spawn)] - local squad = squad_sec and SIMBOARD:create_squad(smart, squad_sec) - -- save squad id - if squad then - table.insert(spawned_stalkers[level_name], squad.id) - -- test - pr("- spawned level: %s || smart: %s || squad_id: %s || sec: %s", level_name, smart_name, squad.id, squad_sec) - pr("2test smart_id: %s || current pop: %s", random_smart_id, SIMBOARD.smarts[random_smart_id] and SIMBOARD.smarts[random_smart_id].population) - -------------- - end - end - - end - - end - -end - -function delete_mutants() - for level_name, t in pairs(spawned_stalkers) do - for idx, squad_id in ipairs(t) do - local squad = alife_object(squad_id) - if squad then - pr("squad id: %s deleted", squad_id) - squad:remove_squad() - end - end - end - -end - -function server_entity_on_unregister(obj) - for level_name, t in pairs(spawned_stalkers) do - for idx, squad_id in ipairs(t) do - if obj.id == squad_id then - pr("removing squad_id: %s from table", squad_id) - table.remove(spawned_stalkers[level_name], idx) - end - end - end - -end - ---------------------------------------------------------------------------------------------------- -function save_mutant_smarts() - -- save smarts that has props of "sim_avail" = true and "stalker" > 0 - for i = 1, 65534 do - local smart = alife_object(i) - if smart and (smart:clsid() == clsid.smart_terrain) and (simulation_objects.available_by_id[smart.id] and simulation_objects.available_by_id[smart.id] == true) and (smart.props["stalker"] and smart.props["stalker"] > 0) then - local smart_level_name = get_se_obj_level_name(smart) - available_smart_terrains[smart_level_name] = available_smart_terrains[smart_level_name] or {} - table.insert(available_smart_terrains[smart_level_name], smart.id) - end - end - - -- collect and add section names - ini_sys:section_for_each(function(sec) - local night_mutant = ini_sys:r_bool_ex(sec, "night_mutant") - if night_mutant then - table.insert(squads_to_spawn, sec) - end - end) - - -- test - for i = 1, #squads_to_spawn do - pr("[%s] = %s", i, squads_to_spawn[i]) - end - -end - -function se_obj_outside_spawn_radius(se_obj) - if not se_obj then - return false - end - - local on_same_level = simulation_objects.is_on_the_same_level(alife():actor(), se_obj) - if not on_same_level then - return true - end - - local ac_pos = db.actor:position() - local se_obj_pos = se_obj.position - local outside_radius = ac_pos:distance_to_xz(se_obj_pos) > safe_radius - - return outside_radius -end - -function is_night() - local cur_hour = level.get_time_hours() + level.get_time_minutes() / 60 - - return (cur_hour > night_start) or (cur_hour < night_end) -end - -function get_se_obj_level_name(se_obj) - local target_level_id = game_graph():vertex(se_obj.m_game_vertex_id):level_id() - local target_level_name = alife():level_name(target_level_id) - - return target_level_name -end - -function pr(...) - if not debugx then return end - printf(...) -end - -function save_state(m_data) - m_data.spawned_stalkers = spawned_stalkers - m_data.xspawn_time = xspawn_time -end - -function load_state(m_data) - xspawn_time = xspawn_time or nil - spawned_stalkers = m_data.spawned_stalkers or {} -end - ---------------------------------------------------------------------------------------------------- -function on_game_start() - RegisterScriptCallback("actor_on_update", try_to_spawn) - RegisterScriptCallback("server_entity_on_unregister", server_entity_on_unregister) - RegisterScriptCallback("actor_on_first_update", save_mutant_smarts) - RegisterScriptCallback("save_state", save_state) - RegisterScriptCallback("load_state", load_state) -end \ No newline at end of file diff --git a/mods/Divergent - Custom Addons_separator/meta.ini b/mods/Divergent - Custom Addons_separator/meta.ini index 55a1c1d9..1fdfb23e 100644 --- a/mods/Divergent - Custom Addons_separator/meta.ini +++ b/mods/Divergent - Custom Addons_separator/meta.ini @@ -2,8 +2,25 @@ modid=0 version= newestVersion= -category=0 +category="-1," installationFile= +ignoredVersion= +repository=Nexus +gameName=stalkeranomaly +comments= +notes= +nexusDescription= +url= +hasCustomURL=true +nexusFileStatus=1 +lastNexusQuery= +lastNexusUpdate= +nexusLastModified=2024-03-26T01:58:36Z +nexusCategory=0 +converted=false +validated=false +color=@Variant(\0\0\0\x43\x1\xff\xff\xde\xde\xde\xde\0\0\0\0) +tracked=0 [installedFiles] size=0 diff --git a/mods/Divergent - Developer Workspace_separator/meta.ini b/mods/Divergent - Developer Workspace_separator/meta.ini index 90ad5502..0ebe38cc 100644 --- a/mods/Divergent - Developer Workspace_separator/meta.ini +++ b/mods/Divergent - Developer Workspace_separator/meta.ini @@ -19,7 +19,7 @@ nexusLastModified=2024-03-07T09:27:13Z nexusCategory=0 converted=false validated=false -color=@Variant(\0\0\0\x43\0\xff\xff\0\0\0\0\0\0\0\0) +color=@Variant(\0\0\0\x43\x1\xff\xff\xde\xde\xde\xde\0\0\0\0) tracked=0 [installedFiles] diff --git a/mods/Dvergent - Developer Addons_separator/meta.ini b/mods/Dvergent - Developer Addons_separator/meta.ini index e12642e8..1ccea409 100644 --- a/mods/Dvergent - Developer Addons_separator/meta.ini +++ b/mods/Dvergent - Developer Addons_separator/meta.ini @@ -19,7 +19,7 @@ nexusLastModified=2024-03-14T09:36:45Z nexusCategory=0 converted=false validated=false -color=@Variant(\0\0\0\x43\0\xff\xff\0\0\0\0\0\0\0\0) +color=@Variant(\0\0\0\x43\x1\xff\xff\xde\xde\xde\xde\0\0\0\0) tracked=0 [installedFiles] diff --git a/mods/EFT Footsteps and Tinnitsus/gamedata/gamemtl.xr b/mods/EFT Footsteps and Tinnitsus/gamedata/gamemtl.xr new file mode 100644 index 00000000..98517dad Binary files /dev/null and b/mods/EFT Footsteps and Tinnitsus/gamedata/gamemtl.xr differ diff --git a/mods/EFT Footsteps and Tinnitsus/meta.ini b/mods/EFT Footsteps and Tinnitsus/meta.ini new file mode 100644 index 00000000..ce229518 --- /dev/null +++ b/mods/EFT Footsteps and Tinnitsus/meta.ini @@ -0,0 +1,31 @@ +[General] +gameName=stalkeranomaly +modid=0 +version=d2024.3.26.0 +newestVersion= +category="-1," +nexusFileStatus=1 +installationFile=EFT_Footsteps_and_Tinnitsus.7z +repository=Nexus +ignoredVersion= +comments=Opaque Bushes Option Only +notes= +nexusDescription= +url= +hasCustomURL=true +lastNexusQuery= +lastNexusUpdate= +nexusLastModified=2024-03-26T20:51:59Z +nexusCategory=0 +converted=false +validated=false +color=@Variant(\0\0\0\x43\0\xff\xff\0\0\0\0\0\0\0\0) +tracked=0 + +[installedFiles] +1\modid=0 +size=1 +1\fileid=0 + +[Plugins] +BAIN%20Installer\option0=02. (Optional) Opaque Bushes diff --git a/mods/Extra Level Transitions - Bonus Transitions/ReadMeExtraTransitions.txt b/mods/Extra Level Transitions - Bonus Transitions/ReadMeExtraTransitions.txt new file mode 100644 index 00000000..35d479a8 --- /dev/null +++ b/mods/Extra Level Transitions - Bonus Transitions/ReadMeExtraTransitions.txt @@ -0,0 +1,37 @@ +Extra Level Transitions - Bonus Transitions + Transitions for new maps Promzone, Grimwood & Yushniy + +This is a set of new coordinates for extra transition points using Demonized's transition script (https://www.moddb.com/mods/stalker-anomaly/addons/extra-cordon-darkscape-transition). + -> needs be loaded with lower PRIORITY in MO2 than the new extra transitions. + +It adds most of the available routes from the "New routes" mod (https://www.moddb.com/mods/stalker-anomaly/addons/anomaly-new-routes) but using Demonized's transition script. +I left out the Radar <-> Jupiter UG route. + -> whereas it wont show you conflicts, this mod and the new extra routes are highly incompatible + +Also included is the "Extra level transitions - Rostok to Garbage and Yantar facing fix" mod (https://www.moddb.com/mods/stalker-anomaly/addons/extra-level-transitions-rostok-to-garbage-and-yantar-facing-fix). + -> disable in Mo2. + +All extra routes will be available for free and can be used on game start. + + +MCM is strongly suggested to easily access the remove/update function for the new transitions. + + +Install: (Mod Organizer2 is suggested) + +- drop included /gamedata folder into Anomaly root folder + +Uninstall: + +- to disable the new transition 1st use the attached MCM menu provided by Demonized to delete the transition +- remove files with the name "items_extra_level_transitions_*.ltx" from \gamedata\configs\items\items +- remove lc_extra_transitions.script & txr_routes.script from \gamedata\scripts + +*Configuration: + +Each of the new transitions can be disabled by simply commenting it out in the corresponding *.ltx file. You need to do this from outside of the game tho +E.g. you don't like the upper transition between Red Forest <-> Dead City then you'd find the "items_extra_level_transitions_deadcity.ltx" and disable (comment out) everything related to !one! transition point. You disable lines by putting a " ; " infront of the line. +The transition between Dead City to Red Forest via the sewer pipe is disabled, in case you want to make it go to Red Forest again (like in New Routes mod) you can do this by re-enabling the transition and disabling the transition from Dead city to yantar in the config file for Yantar. The transition zones should be apptly named and easily identifyable. + + + +Credits: Demonized, AlphaLion, Cpt. Gunner, GhenTuong, Jurkonov, Qball, Solais, xcvb, TheSmersh \ No newline at end of file diff --git a/mods/Extra Level Transitions - Bonus Transitions/gamedata/configs/items/items/items_extra_level_transitions_bar.ltx b/mods/Extra Level Transitions - Bonus Transitions/gamedata/configs/items/items/items_extra_level_transitions_bar.ltx new file mode 100644 index 00000000..074c47be --- /dev/null +++ b/mods/Extra Level Transitions - Bonus Transitions/gamedata/configs/items/items/items_extra_level_transitions_bar.ltx @@ -0,0 +1,80 @@ +; Bar -> Garbage (one way) +[lc_rostok_west_garbage_north]:lc_extra_level_transition_base +lc_extra_level_transition = true +story_id = lc_rostok_west_garbage_north +pos = 56.2870, -0.0015, 122.7513 +gvid = 1752 +spot = level_changer_down +hint = esc_space_restrictor_to_garbage_descr +to_pos = -194.6798, 2.4084, 205.5613 +dir = 0,30,0 ;; actor facing +to_gvid = 869 + + +; Bar <-> Garbage new immmersified shortcut transition +[lc_rostok_south_garbage_north]:lc_extra_level_transition_base +lc_extra_level_transition = true ;; mandatory field +story_id = lc_rostok_south_garbage_north ;; story_id, without it the item wont be added +pos = 191.1017, 6.7427, -151.0793 ;; position of item +gvid = 1786 ;; Gvid of item +spot = level_changer_down ;; texture to use for spot on the map +hint = esc_space_restrictor_to_garbage_descr ;; string id for hint description, defined in xml files +to_pos = -16.1229,0.4275,260.8406 ;; position where to teleport actor +dir = 0,80,0 ;; actor facing, **alternate 'dir = 0,230,0' +to_gvid = 865 ;; Gvid where to teleport actor + +[lc_garbage_north_rostok_south]:lc_extra_level_transition_base +lc_extra_level_transition = true +story_id = lc_garbage_north_rostok_south +pos = -34.3015,3.9882,274.2156 +gvid = 783 +spot = level_changer_up +hint = space_restrictor_to_bar_desc +to_pos = 200.1739, 6.0103, -150.7833 +dir = 0,95,0 +to_gvid = 1786 + +; ; Truck cemetery <-> Bar removed new levels dont agree +; [lc_bar_truck_south]:lc_extra_level_transition_base +; lc_extra_level_transition = true +; story_id = lc_bar_truck_south +; pos = 379.8, 13.4, -144.9 +; gvid = 1790 +; spot = level_changer_right +; hint = space_restrictor_to_tc_desc +; to_pos = -316.351, 15.7484, -165.6453 ;-319.5008, 15.5684, -172.5969 +; dir = 0.789, -0.587, 0.180 +; to_gvid = 5262 ;5291 + +; [lc_truck_south_bar]:lc_extra_level_transition_base +; lc_extra_level_transition = true +; story_id = lc_truck_south_bar +; pos = -324.4734, 15.8919, -173.9903 +; gvid = 5291 +; spot = level_changer_left +; hint = space_restrictor_to_bar_desc +; to_pos = 373.5, 12.3, -150.4 +; to_gvid = 1790 +; trigger_radius = 1.5 + + +; Truck cemetery <-> Bar original suggestion by TheSmersh +;[lc_bar_truck_south]:lc_extra_level_transition_base +;lc_extra_level_transition = true +;story_id = lc_bar_truck_south +;pos = 379.8, 13.4, -144.9 +;gvid = 1790 +;spot = level_changer_right +;hint = space_restrictor_to_tc_desc +;to_pos = -318.7, 20.2, -393.9 +;to_gvid = 5286 + +;[lc_truck_south_bar]:lc_extra_level_transition_base +;lc_extra_level_transition = true +;story_id = lc_truck_south_bar +;pos = -325.5, 21.2, -398.1 +;gvid = 5286 +;spot = level_changer_left +;hint = space_restrictor_to_bar_desc +;to_pos = 373.5, 12.3, -150.4 +;to_gvid = 1790 diff --git a/mods/Extra Level Transitions - Bonus Transitions/gamedata/configs/items/items/items_extra_level_transitions_cnpp.ltx b/mods/Extra Level Transitions - Bonus Transitions/gamedata/configs/items/items/items_extra_level_transitions_cnpp.ltx new file mode 100644 index 00000000..c415e78c --- /dev/null +++ b/mods/Extra Level Transitions - Bonus Transitions/gamedata/configs/items/items/items_extra_level_transitions_cnpp.ltx @@ -0,0 +1,22 @@ +; CNPP South <-> CNPP North +[lc_cnpp_east_cnpp2_east]:lc_extra_level_transition_base +lc_extra_level_transition = true ;; mandatory field +story_id = lc_cnpp_east_cnpp2_east ;; story_id, without it the item wont be added +pos = 1062.1354, -0.0985, -0.0381 ;; position of item +gvid = 3223 ;; Gvid of item +spot = level_changer_up ;; texture to use for spot on the map +hint = gen_space_restrictor_to_aes2_descr ;; string id for hint description, defined in xml files +to_pos = 999.8849, -0.0999, 109.8474 ;; position where to teleport actor +;dir = 0,80,0 ;; actor facing, **alternate 'dir = 0,230,0' +to_gvid = 3445 ;; Gvid where to teleport actor + +[lc_cnpp2_east_cnpp_east]:lc_extra_level_transition_base +lc_extra_level_transition = true +story_id = lc_cnpp2_east_cnpp1_east +pos = 1000.2069, -0.0999, 95.0695 +gvid = 3445 +spot = level_changer_down +hint = gen_space_restrictor_to_aes2_descr +to_pos = 1056.7258, -0.0993, -15.0864 +dir = 0,90,0 +to_gvid = 3087 diff --git a/mods/Extra Level Transitions - Bonus Transitions/gamedata/configs/items/items/items_extra_level_transitions_deadcity.ltx b/mods/Extra Level Transitions - Bonus Transitions/gamedata/configs/items/items/items_extra_level_transitions_deadcity.ltx new file mode 100644 index 00000000..fa1bc9ca --- /dev/null +++ b/mods/Extra Level Transitions - Bonus Transitions/gamedata/configs/items/items/items_extra_level_transitions_deadcity.ltx @@ -0,0 +1,62 @@ +; Dead City <-> Grimwood +[lc_dead_city_road_grim_west]:lc_extra_level_transition_base +lc_extra_level_transition = true +story_id = lc_dead_city_road_grim_west +pos = 175.71, 2.99, 2.29 +gvid = 2327 +spot = level_changer_right +text = st_level_changer_descr +hint = space_restrictor_to_grim_desc +to_pos = -292.03, 7.46, 46.53 ;-294.8082, 7.4105, 46.3330 ;-284.1106, 7.3163, 42.7623 +dir = 0,60,0 +to_gvid = 5560 + +[lc_grim_west_dead_city_road]:lc_extra_level_transition_base +lc_extra_level_transition = true +story_id = lc_grim_west_dead_city_road +pos = -298.7502, 7.2873, 47.1749 ;-288.6048, 7.2686, 46.0168 +gvid = 5560 +spot = level_changer_left +text = st_level_changer_descr +hint = space_restrictor_to_deadcity_desc +to_pos = 165.4732, 2.9781, 4.4394 +dir = 0,90,0 +to_gvid = 2327 +;trigger_radius = 1.5 + + +; Dead City <-> Red Forest +[lc_dead_city_west_red_forest west]:lc_extra_level_transition_base +lc_extra_level_transition = true +story_id = lc_dead_city_west_red_forest west +pos = 174.9990, -2.6538, -50.3010 ;155.4070, -2.5587, -40.9181 +gvid = 2390 +spot = level_changer_up +hint = mil_space_restrictor_to_red_1_descr +to_pos = -132.8405, -6.1449, -289.3477 ;-156.6639, 0.6579, -312.9990 +dir = 0,30,0 +to_gvid = 2792 ;2847 +;trigger_radius = 1.3 + +[lc_red_forest sewer_dead_city_west]:lc_extra_level_transition_base ; on sewer pipe +lc_extra_level_transition = true +story_id = lc_red_forest sewer_dead_city_west +pos = -147.0433, -4.1619, -288.1351 +gvid = 2837 +spot = level_changer_down +hint = space_restrictor_to_deadcity_desc +to_pos = 168.1035, -2.6257, -49.6608 ; 154.8109, -2.6685, -28.3135 +dir = 0,90,0 +to_gvid = 2390 ; 2204 +; trigger_radius = 2.0 + +; [lc_red_forest west_dead_city_west]:lc_extra_level_transition_base ; door on bridge level +; lc_extra_level_transition = true +; story_id = lc_red_forest west_dead_city_west +; pos = -165.9319, 0.9899, -313.1411 +; gvid = 2847 +; spot = level_changer_down +; hint = space_restrictor_to_deadcity_desc +; to_pos = 154.8109, -2.6685, -28.3135 +; ;dir = 0,60,0 +; to_gvid = 2404 diff --git a/mods/Extra Level Transitions - Bonus Transitions/gamedata/configs/items/items/items_extra_level_transitions_ds.ltx b/mods/Extra Level Transitions - Bonus Transitions/gamedata/configs/items/items/items_extra_level_transitions_ds.ltx new file mode 100644 index 00000000..46af3506 --- /dev/null +++ b/mods/Extra Level Transitions - Bonus Transitions/gamedata/configs/items/items/items_extra_level_transitions_ds.ltx @@ -0,0 +1,23 @@ +; Cordon <-> Darkscape Traintunnel +[lc_cordon_east_darkscape_train_tunnel]:lc_extra_level_transition_base +lc_extra_level_transition = true +story_id = lc_cordon_east_darkscape_train_tunnel +pos = 394.1906, 20.1711, 290.3670 +gvid = 638 +spot = level_changer_right +hint = esc_space_restrictor_to_darkscape_descr +to_pos = 349.5786, 20.1163, 285.8858 +dir = 0,30,0 +to_gvid = 1398 +trigger_radius = 1.2 + +[lc_darkscape_train_tunnel_cordon_east]:lc_extra_level_transition_base +lc_extra_level_transition = true +story_id = lc_darkscape_train_tunnel_cordon_east +pos = 336.9702, 20.1165, 285.9505 +gvid = 1407 +spot = level_changer_left +hint = ds_space_restrictor_to_escape_descr +to_pos = 382.9006, 20.1699, 283.7180 +dir = 0,90,0 +to_gvid = 638 diff --git a/mods/Extra Level Transitions - Bonus Transitions/gamedata/configs/items/items/items_extra_level_transitions_warehouse.ltx b/mods/Extra Level Transitions - Bonus Transitions/gamedata/configs/items/items/items_extra_level_transitions_warehouse.ltx new file mode 100644 index 00000000..d4b44909 --- /dev/null +++ b/mods/Extra Level Transitions - Bonus Transitions/gamedata/configs/items/items/items_extra_level_transitions_warehouse.ltx @@ -0,0 +1,50 @@ +; Military Warehouse <-> Promzone +[lc_warehouse_south_promzone_south]:lc_extra_level_transition_base +lc_extra_level_transition = true +story_id = lc_warehouse_south_promzone_south +pos = -217.1257, 0.7621, -64.3403 +gvid = 2175 +spot = level_changer_right +hint = st_space_restrictor_to_prom_descr +to_pos = -170.8769, -23.7598, -167.3539 ;-171.0050, -21.9115, -172.8518 +dir = 0.222, -0.238, 0.946 ;0.474, -0.031, 0.880 +to_gvid = 5429 +trigger_radius = 1.5 + +[lc_promzone_south_warehouse_south]:lc_extra_level_transition_base +lc_extra_level_transition = true +story_id = lc_promzone_south_warehouse_south +pos = -171.8078, -21.2987, -174.2657 +gvid = 5429 +spot = level_changer_left +hint = space_restrictor_to_military_desc +to_pos = -217.1697, -0.0484, -55.7299 ;-217.5727, 0.4712, -59.8789 +dir = -0.048, -0.115, 0.992 ;0.142, -0.148, 0.979 +to_gvid = 2175 +; trigger_radius = 1.5 + + +; Freedom Tunnel <-> Promzone +[lc_warehouse_east_promzone_west]:lc_extra_level_transition_base +lc_extra_level_transition = true +story_id = lc_warehouse_east_promzone_west +pos = 105.8052, -13.2056, 50.7543 +gvid = 2041 +spot = level_changer_right +hint = st_space_restrictor_to_prom_descr +to_pos = -432.7729, -28.7318, 69.9320 ;-445.0133, -28.7352, 69.9898 +dir = 0,30,0 +to_gvid = 5415 +;trigger_radius = 3.5 + +[lc_promzone_west_warehouse_east]:lc_extra_level_transition_base +lc_extra_level_transition = true +story_id = lc_promzone_west_warehouse_east +pos = -449.4893, -28.8232, 73.1100 +gvid = 5415 +spot = level_changer_left +hint = space_restrictor_to_military_desc +to_pos = 98.8238, -13.2057, 50.8360 ;101.3890, -13.2054, 50.7779 +dir = 0,90,0 +to_gvid = 2041 +;trigger_radius = 0.9 \ No newline at end of file diff --git a/mods/Extra Level Transitions - Bonus Transitions/gamedata/configs/items/items/items_extra_level_transitions_wt.ltx b/mods/Extra Level Transitions - Bonus Transitions/gamedata/configs/items/items/items_extra_level_transitions_wt.ltx new file mode 100644 index 00000000..a1714635 --- /dev/null +++ b/mods/Extra Level Transitions - Bonus Transitions/gamedata/configs/items/items/items_extra_level_transitions_wt.ltx @@ -0,0 +1,60 @@ +; Wild Territory -> Grimwood +[lc_rostok_west_grim_south]:lc_extra_level_transition_base +lc_extra_level_transition = true +story_id = lc_rostok_west_grim_south +pos = -289.78, 0.09, 192.05 +gvid = 1958 +spot = level_changer_up +hint = space_restrictor_to_grim_desc +to_pos = -49.7924, -5.1809, -194.5892 ;-49.6707, -4.5634, -196.0035 ;-47.9382, -1.1408, -200.4666 +to_gvid = 5604 + +[lc_grim_south_rostok_west]:lc_extra_level_transition_base +lc_extra_level_transition = true +story_id = lc_grim_south_rostok_west +pos = -49.7952, -1.4925, -200.5192 +gvid = 5604 +spot = level_changer_down +hint = space_restrictor_to_rostok_desc +to_pos = -283.7832, 0.0969, 192.5535 +dir = 0,30,0 +to_gvid = 1849 + + +; Agroprom -> Wild Territory (one way) +[lc_agro_north_rostok_south]:lc_extra_level_transition_base +lc_extra_level_transition = true +story_id = lc_agro_north_rostok_south +pos = 69.3176, 11.3754, 210.5387 +gvid = 883 +spot = level_changer_up +hint = space_restrictor_to_rostok_desc +to_pos = -27.1096, -3.4129, -179.7765 +;dir = 0,95,0 +to_gvid = 1953 + + +; Yantar <-> Wild Territory +[lc_yantar_north_rostok_west]:lc_extra_level_transition_base +lc_extra_level_transition = true +story_id = lc_yantar_north_rostok_west +pos = 163.10, 1.71, 82.70 +gvid = 2213 +spot = level_changer_up_right +hint = space_restrictor_to_rostok_desc +to_pos = -289.9959, 0.0235, 107.0288 +dir = 0,30,0 +to_gvid = 1958 +trigger_radius = 0.9 + +[lc_rostok_west_yantar_north]:lc_extra_level_transition_base +lc_extra_level_transition = true +story_id = lc_rostok_west_yantar_north +pos = -292.0420, 0.1472, 106.6506 ;-289.78, 0.09, 192.05 +gvid = 1958 ;1849 +spot = level_changer_down_left +hint = space_restrictor_to_yantar_desc +to_pos = 165.2181, 1.2656, 70.9240 +dir = 0,90,0 +to_gvid = 2213 +trigger_radius = 0.9 \ No newline at end of file diff --git a/mods/Extra Level Transitions - Bonus Transitions/gamedata/configs/items/items/items_extra_level_transitions_zaton.ltx b/mods/Extra Level Transitions - Bonus Transitions/gamedata/configs/items/items/items_extra_level_transitions_zaton.ltx new file mode 100644 index 00000000..92240f21 --- /dev/null +++ b/mods/Extra Level Transitions - Bonus Transitions/gamedata/configs/items/items/items_extra_level_transitions_zaton.ltx @@ -0,0 +1,48 @@ +; Zaton <-> Jupiter +[lc_jupiter_north_zaton_south]:lc_extra_level_transition_base +lc_extra_level_transition = true ;; mandatory field +story_id = lc_jupiter_north_zaton_south ;; story_id, without it the item wont be added +pos = -340.5847, 3.5741, 415.0195 ;; position of item +gvid = 4581 ;; Gvid of item +spot = level_changer_up ;; texture to use for spot on the map +hint = space_restrictor_to_zaton_desc ;; string id for hint description, defined in xml files +to_pos = -275.5266, 38.8298, -476.3330 ;; position where to teleport actor +dir = 0,30,0 ;; actor facing, **alternate 'dir = 0,230,0' +to_gvid = 4167 ;; Gvid where to teleport actor +trigger_radius = 1.5 + +[lc_zaton_south_jupiter_north]:lc_extra_level_transition_base +lc_extra_level_transition = true +story_id = lc_zaton_south_jupiter_north +pos = -288.8179, 40.9423, -475.7296 +gvid = 4167 +spot = level_changer_down +hint = space_restrictor_to_jupiter_desc +to_pos = -352.3163, 27.6663, 442.2489 +dir = 0,60,0 ;; actor facing, **alternate 'dir = 0,230,0' +to_gvid = 4822 +trigger_radius = 2.0 + +; Zaton <-> Outskirts questionable very long teleport +[lc_zaton_east_outskirts_north]:lc_extra_level_transition_base +lc_extra_level_transition = true +story_id = lc_zaton_east_outskirts_north +pos = 476.7127, 35.0672, 51.0224 +gvid = 4433 +spot = level_changer_right +hint = space_restrictor_to_cop_pripyat_desc +to_pos = -8.0005, -0.3025, 386.8188 +dir = 0,60,0 +to_gvid = 5007 + +[lc_outskirts_north_zaton_east]:lc_extra_level_transition_base +lc_extra_level_transition = true +story_id = lc_outskirts_north_zaton_east +pos = -22.1619, -0.5085, 383.1399 +gvid = 4907 +spot = level_changer_left +hint = space_restrictor_to_zaton_desc +to_pos = 462.8077, 35.3672, 47.6661 +dir = 0,90,0 +to_gvid = 4433 +trigger_radius = 1.5 \ No newline at end of file diff --git a/mods/Extra Level Transitions - Bonus Transitions/gamedata/scripts/lc_extra_transitions.script b/mods/Extra Level Transitions - Bonus Transitions/gamedata/scripts/lc_extra_transitions.script new file mode 100644 index 00000000..55794c59 --- /dev/null +++ b/mods/Extra Level Transitions - Bonus Transitions/gamedata/scripts/lc_extra_transitions.script @@ -0,0 +1,245 @@ +-- UTILS +-- Load the defaults +local function load_defaults() + local t = {} + local op = lc_extra_transitions_mcm.op + for i, v in ipairs(op.gr) do + if v.def ~= nil then + t[v.id] = v.def + end + end + return t +end +local settings = load_defaults() + +local function on_option_change() + settings = load_defaults() + if ui_mcm then + for k, v in pairs(settings) do + settings[k] = ui_mcm.get("extra_level_transitions/" .. k) + end + end +end +local function str_coords_to_vector(str) + local t = str_explode(str, ",") + if #t < 3 then + error("str_coords_to_vector, missing %s coords", 3 - #t) + end + return vector():set(tonumber(t[1]), tonumber(t[2]), tonumber(t[3])) +end + +-- Transitions +lc_pool = (function() + local res = {} + ini_sys:section_for_each(function(section) + if SYS_GetParam(1, section, "lc_extra_level_transition", false) and SYS_GetParam(0, section, "story_id") then + local n = ini_sys:section_exist(section) and ini_sys:line_count(section) or 0 + if (n > 0) then + res[section] = {} + for i = 0,n-1 do + local _,id,val = ini_sys:r_line(section,i,"","") + res[section][id] = val + end + end + end + end) + return res +end)() + +local saved_spots = {} +local change_triggered = false + +local function find_save_spot(vid, gid) + for k, v in pairs(saved_spots) do + if v.vid == vid and + v.gid == gid + then + return v + end + end +end + +function xr_conditions.is_actor_inside_lc(actor, npc, p) + local lc = actor:id() == AC_ID and npc or actor + local d = SYS_GetParam(2, lc:section(), "trigger_radius", 6) + d = d * d + return npc:position():distance_to_sqr(actor:position()) <= d +end + +function actor_on_first_update() + on_option_change() + if ui_mcm and ui_mcm.get("extra_level_transitions/delete_level_transitions") then + ui_mcm.set("extra_level_transitions/delete_level_transitions", false) + end + + for sec,v in pairs(lc_pool) do + local se = get_story_se_item(sec) + local pos = str_coords_to_vector(v.pos) + local vid = level.vertex_id(pos) + local gid = tonumber(v.gvid) + + if not (se) then + se = alife():create(sec,pos,vid,gid) + end + + if (se.position:distance_to_sqr(pos) > 0.1) then + TeleportObject(se.id,pos,vid,gid) + end + + if saved_spots[se.id] and saved_spots[se.id].spot and level.map_has_object_spot(se.id,saved_spots[se.id].spot) ~= 0 then + level.map_remove_object_spot(se.id, saved_spots[se.id].spot) + end + + if (level.map_has_object_spot(se.id,v.spot) == 0) then + level.map_add_object_spot_ser(se.id,v.spot,game.translate_string(v.hint)) + end + saved_spots[se.id] = { + spot = v.spot, + sec = sec, + id = se.id, + vid = vid, + gid = gid, + } + end +end + +function delete_level_transitions() + if ui_mcm and ui_mcm.get("extra_level_transitions/delete_level_transitions") then + ui_mcm.set("extra_level_transitions/delete_level_transitions", false) + local sim = alife() + for i = 1, 65534 do + local obj = sim:object(i) + if obj then + local sec = obj:section_name() + if lc_pool[sec] then + sim:release(obj) + if level.map_has_object_spot(obj.id,saved_spots[obj.id].spot) ~= 0 then + level.map_remove_object_spot(obj.id, saved_spots[obj.id].spot) + end + end + end + end + empty_table(saved_spots) + end +end + +--global distance calculation +function get_travel_cost(se_obj) + if not se_obj then return end + + local sim = alife() + local actor = db.actor + local closest_smart_id + for name,smart in pairs( SIMBOARD.smarts_by_names ) do + if simulation_objects.is_on_the_same_level(sim:actor(), smart) then + local dist = smart.position:distance_to(actor:position()) + local smrt = SIMBOARD.smarts[smart.id] + if (smrt) and (not closest_smart_id or (dist < closest_smart_id[1])) then + closest_smart_id = { dist, smart.id } + end + end + end + local closest_smart = alife_object(closest_smart_id[2]) + local dist = math.sqrt(warfare.distance_to_xz_sqr(global_position.from(closest_smart), global_position.from(se_obj))) + return dist +end + +function is_gvid_on_the_actor_level(gvid) + return game_graph():vertex(alife():actor().m_game_vertex_id):level_id() == game_graph():vertex(gvid):level_id() +end + +function teleport_actor(actor,obj) + local sec = obj and obj:section() + local v = sec and lc_pool[sec] + + if (v and v.to_pos and v.to_gvid and not change_triggered) then + local pos = str_coords_to_vector(v.to_pos) + local dir = v.dir and str_coords_to_vector(v.dir) or VEC_ZERO + local vid = level.vertex_id(pos) + local gid = tonumber(v.to_gvid) + + if settings.enable_time_advance then + -- local saved_spot = find_save_spot(vid, gid) + -- local d = saved_spot and get_travel_cost(alife_object(saved_spot.id)) or 1000 + local d = math.random(800, 1600) + local dist = math.floor(d / SYS_GetParam(2, "actor", "walk_accel", 11.5) * random_float(0.75, 1.25)) + local hours = math.floor(dist / 60) + local minutes = dist % 60 + + printf("advance time by %s, %s, distance %s, speed %s", hours, minutes, d, dist) + level.change_game_time(0, hours, minutes) + surge_manager.get_surge_manager().time_forwarded = true + psi_storm_manager.get_psi_storm_manager().time_forwarded = true + level_weathers.get_weather_manager():forced_weather_change() + end + + change_triggered = true + + if v.snd then + utils_obj.play_sound(v.snd) + end + + if v.on_teleport then + local condlist = xr_logic.parse_condlist(obj, obj:section(), "on_teleport", v.on_teleport) + xr_logic.pick_section_from_condlist(actor, obj, condlist) + end + + if is_gvid_on_the_actor_level(gid) then + level.add_pp_effector("sleep_fade.ppe", 1313, false) + + CreateTimeEvent(0,"delay_travel",3,function() + db.actor:set_actor_position(pos) + db.actor:set_actor_direction((dir.y * 180) / math.pi) + change_triggered = false + return true + end) + return + end + + ChangeLevel(pos,vid,gid,dir,true) + -- level.disable_input() + end +end + +function handle_nearby_actor(actor, obj) + local sec = obj and obj:section() + local v = sec and lc_pool[sec] + + if not v then return end + if change_triggered then return end + + -- Evaluate precondition before enabling transition + if (v.precondition and v.precondition ~= "") then + local precond_list = xr_logic.parse_condlist(obj, nil, "precondition", v.precondition) + if (precond_list == "false") then + return + end + if (actor and xr_logic.pick_section_from_condlist(actor, obj, precond_list) == "false") then + return + end + end + + if v.disable_dialog then + teleport_actor(actor, npc) + else + local dialog = lc_extra_transitions_ui.create_dialog() + dialog:SetObj(obj) + dialog:Show() + end +end + +function save_state(m_data) + m_data.lc_extra_transitions_saved_spots = saved_spots +end + +function load_state(m_data) + saved_spots = m_data.lc_extra_transitions_saved_spots or {} +end + +function on_game_start() + RegisterScriptCallback("actor_on_first_update",actor_on_first_update) + RegisterScriptCallback("on_option_change", on_option_change) + RegisterScriptCallback("on_option_change", delete_level_transitions) + RegisterScriptCallback("save_state",save_state) + RegisterScriptCallback("load_state",load_state) +end diff --git a/mods/Extra Level Transitions - Bonus Transitions/gamedata/scripts/zzzz_transition_remover.script b/mods/Extra Level Transitions - Bonus Transitions/gamedata/scripts/zzzz_transition_remover.script new file mode 100644 index 00000000..e66d4b1b --- /dev/null +++ b/mods/Extra Level Transitions - Bonus Transitions/gamedata/scripts/zzzz_transition_remover.script @@ -0,0 +1,23 @@ +local to_del = { + ["grim_level_changer_to_cit"] = true, + ["grim_space_restrictor_to_cit"] = true, + ["cit_level_changer_to_grim"] = true, + ["cit_space_restrictor_to_grim"] = true, + ["mil_level_changer_to_prom"] = true, + ["mil_space_restrictor_to_prom"] = true, + ["prom_level_changer_to_military"] = true, + ["prom_space_restrictor_to_military"] = true, +} + +function actor_on_first_update() + for i = 1, 65534 do + local se_obj = alife_object(i) + if se_obj and se_obj.name and se_obj:name() and to_del[se_obj:name()] then + alife_release(se_obj) + end + end +end + +function on_game_start() + RegisterScriptCallback("actor_on_first_update", actor_on_first_update) +end \ No newline at end of file diff --git a/mods/Extra Level Transitions - Bonus Transitions/meta.ini b/mods/Extra Level Transitions - Bonus Transitions/meta.ini new file mode 100644 index 00000000..0150a789 --- /dev/null +++ b/mods/Extra Level Transitions - Bonus Transitions/meta.ini @@ -0,0 +1,31 @@ +[General] +gameName=stalkeranomaly +modid=0 +version=d2024.3.25.0 +newestVersion= +category="-1," +nexusFileStatus=1 +installationFile=Extra_level_transitions_bonus_transitions.2.zip +repository= +ignoredVersion= +comments= +notes= +nexusDescription= +url= +hasCustomURL=false +lastNexusQuery= +lastNexusUpdate= +nexusLastModified=2024-03-25T08:52:53Z +nexusCategory=0 +converted=false +validated=false +color=@Variant(\0\0\0\x43\0\xff\xff\0\0\0\0\0\0\0\0) +tracked=0 + +[installedFiles] +1\modid=0 +size=1 +1\fileid=0 + +[Plugins] +BAIN%20Installer\option0=Extra_Transitions_new_maps diff --git a/mods/Extra Level Transitions/gamedata/configs/items/items/items_extra_level_transitions.ltx b/mods/Extra Level Transitions/gamedata/configs/items/items/items_extra_level_transitions.ltx new file mode 100644 index 00000000..1d144d5c --- /dev/null +++ b/mods/Extra Level Transitions/gamedata/configs/items/items/items_extra_level_transitions.ltx @@ -0,0 +1,13 @@ +[lc_extra_level_transition_base] +GroupControlSection = spawn_group +$spawn = "physics\object" +$prefetch = 8 +class = O_PHYSIC +remove_time = 60 +visual = dynamics\light\light_signal.ogf +fixed_bones = link +script_binding = bind_physic_object.init +custom_data = scripts\lc_extra_level_transitions.ltx + +; Extra items can be included by naming them items_extra_level_transitions_* +; For example,items_extra_level_transitions_cordon.ltx diff --git a/mods/Extra Level Transitions/gamedata/configs/items/items/items_extra_level_transitions_cordon.ltx b/mods/Extra Level Transitions/gamedata/configs/items/items/items_extra_level_transitions_cordon.ltx new file mode 100644 index 00000000..9372ad04 --- /dev/null +++ b/mods/Extra Level Transitions/gamedata/configs/items/items/items_extra_level_transitions_cordon.ltx @@ -0,0 +1,21 @@ +[lc_cordon_south_darkscape_collapsed_tunnel]:lc_extra_level_transition_base +lc_extra_level_transition = true ; mandatory field +story_id = lc_cordon_south_darkscape_collapsed_tunnel ; story_id, without it the item wont be added +pos = -59,-30,-477 ; position of item +gvid = 449 ; Gvid of item +spot = level_changer_right ; texture to use for spot on the map +hint = esc_space_restrictor_to_darkscape_descr ; string id for hint description, defined in xml files +to_pos = 513.7,-1.5,-420.8 ; position where to teleport actor +to_gvid = 1119 ; Gvid where to teleport actor +; dir = 0,60,0 ;; actor facing +; trigger_radius = 1.2 ;; Radius to trigger transition (default is 6) + +[lc_darkscape_collapsed_tunnel_cordon_south]:lc_extra_level_transition_base +lc_extra_level_transition = true ; mandatory field +story_id = lc_darkscape_collapsed_tunnel_cordon_south +pos = 520.17,-1.35,-429.54 +gvid = 1119 +spot = level_changer_down +hint = ds_space_restrictor_to_escape_descr +to_pos = -64,-29,-457 +to_gvid = 449 diff --git a/mods/Extra Level Transitions/gamedata/configs/items/items/items_extra_level_transitions_limansk.ltx b/mods/Extra Level Transitions/gamedata/configs/items/items/items_extra_level_transitions_limansk.ltx new file mode 100644 index 00000000..a700b1db --- /dev/null +++ b/mods/Extra Level Transitions/gamedata/configs/items/items/items_extra_level_transitions_limansk.ltx @@ -0,0 +1,19 @@ +[lc_limansk_river_jupiter_bandit_base]:lc_extra_level_transition_base +lc_extra_level_transition = true ; mandatory field +story_id = lc_limansk_river_jupiter_bandit_base ; story_id, without it the item wont be added +pos = 68.83,-7,-15.85 ; position of item +gvid = 2440 ; Gvid of item +spot = level_changer_up_right ; texture to use for spot on the map +hint = space_restrictor_to_jupiter_desc ; string id for hint description, defined in xml files +to_pos = -446,0,-345.2 ; position where to teleport actor +to_gvid = 4818 ; Gvid where to teleport actor + +[lc_jupiter_bandit_base_limansk_river]:lc_extra_level_transition_base +lc_extra_level_transition = true ; mandatory field +story_id = lc_jupiter_bandit_base_limansk_river +pos = -455.8,0,-345.9 +gvid = 4818 +spot = level_changer_down_left +hint = space_restrictor_to_limansk_desc +to_pos = 60.1,-7,-5.51 +to_gvid = 2440 diff --git a/mods/Extra Level Transitions/gamedata/configs/items/items/items_extra_level_transitions_yantar.ltx b/mods/Extra Level Transitions/gamedata/configs/items/items/items_extra_level_transitions_yantar.ltx new file mode 100644 index 00000000..e04a8d15 --- /dev/null +++ b/mods/Extra Level Transitions/gamedata/configs/items/items/items_extra_level_transitions_yantar.ltx @@ -0,0 +1,21 @@ +; Yantar <-> Dead City +[lc_yantar_west_dead_city_west]:lc_extra_level_transition_base +lc_extra_level_transition = true ;; mandatory field +story_id = lc_yantar_west_dead_city_west ;; story_id, without it the item wont be added +pos = -219.6,6.7,-48.95 ;; position of item +gvid = 2307 ;; Gvid of item +spot = level_changer_up ;; texture to use for spot on the map +hint = space_restrictor_to_deadcity_desc ;; string id for hint description, defined in xml files +to_pos = -226,10.01,-181.52 ;; position where to teleport actor +to_gvid = 2318 ;; Gvid where to teleport actor + +[lc_dead_city_west_yantar_west]:lc_extra_level_transition_base +lc_extra_level_transition = true ;; mandatory field +story_id = lc_yantar_west_dead_city_west ;; story_id, without it the item wont be added +pos = -234.17,9.86,-190.01 ;; position of item +gvid = 2318 ;; Gvid of item +spot = level_changer_down ;; texture to use for spot on the map +hint = space_restrictor_to_yantar_desc ;; string id for hint description, defined in xml files +to_pos = -222.64,7.48,-62.54 ;; position where to teleport actor +dir = 0,60,0 ;; actor facing +to_gvid = 2307 ;; Gvid where to teleport actor diff --git a/mods/Extra Level Transitions/gamedata/configs/scripts/lc_extra_level_transitions.ltx b/mods/Extra Level Transitions/gamedata/configs/scripts/lc_extra_level_transitions.ltx new file mode 100644 index 00000000..c6699108 --- /dev/null +++ b/mods/Extra Level Transitions/gamedata/configs/scripts/lc_extra_level_transitions.ltx @@ -0,0 +1,8 @@ +[logic] +active = ph_idle@idle + +[ph_idle@idle] +on_info = {=is_actor_inside_lc} %=script(lc_extra_transitions:handle_nearby_actor)% ph_idle@wait + +[ph_idle@wait] +on_timer = 5000| ph_idle@idle diff --git a/mods/Extra Level Transitions/gamedata/configs/text/eng/ui_mcm_extra_level_transitions.xml b/mods/Extra Level Transitions/gamedata/configs/text/eng/ui_mcm_extra_level_transitions.xml new file mode 100644 index 00000000..1c6f5835 --- /dev/null +++ b/mods/Extra Level Transitions/gamedata/configs/text/eng/ui_mcm_extra_level_transitions.xml @@ -0,0 +1,24 @@ + + + + + + Extra Level Transitions + + + Level Transitions + + + Enable Time Advance + + + Time will be advanced on level transitions + + + Delete Level Transitions + + + Extra level transitions will be deleted from the game. The option is intended for safe removal of the mod + + + diff --git a/mods/Extra Level Transitions/gamedata/configs/text/rus/ui_mcm_extra_level_transitions.xml b/mods/Extra Level Transitions/gamedata/configs/text/rus/ui_mcm_extra_level_transitions.xml new file mode 100644 index 00000000..c33bcb94 --- /dev/null +++ b/mods/Extra Level Transitions/gamedata/configs/text/rus/ui_mcm_extra_level_transitions.xml @@ -0,0 +1,24 @@ + + + + + + Дополнительные переходы уровней + + + Переходы уровней + + + Включить затрату времени + + + При использовании новых переходов будет тратиться время на перемещение + + + Удалить переходы уровней + + + Дополнительные переходы уровней будут удалены из игры. Опция предназначена для безопасного удаления мода + + + diff --git a/mods/Extra Level Transitions/gamedata/scripts/lc_extra_transitions.script b/mods/Extra Level Transitions/gamedata/scripts/lc_extra_transitions.script new file mode 100644 index 00000000..55794c59 --- /dev/null +++ b/mods/Extra Level Transitions/gamedata/scripts/lc_extra_transitions.script @@ -0,0 +1,245 @@ +-- UTILS +-- Load the defaults +local function load_defaults() + local t = {} + local op = lc_extra_transitions_mcm.op + for i, v in ipairs(op.gr) do + if v.def ~= nil then + t[v.id] = v.def + end + end + return t +end +local settings = load_defaults() + +local function on_option_change() + settings = load_defaults() + if ui_mcm then + for k, v in pairs(settings) do + settings[k] = ui_mcm.get("extra_level_transitions/" .. k) + end + end +end +local function str_coords_to_vector(str) + local t = str_explode(str, ",") + if #t < 3 then + error("str_coords_to_vector, missing %s coords", 3 - #t) + end + return vector():set(tonumber(t[1]), tonumber(t[2]), tonumber(t[3])) +end + +-- Transitions +lc_pool = (function() + local res = {} + ini_sys:section_for_each(function(section) + if SYS_GetParam(1, section, "lc_extra_level_transition", false) and SYS_GetParam(0, section, "story_id") then + local n = ini_sys:section_exist(section) and ini_sys:line_count(section) or 0 + if (n > 0) then + res[section] = {} + for i = 0,n-1 do + local _,id,val = ini_sys:r_line(section,i,"","") + res[section][id] = val + end + end + end + end) + return res +end)() + +local saved_spots = {} +local change_triggered = false + +local function find_save_spot(vid, gid) + for k, v in pairs(saved_spots) do + if v.vid == vid and + v.gid == gid + then + return v + end + end +end + +function xr_conditions.is_actor_inside_lc(actor, npc, p) + local lc = actor:id() == AC_ID and npc or actor + local d = SYS_GetParam(2, lc:section(), "trigger_radius", 6) + d = d * d + return npc:position():distance_to_sqr(actor:position()) <= d +end + +function actor_on_first_update() + on_option_change() + if ui_mcm and ui_mcm.get("extra_level_transitions/delete_level_transitions") then + ui_mcm.set("extra_level_transitions/delete_level_transitions", false) + end + + for sec,v in pairs(lc_pool) do + local se = get_story_se_item(sec) + local pos = str_coords_to_vector(v.pos) + local vid = level.vertex_id(pos) + local gid = tonumber(v.gvid) + + if not (se) then + se = alife():create(sec,pos,vid,gid) + end + + if (se.position:distance_to_sqr(pos) > 0.1) then + TeleportObject(se.id,pos,vid,gid) + end + + if saved_spots[se.id] and saved_spots[se.id].spot and level.map_has_object_spot(se.id,saved_spots[se.id].spot) ~= 0 then + level.map_remove_object_spot(se.id, saved_spots[se.id].spot) + end + + if (level.map_has_object_spot(se.id,v.spot) == 0) then + level.map_add_object_spot_ser(se.id,v.spot,game.translate_string(v.hint)) + end + saved_spots[se.id] = { + spot = v.spot, + sec = sec, + id = se.id, + vid = vid, + gid = gid, + } + end +end + +function delete_level_transitions() + if ui_mcm and ui_mcm.get("extra_level_transitions/delete_level_transitions") then + ui_mcm.set("extra_level_transitions/delete_level_transitions", false) + local sim = alife() + for i = 1, 65534 do + local obj = sim:object(i) + if obj then + local sec = obj:section_name() + if lc_pool[sec] then + sim:release(obj) + if level.map_has_object_spot(obj.id,saved_spots[obj.id].spot) ~= 0 then + level.map_remove_object_spot(obj.id, saved_spots[obj.id].spot) + end + end + end + end + empty_table(saved_spots) + end +end + +--global distance calculation +function get_travel_cost(se_obj) + if not se_obj then return end + + local sim = alife() + local actor = db.actor + local closest_smart_id + for name,smart in pairs( SIMBOARD.smarts_by_names ) do + if simulation_objects.is_on_the_same_level(sim:actor(), smart) then + local dist = smart.position:distance_to(actor:position()) + local smrt = SIMBOARD.smarts[smart.id] + if (smrt) and (not closest_smart_id or (dist < closest_smart_id[1])) then + closest_smart_id = { dist, smart.id } + end + end + end + local closest_smart = alife_object(closest_smart_id[2]) + local dist = math.sqrt(warfare.distance_to_xz_sqr(global_position.from(closest_smart), global_position.from(se_obj))) + return dist +end + +function is_gvid_on_the_actor_level(gvid) + return game_graph():vertex(alife():actor().m_game_vertex_id):level_id() == game_graph():vertex(gvid):level_id() +end + +function teleport_actor(actor,obj) + local sec = obj and obj:section() + local v = sec and lc_pool[sec] + + if (v and v.to_pos and v.to_gvid and not change_triggered) then + local pos = str_coords_to_vector(v.to_pos) + local dir = v.dir and str_coords_to_vector(v.dir) or VEC_ZERO + local vid = level.vertex_id(pos) + local gid = tonumber(v.to_gvid) + + if settings.enable_time_advance then + -- local saved_spot = find_save_spot(vid, gid) + -- local d = saved_spot and get_travel_cost(alife_object(saved_spot.id)) or 1000 + local d = math.random(800, 1600) + local dist = math.floor(d / SYS_GetParam(2, "actor", "walk_accel", 11.5) * random_float(0.75, 1.25)) + local hours = math.floor(dist / 60) + local minutes = dist % 60 + + printf("advance time by %s, %s, distance %s, speed %s", hours, minutes, d, dist) + level.change_game_time(0, hours, minutes) + surge_manager.get_surge_manager().time_forwarded = true + psi_storm_manager.get_psi_storm_manager().time_forwarded = true + level_weathers.get_weather_manager():forced_weather_change() + end + + change_triggered = true + + if v.snd then + utils_obj.play_sound(v.snd) + end + + if v.on_teleport then + local condlist = xr_logic.parse_condlist(obj, obj:section(), "on_teleport", v.on_teleport) + xr_logic.pick_section_from_condlist(actor, obj, condlist) + end + + if is_gvid_on_the_actor_level(gid) then + level.add_pp_effector("sleep_fade.ppe", 1313, false) + + CreateTimeEvent(0,"delay_travel",3,function() + db.actor:set_actor_position(pos) + db.actor:set_actor_direction((dir.y * 180) / math.pi) + change_triggered = false + return true + end) + return + end + + ChangeLevel(pos,vid,gid,dir,true) + -- level.disable_input() + end +end + +function handle_nearby_actor(actor, obj) + local sec = obj and obj:section() + local v = sec and lc_pool[sec] + + if not v then return end + if change_triggered then return end + + -- Evaluate precondition before enabling transition + if (v.precondition and v.precondition ~= "") then + local precond_list = xr_logic.parse_condlist(obj, nil, "precondition", v.precondition) + if (precond_list == "false") then + return + end + if (actor and xr_logic.pick_section_from_condlist(actor, obj, precond_list) == "false") then + return + end + end + + if v.disable_dialog then + teleport_actor(actor, npc) + else + local dialog = lc_extra_transitions_ui.create_dialog() + dialog:SetObj(obj) + dialog:Show() + end +end + +function save_state(m_data) + m_data.lc_extra_transitions_saved_spots = saved_spots +end + +function load_state(m_data) + saved_spots = m_data.lc_extra_transitions_saved_spots or {} +end + +function on_game_start() + RegisterScriptCallback("actor_on_first_update",actor_on_first_update) + RegisterScriptCallback("on_option_change", on_option_change) + RegisterScriptCallback("on_option_change", delete_level_transitions) + RegisterScriptCallback("save_state",save_state) + RegisterScriptCallback("load_state",load_state) +end diff --git a/mods/Extra Level Transitions/gamedata/scripts/lc_extra_transitions_mcm.script b/mods/Extra Level Transitions/gamedata/scripts/lc_extra_transitions_mcm.script new file mode 100644 index 00000000..28611043 --- /dev/null +++ b/mods/Extra Level Transitions/gamedata/scripts/lc_extra_transitions_mcm.script @@ -0,0 +1,11 @@ +op = { + id = "extra_level_transitions", sh = true, gr = { + {id = "banner", type = "slide", text = "ui_mcm_extra_level_transitions_title", size = {512, 50}, spacing = 20}, + {id = "enable_time_advance", type = "check", val = 1, def = false}, + {id = "delete_level_transitions", type = "check", val = 1, def = false}, + } +} + +function on_mcm_load() + return op +end diff --git a/mods/Extra Level Transitions/gamedata/scripts/lc_extra_transitions_ui.script b/mods/Extra Level Transitions/gamedata/scripts/lc_extra_transitions_ui.script new file mode 100644 index 00000000..1a080f77 --- /dev/null +++ b/mods/Extra Level Transitions/gamedata/scripts/lc_extra_transitions_ui.script @@ -0,0 +1,71 @@ +-- basic dynamic msg_box +-- alundaio + +class "msg_box_ui" (CUIScriptWnd) +function msg_box_ui:__init() super() + self:SetWndRect(Frect():set(0,0,1024,768)) + self:SetAutoDelete(true) + + self:InitCallBacks() + self:OnMsgCancel() + + self.message_box = CUIMessageBoxEx() + self:Register(self.message_box, "msg_box") + + self:InitCallBacks() + self:InitControls() +end + +function msg_box_ui:Reset() + self.obj = nil +end + +---@param obj game_object +function msg_box_ui:SetObj(obj) + -- Track nearby teleport space restrictor + self.obj_id = obj:id() + + -- Update text to indicate destination + local next_level = game.translate_string(lc_extra_transitions.lc_pool[obj:section()].hint or "") + local msg_str = game.translate_string("st_level_changer_descr") + local str = strformat(msg_str, next_level) + self.message_box:SetText(str) +end + +function msg_box_ui:Show() + self.message_box:ShowDialog(true) +end + +function msg_box_ui:__finalize() +end + +function msg_box_ui:InitCallBacks() + self:AddCallback("msg_box", ui_events.MESSAGE_BOX_OK_CLICKED, self.OnMsgOk, self) + self:AddCallback("msg_box", ui_events.MESSAGE_BOX_CANCEL_CLICKED, self.OnMsgCancel, self) + self:AddCallback("msg_box", ui_events.MESSAGE_BOX_YES_CLICKED, self.OnMsgOk, self) + self:AddCallback("msg_box", ui_events.MESSAGE_BOX_NO_CLICKED, self.OnMsgCancel, self) +end + +function msg_box_ui:OnMsgOk() + local obj = level.object_by_id(self.obj_id) + if not obj then return end + + lc_extra_transitions.teleport_actor(db.actor, obj) +end + +function msg_box_ui:OnMsgCancel() + -- Teleport player away from space restrictor? + -- Require grabbing some 'reject' position from config + -- See ui_sr_teleport.script +end + +function msg_box_ui:InitControls() + self.message_box:InitMessageBox("message_box_yes_no") +end + +function create_dialog() + local ui = msg_box_ui() + ui:Reset() + return ui +end + diff --git a/mods/Fixed Vanilla Models & Textures/meta.ini b/mods/Extra Level Transitions/meta.ini similarity index 70% rename from mods/Fixed Vanilla Models & Textures/meta.ini rename to mods/Extra Level Transitions/meta.ini index 9d81a3ae..d2ef73ce 100644 --- a/mods/Fixed Vanilla Models & Textures/meta.ini +++ b/mods/Extra Level Transitions/meta.ini @@ -1,21 +1,21 @@ [General] gameName=stalkeranomaly modid=0 -version=d2024.3.13.0 +version=d2024.3.25.0 newestVersion= -category="2," +category="-1," nexusFileStatus=1 -installationFile=Fixed_Vanilla_ModelsTextures.6.7z +installationFile=Extra_Level_Transitions.4.zip repository=Nexus ignoredVersion= comments= notes= nexusDescription= url= -hasCustomURL=true +hasCustomURL=false lastNexusQuery= lastNexusUpdate= -nexusLastModified=2024-03-13T04:35:35Z +nexusLastModified=2024-03-25T08:27:06Z nexusCategory=0 converted=false validated=false diff --git a/mods/Fixed Vanilla Models & Textures/README.txt b/mods/Fixed Vanilla Models & Textures/README.txt deleted file mode 100644 index 14edbd0a..00000000 --- a/mods/Fixed Vanilla Models & Textures/README.txt +++ /dev/null @@ -1,441 +0,0 @@ -___________ -DESCRIPTION -___________ -Fixed Vanilla Models & Textures. "FV-M&T" for short, "FVM" for shorter and much more memorable. -After playing Anomaly for such a time, using no model mods whatsoever, I have noticed that the game, sadly, has so many, many flaws in its models. - -Some examples: -* Many textures are missing mipmaps, making some textures look like an edged oversharpened mess. -* Some models have smoothing errors, making them look like a complete blocky mess. Especially prevalent on Nosorogs, ExoSEVAs and Protoexos. -* Some models have "repeated textures", to fix this I instead kept as such but completely changed the texture. -* Almost all factions have a "camo facemask" head variant that is so low quality it belongs in Counter-Strike 1.6 instead. -* All Monolith have a "full black camo" that looks like it was overlayed on the whole texture, completely ugly and unfit. -* Mercenaries have quite the variety of low-quality (re)textures. -* Ecologists could have been better instead of a single color that can make you confuse them for Mercenaries. -[For more information, check "DETAILS" below] - -So, with all that in mind, I just got tired and went ahead and fixed almost all of them the best I could. -This took more than a year to make, and I do hope all the work done will be worth it for all of you, if it makes you to even at least give it a try despite being completely in favour of "HD Models", I am flattered you'd do so. - -DO NOTE! -I do not have any intention to "HDify" anything, this pack was made ONLY to fix issues, be it technical or visual. -Knowing this, do not expect a massive visual improvement. -It may or may not be more performance heavy, this has not been tested, but it is doubtful that you'll get an extreme FPS drop. -(If anything, your FPS will increase thanks to these mipmaps) -Also, some models will not be changed simply because they're so low-quality they shouldn't even be in the game. For example...Monolith Patchwork SEVAs, the "Helmet" variants, some LC Suit variants. -I recommend you use this mod with "Less Ugly Variety" (LUV) in combination, so you can remove the ugly models like Monolith Patchwork SEVAs. -___________ -INSTALLATION -___________ - -Simply extract the "gamedata" folder into your STALKER Anomaly directory. - -New game is not required, since this is meant to be only a Models & Texture changer. -You can also install and uninstall anytime, but please be careful with the addons. -___________ -OPTIONS/ADDONS INFORMATION -___________ - -- "Alternative Ecomercs". Changes how the Ecomercs are in FVM to use a more subtle, but still visibly highlited, yellow. - - "Armored SEVA" Ecomerc now uses a blue-&-yellow SEVA suit, with a black-&-yellow backpack and better emblem that has Ecologist orange background color. This will make him easily identifiable at a distance. - - "Twilight" Ecomerc now uses SEVA/PS5 armor for the torso, while preserving the pouches in the belly and the oxygen tanks are fixed. Also has a blue-and-yellow color scheme, with orange on its highlights. - - "LC Suit" Ecomerc now has many yellow color scheme details, a better emblem and orange visors. -- UNISG Overhaul. Completely redoes UNISG visual style, including camo and colour. -The main colour shall now be light gray, with a very bright Green and Red highlight. -- SIN Overhaul. Completely redoes SIN. -Makes them have a much more "mutant" and "cultist" look like it should have. -- 'Wind of Freedom' Variants. Adds more variants for Wind of Freedom, up to 6. -- SEVA Glass Variety. Adds various different types of SEVA Glass to SEVA armors instead of being just one single blueish tint. -In other words, Duty will use a beautiful golden tint, Loners will be a Greenish tint with some Orange and Monolith will use a bizarre Pinkish with Teal. -___________ -COMPATIBILITY -___________ - -The mod will conflict with anything that changes the models and textures. -Popular mods such as "Dux's Innumerable Character Kit" and "Armor Balance Collection" are compatible by default. Besides, they use a lot of materials from FVM. -Not compatible with "HD Models" because they're both completely unrelated. -___________ -DETAILS -___________ - -_____UNIQUE_____ - -* All Unique faces (Such as Trapper, Beard, Strelok, Nitro, Cardan and so on) now use the original CoP textures, which are much better, have proper skin tone and none of those ugly repainted beards. -* Ecologist character "Tokarev" was using a SSP suit despite being inside the bunker all day and a face texture that didn't fit the UV. It now uses "Sokolov"'s face and the Scientist Suit. -* Freedom character "Leshiy" was using a face texture that was a combination of over 7 materials, had smoothing errors and used an "old" texture for the suit. He now looks exactly like in Clear Sky, but with the "Sentinel of Freedom" armor. -* Freedom character "Screw" was just Loki. Now uses his own model, which is a "Wind of Freedom" with a face that resembles Bes from ShoC. -* Neutral character, part of Strelok's group, "Rogue", is now The Ultimate Badass (May Bill Paxton rest guns blazing): - - Uses the bulky CS-3a helmet - - Arms & Torso (Armor) is a SKAT, his top favourite armor, since he prefers something conventional over an Exoskeleton (Don't get mad, darlings). - - Carries many pouches for ammo, repair kits and the like. (From CS-3b) - - Has a good ol' protective ballistic kilt, the Scottish would be proud. (From CS-3b) - - Quite the bulky trousers with extra-bulky metal plated leg armor. (From CS-3a and CS-3b) -* Neutral character, "Doctor", has been fixed: - - Eye colour changed from a bright blue to a dark brown, fitting his cutscene in ShoC. - - Fixed the Normal Map, now uses a much better one made by Argus. - - Smoothing errors on the model fixed. -* Monolith character, Eidolon, has been overhauled: - - Now has a custom pattern for the glass that gives him a more sinister cultist look to it. (Don't want to spoil too much) - ---Said glass also uses its own specular map, making the blood look bloody and the paint not have any "shine" to it. - -Now uses a custom armor texture, which is a complete Urban Camo pattern and uses Carapace (white) armor pads instead of the default metal. - -Fixed the model mesh itself, such as...Smoothing errors, visible voids, discrepancy and broken bones. - -_____TEXTURES_____ --ALL- -* SEVA Glass was a badly compressed 128x128 texture taken from Build 1964. It has been completely redone, at 256x256, with a proper normal & specular map, picking the good from Build 1964, ShoC and CoP. -[The same treatment is given to the SPP and ExoSEVA glass, using a blue-tinted variant] -* "Specnaz Glass" has been overhauled, it is now at 512x512, has a proper "semi-bubbly" normal map and stronger shiny specular. -* "Glasses", the ones Skinflint and some other rare characters use, has been overhauled to fix all that complete blackness and give it transparency (for the cubemaps), its own normal map and a nice specular. -* The STS Suit, also known as X-18 Suit, didn't have a proper normal map. I have manually painted one. -* Two face variants that had green masks were missing their normal maps. This has been fixed. -* All modern Russian gasmasks (such as those on the SKAT-9M) had broken visors. This has been fixed, back to the original orange tinted one. -* Most if not all SEVAs (Loner, Merc, Freedom) backpacks had bad textures, broken normal maps or no mipmaps. This has been fixed. -* Proto-Exos' Skeleton had a terrible bumpmap, an original from ShoC has been restored. -* GP-5 Mask has bad compression errors, no normal map and no mipmaps. It has been given all. -* "Digital Black&Orange Camo" face has been replaced with good ol' classic ShoC green-cloth face. Also known as "The Green Stalker". -* All "Exoskeletons" had a somewhat flat Specular Map. It has been improved, metal now shines like metal. -* All "Trenchcoat" variants, especially including bandits, had a flat normal map. It now uses Argus' and mine. Also includes much better specular, with realistic shading for the eyes and leathery and wet appearance for the coat. - --ZOMBIFIED- -* One face variant was just a "painted on" balaclava based on the Balaclava's face. This has been replaced with a proper Zombified face. -* One face variant was just a "painted on" balaclava based on the Green Stalker's face. This has been replaced with a proper Zombified face. -* "Ecologist Zombies" now use their own unique texture, in a way, it's exactly the same as the Ecologist SPPs but much more visibly dirtier, rusty, unkempt, broken and so on. - --LONER- -* "Loner Trenchcoat" had missing Normal Maps. This has been fixed. -* "Rookie Jacket" Normal Map was a bit broken, especially on the Specular Map. This has been fixed. -* One of "Rookie Jacket" variants, "Camo", was nothing more than a darkened and camo-all-overlayed texture. It has been replaced with a proper bright camo, including pants and dark misc parts. -* One of "Rookie Jacket" variants, a green-toned type, had some consistency issues. This has been fixed. -* One of "Rookie Jacket" variants, just a plain forest camo, has been redone with a blue leather jacket that has some "edgy" urban camo parts to it and greenish pants. -* One of "Rookie Jacket" variants, which was just "Freedom Rookie" camo but desaturated, has been replaced with the classic "White Urban" from ShoC. -* "Sunrise Suit" had no Mipmaps, this has been fixed. -* "Sunrise Suit Variant 2", Salamander, had part of his shoulders fixed and his gastank redone. -* "Sunrise Suit Variant 3", Graphite, had part of his shoulders fixed and his pads redone to be a static colour instead of camo. -* "Sunrise Suit Variant 4", Drought, has been overhauled: It now uses a dark torso with green highlights, pads are dark green and clothing has better camo more fit for a dry swamp. -* "Sunrise Suit Variant 5", Tigerstripe, had part of his shoulders fixed. -* "Sunrise Suit Variant 6", Autumn, has been overhauled: Uses a completely different camo, more fit for Autumn/Fall, shoulderpads fixed and other enhancements. -* "Wastelander" had the leatherpads changed to brown, added some more black decor to it and fixed the shoulders. Also was missing normal map, restored. -* Original "Exoskeleton", with original colours has been restored. - --BANDIT- -* "Bandit Sunrise" has been overhauled, to be an actual Sunrise instead of an STS suit. It is made to appear like a rough craftsmanship and scavenged unpainted equipment. -* "Bandit Ecoguard" suit has been overhauled, it is now a combination of the STS pants, Wind of Freedom Belt and the rest a customized type of the Ecoguard outfit, using darker uglier colours and a specific brownish woodland camo. -* "Bandit Jacket" Normal Map was a bit broken, especially on the Specular Map. This has been fixed. -* "Bandit SEVA" Variant 1 is now a proper looted Loner SEVA, combined with looted parts of the Loner Sunrise and Ecologist Guard suit. Also uses its own normal map and specular. -* "Bandit SEVA" Variant 2 is now a Bandit LC with the SEVA backpack and helmet, this gives it a more proper "Looted" and "Ballistics Improved" appearance. -* One of "Bandit Rookie" variants, red&black letterman jacket, has been replaced with an intricate Red&Black Leather Jacket. -* All variants of the "Bandit Rookie" were using the wrong normal map, it now uses the proper one. -* The original "Bandit Trenchcoat" somehow had a SEAMLESS METAL hood texture and mipmaps broken. This has all been fixed by using the original CoP texture instead. -* One of the Bandit/Looted LC Suits was just a darker version of the original. It is now a "palette swap", where the clothing is black and the armor is brown instead. -* Bandit Exoskeletons have been overhauled, as well as given their proper .thm files so they have a normal map. - --CLEAR SKY- -* All Clear Sky textures were at 1024x1024, they have been restored to 2048x2048 with less compression artifacts. In detail: - - CS-1a was using a camo clothmask and badly-made metal spaulders, now it's back to the default blue-gray and green leather spaulders - - CS-1b had a variant that used an unfit and badly made "Digital Camo" as well as its normal maps were broken. - Normal maps are fixed, original restored and the other variant is now an intricate one with green pants. - - CS-2 was desaturated and added a green filter, with some bad artifacting on the glass. This has been fixed. - - CS-3a had an incredibly desaturated look, especially on the armor. Original color has been restored. - - CS-3b had a variant that used an unfit and badly made "Digital Camo". - Original restored and the other variant is now the same but with black pants. -* Clear Sky "Sunrise" has been overhauled, fixing the issues it had such as no mipmaps, bad texture clipping, broken pants and camo. It now uses proper camo, almost fitting CS-1a itself, has black pants and fixed pouches. -* New Clear Sky "Sunrise" variant that uses "STS" torso and camo hood. -* Clear Sky "Exosuit" had no mipmaps, now it does. -* Clear Sky "Exolight" had no mipmaps, no normal map and was identical to the Exosuit anyway. Now it has black torso instead of camo and uses mipmaps & normal map. -* Clear Sky "SKAT" completely overhauled, it now uses a much better texture, with better camo, set mipmaps and a proper normal map. -* "Clear Sky SEVA" Variant 1, the STS, was using an improper normal map. This has been fixed. -* "Clear Sky SEVA" Variant 2, the one 4x2 Bumps torso, was using an improper normal map. This has been fixed. -* "Clear Sky SEVA" Variant 3, the PS5m-lookalike, was using a wrong normal map. This has been fixed. - --DUTY- -* One Duty face variant had missing normal maps. Restored. -* Duty's PS5-M was using an unfit normal map. This has been fixed thanks to "Dynamic". -* One of the Duty SEVA variants, the Pathfinder, had some minor issues and imperfections, it has been redone to fit a "Hunter" scheme better. -* One of the Duty SEVA variants, the "Scientific Guard", had some minor issues and imperfections, it has been redone to have better color composition. -* One "Duty SKAT" variant was using a 512x512 texture instead of 1024x1024. It's now back to 1024x1024. Also changed it to be a SKAT-9 (Plates). -* "SKAT Commander" was not too impressive, it has been redone to look amazing and unique, fit for an actual Frontlines Captain. -* Second Variant of Duty's PS5-M had some minor errors such as metal being painted red, missing some color and slightly broken shoulders. This has been fixed. -* Maskless PZD Dutyers were using the wrong normal map for their armor, now it uses the proper one. - --FREEDOM- -X [OPTIONAL] Freedom now has about 6 more "Wind of Freedom" variants, making up to 8. -All Variants have different wear and two kinds of armor textures for some diversity. -* "Wind of Freedom" had no proper normal map. I have manually painted one. -* One variant of the "Wind of Freedom" was using a texture that was a mishmash of the CS-3b, it now uses the original from SHoC again, but with changes such as blueish dark gray on details and some clothing and orange on metals. -* One of the "Sentinel of Freedom" variants, the one that uses an STS torso, had a bad mismatched normal map. This has been fixed. -* One of the "Guardian of Freedom" variants had a texture with no mipmaps, this has been fixed. -* Freedom SKAT has been completely overhauled, it is now a somewhat-flashy SKAT-9 & SKAT-9m combo, meaning it uses Plates and Gasmask respectively, with green flecktarn camo and blue&orange details. Also has functioning mipmaps, normal map and specular map. - --MERCENARY- -* [UNUSED IN-GAME BUT AVAILABLE IN-FILES] "SEVA/LC Combo Merc" were using very flat textures, it has now been edited to have minor details to further indicate they're part of the Mercs. -* "Merc/LC Suit" was using a different version that looked weird, with badly-painted pants and erroneous contrast on the armor, as well as missing mipmaps. The Original has been restored. -* "Sunrise Merc" was missing mipmaps and had wrong textures for the gastanks, this has been fixed. -* One of the "Sunrise Merc" variants was just the same but heavily darkened. It is now the Merc Sunrise with more decorational highlights. Also used the wrong normal map, fixed. -* One of the Mercenary suits was an ugly "desert camo" that didn't fit in The Zone at all. It is now a blue urban camo. -* One of the Mercenary suits was some kind of "variety salad" camo that didn't fit The Zone at all. It is now an intricate Hunter-like suit. -* "SEVA Merc" was using a texture with some wonky contrast and missing mipmaps. The Original has been restored. -* "Merc SKAT" has been overhauled, it now uses Merc Blue and has green highlights. Fits with the remodel. -* One of the "SEVAs" were using a wrong normal map, this has been fixed. -* One of the "Merc/LC Suit" variants, "Green", had the patches green itself that resembled Freedom's. It has been fixed back to Mercenary Blue, also added some further blue decorations to make sure he's easily spot as a Mercenary. -* One of the "Merc/LC Suit" variants, which uses a slate-gray desert camouflage, now uses another camouflage fit for Urban combat and only on the jumpsuit. -* One of the "Exos" variants, "Green Camo", was badly made and had green eyes and patches. This has been redone to be much better. -* "Proto-Exo Merc" was using a texture from the Ecologists. It now uses one from the Mercs. -* All the "Exo" variants (ExoSEVA, Exosuit, Radsuit, etc) were using an unfit bright forest camo. The Original has been restored. -Also they had transparent eyes for some reason, unlike the others, this has been synchronized. - --MILITARY- -* SKAT-9 and SKAT-9M have been completely overhauled, with a much more improved normal map, new specular map and texture fixes. -* SKAT-9 Tinted Visors have been restored, previously they were transparent. -* Military SEVA has been overhauled to fit in with the overhauled model itself. -* Military Exoskeleton (and in turn, ExoSEVA) had a texture with no mipmaps and wasn't even using a normal map. This has been fixed. -* Military Exolight had a texture with no mipmaps and wasn't even using a normal map. This has been fixed. -(NOTE: This is also the "Woodland Exosuit", so it fixes more than just the Military Exolight) -* Soldiers & Spetsnaz had a lower-res texture with no mipmaps, this has been fixed. - --ECOLOGIST- -* All SPP suits have been improved: - - All now use a proper Normal Map made by Argus. - - All variants now have a better contrast for the highlighting parts (on the legs). - - Specular completely changed to make it so the suit is reflective, especially the highlights. This is similar to what the construction workers use. - - Blue variant has been changed to a more Ecologist fit type, which is more a mix of Cyan & Blue. Also has torso bumps. - - Brown variant is now a much darker dirt-brown color, without torso bumps. - - Red variant is a much more "fancy" type of the SPP, with black torso bumps and brass decorations. - - Yellow variant is a more mundane type of yellow. - - White variant is the same, but also has darker misc items to help with contrast. -* Ecologist Proto-Exo had no normal map, now it does. This is thanks to "Dynamic". -* All "Ecomercs" had boring details, just some black or a lighter shade of blue and the Ecologist symbol, they have been revamped: - - "Armored SEVA" Ecomerc now uses a blue-&-orange SEVA suit, with an orange backpack and better emblem. This will make him easily identifiable at a distance. - - "Twilight" Ecomerc now uses SEVA/PS5 armor for the torso, while preserving the pouches in the belly and the oxygen tanks are fixed. Also has a blue-and-orange color scheme. - - "LC Suit" Ecomerc now has many orange color scheme details, a better emblem and orange visors. -* Variant 1 of the Ecoguard has been changed, it now has black shoulderplates and better, unique kneeplates. Also uses its own normal map. -* Variant 2 of the Ecoguard has broken shoulders, this has been fixed, as well as given orange tint to decorations to make him be spotted better. (It was easy to confuse him for a mercenary) -* Variant 3 of the Ecoguard has broken shoulders, this has been fixed. -* "SEVA Ecoguard" has broken shoulders, this has been fixed. -* "Orange Guard" Ecologists were using the wrong normal map, this has been fixed. -* Restored original "Scientist" suit, the one in Anomaly used an Ecologist patch for no reason. Also improved the normal map. - --MONOLITH- -* The weird digital camo that was applied over the whole texture and was badly compressed and saved with no mipmaps has been removed, now it uses the original Monolith armor textures instead. -* Monolith SEVA Variant 2 has been revamped, it's now a more intricate "Loner" SEVA that uses Monolith colors & urban camo. -* All "Old/ShoC" models were using wrong normal maps, new one was made from scratch for all. -* All "Old/ShoC" models now have 3 texture varieties; default camo, no camo green jumpsuit from Builds and Monolith Sunrise suit. -* All "New/CoP" models now have 3 texture varieties: default camo, Monolith Sunrise and Monolith PS5. -* One of the "face" model variants now have a different, better face and use Monolith Sunrise suit. -* One of the variants had a duplicate texture, it now uses a "Duty PS5M" recolored to be using Monolith Colors & Urban Camo. -* The default gasmasks were somehow colored green, this has been reverted back to light gray. -* "Monolith Exosuit" was using a terrible texture that looked like a mix of Army Suit and Exosuit, this has been fixed now. -* "Monolith SKAT" has been completely overhauled, also has mipmaps and a proper normal map. -* "Monolith ExoSEVA" was missing a normal map, this has been fixed. - --RENEGADES- -* "Renegade Exoskeleton" Variant 1 was broken and had missing normal map & mipmaps. It has been redone to resemble a Neutral Exoskeleton that has been looted. -* "Renegade Exoskeleton" Variant 2 has been redone to resemble a Looted Freedom & Duty Exoskeleton. -* "Renegade SEVA" has been redone to resemble a combination of looted Neutral SEVA & Monolith SEVA, taken from corpses and made patchworks. - --SIN- -Sin has been REDONE, for the full experience though make sure you install the "Sin Overhaul" addon. All textures may now use the new Sin Camo, which is some sort of flesh being torn apart to reveal a dark purple skin, fit for a Demon. The pattern is also meant to look like emission waves, fitting Sin even more. -* All Sin faces that had "red strips" have been decolorized and darkened. -* Sin Stalker Variant 1 is still a PS5, but this time with its own Dark Purple color. -* Sin Stalker Variant 2 is now a Sunrise instead, with the new standardized Camo and scheme fitting its "Dark Stalker" aspect. -* Sin Stalker Variant 3 is now an STS suit, to indicate it is taken or traded from Monolith, completely darkened and made fit for its fainted Red color. -* "Sin Proto-Exo" now shares texture with the first variant. -[SIN OVERHAUL] -* "Sin Proto-Exo" is now The Iron Spirit, a combination of parts of the Exoskeleton. Makes it resemble a proper cultist. -* "Sin Armored Trenchcoat" variants all now have better trenchcoat texture with Sin-appropriate camo, high-quality concealed armors and other additions like Sin-modified gasmasks. - --UNISG- -* Some UNISG variants were missing normal maps, this has been fixed. -* Some UNISG variants were using the zombie face, they now use a light-skinned bright-eyed one instead. -* One Exoskeleton variant was missing mipmaps, this has been fixed. -[UNISG OVERHAUL] -* All suits (especially LC) now have a more consistent camo that should indicate their rank: - - Variant 1 is "Trooper", a Gray&Red spot-type camo. - - Variant 2 is "Officer/Recon", same as the "Trooper" but with Light Mint as the main color instead of Gray. - - Variant 3 is "Commander/Specops", which is tiger-stripes with the borders red and the inside green, main colour simply being dark gray. -* Exoskeletons now have their unique style: - - First Variant is a "Trooper" type that uses a slightly worn Carapace type of armor and the whole armour is camouflaged, with subtle details. - - Second Variant is a "Commander/Specops" type with better carapace armor and highlighted details. - - Both variants have their own type of gasmask. - - Both variants uses a unique Normal Map & Specular Map. -* "LC SEVA" suits have their unique style: - - First variant is a complete SEVA suit with UNISG colours and subtle "Officer/Recon" camo, as well as brass decorations. - - Second variant is a complete ISRIT jumpsuit with UNISG colours and more Carbon Fibre. - - Second variant uses its own normal map & specular map. -* "Proto-Exo" has been overhauled, it is now a combination of the "UNISG SEVA" and parts of the Exoskeleton itself, slimmed down heavily. - -_____MODELS_____ -Smoothing errors fixed, shading and smoothing improved on: --ALL- -All NBCs completely overhauled, it is now meant to look like a true, makeshift NBC. Comes as a variety of either Primitive which uses GP5 or Modern which uses M40 gasmask, Bandits & Loners have unique variants that are a combination of Trenchcoat & Rookie Jacket. -* Primitive is the classic one that uses the GP-5, has no visible "naked" parts. -* Modern uses the XM-40 gas mask, with dual canisters as well as bigger than usual, has no visible "naked" parts. -* Bandits use a variant of the "Primitive" type that is cloaked by a Semi-Trenchcoat. -* Loner has a variety of everything; Primitive, Modern, Rookie and even one Trenchcoat GP5. -* Sin, if using "Sin Overhaul" itself, will have masked actual half-Mutants for NBCs. - -* Most Sunrise had "puffy round" gastanks, this has been fixed. (It was actually caused by a texture) -* SEVAs -* Exoskeletons -* Exolights -* Proto-Exo -* ExoSEVAs [Also, all ExoSEVAs had bad glass shape and broken oxygen tanks, both fixed.] -* Nosorogs [Also, all Nosorogs had broken bones, where the legs and arms would go upwards instead of downwards. Now it is fixed.] - --ZOMBIFIED- -* "Ecozombies" [Also, now have broken glass, the glass is also different for each zombie.] - --LONERS- -* "Hybrid SEVA" (which is actually factionless just like the Loner SEVA itself) had a massive overhaul that makes it look like a proper patchwork of the SEVA with the torso replaced to be better against ballistic damage. -* "Wastelander" overhauled, it is now a combination of the Sunrise and parts of CS-3b; helmet, kneepads and elbowpads -* "Nomad" overhauled, still resembles the original but uses STALKER assets, it's a combination of the Sunrise and CS-2 with much bigger pouches. -* All "Rookies" and their variants. -* All "Sunrise Suits" and their variants. -[The "Merc" gasmask variant also had his oxygen tanks changed to a backpack] - --BANDITS- -* Some Trenchcoat variants now use a "fat" variant that may or may not have a looted gasmask. -* "Looted SKAT" overhauled, in the sense that it is an actual "Looted SKAT" now, where the clothes are ditched but the armour kept. -* "Armored Trenchcoats" are now properly using a variety of armors inside their trenchcoats. -* All "Rookie Bandits" and their variants. -* All Looted Merc/LC Suits. - --CLEAR SKY- -* Clear Sky Rookies -* Clear Sky Sunrise [CS-2b] -* CS-1a -[One new variant that uses CS-2 gasmask] -* CS-1b -[One new variant that uses CS-2 gasmask] -[One new variant that is a mix of CS-2 legs and CS-3b arms] -* CS-2 -[New variant that is the same but "Open-Face"] -[New variant that makes him look like a scavenger, with a backpack and parts of the CS-1a including Pauldrons] -* CS-3a -[New variant that is the same but without the gasmask, revealing a face] -[New variant that is a mix of CS-3a itself, CS-1a and CS-2, looking much more armored and equipped] -* CS-3b -* SKAT-9 & SKAT-9M - --DUTY- -* All "PS5m" variants. -* All "Duty with Face" variants. -* Colonel Petrenko. -* General Voronin. - --FREEDOM- -* Wind of Freedom -* Sentinel of Freedom -* Guardian of Freedom - --MERCENARY- -* "Merc SKAT" overhauled, it is now a combination of the LC Torso & Gasmask with the SKAT limbs. -* "Twilight" Suits -* Merc/LC Suits - --MILITARY- -* "Military SEVA" is now a combination of the SEVA & SKAT, still clearly visible that it is indeed a SEVA. -* "Balaclava Soldiers" now use the proper head mesh. -* All "Soldiers with Bandanas" -* All "Soldiers with Berets" -* SKAT-9 & SKAT-9M -* Berill-5 and Berill-5M - --ECOLOGIST- -* All "SPP" variants -* "Proto-Exo" had some minor overhaul, specifically proper metallic armpads. (Credits to Dynamic for these pads) -* "Armored SEVA" Ecomerc -* "Twilight" Ecomerc [Also removed pointless oxygen hose] -* "LC Suit" Ecomerc - --MONOLITH- -* All GP5 models -* All "Old/ShoC" models -* All "Face" models -* SKAT is now a SKAT-9 (Plates, Mask) instead of a SKAT-9M (Pouches, Gasmask) - --RENEGADES- -* Looted LC Suits -* "Renegade Hoodie" had a major overhaul, now uses only original materials instead of Killing Floor. (Credits to "nestantart" for original model & texture) - --SIN- -* All "Stalker" Variants. -* All "LC Suits" -* All "Trenchcoat" Variants. -* "Sin NBCs" are now actually unique by making them look like half-mutants. - --UNISG- -* Nosorog was the "Fake Altyn" variant, it is now back to the Metro Helmet variant. -* LC Suits -* STS Suits - --MISC- -Various World Models were using Unique, but Duplicate, textures. This made no sense, they now use the correct default shared textures all. -___________ -LORE -___________ - -Just in case you are either curious, worried or skeptical about something, I have put some "Lore Reasons" - -"Broken Glass" for Ecozombies reasoning: -Apart of the broken glass itself simply being impressive, the SPP is a suit made for hazardous operations, and since it is indeed made by the Ecologists in the Zone (or with knowledge of it), Psy protection is a must. -So, considering that, how is it that "full zombies" are going around with these suits? They should all be dead, it makes no sense, especially with how the subject is ONLY zombified, not a full zombie. -Also, do notice how in no other STALKER game there are things such as "SEVA Zombies", or even zombies with helmets (Save for one Beril from ShoC), it gives you an idea that zombies remove any headgear to be, perhaps, more in tune with the "zombification" itself. -So in order to make at least *some* sense, the glass is broken to give the idea that this is how they lost their sanity and became zombies. - -"Sin Overhaul" Reasoning & Lore: -I always wanted to consider Sin as a Cultist type of faction but with some will of their own still; instead of simply brainwashing people to join their cause, they spread the word around to convince them that The Zone is alive and sacred instead. -They're not fools, they know they have very little members and may continue so, so instead of using Pawns as cannon-fodder, they equip them with their own armours taken from other factions, all dark to try to avoid being noticed. Hence the "Dark Stalker" lore. -While highly aggressive, they shouldn't be territorial except to their own territory and what they consider sacred; The Zone itself, which includes the Nuclear Plant and especially the Generators. -So, they mostly prefer being left alone, but don't mind sending missionaries to get more members. Despite having Pawns, they still treat them with some respect and not as just meat, unlike Monolith itself. -And in terms of their relationship with Monolith, Sin should be the new de facto bosses of "Monolith" instead, the ones who are actually pulling the strings now. - -"UNISG Overhaul" Reasoning & Lore: -UNISG, by default, uses a ridiculous camo which may be a "temporal" solution to GSC's attempt at making ISG, then UNISG and then finally scrapping it (yet some very vague references are left out in Call of Pripyat's quest regarding a drone) -Instead of going for something more subtle, I've decided to keep the ridiculous aspect but also not go way to far, it's not a literal clown camo, it's a camo that MAY work, similar to the Clear Sky camo. -For that reason, they have those kind of camos instead. - -"Ecologist Mercenary" Lore: -* They are Mercenaries, of course, paid by and affiliated to the Ecologists. -* Their job is not only to be the bodyguard, backup and sometimes guinea pig, but also the first one and hopefully only to get shot, or mauled by a mutant. -* So they generally get paid more than if they weren't working for the ecologists and should get much more advanced inventory, hence you see stuff like the Merc Twilight armor but with a PS5/SEVA torso armor instead (This one is also better for mutant attacks, anyway). -* All these emblems and new paint scheme is mostly done by request from the Ecologists, but also by the thinking of some Mercs (Not all mercies are dummies, you know?): Considering the Ecologists had quite the problems with mercs themselves, especially Wolfhound's team, even if somewhat neutral these days and Wolfhound is gone, they don't want to run any more risk, hence this color scheme. -* The very flashy orange is exactly for that reason; to be seen by others, especially Hunters, so not to be shoot by them. -But if that's a hostile human, that's fine, since as mentioned before they have to be the ones to be shot first, not the more important eggheads they are babysitting for. - -"Monolith are SKAT-9 instead of SKAT-9M" Lore: -[SPOILER!] -If you have played the classic STALKER series, especially "Shadow of Chernobyl", then you will know that during the Siege of CNPP, the Military also took role and they sent their best, including "Military STALKERs", who wore the SKAT-9 armours. Back then there was no SKAT-9M, despite it appearing in "Clear Sky" which is the pre-sequel. -But whatever the case, in my view, I consider SKAT-9 to be an "older" variant of the SKAT itself, but still as good, only being just a bit bad for radiation and weight carry. -So for that reason, I think it would make sense that Monolith would have A LOT of re-acquired SKAT-9s and not SKAT-9Ms. - -"Military SEVA" Reasoning: -I had some people get confused as to why the Military would use SEVAs. -I believe the reason is very simple though: SEVA is a versatile suit made to be a jack-of-all-trades when it comes to zone exploration, where it sacrifices a bit of elemental resistance to add some to ballistics protection. -For the Military, it may not be as important, but I expect SEVAs to be carried by Military STALKERs more often than not, so, it does make sense they'd use a combination of some SKAT parts with the SEVA. -___________ -FEEDBACK/CONTACT -___________ - -For suggestions, it would be best if you first explain what should be done, and then why. Providing other information, such as screenshots, sources and the like is highly encouraged. -For bug reporting, it would be best if you provide a screenshot and if you can, the name of the object in question that has issues. This can be done with the Debug Menu, simply press F7 in-game while aiming at a model, then "Get Info" and screenshot that. -Also, explaining the issue in detail would be nice, if you know how, for example...It uses the wrong normal map, normal map is broken, specular is too high, texture is compressed badly, it has missing mipmaps, etc... - -___________ -COPYRIGHT/LICENSE -___________ - -You are allowed to use this mod on other STALKER games (This includes the original series and major mods like Dead Air) AS LONG AS you provide credit to the original author, Blackgrowl, and you put a link to the original mod itself. -Taking textures from it is only allowed if you explicitly state that you are using FVM, put a link and credit the author (Blackgrowl), nothing else needs to be done. Putting it on other mods, even if it's the whole pack (modpack), follows the same rule as stated before. -There is a very high chance that "conflicts" will happen, in which case, simply tell the client to acquire and load FVM last so FVM textures are used. FVM will always be inherently the latest, as long as you don't change the texture names. -You are absolutely not allowed to get any monetary or commercial gain from this. Besides, that breaks GSC's license, so you'd be facing a whole company instead. -___________ -CREDITS -___________ - -Lots of Credits go to "Argus", one of the "Photorealistic Zone" developers, for he made properly baked Normal Maps, which this mod uses. -Credits go to "nestantart" for the original "Clear Sky Hoodie" model, which is used for Renegades. -Credits go to "Dynamic" for some of her model-enhancing work provided. -Credits go to "Rolan" for making the Exoskeleton texture, which I have taken some parts of. -I would like to give thanks to "LVutner" for help provided, he was able to make my Workflow much faster, easier and efficient. -I would like to give thanks to "SD" for help provided, giving good technical information. -I would like to give thanks to "Jerkonov", "Dux Fortis", "Asnen", "Gwub", "Cr3pis", "Shen" and "Thundervision" for the feedback given. \ No newline at end of file diff --git a/mods/Fixed Vanilla Models & 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Textures/gamedata/textures/act/act_stalker_soldier_4_bump.dds +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:82b0f5c6bd92cb29b6882c70a7a4779fe58bdd847d4bf6686aa4d22bf127f1ba -size 1398256 diff --git a/mods/Fixed Vanilla Models & Textures/gamedata/textures/act/act_stalker_specnaz_1.dds b/mods/Fixed Vanilla Models & Textures/gamedata/textures/act/act_stalker_specnaz_1.dds deleted file mode 100644 index a51dbe43..00000000 --- a/mods/Fixed Vanilla Models & Textures/gamedata/textures/act/act_stalker_specnaz_1.dds +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:ad6b31b49350866b51c429f90dc805a469c4fa8836a4ca4553f3bb067eec7b7a -size 699192 diff --git a/mods/Fixed Vanilla Models & Textures/gamedata/textures/act/act_stalker_specnaz_us_bump.dds b/mods/Fixed Vanilla Models & Textures/gamedata/textures/act/act_stalker_specnaz_us_bump.dds deleted file mode 100644 index d8112b4a..00000000 --- a/mods/Fixed Vanilla Models & Textures/gamedata/textures/act/act_stalker_specnaz_us_bump.dds +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:74138f6ee237aff946ffcb37a5bb3a453dce4eaa8fc90eb35f26063bdd7a55a6 -size 1398256 diff --git a/mods/Fixed Vanilla Models & Textures/gamedata/textures/act/isg/act_stalker_isg_sci_2.thm b/mods/Fixed Vanilla Models & Textures/gamedata/textures/act/isg/act_stalker_isg_sci_2.thm deleted file mode 100644 index b9ac3456..00000000 --- a/mods/Fixed Vanilla Models & Textures/gamedata/textures/act/isg/act_stalker_isg_sci_2.thm +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:0df179c977c246b260001dd63576bdc2ec2022d54d4f2c626db6be12f46ebd74 -size 169 diff --git a/mods/Fixed Vanilla Models & Textures/gamedata/textures/act/isg/act_stalker_isg_sci_3.thm b/mods/Fixed Vanilla Models & Textures/gamedata/textures/act/isg/act_stalker_isg_sci_3.thm deleted file mode 100644 index b9ac3456..00000000 --- a/mods/Fixed Vanilla Models & Textures/gamedata/textures/act/isg/act_stalker_isg_sci_3.thm +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:0df179c977c246b260001dd63576bdc2ec2022d54d4f2c626db6be12f46ebd74 -size 169 diff --git a/mods/Fixed Vanilla Models and Textures/gamedata/configs/gameplay/character_desc_general.xml b/mods/Fixed Vanilla Models and Textures/gamedata/configs/gameplay/character_desc_general.xml new file mode 100644 index 00000000..48361897 --- /dev/null +++ b/mods/Fixed Vanilla Models and Textures/gamedata/configs/gameplay/character_desc_general.xml @@ -0,0 +1,19 @@ + + +#include "gameplay\character_desc_general_*.xml" + +;#include "gameplay\character_desc_general_actor.xml" +;#include "gameplay\character_desc_general_army.xml" +;#include "gameplay\character_desc_general_bandit.xml" +;#include "gameplay\character_desc_general_csky.xml" +;#include "gameplay\character_desc_general_dolg.xml" +;#include "gameplay\character_desc_general_ecolog.xml" +;#include "gameplay\character_desc_general_freedom.xml" +;#include "gameplay\character_desc_general_greh.xml" +;#include "gameplay\character_desc_general_isg.xml" +;#include "gameplay\character_desc_general_killer.xml" +;#include "gameplay\character_desc_general_monolith.xml" +;#include "gameplay\character_desc_general_renegade.xml" +;#include "gameplay\character_desc_general_stalker.xml" +;#include "gameplay\character_desc_general_zombied.xml" + diff --git a/mods/Fixed Vanilla Models and Textures/gamedata/configs/gameplay/character_desc_general_freedom_fvm.xml b/mods/Fixed Vanilla Models and Textures/gamedata/configs/gameplay/character_desc_general_freedom_fvm.xml new file mode 100644 index 00000000..6c42781c --- /dev/null +++ b/mods/Fixed Vanilla Models and Textures/gamedata/configs/gameplay/character_desc_general_freedom_fvm.xml @@ -0,0 +1,41 @@ + +#include "gameplay\profiles\character_desc_freedom_0.xml" + ui_inGame2_Freedom_1 + characters_voice\human\freedom_1\ + actors\stalker_freedom\stalker_freedom_1a + + + +#include "gameplay\profiles\character_desc_freedom_0.xml" + ui_inGame2_Freedom_1 + characters_voice\human\freedom_1\ + actors\stalker_freedom\stalker_freedom_1a_backpack + + + +#include "gameplay\profiles\character_desc_freedom_0.xml" + ui_inGame2_Freedom_1 + characters_voice\human\freedom_3\ + actors\stalker_freedom\stalker_freedom_1a_mask + + + +#include "gameplay\profiles\character_desc_freedom_0.xml" + ui_inGame2_Freedom_1 + characters_voice\human\freedom_1\ + actors\stalker_freedom\stalker_freedom_1b + + + +#include "gameplay\profiles\character_desc_freedom_0.xml" + ui_inGame2_Freedom_1 + characters_voice\human\freedom_1\ + actors\stalker_freedom\stalker_freedom_1b_backpack + + + +#include "gameplay\profiles\character_desc_freedom_0.xml" + ui_inGame2_Freedom_1 + characters_voice\human\freedom_3\ + actors\stalker_freedom\stalker_freedom_1b_mask + \ No newline at end of file diff --git a/mods/Fixed Vanilla Models & Textures/gamedata/meshes/actors/izgoy/izgoy.ogf b/mods/Fixed Vanilla Models and Textures/gamedata/meshes/actors/izgoy/izgoy.ogf similarity index 100% rename from mods/Fixed Vanilla Models & Textures/gamedata/meshes/actors/izgoy/izgoy.ogf rename to mods/Fixed Vanilla Models and Textures/gamedata/meshes/actors/izgoy/izgoy.ogf diff --git a/mods/Fixed Vanilla Models & Textures/gamedata/meshes/actors/mnp_npc_remeik/leshui.ogf b/mods/Fixed Vanilla Models and Textures/gamedata/meshes/actors/mnp_npc_remeik/leshui.ogf similarity index 100% rename from mods/Fixed Vanilla Models & Textures/gamedata/meshes/actors/mnp_npc_remeik/leshui.ogf rename to mods/Fixed Vanilla Models and Textures/gamedata/meshes/actors/mnp_npc_remeik/leshui.ogf diff --git a/mods/Fixed Vanilla Models and Textures/gamedata/meshes/actors/stalker_bandit/light_bandit.ogf b/mods/Fixed Vanilla Models and Textures/gamedata/meshes/actors/stalker_bandit/light_bandit.ogf new file mode 100644 index 00000000..ab462033 --- /dev/null +++ b/mods/Fixed Vanilla Models and Textures/gamedata/meshes/actors/stalker_bandit/light_bandit.ogf @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:8463bc874c8aa01fdab8be81bed0985a76c39a0d5ee469e932c99209ceffdbb9 +size 716706 diff --git a/mods/Fixed Vanilla Models & Textures/gamedata/meshes/actors/stalker_bandit/stalker_band2a_mask.ogf b/mods/Fixed Vanilla Models and Textures/gamedata/meshes/actors/stalker_bandit/stalker_band2a_mask.ogf similarity index 100% rename from mods/Fixed Vanilla Models & Textures/gamedata/meshes/actors/stalker_bandit/stalker_band2a_mask.ogf rename to mods/Fixed Vanilla Models and Textures/gamedata/meshes/actors/stalker_bandit/stalker_band2a_mask.ogf diff --git a/mods/Fixed Vanilla Models & Textures/gamedata/meshes/actors/stalker_bandit/stalker_band_2_mask.ogf b/mods/Fixed Vanilla Models and Textures/gamedata/meshes/actors/stalker_bandit/stalker_band_2_mask.ogf similarity index 100% rename from mods/Fixed Vanilla Models & Textures/gamedata/meshes/actors/stalker_bandit/stalker_band_2_mask.ogf rename to mods/Fixed Vanilla Models and Textures/gamedata/meshes/actors/stalker_bandit/stalker_band_2_mask.ogf diff --git a/mods/Fixed Vanilla Models & Textures/gamedata/meshes/actors/stalker_bandit/stalker_band_ha.ogf b/mods/Fixed Vanilla Models and Textures/gamedata/meshes/actors/stalker_bandit/stalker_band_ha.ogf similarity index 100% rename from mods/Fixed Vanilla Models & Textures/gamedata/meshes/actors/stalker_bandit/stalker_band_ha.ogf rename to mods/Fixed Vanilla Models and Textures/gamedata/meshes/actors/stalker_bandit/stalker_band_ha.ogf diff --git a/mods/Fixed Vanilla Models & Textures/gamedata/meshes/actors/stalker_bandit/stalker_bandit1a.ogf b/mods/Fixed Vanilla Models and Textures/gamedata/meshes/actors/stalker_bandit/stalker_bandit1a.ogf similarity index 100% rename from mods/Fixed Vanilla Models & Textures/gamedata/meshes/actors/stalker_bandit/stalker_bandit1a.ogf rename to mods/Fixed Vanilla Models 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Textures/gamedata/textures/act/act_monoold1_bump#.dds rename to mods/Fixed Vanilla Models and Textures/gamedata/textures/act/isg/act_stalker_isg_sci_3_bump#.dds diff --git a/mods/Fixed Vanilla Models and Textures/gamedata/textures/act/isg/act_stalker_isg_sci_3_bump#.thm b/mods/Fixed Vanilla Models and Textures/gamedata/textures/act/isg/act_stalker_isg_sci_3_bump#.thm new file mode 100644 index 00000000..de695198 --- /dev/null +++ b/mods/Fixed Vanilla Models and Textures/gamedata/textures/act/isg/act_stalker_isg_sci_3_bump#.thm @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:493ab13c092945a8e9178d9475b54bc094db4e92bb2b1f2b17ec09c156926ec9 +size 138 diff --git a/mods/Fixed Vanilla Models and Textures/gamedata/textures/act/isg/act_stalker_isg_sci_3_bump.dds b/mods/Fixed Vanilla Models and Textures/gamedata/textures/act/isg/act_stalker_isg_sci_3_bump.dds new file mode 100644 index 00000000..603e8902 --- /dev/null +++ b/mods/Fixed Vanilla Models and Textures/gamedata/textures/act/isg/act_stalker_isg_sci_3_bump.dds @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:7646007c2ae68ba7c889aad0b1aab72a2db8b1ced96299a69e755ca1ecde56b8 +size 1398256 diff --git a/mods/Fixed Vanilla Models and Textures/gamedata/textures/act/isg/act_stalker_isg_sci_3_bump.thm b/mods/Fixed Vanilla Models and Textures/gamedata/textures/act/isg/act_stalker_isg_sci_3_bump.thm new file mode 100644 index 00000000..c1dc8e44 --- /dev/null +++ b/mods/Fixed Vanilla Models and Textures/gamedata/textures/act/isg/act_stalker_isg_sci_3_bump.thm @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:77d408a991ea26fc026611be52c96d6ee7efb83926432533172c3d143b7993f7 +size 138 diff --git a/mods/Fixed Vanilla Models & Textures/gamedata/textures/act/unique_chars/eidolon_armor.dds b/mods/Fixed Vanilla Models and Textures/gamedata/textures/act/unique_chars/eidolon_armor.dds similarity index 100% rename from mods/Fixed Vanilla Models & Textures/gamedata/textures/act/unique_chars/eidolon_armor.dds rename to mods/Fixed Vanilla Models and Textures/gamedata/textures/act/unique_chars/eidolon_armor.dds diff --git a/mods/Fixed Vanilla Models and Textures/gamedata/textures/act/unique_chars/eidolon_armor.thm b/mods/Fixed Vanilla Models and Textures/gamedata/textures/act/unique_chars/eidolon_armor.thm new file mode 100644 index 00000000..75c76d13 --- /dev/null +++ b/mods/Fixed Vanilla Models and Textures/gamedata/textures/act/unique_chars/eidolon_armor.thm @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:989d4157ad34582500d7e04f32a16bc0e22e0f5ef2d39bcd76718222200e6431 +size 165 diff --git a/mods/Fixed Vanilla Models & Textures/gamedata/textures/act/unique_chars/eidolon_glass.dds b/mods/Fixed Vanilla Models and Textures/gamedata/textures/act/unique_chars/eidolon_glass.dds similarity index 100% rename from mods/Fixed Vanilla Models & Textures/gamedata/textures/act/unique_chars/eidolon_glass.dds rename to mods/Fixed Vanilla Models and Textures/gamedata/textures/act/unique_chars/eidolon_glass.dds diff --git a/mods/Fixed Vanilla Models & Textures/gamedata/textures/act/unique_chars/eidolon_glass.thm b/mods/Fixed Vanilla Models and Textures/gamedata/textures/act/unique_chars/eidolon_glass.thm similarity index 100% rename from mods/Fixed Vanilla Models & Textures/gamedata/textures/act/unique_chars/eidolon_glass.thm rename to mods/Fixed Vanilla Models and Textures/gamedata/textures/act/unique_chars/eidolon_glass.thm diff --git a/mods/Fixed Vanilla Models & Textures/gamedata/textures/act/unique_chars/eidolon_glass_bump#.dds b/mods/Fixed Vanilla Models and Textures/gamedata/textures/act/unique_chars/eidolon_glass_bump#.dds similarity index 100% rename from mods/Fixed Vanilla Models & Textures/gamedata/textures/act/unique_chars/eidolon_glass_bump#.dds rename to mods/Fixed Vanilla Models and Textures/gamedata/textures/act/unique_chars/eidolon_glass_bump#.dds diff --git a/mods/Fixed Vanilla Models & Textures/gamedata/textures/act/unique_chars/eidolon_glass_bump#.thm b/mods/Fixed Vanilla Models and Textures/gamedata/textures/act/unique_chars/eidolon_glass_bump#.thm similarity index 100% rename from mods/Fixed Vanilla Models & Textures/gamedata/textures/act/unique_chars/eidolon_glass_bump#.thm rename to mods/Fixed Vanilla Models and Textures/gamedata/textures/act/unique_chars/eidolon_glass_bump#.thm diff --git a/mods/Fixed Vanilla Models & Textures/gamedata/textures/act/unique_chars/eidolon_glass_bump.dds b/mods/Fixed Vanilla Models and Textures/gamedata/textures/act/unique_chars/eidolon_glass_bump.dds similarity index 100% rename from mods/Fixed Vanilla Models & Textures/gamedata/textures/act/unique_chars/eidolon_glass_bump.dds rename to mods/Fixed Vanilla Models and Textures/gamedata/textures/act/unique_chars/eidolon_glass_bump.dds diff --git a/mods/Fixed Vanilla Models & Textures/gamedata/textures/act/unique_chars/eidolon_glass_bump.thm b/mods/Fixed Vanilla Models and Textures/gamedata/textures/act/unique_chars/eidolon_glass_bump.thm similarity index 100% rename from mods/Fixed Vanilla Models & Textures/gamedata/textures/act/unique_chars/eidolon_glass_bump.thm rename to mods/Fixed Vanilla Models and Textures/gamedata/textures/act/unique_chars/eidolon_glass_bump.thm diff --git a/mods/Fixed Vanilla Models & Textures/gamedata/textures/act/variation mod/act_neutral/gas_mask_glass.dds b/mods/Fixed Vanilla Models and Textures/gamedata/textures/act/variation mod/act_neutral/gas_mask_glass.dds similarity index 100% rename from mods/Fixed Vanilla Models & Textures/gamedata/textures/act/variation mod/act_neutral/gas_mask_glass.dds rename to mods/Fixed Vanilla Models and Textures/gamedata/textures/act/variation mod/act_neutral/gas_mask_glass.dds diff --git a/mods/Fixed Vanilla Models & Textures/gamedata/textures/act/variation mod/act_neutral/gas_mask_glass.thm b/mods/Fixed Vanilla Models and Textures/gamedata/textures/act/variation mod/act_neutral/gas_mask_glass.thm similarity index 100% rename from mods/Fixed Vanilla Models & Textures/gamedata/textures/act/variation mod/act_neutral/gas_mask_glass.thm rename to mods/Fixed Vanilla Models and Textures/gamedata/textures/act/variation mod/act_neutral/gas_mask_glass.thm diff --git a/mods/Fixed Vanilla Models & Textures/gamedata/textures/act/variation mod/act_neutral/gas_mask_glass_bump#.dds b/mods/Fixed Vanilla Models and Textures/gamedata/textures/act/variation mod/act_neutral/gas_mask_glass_bump#.dds similarity index 100% rename from mods/Fixed Vanilla Models & Textures/gamedata/textures/act/variation mod/act_neutral/gas_mask_glass_bump#.dds rename to mods/Fixed Vanilla Models and Textures/gamedata/textures/act/variation mod/act_neutral/gas_mask_glass_bump#.dds diff --git a/mods/Fixed Vanilla Models & Textures/gamedata/textures/act/variation mod/act_neutral/gas_mask_glass_bump.dds b/mods/Fixed Vanilla Models and Textures/gamedata/textures/act/variation mod/act_neutral/gas_mask_glass_bump.dds similarity index 100% rename from mods/Fixed Vanilla Models & Textures/gamedata/textures/act/variation mod/act_neutral/gas_mask_glass_bump.dds rename to mods/Fixed Vanilla Models and Textures/gamedata/textures/act/variation mod/act_neutral/gas_mask_glass_bump.dds diff --git a/mods/Fixed Vanilla Models & Textures/gamedata/textures/act/variation mod/act_neutral/gas_mask_glass_bump.thm b/mods/Fixed Vanilla Models and Textures/gamedata/textures/act/variation mod/act_neutral/gas_mask_glass_bump.thm similarity index 100% rename from mods/Fixed Vanilla Models & Textures/gamedata/textures/act/variation mod/act_neutral/gas_mask_glass_bump.thm rename to mods/Fixed Vanilla Models and Textures/gamedata/textures/act/variation mod/act_neutral/gas_mask_glass_bump.thm diff --git a/mods/Fixed Vanilla Models & Textures/gamedata/textures/act/variation mod/act_neutral/gp5a.dds b/mods/Fixed Vanilla Models and Textures/gamedata/textures/act/variation mod/act_neutral/gp5a.dds similarity index 100% rename from mods/Fixed Vanilla Models & Textures/gamedata/textures/act/variation mod/act_neutral/gp5a.dds rename to mods/Fixed Vanilla Models and Textures/gamedata/textures/act/variation mod/act_neutral/gp5a.dds diff --git a/mods/Fixed Vanilla Models & Textures/gamedata/textures/act/variation mod/act_neutral/gp5a.thm b/mods/Fixed Vanilla Models and Textures/gamedata/textures/act/variation mod/act_neutral/gp5a.thm similarity index 100% rename from mods/Fixed Vanilla Models & Textures/gamedata/textures/act/variation mod/act_neutral/gp5a.thm rename to mods/Fixed Vanilla Models and Textures/gamedata/textures/act/variation mod/act_neutral/gp5a.thm diff --git a/mods/Fixed Vanilla Models & Textures/gamedata/textures/act/variation mod/act_neutral/gp5a_bump#.dds b/mods/Fixed Vanilla Models and Textures/gamedata/textures/act/variation mod/act_neutral/gp5a_bump#.dds similarity index 100% rename from mods/Fixed Vanilla Models & Textures/gamedata/textures/act/variation mod/act_neutral/gp5a_bump#.dds rename to mods/Fixed Vanilla Models and Textures/gamedata/textures/act/variation mod/act_neutral/gp5a_bump#.dds diff --git a/mods/Fixed Vanilla Models & Textures/gamedata/textures/act/variation mod/act_neutral/gp5a_bump.dds b/mods/Fixed Vanilla Models and Textures/gamedata/textures/act/variation mod/act_neutral/gp5a_bump.dds similarity index 100% rename from mods/Fixed Vanilla Models & Textures/gamedata/textures/act/variation mod/act_neutral/gp5a_bump.dds rename to mods/Fixed Vanilla Models and Textures/gamedata/textures/act/variation mod/act_neutral/gp5a_bump.dds diff --git a/mods/Fixed Vanilla Models & Textures/gamedata/textures/act/variation mod/act_neutral/gp5a_bump.thm b/mods/Fixed Vanilla Models and Textures/gamedata/textures/act/variation mod/act_neutral/gp5a_bump.thm similarity index 100% rename from mods/Fixed Vanilla Models & Textures/gamedata/textures/act/variation mod/act_neutral/gp5a_bump.thm rename to mods/Fixed Vanilla Models and Textures/gamedata/textures/act/variation mod/act_neutral/gp5a_bump.thm diff --git a/mods/[DEV] Brotherhood/meta.ini b/mods/Fixed Vanilla Models and Textures/meta.ini similarity index 76% rename from mods/[DEV] Brotherhood/meta.ini rename to mods/Fixed Vanilla Models and Textures/meta.ini index 563c6fc9..a5837287 100644 --- a/mods/[DEV] Brotherhood/meta.ini +++ b/mods/Fixed Vanilla Models and Textures/meta.ini @@ -1,11 +1,11 @@ [General] gameName=stalkeranomaly modid=0 -version=d2024.3.19.0 +version=d2024.3.23.0 newestVersion= category="-1," nexusFileStatus=1 -installationFile=Brotherhood_v_0.5.7.6.2.zip +installationFile=Fixed_Vanilla_ModelsTextures.7.7z repository=Nexus ignoredVersion= comments= @@ -15,7 +15,7 @@ url= hasCustomURL=true lastNexusQuery= lastNexusUpdate= -nexusLastModified=2024-03-19T12:52:52Z +nexusLastModified=2024-03-23T23:05:57Z nexusCategory=0 converted=false validated=false diff --git a/mods/Gameplay Overhauls_separator/meta.ini b/mods/Gameplay Overhauls_separator/meta.ini index 55a1c1d9..35ce067c 100644 --- a/mods/Gameplay Overhauls_separator/meta.ini +++ b/mods/Gameplay Overhauls_separator/meta.ini @@ -2,8 +2,25 @@ modid=0 version= newestVersion= -category=0 +category="-1," installationFile= +ignoredVersion= +repository=Nexus +gameName=stalkeranomaly +comments= +notes= +nexusDescription= +url= +hasCustomURL=false +nexusFileStatus=1 +lastNexusQuery= +lastNexusUpdate= +nexusLastModified=2024-03-26T01:58:36Z +nexusCategory=0 +converted=false +validated=false +color=@Variant(\0\0\0\x43\x1\xff\xff\xde\xde\xde\xde\0\0\0\0) +tracked=0 [installedFiles] size=0 diff --git a/mods/Gameplay Tweaks_separator/meta.ini b/mods/Gameplay Tweaks_separator/meta.ini index 55a1c1d9..1fdfb23e 100644 --- a/mods/Gameplay Tweaks_separator/meta.ini +++ b/mods/Gameplay Tweaks_separator/meta.ini @@ -2,8 +2,25 @@ modid=0 version= newestVersion= -category=0 +category="-1," installationFile= +ignoredVersion= +repository=Nexus +gameName=stalkeranomaly +comments= +notes= +nexusDescription= +url= +hasCustomURL=true +nexusFileStatus=1 +lastNexusQuery= +lastNexusUpdate= +nexusLastModified=2024-03-26T01:58:36Z +nexusCategory=0 +converted=false +validated=false +color=@Variant(\0\0\0\x43\x1\xff\xff\xde\xde\xde\xde\0\0\0\0) +tracked=0 [installedFiles] size=0 diff --git a/mods/Interface and HUD_separator/meta.ini b/mods/Interface and HUD_separator/meta.ini index 55a1c1d9..35ce067c 100644 --- a/mods/Interface and HUD_separator/meta.ini +++ b/mods/Interface and HUD_separator/meta.ini @@ -2,8 +2,25 @@ modid=0 version= newestVersion= -category=0 +category="-1," installationFile= +ignoredVersion= +repository=Nexus +gameName=stalkeranomaly +comments= +notes= +nexusDescription= +url= +hasCustomURL=false +nexusFileStatus=1 +lastNexusQuery= +lastNexusUpdate= +nexusLastModified=2024-03-26T01:58:36Z +nexusCategory=0 +converted=false +validated=false +color=@Variant(\0\0\0\x43\x1\xff\xff\xde\xde\xde\xde\0\0\0\0) +tracked=0 [installedFiles] size=0 diff --git a/mods/Last Load and Overrides_separator/meta.ini b/mods/Last Load and Overrides_separator/meta.ini index 55a1c1d9..1fdfb23e 100644 --- a/mods/Last Load and Overrides_separator/meta.ini +++ b/mods/Last Load and Overrides_separator/meta.ini @@ -2,8 +2,25 @@ modid=0 version= newestVersion= -category=0 +category="-1," installationFile= +ignoredVersion= +repository=Nexus +gameName=stalkeranomaly +comments= +notes= +nexusDescription= +url= +hasCustomURL=true +nexusFileStatus=1 +lastNexusQuery= +lastNexusUpdate= +nexusLastModified=2024-03-26T01:58:36Z +nexusCategory=0 +converted=false +validated=false +color=@Variant(\0\0\0\x43\x1\xff\xff\xde\xde\xde\xde\0\0\0\0) +tracked=0 [installedFiles] size=0 diff --git a/mods/Locations and Levels_separator/meta.ini b/mods/Locations and Levels_separator/meta.ini index 55a1c1d9..1fdfb23e 100644 --- a/mods/Locations and Levels_separator/meta.ini +++ b/mods/Locations and Levels_separator/meta.ini @@ -2,8 +2,25 @@ modid=0 version= newestVersion= -category=0 +category="-1," installationFile= +ignoredVersion= +repository=Nexus +gameName=stalkeranomaly +comments= +notes= +nexusDescription= +url= +hasCustomURL=true +nexusFileStatus=1 +lastNexusQuery= +lastNexusUpdate= +nexusLastModified=2024-03-26T01:58:36Z +nexusCategory=0 +converted=false +validated=false +color=@Variant(\0\0\0\x43\x1\xff\xff\xde\xde\xde\xde\0\0\0\0) +tracked=0 [installedFiles] size=0 diff --git a/mods/Mark Switch/meta.ini b/mods/Mark Switch/meta.ini index d8d39c29..f1c96905 100644 --- a/mods/Mark Switch/meta.ini +++ b/mods/Mark Switch/meta.ini @@ -3,7 +3,7 @@ gameName=stalkeranomaly modid=0 version=d2024.3.13.0 newestVersion= -category="3," +category="16," nexusFileStatus=1 installationFile=mark-switch.10.zip repository=Nexus diff --git a/mods/Models and Textures_separator/meta.ini b/mods/Models and Textures_separator/meta.ini index 55a1c1d9..35ce067c 100644 --- a/mods/Models and Textures_separator/meta.ini +++ b/mods/Models and Textures_separator/meta.ini @@ -2,8 +2,25 @@ modid=0 version= newestVersion= -category=0 +category="-1," installationFile= +ignoredVersion= +repository=Nexus +gameName=stalkeranomaly +comments= +notes= +nexusDescription= +url= +hasCustomURL=false +nexusFileStatus=1 +lastNexusQuery= +lastNexusUpdate= +nexusLastModified=2024-03-26T01:58:36Z +nexusCategory=0 +converted=false +validated=false +color=@Variant(\0\0\0\x43\x1\xff\xff\xde\xde\xde\xde\0\0\0\0) +tracked=0 [installedFiles] size=0 diff --git a/mods/New Weapons and Items_separator/meta.ini b/mods/New Weapons and Items_separator/meta.ini index 55a1c1d9..1fdfb23e 100644 --- a/mods/New Weapons and Items_separator/meta.ini +++ b/mods/New Weapons and Items_separator/meta.ini @@ -2,8 +2,25 @@ modid=0 version= newestVersion= -category=0 +category="-1," installationFile= +ignoredVersion= +repository=Nexus +gameName=stalkeranomaly +comments= +notes= +nexusDescription= +url= +hasCustomURL=true +nexusFileStatus=1 +lastNexusQuery= +lastNexusUpdate= +nexusLastModified=2024-03-26T01:58:36Z +nexusCategory=0 +converted=false +validated=false +color=@Variant(\0\0\0\x43\x1\xff\xff\xde\xde\xde\xde\0\0\0\0) +tracked=0 [installedFiles] size=0 diff --git a/mods/Outfit Animations/gamedata/anims/itemuse_anm_effects/liz_patches_apply.anm b/mods/Outfit Animations/gamedata/anims/itemuse_anm_effects/liz_patches_apply.anm new file mode 100644 index 00000000..f6e3a4f6 Binary files /dev/null and b/mods/Outfit Animations/gamedata/anims/itemuse_anm_effects/liz_patches_apply.anm differ diff --git a/mods/Outfit Animations/gamedata/anims/itemuse_anm_effects/liz_patches_apply_inventory.anm b/mods/Outfit Animations/gamedata/anims/itemuse_anm_effects/liz_patches_apply_inventory.anm new file mode 100644 index 00000000..1021f2b9 Binary files /dev/null and b/mods/Outfit Animations/gamedata/anims/itemuse_anm_effects/liz_patches_apply_inventory.anm differ diff --git a/mods/Outfit Animations/gamedata/anims/itemuse_anm_effects/liz_patches_remove.anm b/mods/Outfit Animations/gamedata/anims/itemuse_anm_effects/liz_patches_remove.anm new file mode 100644 index 00000000..868afb88 Binary files /dev/null and b/mods/Outfit Animations/gamedata/anims/itemuse_anm_effects/liz_patches_remove.anm differ diff --git a/mods/Outfit Animations/gamedata/anims/itemuse_anm_effects/liz_patches_remove_inventory.anm b/mods/Outfit Animations/gamedata/anims/itemuse_anm_effects/liz_patches_remove_inventory.anm new file mode 100644 index 00000000..f1cdbe5d Binary files /dev/null and b/mods/Outfit Animations/gamedata/anims/itemuse_anm_effects/liz_patches_remove_inventory.anm differ diff --git a/mods/Outfit Animations/gamedata/configs/mod_system_liz_outfitanimations.ltx b/mods/Outfit Animations/gamedata/configs/mod_system_liz_outfitanimations.ltx index ebc139e5..8a091c1d 100644 --- a/mods/Outfit Animations/gamedata/configs/mod_system_liz_outfitanimations.ltx +++ b/mods/Outfit Animations/gamedata/configs/mod_system_liz_outfitanimations.ltx @@ -1,3 +1,9 @@ +;======================================== +; +; outfit +; +;======================================== + [outfit_animation_hud] hands_position = 0, 0, 0 hands_orientation = 0, 0, 0 @@ -28,8 +34,11 @@ anm_equip = outfit_inspect cam = itemuse_anm_effects\liz_outfit_inspect.anm snd = actor\liz_outfit_inspect - +;======================================== +; ; backpack +; +;======================================== [outfit_animation_backpack_equip_hud] hands_position = 0, 0, 0 hands_orientation = 0, 0, 0 @@ -129,3 +138,200 @@ item_visual = anomaly_weapons\liz_outfit_animations\liz_backpack_hud_stalker.ogf [outfit_animation_backpack_unequip_zombied_hud]:outfit_animation_backpack_unequip_hud item_visual = anomaly_weapons\liz_outfit_animations\liz_backpack_hud_zombied.ogf + + + +;======================================== +; +; patches +; +;======================================== +[outfit_animation_patch_apply_hud] +hands_position = 0, 0, 0 +hands_orientation = 0, 0, 0 +hands_position_16x9 = 0, 0, 0 +hands_orientation_16x9 = 0, 0, 0 +item_visual = anomaly_weapons\liz_outfit_animations\liz_patch_hud_stalker.ogf +anm_use = liz_patch_hands_apply, liz_patch_apply +cam = itemuse_anm_effects\liz_patches_apply.anm +snd = actor\liz_patch_apply + +[outfit_animation_patch_apply_army_hud]:outfit_animation_patch_apply_hud +item_visual = anomaly_weapons\liz_outfit_animations\liz_patch_hud_army.ogf + +[outfit_animation_patch_apply_bandit_hud]:outfit_animation_patch_apply_hud +item_visual = anomaly_weapons\liz_outfit_animations\liz_patch_hud_bandit.ogf + +[outfit_animation_patch_apply_csky_hud]:outfit_animation_patch_apply_hud +item_visual = anomaly_weapons\liz_outfit_animations\liz_patch_hud_csky.ogf + +[outfit_animation_patch_apply_dolg_hud]:outfit_animation_patch_apply_hud +item_visual = anomaly_weapons\liz_outfit_animations\liz_patch_hud_dolg.ogf + +[outfit_animation_patch_apply_ecolog_hud]:outfit_animation_patch_apply_hud +item_visual = anomaly_weapons\liz_outfit_animations\liz_patch_hud_ecolog.ogf + +[outfit_animation_patch_apply_freedom_hud]:outfit_animation_patch_apply_hud +item_visual = anomaly_weapons\liz_outfit_animations\liz_patch_hud_freedom.ogf + +[outfit_animation_patch_apply_greh_hud]:outfit_animation_patch_apply_hud +item_visual = anomaly_weapons\liz_outfit_animations\liz_patch_hud_greh.ogf + +[outfit_animation_patch_apply_isg_hud]:outfit_animation_patch_apply_hud +item_visual = anomaly_weapons\liz_outfit_animations\liz_patch_hud_isg.ogf + +[outfit_animation_patch_apply_killer_hud]:outfit_animation_patch_apply_hud +item_visual = anomaly_weapons\liz_outfit_animations\liz_patch_hud_killer.ogf + +[outfit_animation_patch_apply_monolith_hud]:outfit_animation_patch_apply_hud +item_visual = anomaly_weapons\liz_outfit_animations\liz_patch_hud_monolith.ogf + +[outfit_animation_patch_apply_renegade_hud]:outfit_animation_patch_apply_hud +item_visual = anomaly_weapons\liz_outfit_animations\liz_patch_hud_renegade.ogf + +[outfit_animation_patch_apply_stalker_hud]:outfit_animation_patch_apply_hud +item_visual = anomaly_weapons\liz_outfit_animations\liz_patch_hud_stalker.ogf + + + +[outfit_animation_patch_remove_hud] +hands_position = 0, 0, 0 +hands_orientation = 0, 0, 0 +hands_position_16x9 = 0, 0, 0 +hands_orientation_16x9 = 0, 0, 0 +item_visual = anomaly_weapons\liz_outfit_animations\liz_patch_hud_stalker.ogf +anm_use = liz_patch_hands_remove, liz_patch_remove +cam = itemuse_anm_effects\liz_patches_remove.anm +snd = actor\liz_patch_remove + +[outfit_animation_patch_remove_army_hud]:outfit_animation_patch_remove_hud +item_visual = anomaly_weapons\liz_outfit_animations\liz_patch_hud_army.ogf + +[outfit_animation_patch_remove_bandit_hud]:outfit_animation_patch_remove_hud +item_visual = anomaly_weapons\liz_outfit_animations\liz_patch_hud_bandit.ogf + +[outfit_animation_patch_remove_csky_hud]:outfit_animation_patch_remove_hud +item_visual = anomaly_weapons\liz_outfit_animations\liz_patch_hud_csky.ogf + +[outfit_animation_patch_remove_dolg_hud]:outfit_animation_patch_remove_hud +item_visual = anomaly_weapons\liz_outfit_animations\liz_patch_hud_dolg.ogf + +[outfit_animation_patch_remove_ecolog_hud]:outfit_animation_patch_remove_hud +item_visual = anomaly_weapons\liz_outfit_animations\liz_patch_hud_ecolog.ogf + +[outfit_animation_patch_remove_freedom_hud]:outfit_animation_patch_remove_hud +item_visual = anomaly_weapons\liz_outfit_animations\liz_patch_hud_freedom.ogf + +[outfit_animation_patch_remove_greh_hud]:outfit_animation_patch_remove_hud +item_visual = anomaly_weapons\liz_outfit_animations\liz_patch_hud_greh.ogf + +[outfit_animation_patch_remove_isg_hud]:outfit_animation_patch_remove_hud +item_visual = anomaly_weapons\liz_outfit_animations\liz_patch_hud_isg.ogf + +[outfit_animation_patch_remove_killer_hud]:outfit_animation_patch_remove_hud +item_visual = anomaly_weapons\liz_outfit_animations\liz_patch_hud_killer.ogf + +[outfit_animation_patch_remove_monolith_hud]:outfit_animation_patch_remove_hud +item_visual = anomaly_weapons\liz_outfit_animations\liz_patch_hud_monolith.ogf + +[outfit_animation_patch_remove_renegade_hud]:outfit_animation_patch_remove_hud +item_visual = anomaly_weapons\liz_outfit_animations\liz_patch_hud_renegade.ogf + +[outfit_animation_patch_remove_stalker_hud]:outfit_animation_patch_remove_hud +item_visual = anomaly_weapons\liz_outfit_animations\liz_patch_hud_stalker.ogf + + + +[outfit_animation_patch_apply_inventory_hud] +hands_position = 0, 0, 0 +hands_orientation = 0, 0, 0 +hands_position_16x9 = 0, 0, 0 +hands_orientation_16x9 = 0, 0, 0 +item_visual = anomaly_weapons\liz_outfit_animations\liz_patch_hud_stalker.ogf +anm_use = liz_patch_hands_apply_inventory, liz_patch_apply_inventory +cam = itemuse_anm_effects\liz_patches_apply_inventory.anm +snd = actor\liz_patch_apply + +[outfit_animation_patch_apply_inventory_army_hud]:outfit_animation_patch_apply_inventory_hud +item_visual = anomaly_weapons\liz_outfit_animations\liz_patch_hud_army.ogf + +[outfit_animation_patch_apply_inventory_bandit_hud]:outfit_animation_patch_apply_inventory_hud +item_visual = anomaly_weapons\liz_outfit_animations\liz_patch_hud_bandit.ogf + +[outfit_animation_patch_apply_inventory_csky_hud]:outfit_animation_patch_apply_inventory_hud +item_visual = anomaly_weapons\liz_outfit_animations\liz_patch_hud_csky.ogf + +[outfit_animation_patch_apply_inventory_dolg_hud]:outfit_animation_patch_apply_inventory_hud +item_visual = anomaly_weapons\liz_outfit_animations\liz_patch_hud_dolg.ogf + +[outfit_animation_patch_apply_inventory_ecolog_hud]:outfit_animation_patch_apply_inventory_hud +item_visual = anomaly_weapons\liz_outfit_animations\liz_patch_hud_ecolog.ogf + +[outfit_animation_patch_apply_inventory_freedom_hud]:outfit_animation_patch_apply_inventory_hud +item_visual = anomaly_weapons\liz_outfit_animations\liz_patch_hud_freedom.ogf + +[outfit_animation_patch_apply_inventory_greh_hud]:outfit_animation_patch_apply_inventory_hud +item_visual = anomaly_weapons\liz_outfit_animations\liz_patch_hud_greh.ogf + +[outfit_animation_patch_apply_inventory_isg_hud]:outfit_animation_patch_apply_inventory_hud +item_visual = anomaly_weapons\liz_outfit_animations\liz_patch_hud_isg.ogf + +[outfit_animation_patch_apply_inventory_killer_hud]:outfit_animation_patch_apply_inventory_hud +item_visual = anomaly_weapons\liz_outfit_animations\liz_patch_hud_killer.ogf + +[outfit_animation_patch_apply_inventory_monolith_hud]:outfit_animation_patch_apply_inventory_hud +item_visual = anomaly_weapons\liz_outfit_animations\liz_patch_hud_monolith.ogf + +[outfit_animation_patch_apply_inventory_renegade_hud]:outfit_animation_patch_apply_inventory_hud +item_visual = anomaly_weapons\liz_outfit_animations\liz_patch_hud_renegade.ogf + +[outfit_animation_patch_apply_inventory_stalker_hud]:outfit_animation_patch_apply_inventory_hud +item_visual = anomaly_weapons\liz_outfit_animations\liz_patch_hud_stalker.ogf + + + +[outfit_animation_patch_remove_inventory_hud] +hands_position = 0, 0, 0 +hands_orientation = 0, 0, 0 +hands_position_16x9 = 0, 0, 0 +hands_orientation_16x9 = 0, 0, 0 +item_visual = anomaly_weapons\liz_outfit_animations\liz_patch_hud_stalker.ogf +anm_use = liz_patch_hands_remove_inventory, liz_patch_remove_inventory +cam = itemuse_anm_effects\liz_patches_remove_inventory.anm +snd = actor\liz_patch_remove + +[outfit_animation_patch_remove_inventory_army_hud]:outfit_animation_patch_remove_inventory_hud +item_visual = anomaly_weapons\liz_outfit_animations\liz_patch_hud_army.ogf + +[outfit_animation_patch_remove_inventory_bandit_hud]:outfit_animation_patch_remove_inventory_hud +item_visual = anomaly_weapons\liz_outfit_animations\liz_patch_hud_bandit.ogf + +[outfit_animation_patch_remove_inventory_csky_hud]:outfit_animation_patch_remove_inventory_hud +item_visual = anomaly_weapons\liz_outfit_animations\liz_patch_hud_csky.ogf + +[outfit_animation_patch_remove_inventory_dolg_hud]:outfit_animation_patch_remove_inventory_hud +item_visual = anomaly_weapons\liz_outfit_animations\liz_patch_hud_dolg.ogf + +[outfit_animation_patch_remove_inventory_ecolog_hud]:outfit_animation_patch_remove_inventory_hud +item_visual = anomaly_weapons\liz_outfit_animations\liz_patch_hud_ecolog.ogf + +[outfit_animation_patch_remove_inventory_freedom_hud]:outfit_animation_patch_remove_inventory_hud +item_visual = anomaly_weapons\liz_outfit_animations\liz_patch_hud_freedom.ogf + +[outfit_animation_patch_remove_inventory_greh_hud]:outfit_animation_patch_remove_inventory_hud +item_visual = anomaly_weapons\liz_outfit_animations\liz_patch_hud_greh.ogf + +[outfit_animation_patch_remove_inventory_isg_hud]:outfit_animation_patch_remove_inventory_hud +item_visual = anomaly_weapons\liz_outfit_animations\liz_patch_hud_isg.ogf + +[outfit_animation_patch_remove_inventory_killer_hud]:outfit_animation_patch_remove_inventory_hud +item_visual = anomaly_weapons\liz_outfit_animations\liz_patch_hud_killer.ogf + +[outfit_animation_patch_remove_inventory_monolith_hud]:outfit_animation_patch_remove_inventory_hud +item_visual = anomaly_weapons\liz_outfit_animations\liz_patch_hud_monolith.ogf + +[outfit_animation_patch_remove_inventory_renegade_hud]:outfit_animation_patch_remove_inventory_hud +item_visual = anomaly_weapons\liz_outfit_animations\liz_patch_hud_renegade.ogf + +[outfit_animation_patch_remove_inventory_stalker_hud]:outfit_animation_patch_remove_inventory_hud +item_visual = anomaly_weapons\liz_outfit_animations\liz_patch_hud_stalker.ogf \ No newline at end of file diff --git a/mods/Outfit Animations/gamedata/configs/unlocalizers/unlocalizer_liz_outfit_animations.ltx b/mods/Outfit Animations/gamedata/configs/unlocalizers/unlocalizer_liz_outfit_animations.ltx new file mode 100644 index 00000000..c1d46b6e --- /dev/null +++ b/mods/Outfit Animations/gamedata/configs/unlocalizers/unlocalizer_liz_outfit_animations.ltx @@ -0,0 +1,2 @@ +[gameplay_disguise] +possible_factions \ No newline at end of file diff --git a/mods/Outfit Animations/gamedata/meshes/anomaly_weapons/hud_animations/liz_backpack.omf b/mods/Outfit Animations/gamedata/meshes/anomaly_weapons/hud_animation/liz_backpack.omf similarity index 100% rename from mods/Outfit Animations/gamedata/meshes/anomaly_weapons/hud_animations/liz_backpack.omf rename to mods/Outfit Animations/gamedata/meshes/anomaly_weapons/hud_animation/liz_backpack.omf diff --git a/mods/Outfit Animations/gamedata/meshes/anomaly_weapons/hud_animation/liz_patches.omf b/mods/Outfit Animations/gamedata/meshes/anomaly_weapons/hud_animation/liz_patches.omf new file mode 100644 index 00000000..4af845ea Binary files /dev/null and b/mods/Outfit Animations/gamedata/meshes/anomaly_weapons/hud_animation/liz_patches.omf differ diff --git a/mods/Outfit Animations/gamedata/meshes/anomaly_weapons/hud_hands_animation/liz_patches_hands.omf b/mods/Outfit Animations/gamedata/meshes/anomaly_weapons/hud_hands_animation/liz_patches_hands.omf new file mode 100644 index 00000000..446812fa Binary files /dev/null and b/mods/Outfit Animations/gamedata/meshes/anomaly_weapons/hud_hands_animation/liz_patches_hands.omf differ diff --git a/mods/Outfit Animations/gamedata/meshes/anomaly_weapons/liz_outfit_animations/liz_backpack_hud.ogf b/mods/Outfit Animations/gamedata/meshes/anomaly_weapons/liz_outfit_animations/liz_backpack_hud.ogf index 1558e7b2..fdf560df 100644 --- a/mods/Outfit Animations/gamedata/meshes/anomaly_weapons/liz_outfit_animations/liz_backpack_hud.ogf +++ b/mods/Outfit Animations/gamedata/meshes/anomaly_weapons/liz_outfit_animations/liz_backpack_hud.ogf @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:0d5a5070c6ff25e2bd423518a88d468628ec0adf5aa57fe33dab2136b5b00aa1 -size 130198 +oid sha256:bf5fd4b876a4a232b4a8bac45b54923a50855e0c17a420ee0ddd24615776cbf0 +size 130197 diff --git a/mods/Outfit Animations/gamedata/meshes/anomaly_weapons/liz_outfit_animations/liz_backpack_hud_army.ogf b/mods/Outfit Animations/gamedata/meshes/anomaly_weapons/liz_outfit_animations/liz_backpack_hud_army.ogf index 13e2cc96..9da9b1b9 100644 --- a/mods/Outfit Animations/gamedata/meshes/anomaly_weapons/liz_outfit_animations/liz_backpack_hud_army.ogf +++ b/mods/Outfit Animations/gamedata/meshes/anomaly_weapons/liz_outfit_animations/liz_backpack_hud_army.ogf @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:09a65f72e6535f637c26bfa5fa79ee0f5d3e3e44b59ef09981275baba326a22e -size 130203 +oid sha256:2c6e6c66eab0379d756840fab137d35970da16c03d1d79d505def894cf1a8345 +size 130202 diff --git a/mods/Outfit Animations/gamedata/meshes/anomaly_weapons/liz_outfit_animations/liz_backpack_hud_bandit.ogf b/mods/Outfit Animations/gamedata/meshes/anomaly_weapons/liz_outfit_animations/liz_backpack_hud_bandit.ogf index e5cdd005..5a0c0e5c 100644 --- a/mods/Outfit Animations/gamedata/meshes/anomaly_weapons/liz_outfit_animations/liz_backpack_hud_bandit.ogf +++ b/mods/Outfit Animations/gamedata/meshes/anomaly_weapons/liz_outfit_animations/liz_backpack_hud_bandit.ogf @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:f8fe3800a234456655bace7975151750a2562d87dafa31838ee4739a2448e974 -size 130205 +oid sha256:942852312782f3fd2fcc6927b17e5b1e0dabac4f72892bd235221cfca7ea5d0c +size 130204 diff --git a/mods/Outfit Animations/gamedata/meshes/anomaly_weapons/liz_outfit_animations/liz_backpack_hud_csky.ogf b/mods/Outfit 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Animations/gamedata/meshes/anomaly_weapons/liz_outfit_animations/liz_backpack_hud_isg.ogf @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:63fc19346962287977392c643c9228fbdb077a3cd684dba90e46e7452c583e8f -size 130202 +oid sha256:20e17a3e4e63c971f90a85bd4de9d830ed48de8e0b1737891d42fe882ef331ec +size 130201 diff --git a/mods/Outfit Animations/gamedata/meshes/anomaly_weapons/liz_outfit_animations/liz_backpack_hud_killer.ogf b/mods/Outfit Animations/gamedata/meshes/anomaly_weapons/liz_outfit_animations/liz_backpack_hud_killer.ogf index 4c904ded..9fed9064 100644 --- a/mods/Outfit Animations/gamedata/meshes/anomaly_weapons/liz_outfit_animations/liz_backpack_hud_killer.ogf +++ b/mods/Outfit Animations/gamedata/meshes/anomaly_weapons/liz_outfit_animations/liz_backpack_hud_killer.ogf @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:a5001c13e81d1f73f00009dc1b824db7c71b51fd8715be99b2d90a897a19107e -size 130205 +oid sha256:61573d9b6623bfb1231ff48121e133c7609e80541528337de891c717d6be724a +size 130204 diff --git a/mods/Outfit Animations/gamedata/meshes/anomaly_weapons/liz_outfit_animations/liz_backpack_hud_monolith.ogf b/mods/Outfit Animations/gamedata/meshes/anomaly_weapons/liz_outfit_animations/liz_backpack_hud_monolith.ogf index 99fad8af..896a4300 100644 --- a/mods/Outfit Animations/gamedata/meshes/anomaly_weapons/liz_outfit_animations/liz_backpack_hud_monolith.ogf +++ b/mods/Outfit Animations/gamedata/meshes/anomaly_weapons/liz_outfit_animations/liz_backpack_hud_monolith.ogf @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:71e97c68a8838833122aaa583aad6bd2f1572d85ab08fab50e9c0f3ab4b834a6 -size 130207 +oid sha256:bfdf38b561508c32c34d711e4aec203b4c7f332f1d0448bd423e796c80018431 +size 130206 diff --git a/mods/Outfit Animations/gamedata/meshes/anomaly_weapons/liz_outfit_animations/liz_backpack_hud_renegade.ogf b/mods/Outfit Animations/gamedata/meshes/anomaly_weapons/liz_outfit_animations/liz_backpack_hud_renegade.ogf index 17f35139..933a3680 100644 --- a/mods/Outfit Animations/gamedata/meshes/anomaly_weapons/liz_outfit_animations/liz_backpack_hud_renegade.ogf +++ b/mods/Outfit Animations/gamedata/meshes/anomaly_weapons/liz_outfit_animations/liz_backpack_hud_renegade.ogf @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:e2a1debec93bb4bc69c9f2c0cb6f3306cdcd4dc5600ca665bd008ef30667e409 -size 130207 +oid sha256:a5daf226af359ab5550f95a8fd4aac3029a31b8c13f5c0bafc0e99510b387d09 +size 130206 diff --git a/mods/Outfit Animations/gamedata/meshes/anomaly_weapons/liz_outfit_animations/liz_backpack_hud_stalker.ogf b/mods/Outfit Animations/gamedata/meshes/anomaly_weapons/liz_outfit_animations/liz_backpack_hud_stalker.ogf index c2f6843b..1ef7369a 100644 --- a/mods/Outfit Animations/gamedata/meshes/anomaly_weapons/liz_outfit_animations/liz_backpack_hud_stalker.ogf +++ b/mods/Outfit Animations/gamedata/meshes/anomaly_weapons/liz_outfit_animations/liz_backpack_hud_stalker.ogf @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:65d227c7be52efd9883c48f375fcd522ea1aca0567e653069cf557f6234b0179 -size 130206 +oid sha256:856484a2457a53837f08fcfc986916d66b2254431a85e9dec43a9a130169b9a2 +size 130205 diff --git a/mods/Outfit Animations/gamedata/meshes/anomaly_weapons/liz_outfit_animations/liz_backpack_hud_zombied.ogf b/mods/Outfit Animations/gamedata/meshes/anomaly_weapons/liz_outfit_animations/liz_backpack_hud_zombied.ogf index 643a6cdb..ce064a91 100644 --- a/mods/Outfit Animations/gamedata/meshes/anomaly_weapons/liz_outfit_animations/liz_backpack_hud_zombied.ogf +++ b/mods/Outfit Animations/gamedata/meshes/anomaly_weapons/liz_outfit_animations/liz_backpack_hud_zombied.ogf @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:d221395cef17dec56cf660ef6498686d7327e5d39fb5b1276c651326bc2029f3 -size 130206 +oid sha256:aa580f1c1ff7b6397a2f05a5ee5d736db3ef53fbf7f1dfd772b84b2c593c77ed +size 130205 diff --git a/mods/Outfit Animations/gamedata/meshes/anomaly_weapons/liz_outfit_animations/liz_patch_hud_army.ogf b/mods/Outfit Animations/gamedata/meshes/anomaly_weapons/liz_outfit_animations/liz_patch_hud_army.ogf new file mode 100644 index 00000000..67447cf7 --- /dev/null +++ b/mods/Outfit Animations/gamedata/meshes/anomaly_weapons/liz_outfit_animations/liz_patch_hud_army.ogf @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:9bc3f70c815dd22edfdcedd65359ba8ac7f1b8ba1aafdc230b3c07f5beb9261c +size 26266 diff --git a/mods/Outfit Animations/gamedata/meshes/anomaly_weapons/liz_outfit_animations/liz_patch_hud_bandit.ogf b/mods/Outfit Animations/gamedata/meshes/anomaly_weapons/liz_outfit_animations/liz_patch_hud_bandit.ogf new file mode 100644 index 00000000..0dc5d3f9 --- /dev/null +++ b/mods/Outfit Animations/gamedata/meshes/anomaly_weapons/liz_outfit_animations/liz_patch_hud_bandit.ogf @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:6433ed4efa4fdec654c3477cb26923bf42625baf970d8c3afd0a102bbf2d7847 +size 21066 diff --git a/mods/Outfit Animations/gamedata/meshes/anomaly_weapons/liz_outfit_animations/liz_patch_hud_csky.ogf b/mods/Outfit Animations/gamedata/meshes/anomaly_weapons/liz_outfit_animations/liz_patch_hud_csky.ogf new file mode 100644 index 00000000..937d670d --- /dev/null +++ b/mods/Outfit Animations/gamedata/meshes/anomaly_weapons/liz_outfit_animations/liz_patch_hud_csky.ogf @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:985520f1965dc636d83dbb52aa03562b7f2809a667a4e79ffc1a484db8b7916a +size 20234 diff --git a/mods/Outfit Animations/gamedata/meshes/anomaly_weapons/liz_outfit_animations/liz_patch_hud_dolg.ogf b/mods/Outfit Animations/gamedata/meshes/anomaly_weapons/liz_outfit_animations/liz_patch_hud_dolg.ogf new file mode 100644 index 00000000..c418b723 --- /dev/null +++ b/mods/Outfit Animations/gamedata/meshes/anomaly_weapons/liz_outfit_animations/liz_patch_hud_dolg.ogf @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:4fa7bde55ff45609e37633d3fd4c40623f9414bff57be349a55eb0eb060df870 +size 25434 diff --git a/mods/Outfit Animations/gamedata/meshes/anomaly_weapons/liz_outfit_animations/liz_patch_hud_ecolog.ogf b/mods/Outfit Animations/gamedata/meshes/anomaly_weapons/liz_outfit_animations/liz_patch_hud_ecolog.ogf new file mode 100644 index 00000000..cb4c023e --- /dev/null +++ b/mods/Outfit Animations/gamedata/meshes/anomaly_weapons/liz_outfit_animations/liz_patch_hud_ecolog.ogf @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:408f91b648810e715ccdbacf2343c070e9d5477209012b63a7028da250c9cafc +size 33642 diff --git a/mods/Outfit Animations/gamedata/meshes/anomaly_weapons/liz_outfit_animations/liz_patch_hud_freedom.ogf b/mods/Outfit Animations/gamedata/meshes/anomaly_weapons/liz_outfit_animations/liz_patch_hud_freedom.ogf new file mode 100644 index 00000000..df8cda96 --- /dev/null +++ b/mods/Outfit Animations/gamedata/meshes/anomaly_weapons/liz_outfit_animations/liz_patch_hud_freedom.ogf @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:6b14598eb068cad4c1455db751140ebbfd284dd26c3268fc75bee86f963e74b0 +size 16330 diff --git a/mods/Outfit Animations/gamedata/meshes/anomaly_weapons/liz_outfit_animations/liz_patch_hud_greh.ogf b/mods/Outfit Animations/gamedata/meshes/anomaly_weapons/liz_outfit_animations/liz_patch_hud_greh.ogf new file mode 100644 index 00000000..c85a4a0c --- /dev/null +++ b/mods/Outfit Animations/gamedata/meshes/anomaly_weapons/liz_outfit_animations/liz_patch_hud_greh.ogf @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:2b40b4ee784343b9b67e301b35e0b1fa6f28896c619a0cf6bdf1937954bc4860 +size 12906 diff --git a/mods/Outfit Animations/gamedata/meshes/anomaly_weapons/liz_outfit_animations/liz_patch_hud_isg.ogf b/mods/Outfit Animations/gamedata/meshes/anomaly_weapons/liz_outfit_animations/liz_patch_hud_isg.ogf new file mode 100644 index 00000000..40ffb39b --- /dev/null +++ b/mods/Outfit Animations/gamedata/meshes/anomaly_weapons/liz_outfit_animations/liz_patch_hud_isg.ogf @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:beb513d7128d711745092acd9959bf4da3989cd6ad03524e3407dbd5e3232b3c +size 19082 diff --git a/mods/Outfit Animations/gamedata/meshes/anomaly_weapons/liz_outfit_animations/liz_patch_hud_killer.ogf b/mods/Outfit Animations/gamedata/meshes/anomaly_weapons/liz_outfit_animations/liz_patch_hud_killer.ogf new file mode 100644 index 00000000..bc47f8e3 --- /dev/null +++ b/mods/Outfit Animations/gamedata/meshes/anomaly_weapons/liz_outfit_animations/liz_patch_hud_killer.ogf @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:269037e3225b07868c4b855c4e0fa977c3f5a8ee06beacd977d30ee6d4a39473 +size 14074 diff --git a/mods/Outfit Animations/gamedata/meshes/anomaly_weapons/liz_outfit_animations/liz_patch_hud_monolith.ogf b/mods/Outfit Animations/gamedata/meshes/anomaly_weapons/liz_outfit_animations/liz_patch_hud_monolith.ogf new file mode 100644 index 00000000..ef09536d --- /dev/null +++ b/mods/Outfit Animations/gamedata/meshes/anomaly_weapons/liz_outfit_animations/liz_patch_hud_monolith.ogf @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:ae7e10bc521a365f4529a6d784c3d9247e464e4199e22931a18f4f8539713add +size 22602 diff --git a/mods/Outfit Animations/gamedata/meshes/anomaly_weapons/liz_outfit_animations/liz_patch_hud_renegade.ogf b/mods/Outfit Animations/gamedata/meshes/anomaly_weapons/liz_outfit_animations/liz_patch_hud_renegade.ogf new file mode 100644 index 00000000..6691aa69 --- /dev/null +++ b/mods/Outfit Animations/gamedata/meshes/anomaly_weapons/liz_outfit_animations/liz_patch_hud_renegade.ogf @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:4a761ef07d1162eb8f00dbd765d8f2501122bad1642ec9f96b2da335dfc28171 +size 19402 diff --git a/mods/Outfit Animations/gamedata/meshes/anomaly_weapons/liz_outfit_animations/liz_patch_hud_stalker.ogf b/mods/Outfit Animations/gamedata/meshes/anomaly_weapons/liz_outfit_animations/liz_patch_hud_stalker.ogf new file mode 100644 index 00000000..7935d3bc --- /dev/null +++ b/mods/Outfit Animations/gamedata/meshes/anomaly_weapons/liz_outfit_animations/liz_patch_hud_stalker.ogf @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:67456c606a86da017ddf273603c58f1e3098b4eb1ca99320daffec361eb5e9ca +size 15594 diff --git a/mods/Outfit Animations/gamedata/scripts/a_gameplay_disguise_outfit_animations.script b/mods/Outfit Animations/gamedata/scripts/a_gameplay_disguise_outfit_animations.script new file mode 100644 index 00000000..54a61985 --- /dev/null +++ b/mods/Outfit Animations/gamedata/scripts/a_gameplay_disguise_outfit_animations.script @@ -0,0 +1,41 @@ +local originalPIF = actor_effects.play_item_fx +actor_effects.play_item_fx = function(name) + if name == "disguise_tear_patch" then return end + originalPIF(name) +end + +local originalMPA = gameplay_disguise.menu_patch_action +gameplay_disguise.menu_patch_action = function(obj) + + local section = obj:section() + local comm = ini_sys:r_string_ex(section, "community") + if comm and (comm ~= "") and gameplay_disguise.possible_factions[comm] then + local id = obj:id() + local obj_patch = gameplay_disguise.get_patch(comm) + local state = se_load_var(id, obj:name(), "unpatched") + + local current_outfit_id = db.actor:item_in_slot(7) and db.actor:item_in_slot(7):id() or -1 + local is_equipped_outfit = id == current_outfit_id and true or false + + if state and obj_patch then + + if is_equipped_outfit then + outfit_animations_patches.play_animation_apply_patch(comm) + else + outfit_animations_patches.play_animation_apply_patch_inventory(comm) + end + + elseif (state == nil) then + + if is_equipped_outfit then + outfit_animations_patches.play_animation_remove_patch(comm) + else + outfit_animations_patches.play_animation_remove_patch_inventory(comm) + end + + end + end + + originalMPA(obj) +end + diff --git a/mods/Outfit Animations/gamedata/scripts/backpack_animations.script b/mods/Outfit Animations/gamedata/scripts/backpack_animations.script deleted file mode 100644 index 8c96bcea..00000000 --- a/mods/Outfit Animations/gamedata/scripts/backpack_animations.script +++ /dev/null @@ -1,95 +0,0 @@ -local fov_manager = outfit_animations_fov_manager -local mcm_allow_movement = outfit_animations_mcm.get_config("allow_movement") - - - -function on_game_start() - RegisterScriptCallback("on_option_change", on_option_change) -end - - -function on_option_change() - mcm_allow_movement = outfit_animations_mcm.get_config("allow_movement") -end ------------------------------------------------------------------------------- --- main ------------------------------------------------------------------------------- -local anm_info = nil --it's he cuz of stalke engine magic that I don't know -local cur_slot -local det_active -function play_animation_delayed(obj, is_equip, callback) - - --prepare - Invoke("play_backpack_animation_te0", 0.01, function () - hide_hud_inventory() - cur_slot = db.actor:active_slot() - det_active = db.actor:active_detector() or nil - if det_active then det_active:switch_state(2) end - db.actor:activate_slot(0) - if headgear_animations then headgear_animations.enable_animations = false end - end) - - wait_for_free_hands(function() - --play - fov_manager.restore_fov() - if mcm_allow_movement then game.only_allow_movekeys(true) else level.disable_input() end - - local anm_info = select_animation(obj, is_equip) - local delay = 0.25 - local length = 0 - length = length + game.get_motion_length(anm_info.section_name, anm_info.anm, 1) / 1000 - Invoke("play_backpack_animation_te1", delay, function() - xr_effects.play_snd(db.actor, nil, {[1] = anm_info.snd}) - level.add_cam_effector(anm_info.cam, 1300, false, "") - game.play_hud_motion(2, anm_info.section_name, anm_info.anm, false, 1) - end) - - --restore - Invoke("play_backpack_animation_te2", delay + length + 0.25, function() - callback() -- perform inventory ui action - if mcm_allow_movement then game.only_allow_movekeys(false) else level.enable_input() end - if headgear_animations then headgear_animations.enable_animations = true end - -- db.actor:activate_slot(cur_slot or 0) - -- if det_active then det_active:switch_state(1) end - end) - end) -end - - -function select_animation(obj, is_equip) - --select backpack texture based on faction, like in fdda - local faction = character_community(db.actor):sub(7) - local m_section = is_equip and "outfit_animation_backpack_equip" or "outfit_animation_backpack_unequip" - m_section = m_section .. "_" .. faction .. "_hud" - local m_animation = "anm_use" - - return { - section_name = m_section, - anm = m_animation, - cam = ini_sys:r_string_ex(m_section, "cam"), - snd = ini_sys:r_string_ex(m_section, "snd") - } -end - - -function wait_for_free_hands(action_to_perform) - local force_timer = 0 - CreateTimeEvent("outfit_animations", "wait_for_free_hands_te0", 0.1, function() - if (db.actor:active_slot() == 0 and not db.actor:active_detector() and not enhanced_animations.used_item) or (force_timer > 5) then - Invoke("wait_for_free_hands_te1", 0, action_to_perform) --i don understan y this works on 1.5.1 (гѓЋгЃёпїЈгЂЃ) - return true - end - force_timer = force_timer + (device().time_delta/1000) - return false - end) -end - - -function Invoke(name, time, action) - CreateTimeEvent("outfit_animations", name, time, function() - action() - return true - end) -end - - diff --git a/mods/Outfit Animations/gamedata/scripts/outfit_animations.script b/mods/Outfit Animations/gamedata/scripts/outfit_animations.script index adffd5f7..8786183e 100644 --- a/mods/Outfit Animations/gamedata/scripts/outfit_animations.script +++ b/mods/Outfit Animations/gamedata/scripts/outfit_animations.script @@ -2,6 +2,9 @@ local fov_manager = outfit_animations_fov_manager local mcm_memory_enable = outfit_animations_mcm.get_config("memory") local mcm_allow_movement = outfit_animations_mcm.get_config("allow_movement") +local enable_animations = false +local ruck_last_outfit = -1 + local originalPIF = actor_effects.play_item_fx function actor_effects.play_item_fx(name) @@ -13,6 +16,9 @@ end function on_game_start() RegisterScriptCallback("on_option_change", on_option_change) RegisterScriptCallback("actor_on_first_update", actor_on_first_update) + RegisterScriptCallback("actor_item_to_slot", on_item_to_slot) + RegisterScriptCallback("actor_item_to_ruck", on_item_to_ruck) + RegisterScriptCallback("actor_on_item_drop", on_item_to_ruck) end @@ -24,8 +30,41 @@ end function actor_on_first_update() - local sec = db.actor:item_in_slot(7) and db.actor:item_in_slot(7) - if sec then remember_outfit(sec) end + CreateTimeEvent("outfit_animations", "enable_animation_delay_te", 3, function() + ruck_last_outfit = db.actor:item_in_slot(7) and db.actor:item_in_slot(7):id() or -1 + + local sec = db.actor:item_in_slot(7) + if sec then remember_outfit(sec) end + + enable_animations = true + return true + end) +end + + +function on_item_to_ruck(obj) + if IsOutfit(obj) and obj:id() == ruck_last_outfit then + ruck_last_outfit = -1 + + if not db.actor:alive() then return end + if not enable_animations then return end + if has_alife_info("BAR_ARENA_FIGHT") then return end + + play_animation(obj) + end +end + + +function on_item_to_slot(obj) + if IsOutfit(obj) and obj:id() ~= ruck_last_outfit then + ruck_last_outfit = obj:id() + + if not db.actor:alive() then return end + if not enable_animations then return end + if has_alife_info("BAR_ARENA_FIGHT") then return end + + play_animation(obj) + end end @@ -33,49 +72,91 @@ end -- main ------------------------------------------------------------------------------ local anm_info = nil --it's here cuz of stalke engine magic that I don't know -local cur_slot -local det_active -function play_animation_delayed(obj, callback) - --prepare - Invoke("play_animation_te3", 0.01, function () - hide_hud_inventory() - cur_slot = db.actor:active_slot() - det_active = db.actor:active_detector() or nil - if det_active then det_active:switch_state(2) end - db.actor:activate_slot(0) - if headgear_animations then headgear_animations.enable_animations = false end - end) - - wait_for_free_hands(function() - --play - fov_manager.restore_fov() - if mcm_allow_movement then game.only_allow_movekeys(true) else level.disable_input() end - callback() -- perform inventory ui action - - anm_info = select_animation(obj) - local delay = 0.25 - local length = 0 - length = length + game.get_motion_length(anm_info.section_name, anm_info.anm, 1) / 1000 - Invoke("play_outfti_inspect_animation_te", delay, function() - xr_effects.play_snd(db.actor, nil, {[1] = anm_info.snd}) - level.add_cam_effector(anm_info.cam, 1300, false, "") - game.play_hud_motion(2, anm_info.section_name, anm_info.anm, false, 1) - end) +function play_animation(obj) + --prepare for anim + anm_info = select_animation() + local activeSlot = db.actor:active_slot() + local activeWpn = db.actor:active_item() + local activeDetector = db.actor:active_detector() + local activeWpnId + local activeDetectorId + CreateTimeEvent("outfit_animations", "unequip_weapon_te", 0.1, function() + if activeWpn or activeDetector then + if activeWpn then + db.actor:move_to_ruck(activeWpn) + activeWpnId = activeWpn:id() + end + if activeDetector then + db.actor:move_to_ruck(activeDetector) + activeDetectorId = activeDetector:id() + end + end + return true + end) - --restore - Invoke("restore_after_animtion_play_te", delay + length + 0.25, function() - if mcm_allow_movement then game.only_allow_movekeys(false) else level.enable_input() end - if headgear_animations then headgear_animations.enable_animations = true end - -- db.actor:activate_slot(cur_slot or 0) - -- if det_active then det_active:switch_state(1) end + hide_hud_inventory() + if headgear_animations then headgear_animations.enable_animations = false end + + --trying to kill backpack animation (kinda afterid that it might cause busy hands bug. Need some testing) + if enhanced_animations and ui_mcm.get("EA_settings/enable_backpack_addon") then + CreateTimeEvent("outfit_animations", "stop_animation", 0.05, function() + game.stop_hud_motion() + fov_manager.restore_fov() + if mcm_allow_movement then game.only_allow_movekeys(true) else level.disable_input() end + return true end) + end + + --play + anm_info = select_animation(obj) + local delay = 0.25 + local length = 0 + length = length + game.get_motion_length(anm_info.section_name, anm_info.anm, 1) / 1000 + Invoke("play_outfti_inspect_animation_te", delay, function() + xr_effects.play_snd(db.actor, nil, {[1] = anm_info.snd}) + level.add_cam_effector(anm_info.cam, 1300, false, "") + game.play_hud_motion(2, anm_info.section_name, anm_info.anm, false, 1) + end) + + --restore + Invoke("restore_after_animtion_play_te", delay + length + 0.25, function() + -- Restore weapons if had + if activeWpnId or activeDetectorId then + if activeWpnId then + local obj = level.object_by_id(activeWpnId) + if obj then + db.actor:move_to_slot(obj, activeSlot) + CreateTimeEvent("outfit_animations", "restore_active_weapon_te", 0.05, function() + db.actor:activate_slot(activeSlot) + return true + end) + -- nextTick(function() + -- db.actor:activate_slot(activeSlot) + -- return true + -- end, 2) + end + end + if activeDetectorId then + local obj = level.object_by_id(activeDetectorId) + if obj then + db.actor:move_to_slot(obj, 9) + + -- Time event for proper animation play + CreateTimeEvent("outfit_animations", "restore_active_detector_te", 0.5, function() + obj:switch_state(1) + return true + end) + end + end + end + + if mcm_allow_movement then game.only_allow_movekeys(false) else level.enable_input() end + if headgear_animations then headgear_animations.enable_animations = true end end) end function select_animation(obj) - --temp solution - --todo: choose animation base on armor type local m_section = "outfit_animation_hud" if mcm_memory_enable then @@ -101,19 +182,6 @@ function select_animation(obj) end -function wait_for_free_hands(action_to_perform) - local force_timer = 0 - CreateTimeEvent("outfit_animations", "wait_for_free_hands_te0", 0.1, function() - if (db.actor:active_slot() == 0 and not db.actor:active_detector() and not enhanced_animations.used_item) or (force_timer > 5) then - Invoke("wait_for_free_hands_te1", 0, action_to_perform) --i don understan y this works (гѓЋгЃёпїЈгЂЃ) - return true - end - force_timer = force_timer + (device().time_delta/1000) - return false - end) -end - - function Invoke(name, time, action) CreateTimeEvent("outfit_animations", name, time, function() action() diff --git a/mods/Outfit Animations/gamedata/scripts/outfit_animations_backpack.script b/mods/Outfit Animations/gamedata/scripts/outfit_animations_backpack.script new file mode 100644 index 00000000..80365e28 --- /dev/null +++ b/mods/Outfit Animations/gamedata/scripts/outfit_animations_backpack.script @@ -0,0 +1,187 @@ +local fov_manager = outfit_animations_fov_manager +local mcm_allow_movement = outfit_animations_mcm.get_config("allow_movement") + +local enable_animations = false +local ruck_last_backpack = -1 + +local is_animation_playing = false +local item_to_equip = nil +local item_to_unequip = nil + + +function on_game_start() + RegisterScriptCallback("on_option_change", on_option_change) + RegisterScriptCallback("actor_on_first_update", actor_on_first_update) + RegisterScriptCallback("actor_item_to_slot", on_item_to_slot) + RegisterScriptCallback("actor_item_to_ruck", on_item_to_ruck) + RegisterScriptCallback("actor_on_item_drop", on_item_to_ruck) +end + + +function on_option_change() + mcm_allow_movement = outfit_animations_mcm.get_config("allow_movement") +end + + +function actor_on_first_update() + CreateTimeEvent("outfit_animations_backpack", "enable_backpack_animation_delay_te", 3, function() + ruck_last_backpack = db.actor:item_in_slot(13) and db.actor:item_in_slot(13):id() or -1 + + enable_animations = true + return true + end) +end + + +function on_item_to_ruck(obj) + if IsItem("backpack", nil, obj) and obj:id() == ruck_last_backpack then + ruck_last_backpack = -1 + + if not db.actor:alive() then return end + if not enable_animations then return end + if has_alife_info("BAR_ARENA_FIGHT") then return end + + item_to_unequip = get_section_name("outfit_animation_backpack_unequip") + if not is_animation_playing then + is_animation_playing = true + play_animation_enter() + end + end +end + + +function on_item_to_slot(obj) + if IsItem("backpack", nil, obj) and obj:id() ~= ruck_last_backpack then + ruck_last_backpack = obj:id() + + if not db.actor:alive() then return end + if not enable_animations then return end + if has_alife_info("BAR_ARENA_FIGHT") then return end + + item_to_equip = get_section_name("outfit_animation_backpack_equip") + if not is_animation_playing then + is_animation_playing = true + play_animation_enter() + end + end +end + + + +------------------------------------------------------------------------------ +-- main +------------------------------------------------------------------------------ + +-- prepare before animation +function play_animation_enter() + hide_hud_inventory() + if headgear_animations then headgear_animations.enable_animations = false end + -- cur_slot = db.actor:active_slot() + det_active = db.actor:active_detector() or nil + if det_active then det_active:switch_state(2) end + db.actor:activate_slot(0) + + wait_for_free_hands(play_animation_execute) +end + + +function play_animation_execute() + if mcm_allow_movement then game.only_allow_movekeys(true) else level.disable_input() end + fov_manager.restore_fov() + + if item_to_unequip and item_to_equip then + swap() + elseif item_to_unequip and not item_to_equip then + unequip() + elseif not item_to_unequip and item_to_equip then + equip() + end +end + + +-- restore after animation +function play_animation_exit() + if mcm_allow_movement then game.only_allow_movekeys(false) else level.enable_input() end + if headgear_animations then headgear_animations.enable_animations = true end + item_to_equip = nil + item_to_unequip = nil + is_animation_playing = false +end + +------------------------------------------------------------------------------ + +function equip() + local anm = "anm_use" + local cam = ini_sys:r_string_ex(item_to_equip, "cam") + local snd = ini_sys:r_string_ex(item_to_equip, "snd") + local length = game.get_motion_length(item_to_equip, anm, 1) / 1000 + xr_effects.play_snd(db.actor, nil, { [1] = snd }) + level.add_cam_effector(cam, 1301, false, "") + game.play_hud_motion(2, item_to_equip, anm, false, 1) + Invoke("restore_after_animation_te", length + 0.25, play_animation_exit) +end + + +function unequip() + local anm = "anm_use" + local cam = ini_sys:r_string_ex(item_to_unequip, "cam") + local snd = ini_sys:r_string_ex(item_to_unequip, "snd") + local length = game.get_motion_length(item_to_unequip, anm, 1) / 1000 + xr_effects.play_snd(db.actor, nil, { [1] = snd }) + level.add_cam_effector(cam, 1302, false, "") + game.play_hud_motion(2, item_to_unequip, anm, false, 1) + Invoke("restore_after_animation_te", length + 0.25, play_animation_exit) +end + + +function swap() + local anm = "anm_use" + local cam_unequip = ini_sys:r_string_ex(item_to_unequip, "cam") + local snd_unequip = ini_sys:r_string_ex(item_to_unequip, "snd") + local cam_equip = ini_sys:r_string_ex(item_to_equip, "cam") + local snd_equip = ini_sys:r_string_ex(item_to_equip, "snd") + local length_unequip = game.get_motion_length(item_to_unequip, anm, 1) / 1000 + local length_equip = game.get_motion_length(item_to_equip, anm, 1) / 1000 + + xr_effects.play_snd(db.actor, nil, { [1] = snd_unequip }) + level.add_cam_effector(cam_unequip, 1303, false, "") + game.play_hud_motion(2, item_to_unequip, anm, false, 1) + Invoke("play_equip_animation_after_unequip_te", length_unequip, function () + xr_effects.play_snd(db.actor, nil, { [1] = snd_equip }) + level.add_cam_effector(cam_equip, 1300, false, "") + game.play_hud_motion(2, item_to_equip, anm, false, 1) + Invoke("restore_after_animation_te", length_equip + 0.25, play_animation_exit) + end) +end + + +------------------------------------------------------------------------------ +-- utils +------------------------------------------------------------------------------ + +function get_section_name(section) + local faction = character_community(db.actor):sub(7) + return section .. "_" .. faction .. "_hud" +end + + +function wait_for_free_hands(action_to_perform) + local force_timer = 0 + CreateTimeEvent("outfit_animations_backpack", "wait_for_free_hands_te0", 0.1, function() + if (db.actor:active_slot() == 0 and not db.actor:active_detector() and not enhanced_animations.used_item) or (force_timer > 5) then + Invoke("wait_for_free_hands_te1", 0.1, action_to_perform) --i don understan y this works (гѓЋгЃёпїЈгЂЃ) + return true + end + force_timer = force_timer + (device().time_delta / 1000) + return false + end) +end + + +function Invoke(name, time, action) + CreateTimeEvent("outfit_animations_backpack", name, time, function() + action() + return true + end) +end + diff --git a/mods/Outfit Animations/gamedata/scripts/outfit_animations_patches.script b/mods/Outfit Animations/gamedata/scripts/outfit_animations_patches.script new file mode 100644 index 00000000..33ded290 --- /dev/null +++ b/mods/Outfit Animations/gamedata/scripts/outfit_animations_patches.script @@ -0,0 +1,106 @@ +local fov_manager = outfit_animations_fov_manager +local mcm_allow_movement = outfit_animations_mcm.get_config("allow_movement") + +local + +function on_game_start() + RegisterScriptCallback("on_option_change", on_option_change) +end + +function on_option_change() + mcm_allow_movement = outfit_animations_mcm.get_config("allow_movement") +end + + +function play_animation_apply_patch(faction) + local section_name = get_animation_section_name("outfit_animation_patch_apply", faction) + play_animation(section_name) +end + +function play_animation_remove_patch(faction) + local section_name = get_animation_section_name("outfit_animation_patch_remove", faction) + play_animation(section_name) +end + +function play_animation_apply_patch_inventory(faction) + local section_name = get_animation_section_name("outfit_animation_patch_apply_inventory", faction) + play_animation(section_name) +end + +function play_animation_remove_patch_inventory(faction) + local section_name = get_animation_section_name("outfit_animation_patch_remove_inventory", faction) + play_animation(section_name) +end + + +------------------------------------------------------------------------------ +-- main +------------------------------------------------------------------------------ +-- local anm_info = nil --it's here cuz of stalke engine magic that I don't know +local cur_slot +local det_active +function play_animation(section_name) + --prepare + Invoke("play_patch_animation_prepare_te", 0.01, function() + hide_hud_inventory() + cur_slot = db.actor:active_slot() + det_active = db.actor:active_detector() or nil + if det_active then det_active:switch_state(2) end + db.actor:activate_slot(0) + if headgear_animations then headgear_animations.enable_animations = false end + end) + + wait_for_free_hands(function() + --play + fov_manager.restore_fov() + if mcm_allow_movement then game.only_allow_movekeys(true) else level.disable_input() end + + -- anm_info = select_animation(faction, is_apply_patch, is_equipped) + local delay = 0.25 + local length = 0 + local anm = "anm_use" + local cam = ini_sys:r_string_ex(section_name, "cam") + local snd = ini_sys:r_string_ex(section_name, "snd") + length = length + game.get_motion_length(section_name, anm, 1) / 1000 + Invoke("play_patch_animation_te", delay, function() + xr_effects.play_snd(db.actor, nil, { [1] = snd }) + level.add_cam_effector(cam, 1300, false, "") + game.play_hud_motion(2, section_name, anm, false, 1) + end) + + --restore + Invoke("play_patch_animation_restore_te", delay + length + 0.25, function() + if mcm_allow_movement then game.only_allow_movekeys(false) else level.enable_input() end + if headgear_animations then headgear_animations.enable_animations = true end + -- db.actor:activate_slot(cur_slot or 0) + -- if det_active then det_active:switch_state(1) end + end) + end) +end + + +function get_animation_section_name(section_name, faction) + return section_name .. "_" .. faction .. "_hud" +end + + +function wait_for_free_hands(action_to_perform) + local force_timer = 0 + CreateTimeEvent("outfit_animations_patch", "wait_for_free_hands_te0", 0.1, function() + if (db.actor:active_slot() == 0 and not db.actor:active_detector() and not enhanced_animations.used_item) or (force_timer > 5) then + Invoke("wait_for_free_hands_te1", 0, action_to_perform) --i don understan y this works (гѓЋгЃёпїЈгЂЃ) + return true + end + force_timer = force_timer + (device().time_delta / 1000) + return false + end) +end + + +function Invoke(name, time, action) + CreateTimeEvent("outfit_animations_patch", name, time, function() + action() + return true + end) +end + diff --git a/mods/Outfit Animations/gamedata/scripts/zzzz_outfit_animations_animation_toggle.script b/mods/Outfit Animations/gamedata/scripts/zzzz_outfit_animations_animation_toggle.script deleted file mode 100644 index 0ff6ba01..00000000 --- a/mods/Outfit Animations/gamedata/scripts/zzzz_outfit_animations_animation_toggle.script +++ /dev/null @@ -1,22 +0,0 @@ -local OriginalPAD = outfit_animations.play_animation_delayed -function outfit_animations.play_animation_delayed(obj, callback) - local enable_animations = ui_options.get("video/player/animations") - if not enable_animations then - callback() - return - end - - OriginalPAD(obj, callback) -end - - -local OriginalBPAD = backpack_animations.play_animation_delayed -function backpack_animations.play_animation_delayed(obj, is_equip, callback) - local enable_animations = ui_options.get("video/player/animations") - if not enable_animations then - callback() - return - end - - OriginalBPAD(obj, is_equip, callback) -end \ No newline at end of file diff --git a/mods/Outfit Animations/gamedata/scripts/zzzz_ui_inventory_outfit_animations.script b/mods/Outfit Animations/gamedata/scripts/zzzz_ui_inventory_outfit_animations.script deleted file mode 100644 index 7f742513..00000000 --- a/mods/Outfit Animations/gamedata/scripts/zzzz_ui_inventory_outfit_animations.script +++ /dev/null @@ -1,212 +0,0 @@ -local play_animation_delayed = outfit_animations.play_animation_delayed -local play_backpack_animation_delayed = backpack_animations.play_animation_delayed - ------------------------------------------------------------------- --- ui inventory overrides ------------------------------------------------------------------- -local snd_item_to_slot = sound_object([[interface\inv_slot]]) -local snd_item_to_belt = sound_object([[interface\inv_belt]]) -local snd_item_to_ruck = sound_object([[interface\inv_ruck]]) -local snd_drop_item = sound_object([[interface\inv_drop]]) - -local originalUIIOCCDD = ui_inventory.UIInventory.On_CC_DragDrop -function ui_inventory.UIInventory:On_CC_DragDrop(bag_from, idx_from) - local obj_from = self.CC[bag_from]:GetObj(idx_from) - if (not obj_from) then return end - if self.mode == "trade" then return end - - if IsOutfit(obj_from) or IsBackpack(obj_from) then - -- When interacting with item picker, get parent cell bag and index - bag_from, idx_from = self:Picker_Ownership(bag_from, idx_from, obj_from) - -- Throw items outside - if self.trash:IsShown() and self.trash:IsCursorOverWindow() then - if self:Item_On_Mode("drop", bag_from) and self:Cond_NotQuest(obj_from, bag_from) then - self:Action_Drop(obj_from, bag_from) - return - end - else - -- Get hovered container and cell - local bag_to, idx_to, obj_to - for name, cc in pairs(self.CC) do - bag_to, idx_to, obj_to = cc:GetCell_Focused() - if bag_to then - break - end - end - - -- When interacting with item picker, get parent cell bag and index - if obj_to then - bag_to, idx_to = self:Picker_Ownership(bag_to, idx_to, obj_to) - end - - -- Ruck/Slot to Slot - if (bag_to == "actor_equ") and (self:Cond_Equip(obj_from, bag_from) or bag_from == "actor_equ") and (not IsArtefact(obj_from)) then - local slot = (SYS_GetParam(2, obj_from:section(), "slot") or -1) + 1 - local cslots = self.slot_cell[slot] or {} - for i = 1, #cslots do - if (cslots[i] == idx_to) then - -- that code hurts my soul - if IsOutfit(obj_from) then - play_animation_delayed(obj_from, function() - if obj_to then - db.actor:move_to_ruck(obj_to) - end - db.actor:move_to_slot(obj_from, idx_to) - end) - else - play_backpack_animation_delayed(obj_from, true, function() - if obj_to then db.actor:move_to_ruck(obj_to) end - db.actor:move_to_slot(obj_from, idx_to) - end) - end - - self:PlaySND(snd_item_to_slot) - self:On_Item_Update() - return - end - end - end - end - end - - originalUIIOCCDD(self, bag_from, idx_from) -end - - - -local originalUIIAE = ui_inventory.UIInventory.Action_Equip -function ui_inventory.UIInventory:Action_Equip(obj, bag) - obj = self:CheckItem(obj, "Action_Equip") - - if IsOutfit(obj) or IsBackpack(obj) then - -- Gather free compatible slots - local slot = (SYS_GetParam(2, obj:section(), "slot") or -1) + 1 - local cc = self.CC["actor_equ"] - local free_slots = {} - local cslots = self.slot_cell[slot] or {} - for i = 1, #cslots do - local ci = cc.cell[cslots[i]] - if ci and (not ci:IsShown()) then - table.insert(free_slots, cslots[i]) - end - end - - if is_empty(free_slots) then - if IsOutfit(obj) then - play_animation_delayed(obj, function() db.actor:make_item_active(obj) end) - elseif IsBackpack(obj) then - play_backpack_animation_delayed(obj, true, function() db.actor:make_item_active(obj) end) - end - else - local slot_new = free_slots[1] - local obj_in = cc:GetObj(slot_new) - if obj_in then db.actor:move_to_ruck(obj_in) end - - if IsOutfit(obj) then - play_animation_delayed(obj, function() db.actor:move_to_slot(obj, slot_new) end) - elseif IsBackpack(obj) then - play_backpack_animation_delayed(obj, true, function() db.actor:move_to_slot(obj, slot_new) end) - end - end - - self:PlaySND(snd_item_to_slot) - self:On_Item_Update() - return - end - - originalUIIAE(self, obj, bag) -end - - - -local originalUIIAUE = ui_inventory.UIInventory.Action_UnEquip -function ui_inventory.UIInventory:Action_UnEquip(obj, bag) - obj = self:CheckItem(obj, "Action_UnEquip") - - if IsOutfit(obj) then - play_animation_delayed(nil, function() db.actor:move_to_ruck(obj) end) - self:PlaySND(snd_item_to_ruck) - self:On_Item_Update() - return - elseif IsBackpack(obj) then - play_backpack_animation_delayed(nil, false, function() db.actor:move_to_ruck(obj) end) - self:PlaySND(snd_item_to_ruck) - self:On_Item_Update() - return - end - - originalUIIAUE(self, obj, bag) -end - - - -local originalUIIAD = ui_inventory.UIInventory.Action_Drop -function ui_inventory.UIInventory:Action_Drop(obj, bag) - if bag == "actor_equ" then - obj = self:CheckItem(obj, "Action_Drop") - if IsOutfit(obj) then - play_animation_delayed(nil, function() db.actor:drop_item(obj) end) - self:PlaySND(snd_drop_item) - return - elseif IsBackpack(obj) then - play_backpack_animation_delayed(nil, false, function() db.actor:drop_item(obj) end) - self:PlaySND(snd_drop_item) - return - end - end - - originalUIIAD(self, obj, bag) -end - - - -local originalUIIAM = ui_inventory.UIInventory.Action_Move -function ui_inventory.UIInventory:Action_Move(obj, bag) - - if (self.mode == "loot") then - if (bag == "actor_equ") then - obj = self:CheckItem(obj, "Action_Move") - - if IsOutfit(obj) then - local npc = self.npc_id and get_object_by_id(self.npc_id) - if (not npc) then - return - end - - play_animation_delayed(nil, function() - self:On_Item_Exchange(db.actor, npc, obj) - end) - - SendScriptCallback("ActorMenu_on_item_after_move", self.npc_id, obj, self.mode, self.bag_id[bag]) - self:On_Item_Update() - return - elseif IsBackpack(obj) then - local npc = self.npc_id and get_object_by_id(self.npc_id) - if (not npc) then - return - end - - play_backpack_animation_delayed(nil, false, function() - self:On_Item_Exchange(db.actor, npc, obj) - end) - - SendScriptCallback("ActorMenu_on_item_after_move", self.npc_id, obj, self.mode, self.bag_id[bag]) - self:On_Item_Update() - return - end - end - end - - originalUIIAM(self, obj, bag) -end - - -------------------------- --- utils -------------------------- -function IsBackpack(obj) - if IsItem("backpack", nil, obj) then - return true - end - return false -end \ No newline at end of file diff --git a/mods/Outfit Animations/gamedata/sounds/actor/liz_patch_apply.ogg b/mods/Outfit Animations/gamedata/sounds/actor/liz_patch_apply.ogg new file mode 100644 index 00000000..764fa015 --- /dev/null +++ b/mods/Outfit Animations/gamedata/sounds/actor/liz_patch_apply.ogg @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:607e5e600fbb7fa88185761a4e4f9d1afd01d73ee975b32e8729a3cdda890377 +size 62039 diff --git a/mods/Outfit Animations/gamedata/sounds/actor/liz_patch_remove.ogg b/mods/Outfit Animations/gamedata/sounds/actor/liz_patch_remove.ogg new file mode 100644 index 00000000..4e591954 --- /dev/null +++ b/mods/Outfit Animations/gamedata/sounds/actor/liz_patch_remove.ogg @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:9e26c7f24612760a959a7abb8b24a9d446e4a5bc0176238a75201f3af1605468 +size 59575 diff --git a/mods/Outfit Animations/gamedata/textures/liz_outfit_animations/patches_diff.dds b/mods/Outfit Animations/gamedata/textures/liz_outfit_animations/patches_diff.dds new file mode 100644 index 00000000..ba9792e7 --- /dev/null +++ b/mods/Outfit Animations/gamedata/textures/liz_outfit_animations/patches_diff.dds @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:2751f1c085ceae7d115b13adba693f8dac16a08265c2ed7b4fcaa1a8407eb7f5 +size 1398256 diff --git a/mods/Outfit Animations/gamedata/textures/liz_outfit_animations/patches_diff.thm b/mods/Outfit Animations/gamedata/textures/liz_outfit_animations/patches_diff.thm new file mode 100644 index 00000000..8278a452 --- /dev/null +++ b/mods/Outfit Animations/gamedata/textures/liz_outfit_animations/patches_diff.thm @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:ef51df0739a289fd1bf0806d6a36eb75ac32b8e30b35f156ca6a3f9ea6f2d156 +size 140 diff --git a/mods/Outfit Animations/gamedata/textures/liz_outfit_animations/patches_nrm#.dds b/mods/Outfit Animations/gamedata/textures/liz_outfit_animations/patches_nrm#.dds new file mode 100644 index 00000000..a85537ee --- /dev/null +++ b/mods/Outfit Animations/gamedata/textures/liz_outfit_animations/patches_nrm#.dds @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:0e561e7163ba47c38e626162702964ebed7032f72dcd2e1b89068271ece3cd7d +size 240 diff --git a/mods/Outfit Animations/gamedata/textures/liz_outfit_animations/patches_nrm.dds b/mods/Outfit Animations/gamedata/textures/liz_outfit_animations/patches_nrm.dds new file mode 100644 index 00000000..9a96f293 --- /dev/null +++ b/mods/Outfit Animations/gamedata/textures/liz_outfit_animations/patches_nrm.dds @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:41dff4a0f2ab9050b52780aa1082d39c52e7efb027e772450c012db860429456 +size 1398256 diff --git a/mods/Outfit Animations/gamedata/textures/liz_outfit_animations/patches_nrm.thm b/mods/Outfit Animations/gamedata/textures/liz_outfit_animations/patches_nrm.thm new file mode 100644 index 00000000..14a2f808 --- /dev/null +++ b/mods/Outfit Animations/gamedata/textures/liz_outfit_animations/patches_nrm.thm @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:80a37ecf813c155e47596e00d27fd2f6dd7207f76664cac1664829f5980ec387 +size 107 diff --git a/mods/Outfit Animations/meta.ini b/mods/Outfit Animations/meta.ini index ed3805a1..99181da3 100644 --- a/mods/Outfit Animations/meta.ini +++ b/mods/Outfit Animations/meta.ini @@ -1,11 +1,11 @@ [General] gameName=stalkeranomaly modid=0 -version=0.9.8.0 +version=0.9.9.0 newestVersion= category="5," nexusFileStatus=1 -installationFile=outfit_animations_v0.9.8.2.zip +installationFile=outfit_animations_v9.9.1.zip repository=Nexus ignoredVersion= comments= diff --git a/mods/Parallax Reflex Sights/meta.ini b/mods/Parallax Reflex Sights/meta.ini index 34f7d184..7938fe5d 100644 --- a/mods/Parallax Reflex Sights/meta.ini +++ b/mods/Parallax Reflex Sights/meta.ini @@ -3,7 +3,7 @@ gameName=stalkeranomaly modid=0 version=d2024.3.13.0 newestVersion= -category="3," +category="16," nexusFileStatus=1 installationFile=parallax-reflex-sights.2.zip repository= diff --git a/mods/Patches and Compatibility_separator/meta.ini b/mods/Patches and Compatibility_separator/meta.ini index 55a1c1d9..1fdfb23e 100644 --- a/mods/Patches and Compatibility_separator/meta.ini +++ b/mods/Patches and Compatibility_separator/meta.ini @@ -2,8 +2,25 @@ modid=0 version= newestVersion= -category=0 +category="-1," installationFile= +ignoredVersion= +repository=Nexus +gameName=stalkeranomaly +comments= +notes= +nexusDescription= +url= +hasCustomURL=true +nexusFileStatus=1 +lastNexusQuery= +lastNexusUpdate= +nexusLastModified=2024-03-26T01:58:36Z +nexusCategory=0 +converted=false +validated=false +color=@Variant(\0\0\0\x43\x1\xff\xff\xde\xde\xde\xde\0\0\0\0) +tracked=0 [installedFiles] size=0 diff --git a/mods/Quests and Stories_separator/meta.ini b/mods/Quests and Stories_separator/meta.ini index 55a1c1d9..35ce067c 100644 --- a/mods/Quests and Stories_separator/meta.ini +++ b/mods/Quests and Stories_separator/meta.ini @@ -2,8 +2,25 @@ modid=0 version= newestVersion= -category=0 +category="-1," installationFile= +ignoredVersion= +repository=Nexus +gameName=stalkeranomaly +comments= +notes= +nexusDescription= +url= +hasCustomURL=false +nexusFileStatus=1 +lastNexusQuery= +lastNexusUpdate= +nexusLastModified=2024-03-26T01:58:36Z +nexusCategory=0 +converted=false +validated=false +color=@Variant(\0\0\0\x43\x1\xff\xff\xde\xde\xde\xde\0\0\0\0) +tracked=0 [installedFiles] size=0 diff --git a/mods/Redone Collection/README Optional.txt b/mods/Redone Collection/README Optional.txt new file mode 100644 index 00000000..ef043e11 --- /dev/null +++ b/mods/Redone Collection/README Optional.txt @@ -0,0 +1,6 @@ +To install: Open Optional folder and move over gamedata to install folder. + +Agroprom Underground V2 Endless Spawn: use in subterranean areas. Mutants or stalkers are spawned upon reaching trigger zones that reset after a certain time. +Optional R&M: Add logic feature to Hip, Wolf, Fanatic and Major, mechanic at the south checkpoint. ;bugged sometimes +Optional D&D: Removes Traders at Darkscape. +Optional A&D: Add a barman to freedom. diff --git a/mods/Redone Collection/README Update.txt b/mods/Redone Collection/README Update.txt new file mode 100644 index 00000000..f214454f --- /dev/null +++ b/mods/Redone Collection/README Update.txt @@ -0,0 +1 @@ +A fresh install is required when updating. \ No newline at end of file diff --git a/mods/Redone Collection/README.txt b/mods/Redone Collection/README.txt new file mode 100644 index 00000000..393c8c2d --- /dev/null +++ b/mods/Redone Collection/README.txt @@ -0,0 +1,7 @@ +Re:done version of the Improved player and NPCs ranks addon. + +Slow progression. Rank increases quite slowly and have other values, and NPC has a higher rank cap, 50 000 - 70 000. More legends and master-ranked NPCs. + +novice, 1999, trainee, 3999, experienced, 9999, professional, 17999, veteran, 25999, expert, 34999, master, 49999, legend + + diff --git a/mods/Redone Collection/UPDATE 1.0 - 2.0 Patch note.txt b/mods/Redone Collection/UPDATE 1.0 - 2.0 Patch note.txt new file mode 100644 index 00000000..bd6b2a32 --- /dev/null +++ b/mods/Redone Collection/UPDATE 1.0 - 2.0 Patch note.txt @@ -0,0 +1,90 @@ +Update 2.0 (12/16/2023) BALANCE AND IMPROVEMENTS UPDATE + +CORDON UPDATE: + +Rebalanced mutants spawns time. +Disabled few smart terrain. + +MEADOW UPDATE: + +A Renegade camp and a Renegade mechanic have been added to the abandoned factory. +More bandits were added to their camp. +When the Renegade squads is eliminated, mutants will respawn. When the Bandits squads are defeated, mutant will respawn. When the Free stalkers squads are defeated, mutant will respawn. Mutants are going to spawn at the location where stalkers previously had control. +There's also a probability that ISG will appear when their mission begins. +Because of the small area, all spawns has a low spawn percentage. +Some zombie spawn will cease if the lab X16 is disabled. + +GARBAGE UPDATE: + +When General Voronin and Petrenko are killed, Duty spawn at the checkpoint will cease, the same applies for the army checkpoint when Colonel Kovalski dies. +Rebalanced mutants spawns time. +Minor changes to sim avail. +Added few special squad to factions. +Disabled few smart terrain. + +SWAMPS UPDATE: + +A renegade trader was added to their camp. +Renegade spawns on this map will be reduced by 70% if the trader dies. +If Snow dies, Csky spawns on this map will be reduced by 75%. +Added few special squad to factions for free up new stalker spawns. +Added so the radio not play music during a surge. +Rebalanced mutants spawns time. +Minor changes to sim avail. +Disabled few smart terrain + +AGROPROM UPDATE: + +Added dealy on the Prapoaganda ambient. +Special squads were added to free up new army stalker spawns. +If Colonel Kovalski dies, spawn on this map will be reduced by 80% and will have an effect on other maps. +Rebalanced mutants spawn time. +Minor changes to sim avail. +Disabled a few smart terrains. + +AGROPROM UNDERGROUND UPDATE: + +Non so far. Planning to enable smart terrain for spawning stalkers down there; only some testing remains before the release. +Agroprom Underground V2 Endless Spawn is included in this update. To change, just install Agroprom Underground V2 Original in the Optional folder. + +DARKVALLEY UPDATE: + +Added so the radio not play music during a surge. +Rebalanced mutants spawns time. +Disabled few smart terrain. + +DARKSCAPE UPDATE: + +Rebalanced mutants spawns time. +Disabled few smart terrain. + +ROSTOK UPDATE: + +Added Petrenko to the list of targets who must be killed before the Duty faction is destroyed. +Decreased max pop. at the bar 100. +TRUCK CEMETERY UPDATE: + +Rebalanced mutants spawns time. +Disabled few smart terrain. + +YANTAR UPDATE: + +ISG and Ecolog will now spawn correctly in Lab X16 and not above the lab. +Added back respawn for controller to the Lab X16. +Rebalanced mutants spawns time. +Disabled few smart terrain. + +WILD TERRITORY UPDATE: + +Rebalanced mutants spawns time. +Disabled few smart terrain. + +ARMY WEARHOUSES UPDATE: + +Rebalanced mutants spawns time. +Minor changes to sim avail. + +DEAD CITYUPDATE: + +Rebalanced mutants spawns time. +Minor changes to sim avail. diff --git a/mods/Redone Collection/UPDATE 2.0 - 2.1.6 Patch note.txt b/mods/Redone Collection/UPDATE 2.0 - 2.1.6 Patch note.txt new file mode 100644 index 00000000..c81ea53c --- /dev/null +++ b/mods/Redone Collection/UPDATE 2.0 - 2.1.6 Patch note.txt @@ -0,0 +1,115 @@ +Update 2.1.6 (02/02/2024) BALANCE AND IMPROVEMENTS UPDATE + +YANTAR & WILD TERRITORY UPDATE: + +Added script to remove objects at Lab X-16. +Added\Changed spawns at Lab X-16. +Added alternative spawns at Lab X-16 when playing with Monolith or Sin when reactivating Miracle Machine and in Yantar. +Added Endless spawns light feature at Lab X-16. +ARMY WEARHOUSE: + +Balance of spawns; adjustments to Freedom spawns. +Changes to sim avail. +DEAD CITY: + +Balance of spawns; adjustments to Mercenaries spawns. +Removed respawning if the bandit is killed at administration building. +ROSTOK & TRUCK CEMETERY UPDATE: + +Balance of spawns; adjustments to Duty spawns. +AGROPROM UPDATE: + +Balance of spawns; minor adjustments to Army & mutant spawning +Added so the megaphone will be disabled when Colonel Kovalski dies. +DARKVALLEY & DARKSCAPE UPDATE: + +Balance of spawns; minor adjustments to Bandit & mutant spawning +GARBAGE: + +Balance of spawns: Adjustments to mutant spawning. +Added logic to Duty checkpoint. +SWAMPS: + +Balance of spawns: more stalker spawns and adjustments to mutant spawning. +Added profiles to the Renegade trader & mechanic. "DXML" +Fixed mission bug for the Renegades missions. +Changes to sim avail. +CORDON: + +Removed Bandit respawn at the car repair shop. +Fixed incorrect logic at the farm. +MEADOW: + +Balance of spawns: Adjustments to NPC spawns. + + +Update 2.1.5 (12/26/2023) BALANCE AND IMPROVEMENTS UPDATE + +Stalkers and mutants spawn time changes and balance on all southern map and more files to DTLX format. +Update 2.1.4 (12/23/2023) BALANCE AND IMPROVEMENTS UPDATE + +ROSTOK UPDATE: + +Minor changes to Rostok Duty base smart terrain. +Minor changes to megaphone. +TRUCK CEMETERY: + +Added one faction-controlled smart terrain. +AGROPROM UPDATE: + +Minor changes to megaphone. +Update 2.1.3 (12/23/2023) BALANCE AND IMPROVEMENTS UPDATE + +YANTAR UPDATE: + +Reactivation for Lab-X 16 is now possible and added gameplay for Monolith or Sin to activate the Miracle Machine. Monolith or Sin can reactivate the Miracle Machine with the added gameplay in storymode Off\On. ( If you changed faction in storymode On to Monolith or Sin. ) +Psy-field in Yantar work in conjunction with activation/deactivation settings in X-16 +Fixed surge avail for NPC at the industrial complex; they will still not seek shelter but will now survive a surge. There are no gulag surge scripts at the smart terrains +Update 2.1.2 (12/23/2023) BALANCE AND IMPROVEMENTS UPDATE + +DARKVALLEY UPDATE: + +Added back the pyrogeist in Lab-X18 and the militery squad. After the pyrogeist is dead, the spawning will begin, and sim avail is turned on for other stalkers to visit Lab X-18. ISG, Greh, Monolith have no sim avail. +Removed the faction control above Lab X-18 because of mods conflicts. +DARKSCAPE UPDATE: + +Changed one army special spawn to not spawn again after being killed. +Update 2.1.1 (12/21/2023) BALANCE AND IMPROVEMENTS UPDATE + +AGROPROM UNDERGROUND UPDATE: + +When the player has strelok notes in storymode, the smart terrain will be enabled and spawn hard mutants, and sim avail turn on so stalkers will finally be able to visit Agroprom Underground. ISG, Greh, Monolith have no sim avail. +After 2 days, the soldier squad at the stercase will respawn. If Colonel Kovalski dies, spawn cease. +AGROPROM UPDATE: + +Added military road patrol\special squad. +MEADOW UPDATE: + +Removed the Renegade mechanic to Swamps. +The Renegade special squad have new assignment at the abandoned factory. +ROSTOK UPDATE: + +The surge ambient at the megafone has been corrected and works properly. +SWAMPS: + +Added Renegade mechanic to the Renegade camp +Added Renegade camp patrol\special squad. +The Renegade camp is now a real faction camp. +Update 2.1 (12/19/2023) BUG FIX UPDATE + +Optional FOLDER fix: Correcting some spelling errors in the folder; My dyslexia shines out at times. xD + +MEADOW UPDATE: + +Fixed surge avail for NPC in Meadow; they will still not seek shelter but will now survive a surge. There are no gulag surge scripts at the smart terrains, only for the Loners in the map's south. +ROSTOK UPDATE: + +Fixed an issue in the arena where the doors remained locked in Rostok. +AGROPROM UPDATE: + +Added more simulation spawns to army, loners, csky, ecolog at Agroprom. +Fixed the megafone; the alarm feature does work again. +AGROPROM UNDERGROUND UPDATE: + +Balance some mutants spawn. +Fixed a bug in Endless spawn feature. diff --git a/mods/Redone Collection/gamedata/configs/creatures/game_relations.ltx b/mods/Redone Collection/gamedata/configs/creatures/game_relations.ltx new file mode 100644 index 00000000..a19134c3 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/creatures/game_relations.ltx @@ -0,0 +1,313 @@ +п»ї + +[game_relations] +; Requirements for each rank increase by an additional multiple of 500 points with each rank. +; Rookie -> Trainee: 500 (+500), Trainee -> Experienced: 1500 (+1000), Experienced -> Professional: 3000 (+1500) etc. +; Rank values are set 1 point lower than their target as engine uses upper_bound to determine which text to display in inventory. + +rating = novice, 1999, trainee, 3999, experienced, 9999, professional, 17999, veteran, 25999, expert, 34999, master, 49999, legend +monster_rating = weak, 40, normal, 80, strong +reputation = terrible, -1999, really_bad, -1499, very_bad, -999, bad, -499, neutral, 499, good, 999, very_good, 1499, really_good, 1999, excellent + +rating_names = st_rank_novice, 1999, st_rank_trainee, 3999, st_rank_experienced, 9999, st_rank_professional, 17999, st_rank_veteran, 25999, st_rank_expert, 34999, st_rank_master, 49999, st_rank_legend +reputation_names = st_reputation_terrible, -1999, st_reputation_really_bad, -1499, st_reputation_very_bad, -999, st_reputation_bad, -499, st_reputation_neutral, 499, st_reputation_good, 999, st_reputation_very_good, 1499, st_reputation_really_good, 1999, st_reputation_excellent +goodwill_names = st_goodwill_enemy, 0, st_goodwill_indifferent, 1000, st_goodwill_friendly + +;ii?iaiaua cia?aiey aey ioiioaiey ia?niia?ae +attitude_neutal_threshold = -999 ;eiaaa attitude iaiuoa cia?aiey, oi aunoaaeyaony ALife::eRelationEnemy +attitude_friend_threshold = 999 ;eiaaa attitude iaiuoa cia?aiey, oi aunoaaeyaony ALife::eRelationNeutral, eia?a ALife::eRelationFriend + +;Used on set_relation between npcs, +goodwill_enemy = -1000 +goodwill_neutal = 0 +goodwill_friend = 1000 + +;iacaaiey a?oiie?iaie (ii?yaie aie?ai niaiaaaou n communities_relations) +communities = actor, 0, monster, 1, trader, 2, army_npc, 3, greh_npc, 4, bandit, 5, dolg, 6, ecolog, 7, freedom, 8, killer, 9, army, 10, monolith, 11, greh, 12, stalker, 13, zombied, 14, csky, 15, isg, 16, renegade, 17, actor_stalker, 18, actor_bandit, 19, actor_dolg, 20, actor_freedom, 21, actor_csky, 22, actor_ecolog, 23, actor_killer, 24, actor_army, 25, actor_monolith, 26, actor_zombied, 27, actor_greh, 28, actor_isg, 29, actor_renegade, 30, arena_enemy, 31 + +; отношение персонажа Рє актеру (или РґСЂСѓРіРѕРјСѓ NPC) вычисляется РїРѕ формуле +; attitude = personal_goodwill + //личное отношение персонажа Рє актеру (если раньше РЅРµ встречались, то 0) +; community_goodwill + //отношение РіСЂСѓРїРїРёСЂРѕРІРєРё персонажа лично Рє актеру (если раньше контактов РЅРµ было, то 0) +; community_to_community + //отношение РіСЂСѓРїРїРёСЂРѕРІРєРё персонажа Рє РіСЂСѓРїРїРёСЂРѕРІРєРµ актера РёР· [communities_relations] +; reputation_goodwill + //отношение репутации персонажа Рє репутации актера РёР· [reputation_relations] +; rank_goodwill //отношение ранга персонажа Рє рангу актера РёР· [rank_relations] +; столбцы Рё строки дописывать РІ алфавитном РїРѕСЂСЏРґРєРµ! + + +;////////////////////////////////////////////////////////////////////////////////////////////////// +; +; COMMUNITY RELATIONS +; +; Modified by DoctorX +; for DoctorX Dynamic Faction Relations 1.3 +; November 2, 2016 +; +;-------------------------------------------------------------------------------------------------- + +;------------------------------------------------ +; Community Relations (>999 = Ally, 0 = Neutral, <-999 = Enemy): + +[communities_relations] +; | actor|monster|trader| army_npc | greh_npc |bandit| dolg|ecolog|freedom|killer| army|monolith| greh |stalker| zombied| csky | isg |renegade| actor_stalker | actor_bandit | actor_dolg | actor_freedom | actor_csky | actor_ecolog | actor_killer | actor_army | actor_monolith | actor_zombied | actor_greh | actor_isg | actor_renegade| arena_enemy| +;============================================================================================================================================================================================================================================================================================================================================================================== +actor = 0, -2000, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -2000 +monster = -2000, 0, 0, -2000, -2000, -2000, -2000, -2000, -2000, -2000, -2000, -2000, -2000, -2000, -2000, -2000, -2000, -2000, -2000, -2000, -2000, -2000, -2000, -2000, -2000, -2000, -2000, 0, -2000, -2000, -2000, 0 +trader = 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -2000, 0, 0, 0, 0 +army_npc = 0, -2000, 0, 300, -2000, -2000, 0, 0, 0, 0, 300, -2000, -2000, 0, -2000, 0, -2000, -2000, 0, -2000, 0, 0, 0, 0, 0, 300, -2000, -2000, -2000, -2000, -2000, 0 +greh_npc = 0, -2000, 0, -2000, 300, 0, 0, 0, 0, 0, 0, 300, 300, 0, 300, 0, -2000, 0, 0, 0, 0, 0, 0, 0, 0, 0, 300, 300, 300, -2000, 0, 0 + +; | actor|monster|trader| army_npc | greh_npc |bandit| dolg|ecolog|freedom|killer| army|monolith| greh |stalker| zombied| csky | isg |renegade| actor_stalker | actor_bandit | actor_dolg | actor_freedom | actor_csky | actor_ecolog | actor_killer | actor_army | actor_monolith | actor_zombied | actor_greh | actor_isg | actor_renegade| arena_enemy| +;============================================================================================================================================================================================================================================================================================================================================================================== +bandit = 0, -2000, 0, -2000, 0, 300, -2000, -2000, 0, 0, -2000, -2000, -2000, -2000, -2000, -2000, -2000, 300, -2000, 300, -2000, 0, -2000, -2000, 0, -2000, -2000, -2000, -2000, -2000, 300, 0 +dolg = 0, -2000, 0, 0, 0, -2000, 300, 0, -2000, -2000, 0, -2000, -2000, 0, -2000, 0, -2000, -2000, 0, -2000, 300, -2000, 0, 0, -2000, 0, -2000, -2000, -2000, -2000, -2000, 0 +ecolog = 0, -2000, 0, 0, 0, -2000, 0, 300, 0, 0, 0, -2000, -2000, 0, -2000, 0, -2000, -2000, 0, -2000, 0, 0, 0, 300, 0, 0, -2000, -2000, -2000, -2000, -2000, 0 +freedom = 0, -2000, 0, 0, 0, 0, -2000, 0, 300, 0, -2000, -2000, -2000, 0, -2000, 0, -2000, -2000, 0, 0, -2000, 300, 0, 0, 0, -2000, -2000, -2000, -2000, -2000, -2000, 0 +killer = 0, -2000, 0, 0, 0, 0, -2000, 0, 0, 300, -2000, -2000, -2000, -2000, -2000, 0, 0, -2000, -2000, 0, -2000, 0, 0, 0, 300, -2000, -2000, -2000, -2000, 0, -2000, 0 +army = 0, -2000, 0, 2000, -2000, -2000, 0, 0, -2000, -2000, 300, -2000, -2000, -2000, -2000, -2000, -2000, -2000, -2000, -2000, 0, -2000, -2000, 0, -2000, 300, -2000, -2000, -2000, -2000, -2000, 0 +monolith = 0, -2000, 0, -2000, 300, -2000, -2000, -2000, -2000, -2000, -2000, 2000, 300, -2000, 300, -2000, -2000, -2000, -2000, -2000, -2000, -2000, -2000, -2000, -2000, -2000, 2000, 300, 300, -2000, -2000, 0 +greh = 0, -2000, 0, -2000, 300, -2000, -2000, -2000, -2000, -2000, -2000, 300, 300, -2000, 300, -2000, -2000, -2000, -2000, -2000, -2000, -2000, -2000, -2000, -2000, -2000, 300, 300, 300, -2000, -2000, 0 +stalker = 0, -2000, 0, 0, 0, -2000, 0, 0, 0, -2000, -2000, -2000, -2000, 300, -2000, 0, -2000, -2000, 0, -2000, 0, 0, 0, 0, -2000, -2000, -2000, -2000, -2000, -2000, -2000, 0 +zombied = 0, -2000, 1, -2000, 300, -2000, -2000, -2000, -2000, -2000, -2000, 300, 300, -2000, 300, -2000, -2000, -2000, -2000, -2000, -2000, -2000, -2000, -2000, -2000, -2000, 0, 300, 300, -2000, -2000, 0 +csky = 0, -2000, 0, 0, 0, -2000, 0, 0, 0, 0, -2000, -2000, -2000, 0, -2000, 300, -2000, -2000, 0, -2000, 0, 0, 300, 0, 0, -2000, -2000, -2000, -2000, -2000, -2000, 0 +isg = 0, -2000, 0, -2000, -2000, -2000, -2000, -2000, -2000, 0, -2000, -2000, -2000, -2000, -2000, -2000, 300, -2000, -2000, -2000, -2000, -2000, -2000, -2000, 0, -2000, -2000, -2000, -2000, 300, -2000, 0 +renegade = 0, -2000, 0, -2000, 0, 300, -2000, -2000, -2000, -2000, -2000, -2000, -2000, -2000, -2000, -2000, -2000, 300, -2000, 300, -2000, -2000, -2000, -2000, -2000, -2000, -2000, -2000, -2000, -2000, 300, 0 + +; | actor|monster|trader| army_npc | greh_npc |bandit| dolg|ecolog|freedom|killer| army|monolith| greh |stalker| zombied| csky | isg |renegade| actor_stalker | actor_bandit | actor_dolg | actor_freedom | actor_csky | actor_ecolog | actor_killer | actor_army | actor_monolith | actor_zombied | actor_greh | actor_isg | actor_renegade| arena_enemy| +;============================================================================================================================================================================================================================================================================================================================================================================== +actor_stalker = 0, -2000, 0, 0, 0, -2000, 0, 0, 0, -2000, -2000, -2000, -2000, 0, -2000, 0, -2000, -2000, 0, 0, 0, 0, 0, 0, -2000, 0, 0, -2000, -2000, -2000, -2000, 0 +actor_bandit = 0, -2000, 0, -2000, 0, 300, -2000, -2000, 0, 0, -2000, -2000, -2000, -2000, -2000, -2000, -2000, 300, 0, 300, 0, 0, 0, 0, 0, 0, 0, -2000, -2000, -2000, 300, 0 +actor_dolg = 0, -2000, 0, 0, 0, -2000, 300, 0, -2000, -2000, 0, -2000, -2000, 0, -2000, 0, -2000, -2000, 0, 0, 300, 0, 0, 0, 0, 0, 0, -2000, -2000, -2000, -2000, 0 +actor_freedom = 0, -2000, 0, 0, 0, 0, -2000, 0, 300, 0, -2000, -2000, -2000, 0, -2000, 0, -2000, -2000, 0, 0, 0, 300, 0, 0, 0, 0, 0, -2000, -2000, -2000, -2000, 0 +actor_csky = 0, -2000, 0, 0, 0, -2000, 0, 0, 0, 0, -2000, -2000, -2000, 0, -2000, 300, -2000, -2000, 0, 0, 0, 0, 300, 0, 0, 0, 0, -2000, -2000, -2000, -2000, 0 +actor_ecolog = 0, -2000, 0, 0, 0, -2000, 0, 300, 0, 0, 0, -2000, -2000, 0, -2000, 0, -2000, -2000, 0, 0, 0, 0, 0, 300, 0, 0, 0, -2000, -2000, -2000, -2000, 0 +actor_killer = 0, -2000, 0, 0, 0, 0, -2000, 0, 0, 300, -2000, -2000, -2000, -2000, -2000, 0, 0, -2000, -2000, 0, 0, 0, 0, 0, 300, 0, 0, -2000, -2000, 0, -2000, 0 +actor_army = 0, -2000, 0, 2000, -2000, -2000, 0, 0, -2000, -2000, 300, -2000, -2000, -2000, -2000, -2000, -2000, -2000, 0, 0, 0, 0, 0, 0, 0, 300, 0, -2000, -2000, -2000, -2000, 0 +actor_monolith = 0, -2000, 0, -2000, 300, -2000, -2000, -2000, -2000, -2000, -2000, 2000, 300, -2000, 0, -2000, -2000, -2000, 0, 0, 0, 0, 0, 0, 0, 0, 2000, 0, 300, -2000, -2000, 0 +actor_zombied = 0, -2000, 0, -2000, 300, -2000, -2000, -2000, -2000, -2000, -2000, 300, 300, -2000, 300, -2000, -2000, -2000, -2000, -2000, -2000, -2000, -2000, -2000, -2000, -2000, 0, 300, 300, -2000, -2000, 0 +actor_greh = 0, -2000, 0, -2000, 300, -2000, -2000, -2000, -2000, -2000, -2000, 300, 300, -2000, 300, -2000, -2000, -2000, -2000, -2000, -2000, -2000, -2000, -2000, -2000, -2000, 300, 300, 300, -2000, -2000, 0 +actor_isg = 0, -2000, 0, -2000, -2000, -2000, -2000, -2000, -2000, 0, -2000, -2000, -2000, -2000, -2000, -2000, 300, -2000, -2000, -2000, -2000, -2000, -2000, -2000, 0, -2000, -2000, -2000, -2000, 300, -2000, 0 +actor_renegade = 0, -2000, 0, -2000, 0, 300, -2000, -2000, -2000, -2000, -2000, -2000, -2000, -2000, -2000, -2000, -2000, 300, -2000, 300, -2000, -2000, -2000, -2000, -2000, -2000, -2000, -2000, -2000, -2000, 300, 0 +arena_enemy = -2000, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -2000, 0, 0, 0, 0, 0, -2000, -2000, -2000, -2000, -2000, -2000, -2000, -2000, -2000, -2000, -2000, 0, 0, 0 + + +[rank_relations] +; novice, trainee, experienced, professional, veteran, expert, master, legend +;========================================================================================= +novice = 0, 100, 200, 400, 600, 700, 800, 800 +trainee = 0, 0, 100, 300, 500, 700, 800, 800 +experienced = 0, 0, 100, 200, 400, 600, 700, 700 +professional = 0, 0, 0, 100, 300, 500, 600, 700 +veteran = 0, 0, 0, 0, 100, 300, 500, 600 +expert = 0, 0, 0, 0, 0, 200, 400, 600 +master = 0, 0, 0, 0, 0, 100, 300, 500 +legend = 0, 0, 0, 0, 0, 0, 200, 500 + +[reputation_relations] +; terrible, really_bad, very_bad, bad, neutral, good, very_good, really_good, excellent +;================================================================================================== +terrible = 300, 200, 100, 0, 0, 0, 0, 0, 0 +really_bad = 200, 300, 200, 100, 0, 0, 0, 0, 0 +very_bad = 200, 200, 300, 200, 0, 0, 0, 0, 0 +bad = 100, 100, 100, 300, 100, 0, 0, 0, 0 +neutral = 0, 0, 0, 100, 300, 100, 100, 0, 100 +good = 0, 0, 0, 0, 100, 300, 200, 100, 200 +very_good = 0, 0, 0, 0, 0, 200, 300, 300, 300 +really_good = 0, 0, 0, 0, 0, 100, 200, 400, 400 +excellent = 0, 0, 0, 0, 0, 0, 100, 300, 500 + +; +; очки рейтинга Рё репутации начисляемые Р·Р° определенные действия +; + +;очки рейтинга, получаемые Р·Р° убийство персонажа +;СЃ определенным статусом +[rank_kill_points] +novice = 4 +trainee = 6 +experienced = 8 +professional = 10 +veteran = 15 +expert = 20 +master = 25 +legend = 100 + +;коэффициенты "сочувствия" РіСЂСѓРїРїРёСЂРѕРІРѕРє +;после воздействия РЅР° РѕРґРЅРѕРіРѕ РёР· членов РіСЂСѓРїРїРёСЂРѕРІРєРё +;goodwill его распространится РЅР° остальных членов РіСЂСѓРїРїРёСЂРѕРІРєРё +;СЃ определенным коэффициентом +;(РїРѕСЂСЏРґРѕРє должен совпадать СЃ communities_relations) +[communities_sympathy] +actor = 0.0 +bandit = 0.0 +dolg = 0.0 +ecolog = 0.0 +freedom = 0.0 +killer = 0.0 +army = 0.0 +army_npc = 0.0 +monolith = 0.0 +greh = 0.0 +greh_npc = 0.0 +renegade = 0.0 +monster = 0.0 +stalker = 0.0 +zombied = 0.0 +csky = 0.0 +isg = 0.0 +trader = 0.0 +actor_bandit = 0.0 +actor_dolg = 0.0 +actor_ecolog = 0.0 +actor_freedom = 0.0 +actor_killer = 0.0 +actor_army = 0.0 +actor_monolith = 0.0 +actor_stalker = 0.0 +actor_csky = 0.0 +actor_zombied = 0.0 +actor_renegade = 0.0 +actor_greh = 0.0 +actor_isg = 0.0 +arena_enemy = 0.0 + + + + +;очки рейтинга, репутации Рё доброжелательности начисляемые +;РІ зависимости РѕС‚ совершенного действия +[action_points] +personal_goodwill_limits = -3000, 3000 +community_goodwill_limits = -5000, 5000 + + +;------------------------------------------------------- + +;----- +; Killing other stalkers. +;----- + +community_member_kill_goodwill = -2000 ; Same faction +friend_kill_goodwill = -2000 ; Friendly +neutral_kill_goodwill = -2000 ; Neutral +enemy_kill_goodwill = -100 ; Enemy + +; These values are now set in xr_statistic.script. +friend_kill_reputation = 0 ; Friendly +neutral_kill_reputation = 0 ; Neutral +enemy_kill_reputation = 0 ; Enemy + +;----- +; Assisting stalkers in combat. +;----- + +community_member_fight_help_goodwill = 500 ; Same faction +friend_fight_help_goodwill = 200 ; Friendly +neutral_fight_help_goodwill = 200 ; Neutral +enemy_fight_help_goodwill = 1 ; Enemy + +friend_fight_help_reputation = 100 ; Friendly +neutral_fight_help_reputation = 50 ; Neutral +enemy_fight_help_reputation = 0 ; Enemy + +;----- +; Attacking stalkers who ARE NOT shooting at you. +;----- + +free_community_member_attack_goodwill = -500 ; Same faction +free_friend_attack_goodwill = -2000 ; Friendly +free_neutral_attack_goodwill = -2000 ; Neutral +free_enemy_attack_goodwill = -100 ; Enemy + +free_friend_attack_reputation = -500 ; Friendly +free_neutral_attack_reputation = -350 ; Neutral +free_enemy_attack_reputation = 5 ; Enemy + +;----- +; Attacking stalkers who ARE shooting at you. +; You're already fighting them so the penalties are reduced. +; Example: You assassinate a loner and his buddies start shooting at you. +;----- + +danger_community_member_attack_goodwill = -1 ; Same faction +danger_friend_attack_goodwill = -1 ; Friendly +danger_neutral_attack_goodwill = -1 ; Neutral +danger_enemy_attack_goodwill = -1 ; Enemy + +danger_friend_attack_reputation = 0 ; Friendly +danger_neutral_attack_reputation = 0 ; Neutral +danger_enemy_attack_reputation = 0 ; Enemy + +;-------------------------------------------------- +;(сек) минимальное время через которое СЃРЅРѕРІР° будет зарегистрировано +;сообщение РѕР± атаке РЅР° персонажа, Рё соответственно вычтеся attack_goodwill Рё attack_reputation +;(работает аналогично Рё РїСЂРё помощи РґСЂСѓРіРёРј персонажам РІ Р±РѕСЋ) +min_attack_delta_time = 1 +fight_remember_time = 0.2 ;(cae) a?aiy eioi?ia i?i a?aeo aoaao iiiieou ?aano? + +;свойства, которые изменяются Сѓ сталкеров РІ +;зависимости РѕС‚ РёС… ранга +;коэффициенты линейно интерполируются для рангов РѕС‚ 0 (novice) РґРѕ 100 (experienced) + +; Section is not used by the game. +; However it is directly referenced in-engine. +; Removing this or its contents will crash the game. +[ranks_properties] +immunities_novice_k = 1.0 +immunities_experienced_k = 1.0 +visibility_novice_k = 1.0 +visibility_experienced_k = 1.0 +dispersion_novice_k = 1.0 +dispersion_experienced_k = 0.8 + + +; диапазон изменения рангов РїСЂРё регистрации РІ РЅРѕРІРѕРј смарт террейне +[smart_terrain_rank_change] +min = 1 +max = 2 + +;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; +;; for monsters +;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; + +[monster_communities] +;--//Bamah added trader to keep traders and mechanics from getting attacked +;Room team are assigned to appropriate types +;255 - command is not given +communities = actor, 255, human, 255, zoo_monster, 39, boar, 40, bloodsucker, 41, flesh, 42, dog, 43, pseudodog, 44, cat, 45, chimera, 46, giant, 47, zombie, 48, burer, 49, controller, 50, poltergeist, 51, snork, 52, fracture, 53, bird, 54, rat, 55, tushkano, 56, corpse, 57, trader, 58, arena_monstr, 59, komar, 60, tark, 61, medwed, 62, rotan, 63, fly, 64, mwolf, 65, psysucker, 66, lurker, 67, karlik, 68 + +[monster_relations] +; [1] friend, [0] neutral, [-1] enemy, [-2] hated enemy +; actor, human, zoo_monstr, boar, bloodsucker, flesh, dog, pseudodog, cat, chimera, giant, zombie, burer, controller, poltergeist, snork, fracture, bird, rat, tushkano, corpse, trader, arena_monstr, komar, tark, medwed, rotan, fly, mwolf, psysucker, lurker, karlik +;=================================================================================================================================================================================================================================================================================== +actor = 1, 1, 1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 0, -1, -1, -1, 1, -2, -2, -2, -2, -2, -2, -2, -2, -2, -2 +human = 0, 1, 1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 0, -1, -1, -1, 1, 0, -1, -1, -2, -1, -1, -1, -1, -1, -1 +zoo_monster = 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 +boar = -1, -1, 0, 1, -1, 1, -1, -1, 0, -1, -1, 0, -1, 0, 0, -1, -1, 0, 0, -1, 0, 1, 0, 0, 0, -1, -1, 0, -1, -1, -1, 0 +bloodsucker = -1, -1, 0, -1, 1, -1, -1, -1, 0, 0, -1, 0, -1, -1, 0, -1, -1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, -1 +flesh = -1, -1, 0, 1, -1, 1, -1, -1, 0, -1, 0, 0, 0, 0, 0, -1, -1, 0, 0, -1, 0, 1, 0, 0, 0, -1, -1, 0, -1, -1, -1, 0 +dog = -1, -1, 0, -1, -1, -1, 1, 1, -1, 0, -1, 0, -1, 0, 0, -1, -1, 0, 0, 0, 0, 1, 0, -1, -1, 0, 0, 0, 0, -1, 0, 0 +pseudodog = -1, -1, 0, -1, -1, -1, 1, 1, -1, 0, -1, 0, -1, 0, 0, -1, -1, 0, 0, 0, 0, 1, 0, 0, -1, 0, 0, 0, 0, -1, 0, 0 +cat = -1, -1, 0, 0, 0, 0, -1, -1, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, -1, -1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 +chimera = -1, -1, 0, -1, 0, -1, 0, 0, 0, 1, -1, 0, -1, -1, 0, -1, -1, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 1, -1 +giant = -1, -1, 0, -1, -1, 0, -1, -1, 0, -1, 1, 0, 0, 0, 0, 0, 0, 0, 0, -1, 0, 1, 0, 0, 0, -1, 0, 0, 0, -1, -1, 0 +zombie = -1, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, -1, -1, 0, 0, 0, -1, 0, 0, -1, -1, -1, 0, 0, 0 +burer = -1, -1, 0, -1, -1, 0, -1, -1, 1, -1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, -1, -1, 0 +controller = -1, -1, 0, 0, -1, 0, 0, 0, 0, -1, 0, 0, 0, 1, 0, -1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, -1, -1, 1 +poltergeist = -1, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 +snork = -1, -1, 0, -1, -1, -1, -1, -1, 0, -1, 0, 0, 0, -1, 0, 1, -1, 0, 0, 0, 0, 1, 0, -1, 0, -1, 0, 0, 0, -1, -1, -1 +fracture = -1, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, -1, -1, 0 +bird = 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 +rat = -1, -1, 0, 0, 0, 0, 0, 0, -1, 0, 0, -1, 0, 0, 0, 0, 0, 0, 1, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 +tushkano = -1, -1, 0, -1, 0, -1, 0, 0, -1, 0, -1, -1, 0, 0, 0, 0, 0, 0, 1, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 +corpse = -1, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, -1, 0, 0, 0, 0, 0, 0, 0, 0 +trader = 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 0, 1, 1, 1 +arena_monstr= -2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 +komar = -2, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0 +tark = -2, -1, 0, 0, 0, 0, -1, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 1, -1, -1, 0, 0, 0, 0, 0 +medwed = -2, -2, 0, -1, 0, -1, 0, 0, 0, 1, -1, 0, 0, 0, 0, -1, 0, 0, 0, 0, 0, 1, 0, 0, -1, 1, 0, 0, 0, 0, 1, 0 +rotan = -2, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, -1, 0, 1, 0, 0, 0, 0, 0 +fly = -2, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0 +mwolf = -2, -1, 0, -1, 0, -1, 0, 0, 0, 0, 0, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0 +psysucker = -2, -1, 0, -1, 1, -1, -1, -1, 0, 0, -1, 0, -1, -1, 0, -1, -1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, -1 +lurker = -2, -1, 0, -1, 0, -1, 0, 0, 0, 1, -1, 0, -1, -1, 0, -1, -1, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 1, -1 +karlik = -2, -1, 0, 0, -1, 0, 0, 0, 0, -1, 0, 0, 0, 1, 0, -1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, -1, -1, 1 diff --git a/mods/Redone Collection/gamedata/configs/creatures/spawn_sections_yantar_spawn_point.ltx b/mods/Redone Collection/gamedata/configs/creatures/spawn_sections_yantar_spawn_point.ltx index d56e691c..31f09bac 100644 --- a/mods/Redone Collection/gamedata/configs/creatures/spawn_sections_yantar_spawn_point.ltx +++ b/mods/Redone Collection/gamedata/configs/creatures/spawn_sections_yantar_spawn_point.ltx @@ -4,7 +4,7 @@ character_profile = sim_default_military_2 spec_rank = regular community = army story_id = yan_stalker_killer_1 -custom_data = scripts\yantar\yan_tonnel_military_1.ltx +custom_data = scripts\yantar\yan_tonnel_military_1_logic.ltx [yan_stalker_military_2]:stalker_strong $spawn = "respawn\yan_stalker_military_2" @@ -12,7 +12,7 @@ character_profile = sim_default_military_2 spec_rank = regular community = army story_id = yan_stalker_military_2 -custom_data = scripts\yantar\yan_tonnel_military_1.ltx +custom_data = scripts\yantar\yan_tonnel_military_1_logic.ltx [yan_stalker_military_3]:stalker_strong $spawn = "respawn\yan_stalker_military_3" @@ -20,7 +20,7 @@ character_profile = sim_default_military_1 spec_rank = regular community = army story_id = yan_stalker_military_3 -custom_data = scripts\yantar\yan_tonnel_military_1.ltx +custom_data = scripts\yantar\yan_tonnel_military_1_logic.ltx [yan_stalker_military_4]:stalker_strong $spawn = "respawn\yan_stalker_military_4" @@ -28,7 +28,7 @@ character_profile = sim_default_military_1 spec_rank = regular community = army story_id = yan_stalker_military_4 -custom_data = scripts\yantar\yan_tonnel_military_2.ltx +custom_data = scripts\yantar\yan_tonnel_military_2_logic.ltx [yan_stalker_military_5]:stalker_strong $spawn = "respawn\yan_stalker_military_5" @@ -36,7 +36,7 @@ character_profile = sim_default_military_3 spec_rank = regular community = army story_id = yan_stalker_military_5 -custom_data = scripts\yantar\yan_tonnel_military_2.ltx +custom_data = scripts\yantar\yan_tonnel_military_2_logic.ltx [yan_stalker_military_6]:stalker_strong $spawn = "respawn\yan_stalker_military_6" @@ -44,12 +44,12 @@ character_profile = sim_default_military_4 spec_rank = veteran community = army story_id = yan_stalker_military_5 -custom_data = scripts\yantar\yan_tonnel_military_2.ltx +custom_data = scripts\yantar\yan_tonnel_military_2_logic.ltx [yan_stalker_gigant_military]:stalker_strong $spawn = "respawn\yan_stalker_gigant_military" character_profile = sim_default_military_4 spec_rank = veteran community = army -custom_data = scripts\yantar\yan_tonnel_military_2.ltx +custom_data = scripts\yantar\yan_tonnel_military_2_logic.ltx story_id = yan_stalker_gigant_military diff --git a/mods/[DEV] Brotherhood/gamedata/configs/gameplay/character_desc_escape.xml b/mods/Redone Collection/gamedata/configs/gameplay/character_desc_escape.xml similarity index 94% rename from mods/[DEV] Brotherhood/gamedata/configs/gameplay/character_desc_escape.xml rename to mods/Redone Collection/gamedata/configs/gameplay/character_desc_escape.xml index babd031d..a0d0dc32 100644 --- a/mods/[DEV] Brotherhood/gamedata/configs/gameplay/character_desc_escape.xml +++ b/mods/Redone Collection/gamedata/configs/gameplay/character_desc_escape.xml @@ -12,7 +12,7 @@ stalker_terrain actors\stalker_trader\stalker_trader_1 - 18846 + 47450 2302 @@ -46,23 +46,8 @@ buy_route dm_bribe drx_sl_change_faction_dialog - - devushka_3_quest - - - - - sidorovich_gutalin_0 - sidorovich_gutalin_1 - sidorovich_railway_1 - sidorovich_railway_2 - sidorovich_railway_3 - sidorovich_railway_4 - - - - actor_break_dialog + devushka_3_quest @@ -74,7 +59,7 @@ stalker stalker_terrain stalker_terrain - 17568 + 18200 2453 characters_voice\human\stalker_1\ @@ -107,7 +92,7 @@ stalker stalker_terrain stalker_terrain - 12103 + 18850 1725 characters_voice\human\stalker_1\ @@ -139,12 +124,6 @@ dm_ordered_task_completed_dialog dm_ordered_task_cancel_dialog fanatic_st - - - fanatic_north_0 - fanatic_gutalin_0 - - actor_break_dialog @@ -157,13 +136,16 @@ devushka stalker stalker_terrain characters_voice\human\woman\ - 160 + 12550 900 actors\mnp_npc_remeik\girl - [spawn] \n - wpn_pm \n - ammo_9x18_pmm = 1 \n + [spawn] \n + wpn_binoc \n + wpn_pm \n + ammo_9x18_fmj = 3 \n + wpn_ak74u \n + ammo_5.45x39_fmj = 3 \n #include "gameplay\supplies\character_items.xml" #include "gameplay\supplies\character_food.xml" #include "gameplay\supplies\character_drugs_2.xml" diff --git a/mods/[DEV] Brotherhood/gamedata/configs/gameplay/character_desc_pripyat.xml b/mods/Redone Collection/gamedata/configs/gameplay/character_desc_pripyat.xml similarity index 99% rename from mods/[DEV] Brotherhood/gamedata/configs/gameplay/character_desc_pripyat.xml rename to mods/Redone Collection/gamedata/configs/gameplay/character_desc_pripyat.xml index c4d0df53..1b5f0220 100644 --- a/mods/[DEV] Brotherhood/gamedata/configs/gameplay/character_desc_pripyat.xml +++ b/mods/Redone Collection/gamedata/configs/gameplay/character_desc_pripyat.xml @@ -191,7 +191,7 @@ stalker_terrain characters_voice\human\monolith_3\ - 21256 + 52000 -2000 actors\stalker_radseva_series\stalker_monolith_radseva @@ -257,11 +257,6 @@ meet_guid_l11pri_mon_haron_list travel_guid_l11pri_mon_haron find_blackbox_mlr_reward_haron - - - ac_charon_0 - ac_charon_1 - actor_break_dialog diff --git a/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_army_0.xml b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_army_0.xml new file mode 100644 index 00000000..d36c1d49 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_army_0.xml @@ -0,0 +1,18 @@ +ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует. +sim_default_military_0 +army + + +GENERATE_NAME_private + + + +#include "gameplay\loadouts\army_base.ltx" +#include "gameplay\loadouts\army_tier_1.ltx" +[spawn] \n +#include "gameplay\supplies\character_food.xml" +#include "gameplay\supplies\character_medical_army.xml" + +#include "gameplay\character_criticals.xml" +#include "gameplay\character_dialogs.xml" +stalker_terrain \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_army_1.xml b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_army_1.xml new file mode 100644 index 00000000..25c2b10e --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_army_1.xml @@ -0,0 +1,19 @@ +ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует. +sim_default_military_1 +army + + +GENERATE_NAME_sergeant + + + +#include "gameplay\loadouts\army_base.ltx" +#include "gameplay\loadouts\army_tier_2.ltx" +[spawn] \n +#include "gameplay\supplies\character_food.xml" +#include "gameplay\supplies\character_medical_army.xml" +#include "gameplay\supplies\character_drugs.xml" + +#include "gameplay\character_criticals.xml" +#include "gameplay\character_dialogs.xml" +stalker_terrain \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_army_2.xml b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_army_2.xml new file mode 100644 index 00000000..90ceab40 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_army_2.xml @@ -0,0 +1,19 @@ +ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует. +sim_default_military_2 +army + + +GENERATE_NAME_senior_sergeant + + + +#include "gameplay\loadouts\army_base.ltx" +#include "gameplay\loadouts\army_tier_2.ltx" +[spawn] \n +#include "gameplay\supplies\character_food.xml" +#include "gameplay\supplies\character_medical_army.xml" +#include "gameplay\supplies\character_drugs.xml" + +#include "gameplay\character_criticals.xml" +#include "gameplay\character_dialogs.xml" +stalker_terrain \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_army_3.xml b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_army_3.xml new file mode 100644 index 00000000..f04ed5a8 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_army_3.xml @@ -0,0 +1,19 @@ +ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует. +sim_default_military_3 +army + + +GENERATE_NAME_lieutenant + + + +#include "gameplay\loadouts\army_base.ltx" +#include "gameplay\loadouts\army_tier_3.ltx" +[spawn] \n +#include "gameplay\supplies\character_food_army.xml" +#include "gameplay\supplies\character_medical_army.xml" +#include "gameplay\supplies\character_drugs_army.xml" + +#include "gameplay\character_criticals.xml" +#include "gameplay\character_dialogs.xml" +stalker_terrain \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_army_4.xml b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_army_4.xml new file mode 100644 index 00000000..b8428a99 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_army_4.xml @@ -0,0 +1,12 @@ +ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует. +sim_default_military_4 +army + + +GENERATE_NAME_captain + + + +#include "gameplay\character_criticals.xml" +#include "gameplay\character_dialogs.xml" +stalker_terrain \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_army_special.xml b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_army_special.xml new file mode 100644 index 00000000..c2fbfe50 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_army_special.xml @@ -0,0 +1,9 @@ +ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует. +army + + + + + +#include "gameplay\character_criticals.xml" +stalker_terrain \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_bandit_0.xml b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_bandit_0.xml new file mode 100644 index 00000000..cff60823 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_bandit_0.xml @@ -0,0 +1,18 @@ +ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует. +sim_default_bandit_0 +bandit + + +GENERATE_NAME_bandit + + + +#include "gameplay\loadouts\bandit_base.ltx" +#include "gameplay\loadouts\bandit_tier_1.ltx" +[spawn] \n +#include "gameplay\supplies\character_food.xml" +#include "gameplay\supplies\character_medical.xml" + +#include "gameplay\character_criticals.xml" +#include "gameplay\character_dialogs.xml" +stalker_terrain \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_bandit_1.xml b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_bandit_1.xml new file mode 100644 index 00000000..993a88f3 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_bandit_1.xml @@ -0,0 +1,18 @@ +ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует. +sim_default_bandit_1 +bandit + + +GENERATE_NAME_bandit + + + +#include "gameplay\loadouts\bandit_base.ltx" +#include "gameplay\loadouts\bandit_tier_1.ltx" +[spawn] \n +#include "gameplay\supplies\character_food.xml" +#include "gameplay\supplies\character_medical.xml" + +#include "gameplay\character_criticals.xml" +#include "gameplay\character_dialogs.xml" +stalker_terrain \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_bandit_2.xml b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_bandit_2.xml new file mode 100644 index 00000000..2eda5de9 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_bandit_2.xml @@ -0,0 +1,20 @@ +ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует. +sim_default_bandit_2 +bandit + + +GENERATE_NAME_bandit + + + +#include "gameplay\loadouts\bandit_base.ltx" +#include "gameplay\loadouts\bandit_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" + +#include "gameplay\character_criticals.xml" +#include "gameplay\character_dialogs.xml" +stalker_terrain \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_bandit_3.xml b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_bandit_3.xml new file mode 100644 index 00000000..8f00b8fd --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_bandit_3.xml @@ -0,0 +1,20 @@ +ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует. +sim_default_bandit_3 +bandit + + +GENERATE_NAME_bandit + + + +#include "gameplay\loadouts\bandit_base.ltx" +#include "gameplay\loadouts\bandit_tier_3.ltx" +[spawn] \n +#include "gameplay\supplies\character_items_2.xml" +#include "gameplay\supplies\character_food.xml" +#include "gameplay\supplies\character_medical.xml" +#include "gameplay\supplies\character_drugs.xml" + +#include "gameplay\character_criticals.xml" +#include "gameplay\character_dialogs.xml" +stalker_terrain \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_bandit_4.xml b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_bandit_4.xml new file mode 100644 index 00000000..ca228fab --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_bandit_4.xml @@ -0,0 +1,20 @@ +ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует. +sim_default_bandit_4 +bandit + + +GENERATE_NAME_bandit + + + +#include "gameplay\loadouts\bandit_base.ltx" +#include "gameplay\loadouts\bandit_tier_4.ltx" +[spawn] \n +#include "gameplay\supplies\character_items_2.xml" +#include "gameplay\supplies\character_food_2.xml" +#include "gameplay\supplies\character_medical.xml" +#include "gameplay\supplies\character_drugs_2.xml" + +#include "gameplay\character_criticals.xml" +#include "gameplay\character_dialogs.xml" +stalker_terrain \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_bandit_special.xml b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_bandit_special.xml new file mode 100644 index 00000000..5b9e4205 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_bandit_special.xml @@ -0,0 +1,9 @@ +ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует. +bandit + + + + + +#include "gameplay\character_criticals.xml" +stalker_terrain \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_csky_0.xml b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_csky_0.xml new file mode 100644 index 00000000..95ff6817 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_csky_0.xml @@ -0,0 +1,18 @@ +ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует. +sim_default_csky_0 +csky + + +GENERATE_NAME_stalker + + + +#include "gameplay\loadouts\csky_base.ltx" +#include "gameplay\loadouts\csky_tier_1.ltx" +[spawn] \n +#include "gameplay\supplies\character_food.xml" +#include "gameplay\supplies\character_medical.xml" + +#include "gameplay\character_criticals.xml" +#include "gameplay\character_dialogs.xml" +stalker_terrain \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_csky_1.xml b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_csky_1.xml new file mode 100644 index 00000000..4ea8d101 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_csky_1.xml @@ -0,0 +1,19 @@ +ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует. +sim_default_csky_1 +csky + + +GENERATE_NAME_stalker + + + +#include "gameplay\loadouts\csky_base.ltx" +#include "gameplay\loadouts\csky_tier_2.ltx" +[spawn] \n +#include "gameplay\supplies\character_food.xml" +#include "gameplay\supplies\character_medical.xml" +#include "gameplay\supplies\character_drugs.xml" + +#include "gameplay\character_criticals.xml" +#include "gameplay\character_dialogs.xml" +stalker_terrain \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_csky_2.xml b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_csky_2.xml new file mode 100644 index 00000000..5f31db74 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_csky_2.xml @@ -0,0 +1,20 @@ +ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует. +sim_default_csky_2 +csky + + +GENERATE_NAME_stalker + + + +#include "gameplay\loadouts\csky_base.ltx" +#include "gameplay\loadouts\csky_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" + +#include "gameplay\character_criticals.xml" +#include "gameplay\character_dialogs.xml" +stalker_terrain \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_csky_3.xml b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_csky_3.xml new file mode 100644 index 00000000..00164f15 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_csky_3.xml @@ -0,0 +1,20 @@ +ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует. +sim_default_csky_3 +csky + + +GENERATE_NAME_stalker + + + +#include "gameplay\loadouts\csky_base.ltx" +#include "gameplay\loadouts\csky_tier_3.ltx" +[spawn] \n +#include "gameplay\supplies\character_items_2.xml" +#include "gameplay\supplies\character_food.xml" +#include "gameplay\supplies\character_medical.xml" +#include "gameplay\supplies\character_drugs_2.xml" + +#include "gameplay\character_criticals.xml" +#include "gameplay\character_dialogs.xml" +stalker_terrain \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_csky_4.xml b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_csky_4.xml new file mode 100644 index 00000000..2f872172 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_csky_4.xml @@ -0,0 +1,20 @@ +ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует. +sim_default_csky_4 +csky + + +GENERATE_NAME_stalker + + + +#include "gameplay\loadouts\csky_base.ltx" +#include "gameplay\loadouts\csky_tier_4.ltx" +[spawn] \n +#include "gameplay\supplies\character_items_2.xml" +#include "gameplay\supplies\character_food_2.xml" +#include "gameplay\supplies\character_medical.xml" +#include "gameplay\supplies\character_drugs_3.xml" + +#include "gameplay\character_criticals.xml" +#include "gameplay\character_dialogs.xml" +stalker_terrain \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_csky_special.xml b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_csky_special.xml new file mode 100644 index 00000000..8439d9b9 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_csky_special.xml @@ -0,0 +1,9 @@ +ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует. +csky + + + + + +#include "gameplay\character_criticals.xml" +stalker_terrain \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_dolg_0.xml b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_dolg_0.xml new file mode 100644 index 00000000..06d2f6bb --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_dolg_0.xml @@ -0,0 +1,18 @@ +ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует. +sim_default_duty_0 +dolg + + +GENERATE_NAME_private + + + +#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" + +#include "gameplay\character_criticals.xml" +#include "gameplay\character_dialogs.xml" +stalker_terrain \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_dolg_1.xml b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_dolg_1.xml new file mode 100644 index 00000000..cfef6b18 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_dolg_1.xml @@ -0,0 +1,19 @@ +ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует. +sim_default_duty_1 +dolg + + +GENERATE_NAME_sergeant + + + +#include "gameplay\loadouts\dolg_base.ltx" +#include "gameplay\loadouts\dolg_tier_2.ltx" +[spawn] \n +#include "gameplay\supplies\character_food.xml" +#include "gameplay\supplies\character_medical.xml" +#include "gameplay\supplies\character_drugs.xml" + +#include "gameplay\character_criticals.xml" +#include "gameplay\character_dialogs.xml" +stalker_terrain \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_dolg_2.xml b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_dolg_2.xml new file mode 100644 index 00000000..fe4dc8d3 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_dolg_2.xml @@ -0,0 +1,20 @@ +ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует. +sim_default_duty_2 +dolg + + +GENERATE_NAME_senior_sergeant + + + +#include "gameplay\loadouts\dolg_base.ltx" +#include "gameplay\loadouts\dolg_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" + +#include "gameplay\character_criticals.xml" +#include "gameplay\character_dialogs.xml" +stalker_terrain \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_dolg_3.xml b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_dolg_3.xml new file mode 100644 index 00000000..2449a958 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_dolg_3.xml @@ -0,0 +1,20 @@ +ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует. +sim_default_duty_3 +dolg + + +GENERATE_NAME_lieutenant + + + +#include "gameplay\loadouts\dolg_base.ltx" +#include "gameplay\loadouts\dolg_tier_3.ltx" +[spawn] \n +#include "gameplay\supplies\character_items_2.xml" +#include "gameplay\supplies\character_food_army.xml" +#include "gameplay\supplies\character_medical_army.xml" +#include "gameplay\supplies\character_drugs_2.xml" + +#include "gameplay\character_criticals.xml" +#include "gameplay\character_dialogs.xml" +stalker_terrain \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_dolg_4.xml b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_dolg_4.xml new file mode 100644 index 00000000..13c0e9cb --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_dolg_4.xml @@ -0,0 +1,20 @@ +ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует. +sim_default_duty_4 +dolg + + +GENERATE_NAME_captain + + + +#include "gameplay\loadouts\dolg_base.ltx" +#include "gameplay\loadouts\dolg_tier_4.ltx" +[spawn] \n +#include "gameplay\supplies\character_items_2.xml" +#include "gameplay\supplies\character_food_army.xml" +#include "gameplay\supplies\character_medical_army.xml" +#include "gameplay\supplies\character_drugs_3.xml" + +#include "gameplay\character_criticals.xml" +#include "gameplay\character_dialogs.xml" +stalker_terrain \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_dolg_special.xml b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_dolg_special.xml new file mode 100644 index 00000000..39cab669 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_dolg_special.xml @@ -0,0 +1,9 @@ +ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует. +dolg + + + + + +#include "gameplay\character_criticals.xml" +stalker_terrain \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_ecolog_0.xml b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_ecolog_0.xml new file mode 100644 index 00000000..28e54c14 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_ecolog_0.xml @@ -0,0 +1,20 @@ +Member of mobile science camp. Detailed information is missing. +sim_default_ecolog_0 +ecolog + + +GENERATE_NAME_stalker + + + +#include "gameplay\loadouts\ecolog_base.ltx" +#include "gameplay\loadouts\ecolog_tier_1.ltx" +[spawn] \n +#include "gameplay\supplies\character_items_2.xml" +#include "gameplay\supplies\character_food_army.xml" +#include "gameplay\supplies\character_medical_sci.xml" +#include "gameplay\supplies\character_drugs_army.xml" + +#include "gameplay\character_criticals.xml" +#include "gameplay\character_dialogs.xml" +stalker_terrain \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_ecolog_01.xml b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_ecolog_01.xml new file mode 100644 index 00000000..ff9ef5ff --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_ecolog_01.xml @@ -0,0 +1,20 @@ +Member of mobile science camp. Detailed information is missing. +sim_default_ecolog_01 +ecolog + + +GENERATE_NAME_stalker + + + +#include "gameplay\loadouts\ecolog_base.ltx" +#include "gameplay\loadouts\ecolog_tier_1.ltx" +[spawn] \n +#include "gameplay\supplies\character_items_2.xml" +#include "gameplay\supplies\character_food_army.xml" +#include "gameplay\supplies\character_medical_sci.xml" +#include "gameplay\supplies\character_drugs_army.xml" + +#include "gameplay\character_criticals.xml" +#include "gameplay\character_dialogs.xml" +stalker_terrain \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_ecolog_1.xml b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_ecolog_1.xml new file mode 100644 index 00000000..d76a09fb --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_ecolog_1.xml @@ -0,0 +1,20 @@ +Member of mobile science camp. Detailed information is missing. +sim_default_ecolog_1 +ecolog + + +GENERATE_NAME_science + + + +#include "gameplay\loadouts\ecolog_base.ltx" +#include "gameplay\loadouts\ecolog_tier_2.ltx" +[spawn] \n +#include "gameplay\supplies\character_items_2.xml" +#include "gameplay\supplies\character_food_army.xml" +#include "gameplay\supplies\character_medical_sci.xml" +#include "gameplay\supplies\character_drugs_army.xml" + +#include "gameplay\character_criticals.xml" +#include "gameplay\character_dialogs.xml" +stalker_terrain \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_ecolog_2.xml b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_ecolog_2.xml new file mode 100644 index 00000000..484a82b4 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_ecolog_2.xml @@ -0,0 +1,20 @@ +ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует. +sim_default_ecolog_2 +ecolog + + +GENERATE_NAME_stalker + + + +#include "gameplay\loadouts\ecolog_base.ltx" +#include "gameplay\loadouts\ecolog_tier_3.ltx" +[spawn] \n +#include "gameplay\supplies\character_items_2.xml" +#include "gameplay\supplies\character_food.xml" +#include "gameplay\supplies\character_medical.xml" +#include "gameplay\supplies\character_drugs_2.xml" + +#include "gameplay\character_criticals.xml" +#include "gameplay\character_dialogs.xml" +stalker_terrain \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_ecolog_3.xml b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_ecolog_3.xml new file mode 100644 index 00000000..98f95cc9 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_ecolog_3.xml @@ -0,0 +1,20 @@ +ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует. +sim_default_ecolog_3 +ecolog + + +GENERATE_NAME_stalker + + + +#include "gameplay\loadouts\ecolog_base.ltx" +#include "gameplay\loadouts\ecolog_tier_4.ltx" +[spawn] \n +#include "gameplay\supplies\character_items_2.xml" +#include "gameplay\supplies\character_food_2.xml" +#include "gameplay\supplies\character_medical_sci.xml" +#include "gameplay\supplies\character_drugs_3.xml" + +#include "gameplay\character_criticals.xml" +#include "gameplay\character_dialogs.xml" +stalker_terrain \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_ecolog_4.xml b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_ecolog_4.xml new file mode 100644 index 00000000..2c1e2357 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_ecolog_4.xml @@ -0,0 +1,20 @@ +ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует. +sim_default_ecolog_4 +ecolog + + +GENERATE_NAME_stalker + + + +#include "gameplay\loadouts\ecolog_base.ltx" +#include "gameplay\loadouts\ecolog_tier_4.ltx" +[spawn] \n +#include "gameplay\supplies\character_items_2.xml" +#include "gameplay\supplies\character_food_2.xml" +#include "gameplay\supplies\character_medical_sci.xml" +#include "gameplay\supplies\character_drugs_3.xml" + +#include "gameplay\character_criticals.xml" +#include "gameplay\character_dialogs.xml" +stalker_terrain \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_ecolog_5.xml b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_ecolog_5.xml new file mode 100644 index 00000000..4c864180 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_ecolog_5.xml @@ -0,0 +1,20 @@ +ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует. +sim_default_ecolog_5 +ecolog + + +GENERATE_NAME_stalker + + + +#include "gameplay\loadouts\ecolog_base.ltx" +#include "gameplay\loadouts\ecolog_tier_4.ltx" +[spawn] \n +#include "gameplay\supplies\character_items_2.xml" +#include "gameplay\supplies\character_food_2.xml" +#include "gameplay\supplies\character_medical_sci.xml" +#include "gameplay\supplies\character_drugs_3.xml" + +#include "gameplay\character_criticals.xml" +#include "gameplay\character_dialogs.xml" +stalker_terrain \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_ecolog_special.xml b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_ecolog_special.xml new file mode 100644 index 00000000..be78d193 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_ecolog_special.xml @@ -0,0 +1,9 @@ +ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует. +ecolog + + + + + +#include "gameplay\character_criticals.xml" +stalker_terrain \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_freedom_0.xml b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_freedom_0.xml new file mode 100644 index 00000000..79abc539 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_freedom_0.xml @@ -0,0 +1,18 @@ +ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует. +sim_default_freedom_0 +freedom + + +GENERATE_NAME_stalker + + + +#include "gameplay\loadouts\freedom_base.ltx" +#include "gameplay\loadouts\freedom_tier_1.ltx" +[spawn] \n +#include "gameplay\supplies\character_food.xml" +#include "gameplay\supplies\character_medical.xml" + +#include "gameplay\character_criticals.xml" +#include "gameplay\character_dialogs.xml" +stalker_terrain \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_freedom_1.xml b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_freedom_1.xml new file mode 100644 index 00000000..d5db35dd --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_freedom_1.xml @@ -0,0 +1,20 @@ +ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует. +sim_default_freedom_1 +freedom + + +GENERATE_NAME_stalker + + + +#include "gameplay\loadouts\freedom_base.ltx" +#include "gameplay\loadouts\freedom_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" + +#include "gameplay\character_criticals.xml" +#include "gameplay\character_dialogs.xml" +stalker_terrain \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_freedom_2.xml b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_freedom_2.xml new file mode 100644 index 00000000..1072c9ed --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_freedom_2.xml @@ -0,0 +1,20 @@ +ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует. +sim_default_freedom_2 +freedom + + +GENERATE_NAME_stalker + + + +#include "gameplay\loadouts\freedom_base.ltx" +#include "gameplay\loadouts\freedom_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" + +#include "gameplay\character_criticals.xml" +#include "gameplay\character_dialogs.xml" +stalker_terrain \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_freedom_3.xml b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_freedom_3.xml new file mode 100644 index 00000000..18f5c4d2 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_freedom_3.xml @@ -0,0 +1,20 @@ +ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует. +sim_default_freedom_3 +freedom + + +GENERATE_NAME_stalker + + + +#include "gameplay\loadouts\freedom_base.ltx" +#include "gameplay\loadouts\freedom_tier_3.ltx" +[spawn] \n +#include "gameplay\supplies\character_items_2.xml" +#include "gameplay\supplies\character_food.xml" +#include "gameplay\supplies\character_medical_sci.xml" +#include "gameplay\supplies\character_drugs_2.xml" + +#include "gameplay\character_criticals.xml" +#include "gameplay\character_dialogs.xml" +stalker_terrain \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_freedom_4.xml b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_freedom_4.xml new file mode 100644 index 00000000..5200864d --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_freedom_4.xml @@ -0,0 +1,20 @@ +ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует. +sim_default_freedom_4 +freedom + + +GENERATE_NAME_stalker + + + +#include "gameplay\loadouts\freedom_base.ltx" +#include "gameplay\loadouts\freedom_tier_4.ltx" +[spawn] \n +#include "gameplay\supplies\character_items_2.xml" +#include "gameplay\supplies\character_food_2.xml" +#include "gameplay\supplies\character_medical_sci.xml" +#include "gameplay\supplies\character_drugs_3.xml" + +#include "gameplay\character_criticals.xml" +#include "gameplay\character_dialogs.xml" +stalker_terrain \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_freedom_special.xml b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_freedom_special.xml new file mode 100644 index 00000000..8701bdac --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_freedom_special.xml @@ -0,0 +1,9 @@ +ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует. +freedom + + + + + +#include "gameplay\character_criticals.xml" +stalker_terrain \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_greh_0.xml b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_greh_0.xml new file mode 100644 index 00000000..49535caf --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_greh_0.xml @@ -0,0 +1,20 @@ +ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует. +sim_default_greh_0 +greh + + +GENERATE_NAME_stalker + + + +#include "gameplay\loadouts\monolith_base.ltx" +#include "gameplay\loadouts\monolith_tier_1.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" + +#include "gameplay\character_criticals.xml" +#include "gameplay\character_dialogs.xml" +stalker_terrain \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_greh_1.xml b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_greh_1.xml new file mode 100644 index 00000000..c81c2ee9 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_greh_1.xml @@ -0,0 +1,20 @@ +ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует. +sim_default_greh_1 +greh + + +GENERATE_NAME_stalker + + + +#include "gameplay\loadouts\monolith_base.ltx" +#include "gameplay\loadouts\monolith_tier_1.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" + +#include "gameplay\character_criticals.xml" +#include "gameplay\character_dialogs.xml" +stalker_terrain \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_greh_2.xml b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_greh_2.xml new file mode 100644 index 00000000..dac22b2f --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_greh_2.xml @@ -0,0 +1,20 @@ +ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует. +sim_default_greh_2 +greh + + +GENERATE_NAME_stalker + + + +#include "gameplay\loadouts\monolith_base.ltx" +#include "gameplay\loadouts\monolith_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" + +#include "gameplay\character_criticals.xml" +#include "gameplay\character_dialogs.xml" +stalker_terrain \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_greh_3.xml b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_greh_3.xml new file mode 100644 index 00000000..9ce17655 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_greh_3.xml @@ -0,0 +1,20 @@ +ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует. +sim_default_greh_3 +greh + + +GENERATE_NAME_stalker + + + +#include "gameplay\loadouts\monolith_base.ltx" +#include "gameplay\loadouts\monolith_tier_3.ltx" +[spawn] \n +#include "gameplay\supplies\character_items_2.xml" +#include "gameplay\supplies\character_food_2.xml" +#include "gameplay\supplies\character_medical_army.xml" +#include "gameplay\supplies\character_drugs_2.xml" + +#include "gameplay\character_criticals.xml" +#include "gameplay\character_dialogs.xml" +stalker_terrain \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_greh_4.xml b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_greh_4.xml new file mode 100644 index 00000000..0e774fd9 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_greh_4.xml @@ -0,0 +1,20 @@ +ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует. +sim_default_greh_4 +greh + + +GENERATE_NAME_stalker + + + +#include "gameplay\loadouts\monolith_base.ltx" +#include "gameplay\loadouts\monolith_tier_4.ltx" +[spawn] \n +#include "gameplay\supplies\character_items_2.xml" +#include "gameplay\supplies\character_food_2.xml" +#include "gameplay\supplies\character_medical_sci.xml" +#include "gameplay\supplies\character_drugs_3.xml" + +#include "gameplay\character_criticals.xml" +#include "gameplay\character_dialogs.xml" +stalker_terrain \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_greh_special.xml b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_greh_special.xml new file mode 100644 index 00000000..8bbb6ff4 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_greh_special.xml @@ -0,0 +1,9 @@ +ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует. +greh + + + + + +#include "gameplay\character_criticals.xml" +stalker_terrain \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_isg_1.xml b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_isg_1.xml new file mode 100644 index 00000000..88f651cf --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_isg_1.xml @@ -0,0 +1,19 @@ +ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует. +sim_default_isg_1 +isg + + +GENERATE_NAME_private + + + +#include "gameplay\loadouts\killer_base.ltx" +#include "gameplay\loadouts\killer_tier_1.ltx" +[spawn] \n +#include "gameplay\supplies\character_food.xml" +#include "gameplay\supplies\character_medical.xml" +#include "gameplay\supplies\character_drugs.xml" + +#include "gameplay\character_criticals.xml" +#include "gameplay\character_dialogs.xml" +stalker_terrain \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_isg_2.xml b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_isg_2.xml new file mode 100644 index 00000000..676f0061 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_isg_2.xml @@ -0,0 +1,20 @@ +ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует. +sim_default_isg_2 +isg + + +GENERATE_NAME_sergeant + + + +#include "gameplay\loadouts\killer_base.ltx" +#include "gameplay\loadouts\killer_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" + +#include "gameplay\character_criticals.xml" +#include "gameplay\character_dialogs.xml" +stalker_terrain \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_isg_3.xml b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_isg_3.xml new file mode 100644 index 00000000..704576e1 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_isg_3.xml @@ -0,0 +1,20 @@ +ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует. +sim_default_isg_3 +isg + + +GENERATE_NAME_senior_sergeant + + + +#include "gameplay\loadouts\killer_base.ltx" +#include "gameplay\loadouts\killer_tier_3.ltx" +[spawn] \n +#include "gameplay\supplies\character_items_2.xml" +#include "gameplay\supplies\character_food_2.xml" +#include "gameplay\supplies\character_medical_army.xml" +#include "gameplay\supplies\character_drugs_2.xml" + +#include "gameplay\character_criticals.xml" +#include "gameplay\character_dialogs.xml" +stalker_terrain \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_isg_4.xml b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_isg_4.xml new file mode 100644 index 00000000..a481a7ec --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_isg_4.xml @@ -0,0 +1,20 @@ +ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует. +sim_default_isg_4 +isg + + +GENERATE_NAME_lieutenant + + + +#include "gameplay\loadouts\killer_base.ltx" +#include "gameplay\loadouts\killer_tier_4.ltx" +[spawn] \n +#include "gameplay\supplies\character_items_2.xml" +#include "gameplay\supplies\character_food_2.xml" +#include "gameplay\supplies\character_medical_army.xml" +#include "gameplay\supplies\character_drugs_3.xml" + +#include "gameplay\character_criticals.xml" +#include "gameplay\character_dialogs.xml" +stalker_terrain \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_isg_special.xml b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_isg_special.xml new file mode 100644 index 00000000..c1db704b --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_isg_special.xml @@ -0,0 +1,9 @@ +ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует. +isg + + + + + +#include "gameplay\character_criticals.xml" +stalker_terrain \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_killer_0.xml b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_killer_0.xml new file mode 100644 index 00000000..f1b45472 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_killer_0.xml @@ -0,0 +1,19 @@ +ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует. +sim_default_killer_0 +killer + + +GENERATE_NAME_stalker + + + +#include "gameplay\loadouts\killer_base.ltx" +#include "gameplay\loadouts\killer_tier_1.ltx" +[spawn] \n +#include "gameplay\supplies\character_food.xml" +#include "gameplay\supplies\character_medical.xml" +#include "gameplay\supplies\character_drugs.xml" + +#include "gameplay\character_criticals.xml" +#include "gameplay\character_dialogs.xml" +stalker_terrain \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_killer_1.xml b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_killer_1.xml new file mode 100644 index 00000000..44695b02 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_killer_1.xml @@ -0,0 +1,19 @@ +ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует. +sim_default_killer_1 +killer + + +GENERATE_NAME_stalker + + + +#include "gameplay\loadouts\killer_base.ltx" +#include "gameplay\loadouts\killer_tier_1.ltx" +[spawn] \n +#include "gameplay\supplies\character_food.xml" +#include "gameplay\supplies\character_medical.xml" +#include "gameplay\supplies\character_drugs.xml" + +#include "gameplay\character_criticals.xml" +#include "gameplay\character_dialogs.xml" +stalker_terrain \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_killer_2.xml b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_killer_2.xml new file mode 100644 index 00000000..c83c502f --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_killer_2.xml @@ -0,0 +1,20 @@ +ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует. +sim_default_killer_2 +killer + + +GENERATE_NAME_stalker + + + +#include "gameplay\loadouts\killer_base.ltx" +#include "gameplay\loadouts\killer_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" + +#include "gameplay\character_criticals.xml" +#include "gameplay\character_dialogs.xml" +stalker_terrain \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_killer_3.xml b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_killer_3.xml new file mode 100644 index 00000000..02563930 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_killer_3.xml @@ -0,0 +1,20 @@ +ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует. +sim_default_killer_3 +killer + + +GENERATE_NAME_stalker + + + +#include "gameplay\loadouts\killer_base.ltx" +#include "gameplay\loadouts\killer_tier_3.ltx" +[spawn] \n +#include "gameplay\supplies\character_items_2.xml" +#include "gameplay\supplies\character_food_2.xml" +#include "gameplay\supplies\character_medical_army.xml" +#include "gameplay\supplies\character_drugs_2.xml" + +#include "gameplay\character_criticals.xml" +#include "gameplay\character_dialogs.xml" +stalker_terrain \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_killer_4.xml b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_killer_4.xml new file mode 100644 index 00000000..d3bfaac5 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_killer_4.xml @@ -0,0 +1,20 @@ +ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует. +sim_default_killer_4 +killer + + +GENERATE_NAME_stalker + + + +#include "gameplay\loadouts\killer_base.ltx" +#include "gameplay\loadouts\killer_tier_4.ltx" +[spawn] \n +#include "gameplay\supplies\character_items_2.xml" +#include "gameplay\supplies\character_food_2.xml" +#include "gameplay\supplies\character_medical_army.xml" +#include "gameplay\supplies\character_drugs_3.xml" + +#include "gameplay\character_criticals.xml" +#include "gameplay\character_dialogs.xml" +stalker_terrain \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_killer_special.xml b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_killer_special.xml new file mode 100644 index 00000000..2bf5e36e --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_killer_special.xml @@ -0,0 +1,9 @@ +ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует. +killer + + + + + +#include "gameplay\character_criticals.xml" +stalker_terrain \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_monolith_0.xml b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_monolith_0.xml new file mode 100644 index 00000000..2a9c77ad --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_monolith_0.xml @@ -0,0 +1,20 @@ +ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует. +sim_default_monolith_0 +monolith + + +GENERATE_NAME_stalker + + + +#include "gameplay\loadouts\monolith_base.ltx" +#include "gameplay\loadouts\monolith_tier_1.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" + +#include "gameplay\character_criticals.xml" +#include "gameplay\character_dialogs.xml" +stalker_terrain \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_monolith_1.xml b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_monolith_1.xml new file mode 100644 index 00000000..17d72eff --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_monolith_1.xml @@ -0,0 +1,20 @@ +ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует. +sim_default_monolith_1 +monolith + + +GENERATE_NAME_stalker + + + +#include "gameplay\loadouts\monolith_base.ltx" +#include "gameplay\loadouts\monolith_tier_1.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" + +#include "gameplay\character_criticals.xml" +#include "gameplay\character_dialogs.xml" +stalker_terrain \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_monolith_2.xml b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_monolith_2.xml new file mode 100644 index 00000000..06129260 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_monolith_2.xml @@ -0,0 +1,20 @@ +ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует. +sim_default_monolith_2 +monolith + + +GENERATE_NAME_stalker + + + +#include "gameplay\loadouts\monolith_base.ltx" +#include "gameplay\loadouts\monolith_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" + +#include "gameplay\character_criticals.xml" +#include "gameplay\character_dialogs.xml" +stalker_terrain \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_monolith_3.xml b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_monolith_3.xml new file mode 100644 index 00000000..a51eb6c9 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_monolith_3.xml @@ -0,0 +1,20 @@ +ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует. +sim_default_monolith_3 +monolith + + +GENERATE_NAME_stalker + + + +#include "gameplay\loadouts\monolith_base.ltx" +#include "gameplay\loadouts\monolith_tier_3.ltx" +[spawn] \n +#include "gameplay\supplies\character_items_2.xml" +#include "gameplay\supplies\character_food_2.xml" +#include "gameplay\supplies\character_medical_army.xml" +#include "gameplay\supplies\character_drugs_2.xml" + +#include "gameplay\character_criticals.xml" +#include "gameplay\character_dialogs.xml" +stalker_terrain \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_monolith_4.xml b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_monolith_4.xml new file mode 100644 index 00000000..b36b34af --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_monolith_4.xml @@ -0,0 +1,20 @@ +ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует. +sim_default_monolith_4 +monolith + + +GENERATE_NAME_stalker + + + +#include "gameplay\loadouts\monolith_base.ltx" +#include "gameplay\loadouts\monolith_tier_4.ltx" +[spawn] \n +#include "gameplay\supplies\character_items_2.xml" +#include "gameplay\supplies\character_food_2.xml" +#include "gameplay\supplies\character_medical_sci.xml" +#include "gameplay\supplies\character_drugs_3.xml" + +#include "gameplay\character_criticals.xml" +#include "gameplay\character_dialogs.xml" +stalker_terrain \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_monolith_special.xml b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_monolith_special.xml new file mode 100644 index 00000000..4d637e15 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_monolith_special.xml @@ -0,0 +1,9 @@ +ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует. +monolith + + + + + +#include "gameplay\character_criticals.xml" +stalker_terrain \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_renegade_0.xml b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_renegade_0.xml new file mode 100644 index 00000000..62304c50 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_renegade_0.xml @@ -0,0 +1,18 @@ +ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует. +sim_default_renegade_0 +renegade + + +GENERATE_NAME_bandit + + + +#include "gameplay\loadouts\bandit_base.ltx" +#include "gameplay\loadouts\bandit_tier_1.ltx" +[spawn] \n +#include "gameplay\supplies\character_food.xml" +#include "gameplay\supplies\character_medical.xml" + +#include "gameplay\character_criticals.xml" +#include "gameplay\character_dialogs.xml" +stalker_terrain \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_renegade_1.xml b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_renegade_1.xml new file mode 100644 index 00000000..ffabbb0a --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_renegade_1.xml @@ -0,0 +1,18 @@ +ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует. +sim_default_renegade_1 +renegade + + +GENERATE_NAME_bandit + + + +#include "gameplay\loadouts\bandit_base.ltx" +#include "gameplay\loadouts\bandit_tier_1.ltx" +[spawn] \n +#include "gameplay\supplies\character_food.xml" +#include "gameplay\supplies\character_medical.xml" + +#include "gameplay\character_criticals.xml" +#include "gameplay\character_dialogs.xml" +stalker_terrain \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_renegade_2.xml b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_renegade_2.xml new file mode 100644 index 00000000..622f8972 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_renegade_2.xml @@ -0,0 +1,20 @@ +ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует. +sim_default_renegade_2 +renegade + + +GENERATE_NAME_bandit + + + +#include "gameplay\loadouts\bandit_base.ltx" +#include "gameplay\loadouts\bandit_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" + +#include "gameplay\character_criticals.xml" +#include "gameplay\character_dialogs.xml" +stalker_terrain \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_renegade_special.xml b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_renegade_special.xml new file mode 100644 index 00000000..39cae3a9 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_renegade_special.xml @@ -0,0 +1,9 @@ +ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует. +renegade + + + + + +#include "gameplay\character_criticals.xml" +stalker_terrain \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_stalker_0.xml b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_stalker_0.xml new file mode 100644 index 00000000..62bec81f --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_stalker_0.xml @@ -0,0 +1,18 @@ +ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует. +sim_default_stalker_0 +stalker + + +GENERATE_NAME_stalker + + + +#include "gameplay\loadouts\stalker_base.ltx" +#include "gameplay\loadouts\stalker_tier_1.ltx" +[spawn] \n +#include "gameplay\supplies\character_food.xml" +#include "gameplay\supplies\character_medical.xml" + +#include "gameplay\character_criticals.xml" +#include "gameplay\character_dialogs.xml" +stalker_terrain \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_stalker_1.xml b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_stalker_1.xml new file mode 100644 index 00000000..80bce432 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_stalker_1.xml @@ -0,0 +1,19 @@ +ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует. +sim_default_stalker_1 +stalker + + +GENERATE_NAME_stalker + + + +#include "gameplay\loadouts\stalker_base.ltx" +#include "gameplay\loadouts\stalker_tier_2.ltx" +[spawn] \n +#include "gameplay\supplies\character_food.xml" +#include "gameplay\supplies\character_medical.xml" +#include "gameplay\supplies\character_drugs.xml" + +#include "gameplay\character_criticals.xml" +#include "gameplay\character_dialogs.xml" +stalker_terrain \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_stalker_2.xml b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_stalker_2.xml new file mode 100644 index 00000000..ee71ecf9 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_stalker_2.xml @@ -0,0 +1,20 @@ +ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует. +sim_default_stalker_2 +stalker + + +GENERATE_NAME_stalker + + + +#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" + +#include "gameplay\character_criticals.xml" +#include "gameplay\character_dialogs.xml" +stalker_terrain \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_stalker_3.xml b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_stalker_3.xml new file mode 100644 index 00000000..982256d4 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_stalker_3.xml @@ -0,0 +1,20 @@ +ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует. +sim_default_stalker_3 +stalker + + +GENERATE_NAME_stalker + + + +#include "gameplay\loadouts\stalker_base.ltx" +#include "gameplay\loadouts\stalker_tier_3.ltx" +[spawn] \n +#include "gameplay\supplies\character_items_2.xml" +#include "gameplay\supplies\character_food.xml" +#include "gameplay\supplies\character_medical.xml" +#include "gameplay\supplies\character_drugs_2.xml" + +#include "gameplay\character_criticals.xml" +#include "gameplay\character_dialogs.xml" +stalker_terrain \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_stalker_4.xml b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_stalker_4.xml new file mode 100644 index 00000000..7b855efa --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_stalker_4.xml @@ -0,0 +1,20 @@ +ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует. +sim_default_stalker_4 +stalker + + +GENERATE_NAME_stalker + + + +#include "gameplay\loadouts\stalker_base.ltx" +#include "gameplay\loadouts\stalker_tier_4.ltx" +[spawn] \n +#include "gameplay\supplies\character_items_2.xml" +#include "gameplay\supplies\character_food_2.xml" +#include "gameplay\supplies\character_medical.xml" +#include "gameplay\supplies\character_drugs_3.xml" + +#include "gameplay\character_criticals.xml" +#include "gameplay\character_dialogs.xml" +stalker_terrain \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_stalker_special.xml b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_stalker_special.xml new file mode 100644 index 00000000..b4f320f0 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_stalker_special.xml @@ -0,0 +1,9 @@ +ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует. +stalker + + + + + +#include "gameplay\character_criticals.xml" +stalker_terrain \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_zombied_1.xml b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_zombied_1.xml new file mode 100644 index 00000000..36db4a71 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_zombied_1.xml @@ -0,0 +1,18 @@ + +sim_default_zombied_1 +zombied +0 + + + + + +#include "gameplay\loadouts\zombied_base.ltx" +#include "gameplay\loadouts\zombied_tier_1.ltx" +[spawn] \n +#include "gameplay\supplies\character_food.xml" +#include "gameplay\supplies\character_medical.xml" + +#include "gameplay\character_criticals.xml" +#include "gameplay\character_dialogs.xml" +stalker_terrain \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_zombied_2.xml b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_zombied_2.xml new file mode 100644 index 00000000..0c8107b2 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_zombied_2.xml @@ -0,0 +1,20 @@ + +sim_default_zombied_2 +zombied +0 + + + + + +#include "gameplay\loadouts\zombied_base.ltx" +#include "gameplay\loadouts\zombied_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" + +#include "gameplay\character_criticals.xml" +#include "gameplay\character_dialogs.xml" +stalker_terrain \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_zombied_3.xml b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_zombied_3.xml new file mode 100644 index 00000000..dd2daf69 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_zombied_3.xml @@ -0,0 +1,20 @@ + +sim_default_zombied_3 +zombied +0 + + + + + +#include "gameplay\loadouts\zombied_base.ltx" +#include "gameplay\loadouts\zombied_tier_3.ltx" +[spawn] \n +#include "gameplay\supplies\character_items_2.xml" +#include "gameplay\supplies\character_food.xml" +#include "gameplay\supplies\character_medical.xml" +#include "gameplay\supplies\character_drugs_2.xml" + +#include "gameplay\character_criticals.xml" +#include "gameplay\character_dialogs.xml" +stalker_terrain \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_zombied_4.xml b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_zombied_4.xml new file mode 100644 index 00000000..4ae69f96 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/gameplay/profiles/character_desc_zombied_4.xml @@ -0,0 +1,20 @@ + +sim_default_zombied_4 +zombied +0 + + + + + +#include "gameplay\loadouts\zombied_base.ltx" +#include "gameplay\loadouts\zombied_tier_4.ltx" +[spawn] \n +#include "gameplay\supplies\character_items_2.xml" +#include "gameplay\supplies\character_food_2.xml" +#include "gameplay\supplies\character_medical.xml" +#include "gameplay\supplies\character_drugs_3.xml" + +#include "gameplay\character_criticals.xml" +#include "gameplay\character_dialogs.xml" +stalker_terrain \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/items/items/items_endless_night_mutant_spawn_point_AGR.ltx b/mods/Redone Collection/gamedata/configs/items/items/items_endless_night_mutant_spawn_point_AGR.ltx new file mode 100644 index 00000000..3a34c912 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/items/items/items_endless_night_mutant_spawn_point_AGR.ltx @@ -0,0 +1,21 @@ +[pool_agr_night_mutants] +GroupControlSection = spawn_group +$spawn = "physics\object" +$prefetch = 8 +class = O_PHYSIC +remove_time = 60 +visual = dynamics\light\light_signal.ogf +fixed_bones = link +script_binding = bind_physic_object.init + +[agr_endless_night_spawn_01]:pool_agr_night_mutants +custom_data = scripts\agroprom\agr_endless_night_spawn_logic_1.ltx +story_id = agr_endless_night_spawn_01 + +[agr_endless_night_spawn_02]:pool_agr_night_mutants +custom_data = scripts\agroprom\agr_endless_night_spawn_logic_2.ltx +story_id = agr_endless_night_spawn_02 + +[agr_endless_night_spawn_03]:pool_agr_night_mutants +custom_data = scripts\agroprom\agr_endless_night_spawn_logic_3.ltx +story_id = agr_endless_night_spawn_03 \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/items/items/items_endless_night_mutant_spawn_point_BAR.ltx b/mods/Redone Collection/gamedata/configs/items/items/items_endless_night_mutant_spawn_point_BAR.ltx new file mode 100644 index 00000000..73b45b34 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/items/items/items_endless_night_mutant_spawn_point_BAR.ltx @@ -0,0 +1,21 @@ +[pool_bar_night_mutants] +GroupControlSection = spawn_group +$spawn = "physics\object" +$prefetch = 8 +class = O_PHYSIC +remove_time = 60 +visual = dynamics\light\light_signal.ogf +fixed_bones = link +script_binding = bind_physic_object.init + +[bar_endless_night_spawn_01]:pool_bar_night_mutants +custom_data = scripts\bar\bar_endless_night_spawn_logic_1.ltx +story_id = bar_endless_night_spawn_01 + +[bar_endless_night_spawn_02]:pool_bar_night_mutants +custom_data = scripts\bar\bar_endless_night_spawn_logic_2.ltx +story_id = bar_endless_night_spawn_02 + +[bar_endless_night_spawn_03]:pool_bar_night_mutants +custom_data = scripts\bar\bar_endless_night_spawn_logic_3.ltx +story_id = bar_endless_night_spawn_03 \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/items/items/items_endless_night_mutant_spawn_point_CIT.ltx b/mods/Redone Collection/gamedata/configs/items/items/items_endless_night_mutant_spawn_point_CIT.ltx new file mode 100644 index 00000000..2b109adb --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/items/items/items_endless_night_mutant_spawn_point_CIT.ltx @@ -0,0 +1,21 @@ +[pool_cit_night_mutants] +GroupControlSection = spawn_group +$spawn = "physics\object" +$prefetch = 8 +class = O_PHYSIC +remove_time = 60 +visual = dynamics\light\light_signal.ogf +fixed_bones = link +script_binding = bind_physic_object.init + +[cit_endless_night_spawn_01]:pool_cit_night_mutants +custom_data = scripts\dead_city\cit_endless_night_spawn_logic_1.ltx +story_id = cit_endless_night_spawn_01 + +[cit_endless_night_spawn_02]:pool_cit_night_mutants +custom_data = scripts\dead_city\cit_endless_night_spawn_logic_2.ltx +story_id = cit_endless_night_spawn_02 + +[cit_endless_night_spawn_03]:pool_cit_night_mutants +custom_data = scripts\dead_city\cit_endless_night_spawn_logic_3.ltx +story_id = cit_endless_night_spawn_03 \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/items/items/items_endless_night_mutant_spawn_point_DS.ltx b/mods/Redone Collection/gamedata/configs/items/items/items_endless_night_mutant_spawn_point_DS.ltx new file mode 100644 index 00000000..40be2111 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/items/items/items_endless_night_mutant_spawn_point_DS.ltx @@ -0,0 +1,21 @@ +[pool_ds_night_mutants] +GroupControlSection = spawn_group +$spawn = "physics\object" +$prefetch = 8 +class = O_PHYSIC +remove_time = 60 +visual = dynamics\light\light_signal.ogf +fixed_bones = link +script_binding = bind_physic_object.init + +[ds_endless_night_spawn_01]:pool_ds_night_mutants +custom_data = scripts\darkscape\ds_endless_night_spawn_logic_1.ltx +story_id = ds_endless_night_spawn_01 + +[ds_endless_night_spawn_02]:pool_ds_night_mutants +custom_data = scripts\darkscape\ds_endless_night_spawn_logic_2.ltx +story_id = ds_endless_night_spawn_02 + +[ds_endless_night_spawn_03]:pool_ds_night_mutants +custom_data = scripts\darkscape\ds_endless_night_spawn_logic_3.ltx +story_id = ds_endless_night_spawn_03 \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/items/items/items_endless_night_mutant_spawn_point_ESC.ltx b/mods/Redone Collection/gamedata/configs/items/items/items_endless_night_mutant_spawn_point_ESC.ltx new file mode 100644 index 00000000..60bcccf8 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/items/items/items_endless_night_mutant_spawn_point_ESC.ltx @@ -0,0 +1,21 @@ +[pool_esc_night_mutants] +GroupControlSection = spawn_group +$spawn = "physics\object" +$prefetch = 8 +class = O_PHYSIC +remove_time = 60 +visual = dynamics\light\light_signal.ogf +fixed_bones = link +script_binding = bind_physic_object.init + +[esc_endless_night_spawn_01]:pool_esc_night_mutants +custom_data = scripts\escape\esc_endless_night_spawn_logic_1.ltx +story_id = esc_endless_night_spawn_01 + +[esc_endless_night_spawn_02]:pool_esc_night_mutants +custom_data = scripts\escape\esc_endless_night_spawn_logic_2.ltx +story_id = esc_endless_night_spawn_02 + +[esc_endless_night_spawn_03]:pool_esc_night_mutants +custom_data = scripts\escape\esc_endless_night_spawn_logic_3.ltx +story_id = esc_endless_night_spawn_03 \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/items/items/items_endless_night_mutant_spawn_point_GAR.ltx b/mods/Redone Collection/gamedata/configs/items/items/items_endless_night_mutant_spawn_point_GAR.ltx new file mode 100644 index 00000000..dcf9fc55 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/items/items/items_endless_night_mutant_spawn_point_GAR.ltx @@ -0,0 +1,21 @@ +[pool_gar_night_mutants] +GroupControlSection = spawn_group +$spawn = "physics\object" +$prefetch = 8 +class = O_PHYSIC +remove_time = 60 +visual = dynamics\light\light_signal.ogf +fixed_bones = link +script_binding = bind_physic_object.init + +[gar_endless_night_spawn_01]:pool_gar_night_mutants +custom_data = scripts\garbage\gar_endless_night_spawn_logic_1.ltx +story_id = gar_endless_night_spawn_01 + +[gar_endless_night_spawn_02]:pool_gar_night_mutants +custom_data = scripts\garbage\gar_endless_night_spawn_logic_2.ltx +story_id = gar_endless_night_spawn_02 + +[gar_endless_night_spawn_03]:pool_gar_night_mutants +custom_data = scripts\garbage\gar_endless_night_spawn_logic_3.ltx +story_id = gar_endless_night_spawn_03 \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/items/items/items_endless_night_mutant_spawn_point_MAR.ltx b/mods/Redone Collection/gamedata/configs/items/items/items_endless_night_mutant_spawn_point_MAR.ltx new file mode 100644 index 00000000..c29cb837 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/items/items/items_endless_night_mutant_spawn_point_MAR.ltx @@ -0,0 +1,21 @@ +[pool_mar_night_mutants] +GroupControlSection = spawn_group +$spawn = "physics\object" +$prefetch = 8 +class = O_PHYSIC +remove_time = 60 +visual = dynamics\light\light_signal.ogf +fixed_bones = link +script_binding = bind_physic_object.init + +[mar_endless_night_spawn_01]:pool_mar_night_mutants +custom_data = scripts\marsh\mar_endless_night_spawn_logic_1.ltx +story_id = mar_endless_night_spawn_01 + +[mar_endless_night_spawn_02]:pool_mar_night_mutants +custom_data = scripts\marsh\mar_endless_night_spawn_logic_2.ltx +story_id = mar_endless_night_spawn_02 + +[mar_endless_night_spawn_03]:pool_mar_night_mutants +custom_data = scripts\marsh\mar_endless_night_spawn_logic_3.ltx +story_id = mar_endless_night_spawn_03 \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/items/items/items_endless_night_mutant_spawn_point_MIL.ltx b/mods/Redone Collection/gamedata/configs/items/items/items_endless_night_mutant_spawn_point_MIL.ltx new file mode 100644 index 00000000..11be8584 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/items/items/items_endless_night_mutant_spawn_point_MIL.ltx @@ -0,0 +1,21 @@ +[pool_mil_night_mutants] +GroupControlSection = spawn_group +$spawn = "physics\object" +$prefetch = 8 +class = O_PHYSIC +remove_time = 60 +visual = dynamics\light\light_signal.ogf +fixed_bones = link +script_binding = bind_physic_object.init + +[mil_endless_night_spawn_01]:pool_mil_night_mutants +custom_data = scripts\military\mil_endless_night_spawn_logic_1.ltx +story_id = mil_endless_night_spawn_01 + +[mil_endless_night_spawn_02]:pool_mil_night_mutants +custom_data = scripts\military\mil_endless_night_spawn_logic_2.ltx +story_id = mil_endless_night_spawn_02 + +[mil_endless_night_spawn_03]:pool_mil_night_mutants +custom_data = scripts\military\mil_endless_night_spawn_logic_3.ltx +story_id = mil_endless_night_spawn_03 \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/items/items/items_endless_night_mutant_spawn_point_ROS.ltx b/mods/Redone Collection/gamedata/configs/items/items/items_endless_night_mutant_spawn_point_ROS.ltx new file mode 100644 index 00000000..c139e18b --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/items/items/items_endless_night_mutant_spawn_point_ROS.ltx @@ -0,0 +1,21 @@ +[pool_ros_night_mutants] +GroupControlSection = spawn_group +$spawn = "physics\object" +$prefetch = 8 +class = O_PHYSIC +remove_time = 60 +visual = dynamics\light\light_signal.ogf +fixed_bones = link +script_binding = bind_physic_object.init + +[ros_endless_night_spawn_01]:pool_ros_night_mutants +custom_data = scripts\rostok\ros_endless_night_spawn_logic_1.ltx +story_id = ros_endless_night_spawn_01 + +[ros_endless_night_spawn_02]:pool_ros_night_mutants +custom_data = scripts\rostok\ros_endless_night_spawn_logic_2.ltx +story_id = ros_endless_night_spawn_02 + +[ros_endless_night_spawn_03]:pool_ros_night_mutants +custom_data = scripts\rostok\ros_endless_night_spawn_logic_3.ltx +story_id = ros_endless_night_spawn_03 \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/items/items/items_endless_night_mutant_spawn_point_TRC.ltx b/mods/Redone Collection/gamedata/configs/items/items/items_endless_night_mutant_spawn_point_TRC.ltx new file mode 100644 index 00000000..10c0f64e --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/items/items/items_endless_night_mutant_spawn_point_TRC.ltx @@ -0,0 +1,21 @@ +[pool_trc_night_mutants] +GroupControlSection = spawn_group +$spawn = "physics\object" +$prefetch = 8 +class = O_PHYSIC +remove_time = 60 +visual = dynamics\light\light_signal.ogf +fixed_bones = link +script_binding = bind_physic_object.init + +[trc_endless_night_spawn_01]:pool_trc_night_mutants +custom_data = scripts\trucks_cemetery\trc_endless_night_spawn_logic_1.ltx +story_id = trc_endless_night_spawn_01 + +[trc_endless_night_spawn_02]:pool_trc_night_mutants +custom_data = scripts\trucks_cemetery\trc_endless_night_spawn_logic_2.ltx +story_id = trc_endless_night_spawn_02 + +[trc_endless_night_spawn_03]:pool_trc_night_mutants +custom_data = scripts\trucks_cemetery\trc_endless_night_spawn_logic_3.ltx +story_id = trc_endless_night_spawn_03 \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/items/items/items_endless_night_mutant_spawn_point_VAL.ltx b/mods/Redone Collection/gamedata/configs/items/items/items_endless_night_mutant_spawn_point_VAL.ltx new file mode 100644 index 00000000..f40bb3dd --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/items/items/items_endless_night_mutant_spawn_point_VAL.ltx @@ -0,0 +1,21 @@ +[pool_val_night_mutants] +GroupControlSection = spawn_group +$spawn = "physics\object" +$prefetch = 8 +class = O_PHYSIC +remove_time = 60 +visual = dynamics\light\light_signal.ogf +fixed_bones = link +script_binding = bind_physic_object.init + +[val_endless_night_spawn_01]:pool_val_night_mutants +custom_data = scripts\darkvalley\val_endless_night_spawn_logic_1.ltx +story_id = val_endless_night_spawn_01 + +[val_endless_night_spawn_02]:pool_val_night_mutants +custom_data = scripts\darkvalley\val_endless_night_spawn_logic_2.ltx +story_id = val_endless_night_spawn_02 + +[val_endless_night_spawn_03]:pool_val_night_mutants +custom_data = scripts\darkvalley\val_endless_night_spawn_logic_3.ltx +story_id = val_endless_night_spawn_03 \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/items/items/items_endless_night_mutant_spawn_point_YAN.ltx b/mods/Redone Collection/gamedata/configs/items/items/items_endless_night_mutant_spawn_point_YAN.ltx new file mode 100644 index 00000000..a512ccb3 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/items/items/items_endless_night_mutant_spawn_point_YAN.ltx @@ -0,0 +1,21 @@ +[pool_yan_night_mutants] +GroupControlSection = spawn_group +$spawn = "physics\object" +$prefetch = 8 +class = O_PHYSIC +remove_time = 60 +visual = dynamics\light\light_signal.ogf +fixed_bones = link +script_binding = bind_physic_object.init + +[yan_endless_night_spawn_01]:pool_yan_night_mutants +custom_data = scripts\yantar\yan_endless_night_spawn_logic_1.ltx +story_id = yan_endless_night_spawn_01 + +[yan_endless_night_spawn_02]:pool_yan_night_mutants +custom_data = scripts\yantar\yan_endless_night_spawn_logic_2.ltx +story_id = yan_endless_night_spawn_02 + +[yan_endless_night_spawn_03]:pool_yan_night_mutants +custom_data = scripts\yantar\yan_endless_night_spawn_logic_3.ltx +story_id = yan_endless_night_spawn_03 \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/items/items/items_lc_transition_spawn_point_ROS.ltx b/mods/Redone Collection/gamedata/configs/items/items/items_lc_transition_spawn_point_ROS.ltx new file mode 100644 index 00000000..8b5a8e45 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/items/items/items_lc_transition_spawn_point_ROS.ltx @@ -0,0 +1,104 @@ +[lc_tele_ros_hid] +GroupControlSection = spawn_group +$spawn = "physics\object" +$prefetch = 8 +class = O_PHYSIC +remove_time = 60 +visual = dynamics\light\light_signal.ogf +fixed_bones = link +script_binding = bind_physic_object.init +custom_data = scripts\rostok\ros_lc_transition_logic_hid.ltx + +[lc_ros03_ros04]:lc_tele_ros_hid +story_id = lc_ros03_ros04 + +[lc_tele_ros_door_hid] +GroupControlSection = spawn_group +$spawn = "physics\object" +$prefetch = 8 +class = O_PHYSIC +remove_time = 60 +visual = dynamics\light\light_signal.ogf +fixed_bones = link +script_binding = bind_physic_object.init +custom_data = scripts\rostok\ros_door_transition_logic.ltx + +[lc_ros01_ros02]:lc_tele_ros_door_hid +story_id = lc_ros01_ros02 + +[lc_ros01_ros02.1]:lc_tele_ros_door_hid +story_id = lc_ros01_ros02.1 + +[lc_ros01_ros02.2]:lc_tele_ros_door_hid +story_id = lc_ros01_ros02.2 + +[lc_ros01_ros02.3]:lc_tele_ros_door_hid +story_id = lc_ros01_ros02.3 + +[lc_ros02_ros01]:lc_tele_ros_door_hid +story_id = lc_ros02_ros01 + +[lc_ros02_ros01.1]:lc_tele_ros_door_hid +story_id = lc_ros02_ros01.1 + +[lc_ros02_ros01.2]:lc_tele_ros_door_hid +story_id = lc_ros02_ros01.2 + +[lc_ros02_ros01.3]:lc_tele_ros_door_hid +story_id = lc_ros02_ros01.3 + +[lc_ros02_ros01.4]:lc_tele_ros_door_hid +story_id = lc_ros02_ros01.4 + +[lc_ros02_ros01.5]:lc_tele_ros_door_hid +story_id = lc_ros02_ros01.5 + +[lc_ros07_ros08]:lc_tele_ros_door_hid +story_id = lc_ros07_ros08 + +[lc_ros07_ros08.1]:lc_tele_ros_door_hid +story_id = lc_ros07_ros08.1 + +[lc_ros07_ros08.2]:lc_tele_ros_door_hid +story_id = lc_ros07_ros08.2 + +[lc_ros07_ros08.3]:lc_tele_ros_door_hid +story_id = lc_ros07_ros08.3 + +[lc_ros08_ros07]:lc_tele_ros_door_hid +story_id = lc_ros08_ros07 + +[lc_ros08_ros07.1]:lc_tele_ros_door_hid +story_id = lc_ros08_ros07.1 + +[lc_ros08_ros07.2]:lc_tele_ros_door_hid +story_id = lc_ros08_ros07.2 + +[lc_tele_ros_ladder_hid] +GroupControlSection = spawn_group +$spawn = "physics\object" +$prefetch = 8 +class = O_PHYSIC +remove_time = 60 +visual = dynamics\light\light_signal.ogf +fixed_bones = link +script_binding = bind_physic_object.init +custom_data = scripts\rostok\ros_climb_transition_logic.ltx + +[lc_ros05_ros06]:lc_tele_ros_ladder_hid +story_id = lc_ros05_ros06 + +[lc_ros05_ros06.1]:lc_tele_ros_ladder_hid +story_id = lc_ros05_ros06.1 + +[lc_ros05_ros06.2]:lc_tele_ros_ladder_hid +story_id = lc_ros05_ros06.2 + +[lc_ros06_ros05]:lc_tele_ros_ladder_hid +story_id = lc_ros06_ros05 + +[lc_ros06_ros05.1]:lc_tele_ros_ladder_hid +story_id = lc_ros06_ros05.1 + +[lc_ros06_ros05.2]:lc_tele_ros_ladder_hid +story_id = lc_ros06_ros05.2 diff --git a/mods/Redone Collection/gamedata/configs/items/items/items_physic_object_spawn_point_MIL.ltx b/mods/Redone Collection/gamedata/configs/items/items/items_physic_object_spawn_point_MIL.ltx new file mode 100644 index 00000000..233b23da --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/items/items/items_physic_object_spawn_point_MIL.ltx @@ -0,0 +1,18 @@ +[wearhouses_phys_physic_object] +GroupControlSection = spawn_group +$spawn = "physics\object" +class = O_PHYS_S +remove_time = 60 +script_binding = bind_physic_object.init + +[wearhouses_dstr_physic_object] +GroupControlSection = spawn_group +$spawn = "physics\destroyable_object" +class = O_DSTR_S +remove_time = 60 +script_binding = bind_physic_object.init + +[mil_smart_terrain_3_8_psy_field]:wearhouses_dstr_physic_object +visual = dynamics\box\box_wood_01.ogf +fixed_bones = link + diff --git a/mods/Redone Collection/gamedata/configs/items/items/items_physic_object_spawn_point_ROS.ltx b/mods/Redone Collection/gamedata/configs/items/items/items_physic_object_spawn_point_ROS.ltx new file mode 100644 index 00000000..5d320a46 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/items/items/items_physic_object_spawn_point_ROS.ltx @@ -0,0 +1,323 @@ +[ros_phys_physic_object] +GroupControlSection = spawn_group +$spawn = "physics\object" +class = O_PHYS_S +remove_time = 60 +script_binding = bind_physic_object.init + +[ros_dstr_physic_object] +GroupControlSection = spawn_group +$spawn = "physics\destroyable_object" +class = O_DSTR_S +remove_time = 60 +script_binding = bind_physic_object.init + +[ros_valley_door_1]:ros_phys_physic_object +visual = dynamics\door\door_metal_220x260_01_r.ogf +fixed_bones = link +custom_data = scripts\rostok\ros_door_hidden_logic.ltx + +[ros_valley_door_2]:ros_phys_physic_object +visual = dynamics\door\door_metal_220x260_01_r.ogf +fixed_bones = link +custom_data = scripts\rostok\ros_door_hidden_logic.ltx + +[ros_roof_door_1]:ros_phys_physic_object +visual = dynamics\door\door_metal_220x260_01_r.ogf +fixed_bones = link +custom_data = scripts\rostok\ros_door_hidden_logic.ltx + +[ros_roof_door_2]:ros_phys_physic_object +visual = dynamics\door\door_metal_220x260_01_r.ogf +fixed_bones = link +custom_data = scripts\rostok\ros_door_hidden_logic.ltx + +[ros_climb_action_1.1]:ros_phys_physic_object +visual = dynamics\light\light_signal.ogf +fixed_bones = link +custom_data = scripts\rostok\ros_climb_sound_logic.ltx + +[ros_climb_action_1.2]:ros_phys_physic_object +visual = dynamics\light\light_signal.ogf +fixed_bones = link +custom_data = scripts\rostok\ros_climb_sound_logic.ltx + +[ros_climb_action_1.3]:ros_phys_physic_object +visual = dynamics\fence\wooden_board_01_2m.ogf +fixed_bones = link +custom_data = scripts\rostok\ros_climb_sound_logic.ltx + +[ros_climb_action_2.1]:ros_phys_physic_object +visual = dynamics\light\light_signal.ogf +fixed_bones = link +custom_data = scripts\rostok\ros_climb_sound_logic.ltx + +[ros_climb_action_2.2]:ros_phys_physic_object +visual = dynamics\light\light_signal.ogf +fixed_bones = link +custom_data = scripts\rostok\ros_climb_sound_logic.ltx + +[ros_climb_action_2.3]:ros_phys_physic_object +visual = dynamics\fence\part\wooden_board_01_2m_part_01.ogf +fixed_bones = link +custom_data = scripts\rostok\ros_climb_sound_logic.ltx + +[ros_valley_sign_1]:ros_phys_physic_object +visual = dynamics\decor\sign_stop.ogf +custom_data = models\objects\ignore_static.ltx + +[ros_valley_misc_1]:ros_phys_physic_object +visual = dynamics\firestation\ognetushitel.ogf +custom_data = models\objects\ignore_static.ltx + +[ros_valley_misc_2]:ros_phys_physic_object +visual = dynamics\large_trash\truba_bar_rostok.ogf +fixed_bones = link +custom_data = models\objects\ignore_static.ltx + +[ros_valley_misc_3]:ros_phys_physic_object +visual = dynamics\large_trash\truba_bar_rostok.ogf +fixed_bones = link +custom_data = models\objects\ignore_static.ltx + +[ros_valley_misc_4]:ros_phys_physic_object +visual = dynamics\large_trash\truba_bar_rostok.ogf +fixed_bones = link +custom_data = models\objects\ignore_static.ltx + +[ros_valley_misc_5]:ros_phys_physic_object +visual = dynamics\fence\wooden_board_01_2m.ogf +fixed_bones = link +custom_data = models\objects\ignore_static.ltx + +[ros_valley_misc_6]:ros_phys_physic_object +visual = dynamics\fence\wooden_board_04.ogf +fixed_bones = link +custom_data = models\objects\ignore_static.ltx + +[ros_valley_misc_7]:ros_phys_physic_object +visual = dynamics\fence\wooden_board_04.ogf +fixed_bones = link +custom_data = models\objects\ignore_static.ltx + +[ros_valley_misc_8]:ros_phys_physic_object +visual = dynamics\fence\wooden_board_01_2m.ogf +fixed_bones = link +custom_data = models\objects\ignore_static.ltx + +[ros_valley_box_1]:ros_dstr_physic_object +visual = dynamics\box\box_wood_01.ogf +fixed_bones = link +custom_data = models\objects\ignore_static.ltx + +[ros_valley_box_2]:ros_dstr_physic_object +visual = dynamics\box\box_wood_01.ogf +fixed_bones = link +custom_data = models\objects\ignore_static.ltx + +[ros_valley_box_3]:ros_dstr_physic_object +visual = dynamics\box\box_wood_01.ogf +fixed_bones = link +custom_data = models\objects\ignore_static.ltx + +[ros_valley_box_4]:ros_dstr_physic_object +visual = dynamics\box\box_wood_01.ogf +fixed_bones = link + +[ros_valley_box_5]:ros_dstr_physic_object +visual = dynamics\box\box_wood_01.ogf +fixed_bones = link + +[ros_valley_box_6]:ros_dstr_physic_object +visual = dynamics\box\box_wood_01.ogf +fixed_bones = link + +[ros_valley_box_7]:ros_dstr_physic_object +visual = dynamics\box\box_wood_01.ogf +fixed_bones = link + +[ros_valley_box_8]:ros_dstr_physic_object +visual = dynamics\box\box_wood_01.ogf +fixed_bones = link + +[ros_valley_box_9]:ros_dstr_physic_object +visual = dynamics\box\box_wood_01.ogf +fixed_bones = link + +[ros_valley_box_10]:ros_dstr_physic_object +visual = dynamics\box\box_wood_01.ogf +fixed_bones = link + +[ros_valley_box_11]:ros_dstr_physic_object +visual = dynamics\box\box_wood_01.ogf +fixed_bones = link + +[ros_valley_wall_1]:ros_phys_physic_object +visual = dynamics\scene_objects\hospital\hospital_wooden_board_02.ogf +fixed_bones = link +custom_data = models\objects\ignore_static.ltx + +[ros_valley_wall_2]:ros_phys_physic_object +visual = dynamics\scene_objects\hospital\hospital_wooden_board_01.ogf +fixed_bones = link +custom_data = models\objects\ignore_static.ltx + +[ros_valley_wall_3]:ros_phys_physic_object +visual = dynamics\scene_objects\hospital\hospital_wooden_board_01.ogf +fixed_bones = link +custom_data = models\objects\ignore_static.ltx + +[ros_valley_wall_4]:ros_phys_physic_object +visual = dynamics\scene_objects\hospital\hospital_wooden_board_01.ogf +fixed_bones = link +custom_data = models\objects\ignore_static.ltx + +[ros_valley_wall_5]:ros_phys_physic_object +visual = dynamics\scene_objects\hospital\hospital_wooden_board_01.ogf +fixed_bones = link +custom_data = models\objects\ignore_static.ltx + +[ros_valley_wall_6]:ros_phys_physic_object +visual = dynamics\scene_objects\hospital\hospital_wooden_board_01.ogf +fixed_bones = link +custom_data = models\objects\ignore_static.ltx + +[ros_valley_wall_7]:ros_phys_physic_object +visual = dynamics\scene_objects\hospital\hospital_wooden_board_01.ogf +fixed_bones = link +custom_data = models\objects\ignore_static.ltx + +[ros_valley_wall_8]:ros_phys_physic_object +visual = dynamics\scene_objects\hospital\hospital_wooden_board_01.ogf +fixed_bones = link +custom_data = models\objects\ignore_static.ltx + +[ros_valley_wall_9]:ros_phys_physic_object +visual = dynamics\scene_objects\hospital\hospital_wooden_board_01.ogf +fixed_bones = link +custom_data = models\objects\ignore_static.ltx + +[ros_valley_wall_10]:ros_phys_physic_object +visual = dynamics\scene_objects\hospital\hospital_wooden_board_01.ogf +fixed_bones = link +custom_data = models\objects\ignore_static.ltx + +[ros_valley_wall_11]:ros_phys_physic_object +visual = dynamics\scene_objects\hospital\hospital_wooden_board_01.ogf +fixed_bones = link +custom_data = models\objects\ignore_static.ltx + +[ros_valley_wall_12]:ros_phys_physic_object +visual = dynamics\scene_objects\hospital\hospital_wooden_board_01.ogf +fixed_bones = link +custom_data = models\objects\ignore_static.ltx + +[ros_valley_wall_13]:ros_phys_physic_object +visual = dynamics\scene_objects\hospital\hospital_wooden_board_01.ogf +fixed_bones = link +custom_data = models\objects\ignore_static.ltx + +[ros_valley_wall_14]:ros_phys_physic_object +visual = dynamics\scene_objects\hospital\hospital_wooden_board_01.ogf +fixed_bones = link +custom_data = models\objects\ignore_static.ltx + +[ros_valley_wall_15]:ros_phys_physic_object +visual = dynamics\scene_objects\hospital\hospital_wooden_board_01.ogf +fixed_bones = link +custom_data = models\objects\ignore_static.ltx + +[ros_valley_wall_16]:ros_phys_physic_object +visual = dynamics\scene_objects\hospital\hospital_wooden_board_01.ogf +fixed_bones = link +custom_data = models\objects\ignore_static.ltx + +[ros_valley_wall_17]:ros_phys_physic_object +visual = dynamics\scene_objects\hospital\hospital_wooden_board_01.ogf +fixed_bones = link +custom_data = models\objects\ignore_static.ltx + +[ros_valley_wall_18]:ros_phys_physic_object +visual = dynamics\scene_objects\hospital\hospital_wooden_board_01.ogf +fixed_bones = link +custom_data = models\objects\ignore_static.ltx + +[ros_valley_wall_19]:ros_phys_physic_object +visual = dynamics\scene_objects\hospital\hospital_wooden_board_01.ogf +fixed_bones = link +custom_data = models\objects\ignore_static.ltx + +[ros_valley_wall_20]:ros_phys_physic_object +visual = dynamics\scene_objects\hospital\hospital_wooden_board_01.ogf +fixed_bones = link +custom_data = models\objects\ignore_static.ltx + +[ros_valley_wall_21]:ros_phys_physic_object +visual = dynamics\scene_objects\hospital\hospital_wooden_board_01.ogf +fixed_bones = link +custom_data = models\objects\ignore_static.ltx + +[ros_valley_wall_22]:ros_phys_physic_object +visual = dynamics\scene_objects\hospital\hospital_wooden_board_01.ogf +fixed_bones = link +custom_data = models\objects\ignore_static.ltx + +[ros_valley_wall_23]:ros_phys_physic_object +visual = dynamics\scene_objects\hospital\hospital_wooden_board_01.ogf +fixed_bones = link +custom_data = models\objects\ignore_static.ltx + +[ros_valley_wall_24]:ros_phys_physic_object +visual = dynamics\scene_objects\hospital\hospital_wooden_board_01.ogf +fixed_bones = link +custom_data = models\objects\ignore_static.ltx + +[ros_valley_wall_25]:ros_phys_physic_object +visual = dynamics\fence\wood_fence_1.ogf +fixed_bones = link +custom_data = models\objects\ignore_static.ltx + +[ros_valley_wall_26]:ros_phys_physic_object +visual = dynamics\scene_objects\hospital\hospital_fence_01.ogf +fixed_bones = link +custom_data = models\objects\ignore_static.ltx + +[ros_valley_wall_27]:ros_phys_physic_object +visual = dynamics\scene_objects\hospital\hospital_fence_01.ogf +fixed_bones = link +custom_data = models\objects\ignore_static.ltx + +[ros_valley_wall_28]:ros_phys_physic_object +visual = dynamics\scene_objects\hospital\hospital_fence_01.ogf +fixed_bones = link +custom_data = models\objects\ignore_static.ltx + +[ros_valley_veh_1]:ros_dstr_physic_object +visual = dynamics\vehicles\veh_gaz66\veh_gaz_u_01.ogf +startup_animation = idle +custom_data = models\objects\ignore_static.ltx +story_id = ros_valley_veh_1 + +[ros_valley_veh_2]:ros_dstr_physic_object +visual = dynamics\vehicles\veh_kavz\veh_kavz_u_01.ogf +startup_animation = idle +custom_data = models\objects\ignore_static.ltx +story_id = ros_valley_veh_2 + +[ros_valley_veh_3]:ros_dstr_physic_object +visual = dynamics\vehicles\veh_zaz\veh_zaz_u_01.ogf +startup_animation = idle +custom_data = models\objects\ignore_static.ltx +story_id = red_valley_veh_3 + +[ros_valley_veh_4]:ros_dstr_physic_object +visual = dynamics\vehicles\veh_zaz\veh_zaz_u_01.ogf +startup_animation = idle +custom_data = models\objects\ignore_static.ltx +story_id = ros_valley_veh_4 + +[ros_valley_veh_5]:ros_dstr_physic_object +visual = dynamics\vehicles\veh_zaz\veh_zaz_u_01.ogf +startup_animation = idle +custom_data = models\objects\ignore_static.ltx +story_id = ros_valley_veh_5 diff --git a/mods/Redone Collection/gamedata/configs/items/items/items_physic_object_spawn_point_YAN.ltx b/mods/Redone Collection/gamedata/configs/items/items/items_physic_object_spawn_point_YAN.ltx new file mode 100644 index 00000000..5f79ae2f --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/items/items/items_physic_object_spawn_point_YAN.ltx @@ -0,0 +1,86 @@ +[yantar_phys_physic_object] +GroupControlSection = spawn_group +$spawn = "physics\object" +class = O_PHYS_S +remove_time = 60 +script_binding = bind_physic_object.init + +[yantar_dstr_physic_object] +GroupControlSection = spawn_group +$spawn = "physics\destroyable_object" +class = O_DSTR_S +remove_time = 60 +script_binding = bind_physic_object.init + +[ecolog_yan_base_rupor]:yantar_dstr_physic_object +visual = dynamics\el_tehnika\rupor.ogf +fixed_bones = link +custom_data = scripts\yantar\yan_ecolog_bunker_rupor.ltx + +[ecolog_yan_base_sound]:yantar_dstr_physic_object +visual = dynamics\el_tehnika\priemnik_gorizont.ogf +fixed_bones = link +custom_data = scripts\yantar\yan_ecolog_bunker_sound.ltx + +[yan_street_box_1]:yantar_dstr_physic_object +visual = dynamics\box\box_wood_01.ogf +fixed_bones = link + +[yan_street_box_2]:yantar_dstr_physic_object +visual = dynamics\box\box_wood_01.ogf +fixed_bones = link + +[yan_street_box_3]:yantar_dstr_physic_object +visual = dynamics\box\box_wood_01.ogf +fixed_bones = link + +[yan_street_box_4]:yantar_dstr_physic_object +visual = dynamics\box\box_wood_01.ogf +fixed_bones = link + +[yan_street_box_5]:yantar_dstr_physic_object +visual = dynamics\box\box_wood_01.ogf +fixed_bones = link + +[yan_street_misc_1]:yantar_phys_physic_object +visual = dynamics\firestation\ognetushitel.ogf + +[yan_street_misc_2]:yantar_phys_physic_object +visual = dynamics\large_trash\truba_bar_rostok.ogf +custom_data = models\objects\ignore_static.ltx + +[yan_street_misc_3]:yantar_phys_physic_object +visual = dynamics\misc\tech_waste.ogf +custom_data = models\objects\ignore_static.ltx + +[yan_street_misc_4]:yantar_phys_physic_object +visual = dynamics\fence\wooden_board_01_2m.ogf +custom_data = models\objects\ignore_static.ltx + +[yan_street_misc_5]:yantar_phys_physic_object +visual = dynamics\fence\wooden_board_04.ogf +custom_data = models\objects\ignore_static.ltx + +[yan_street_veh_1]:yantar_dstr_physic_object +visual = dynamics\vehicles\veh_uaz\veh_uaz_u_01.ogf +;startup_animation = idle +custom_data = models\objects\ignore_static.ltx +story_id = yan_street_veh_1 + +[yan_street_veh_2]:yantar_dstr_physic_object +visual = dynamics\vehicles\veh_uaz\veh_uaz_u_01.ogf +;startup_animation = idle +custom_data = models\objects\ignore_static.ltx +story_id = yan_street_veh_2 + +[yan_street_veh_3]:yantar_dstr_physic_object +visual = dynamics\vehicles\veh_kamaz\veh_kamaz_u_01 +;startup_animation = idle +custom_data = models\objects\ignore_static.ltx +story_id = yan_street_veh_3 + +[yan_street_veh_4]:yantar_dstr_physic_object +visual = dynamics\vehicles\veh_gaz66\veh_gaz_u_01.ogf +;startup_animation = idle +custom_data = models\objects\ignore_static.ltx +story_id = yan_street_veh_4 diff --git a/mods/Redone Collection/gamedata/configs/misc/mod_simulation_objects_props_AGR.ltx b/mods/Redone Collection/gamedata/configs/misc/mod_simulation_objects_props_AGR.ltx index 1a8f4172..45c3e5e4 100644 --- a/mods/Redone Collection/gamedata/configs/misc/mod_simulation_objects_props_AGR.ltx +++ b/mods/Redone Collection/gamedata/configs/misc/mod_simulation_objects_props_AGR.ltx @@ -1,5 +1,4 @@ ;--------- SIMULATION -------- -;sim smarties ;exit to Yantar ![agr_smart_terrain_1_2]:default_lair @@ -18,20 +17,20 @@ freedom = 0 ;bigger base, courtyard ![agr_smart_terrain_1_6]:default_base -sim_avail = true +sim_avail = {+agr_military_colonel_kovalski_dead} false, true surge = 1 army = 1 -lair = 1 +lair = 0 ;bigger base, gate ![agr_smart_terrain_1_6_near_1]:default_base -sim_avail = true +sim_avail = {+agr_military_colonel_kovalski_dead} false, true surge = 1 army = 1 ;bigger base, inside building ![agr_smart_terrain_1_6_near_2]:default_base -sim_avail = true +sim_avail = {+agr_military_colonel_kovalski_dead} false, true surge = 1 army = 1 army_heli = 1 @@ -55,41 +54,62 @@ csky = 1 ecolog = 1 ;smaller base, courtyard -![agr_smart_terrain_4_4_near_1]:default_base -sim_avail = true +![agr_smart_terrain_4_4_near_1]:default +sim_avail = {+agr_military_colonel_kovalski_dead} true, false surge = 1 -stalker = 0 -csky = 0 -ecolog = 0 -bandit = 0 -freedom = 0 +stalker = 1 +bandit = 1 +csky = 1 +ecolog = 1 +freedom = 1 +killer = 1 +army = 1 +renegade = 1 ;smaller base, hole in the fence -![agr_smart_terrain_4_4_near_2]:default_base -sim_avail = true -surge = 1 -stalker = 0 -csky = 0 -ecolog = 0 +![agr_smart_terrain_4_4_near_2]:default +sim_avail = {+agr_military_colonel_kovalski_dead} true, false +surge = 1 +stalker = 1 +bandit = 1 +csky = 1 +ecolog = 1 +freedom = 1 +killer = 1 +army = 1 +renegade = 1 ;smaller base, gate -![agr_smart_terrain_4_4_near_3]:default_base +![agr_smart_terrain_4_4_near_3]:default +sim_avail = {+agr_military_colonel_kovalski_dead} true, false +surge = 1 +stalker = 1 +bandit = 1 +csky = 1 +ecolog = 1 +freedom = 1 +killer = 1 +army = 1 +renegade = 1 + +![agr_smart_terrain_4_6]:default_base sim_avail = true surge = 1 -stalker = 0 -csky = 0 -ecolog = 0 -bandit = 0 -freedom = 0 - -![agr_smart_terrain_4_6]:default_lair -sim_avail = true army = 2 -![agr_smart_terrain_5_2]:default_lair +![agr_smart_terrain_5_2]:default sim_avail = true dolg = 1 stalker = 1 +territory = 5 +zoo_monster = 5 +monster = 5 +monster_predatory_day = 5 +monster_predatory_night = 5 +monster_vegetarian = 5 +monster_zombied_day = 5 +monster_zombied_night = 5 +monster_special = 5 ;camp near tunnel ![agr_smart_terrain_5_3]:default_lair @@ -99,11 +119,22 @@ sim_avail = true sim_avail = true army = 1 -![agr_smart_terrain_5_7]:default_lair +![agr_smart_terrain_5_7]:default sim_avail = true csky = 0 dolg = 0 stalker = 0 +army = 1 +ecolog = 1 +territory = 5 +zoo_monster = 5 +monster = 5 +monster_predatory_day = 5 +monster_predatory_night = 5 +monster_vegetarian = 5 +monster_zombied_day = 5 +monster_zombied_night = 5 +monster_special = 5 ;tunnel ![agr_smart_terrain_6_4]:default_base @@ -114,15 +145,24 @@ ecolog = 1 csky = 1 bandit = 1 renegade = 1 -zombied = 1 +zombied = 0 -![agr_smart_terrain_6_6]:weak_lair ;Created by Tronex, test +![agr_smart_terrain_6_6]:default sim_avail = true +lair = 5 +territory = 5 +zoo_monster = 5 +monster = 5 +monster_predatory_day = 5 +monster_predatory_night = 5 +monster_vegetarian = 5 +monster_zombied_day = 5 +monster_zombied_night = 5 ; camp at level changer to garbage ; TODO disable/replace bugged jobs ![agr_smart_terrain_7_4]:default_lair -sim_avail = false +sim_avail = true stalker = 0 army = 1 bandit = 0 @@ -137,7 +177,7 @@ bandit = 1 ;--------- AGROPROM UNDERGROUND SMART TERRAINS -------- -![agr_u_bandits]:default_territory +![agr_u_bandits]:default sim_avail = {+strelok_notes} true, false lair = 1 stalker = 1 @@ -154,24 +194,34 @@ all = 0 ![agr_u_bloodsucker_2]:default_lair sim_avail = {+strelok_notes} true, false territory = 1 -stalker = 1 +stalker = 2 army = 2 bandit = 2 -zombied = 1 +zombied = 0 all = 0 -![agr_u_monsters]:default_lair +![agr_u_monsters]:default sim_avail = {+strelok_notes} true, false stalker = 1 army = 2 dolg = 2 bandit = 2 ecolog = 2 -zombied = 1 +zombied = 0 all = 0 +lair = 5 +territory = 5 +zoo_monster = 5 +monster = 5 +monster_predatory_day = 5 +monster_predatory_night = 5 +monster_vegetarian = 5 +monster_zombied_day = 5 +monster_zombied_night = 5 +monster_special = 5 ![agr_u_soldiers]:default_territory -sim_avail = true +sim_avail = true ;{+agr_military_colonel_kovalski_dead} true, false stalker = 0 army = 0 dolg = 0 diff --git a/mods/Redone Collection/gamedata/configs/misc/mod_simulation_objects_props_BAR.ltx b/mods/Redone Collection/gamedata/configs/misc/mod_simulation_objects_props_BAR.ltx index 6ca813dd..766c08d3 100644 --- a/mods/Redone Collection/gamedata/configs/misc/mod_simulation_objects_props_BAR.ltx +++ b/mods/Redone Collection/gamedata/configs/misc/mod_simulation_objects_props_BAR.ltx @@ -1,44 +1,55 @@ ;--------- SIMULATION -------- -;sim smarties + ![bar_zastava_dogs_lair]:default_lair -sim_avail = {+faction_base_defense_active} false, true -territory = 0 -dolg = 0 -stalker = 1 +sim_avail = {+faction_base_defense_active} false, true +territory = 0 +dolg = 0 +stalker = 0 ![bar_zastava_dogs_lair_2]:default_lair -sim_avail = {+faction_base_defense_active} false, true -territory = 0 -dolg = 0 -stalker = 1 +sim_avail = {+faction_base_defense_active} false, true +territory = 0 +dolg = 0 +stalker = 0 ![bar_dolg_bunker]:default_base -sim_avail = true -surge = 1 -dolg = 0 +sim_avail = {+bar_dolg_leader_dead} true, false +surge = 1 +freedom = 5 +dolg = 0 +lair = 1 +territory = 5 +zoo_monster = 5 +monster = 5 +monster_predatory_day = 5 +monster_predatory_night = 5 +monster_vegetarian = 5 +monster_zombied_day = 5 +monster_zombied_night = 5 +monster_special = 5 ![bar_dolg_general]:default_base -sim_avail = true -surge = 1 -dolg = 1 +sim_avail = {+bar_dolg_leader_dead} false, true +surge = 1 +dolg = 5 ![bar_visitors]:default_base -sim_avail = true -surge = 1 -stalker = 1 -csky = 1 -ecolog = 1 -dolg = 1 +sim_avail = {+bar_stalker_barman_dead} false, true +surge = 1 +stalker = 1 +csky = 1 +ecolog = 1 +dolg = 1 ;unique smarties, sim after guards die -![bar_zastava]:default_base -sim_avail = {!squad_exist(bar_duty_security_squad_leader_squad)} true, false -surge = 1 -dolg = 0 -lair = 1 +![bar_zastava]:default_lair +sim_avail = {+bar_dolg_leader_dead} true, false ;{!squad_exist(bar_duty_security_squad_leader_squad)} +surge = 1 +dolg = 0 +lair = 1 -![bar_zastava_2]:default_base -sim_avail = {!squad_exist(bar_zastava_2_commander_squad)} true, false -surge = 1 -dolg = 0 -lair = 1 \ No newline at end of file +![bar_zastava_2]:default_lair +sim_avail = {+bar_dolg_leader_dead} true, false ;{!squad_exist(bar_zastava_2_commander_squad)} +surge = 1 +dolg = 0 +lair = 1 diff --git a/mods/Redone Collection/gamedata/configs/misc/mod_simulation_objects_props_CIT.ltx b/mods/Redone Collection/gamedata/configs/misc/mod_simulation_objects_props_CIT.ltx index 52259dde..036e00c6 100644 --- a/mods/Redone Collection/gamedata/configs/misc/mod_simulation_objects_props_CIT.ltx +++ b/mods/Redone Collection/gamedata/configs/misc/mod_simulation_objects_props_CIT.ltx @@ -1,55 +1,94 @@ ;--------- SIMULATION -------- -![cit_bandits]:default_lair -sim_avail = {+cit_killers_aslan_dead +cit_killers_dushman_dead} true, false -surge = 1 -bandit = 2 -army = 2 -killer = 0 -stalker = 2 -csky = 2 -monolith = 3 -dolg = 2 -![cit_bandits_2]:default_lair -sim_avail = true -bandit = 1 -army = 1 +![cit_bandits]:default_base +sim_avail = {+cit_killers_aslan_dead +cit_killers_dushman_dead} true, false +surge = 1 +stalker = 2 +bandit = 2 +csky = 2 +killer = 0 +dolg = 2 +army = 2 +monolith = 2 +greh = 2 +zombied = 1 + +![cit_bandits_2]:default_base +sim_avail = {+cit_killers_aslan_dead +cit_killers_dushman_dead} true, false +surge = 1 +stalker = 2 +bandit = 2 +csky = 2 +killer = 0 +dolg = 2 +army = 2 +monolith = 2 +greh = 2 +zombied = 1 ![cit_kanaliz1]:default_lair -sim_avail = true +sim_avail = true +lair = 5 +territory = 5 +zoo_monster = 5 +monster = 5 +monster_predatory_day = 5 +monster_predatory_night = 5 +monster_vegetarian = 5 +monster_zombied_day = 1 +monster_zombied_night = 1 +monster_special = 5 ![cit_kanaliz2]:default_lair -sim_avail = true +sim_avail = true +lair = 5 +territory = 5 +zoo_monster = 5 +monster = 5 +monster_predatory_day = 5 +monster_predatory_night = 5 +monster_vegetarian = 5 +monster_zombied_day = 1 +monster_zombied_night = 1 +monster_special = 5 ![cit_killers]:default_base -sim_avail = true -surge = 1 -killer = 5 +sim_avail = true +surge = 1 +killer = 5 -![cit_killers_2]:default_lair -sim_avail = {+cit_killers_aslan_dead +cit_killers_dushman_dead} true, false -bandit = 2 -army = 2 -killer = 0 -stalker = 2 -csky = 2 -monolith = 3 -dolg = 2 +![cit_killers_2]:default_base +sim_avail = {+cit_killers_aslan_dead +cit_killers_dushman_dead} true, false +surge = 1 +stalker = 2 +bandit = 2 +csky = 2 +killer = 0 +dolg = 2 +army = 2 +monolith = 2 +greh = 2 +zombied = 1 ![cit_killers_vs_bandits]:default_base ;broken npc path finding -sim_avail = true -lair = 0 -surge = 1 -bandit = 0 -army = 0 -killer = 0 -monolith = 0 -zombied = 0 +sim_avail = true +lair = 0 +surge = 1 +bandit = 0 +army = 0 +killer = 0 +monolith = 0 +zombied = 0 ; bugged npc jobs/nothing in here, use only for mutants -![zombie_smart_ds_mlr_1]:default_lair -sim_avail = true +![zombie_smart_ds_mlr_1]:weak_lair +sim_avail = true +monster_zombied_day = 5 +monster_zombied_night = 5 ; bugged npc jobs, use only for mutants -![zombie_smart_ds_mlr_2]:default_lair -sim_avail = true +![zombie_smart_ds_mlr_2]:weak_lair +sim_avail = true +monster_zombied_day = 5 +monster_zombied_night = 5 +zombied = 1 diff --git a/mods/Redone Collection/gamedata/configs/misc/mod_simulation_objects_props_DS.ltx b/mods/Redone Collection/gamedata/configs/misc/mod_simulation_objects_props_DS.ltx index 7d0e6e75..401053a0 100644 --- a/mods/Redone Collection/gamedata/configs/misc/mod_simulation_objects_props_DS.ltx +++ b/mods/Redone Collection/gamedata/configs/misc/mod_simulation_objects_props_DS.ltx @@ -62,7 +62,7 @@ renegade = 1 stalker = 1 army = 1 -![ds_ptr]:weak_lair +![ds_ptr]:default_base sim_avail = true surge = 1 bandit = 1 diff --git a/mods/Redone Collection/gamedata/configs/misc/mod_simulation_objects_props_ESC.ltx b/mods/Redone Collection/gamedata/configs/misc/mod_simulation_objects_props_ESC.ltx index a8ea410a..9ce04169 100644 --- a/mods/Redone Collection/gamedata/configs/misc/mod_simulation_objects_props_ESC.ltx +++ b/mods/Redone Collection/gamedata/configs/misc/mod_simulation_objects_props_ESC.ltx @@ -1,119 +1,169 @@ ;--------- SIMULATION -------- + +![esc_smart_terrain_1_11]:default_resource +sim_avail = true +stalker = 1 +csky = 1 +ecolog = 1 + ;novice camp ![esc_smart_terrain_2_12]:default_base -sim_avail = true -surge = 1 -stalker = 1 -csky = 1 -ecolog = 1 -monolith = 0 -army = 0 -killer = 0 -lair = 1 +sim_avail = true +surge = 1 +stalker = 1 +csky = 1 +ecolog = 1 +monolith = 0 +army = 0 +killer = 0 +lair = 0 + +![esc_smart_terrain_2_14]:default +sim_avail = true +territory = 1 + +![esc_smart_terrain_3_7]:weak_lair +sim_avail = true +stalker = 0 +bandit = 1 +csky = 0 +renegade = 1 ;military base ![esc_smart_terrain_3_16]:default_base -sim_avail = true -surge = 1 -army_heli = 1 -army = 0 - -;car repair -![esc_smart_terrain_7_11]:default_base -sim_avail = true -surge = 1 -bandit = 1 -stalker = 0 +sim_avail = true +surge = 1 +army_heli = 1 +army = 0 -![esc_smart_terrain_4_9]:default_lair -sim_avail = true -surge = 1 -bandit = 0 -stalker = 0 +![esc_smart_terrain_4_9]:default +sim_avail = true +surge = 1 +bandit = 0 +stalker = 0 + +![esc_smart_terrain_4_11]:weak_lair +sim_avail = true +stalker = 1 +monster = 1 +monster_vegetarian = 1 + +![esc_smart_terrain_4_13]:default +sim_avail = true +territory = 1 ;cordon-garbage building ![esc_smart_terrain_5_2]:default_base -sim_avail = true -surge = 1 -army_heli = 1 -army = 1 -stalker = 0 -bandit = 0 +sim_avail = true +surge = 1 +army_heli = 1 +army = 5 +stalker = 0 +bandit = 0 + +![esc_smart_terrain_5_4]:weak_lair +sim_avail = true + +![esc_smart_terrain_5_6]:weak_lair +sim_avail = true + + ;farmhouse ![esc_smart_terrain_5_7]:default_base -sim_avail = true -surge = 1 -stalker = 1 -csky = 1 -bandit = 0 +sim_avail = true +surge = 1 +stalker = 1 +csky = 1 +bandit = 0 ;mill -![esc_smart_terrain_5_9]:weak_lair -sim_avail = true -surge = 1 -bandit = 0 -freedom = 0 -killer = 0 -army = 1 +![esc_smart_terrain_5_9]:default +sim_avail = true +surge = 1 +territory = 1 +bandit = 0 +freedom = 0 +killer = 0 +army = 2 + +![esc_smart_terrain_5_12]:weak_lair +sim_avail = true +stalker = 0 ;fox house ![esc_smart_terrain_6_6]:default_lair -sim_avail = true -surge = 1 -bandit = 1 -stalker = 1 - -![esc_smart_terrain_1_11]:default_resource -sim_avail = true -stalker = 1 -csky = 1 -ecolog = 1 - -![esc_smart_terrain_2_14]:weak_lair -sim_avail = true - -![esc_smart_terrain_3_7]:weak_lair -sim_avail = true -csky = 1 -stalker = 1 - -![esc_smart_terrain_4_11]:weak_lair -sim_avail = true -stalker = 1 -monster = 1 -monster_vegetarian = 1 - -![esc_smart_terrain_4_13]:weak_lair -sim_avail = true - -![esc_smart_terrain_5_12]:weak_lair -sim_avail = true -stalker = 0 - -![esc_smart_terrain_5_4]:weak_lair -sim_avail = true - -![esc_smart_terrain_5_6]:weak_lair -sim_avail = true +sim_avail = true +surge = 1 +bandit = 1 +stalker = 1 ;ruined rail bridge -![esc_smart_terrain_6_8]:default_base -sim_avail = true -surge = 0 -all = 0 -army = 0 -bandit = 0 +![esc_smart_terrain_6_8]:default +sim_avail = true +surge = 1 +territory = 1 +all = 0 +army = 0 +bandit = 0 + +;car repair +![esc_smart_terrain_7_11]:default_base +sim_avail = true +surge = 1 +bandit = 1 +stalker = 0 ![esc_smart_terrain_8_10]:default_lair -sim_avail = true +sim_avail = true +lair = 5 +territory = 5 +zoo_monster = 5 +monster = 5 +monster_predatory_day = 5 +monster_predatory_night = 5 +monster_vegetarian = 5 +monster_zombied_day = 5 +monster_zombied_night = 5 +monster_special = 5 -![esc_smart_terrain_8_9]:weak_lair -sim_avail = true -stalker = 1 +![esc_smart_terrain_8_9]:default_lair +sim_avail = true +stalker = 0 +lair = 5 +territory = 5 +zoo_monster = 5 +monster = 5 +monster_predatory_day = 5 +monster_predatory_night = 5 +monster_vegetarian = 5 +monster_zombied_day = 5 +monster_zombied_night = 5 +monster_special = 5 ![esc_smart_terrain_9_7]:default_lair -sim_avail = true +sim_avail = true +lair = 5 +territory = 5 +zoo_monster = 5 +monster = 5 +monster_predatory_day = 5 +monster_predatory_night = 5 +monster_vegetarian = 5 +monster_zombied_day = 5 +monster_zombied_night = 5 +monster_special = 5 -![esc_smart_terrain_9_10]:weak_lair -sim_avail = true +![esc_smart_terrain_9_10]:default_base +sim_avail = true +bandit = 1 +lair = 1 +territory = 1 +zoo_monster = 1 +monster = 1 +monster_predatory_day = 5 +monster_predatory_night = 5 +monster_vegetarian = 1 +monster_zombied_day = 1 +monster_zombied_night = 1 +monster_special = 5 diff --git a/mods/Redone Collection/gamedata/configs/misc/mod_simulation_objects_props_GAR.ltx b/mods/Redone Collection/gamedata/configs/misc/mod_simulation_objects_props_GAR.ltx index a28e7fee..b98bec5d 100644 --- a/mods/Redone Collection/gamedata/configs/misc/mod_simulation_objects_props_GAR.ltx +++ b/mods/Redone Collection/gamedata/configs/misc/mod_simulation_objects_props_GAR.ltx @@ -3,14 +3,14 @@ ![gar_smart_terrain_1_5]:weak_lair sim_avail = true surge = 1 -bandit = 0 +bandit = 1 ;exit to Agroprom2 ![gar_smart_terrain_1_7]:weak_lair sim_avail = true +stalker = 1 bandit = 1 dolg = 1 -stalker = 1 ;camp near tunnel ![gar_smart_terrain_2_4]:weak_lair @@ -22,35 +22,39 @@ bandit = 0 ![gar_smart_terrain_3_5]:default_base sim_avail = true surge = 1 -stalker = 2 -dolg = 1 +stalker = 1 +bandit = 0 csky = 1 -bandit = 1 +ecolog = 1 +dolg = 1 +army = 0 ![gar_smart_terrain_3_7]:default_resource sim_avail = true stalker = 0 -ecolog = 1 -army = 1 +ecolog = 2 +army = 2 ![gar_smart_terrain_4_2]:default_lair sim_avail = true stalker = 0 -![gar_smart_terrain_4_5]:weak_lair +![gar_smart_terrain_4_5]:default sim_avail = true +stalker = 1 bandit = 1 ;outpost to Bar ![gar_smart_terrain_5_2]:default_base sim_avail = true surge = 1 -stalker = 1 -dolg = 2 -freedom = 0 -csky = 1 -killer = 0 +stalker = 3 bandit = 0 +csky = 3 +ecolog = 3 +freedom = 0 +killer = 0 +dolg = 1 ;monolith = 1 ![gar_smart_terrain_5_4]:weak_lair @@ -63,28 +67,50 @@ stalker = 1 ![gar_smart_terrain_5_6]:default_lair sim_avail = true resource = 1 -stalker = 1 +stalker = 0 bandit = 1 ecolog = 1 +army = 1 -![gar_smart_terrain_5_8]:weak_lair +![gar_smart_terrain_5_8]:default_base sim_avail = true +surge = 1 stalker = 0 bandit = 1 army = 2 -![gar_smart_terrain_6_1]:weak_lair +![gar_smart_terrain_6_1]:default_lair sim_avail = true +lair = 5 +territory = 5 +zoo_monster = 5 +monster = 5 +monster_predatory_day = 5 +monster_predatory_night = 5 +monster_vegetarian = 5 +monster_zombied_day = 5 +monster_zombied_night = 5 +monster_special = 5 ;ruined building ![gar_smart_terrain_6_3]:default_base -sim_avail = true +sim_avail = {+gar_baraholka_syoma_dead +gar_baraholka_yurko_dead} false, true surge = 1 stalker = 1 csky = 1 -![gar_smart_terrain_6_6]:default_lair +![gar_smart_terrain_6_6]:default sim_avail = true +lair = 5 +territory = 5 +zoo_monster = 5 +monster = 5 +monster_predatory_day = 5 +monster_predatory_night = 5 +monster_vegetarian = 5 +monster_zombied_day = 5 +monster_zombied_night = 5 +monster_special = 5 ![gar_smart_terrain_6_7]:default_lair sim_avail = true diff --git a/mods/Redone Collection/gamedata/configs/misc/mod_simulation_objects_props_MAR.ltx b/mods/Redone Collection/gamedata/configs/misc/mod_simulation_objects_props_MAR.ltx index 7c2f7994..905e125c 100644 --- a/mods/Redone Collection/gamedata/configs/misc/mod_simulation_objects_props_MAR.ltx +++ b/mods/Redone Collection/gamedata/configs/misc/mod_simulation_objects_props_MAR.ltx @@ -10,8 +10,17 @@ csky = 1 ![mar_smart_terrain_doc]:default_base sim_avail = false -![mar_smart_terrain_doc_2]:default_base -sim_avail = false +![mar_smart_terrain_doc_2]:default_lair +sim_avail = true +lair = 1 +zoo_monster = 1 +monster = 1 +monster_predatory_day = 1 +monster_predatory_night = 1 +monster_vegetarian = 1 +monster_zombied_day = 1 +monster_zombied_night = 1 +monster_special = 1 ;NW fishing village, bandits ![mar_smart_terrain_3_3]:default_base @@ -20,66 +29,83 @@ surge = 1 bandit = 2 renegade = 5 -![mar_smart_terrain_3_7]:weak_lair +![mar_smart_terrain_3_7]:default_lair sim_avail = true stalker = 0 csky = 0 ecolog = 0 +lair = 5 +zoo_monster = 5 +monster = 5 +monster_predatory_day = 5 +monster_predatory_night = 5 +monster_vegetarian = 5 +monster_zombied_day = 5 +monster_zombied_night = 5 +monster_special = 5 + ![mar_smart_terrain_3_10]:weak_lair sim_avail = true -;NW village, military -![mar_smart_terrain_4_5]:weak_lair +![mar_smart_terrain_4_5]:default_base sim_avail = true surge = 1 -bandit = 1 stalker = 0 +bandit = 1 renegade = 5 -lair = 0 -zoo_monster = 0 -monster = 0 -monster_predatory_day = 0 -monster_predatory_night = 0 -monster_vegetarian = 0 -monster_zombied_day = 0 -monster_zombied_night = 0 -monster_special = 0 - ![mar_smart_terrain_4_7]:weak_lair sim_avail = true bandit = 1 stalker = 1 renegade = 1 +lair = 5 +zoo_monster = 5 +monster = 5 +monster_predatory_day = 5 +monster_predatory_night = 5 +monster_vegetarian = 5 +monster_zombied_day = 5 +monster_zombied_night = 5 ;Center, pumping station ![mar_smart_terrain_5_8]:default_base sim_avail = {+pump_station_defense_task_smart_reserved} false, true -ecolog = 1 +base = 1 +surge = 1 +territory = 2 stalker = 1 bandit = 1 -csky = 3 -killer = 1 -surge = 1 -renegade = 3 +csky = 2 +killer = 0 +ecolog = 1 +renegade = 2 army = 0 ;South, fishing village ![mar_smart_terrain_5_12]:default_base sim_avail = {+faction_base_defense_active} false, true stalker = 1 -bandit = 0 -renegade = 1 -csky = 1 surge = 1 -lair = 1 +bandit = 0 +csky = 1 +renegade = 1 ![mar_smart_terrain_6_4]:weak_lair sim_avail = true -![mar_smart_terrain_6_7]:weak_lair +![mar_smart_terrain_6_7]:default_lair sim_avail = true +lair = 5 +zoo_monster = 5 +monster = 5 +monster_predatory_day = 5 +monster_predatory_night = 5 +monster_vegetarian = 5 +monster_zombied_day = 5 +monster_zombied_night = 5 +monster_special = 5 ![mar_smart_terrain_6_8]:weak_lair sim_avail = true @@ -90,22 +116,23 @@ sim_avail = true ;South watchtower ![mar_smart_terrain_6_11]:default_base sim_avail = true -lair = 1 -csky = 2 +surge = 1 bandit = 0 +csky = 1 renegade = 0 -monster = 1 -monster_predatory_day = 1 -monster_predatory_night = 1 -monster_vegetarian = 1 +lair = 1 +monster = 0 +monster_predatory_day = 0 +monster_predatory_night = 0 +monster_vegetarian = 0 ![mar_smart_terrain_7_3]:weak_lair sim_avail = true +stalker = 1 bandit = 1 renegade = 1 -stalker = 1 -![mar_smart_terrain_7_7]:weak_lair +![mar_smart_terrain_7_7]:default_lair sim_avail = true ![mar_smart_terrain_8_4]:weak_lair @@ -113,14 +140,22 @@ sim_avail = true ![mar_smart_terrain_8_8]:default_resource sim_avail = true -lair = 1 -bandit = 1 -renegade = 1 -ecolog = 1 stalker = 1 csky = 1 +bandit = 1 +ecolog = 1 freedom = 0 army = 1 +renegade = 1 +lair = 1 +zoo_monster = 1 +monster = 1 +monster_predatory_day = 1 +monster_predatory_night = 1 +monster_vegetarian = 1 +monster_zombied_day = 1 +monster_zombied_night = 1 +monster_special = 1 ![mar_smart_terrain_8_9]:weak_lair sim_avail = true @@ -133,19 +168,20 @@ renegade = 1 ![mar_smart_terrain_8_11]:default_base sim_avail = true surge = 1 -bandit = 0 -renegade = 0 stalker = 1 +bandit = 0 csky = 1 ecolog = 2 +renegade = 0 ;NE car repair, military ![mar_smart_terrain_10_5]:default_base sim_avail = true surge = 1 -army = 5 -army_heli = 1 csky = 2 +army = 1 +army_heli = 1 +renegade = 2 ![mar_smart_terrain_10_7]:weak_lair sim_avail = true @@ -153,13 +189,16 @@ sim_avail = true ![mar_smart_terrain_10_10]:default_resource sim_avail = true lair = 1 -ecolog = 1 stalker = 1 csky = 1 +ecolog = 1 -![mar_smart_terrain_11_3]:default +![mar_smart_terrain_11_3]:default_resource sim_avail = true -lair = 1 +stalker = 0 +csky = 0 +ecolog = 2 +army = 1 ;NE village, exit1 to Escape ![mar_smart_terrain_11_11]:default_base @@ -167,23 +206,23 @@ sim_avail = true surge = 1 stalker = 0 bandit = 2 -renegade = 2 csky = 1 -ecolog = 0 -army = 1 killer = 0 freedom = 0 +ecolog = 0 +army = 1 dolg = 0 +renegade = 2 ;NE village, exit2 to Escape -![mar_smart_terrain_12_2]:default_resource +![mar_smart_terrain_12_2]:default_base sim_avail = true lair = 1 base = 1 surge = 1 stalker = 1 bandit = 1 -renegade = 1 csky = 1 ecolog = 1 -army = 1 \ No newline at end of file +army = 1 +renegade = 1 diff --git a/mods/Redone Collection/gamedata/configs/misc/mod_simulation_objects_props_MIL.ltx b/mods/Redone Collection/gamedata/configs/misc/mod_simulation_objects_props_MIL.ltx index eed1dd76..b6e030e6 100644 --- a/mods/Redone Collection/gamedata/configs/misc/mod_simulation_objects_props_MIL.ltx +++ b/mods/Redone Collection/gamedata/configs/misc/mod_simulation_objects_props_MIL.ltx @@ -1,154 +1,194 @@ ;--------- SIMULATION -------- ![mil_smart_terrain_2_1]:default_lair -sim_avail = true -zombied = 1 - -;SOC bloodsuckers village, Freedom camp -![mil_smart_terrain_2_10]:default_base -sim_avail = true -surge = 1 -freedom = 4 ;5 -dolg = 4 ;5 -monolith = 0 -bandit = 2 -killer = 2 +sim_avail = true +territory = 1 +zombied = 2 +zoo_monster = 1 +monster = 1 +monster_predatory_day = 1 +monster_predatory_night = 1 +monster_vegetarian = 1 +monster_zombied_day = 5 +monster_zombied_night = 5 +monster_special = 1 ;SOC merc outpost to Dead City ![mil_smart_terrain_2_2]:default_base -sim_avail = true -killer = 5 -stalker = 0 -bandit = 1 -csky = 0 -freedom = 1 -dolg = 1 -monolith = 0 +sim_avail = true +killer = 5 +stalker = 0 +bandit = 0 +csky = 0 +freedom = 0 +dolg = 1 +monolith = 0 + ;SOC empty farmhouse north ![mil_smart_terrain_2_4]:default_base -sim_avail = true -surge = 1 -stalker = 1 -ecolog = 1 -csky = 1 -freedom = 1 -dolg = 2 -killer = 2 -bandit = 1 -renegade = 1 -;monolith = 0 +sim_avail = true +surge = 1 +stalker = 0 +ecolog = 1 +csky = 0 +freedom = 0 +dolg = 0 +killer = 0 +bandit = 0 +renegade = 0 +;monolith = 0 ![mil_smart_terrain_2_6]:default_lair -sim_avail = true -monolith = 1 -zombied = 2 +sim_avail = true +territory = 1 +monolith = 1 +zombied = 2 +zoo_monster = 1 +monster = 1 +monster_predatory_day = 1 +monster_predatory_night = 1 +monster_vegetarian = 1 +monster_zombied_day = 5 +monster_zombied_night = 5 +monster_special = 1 + +;SOC bloodsuckers village, Freedom camp +![mil_smart_terrain_2_10]:default_base +sim_avail = true +surge = 1 +bandit = 2 +freedom = 2 +killer = 2 +dolg = 2 +monolith = 0 ;SOC Freedom outpost to Radar, barrier ![mil_smart_terrain_3_8]:default_base -sim_avail = true -freedom = 5 -dolg = 1 -monolith = 3 +sim_avail = true +freedom = 0 +dolg = 0 +monolith = 2 ;SOC bloodsuckers village ![mil_smart_terrain_4_2]:default -sim_avail = true -surge = 1 +sim_avail = true +surge = 1 ;SOC bloodsuckers village, water tower -![mil_smart_terrain_4_3]:default -sim_avail = true -surge = 1 -freedom = 0 -stalker = 0 -resource = 1 -zombied = 3 +![mil_smart_terrain_4_3]:default_lair +sim_avail = true +surge = 1 +territory = 1 +resource = 1 +stalker = 0 +freedom = 0 +zombied = 2 +zoo_monster = 1 +monster = 1 +monster_predatory_day = 1 +monster_predatory_night = 1 +monster_vegetarian = 1 +monster_zombied_day = 5 +monster_zombied_night = 5 +monster_special = 1 ![mil_smart_terrain_4_5]:default_base -sim_avail = true -surge = 1 -stalker = 1 -freedom = 1 -dolg = 3 -bandit = 1 -monolith = 0 -zombied = 3 +sim_avail = true +surge = 1 +stalker = 0 +freedom = 0 +dolg = 3 +bandit = 0 +monolith = 0 +zombied = 1 +lair = 1 +territory = 1 +zoo_monster = 0 +monster = 0 +monster_predatory_day = 0 +monster_predatory_night = 0 +monster_vegetarian = 0 +monster_zombied_day = 5 +monster_zombied_night = 5 +monster_special = 0 ![mil_smart_terrain_4_7]:default_lair -sim_avail = {+faction_base_defense_active} false, true -territory = 1 -zombied = 1 +sim_avail = {+faction_base_defense_active} false, true +territory = 1 +zombied = 1 ;SOC Freedom outpost to Radar, wagon ![mil_smart_terrain_4_8]:default_base -sim_avail = true -surge = 1 -stalker = 1 -freedom = 3 -dolg = 0 -bandit = 0 -monolith = 0 - -;SOC Freedom base, near kitchen -![mil_smart_terrain_7_10]:default_base -sim_avail = {+mil_freedom_leader_dead} true, false -surge = 1 -stalker = 3 -csky = 3 -freedom = 3 -dolg = 3 -bandit = 0 -monolith = 3 -army = 3 - -;SOC Freedom base, near sleep barracks -![mil_smart_terrain_7_12]:default_base -sim_avail = {+mil_freedom_leader_dead} true, false -surge = 1 -stalker = 3 -csky = 3 -freedom = 3 -dolg = 3 -bandit = 0 -monolith = 3 -army = 3 +sim_avail = true +surge = 1 +stalker = 1 +freedom = 1 +dolg = 0 +bandit = 0 +monolith = 0 ;SOC Duty farm ![mil_smart_terrain_7_4]:default_base -sim_avail = true -surge = 1 -stalker = 0 -freedom = 3 -dolg = 3 -bandit = 0 -monolith = 0 +sim_avail = {+bar_dolg_leader_dead +bar_dolg_petrenko_dead +mil_freedom_leader_dead} false, true +surge = 1 +stalker = 0 +freedom = 3 +dolg = 3 +bandit = 0 +monolith = 0 ;SOC Freedom base, main ![mil_smart_terrain_7_7]:default_base -sim_avail = true -surge = 1 -;stalker = 0 -;csky = 0 -freedom = 3 -dolg = 0 -;bandit = 1 -monolith = 0 -;lair = 1 +sim_avail = {+mil_freedom_leader_dead} false, true +surge = 1 +;stalker = 0 +;csky = 0 +freedom = 5 +dolg = 0 +;bandit = 0 +monolith = 0 +;lair = 0 ;SOC Freedom base, entrance ![mil_smart_terrain_7_8]:default_base -sim_avail = {+mil_freedom_leader_dead} true, false -surge = 1 -stalker = 3 -;ecolog = 1 -csky = 3 -freedom = 3 -dolg = 3 -bandit = 0 -monolith = 0 -army = 3 +sim_avail = {+mil_freedom_leader_dead} true, false +surge = 1 +stalker = 0 +;ecolog = 0 +csky = 0 +freedom = 0 +dolg = 4 +bandit = 0 +monolith = 0 +army = 4 -![mil_smart_terrain_8_3]:weak_lair -sim_avail = true -freedom = 0 -monolith = 0 \ No newline at end of file +;SOC Freedom base, near kitchen +![mil_smart_terrain_7_10]:default_base +sim_avail = {+mil_freedom_leader_dead} true, false +surge = 1 +stalker = 0 +csky = 0 +freedom = 0 +dolg = 4 +bandit = 0 +monolith = 0 +army = 4 + +;SOC Freedom base, near sleep barracks +![mil_smart_terrain_7_12]:default_base +sim_avail = {+mil_freedom_leader_dead} true, false +surge = 1 +stalker = 0 +bandit = 0 +csky = 0 +freedom = 0 +dolg = 0 +army = 0 +monolith = 4 +greh = 4 + +![mil_smart_terrain_8_3]:default +sim_avail = true +territory = 1 +freedom = 0 +monolith = 0 diff --git a/mods/Redone Collection/gamedata/configs/misc/mod_simulation_objects_props_ROS.ltx b/mods/Redone Collection/gamedata/configs/misc/mod_simulation_objects_props_ROS.ltx index 575ebc94..e08406fe 100644 --- a/mods/Redone Collection/gamedata/configs/misc/mod_simulation_objects_props_ROS.ltx +++ b/mods/Redone Collection/gamedata/configs/misc/mod_simulation_objects_props_ROS.ltx @@ -4,56 +4,100 @@ sim_avail = true surge = 1 killer = 2 -stalker = 1 +stalker = 0 bandit = 1 -dolg = 2 -csky = 1 -army = 1 +dolg = 1 +csky = 0 +army = 0 -![ros_smart_monster4]:default_lair +![ros_smart_monster4]:default sim_avail = true territory = 0 resource = 1 -ecolog = 1 stalker = 1 +ecolog = 1 +dolg = 1 +lair = 5 +territory = 5 +zoo_monster = 5 +monster = 5 +monster_predatory_day = 5 +monster_predatory_night = 5 +monster_vegetarian = 5 +monster_zombied_day = 5 +monster_zombied_night = 5 +monster_special = 5 -![ros_smart_monster5]:default_lair +![ros_smart_monster5]:default sim_avail = true territory = 0 stalker = 1 dolg = 1 resource = 1 ecolog = 1 +lair = 5 +territory = 5 +zoo_monster = 5 +monster = 5 +monster_predatory_day = 5 +monster_predatory_night = 5 +monster_vegetarian = 5 +monster_zombied_day = 5 +monster_zombied_night = 5 +monster_special = 5 -![ros_smart_monster7]:weak_lair ;edited so rare monsters don't come here +![ros_smart_monster7]:default sim_avail = true territory = 1 -resource = 1 -ecolog = 1 -stalker = 1 +resource = 0 +ecolog = 0 +stalker = 0 ![ros_smart_poltergeist2]:default_lair sim_avail = true -territory = 0 +lair = 5 +territory = 5 +zoo_monster = 5 +monster = 5 +monster_predatory_day = 5 +monster_predatory_night = 5 +monster_vegetarian = 0 +monster_zombied_day = 0 +monster_zombied_night = 0 +monster_special = 0 + ![ros_smart_snork1]:default_lair sim_avail = true territory = 0 -dolg = 1 -stalker = 1 +dolg = 0 +stalker = 0 +lair = 5 +territory = 5 +zoo_monster = 0 +monster = 5 +monster_predatory_day = 5 +monster_predatory_night = 5 +monster_vegetarian = 0 +monster_zombied_day = 0 +monster_zombied_night = 0 +monster_special = 1 ![ros_smart_stalker_killers1]:default_base sim_avail = true surge = 1 +bandits = 1 +csky = 0 killer = 1 dolg = 1 -csky = 1 -army = 1 +army = 0 -![ros_smart_stalker1]:default_base +![ros_smart_stalker1]:default sim_avail = true -stalker = 1 -killer = 2 -dolg = 1 -csky = 1 -army = 1 +territory = 1 +stalker = 0 +ecolog = 0 +killer = 0 +dolg = 0 +csky = 0 +army = 0 diff --git a/mods/Redone Collection/gamedata/configs/misc/mod_simulation_objects_props_TRC.ltx b/mods/Redone Collection/gamedata/configs/misc/mod_simulation_objects_props_TRC.ltx index 03c0c604..563da300 100644 --- a/mods/Redone Collection/gamedata/configs/misc/mod_simulation_objects_props_TRC.ltx +++ b/mods/Redone Collection/gamedata/configs/misc/mod_simulation_objects_props_TRC.ltx @@ -2,21 +2,24 @@ ;sim smarties ![trc_sim_1]:default_base sim_avail = true -lair = 1 -stalker = 1 -bandit = 1 -dolg = 1 -freedom = 1 +surge = 1 +stalker = 0 +bandit = 1 +freedom = 1 +dolg = 0 army = 0 +renegade = 1 +lair = 0 ![trc_sim_2]:default_base sim_avail = true surge = 1 -stalker = 1 +stalker = 0 bandit = 1 -dolg = 1 -freedom = 1 +freedom = 0 +dolg = 0 army = 0 +renegade = 1 ![trc_sim_3]:default_lair sim_avail = true @@ -25,9 +28,9 @@ zombied = 1 ![trc_sim_4]:default_lair sim_avail = true -ecolog = 1 -stalker = 1 resource = 2 +stalker = 1 +ecolog = 1 csky = 1 zombied = 1 @@ -46,10 +49,10 @@ sim_avail = true sim_avail = true resource = 2 stalker = 1 -dolg = 1 +csky = 1 freedom = 1 ecolog = 1 -csky = 1 +dolg = 1 zombied = 1 ![trc_sim_9]:default_lair @@ -57,10 +60,11 @@ sim_avail = true ![trc_sim_10]:default_lair sim_avail = true -ecolog = 1 -stalker = 1 resource = 1 +stalker = 1 +bandit = 1 csky = 1 +ecolog = 1 dolg = 1 ![trc_sim_11]:default_lair @@ -73,8 +77,8 @@ sim_avail = true ![trc_sim_13]:default_lair sim_avail = true resource = 1 -dolg = 1 stalker = 1 +dolg = 1 zombied = 1 ![trc_sim_14]:default_lair @@ -91,13 +95,15 @@ sim_avail = true sim_avail = true zombied = 1 -![trc_sim_18]:default_base; +![trc_sim_18]:default_base sim_avail = true +surge = 1 stalker = 1 -freedom = 1 bandit = 1 -renegade = 1 +freedom = 1 army = 1 +dolg = 1 +renegade = 1 zombied = 0 ![trc_sim_19]:default_lair diff --git a/mods/Redone Collection/gamedata/configs/misc/mod_simulation_objects_props_VAL.ltx b/mods/Redone Collection/gamedata/configs/misc/mod_simulation_objects_props_VAL.ltx index 7923c7a7..c6abb064 100644 --- a/mods/Redone Collection/gamedata/configs/misc/mod_simulation_objects_props_VAL.ltx +++ b/mods/Redone Collection/gamedata/configs/misc/mod_simulation_objects_props_VAL.ltx @@ -1,19 +1,19 @@ ;--------- SIMULATION -------- -;sim smarties + ;smaller base, x18 entrance building ![val_smart_terrain_1_2]:default_base -sim_avail = true +sim_avail = {+dar_lx18_complete_end) false, true surge = 1 bandit = 2 killer = 1 -renegade = 1 +renegade = 0 army = 2 army_heli = 1 ; camp on hills between farm and central lake -![val_smart_terrain_3_0]:default_lair +![val_smart_terrain_3_0]:weak_lair sim_avail = true -bandit = 1 +bandit = 0 ;south pig farm ![val_smart_terrain_4_0]:default_base @@ -26,7 +26,7 @@ dolg = 1 killer = 1 freedom = 1 bandit = 1 -renegade = 1 +renegade = 0 ;camp at northern level changer to to garbage ![val_smart_terrain_5_7]:default_lair @@ -34,7 +34,7 @@ sim_avail = true bandit = 1 ;camp at southern level changer to to garbage -![val_smart_terrain_5_8]:default_lair +![val_smart_terrain_5_8]:weak_lair sim_avail = true bandit = 1 @@ -48,118 +48,110 @@ sim_avail = {+faction_base_defense_active} false, true bandit = 1 ; cliff south of andit base -![val_smart_terrain_6_5]:default_lair +![val_smart_terrain_6_5]:weak_lair sim_avail = true ;bigger base, SOC bandits, CS freedom, inside outer building ![val_smart_terrain_7_3]:default_base -sim_avail = {+zat_b5_sultan_dead} true, false +sim_avail = {+zat_b5_sultan_dead} false, true surge = 1 -bandit = 1 -killer = 1 -freedom = 1 -lair = 1 -monster_predatory_day = 1 -monster = 1 -army = 1 -stalker = 1 -dolg = 1 -renegade = 1 +stalker = 0 +bandit = 5 +freedom = 2 +killer = 2 +army = 0 +dolg = 0 +renegade = 0 ;bigger base, SOC bandits, CS freedom, inside central building ![val_smart_terrain_7_4]:default_base -sim_avail = true ;{+zat_b5_sultan_dead} false +sim_avail = {+zat_b5_sultan_dead} true, false surge = 1 -bandit = 1 -killer = 1 -freedom = 1 - -;bigger base, SOC bandits, CS freedom, courtyard -![val_smart_terrain_7_5]:default_base -sim_avail = true ;{+zat_b5_sultan_dead} false -surge = 1 -bandit = 1 -renegade = 0 -army = 0 -killer = 1 - -;north island in lake -![val_smart_terrain_7_8]:default_territory -sim_avail = true -all = 0 +stalker = 3 +bandit = 0 +freedom = 3 +killer = 3 +army = 3 +dolg = 3 +renegade = 3 +lair = 1 +territory = 1 +zoo_monster = 1 monster = 1 monster_predatory_day = 1 monster_predatory_night = 1 monster_vegetarian = 1 monster_zombied_day = 1 monster_zombied_night = 1 -monster_special = 1 +monster_special = 0 + +;bigger base, SOC bandits, CS freedom, courtyard +![val_smart_terrain_7_5]:default_base +sim_avail = {+zat_b5_sultan_dead} false, true +surge = 1 +stalker = 0 +bandit = 5 +freedom = 0 +killer = 0 +army = 0 +dolg = 0 +renegade = 0 + +;north island in lake +![val_smart_terrain_7_8]:weak_lair +sim_avail = true ;camp near level changer to darkscape ![val_smart_terrain_7_11]:weak_lair sim_avail = true -bandit = 1 +bandit = 0 -![val_smart_terrain_8_6]:default_territory ;terrain buggy, max_population -sim_avail = true +![val_smart_terrain_8_6]:default ;terrain buggy, max_population +sim_avail = {+zat_b5_sultan_dead} false, true bandit = 1 -stalker = 1 -killer = 1 -dolg = 1 -freedom = 1 -all = 0 -zoo_monster = 0 -monster = 0 -monster_predatory_day = 0 -monster_predatory_night = 0 -monster_vegetarian = 0 -monster_zombied_day = 0 -monster_zombied_night = 0 -monster_special = 0 +dolg = 1 ![val_smart_terrain_8_7]:weak_lair sim_avail = true ;south island in lake -![val_smart_terrain_8_9]:default_lair +![val_smart_terrain_8_9]:weak_lair sim_avail = true -![val_smart_terrain_9_10]:default_lair +![val_smart_terrain_9_10]:default sim_avail = true -resource = 1 -stalker = 1 -csky = 1 +lair = 1 +territory = 1 +zoo_monster = 1 +monster = 1 +monster_predatory_day = 5 +monster_predatory_night = 5 +monster_vegetarian = 1 +monster_zombied_day = 1 +monster_zombied_night = 5 +monster_special = 5 -![val_smart_terrain_9_2]:default_lair +![val_smart_terrain_9_2]:weak_lair sim_avail = {+faction_base_defense_active} false, true -![val_smart_terrain_9_4]:default_territory -sim_avail = true +![val_smart_terrain_9_4]:default_base +sim_avail = {+zat_b5_sultan_dead} true, false surge = 1 -bandit = 1 -stalker = 0 +stalker = 1 +bandit = 0 killer = 1 -dolg = 0 freedom = 1 -renegade = 0 -all = 0 -zoo_monster = 0 -monster = 0 -monster_predatory_day = 0 -monster_predatory_night = 0 -monster_vegetarian = 0 -monster_zombied_day = 0 -monster_zombied_night = 0 -monster_special = 0 +dolg = 1 +renegade = 1 ;camp near x-18 building ![val_smart_terrain_9_6]:default_territory -sim_avail = true +sim_avail = {+dar_lx18_complete_end) true, false surge = 1 -bandit = 1 -stalker = 1 +stalker = 1 +bandit = 0 killer = 1 dolg = 1 -freedom = 0 +freedom = 1 all = 0 diff --git a/mods/Redone Collection/gamedata/configs/misc/mod_simulation_objects_props_X-16.ltx b/mods/Redone Collection/gamedata/configs/misc/mod_simulation_objects_props_X-16.ltx index 6e73714d..4382c7ae 100644 --- a/mods/Redone Collection/gamedata/configs/misc/mod_simulation_objects_props_X-16.ltx +++ b/mods/Redone Collection/gamedata/configs/misc/mod_simulation_objects_props_X-16.ltx @@ -1,23 +1,42 @@ ;--------- SIMULATION -------- -![x162_st_burer]:default_lair + +![x162_st_burer]:default sim_avail = {+yan_kill_brain_done} true, false monolith = 0 ecolog = 0 stalker = 0 army = 0 -territory = 0 +territory = 1 +lair = 1 +zoo_monster = 1 +monster = 1 +monster_predatory_day = 1 +monster_predatory_night = 1 +monster_vegetarian = 1 +monster_zombied_day = 5 +monster_zombied_night = 5 +monster_special = 5 -![x162_st_gigant]:default_lair +![x162_st_gigant]:default sim_avail = {+yan_kill_brain_done} true, false monolith = 0 -ecolog = 1 -csky = 1 -stalker = 1 -killer = 1 -army = 0 +ecolog = 0 +csky = 0 +stalker = 0 +killer = 0 +army = 1 territory = 1 +lair = 1 +zoo_monster = 1 +monster = 1 +monster_predatory_day = 1 +monster_predatory_night = 0 +monster_vegetarian = 1 +monster_zombied_day = 5 +monster_zombied_night = 0 +monster_special = 0 -![x162_st_snork]:default_lair +![x162_st_snork]:default sim_avail = {+yan_kill_brain_done} true, false ecolog = 2 csky = 2 @@ -33,5 +52,15 @@ monster_zombied_day = 0 monster_zombied_night = 0 monster_special = 0 -![x162_st_poltergeist]:default_lair +![x162_st_poltergeist]:default sim_avail = {+yan_kill_brain_done} true, false +territory = 1 +lair = 1 +zoo_monster = 1 +monster = 1 +monster_predatory_day = 1 +monster_predatory_night = 5 +monster_vegetarian = 1 +monster_zombied_day = 1 +monster_zombied_night = 1 +monster_special = 1 diff --git a/mods/Redone Collection/gamedata/configs/misc/mod_simulation_objects_props_X-18.ltx b/mods/Redone Collection/gamedata/configs/misc/mod_simulation_objects_props_X-18.ltx index df48199a..09f62bbf 100644 --- a/mods/Redone Collection/gamedata/configs/misc/mod_simulation_objects_props_X-18.ltx +++ b/mods/Redone Collection/gamedata/configs/misc/mod_simulation_objects_props_X-18.ltx @@ -8,6 +8,16 @@ killer = 1 ecolog = 1 army = 1 dolg = 1 +lair = 0 +territory = 0 +zoo_monster = 0 +monster = 0 +monster_predatory_day = 0 +monster_predatory_night = 0 +monster_vegetarian = 0 +monster_zombied_day = 0 +monster_zombied_night = 0 +monster_special = 0 ![dar_control_poltergeist]:default_lair sim_avail = {+dar_control_poltergeist_killed} true, false @@ -18,20 +28,60 @@ killer = 1 ecolog = 1 army = 1 dolg = 1 +lair = 0 +territory = 0 +zoo_monster = 0 +monster = 0 +monster_predatory_day = 0 +monster_predatory_night = 0 +monster_vegetarian = 0 +monster_zombied_day = 0 +monster_zombied_night = 0 +monster_special = 0 ![dar_military_scout]:default_territory sim_avail = false ;{+dar_control_poltergeist_killed} true, false ![dar_poltergeist_ring]:default_lair -sim_avail = false ;{+dar_control_poltergeist_killed} true, false +sim_avail = {+dar_control_poltergeist_killed} true, false +lair = 0 +territory = 1 +zoo_monster = 0 +monster = 0 +monster_predatory_day = 0 +monster_predatory_night = 0 +monster_vegetarian = 0 +monster_zombied_day = 0 +monster_zombied_night = 0 +monster_special = 0 ![dar_poltergeist_tele]:default_lair sim_avail = {+dar_control_poltergeist_killed} true, false +lair = 0 +territory = 1 +zoo_monster = 0 +monster = 0 +monster_predatory_day = 0 +monster_predatory_night = 0 +monster_vegetarian = 0 +monster_zombied_day = 0 +monster_zombied_night = 0 +monster_special = 0 ![dar_poltergeist_tele_round]:default_lair sim_avail = {+dar_control_poltergeist_killed} true, false +lair = 0 +territory = 1 +zoo_monster = 0 +monster = 0 +monster_predatory_day = 0 +monster_predatory_night = 0 +monster_vegetarian = 0 +monster_zombied_day = 0 +monster_zombied_night = 0 +monster_special = 0 -![dar_smart_snork]:default_lair +![dar_smart_snork]:default_base sim_avail = {+dar_control_poltergeist_killed} true, false stalker = 1 csky = 1 @@ -40,4 +90,14 @@ killer = 1 ecolog = 1 army = 1 dolg = 1 +lair = 0 +territory = 0 +zoo_monster = 0 +monster = 0 +monster_predatory_day = 0 +monster_predatory_night = 0 +monster_vegetarian = 0 +monster_zombied_day = 0 +monster_zombied_night = 0 +monster_special = 0 diff --git a/mods/Redone Collection/gamedata/configs/misc/mod_simulation_objects_props_YAN.ltx b/mods/Redone Collection/gamedata/configs/misc/mod_simulation_objects_props_YAN.ltx index 40ba727f..c9af061f 100644 --- a/mods/Redone Collection/gamedata/configs/misc/mod_simulation_objects_props_YAN.ltx +++ b/mods/Redone Collection/gamedata/configs/misc/mod_simulation_objects_props_YAN.ltx @@ -1,38 +1,49 @@ ;--------- SIMULATION -------- ;sim smarties -![yan_smart_terrain_1_6]:default_lair +![yan_smart_terrain_1_6]:default sim_avail = true resource = 1 ecolog = 1 stalker = 1 freedom = 1 -zombied = 1 ;x-16 entrance yard, building ![yan_smart_terrain_2_4]:default_lair sim_avail = true -surge = 1 -territory = 1 +surge = 1 surge = 1 zombied = 2 +lair = 5 +territory = 1 +zoo_monster = 0 +monster = 0 +monster_predatory_day = 0 +monster_predatory_night = 5 +monster_vegetarian = 0 +monster_zombied_day = 5 +monster_zombied_night = 5 +monster_special = 0 ;x-16 entrance yard, gate -![yan_smart_terrain_2_5]:default_lair +![yan_smart_terrain_2_5]:default sim_avail = true surge = 1 territory = 1 -surge = 1 -resource = 1 -ecolog = 1 -stalker = 1 -freedom = 1 ;x-16 entrance yard ![yan_smart_terrain_3_4]:default_lair -sim_avail = true -territory = 1 +sim_avail = true surge = 1 zombied = 2 +territory = 1 +zoo_monster = 0 +monster = 0 +monster_predatory_day = 0 +monster_predatory_night = 5 +monster_vegetarian = 0 +monster_zombied_day = 5 +monster_zombied_night = 5 +monster_special = 0 ;camp 2 near small tunnel ![yan_smart_terrain_3_6]:default_base @@ -42,59 +53,78 @@ stalker = 1 ecolog = 1 csky = 1 -![yan_smart_terrain_4_2]:default_lair +![yan_smart_terrain_4_2]:default sim_avail = true +surge = 1 +resource = 2 ecolog = 1 stalker = 1 csky = 1 freedom = 1 -resource = 1 +killer = 1 +lair = 5 +territory = 1 +zoo_monster = 5 +monster = 5 +monster_predatory_day = 5 +monster_predatory_night = 5 +monster_vegetarian = 5 +monster_zombied_day = 5 +monster_zombied_night = 5 +monster_special = 5 -![yan_smart_terrain_4_4]:default_lair +![yan_smart_terrain_4_4]:default sim_avail = {+faction_base_defense_active} false, true -territory = 0 +ecolog = 0 +stalker = 0 +csky = 0 zombied = 1 -![yan_smart_terrain_4_5]:default_lair -sim_avail = true - -![yan_smart_terrain_5_3]:default_lair -sim_avail = true -territory = 1 -resource = 1 +![yan_smart_terrain_4_5]:default +sim_avail = {+yan_stalker_sakharov_dead +yan_ecolog_vasilyev_dead +yan_ecolog_semenov_dead +yan_ecolog_kruglov_dead} true, false ecolog = 1 stalker = 1 csky = 1 +![yan_smart_terrain_5_3]:default_resource +sim_avail = {+yan_stalker_sakharov_dead +yan_ecolog_vasilyev_dead +yan_ecolog_semenov_dead +yan_ecolog_kruglov_dead} true, false + ;camp near small tunnel ![yan_smart_terrain_5_5]:default_base sim_avail = {+faction_base_defense_active} false, true surge = 1 -stalker = 1 -ecolog = 1 +stalker = 1 csky = 1 -zombied = 1 +zombied = 0 ![yan_smart_terrain_6_2]:default_lair sim_avail = {+faction_base_defense_active} false, true territory = 0 zombied = 1 -csky = 1 +csky = 0 ;scientist base ![yan_smart_terrain_6_4]:default_base sim_avail = true surge = 1 -stalker = 1 -ecolog = 1 -csky = 1 -zombied = 1 +stalker = 0 +ecolog = 4 +csky = 0 +zombied = 0 ![yan_smart_terrain_zombi_spawn]:default_lair sim_avail = true -territory = 1 surge = 1 -zombied = 1 +zombied = 5 +territory = 1 +zoo_monster = 0 +monster = 0 +monster_predatory_day = 0 +monster_predatory_night = 5 +monster_vegetarian = 0 +monster_zombied_day = 5 +monster_zombied_night = 5 +monster_special = 0 ![yan_smart_terrain_snork_u]:default_lair sim_avail = {+yantar_tunnel_finish} true, false diff --git a/mods/Redone Collection/gamedata/configs/misc/mod_simulation_spawn_point_AGR.ltx b/mods/Redone Collection/gamedata/configs/misc/mod_simulation_spawn_point_AGR.ltx index 8fdabeca..d1086545 100644 --- a/mods/Redone Collection/gamedata/configs/misc/mod_simulation_spawn_point_AGR.ltx +++ b/mods/Redone Collection/gamedata/configs/misc/mod_simulation_spawn_point_AGR.ltx @@ -6,14 +6,14 @@ ecolog_sim_squad_advanced_1e_2ls = 1 ![agr_smart_terrain_1_6];mlr agr_1_6_guards_army_mlr_squad -army_sim_squad_advanced = 1 +army_sim_squad_advanced = 0 army_sim_squad_novice = 1 army_sim_squad_veteran = 1 ![agr_smart_terrain_1_6_near_1] agr_1_6_guards_army_mlr_2_squad agr_patrol_army_mlr_squad -army_sim_squad_advanced = 1 +army_sim_squad_advanced = 0 army_sim_squad_novice = 1 army_sim_squad_sniper = 1 army_sim_squad_veteran = 0 @@ -21,21 +21,23 @@ army_sim_squad_veteran = 0 ![agr_smart_terrain_1_6_near_2] agr_1_6_guards_army_mlr_3_squad army_sim_squad_advanced = 1 -army_sim_squad_novice = 1 +army_sim_squad_novice = 0 army_sim_squad_sniper = 1 army_sim_squad_veteran = 0 ![agr_smart_terrain_4_4] agr_smart_terrain_4_4_rat_mlr_squad -ecolog_sim_squad_veteran = 1 -stalker_sim_squad_advanced = 1 +ecolog_sim_squad_veteran = 0 +stalker_sim_squad_advanced = 0 ![agr_smart_terrain_4_4_near_1] -stalker_sim_squad_novice = 1 +stalker_sim_squad_novice = 0 ecolog_sim_squad_advanced = 1 ![agr_smart_terrain_4_4_near_2] -csky_sim_squad_advanced = 1 +csky_sim_squad_advanced = 0 + +;--------AGROPROM UNDERGROUND-------- ![agr_u_soldiers] agr_u_soldiers_squad diff --git a/mods/Redone Collection/gamedata/configs/misc/mod_simulation_spawn_point_BAR.ltx b/mods/Redone Collection/gamedata/configs/misc/mod_simulation_spawn_point_BAR.ltx index 428b0cc0..aad2d329 100644 --- a/mods/Redone Collection/gamedata/configs/misc/mod_simulation_spawn_point_BAR.ltx +++ b/mods/Redone Collection/gamedata/configs/misc/mod_simulation_spawn_point_BAR.ltx @@ -5,9 +5,9 @@ duty_sim_squad_novice = 0 duty_sim_squad_veteran = 1 ![bar_dolg_general];mlr -bar_dolg_general_squad -sick_duty_stalker_bar_general -bodyguard_duty_medic_bar_general +bar_dolg_general_squad +bar_dolg_sick_stalker_squad +bar_duty_medic_stalker_squad duty_sim_squad_advanced = 1 duty_sim_squad_novice = 0 duty_sim_squad_veteran = 0 diff --git a/mods/Redone Collection/gamedata/configs/misc/mod_simulation_spawn_point_CIT.ltx b/mods/Redone Collection/gamedata/configs/misc/mod_simulation_spawn_point_CIT.ltx index 2506a724..f1145fd6 100644 --- a/mods/Redone Collection/gamedata/configs/misc/mod_simulation_spawn_point_CIT.ltx +++ b/mods/Redone Collection/gamedata/configs/misc/mod_simulation_spawn_point_CIT.ltx @@ -1,4 +1,4 @@ -![cit_killers];mlr +![cit_killers] ;spawns for more quests cit_killers_merc_guard_squad_1 cit_killers_merc_guard_squad_2 cit_killers_merc_guard_squad_3 @@ -11,7 +11,7 @@ cit_killers_2_rat_mlr_squad merc_sim_squad_advanced = 0 merc_sim_squad_veteran = 0 -![cit_killers_vs_bandits] ;spawns for more quests +![cit_killers_vs_bandits] ;spawns for more quests cit_bandit_guard_squad_1 cit_bandit_guard_squad_2 cit_bandit_guard_squad_3 @@ -20,13 +20,13 @@ cit_killers_guard_squad_2 merc_sim_squad_novice = 0 ![cit_bandits] +cit_bandits_poltergeist_squad ![cit_bandits_2] -;simulation_zombie_3_6 = 1 +simulation_zombie_3_6 = 0 -![zombie_smart_ds_mlr_1] -;simulation_zombie_3_6 = 1 - -![zombie_smart_ds_mlr_2] -simulation_zombie_3_6 = 1 +![cit_kanaliz1] +;cit_kanaliz1_zombied_squad +![cit_kanaliz2] +cit_kanaliz2_zombied_squad \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/misc/mod_simulation_spawn_point_ESC.ltx b/mods/Redone Collection/gamedata/configs/misc/mod_simulation_spawn_point_ESC.ltx index 345ab069..7fa70d33 100644 --- a/mods/Redone Collection/gamedata/configs/misc/mod_simulation_spawn_point_ESC.ltx +++ b/mods/Redone Collection/gamedata/configs/misc/mod_simulation_spawn_point_ESC.ltx @@ -1,3 +1,6 @@ +![esc_smart_terrain_1_11] +;escape_novice_visiters_village2 + ![esc_smart_terrain_2_12] stalker_sim_squad_advanced = 0 stalker_sim_squad_novice = 1 @@ -8,26 +11,27 @@ stalker_sim_squad_novice = 1 ![esc_smart_terrain_4_9] ;tunnel_rats_esc_smart_terrain_4_9 = 1 +![esc_smart_terrain_3_7] + ![esc_smart_terrain_3_16] kpp_army_mlr_esc_smart_terrain_3_16 = 1 -;esc_smart_terrain_3_16_bandit_prisoners = 0 ![esc_smart_terrain_5_2] karat_army_esc_smart_terrain_2_12 = 1 ![esc_smart_terrain_5_7] -stalker_sim_squad_novice = 0 -stalker_sim_squad_advanced = 1 +stalker_sim_squad_novice = 1 +stalker_sim_squad_advanced = 0 escape_main_base_mlr_guards = 1 ;escape_main_base_mlr_guards2 = 0 ;ferma_stalker_esc_smart_terrain_5_7 = 0 ![esc_smart_terrain_5_9] -fabr_rats_esc_smart_terrain_5_9 = 1 +fabr_rats_esc_smart_terrain_5_9 ![esc_smart_terrain_6_8] -most_army_esc_smart_terrain_6_8 = 1 +most_army_esc_smart_terrain_6_8 ![esc_smart_terrain_7_11] bandit_sim_squad_novice = 0 -atp_bandit_esc_smart_terrain_7_11 = 1 +atp_bandit_esc_smart_terrain_7_11 diff --git a/mods/Redone Collection/gamedata/configs/misc/mod_simulation_spawn_point_GAR.ltx b/mods/Redone Collection/gamedata/configs/misc/mod_simulation_spawn_point_GAR.ltx index cf6d542e..aa42a5c0 100644 --- a/mods/Redone Collection/gamedata/configs/misc/mod_simulation_spawn_point_GAR.ltx +++ b/mods/Redone Collection/gamedata/configs/misc/mod_simulation_spawn_point_GAR.ltx @@ -1,5 +1,6 @@ ![gar_smart_terrain_3_5];mlr -start_visitirs_hangar_mlr_squad +start_character_hangar_mlr_squad +!start_visitirs_hangar_mlr_squad stalker_sim_squad_novice = 1 ![gar_smart_terrain_3_7] diff --git a/mods/Redone Collection/gamedata/configs/misc/mod_simulation_spawn_point_MAR.ltx b/mods/Redone Collection/gamedata/configs/misc/mod_simulation_spawn_point_MAR.ltx index f3185f98..f880456b 100644 --- a/mods/Redone Collection/gamedata/configs/misc/mod_simulation_spawn_point_MAR.ltx +++ b/mods/Redone Collection/gamedata/configs/misc/mod_simulation_spawn_point_MAR.ltx @@ -1,38 +1,40 @@ ![mar_smart_terrain_3_3] -mar_renegade_trader_squad -mar_renegade_squad = 1 -mar_renegade_guard_squad = 1 +mar_renegade_trader_squad +mar_smart_terrain_3_3_renegade_squad +renegade_guard_mar_smart_terrain_3_3 renegade_sim_squad_advanced = 1 renegade_sim_squad_novice = 1 ![mar_smart_terrain_4_5] -mar_renegade_mechanic_squad -mar_renegade_squad2 = 1 -mar_renegade_guard_patrol_squad = 1 - -![mar_smart_terrain_5_12] -mar_csky_camp_mlr_squad -csky_sim_squad_advanced = 0 -csky_sim_squad_novice = 0 +mar_renegade_mechanic_squad +mar_renegade_guard_patrol_squad +mar_smart_terrain_4_5_renegade_squad ![mar_smart_terrain_5_8] +pump_csky_mar_smart_terrain_5_8 csky_sim_squad_novice = 1 csky_sim_squad_veteran = 0 +![mar_smart_terrain_5_12] +camp_csky_mar_smart_terrain_5_12 +csky_sim_squad_advanced = 1 +csky_sim_squad_novice = 1 + ![mar_smart_terrain_6_4] mar_rat_squad_smart_terrain_6_4_squad ![mar_smart_terrain_6_11] -csky_sim_squad_advanced = 1 -csky_sim_squad_novice = 1 +csky_sim_squad_advanced = 0 +csky_sim_squad_novice = 0 ![mar_smart_terrain_8_11] -mar_ecolog_mlr_squad +ecolog_mar_smart_terrain_8_11 renegade_sim_squad_advanced = 0 renegade_sim_squad_novice = 0 ;renegade_sim_squad_veteran = 0 ![mar_smart_terrain_10_5] +mar_smart_terrain_10_5_army_squad army_sim_squad_advanced = 1 army_sim_squad_sniper = 1 @@ -41,9 +43,10 @@ renegade_sim_squad_advanced = 0 renegade_sim_squad_novice = 0 ![mar_smart_terrain_12_2] -csky_sim_squad_advanced = 1 -csky_sim_squad_novice = 1 -stalker_sim_squad_novice = 1 +mar_smart_terrain_12_2_army_squad +csky_sim_squad_advanced = 0 +csky_sim_squad_novice = 0 +stalker_sim_squad_novice = 0 ![mar_smart_terrain_doc] mar_smart_terrain_doc_dog_squad = 0 diff --git a/mods/Redone Collection/gamedata/configs/misc/mod_simulation_spawn_point_MIL.ltx b/mods/Redone Collection/gamedata/configs/misc/mod_simulation_spawn_point_MIL.ltx index 810211b0..403be4e6 100644 --- a/mods/Redone Collection/gamedata/configs/misc/mod_simulation_spawn_point_MIL.ltx +++ b/mods/Redone Collection/gamedata/configs/misc/mod_simulation_spawn_point_MIL.ltx @@ -1,6 +1,6 @@ ![mil_smart_terrain_2_2] -mil_merc_outpost_squad -mil_merc_outpost_squad2 +mil_merc_terrain_2_2_outpost_squad +mil_merc_terrain_2_2_outpost_squad2 merc_sim_squad_advanced = 0 merc_sim_squad_novice = 0 merc_sim_squad_veteran = 0 @@ -11,34 +11,36 @@ freedom_sim_squad_novice = 0 ![mil_smart_terrain_2_4] bandit_sim_squad_advanced = 0 -![mil_smart_terrain_3_8] -mil_7_7_protect_mlr_squad2 -freedom_sim_squad_novice = 1 +![mil_smart_terrain_3_8] +freedom_sim_squad_novice = 0 + +![mil_smart_terrain_4_5] +stalker_sim_squad_advanced = 0 ![mil_smart_terrain_4_8] freedom_sim_squad_veteran = 0 ![mil_smart_terrain_7_4] -mil_dolg_outpost_squad +mil_duty_terrain_7_4_outpost_squad duty_sim_squad_novice = 1 -duty_sim_squad_veteran = 0 +duty_sim_squad_veteran = 1 ![mil_smart_terrain_7_7] mil_freedom_barman_mlr_squad -mil_7_7_protect_mlr_squad -freedom_sim_squad_novice = 0 +mil_7_7_protect_mlr_squad +freedom_sim_squad_novice = 1 freedom_sim_squad_advanced = 0 ![mil_smart_terrain_7_8] -mil_smart_terrain_7_8_squad -freedom_sim_squad_veteran = 1 +mil_freedom_smart_terrain_7_8_squad +freedom_sim_squad_veteran = 0 ![mil_smart_terrain_7_10] -mil_smart_terrain_7_10_squad +mil_freedom_smart_terrain_7_10_squad freedom_sim_squad_novice = 1 ![mil_smart_terrain_7_12] -mil_smart_terrain_7_12_squad +mil_freedom_smart_terrain_7_12_squad freedom_sim_squad_veteran = 1 diff --git a/mods/Redone Collection/gamedata/configs/misc/mod_simulation_spawn_point_ROS.ltx b/mods/Redone Collection/gamedata/configs/misc/mod_simulation_spawn_point_ROS.ltx index 0a672fac..cd0f6f7b 100644 --- a/mods/Redone Collection/gamedata/configs/misc/mod_simulation_spawn_point_ROS.ltx +++ b/mods/Redone Collection/gamedata/configs/misc/mod_simulation_spawn_point_ROS.ltx @@ -4,7 +4,7 @@ bandit_sim_squad_advanced = 0 bandit_sim_squad_novice = 0 ![ros_smart_poltergeist2] -simulation_zombie_3_6 = 1 +simulation_zombie_3_6 = 0 simulation_poltergeist_tele = 0 simulation_snork = 0 @@ -19,7 +19,7 @@ merc_sim_squad_novice = 1 merc_sim_squad_veteran = 0 ![ros_smart_monster4] -simulation_zombie_3_6 = 1 +simulation_zombie_3_6 = 0 ![ros_smart_monster5] -simulation_zombie_3_6 = 1 +simulation_zombie_3_6 = 0 diff --git a/mods/Redone Collection/gamedata/configs/misc/mod_simulation_spawn_point_VAL.ltx b/mods/Redone Collection/gamedata/configs/misc/mod_simulation_spawn_point_VAL.ltx index 76d66397..c7e52b56 100644 --- a/mods/Redone Collection/gamedata/configs/misc/mod_simulation_spawn_point_VAL.ltx +++ b/mods/Redone Collection/gamedata/configs/misc/mod_simulation_spawn_point_VAL.ltx @@ -1,19 +1,19 @@ ![val_smart_terrain_1_2] val_smart_terrain_1_2_military_mlr_squad -val_smart_terrain_1_2_military_mlr_2_squad -val_smart_terrain_1_2_rat_mlr_squad +val_smart_terrain_1_2_military_mlr_2_squad army_sim_squad_advanced = 0 army_sim_squad_sniper = 0 army_sim_squad_veteran = 0 ![val_smart_terrain_4_0] +stalker_south_pig_farm stalker_sim_squad_advanced = 0 stalker_sim_squad_novice = 0 -stalker_south_pig_farm ![val_smart_terrain_7_3] bandit_novice_visiters_camp -bandit_novice_visiters_2_camp +bandit_novice_visiters_2_camp +bandit_barman_mlr_squad ![val_smart_terrain_7_4] bandit_novice_visiters_base @@ -22,12 +22,13 @@ bandit_sim_squad_advanced = 0 bandit_sim_squad_veteran = 0 ![val_smart_terrain_7_5] -guards_boss_bandit_in_main_base +guards_boss_bandit_in_main_base +bandit_guards_in_main_base bandit_sim_squad_novice = 0 bandit_sim_squad_veteran = 0 ![val_smart_terrain_6_4] -val_smart_terrain_6_4_rat_mlr_squad +;val_smart_terrain_6_4_rat_mlr_squad ![val_smart_terrain_8_6] guards_bandit_main_entrance diff --git a/mods/Redone Collection/gamedata/configs/misc/mod_simulation_spawn_point_YAN.ltx b/mods/Redone Collection/gamedata/configs/misc/mod_simulation_spawn_point_YAN.ltx index ab51c66f..770b3f0c 100644 --- a/mods/Redone Collection/gamedata/configs/misc/mod_simulation_spawn_point_YAN.ltx +++ b/mods/Redone Collection/gamedata/configs/misc/mod_simulation_spawn_point_YAN.ltx @@ -1,6 +1,12 @@ +![yan_smart_terrain_2_4] +yan_zombied_x16_mlr_squad2 + ![yan_smart_terrain_2_5] zombied_sim_squad_advanced = 0 +![yan_smart_terrain_3_4] +yan_zombied_x16_mlr_squad3 + ![yan_smart_terrain_3_6] ecolog_sim_squad_advanced = 0 @@ -8,6 +14,7 @@ ecolog_sim_squad_advanced = 0 simulation_snork_2_5 = 0 ![yan_smart_terrain_6_4];mlr +yan_smart_terrain_6_4_squad ecolog_sim_squad_advanced = 1 ecolog_sim_squad_novice = 1 ecolog_sim_squad_veteran = 1 diff --git a/mods/Redone Collection/gamedata/configs/misc/sound/mod_script_sound_redone_ESC.ltx b/mods/Redone Collection/gamedata/configs/misc/sound/mod_script_sound_redone_ESC.ltx new file mode 100644 index 00000000..6764e278 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/misc/sound/mod_script_sound_redone_ESC.ltx @@ -0,0 +1,25 @@ +![escape_sr_rupor_mlr_sound] +type = 3d +path = characters_voice\scenario\escape\megafon_ +shuffle = loop +idle = 5,15,100 + +![escape_sr_rupor_mlr_alarm] +type = 3d +path = characters_voice\scenario\escape\megafon_alarm_ +shuffle = rnd +idle = 0,0,100 + +[escape_blowout_siren] +type = 3d +path = ambient\blowout\blowout_siren_esc_1 +shuffle = loop +idle = 5,15,100 ;3,5,100 +levels = l01_escape + +[escape_blowout_siren_1] +type = 3d +path = ambient\blowout\blowout_siren_esc_2 +shuffle = loop +idle = 5,15,100 ;3,5,100 +levels = l01_escape diff --git a/mods/Redone Collection/gamedata/configs/misc/sound/mod_script_sound_redone_MAR.ltx b/mods/Redone Collection/gamedata/configs/misc/sound/mod_script_sound_redone_MAR.ltx new file mode 100644 index 00000000..ba3196b3 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/misc/sound/mod_script_sound_redone_MAR.ltx @@ -0,0 +1,5 @@ +[mar_smart_terrain_base_radio_mlr] +type = 3d +path = mlr\marsh\marsh_radio_ +shuffle = loop +idle = 5,15,100 \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/misc/sound/mod_script_sound_redone_MIL.ltx b/mods/Redone Collection/gamedata/configs/misc/sound/mod_script_sound_redone_MIL.ltx new file mode 100644 index 00000000..e501dddf --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/misc/sound/mod_script_sound_redone_MIL.ltx @@ -0,0 +1,5 @@ +![mil_freebase_mlr] +type = 3d +path = mlr\freedom\val_free_meg_music_ +shuffle = loop +idle = 5,15,100 \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/misc/sound/mod_script_sound_redone_ROS.ltx b/mods/Redone Collection/gamedata/configs/misc/sound/mod_script_sound_redone_ROS.ltx new file mode 100644 index 00000000..683a1a23 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/misc/sound/mod_script_sound_redone_ROS.ltx @@ -0,0 +1,34 @@ +[ros_climb_sound_1] +type = 3d +path = material\human\step\metal_plate1 +shuffle = rnd +idle = 1,1,100 +levels = l06_rostok + +[ros_climb_sound_2] +type = 3d +path = material\human\step\metal_plate2 +shuffle = rnd +idle = 1,1,100 +levels = l06_rostok + +[ros_climb_sound_3] +type = 3d +path = material\human\step\metal_plate3 +shuffle = rnd +idle = 1,1,100 +levels = l06_rostok + +[ros_climb_sound_4] +type = 3d +path = material\human\step\metal_plate4 +shuffle = rnd +idle = 1,1,100 +levels = l06_rostok + +;[ros_open_door] +;type = 3d +;path = device\door_start +;shuffle = seq +;idle = 5,15,100 +;levels = l06_rostok \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/misc/sound/mod_script_sound_redone_YAN.ltx b/mods/Redone Collection/gamedata/configs/misc/sound/mod_script_sound_redone_YAN.ltx new file mode 100644 index 00000000..e05379fe --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/misc/sound/mod_script_sound_redone_YAN.ltx @@ -0,0 +1,20 @@ +[yan_sci_tech_sounds] +type = looped ;3d +path = ambient\background\yantar\device_hum_0 +shuffle = loop +idle = 3,5,100 +levels = l08_yantar + +[yan_blowout_siren] +type = 3d +path = ambient\blowout\blowout_siren_yan_1 +shuffle = loop +idle = 5,15,100 ;3,5,100 +levels = l08_yantar + +[yan_blowout_siren_1] +type = 3d +path = ambient\blowout\blowout_siren_yan_2 +shuffle = loop +idle = 5,15,100 ;3,5,100 +levels = l08_yantar diff --git a/mods/Redone Collection/gamedata/configs/misc/sound/mod_script_sound_redone_agr.ltx b/mods/Redone Collection/gamedata/configs/misc/sound/mod_script_sound_redone_agr.ltx index cdcc9cd2..07ba48fc 100644 --- a/mods/Redone Collection/gamedata/configs/misc/sound/mod_script_sound_redone_agr.ltx +++ b/mods/Redone Collection/gamedata/configs/misc/sound/mod_script_sound_redone_agr.ltx @@ -1,10 +1,10 @@ -![kovalsky_surge_phase_1] ;-- agr_blowout_siren -type = 3d ;actor +;![kovalsky_surge_phase_1] ;-- agr_blowout_siren +;type = 3d ;actor ;npc_prefix = false -path = characters_voice\scenario\agroprom\kovalsky_surge_phase_1 -shuffle = rnd -idle = 3,5,100 -levels = l03_agroprom +;path = characters_voice\scenario\agroprom\kovalsky_surge_phase_1 +;shuffle = rnd +;idle = 3,5,100 +;levels = l03_agroprom ;![agr_army_alarm] ;-- needs to be converted to the game engine. ;type = 3d @@ -19,3 +19,12 @@ levels = l03_agroprom ;shuffle = rnd ;idle = 0,0,100 ;levels = l03_agroprom + +![kovalsky_surge_phase_1] ;-- agr_blowout_siren +type = 3d +actor_stereo = false +npc_prefix = false +path = characters_voice\scenario\agroprom\kovalsky_surge_phase_1 +shuffle = seq +idle = 0,0,0 +levels = l03_agroprom \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/misc/sound/mod_script_sound_redone_bar.ltx b/mods/Redone Collection/gamedata/configs/misc/sound/mod_script_sound_redone_bar.ltx index 36f7e7c3..5a2f1c60 100644 --- a/mods/Redone Collection/gamedata/configs/misc/sound/mod_script_sound_redone_bar.ltx +++ b/mods/Redone Collection/gamedata/configs/misc/sound/mod_script_sound_redone_bar.ltx @@ -1,13 +1,13 @@ -[bar_blowout_siren] +[bar_blowout_siren_1] type = 3d -path = ambient\blowout\blowout_siren_bar +path = ambient\blowout\blowout_siren_bar_1 shuffle = loop idle = 5,15,100 ;3,5,100 levels = l05_bar -[bar_blowout_siren_1] +[bar_blowout_siren_2] type = 3d -path = ambient\blowout\blowout_siren_bar1 +path = ambient\blowout\blowout_siren_bar_2 shuffle = loop idle = 5,15,100 ;3,5,100 levels = l05_bar diff --git a/mods/Redone Collection/gamedata/configs/misc/spawn_object/mil_smart_terrain_3_8_object.ltx b/mods/Redone Collection/gamedata/configs/misc/spawn_object/mil_smart_terrain_3_8_object.ltx new file mode 100644 index 00000000..4957c07d --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/misc/spawn_object/mil_smart_terrain_3_8_object.ltx @@ -0,0 +1,6 @@ +[dynamic_object_configs] +smart = mil_smart_terrain_3_8 +condlist_0 = true + +[exclusive] +psy field 1 = mil_smart_terrain_3_8_psy_field | 111.1950302124, -12.346420288086, 424.95971679688 | 0,0,0 | condlist_0 diff --git a/mods/Redone Collection/gamedata/configs/misc/spawn_object/ros_smart_killers1_object.ltx b/mods/Redone Collection/gamedata/configs/misc/spawn_object/ros_smart_killers1_object.ltx new file mode 100644 index 00000000..e56f8b90 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/misc/spawn_object/ros_smart_killers1_object.ltx @@ -0,0 +1,16 @@ +[dynamic_object_configs] +smart = ros_smart_killers1 +condlist_0 = true + +[exclusive] +door_1 = ros_valley_door_1 | -137.60,2.25,123.15 | 0,0,180 | condlist_0 +door_2 = ros_valley_door_2 | -137.60,2.50,123.25 | 0,0,180 | condlist_0 +Wall_1 = ros_valley_wall_1 | -111.42,-0.00,103.95 | 0,0,0 | condlist_0 +Wall_2 = ros_valley_wall_2 | -111.42,-0.00,102.25 | 0,90,0 | condlist_0 +Wall_3 = ros_valley_wall_3 | -111.42,-0.00,103.85 | 0,90,0 | condlist_0 +box_1 = ros_valley_box_1 | -91.18,0.02,134.81 | 0,12,0 | condlist_0 +box_2 = ros_valley_box_2 | -91.19,0.02,133.61 | 0,-6,0 | condlist_0 +box_3 = ros_valley_box_3 | -91.13,0.83,134.25 | 0,-2,0 | condlist_0 + + + diff --git a/mods/Redone Collection/gamedata/configs/misc/spawn_object/ros_smart_snork1_objects.ltx b/mods/Redone Collection/gamedata/configs/misc/spawn_object/ros_smart_snork1_objects.ltx new file mode 100644 index 00000000..6ae8a805 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/misc/spawn_object/ros_smart_snork1_objects.ltx @@ -0,0 +1,23 @@ +[dynamic_object_configs] +smart = ros_smart_snork1 +condlist_0 = true + +[exclusive] +door_1 = ros_roof_door_1 | -187.39,17.69,75.23 | 0,-30,0 | condlist_0 +door_2 = ros_roof_door_2 | -172.27,-0.00,60.22 | 0,-30,0 | condlist_0 +Wall_1 = ros_valley_wall_4 | -138.08,-0.00,62.00 | 0,60,0 | condlist_0 +Wall_2 = ros_valley_wall_5 | -138.80,-0.00,60.84 | 0,60,0 | condlist_0 +Wall_3 = ros_valley_wall_6 | -139.66,-0.00,59.61 | 0,60,0 | condlist_0 +misc_1 = ros_valley_misc_1 | -157.39,-0.00,85.60 | 90,86,0 | condlist_0 +misc_2 = ros_valley_misc_2 | -168.93,-0.00,79.90 | 0,79,0 | condlist_0 +misc_3 = ros_valley_misc_3 | -181.20,-0.00,24.92 | 0,23,0 | condlist_0 +misc_4 = ros_valley_misc_4 | -157.39,-0.00,60.53 | 0,-43,0 | condlist_0 +misc_5 = ros_valley_misc_5 | -166.94,0.02,64.27 | 90,-38,0 | condlist_0 +misc_6 = ros_valley_misc_6 | -161.65,0.02,41.62 | 90,99,0 | condlist_0 +misc_7 = ros_valley_misc_7 | -155.36,0.02,57.29 | 90,2,0 | condlist_0 +misc_8 = ros_valley_misc_8 | -171.58,0.02,48.33 | 90,-2,0 | condlist_0 +box_4 = ros_valley_box_4 | -179.46,-0.00,65.74 | 0,32,0 | condlist_0 +box_5 = ros_valley_box_5 | -155.88,-0.00,51.54 | 0,8,0 | condlist_0 +box_6 = ros_valley_box_6 | -155.25,-0.00,52.54 | 0,-8,0 | condlist_0 + + diff --git a/mods/Redone Collection/gamedata/configs/misc/spawn_object/ros_smart_stalker_killers1_objects.ltx b/mods/Redone Collection/gamedata/configs/misc/spawn_object/ros_smart_stalker_killers1_objects.ltx new file mode 100644 index 00000000..e3150d78 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/misc/spawn_object/ros_smart_stalker_killers1_objects.ltx @@ -0,0 +1,38 @@ +[dynamic_object_configs] +smart = ros_smart_stalker_killers1 +condlist_0 = true + +[exclusive] +climb_1 = ros_climb_action_1.1 | -212.93,1.55,9.42 | 0,-30,0 | condlist_0 +climb_2 = ros_climb_action_1.2 | -210.93,1.50,9.22 | 0,-30,0 | condlist_0 +climb_3 = ros_climb_action_1.3 | -211.93,1.85,9.32 | 7,-30,90 | condlist_0 +climb_4 = ros_climb_action_2.1 | -211.58,9.66,9.35 | 0,-30,0 | condlist_0 +climb_5 = ros_climb_action_2.2 | -212.09,9.66,9.56 | 0,-30,0 | condlist_0 +climb_6 = ros_climb_action_2.3 | -212.24,8.83,9.40 | 90,-23,0 | condlist_0 +Wall_7 = ros_valley_wall_7 | -201.44,-0.00,-29.80 | 0,60,0 | condlist_0 +Wall_8 = ros_valley_wall_8 | -207.95,-0.00,-40.44 | 0,60,0 | condlist_0 +Wall_9 = ros_valley_wall_9 | -208.64,-0.00,-41.58 | 0,60,0 | condlist_0 +Wall_10 = ros_valley_wall_10 | -209.25,-0.00,-42.56 | 0,60,0 | condlist_0 +Wall_11 = ros_valley_wall_11 | -209.89,-0.00,-43.61 | 0,60,0 | condlist_0 +Wall_12 = ros_valley_wall_12 | -210.46,-0.00,-44.56 | 0,60,0 | condlist_0 +Wall_13 = ros_valley_wall_13 | -200.87,-0.00,-29.07 | 0,60,0 | condlist_0 +Wall_14 = ros_valley_wall_14 | -202.19,-0.00,-31.01 | 0,60,0 | condlist_0 +Wall_15 = ros_valley_wall_15 | -202.94,-0.00,-32.25 | 0,60,0 | condlist_0 +Wall_16 = ros_valley_wall_16 | -203.64,-0.00,-33.39 | 0,60,0 | condlist_0 +Wall_17 = ros_valley_wall_17 | -204.39,-0.00,-34.63 | 0,60,0 | condlist_0 +Wall_18 = ros_valley_wall_18 | -205.03,-0.00,-35.68 | 0,60,0 | condlist_0 +Wall_19 = ros_valley_wall_19 | -205.81,-0.00,-36.94 | 0,60,0 | condlist_0 +Wall_20 = ros_valley_wall_20 | -206.48,-0.00,-38.05 | 0,60,0 | condlist_0 +Wall_21 = ros_valley_wall_21 | -207.20,-0.00,-39.22 | 0,60,0 | condlist_0 +Wall_22 = ros_valley_wall_22 | -199.25,-0.00,5.06 | 0,60,0 | condlist_0 +Wall_23 = ros_valley_wall_23 | -199.92,-0.00,3.94 | 0,60,0 | condlist_0 +Wall_24 = ros_valley_wall_24 | -201.49,-0.00,7.01 | 0,-23,0 | condlist_0 +Wall_25 = ros_valley_wall_25 | -214.03,0.00,10.77 | 0,65,0 | condlist_0 +Wall_26 = ros_valley_wall_26 | -215.11,8.17,8.09 | 0,58,0 | condlist_0 +Wall_27 = ros_valley_wall_27 | -225.93,8.17,-10.66 | 0,58,0 | condlist_0 +Wall_28 = ros_valley_wall_28 | -236.68,8.17,-29.30 | 0,58,0 | condlist_0 +box_7 = ros_valley_box_7 | -204.91,0.00,24.73 | 0,8,0 | condlist_0 +box_8 = ros_valley_box_8 | -204.09,0.00,24.31 | 0,-8,0 | condlist_0 +box_9 = ros_valley_box_9 | -211.69,0.00,-44.63 | 0,8,0 | condlist_0 +box_10 = ros_valley_box_10 | -181.83,0.00,52.04 | 0,-8,0 | condlist_0 +box_11 = ros_valley_box_11 | -204.37,0.77,24.888 | 0,-8,0 | condlist_0 diff --git a/mods/Redone Collection/gamedata/configs/misc/spawn_object/yan_smart_terrain_2_4_object.ltx b/mods/Redone Collection/gamedata/configs/misc/spawn_object/yan_smart_terrain_2_4_object.ltx new file mode 100644 index 00000000..58e59ab2 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/misc/spawn_object/yan_smart_terrain_2_4_object.ltx @@ -0,0 +1,20 @@ +[dynamic_object_configs] +smart = yan_smart_terrain_2_4 +condlist_0 = true + +[exclusive] +box_1 = yan_street_box_1 | -42.30,0.34,79.52 | 0,10,0 | condlist_0 +box_2 = yan_street_box_2 | -42.36,0.34,78.22 | 0,20,0 | condlist_0 +box_3 = yan_street_box_3 | -42.20,0.34,76.73 | 0,-10,0 | condlist_0 +box_4 = yan_street_box_4 | -78.02,0.78,2.09 | 0,20,0 | condlist_0 +box_5 = yan_street_box_5 | -78.14,0.78,0.84 | 0,30,0 | condlist_0 +misc_1 = yan_street_misc_1 | -71.78,0.74,33.78 | 90,86,0 | condlist_0 +misc_2 = yan_street_misc_2 | -73.46,0.78,78.23 | 0,79,0 | condlist_0 +misc_3 = yan_street_misc_3 | -54.97,0.38,51.45 | 90,99,0 | condlist_0 +misc_4 = yan_street_misc_4 | -63.44,0.58,76.99 | 90,99,0 | condlist_0 +misc_5 = yan_street_misc_5 | -65.22,0.61,25.43 | 90,2,0 | condlist_0 +vehicles_1 = yan_street_veh_1 | -37.15,0.34,73.34 | 0,-99,0 | condlist_0 +vehicles_2 = yan_street_veh_2 | -37.13,0.34,69.48 | 0,-83,0 | condlist_0 +vehicles_3 = yan_street_veh_3 | -24.27,0.34,67.67 | 0,-42,0 | condlist_0 +;vehicles_4 = yan_street_veh_4 | -71.73,0.70,-4.31 | 0,145,0 | condlist_0 + diff --git a/mods/Redone Collection/gamedata/configs/misc/spawn_object/yan_smart_terrain_6_4_object.ltx b/mods/Redone Collection/gamedata/configs/misc/spawn_object/yan_smart_terrain_6_4_object.ltx new file mode 100644 index 00000000..54f77731 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/misc/spawn_object/yan_smart_terrain_6_4_object.ltx @@ -0,0 +1,7 @@ +[dynamic_object_configs] +smart = yan_smart_terrain_6_4 +condlist_0 = true + +[exclusive] +rupor_1 = ecolog_yan_base_rupor | 24.72,-4.91,-263.82 | 0,-182,-90 | condlist_0 +sound_1 = ecolog_yan_base_sound | 28.11,-23.74,-273.46 | 0,0,0 | condlist_0 \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/misc/squad_descr/squad_descr_night_mutants_spawn.ltx b/mods/Redone Collection/gamedata/configs/misc/squad_descr/squad_descr_night_mutants_spawn.ltx new file mode 100644 index 00000000..a55fc595 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/misc/squad_descr/squad_descr_night_mutants_spawn.ltx @@ -0,0 +1,537 @@ +;------------------------------------------------ +;----< Zombies >-----| + +[zombied_sim_squad_novice_night]:online_offline_group +faction = monster_special +npc_random = sim_default_zombied_1, sim_default_zombied_1, sim_default_zombied_1, sim_default_zombied_2 +npc_in_squad = 3, 4 +common = true + +[zombied_sim_squad_advanced_night]:online_offline_group +faction = monster_special +npc_random = sim_default_zombied_1, sim_default_zombied_2, sim_default_zombied_3 +npc_in_squad = 3, 4 +common = true + +[zombied_sim_squad_veteran_night]:online_offline_group +faction = monster_special +npc_random = sim_default_zombied_2, sim_default_zombied_3, sim_default_zombied_4 +npc_in_squad = 3, 4 +common = true + +[zombied_sim_squad_mix_night]:online_offline_group ;added +faction = monster_special +npc_random = sim_default_zombied_1, sim_default_zombied_2, sim_default_zombied_3, sim_default_zombied_4 +npc_in_squad = 3, 4 +common = true + +[simulation_zombie_night]:online_offline_group +faction = monster_special +npc_random = zombie_weak, zombie_normal, zombie_strong +npc_in_squad = 3, 4 +common = true + +[simulation_zombie_3_6_night]:online_offline_group +faction = monster_special +npc_random = zombie_weak, zombie_normal, zombie_strong +npc_in_squad = 4, 6 +common = true + +[simulation_mix_zombie_night]:online_offline_group ;added +faction = monster_special +npc_random = zombie_weak, zombie_normal, zombie_strong +npc_in_squad = 3, 4 +common = true + +[simulation_zombie_blind_night]:online_offline_group ;added +faction = monster_special +npc_random = zombie_blind +npc_in_squad = 2, 3 +common = true + +[simulation_zombie_blind_3zomb_night]:online_offline_group ;added +faction = monster_special +npc = zombie_blind, sim_default_zombied_2, sim_default_zombied_3, sim_default_zombied_4 +npc_in_squad = 4 +common = true + +[simulation_zombie_blind_3zomb_civ_night]:online_offline_group ;added +faction = monster_special +npc = zombie_blind, zombie_weak, zombie_normal, zombie_strong +npc_in_squad = 4 +common = true + +;------------------------------------------------ +;----< Tushkano and Rats>-----| + +[simulation_tushkano_night]:online_offline_group +faction = monster_special +npc_random = tushkano_normal, tushkano_normal_a, tushkano_normal_b, tushkano_normal_c, tushkano_weak, tushkano_weak_a, tushkano_weak_b, tushkano_weak_c, tushkano_strong, tushkano_strong_a, tushkano_strong_b, tushkano_strong_c +npc_in_squad = 3, 4 +common = true + +[simulation_tushkano_7_10_night]:online_offline_group +faction = monster_special +npc_random = tushkano_normal, tushkano_normal_a, tushkano_normal_b, tushkano_normal_c, tushkano_weak, tushkano_weak_a, tushkano_weak_b, tushkano_weak_c, tushkano_strong, tushkano_strong_a, tushkano_strong_b, tushkano_strong_c +npc_in_squad = 7, 10 +common = true + +[simulation_rat_night]:online_offline_group +faction = monster_special +npc_random = rat_weak, rat_normal, rat_strong, rat_wolf, rat_weak, rat_weak, rat_normal, rat_normal, rat_weak, rat_weak, rat_normal, rat_normal, rat_weak, rat_weak, rat_normal, rat_normal, rat_weak, rat_weak +npc_in_squad = 5, 7 +common = true + +[simulation_rats_night]:online_offline_group +faction = monster_special +npc_random = rat_weak, rat_normal, rat_strong, rat_wolf, rat_weak, rat_weak +npc_in_squad = 7, 9 +common = true + +[simulation_rats_7_10_night]:online_offline_group +faction = monster_special +npc_random = rat_weak, rat_normal, rat_weak, rat_wolf, rat_weak, rat_weak +npc_in_squad = 9, 12 +common = true + +;------------------------------------------------ +;----< Flesh and Boars >-----| + +[simulation_boar_night]:online_offline_group +faction = monster_special +npc_random = boar_normal, boar_normal, boar_normal, boar_strong, boar_01a_weak, boar_02a_weak, boar_02a_strong, boar_01a_hard, boar_02a_hard +npc_in_squad = 1, 3 +common = true + +[simulation_boar_3_5_night]:online_offline_group +faction = monster_special +npc_random = boar_normal, boar_normal, boar_normal, boar_strong, boar_01a_weak, boar_02a_weak, boar_02a_strong, boar_01a_hard, boar_02a_hard +npc_in_squad = 3, 4 +common = true + +[simulation_flesh_night]:online_offline_group +faction = monster_special +npc_random = flesh_01a_weak, flesh_01a_normal, flesh_01a_strong, flesh_02a_weak, flesh_02a_normal, flesh_02a_strong, flesh_03a_normal, flesh_03a_strong +npc_in_squad = 2, 3 +common = true + +[simulation_mix_boar_flesh_night]:online_offline_group +faction = monster_special +npc_random = flesh_01a_weak, flesh_01a_normal, flesh_01a_strong, flesh_02a_weak, flesh_02a_normal, flesh_02a_strong, flesh_03a_normal, flesh_03a_strong, boar_normal, boar_normal, boar_normal, boar_strong, boar_01a_weak, boar_02a_weak, boar_02a_strong, boar_01a_hard, boar_02a_hard +npc_in_squad = 2, 3 +common = true + +;------------------------------------------------ +;----< Dogs >-----| + +[simulation_dog_night]:online_offline_group +faction = monster_special +npc_random = dog_normal_red, dog_normal_white, dog_normal_brown, dog_normal_bulterier, dog_weak_red, dog_weak_white, dog_weak_brown, dog_weak_bulterier, dog_strong_red, dog_strong_white, dog_strong_brown, dog_strong_bulterier, dog_strong_black +npc_in_squad = 2, 4 +common = true + +[simulation_dog_5_7_night]:online_offline_group +faction = monster_special +npc_random = dog_normal_red, dog_normal_white, dog_normal_brown, dog_normal_bulterier, dog_weak_red, dog_weak_white, dog_weak_brown, dog_weak_bulterier, dog_strong_red, dog_strong_white, dog_strong_brown, dog_strong_bulterier, dog_strong_black +npc_in_squad = 3, 5 +common = true + +[simulation_mix_dogs_night]:online_offline_group +faction = monster_special +npc_random = dog_normal_brown, pseudodog_grey_weak, pseudodog_normal, pseudodog_strong, pseudodog_grey_strong, dog_normal_red, dog_normal_white, dog_normal_brown, dog_normal_bulterier, dog_weak_red, dog_weak_white, dog_weak_brown, dog_weak_bulterier, dog_strong_red, dog_strong_white, dog_strong_brown, dog_strong_bulterier, dog_strong_black, dog_weak_bulterier, dog_weak_brown, dog_weak_brown +npc_in_squad = 2, 4 +common = true + +[simulation_pseudodog_night]:online_offline_group +faction = monster_special +npc_random = pseudodog_grey_weak, pseudodog_grey_weak, pseudodog_normal, pseudodog_strong, pseudodog_grey_strong +npc_in_squad = 1, 2 +common = true + +;------------------------------------------------ +;----< Cat >-----| + +[simulation_cat_night]:online_offline_group +faction = monster_special +npc_random = cat_weak_a, cat_weak_b, cat_weak_c, cat_weak_d, cat_weak_e, cat_normal_a, cat_normal_b, cat_normal_c, cat_normal_d, cat_normal_e, cat_strong_a, cat_strong_b, cat_strong_c, cat_strong_d, cat_strong_e +npc_in_squad = 1, 3 +common = true + +[simulation_cat_3_5_night]:online_offline_group +faction = monster_special +npc_random = cat_weak_a, cat_weak_b, cat_weak_c, cat_weak_d, cat_weak_e, cat_normal_a, cat_normal_b, cat_normal_c, cat_normal_d, cat_normal_e, cat_strong_a, cat_strong_b, cat_strong_c, cat_strong_d, cat_strong_e +npc_in_squad = 3, 4 +common = true + +;------------------------------------------------ +;----< Fracture/Izlom >-----| + +[simulation_fracture_night]:online_offline_group +faction = monster_special +npc_random = fracture_normal, fracture_weak, fracture_strong, fracture_2, fracture_3 +npc_in_squad = 1, 2 +common = true + +;------------------------------------------------ +;----< Snork >-----| + +[simulation_snork_night]:online_offline_group +faction = monster_special +npc_random = snork_weak, snork_weak2, snork_weak3, snork_weak4, snork_normal, snork_normal2, snork_normal3, snork_normal4, snork_strong, snork_strong2, snork_strong3, snork_strong4 +npc_in_squad = 2 +common = true + +[simulation_snork_2_3_night]:online_offline_group ;added +faction = monster_special +npc_random = snork_weak, snork_weak2, snork_weak3, snork_weak4, snork_normal, snork_normal2, snork_normal3, snork_normal4, snork_strong, snork_strong2, snork_strong3, snork_strong4 +npc_in_squad = 2, 3 +common = true + +[simulation_snork_2_5_night]:online_offline_group +faction = monster_special +npc_random = snork_weak, snork_weak2, snork_weak3, snork_weak4, snork_normal, snork_normal2, snork_normal3, snork_normal4, snork_strong, snork_strong2, snork_strong3, snork_strong4 +npc_in_squad = 2, 4 +common = true + +;------------------------------------------------ +;----< Lurker >-----| +[simulation_lurker_blue_night]:online_offline_group +faction = monster_special +npc_random = lurker_1_weak, lurker_1_normal, lurker_1_strong +npc_in_squad = 1, 2 +common = true + +[simulation_lurker_brown_night]:online_offline_group +faction = monster_special +npc_random = lurker_2_weak, lurker_2_normal, lurker_2_strong +npc_in_squad = 1, 2 +common = true + +[simulation_lurker_black_night]:online_offline_group +faction = monster_special +npc_random = lurker_3_weak, lurker_3_normal, lurker_3_strong +npc_in_squad = 1, 2 +common = true + +[simulation_lurker_night]:online_offline_group +faction = monster_special +npc_random = lurker_1_weak, lurker_1_normal, lurker_1_strong, lurker_2_weak, lurker_2_normal, lurker_2_strong, lurker_3_weak, lurker_3_normal, lurker_3_strong +npc_in_squad = 1, 2 +common = true + +[simulation_lurker_1_2_night]:online_offline_group +faction = monster_special +npc_random = lurker_1_weak, lurker_1_normal, lurker_1_strong, lurker_2_weak, lurker_2_normal, lurker_2_strong, lurker_3_weak, lurker_3_normal, lurker_3_strong +npc_in_squad = 2 +common = true + +;------------------------------------------------ +;----< Bloodsucker >-----| + +[simulation_bloodsucker_night]:online_offline_group +faction = monster_special +npc_random = bloodsucker_red_weak, bloodsucker_green_weak, bloodsucker_black_weak, bloodsucker_red_normal, bloodsucker_green_normal, bloodsucker_black_normal, bloodsucker_red_strong, bloodsucker_green_strong, bloodsucker_black_strong ;, bloodsucker_strong_big +npc_in_squad = 1 +common = true + +[simulation_bloodsucker_green_night]:online_offline_group +faction = monster_special +npc_random = bloodsucker_green_weak, bloodsucker_green_normal, bloodsucker_green_normal, bloodsucker_green_normal, bloodsucker_green_normal, bloodsucker_green_strong ;, bloodsucker_strong_big +npc_in_squad = 1 +common = true + +[simulation_bloodsucker_red_night]:online_offline_group +faction = monster_special +npc_random = bloodsucker_red_weak, bloodsucker_red_normal, bloodsucker_red_normal, bloodsucker_red_normal, bloodsucker_red_normal, bloodsucker_red_strong ;, bloodsucker_strong_big +npc_in_squad = 1 +common = true + +[simulation_bloodsucker_black_night]:online_offline_group +faction = monster_special +npc_random = bloodsucker_black_weak, bloodsucker_black_normal, bloodsucker_black_normal, bloodsucker_black_normal, bloodsucker_black_normal, bloodsucker_black_strong ;, bloodsucker_strong_big +npc_in_squad = 1 +common = true + +[simulation_bloodsucker_1_2_night]:online_offline_group +faction = monster_special +npc_random = bloodsucker_red_weak, bloodsucker_green_weak, bloodsucker_black_weak, bloodsucker_red_normal, bloodsucker_green_normal, bloodsucker_black_normal, bloodsucker_red_strong, bloodsucker_green_strong, bloodsucker_black_strong ;, bloodsucker_strong_big +npc_in_squad = 1, 2 +common = true + +[simulation_bloodsucker_2weak_night]:online_offline_group +faction = monster_special +npc_random = bloodsucker_red_weak, bloodsucker_green_weak, bloodsucker_black_weak +npc_in_squad = 2 +common = true + +;------------------------------------------------ +;----< Psy-sucker >-----| +[simulation_psysucker_white_night]:online_offline_group +faction = monster_special +npc_random = psysucker_2_weak, psysucker_3_normal, psysucker_3_strong ;psysucker_1_weak, psysucker_1_normal, psysucker_1_strong +npc_in_squad = 1 +common = true + +[simulation_psysucker_brown_night]:online_offline_group +faction = monster_special +npc_random = psysucker_2_weak, psysucker_2_normal, psysucker_2_strong +npc_in_squad = 1 +common = true + +[simulation_psysucker_black_night]:online_offline_group +faction = monster_special +npc_random = psysucker_3_weak, psysucker_3_normal, psysucker_3_strong +npc_in_squad = 1 +common = true + +[simulation_psysucker_night]:online_offline_group +faction = monster_special +npc_random = psysucker_2_weak, psysucker_2_normal, psysucker_2_strong, psysucker_3_weak, psysucker_3_normal, psysucker_3_strong +npc_in_squad = 1 +common = true + +[simulation_psysucker_1_2_night]:online_offline_group +faction = monster_special +npc_random = psysucker_2_weak, psysucker_2_normal, psysucker_2_strong, psysucker_3_weak, psysucker_3_normal, psysucker_3_strong +npc_in_squad = 1, 2 +common = true + +;------------------------------------------------ +;----< Psy-dog >-----| + +[simulation_psy_dog_night]:online_offline_group +faction = monster_special +npc_random = psy_dog_normal +npc_in_squad = 1, 2 +common = true + +[simulation_psy_dog_squad_night]:online_offline_group +faction = monster_special +npc = psy_dog_normal, dog_normal_red, dog_normal_white, dog_normal_brown, dog_normal_bulterier +common = true + +;------------------------------------------------ +;----< Karlik >-----| + +[simulation_karlik_night]:online_offline_group ;Added +faction = monster_special +npc_random = m_karlik_e +npc_in_squad = 1 +common = true + +;------------------------------------------------ +;----< Burer >-----| + +[simulation_burer_night]:online_offline_group +faction = monster_special +npc_random = burer_normal, burer_normal2, burer_weak, burer_weak2 +npc_in_squad = 1 +common = true + +[simulation_burer_2_3_night]:online_offline_group +faction = monster_special +npc_random = burer_normal, burer_normal2, burer_weak, burer_weak2 +npc_in_squad = 2, 3 +common = true + +[simulation_burer_1_2_day_night]:online_offline_group +faction = monster_special +npc_random = burer_normal, burer_normal2, burer_weak, burer_weak2 +npc_in_squad = 1, 2 +common = true + +[simulation_bur_5rat_day_night]:online_offline_group +faction = monster_special +npc = burer_normal, tushkano_weak, tushkano_weak, tushkano_weak, tushkano_weak, tushkano_weak +;npc = burer_normal, rat_weak, rat_weak, rat_weak, rat_weak, rat_weak +npc_in_squad = 6 +common = true + +;------------------------------------------------ +;----< Controller >-----| + +[simulation_controller_night]:online_offline_group +faction = monster_special +npc_random = m_controller_normal, m_controller_normal2, m_controller_normal1111, m_controller_normal777, m_controller_normal888 +npc_in_squad = 1 +common = true + +[simulation_contr_5rat_3tush_night]:online_offline_group +faction = monster_special +npc = m_controller_normal, tushkano_weak, tushkano_weak, tushkano_weak, tushkano_weak, tushkano_weak, tushkano_weak, tushkano_weak, tushkano_weak +;npc = rat_weak, rat_weak, rat_weak, rat_weak, rat_weak, tushkano_weak, tushkano_weak, tushkano_weak, m_controller_normal +npc_in_squad = 9 +common = true + +[simulation_contr_5dog_night]:online_offline_group +faction = monster_special +npc = dog_weak_red, dog_weak_white, dog_weak_brown, dog_weak_bulterier, dog_strong_red, m_controller_normal +npc_in_squad = 6 +common = true + +[simulation_contr_3dog_4tush_night]:online_offline_group +faction = monster_special +npc = dog_normal_red, dog_normal_brown, dog_normal_brown, tushkano_weak, tushkano_weak, tushkano_weak, tushkano_weak, m_controller_normal +npc_in_squad = 8 +common = true + +[simulation_contr_3sn_3gzomb_night]:online_offline_group +faction = monster_special +npc = snork_weak3, zombie_weak, zombie_weak, zombie_normal, snork_weak, snork_weak2, m_controller_normal +npc_in_squad = 7 +common = true + +[simulation_contr_6gzomb_night]:online_offline_group +faction = monster_special +npc = zombie_weak, zombie_weak, zombie_weak, zombie_normal, zombie_weak, zombie_normal, m_controller_normal +npc_in_squad = 7 +common = true + +[simulation_contr_2sn_4zomb_night]:online_offline_group +faction = monster_special +npc = snork_weak, snork_weak2, sim_default_zombied_1, sim_default_zombied_1, sim_default_zombied_2, sim_default_zombied_3, m_controller_normal +npc_in_squad = 7 +common = true + +[simulation_contr_4tush_3sn_night]:online_offline_group +faction = monster_special +npc = tushkano_normal, tushkano_normal, tushkano_normal, tushkano_normal, snork_weak, snork_weak, snork_strong, m_controller_normal +npc_in_squad = 8 +common = true + +[simulation_contr_5zomb_weak_night]:online_offline_group +faction = monster_special +npc = sim_default_zombied_1, sim_default_zombied_1, sim_default_zombied_1, sim_default_zombied_1, sim_default_zombied_2, m_controller_normal +npc_in_squad = 6 +common = true + +[simulation_contr_4zomb_norm_night]:online_offline_group +faction = monster_special +npc = sim_default_zombied_2, sim_default_zombied_2, sim_default_zombied_1, sim_default_zombied_3, m_controller_normal +npc_in_squad = 5 +common = true + +[simulation_contr_4zomb_str_night]:online_offline_group +faction = monster_special +npc = sim_default_zombied_4, sim_default_zombied_4, sim_default_zombied_2, sim_default_zombied_3, m_controller_normal2 +npc_in_squad = 5 +common = true + +[simulation_contr_5sn_night]:online_offline_group +faction = monster_special +npc = snork_weak, snork_weak, snork_strong, snork_strong, snork_strong, m_controller_normal +npc_in_squad = 6 +common = true + +;------------------------------------------------ +;----< Poltergeist >-----| +; m_poltergeist_normal_black, m_poltergeist_normal_flame +[simulation_poltergeist_tele_night]:online_offline_group +faction = monster_special +npc_random = m_poltergeist_normal_tele +npc_in_squad = 1, 1 +common = true + +[simulation_poltergeist_flame_night]:online_offline_group +faction = monster_special +npc_random = m_poltergeist_normal_flame +npc_in_squad = 1, 1 +common = true + +[simulation_poltergeist_black_night]:online_offline_group +faction = monster_special +npc_random = m_poltergeist_normal_black +npc_in_squad = 1, 1 +common = true + +[simulation_poltergeist_night]:online_offline_group ;added +faction = monster_special +npc_random = m_poltergeist_normal_tele, m_poltergeist_normal_flame, m_poltergeist_normal_black +npc_in_squad = 1, 1 +common = true + +;------------------------------------------------ +;----< Psy-Controller >-----| + +[simulation_controller_psy_night]:online_offline_group +faction = monster_special +npc_random = m_controller_psy +npc_in_squad = 1 +common = true + +;------------------------------------------------ +;----< Chimera >-----| + +[simulation_chimera_night]:online_offline_group +faction = monster_special +npc_random = chimera_normal, chimera_weak, chimera_strong, chimera_normal2, chimera_normal3, chimera_strong2, chimera_strong3, chimera_strong4 +npc_in_squad = 1 +common = true + +[simulation_chimera_2weak_night]:online_offline_group +faction = monster_special +npc_random = chimera_weak +npc_in_squad = 2 +common = true + +[simulation_chimera_zaton_night]:online_offline_group +faction = monster_special +npc_random = chimera_normal +npc_in_squad = 1, 1 +target_smart = {=is_dark_night} nil, {~50} zat_sim_5, {~50} zat_sim_3, {~50} zat_sim_1, {~50} zat_sim_18, {~50} zat_sim_10, {~50} zat_sim_7, zat_sim_26 +common = true + +[simulation_chimera_pripyat_night]:online_offline_group +faction = monster_special +npc_random = chimera_normal +npc_in_squad = 1, 1 +target_smart = {=is_dark_night} nil, pri_a17 +common = true + +[simulation_chimera_jupiter_night]:online_offline_group +faction = monster_special +npc_random = chimera_normal +npc_in_squad = 1, 1 +common = true + +;------------------------------------------------ +;----< Giant >-----| + +[simulation_gigant_night]:online_offline_group +faction = monster_special +npc_random = gigant_normal, gigant_strong +npc_in_squad = 1 +common = true + +[simulation_gigant_2weak_night]:online_offline_group +faction = monster_special +npc_random = gigant_weak +npc_in_squad = 2 +common = true + +;------------------------------------------------ +;----< Borya >-----| + +[simulation_borya_night]:online_offline_group +faction = monster_special +npc_random = borya_normal +npc_in_squad = 1, 3 +common = true + +;------------------------------------------------ +;----< Bibliotekar >-----| + +[simulation_bibliotekar_night]:online_offline_group +faction = monster_special +npc_random = bibliotekar_weak, bibliotekar_strong +npc_in_squad = 1, 1 +common = true + +;------------------------------------------------ +;----< Poltergiest build >-----| + +[simulation_polter_build_night]:online_offline_group +faction = monster_special +npc_random = poltergeist_build +npc_in_squad = 1, 2 +common = true \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/misc/squad_descr/squad_descr_spawn_point_AGR.ltx b/mods/Redone Collection/gamedata/configs/misc/squad_descr/squad_descr_spawn_point_AGR.ltx index 1a0634ef..d9dc3383 100644 --- a/mods/Redone Collection/gamedata/configs/misc/squad_descr/squad_descr_spawn_point_AGR.ltx +++ b/mods/Redone Collection/gamedata/configs/misc/squad_descr/squad_descr_spawn_point_AGR.ltx @@ -1,31 +1,57 @@ ![agr_1_6_guards_army_mlr_squad]:online_offline_group faction = army -npc_random = sim_default_military_2, sim_default_military_2, sim_default_military_2, sim_default_military_2, sim_default_military_1, sim_default_military_1, sim_default_military_0 -npc_in_squad = 6, 6 +npc = sim_default_military_0, sim_default_military_0, sim_default_military_1, sim_default_military_2, sim_default_military_2 +!npc_in_squad = 6, 6 target_smart = agr_smart_terrain_1_6 +story_id = agr_1_6_guards_army_mlr_squad [agr_1_6_guards_army_mlr_2_squad]:online_offline_group faction = army -npc_random = sim_default_military_2, sim_default_military_2, sim_default_military_2, sim_default_military_2, sim_default_military_1, sim_default_military_1, sim_default_military_0 -npc_in_squad = 4, 4 +npc = sim_default_military_0, sim_default_military_1, sim_default_military_1, sim_default_military_2 target_smart = agr_smart_terrain_1_6_near_1 +story_id = agr_1_6_guards_army_mlr_2_squad [agr_1_6_guards_army_mlr_3_squad]:online_offline_group faction = army -npc_random = sim_default_military_2, sim_default_military_2, sim_default_military_2, sim_default_military_2, sim_default_military_1, sim_default_military_1, sim_default_military_0 -npc_in_squad = 6, 6 +npc = sim_default_military_0, sim_default_military_0, sim_default_military_1, sim_default_military_3, sim_default_military_4 target_smart = agr_smart_terrain_1_6_near_2 +story_id = agr_1_6_guards_army_mlr_3_squad [agr_patrol_army_mlr_squad]:online_offline_group faction = army -npc_random = sim_default_military_3, sim_default_military_2, sim_default_military_2, sim_default_military_2, sim_default_military_1, sim_default_military_1, sim_default_military_0 -npc_in_squad = 2, 2 +npc = sim_default_military_2, sim_default_military_2 target_smart = agr_smart_terrain_1_6_near_1 +story_id = agr_patrol_army_mlr_squad + +;------------------------------------------------------------------------- [agr_smart_terrain_4_4_rat_mlr_squad]:online_offline_group faction = monster npc_random = rat_weak, rat_normal, rat_strong, rat_wolf, rat_weak, rat_weak, rat_normal, rat_normal, rat_weak, rat_weak, rat_normal, rat_normal, rat_weak, rat_weak, rat_normal, rat_normal, rat_weak, rat_weak -npc_in_squad = 6, 10 -always_arrived = true +npc_in_squad = 4, 6 target_smart = agr_smart_terrain_4_4 +;------------------------------------------------------------------------- + +![agr_u_soldiers_squad]:online_offline_group +faction = army +npc = sim_default_military_2, sim_default_military_2, sim_default_military_3, sim_default_military_2, sim_default_military_2, sim_default_military_4, sim_default_military_0, sim_default_military_1 +target_smart = agr_u_soldiers +!on_death = %+agr_u_soldiers_dead% +story_id = agr_u_soldiers_squad + +[agr_u_bandits_soldiers_squad]:online_offline_group +faction = army +npc = sim_default_military_0, sim_default_military_1, sim_default_military_1, sim_default_military_2, sim_default_military_2, sim_default_military_2 +target_smart = agr_u_bandits +story_id = agr_u_bandits_soldiers_squad + +[agr_u_monster_soldiers_squad]:online_offline_group +faction = army +npc = sim_default_military_0, sim_default_military_0 +spawn_point = agr_u_monsters_spawn_point +target_smart = agr_u_monsters +story_id = agr_u_monster_soldiers_squad + + + diff --git a/mods/Redone Collection/gamedata/configs/misc/squad_descr/squad_descr_spawn_point_AGR_UND.ltx b/mods/Redone Collection/gamedata/configs/misc/squad_descr/squad_descr_spawn_point_AGR_UND.ltx deleted file mode 100644 index 46a8beab..00000000 --- a/mods/Redone Collection/gamedata/configs/misc/squad_descr/squad_descr_spawn_point_AGR_UND.ltx +++ /dev/null @@ -1,8 +0,0 @@ -![agr_u_soldiers_squad]:online_offline_group -faction = army -npc = sim_default_military_2, sim_default_military_2, sim_default_military_3, sim_default_military_3, sim_default_military_3, sim_default_military_4, sim_default_military_0, sim_default_military_1 -target_smart = agr_u_soldiers -;on_death = %+agr_u_soldiers_dead% -;story_id = agr_u_soldiers_squad - - diff --git a/mods/Redone Collection/gamedata/configs/misc/squad_descr/squad_descr_spawn_point_BAR.ltx b/mods/Redone Collection/gamedata/configs/misc/squad_descr/squad_descr_spawn_point_BAR.ltx index 7853febf..fde7db29 100644 --- a/mods/Redone Collection/gamedata/configs/misc/squad_descr/squad_descr_spawn_point_BAR.ltx +++ b/mods/Redone Collection/gamedata/configs/misc/squad_descr/squad_descr_spawn_point_BAR.ltx @@ -1,62 +1,106 @@ ![bar_dolg_general_squad]:online_offline_group faction = dolg -npc = sim_default_duty_3, sim_default_duty_2, sim_default_duty_1, sim_default_duty_0, sim_default_duty_2, sim_default_duty_1, sim_default_duty_2, sim_default_duty_1 -npc_in_squad = 4, 4 +npc = sim_default_duty_2, sim_default_duty_1, sim_default_duty_0, sim_default_duty_0 +npc_in_squad = 4 target_smart = bar_dolg_general always_arrived = true ![bar_dolg_bunker_squad]:online_offline_group faction = dolg -npc_random = sim_default_duty_5, sim_default_duty_4, sim_default_duty_4, sim_default_duty_4, sim_default_duty_4, sim_default_duty_3 +npc_random = sim_default_duty_4, sim_default_duty_4, sim_default_duty_4, sim_default_duty_3, sim_default_duty_3, sim_default_duty_3 npc_in_squad = 6, 6 target_smart = bar_dolg_bunker always_arrived = true -[sick_duty_stalker_bar_general]:online_offline_group +[bar_dolg_sick_stalker_squad]:online_offline_group faction = dolg -npc_random = sim_default_duty_1 -npc_in_squad = 1, 1 +npc = sim_default_duty_1 +npc_in_squad = 1 target_smart = bar_dolg_general always_arrived = true -![bodyguard_duty_medic_bar_general]:online_offline_group +[bar_duty_medic_stalker_squad]:online_offline_group faction = dolg -npc_random = sim_default_duty_3 -npc_in_squad = 1, 1 +npc = bodyguard_duty_medic_bar_general +npc_in_squad = 1 target_smart = bar_dolg_general always_arrived = true -[bar_dolg_general_squad_rat_mlr_squad]:online_offline_group -faction = monster -npc_random = rat_weak, rat_normal, rat_strong, rat_wolf, rat_weak, rat_weak, rat_normal, rat_normal, rat_weak, rat_weak, rat_normal, rat_normal, rat_weak, rat_weak, rat_normal, rat_normal, rat_weak, rat_weak -npc_in_squad = 4, 7 -always_arrived = true -target_smart = bar_dolg_general +;------------------------------------------------------------------------ -[bar_dolg_bunker_squad_rat_mlr_squad]:online_offline_group -faction = monster -npc_random = rat_weak, rat_normal, rat_strong, rat_wolf, rat_weak, rat_weak, rat_normal, rat_normal, rat_weak, rat_weak, rat_normal, rat_normal, rat_weak, rat_weak, rat_normal, rat_normal, rat_weak, rat_weak -npc_in_squad = 4, 6 +[bar_freedom_general_squad]:online_offline_group +faction = freedom +npc = sim_default_freedom_0, sim_default_freedom_1, sim_default_freedom_2, sim_default_freedom_2, sim_default_freedom_2, sim_default_freedom_2 +target_smart = bar_dolg_general +story_id = bar_freedom_general_squad always_arrived = true + +[bar_freedom_bunker_squad]:online_offline_group +faction = freedom +npc = sim_default_freedom_0, sim_default_freedom_1, sim_default_freedom_2, sim_default_freedom_2 target_smart = bar_dolg_bunker +story_id = bar_freedom_bunker_squad +always_arrived = true + +[bar_freedom_security_squad]:online_offline_group +faction = freedom +npc = sim_default_freedom_1, sim_default_freedom_1, sim_default_freedom_1, sim_default_freedom_2, sim_default_freedom_2, sim_default_freedom_2, sim_default_freedom_2, sim_default_freedom_2, sim_default_freedom_3, sim_default_freedom_4 +target_smart = bar_zastava +story_id = bar_freedom_security_squad +always_arrived = true + +[bar_freedom_guard_squad]:online_offline_group +faction = freedom +npc = sim_default_freedom_1, sim_default_freedom_1, sim_default_freedom_1, sim_default_freedom_2, sim_default_freedom_2, sim_default_freedom_3 +target_smart = bar_zastava_2 +story_id = bar_freedom_guard_squad +always_arrived = true + +[bar_freedom_visitors_squad]:online_offline_group +faction = freedom +npc = sim_default_freedom_0, sim_default_freedom_0, sim_default_freedom_1, sim_default_freedom_1 +target_smart = bar_visitors +story_id = bar_freedom_visitors_squad +always_arrived = true + +;------------------------------------------------------------------------ [bar_mlr_1_visitors]:online_offline_group faction = stalker npc = sim_default_stalker_2 npc_in_squad = 1 target_smart = bar_visitors -always_arrived = true [bar_mlr_2_visitors]:online_offline_group faction = csky npc = sim_default_csky_2 npc_in_squad = 1 target_smart = bar_visitors -always_arrived = true [bar_mlr_3_visitors]:online_offline_group faction = ecolog npc = sim_default_ecolog_2 npc_in_squad = 1 target_smart = bar_visitors -always_arrived = true \ No newline at end of file + +;------------------------------------------------------------------------ + +[bar_bandit_zastava_dogs_lair_2_squad]:online_offline_group +faction = bandit +npc_random = sim_default_bandit_0, sim_default_bandit_0, sim_default_bandit_0, sim_default_bandit_1, sim_default_bandit_1, sim_default_bandit_2 +npc_in_squad = 3, 3 +target_smart = bar_zastava_dogs_lair_2 + +;------------------------------------------------------------------------ + +[bar_dolg_general_squad_rat_mlr_squad]:online_offline_group +faction = monster +npc_random = rat_weak, rat_normal, rat_strong, rat_wolf, rat_weak, rat_weak, rat_normal, rat_normal, rat_weak, rat_weak, rat_normal, rat_normal, rat_weak, rat_weak, rat_normal, rat_normal, rat_weak, rat_weak +npc_in_squad = 2, 4 +target_smart = bar_dolg_general + +[bar_dolg_bunker_squad_rat_mlr_squad]:online_offline_group +faction = monster +npc_random = rat_weak, rat_normal, rat_strong, rat_wolf, rat_weak, rat_weak, rat_normal, rat_normal, rat_weak, rat_weak, rat_normal, rat_normal, rat_weak, rat_weak, rat_normal, rat_normal, rat_weak, rat_weak +npc_in_squad = 2, 4 +target_smart = bar_dolg_bunker diff --git a/mods/Redone Collection/gamedata/configs/misc/squad_descr/squad_descr_spawn_point_CIT.ltx b/mods/Redone Collection/gamedata/configs/misc/squad_descr/squad_descr_spawn_point_CIT.ltx index a95d88a6..25013666 100644 --- a/mods/Redone Collection/gamedata/configs/misc/squad_descr/squad_descr_spawn_point_CIT.ltx +++ b/mods/Redone Collection/gamedata/configs/misc/squad_descr/squad_descr_spawn_point_CIT.ltx @@ -1,45 +1,69 @@ -[cit_killers_merc_guard_squad_3]:online_offline_group -faction = killer -npc_random = sim_default_killer_3, sim_default_killer_0, sim_default_killer_2, sim_default_killer_2, sim_default_killer_1, sim_default_killer_3 -npc_in_squad = 3, 3 -always_arrived = true -target_smart = cit_killers [cit_bandit_guard_squad_1]:online_offline_group faction = bandit -npc_random = sim_default_bandit_0, sim_default_bandit_1, sim_default_bandit_2, sim_default_bandit_2, sim_default_bandit_3 +npc_random = sim_default_bandit_0, sim_default_bandit_1, sim_default_bandit_1, sim_default_bandit_2, sim_default_bandit_3 npc_in_squad = 2, 2 target_smart = cit_killers_vs_bandits [cit_bandit_guard_squad_2]:online_offline_group faction = bandit -npc_random = sim_default_bandit_1, sim_default_bandit_2, sim_default_bandit_3, sim_default_bandit_2, sim_default_bandit_2 +npc_random = sim_default_bandit_0, sim_default_bandit_1, sim_default_bandit_1, sim_default_bandit_2, sim_default_bandit_2 npc_in_squad = 2, 2 target_smart = cit_killers_vs_bandits [cit_bandit_guard_squad_3]:online_offline_group faction = bandit -npc_random = sim_default_bandit_0, sim_default_bandit_1, sim_default_bandit_2, sim_default_bandit_2, sim_default_bandit_2 +npc_random = sim_default_bandit_0, sim_default_bandit_1, sim_default_bandit_1, sim_default_bandit_2, sim_default_bandit_2 npc_in_squad = 2, 2 target_smart = cit_killers_vs_bandits +;------------------------------------------------------------------------ + [cit_killers_guard_squad_1]:online_offline_group faction = killer -npc_random = sim_default_killer_1, sim_default_killer_3, sim_default_killer_2, sim_default_killer_2, sim_default_killer_1, sim_default_killer_4 +npc_random = sim_default_killer_1, sim_default_killer_2, sim_default_killer_2, sim_default_killer_2, sim_default_killer_2, sim_default_killer_3 npc_in_squad = 2, 2 -always_arrived = true target_smart = cit_killers_vs_bandits +always_arrived = true [cit_killers_guard_squad_2]:online_offline_group faction = killer -npc_random = sim_default_killer_2, sim_default_killer_3, sim_default_killer_2, sim_default_killer_2, sim_default_killer_1, sim_default_killer_3 +npc_random = sim_default_killer_1, sim_default_killer_1, sim_default_killer_2, sim_default_killer_2, sim_default_killer_2, sim_default_killer_2 npc_in_squad = 2, 2 -always_arrived = true target_smart = cit_killers_vs_bandits +always_arrived = true + +[cit_killers_merc_guard_squad_3]:online_offline_group +faction = killer +npc = sim_default_killer_3, sim_default_killer_3, sim_default_killer_3, sim_default_killer_3 +target_smart = cit_killers +always_arrived = true + +;------------------------------------------------------------------------ + +[cit_kanaliz1_zombied_squad]:online_offline_group +faction = zombied +npc_random = sim_default_zombied_1, sim_default_zombied_1, sim_default_zombied_2, sim_default_zombied_2, sim_default_zombied_2, sim_default_zombied_3, sim_default_zombied_4 +npc_in_squad = 3, 4 +target_smart = cit_kanaliz1 + +[cit_kanaliz2_zombied_squad]:online_offline_group +faction = zombied +npc_random = sim_default_zombied_1, sim_default_zombied_1, sim_default_zombied_2, sim_default_zombied_2, sim_default_zombied_2, sim_default_zombied_3, sim_default_zombied_4 +npc_in_squad = 3, 4 +target_smart = cit_kanaliz2 + +;------------------------------------------------------------------------ + +[cit_bandits_poltergeist_squad]:online_offline_group +faction = monster_special +npc = m_poltergeist_normal_tele, m_poltergeist_normal_tele +target_smart = cit_bandits + +;------------------------------------------------------------------------ [cit_killers_2_rat_mlr_squad]:online_offline_group faction = monster npc_random = rat_weak, rat_normal, rat_strong, rat_wolf, rat_weak, rat_weak, rat_normal, rat_normal, rat_weak, rat_weak, rat_normal, rat_normal, rat_weak, rat_weak, rat_normal, rat_normal, rat_weak, rat_weak -npc_in_squad = 3, 6 -always_arrived = true +npc_in_squad = 2, 4 target_smart = cit_killers_2 \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/misc/squad_descr/squad_descr_spawn_point_DS.ltx b/mods/Redone Collection/gamedata/configs/misc/squad_descr/squad_descr_spawn_point_DS.ltx index 014d8bfa..2697456b 100644 --- a/mods/Redone Collection/gamedata/configs/misc/squad_descr/squad_descr_spawn_point_DS.ltx +++ b/mods/Redone Collection/gamedata/configs/misc/squad_descr/squad_descr_spawn_point_DS.ltx @@ -1,55 +1,59 @@ [ds_ptr4_stalker_mlr_2_squad]:online_offline_group faction = stalker -npc_random = sim_default_stalker_1, sim_default_stalker_2, sim_default_stalker_3, sim_default_stalker_4 +npc_random = sim_default_stalker_0, sim_default_stalker_1, sim_default_stalker_1, sim_default_stalker_2 npc_in_squad = 1, 4 -always_arrived = true target_smart = ds_ptr4 [ds_ptr4_killer_mlr_2_squad]:online_offline_group faction = killer npc_random = sim_default_killer_1, sim_default_killer_1, sim_default_killer_1, sim_default_killer_2 npc_in_squad = 2, 4 -always_arrived = true target_smart = ds_ptr4 [ds_ptr4_csky_mlr_2_squad]:online_offline_group faction = csky -npc_random = sim_default_csky_1, sim_default_csky_2, sim_default_csky_2, sim_default_csky_2, sim_default_csky_3 +npc_random = sim_default_csky_0, sim_default_csky_1, sim_default_csky_1, sim_default_csky_2, sim_default_csky_2 npc_in_squad = 2, 4 -always_arrived = true target_smart = ds_ptr4 [ds_ptr4_bandit_mlr_2_squad]:online_offline_group faction = bandit npc_random = sim_default_bandit_0, sim_default_bandit_1, sim_default_bandit_2 npc_in_squad = 2, 3 -always_arrived = true target_smart = ds_ptr4 [ds_ptr4_renegade_mlr_2_squad]:online_offline_group faction = renegade npc_random = sim_default_renegade_0, sim_default_renegade_1, sim_default_renegade_2 npc_in_squad = 2, 3 -always_arrived = true target_smart = ds_ptr4 [ds_ptr4_army_mlr_2_squad]:online_offline_group faction = army npc_random = sim_default_military_0, sim_default_military_1, sim_default_military_2 npc_in_squad = 2, 3 -always_arrived = true target_smart = ds_ptr4 +;------------------------------------------------------------------------ + [ds_kem2_military_mlr_2_squad]:online_offline_group faction = army npc_random = sim_default_military_0, sim_default_military_0, sim_default_military_1, sim_default_military_1, sim_default_military_2 npc_in_squad = 4, 4 -always_arrived = true target_smart = ds_kem2 +always_arrived = true [ds_kem2_military_mlr_2_sniper]:online_offline_group faction = army npc = sim_default_military_3_sniper, sim_default_military_3_sniper npc_in_squad = 2, 2 -always_arrived = true target_smart = ds_kem2 +always_arrived = true + +;------------------------------------------------------------------------ + +[ds_ds2_lager_st_isg_squad]:online_offline_group +faction = isg +npc = sim_default_isg_1, sim_default_isg_1, sim_default_isg_1, sim_default_isg_2, sim_default_isg_2 +target_smart = ds2_lager_st +always_arrived = true diff --git a/mods/Redone Collection/gamedata/configs/misc/squad_descr/squad_descr_spawn_point_ESC.ltx b/mods/Redone Collection/gamedata/configs/misc/squad_descr/squad_descr_spawn_point_ESC.ltx index b5608a29..7388d7ac 100644 --- a/mods/Redone Collection/gamedata/configs/misc/squad_descr/squad_descr_spawn_point_ESC.ltx +++ b/mods/Redone Collection/gamedata/configs/misc/squad_descr/squad_descr_spawn_point_ESC.ltx @@ -1,35 +1,97 @@ +![escape_novice_visiters_village]:online_offline_group +faction = stalker +npc = sim_default_stalker_0, sim_default_stalker_0, sim_default_stalker_0, sim_default_stalker_0 +npc_in_squad = 4, 4 +target_smart = esc_smart_terrain_2_12 + +![escape_novice_visiters_village2]:online_offline_group +faction = stalker +npc = sim_default_stalker_0, sim_default_stalker_0, sim_default_stalker_0, sim_default_stalker_0 +npc_in_squad = 4, 4 +target_smart = esc_smart_terrain_2_12 + +;------------------------------------------------------------------------ + +![esc_smart_terrain_3_16_military_mlr_squad]:online_offline_group +faction = army +npc_random = sim_default_military_0, sim_default_military_0, sim_default_military_1, sim_default_military_1, sim_default_military_2, sim_default_military_2, sim_default_military_2, sim_default_military_2 +npc_in_squad = 4, 4 +target_smart = esc_smart_terrain_3_16 +always_arrived = true + +![esc_smart_terrain_3_16_military_mlr_patrol]:online_offline_group +faction = army +npc_random = sim_default_military_0, sim_default_military_1, sim_default_military_1, sim_default_military_2 +npc_in_squad = 4, 4 +target_smart = esc_smart_terrain_3_16 +always_arrived = true + ![karat_army_esc_smart_terrain_2_12]:online_offline_group faction = army -npc_random = sim_default_military_1, sim_default_military_1, sim_default_military_2, sim_default_military_2, sim_default_military_3, sim_default_military_3, sim_default_military_3, sim_default_military_3 -npc_in_squad = 9, 9 +npc = sim_default_military_1, sim_default_military_2, sim_default_military_2, sim_default_military_2, sim_default_military_2, sim_default_military_3, sim_default_military_3, sim_default_military_3, sim_default_military_3 target_smart = esc_smart_terrain_5_2 +always_arrived = true ![most_army_esc_smart_terrain_6_8]:online_offline_group faction = army -npc = sim_default_military_1, sim_default_military_1, sim_default_military_2, sim_default_military_2, sim_default_military_2, sim_default_military_2 +npc = sim_default_military_1, sim_default_military_1, sim_default_military_2, sim_default_military_2, sim_default_military_2, sim_default_military_3 npc_in_squad = 6, 6 target_smart = esc_smart_terrain_6_8 +always_arrived = true [kpp_army_mlr_esc_smart_terrain_3_16]:online_offline_group faction = army -npc = sim_default_military_2, sim_default_military_0, sim_default_military_0, sim_default_military_3, sim_default_military_3, sim_default_military_0 +npc = sim_default_military_0, sim_default_military_0, sim_default_military_0, sim_default_military_1, sim_default_military_2, sim_default_military_2 npc_in_squad = 6, 6 target_smart = esc_smart_terrain_3_16 +always_arrived = true + +;------------------------------------------------------------------------ ![atp_bandit_esc_smart_terrain_7_11]:online_offline_group faction = bandit -npc = sim_default_bandit_0, sim_default_bandit_0, sim_default_bandit_0, sim_default_bandit_0, sim_default_bandit_1, sim_default_bandit_1, sim_default_bandit_1, sim_default_bandit_2, sim_default_bandit_2 -npc_in_squad = 9, 9 +npc = sim_default_bandit_0, sim_default_bandit_0, sim_default_bandit_0, sim_default_bandit_1, sim_default_bandit_1, sim_default_bandit_2, sim_default_bandit_2 +!npc_in_squad = 7, 7 target_smart = esc_smart_terrain_7_11 +always_arrived = true + +[esc_bandit_smart_terrain_3_7_squad]:online_offline_group +faction = bandit +npc_random = sim_default_bandit_0, sim_default_bandit_0, sim_default_bandit_0, sim_default_bandit_1, sim_default_bandit_1, sim_default_bandit_2 +npc_in_squad = 2, 3 +target_smart = esc_smart_terrain_3_7 + +;------------------------------------------------------------------------ + +[esc_renegade_smart_terrain_3_7_squad]:online_offline_group +faction = renegade +npc_random = sim_default_renegade_0, sim_default_renegade_0, sim_default_renegade_0, sim_default_renegade_1, sim_default_renegade_1 +npc_in_squad = 2, 3 +target_smart = esc_smart_terrain_3_7 + +;------------------------------------------------------------------------ + +[esc_monster_smart_terrain_3_7_squad]:online_offline_group +faction = monster_vegetarian +npc_random = flesh_01a_weak, flesh_01a_normal, flesh_01a_strong, flesh_02a_weak, flesh_02a_normal, flesh_02a_strong, flesh_03a_normal, flesh_03a_strong, boar_normal, boar_normal, boar_normal, boar_strong, boar_01a_weak, boar_02a_weak, boar_02a_strong, boar_01a_hard, boar_02a_hard +npc_in_squad = 2, 4 +target_smart = esc_smart_terrain_3_7 + +[esc_monster_smart_terrain_3_7_squad2]:online_offline_group +faction = monster_predatory_day +npc_random = dog_normal_brown, pseudodog_grey_weak, pseudodog_normal, pseudodog_strong, pseudodog_grey_strong, dog_normal_red, dog_normal_white, dog_normal_brown, dog_normal_bulterier, dog_weak_red, dog_weak_white, dog_weak_brown, dog_weak_bulterier, dog_strong_red, dog_strong_white, dog_strong_brown, dog_strong_bulterier, dog_strong_black, dog_weak_bulterier, dog_weak_brown, dog_weak_brown +npc_in_squad = 2, 4 +target_smart = esc_smart_terrain_3_7 + +[esc_monster_smart_terrain_3_7_squad3]:online_offline_group +faction = monster +npc_random = cat_weak_a, cat_weak_b, cat_weak_c, cat_weak_d, cat_weak_e, cat_normal_a, cat_normal_b, cat_normal_c, cat_normal_d, cat_normal_e, cat_strong_a, cat_strong_b, cat_strong_c, cat_strong_d, cat_strong_e +npc_in_squad = 2, 4 +target_smart = esc_smart_terrain_3_7 [esc_smart_terrain_2_14_rat_mlr_squad]:online_offline_group faction = monster npc_random = rat_weak, rat_normal, rat_strong, rat_wolf, rat_weak, rat_weak, rat_normal, rat_normal, rat_weak, rat_weak, rat_normal, rat_normal, rat_weak, rat_weak, rat_normal, rat_normal, rat_weak, rat_weak npc_in_squad = 5, 7 -always_arrived = true target_smart = esc_smart_terrain_2_14 - -;[esc_smart_terrain_3_16_bandit_prisoners]:online_offline_group -;faction = bandit -;npc_random = sim_default_bandit_0, sim_default_bandit_0, sim_default_bandit_0 -;npc_in_squad = 3, 3 +always_arrived = true diff --git a/mods/Redone Collection/gamedata/configs/misc/squad_descr/squad_descr_spawn_point_GAR.ltx b/mods/Redone Collection/gamedata/configs/misc/squad_descr/squad_descr_spawn_point_GAR.ltx index 07194fae..55c4591c 100644 --- a/mods/Redone Collection/gamedata/configs/misc/squad_descr/squad_descr_spawn_point_GAR.ltx +++ b/mods/Redone Collection/gamedata/configs/misc/squad_descr/squad_descr_spawn_point_GAR.ltx @@ -1,20 +1,42 @@ +[start_character_hangar_mlr_squad]:online_offline_group +faction = stalker +npc = sim_default_stalker_3 +target_smart = gar_smart_terrain_3_5 +story_id = start_character_hangar_mlr_squad +always_arrived = true + ![start_visitirs_hangar_mlr_squad]:online_offline_group faction = stalker -npc_random = sim_default_stalker_2, sim_default_csky_0, sim_default_stalker_1, sim_default_stalker_1, sim_default_stalker_0, sim_default_stalker_0 -npc_in_squad = 4, 4 +npc = sim_default_stalker_1, sim_default_stalker_1 target_smart = gar_smart_terrain_3_5 always_arrived = true +![start_depo_bandit_gar_smart_terrain_3_5]:online_offline_group +faction = bandit +npc = sim_default_bandit_0, sim_default_bandit_1, sim_default_bandit_1, sim_default_bandit_1, sim_default_bandit_2, sim_default_bandit_2 +target_smart = gar_smart_terrain_3_5 +always_arrived = true + +[start_depo_army_gar_smart_terrain_3_5]:online_offline_group +faction = army +npc = sim_default_military_0, sim_default_military_0, sim_default_military_1, sim_default_military_1, sim_default_military_2, sim_default_military_2 +target_smart = gar_smart_terrain_3_5 +always_arrived = true + +;------------------------------------------------------------------------ + ![stalker_sim_dolg_post]:online_offline_group faction = dolg -npc_random = sim_default_duty_0, sim_default_duty_1, sim_default_duty_1, sim_default_duty_2, -npc_in_squad = 4, 4 +npc = sim_default_duty_2, sim_default_duty_1, sim_default_duty_1, sim_default_duty_3 target_smart = gar_smart_terrain_5_2 always_arrived = true +;------------------------------------------------------------------------ + ![stalker_gar_smart_terrain_6_3]:online_offline_group faction = stalker npc_random = sim_default_stalker_0, sim_default_stalker_0, sim_default_stalker_0, sim_default_stalker_1, sim_default_stalker_2 -npc_in_squad = 4, 4 +npc_in_squad = 2, 2 target_smart = gar_smart_terrain_6_3 -always_arrived = true \ No newline at end of file +always_arrived = true + diff --git a/mods/Redone Collection/gamedata/configs/misc/squad_descr/squad_descr_spawn_point_MAR.ltx b/mods/Redone Collection/gamedata/configs/misc/squad_descr/squad_descr_spawn_point_MAR.ltx index d9260dd9..b8359c67 100644 --- a/mods/Redone Collection/gamedata/configs/misc/squad_descr/squad_descr_spawn_point_MAR.ltx +++ b/mods/Redone Collection/gamedata/configs/misc/squad_descr/squad_descr_spawn_point_MAR.ltx @@ -1,31 +1,104 @@ -[mar_csky_camp_mlr_squad]:online_offline_group +![mar_smart_terrain_base_lager_squad]:online_offline_group +faction = csky +npc = sim_default_csky_0, sim_default_csky_0, sim_default_csky_1, sim_default_csky_1, sim_default_csky_2, sim_default_csky_2, sim_default_csky_3 +target_smart = mar_smart_terrain_base +story_id = mar_smart_terrain_base_lager_squad +always_arrived = true + +[camp_csky_mar_smart_terrain_5_12]:online_offline_group faction = csky npc_random = sim_default_csky_0, sim_default_csky_0, sim_default_csky_0, sim_default_csky_1, sim_default_csky_1, sim_default_csky_1, sim_default_csky_2 -npc_in_squad = 5, 5 +npc_in_squad = 3, 3 target_smart = mar_smart_terrain_5_12 -[mar_ecolog_mlr_squad]:online_offline_group +[pump_csky_mar_smart_terrain_5_8]:online_offline_group +faction = csky +npc_random = sim_default_csky_0, sim_default_csky_0, sim_default_csky_0, sim_default_csky_1, sim_default_csky_1, sim_default_csky_1, sim_default_csky_2 +npc_in_squad = 4, 4 +target_smart = mar_smart_terrain_5_8 + +[mar_smart_terrain_3_3_csky_squad]:online_offline_group +faction = csky +npc_random = sim_default_csky_0, sim_default_csky_1, sim_default_csky_1, sim_default_csky_1, sim_default_csky_2, sim_default_csky_2 +npc_in_squad = 4, 4 +target_smart = mar_smart_terrain_3_3 + +[mar_smart_terrain_4_5_csky_squad]:online_offline_group +faction = csky +npc_random = sim_default_csky_0, sim_default_csky_1, sim_default_csky_1, sim_default_csky_1, sim_default_csky_2, sim_default_csky_2 +npc_in_squad = 5, 5 +target_smart = mar_smart_terrain_4_5 + +;------------------------------------------------------------------------ + +[ecolog_mar_smart_terrain_8_11]:online_offline_group faction = ecolog npc_random = sim_default_ecolog_0,sim_default_ecolog_1, sim_default_ecolog_2 npc_in_squad = 3, 3 target_smart = mar_smart_terrain_8_11 -[mar_renegade_squad]:online_offline_group -faction = renegade -npc_random = sim_default_renegade_0, sim_default_renegade_0, sim_default_renegade_0, sim_default_renegade_1, sim_default_renegade_1 +;------------------------------------------------------------------------ + +[mar_smart_terrain_base_army_squad]:online_offline_group +faction = army +npc = sim_default_military_0, sim_default_military_1, sim_default_military_1, sim_default_military_2, sim_default_military_2, sim_default_military_3 +target_smart = mar_smart_terrain_base +story_id = mar_smart_terrain_base_lager_squad +always_arrived = true + +[camp_army_mar_smart_terrain_5_12]:online_offline_group +faction = army +npc_random = sim_default_military_0, sim_default_military_1, sim_default_military_1, sim_default_military_2, sim_default_military_2 npc_in_squad = 5, 5 +target_smart = mar_smart_terrain_5_12 + +[tower_army_mar_smart_terrain_6_11]:online_offline_group +faction = army +npc_random = sim_default_military_1, sim_default_military_2 +npc_in_squad = 3, 4 +target_smart = mar_smart_terrain_6_11 + +[mar_smart_terrain_3_3_army_squad]:online_offline_group +faction = army +npc_random = sim_default_military_0, sim_default_military_1, sim_default_military_1, sim_default_military_2, sim_default_military_2 +npc_in_squad = 4, 4 target_smart = mar_smart_terrain_3_3 -[mar_renegade_squad2]:online_offline_group -faction = renegade -npc_random = sim_default_renegade_0, sim_default_renegade_0,sim_default_renegade_1, sim_default_renegade_1 -npc_in_squad = 4, 4 +[mar_smart_terrain_4_5_army_squad]:online_offline_group +faction = army +npc_random = sim_default_military_0, sim_default_military_1, sim_default_military_1, sim_default_military_2, sim_default_military_2 +npc_in_squad = 5, 5 target_smart = mar_smart_terrain_4_5 -[mar_renegade_guard_squad]:online_offline_group +[mar_smart_terrain_10_5_army_squad]:online_offline_group +faction = army +npc = sim_default_military_0, sim_default_military_0, sim_default_military_1 +target_smart = mar_smart_terrain_10_5 +story_id = mar_smart_terrain_10_5_army_squad + +[mar_smart_terrain_12_2_army_squad]:online_offline_group +faction = army +npc = sim_default_military_0, sim_default_military_0, sim_default_military_1, sim_default_military_1 +target_smart = mar_smart_terrain_12_2 +story_id = mar_smart_terrain_12_2_army_squad + +;------------------------------------------------------------------------ + +[mar_smart_terrain_3_3_renegade_squad]:online_offline_group faction = renegade -npc_random = sim_default_renegade_0, sim_default_renegade_1, sim_default_renegade_0, sim_default_renegade_1, sim_default_renegade_2 -npc_in_squad = 1, 1 +npc_random = sim_default_renegade_0, sim_default_renegade_0, sim_default_renegade_1, sim_default_renegade_1, sim_default_renegade_2 +npc_in_squad = 3, 3 +target_smart = mar_smart_terrain_3_3 + +[mar_smart_terrain_4_5_renegade_squad]:online_offline_group +faction = renegade +npc_random = sim_default_renegade_0, sim_default_renegade_0,sim_default_renegade_1, sim_default_renegade_1 +npc_in_squad = 3, 3 +target_smart = mar_smart_terrain_4_5 + +[renegade_guard_mar_smart_terrain_3_3]:online_offline_group +faction = renegade +npc = sim_default_renegade_1 target_smart = mar_smart_terrain_3_3 [mar_renegade_guard_patrol_squad]:online_offline_group @@ -34,6 +107,25 @@ npc_random = sim_default_renegade_0, sim_default_renegade_1, sim_default_renegad npc_in_squad = 3, 3 target_smart = mar_smart_terrain_4_5 +[mar_smart_terrain_base_renegade_squad]:online_offline_group +faction = renegade +npc = sim_default_renegade_0, sim_default_renegade_1, sim_default_renegade_0, sim_default_renegade_1, sim_default_renegade_0, sim_default_renegade_1 +target_smart = mar_smart_terrain_base +story_id = mar_smart_terrain_base_lager_squad +always_arrived = true + +[camp_renegade_mar_smart_terrain_5_12]:online_offline_group +faction = renegade +npc_random = sim_default_renegade_0, sim_default_renegade_1, sim_default_renegade_0, sim_default_renegade_1, sim_default_renegade_2 +npc_in_squad = 5, 5 +target_smart = mar_smart_terrain_5_12 + +[tower_renegade_mar_smart_terrain_6_11]:online_offline_group +faction = renegade +npc_random = sim_default_renegade_1, sim_default_renegade_2 +npc_in_squad = 3, 4 +target_smart = mar_smart_terrain_6_11 + [mar_renegade_trader_squad]:online_offline_group faction = renegade npc = mar_renegade_trader @@ -51,8 +143,11 @@ target_smart = mar_smart_terrain_4_5 story_id = mar_renegade_mechanic_squad always_arrived = true +;------------------------------------------------------------------------ + [mar_rat_squad_smart_terrain_6_4_squad]:online_offline_group faction = monster_predatory_day npc_random = rat_weak, rat_normal, rat_strong, rat_wolf, rat_weak, rat_weak, rat_normal, rat_normal, rat_weak, rat_normal, rat_strong, rat_wolf, rat_weak, rat_weak, rat_normal, rat_normal, rat_wolf, rat_wolf, rat_wolf, rat_wolf, rat_normal, rat_normal, rat_normal -npc_in_squad = 6, 10 +npc_in_squad = 4, 6 target_smart = mar_smart_terrain_6_4 + diff --git a/mods/Redone Collection/gamedata/configs/misc/squad_descr/squad_descr_spawn_point_MIL.ltx b/mods/Redone Collection/gamedata/configs/misc/squad_descr/squad_descr_spawn_point_MIL.ltx index 587de802..3e676f93 100644 --- a/mods/Redone Collection/gamedata/configs/misc/squad_descr/squad_descr_spawn_point_MIL.ltx +++ b/mods/Redone Collection/gamedata/configs/misc/squad_descr/squad_descr_spawn_point_MIL.ltx @@ -1,84 +1,143 @@ ![mil_7_7_protect_mlr_squad]:online_offline_group faction = freedom -npc_random = sim_default_freedom_2, sim_default_freedom_1, sim_default_freedom_2, sim_default_freedom_2, sim_default_freedom_3, sim_default_freedom_1, sim_default_freedom_1, sim_default_freedom_1, sim_default_freedom_2, sim_default_freedom_1 -npc_in_squad = 4, 4 +npc = sim_default_freedom_3, sim_default_freedom_3, sim_default_freedom_3, sim_default_freedom_3 target_smart = mil_smart_terrain_7_7 -always_arrived = true +story_id = mil_7_7_protect_mlr_squad -![mil_7_7_protect_mlr_squad2]:online_offline_group +[mil_freedom_smart_terrain_7_8_squad]:online_offline_group faction = freedom -npc_random = sim_default_freedom_2, sim_default_freedom_1, sim_default_freedom_2, sim_default_freedom_2, sim_default_freedom_3, sim_default_freedom_3, sim_default_freedom_3, sim_default_freedom_3, sim_default_freedom_4, sim_default_freedom_4 -npc_in_squad = 8, 8 +npc = sim_default_freedom_1, sim_default_freedom_1, sim_default_freedom_2, sim_default_freedom_2, sim_default_freedom_2, sim_default_freedom_3 +target_smart = mil_smart_terrain_7_8 +story_id = mil_freedom_smart_terrain_7_8_squad + +[mil_freedom_smart_terrain_7_10_squad]:online_offline_group +faction = freedom +npc = sim_default_freedom_0, sim_default_freedom_0, sim_default_freedom_0, sim_default_freedom_1, sim_default_freedom_1 +target_smart = mil_smart_terrain_7_10 +story_id = mil_freedom_smart_terrain_7_10_squad + +[mil_freedom_smart_terrain_7_12_squad]:online_offline_group +faction = freedom +npc = sim_default_freedom_0, sim_default_freedom_0, sim_default_freedom_1, sim_default_freedom_1, sim_default_freedom_1 +target_smart = mil_smart_terrain_7_12 +story_id = mil_freedom_smart_terrain_7_12_squad + +[mil_freedom_smart_terrain_3_8_squad]:online_offline_group +faction = freedom +npc = sim_default_freedom_2, sim_default_freedom_2, sim_default_freedom_2, sim_default_freedom_2, sim_default_freedom_3 target_smart = mil_smart_terrain_3_8 -always_arrived = true +story_id = mil_freedom_smart_terrain_3_8_squad -![mil_smart_terrain_7_8_squad]:online_offline_group +[mil_freedom_terrain_7_4_outpost_squad]:online_offline_group faction = freedom -npc_random = sim_default_freedom_4, sim_default_freedom_4, sim_default_freedom_2, sim_default_freedom_1, sim_default_freedom_2, sim_default_freedom_2, sim_default_freedom_3, sim_default_freedom_1, sim_default_freedom_1, sim_default_freedom_2, sim_default_freedom_2 -npc_in_squad = 6, 6 -target_smart = mil_smart_terrain_7_8 -always_arrived = true - -[mil_smart_terrain_7_10_squad]:online_offline_group -faction = freedom -npc_random = sim_default_freedom_3, sim_default_freedom_1, sim_default_freedom_0, sim_default_freedom_0, sim_default_freedom_1, sim_default_freedom_1, sim_default_freedom_0, sim_default_freedom_0, sim_default_freedom_1, sim_default_freedom_2 -npc_in_squad = 6, 6 -target_smart = mil_smart_terrain_7_10 -always_arrived = true - -[mil_smart_terrain_7_12_squad]:online_offline_group -faction = freedom -npc_random = sim_default_freedom_4, sim_default_freedom_4, sim_default_freedom_2, sim_default_freedom_1, sim_default_freedom_2, sim_default_freedom_2, sim_default_freedom_3, sim_default_freedom_1, sim_default_freedom_1, sim_default_freedom_2, sim_default_freedom_2 -npc_in_squad = 6, 6 -target_smart = mil_smart_terrain_7_12 -always_arrived = true - -[mil_dolg_outpost_squad]:online_offline_group -faction = dolg -npc_random = sim_default_duty_1, sim_default_duty_1, sim_default_duty_2, sim_default_duty_2, sim_default_duty_3, sim_default_duty_3, sim_default_duty_4, sim_default_duty_1 -npc_in_squad = 6, 6 +npc = sim_default_freedom_0, sim_default_freedom_1, sim_default_freedom_2, sim_default_freedom_2 target_smart = mil_smart_terrain_7_4 -always_arrived = true -[mil_merc_outpost_squad]:online_offline_group +;------------------------------------------------------------------------ + +[mil_duty_terrain_7_4_outpost_squad]:online_offline_group +faction = dolg +npc = sim_default_duty_2, sim_default_duty_2, sim_default_duty_2, sim_default_duty_3 +target_smart = mil_smart_terrain_7_4 + +;------------------------------------------------------------------------ + +[mil_merc_terrain_2_2_outpost_squad]:online_offline_group faction = killer -npc_random = sim_default_killer_1, sim_default_killer_2, sim_default_killer_2, sim_default_killer_3, sim_default_killer_4 -npc_in_squad = 2, 2 +npc = sim_default_killer_2, sim_default_killer_3 target_smart = mil_smart_terrain_2_2 -always_arrived = true -[mil_merc_outpost_squad2]:online_offline_group +[mil_merc_terrain_2_2_outpost_squad2]:online_offline_group faction = killer -npc_random = sim_default_killer_1, sim_default_killer_1, sim_default_killer_2, sim_default_killer_3, sim_default_killer_2 -npc_in_squad = 2, 2 +npc = sim_default_killer_2, sim_default_killer_3 target_smart = mil_smart_terrain_2_2 -always_arrived = true -[mil_monolith_squad_sniper]:online_offline_group +;------------------------------------------------------------------------ + +[mil_monolith_entrance_7_8_squad]:online_offline_group faction = monolith -npc_random = sim_monolith_specnaz_rg6, sim_monolith_specnaz_rg6, sim_monolith_sniper, sim_monolith_sniper, sim_monolith_sniper -npc_in_squad = 2, 4 +npc = sim_monolith_specnaz_rg6, sim_monolith_specnaz_rg6, sim_monolith_specnaz_rg6, sim_monolith_specnaz_rg6, sim_monolith_sniper, sim_monolith_sniper target_smart = mil_smart_terrain_7_8 -always_arrived = true +story_id = mil_monolith_entrance_7_8_squad -[mil_monolith_squad1]:online_offline_group +[mil_monolith_warehouse_7_7_squad]:online_offline_group faction = monolith -npc_random = sim_default_monolith_2, sim_default_monolith_2, sim_default_monolith_3, sim_default_monolith_0, sim_default_monolith_1, sim_default_monolith_2 -npc_in_squad = 6, 8 +npc = sim_default_monolith_1, sim_default_monolith_2, sim_default_monolith_2, sim_default_monolith_3, sim_default_monolith_3, sim_default_monolith_4 target_smart = mil_smart_terrain_7_7 -always_arrived = true +story_id = mil_monolith_warehouse_7_7_squad -[mil_monolith_squad2]:online_offline_group +[mil_monolith_warehouse_7_10_squad]:online_offline_group faction = monolith -npc_random = sim_default_monolith_0, sim_default_monolith_1, sim_default_monolith_2, sim_default_monolith_2, sim_default_monolith_2, sim_default_monolith_3 -npc_in_squad = 6, 8 +npc = sim_default_monolith_1, sim_default_monolith_1, sim_default_monolith_2, sim_default_monolith_2, sim_default_monolith_2, sim_default_monolith_2 target_smart = mil_smart_terrain_7_10 -always_arrived = true +story_id = mil_monolith_warehouse_7_10_squad -[mil_monolith_squad3]:online_offline_group +[mil_monolith_warehouse_7_12_squad]:online_offline_group faction = monolith -npc_random = sim_default_monolith_2, sim_default_monolith_1, sim_default_monolith_2, sim_default_monolith_4, sim_default_monolith_2, sim_default_monolith_3 -npc_in_squad = 6, 8 +npc = sim_default_monolith_1, sim_default_monolith_1, sim_default_monolith_2 target_smart = mil_smart_terrain_7_12 -always_arrived = true +story_id = mil_monolith_warehouse_7_12_squad +;------------------------------------------------------------------------ + +[mil_duty_entrance_7_8_squad]:online_offline_group +faction = dolg +npc = sim_default_duty_2, sim_default_duty_2, sim_default_duty_2, sim_default_duty_3 +target_smart = mil_smart_terrain_7_8 +story_id = mil_duty_entrance_7_8_squad + +[mil_duty_warehouse_7_7_squad]:online_offline_group +faction = dolg +npc = sim_default_duty_2, sim_default_duty_2, sim_default_duty_2, sim_default_duty_3, sim_default_monolith_2 +target_smart = mil_smart_terrain_7_7 +story_id = mil_duty_warehouse_7_7_squad + +[mil_duty_warehouse_7_10_squad]:online_offline_group +faction = dolg +npc = sim_default_duty_1, sim_default_duty_1, sim_default_duty_2 +target_smart = mil_smart_terrain_7_10 +story_id = mil_duty_warehouse_7_10_squad + +[mil_duty_warehouse_7_12_squad]:online_offline_group +faction = dolg +npc = sim_default_duty_1, sim_default_duty_1, sim_default_duty_2, sim_default_duty_2 +target_smart = mil_smart_terrain_7_12 +story_id = mil_duty_warehouse_7_12_squad + +[mil_duty_smart_terrain_3_8_squad]:online_offline_group +faction = dolg +npc = sim_default_duty_2, sim_default_duty_2, sim_default_duty_2, sim_default_duty_2, sim_default_duty_2, sim_default_duty_3 +target_smart = mil_smart_terrain_3_8 +story_id = mil_duty_smart_terrain_3_8_squad + +;------------------------------------------------------------------------ + +[mil_army_entrance_7_8_squad]:online_offline_group +faction = army +npc = sim_default_military_2, sim_default_military_2, sim_default_military_2, sim_default_military_3 +target_smart = mil_smart_terrain_7_8 +story_id = mil_army_entrance_7_8_squad + +[mil_army_warehouse_7_7_squad]:online_offline_group +faction = army +npc = sim_default_military_0, sim_default_military_0, sim_default_military_1, sim_default_military_1, sim_default_military_2 ,sim_default_military_2, sim_default_military_2 +target_smart = mil_smart_terrain_7_7 +story_id = mil_army_warehouse_7_7_squad + +[mil_army_warehouse_7_10_squad]:online_offline_group +faction = army +npc = sim_default_military_0, sim_default_military_0, sim_default_military_1 +target_smart = mil_smart_terrain_7_10 +story_id = mil_army_warehouse_7_10_squad + +[mil_army_warehouse_7_12_squad]:online_offline_group +faction = army +npc = sim_default_military_0, sim_default_military_0, sim_default_military_0, sim_default_military_0, sim_default_military_1 +target_smart = mil_smart_terrain_7_12 +story_id = mil_army_warehouse_7_12_squad + +[mil_army_smart_terrain_3_8_squad]:online_offline_group +faction = army +npc = sim_default_military_2, sim_default_military_2, sim_default_military_2, sim_default_military_2, sim_default_military_3 +target_smart = mil_smart_terrain_3_8 +story_id = mil_army_warehouse_3_8_squad diff --git a/mods/Redone Collection/gamedata/configs/misc/squad_descr/squad_descr_spawn_point_POL.ltx b/mods/Redone Collection/gamedata/configs/misc/squad_descr/squad_descr_spawn_point_POL.ltx index a3c61f30..9b2b1dea 100644 --- a/mods/Redone Collection/gamedata/configs/misc/squad_descr/squad_descr_spawn_point_POL.ltx +++ b/mods/Redone Collection/gamedata/configs/misc/squad_descr/squad_descr_spawn_point_POL.ltx @@ -4,17 +4,67 @@ npc = sim_default_stalker_1, sim_default_stalker_2 npc_in_squad = 2, 2 target_smart = pol_smart_terrain_1_1 +;------------------------------------------------------------------------ + [pol_smart_terrain_1_2_mlr_squad]:online_offline_group faction = bandit npc_random = sim_default_bandit_1,sim_default_bandit_1, sim_default_bandit_2, sim_default_bandit_0, sim_default_bandit_0 -npc_in_squad = 3, 3 +npc_in_squad = 4, 4 target_smart = pol_smart_terrain_1_2 -[pol_smart_terrain_1_3_mlr_squad]:online_offline_group +![pol_smart_terrain_1_3_squad]:online_offline_group faction = bandit -npc = sim_default_bandit_0 -npc_in_squad = 1, 1 +npc = sim_default_bandit_0, sim_default_bandit_1, sim_default_bandit_2 target_smart = pol_smart_terrain_1_3 +story_id= pol_smart_terrain_1_3_squad + +;------------------------------------------------------------------------ + +[pol_renegade_squad]:online_offline_group +faction = renegade +npc_random = sim_default_renegade_0 +npc_in_squad = 1, 1 +target_smart = pol_smart_terrain_2_2 + +[pol_renegade_squad2]:online_offline_group +faction = renegade +npc_random = sim_default_renegade_0 +npc_in_squad = 1, 1 +target_smart = pol_smart_terrain_2_2 + +[pol_renegade_squad3]:online_offline_group +faction = renegade +npc_random = sim_default_renegade_0, sim_default_renegade_1 +npc_in_squad = 1, 1 +target_smart = pol_sim_1 + +[pol_renegade_guard1]:online_offline_group +faction = renegade +npc = sim_default_renegade_0, sim_default_renegade_0, sim_default_renegade_0 +npc_in_squad = 3, 3 +target_smart = pol_smart_terrain_2_1 + +[pol_renegade_guard2]:online_offline_group +faction = renegade +npc = sim_default_renegade_0 +npc_in_squad = 1, 1 +target_smart = pol_smart_terrain_2_1 + +[pol_renegade_guard3]:online_offline_group +faction = renegade +npc = sim_default_renegade_0 +npc_in_squad = 1, 1 +target_smart = pol_smart_terrain_2_1 + +;------------------------------------------------------------------------ + +[pol_smart_terrain_2_2_isg_squad]:online_offline_group +faction = isg +npc_random = sim_default_isg_3, sim_default_isg_4 +npc_in_squad = 3, 4 +target_smart = pol_smart_terrain_2_2 + +;------------------------------------------------------------------------ [pol_snork_squad_1]:online_offline_group faction = monster_zombied_day @@ -64,47 +114,7 @@ npc_random = sim_default_zombied_2, sim_default_zombied_3, sim_default_zombied_ npc_in_squad = 4, 8 target_smart = pol_smart_terrain_1_3 -[pol_renegade_squad]:online_offline_group -faction = renegade -npc_random = sim_default_renegade_0 -npc_in_squad = 1, 1 -target_smart = pol_smart_terrain_2_2 - -[pol_renegade_squad2]:online_offline_group -faction = renegade -npc_random = sim_default_renegade_0 -npc_in_squad = 1, 1 -target_smart = pol_smart_terrain_2_2 - -[pol_renegade_squad3]:online_offline_group -faction = renegade -npc_random = sim_default_renegade_0, sim_default_renegade_1 -npc_in_squad = 1, 1 -target_smart = pol_sim_1 - -[pol_renegade_guard1]:online_offline_group -faction = renegade -npc = sim_default_renegade_0, sim_default_renegade_0, sim_default_renegade_0 -npc_in_squad = 3, 3 -target_smart = pol_smart_terrain_2_1 - -[pol_renegade_guard2]:online_offline_group -faction = renegade -npc = sim_default_renegade_0 -npc_in_squad = 1, 1 -target_smart = pol_smart_terrain_2_1 - -[pol_renegade_guard3]:online_offline_group -faction = renegade -npc = sim_default_renegade_0 -npc_in_squad = 1, 1 -target_smart = pol_smart_terrain_2_1 - -[pol_isg_squad_alpha]:online_offline_group -faction = isg -npc_random = sim_default_isg_3, sim_default_isg_4 -npc_in_squad = 3, 4 -target_smart = pol_smart_terrain_2_2 +;------------------------------------------------------------------------ [pol_rats_mlr_squad]:online_offline_group faction = monster diff --git a/mods/Redone Collection/gamedata/configs/misc/squad_descr/squad_descr_spawn_point_ROS.ltx b/mods/Redone Collection/gamedata/configs/misc/squad_descr/squad_descr_spawn_point_ROS.ltx index 697b39ab..8707cf7f 100644 --- a/mods/Redone Collection/gamedata/configs/misc/squad_descr/squad_descr_spawn_point_ROS.ltx +++ b/mods/Redone Collection/gamedata/configs/misc/squad_descr/squad_descr_spawn_point_ROS.ltx @@ -1,11 +1,11 @@ [ros_merc_guard_mlr_squad]:online_offline_group faction = killer -npc_random = sim_default_killer_1, sim_default_killer_1, sim_default_killer_2, sim_default_killer_2, sim_default_killer_3 +npc_random = sim_default_killer_1, sim_default_killer_1, sim_default_killer_2, sim_default_killer_2, sim_default_killer_2 npc_in_squad = 4, 4 target_smart = ros_smart_stalker_killers1 [ros_merc_sniper_mlr_squad]:online_offline_group faction = killer -npc_random = sim_default_killer_2, sim_default_killer_2, sim_default_killer_2, sim_default_killer_2, sim_default_killer_1, sim_default_killer_0 -npc_in_squad = 4, 4 +npc_random = sim_default_killer_1, sim_default_killer_1, sim_default_killer_2, sim_default_killer_2, sim_default_killer_2 +npc_in_squad = 3, 3 target_smart = ros_smart_killers1 \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/misc/squad_descr/squad_descr_spawn_point_VAL.ltx b/mods/Redone Collection/gamedata/configs/misc/squad_descr/squad_descr_spawn_point_VAL.ltx index 1d0167f7..cea2cf87 100644 --- a/mods/Redone Collection/gamedata/configs/misc/squad_descr/squad_descr_spawn_point_VAL.ltx +++ b/mods/Redone Collection/gamedata/configs/misc/squad_descr/squad_descr_spawn_point_VAL.ltx @@ -1,86 +1,102 @@ -[guards_bandit_main_entrance]:online_offline_group -faction = bandit -npc = sim_default_bandit_3, sim_default_bandit_3, sim_default_bandit_4, -npc_in_squad = 3 -always_arrived = true -target_smart = val_smart_terrain_8_6 - -![guards_boss_bandit_in_main_base]:online_offline_group -faction = bandit -npc_random = sim_default_bandit_3, sim_default_bandit_3, sim_default_bandit_3, sim_default_bandit_4, sim_default_bandit_4, sim_default_bandit_4, sim_default_bandit_5 -npc_in_squad = 6 -always_arrived = true -target_smart = val_smart_terrain_7_5 - [bandit_novice_visiters_camp]:online_offline_group faction = bandit npc_random = sim_default_bandit_0, sim_default_bandit_0, sim_default_bandit_0, sim_default_bandit_1, sim_default_bandit_1, sim_default_bandit_2 -npc_in_squad = 6 -always_arrived = true +npc_in_squad = 2, 2 target_smart = val_smart_terrain_7_3 +story_id = bandit_novice_visiters_camp +always_arrived = true [bandit_novice_visiters_2_camp]:online_offline_group faction = bandit npc_random = sim_default_bandit_0, sim_default_bandit_0, sim_default_bandit_0, sim_default_bandit_1, sim_default_bandit_1, sim_default_bandit_2 -npc_in_squad = 5 -always_arrived = true +npc_in_squad = 2, 2 target_smart = val_smart_terrain_7_3 +story_id = bandit_novice_visiters_2_camp +always_arrived = true [bandit_novice_visiters_base]:online_offline_group faction = bandit npc_random = sim_default_bandit_0, sim_default_bandit_0, sim_default_bandit_0, sim_default_bandit_1, sim_default_bandit_1, sim_default_bandit_2 -npc_in_squad = 4 -always_arrived = true +npc_in_squad = 4, 4 target_smart = val_smart_terrain_7_4 +story_id = bandit_novice_visiters_base +always_arrived = true [bandit_novice_visiters_2_base]:online_offline_group faction = bandit npc_random = sim_default_bandit_0, sim_default_bandit_0, sim_default_bandit_0, sim_default_bandit_1, sim_default_bandit_1, sim_default_bandit_2 -npc_in_squad = 4 -always_arrived = true +npc_in_squad = 4, 4 target_smart = val_smart_terrain_7_4 +story_id = bandit_novice_visiters_2_base +always_arrived = true + +[bandit_guards_in_main_base]:online_offline_group +faction = bandit +npc = sim_default_bandit_2, sim_default_bandit_3 +target_smart = val_smart_terrain_7_5 +story_id = bandit_guards_in_main_base +always_arrived = true + +![guards_boss_bandit_in_main_base]:online_offline_group +faction = bandit +npc = sim_default_bandit_4, sim_default_bandit_4, sim_default_bandit_4 +target_smart = val_smart_terrain_7_5 +story_id = guards_boss_bandit_in_main_base + +[guards_bandit_main_entrance]:online_offline_group +faction = bandit +npc = sim_default_bandit_2, sim_default_bandit_2 +target_smart = val_smart_terrain_8_6 +story_id = guards_bandit_main_entrance +always_arrived = true + +[bandit_barman_mlr_squad]:online_offline_group +faction = bandit +npc = sim_default_bandit_barman +target_smart = val_smart_terrain_7_3 +story_id = bandit_barman_squad + +;------------------------------------------------------------------------ [val_smart_terrain_1_2_military_mlr_squad]:online_offline_group faction = army -npc_random = sim_default_military_1, sim_default_military_2, sim_default_military_2, sim_default_military_2, sim_default_military_3, sim_default_military_3, sim_default_military_4 -npc_in_squad = 3 -always_arrived = true +npc = sim_default_military_2, sim_default_military_3 target_smart = val_smart_terrain_1_2 +story_id = val_smart_terrain_1_2_military_mlr_squad +always_arrived = true [val_smart_terrain_1_2_military_mlr_2_squad]:online_offline_group faction = army -npc_random = sim_default_military_2, sim_default_military_2, sim_default_military_2, sim_default_military_2, sim_default_military_3, sim_default_military_4 -npc_in_squad = 3 -always_arrived = true +npc = sim_default_military_3, sim_default_military_4 target_smart = val_smart_terrain_1_2 +story_id = val_smart_terrain_1_2_military_mlr_2_squad +always_arrived = true + +;------------------------------------------------------------------------ [stalker_south_pig_farm]:online_offline_group faction = stalker -npc_random = sim_default_stalker_0, sim_default_stalker_1, sim_default_stalker_1, sim_default_stalker_2, sim_default_stalker_2 -npc_in_squad = 3 -always_arrived = true +npc = sim_default_stalker_0, sim_default_stalker_0, sim_default_stalker_1 target_smart = val_smart_terrain_4_0 +story_id = stalker_south_pig_farm + +;------------------------------------------------------------------------ + +[val_smart_terrain_1_2_rat_mlr_squad]:online_offline_group +faction = monster +npc_random = rat_weak, rat_normal, rat_strong, rat_wolf, rat_weak, rat_weak, rat_normal, rat_normal, rat_weak, rat_weak, rat_normal, rat_normal, rat_weak, rat_weak, rat_normal, rat_normal, rat_weak, rat_weak +npc_in_squad = 2, 3 +target_smart = val_smart_terrain_1_2 [val_smart_terrain_6_4_rat_mlr_squad]:online_offline_group faction = monster npc_random = rat_weak, rat_normal, rat_strong, rat_wolf, rat_weak, rat_weak, rat_normal, rat_normal, rat_weak, rat_weak, rat_normal, rat_normal, rat_weak, rat_weak, rat_normal, rat_normal, rat_weak, rat_weak -npc_in_squad = 4, 6 -always_arrived = true +npc_in_squad = 2, 3 target_smart = val_smart_terrain_6_4 [val_smart_terrain_7_8_rat_mlr_squad]:online_offline_group faction = monster npc_random = rat_weak, rat_normal, rat_strong, rat_wolf, rat_weak, rat_weak, rat_normal, rat_normal, rat_weak, rat_weak, rat_normal, rat_normal, rat_weak, rat_weak, rat_normal, rat_normal, rat_weak, rat_weak -npc_in_squad = 4, 6 -always_arrived = true +npc_in_squad = 2, 3 target_smart = val_smart_terrain_7_8 -[val_smart_terrain_1_2_rat_mlr_squad]:online_offline_group -faction = monster -npc_random = rat_weak, rat_normal, rat_strong, rat_wolf, rat_weak, rat_weak, rat_normal, rat_normal, rat_weak, rat_weak, rat_normal, rat_normal, rat_weak, rat_weak, rat_normal, rat_normal, rat_weak, rat_weak -npc_in_squad = 4, 6 -always_arrived = true -target_smart = val_smart_terrain_1_2 - - - diff --git a/mods/Redone Collection/gamedata/configs/misc/squad_descr/squad_descr_spawn_point_X18.ltx b/mods/Redone Collection/gamedata/configs/misc/squad_descr/squad_descr_spawn_point_X18.ltx index e6b4c77e..6114964a 100644 --- a/mods/Redone Collection/gamedata/configs/misc/squad_descr/squad_descr_spawn_point_X18.ltx +++ b/mods/Redone Collection/gamedata/configs/misc/squad_descr/squad_descr_spawn_point_X18.ltx @@ -1,6 +1,16 @@ +![dar_military_scout_squad]:online_offline_group +faction = army +!relationship = enemy +!sympathy = 0 +npc = sim_default_military_4, sim_default_military_3, sim_default_military_3, sim_default_military_4 +target_smart = dar_military_scout +story_id = dar_military_scout_squad +on_death = %+dar_military_scout_squad_killed% + [dar_military_spetsnaz_squad]:online_offline_group faction = army -npc_random = sim_default_military_3, sim_default_military_4, sim_default_military_3, sim_default_military_5 +npc_random = sim_default_military_3, sim_default_military_4, sim_default_military_3, sim_default_military_4 npc_in_squad = 3 always_arrived = true -target_smart = dar_control_poltergeist \ No newline at end of file +target_smart = dar_control_poltergeist + diff --git a/mods/Redone Collection/gamedata/configs/misc/squad_descr/squad_descr_spawn_point_YAN.ltx b/mods/Redone Collection/gamedata/configs/misc/squad_descr/squad_descr_spawn_point_YAN.ltx index c2f7a6fe..23fac836 100644 --- a/mods/Redone Collection/gamedata/configs/misc/squad_descr/squad_descr_spawn_point_YAN.ltx +++ b/mods/Redone Collection/gamedata/configs/misc/squad_descr/squad_descr_spawn_point_YAN.ltx @@ -1,109 +1,132 @@ +[yan_smart_terrain_6_4_squad]:online_offline_group +faction = ecolog +npc = sim_default_ecolog_1, sim_default_ecolog_2 +target_smart = yan_smart_terrain_6_4 +always_arrived = true + [yan_ecolog_guard_mlr_squad]:online_offline_group faction = ecolog -npc = sim_default_ecolog_4, sim_default_ecolog_2, sim_default_ecolog_2, sim_default_ecolog_2, sim_default_ecolog_2 -npc_in_squad = 5 -always_arrived = true +npc = sim_default_ecolog_1, sim_default_ecolog_2, sim_default_ecolog_2, sim_default_ecolog_2, sim_default_ecolog_3 target_smart = yan_smart_terrain_2_4 +always_arrived = true [yan_ecolog_guard_mlr_squad2]:online_offline_group faction = ecolog -npc = sim_default_ecolog_1, sim_default_ecolog_1, sim_default_ecolog_1, sim_default_ecolog_2, sim_default_ecolog_2 -npc_in_squad = 5 -always_arrived = true +npc = sim_default_ecolog_1, sim_default_ecolog_1, sim_default_ecolog_2, sim_default_ecolog_2, sim_default_ecolog_3 target_smart = yan_smart_terrain_zombi_spawn - -[yan_zombied_x16_mlr_squad]:online_offline_group -faction = zombied -npc_random = sim_default_zombied_2, sim_default_zombied_2, sim_default_zombied_3, sim_default_zombied_2, sim_default_zombied_3, sim_default_zombied_3, sim_default_zombied_3, sim_default_zombied_4, sim_default_zombied_4, sim_default_zombied_4 -npc_in_squad = 4 always_arrived = true -target_smart = yan_smart_terrain_zombi_spawn -;--------------------------------------------------- +;------------------------------------------------------------------------ [yan_army_spetsnaz_squad]:online_offline_group faction = army -npc_random = sim_default_military_4, sim_default_military_4, sim_default_military_4, sim_default_military_4, sim_default_military_2, sim_default_military_2, sim_default_military_4, sim_default_military_2, sim_default_military_3, sim_default_military_4 -npc_in_squad = 8 -always_arrived = true +npc = sim_default_military_1, sim_default_military_1, sim_default_military_2, sim_default_military_2, sim_default_military_2, sim_default_military_3, sim_default_military_3, sim_default_military_4 target_smart = yan_smart_terrain_3_6 +always_arrived = true [yan_army_spetsnaz_squad2]:online_offline_group faction = army -npc_random = sim_default_military_4, sim_default_military_4, sim_default_military_4, sim_default_military_4, sim_default_military_2, sim_default_military_2, sim_default_military_4, sim_default_military_2, sim_default_military_3, sim_default_military_4 -npc_in_squad = 8 -always_arrived = true +npc = sim_default_military_1, sim_default_military_1, sim_default_military_2, sim_default_military_2, sim_default_military_2, sim_default_military_3, sim_default_military_3, sim_default_military_4 target_smart = yan_smart_terrain_6_4 +always_arrived = true [yan_killer_special_team]:online_offline_group faction = killer -npc_random = sim_default_killer_2, sim_default_killer_2, sim_default_killer_1, sim_default_killer_2, sim_default_killer_2, sim_default_killer_1, sim_default_killer_2,sim_default_killer_3, sim_default_killer_3, sim_default_killer_4 -npc_in_squad = 6, 8 -always_arrived = true +npc = sim_default_killer_2, sim_default_killer_2, sim_default_killer_2, sim_default_killer_2, sim_default_killer_3, sim_default_killer_4 target_smart = yan_smart_terrain_4_4 +always_arrived = true [yan_killer_special_team2]:online_offline_group faction = killer -npc_random = sim_default_killer_2, sim_default_killer_2, sim_default_killer_1, sim_default_killer_2, sim_default_killer_2, sim_default_killer_1, sim_default_killer_2,sim_default_killer_3, sim_default_killer_3, sim_default_killer_4 -npc_in_squad = 6, 8 -always_arrived = true +npc = sim_default_killer_2, sim_default_killer_2, sim_default_killer_2, sim_default_killer_2, sim_default_killer_3, sim_default_killer_4 +npc_in_squad = 4, 6 target_smart = yan_smart_terrain_5_5 +always_arrived = true -;--------------------------------------------------- +[yan_killer_special_team3]:online_offline_group +faction = killer +npc = sim_default_killer_2, sim_default_killer_2, sim_default_killer_2, sim_default_killer_2, sim_default_killer_2, sim_default_killer_3 +target_smart = yan_smart_terrain_4_5 +always_arrived = true + +;------------------------------------------------------------------------ [yan_stalker_lab_squad]:online_offline_group faction = stalker -npc_random = sim_default_stalker_2, sim_default_stalker_2, sim_default_stalker_3, sim_default_stalker_3, sim_default_stalker_3, +npc_random = sim_default_stalker_0, sim_default_stalker_1, sim_default_stalker_1, sim_default_stalker_2, sim_default_stalker_2, sim_default_stalker_3 npc_in_squad = 2, 3 -always_arrived = true target_smart = yan_smart_terrain_2_5 +always_arrived = true [yan_bandit_lab_squad]:online_offline_group faction = bandit npc_random = sim_default_bandit_0, sim_default_bandit_1, sim_default_bandit_1, sim_default_bandit_1, sim_default_bandit_2, sim_default_bandit_2, sim_default_bandit_2, sim_default_bandit_3 npc_in_squad = 3, 6 -always_arrived = true target_smart = yan_smart_terrain_3_4 +always_arrived = true [yan_army_lab_squad]:online_offline_group faction = army -npc_random = sim_default_military_2, sim_default_military_2, sim_default_military_3 +npc_random = sim_default_military_0, sim_default_military_1, sim_default_military_1, sim_default_military_2, sim_default_military_2, sim_default_military_3 npc_in_squad = 2, 4 -always_arrived = true target_smart = yan_smart_terrain_2_5 +always_arrived = true [yan_killer_lab_squad]:online_offline_group faction = killer relationship = neutral npc_random = sim_default_killer_0, sim_default_killer_1, sim_default_killer_1, sim_default_killer_2, sim_default_killer_2, sim_default_killer_3, sim_default_killer_4 npc_in_squad = 2, 4 -always_arrived = true target_smart = yan_smart_terrain_2_4 +always_arrived = true [yan_duty_lab_squad]:online_offline_group faction = dolg -npc_random = sim_default_duty_1, sim_default_duty_1, sim_default_duty_2, sim_default_duty_2, sim_default_duty_3 +npc_random = sim_default_duty_0, sim_default_duty_1, sim_default_duty_2, sim_default_duty_2, sim_default_duty_3 npc_in_squad = 2, 4 -always_arrived = true target_smart = yan_smart_terrain_2_4 +always_arrived = true [yan_freedom_lab_squad]:online_offline_group faction = freedom -npc_random = sim_default_freedom_1, sim_default_freedom_1, sim_default_freedom_2, sim_default_freedom_2, sim_default_freedom_3 +npc_random = sim_default_freedom_0, sim_default_freedom_1, sim_default_freedom_2, sim_default_freedom_2, sim_default_freedom_3 npc_in_squad = 2, 4 -always_arrived = true target_smart = yan_smart_terrain_zombi_spawn +always_arrived = true [yan_ecolog_lab_squad]:online_offline_group faction = ecolog -npc_random = sim_default_ecolog_2, sim_default_ecolog_3, sim_default_ecolog_1 +npc_random = sim_default_ecolog_1, sim_default_ecolog_1, sim_default_ecolog_2, sim_default_ecolog_2, sim_default_ecolog_3 npc_in_squad = 3, 4 -always_arrived = true target_smart = yan_smart_terrain_2_5 +always_arrived = true [yan_csky_lab_squad]:online_offline_group faction = csky -npc_random = sim_default_csky_1, sim_default_csky_1, sim_default_csky_2 +npc_random = sim_default_csky_0, sim_default_csky_1, sim_default_csky_2, sim_default_csky_2, sim_default_csky_3 npc_in_squad = 2, 4 -always_arrived = true target_smart = yan_smart_terrain_3_4 +always_arrived = true + +;------------------------------------------------------------------------ + +[yan_zombied_x16_mlr_squad]:online_offline_group +faction = zombied +npc_random = sim_default_zombied_1, sim_default_zombied_1, sim_default_zombied_2, sim_default_zombied_2, sim_default_zombied_3 +npc_in_squad = 3, 3 +target_smart = yan_smart_terrain_zombi_spawn +always_arrived = true + +[yan_zombied_x16_mlr_squad2]:online_offline_group +faction = zombied +npc_random = sim_default_zombied_1, sim_default_zombied_1, sim_default_zombied_1, sim_default_zombied_1, sim_default_zombied_1 +npc_in_squad = 2, 2 +target_smart = yan_smart_terrain_2_4 +always_arrived = true + +[yan_zombied_x16_mlr_squad3]:online_offline_group +faction = zombied +npc_random = sim_default_zombied_1, sim_default_zombied_1, sim_default_zombied_1, sim_default_zombied_1, sim_default_zombied_1 +npc_in_squad = 2, 2 +target_smart = yan_smart_terrain_3_4 +always_arrived = true diff --git a/mods/Redone Collection/gamedata/configs/misc/task/tm_lostzone_ll.ltx b/mods/Redone Collection/gamedata/configs/misc/task/tm_lostzone_ll.ltx new file mode 100644 index 00000000..6860f857 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/misc/task/tm_lostzone_ll.ltx @@ -0,0 +1,403 @@ +;============================================================== +; +; TASKS PROVIDED FOR LOST TO THE ZONE: LIVING LEGEND +; Anomaly 1.5 - Lost to the Zone: Living Legend +; +; Made by: SarisKhan +; Last revised: 13 August 2020 +; +;============================================================== + +;=================Living Legend Storyline Quests=========================== +; Living Legend Task 1- +[lttz_ll_find_doctor] +icon = ui_iconsNpc_doctor +prior = 195 +storyline = true + +title = lttz_ll_find_doctor_task_title +target = mar_smart_terrain_doc_doctor +descr = lttz_ll_find_doctor_task_descr + +on_init = %=remove_squad(monolith_eidolon) =create_squad(stalker_gatekeeper_squad:mil_smart_terrain_4_8)% +on_complete = %=complete_task_inc_goodwill(50:stalker) =give_task(lttz_ll_visit_agro_ug) +lttz_ll_visit_agro_ug_task% +condlist_0 = {+living_legend_doctor} complete +condlist_1 = {=actor_has_item(cit_doctors_pda)} complete + +;------------------------------------------------ +; Living Legend Task 2- +[lttz_ll_visit_agro_ug] +icon = ui_inGame2_Laboratoriya_X8 +prior = 195 +storyline = true + +title = lttz_ll_visit_agro_ug_name +target = agr_space_restrictor_to_agr_ug_4 +descr = {=actor_has_item(cit_doctors_pda)} lttz_ll_visit_agro_ug_text_2, {+living_legend_doctor} lttz_ll_visit_agro_ug_text + +on_init = %=spawn_strelok_notes() =open_route(agr:agr_u)% +on_complete = %+lttz_ll_visit_agro_ug_task_done% +condlist_0 = {=actor_has_item(strelok_notes)} complete + +;------------------------------------------------ +; Living Legend Task 3- +[lttz_ll_visit_barkeep] +icon = ui_icons_bar_100rentgen18 +prior = 195 +storyline = true + +title = lttz_ll_visit_barkeep_task_title +target = bar_visitors_barman_stalker_trader +descr = lttz_ll_visit_barkeep_task_descr + +on_complete = %=give_task(lttz_ll_call_north) =reward_item(drug_psy_blockade)% +condlist_0 = {+living_legend_barkeep} complete + +; Living Legend Task 3a- +[lttz_ll_visit_blackjack] +icon = ui_icons_mercicon13 +prior = 195 +storyline = true + +title = lttz_ll_visit_aslan_task_title +target = cit_killers_merc_barman_mlr +descr = lttz_ll_visit_aslan_task_descr + +on_complete = %=give_task(lttz_ll_call_north) =reward_item(drug_psy_blockade)% +condlist_0 = {+living_legend_aslan} complete + +;------------------------------------------------ +; Living Legend Task 4- +[lttz_ll_call_north] +icon = ui_iconsTotal_rad_get_to_aes +prior = 195 +storyline = true + +title = lttz_ll_call_north_task_title +target = {=actor_has_item(good_psy_helmet)} stalker_gatekeeper, {=actor_has_item(bad_psy_helmet)} stalker_gatekeeper, yan_stalker_sakharov +status_functor = special_steps_for_lostzone_tasks +descr = {=actor_has_item(good_psy_helmet)} lttz_ll_call_north_task_descr2, {=actor_has_item(bad_psy_helmet)} lttz_ll_call_north_task_descr2, lttz_ll_call_north_task_descr + +on_complete = %=give_task(lttz_ll_breakthrough)% +condlist_0 = {+living_legend_breakthrough} complete +condlist_1 = {+stalker_gatekeeper_dead} fail + +;------------------------------------------------ +; Living Legend Task 5- +[lttz_ll_breakthrough] +icon = ui_icons_base_attack24 +prior = 195 +storyline = true + +title = lttz_ll_breakthrough_task_name +target = {+mil_smart_terrain_3_8_monolith_attackers_squad_death} stalker_gatekeeper, mil_smart_terrain_3_8_monolith_attackers_squad +descr = {+mil_smart_terrain_3_8_monolith_attackers_squad_death} lttz_ll_talk_gatekeeper_task_descr, lttz_ll_breakthrough_task_text + +on_init = %=create_squad(mil_smart_terrain_3_8_monolith_attackers:mil_smart_terrain_3_8)% ;=create_squad(barrier_freedom_guardians_squad:mil_smart_terrain_3_8) +on_complete = %=reward_stash(true) =reward_random_money(5000:6000) =reward_item(drug_radioprotector) =complete_task_inc_goodwill(50:stalker:freedom) =give_task(lttz_ll_turn_off_brain_scorcher)% +condlist_0 = {+living_legend_brainscorcher} complete +condlist_1 = {+stalker_gatekeeper_dead} fail + +;------------------------------------------------ +; Disable Brain Scorcher Living Legend Task 6- +[lttz_ll_turn_off_brain_scorcher] +icon = ui_iconsTotal_bar_radar_deactivate +prior = 195 +storyline = true + +title = lttz_ll_radar_deactivate_name +target = rad_space_restrictor_to_bunker +descr = lttz_ll_deactivate_text + +on_init = %=open_route(mil:rad) =open_route(rad:x19)% +on_complete = %=complete_task_inc_goodwill(100:stalker) =give_task(lttz_ll_visit_beard) =create_squad(stalker_rogue_squad:zat_stalker_base_smart) +lttz_ll_turn_off_brain_scorcher_task_done =stalker_ceasefire()% +condlist_0 = {+bar_deactivate_radar_done} complete + +;------------------------------------------------ +; Living Legend Task 7- +[lttz_ll_visit_beard] +icon = ui_inGame2_Artefakti_na_zakaz +prior = 195 +storyline = true + +title = lttz_ll_visit_beard_task_title +target = zat_a2_stalker_barmen +descr = lttz_ll_visit_beard_task_descr + +on_init = %=open_route(red:rad) =open_route(red:jup) =open_route(jup:zat)% +on_complete = %=reward_money(6000) =reward_item(vodka_quality) =reward_stash(true) =complete_task_inc_goodwill(50:stalker) =give_task(lttz_ll_meet_rogue)% +condlist_0 = {+living_legend_beard} complete + +;------------------------------------------------ +; Meet Rogue Living Legend Task 8- +[lttz_ll_meet_rogue] +icon = ui_inGame2_Issledovatelskaya_gruppa +prior = 195 +storyline = true + +title = lttz_ll_meet_rogue_task_title +target = stalker_rogue +descr = lttz_ll_meet_rogue_task_descr + +on_complete = %=give_task(lttz_ll_fetch_gauss)% +condlist_0 = {+living_legend_rogue_start} complete +condlist_1 = {+stalker_rogue_dead} fail + +;------------------------------------------------ +; Living Legend Task 9- +[lttz_ll_fetch_gauss] +icon = ui_inGame2_Izdelie_N62 +storyline = true +prior = 195 + +title = lttz_ll_fetch_gauss_task_title +target_functor = task_targets_lostzone_all +status_functor = special_steps_for_lostzone_tasks +descr = {+wpn_gauss_quest} lttz_ll_fetch_gauss_task_descr2, lttz_ll_fetch_gauss_task_descr +stage_complete = 2 + +on_init = %=spawn_item_at_pos(wpn_gauss_quest) =create_squad(special_poltergeist_task_squad:zat_a23_smart_terrain)% +on_complete = %=reward_random_money(4000:6000) =complete_task_inc_goodwill(50:stalker) =lttz_ll_take_wpn_gauss_quest% +condlist_0 = {+stalker_rogue_living_legend_fetch_complete} complete +condlist_1 = {+stalker_rogue_dead} fail + +;------------------------------------------------ +; Living Legend Task 10- +[lttz_ll_path_pripyat] +icon = ui_inGame2_Put_v_pripyat +prior = 195 +storyline = true + +title = lttz_ll_path_pripyat_task_title +target = {+stalker_rogue_underpass} lost_stalker_strelok, {+jupiter_underpass_monolith_ambush_squad_death} stalker_rogue, {+monolith_ambush} jupiter_underpass_monolith_ambush_squad, {=actor_on_level(jupiter_underground)} lost_stalker_strelok, jupiter_space_restrictor_to_jupiter_ug +descr = {+stalker_rogue_underpass} lttz_ll_reach_pripyat_task_descr, {+jupiter_underpass_monolith_ambush_squad_death} lttz_ll_talk_rogue_underpass_task_descr, lttz_ll_path_pripyat_task_descr + +on_init = %=create_squad(jupiter_underpass_monolith_ambush:pas_b400_hall) =create_squad(lost_stalker_strelok_squad:pri_a16) =create_squad(stalker_stitch_squad:pri_a16) =open_route(jup:jup_u)% +on_complete = %=complete_task_inc_goodwill(50:stalker) =remove_special_task_squad(stalker_rogue) =create_squad(pri_a16_stalker_rogue_squad:pri_a16) +lttz_ll_preparations% +condlist_0 = {+living_legend_strelok_start} complete +condlist_1 = {+stalker_rogue_dead} fail + +;------------------------------------------------ +; Living Legend Task 11- +[lttz_ll_medical_supplies] +icon = ui_inGame2_Pered_zadaniyami_voennih +storyline = true +prior = 195 +precondition = {+living_legend_stitch_supplies -stitch_supplies} true, false + +title = lttz_ll_medical_supplies_name +title_functor = general_fetch_task +target = stalker_stitch +status_functor = actor_has_fetch_item +descr = lttz_ll_medical_supplies_text +descr_functor = general_fetch_task +stage_complete = 1 + +on_init = %=setup_fetch_task(lttz_ll_medical_supplies_fetch:medical:4:6) +stitch_supplies% +on_complete = %+lttz_ll_medical_supplies_task_done =complete_task_inc_goodwill(50:stalker) =fetch_reward_and_remove(lttz_ll_medical_supplies_fetch:1.25) =reward_stash(true) =pstor_reset(lttz_ll_medical_supplies_fetch)% +on_fail = %=pstor_reset(lttz_ll_medical_supplies_fetch)% +condlist_0 = {+living_legend_stitch_supplies_complete} complete +condlist_1 = {+stalker_stitch_dead} fail + +;------------------------------------------------ +; Living Legend Task 12- +[lttz_ll_attack_on_titan] +icon = ui_inGame2_PD_Ohotnik_na_mutantov +storyline = true +prior = 195 +precondition = {+living_legend_stitch_supplies -rogue_titan} true, false + +title = lttz_ll_attack_on_titan_name +target_functor = task_targets_lostzone_all +status_functor = special_steps_for_lostzone_tasks +descr = {+special_gigant_task_squad_dead} lttz_ll_return_rogue_attack_on_titan_task_descr, lttz_ll_attack_on_titan_text +stage_complete = 2 + +on_init = %=create_squad(special_gigant_task_squad:pri_sim_3) +rogue_titan% +on_complete = %+lttz_ll_attack_on_titan_task_done =reward_money(6000) =reward_item(swiss_knife) =complete_task_inc_goodwill(50:stalker)% +condlist_0 = {+living_legend_rogue_titan_complete} complete +condlist_1 = {+stalker_rogue_dead} fail + +;------------------------------------------------ +; Living Legend Task 13- +[lttz_ll_find_documents] +icon = ui_inGame2_Laboratoriya_X8 +prior = 195 +storyline = true +precondition = {+living_legend_stitch_supplies -strelok_x8} true, false + +title = lttz_ll_find_documents_name +target = {=actor_has_item(x8_documents)} lost_stalker_strelok, {=actor_on_level(labx8)} nil, pri_space_restrictor_to_labx8 +descr = lttz_ll_find_documents_text + +on_init = %=spawn_x8_documents() +strelok_x8 =open_route(out:x8)% +on_complete = %=reward_random_item(af_grid_up:af_freon_up:af_cooler_up:af_kevlar_up) =reward_stash(true) =complete_task_inc_goodwill(50:stalker) =lttz_ll_take_x8_documents% +condlist_0 = {+living_legend_strelok_preparations} complete +condlist_1 = {+lost_stalker_strelok_dead} fail + +;------------------------------------------------ +; Living Legend Task 14- +[lttz_ll_eidolon_start] +icon = ui_inGame2_Vizhivshiy_monolit +prior = 195 +storyline = true + +title = lttz_ll_eidolon_start_task_title +target = {+stalker_stitch_join_eidolon +stalker_rogue_join_eidolon} monolith_eidolon_recon_squad, {-stalker_rogue_join_eidolon} pri_a16_stalker_rogue, {-stalker_stitch_join_eidolon} stalker_stitch +descr = lttz_ll_eidolon_start_task_descr + +on_init = %=create_squad(monolith_eidolon_recon_squad:pri_sim_5) =create_squad(monolith_eidolon_squad:pri_monolith)% +on_complete = %=give_task(lttz_ll_eidolon)% +condlist_0 = {+monolith_eidolon_recon_squad_death} complete +condlist_1 = {+lost_stalker_strelok_dead} fail, {+stalker_stitch_dead} fail, {+stalker_rogue_dead} fail + +;------------------------------------------------ +; Living Legend Task 15- +[lttz_ll_eidolon] +icon = ui_inGame2_Odin_vistrel +prior = 195 +storyline = true + +title = lttz_ll_eidolon_task_title +target_functor = task_targets_lostzone_all +descr = lttz_ll_eidolon_task_descr + +on_init = %=create_squad(monolith_eidolon_assault_squad:pri_monolith) =open_route(out:pri) =open_route(aes1:pri) =open_route(aes1:sar)% +on_complete = %=give_task(lttz_ll_strelok_objective)% +condlist_0 = {+monolith_eidolon_dead} complete +condlist_1 = {+lost_stalker_strelok_dead} fail, {+stalker_stitch_dead} fail, {+stalker_rogue_dead} fail + +;------------------------------------------------ +; Living Legend Task 16- +[lttz_ll_strelok_objective] +icon = ui_iconsNpc_strelok +prior = 195 +storyline = true + +title = lttz_ll_strelok_objective_task_title +target = lost_stalker_strelok +descr = lttz_ll_strelok_objective_task_descr + +on_complete = %=reward_money(10000) =reward_random_item(af_aam:af_gravi_af_aam:af_fireball_af_aam:af_electra_moonlight_af_aam) =reward_item(decoder) =reward_stash(true) =complete_task_inc_goodwill(50:stalker) =give_task(lttz_ll_chernobyl_raid)% +condlist_0 = {+living_legend_strelok_objective} complete +condlist_1 = {+lost_stalker_strelok_dead} fail, {+stalker_stitch_dead} fail, {+stalker_rogue_dead} fail + +;------------------------------------------------ +; Living Legend Task 17- +[lttz_ll_chernobyl_raid] +icon = ui_iconsTotal_sar_warlab +prior = 195 +storyline = true + +title = lttz_ll_chernobyl_raid_task_title +target_functor = task_targets_lostzone_all +descr = lttz_ll_chernobyl_raid_task_descr + +on_init = %=create_squad(monolith_chernobyl_defence_squad:aes_smart_terrain_monolit_blockpost4)% +on_complete = %=give_task(lttz_ll_crucible)% +condlist_0 = {+monolith_chernobyl_defence_squad_death} complete +condlist_1 = {+lost_stalker_strelok_dead} fail, {+stalker_stitch_dead} fail, {+stalker_rogue_dead} fail + +;------------------------------------------------ +; Crucible Living Legend Task 18- +[lttz_ll_crucible] +icon = ui_iconsTotal_sar_secret_lab +prior = 195 +storyline = true + +title = lttz_ll_crucible_task_title +target = {+sar_enter_command_center} monolith_shard_guardian_squad, {+actor_in_sarcofag} monolith_shard_guardian_squad, aes_space_restrictor_to_sarcofag +descr = lttz_ll_crucible_task_descr + +on_init = %=spawn_monolith_shard() =create_squad(monolith_shard_guardian_squad:sar_monolith_guard)% +on_complete = %=give_task(lttz_ll_answers) +lttz_ll_crucible_task_done% +condlist_0 = {=actor_has_item(monolith_shard) +monolith_shard_guardian_squad_dead} complete +condlist_1 = {+lost_stalker_strelok_dead} fail, {+stalker_stitch_dead} fail, {+stalker_rogue_dead} fail + +;------------------------------------------------ +; Living Legend Task 19- +[lttz_ll_answers] +icon = ui_inGame2_PD_WishfulThinking +prior = 195 +storyline = true + +title = lttz_ll_answers_task_title +target = lost_stalker_strelok +descr = lttz_ll_answers_task_descr + +on_complete = %=complete_task_inc_goodwill(50:stalker) =reward_item(af_fuzz_kolobok_af_aam) =lttz_ll_give_strelok_pendrive =lttz_ll_take_monolith_shard =remove_special_task_squad(lost_stalker_strelok) =remove_special_task_squad(stalker_stitch) =remove_special_task_squad(pri_a16_stalker_rogue) =open_route(aes2:aes1) =open_route(aes1:zat)% +condlist_0 = {+lost_stalker_strelok_dead} fail, {+stalker_stitch_dead} fail, {+stalker_rogue_dead} fail + +;------------------------------------------------ +; Finish Living Legend Task 20- +[lttz_ll_finish_dolg] +icon = ui_iconsNpc_stalker_do_komandir +prior = 195 +storyline = true + +title = lttz_ll_finish_task_title +target = bar_dolg_leader +descr = lttz_ll_finish_dolg_task_descr + +on_complete = %=reward_money(30000) =reward_stash() =complete_task_inc_goodwill(100:dolg) =lttz_ll_take_strelok_pendrive% +condlist_0 = {+voronin_living_legend_finish} complete + +[lttz_ll_finish_killer] +icon = ui_iconsNpc_stalker_ki_informator +prior = 195 +storyline = true + +title = lttz_ll_finish_task_title +target = cit_killers_merc_trader_stalker +descr = lttz_ll_finish_killer_task_descr + +on_complete = %=reward_money(35000) =reward_stash() =complete_task_inc_goodwill(100:killer) =lttz_ll_take_strelok_pendrive% +condlist_0 = {+dushman_living_legend_finish} complete + +[lttz_ll_finish_stalker] +icon = ui_iconsNpc_trader +prior = 195 +storyline = true + +title = lttz_ll_finish_task_title +target = esc_m_trader +descr = lttz_ll_finish_stalker_task_descr + +on_complete = %=reward_money(30000) =reward_stash() =complete_task_inc_goodwill(100:stalker) =lttz_ll_take_strelok_pendrive% +condlist_0 = {+sidorovich_living_legend_finish} complete + +[lttz_ll_finish_csky] +icon = ui_iconsTotal_tutorial_help_wounded +prior = 195 +storyline = true + +title = lttz_ll_finish_task_title +target = mar_smart_terrain_base_stalker_leader_marsh +descr = lttz_ll_finish_csky_task_descr + +on_complete = %=reward_money(25000) =reward_item(af_aac) =reward_stash() =complete_task_inc_goodwill(100:csky) =lttz_ll_take_strelok_pendrive% +condlist_0 = {+cold_living_legend_finish} complete + +[lttz_ll_finish_freedom] +icon = ui_iconsNpc_stalker_sv_leader +prior = 195 +storyline = true + +title = lttz_ll_finish_task_title +target = mil_smart_terrain_7_7_freedom_leader_stalker +descr = lttz_ll_finish_freedom_task_descr + +on_complete = %=reward_money(30000) =reward_item(cigar3__3) =reward_stash() =complete_task_inc_goodwill(100:freedom) =lttz_ll_take_strelok_pendrive% +condlist_0 = {+lukash_living_legend_finish} complete + +[lttz_ll_finish_ecolog] +icon = ui_iconsNpc_ucheniy_2 +prior = 195 +storyline = true + +title = lttz_ll_finish_task_title +target = yan_stalker_sakharov +descr = lttz_ll_finish_ecolog_task_descr + +on_complete = %=reward_money(25000) =reward_item(af_aam) =reward_stash() =complete_task_inc_goodwill(100:ecolog) =lttz_ll_take_strelok_pendrive% +condlist_0 = {+sakharov_living_legend_finish} complete \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/plugins/mod_dynamic_anomalies_DS.ltx b/mods/Redone Collection/gamedata/configs/plugins/mod_dynamic_anomalies_DS.ltx new file mode 100644 index 00000000..c8a15302 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/plugins/mod_dynamic_anomalies_DS.ltx @@ -0,0 +1,4 @@ +![k01_darkscape] + !ano_dsc_42 = chemical, 429.71731567383, -1.8115394115448, -371.16778564453, 918931, 1404 + !ano_dsc_43 = chemical, 430.38342285156, -1.8093948364258, -365.34536743164, 920078, 1404 + !ano_dsc_44 = chemical, 430.41537475586, -1.7958755493164, -361.078125, 920084, 1404 \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/plugins/mod_dynamic_anomalies_ESC.ltx b/mods/Redone Collection/gamedata/configs/plugins/mod_dynamic_anomalies_ESC.ltx new file mode 100644 index 00000000..b17adf28 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/plugins/mod_dynamic_anomalies_ESC.ltx @@ -0,0 +1,21 @@ +![l01_escape] + !ano_esc_0 = gravitational, 17.394336700439, 15.890402793884, 664.333984375, 325647, 567 + !ano_esc_1 = electric, 16.90838432312, 13.750101089478, 645.50750732422, 324678, 410 + ;ano_esc_102 = electric, 353.21658325195, 14.934350013733, -29.440731048584, 619686, 370 + ;ano_esc_104 = electric, 360.93698120117, 14.938066482544, -34.537322998047, 621986, 370 + ;ano_esc_107 = electric, 347.67706298828, 15.098957061768, -33.032413482666, 617446, 621 + ;ano_esc_108 = electric, 363.38165283203, 14.933527946472, -42.13053894043, 622485, 370 + ;ano_esc_110 = electric, 371.09335327148, 20.946316719055, -42.225631713867, 623728, 370 + ;ano_esc_111 = electric, 350.76919555664, 20.918435096741, -28.366254806519, 618350, 621 + ;ano_esc_112 = electric, 357.43197631836, 18.893308639526, -37.717849731445, 621046, 370 + ;ano_esc_113 = electric, 366.36376953125, 19.936526298523, -38.863098144531, 623079, 370 + ;ano_esc_114 = electric, 369.87814331055, 18.236912536621, -45.690231323242, 623591, 370 + ;ano_esc_115 = electric, 361.81338500977, 20.013339996338, -41.715454101562, 622153, 370 + ;ano_esc_116 = electric, 358.23190307617, 19.9868516922, -39.258373260498, 621237, 370 + ;ano_esc_117 = electric, 354.18405151367, 18.908493995667, -36.053356170654, 619925, 370 + ;ano_esc_118 = electric, 354.5426940918, 20.168806648254, -28.844787597656, 619936, 370 + ;ano_esc_119 = electric, 357.6321105957, 20.212746810913, -34.094421386719, 621051, 370 + ;ano_esc_109 = electric, 367.34536743164, 14.929558753967, -38.927028656006, 623318, 370 + ;ano_esc_105 = electric, 362.48791503906, 14.984031677246, -40.222038269043, 622327, 370 + ;ano_esc_106 = electric, 370.05667114258, 14.978092193604, -40.198169708252, 623666, 370 + ;ano_esc_103 = electric, 356.25527954102, 15.888303756714, -36.900623321533, 620636, 370 \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/plugins/mod_dynamic_anomalies_POL.ltx b/mods/Redone Collection/gamedata/configs/plugins/mod_dynamic_anomalies_POL.ltx new file mode 100644 index 00000000..262f04c8 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/plugins/mod_dynamic_anomalies_POL.ltx @@ -0,0 +1,2 @@ +![y04_pole] + !ano_pol_35 \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/plugins/mod_dynamic_anomalies_ROS.ltx b/mods/Redone Collection/gamedata/configs/plugins/mod_dynamic_anomalies_ROS.ltx new file mode 100644 index 00000000..60527a37 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/plugins/mod_dynamic_anomalies_ROS.ltx @@ -0,0 +1,41 @@ +![l06_rostok] + ano_ros_63 = gravitational, -161.3055267334, -0.002201646566391, 48.760059356689, 25377, 1908 + ano_ros_64 = gravitational, -158.25860595703, -0.0015027523040771, 56.189792633057, 25377, 1908 + ano_ros_66 = gravitational, -168.89785766602, -0.0030859410762787, 54.516521453857, 25377, 1908 + ano_ros_67 = radioactive, -163.63726806641, -0.00087732076644897, 52.27965927124, 25377, 1908 + ano_ros_68 = chemical, -155.56665039062, 0.29411315917969, 80.926223754883, 25377, 1908 + ano_ros_69 = chemical, -154.25556945801, 0.09965255856514, 84.569267272949, 25377, 1908 + ano_ros_71 = thermal, -182.62310791016, -0.0011163353919983, 40.366508483887, 25377, 1908 + ano_ros_72 = thermal, -184.66575622559, -0.0023784041404724, 35.73189163208, 25377, 1908 + ano_ros_73 = thermal, -180.48937988281, -0.0046562254428864, 34.8095703125, 25377, 1908 + ano_ros_74 = thermal, -178.43943786621, -0.0021621137857437, 30.777183532715, 25377, 1908 + ano_ros_75 = thermal, -174.39161682129, -0.00010567903518677, 29.51441192627, 25377, 1908 + ano_ros_76 = thermal, -175.04580688477, -0.00018487870693207, 24.866413116455, 25377, 1908 + ano_ros_77 = thermal, -171.47622680664, -0.0003587007522583, 22.60669708252, 25377, 1908 + ano_ros_78 = thermal, -172.79882812532, -0.0025824904441833, 17.576650619507, 25377, 1908 + ano_ros_79 = thermal, -178.30107116699, -7.002055644989e-05, 18.065408706665, 25377, 1908 + ano_ros_81 = thermal, -179.49899291992, -0.00028195977210999, 13.813373565674, 25377, 1908 + ano_ros_82 = thermal, -183.74478149414, -0.00024449825286865, 11.809941291809, 25377, 1908 + ano_ros_83 = thermal, -185.39465332031, -0.0046873688697815, 16.391710281372, 25377, 1908 + ano_ros_84 = thermal, -189.64587402344, -0.0048295259475708, 18.243629455566, 25377, 1908 + ano_ros_85 = thermal, -187.56173706055, -0.00028896331787109, 21.857831954956, 25377, 1908 + ano_ros_86 = thermal, -187.80061340332, -0.0033606588840485, 26.730026245117, 25377, 1908 + ano_ros_87 = thermal, -192.21124267578, -0.00092019140720367, 24.20227432251, 25377, 1908 + ano_ros_88 = thermal, -187.70239257812, -0.00086730718612671, 3.3345000743866, 25377, 1908 + ano_ros_89 = thermal, -199.66918945312, -0.0038188099861145, -3.3506965637207, 24738, 1908 + ano_ros_100 = thermal, -196.65022277832, -0.0052649974822998, -13.183561325073, 24738, 1908 + ano_ros_101 = thermal, -206.28680419922, -0.002912163734436, -17.364234924316, 24738, 1908 + ano_ros_102 = thermal, -202.99934387207, -0.00026543438434601, -23.17338180542, 24738, 1908 + ano_ros_103 = thermal, -210.53144836426, -0.00023095309734344, -26.060640335083, 24384, 1908 + ano_ros_104 = thermal, -173.76370239258, -0.00047957897186279, 15.20398235321, 25377, 1908 + ano_ros_105 = thermal, -194.13003540039, -0.0020697414875031, 22.966623306274, 25377, 1908 + ano_ros_106 = thermal, -190.26966857910, -0.00043398141860962, 30.282733917236, 25377, 1908 + ano_ros_107 = thermal, -179.65838623047, -0.0012353509664536, 11.232748031616, 25377, 1908 + ano_ros_108 = thermal, -181.71868896484, -0.00027760863304138, 18.718341827393, 25377, 1908 + ano_ros_109 = thermal, -188.67903137207, -0.00048862397670746, 35.557014465332, 25377, 1908 + ano_ros_110 = thermal, -194.61724853516, -0.0035153031349182, 22.132669448853, 25377, 1908 + ano_ros_111 = thermal, -190.24580383301, -0.00033354759216309, 30.191970825195, 25377, 1908 + ano_ros_112 = thermal, -182.59356689453, -0.0027606934309006, 26.000076293945, 25377, 1908 + ano_ros_113 = radioactive, -167.48039245605, -0.0019214451313019, 73.26441192627, 25377, 1908 + ano_ros_114 = radioactive, -158.01057434082, -0.0053507536649704, 90.500900268555, 25377, 1908 + ano_ros_115 = radioactive, -146.17025756836, -0.0037648975849152, 111.64415740967, 25377, 1908 diff --git a/mods/Redone Collection/gamedata/configs/plugins/mod_dynamic_anomalies_YAN.ltx b/mods/Redone Collection/gamedata/configs/plugins/mod_dynamic_anomalies_YAN.ltx new file mode 100644 index 00000000..95083fe5 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/plugins/mod_dynamic_anomalies_YAN.ltx @@ -0,0 +1,5 @@ +![l08_yantar] + !ano_yan_9 + !ano_yan_20 + !ano_yan_37 + !ano_yan_38 \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/plugins/mod_new_game_setup_AGR.ltx b/mods/Redone Collection/gamedata/configs/plugins/mod_new_game_setup_AGR.ltx new file mode 100644 index 00000000..93bdf039 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/plugins/mod_new_game_setup_AGR.ltx @@ -0,0 +1,6 @@ +![remove_objects] +!agr_btr1 +;agr_btr2 + + + diff --git a/mods/Redone Collection/gamedata/configs/plugins/mod_new_game_setup_DS.ltx b/mods/Redone Collection/gamedata/configs/plugins/mod_new_game_setup_DS.ltx new file mode 100644 index 00000000..43051aab --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/plugins/mod_new_game_setup_DS.ltx @@ -0,0 +1,6 @@ +![remove_objects] +;ds_awr_tiski_01 +;ds_awr_lamp_dasc_tech_mlr_01 +;ds_awr_lamp_dasc_tech_mlr_02 +;ds_awr_tiski_01 +;ds_awr_stol_1 \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/plugins/mod_new_game_setup_ESC.ltx b/mods/Redone Collection/gamedata/configs/plugins/mod_new_game_setup_ESC.ltx new file mode 100644 index 00000000..5022ab54 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/plugins/mod_new_game_setup_ESC.ltx @@ -0,0 +1,79 @@ +![remove_objects] +!esc_zone_mine_field_soc +!esc_zone_mine_field_soc_0000 +!esc_zone_mine_field_soc_0001 +!esc_zone_mine_field_soc_0002 +!esc_zone_mine_field_soc_0003 +!esc_zone_mine_field_soc_0004 +!esc_zone_mine_field_soc_0005 +!esc_zone_mine_field_soc_0006 +!esc_zone_mine_field_soc_0007 +!esc_zone_mine_field_soc_0008 +!esc_zone_mine_field_soc_0009 +!esc_zone_mine_field_soc_0010 +!esc_zone_mine_field_soc_0011 +!esc_zone_mine_field_soc_0012 +!esc_zone_mine_field_soc_0013 +!esc_zone_mine_field_soc_0014 +!esc_zone_mine_field_soc_0015 +!esc_zone_mine_field_soc_0016 +!esc_zone_mine_field_soc_0017 +!esc_zone_mine_field_soc_0018 +!esc_zone_mine_field_soc_0019 +!esc_zone_mine_field_soc_0020 +!esc_zone_mine_field_soc_0021 +!esc_zone_mine_field_soc_0022 +!esc_zone_mine_field_soc_0023 +!esc_zone_mine_field_soc_0024 +!esc_zone_mine_field_soc_0025 +!esc_zone_mine_field_soc_0026 +!esc_zone_mine_field_soc_0027 +!esc_zone_mine_field_soc_0028 +!esc_zone_mine_field_soc_0029 +!esc_zone_mine_field_soc_0030 +!esc_zone_mine_field_soc_0031 +!esc_zone_mine_field_soc_0032 +!esc_zone_mine_field_soc_0033 +!esc_zone_mine_field_soc_0034 +!esc_zone_mine_field_soc_0035 +!esc_zone_mine_field_soc_0036 +!esc_zone_mine_field_soc_0037 +!esc_zone_mine_field_soc_0038 +!esc_zone_mine_field_soc_0039 +!esc_zone_mine_field_soc_0040 +!esc_zone_mine_field_soc_0041 +!esc_zone_mine_field_soc_0042 +!esc_zone_mine_field_soc_0043 +!esc_zone_mine_field_soc_0044 +!esc_zone_mine_field_soc_0045 +!esc_zone_mine_field_soc_0046 +!esc_zone_mine_field_soc_0047 +!esc_zone_mine_field_soc_0048 +!esc_zone_mine_field_soc_0049 +!esc_zone_mine_field_soc_0050 +!esc_zone_mine_field_soc_0051 +!esc_zone_mine_field_soc_0052 +!esc_zone_mine_field_soc_0053 +!esc_zone_mine_field_soc_0054 +!esc_zone_mine_field_soc_0055 +!esc_zone_mine_field_soc_0056 +!esc_zone_mine_field_soc_0057 +!esc_zone_mine_field_soc_0058 +!esc_zone_mine_field_soc_0059 +!esc_zone_mine_field_soc_0060 +!esc_zone_mine_field_soc_0061 +!esc_zone_mine_field_soc_0062 +!esc_zone_mine_field_soc_0063 +!esc_zone_mine_field_soc_0064 +!esc_zone_mine_field_soc_0065 + +!esc_zone_witches_galantine +!esc_zone_witches_galantine_0000 +!esc_zone_witches_galantine_0001 +!esc_zone_witches_galantine_0002 +!esc_zone_witches_galantine_0003 +!esc_zone_witches_galantine_0004 +!esc_zone_witches_galantine_0005 +!esc_zone_witches_galantine_0006 +!esc_zone_witches_galantine_0007 + diff --git a/mods/Redone Collection/gamedata/configs/plugins/mod_new_game_setup_MIL.ltx b/mods/Redone Collection/gamedata/configs/plugins/mod_new_game_setup_MIL.ltx new file mode 100644 index 00000000..8613565d --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/plugins/mod_new_game_setup_MIL.ltx @@ -0,0 +1,2 @@ +![remove_objects] +mil_physic_destroyable_object \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/plugins/mod_new_game_setup_ROS.ltx b/mods/Redone Collection/gamedata/configs/plugins/mod_new_game_setup_ROS.ltx new file mode 100644 index 00000000..583f2b19 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/plugins/mod_new_game_setup_ROS.ltx @@ -0,0 +1,4 @@ +![remove_objects] +light_alarm_glass_0000 +light_alarm_glass_0003 +light_alarm_glass_0004 \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/agroprom/agr_endless_night_spawn_logic_1.ltx b/mods/Redone Collection/gamedata/configs/scripts/agroprom/agr_endless_night_spawn_logic_1.ltx new file mode 100644 index 00000000..d3768a75 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/scripts/agroprom/agr_endless_night_spawn_logic_1.ltx @@ -0,0 +1,37 @@ +[logic] +active = ph_idle@wait_actor + +[ph_idle@wait_actor] +on_info = {=actor_near_smart(agr_smart_terrain_4_6) =is_dark_night} ph_idle@spawn_night_monster, {=actor_near_smart(agr_smart_terrain_4_6) =is_night} ph_idle@spawn_night_monster +on_info2 = {=actor_near_smart(agr_smart_terrain_5_4) =is_dark_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(agr_smart_terrain_5_4) =is_night} ph_idle@spawn_night_monster_2 +on_info3 = {=actor_near_smart(agr_smart_terrain_5_7) =is_dark_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(agr_smart_terrain_5_7) =is_night} ph_idle@spawn_night_monster_3 +on_info4 = {=actor_near_smart(agr_smart_terrain_7_5) =is_dark_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(agr_smart_terrain_7_5) =is_night} ph_idle@spawn_night_monster_4 + +[ph_idle@spawn_night_monster] +on_info = {~20} %=create_squad(simulation_mix_zombie_night:agr_smart_terrain_4_6)% ph_idle@reset, {~30} %=create_squad(simulation_snork_night:agr_smart_terrain_4_6)% ph_idle@reset, {~40} %=create_squad(simulation_tushkano_night:agr_smart_terrain_4_6)% ph_idle@reset, {~50} %=create_squad(simulation_pseudodog_night:agr_smart_terrain_4_6)% ph_idle@reset, ph_idle@wait_reset + +[ph_idle@reset] +on_game_timer = 86400 | ph_idle@wait_actor + +[ph_idle@spawn_night_monster_2] +on_info = {~20} %=create_squad(simulation_snork_night:agr_smart_terrain_5_4)% ph_idle@reset_2, {~30} %=create_squad(simulation_fracture_night:agr_smart_terrain_5_4)% ph_idle@reset_2, {~40} %=create_squad(simulation_zombie_3_6:agr_smart_terrain_5_4)% ph_idle@reset_2, {~50} %=create_squad(simulation_bloodsucker_red_night:agr_smart_terrain_5_4)% ph_idle@reset_2, ph_idle@wait_reset + +[ph_idle@reset_2] +on_game_timer = 86400 | ph_idle@wait_actor + +[ph_idle@spawn_night_monster_3] +on_info = {~20} %=create_squad(simulation_psysucker_white_night:agr_smart_terrain_5_7)% ph_idle@reset_3, {~30} %=create_squad(simulation_bloodsucker_night:agr_smart_terrain_5_7)% ph_idle@reset_3, {~40} %=create_squad(simulation_karlik_night:agr_smart_terrain_5_7)% ph_idle@reset_3, {~50} %=create_squad(simulation_lurker_brown_night:agr_smart_terrain_5_7)% ph_idle@reset_3, ph_idle@wait_reset +[ph_idle@reset_3] +on_game_timer = 86400 | ph_idle@wait_actor + +[ph_idle@spawn_night_monster_4] +on_info = {~20} %=create_squad(simulation_psysucker_white_night:agr_smart_terrain_7_5)% ph_idle@reset_4, {~30} %=create_squad(simulation_bloodsucker_night:agr_smart_terrain_7_5)% ph_idle@reset_4, {~40} %=create_squad(simulation_psy_dog_night:agr_smart_terrain_7_5)% ph_idle@reset_4, {~50} %=create_squad(simulation_karlik_night:agr_smart_terrain_7_5)% ph_idle@reset_4, ph_idle@wait_reset + +[ph_idle@reset_4] +on_game_timer = 86400 | ph_idle@wait_actor + +[ph_idle@wait_reset] +on_game_timer = 580 | ph_idle@wait_actor + +[collide] +ignore_static \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/agroprom/agr_endless_night_spawn_logic_2.ltx b/mods/Redone Collection/gamedata/configs/scripts/agroprom/agr_endless_night_spawn_logic_2.ltx new file mode 100644 index 00000000..3c1dafab --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/scripts/agroprom/agr_endless_night_spawn_logic_2.ltx @@ -0,0 +1,38 @@ +[logic] +active = ph_idle@wait_actor + +[ph_idle@wait_actor] +on_info = {=actor_near_smart(agr_smart_terrain_5_2) =is_dark_night} ph_idle@spawn_night_monster, {=actor_near_smart(agr_smart_terrain_5_2) =is_night} ph_idle@spawn_night_monster +on_info2 = {=actor_near_smart(agr_smart_terrain_5_3) =is_dark_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(agr_smart_terrain_5_3) =is_night} ph_idle@spawn_night_monster_2 +on_info3 = {=actor_near_smart(agr_smart_terrain_4_4_near_1) =is_dark_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(agr_smart_terrain_4_4_near_1) =is_night} ph_idle@spawn_night_monster_3 +on_info4 = {=actor_near_smart(agr_smart_terrain_4_4_near_3) =is_dark_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(agr_smart_terrain_4_4_near_3) =is_night} ph_idle@spawn_night_monster_4 + +[ph_idle@spawn_night_monster] +on_info = {~20} %=create_squad(simulation_pseudodog_night:agr_smart_terrain_5_2)% ph_idle@reset, {~30} %=create_squad(simulation_dog_night:agr_smart_terrain_5_2)% ph_idle@reset, {~40} %=create_squad(simulation_tushkano_night:agr_smart_terrain_5_2)% ph_idle@reset, {~50} %=create_squad(simulation_boar_3_5_night:agr_smart_terrain_5_2)% ph_idle@reset, ph_idle@wait_reset + +[ph_idle@reset] +on_game_timer = 86400 | ph_idle@wait_actor + +[ph_idle@spawn_night_monster_2] +on_info = {~20} %=create_squad(simulation_tushkano_night:agr_smart_terrain_5_3)% ph_idle@reset_2, {~30} %=create_squad(simulation_fracture_night:agr_smart_terrain_5_3)% ph_idle@reset_2, {~40} %=create_squad(simulation_zombie_3_6:agr_smart_terrain_5_3)% ph_idle@reset_2, {~50} %=create_squad(simulation_pseudodog_night:agr_smart_terrain_5_3)% ph_idle@reset_2, ph_idle@wait_reset + +[ph_idle@reset_2] +on_game_timer = 86400 | ph_idle@wait_actor + +[ph_idle@spawn_night_monster_3] +on_info = {~20} %=create_squad(simulation_psy_dog_night:agr_smart_terrain_4_4_near_1)% ph_idle@reset_3, {~30} %=create_squad(simulation_psysucker_white_night:agr_smart_terrain_4_4_near_1)% ph_idle@reset_3, {~40} %=create_squad(simulation_bloodsucker_night:agr_smart_terrain_4_4_near_1)% ph_idle@reset_3, {~50} %=create_squad(simulation_karlik_night:agr_smart_terrain_4_4_near_1)% ph_idle@reset_3, ph_idle@wait_reset + +[ph_idle@reset_3] +on_game_timer = 86400 | ph_idle@wait_actor + +[ph_idle@spawn_night_monster_4] +on_info = {~20} %=create_squad(simulation_lurker_blue_night:agr_smart_terrain_4_4_near_3)% ph_idle@reset_4, {~30} %=create_squad(simulation_dog_night:agr_smart_terrain_4_4_near_3)% ph_idle@reset_4, {~40} %=create_squad(simulation_cat_night:agr_smart_terrain_4_4_near_3)% ph_idle@reset_4, {~50} %=create_squad(simulation_snork_2_3_night:agr_smart_terrain_4_4_near_3)% ph_idle@reset_4, ph_idle@wait_reset + +[ph_idle@reset_4] +on_game_timer = 86400 | ph_idle@wait_actor + +[ph_idle@wait_reset] +on_game_timer = 580 | ph_idle@wait_actor + +[collide] +ignore_static diff --git a/mods/Redone Collection/gamedata/configs/scripts/agroprom/agr_endless_night_spawn_logic_3.ltx b/mods/Redone Collection/gamedata/configs/scripts/agroprom/agr_endless_night_spawn_logic_3.ltx new file mode 100644 index 00000000..d440cd75 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/scripts/agroprom/agr_endless_night_spawn_logic_3.ltx @@ -0,0 +1,38 @@ +[logic] +active = ph_idle@wait_actor + +[ph_idle@wait_actor] +on_info = {=actor_near_smart(agr_smart_terrain_1_2) =is_dark_night} ph_idle@spawn_night_monster, {=actor_near_smart(agr_smart_terrain_1_2) =is_night} ph_idle@spawn_night_monster +on_info2 = {=actor_near_smart(agr_smart_terrain_1_3) =is_dark_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(val_smart_terrain_6_5) =is_night} ph_idle@spawn_night_monster_2 +on_info3 = {=actor_near_smart(agr_smart_terrain_2_2) =is_dark_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(val_smart_terrain_8_7) =is_night} ph_idle@spawn_night_monster_3 +on_info4 = {=actor_near_smart(agr_smart_terrain_4_4_near_2) =is_dark_night} ph_idle@spawn_night_monster_3, {agr_smart_terrain_4_4_near_2) =is_night} ph_idle@spawn_night_monster_4 + +[ph_idle@spawn_night_monster] +on_info = {~20} %=create_squad(simulation_bloodsucker_night:agr_smart_terrain_1_2)% ph_idle@reset, {~30} %=create_squad(simulation_fracture_night:agr_smart_terrain_1_2)% ph_idle@reset, {~40} %=create_squad(simulation_snork_night:agr_smart_terrain_1_2)% ph_idle@reset, {~50} %=create_squad(simulation_lurker_blue_night:agr_smart_terrain_1_2)% ph_idle@reset, ph_idle@wait_reset + +[ph_idle@reset] +on_game_timer = 86400 | ph_idle@wait_actor + +[ph_idle@spawn_night_monster_2] +on_info = {~20} %=create_squad(simulation_snork_night:agr_smart_terrain_1_3)% ph_idle@reset_2, {~30} %=create_squad(simulation_fracture_night:agr_smart_terrain_1_3)% ph_idle@reset_2, {~40} %=create_squad(simulation_zombie_3_6:agr_smart_terrain_1_3)% ph_idle@reset_2, {~50} %=create_squad(simulation_pseudodog_night:agr_smart_terrain_1_3)% ph_idle@reset_2, ph_idle@wait_reset + +[ph_idle@reset_2] +on_game_timer = 86400 | ph_idle@wait_actor + +[ph_idle@spawn_night_monster_3] +on_info = {~20} %=create_squad(simulation_tushkano_night:agr_smart_terrain_2_2)% ph_idle@reset_3, {~30} %=create_squad(simulation_dog_night:agr_smart_terrain_2_2)% ph_idle@reset_3, {~40} %=create_squad(simulation_boar_night:agr_smart_terrain_2_2)% ph_idle@reset_3, {~50} %=create_squad(simulation_cat_night:agr_smart_terrain_2_2)% ph_idle@reset_3, ph_idle@wait_reset + +[ph_idle@reset_3] +on_game_timer = 86400 | ph_idle@wait_actor + +[ph_idle@spawn_night_monster_4] +on_info = {~20} %=create_squad(simulation_pseudodog_night:agr_smart_terrain_4_4_near_2)% ph_idle@reset_4, {~30} %=create_squad(simulation_fracture_night:agr_smart_terrain_4_4_near_2)% ph_idle@reset_4, {~40} %=create_squad(simulation_bloodsucker_night:agr_smart_terrain_4_4_near_2)% ph_idle@reset_4, {~50} %=create_squad(simulation_lurker_blue_night:agr_smart_terrain_4_4_near_2)% ph_idle@reset_4, ph_idle@wait_reset + +[ph_idle@reset_4] +on_game_timer = 86400 | ph_idle@wait_actor + +[ph_idle@wait_reset] +on_game_timer = 580 | ph_idle@wait_actor + +[collide] +ignore_static diff --git a/mods/Redone Collection/gamedata/configs/scripts/agroprom/agr_road_patrol1.ltx b/mods/Redone Collection/gamedata/configs/scripts/agroprom/agr_road_patrol1.ltx deleted file mode 100644 index 57a694b9..00000000 --- a/mods/Redone Collection/gamedata/configs/scripts/agroprom/agr_road_patrol1.ltx +++ /dev/null @@ -1,95 +0,0 @@ -[logic@agr_road_patrol_squad_mlr_1] -active = beh@agr_road_patrol_1 -suitable = {=target_squad_name(agr_patrol_army_mlr_squad)} true -prior = 200 - -[logic@agr_road_patrol_squad_mlr_2] -active = beh@agr_road_patrol_2 -suitable = {=target_squad_name(agr_patrol_army_mlr_squad)} true -prior = 200 - -[beh@general] -behavior_state = beh_move -target = waypoint -walk_dist = 100 -jog_dist = 220 -wait_anim = guard -walk_anim = patrol -jog_anim = assault -run_anim = assault -delay_anim = guard -combat_ignore_cond = false -combat_ignore_keep_when_attacked = false -gather_items_enabled = false -help_wounded_enabled = true -corpse_detection_enabled = false -invulnerable = false - -[beh@surge] -behavior_state = beh_move -target = waypoint -walk_dist = 100 -jog_dist = 220 -walk_anim = rush -jog_anim = rush -run_anim = rush -gather_items_enabled = false -help_wounded_enabled = false -corpse_detection_enabled = false -invulnerable = {=is_warfare} false, {!actor_true_enemy} true, false - -[beh@agr_road_patrol_1]:beh@general -pt1 = 100, guard | pos: -67.554389953613, -1.6522723436356, -178.81480407715 -pt2 = 100, guard | pos: -34.639892578125, -1.6747641563416, -170.35836791992 -pt3 = 100, guard | pos: -0.11069346964359, 0.28407162427902, -153.95838928223 -pt4 = 100, guard | pos: 31.231035232544, 0.33903837203979, -143.92808532715 -pt5 = 100, guard | pos: 50.08670425415, 0.20060548186302, -140.1003112793 -pt6 = 100, guard | pos: 78.336517333984, 0.41799223423004, -119.35453033447 -pt7 = 100, guard | pos: 87.035820007324, 0.39919662475586, -91.530319213867 -pt8 = 100, guard | pos: 93.522369384766, 0.40386408567429, -68.310653686523 -pt9 = 35000, binocular | pos: 102.63137054443, 0.40859204530716, -39.647026062012 look: 103.21803283691, 0.41131514310837, -38.768424987793 -pt10 = 100, guard | pos: 87.078941345215, 0.4905424118042, -45.053207397461 -pt11 = 100, guard | pos: 46.684085845947, 0.49939036369324, -51.184837341309 -pt12 = 100, guard | pos: 10.739145278931, 0.49923449754715, -50.732387542725 -pt13 = 100, guard | pos: -21.652070999146, 0.49711525440216, -47.524513244629 -pt14 = 100, guard | pos: -57.737426757812, 0.36240267753601, -41.180976867676 -pt15 = 100, guard | pos: -96.74462890625, 0.45440995693207, -34.791328430176 -pt16 = 100, guard | pos: -138.09623718262, 0.34220695495605, -35.334255218506 -pt17 = 100, guard | pos: -169.80340576172, 0.0080493688583374, -45.173477172852 -pt18 = 100, guard | pos: -188.45465087891, 0.37623238563538, -77.177635192871 -pt19 = 100, guard | pos: -191.86056518555, 0.16077184677124, -119.08964538574 -path_end = loop -on_info = {=surge_started} beh@surge_1 - -[beh@agr_road_patrol_2]:beh@general -pt1 = 1500, guard | pos: -67.554389953613, -1.6522723436356, -178.81480407715 -pt2 = 100, guard | pos: -34.639892578125, -1.6747641563416, -170.35836791992 -pt3 = 100, guard | pos: -0.11069346964359, 0.28407162427902, -153.95838928223 -pt4 = 100, guard | pos: 31.231035232544, 0.33903837203979, -143.92808532715 -pt5 = 100, guard | pos: 50.08670425415, 0.20060548186302, -140.1003112793 -pt6 = 100, guard | pos: 78.336517333984, 0.41799223423004, -119.35453033447 -pt7 = 100, guard | pos: 87.035820007324, 0.39919662475586, -91.530319213867 -pt8 = 100, guard | pos: 93.522369384766, 0.40386408567429, -68.310653686523 -pt9 = 36000, guard | pos: 97.147041320801, 0.454216837883, -45.956203460693 look: 87.035820007324, 0.39919662475586, -91.530319213867 -pt10 = 100, guard | pos: 87.078941345215, 0.4905424118042, -45.053207397461 -pt11 = 100, guard | pos: 46.684085845947, 0.49939036369324, -51.184837341309 -pt12 = 100, guard | pos: 10.739145278931, 0.49923449754715, -50.732387542725 -pt13 = 100, guard | pos: -21.652070999146, 0.49711525440216, -47.524513244629 -pt14 = 100, guard | pos: -57.737426757812, 0.36240267753601, -41.180976867676 -pt15 = 100, guard | pos: -96.74462890625, 0.45440995693207, -34.791328430176 -pt16 = 100, guard | pos: -138.09623718262, 0.34220695495605, -35.334255218506 -pt17 = 100, guard | pos: -169.80340576172, 0.0080493688583374, -45.173477172852 -pt18 = 100, guard | pos: -188.45465087891, 0.37623238563538, -77.177635192871 -pt19 = 100, guard | pos: -191.86056518555, 0.16077184677124, -119.08964538574 -path_end = loop -on_info = {=surge_started} beh@surge_2 - -[beh@surge_1]:beh@surge -pt1 = 1000, smoking_stand | pos: -163.51119995117, -0.20465818047523, -197.92788696289 look: -188.45465087891, 0.37623238563538, -77.177635192871 -on_info = {=surge_complete} beh@agr_road_patrol_1 - -[beh@surge_2]:beh@surge -pt1 = 1000, idle | pos: -154.60098266602, -0.21979755163193, -184.5887298584 look: -188.45465087891, 0.37623238563538, -77.177635192871 -on_info = {=surge_complete} beh@agr_road_patrol_2 - - diff --git a/mods/Redone Collection/gamedata/configs/scripts/agroprom/agr_road_patrol2.ltx b/mods/Redone Collection/gamedata/configs/scripts/agroprom/agr_road_patrol2.ltx deleted file mode 100644 index bf1a1fbe..00000000 --- a/mods/Redone Collection/gamedata/configs/scripts/agroprom/agr_road_patrol2.ltx +++ /dev/null @@ -1,55 +0,0 @@ -[walker@generic] ;-- test not used. -gather_items_enabled = false -help_wounded_enabled = true -corpse_detection_enabled = true -turn_on_campfire = false - -[logic@agr_road_patrol_2_squad_mlr_1] -active = walker@agr_road_patrol2_squad_1 -suitable = {=target_squad_name(sim_default)} true -prior = 200 - -[walker@agr_road_patrol2_squad_1]:walker@generic -path_walk = agr_btr2_walk -path_look = agr_btr2_walk -on_info = {=surge_started} beh@surge_1 -combat_ignore_cond = {=check_enemy_name(sim_default) =fighting_dist_ge(50)} true, false -combat_ignore_keep_when_attacked = false -meet = meet -danger = danger - -[danger] -danger_expiration_time = 120000 -danger_inertion_time_grenade = 90000 -danger_inertion_time_hit = 90000 -danger_inertion_time_sound = 90000 -danger_inertion_time_ricochet = 90000 - -[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 = true -trade_enable = false - -[beh@general] -target = waypoint -walk_dist = 100 -jog_dist = 220 -walk_anim = rush -jog_anim = rush -run_anim = rush -gather_items_enabled = false -help_wounded_enabled = false -corpse_detection_enabled = false - -;[beh@surge_1]:beh@general -;pt1 = 15000, binocular | pos: -0.82295793294907, 2.4562945365906, 64.287994384766 look: 0.40065768361092, 2.4561319351196, 64.198188781738 -;on_info = {=surge_complete} diff --git a/mods/Redone Collection/gamedata/configs/scripts/agroprom/mod_agr_army_megafone_redone.ltx b/mods/Redone Collection/gamedata/configs/scripts/agroprom/mod_agr_army_megafone_redone.ltx index dcf64f47..bd198d12 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/agroprom/mod_agr_army_megafone_redone.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/agroprom/mod_agr_army_megafone_redone.ltx @@ -1,22 +1,23 @@ ![logic] +!active = ph_idle@wait active = ph_idle@wait_for_actor -;active = ;ph_idle@wait [ph_idle@wait_for_actor] on_info = {=surge_started} ph_idle@surge, {+agr_military_colonel_kovalski_dead} ph_idle@nil, {=actor_in_zone(agr_army_base_zone)} ph_idle@check_conditions, {=actor_near_smart(agr_smart_terrain_1_6_near_1)} ph_idle@check_conditions, {=actor_near_smart(agr_smart_terrain_1_6_near_2)} ph_idle@check_conditions, ph_idle@start_humor [ph_idle@check_conditions] -on_info = {=actor_community(actor_army)} ph_idle@start_humor, {=actor_community(actor_ecolog)} ph_idle@start_humor, {=actor_community(actor_dolg)} ph_idle@start_humor, {=actor_in_zone(agr_army_base_zone)} ph_idle@alarm, {=actor_near_smart(agr_smart_terrain_1_6_near_1)} ph_idle@alarm, {=actor_near_smart(agr_smart_terrain_1_6_near_2)} ph_idle@alarm, ph_idle@start_humor +on_info = {=is_actor_enemy_to_faction(army)} ph_idle@alarm, ph_idle@start_humor [ph_idle@check_conditions_2] -on_info = {=actor_community(actor_stalker)} ph_idle@alarm, {=actor_community(actor_csky)} ph_idle@alarm, {=actor_community(actor_freedom)} ph_idle@alarm, {=actor_community(actor_killer)} ph_idle@alarm, {=actor_community(actor_renegade)} ph_idle@alarm, {=actor_community(actor_bandit)} ph_idle@alarm, {=actor_community(actor_monolith)} ph_idle@alarm, {=actor_community(actor_greh)} ph_idle@alarm -on_game_timer = 600 | ph_idle@wait_for_actor +on_info = {=is_actor_enemy_to_faction(army)} ph_idle@alarm +on_info2 = {=surge_started} ph_idle@surge +on_game_timer = 800 | ph_idle@wait_for_actor -;[ph_idle@wait] -;on_info = ;{=actor_in_zone(agr_army_base_zone)} ph_idle@start_humor -;on_info2 = ;{=check_smart_alarm_status(agr_smart_terrain_1_6_near_1)} ph_idle@alarm -;on_info3 = ;{=check_smart_alarm_status(agr_smart_terrain_1_6)} ph_idle@alarm -;on_info4 = ;{=check_smart_alarm_status(agr_smart_terrain_1_6_near_2)} ph_idle@alarm +![ph_idle@wait] +!on_info = {=actor_in_zone(agr_army_base_zone)} ph_idle@start_humor +!on_info2 = {=check_smart_alarm_status(agr_smart_terrain_1_6_near_1)} ph_idle@alarm +!on_info3 = {=check_smart_alarm_status(agr_smart_terrain_1_6)} ph_idle@alarm +!on_info4 = {=check_smart_alarm_status(agr_smart_terrain_1_6_near_2)} ph_idle@alarm ![ph_idle@start_humor] on_info = %=play_sound(agr_army_comandir_megafon) +agr_military_colonel_kovalski_talk% ph_idle@sound_idle @@ -38,9 +39,10 @@ on_info6 = {!check_smart_alarm_status(agr_smart_terrain_4_6)} ph_idle@wait_for_a on_info7 = {=surge_started} ph_idle@surge [ph_idle@sound_idle] -on_info = {=surge_started} ph_idle@surge, {+agr_military_colonel_kovalski_dead} ph_idle@nil -on_info2 = {=actor_in_zone(agr_army_base_zone)} ph_idle@check_conditions_2, {=actor_near_smart(agr_smart_terrain_1_6_near_1)} ph_idle@check_conditions_2, {=actor_near_smart(agr_smart_terrain_1_6_near_2)} ph_idle@check_conditions_2 -on_game_timer = 1000 | ph_idle@wait_for_actor +on_info = {=surge_started} ph_idle@surge +on_info2 = {+agr_military_colonel_kovalski_dead} ph_idle@nil +on_info3 = {=actor_in_zone(agr_army_base_zone)} ph_idle@check_conditions_2, {=actor_near_smart(agr_smart_terrain_1_6_near_1)} ph_idle@check_conditions_2, {=actor_near_smart(agr_smart_terrain_1_6_near_2)} ph_idle@check_conditions_2 +on_game_timer = 800 | ph_idle@wait_for_actor [ph_idle@surge] on_info = %-agr_military_colonel_kovalski_talk =stop_sound% diff --git a/mods/Redone Collection/gamedata/configs/scripts/agroprom/mod_agr_crow_spawner_redone.ltx b/mods/Redone Collection/gamedata/configs/scripts/agroprom/mod_agr_crow_spawner_redone.ltx index 9b0a65cb..7b388e70 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/agroprom/mod_agr_crow_spawner_redone.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/agroprom/mod_agr_crow_spawner_redone.ltx @@ -1,3 +1,19 @@ +![logic] +!active = sr_crow_spawner +active = sr_idle@check_story + +[sr_idle@check_story] +on_info = {-story_mode_disabled} sr_idle@check_actor, {+story_mode_disabled -yan_x16_complete_end} sr_idle@check_actor %+yan_kill_brain_done% + +[sr_idle@check_actor] +on_info = {=actor_community(actor_monolith) -yan_x16_complete_end} sr_idle@check_helmet %+yan_kill_brain_done%, {=actor_community(actor_greh) -yan_x16_complete_end} sr_idle@check_helmet %+yan_kill_brain_done%, sr_idle@check_helmet + +[sr_idle@check_helmet] +on_info = {=actor_has_item(good_psy_helmet)} sr_idle@check_spawner %+living_legend_psy_helmet%, {=actor_has_item(bad_psy_helmet)} sr_idle@check_spawner %+living_legend_psy_helmet%, sr_idle@check_spawner + +[sr_idle@check_spawner] +on_info = sr_crow_spawner + ![sr_crow_spawner] -max_crows_on_level = 4 +max_crows_on_level = 5 spawn_path = agr_crow_spawn_1, agr_crow_spawn_2, agr_crow_spawn_3, agr_crow_spawn_4, agr_crow_spawn_5 \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/agroprom/mod_agr_smart_terrain_1_6_near_1_smart_logic_redone.ltx b/mods/Redone Collection/gamedata/configs/scripts/agroprom/mod_agr_smart_terrain_1_6_near_1_smart_logic_redone.ltx new file mode 100644 index 00000000..d2333bdf --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/scripts/agroprom/mod_agr_smart_terrain_1_6_near_1_smart_logic_redone.ltx @@ -0,0 +1,95 @@ +[logic@agr_smart_terrain_1_6_near_1_patrol_work_1] +active = beh@agr_smart_terrain_1_6_near_1_patrol_work_1 +suitable = {=target_squad_name(agr_patrol_army_mlr_squad)} true +prior = 200 + +[logic@agr_smart_terrain_1_6_near_1_patrol_work_2] +active = beh@agr_smart_terrain_1_6_near_1_patrol_work_2 +suitable = {=target_squad_name(agr_patrol_army_mlr_squad)} true +prior = 200 + +[beh@general_patrol] +behavior_state = beh_move +target = waypoint +walk_dist = 100 +jog_dist = 220 +wait_anim = guard +walk_anim = patrol +jog_anim = assault +run_anim = assault +delay_anim = guard +combat_ignore_cond = false +combat_ignore_keep_when_attacked = false +gather_items_enabled = false +help_wounded_enabled = true +corpse_detection_enabled = false +invulnerable = false + +[beh@general_surge] +behavior_state = beh_move +target = waypoint +walk_dist = 100 +jog_dist = 220 +walk_anim = rush +jog_anim = rush +run_anim = rush +gather_items_enabled = false +help_wounded_enabled = false +corpse_detection_enabled = false +invulnerable = {=is_warfare} false, {!actor_true_enemy} true, false + +[beh@agr_smart_terrain_1_6_near_1_patrol_work_1]:beh@general_patrol +pt1 = 100, guard | pos: -67.554389953613, -1.6522723436356, -178.81480407715 +pt2 = 100, guard | pos: -34.639892578125, -1.6747641563416, -170.35836791992 +pt3 = 100, guard | pos: -0.11069346964359, 0.28407162427902, -153.95838928223 +pt4 = 100, guard | pos: 31.231035232544, 0.33903837203979, -143.92808532715 +pt5 = 100, guard | pos: 50.08670425415, 0.20060548186302, -140.1003112793 +pt6 = 100, guard | pos: 78.336517333984, 0.41799223423004, -119.35453033447 +pt7 = 100, guard | pos: 87.035820007324, 0.39919662475586, -91.530319213867 +pt8 = 100, guard | pos: 93.522369384766, 0.40386408567429, -68.310653686523 +pt9 = 35000, binocular | pos: 102.63137054443, 0.40859204530716, -39.647026062012 look: 103.21803283691, 0.41131514310837, -38.768424987793 +pt10 = 100, guard | pos: 87.078941345215, 0.4905424118042, -45.053207397461 +pt11 = 100, guard | pos: 46.684085845947, 0.49939036369324, -51.184837341309 +pt12 = 100, guard | pos: 10.739145278931, 0.49923449754715, -50.732387542725 +pt13 = 100, guard | pos: -21.652070999146, 0.49711525440216, -47.524513244629 +pt14 = 100, guard | pos: -57.737426757812, 0.36240267753601, -41.180976867676 +pt15 = 100, guard | pos: -96.74462890625, 0.45440995693207, -34.791328430176 +pt16 = 100, guard | pos: -138.09623718262, 0.34220695495605, -35.334255218506 +pt17 = 100, guard | pos: -169.80340576172, 0.0080493688583374, -45.173477172852 +pt18 = 100, guard | pos: -188.45465087891, 0.37623238563538, -77.177635192871 +pt19 = 100, guard | pos: -191.86056518555, 0.16077184677124, -119.08964538574 +path_end = loop +on_info = {=surge_started} beh@agr_smart_terrain_1_6_near_1_surge_work_1 + +[beh@agr_smart_terrain_1_6_near_1_patrol_work_2]:beh@general_patrol +pt1 = 1500, guard | pos: -67.554389953613, -1.6522723436356, -178.81480407715 +pt2 = 100, guard | pos: -34.639892578125, -1.6747641563416, -170.35836791992 +pt3 = 100, guard | pos: -0.11069346964359, 0.28407162427902, -153.95838928223 +pt4 = 100, guard | pos: 31.231035232544, 0.33903837203979, -143.92808532715 +pt5 = 100, guard | pos: 50.08670425415, 0.20060548186302, -140.1003112793 +pt6 = 100, guard | pos: 78.336517333984, 0.41799223423004, -119.35453033447 +pt7 = 100, guard | pos: 87.035820007324, 0.39919662475586, -91.530319213867 +pt8 = 100, guard | pos: 93.522369384766, 0.40386408567429, -68.310653686523 +pt9 = 36000, guard | pos: 97.147041320801, 0.454216837883, -45.956203460693 look: 87.035820007324, 0.39919662475586, -91.530319213867 +pt10 = 100, guard | pos: 87.078941345215, 0.4905424118042, -45.053207397461 +pt11 = 100, guard | pos: 46.684085845947, 0.49939036369324, -51.184837341309 +pt12 = 100, guard | pos: 10.739145278931, 0.49923449754715, -50.732387542725 +pt13 = 100, guard | pos: -21.652070999146, 0.49711525440216, -47.524513244629 +pt14 = 100, guard | pos: -57.737426757812, 0.36240267753601, -41.180976867676 +pt15 = 100, guard | pos: -96.74462890625, 0.45440995693207, -34.791328430176 +pt16 = 100, guard | pos: -138.09623718262, 0.34220695495605, -35.334255218506 +pt17 = 100, guard | pos: -169.80340576172, 0.0080493688583374, -45.173477172852 +pt18 = 100, guard | pos: -188.45465087891, 0.37623238563538, -77.177635192871 +pt19 = 100, guard | pos: -191.86056518555, 0.16077184677124, -119.08964538574 +path_end = loop +on_info = {=surge_started} beh@agr_smart_terrain_1_6_near_1_surge_work_2 + +[beh@agr_smart_terrain_1_6_near_1_surge_work_1]:beh@general_surge +pt1 = 1000, smoking_stand | pos: -163.51119995117, -0.20465818047523, -197.92788696289 look: -188.45465087891, 0.37623238563538, -77.177635192871 +on_info = {=surge_complete} beh@agr_smart_terrain_1_6_near_1_patrol_work_1 + +[beh@agr_smart_terrain_1_6_near_1_surge_work_2]:beh@general_surge +pt1 = 1000, idle | pos: -154.60098266602, -0.21979755163193, -184.5887298584 look: -188.45465087891, 0.37623238563538, -77.177635192871 +on_info = {=surge_complete} beh@agr_smart_terrain_1_6_near_1_patrol_work_2 + + diff --git a/mods/Redone Collection/gamedata/configs/scripts/agroprom/smart/agr_smart_terrain_1_2.ltx b/mods/Redone Collection/gamedata/configs/scripts/agroprom/smart/agr_smart_terrain_1_2.ltx index 7e2c8ed9..aaab0419 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/agroprom/smart/agr_smart_terrain_1_2.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/agroprom/smart/agr_smart_terrain_1_2.ltx @@ -1,20 +1,33 @@ [smart_terrain] squad_id = 1 -max_population = 2 +max_population = 1 respawn_params = respawn@agr_smart_terrain_1_2 -respawn_idle = 259200 +respawn_only_smart = false +respawn_idle = 172800 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil [respawn@agr_smart_terrain_1_2] ;-- Type: -spawn_all_hard -spawn_snorks +spawn_all_hard_c_2_1 +spawn_all_worst_c_2_2 -[spawn_all_hard] ;-- Hard mutants - Rates of groups: ( 3 lurker + 1 psy dog + 2 fracture ) -spawn_squads = simulation_lurker_black, simulation_lurker_brown, simulation_lurker_blue, simulation_psy_dog, simulation_fracture, simulation_fracture -spawn_num = {~50} 1, 0 -[spawn_snorks] ;-- Normal mutants - Rates of groups: ( 1 snork + 1 psy dog + 1 fracture ) -spawn_squads = simulation_snork, simulation_fracture, simulation_pseudodog -spawn_num = 1 +[spawn_all_hard_c_2_1] ;-- Hard mutants - Rates of groups: ( 1 fracture + 2 snork + 1 psydog + 2 karlik) +spawn_squads = simulation_fracture, simulation_fracture, simulation_snork_2_3, simulation_psy_dog, simulation_karlik, simulation_karlik +spawn_num = {!actor_week_in_zone(4)} 1, {=actor_week_in_zone(4)} 0 +[spawn_all_worst_c_2_2] ;-- Worst mutants - Rates of groups: ( 1 fracture + 2 snork + 1 bloodsucker + 1 psysucker + 2 karlik ) +spawn_squads = simulation_fracture, simulation_fracture, simulation_snork_2_5, simulation_psy_dog_squad, simulation_karlik, simulation_karlik +spawn_num = {=actor_week_in_zone(4)} 1, {!actor_week_in_zone(4)} 0 + + +;[on_changing_level] + +;[smart_control] ;[exclusive] \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/agroprom/smart/agr_smart_terrain_1_3.ltx b/mods/Redone Collection/gamedata/configs/scripts/agroprom/smart/agr_smart_terrain_1_3.ltx index a5e4bbb5..c73b3053 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/agroprom/smart/agr_smart_terrain_1_3.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/agroprom/smart/agr_smart_terrain_1_3.ltx @@ -1,12 +1,24 @@ [smart_terrain] ;-- Disabled spawn squad_id = 2 -max_population = 2 +max_population = 1 ;respawn_params = respawn@agr_smart_terrain_1_3 -;respawn_idle = 0 +;respawn_only_smart = false +;respawn_idle = 86400 +;respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil ;[respawn@agr_smart_terrain_1_3] ;-- Type: +;[on_changing_level] + +;[smart_control] + [exclusive] faction_base_defense_enemy1 = agroprom\agr_smart_terrain_1_3_smart_logic.ltx faction_base_defense_enemy2 = agroprom\agr_smart_terrain_1_3_smart_logic.ltx diff --git a/mods/Redone Collection/gamedata/configs/scripts/agroprom/smart/agr_smart_terrain_1_6.ltx b/mods/Redone Collection/gamedata/configs/scripts/agroprom/smart/agr_smart_terrain_1_6.ltx index 7b630a0c..93dc1d88 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/agroprom/smart/agr_smart_terrain_1_6.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/agroprom/smart/agr_smart_terrain_1_6.ltx @@ -1,34 +1,53 @@ [smart_terrain] squad_id = 3 -max_population = 4 +max_population = 3 respawn_params = respawn@agr_smart_terrain_1_6 +respawn_only_smart = false respawn_idle = 43200 +respawn_radius = 200 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil [respawn@agr_smart_terrain_1_6] ;-- Type: faction {army} = faction base\courtyard +spawn_army@novice spawn_army@advanced spawn_army@veteran spawn_army_special +[spawn_army@novice] +spawn_squads = army_sim_squad_novice, army_sim_squad_novice, army_sim_squad_advanced +spawn_num = {+agr_military_colonel_kovalski_dead} 2, 3 + [spawn_army@advanced] -spawn_squads = army_sim_squad_advanced, army_sim_squad_novice -spawn_num = {+agr_military_colonel_kovalski_dead} 1, 4 +spawn_squads = army_sim_squad_advanced, army_sim_squad_advanced, army_sim_squad_novice +spawn_num = {+agr_military_colonel_kovalski_dead} 1, 3 [spawn_army@veteran] -spawn_squads = army_sim_squad_veteran -spawn_num = {+agr_military_colonel_kovalski_dead} 0, 1 +spawn_squads = army_sim_squad_veteran, army_sim_squad_advanced, army_sim_squad_advanced +spawn_num = {+agr_military_colonel_kovalski_dead} 0, 2 [spawn_army_special] spawn_squads = agr_1_6_guards_army_mlr_squad spawn_num = {!squad_name_exist(agr_1_6_guards_army_mlr_squad) -agr_military_colonel_kovalski_dead} 1, 0 +;[on_changing_level] + +;[smart_control] + [exclusive] agr_1_6_barman_army_mlr = agroprom\agr_1_6_barman_army_mlr.ltx agr_1_6_medic_army_mlr = agroprom\agr_1_6_medic_army_mlr.ltx agr_smart_terrain_1_6_army_trader = agroprom\agr_smart_terrain_1_6_smart_logic.ltx agr_smart_terrain_1_6_army_mechanic = agroprom\agr_smart_terrain_1_6_smart_logic.ltx + agr_smart_terrain_1_6_minigunner_excl = agroprom\agr_smart_terrain_1_6_smart_logic.ltx + agr_smart_terrain_1_6_camp_work_1 = agroprom\agr_smart_terrain_1_6_smart_logic.ltx agr_smart_terrain_1_6_camp_work_2 = agroprom\agr_smart_terrain_1_6_smart_logic.ltx agr_smart_terrain_1_6_camp_work_3 = agroprom\agr_smart_terrain_1_6_smart_logic.ltx @@ -53,6 +72,7 @@ agr_smart_terrain_1_6_camp_work_21 = agroprom\agr_smart_terrain_1_6_smart_logic. agr_smart_terrain_1_6_camp_work_22 = agroprom\agr_smart_terrain_1_6_smart_logic.ltx agr_smart_terrain_1_6_camp_work_23 = agroprom\agr_smart_terrain_1_6_smart_logic.ltx agr_smart_terrain_1_6_camp_work_24 = agroprom\agr_smart_terrain_1_6_smart_logic.ltx + faction_base_defense_enemy1 = agroprom\agr_smart_terrain_1_6_smart_logic.ltx faction_base_defense_enemy2 = agroprom\agr_smart_terrain_1_6_smart_logic.ltx faction_base_defense_enemy3 = agroprom\agr_smart_terrain_1_6_smart_logic.ltx diff --git a/mods/Redone Collection/gamedata/configs/scripts/agroprom/smart/agr_smart_terrain_1_6_near_1.ltx b/mods/Redone Collection/gamedata/configs/scripts/agroprom/smart/agr_smart_terrain_1_6_near_1.ltx index ff50071f..5ab374bb 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/agroprom/smart/agr_smart_terrain_1_6_near_1.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/agroprom/smart/agr_smart_terrain_1_6_near_1.ltx @@ -1,24 +1,41 @@ [smart_terrain] squad_id = 4 -max_population = 1 +max_population = 2 respawn_params = respawn@agr_smart_terrain_1_6_near_1_near_1 +respawn_only_smart = false respawn_idle = 86400 +respawn_radius = 200 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil [respawn@agr_smart_terrain_1_6_near_1_near_1] ;-- Type: faction {army} = faction base\north gate spawn_army_patrol +spawn_army_special [spawn_army_patrol] spawn_squads = agr_patrol_army_mlr_squad spawn_num = {!squad_name_exist(agr_patrol_army_mlr_squad) -agr_military_colonel_kovalski_dead} 1, 0 +[spawn_army_special] +spawn_squads = agr_1_6_guards_army_mlr_2_squad +spawn_num = {!squad_name_exist(agr_1_6_guards_army_mlr_2_squad) -agr_military_colonel_kovalski_dead} 1, 0 + + +;[on_changing_level] + +;[smart_control] [exclusive] -agr_road_patrol_squad_mlr_1 = agroprom\agr_road_patrol1.ltx -agr_road_patrol_squad_mlr_2 = agroprom\agr_road_patrol1.ltx -;agr_road_patrol_2_squad_mlr_1 = agroprom\agr_road_patrol2.ltx agr_smart_terrain_1_6_near_1_camp_work_1 = agroprom\agr_smart_terrain_1_6_near_1_smart_logic.ltx agr_smart_terrain_1_6_near_1_camp_work_2 = agroprom\agr_smart_terrain_1_6_near_1_smart_logic.ltx agr_smart_terrain_1_6_near_1_camp_work_3 = agroprom\agr_smart_terrain_1_6_near_1_smart_logic.ltx agr_smart_terrain_1_6_near_1_camp_work_4 = agroprom\agr_smart_terrain_1_6_near_1_smart_logic.ltx -agr_smart_terrain_1_6_near_1_camp_work_5 = agroprom\agr_smart_terrain_1_6_near_1_smart_logic.ltx \ No newline at end of file +agr_smart_terrain_1_6_near_1_camp_work_5 = agroprom\agr_smart_terrain_1_6_near_1_smart_logic.ltx + +agr_smart_terrain_1_6_near_1_patrol_work_1 = agroprom\agr_smart_terrain_1_6_near_1_smart_logic.ltx +agr_smart_terrain_1_6_near_1_patrol_work_2 = agroprom\agr_smart_terrain_1_6_near_1_smart_logic.ltx \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/agroprom/smart/agr_smart_terrain_1_6_near_2.ltx b/mods/Redone Collection/gamedata/configs/scripts/agroprom/smart/agr_smart_terrain_1_6_near_2.ltx index 5b39b428..26a3705f 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/agroprom/smart/agr_smart_terrain_1_6_near_2.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/agroprom/smart/agr_smart_terrain_1_6_near_2.ltx @@ -2,21 +2,39 @@ squad_id = 5 max_population = 2 respawn_params = respawn@agr_smart_terrain_1_6_near_2 +respawn_only_smart = false respawn_idle = 345600 +respawn_radius = 200 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil [respawn@agr_smart_terrain_1_6_near_2] ;-- Type: faction {army} = faction base\building +spawn_army_special spawn_heli_strong spawn_heli_weak + +[spawn_army_special] +spawn_squads = agr_1_6_guards_army_mlr_3_squad +spawn_num = {!squad_name_exist(agr_1_6_guards_army_mlr_3_squad) -agr_military_colonel_kovalski_dead} 1, 0 + [spawn_heli_strong] spawn_helicopter = simulation_helicopter_strong -spawn_num = {!down_to_earth_functor !heli_exist_on_level} 1, 0 +spawn_num = {!down_to_earth_functor !heli_exist_on_level} 1,{-agr_military_colonel_kovalski_dead} 0 [spawn_heli_weak] spawn_helicopter = simulation_helicopter_weak -spawn_num = {=down_to_earth_functor !heli_exist_on_level} 1, 0 +spawn_num = {=down_to_earth_functor !heli_exist_on_level} 1,{-agr_military_colonel_kovalski_dead} 0 +;[on_changing_level] + +;[smart_control] + [exclusive] agr_military_colonel_kovalski = agroprom\agr_smart_terrain_1_6_near_2_smart_logic.ltx diff --git a/mods/Redone Collection/gamedata/configs/scripts/agroprom/smart/agr_smart_terrain_2_2.ltx b/mods/Redone Collection/gamedata/configs/scripts/agroprom/smart/agr_smart_terrain_2_2.ltx index 7f9537b3..a1309e73 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/agroprom/smart/agr_smart_terrain_2_2.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/agroprom/smart/agr_smart_terrain_2_2.ltx @@ -2,15 +2,32 @@ squad_id = 6 max_population = 2 respawn_params = respawn@gar_smart_terrain_2_2 +respawn_only_smart = false respawn_idle = 86400 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil -[respawn@gar_smart_terrain_2_2] ;-- Type: -spawn_mix +[respawn@gar_smart_terrain_2_2] ;-- Type: c_1_1 + c_1_2 edited +spawn_all_weak_c_1_1 +spawn_all_normal_c_1_2 -[spawn_mix] ;-- Normal mutants - Rates of groups:( 2 dogs + 2 cats + 3 fleshes/boars + 3 snork + 2 fracture + 2 fracture ) -spawn_squads = simulation_dog, simulation_mix_dogs, simulation_cat, simulation_cat, simulation_mix_boar_flesh, simulation_flesh, simulation_boar, simulation_snork_2_3, simulation_snork_2_3, simulation_snork_2_5, simulation_fracture, simulation_fracture -spawn_num = 1 +[spawn_all_weak_c_1_1] ;-- Weak mutants - Rates of groups: ( 2 tushkano + 2 dogs + 1 cats + 1 flesh ) +spawn_squads = simulation_tushkano, simulation_tushkano, simulation_dog, simulation_mix_dogs, simulation_cat, simulation_flesh +spawn_num = {!actor_week_in_zone(1)} 1, {=actor_week_in_zone(1)} 0 +[spawn_all_normal_c_1_2];-- Normal mutants - Rates of groups: ( 2 dogs + 1 cats + 3 fleshes/boars ) +spawn_squads = simulation_mix_dogs, simulation_mix_dogs, simulation_cat_3_5, simulation_mix_boar_flesh, simulation_flesh, simulation_boar +spawn_num = {=actor_week_in_zone(1)} 1, {!actor_week_in_zone(1)} 0 + + +;[on_changing_level] + +;[smart_control] ;[exclusive] \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/agroprom/smart/agr_smart_terrain_4_4.ltx b/mods/Redone Collection/gamedata/configs/scripts/agroprom/smart/agr_smart_terrain_4_4.ltx index abbef9bb..6e347749 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/agroprom/smart/agr_smart_terrain_4_4.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/agroprom/smart/agr_smart_terrain_4_4.ltx @@ -2,10 +2,23 @@ squad_id = 7 max_population = 1 ;respawn_params = respawn@agr_smart_terrain_4_4 -;respawn_idle = 0 +;respawn_only_smart = false +;respawn_idle = 86400 +;respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil ;[respawn@agr_smart_terrain_4_4] ;-- Type: faction {army} = factory occupied\factory deserted + +;[on_changing_level] + +;[smart_control] + [exclusive] agr_smart_terrain_4_4_camp_work_1 = agroprom\agr_smart_terrain_4_4_smart_logic.ltx agr_smart_terrain_4_4_camp_work_2 = agroprom\agr_smart_terrain_4_4_smart_logic.ltx diff --git a/mods/Redone Collection/gamedata/configs/scripts/agroprom/smart/agr_smart_terrain_4_4_near_1.ltx b/mods/Redone Collection/gamedata/configs/scripts/agroprom/smart/agr_smart_terrain_4_4_near_1.ltx index 7d0895f3..9f6594da 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/agroprom/smart/agr_smart_terrain_4_4_near_1.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/agroprom/smart/agr_smart_terrain_4_4_near_1.ltx @@ -1,15 +1,27 @@ [smart_terrain] ;-- Disabled spawn squad_id = 8 -max_population = 0 +max_population = 1 ;respawn_params = respawn@agr_smart_terrain_4_4_near_1_near_1 -;respawn_idle = 0 +;respawn_only_smart = false +;respawn_idle = 86400 +;respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil ;[respawn@agr_smart_terrain_4_4_near_1_near_1] ;-- Type: faction {army} = factory occupied\factory deserted +;[on_changing_level] + +;[smart_control] + [exclusive] -;agr_smart_terrain_4_4_near_1_camp_work_1 = agroprom\agr_smart_terrain_4_4_near_1_smart_logic.ltx -;agr_smart_terrain_4_4_near_1_camp_work_2 = agroprom\agr_smart_terrain_4_4_near_1_smart_logic.ltx +agr_smart_terrain_4_4_near_1_camp_work_1 = agroprom\agr_smart_terrain_4_4_near_1_smart_logic.ltx +agr_smart_terrain_4_4_near_1_camp_work_2 = agroprom\agr_smart_terrain_4_4_near_1_smart_logic.ltx ;agr_smart_terrain_4_4_near_1_camp_work_3 = agroprom\agr_smart_terrain_4_4_near_1_smart_logic.ltx ;agr_smart_terrain_4_4_near_1_camp_work_4 = agroprom\agr_smart_terrain_4_4_near_1_smart_logic.ltx ;agr_smart_terrain_4_4_near_1_camp_work_5 = agroprom\agr_smart_terrain_4_4_near_1_smart_logic.ltx diff --git a/mods/Redone Collection/gamedata/configs/scripts/agroprom/smart/agr_smart_terrain_4_4_near_2.ltx b/mods/Redone Collection/gamedata/configs/scripts/agroprom/smart/agr_smart_terrain_4_4_near_2.ltx index db939ff7..64cb6022 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/agroprom/smart/agr_smart_terrain_4_4_near_2.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/agroprom/smart/agr_smart_terrain_4_4_near_2.ltx @@ -1,11 +1,24 @@ [smart_terrain] ;-- Disabled spawn squad_id = 9 -;max_population = 0 ;2 +max_population = 1 ;respawn_params = respawn@agr_smart_terrain_4_4_near_2 -;respawn_idle = 0 +;respawn_only_smart = false +;respawn_idle = 86400 +;respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil ;[respawn@agr_smart_terrain_4_4_near_2] ;-- Type: faction {army} = factory occupied\factory deserted + +;[on_changing_level] + +;[smart_control] + [exclusive] agr_smart_terrain_4_4_near_2_camp_work_1 = agroprom\agr_smart_terrain_4_4_near_2_smart_logic.ltx agr_smart_terrain_4_4_near_2_camp_work_2 = agroprom\agr_smart_terrain_4_4_near_2_smart_logic.ltx diff --git a/mods/Redone Collection/gamedata/configs/scripts/agroprom/smart/agr_smart_terrain_4_4_near_3.ltx b/mods/Redone Collection/gamedata/configs/scripts/agroprom/smart/agr_smart_terrain_4_4_near_3.ltx index 32cbfcff..a883efcb 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/agroprom/smart/agr_smart_terrain_4_4_near_3.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/agroprom/smart/agr_smart_terrain_4_4_near_3.ltx @@ -1,12 +1,24 @@ [smart_terrain] ;-- Disabled spawn squad_id = 10 -;max_population = 0 +max_population = 1 ;respawn_params = respawn@agr_smart_terrain_4_4_near_3 -;respawn_idle = 0 +;respawn_only_smart = false +;respawn_idle = 86400 +;respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil ;[respawn@agr_smart_terrain_4_4_near_3] ;-- Type: faction {army} = factory occupied\factory deserted +;[on_changing_level] + +;[smart_control] + [exclusive] agr_smart_terrain_4_4_near_3_camp_work_1 = agroprom\agr_smart_terrain_4_4_near_3_smart_logic.ltx agr_smart_terrain_4_4_near_3_camp_work_2 = agroprom\agr_smart_terrain_4_4_near_3_smart_logic.ltx diff --git a/mods/Redone Collection/gamedata/configs/scripts/agroprom/smart/agr_smart_terrain_4_6.ltx b/mods/Redone Collection/gamedata/configs/scripts/agroprom/smart/agr_smart_terrain_4_6.ltx index 74c14a19..0ddf9d23 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/agroprom/smart/agr_smart_terrain_4_6.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/agroprom/smart/agr_smart_terrain_4_6.ltx @@ -1,12 +1,24 @@ [smart_terrain] ;-- Disabled spawn squad_id = 11 -max_population = 2 +max_population = 1 ;respawn_params = respawn@agr_smart_terrain_4_6 -;respawn_idle = 0 +;respawn_only_smart = false +;respawn_idle = 86400 +;respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil ;[respawn@agr_smart_terrain_4_6] ;-- Type: faction {army} = campsite +;[on_changing_level] + +;[smart_control] + [exclusive] faction_base_defense_enemy1 = agroprom\agr_smart_terrain_4_6_smart_logic.ltx faction_base_defense_enemy2 = agroprom\agr_smart_terrain_4_6_smart_logic.ltx diff --git a/mods/Redone Collection/gamedata/configs/scripts/agroprom/smart/agr_smart_terrain_5_2.ltx b/mods/Redone Collection/gamedata/configs/scripts/agroprom/smart/agr_smart_terrain_5_2.ltx index 8a17c6a3..5e072089 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/agroprom/smart/agr_smart_terrain_5_2.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/agroprom/smart/agr_smart_terrain_5_2.ltx @@ -2,7 +2,15 @@ squad_id = 12 max_population = 2 respawn_params = respawn@agr_smart_terrain_5_2 +respawn_only_smart = false respawn_idle = 172800 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil [respawn@agr_smart_terrain_5_2] ;-- Type: spawn_all_normal @@ -18,5 +26,9 @@ spawn_squads = simulation_snork_2_3, simulation_snork_2_3, simulation_snork_2_5, spawn_num = 1 +;[on_changing_level] + +;[smart_control] + ;[exclusive] \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/agroprom/smart/agr_smart_terrain_5_3.ltx b/mods/Redone Collection/gamedata/configs/scripts/agroprom/smart/agr_smart_terrain_5_3.ltx index 5cd18e84..47780776 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/agroprom/smart/agr_smart_terrain_5_3.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/agroprom/smart/agr_smart_terrain_5_3.ltx @@ -1,17 +1,34 @@ [smart_terrain] squad_id = 13 -max_population = 2 +max_population = 1 respawn_params = respawn@agr_smart_terrain_5_3 -respawn_idle = 259200 +respawn_only_smart = false +respawn_idle = 172800 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil -[respawn@agr_smart_terrain_5_3] ;-- Type: -spawn_all_weak +[respawn@agr_smart_terrain_5_3] ;-- Type: c_1_1 + c_1_2 edited +spawn_all_weak_c_1_1 +spawn_all_normal_c_1_2 -[spawn_all_weak] ;-- Normal mutants - Rates of groups: ( 2 dogs + 1 cat ) -spawn_squads = simulation_dog, simulation_mix_dogs, simulation_cat -spawn_num = 1 +[spawn_all_weak_c_1_1] ;-- Weak mutants - Rates of groups: ( 2 tushkano + 2 dogs + 1 cats + 1 flesh ) +spawn_squads = simulation_tushkano, simulation_tushkano, simulation_dog, simulation_mix_dogs, simulation_cat, simulation_flesh +spawn_num = {!actor_week_in_zone(1)} 1, {=actor_week_in_zone(1)} 0 +[spawn_all_normal_c_1_2];-- Normal mutants - Rates of groups: ( 2 dogs + 1 cats + 3 fleshes/boars ) +spawn_squads = simulation_mix_dogs, simulation_mix_dogs, simulation_cat_3_5, simulation_mix_boar_flesh, simulation_flesh, simulation_boar +spawn_num = {=actor_week_in_zone(1)} 1, {!actor_week_in_zone(1)} 0 + + +;[on_changing_level] + +;[smart_control] ;[exclusive] \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/agroprom/smart/agr_smart_terrain_5_4.ltx b/mods/Redone Collection/gamedata/configs/scripts/agroprom/smart/agr_smart_terrain_5_4.ltx index c2cb337c..33047b5c 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/agroprom/smart/agr_smart_terrain_5_4.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/agroprom/smart/agr_smart_terrain_5_4.ltx @@ -2,9 +2,21 @@ squad_id = 17 max_population = 1 ;respawn_params = respawn@agr_smart_terrain_5_4 -;respawn_idle = 0 +;respawn_only_smart = false +;respawn_idle = 86400 +;respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil ;[respawn@agr_smart_terrain_5_4] ;-- Type: faction {army} = checkpoint +;[on_changing_level] + +;[smart_control] + ;[exclusive] \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/agroprom/smart/agr_smart_terrain_5_7.ltx b/mods/Redone Collection/gamedata/configs/scripts/agroprom/smart/agr_smart_terrain_5_7.ltx index 58bb9505..ef5cd47b 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/agroprom/smart/agr_smart_terrain_5_7.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/agroprom/smart/agr_smart_terrain_5_7.ltx @@ -2,21 +2,33 @@ squad_id = 14 max_population = 2 respawn_params = respawn@agr_smart_terrain_5_7 +respawn_only_smart = false respawn_idle = 172800 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil [respawn@agr_smart_terrain_5_7] ;-- Type: spawn_zombie spawn_snork -[spawn_zombie] ;-- Weak mutants - Rates of groups: ( 1 tushkano + 3 zombie ) -spawn_squads = simulation_zombie_3_6, simulation_zombie_3_6, simulation_mix_zombie, simulation_tushkano_7_10, +[spawn_zombie] ;-- Weak mutants - Rates of groups: ( 3 zombie ) +spawn_squads = simulation_zombie_3_6, simulation_zombie_3_6, simulation_mix_zombie spawn_num = {+yan_kill_brain_done} 0, 1 [spawn_snork] ;-- Hard mutants - Rates of groups: ( 3 snork + 1 fracture ) spawn_squads = simulation_snork_2_3, simulation_snork_2_3, simulation_snork_2_5, simulation_fracture -spawn_num = {~50} 1, 0 +spawn_num = 1, 0 ;{~50} +;[on_changing_level] + +;[smart_control] + ;[exclusive] \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/agroprom/smart/agr_smart_terrain_6_4.ltx b/mods/Redone Collection/gamedata/configs/scripts/agroprom/smart/agr_smart_terrain_6_4.ltx index 013da83f..21046fc7 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/agroprom/smart/agr_smart_terrain_6_4.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/agroprom/smart/agr_smart_terrain_6_4.ltx @@ -1,12 +1,24 @@ [smart_terrain] ;-- Disabled spawn squad_id = 15 -max_population = 4 +max_population = 2 ;respawn_params = respawn@agr_smart_terrain_6_4 -;respawn_idle = 0 +;respawn_only_smart = false +;respawn_idle = 86400 +;respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil ;[respawn@agr_smart_terrain_6_4] ;-- Type: hideout +;[on_changing_level] + +;[smart_control] + [exclusive] agr_smart_terrain_6_4_camp_work_1 = agroprom\agr_smart_terrain_6_4_smart_logic.ltx agr_smart_terrain_6_4_camp_work_2 = agroprom\agr_smart_terrain_6_4_smart_logic.ltx diff --git a/mods/Redone Collection/gamedata/configs/scripts/agroprom/smart/agr_smart_terrain_6_6.ltx b/mods/Redone Collection/gamedata/configs/scripts/agroprom/smart/agr_smart_terrain_6_6.ltx index 025a124f..26cf42dc 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/agroprom/smart/agr_smart_terrain_6_6.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/agroprom/smart/agr_smart_terrain_6_6.ltx @@ -1,16 +1,24 @@ [smart_terrain] squad_id = 17 -max_population = 2 +max_population = 1 respawn_params = respawn@agr_smart_terrain_6_6 +respawn_only_smart = false respawn_idle = 259200 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil [respawn@agr_smart_terrain_6_6] ;-- Type: spawn_zombie spawn_snork -[spawn_zombie] ;-- Weak mutants - Rates of groups: ( 1 tushkano + 2 zombie ) -spawn_squads = simulation_zombie_3_6, simulation_mix_zombie, simulation_tushkano +[spawn_zombie] ;-- Weak mutants - Rates of groups: ( 3 zombie ) +spawn_squads = simulation_zombie_3_6, simulation_zombie_3_6, simulation_mix_zombie, spawn_num = {+yan_kill_brain_done} 0, 1 [spawn_snork] ;-- Normal\hard mutants - Rates of groups: ( 3 snork + 2 fracture ) @@ -18,5 +26,9 @@ spawn_squads = simulation_snork, simulation_snork_2_3, simulation_snork_2_5, sim spawn_num = 1 +;[on_changing_level] + +;[smart_control] + ;[exclusive] \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/agroprom/smart/agr_smart_terrain_7_4.ltx b/mods/Redone Collection/gamedata/configs/scripts/agroprom/smart/agr_smart_terrain_7_4.ltx index b2a82d8c..35621bb7 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/agroprom/smart/agr_smart_terrain_7_4.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/agroprom/smart/agr_smart_terrain_7_4.ltx @@ -2,9 +2,21 @@ squad_id = 17 max_population = 1 ;respawn_params = respawn@agr_smart_terrain_7_4 -;respawn_idle = 0 +;respawn_only_smart = false +;respawn_idle = 86400 +;respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil ;[respawn@agr_smart_terrain_7_4] ;-- Type: faction {army} = guardpost +;[on_changing_level] + +;[smart_control] + ;[exclusive] \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/agroprom/smart/agr_smart_terrain_7_5.ltx b/mods/Redone Collection/gamedata/configs/scripts/agroprom/smart/agr_smart_terrain_7_5.ltx index 1475b45c..7ece5081 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/agroprom/smart/agr_smart_terrain_7_5.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/agroprom/smart/agr_smart_terrain_7_5.ltx @@ -1,21 +1,38 @@ [smart_terrain] squad_id = 16 -max_population = 2 +max_population = 1 respawn_params = respawn@agr_smart_terrain_7_5 +respawn_only_smart = false respawn_idle = 259200 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil -[respawn@agr_smart_terrain_7_5] ;-- Type: +[respawn@agr_smart_terrain_7_5] ;-- Type: c_2_1 + c_2_2 edited +spawn_predatory_c_2_1 +spawn_predatory_c_2_2 spawn_snork -spawn_predatory +[spawn_predatory_c_2_1] ;-- Hard mutants - Rates of groups: ( 1 dogs + 3 lurker ) +spawn_squads = simulation_mix_dogs, simulation_lurker_blue, simulation_lurker_brown, simulation_lurker_black +spawn_num = {!actor_week_in_zone(1)} 1, {=actor_week_in_zone(1)} 0 + +[spawn_predatory_c_2_2] ;-- Hard mutants - Rates of groups: ( 1 dogs + 3 lurker + 1 psy dog ) +spawn_squads = simulation_mix_dogs, simulation_lurker_1_2, simulation_lurker_1_2, simulation_lurker_1_2, simulation_psy_dog_squad +spawn_num = {=actor_week_in_zone(1)} 1, {!actor_week_in_zone(1)} 0 + [spawn_snork] ;-- Normal\Hard mutants - Rates of groups: ( 3 snork + 2 fracture ) spawn_squads = simulation_snork_2_3, simulation_snork_2_3, simulation_snork_2_5, simulation_fracture, simulation_fracture spawn_num = 1 -[spawn_predatory] ;-- Hard mutants - Rates of groups: ( 3 lurker ) -spawn_squads = simulation_lurker_blue, simulation_lurker_black, simulation_lurker_1_2 -spawn_num = {=actor_week_in_zone(2)} 1, 0 +;[on_changing_level] + +;[smart_control] ;[exclusive] \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/agroprom_underground/agr_blood_growl.ltx b/mods/Redone Collection/gamedata/configs/scripts/agroprom_underground/agr_blood_growl.ltx deleted file mode 100644 index 801eb3ad..00000000 --- a/mods/Redone Collection/gamedata/configs/scripts/agroprom_underground/agr_blood_growl.ltx +++ /dev/null @@ -1,7 +0,0 @@ -[logic] -active = sr_idle@line_0 - -[sr_idle@line_0] -on_actor_in_zone = agr_blood_growl | sr_idle@line_1 %=create_squad(simulation_snork:agr_u_bloodsucker) =create_squad(simulation_snork_2_3:agr_u_bloodsucker_2)% - -[sr_idle@line_1] diff --git a/mods/Redone Collection/gamedata/configs/scripts/agroprom_underground/agr_u_bandits_logic.ltx b/mods/Redone Collection/gamedata/configs/scripts/agroprom_underground/agr_u_bandits_logic.ltx deleted file mode 100644 index c675ddba..00000000 --- a/mods/Redone Collection/gamedata/configs/scripts/agroprom_underground/agr_u_bandits_logic.ltx +++ /dev/null @@ -1,95 +0,0 @@ -[walker@generic] -gather_items_enabled = false -help_wounded_enabled = false -corpse_detection_enabled = false -turn_on_campfire = false - -[logic@agr_u_bandits_squad_1] -active = walker@agr_u_bandits_squad_1 -suitable = {=target_squad_name(agr_u_bandits_squad)} true -prior = 200 - -[walker@agr_u_bandits_squad_1]:walker@generic -path_walk = walk1 -path_look = look1 -;combat_ignore_cond = {=check_enemy_name(actor)} false, true -danger = danger - - -[logic@agr_u_bandits_squad_2] -active = walker@agr_u_bandits_squad_2 -suitable = {=target_squad_name(agr_u_bandits_squad)} true -prior = 200 - -[walker@agr_u_bandits_squad_2]:walker@generic -path_walk = walk2 -path_look = look2 -;combat_ignore_cond = {=check_enemy_name(actor)} false, true -danger = danger - - -[logic@agr_u_bandits_squad_3] -active = walker@agr_u_bandits_squad_3 -suitable = {=target_squad_name(agr_u_bandits_squad)} true -prior = 200 - -[walker@agr_u_bandits_squad_3]:walker@generic -path_walk = walk3 -path_look = look3 -;combat_ignore_cond = {=check_enemy_name(actor)} false, true -danger = danger - - -[logic@agr_u_bandits_squad_4] -active = walker@agr_u_bandits_squad_4 -suitable = {=target_squad_name(agr_u_bandits_squad)} true -prior = 200 - -[walker@agr_u_bandits_squad_4]:walker@generic -path_walk = walk4 -path_look = look4 -;combat_ignore_cond = {=check_enemy_name(actor)} false, true -danger = danger - - -[logic@agr_u_bandits_squad_5] -active = walker@agr_u_bandits_squad_5 -suitable = {=target_squad_name(agr_u_bandits_squad)} true -prior = 200 - -[walker@agr_u_bandits_squad_5]:walker@generic -path_walk = walk5 -path_look = look5 -;combat_ignore_cond = {=check_enemy_name(actor)} false, true -danger = danger - - -[logic@agr_u_bandits_squad_6] -active = walker@agr_u_bandits_squad_6 -suitable = {=check_npc_name(agr_u_bandits_squad)} true -prior = 200 - -[walker@agr_u_bandits_squad_6]:walker@generic -path_walk = walk6 -path_look = look6 -;combat_ignore_cond = {=check_enemy_name(actor)} false, true -danger = danger - - -[logic@agr_u_bandits_squad_7] -active = walker@agr_u_bandits_squad_7 -suitable = {=check_npc_name(agr_u_bandit_boss)} true; {=target_squad_name(agr_u_bandits_squad)} true -prior = 200 - -[walker@agr_u_bandits_squad_7]:walker@generic -path_walk = walk7 -path_look = look7 -;combat_ignore_cond = {=check_enemy_name(actor)} false, true -danger = danger - - -[danger] -;danger_expiration_time = 60000 -danger_inertion_time_grenade = 90000 -danger_inertion_time_hit = 90000 -danger_inertion_time_sound = 90000 diff --git a/mods/Redone Collection/gamedata/configs/scripts/agroprom_underground/agr_u_controller_rest.ltx b/mods/Redone Collection/gamedata/configs/scripts/agroprom_underground/agr_u_controller_rest.ltx deleted file mode 100644 index 488865f3..00000000 --- a/mods/Redone Collection/gamedata/configs/scripts/agroprom_underground/agr_u_controller_rest.ltx +++ /dev/null @@ -1,7 +0,0 @@ -[logic] -active = sr_idle@line_1 - -[sr_idle@line_1] -on_actor_in_zone = agr_u_controller_rest | sr_idle@line_2 %=create_squad(simulation_snork_2_3:agr_u_bloodsucker)% - -[sr_idle@line_2] diff --git a/mods/Redone Collection/gamedata/configs/scripts/agroprom_underground/agr_u_soldiers_logic.ltx b/mods/Redone Collection/gamedata/configs/scripts/agroprom_underground/agr_u_soldiers_spawn_logic.ltx similarity index 77% rename from mods/Redone Collection/gamedata/configs/scripts/agroprom_underground/agr_u_soldiers_logic.ltx rename to mods/Redone Collection/gamedata/configs/scripts/agroprom_underground/agr_u_soldiers_spawn_logic.ltx index 0ba1be27..5200ee5b 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/agroprom_underground/agr_u_soldiers_logic.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/agroprom_underground/agr_u_soldiers_spawn_logic.ltx @@ -1,23 +1,20 @@ [walker@generic] -gather_items_enabled = false +gather_items_enabled = true help_wounded_enabled = true corpse_detection_enabled = true turn_on_campfire = false - [logic@agr_u_soldiers_squad_1] active = walker@agr_u_soldiers_squad_1 suitable = {=target_squad_name(agr_u_soldiers_squad)} true prior = 200 -on_death = death [walker@agr_u_soldiers_squad_1]:walker@generic path_walk = walk1 path_look = look1 -;combat_ignore_cond = {=check_enemy_name(actor)} false, true +combat_ignore_cond = {=check_enemy_name(actor)} false, true danger = danger - [logic@agr_u_soldiers_squad_2] active = walker@agr_u_soldiers_squad_2 suitable = {=target_squad_name(agr_u_soldiers_squad)} true @@ -27,88 +24,75 @@ on_death = death [walker@agr_u_soldiers_squad_2]:walker@generic path_walk = walk2 path_look = look2 -;combat_ignore_cond = {=check_enemy_name(actor)} false, true +combat_ignore_cond = {=check_enemy_name(actor)} false, true danger = danger - [logic@agr_u_soldiers_squad_3] active = walker@agr_u_soldiers_squad_3 suitable = {=target_squad_name(agr_u_soldiers_squad)} true prior = 200 -on_death = death [walker@agr_u_soldiers_squad_3]:walker@generic path_walk = walk3 path_look = look3 -;combat_ignore_cond = {=check_enemy_name(actor)} false, true +combat_ignore_cond = {=check_enemy_name(actor)} false, true danger = danger - [logic@agr_u_soldiers_squad_4] active = walker@agr_u_soldiers_squad_4 suitable = {=target_squad_name(agr_u_soldiers_squad)} true prior = 200 -on_death = death [walker@agr_u_soldiers_squad_4]:walker@generic path_walk = walk9 ;path_look = look9 -;combat_ignore_cond = {=check_enemy_name(actor)} false, true +combat_ignore_cond = {=check_enemy_name(actor)} false, true danger = danger - [logic@agr_u_soldiers_squad_5] active = walker@agr_u_soldiers_squad_5 suitable = {=target_squad_name(agr_u_soldiers_squad)} true prior = 200 -on_death = death [walker@agr_u_soldiers_squad_5]:walker@generic path_walk = walk5 path_look = look5 -;combat_ignore_cond = {=check_enemy_name(actor)} false, true +combat_ignore_cond = {=check_enemy_name(actor)} false, true danger = danger - [logic@agr_u_soldiers_squad_6] active = walker@agr_u_soldiers_squad_6 suitable = {=target_squad_name(agr_u_soldiers_squad)} true prior = 200 -on_death = death [walker@agr_u_soldiers_squad_6]:walker@generic path_walk = walk11 ;path_look = look10 -;combat_ignore_cond = {=check_enemy_name(actor)} false, true +combat_ignore_cond = {=check_enemy_name(actor)} false, true danger = danger - [logic@agr_u_soldiers_squad_7] active = walker@agr_u_soldiers_squad_7 suitable = {=target_squad_name(agr_u_soldiers_squad)} true prior = 200 -on_death = death [walker@agr_u_soldiers_squad_7]:walker@generic path_walk = walk7 path_look = look7 -;combat_ignore_cond = {=check_enemy_name(actor)} false, true +combat_ignore_cond = {=check_enemy_name(actor)} false, true danger = danger - [logic@agr_u_soldiers_squad_8] active = walker@agr_u_soldiers_squad_8 suitable = {=target_squad_name(agr_u_soldiers_squad)} true prior = 200 -on_death = death [walker@agr_u_soldiers_squad_8]:walker@generic path_walk = walk12 ;path_look = look8 -;combat_ignore_cond = {=check_enemy_name(actor)} false, true +combat_ignore_cond = {=check_enemy_name(actor)} false, true danger = danger - [danger] ;danger_expiration_time = 60000 danger_inertion_time_grenade = 90000 diff --git a/mods/Redone Collection/gamedata/configs/scripts/agroprom_underground/agr_u_zombie_rest.ltx b/mods/Redone Collection/gamedata/configs/scripts/agroprom_underground/agr_u_zombie_rest.ltx deleted file mode 100644 index e9449f91..00000000 --- a/mods/Redone Collection/gamedata/configs/scripts/agroprom_underground/agr_u_zombie_rest.ltx +++ /dev/null @@ -1,11 +0,0 @@ -[logic] -active = sr_idle@line_0 - -[sr_idle@line_0] -on_game_timer = 5 | sr_idle@line_1 %=create_squad(simulation_zombie_3_6:agr_u_bloodsucker_2)% - -[sr_idle@line_1] -on_actor_in_zone = agr_u_zombie_rest | sr_idle@line_2 %=create_squad(simulation_zombie_blind:agr_u_bloodsucker_2) =create_squad(agr_u_bloodsucker_1_squad:agr_u_bloodsucker)% - -[sr_idle@line_2] - diff --git a/mods/Redone Collection/gamedata/configs/scripts/agroprom_underground/agru_bloodsucker.ltx b/mods/Redone Collection/gamedata/configs/scripts/agroprom_underground/agru_bloodsucker.ltx deleted file mode 100644 index a2e6c4ae..00000000 --- a/mods/Redone Collection/gamedata/configs/scripts/agroprom_underground/agru_bloodsucker.ltx +++ /dev/null @@ -1,47 +0,0 @@ -[logic@agr_u_bloodsucker_2] :-- test -active = mob_home@2 -suitable = {=target_squad_name(agr_u_bloodsucker_2_squad)} true -suitable = {=target_squad_name(simulation_zombie_blind)} true -suitable = {=target_squad_name(simulation_snork_2_3)} true -monster_job = true -prior = 200 -on_death = death - -[mob_home@1] -path_home = home -home_min_radius = 2 -home_max_radius = 5 -on_info = %=play_sound(red_bloodsucker_growl)% mob_home@2 -out_restr = agr_u_bloodsucker_rest - -[mob_home@2] -path_home = home -home_min_radius = 2 -home_max_radius = 5 -out_restr = agr_u_bloodsucker_rest - - -;[logic@agr_u_bloodsucker_2] -;active = mob_walker@invis -;suitable = {=target_squad_name(agr_u_bloodsucker_2_squad)} true -;monster_job = true -;prior = 200 -;on_death = death - -;[mob_walker@invis] -;path_walk = walk -;path_look = look -;state = invis -;braindead = false -;actor_friendly = false -;npc_friendly = true -;on_info = {=dist_to_actor_le(5)} %=play_sound(red_bloodsucker_growl)% mob_walker@vis -;out_restr = agru_bloodsucker_out_restr - -;[mob_walker@vis] -;path_walk = walk -;path_look = look -;state = vis -;npc_friendly = true -;on_info = {=dist_to_actor_ge(5)} mob_walker@invis -;out_restr = agru_bloodsucker_out_restr diff --git a/mods/Redone Collection/gamedata/configs/scripts/agroprom_underground/agru_bloodsucker_1.ltx b/mods/Redone Collection/gamedata/configs/scripts/agroprom_underground/agru_bloodsucker_1.ltx deleted file mode 100644 index 80081e2b..00000000 --- a/mods/Redone Collection/gamedata/configs/scripts/agroprom_underground/agru_bloodsucker_1.ltx +++ /dev/null @@ -1,20 +0,0 @@ -[logic@agr_u_bloodsucker_1] -active = mob_home@1 -suitable = {=target_squad_name(agr_u_bloodsucker_1_squad)} true -monster_job = true -prior = 200 -on_death = death - -[mob_home@1] -path_home = home -home_min_radius = 2 -home_max_radius = 5 -on_info = %=play_sound(red_bloodsucker_growl)% mob_home@2 -out_restr = agr_u_bloodsucker_rest - -[mob_home@2] -path_home = home -home_min_radius = 2 -home_max_radius = 5 -out_restr = agr_u_bloodsucker_rest - diff --git a/mods/Redone Collection/gamedata/configs/scripts/agroprom_underground/agru_bloodsucker_spawn.ltx b/mods/Redone Collection/gamedata/configs/scripts/agroprom_underground/agru_bloodsucker_spawn.ltx deleted file mode 100644 index be7e6017..00000000 --- a/mods/Redone Collection/gamedata/configs/scripts/agroprom_underground/agru_bloodsucker_spawn.ltx +++ /dev/null @@ -1,10 +0,0 @@ -[logic] -active = sr_idle@line_0 - -[sr_idle@line_0] -on_game_timer = 5 | sr_idle@line_1 % =create_squad(simulation_snork:agr_u_bloodsucker)% - -[sr_idle@line_1] -on_actor_in_zone = agru_go_out_zone | sr_idle@line_2 %=create_squad(simulation_snork:agr_u_bloodsucker) =create_squad(simulation_snork_2_3:agr_u_bloodsucker_2)% - -[sr_idle@line_2] diff --git a/mods/Redone Collection/gamedata/configs/scripts/agroprom_underground/agru_poltergeist_end_spawns.ltx b/mods/Redone Collection/gamedata/configs/scripts/agroprom_underground/agru_poltergeist_end_spawns.ltx deleted file mode 100644 index a8c8219c..00000000 --- a/mods/Redone Collection/gamedata/configs/scripts/agroprom_underground/agru_poltergeist_end_spawns.ltx +++ /dev/null @@ -1,7 +0,0 @@ -[logic] -active = sr_idle@line_1 - -[sr_idle@line_1] -on_actor_in_zone = agru_spawn_polter_zone | sr_idle@line_2 %=create_squad(simulation_snork_2_3:agr_u_monsters) =create_squad(simulation_snork_2_5:agr_u_monsters) =create_squad(simulation_zombie_3_6:agr_u_monsters) =create_squad(simulation_zombie_blind:agr_u_monsters)% - -[sr_idle@line_2] diff --git a/mods/Redone Collection/gamedata/configs/scripts/agroprom_underground/agru_poltergeists_spawns.ltx b/mods/Redone Collection/gamedata/configs/scripts/agroprom_underground/agru_poltergeists_spawns.ltx deleted file mode 100644 index 7515bfdd..00000000 --- a/mods/Redone Collection/gamedata/configs/scripts/agroprom_underground/agru_poltergeists_spawns.ltx +++ /dev/null @@ -1,11 +0,0 @@ -[logic] -active = sr_idle@line_0 - -[sr_idle@line_0] -on_game_timer = 5 | sr_idle@line_1 %=create_squad(agru_poltergeist_squad:agr_u_monsters) =create_squad(simulation_karlik:agr_u_monsters) =create_squad(simulation_snork_2_5:agr_u_monsters)% - -[sr_idle@line_1] - -on_actor_in_zone = kat_gunslinger_cache_room | sr_idle@line_2 %=create_squad(simulation_snork_2_3:agr_u_bloodsucker_2) =create_squad(army_sim_squad_novice:agr_u_monsters) =create_squad(army_sim_squad_advanced:agr_u_bandits) =create_squad(army_sim_squad_advanced:agr_u_bandits)% - -[sr_idle@line_2] \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/agroprom_underground/agru_tushkanchiki_spawns.ltx b/mods/Redone Collection/gamedata/configs/scripts/agroprom_underground/agru_tushkanchiki_spawns.ltx deleted file mode 100644 index e34fa45e..00000000 --- a/mods/Redone Collection/gamedata/configs/scripts/agroprom_underground/agru_tushkanchiki_spawns.ltx +++ /dev/null @@ -1,13 +0,0 @@ -[logic] -active = sr_idle@line_0 - -[sr_idle@line_0] -on_actor_in_zone = agru_go_out_zone | sr_idle@line_1 %=spawn_object(agru_tushkanchik_1:agru_tushkanchiks_spawn_1:0) =spawn_object(agru_tushkanchik_1:agru_tushkanchiks_spawn_2:0) =spawn_object(agru_tushkanchik_1:agru_tushkanchiks_spawn_3:0)% - -[sr_idle@line_1] -on_game_timer = 1 | sr_idle@line_2 - -[sr_idle@line_2] -on_game_timer = 1 | sr_idle@line_3 %=spawn_object(agru_tushkanchik_2:agru_tushkanchiks_spawn_1:0) =spawn_object(agru_tushkanchik_1:agru_tushkanchiks_spawn_1:0) =spawn_object(agru_tushkanchik_1:agru_tushkanchiks_spawn_2:0) =spawn_object(agru_tushkanchik_1:agru_tushkanchiks_spawn_3:0)% - -[sr_idle@line_3] diff --git a/mods/Redone Collection/gamedata/configs/scripts/agroprom_underground/mod_agr_blood_growl_redone.ltx b/mods/Redone Collection/gamedata/configs/scripts/agroprom_underground/mod_agr_blood_growl_redone.ltx new file mode 100644 index 00000000..92026271 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/scripts/agroprom_underground/mod_agr_blood_growl_redone.ltx @@ -0,0 +1,14 @@ +![logic] +!active = sr_idle +active = sr_idle@wait_actor + +[sr_idle@wait_actor] +on_actor_in_zone = agr_blood_growl | sr_idle@spawn_mutants + +[sr_idle@spawn_mutants] +on_info = sr_idle@timer %=create_squad(simulation_snork_2_5:agr_u_bloodsucker) =create_squad(simulation_snork:agr_u_bloodsucker_2)% + +[sr_idle@timer] + + + diff --git a/mods/Redone Collection/gamedata/configs/scripts/agroprom_underground/mod_agr_u_controller_rest_redone.ltx b/mods/Redone Collection/gamedata/configs/scripts/agroprom_underground/mod_agr_u_controller_rest_redone.ltx new file mode 100644 index 00000000..cb66013c --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/scripts/agroprom_underground/mod_agr_u_controller_rest_redone.ltx @@ -0,0 +1,12 @@ +![logic] +!active = sr_idle +active = sr_idle@wait_actor + +[sr_idle@wait_actor] +on_actor_in_zone = agr_u_controller_rest | sr_idle@spawn_mutants + +[sr_idle@spawn_mutants] +on_info = sr_idle@timer %=create_squad(simulation_snork:agr_u_bloodsucker)% + +[sr_idle@timer] + diff --git a/mods/Redone Collection/gamedata/configs/scripts/agroprom_underground/mod_agr_u_zombie_rest_redone.ltx b/mods/Redone Collection/gamedata/configs/scripts/agroprom_underground/mod_agr_u_zombie_rest_redone.ltx new file mode 100644 index 00000000..819156bd --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/scripts/agroprom_underground/mod_agr_u_zombie_rest_redone.ltx @@ -0,0 +1,16 @@ +![logic] +!active = sr_idle@nil +active = sr_idle@spawn_zombie + +[sr_idle@spawn_zombie] +on_game_timer = 5 | sr_idle@wait_actor %=create_squad(simulation_zombie_3_6:agr_u_bloodsucker_2)% + +[sr_idle@wait_actor] +on_actor_in_zone = agr_u_zombie_rest | sr_idle@spawn_bloodsucker + +[sr_idle@spawn_bloodsucker] +on_info = sr_idle@timer %=create_squad(agr_u_bloodsucker_3_squad:agr_u_bloodsucker) =play_snd_from_obj(396:monsters\bloodsucker\bloodsucker_script_attack_0)% + +[sr_idle@timer] + + diff --git a/mods/Redone Collection/gamedata/configs/scripts/agroprom_underground/mod_agru_bloodsucker_spawn_redone.ltx b/mods/Redone Collection/gamedata/configs/scripts/agroprom_underground/mod_agru_bloodsucker_spawn_redone.ltx new file mode 100644 index 00000000..c3286e09 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/scripts/agroprom_underground/mod_agru_bloodsucker_spawn_redone.ltx @@ -0,0 +1,15 @@ +![logic] +!active = sr_idle@line_0 +active = sr_idle@spawn_snork + +[sr_idle@spawn_snork] +on_game_timer = 5 | sr_idle@wait_actor % =create_squad(simulation_snork:agr_u_bloodsucker)% + +[sr_idle@wait_actor] +on_actor_in_zone = agru_go_out_zone | sr_idle@spawn_snork_2 + +[sr_idle@spawn_snork_2] +on_info = sr_idle@timer %=create_squad(simulation_snork_2_3:agr_u_bloodsucker_2)% + +[sr_idle@timer] + diff --git a/mods/Redone Collection/gamedata/configs/scripts/agroprom_underground/mod_agru_poltergeist_end_spawns_redone.ltx b/mods/Redone Collection/gamedata/configs/scripts/agroprom_underground/mod_agru_poltergeist_end_spawns_redone.ltx new file mode 100644 index 00000000..588ed14a --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/scripts/agroprom_underground/mod_agru_poltergeist_end_spawns_redone.ltx @@ -0,0 +1,13 @@ +![logic] +!active = sr_idle@line_0 +active = sr_idle@wait_actor + +[sr_idle@wait_actor] +on_actor_in_zone = agru_spawn_polter_zone | sr_idle@spawn_mutants + +[sr_idle@spawn_mutants] +on_info = sr_idle@timer %=create_squad(simulation_snork_2_5:agr_u_monsters) =create_squad(simulation_zombie_3_6:agr_u_monsters) =create_squad(simulation_zombie_blind:agr_u_monsters)% + +[sr_idle@timer] + + diff --git a/mods/Redone Collection/gamedata/configs/scripts/agroprom_underground/mod_agru_poltergeists_spawns_redone.ltx b/mods/Redone Collection/gamedata/configs/scripts/agroprom_underground/mod_agru_poltergeists_spawns_redone.ltx new file mode 100644 index 00000000..ac8d837d --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/scripts/agroprom_underground/mod_agru_poltergeists_spawns_redone.ltx @@ -0,0 +1,18 @@ +![logic] +!active = active = sr_idle@line_0 +active = sr_idle@spawn_burer + +[sr_idle@spawn_burer] +on_game_timer = 5 | sr_idle@wait_actor %=create_squad(simulation_burer:agr_u_monsters) =create_squad(simulation_karlik:agr_u_monsters) =create_squad(simulation_snork_2_5:agr_u_monsters)% + +[sr_idle@wait_actor] +on_actor_in_zone = kat_gunslinger_cache_room | sr_idle@spawn_snork + +[sr_idle@spawn_snork] +on_info = sr_idle@timer %=create_squad(simulation_snork_2_3:agr_u_bloodsucker_2)% + +[sr_idle@timer] +on_game_timer = 20 | sr_idle@spawn_army + +[sr_idle@spawn_army] +on_info = sr_idle@line_1 %=create_squad(agr_u_monster_soldiers_squad:agr_u_monsters) =create_squad(agr_u_bandits_soldiers_squad:agr_u_bandits)% diff --git a/mods/Redone Collection/gamedata/configs/scripts/agroprom_underground/mod_agru_tushkanchiki_spawns_redone.ltx b/mods/Redone Collection/gamedata/configs/scripts/agroprom_underground/mod_agru_tushkanchiki_spawns_redone.ltx new file mode 100644 index 00000000..440637c8 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/scripts/agroprom_underground/mod_agru_tushkanchiki_spawns_redone.ltx @@ -0,0 +1,23 @@ +![logic] +!active = sr_idle@line_0 +active = sr_idle@spawn_tushkanchik + +[sr_idle@spawn_tushkanchik] +on_actor_in_zone = agru_go_out_zone | sr_idle@timer %=spawn_object(agru_tushkanchik_1:agru_tushkanchiks_spawn_1:0) =spawn_object(agru_tushkanchik_1:agru_tushkanchiks_spawn_2:0) =spawn_object(agru_tushkanchik_1:agru_tushkanchiks_spawn_3:0)% + +[sr_idle@timer] +on_game_timer = 1 | sr_idle@spawn_tushkanchik_2 + +[sr_idle@spawn_tushkanchik_2] +on_game_timer = 1 | sr_idle@timer_2 %=spawn_object(agru_tushkanchik_2:agru_tushkanchiks_spawn_1:0) =spawn_object(agru_tushkanchik_1:agru_tushkanchiks_spawn_1:0) =spawn_object(agru_tushkanchik_1:agru_tushkanchiks_spawn_2:0) =spawn_object(agru_tushkanchik_1:agru_tushkanchiks_spawn_3:0)% + +[sr_idle@timer_2] +on_game_timer = 1 | sr_idle@spawn_tushkanchik_3 + +[sr_idle@spawn_tushkanchik_3] +on_game_timer = 1 | sr_idle@timer_3 %=spawn_object(agru_tushkanchik_3:agru_tushkanchiks_spawn_3:0) =spawn_object(agru_tushkanchik_1:agru_tushkanchiks_spawn_1:0)% + +[sr_idle@timer_3] + + + \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/agroprom_underground/kat_gunslinger_cache_room.ltx b/mods/Redone Collection/gamedata/configs/scripts/agroprom_underground/mod_kat_gunslinger_cache_room_redone.ltx similarity index 86% rename from mods/Redone Collection/gamedata/configs/scripts/agroprom_underground/kat_gunslinger_cache_room.ltx rename to mods/Redone Collection/gamedata/configs/scripts/agroprom_underground/mod_kat_gunslinger_cache_room_redone.ltx index c54c4bb2..14188684 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/agroprom_underground/kat_gunslinger_cache_room.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/agroprom_underground/mod_kat_gunslinger_cache_room_redone.ltx @@ -1,8 +1,3 @@ -[logic] -active = sr_idle - -[sr_idle] +![sr_idle] on_info = {=actor_has_item(strelok_notes) +living_legend_st +lttz_ll_visit_agro_ug_task} sr_idle@nil %=give_task(lttz_ll_visit_barkeep) +strelok_notes% on_info2 = {=actor_has_item(strelok_notes) +living_legend_alt +lttz_ll_visit_agro_ug_task} sr_idle@nil %=give_task(lttz_ll_visit_blackjack) +strelok_notes% - -[sr_idle@nil] \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/agroprom_underground/smart/agr_u_bandits.ltx b/mods/Redone Collection/gamedata/configs/scripts/agroprom_underground/smart/agr_u_bandits.ltx index ac706880..038855ef 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/agroprom_underground/smart/agr_u_bandits.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/agroprom_underground/smart/agr_u_bandits.ltx @@ -1,19 +1,30 @@ [smart_terrain] squad_id = 1 max_population = 2 -respawn_params = respawn@agr_u_bandits -respawn_idle = 259200 -respawn_radius = 300 +;respawn_params = respawn@agr_u_bandits +;respawn_only_smart = false +;respawn_idle = 259200 +;respawn_radius = 1000 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil -[respawn@agr_u_bandits] ;-- Type: -spawn_all_hard +;[respawn@agr_u_bandits] ;-- Type: +;spawn_all_hard -[spawn_all_hard] ;-- Hard mutants - Rates of groups: ( 1 tushkano + 1 snork + 2 zombie ) -spawn_squads = simulation_tushkano_7_10, simulation_snork_2_3, simulation_bloodsucker, simulation_psysucker, simulation_zombie_blind, simulation_zombie_blind_3zomb -spawn_num = {+strelok_notes ~20} 1, 0 +;[spawn_all_hard] ;-- Hard mutants - Rates of groups: ( 1 tushkano + 1 snork + 1 bloodsucker + 1 psysucker + 2 zombie ) +;spawn_squads = simulation_tushkano_7_10, simulation_snork_2_3, simulation_bloodsucker, simulation_psysucker, simulation_zombie_blind, simulation_zombie_blind_3zomb +;spawn_num = {+strelok_notes ~20} 1, 0 +;[on_changing_level] + +;[smart_control] + [exclusive] agr_u_bandits_squad_1 = agroprom_underground\agr_u_bandits_logic.ltx agr_u_bandits_squad_2 = agroprom_underground\agr_u_bandits_logic.ltx diff --git a/mods/Redone Collection/gamedata/configs/scripts/agroprom_underground/smart/agr_u_bloodsucker.ltx b/mods/Redone Collection/gamedata/configs/scripts/agroprom_underground/smart/agr_u_bloodsucker.ltx index 8d12cafb..24be957c 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/agroprom_underground/smart/agr_u_bloodsucker.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/agroprom_underground/smart/agr_u_bloodsucker.ltx @@ -2,17 +2,28 @@ squad_id = 2 max_population = 2 respawn_params = respawn@agr_u_bloodsucker -respawn_idle = 172800 -respawn_radius = 300 +respawn_only_smart = false +respawn_idle = 259200 +;respawn_radius = 1000 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +spawn_point = agr_u_bloodsucker_home [respawn@agr_u_bloodsucker] ;-- Type: spawn_all_hard -[spawn_all_hard] ;-- Hard mutants - Rates of groups: ( 1 tushkano + 1 snork + 1 bloodsucker + 1 psysucker + 2 zombie ) -spawn_squads = simulation_tushkano_7_10, simulation_snork_2_3, simulation_bloodsucker, simulation_psysucker, simulation_zombie_blind, simulation_zombie_blind_3zomb +[spawn_all_hard] ;-- Hard mutants - Rates of groups: ( 1 snork + 1 bloodsucker + 1 psysucker ) +spawn_squads = simulation_snork_2_3, simulation_bloodsucker, simulation_psysucker spawn_num = {+strelok_notes} 1, 0 +;[on_changing_level] + +;[smart_control] + [exclusive] agr_u_bloodsucker_1 = agroprom_underground\agru_bloodsucker_1.ltx \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/agroprom_underground/smart/agr_u_bloodsucker_2.ltx b/mods/Redone Collection/gamedata/configs/scripts/agroprom_underground/smart/agr_u_bloodsucker_2.ltx index bd2170da..538c004e 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/agroprom_underground/smart/agr_u_bloodsucker_2.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/agroprom_underground/smart/agr_u_bloodsucker_2.ltx @@ -1,9 +1,16 @@ [smart_terrain] squad_id = 3 -max_population = 3 +max_population = 2 respawn_params = respawn@agr_u_bloodsucker_2 -respawn_idle = 172800 -respawn_radius = 300 +respawn_only_smart = false +respawn_idle = 259200 +respawn_radius = 1000 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +spawn_point = agr_u_bloodsucker_2_walk [respawn@agr_u_bloodsucker_2] ;-- Type: spawn_all_hard diff --git a/mods/Redone Collection/gamedata/configs/scripts/agroprom_underground/smart/agr_u_monsters.ltx b/mods/Redone Collection/gamedata/configs/scripts/agroprom_underground/smart/agr_u_monsters.ltx index 28c4d321..dadbc8b7 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/agroprom_underground/smart/agr_u_monsters.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/agroprom_underground/smart/agr_u_monsters.ltx @@ -2,18 +2,29 @@ squad_id = 4 max_population = 4 respawn_params = respawn@agr_u_monsters -respawn_idle = 259200 -respawn_radius = 300 +respawn_only_smart = false +respawn_idle = 345600 +respawn_radius = 1000 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +spawn_point = agr_u_monsters_spawn_point [respawn@agr_u_monsters] ;-- Type: spawn_all_worst -[spawn_all_worst] ;-- Worst mutants - Rates of groups:( 1 bloodsucker + 1 psysucker + 1 polter + 1 burer + 2 controller ) -spawn_squads = simulation_bloodsucker_1_2, simulation_psysucker_1_2, simulation_poltergeist_flame, simulation_bur_5rat_day, simulation_contr_3sn_3gzomb, simulation_contr_5rat_3tush +[spawn_all_worst] ;-- Worst mutants - Rates of groups:( 1 bloodsucker + 1 psysucker + 1 burer + 2 controller ) +spawn_squads = simulation_bloodsucker_1_2, simulation_psysucker_1_2, simulation_bur_5rat_day, simulation_contr_3sn_3gzomb, simulation_contr_5rat_3tush spawn_num = {+strelok_notes} 1, 0 +;[on_changing_level] + +;[smart_control] + ;[exclusive] ;agr_u_monsters_controller = agroprom_underground\agru_controller_1.ltx ;agru_poltergeist_squad_1 = agroprom_underground\agru_poltergeist_1.ltx diff --git a/mods/Redone Collection/gamedata/configs/scripts/agroprom_underground/smart/agr_u_soldiers.ltx b/mods/Redone Collection/gamedata/configs/scripts/agroprom_underground/smart/agr_u_soldiers.ltx index 973d0f5d..07472de8 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/agroprom_underground/smart/agr_u_soldiers.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/agroprom_underground/smart/agr_u_soldiers.ltx @@ -2,8 +2,15 @@ squad_id = 5 max_population = 1 respawn_params = respawn@agr_u_soldiers -respawn_idle = 172800 +respawn_only_smart = false +respawn_idle = 86400 respawn_radius = 100 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil [respawn@agr_u_soldiers] spawn_army_special @@ -15,16 +22,18 @@ spawn_num = {!squad_name_exist(agr_u_soldiers_squad) -agr_military_colonel_koval [exclusive] -;agr_u_soldiers_controller = agroprom_underground\agr_u_soldiers_controller.ltx -agr_u_soldiers_squad_1 = agroprom_underground\agr_u_soldiers_logic.ltx -agr_u_soldiers_squad_2 = agroprom_underground\agr_u_soldiers_logic.ltx -agr_u_soldiers_squad_3 = agroprom_underground\agr_u_soldiers_logic.ltx -agr_u_soldiers_squad_4 = agroprom_underground\agr_u_soldiers_logic.ltx -agr_u_soldiers_squad_5 = agroprom_underground\agr_u_soldiers_logic.ltx -agr_u_soldiers_squad_6 = agroprom_underground\agr_u_soldiers_logic.ltx -agr_u_soldiers_squad_7 = agroprom_underground\agr_u_soldiers_logic.ltx -agr_u_soldiers_squad_8 = agroprom_underground\agr_u_soldiers_logic.ltx +agr_u_soldiers_squad_1 = agroprom_underground\agr_u_soldiers_spawn_logic.ltx +agr_u_soldiers_squad_2 = agroprom_underground\agr_u_soldiers_spawn_logic.ltx +agr_u_soldiers_squad_3 = agroprom_underground\agr_u_soldiers_spawn_logic.ltx +agr_u_soldiers_squad_4 = agroprom_underground\agr_u_soldiers_spawn_logic.ltx +agr_u_soldiers_squad_5 = agroprom_underground\agr_u_soldiers_spawn_logic.ltx +agr_u_soldiers_squad_6 = agroprom_underground\agr_u_soldiers_spawn_logic.ltx +agr_u_soldiers_squad_7 = agroprom_underground\agr_u_soldiers_spawn_logic.ltx +agr_u_soldiers_squad_8 = agroprom_underground\agr_u_soldiers_spawn_logic.ltx + ;agru_end_poltergeist_squad_1 = agroprom_underground\agru_end_poltergeist_1.ltx ;agru_end_poltergeist_squad_2 = agroprom_underground\agru_end_poltergeist_2.ltx ;agru_end_poltergeist_squad_3 = agroprom_underground\agru_end_poltergeist_3.ltx -;agru_end_poltergeist_squad_4 = agroprom_underground\agru_end_poltergeist_4.ltx \ No newline at end of file +;agru_end_poltergeist_squad_4 = agroprom_underground\agru_end_poltergeist_4.ltx + +;agr_u_soldiers_controller = agroprom_underground\agr_u_soldiers_controller.ltx \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/bar/bar_endless_night_spawn_logic_1.ltx b/mods/Redone Collection/gamedata/configs/scripts/bar/bar_endless_night_spawn_logic_1.ltx new file mode 100644 index 00000000..0264aecf --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/scripts/bar/bar_endless_night_spawn_logic_1.ltx @@ -0,0 +1,29 @@ +[logic] +active = ph_idle@check + +[ph_idle@check] +on_info = {+bar_stalker_barman_dead +bar_dolg_leader_dead +bar_dolg_petrenko_dead} ph_idle@wait_actor + +[ph_idle@wait_actor] +on_info = {=actor_near_smart(bar_zastava_dogs_lair) =is_dark_night} ph_idle@spawn_night_monster, {=actor_near_smart(bar_zastava_dogs_lair) =is_night} ph_idle@spawn_night_monster +on_info2 = {=actor_near_smart(bar_zastava) =is_dark_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(bar_zastava) =is_night} ph_idle@spawn_night_monster_2 +on_info3 = {=actor_near_smart(val_smart_terrain_8_9) =is_dark_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(val_smart_terrain_8_9) =is_night} ph_idle@spawn_night_monster_3 +on_info4 = {=actor_near_smart(val_smart_terrain_9_10) =is_dark_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(val_smart_terrain_9_10) =is_night} ph_idle@spawn_night_monster_4 + +[ph_idle@spawn_night_monster] +on_info = {~20} %=create_squad(simulation_mix_zombie_night:bar_zastava_dogs_lair)% ph_idle@reset, {~30} %=create_squad(simulation_snork_night:bar_zastava_dogs_lair)% ph_idle@reset, {~40} %=create_squad(simulation_bloodsucker_1_2_night:bar_zastava_dogs_lair)% ph_idle@reset, {~50} %=create_squad(simulation_bloodsucker_2weak_night:bar_zastava_dogs_lair)% ph_idle@reset, ph_idle@wait_reset + +[ph_idle@reset] +on_game_timer = 86400 | ph_idle@wait_actor + +[ph_idle@spawn_night_monster_2] +on_info = {~20} %=create_squad(simulation_snork_night:bar_zastava)% ph_idle@reset_2, {~30} %=create_squad(simulation_fracture_night:bar_zastava)% ph_idle@reset_2, {~40} %=create_squad(simulation_zombie_3_6:bar_zastava)% ph_idle@reset_2, {~50} %=create_squad(simulation_pseudodog_night:bar_zastava)% ph_idle@reset_2, ph_idle@wait_reset + +[ph_idle@reset_2] +on_game_timer = 86400 | ph_idle@wait_actor + +[ph_idle@wait_reset] +on_game_timer = 580 | ph_idle@wait_actor + +[collide] +ignore_static \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/bar/bar_endless_night_spawn_logic_2.ltx b/mods/Redone Collection/gamedata/configs/scripts/bar/bar_endless_night_spawn_logic_2.ltx new file mode 100644 index 00000000..cc28c74c --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/scripts/bar/bar_endless_night_spawn_logic_2.ltx @@ -0,0 +1,27 @@ +[logic] +active = ph_idle@check + +[ph_idle@check] +on_info = {+bar_stalker_barman_dead +bar_dolg_leader_dead +bar_dolg_petrenko_dead} ph_idle@wait_actor + +[ph_idle@wait_actor] +on_info = {=actor_near_smart(bar_zastava_dogs_lair_2) =is_dark_night} ph_idle@spawn_night_monster, {=actor_near_smart(bar_zastava_dogs_lair_2) =is_night} ph_idle@spawn_night_monster +on_info2 = {=actor_near_smart(bar_zastava_2) =is_dark_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(bar_zastava_2) =is_night} ph_idle@spawn_night_monster_2 + +[ph_idle@spawn_night_monster] +on_info = {~20} %=create_squad(simulation_pseudodog_night:bar_zastava_dogs_lair_2)% ph_idle@reset, {~30} %=create_squad(simulation_dog_night:bar_zastava_dogs_lair_2)% ph_idle@reset, {~40} %=create_squad(simulation_bloodsucker_1_2_night:bar_zastava_dogs_lair_2)% ph_idle@reset, {~50} %=create_squad(simulation_bloodsucker_2weak_night:bar_zastava_dogs_lair_2)% ph_idle@reset, ph_idle@wait_reset + +[ph_idle@reset] +on_game_timer = 86400 | ph_idle@wait_actor + +[ph_idle@spawn_night_monster_2] +on_info = {~20} %=create_squad(simulation_tushkano_night:bar_zastava_2)% ph_idle@reset_2, {~30} %=create_squad(simulation_fracture_night:bar_zastava_2)% ph_idle@reset_2, {~40} %=create_squad(simulation_zombie_3_6:bar_zastava_2)% ph_idle@reset_2, {~50} %=create_squad(simulation_pseudodog_night:bar_zastava_2)% ph_idle@reset_2, ph_idle@wait_reset + +[ph_idle@reset_2] +on_game_timer = 86400 | ph_idle@wait_actor + +[ph_idle@wait_reset] +on_game_timer = 580 | ph_idle@wait_actor + +[collide] +ignore_static diff --git a/mods/Redone Collection/gamedata/configs/scripts/bar/bar_endless_night_spawn_logic_3.ltx b/mods/Redone Collection/gamedata/configs/scripts/bar/bar_endless_night_spawn_logic_3.ltx new file mode 100644 index 00000000..d1e1df5f --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/scripts/bar/bar_endless_night_spawn_logic_3.ltx @@ -0,0 +1,27 @@ +[logic] +active = ph_idle@check + +[ph_idle@check] +on_info = {+bar_stalker_barman_dead +bar_dolg_leader_dead +bar_dolg_petrenko_dead} ph_idle@wait_actor + +[ph_idle@wait_actor] +on_info = {=actor_near_smart(bar_visitors) =is_dark_night} ph_idle@spawn_night_monster, {=actor_near_smart(bar_visitors) =is_night} ph_idle@spawn_night_monster +on_info2 = {=actor_near_smart(bar_dolg_general) =is_dark_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(bar_dolg_general) =is_night} ph_idle@spawn_night_monster_2 + +[ph_idle@spawn_night_monster] +on_info = {~20} %=create_squad(simulation_bloodsucker_night:bar_visitors)% ph_idle@reset, {~30} %=create_squad(simulation_fracture_night:bar_visitors)% ph_idle@reset, {~40} %=create_squad(simulation_snork_night:bar_visitors)% ph_idle@reset, {~50} %=create_squad(simulation_zombie_3_6:bar_visitors)% ph_idle@reset, ph_idle@wait_reset + +[ph_idle@reset] +on_game_timer = 86400 | ph_idle@wait_actor + +[ph_idle@spawn_night_monster_2] +on_info = {~20} %=create_squad(simulation_snork_night:bar_dolg_general)% ph_idle@reset_2, {~30} %=create_squad(simulation_fracture_night:bar_dolg_general)% ph_idle@reset_2, {~40} %=create_squad(simulation_zombie_3_6:bar_dolg_general)% ph_idle@reset_2, {~50} %=create_squad(simulation_pseudodog_night:bar_dolg_general)% ph_idle@reset_2, ph_idle@wait_reset + +[ph_idle@reset_2] +on_game_timer = 86400 | ph_idle@wait_actor + +[ph_idle@wait_reset] +on_game_timer = 580 | ph_idle@wait_actor + +[collide] +ignore_static diff --git a/mods/Redone Collection/gamedata/configs/scripts/bar/mod_bar_barman_redone.ltx b/mods/Redone Collection/gamedata/configs/scripts/bar/mod_bar_barman_redone.ltx new file mode 100644 index 00000000..13f93896 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/scripts/bar/mod_bar_barman_redone.ltx @@ -0,0 +1,5 @@ +![logic@bar_barman] +on_death = death + +[death] +on_info = %+bar_stalker_barman_dead% \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/bar/mod_bar_crow_spawner_redone.ltx b/mods/Redone Collection/gamedata/configs/scripts/bar/mod_bar_crow_spawner_redone.ltx index 1a5ca430..3eaca5e2 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/bar/mod_bar_crow_spawner_redone.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/bar/mod_bar_crow_spawner_redone.ltx @@ -1,3 +1,27 @@ +![logic] +!active = sr_crow_spawner +active = sr_idle@check_story + +[sr_idle@check_story] +on_info = {-story_mode_disabled} sr_idle@check_actor, {+story_mode_disabled -yan_x16_complete_end} sr_idle@check_actor %+yan_kill_brain_done% + +[sr_idle@check_actor] +on_info = {=actor_community(actor_monolith) -yan_x16_complete_end} sr_idle@check_helmet %+yan_kill_brain_done%, {=actor_community(actor_greh) -yan_x16_complete_end} sr_idle@check_helmet %+yan_kill_brain_done%, sr_idle@check_helmet + +[sr_idle@check_helmet] +on_info = {=actor_has_item(good_psy_helmet)} sr_idle@check_spawner %+living_legend_psy_helmet%, {=actor_has_item(bad_psy_helmet)} sr_idle@check_spawner %+living_legend_psy_helmet%, sr_idle@check_spawner + +[sr_idle@check_spawner] +on_info = sr_crow_spawner + ![sr_crow_spawner] max_crows_on_level = 4 -spawn_path = bar_crow_spawn_1, bar_crow_spawn_2, bar_crow_spawn_3, bar_crow_spawn_4, bar_crow_spawn_5 \ No newline at end of file +spawn_path = bar_crow_spawn_1, bar_crow_spawn_2, bar_crow_spawn_3, bar_crow_spawn_4, bar_crow_spawn_5 + +on_info50 = {+bar_dolg_leader_dead +bar_dolg_petrenko_dead -bar_stalker_barman_dead -bar_spawn_complete =actor_community(actor_freedom)} sr_idle@spawn_1 + +[sr_idle@spawn_1]:sr_crow_spawner +on_game_timer = 43200 | sr_idle@spawn_end %=create_squad(bar_freedom_general_squad:bar_dolg_general) =create_squad(bar_freedom_bunker_squad:bar_dolg_bunker) =create_squad(bar_freedom_security_squad:bar_zastava) =create_squad(bar_freedom_guard_squad:bar_zastava_2) =create_squad(bar_freedom_visitors_squad:bar_visitors)% + +[sr_idle@spawn_end]:sr_crow_spawner +on_info = sr_crow_spawner %+bar_spawn_complete% diff --git a/mods/Redone Collection/gamedata/configs/scripts/bar/mod_bar_dolg_general_logic_redone.ltx b/mods/Redone Collection/gamedata/configs/scripts/bar/mod_bar_dolg_general_logic_redone.ltx index 9ea0cabc..f891e039 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/bar/mod_bar_dolg_general_logic_redone.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/bar/mod_bar_dolg_general_logic_redone.ltx @@ -1,5 +1,23 @@ +![logic@bar_dolg_general_animpoint_kamp1] +suitable = {=npc_community(dolg) !surge_started} true, {=npc_community(freedom) !surge_started} true + +![logic@bar_dolg_general_animpoint_kamp2] +suitable = {=npc_community(dolg) !surge_started} true, {=npc_community(freedom) !surge_started} true + +![logic@bar_dolg_general_animpoint_kamp3] +suitable = {=npc_community(dolg) !surge_started} true, {=npc_community(freedom) !surge_started} true + +![logic@bar_dolg_general_animpoint_kamp4] +suitable = {=npc_community(dolg) !surge_started} true, {=npc_community(freedom) !surge_started} true + ![logic@bar_dolg_general_petrenko] on_death = death_petrenko [death_petrenko] on_info = %+bar_dolg_petrenko_dead% + +![walker@zoneguard] +on_actor_in_zone = bar_angar_warn_zone | {=squad_exist(bar_dolg_general_zoneguard_stalker_squad)} %=play_sound(bar_dolg_hangar_bridge_hello)% + + + diff --git a/mods/Redone Collection/gamedata/configs/scripts/bar/mod_bar_dolg_medic_logic_redone.ltx b/mods/Redone Collection/gamedata/configs/scripts/bar/mod_bar_dolg_medic_logic_redone.ltx new file mode 100644 index 00000000..e725b487 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/scripts/bar/mod_bar_dolg_medic_logic_redone.ltx @@ -0,0 +1,50 @@ +![logic@bar_dolg_medic_bodyguard] +suitable = {=check_npc_name(bodyguard_duty_medic_bar_general)} true +active = beh@bar_dolg_medic_bodyguard_work_1 +prior = 200 + +![logic@sick_duty_stalker_bar_general] +suitable = {=npc_community(dolg)} true +active = beh@sick_duty_stalker_bar_work_1 +prior = 200 + +[beh@general_guard] +behavior_state = beh_move +target = waypoint +walk_dist = 100 +jog_dist = 220 +walk_anim = patrol +jog_anim = assault +run_anim = assault +delay_anim = guard +combat_ignore_cond = false +combat_ignore_keep_when_attacked = false +gather_items_enabled = false +help_wounded_enabled = false +corpse_detection_enabled = false +invulnerable = false +meet = no_meet + +[beh@bar_dolg_medic_bodyguard_work_1]:beh@general_guard +pt1 = 550000, guard | pos: 215.04228210449, -0.0024391263723373, 87.582168579102 look: 214.31143188477, -0.00078193843364716, 88.59651184082 +pt2 = 550000, guard | pos: 213.11221313477, -0.0014052391052246, 79.957397460938 look: 211.63789367676, 0.0025523006916046, 80.154670715332 +path_end = loop +on_info = {=surge_started} beh@bar_dolg_medic_bodyguard_surge_work_1 + +[beh@sick_duty_stalker_bar_work_1]:beh@general_guard +pt1 = 550000, drunk_sit_ass | pos: 212.45147705078, 0.49908804893494, 100.85985565186 look: 214.05770874023, 0.51219016313553, 99.761573791504 +pt2 = 550000, drunk_sit_ass | pos: 229.58151245117, -5.4488806724548, 135.42195129395 look: 229.89572143555, -5.4484519958496, 134.61743164062 +pt3 = 550000, drunk_sit_ass | pos: 186.19718933105, 0.038859516382217, 124.56587219238 look: 186.40625, 0.03945255279541, 123.33502197266 +path_end = loop +;on_actor_in_zone = bar_dolg_general_kill_zone | %=play_sound(sick_duty_phrases)% +on_info = {=surge_started} beh@sick_duty_stalker_surge_work_1 + +[beh@bar_dolg_medic_bodyguard_surge_work_1]:beh@general_guard +pt1 = 88860000, smoking_stand | pos: 215.43209838867, -0.005574032664299, 94.977149963379 look: 214.63287353516, 0.49839854240417, 103.70713806152 +path_end = loop +on_info = {=surge_complete} beh@bar_dolg_medic_bodyguard_work_1 + +[beh@sick_duty_stalker_surge_work_1]:beh@general_guard +pt1 = 88860000, drunk_sit_ass | pos: 212.45147705078, 0.49908804893494, 100.85985565186 look: 214.05770874023, 0.51219016313553, 99.761573791504 +path_end = loop +on_info = {=surge_complete} beh@sick_duty_stalker_bar_work_1 \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/bar/mod_bar_dolg_megafone_redone.ltx b/mods/Redone Collection/gamedata/configs/scripts/bar/mod_bar_dolg_megafone_redone.ltx index d2b16831..54c8fbd5 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/bar/mod_bar_dolg_megafone_redone.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/bar/mod_bar_dolg_megafone_redone.ltx @@ -1,29 +1,48 @@ ![ph_idle@default] -on_info = ;%=play_sound(bar_dolg_speech)% -on_info2 = {=is_day()} %=play_sound(bar_dolg_speech)% ph_idle@sound_idle -on_info3 = {+bar_arena_start} ph_idle@idle %=stop_sound%, {=surge_started} ph_idle@surge %=stop_sound%, {+bar_dolg_leader_dead} ph_idle@nil %=stop_sound%, {+bar_territory_nodolg_1_hit -bar_dolg_territory_1_hit_notify} ph_idle@1_hit %=stop_sound%, {+bar_territory_nodolg_2_hit -bar_dolg_territory_2_hit_notify} ph_idle@2_hit %=stop_sound%, {+bar_territory_nodolg_kill -bar_dolg_territory_kill_notify} ph_idle@kill %=stop_sound%, {=check_smart_alarm_status(bar_dolg_general)} ph_idle@alarm %=stop_sound%, {=check_smart_alarm_status(bar_dolg_bunker)} ph_idle@alarm %=stop_sound% +!on_info = %=play_sound(bar_dolg_speech)% +on_info2 = {=is_day() -bar_dolg_leader_dead} %=play_sound(bar_dolg_speech)% ph_idle@sound_idle +on_info3 = {+bar_arena_start} ph_idle@idle %=stop_sound%, {+bar_territory_nodolg_1_hit -bar_dolg_territory_1_hit_notify} ph_idle@1_hit %=stop_sound%, {+bar_territory_nodolg_2_hit -bar_dolg_territory_2_hit_notify} ph_idle@2_hit %=stop_sound%, {+bar_territory_nodolg_kill -bar_dolg_territory_kill_notify} ph_idle@kill %=stop_sound%, {=check_smart_alarm_status(bar_dolg_general)} ph_idle@alarm %=stop_sound%, {=check_smart_alarm_status(bar_dolg_bunker)} ph_idle@alarm %=stop_sound%, {=check_smart_alarm_status(bar_visitors)} ph_idle@alarm %=stop_sound%, {=check_smart_alarm_status(bar_zastava)} ph_idle@alarm %=stop_sound%, {=check_smart_alarm_status(bar_zastava_2)} ph_idle@alarm %=stop_sound% +;on_info4 = {=actor_has_weapon} ph_idle@warn %=stop_sound% +on_info5 = {=surge_started} ph_idle@surge %=stop_sound% [ph_idle@sound_idle] on_info = {+bar_arena_start_introduce} ph_idle@idle %=stop_sound% -on_info2 = {=surge_started} ph_idle@surge %=stop_sound%, {+bar_territory_nodolg_1_hit -bar_dolg_territory_1_hit_notify} ph_idle@1_hit %=stop_sound%, {+bar_territory_nodolg_2_hit -bar_dolg_territory_2_hit_notify} ph_idle@2_hit %=stop_sound%, {+bar_territory_nodolg_kill -bar_dolg_territory_kill_notify} ph_idle@kill %=stop_sound%, {=check_smart_alarm_status(bar_dolg_general)} ph_idle@alarm %=stop_sound%, {=check_smart_alarm_status(bar_dolg_bunker)} ph_idle@alarm %=stop_sound% -on_game_timer = 600 | ph_idle@default +on_info2 = {+bar_territory_nodolg_1_hit -bar_dolg_territory_1_hit_notify} ph_idle@1_hit %=stop_sound%, {+bar_territory_nodolg_2_hit -bar_dolg_territory_2_hit_notify} ph_idle@2_hit %=stop_sound%, {+bar_territory_nodolg_kill -bar_dolg_territory_kill_notify} ph_idle@kill %=stop_sound%, {=check_smart_alarm_status(bar_dolg_general)} ph_idle@alarm %=stop_sound%, {=check_smart_alarm_status(bar_dolg_bunker)} ph_idle@alarm %=stop_sound%, {=check_smart_alarm_status(bar_visitors)} ph_idle@alarm %=stop_sound%, {=check_smart_alarm_status(bar_zastava)} ph_idle@alarm %=stop_sound%, {=check_smart_alarm_status(bar_zastava_2)} ph_idle@alarm %=stop_sound% +;on_info3 = {=actor_has_weapon} ph_idle@warn %=stop_sound% +on_info4 = {=surge_started} ph_idle@surge %=stop_sound%, +on_game_timer = 750 | ph_idle@default + +![ph_idle@alarm] +on_info = %=play_sound(bar_dolg_alarm)% +on_info2 = {!check_smart_alarm_status(bar_dolg_bunker)} ph_idle@default +on_info3 = {!check_smart_alarm_status(bar_dolg_general)} ph_idle@default +on_info4 = {!check_smart_alarm_status(bar_visitors)} ph_idle@default +on_info5 = {!check_smart_alarm_status(bar_zastava)} ph_idle@default +on_info6 = {!check_smart_alarm_status(bar_zastava_2)} ph_idle@default +on_info7 = {+bar_arena_start_introduce} ph_idle@idle +on_info8 = {=surge_started} ph_idle@surge +on_timer = 5000 | ph_idle@default + +;[ph_idle@warn] +;on_info = %=play_sound(bar_dolg_warn)% +;on_info2 = {!actor_has_weapon} ph_idle@default +;on_info3 = {+bar_arena_start_introduce} ph_idle@idle +;on_info4 = {=surge_started} ph_idle@surge +;on_timer = 5000 | ph_idle@default [ph_idle@surge] -on_game_timer = 110 | ph_idle@surge_started -;=play_sound(bar_dolg_alarm) ;need translation. +on_game_timer = 100 | ph_idle@surge_started [ph_idle@surge_started] -on_info = %=play_sound(bar_blowout_siren)% +on_info = %=play_sound(bar_blowout_siren_1)% ;on_info2 = {!surge_started} ph_idle@default on_game_timer = 370 | ph_idle@surge_siren_end [ph_idle@surge_siren_end] -on_info = %=play_sound(bar_blowout_siren_1)% +on_info = %=play_sound(bar_blowout_siren_2)% on_signal = sound_end | ph_idle@surge_act_idle [ph_idle@surge_act_idle] on_info = {+bar_arena_start_introduce} ph_idle@idle +on_info2 = {=surge_started} ph_idle@surge on_game_timer = 1240 | ph_idle@default - -[ph_idle@nil] -on_info = {+bar_dolg_leader_dead} ph_idle@default \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/bar/mod_bar_visitors_other_logic_redone.ltx b/mods/Redone Collection/gamedata/configs/scripts/bar/mod_bar_visitors_other_logic_redone.ltx new file mode 100644 index 00000000..91297920 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/scripts/bar/mod_bar_visitors_other_logic_redone.ltx @@ -0,0 +1,30 @@ +[logic@beh_bar_informator_mlr] +suitable = {=check_npc_name(bar_informator_mlr)} true +active = beh@bar_informator_mlr_work_1 +prior = 200 + +![animpoint@base] +on_info = {=is_night} beh@bar_informator_mlr_work_1 + +[beh@general_work] +behavior_state = beh_move +target = waypoint +walk_dist = 100 +jog_dist = 220 +walk_anim = patrol +jog_anim = assault +run_anim = assault +delay_anim = guard +gather_items_enabled = false +help_wounded_enabled = false +corpse_detection_enabled = false +invulnerable = {=is_warfare} false, {!actor_true_enemy} true, false +combat_ignore_cond = {=is_warfare} false, {=actor_true_enemy =check_enemy_name(actor)} false, true +combat_ignore_keep_when_attacked = {=is_warfare} false, true +meet = meet_inf + +[beh@bar_informator_mlr_work_1]:beh@general_work +pt1 = 50000, smoking_stand | pos: 147.17349243164, 0.09841713309288, 86.409355163574 look: 145.56069946289, 0.099710553884506, 88.298324584961 +pt1 = 550000, ward | pos: 147.17349243164, 0.09841713309288, 86.409355163574 look: 145.56069946289, 0.099710553884506, 88.298324584961 +path_end = loop +on_info = {!is_night} animpoint@base diff --git a/mods/Redone Collection/gamedata/configs/scripts/bar/mod_bar_zastava_2_smart_redone.ltx b/mods/Redone Collection/gamedata/configs/scripts/bar/mod_bar_zastava_2_smart_redone.ltx new file mode 100644 index 00000000..b58b8eb2 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/scripts/bar/mod_bar_zastava_2_smart_redone.ltx @@ -0,0 +1,14 @@ +![logic@duty2_guard1] +suitable = {=npc_community(dolg) !surge_started} true, {=npc_community(freedom) !surge_started} true + +![logic@duty2_guard2] +suitable = {=npc_community(dolg) !surge_started} true, {=npc_community(freedom) !surge_started} true + +![logic@duty2_guard3] +suitable = {=npc_community(dolg) !surge_started} true, {=npc_community(freedom) !surge_started} true + +![logic@duty2_guard4] +suitable = {=check_npc_name(bar_zastava_2_commander) =npc_in_zone(bar_zastava_restrictor_2) !surge_started} true, {=npc_community(freedom) =npc_in_zone(bar_zastava_restrictor_2) !surge_started} true + +![logic@duty2_guard5] +suitable = {=npc_community(dolg) !surge_started} true, {=npc_community(freedom) !surge_started} true diff --git a/mods/Redone Collection/gamedata/configs/scripts/bar/mod_bar_zastava_smart_redone.ltx b/mods/Redone Collection/gamedata/configs/scripts/bar/mod_bar_zastava_smart_redone.ltx new file mode 100644 index 00000000..606b5e0a --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/scripts/bar/mod_bar_zastava_smart_redone.ltx @@ -0,0 +1,26 @@ +![logic@duty_guard1] +suitable = {=npc_community(dolg) !surge_started} true, {=npc_community(freedom) !surge_started} true + +![logic@duty_guard2] +suitable = {=npc_community(dolg) !surge_started} true, {=npc_community(freedom) !surge_started} true + +![logic@duty_guard3] +suitable = {=npc_community(dolg) !surge_started} true, {=npc_community(freedom) !surge_started} true + +![logic@duty_guard4] +suitable = {=check_npc_name(bar_duty_security_squad_leader) !surge_started} true, {=npc_community(freedom) !surge_started} true + +![logic@duty_guard5] +suitable = {=npc_community(dolg) !surge_started} true, {=npc_community(freedom) !surge_started} true + +![logic@duty_guard6] +suitable = {=npc_community(dolg) !surge_started} true, {=npc_community(freedom) !surge_started} true + +![logic@duty_guard7] +suitable = {=npc_community(dolg) !surge_started} true, {=npc_community(freedom) !surge_started} true + +![logic@duty_guard8] +suitable = {=npc_community(dolg) !surge_started} true, {=npc_community(freedom) !surge_started} true + +![logic@duty_guard9] +suitable = {=npc_community(dolg) !surge_started} true, {=npc_community(freedom) !surge_started} true diff --git a/mods/Redone Collection/gamedata/configs/scripts/bar/smart/bar_dolg_bunker.ltx b/mods/Redone Collection/gamedata/configs/scripts/bar/smart/bar_dolg_bunker.ltx index 9ab1fe38..504af7d2 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/bar/smart/bar_dolg_bunker.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/bar/smart/bar_dolg_bunker.ltx @@ -1,27 +1,50 @@ [smart_terrain] squad_id = 1 -max_population = 1 +max_population = 2 respawn_params = respawn@bar_dolg_bunker -respawn_idle = 172800 +respawn_only_smart = false +respawn_idle = 43200 +respawn_radius = 1000 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil [respawn@bar_dolg_bunker] ;-- Type: faction {dolg} = faction base\bunker -spawn_duty@veteran -spawn_duty_special +;spawn_freedom_special +;spawn_freedom_special_2 +;spawn_freedom_special_3 spawn_deserted_base +spawn_deserted_base_2 -[spawn_duty@veteran] -spawn_squads = duty_sim_squad_advanced, duty_sim_squad_advanced, duty_sim_squad_veteran -spawn_num = {+bar_dolg_leader_dead +bar_dolg_petrenko_dead} 0, 2 +;[spawn_freedom_special] +;spawn_squads = bar_freedom_general_squad +;spawn_num = {!squad_exist(bar_freedom_general_squad) =actor_community(actor_freedom) +bar_dolg_leader_dead +bar_dolg_petrenko_dead -bar_stalker_barman_dead} 1, 0 + +;[spawn_freedom_special_2] +;spawn_squads = bar_freedom_bunker_squad +;spawn_num = {!squad_exist(bar_freedom_bunker_squad) =actor_community(actor_freedom) +bar_dolg_leader_dead +bar_dolg_petrenko_dead -bar_stalker_barman_dead} 1, 0 + +;[spawn_freedom_special_3] +;spawn_squads = bar_freedom_visitors_squad +;spawn_num = {!squad_exist(bar_freedom_visitors_squad) =actor_community(actor_freedom) +bar_dolg_leader_dead +bar_dolg_petrenko_dead -bar_stalker_barman_dead} 1, 0 -[spawn_duty_special] -spawn_squads = bar_dolg_bunker_squad -spawn_num = {!squad_name_exist(bar_dolg_bunker_squad) -bar_dolg_leader_dead -bar_dolg_petrenko_dead} 1, 0 [spawn_deserted_base] spawn_squads = bar_dolg_bunker_squad_rat_mlr_squad -spawn_num = {!squad_name_exist(bar_dolg_bunker_squad_rat_mlr_squad) +bar_dolg_leader_dead +bar_dolg_petrenko_dead} 1, 0 +spawn_num = {!squad_name_exist(bar_dolg_bunker_squad_rat_mlr_squad) +bar_dolg_leader_dead +bar_dolg_petrenko_dead +bar_stalker_barman_dead} 1, 0 +[spawn_deserted_base_2] +spawn_squads = bar_dolg_general_squad_rat_mlr_squad +spawn_num = {!squad_name_exist(bar_dolg_general_squad_rat_mlr_squad) +bar_dolg_leader_dead +bar_dolg_petrenko_dead +bar_stalker_barman_dead} 1, 0 + + +;[on_changing_level] + +;[smart_control] [exclusive] -bar_dolg_leader = bar\bar_dolg_bunker_logic.ltx \ No newline at end of file +bar_dolg_leader = bar\bar_dolg_bunker_logic.ltx diff --git a/mods/Redone Collection/gamedata/configs/scripts/bar/smart/bar_dolg_general.ltx b/mods/Redone Collection/gamedata/configs/scripts/bar/smart/bar_dolg_general.ltx index 366b1c2a..7c976aac 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/bar/smart/bar_dolg_general.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/bar/smart/bar_dolg_general.ltx @@ -1,41 +1,74 @@ [smart_terrain] squad_id = 2 -max_population = 2 +max_population = 3 respawn_params = respawn@bar_dolg_general +respawn_only_smart = false respawn_idle = 43200 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = smart_control +;att_restr = bar_dolg_territory +;def_restr = bar_dolg_territory +;safe_restr = bar_bar_entry_zone +;spawn_point = nil [respawn@bar_dolg_general] ;-- Type: faction {dolg} = faction base\courtyard +spawn_duty@novice spawn_duty@advanced spawn_duty@veteran spawn_duty_special -spawn_deserted_base +spawn_duty_special_2 +spawn_duty_special_3 +spawn_duty_special_4 +[spawn_duty@novice] +spawn_squads = duty_sim_squad_novice, duty_sim_squad_novice, duty_sim_squad_advanced +spawn_num = {+bar_dolg_leader_dead +bar_dolg_petrenko_dead} 0, 2 + [spawn_duty@advanced] spawn_squads = duty_sim_squad_advanced, duty_sim_squad_advanced, duty_sim_squad_novice -spawn_num = {+bar_dolg_leader_dead +bar_dolg_petrenko_dead} 0, 4 +spawn_num = {+bar_dolg_leader_dead +bar_dolg_petrenko_dead} 0, 2 [spawn_duty@veteran] -spawn_squads = duty_sim_squad_advanced, duty_sim_squad_advanced, duty_sim_squad_veteran -spawn_num = {+bar_dolg_leader_dead +bar_dolg_petrenko_dead} 0, 2 +spawn_squads = duty_sim_squad_veteran, duty_sim_squad_advanced, duty_sim_squad_novice +spawn_num = {+bar_dolg_leader_dead +bar_dolg_petrenko_dead} 0, 2 [spawn_duty_special] spawn_squads = bar_dolg_general_squad -spawn_num = {!squad_name_exist(bar_dolg_general_squad) -bar_dolg_leader_dead -bar_dolg_petrenko_dead} 1, 0 +spawn_num = {!squad_name_exist(bar_dolg_general_squad) -bar_dolg_leader_dead} 1, 0 ;{-bar_dolg_petrenko_dead} -[spawn_deserted_base] -spawn_squads = bar_dolg_general_squad_rat_mlr_squad -spawn_num = {!squad_name_exist(bar_dolg_general_squad_rat_mlr_squad) +bar_dolg_leader_dead +bar_dolg_petrenko_dead} 1, 0 +[spawn_duty_special_2] +spawn_squads = bar_dolg_bunker_squad +spawn_num = {!squad_name_exist(bar_dolg_bunker_squad) -bar_dolg_leader_dead} 1, 0 ;{-bar_dolg_petrenko_dead} +[spawn_duty_special_3] +spawn_squads = bar_zastava_2_commander_squad +spawn_num = {!squad_exist(bar_zastava_2_commander_squad) -bar_dolg_leader_dead} 1, 0 ;{-bar_dolg_petrenko_dead} + +[spawn_duty_special_4] +spawn_squads = bar_duty_security_squad_leader_squad +spawn_num = {!squad_exist(bar_duty_security_squad_leader_squad) -bar_dolg_leader_dead} 1, 0 ;{-bar_dolg_petrenko_dead} + + +;[on_changing_level] + +;[smart_control] +;noweap_zone = bar_dolg_territory +;ignore_zone = bar_bar_entry_zone +;alarm_start_sound = bar_dolg_warn +;alarm_stop_sound = nil [exclusive] bar_dolg_medic = bar\bar_dolg_medic_logic.ltx bar_dolg_medic_bodyguard = bar\bar_dolg_medic_logic.ltx -sick_duty_stalker_bar_general = bar\bar_dolg_medic_logic.ltx + bar_dolg_general_petrenko = bar\bar_dolg_general_logic.ltx bar_dolg_general_zoneguard = bar\bar_dolg_general_logic.ltx + bar_dolg_general_animpoint_kamp1 = bar\bar_dolg_general_logic.ltx bar_dolg_general_animpoint_kamp2 = bar\bar_dolg_general_logic.ltx bar_dolg_general_animpoint_kamp3 = bar\bar_dolg_general_logic.ltx bar_dolg_general_animpoint_kamp4 = bar\bar_dolg_general_logic.ltx +;sick_duty_stalker_bar_general = bar\bar_dolg_medic_logic.ltx diff --git a/mods/Redone Collection/gamedata/configs/scripts/bar/smart/bar_visitors.ltx b/mods/Redone Collection/gamedata/configs/scripts/bar/smart/bar_visitors.ltx index cf667322..a7eb0bd0 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/bar/smart/bar_visitors.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/bar/smart/bar_visitors.ltx @@ -1,40 +1,56 @@ [smart_terrain] squad_id = 3 -max_population = 7 -min_population = 1 +max_population = 8 +min_population = 3 respawn_params = respawn@bar_visitors -respawn_idle = 172800 +respawn_only_smart = false +respawn_idle = 86400 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil [respawn@bar_visitors] ;-- Type: Bar 100 -spawn_stalker@advanced -spawn_ecolog@advanced -;spawn_csky@advanced +spawn_stalker@novice +spawn_ecolog@novice +spawn_csky@novice -[spawn_stalker@advanced] -spawn_squads = stalker_sim_squad_veteran, stalker_sim_squad_advanced, stalker_sim_squad_advanced, stalker_sim_squad_advanced_3_4 -spawn_num = 1 +[spawn_stalker@novice] +spawn_squads = stalker_sim_squad_advanced_3_4, stalker_sim_squad_novice, stalker_sim_squad_advanced +spawn_num = {+bar_stalker_barman_dead} 0, 1 -[spawn_ecolog@advanced] -spawn_squads = ecolog_sim_squad_veteran, ecolog_sim_squad_advanced_1e_2es -spawn_num = 1 +[spawn_ecolog@novice] +spawn_squads = ecolog_sim_squad_novice, ecolog_sim_squad_novice, ecolog_sim_squad_advanced +spawn_num = {+bar_stalker_barman_dead} 0, 1 -;[spawn_csky@advanced] -;spawn_squads = csky_sim_squad_advanced, csky_sim_squad_veteran -;spawn_num = 1 +[spawn_csky@novice] +spawn_squads = csky_sim_squad_novice, csky_sim_squad_novice, csky_sim_squad_advanced +spawn_num = {+bar_stalker_barman_dead} 0, 1 +;[on_changing_level] + +;[smart_control] + [exclusive] bar_informator_mlr = bar\bar_visitors_other_logic.ltx guid_bar_stalker_navigator = bar\bar_visitors_other_logic.ltx -bar_barman = bar\bar_barman.ltx bar_visitors_cardan_tech = bar\bar_visitors_cardan_logic.ltx + bar_visitors_beh_trade_job_1 = bar\bar_visitors_logic.ltx bar_visitors_beh_tech_job_1 = bar\bar_visitors_cardan_logic.ltx + +bar_barman = bar\bar_barman.ltx bar_guard1 = bar\bar_guard1.ltx bar_guard2 = bar\bar_guard2.ltx + bar_arena_manager = bar\bar_visitors_logic.ltx bar_arena_guard = bar\bar_visitors_logic.ltx + bar_visitors_animp_01 = bar\bar_visitors_logic.ltx bar_visitors_animp_02 = bar\bar_visitors_logic.ltx bar_visitors_animp_03 = bar\bar_visitors_logic.ltx @@ -54,13 +70,14 @@ bar_visitors_animp_16 = bar\bar_visitors_logic.ltx bar_visitors_animp_17 = bar\bar_visitors_logic.ltx bar_visitors_animp_18 = bar\bar_visitors_logic.ltx bar_visitors_animp_19 = bar\bar_visitors_logic.ltx -bar_visitors_animp_20 = bar\bar_visitors_logic.ltx -bar_visitors_animp_21 = bar\bar_visitors_logic.ltx -bar_visitors_animp_22 = bar\bar_visitors_logic.ltx -bar_visitors_animp_23 = bar\bar_visitors_logic.ltx -bar_visitors_animp_24 = bar\bar_visitors_logic.ltx -bar_visitors_animp_25 = bar\bar_visitors_logic.ltx -bar_visitors_animp_26 = bar\bar_visitors_logic.ltx +;bar_visitors_animp_20 = bar\bar_visitors_logic.ltx +;bar_visitors_animp_21 = bar\bar_visitors_logic.ltx +;bar_visitors_animp_22 = bar\bar_visitors_logic.ltx +;bar_visitors_animp_23 = bar\bar_visitors_logic.ltx +;bar_visitors_animp_24 = bar\bar_visitors_logic.ltx +;bar_visitors_animp_25 = bar\bar_visitors_logic.ltx +;bar_visitors_animp_26 = bar\bar_visitors_logic.ltx + bar_visitors_animpoint_kamp1 = bar\bar_visitors_logic.ltx bar_visitors_animpoint_kamp2 = bar\bar_visitors_logic.ltx bar_visitors_animpoint_kamp3 = bar\bar_visitors_logic.ltx @@ -70,6 +87,7 @@ bar_visitors_animpoint_kamp6 = bar\bar_visitors_logic.ltx bar_visitors_animpoint_kamp7 = bar\bar_visitors_logic.ltx bar_visitors_animpoint_kamp8 = bar\bar_visitors_logic.ltx bar_visitors_animpoint_kamp9 = bar\bar_visitors_logic.ltx + bar_visitors_animp_arena_1 = bar\bar_visitors_logic.ltx bar_visitors_animp_arena_2 = bar\bar_visitors_logic.ltx bar_visitors_animp_arena_3 = bar\bar_visitors_logic.ltx diff --git a/mods/Redone Collection/gamedata/configs/scripts/bar/smart/bar_zastava.ltx b/mods/Redone Collection/gamedata/configs/scripts/bar/smart/bar_zastava.ltx index ad044c25..e579c7ea 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/bar/smart/bar_zastava.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/bar/smart/bar_zastava.ltx @@ -1,20 +1,58 @@ [smart_terrain] squad_id = 4 max_population = 1 -;arrive_dist = 300 respawn_params = respawn@bar_zastava +respawn_only_smart = false respawn_idle = 43200 +respawn_radius = 1000 +;arrive_dist = 0 +;smart_control = nil +;att_restr = bar_dolg_territory +;def_restr = bar_dolg_territory +;safe_restr = nil +;spawn_point = nil -[respawn@bar_zastava] ;-- Type: -spawn_duty_special +[respawn@bar_zastava] ;-- Type: checkpoint +;spawn_duty@advanced +;spawn_duty@veteran +;spawn_duty_special +;spawn_freedom_special +spawn_deserted_base -[spawn_duty_special] -spawn_squads = bar_duty_security_squad_leader_squad -spawn_num = {!squad_exist(bar_duty_security_squad_leader_squad) -bar_dolg_leader_dead -bar_dolg_petrenko_dead} 1, 0 +;[spawn_duty@advanced] +;spawn_squads = duty_sim_squad_advanced, duty_sim_squad_advanced, duty_sim_squad_novice +;spawn_num = {+bar_zastava_minigunner_dead +bar_zastava_duty_guard1_dead +bar_zastava_duty_guard2_dead +bar_zastava_duty_guard3_dead +bar_zastava_duty_guard4_dead +bar_zastava_duty_guard5_dead +bar_zastava_duty_guard6_dead +bar_zastava_duty_guard7_dead +bar_zastava_duty_guard8_dead +bar_zastava_duty_guard9_dead -bar_dolg_leader_dead} 1, 0 ;{-bar_dolg_petrenko_dead} +;[spawn_duty@veteran] +;spawn_squads = duty_sim_squad_veteran, duty_sim_squad_veteran, duty_sim_squad_advanced +;spawn_num = {+bar_zastava_minigunner_dead +bar_zastava_duty_guard1_dead +bar_zastava_duty_guard2_dead +bar_zastava_duty_guard3_dead +bar_zastava_duty_guard4_dead +bar_zastava_duty_guard5_dead +bar_zastava_duty_guard6_dead +bar_zastava_duty_guard7_dead +bar_zastava_duty_guard8_dead +bar_zastava_duty_guard9_dead -bar_dolg_leader_dead} 1, 0 ;{-bar_dolg_petrenko_dead} + +;[spawn_duty_special] +;spawn_squads = bar_duty_security_squad_leader_squad +;spawn_num = {!squad_exist(bar_duty_security_squad_leader_squad) -bar_dolg_leader_dead} 1, 0 ;{-bar_dolg_petrenko_dead} + +;[spawn_freedom_special] +;spawn_squads = bar_freedom_security_squad +;spawn_num = {!squad_exist(bar_freedome_security_squad) =actor_community(actor_freedom) +bar_dolg_leader_dead +bar_dolg_petrenko_dead -bar_stalker_barman_dead} 1, 0 + + +[spawn_deserted_base] Normal mutants - Rates of groups: ( 1 dog + 3 snork + 1 fracture ) +spawn_squads = simulation_mix_dogs, simulation_snork, simulation_snork_2_3, simulation_snork_2_5, simulation_fracture +spawn_num = {+bar_stalker_barman_dead +bar_dolg_leader_dead +bar_dolg_petrenko_dead} 1, 0 + + +;[on_changing_level] + +;[smart_control] [exclusive] +bar_zastava_minigunner_excl = bar\bar_zastava_smart.ltx + +faction_base_defense_enemy1 = bar\bar_zastava_smart.ltx +faction_base_defense_enemy2 = bar\bar_zastava_smart.ltx +faction_base_defense_enemy3 = bar\bar_zastava_smart.ltx + duty_guard1 = bar\bar_zastava_smart.ltx duty_guard2 = bar\bar_zastava_smart.ltx duty_guard3 = bar\bar_zastava_smart.ltx @@ -24,7 +62,3 @@ duty_guard6 = bar\bar_zastava_smart.ltx duty_guard7 = bar\bar_zastava_smart.ltx duty_guard8 = bar\bar_zastava_smart.ltx duty_guard9 = bar\bar_zastava_smart.ltx -bar_zastava_minigunner_excl = bar\bar_zastava_smart.ltx -faction_base_defense_enemy1 = bar\bar_zastava_smart.ltx -faction_base_defense_enemy2 = bar\bar_zastava_smart.ltx -faction_base_defense_enemy3 = bar\bar_zastava_smart.ltx diff --git a/mods/Redone Collection/gamedata/configs/scripts/bar/smart/bar_zastava_2.ltx b/mods/Redone Collection/gamedata/configs/scripts/bar/smart/bar_zastava_2.ltx index 3d4821ad..4d6ba379 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/bar/smart/bar_zastava_2.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/bar/smart/bar_zastava_2.ltx @@ -1,26 +1,60 @@ [smart_terrain] squad_id = 5 max_population = 1 -;arrive_dist = 300 respawn_params = respawn@bar_zastava_2 +respawn_only_smart = false respawn_idle = 43200 +respawn_radius = 1000 +;arrive_dist = 0 +;smart_control = nil +;att_restr = bar_dolg_territory +;def_restr = bar_dolg_territory +;safe_restr = nil +;spawn_point = nil -[respawn@bar_zastava_2] ;-- Type: -spawn_duty_special +[respawn@bar_zastava_2] ;-- Type: checkpoint +;spawn_duty@advanced +;spawn_duty@veteran +;spawn_duty_special +;spawn_freedom_special +spawn_deserted_base -[spawn_duty_special] -spawn_squads = bar_zastava_2_commander_squad -spawn_num = {!squad_exist(bar_zastava_2_commander_squad) -bar_dolg_leader_dead -bar_dolg_petrenko_dead} 1, 0 +;[spawn_duty@advanced] +;spawn_squads = duty_sim_squad_advanced, duty_sim_squad_advanced, duty_sim_squad_novice +;spawn_num = {+bar_zastava_2_minigunner_dead +bar_zastava_2_duty2_guard1_dead +bar_zastava_2_duty2_guard2_dead +bar_zastava_2_duty2_guard3_dead +bar_zastava_2_duty2_guard4_dead +bar_zastava_2_duty2_guard5_dead +bar_dolg_leader_dead +bar_dolg_petrenko_dead} 1, 0 +;[spawn_duty@veteran] +;spawn_squads = duty_sim_squad_advanced, duty_sim_squad_advanced, duty_sim_squad_veteran +;spawn_num = {+bar_zastava_2_minigunner_dead +bar_zastava_2_duty2_guard1_dead +bar_zastava_2_duty2_guard2_dead +bar_zastava_2_duty2_guard3_dead +bar_zastava_2_duty2_guard4_dead +bar_zastava_2_duty2_guard5_dead +bar_dolg_leader_dead +bar_dolg_petrenko_dead} 1, 0 + +;[spawn_duty_special] +;spawn_squads = bar_zastava_2_commander_squad +;spawn_num = {!squad_exist(bar_zastava_2_commander_squad) -bar_dolg_leader_dead} 1, 0 ;{-bar_dolg_petrenko_dead} + +;[spawn_freedom_special] +;spawn_squads = bar_freedom_guard_squad +;spawn_num = {!squad_exist(bar_freedom_guard_squad) =actor_community(actor_freedom) +bar_dolg_leader_dead +bar_dolg_petrenko_dead -bar_stalker_barman_dead} 1, 0 + + +[spawn_deserted_base] Normal mutants - Rates of groups: ( 1 dog + 3 snork + 1 fracture + 2 lurker ) +spawn_squads = simulation_mix_dogs, simulation_snork, simulation_snork_2_3, simulation_snork_2_5, simulation_fracture, simulation_lurker, simulation_lurker_1_2 +spawn_num = {+bar_stalker_barman_dead +bar_dolg_leader_dead +bar_dolg_petrenko_dead} 1, 0 + + +;[on_changing_level] + +;[smart_control] [exclusive] +bar_zastava_2_minigunner_excl = bar\bar_zastava_2_smart.ltx + +faction_base_defense_enemy1 = bar\bar_zastava_2_smart.ltx +faction_base_defense_enemy2 = bar\bar_zastava_2_smart.ltx +faction_base_defense_enemy3 = bar\bar_zastava_2_smart.ltx + duty2_guard1 = bar\bar_zastava_2_smart.ltx duty2_guard2 = bar\bar_zastava_2_smart.ltx duty2_guard3 = bar\bar_zastava_2_smart.ltx duty2_guard4 = bar\bar_zastava_2_smart.ltx duty2_guard5 = bar\bar_zastava_2_smart.ltx -bar_zastava_2_minigunner_excl = bar\bar_zastava_2_smart.ltx -faction_base_defense_enemy1 = bar\bar_zastava_2_smart.ltx -faction_base_defense_enemy2 = bar\bar_zastava_2_smart.ltx -faction_base_defense_enemy3 = bar\bar_zastava_2_smart.ltx \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/bar/smart/bar_zastava_dogs_lair.ltx b/mods/Redone Collection/gamedata/configs/scripts/bar/smart/bar_zastava_dogs_lair.ltx index c065805e..12cf3e49 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/bar/smart/bar_zastava_dogs_lair.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/bar/smart/bar_zastava_dogs_lair.ltx @@ -2,11 +2,21 @@ squad_id = 6 max_population = 1 respawn_params = respawn@bar_zastava_dogs_lair +respawn_only_smart = false respawn_idle = 345600 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil [respawn@bar_zastava_dogs_lair] spawn_dogs spawn_snork +spawn_deserted_base + [spawn_dogs] spawn_squads = simulation_pseudodog, simulation_dog, simulation_mix_dogs, simulation_mix_dogs @@ -16,6 +26,16 @@ spawn_num = {~10} 1, 0 spawn_squads = trx_bar_zastava_snork spawn_num = {=actor_week_in_zone(4) ~10} 1, 0 + +[spawn_deserted_base] Normal mutants - Rates of groups: ( 1 tushkano + 2 dog + 1 pseudodog + 1 cat ) +spawn_squads = simulation_tushkano, simulation_dog_5_7, simulation_mix_dogs, simulation_pseudodog, simulation_cat +spawn_num = {+bar_stalker_barman_dead +bar_dolg_leader_dead +bar_dolg_petrenko_dead} 1, 0 + + +;[on_changing_level] + +;[smart_control] + [exclusive] faction_base_defense_enemy1 = bar\bar_zastava_dogs_lair_smart_logic.ltx faction_base_defense_enemy2 = bar\bar_zastava_dogs_lair_smart_logic.ltx diff --git a/mods/Redone Collection/gamedata/configs/scripts/bar/smart/bar_zastava_dogs_lair_2.ltx b/mods/Redone Collection/gamedata/configs/scripts/bar/smart/bar_zastava_dogs_lair_2.ltx index 0b15549f..7989bc1e 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/bar/smart/bar_zastava_dogs_lair_2.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/bar/smart/bar_zastava_dogs_lair_2.ltx @@ -2,11 +2,21 @@ squad_id = 6 max_population = 1 respawn_params = respawn@bar_zastava_dogs_lair_2 +respawn_only_smart = false respawn_idle = 345600 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil [respawn@bar_zastava_dogs_lair_2] spawn_dogs spawn_snork +spawn_deserted_base + [spawn_dogs] spawn_squads = simulation_pseudodog, simulation_dog, simulation_mix_dogs, simulation_mix_dogs @@ -17,6 +27,15 @@ spawn_squads = trx_bar_zastava_2_snork spawn_num = {=actor_week_in_zone(4) ~10} 1, 0 +[spawn_deserted_base] Normal mutants - Rates of groups: ( 1 tushkano + 2 dog + 1 pseudodog + 1 cat ) +spawn_squads = simulation_tushkano, simulation_dog_5_7, simulation_mix_dogs, simulation_pseudodog, simulation_cat +spawn_num = {+bar_stalker_barman_dead +bar_dolg_leader_dead +bar_dolg_petrenko_dead} 1, 0 + + +;[on_changing_level] + +;[smart_control] + [exclusive] faction_base_defense_enemy1 = bar\bar_zastava_dogs_lair_2_smart_logic.ltx faction_base_defense_enemy2 = bar\bar_zastava_dogs_lair_2_smart_logic.ltx diff --git a/mods/Redone Collection/gamedata/configs/scripts/bar/smart_def/bar_dolg_bunker.ltx b/mods/Redone Collection/gamedata/configs/scripts/bar/smart_def/bar_dolg_bunker.ltx index 8747b973..504af7d2 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/bar/smart_def/bar_dolg_bunker.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/bar/smart_def/bar_dolg_bunker.ltx @@ -1,27 +1,50 @@ [smart_terrain] squad_id = 1 -max_population = 1 +max_population = 2 respawn_params = respawn@bar_dolg_bunker -respawn_idle = 172800 +respawn_only_smart = false +respawn_idle = 43200 +respawn_radius = 1000 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil [respawn@bar_dolg_bunker] ;-- Type: faction {dolg} = faction base\bunker -spawn_duty@veteran -spawn_duty_special +;spawn_freedom_special +;spawn_freedom_special_2 +;spawn_freedom_special_3 spawn_deserted_base +spawn_deserted_base_2 -[spawn_duty@veteran] -spawn_squads = duty_sim_squad_advanced, duty_sim_squad_advanced, duty_sim_squad_veteran -spawn_num = {+bar_dolg_leader_dead +bar_dolg_petrenko_dead} 0, 1 +;[spawn_freedom_special] +;spawn_squads = bar_freedom_general_squad +;spawn_num = {!squad_exist(bar_freedom_general_squad) =actor_community(actor_freedom) +bar_dolg_leader_dead +bar_dolg_petrenko_dead -bar_stalker_barman_dead} 1, 0 + +;[spawn_freedom_special_2] +;spawn_squads = bar_freedom_bunker_squad +;spawn_num = {!squad_exist(bar_freedom_bunker_squad) =actor_community(actor_freedom) +bar_dolg_leader_dead +bar_dolg_petrenko_dead -bar_stalker_barman_dead} 1, 0 + +;[spawn_freedom_special_3] +;spawn_squads = bar_freedom_visitors_squad +;spawn_num = {!squad_exist(bar_freedom_visitors_squad) =actor_community(actor_freedom) +bar_dolg_leader_dead +bar_dolg_petrenko_dead -bar_stalker_barman_dead} 1, 0 -[spawn_duty_special] -spawn_squads = bar_dolg_bunker_squad -spawn_num = {!squad_name_exist(bar_dolg_bunker_squad) -bar_dolg_leader_dead -bar_dolg_petrenko_dead} 1, 0 [spawn_deserted_base] spawn_squads = bar_dolg_bunker_squad_rat_mlr_squad -spawn_num = {!squad_name_exist(bar_dolg_bunker_squad_rat_mlr_squad) +bar_dolg_leader_dead +bar_dolg_petrenko_dead} 1, 0 +spawn_num = {!squad_name_exist(bar_dolg_bunker_squad_rat_mlr_squad) +bar_dolg_leader_dead +bar_dolg_petrenko_dead +bar_stalker_barman_dead} 1, 0 +[spawn_deserted_base_2] +spawn_squads = bar_dolg_general_squad_rat_mlr_squad +spawn_num = {!squad_name_exist(bar_dolg_general_squad_rat_mlr_squad) +bar_dolg_leader_dead +bar_dolg_petrenko_dead +bar_stalker_barman_dead} 1, 0 + + +;[on_changing_level] + +;[smart_control] [exclusive] -bar_dolg_leader = bar\bar_dolg_bunker_logic.ltx \ No newline at end of file +bar_dolg_leader = bar\bar_dolg_bunker_logic.ltx diff --git a/mods/Redone Collection/gamedata/configs/scripts/bar/smart_def/bar_dolg_general.ltx b/mods/Redone Collection/gamedata/configs/scripts/bar/smart_def/bar_dolg_general.ltx index 5d2c0cf3..7c976aac 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/bar/smart_def/bar_dolg_general.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/bar/smart_def/bar_dolg_general.ltx @@ -1,40 +1,74 @@ [smart_terrain] squad_id = 2 -max_population = 2 +max_population = 3 respawn_params = respawn@bar_dolg_general +respawn_only_smart = false respawn_idle = 43200 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = smart_control +;att_restr = bar_dolg_territory +;def_restr = bar_dolg_territory +;safe_restr = bar_bar_entry_zone +;spawn_point = nil [respawn@bar_dolg_general] ;-- Type: faction {dolg} = faction base\courtyard +spawn_duty@novice spawn_duty@advanced spawn_duty@veteran spawn_duty_special -spawn_deserted_base +spawn_duty_special_2 +spawn_duty_special_3 +spawn_duty_special_4 +[spawn_duty@novice] +spawn_squads = duty_sim_squad_novice, duty_sim_squad_novice, duty_sim_squad_advanced +spawn_num = {+bar_dolg_leader_dead +bar_dolg_petrenko_dead} 0, 2 + [spawn_duty@advanced] spawn_squads = duty_sim_squad_advanced, duty_sim_squad_advanced, duty_sim_squad_novice -spawn_num = {+bar_dolg_leader_dead +bar_dolg_petrenko_dead} 0, 5 +spawn_num = {+bar_dolg_leader_dead +bar_dolg_petrenko_dead} 0, 2 [spawn_duty@veteran] -spawn_squads = duty_sim_squad_advanced, duty_sim_squad_advanced, duty_sim_squad_veteran -spawn_num = {+bar_dolg_leader_dead +bar_dolg_petrenko_dead} 0, 2 +spawn_squads = duty_sim_squad_veteran, duty_sim_squad_advanced, duty_sim_squad_novice +spawn_num = {+bar_dolg_leader_dead +bar_dolg_petrenko_dead} 0, 2 [spawn_duty_special] spawn_squads = bar_dolg_general_squad -spawn_num = {!squad_name_exist(bar_dolg_general_squad) -bar_dolg_leader_dead -bar_dolg_petrenko_dead} 1, 0 +spawn_num = {!squad_name_exist(bar_dolg_general_squad) -bar_dolg_leader_dead} 1, 0 ;{-bar_dolg_petrenko_dead} -[spawn_deserted_base] -spawn_squads = bar_dolg_general_squad_rat_mlr_squad -spawn_num = {!squad_name_exist(bar_dolg_general_squad_rat_mlr_squad) +bar_dolg_leader_dead +bar_dolg_petrenko_dead} 1, 0 +[spawn_duty_special_2] +spawn_squads = bar_dolg_bunker_squad +spawn_num = {!squad_name_exist(bar_dolg_bunker_squad) -bar_dolg_leader_dead} 1, 0 ;{-bar_dolg_petrenko_dead} +[spawn_duty_special_3] +spawn_squads = bar_zastava_2_commander_squad +spawn_num = {!squad_exist(bar_zastava_2_commander_squad) -bar_dolg_leader_dead} 1, 0 ;{-bar_dolg_petrenko_dead} + +[spawn_duty_special_4] +spawn_squads = bar_duty_security_squad_leader_squad +spawn_num = {!squad_exist(bar_duty_security_squad_leader_squad) -bar_dolg_leader_dead} 1, 0 ;{-bar_dolg_petrenko_dead} + + +;[on_changing_level] + +;[smart_control] +;noweap_zone = bar_dolg_territory +;ignore_zone = bar_bar_entry_zone +;alarm_start_sound = bar_dolg_warn +;alarm_stop_sound = nil [exclusive] bar_dolg_medic = bar\bar_dolg_medic_logic.ltx bar_dolg_medic_bodyguard = bar\bar_dolg_medic_logic.ltx -sick_duty_stalker_bar_general = bar\bar_dolg_medic_logic.ltx + bar_dolg_general_petrenko = bar\bar_dolg_general_logic.ltx bar_dolg_general_zoneguard = bar\bar_dolg_general_logic.ltx + bar_dolg_general_animpoint_kamp1 = bar\bar_dolg_general_logic.ltx bar_dolg_general_animpoint_kamp2 = bar\bar_dolg_general_logic.ltx bar_dolg_general_animpoint_kamp3 = bar\bar_dolg_general_logic.ltx bar_dolg_general_animpoint_kamp4 = bar\bar_dolg_general_logic.ltx + +;sick_duty_stalker_bar_general = bar\bar_dolg_medic_logic.ltx diff --git a/mods/Redone Collection/gamedata/configs/scripts/bar/smart_def/bar_visitors.ltx b/mods/Redone Collection/gamedata/configs/scripts/bar/smart_def/bar_visitors.ltx index 34de5181..a7eb0bd0 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/bar/smart_def/bar_visitors.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/bar/smart_def/bar_visitors.ltx @@ -1,31 +1,56 @@ [smart_terrain] squad_id = 3 -max_population = 7 +max_population = 8 +min_population = 3 respawn_params = respawn@bar_visitors -respawn_idle = 172800 +respawn_only_smart = false +respawn_idle = 86400 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil [respawn@bar_visitors] ;-- Type: Bar 100 spawn_stalker@novice -spawn_stalker@advanced +spawn_ecolog@novice +spawn_csky@novice [spawn_stalker@novice] -spawn_squads = stalker_sim_squad_novice, stalker_sim_squad_advanced, stalker_sim_squad_novice -spawn_num = 1 +spawn_squads = stalker_sim_squad_advanced_3_4, stalker_sim_squad_novice, stalker_sim_squad_advanced +spawn_num = {+bar_stalker_barman_dead} 0, 1 -[spawn_stalker@advanced] -spawn_squads = stalker_sim_squad_veteran, stalker_sim_squad_advanced, stalker_sim_squad_advanced -spawn_num = 1 +[spawn_ecolog@novice] +spawn_squads = ecolog_sim_squad_novice, ecolog_sim_squad_novice, ecolog_sim_squad_advanced +spawn_num = {+bar_stalker_barman_dead} 0, 1 +[spawn_csky@novice] +spawn_squads = csky_sim_squad_novice, csky_sim_squad_novice, csky_sim_squad_advanced +spawn_num = {+bar_stalker_barman_dead} 0, 1 + + +;[on_changing_level] + +;[smart_control] [exclusive] -bar_visitors_beh_trade_job_1 = bar\bar_visitors_logic.ltx +bar_informator_mlr = bar\bar_visitors_other_logic.ltx +guid_bar_stalker_navigator = bar\bar_visitors_other_logic.ltx bar_visitors_cardan_tech = bar\bar_visitors_cardan_logic.ltx + +bar_visitors_beh_trade_job_1 = bar\bar_visitors_logic.ltx +bar_visitors_beh_tech_job_1 = bar\bar_visitors_cardan_logic.ltx + bar_barman = bar\bar_barman.ltx bar_guard1 = bar\bar_guard1.ltx bar_guard2 = bar\bar_guard2.ltx + bar_arena_manager = bar\bar_visitors_logic.ltx bar_arena_guard = bar\bar_visitors_logic.ltx + bar_visitors_animp_01 = bar\bar_visitors_logic.ltx bar_visitors_animp_02 = bar\bar_visitors_logic.ltx bar_visitors_animp_03 = bar\bar_visitors_logic.ltx @@ -44,6 +69,15 @@ bar_visitors_animp_15 = bar\bar_visitors_logic.ltx bar_visitors_animp_16 = bar\bar_visitors_logic.ltx bar_visitors_animp_17 = bar\bar_visitors_logic.ltx bar_visitors_animp_18 = bar\bar_visitors_logic.ltx +bar_visitors_animp_19 = bar\bar_visitors_logic.ltx +;bar_visitors_animp_20 = bar\bar_visitors_logic.ltx +;bar_visitors_animp_21 = bar\bar_visitors_logic.ltx +;bar_visitors_animp_22 = bar\bar_visitors_logic.ltx +;bar_visitors_animp_23 = bar\bar_visitors_logic.ltx +;bar_visitors_animp_24 = bar\bar_visitors_logic.ltx +;bar_visitors_animp_25 = bar\bar_visitors_logic.ltx +;bar_visitors_animp_26 = bar\bar_visitors_logic.ltx + bar_visitors_animpoint_kamp1 = bar\bar_visitors_logic.ltx bar_visitors_animpoint_kamp2 = bar\bar_visitors_logic.ltx bar_visitors_animpoint_kamp3 = bar\bar_visitors_logic.ltx @@ -53,6 +87,7 @@ bar_visitors_animpoint_kamp6 = bar\bar_visitors_logic.ltx bar_visitors_animpoint_kamp7 = bar\bar_visitors_logic.ltx bar_visitors_animpoint_kamp8 = bar\bar_visitors_logic.ltx bar_visitors_animpoint_kamp9 = bar\bar_visitors_logic.ltx + bar_visitors_animp_arena_1 = bar\bar_visitors_logic.ltx bar_visitors_animp_arena_2 = bar\bar_visitors_logic.ltx bar_visitors_animp_arena_3 = bar\bar_visitors_logic.ltx @@ -63,4 +98,3 @@ bar_visitors_animp_arena_7 = bar\bar_visitors_logic.ltx bar_visitors_animp_arena_8 = bar\bar_visitors_logic.ltx bar_visitors_animp_arena_9 = bar\bar_visitors_logic.ltx bar_visitors_animp_arena_10 = bar\bar_visitors_logic.ltx - diff --git a/mods/Redone Collection/gamedata/configs/scripts/bar/smart_def/bar_zastava.ltx b/mods/Redone Collection/gamedata/configs/scripts/bar/smart_def/bar_zastava.ltx index 8bb967cd..e579c7ea 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/bar/smart_def/bar_zastava.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/bar/smart_def/bar_zastava.ltx @@ -1,25 +1,58 @@ [smart_terrain] squad_id = 4 max_population = 1 -;arrive_dist = 300 respawn_params = respawn@bar_zastava +respawn_only_smart = false respawn_idle = 43200 +respawn_radius = 1000 +;arrive_dist = 0 +;smart_control = nil +;att_restr = bar_dolg_territory +;def_restr = bar_dolg_territory +;safe_restr = nil +;spawn_point = nil -[respawn@bar_zastava] ;-- Type: -spawn_duty@advanced -spawn_duty@veteran +[respawn@bar_zastava] ;-- Type: checkpoint +;spawn_duty@advanced +;spawn_duty@veteran +;spawn_duty_special +;spawn_freedom_special +spawn_deserted_base -[spawn_duty@advanced] -spawn_squads = duty_sim_squad_advanced, duty_sim_squad_advanced, duty_sim_squad_novice -spawn_num = {+bar_zastava_minigunner_dead +bar_zastava_duty_guard1_dead +bar_zastava_duty_guard2_dead +bar_zastava_duty_guard3_dead +bar_zastava_duty_guard4_dead +bar_zastava_duty_guard5_dead +bar_zastava_duty_guard6_dead +bar_zastava_duty_guard7_dead +bar_zastava_duty_guard8_dead +bar_zastava_duty_guard9_dead -bar_dolg_leader_dead -bar_dolg_petrenko_dead} 1, 0 +;[spawn_duty@advanced] +;spawn_squads = duty_sim_squad_advanced, duty_sim_squad_advanced, duty_sim_squad_novice +;spawn_num = {+bar_zastava_minigunner_dead +bar_zastava_duty_guard1_dead +bar_zastava_duty_guard2_dead +bar_zastava_duty_guard3_dead +bar_zastava_duty_guard4_dead +bar_zastava_duty_guard5_dead +bar_zastava_duty_guard6_dead +bar_zastava_duty_guard7_dead +bar_zastava_duty_guard8_dead +bar_zastava_duty_guard9_dead -bar_dolg_leader_dead} 1, 0 ;{-bar_dolg_petrenko_dead} -[spawn_duty@veteran] -spawn_squads = duty_sim_squad_advanced, duty_sim_squad_advanced, duty_sim_squad_veteran -spawn_num = {+bar_zastava_minigunner_dead +bar_zastava_duty_guard1_dead +bar_zastava_duty_guard2_dead +bar_zastava_duty_guard3_dead +bar_zastava_duty_guard4_dead +bar_zastava_duty_guard5_dead +bar_zastava_duty_guard6_dead +bar_zastava_duty_guard7_dead +bar_zastava_duty_guard8_dead +bar_zastava_duty_guard9_dead -bar_dolg_leader_dead -bar_dolg_petrenko_dead} 1, 0 +;[spawn_duty@veteran] +;spawn_squads = duty_sim_squad_veteran, duty_sim_squad_veteran, duty_sim_squad_advanced +;spawn_num = {+bar_zastava_minigunner_dead +bar_zastava_duty_guard1_dead +bar_zastava_duty_guard2_dead +bar_zastava_duty_guard3_dead +bar_zastava_duty_guard4_dead +bar_zastava_duty_guard5_dead +bar_zastava_duty_guard6_dead +bar_zastava_duty_guard7_dead +bar_zastava_duty_guard8_dead +bar_zastava_duty_guard9_dead -bar_dolg_leader_dead} 1, 0 ;{-bar_dolg_petrenko_dead} +;[spawn_duty_special] +;spawn_squads = bar_duty_security_squad_leader_squad +;spawn_num = {!squad_exist(bar_duty_security_squad_leader_squad) -bar_dolg_leader_dead} 1, 0 ;{-bar_dolg_petrenko_dead} + +;[spawn_freedom_special] +;spawn_squads = bar_freedom_security_squad +;spawn_num = {!squad_exist(bar_freedome_security_squad) =actor_community(actor_freedom) +bar_dolg_leader_dead +bar_dolg_petrenko_dead -bar_stalker_barman_dead} 1, 0 + + +[spawn_deserted_base] Normal mutants - Rates of groups: ( 1 dog + 3 snork + 1 fracture ) +spawn_squads = simulation_mix_dogs, simulation_snork, simulation_snork_2_3, simulation_snork_2_5, simulation_fracture +spawn_num = {+bar_stalker_barman_dead +bar_dolg_leader_dead +bar_dolg_petrenko_dead} 1, 0 + + +;[on_changing_level] + +;[smart_control] [exclusive] +bar_zastava_minigunner_excl = bar\bar_zastava_smart.ltx + +faction_base_defense_enemy1 = bar\bar_zastava_smart.ltx +faction_base_defense_enemy2 = bar\bar_zastava_smart.ltx +faction_base_defense_enemy3 = bar\bar_zastava_smart.ltx + duty_guard1 = bar\bar_zastava_smart.ltx duty_guard2 = bar\bar_zastava_smart.ltx duty_guard3 = bar\bar_zastava_smart.ltx @@ -29,7 +62,3 @@ duty_guard6 = bar\bar_zastava_smart.ltx duty_guard7 = bar\bar_zastava_smart.ltx duty_guard8 = bar\bar_zastava_smart.ltx duty_guard9 = bar\bar_zastava_smart.ltx -bar_zastava_minigunner_excl = bar\bar_zastava_smart.ltx -faction_base_defense_enemy1 = bar\bar_zastava_smart.ltx -faction_base_defense_enemy2 = bar\bar_zastava_smart.ltx -faction_base_defense_enemy3 = bar\bar_zastava_smart.ltx diff --git a/mods/Redone Collection/gamedata/configs/scripts/bar/smart_def/bar_zastava_2.ltx b/mods/Redone Collection/gamedata/configs/scripts/bar/smart_def/bar_zastava_2.ltx index 102c74fa..4d6ba379 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/bar/smart_def/bar_zastava_2.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/bar/smart_def/bar_zastava_2.ltx @@ -1,31 +1,60 @@ [smart_terrain] squad_id = 5 max_population = 1 -;arrive_dist = 300 respawn_params = respawn@bar_zastava_2 +respawn_only_smart = false respawn_idle = 43200 +respawn_radius = 1000 +;arrive_dist = 0 +;smart_control = nil +;att_restr = bar_dolg_territory +;def_restr = bar_dolg_territory +;safe_restr = nil +;spawn_point = nil -[respawn@bar_zastava_2] ;-- Type: -spawn_duty@advanced -spawn_duty@veteran +[respawn@bar_zastava_2] ;-- Type: checkpoint +;spawn_duty@advanced +;spawn_duty@veteran +;spawn_duty_special +;spawn_freedom_special +spawn_deserted_base -[spawn_duty@advanced] -spawn_squads = duty_sim_squad_advanced, duty_sim_squad_advanced, duty_sim_squad_novice -spawn_num = {+bar_zastava_2_minigunner_dead +bar_zastava_2_duty2_guard1_dead +bar_zastava_2_duty2_guard2_dead +bar_zastava_2_duty2_guard3_dead +bar_zastava_2_duty2_guard4_dead +bar_zastava_2_duty2_guard5_dead -bar_dolg_leader_dead -bar_dolg_petrenko_dead} 1, 0 +;[spawn_duty@advanced] +;spawn_squads = duty_sim_squad_advanced, duty_sim_squad_advanced, duty_sim_squad_novice +;spawn_num = {+bar_zastava_2_minigunner_dead +bar_zastava_2_duty2_guard1_dead +bar_zastava_2_duty2_guard2_dead +bar_zastava_2_duty2_guard3_dead +bar_zastava_2_duty2_guard4_dead +bar_zastava_2_duty2_guard5_dead +bar_dolg_leader_dead +bar_dolg_petrenko_dead} 1, 0 -[spawn_duty@veteran] -spawn_squads = duty_sim_squad_advanced, duty_sim_squad_advanced, duty_sim_squad_veteran -spawn_num = {+bar_zastava_2_minigunner_dead +bar_zastava_2_duty2_guard1_dead +bar_zastava_2_duty2_guard2_dead +bar_zastava_2_duty2_guard3_dead +bar_zastava_2_duty2_guard4_dead +bar_zastava_2_duty2_guard5_dead -bar_dolg_leader_dead -bar_dolg_petrenko_dead} 1, 0 +;[spawn_duty@veteran] +;spawn_squads = duty_sim_squad_advanced, duty_sim_squad_advanced, duty_sim_squad_veteran +;spawn_num = {+bar_zastava_2_minigunner_dead +bar_zastava_2_duty2_guard1_dead +bar_zastava_2_duty2_guard2_dead +bar_zastava_2_duty2_guard3_dead +bar_zastava_2_duty2_guard4_dead +bar_zastava_2_duty2_guard5_dead +bar_dolg_leader_dead +bar_dolg_petrenko_dead} 1, 0 +;[spawn_duty_special] +;spawn_squads = bar_zastava_2_commander_squad +;spawn_num = {!squad_exist(bar_zastava_2_commander_squad) -bar_dolg_leader_dead} 1, 0 ;{-bar_dolg_petrenko_dead} + +;[spawn_freedom_special] +;spawn_squads = bar_freedom_guard_squad +;spawn_num = {!squad_exist(bar_freedom_guard_squad) =actor_community(actor_freedom) +bar_dolg_leader_dead +bar_dolg_petrenko_dead -bar_stalker_barman_dead} 1, 0 + + +[spawn_deserted_base] Normal mutants - Rates of groups: ( 1 dog + 3 snork + 1 fracture + 2 lurker ) +spawn_squads = simulation_mix_dogs, simulation_snork, simulation_snork_2_3, simulation_snork_2_5, simulation_fracture, simulation_lurker, simulation_lurker_1_2 +spawn_num = {+bar_stalker_barman_dead +bar_dolg_leader_dead +bar_dolg_petrenko_dead} 1, 0 + + +;[on_changing_level] + +;[smart_control] [exclusive] +bar_zastava_2_minigunner_excl = bar\bar_zastava_2_smart.ltx + +faction_base_defense_enemy1 = bar\bar_zastava_2_smart.ltx +faction_base_defense_enemy2 = bar\bar_zastava_2_smart.ltx +faction_base_defense_enemy3 = bar\bar_zastava_2_smart.ltx + duty2_guard1 = bar\bar_zastava_2_smart.ltx duty2_guard2 = bar\bar_zastava_2_smart.ltx duty2_guard3 = bar\bar_zastava_2_smart.ltx duty2_guard4 = bar\bar_zastava_2_smart.ltx duty2_guard5 = bar\bar_zastava_2_smart.ltx -bar_zastava_2_minigunner_excl = bar\bar_zastava_2_smart.ltx -faction_base_defense_enemy1 = bar\bar_zastava_2_smart.ltx -faction_base_defense_enemy2 = bar\bar_zastava_2_smart.ltx -faction_base_defense_enemy3 = bar\bar_zastava_2_smart.ltx \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/bar/smart_def/bar_zastava_dogs_lair.ltx b/mods/Redone Collection/gamedata/configs/scripts/bar/smart_def/bar_zastava_dogs_lair.ltx index 6ed08893..12cf3e49 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/bar/smart_def/bar_zastava_dogs_lair.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/bar/smart_def/bar_zastava_dogs_lair.ltx @@ -2,11 +2,21 @@ squad_id = 6 max_population = 1 respawn_params = respawn@bar_zastava_dogs_lair +respawn_only_smart = false respawn_idle = 345600 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil [respawn@bar_zastava_dogs_lair] spawn_dogs spawn_snork +spawn_deserted_base + [spawn_dogs] spawn_squads = simulation_pseudodog, simulation_dog, simulation_mix_dogs, simulation_mix_dogs @@ -17,6 +27,15 @@ spawn_squads = trx_bar_zastava_snork spawn_num = {=actor_week_in_zone(4) ~10} 1, 0 +[spawn_deserted_base] Normal mutants - Rates of groups: ( 1 tushkano + 2 dog + 1 pseudodog + 1 cat ) +spawn_squads = simulation_tushkano, simulation_dog_5_7, simulation_mix_dogs, simulation_pseudodog, simulation_cat +spawn_num = {+bar_stalker_barman_dead +bar_dolg_leader_dead +bar_dolg_petrenko_dead} 1, 0 + + +;[on_changing_level] + +;[smart_control] + [exclusive] faction_base_defense_enemy1 = bar\bar_zastava_dogs_lair_smart_logic.ltx faction_base_defense_enemy2 = bar\bar_zastava_dogs_lair_smart_logic.ltx diff --git a/mods/Redone Collection/gamedata/configs/scripts/bar/smart_def/bar_zastava_dogs_lair_2.ltx b/mods/Redone Collection/gamedata/configs/scripts/bar/smart_def/bar_zastava_dogs_lair_2.ltx index 354171bc..7989bc1e 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/bar/smart_def/bar_zastava_dogs_lair_2.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/bar/smart_def/bar_zastava_dogs_lair_2.ltx @@ -1,12 +1,22 @@ -[smart_terrain] +[smart_terrain] squad_id = 6 max_population = 1 respawn_params = respawn@bar_zastava_dogs_lair_2 +respawn_only_smart = false respawn_idle = 345600 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil [respawn@bar_zastava_dogs_lair_2] spawn_dogs spawn_snork +spawn_deserted_base + [spawn_dogs] spawn_squads = simulation_pseudodog, simulation_dog, simulation_mix_dogs, simulation_mix_dogs @@ -17,6 +27,15 @@ spawn_squads = trx_bar_zastava_2_snork spawn_num = {=actor_week_in_zone(4) ~10} 1, 0 +[spawn_deserted_base] Normal mutants - Rates of groups: ( 1 tushkano + 2 dog + 1 pseudodog + 1 cat ) +spawn_squads = simulation_tushkano, simulation_dog_5_7, simulation_mix_dogs, simulation_pseudodog, simulation_cat +spawn_num = {+bar_stalker_barman_dead +bar_dolg_leader_dead +bar_dolg_petrenko_dead} 1, 0 + + +;[on_changing_level] + +;[smart_control] + [exclusive] faction_base_defense_enemy1 = bar\bar_zastava_dogs_lair_2_smart_logic.ltx faction_base_defense_enemy2 = bar\bar_zastava_dogs_lair_2_smart_logic.ltx diff --git a/mods/Redone Collection/gamedata/configs/scripts/darkscape/ds_endless_night_spawn_logic_1.ltx b/mods/Redone Collection/gamedata/configs/scripts/darkscape/ds_endless_night_spawn_logic_1.ltx new file mode 100644 index 00000000..670e2a71 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/scripts/darkscape/ds_endless_night_spawn_logic_1.ltx @@ -0,0 +1,31 @@ +[logic] +active = ph_idle@wait_actor + +[ph_idle@wait_actor] +on_info = {=actor_near_smart(ds2_st_dogs) =is_dark_night} ph_idle@spawn_night_monster, {=actor_near_smart(ds2_st_dogs) =is_night} ph_idle@spawn_night_monster +on_info2 = {=actor_near_smart(ds_grverfer2) =is_dark_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(ds_grverfer2) =is_night} ph_idle@spawn_night_monster_2 +on_info3 = {=actor_near_smart(ds_ptr2) =is_dark_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(ds_ptr2) =is_night} ph_idle@spawn_night_monster_3 + +[ph_idle@spawn_night_monster] +on_info = {~20} %=create_squad(simulation_mix_zombie_night:ds2_st_dogs)% ph_idle@reset, {~30} %=create_squad(simulation_cat_night:ds2_st_dogs)% ph_idle@reset, {~40} %=create_squad(simulation_mix_dogs_night:ds2_st_dogs)% ph_idle@reset, {~50} %=create_squad(simulation_pseudodog_night:ds2_st_dogs)% ph_idle@reset, ph_idle@wait_reset + +[ph_idle@reset] +on_game_timer = 86400 | ph_idle@wait_actor + +[ph_idle@spawn_night_monster_2] +on_info = {~20} %=create_squad(simulation_mix_dogs_night:ds_grverfer2)% ph_idle@reset_2, {~30} %=create_squad(simulation_cat_night:ds_grverfer2)% ph_idle@reset_2, {~40} %=create_squad(simulation_tushkano_night:ds_grverfer2)% ph_idle@reset_2, {~50} %=create_squad(simulation_pseudodog_night:ds_grverfer2)% ph_idle@reset_2, ph_idle@wait_reset + +[ph_idle@reset_2] +on_game_timer = 86400 | ph_idle@wait_actor + +[ph_idle@spawn_night_monster_3] +on_info = {~20} %=create_squad(simulation_lurker_blue_night:ds_ptr2)% ph_idle@reset_3, {~30} %=create_squad(simulation_lurker_blue_night:ds_ptr2)% ph_idle@reset_3, {~40} %=create_squad(simulation_cat_night:ds_ptr2)% ph_idle@reset_3, {~50} %=create_squad(simulation_dog_night:ds_ptr2)% ph_idle@reset_3, ph_idle@wait_reset + +[ph_idle@reset_3] +on_game_timer = 86400 | ph_idle@wait_actor + +[ph_idle@wait_reset] +on_game_timer = 580 | ph_idle@wait_actor + +[collide] +ignore_static \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/darkscape/ds_endless_night_spawn_logic_2.ltx b/mods/Redone Collection/gamedata/configs/scripts/darkscape/ds_endless_night_spawn_logic_2.ltx new file mode 100644 index 00000000..7b013327 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/scripts/darkscape/ds_endless_night_spawn_logic_2.ltx @@ -0,0 +1,31 @@ +[logic] +active = ph_idle@wait_actor + +[ph_idle@wait_actor] +on_info = {=actor_near_smart(ds_boars_nest) =is_dark_night} ph_idle@spawn_night_monster, {=actor_near_smart(ds_boars_nest) =is_night} ph_idle@spawn_night_monster +on_info2 = {=actor_near_smart(ds2_st_hoofs) =is_dark_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(ds2_st_hoofs) =is_night} ph_idle@spawn_night_monster_2 +on_info3 = {=actor_near_smart(ds_deb1) =is_dark_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(ds_deb1) =is_night} ph_idle@spawn_night_monster_3 + +[ph_idle@spawn_night_monster] +on_info = {~20} %=create_squad(simulation_pseudodog_night:ds_boars_nest)% ph_idle@reset, {~30} %=create_squad(simulation_dog_night:ds_boars_nest)% ph_idle@reset, {~40} %=create_squad(simulation_tushkano_night:ds_boars_nest)% ph_idle@reset, {~50} %=create_squad(simulation_boar_3_5_night:ds_boars_nest)% ph_idle@reset, ph_idle@wait_reset + +[ph_idle@reset] +on_game_timer = 86400 | ph_idle@wait_actor + +[ph_idle@spawn_night_monster_2] +on_info = {~20} %=create_squad(simulation_tushkano_night:ds2_st_hoofs)% ph_idle@reset_2, {~30} %=create_squad(simulation_cat_night:ds2_st_hoofs)% ph_idle@reset_2, {~40} %=create_squad(simulation_dog_night:ds2_st_hoofs)% ph_idle@reset_2, {~50} %=create_squad(simulation_pseudodog_night:ds2_st_hoofs)% ph_idle@reset_2, ph_idle@wait_reset + +[ph_idle@reset_2] +on_game_timer = 86400 | ph_idle@wait_actor + +[ph_idle@spawn_night_monster_3] +on_info = {~20} %=create_squad(simulation_psy_dog_night:ds_deb1)% ph_idle@reset_3, {~30} %=create_squad(simulation_psysucker_white_night:ds_deb1)% ph_idle@reset_3, {~40} %=create_squad(simulation_bloodsucker_night:ds_deb1)% ph_idle@reset_3, {~50} %=create_squad(simulation_karlik_night:ds_deb1)% ph_idle@reset_3, ph_idle@wait_reset + +[ph_idle@reset_3] +on_game_timer = 86400 | ph_idle@wait_actor + +[ph_idle@wait_reset] +on_game_timer = 580 | ph_idle@wait_actor + +[collide] +ignore_static diff --git a/mods/Redone Collection/gamedata/configs/scripts/darkscape/ds_endless_night_spawn_logic_3.ltx b/mods/Redone Collection/gamedata/configs/scripts/darkscape/ds_endless_night_spawn_logic_3.ltx new file mode 100644 index 00000000..1b10504c --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/scripts/darkscape/ds_endless_night_spawn_logic_3.ltx @@ -0,0 +1,31 @@ +[logic] +active = ph_idle@wait_actor + +[ph_idle@wait_actor] +on_info = {=actor_near_smart(ds_kem1) =is_dark_night} ph_idle@spawn_night_monster, {=actor_near_smart(ds_kem1) =is_night} ph_idle@spawn_night_monster +on_info2 = {=actor_near_smart(ds_kem3) =is_dark_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(ds_kem3) =is_night} ph_idle@spawn_night_monster_2 +on_info3 = {=actor_near_smart(ds_ptr3) =is_dark_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(ds_ptr3) =is_night} ph_idle@spawn_night_monster_3 + +[ph_idle@spawn_night_monster] +on_info = {~20} %=create_squad(simulation_bloodsucker_green_night:ds_kem1)% ph_idle@reset, {~30} %=create_squad(simulation_fracture_night:ds_kem1)% ph_idle@reset, {~40} %=create_squad(simulation_snork_night:ds_kem1)% ph_idle@reset, {~50} %=create_squad(simulation_lurker_blue_night:ds_kem1)% ph_idle@reset, ph_idle@wait_reset + +[ph_idle@reset] +on_game_timer = 86400 | ph_idle@wait_actor + +[ph_idle@spawn_night_monster_2] +on_info = {~20} %=create_squad(simulation_psysucker_white_night:ds_kem3)% ph_idle@reset_2, {~30} %=create_squad(simulation_bloodsucker_green_night:ds_kem3)% ph_idle@reset_2, {~40} %=create_squad(simulation_zombie_3_6:ds_kem3)% ph_idle@reset_2, {~50} %=create_squad(simulation_pseudodog_night:ds_kem3)% ph_idle@reset_2, ph_idle@wait_reset + +[ph_idle@reset_2] +on_game_timer = 86400 | ph_idle@wait_actor + +[ph_idle@spawn_night_monster_3] +on_info = {~20} %=create_squad(simulation_tushkano_night:ds_ptr3)% ph_idle@reset_3, {~30} %=create_squad(simulation_mix_dogs_night:ds_ptr3)% ph_idle@reset_3, {~40} %=create_squad(simulation_boar_night:ds_ptr3)% ph_idle@reset_3, {~50} %=create_squad(simulation_cat_3_5_night:ds_ptr3)% ph_idle@reset_3, ph_idle@wait_reset + +[ph_idle@reset_3] +on_game_timer = 86400 | ph_idle@wait_actor + +[ph_idle@wait_reset] +on_game_timer = 580 | ph_idle@wait_actor + +[collide] +ignore_static diff --git a/mods/Redone Collection/gamedata/configs/scripts/darkscape/ds_kem2_smart_logic.ltx b/mods/Redone Collection/gamedata/configs/scripts/darkscape/ds_kem2_smart_logic.ltx new file mode 100644 index 00000000..396d13e2 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/scripts/darkscape/ds_kem2_smart_logic.ltx @@ -0,0 +1,79 @@ +[logic@ds_kem2_smart_terrain_guard_work_1] +active = beh@ds_kem2_smart_terrain_guard_work_1 +suitable = {!surge_started} true +prior = 45 + +[logic@ds_kem2_smart_terrain_guard_work_2] +active = beh@ds_kem2_smart_terrain_guard_work_2 +suitable = {!surge_started} true +prior = 45 + +[logic@ds_kem2_smart_terrain_camp_work_1] +active = beh@ds_kem2_smart_terrain_camp_work_1 +suitable = {!surge_started} true +prior = 45 + +[logic@ds_kem2_smart_terrain_camp_work_2] +active = beh@ds_kem2_smart_terrain_camp_work_2 +suitable = {!surge_started} true +prior = 45 + +[logic@ds_kem2_smart_terrain_camp_work_3] +active = beh@ds_kem2_smart_terrain_camp_work_3 +suitable = {!surge_started} true +prior = 45 + +[logic@ds_kem2_smart_terrain_camp_work_4] +active = beh@ds_kem2_smart_terrain_camp_work_1 +suitable = {!surge_started} true +prior = 45 + +[logic@ds_kem2_smart_terrain_camp_work_5] +active = beh@ds_kem2_smart_terrain_camp_work_1 +suitable = {!surge_started} true +prior = 45 + +[beh@general_work] +behavior_state = beh_move +target = waypoint +walk_dist = 100 +jog_dist = 220 +walk_anim = patrol +jog_anim = assault +run_anim = assault +delay_anim = guard +combat_ignore_cond = false +combat_ignore_keep_when_attacked = false +turn_on_campfire = true +gather_items_enabled = false +help_wounded_enabled = true +corpse_detection_enabled = true +invulnerable = {!actor_true_enemy} true, false + +[beh@ds_kem2_smart_terrain_guard_work_1]:beh@general_work +pt1 = 88860000, guard | pos: 423.52526855469, -2.0671410560608, -353.05349731445 look: 422.71884155273, -2.0660417079926, -353.03463745117 +path_end = loop + +[beh@ds_kem2_smart_terrain_guard_work_2]:beh@general_work +pt1 = 88860000, guard | pos: 423.52526855469, -2.0671410560608, -353.05349731445 look: 422.71884155273, -2.0660417079926, -353.03463745117 +path_end = loop + +[beh@ds_kem2_smart_terrain_camp_work_1]:beh@general_work +pt1 = 88860000, sit_ass | pos: 429.58721923828, -1.8103351593018, -359.88464355469 look: 429.60424804688, -1.8103456497192, -360.65832519531 +path_end = loop + +[beh@ds_kem2_smart_terrain_camp_work_2]:beh@general_work +pt1 = 88860000, sit_ass | pos: 431.06314086914, -1.8100671768188, -365.35357666016 look: 430.01754760742, -1.810188293457, -365.34133911133 +path_end = loop + +[beh@ds_kem2_smart_terrain_camp_work_3]:beh@general_work +pt1 = 88860000, sit_ass | pos: 431.12603759766, -1.810115814209, -367.07574462891 look: 429.98156738281, -1.810191988945, -367.05285644531 +path_end = loop + +[beh@ds_kem2_smart_terrain_camp_work_4]:beh@general_work +pt1 = 88860000, sit_ass | pos: 429.7717590332, -1.8102136850357, -371.54592895508 look: 429.18688964844, -1.7809131145477, -370.4697265625 +path_end = loop + +[beh@ds_kem2_smart_terrain_camp_work_5]:beh@general_work +pt1 = 88860000, sit_ass | pos: 426.1203918457, -1.8139481544495, -361.08941650391 look: 427.00616455078, -1.8097674846649, -361.07632446289 +path_end = loop diff --git a/mods/Redone Collection/gamedata/configs/scripts/darkscape/ds_kem2_squad_logic.ltx b/mods/Redone Collection/gamedata/configs/scripts/darkscape/ds_kem2_squad_logic.ltx new file mode 100644 index 00000000..f8eb9942 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/scripts/darkscape/ds_kem2_squad_logic.ltx @@ -0,0 +1,176 @@ +[logic@ds_kem2_squad_1] +active = walker@ds_kem2_squad_1 +suitable = {=target_squad_name(ds_kem2_military_mlr_2_squad)} true +prior = 200 + +[walker@ds_kem2_squad_1]:walker@generic +path_walk = walker_1_walk +path_look = walker_1_look +on_info = {=surge_started} beh@ds_kem2_military_mlr_2_surge_work_1 +meet = meet +danger = danger + +[logic@ds_kem2_squad_2] +active = walker@ds_kem2_squad_2 +suitable = {=target_squad_name(ds_kem2_military_mlr_2_squad)} true +prior = 200 + +[walker@ds_kem2_squad_2]:walker@generic +path_walk = walker_2_walk +path_look = walker_2_look +on_info = {=surge_started} beh@ds_kem2_military_mlr_2_surge_work_2 +meet = meet +danger = danger + +[logic@ds_kem2_squad_3] +active = walker@ds_kem2_squad_3 +suitable = {=target_squad_name(ds_kem2_military_mlr_2_squad)} true +prior = 200 + +[walker@ds_kem2_squad_3]:walker@generic +path_walk = walker_3_walk +path_look = walker_3_look +on_info = {=surge_started} beh@ds_kem2_military_mlr_2_surge_work_3 +meet = meet +danger = danger + +[logic@ds_kem2_squad_4] +active = walker@ds_kem2_squad_4 +suitable = {=target_squad_name(ds_kem2_military_mlr_2_squad)} true +prior = 200 + +[walker@ds_kem2_squad_4]:walker@generic +path_walk = patrol_3_walk +path_look = patrol_3_look +on_info = {=surge_started} beh@ds_kem2_military_mlr_2_surge_work_4 +meet = meet +danger = danger + +[logic@ds_kem2_sniper_1] +active = beh@ds_kem2_military_mlr_2_sniper_1 +suitable = {=target_squad_name(ds_kem2_military_mlr_2_sniper)} true +prior = 200 + +[logic@ds_kem2_sniper_2] +active = beh@ds_kem2_military_mlr_2_sniper_2 +suitable = {=target_squad_name(ds_kem2_military_mlr_2_sniper)} true +prior = 200 + +[walker@generic] +gather_items_enabled = false +help_wounded_enabled = true +corpse_detection_enabled = true +turn_on_campfire = true +combat_ignore_cond = {=check_enemy_name(sim_default) =fighting_dist_ge(50)} true, false +combat_ignore_keep_when_attacked = false +meet = meet +danger = danger + +[beh@general_guard] +behavior_state = beh_move +target = waypoint +walk_dist = 100 +jog_dist = 220 +walk_anim = patrol +jog_anim = assault +run_anim = assault +delay_anim = guard +combat_ignore_cond = false +combat_ignore_keep_when_attacked = false +turn_on_campfire = true +gather_items_enabled = false +help_wounded_enabled = true +corpse_detection_enabled = true +invulnerable = {!actor_true_enemy} true, false +meet = meet +danger = danger + +[beh@general_surge] +behavior_state = beh_move +target = waypoint +walk_dist = 100 +jog_dist = 220 +walk_anim = rush +jog_anim = rush +run_anim = rush +combat_ignore_cond = {=check_enemy_name(sim_default) =fighting_dist_ge(50)} true, false +combat_ignore_keep_when_attacked = false +gather_items_enabled = false +help_wounded_enabled = false +corpse_detection_enabled = false +meet = meet +danger = danger + +[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 = true +trade_enable = false + +[danger] +danger_expiration_time = 90000 +danger_inertion_time_grenade = 90000 +danger_inertion_time_hit = 90000 +danger_inertion_time_sound = 90000 +danger_inertion_time_ricochet = 90000 + +[beh@ds_kem2_military_mlr_2_squad_1]:beh@general_guard +pt1 = 88860000, fold_arms | pos: look: +path_end = loop +on_info = {=surge_started} beh@ds_kem2_military_mlr_2_surge_work_1 + +[beh@ds_kem2_military_mlr_2_squad_2]:beh@general_guard +pt1 = 88860000, guard | pos: look: +path_end = loop +on_info = {=surge_started} beh@ds_kem2_military_mlr_2_surge_work_2 + +[beh@ds_kem2_military_mlr_2_squad_3]:beh@general_guard +pt1 = 88860000, guard | pos: look: +on_info = {=surge_started} beh@ds_kem2_military_mlr_2_surge_work_3 + +[beh@ds_kem2_military_mlr_2_squad_4]:beh@general_guard +pt1 = 88860000, guard | pos: look: +path_end = loop +on_info = {=surge_started} beh@ds_kem2_military_mlr_2_surge_work_4 + +[beh@ds_kem2_military_mlr_2_sniper_1]:beh@general_guard +pt1 = 88860000, hide | pos: 425.82708862305, -1.4545923471451, -371.61181640625 look: 422.65588378906, -2.0685701370239, -371.75402832031 +path_end = loop +on_info = {=surge_started} beh@ds_kem2_military_mlr_2_surge_work_5 + +[beh@ds_kem2_military_mlr_2_sniper_2]:beh@general_guard +pt1 = 88860000, guard | pos: 425.44036865234, -1.8094553947449, -366.69326782227 look: 422.88067626953, -2.0674715042114, -366.32406616211 +path_end = loop +on_info = {=surge_started} beh@ds_kem2_military_mlr_2_surge_work_6 + +[beh@ds_kem2_military_mlr_2_surge_work_1]:beh@general_surge +pt1 = 15000, hide | pos: 426.69250488281, -1.8105762004852, -369.59625244141 look: 426.69250488281, -1.8105762004852, -369.59625244141 +on_info = {=surge_complete} beh@ds_kem2_military_mlr_2_squad_1 + +[beh@ds_kem2_military_mlr_2_surge_work_2]:beh@general_surge +pt1 = 15000, caution | pos: 426.90667724609, -1.8104662895203, -366.4560546875 look: 426.90667724609, -1.8104662895203, -366.4560546875 +on_info = {=surge_complete} beh@ds_kem2_military_mlr_2_squad_2 + +[beh@ds_kem2_military_mlr_2_surge_work_3]:beh@general_surge +pt1 = 15000, hide | pos: 427.71258544922, -1.8130663633347, -361.57656860352 look: 427.71258544922, -1.8130663633347, -361.57656860352 +on_info = {=surge_complete} beh@ds_kem2_military_mlr_2_squad_3 + +[beh@ds_kem2_military_mlr_2_surge_work_4]:beh@general_surge +pt1 = 15000, caution | pos: 428.19927978516, -1.8103235960007, -371.45910644531 look: 428.19927978516, -1.8103235960007, -371.45910644531 +on_info = {=surge_complete} beh@ds_kem2_military_mlr_2_squad_4 + +[beh@ds_kem2_military_mlr_2_surge_work_5]:beh@general_surge +pt1 = 15000, hide | pos: 425.81708862305, -1.4545923471451, -371.61181640625 look: 422.65588378906, -2.0685701370239, -371.75402832031 +on_info = {=surge_complete} beh@ds_kem2_military_mlr_2_sniper_1 + +[beh@ds_kem2_military_mlr_2_surge_work_6]:beh@general_surge +pt1 = 15000, caution | pos: 425.44036865234, -1.8094553947449, -366.69326782227 look: 422.88067626953, -2.0674715042114, -366.32406616211 +on_info = {=surge_complete} beh@ds_kem2_military_mlr_2_sniper_2 diff --git a/mods/Redone Collection/gamedata/configs/scripts/darkscape/mod_dar_crow_spawner_redone.ltx b/mods/Redone Collection/gamedata/configs/scripts/darkscape/mod_dar_crow_spawner_redone.ltx index 6f7e04f6..92863c1d 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/darkscape/mod_dar_crow_spawner_redone.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/darkscape/mod_dar_crow_spawner_redone.ltx @@ -1,3 +1,21 @@ +![logic] +!active = sr_crow_spawner +active = sr_idle@check_story + +[sr_idle@check_story] +on_info = {-story_mode_disabled} sr_idle@check_actor, {+story_mode_disabled -yan_x16_complete_end} sr_idle@check_actor %+yan_kill_brain_done% + +[sr_idle@check_actor] +on_info = {=actor_community(actor_monolith) -yan_x16_complete_end} sr_idle@check_helmet %+yan_kill_brain_done%, {=actor_community(actor_greh) -yan_x16_complete_end} sr_idle@check_helmet %+yan_kill_brain_done%, sr_idle@check_helmet + +[sr_idle@check_helmet] +on_info = {=actor_has_item(good_psy_helmet)} sr_idle@check_spawner %+living_legend_psy_helmet%, {=actor_has_item(bad_psy_helmet)} sr_idle@check_spawner %+living_legend_psy_helmet%, sr_idle@check_spawner + +[sr_idle@check_spawner] +on_info = sr_crow_spawner + ![sr_crow_spawner] max_crows_on_level = 5 -spawn_path = dar_crow_spawn_1, dar_crow_spawn_2, dar_crow_spawn_3, dar_crow_spawn_4, dar_crow_spawn_5 \ No newline at end of file +spawn_path = dar_crow_spawn_1, dar_crow_spawn_2, dar_crow_spawn_3, dar_crow_spawn_4, dar_crow_spawn_5 + + diff --git a/mods/Redone Collection/gamedata/configs/scripts/darkscape/smart/ds2_domik_st.ltx b/mods/Redone Collection/gamedata/configs/scripts/darkscape/smart/ds2_domik_st.ltx index ee334a51..1a9a8bdb 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/darkscape/smart/ds2_domik_st.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/darkscape/smart/ds2_domik_st.ltx @@ -1,20 +1,36 @@ [smart_terrain] squad_id = 1 max_population = 2 +respawn_params = respawn@ds2_domik_st +respawn_only_smart = false respawn_idle = 86400 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil faction_controlled = stalker, csky, killer, bandit, renegade, army default_faction = stalker faction_respawn_num = {+lttz_hb_spawned_ds_isg_leader_squad -lttz_hb_removed_ds_isg_leader_squad} 0, 1 +;[respawn@ds2_domik_st] ;-- Type: + + +;[on_changing_level] + +;[smart_control] [exclusive] dasc_tech_mlr = darkscape\ds2_domik_st_smart_logic.ltx dasc_trade_mlr = darkscape\ds2_domik_st_smart_logic.ltx + +ds_domik_isg_leader = darkscape\ds_domik_isg_leader.ltx + ds2_domik_st_camp_work_1 = darkscape\ds2_domik_st_smart_logic.ltx ds2_domik_st_camp_work_2 = darkscape\ds2_domik_st_smart_logic.ltx ds2_domik_st_camp_work_3 = darkscape\ds2_domik_st_smart_logic.ltx ds2_domik_st_camp_work_4 = darkscape\ds2_domik_st_smart_logic.ltx ds2_domik_st_camp_work_5 = darkscape\ds2_domik_st_smart_logic.ltx -;LTTZ -ds_domik_isg_leader = darkscape\ds_domik_isg_leader.ltx \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/darkscape/smart/ds2_lager_st.ltx b/mods/Redone Collection/gamedata/configs/scripts/darkscape/smart/ds2_lager_st.ltx index 5e3cf870..870850ab 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/darkscape/smart/ds2_lager_st.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/darkscape/smart/ds2_lager_st.ltx @@ -2,31 +2,43 @@ squad_id = 15 max_population = 2 respawn_params = respawn@ds2_lager_st +respawn_only_smart = false respawn_idle = 86400 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil [respawn@ds2_lager_st] ;-- Type: faction { bandit, killer, renegade, ISG } = hideout -spawn_renegade@advanced spawn_bandit@novice spawn_killer@advanced -spawn_isg@veteran +spawn_renegade@advanced +spawn_isg_special -[spawn_renegade@advanced] -spawn_squads = renegade_sim_squad_advanced, renegade_sim_squad_novice -spawn_num = 1 - [spawn_bandit@novice] -spawn_squads = bandit_sim_squad_novice -spawn_num = 1 +spawn_squads = bandit_sim_squad_novice, bandit_sim_squad_novice, bandit_sim_squad_advanced +spawn_num = {!squad_name_exist(ds_ds2_lager_st_isg_squad)} 1, 0 [spawn_killer@advanced] -spawn_squads = merc_sim_squad_advanced -spawn_num = 1 +spawn_squads = merc_sim_squad_advanced, merc_sim_squad_novice, merc_sim_squad_novice +spawn_num = {!squad_name_exist(ds_ds2_lager_st_isg_squad)} 1, 0 -[spawn_isg@veteran] -spawn_squads = isg_sim_squad_veteran -spawn_num = {+isg_entered_the_zone} 1, 0 +[spawn_renegade@advanced] +spawn_squads = renegade_sim_squad_advanced, renegade_sim_squad_novice, renegade_sim_squad_novice +spawn_num = {!squad_name_exist(ds_ds2_lager_st_isg_squad)} 1, 0 +[spawn_isg_special] +spawn_squads = isg_sim_squad_novice, isg_sim_squad_novice, isg_sim_squad_advanced +spawn_num = {!squad_name_exist(ds_ds2_lager_st_isg_squad) +isg_entered_the_zone} 1, 0 + + +;[on_changing_level] + +;[smart_control] [exclusive] ds2_lager_st_camp_work_1 = darkscape\ds2_lager_st_smart_logic.ltx diff --git a/mods/Redone Collection/gamedata/configs/scripts/darkscape/smart/ds2_st_dogs.ltx b/mods/Redone Collection/gamedata/configs/scripts/darkscape/smart/ds2_st_dogs.ltx index 996eb3fa..00385be7 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/darkscape/smart/ds2_st_dogs.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/darkscape/smart/ds2_st_dogs.ltx @@ -2,7 +2,15 @@ squad_id = 16 max_population = 2 respawn_params = respawn@ds_st_dogs +respawn_only_smart = false respawn_idle = 86400 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil [respawn@ds_st_dogs] ;-- Type: spawn_all_normal @@ -13,9 +21,13 @@ spawn_mutants_rare spawn_squads = simulation_cat_3_5, simulation_boar_3_5, simulation_mix_boar_flesh, simulation_flesh, simulation_boar spawn_num = 2 -[spawn_mutants_rare] ;-- Rare mutants - Rates of groups: ( 1 karlik + ;1 bibliotekar + ;borya) +[spawn_mutants_rare] ;-- Rare mutants - Rates of groups: ( 1 karlik ) spawn_squads = simulation_karlik spawn_num = {~10} 1, 0 +;[on_changing_level] + +;[smart_control] + ;[exclusive] diff --git a/mods/Redone Collection/gamedata/configs/scripts/darkscape/smart/ds2_st_hoofs.ltx b/mods/Redone Collection/gamedata/configs/scripts/darkscape/smart/ds2_st_hoofs.ltx index 4e408e0c..72bec9e9 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/darkscape/smart/ds2_st_hoofs.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/darkscape/smart/ds2_st_hoofs.ltx @@ -1,11 +1,34 @@ -[smart_terrain] ;-- Disabled spawn +[smart_terrain] squad_id = 17 -;max_population = 0 -;respawn_params = respawn@ds2_st_hoofs -;respawn_idle = 0 +max_population = 1 +respawn_params = respawn@ds2_st_hoofs +respawn_only_smart = false +respawn_idle = 86400 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil -;[respawn@ds2_st_hoofs] ;-- Type: +[respawn@ds2_st_hoofs] ;-- Type: c_1_1 + c_1_2 edited +spawn_all_weak_c_1_1 +spawn_all_normal_c_1_2 +[spawn_all_weak_c_1_1] ;-- Weak mutants - Rates of groups: ( 2 tushkano + 2 dogs + 1 cats + 1 flesh ) +spawn_squads = simulation_tushkano, simulation_tushkano, simulation_dog, simulation_mix_dogs, simulation_cat, simulation_flesh +spawn_num = {!actor_week_in_zone(1)} 1, {=actor_week_in_zone(1)} 0 + +[spawn_all_normal_c_1_2];-- Normal mutants - Rates of groups: ( 2 dogs + 1 cats + 3 fleshes/boars ) +spawn_squads = simulation_dog_5_7, simulation_mix_dogs, simulation_cat_3_5, simulation_mix_boar_flesh, simulation_flesh, simulation_boar +spawn_num = {=actor_week_in_zone(1)} 1, {!actor_week_in_zone(1)} 0 + + +;[on_changing_level] + +;[smart_control] + ;[exclusive] diff --git a/mods/Redone Collection/gamedata/configs/scripts/darkscape/smart/ds_boars_nest.ltx b/mods/Redone Collection/gamedata/configs/scripts/darkscape/smart/ds_boars_nest.ltx index 315e4f97..a8d1e31b 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/darkscape/smart/ds_boars_nest.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/darkscape/smart/ds_boars_nest.ltx @@ -1,10 +1,22 @@ [smart_terrain] ;-- Disabled spawn squad_id = 2 -;max_population = 0 +max_population = 1 ;respawn_params = respawn@ds_boars_nest -;respawn_idle = 0 +;respawn_only_smart = false +;respawn_idle = 86400 +;respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil ;[respawn@ds_boars_nest] ;-- Type: +;[on_changing_level] + +;[smart_control] + ;[exclusive] \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/darkscape/smart/ds_deb1.ltx b/mods/Redone Collection/gamedata/configs/scripts/darkscape/smart/ds_deb1.ltx index 9c60d2e6..f18f4707 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/darkscape/smart/ds_deb1.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/darkscape/smart/ds_deb1.ltx @@ -2,20 +2,32 @@ squad_id = 3 max_population = 1 respawn_params = respawn@ds_deb1 +respawn_only_smart = false respawn_idle = 86400 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil [respawn@ds_deb1] ;-- Type: c_1_1 + c_1_2 edited spawn_all_weak_c_1_1 spawn_all_normal_c_1_2 -[spawn_all_weak_c_1_1] ;-- Normal mutants - Rates of groups: ( 2 dogs + 1 cats + 1 flesh ) -spawn_squads = simulation_dog, simulation_mix_dogs, simulation_cat, simulation_flesh +[spawn_all_weak_c_1_1] ;-- Weak mutants - Rates of groups: ( 2 tushkano + 2 dogs + 1 cats + 1 flesh ) +spawn_squads = simulation_tushkano, simulation_tushkano, simulation_dog, simulation_mix_dogs, simulation_cat, simulation_flesh spawn_num = {!actor_week_in_zone(1)} 1, {=actor_week_in_zone(1)} 0 -[spawn_all_normal_c_1_2];-- Normal mutants - Rates of groups: ( 2 dogs + 1 pseudodog + 1 cats + 3 fleshes/boars ) -spawn_squads = simulation_mix_dogs, simulation_mix_dogs, simulation_pseudodog, simulation_cat, simulation_mix_boar_flesh, simulation_flesh, simulation_boar +[spawn_all_normal_c_1_2];-- Normal mutants - Rates of groups: ( 2 dogs + 1 cats + 3 fleshes/boars ) +spawn_squads = simulation_dog_5_7, simulation_mix_dogs, simulation_cat_3_5, simulation_mix_boar_flesh, simulation_flesh, simulation_boar spawn_num = {=actor_week_in_zone(1)} 1, {!actor_week_in_zone(1)} 0 +;[on_changing_level] + +;[smart_control] + ;[exclusive] \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/darkscape/smart/ds_grverfer2.ltx b/mods/Redone Collection/gamedata/configs/scripts/darkscape/smart/ds_grverfer2.ltx index 4b668344..3d9bb03c 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/darkscape/smart/ds_grverfer2.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/darkscape/smart/ds_grverfer2.ltx @@ -2,11 +2,23 @@ squad_id = 5 max_population = 1 ;respawn_params = respawn@ds_grverfer2 -;respawn_idle = 0 +;respawn_only_smart = false +;respawn_idle = 86400 +;respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil ;[respawn@ds_grverfer2] ;-- Type: +;[on_changing_level] + +;[smart_control] + ;[exclusive] diff --git a/mods/Redone Collection/gamedata/configs/scripts/darkscape/smart/ds_kem1.ltx b/mods/Redone Collection/gamedata/configs/scripts/darkscape/smart/ds_kem1.ltx index 6659943a..66f125ec 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/darkscape/smart/ds_kem1.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/darkscape/smart/ds_kem1.ltx @@ -2,7 +2,15 @@ squad_id = 6 max_population = 1 respawn_params = respawn@ds_kem1 +respawn_only_smart = false respawn_idle = 172800 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil [respawn@ds_kem1] ;-- Type: spawn_all_normal @@ -18,4 +26,8 @@ spawn_squads = simulation_lurker, simulation_lurker_brown spawn_num = {~50} 1, 0 +;[on_changing_level] + +;[smart_control] + ;[exclusive] diff --git a/mods/Redone Collection/gamedata/configs/scripts/darkscape/smart/ds_kem2.ltx b/mods/Redone Collection/gamedata/configs/scripts/darkscape/smart/ds_kem2.ltx index c8f6776b..ec4ee702 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/darkscape/smart/ds_kem2.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/darkscape/smart/ds_kem2.ltx @@ -2,7 +2,15 @@ squad_id = 7 max_population = 1 respawn_params = respawn@ds_kem2 -respawn_idle = 345600 +respawn_only_smart = false +respawn_idle = 259200 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil [respawn@ds_kem2] ;-- Type: faction {army} = checkpoint @@ -18,8 +26,25 @@ spawn_num = {!squad_name_exist(ds_kem2_military_mlr_2_squad)} 1, 0 ;spawn_num = {!squad_name_exist(ds_kem2_military_mlr_2_sniper)} 1, 0 -;[exclusive] +;[on_changing_level] +;[smart_control] +[exclusive] +ds_kem2_squad_1 = darkscape\ds_kem2_squad_logic.ltx +ds_kem2_squad_2 = darkscape\ds_kem2_squad_logic.ltx +ds_kem2_squad_3 = darkscape\ds_kem2_squad_logic.ltx +;ds_kem2_squad_4 = darkscape\ds_kem2_squad_logic.ltx +ds_kem2_sniper_1 = darkscape\ds_kem2_squad_logic.ltx +ds_kem2_sniper_2 = darkscape\ds_kem2_squad_logic.ltx + +;ds_kem2_smart_terrain_guard_work_1 = darkscape\ds_kem2_smart_logic.ltx +;ds_kem2_smart_terrain_guard_work_2 = darkscape\ds_kem2_smart_logic.ltx + +ds_kem2_smart_terrain_camp_work_1 = darkscape\ds_kem2_smart_logic.ltx +ds_kem2_smart_terrain_camp_work_2 = darkscape\ds_kem2_smart_logic.ltx +ds_kem2_smart_terrain_camp_work_3 = darkscape\ds_kem2_smart_logic.ltx +ds_kem2_smart_terrain_camp_work_4 = darkscape\ds_kem2_smart_logic.ltx +ds_kem2_smart_terrain_camp_work_5 = darkscape\ds_kem2_smart_logic.ltx diff --git a/mods/Redone Collection/gamedata/configs/scripts/darkscape/smart/ds_kem3.ltx b/mods/Redone Collection/gamedata/configs/scripts/darkscape/smart/ds_kem3.ltx index 90e84fd7..c6d297e0 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/darkscape/smart/ds_kem3.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/darkscape/smart/ds_kem3.ltx @@ -2,7 +2,15 @@ squad_id = 8 max_population = 2 respawn_params = respawn@ds_kem3 +respawn_only_smart = false respawn_idle = 345600 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil [respawn@ds_kem3] ;-- Type: spawn_heli_strong @@ -18,4 +26,8 @@ spawn_helicopter = simulation_helicopter_weak spawn_num = {=down_to_earth_functor !heli_exist_on_level} 1, 0 +;[on_changing_level] + +;[smart_control] + ;[exclusive] \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/darkscape/smart/ds_ptr.ltx b/mods/Redone Collection/gamedata/configs/scripts/darkscape/smart/ds_ptr.ltx index 3d7a9af0..8e3f1f32 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/darkscape/smart/ds_ptr.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/darkscape/smart/ds_ptr.ltx @@ -3,11 +3,24 @@ squad_id = 10 max_population = 2 respawn_params = respawn@ds_ptr respawn_idle = 86400 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil faction_controlled = killer, bandit, renegade, army default_faction = bandit faction_respawn_num = 1 +;[respawn@ds_ptr] ;-- Type: + + +;[on_changing_level] + +;[smart_control] ;[exclusive] diff --git a/mods/Redone Collection/gamedata/configs/scripts/darkscape/smart/ds_ptr2.ltx b/mods/Redone Collection/gamedata/configs/scripts/darkscape/smart/ds_ptr2.ltx index 36c356ce..d17ced2c 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/darkscape/smart/ds_ptr2.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/darkscape/smart/ds_ptr2.ltx @@ -2,7 +2,15 @@ squad_id = 11 max_population = 2 respawn_params = respawn@ds_ptr2 +respawn_only_smart = false respawn_idle = 259200 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil [respawn@ds_ptr2] ;-- Type: spawn_predatory_c_2_1 @@ -10,7 +18,7 @@ spawn_predatory_c_2_2 [spawn_predatory_c_2_1] ;-- Normal\hard mutants - Rates of groups: ( 1 lurker + 1 pseudodog + 1 dogs ) -spawn_squads = simulation_pseudodog, simulation_mix_dogs, simulation_lurker +spawn_squads = simulation_pseudodog, simulation_mix_dogs, simulation_lurker, simulation_mix_dogs spawn_num = {!actor_week_in_zone(1)} 1, {=actor_week_in_zone(1)} 0 [spawn_predatory_c_2_2] ;-- Hard mutants - Rates of groups: ( 3 lurker + 1 pseudodog + 1 dogs ) @@ -18,4 +26,8 @@ spawn_squads = simulation_lurker_blue, simulation_lurker_black, simulation_lurke spawn_num = {=actor_week_in_zone(1)} 1, {!actor_week_in_zone(1)} 0 +;[on_changing_level] + +;[smart_control] + ;[exclusive] \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/darkscape/smart/ds_ptr3.ltx b/mods/Redone Collection/gamedata/configs/scripts/darkscape/smart/ds_ptr3.ltx index be819ce8..a968856a 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/darkscape/smart/ds_ptr3.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/darkscape/smart/ds_ptr3.ltx @@ -2,16 +2,28 @@ squad_id = 12 max_population = 2 respawn_params = respawn@ds_ptr3 +respawn_only_smart = false respawn_idle = 172800 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil [respawn@ds_ptr3] ;-- Type: spawn_lurker [spawn_lurker] ;-- Hard mutants - Rates of groups: ( 2 lurker ) -spawn_squads = simulation_lurker, simulation_lurker_black +spawn_squads = simulation_lurker, simulation_lurker_blue spawn_num = 1 +;[on_changing_level] + +;[smart_control] + ;[exclusive] diff --git a/mods/Redone Collection/gamedata/configs/scripts/darkscape/smart/ds_ptr4.ltx b/mods/Redone Collection/gamedata/configs/scripts/darkscape/smart/ds_ptr4.ltx index d17075ea..b3053cf8 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/darkscape/smart/ds_ptr4.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/darkscape/smart/ds_ptr4.ltx @@ -2,7 +2,15 @@ squad_id = 13 max_population = 2 respawn_params = respawn@ds_ptr4 +respawn_only_smart = true respawn_idle = 259200 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil [respawn@ds_ptr4] ;-- Type: random stalker spawn spawn_army_squad @@ -21,11 +29,15 @@ spawn_num = {!squad_name_exist(ds_ptr4_army_mlr_2_squad) !squad_name_exist(ds_pt [spawn_killer_squad] spawn_squads = ds_ptr4_killer_mlr_2_squad -spawn_num = {!squad_name_exist(ds_ptr4_army_mlr_2_squad) !squad_name_exist(ds_ptr4_bandit_mlr_2_squad) !squad_name_exist(ds_ptr4_killer_mlr_2_squad) !squad_name_exist(ds_ptr4_renegade_mlr_2_squad) =actor_week_in_zone(1)} 1, 0 +spawn_num = {!squad_name_exist(ds_ptr4_army_mlr_2_squad) !squad_name_exist(ds_ptr4_bandit_mlr_2_squad) !squad_name_exist(ds_ptr4_killer_mlr_2_squad) !squad_name_exist(ds_ptr4_renegade_mlr_2_squad) =actor_week_in_zone(2)} 1, 0 [spawn_renegade_squad] spawn_squads = ds_ptr4_renegade_mlr_2_squad spawn_num = {!squad_name_exist(ds_ptr4_army_mlr_2_squad) !squad_name_exist(ds_ptr4_bandit_mlr_2_squad) !squad_name_exist(ds_ptr4_killer_mlr_2_squad) !squad_name_exist(ds_ptr4_renegade_mlr_2_squad)} 1, 0 +;[on_changing_level] + +;[smart_control] + ;[exclusive] diff --git a/mods/Redone Collection/gamedata/configs/scripts/darkvalley/mod_val_crow_spawner_redone.ltx b/mods/Redone Collection/gamedata/configs/scripts/darkvalley/mod_val_crow_spawner_redone.ltx index 12acb02f..b3e5aa56 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/darkvalley/mod_val_crow_spawner_redone.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/darkvalley/mod_val_crow_spawner_redone.ltx @@ -1,3 +1,19 @@ +![logic] +!active = sr_crow_spawner +active = sr_idle@check_story + +[sr_idle@check_story] +on_info = {-story_mode_disabled} sr_idle@check_actor, {+story_mode_disabled -yan_x16_complete_end} sr_idle@check_actor %+yan_kill_brain_done% + +[sr_idle@check_actor] +on_info = {=actor_community(actor_monolith) -yan_x16_complete_end} sr_idle@check_helmet %+yan_kill_brain_done%, {=actor_community(actor_greh) -yan_x16_complete_end} sr_idle@check_helmet %+yan_kill_brain_done%, sr_idle@check_helmet + +[sr_idle@check_helmet] +on_info = {=actor_has_item(good_psy_helmet)} sr_idle@check_spawner %+living_legend_psy_helmet%, {=actor_has_item(bad_psy_helmet)} sr_idle@check_spawner %+living_legend_psy_helmet%, sr_idle@check_spawner + +[sr_idle@check_spawner] +on_info = sr_crow_spawner + ![sr_crow_spawner] -max_crows_on_level = 3 +max_crows_on_level = 4 spawn_path = val_crow_spawn_1, val_crow_spawn_2, val_crow_spawn_3, val_crow_spawn_4, val_crow_spawn_5 \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/darkvalley/mod_val_smart_terrain_7_3_smart_logic_redone.ltx b/mods/Redone Collection/gamedata/configs/scripts/darkvalley/mod_val_smart_terrain_7_3_smart_logic_redone.ltx new file mode 100644 index 00000000..77675b64 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/scripts/darkvalley/mod_val_smart_terrain_7_3_smart_logic_redone.ltx @@ -0,0 +1,70 @@ +[logic@val_smart_terrain_7_3_bandit_barman] +suitable = {=check_npc_name(sim_default_bandit_barman)} true, {=check_npc_barman} true +active = beh@val_smart_terrain_7_3_beh_barman_work +prior = 200 +can_select_weapon = true +dont_keep_items = true +level_spot = barman +trade = items\trade\trade_generic_barman.ltx + +[beh@general_barman] +behavior_state = beh_move +target = waypoint +walk_dist = 100 +jog_dist = 220 +reach_distance = 10 +wait_anim = guard +walk_anim = patrol +jog_anim = assault +run_anim = assault +delay_anim = guard +combat_ignore_cond = false +combat_ignore_keep_when_attacked = false +gather_items_enabled = false +help_wounded_enabled = true +corpse_detection_enabled = false +invulnerable = {!actor_true_enemy} true, false +meet = meet@barman + +[beh@general_surge] +behavior_state = beh_move +target = waypoint +walk_dist = 100 +jog_dist = 220 +walk_anim = rush +jog_anim = rush +run_anim = rush +gather_items_enabled = false +help_wounded_enabled = false +corpse_detection_enabled = false +invulnerable = {!actor_true_enemy} true, false + +[meet@barman] +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 + +[beh@val_smart_terrain_7_3_beh_barman_work]:beh@general_barman +pt1 = 88860000, fold_arms | pos: 38.53352355957, 0.03549325466156, 41.456050872803 look: 38.337184906006, 0.029632717370987, 40.466979980469 +path_end = loop +on_info = {=surge_started} beh@val_smart_terrain_7_3_beh_barman_surge_work +on_info2 = {=is_night} beh@val_smart_terrain_7_3_beh_barman_sleeper_work + +[beh@val_smart_terrain_7_3_beh_barman_surge_work]:beh@general_surge +pt1 = 88860000, smoking_stand | pos: 15.318681716919, 0.086453795433044, 32.67654800415 look: 16.157444000244, 0.086408019065857, 32.87963104248 +path_end = loop +on_info = {=surge_complete} beh@val_smart_terrain_7_3_beh_barman_work + +[beh@val_smart_terrain_7_3_beh_barman_sleeper_work]:beh@general_barman +pt1 = 88860000, drunk_sit_ass | pos: 17.960680007935, 0.16824585199356, 26.692844390869 look: 18.187705993652, 0.077889263629913, 27.502815246582 +path_end = loop +on_info = {!is_night} beh@val_smart_terrain_7_3_beh_barman_work \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/darkvalley/mod_val_smart_terrain_7_5_bandit_boss_sultan_redone.ltx b/mods/Redone Collection/gamedata/configs/scripts/darkvalley/mod_val_smart_terrain_7_5_bandit_boss_sultan_redone.ltx index a3be6984..8a2e5e57 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/darkvalley/mod_val_smart_terrain_7_5_bandit_boss_sultan_redone.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/darkvalley/mod_val_smart_terrain_7_5_bandit_boss_sultan_redone.ltx @@ -1,5 +1,50 @@ +[logic@val_smart_terrain_7_5_bandit_bodyguard1] +suitable = {=target_squad_name(guards_boss_bandit_in_main_base)} true +active = beh@val_smart_terrain_7_5_bandit_bodyguard_work_1 +prior = 200 + +[logic@val_smart_terrain_7_5_bandit_bodyguard2] +suitable = {=target_squad_name(guards_boss_bandit_in_main_base)} true +active = beh@val_smart_terrain_7_5_bandit_bodyguard_work_2 +prior = 200 + +[logic@val_smart_terrain_7_5_bandit_bodyguard3] +suitable = {=target_squad_name(guards_boss_bandit_in_main_base)} true +active = beh@val_smart_terrain_7_5_bandit_bodyguard_work_3 +prior = 200 + ![logic@zat_b7_bandit_boss_sultan] on_death = death_leader [death_leader] -on_info = %+zat_b5_sultan_dead% \ No newline at end of file +on_info = %+zat_b5_sultan_dead% + +[beh@general_guard] +behavior_state = beh_move +target = waypoint +walk_dist = 100 +jog_dist = 220 +reach_distance = 10 +wait_anim = guard +walk_anim = patrol +jog_anim = assault +run_anim = assault +delay_anim = guard +combat_ignore_cond = false +combat_ignore_keep_when_attacked = false +gather_items_enabled = false +help_wounded_enabled = true +corpse_detection_enabled = false +invulnerable = {!actor_true_enemy} true, false + +[beh@val_smart_terrain_7_5_bandit_bodyguard_work_1]:beh@general_guard +pt1 = 88860000, guard | pos: 28.893632888794, 4.5425424575806, -86.448852539062 look: 28.24019241333, 4.5424118041992, -85.476989746094 +path_end = loop + +[beh@val_smart_terrain_7_5_bandit_bodyguard_work_2]:beh@general_guard +pt1 = 88860000, guard | pos: 12.844927787781, 4.5411801338196, -81.435401916504 look: 13.999754905701, 4.5381903648376, -81.606719970703 +path_end = loop + +[beh@val_smart_terrain_7_5_bandit_bodyguard_work_3]:beh@general_guard +pt1 = 88860000, guard | pos: 19.433670043945, 4.5424356460571, -89.39916229248 look: 19.44554901123, 4.5423579216003, -89.845153808594 +path_end = loop diff --git a/mods/Redone Collection/gamedata/configs/scripts/darkvalley/smart/val_smart_terrain_1_2.ltx b/mods/Redone Collection/gamedata/configs/scripts/darkvalley/smart/val_smart_terrain_1_2.ltx index 39b170d9..95fcf012 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/darkvalley/smart/val_smart_terrain_1_2.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/darkvalley/smart/val_smart_terrain_1_2.ltx @@ -1,8 +1,16 @@ [smart_terrain] squad_id = 1 -max_population = 3 +max_population = 2 respawn_params = respawn@val_smart_terrain_1_2 -respawn_idle = 259200 +respawn_only_smart = false +respawn_idle = 172800 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil [respawn@val_smart_terrain_1_2] spawn_army@novice @@ -10,13 +18,17 @@ spawn_army@advanced [spawn_army@novice] -spawn_squads = army_sim_squad_novice -spawn_num = {+dar_control_poltergeist_killed} 0, 2 - -[spawn_army@advanced] -spawn_squads = army_sim_squad_advanced +spawn_squads = army_sim_squad_novice, army_sim_squad_novice, army_sim_squad_advanced spawn_num = {+dar_control_poltergeist_killed} 0, 1 +[spawn_army@advanced] +spawn_squads = army_sim_squad_advanced, army_sim_squad_novice, army_sim_squad_novice +spawn_num = {+dar_control_poltergeist_killed} 0, 1 + + +;[on_changing_level] + +;[smart_control] ;[exclusive] diff --git a/mods/Redone Collection/gamedata/configs/scripts/darkvalley/smart/val_smart_terrain_3_0.ltx b/mods/Redone Collection/gamedata/configs/scripts/darkvalley/smart/val_smart_terrain_3_0.ltx index 3badb43f..4920e869 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/darkvalley/smart/val_smart_terrain_3_0.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/darkvalley/smart/val_smart_terrain_3_0.ltx @@ -2,15 +2,32 @@ squad_id = 2 max_population = 1 respawn_params = respawn@val_smart_terrain_3_0 -respawn_idle = 172800 +respawn_only_smart = false +respawn_idle = 86400 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil -[respawn@val_smart_terrain_3_0] ;-- Type: -spawn_all_weak +[respawn@val_smart_terrain_3_0] ;-- Type: c_1_1 + c_1_2 edited +spawn_all_weak_c_1_1 +spawn_all_normal_c_1_2 -[spawn_all_weak] ;-- Normal mutants - Rates of groups: ( 3 dogs + 1 cat ) -spawn_squads = simulation_tushkano, simulation_dog, simulation_mix_dogs, simulation_mix_dogs, simulation_cat -spawn_num = 1 +[spawn_all_weak_c_1_1] ;-- Weak mutants - Rates of groups: ( 2 tushkano + 2 dogs + 1 cats + 1 flesh ) +spawn_squads = simulation_tushkano, simulation_tushkano, simulation_dog, simulation_mix_dogs, simulation_cat, simulation_flesh +spawn_num = {!actor_week_in_zone(1)} 1, {=actor_week_in_zone(1)} 0 +[spawn_all_normal_c_1_2];-- Normal mutants - Rates of groups: ( 2 dogs + 1 cats + 3 fleshes/boars ) +spawn_squads = simulation_mix_dogs, simulation_mix_dogs, simulation_cat_3_5, simulation_mix_boar_flesh, simulation_flesh, simulation_boar +spawn_num = {=actor_week_in_zone(1)} 1, {!actor_week_in_zone(1)} 0 + + +;[on_changing_level] + +;[smart_control] ;[exclusive] \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/darkvalley/smart/val_smart_terrain_4_0.ltx b/mods/Redone Collection/gamedata/configs/scripts/darkvalley/smart/val_smart_terrain_4_0.ltx index 8e371219..40b4b50e 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/darkvalley/smart/val_smart_terrain_4_0.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/darkvalley/smart/val_smart_terrain_4_0.ltx @@ -1,13 +1,27 @@ [smart_terrain] squad_id = 3 -max_population = 3 +max_population = 2 respawn_params = respawn@val_smart_terrain_4_0 +respawn_only_smart = false respawn_idle = 86400 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil -faction_controlled = stalker, killer, bandit, renegade, dolg +faction_controlled = stalker, bandit, killer, dolg, renegade default_faction = stalker faction_respawn_num = 1 +;[respawn@val_smart_terrain_4_0] ;-- Type: + + +;[on_changing_level] + +;[smart_control] [exclusive] val_smart_terrain_4_0_camp_work_1 = darkvalley\val_smart_terrain_4_0_smart_logic.ltx diff --git a/mods/Redone Collection/gamedata/configs/scripts/darkvalley/smart/val_smart_terrain_5_10.ltx b/mods/Redone Collection/gamedata/configs/scripts/darkvalley/smart/val_smart_terrain_5_10.ltx index f0330db0..a3046df8 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/darkvalley/smart/val_smart_terrain_5_10.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/darkvalley/smart/val_smart_terrain_5_10.ltx @@ -2,7 +2,15 @@ squad_id = 4 max_population = 1 respawn_params = respawn@val_smart_terrain_5_10 -respawn_idle = 259200 +respawn_only_smart = false +respawn_idle = 172800 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil [respawn@val_smart_terrain_5_10] ;-- Type: c_1_1 + c_1_2 edited spawn_all_weak_c_1_1 @@ -18,4 +26,8 @@ spawn_squads = simulation_mix_dogs, simulation_mix_dogs, simulation_cat, simulat spawn_num = {=actor_week_in_zone(1)} 1, {!actor_week_in_zone(1)} 0 +;[on_changing_level] + +;[smart_control] + ;[exclusive] \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/darkvalley/smart/val_smart_terrain_5_7.ltx b/mods/Redone Collection/gamedata/configs/scripts/darkvalley/smart/val_smart_terrain_5_7.ltx index 07f9fe58..7e6b65e3 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/darkvalley/smart/val_smart_terrain_5_7.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/darkvalley/smart/val_smart_terrain_5_7.ltx @@ -2,9 +2,21 @@ squad_id = 15 max_population = 1 ;respawn_params = respawn@val_smart_terrain_5_7 -;respawn_idle = 0 +;respawn_only_smart = false +;respawn_idle = 86400 +;respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil ;[respawn@val_smart_terrain_5_7] ;-- Type: +;[on_changing_level] + +;[smart_control] + ;[exclusive] \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/darkvalley/smart/val_smart_terrain_5_8.ltx b/mods/Redone Collection/gamedata/configs/scripts/darkvalley/smart/val_smart_terrain_5_8.ltx index 75158113..f88b02de 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/darkvalley/smart/val_smart_terrain_5_8.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/darkvalley/smart/val_smart_terrain_5_8.ltx @@ -2,9 +2,21 @@ squad_id = 16 max_population = 1 ;respawn_params = respawn@val_smart_terrain_5_8 -;respawn_idle = 0 +;respawn_only_smart = false +;respawn_idle = 86400 +;respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil ;[respawn@val_smart_terrain_5_8] ;-- Type: +;[on_changing_level] + +;[smart_control] + ;[exclusive] \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/darkvalley/smart/val_smart_terrain_6_4.ltx b/mods/Redone Collection/gamedata/configs/scripts/darkvalley/smart/val_smart_terrain_6_4.ltx index d63ba088..179c5ff0 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/darkvalley/smart/val_smart_terrain_6_4.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/darkvalley/smart/val_smart_terrain_6_4.ltx @@ -2,11 +2,23 @@ squad_id = 5 max_population = 1 ;respawn_params = respawn@val_smart_terrain_6_4 -;respawn_idle = 0 ;345600 +;respawn_only_smart = false +;respawn_idle = 86400 +;respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil ;[respawn@val_smart_terrain_6_4] ;-- Type: +;[on_changing_level] + +;[smart_control] + [exclusive] faction_base_defense_enemy1 = darkvalley\val_smart_terrain_6_4_smart_logic.ltx faction_base_defense_enemy2 = darkvalley\val_smart_terrain_6_4_smart_logic.ltx diff --git a/mods/Redone Collection/gamedata/configs/scripts/darkvalley/smart/val_smart_terrain_6_5.ltx b/mods/Redone Collection/gamedata/configs/scripts/darkvalley/smart/val_smart_terrain_6_5.ltx index c9dcde64..831b6de3 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/darkvalley/smart/val_smart_terrain_6_5.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/darkvalley/smart/val_smart_terrain_6_5.ltx @@ -2,9 +2,21 @@ squad_id = 6 max_population = 1 ;respawn_params = respawn@val_smart_terrain_6_5 -;respawn_idle = 0 +;respawn_only_smart = false +;respawn_idle = 86400 +;respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil ;[respawn@val_smart_terrain_6_5] ;-- Type: +;[on_changing_level] + +;[smart_control] + ;[exclusive] \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/darkvalley/smart/val_smart_terrain_7_11.ltx b/mods/Redone Collection/gamedata/configs/scripts/darkvalley/smart/val_smart_terrain_7_11.ltx index 433ba4c7..d16f79d3 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/darkvalley/smart/val_smart_terrain_7_11.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/darkvalley/smart/val_smart_terrain_7_11.ltx @@ -2,9 +2,21 @@ squad_id = 17 max_population = 2 ;respawn_params = respawn@val_smart_terrain_7_11 -;respawn_idle = 0 +;respawn_only_smart = false +;respawn_idle = 86400 +;respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil ;[respawn@val_smart_terrain_7_11] ;-- +;[on_changing_level] + +;[smart_control] + ;[exclusive] \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/darkvalley/smart/val_smart_terrain_7_3.ltx b/mods/Redone Collection/gamedata/configs/scripts/darkvalley/smart/val_smart_terrain_7_3.ltx index 25644e21..9076e701 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/darkvalley/smart/val_smart_terrain_7_3.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/darkvalley/smart/val_smart_terrain_7_3.ltx @@ -2,20 +2,40 @@ squad_id = 7 max_population = 4 respawn_params = respawn@val_smart_terrain_7_3 -respawn_idle = 172800 +respawn_only_smart = false +respawn_idle = 86400 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil -[respawn@val_smart_terrain_7_3] ;-- Type: faction {bandit} = north\main base -spawn_deserted_base +[respawn@val_smart_terrain_7_3] ;-- Type: faction {bandit} = faction base\north +spawn_bandit_special +spawn_bandit_special_2 -[spawn_deserted_base] ;-- Normal mutants - Rates of groups:( 1 tushkano + 1 dogs + 1 cats ) -spawn_squads = simulation_tushkano, simulation_mix_dogs, simulation_cat, -spawn_num = {+zat_b5_sultan_dead} 1, 0 +[spawn_bandit_special] +spawn_squads = bandit_novice_visiters_camp +spawn_num = {!squad_name_exist(bandit_novice_visiters_camp) -zat_b5_sultan_dead} 1, 0 +[spawn_bandit_special_2] +spawn_squads = bandit_novice_visiters_2_camp +spawn_num = {!squad_name_exist(bandit_novice_visiters_2_camp) -zat_b5_sultan_dead} 1, 0 + + +[on_changing_level] +on_info = {+zat_b5_sultan_dead} %=remove_squad(val_smart_terrain_7_3_bandit_mechanic_stalker_squad) =remove_squad(bandit_barman_mlr_squad) =remove_squad(bandit_novice_visiters_camp) =remove_squad(bandit_novice_visiters_2_camp)% + +;[smart_control] [exclusive] -val_smart_terrain_7_3_bandit_mechanic = darkvalley\val_smart_terrain_7_3_smart_logic.ltx -val_smart_terrain_7_3_beh_tech_job_1 = darkvalley\val_smart_terrain_7_3_smart_logic.ltx +val_smart_terrain_7_3_bandit_mechanic = darkvalley\val_smart_terrain_7_3_smart_logic.ltx +val_smart_terrain_7_3_bandit_barman = darkvalley\val_smart_terrain_7_3_smart_logic.ltx + +val_smart_terrain_7_3_beh_tech_job_1 = darkvalley\val_smart_terrain_7_3_smart_logic.ltx val_smart_terrain_7_3_camp_work_1 = darkvalley\val_smart_terrain_7_3_smart_logic.ltx val_smart_terrain_7_3_camp_work_2 = darkvalley\val_smart_terrain_7_3_smart_logic.ltx val_smart_terrain_7_3_camp_work_3 = darkvalley\val_smart_terrain_7_3_smart_logic.ltx diff --git a/mods/Redone Collection/gamedata/configs/scripts/darkvalley/smart/val_smart_terrain_7_4.ltx b/mods/Redone Collection/gamedata/configs/scripts/darkvalley/smart/val_smart_terrain_7_4.ltx index b7d201d8..ce934554 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/darkvalley/smart/val_smart_terrain_7_4.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/darkvalley/smart/val_smart_terrain_7_4.ltx @@ -2,53 +2,37 @@ squad_id = 8 max_population = 4 respawn_params = respawn@val_smart_terrain_7_4 -respawn_idle = 43200 +respawn_only_smart = false +respawn_idle = 86400 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil -[respawn@val_smart_terrain_7_4] ;-- Type: faction {bandit} = center\main base -spawn_bandit@novice -spawn_bandit@advanced -spawn_bandit_special -spawn_bandit_special_2 -spawn_bandit_special_3 -spawn_bandit_special_4 +[respawn@val_smart_terrain_7_4] ;-- Type: faction {bandit} =faction base\center spawn_deserted_base -[spawn_bandit@novice] -spawn_squads = bandit_sim_squad_novice, bandit_sim_squad_advanced -spawn_num = {+zat_b5_sultan_dead} 0, 6 +[spawn_deserted_base] ;-- Normal mutants - Rates of groups:( 1 tushkano + 2 dogs + 1 pseudodog + 1 cats ) +spawn_squads = simulation_tushkano, simulation_dog_5_7, simulation_mix_dogs, simulation_pseudodog, simulation_cat +spawn_num = {+zat_b5_sultan_dead} 4, 0 -[spawn_bandit@advanced] -spawn_squads = bandit_sim_squad_advanced, bandit_sim_squad_novice -spawn_num = {+zat_b5_sultan_dead} 0, 4 -[spawn_bandit_special] -spawn_squads = bandit_novice_visiters_camp -spawn_num = {!squad_name_exist(bandit_novice_visiters_camp) -zat_b5_sultan_dead} 1, 0 - -[spawn_bandit_special_2] -spawn_squads = bandit_novice_visiters_2_camp -spawn_num = {!squad_name_exist(bandit_novice_visiters_2_camp) -zat_b5_sultan_dead} 1, 0 - -[spawn_bandit_special_3] -spawn_squads = bandit_novice_visiters_base -spawn_num = {!squad_name_exist(bandit_novice_visiters_base) -zat_b5_sultan_dead} 1, 0 - -[spawn_bandit_special_4] -spawn_squads = bandit_novice_visiters_2_base -spawn_num = {!squad_name_exist(bandit_novice_visiters_2_base) -zat_b5_sultan_dead} 1, 0 - -[spawn_deserted_base] -spawn_squads = simulation_tushkano, simulation_mix_dogs -spawn_num = {+zat_b5_sultan_dead ~50} 1, 0 +[on_changing_level] +on_info = {+zat_b5_sultan_dead} %=remove_squad(bandit_novice_visiters_base) =remove_squad(bandit_novice_visiters_2_base) =remove_squad(val_smart_terrain_7_4_bandit_trader_stalker_squad)% +;[smart_control] [exclusive] val_smart_terrain_7_4_bandit_trader = darkvalley\val_smart_terrain_7_4_smart_logic.ltx val_smart_terrain_7_4_beh_trade_job_1 = darkvalley\val_smart_terrain_7_4_smart_logic.ltx + faction_base_defense_enemy1 = darkvalley\val_smart_terrain_7_4_smart_logic.ltx faction_base_defense_enemy2 = darkvalley\val_smart_terrain_7_4_smart_logic.ltx faction_base_defense_enemy3 = darkvalley\val_smart_terrain_7_4_smart_logic.ltx faction_base_defense_enemy4 = darkvalley\val_smart_terrain_7_4_smart_logic.ltx faction_base_defense_enemy5 = darkvalley\val_smart_terrain_7_4_smart_logic.ltx -faction_base_defense_enemy6 = darkvalley\val_smart_terrain_7_4_smart_logic.ltx +faction_base_defense_enemy6 = darkvalley\val_smart_terrain_7_4_smart_logic.ltx \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/darkvalley/smart/val_smart_terrain_7_5.ltx b/mods/Redone Collection/gamedata/configs/scripts/darkvalley/smart/val_smart_terrain_7_5.ltx index 0a5cfb4e..0938dea5 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/darkvalley/smart/val_smart_terrain_7_5.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/darkvalley/smart/val_smart_terrain_7_5.ltx @@ -1,35 +1,68 @@ [smart_terrain] squad_id = 9 -max_population = 4 +max_population = 1 respawn_params = respawn@val_smart_terrain_7_5 -respawn_idle = 172800 +respawn_only_smart = false +respawn_idle = 43200 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil -[respawn@val_smart_terrain_7_5] ;-- Type: faction {bandit} = south\main base +[respawn@val_smart_terrain_7_5] ;-- Type: faction {bandit} = faction base\south +spawn_bandit@novice +spawn_bandit@advanced spawn_bandit@veteran spawn_bandit_special +spawn_bandit_special_2 +spawn_bandit_special_3 +[spawn_bandit@novice] +spawn_squads = bandit_sim_squad_novice, bandit_sim_squad_novice, bandit_sim_squad_advanced +spawn_num = {+zat_b5_sultan_dead} 0, 4 + +[spawn_bandit@advanced] +spawn_squads = bandit_sim_squad_advanced, bandit_sim_squad_novice, bandit_sim_squad_novice +spawn_num = {+zat_b5_sultan_dead} 0, 4 + [spawn_bandit@veteran] -spawn_squads = bandit_sim_squad_veteran, bandit_sim_squad_advanced -spawn_num = {+zat_b5_sultan_dead} 0, 2 +spawn_squads = bandit_sim_squad_veteran, bandit_sim_squad_advanced, bandit_sim_squad_advanced +spawn_num = {+zat_b5_sultan_dead} 0, 1 [spawn_bandit_special] +spawn_squads = bandit_novice_visiters_base +spawn_num = {!squad_name_exist(bandit_novice_visiters_base) -zat_b5_sultan_dead} 1, 0 + +[spawn_bandit_special_2] +spawn_squads = bandit_novice_visiters_2_base +spawn_num = {!squad_name_exist(bandit_novice_visiters_2_base) -zat_b5_sultan_dead} 1, 0 + +[spawn_bandit_special_3] spawn_squads = guards_boss_bandit_in_main_base spawn_num = {!squad_name_exist(guards_boss_bandit_in_main_base) -zat_b5_sultan_dead} 1, 0 +[on_changing_level] +on_info = {+zat_b5_sultan_dead} %=remove_squad(bandit_main_base_medic_mlr_squad) =remove_squad(guid_dv_mal_mlr_squad) =remove_squad(bandit_guards_in_main_base) =remove_squad(guards_boss_bandit_in_main_base)% + +;[smart_control] [exclusive] guid_dv_mal_mlr = darkvalley\guid_dv_mal_mlr.ltx bandit_main_base_medic_mlr = darkvalley\bandit_main_base_medic_mlr.ltx + zat_b7_bandit_boss_sultan = darkvalley\val_smart_terrain_7_5_bandit_boss_sultan.ltx -val_smart_terrain_7_5_bandit_bodyguard1 = darkvalley\val_smart_terrain_7_5_bandit_boss_sultan.ltx -val_smart_terrain_7_5_bandit_bodyguard2 = darkvalley\val_smart_terrain_7_5_bandit_boss_sultan.ltx -val_smart_terrain_7_5_bandit_bodyguard3 = darkvalley\val_smart_terrain_7_5_bandit_boss_sultan.ltx + val_smart_terrain_7_5_camp_work_1 = darkvalley\val_smart_terrain_7_5_smart_logic.ltx val_smart_terrain_7_5_camp_work_2 = darkvalley\val_smart_terrain_7_5_smart_logic.ltx val_smart_terrain_7_5_camp_work_3 = darkvalley\val_smart_terrain_7_5_smart_logic.ltx val_smart_terrain_7_5_camp_work_4 = darkvalley\val_smart_terrain_7_5_smart_logic.ltx val_smart_terrain_7_5_camp_work_5 = darkvalley\val_smart_terrain_7_5_smart_logic.ltx - +val_smart_terrain_7_5_bandit_bodyguard1 = darkvalley\val_smart_terrain_7_5_bandit_boss_sultan.ltx +val_smart_terrain_7_5_bandit_bodyguard2 = darkvalley\val_smart_terrain_7_5_bandit_boss_sultan.ltx +val_smart_terrain_7_5_bandit_bodyguard3 = darkvalley\val_smart_terrain_7_5_bandit_boss_sultan.ltx diff --git a/mods/Redone Collection/gamedata/configs/scripts/darkvalley/smart/val_smart_terrain_7_8.ltx b/mods/Redone Collection/gamedata/configs/scripts/darkvalley/smart/val_smart_terrain_7_8.ltx index 9ff8c605..1ab270b7 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/darkvalley/smart/val_smart_terrain_7_8.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/darkvalley/smart/val_smart_terrain_7_8.ltx @@ -2,15 +2,27 @@ squad_id = 10 max_population = 1 respawn_params = respawn@val_smart_terrain_7_8 -respawn_idle = 259200 +respawn_only_smart = false +respawn_idle = 172800 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil [respawn@val_smart_terrain_7_8] ;-- Type: spawn_tushkano -[spawn_tushkano] ;-- Weak mutants - Rates of groups: ( 2 tushkano ) -spawn_squads = simulation_tushkano, simulation_tushkano +[spawn_tushkano] ;-- Weak mutants - Rates of groups: ( 3 tushkano ) +spawn_squads = simulation_tushkano, simulation_tushkano, simulation_tushkano_7_10 spawn_num = 1 +;[on_changing_level] + +;[smart_control] + ;[exclusive] \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/darkvalley/smart/val_smart_terrain_8_6.ltx b/mods/Redone Collection/gamedata/configs/scripts/darkvalley/smart/val_smart_terrain_8_6.ltx index 014444db..08b2886e 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/darkvalley/smart/val_smart_terrain_8_6.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/darkvalley/smart/val_smart_terrain_8_6.ltx @@ -2,7 +2,15 @@ squad_id = 11 max_population = 1 ;respawn_params = respawn@val_smart_terrain_8_6 -;respawn_idle = 0 +;respawn_only_smart = false +;respawn_idle = 86400 +;respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil ;[respawn@val_smart_terrain_8_6] ;spawn_bandit @@ -13,4 +21,8 @@ max_population = 1 ;spawn_num = 1 +;[on_changing_level] + +;[smart_control] + ;[exclusive] \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/darkvalley/smart/val_smart_terrain_8_7.ltx b/mods/Redone Collection/gamedata/configs/scripts/darkvalley/smart/val_smart_terrain_8_7.ltx index 81b436cd..cfdc5b7b 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/darkvalley/smart/val_smart_terrain_8_7.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/darkvalley/smart/val_smart_terrain_8_7.ltx @@ -1,11 +1,24 @@ -[smart_terrain] +[smart_terrain] ;-- Disabled spawn squad_id = 12 -;max_population = 0 +;max_population = 1 ;respawn_params = respawn@val_smart_terrain_8_7 -;respawn_idle = 0 +;respawn_only_smart = false +;respawn_idle = 86400 +;respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil ;[respawn@val_smart_terrain_8_7] ;-- Type: + +;[on_changing_level] + +;[smart_control] + ;[exclusive] diff --git a/mods/Redone Collection/gamedata/configs/scripts/darkvalley/smart/val_smart_terrain_8_9.ltx b/mods/Redone Collection/gamedata/configs/scripts/darkvalley/smart/val_smart_terrain_8_9.ltx index 249fc8c9..444026a4 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/darkvalley/smart/val_smart_terrain_8_9.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/darkvalley/smart/val_smart_terrain_8_9.ltx @@ -2,14 +2,27 @@ squad_id = 13 max_population = 1 respawn_params = respawn@val_smart_terrain_8_9 +respawn_only_smart = false respawn_idle = 172800 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil [respawn@val_smart_terrain_8_9] ;-- Type: spawn_tushkano -[spawn_tushkano] ;-- Weak mutants - Rates of groups: ( 2 tushkano ) -spawn_squads = simulation_tushkano, simulation_tushkano_7_10 + +[spawn_tushkano] ;-- Weak mutants - Rates of groups: ( 3 tushkano ) +spawn_squads = simulation_tushkano, simulation_tushkano, simulation_tushkano_7_10 spawn_num = 1 +;[on_changing_level] + +;[smart_control] + ;[exclusive] \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/darkvalley/smart/val_smart_terrain_9_10.ltx b/mods/Redone Collection/gamedata/configs/scripts/darkvalley/smart/val_smart_terrain_9_10.ltx index 42233565..290c2f30 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/darkvalley/smart/val_smart_terrain_9_10.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/darkvalley/smart/val_smart_terrain_9_10.ltx @@ -1,17 +1,34 @@ [smart_terrain] squad_id = 14 -max_population = 2 +max_population = 1 respawn_params = respawn@agr_smart_terrain_1_2 +respawn_only_smart = false respawn_idle = 172800 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil -[respawn@agr_smart_terrain_1_2] ;-- Type: -spawn_all_hard +[respawn@agr_smart_terrain_1_2] ;-- Type: c_2_1 + c_2_2 +spawn_all_hard_c_2_1 +spawn_all_worst_c_2_2 -[spawn_all_hard] ;-- Normal\Hard mutants - Rates of groups: ( 3 lurker + 1 psy dog + 2 fracture ) -spawn_squads = simulation_lurker_black, simulation_lurker_brown, simulation_lurker_blue, simulation_psy_dog, simulation_fracture, simulation_fracture -spawn_num = {~50} 1, 0 +[spawn_all_hard_c_2_1] ;-- Hard mutants - Rates of groups: ( 1 fracture + 2 snork + 1 psydog + 2 karlik) +spawn_squads = simulation_fracture, simulation_fracture, simulation_snork_2_3, simulation_psy_dog, simulation_karlik, simulation_karlik +spawn_num = {!actor_week_in_zone(4)} 1, {=actor_week_in_zone(4)} 0 +[spawn_all_worst_c_2_2] ;-- Worst mutants - Rates of groups: ( 1 fracture + 2 snork + 1 bloodsucker + 1 psysucker + 1 karlik + 1 burer ) +spawn_squads = simulation_fracture, simulation_fracture, simulation_snork_2_5, simulation_psy_dog_squad, simulation_karlik, simulation_karlik +spawn_num = {=actor_week_in_zone(4)} 1, {!actor_week_in_zone(4)} 0 + + +;[on_changing_level] + +;[smart_control] ;[exclusive] \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/darkvalley/smart/val_smart_terrain_9_2.ltx b/mods/Redone Collection/gamedata/configs/scripts/darkvalley/smart/val_smart_terrain_9_2.ltx index b84ec51a..e808f755 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/darkvalley/smart/val_smart_terrain_9_2.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/darkvalley/smart/val_smart_terrain_9_2.ltx @@ -2,7 +2,15 @@ squad_id = 15 max_population = 1 respawn_params = respawn@val_smart_terrain_9_2 +respawn_only_smart = false respawn_idle = 86400 +respawn_radius = 500 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil [respawn@val_smart_terrain_9_2] ;-- Type: c_1_1 + c_1_2 edited spawn_all_weak_c_1_1 @@ -18,6 +26,10 @@ spawn_squads = simulation_mix_dogs, simulation_mix_dogs, simulation_cat, simulat spawn_num = {=actor_week_in_zone(1)} 1, {!actor_week_in_zone(1)} 0 +;[on_changing_level] + +;[smart_control] + [exclusive] faction_base_defense_enemy1 = darkvalley\val_smart_terrain_9_2_smart_logic.ltx faction_base_defense_enemy2 = darkvalley\val_smart_terrain_9_2_smart_logic.ltx diff --git a/mods/Redone Collection/gamedata/configs/scripts/darkvalley/smart/val_smart_terrain_9_4.ltx b/mods/Redone Collection/gamedata/configs/scripts/darkvalley/smart/val_smart_terrain_9_4.ltx index 19790b6e..b236ee00 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/darkvalley/smart/val_smart_terrain_9_4.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/darkvalley/smart/val_smart_terrain_9_4.ltx @@ -2,20 +2,32 @@ squad_id = 16 max_population = 2 respawn_params = respawn@val_smart_terrain_9_4 +respawn_only_smart = false respawn_idle = 86400 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil [respawn@val_smart_terrain_9_4] ;-- Type: faction {renegade} = safezone spawn_renegade@novice -spawn_renegade@veteran +spawn_renegade@advanced [spawn_renegade@novice] -spawn_squads = renegade_sim_squad_novice -spawn_num = {+zat_b5_sultan_dead} 0, 1 +spawn_squads = renegade_sim_squad_novice, renegade_sim_squad_novice, renegade_sim_squad_advanced +spawn_num = {+zat_b5_sultan_dead -mar_renegade_trader_dead} 4, 1 -[spawn_renegade@veteran] -spawn_squads = renegade_sim_squad_advanced -spawn_num = {+zat_b5_sultan_dead} 0, 1 +[spawn_renegade@advanced] +spawn_squads = renegade_sim_squad_advanced, renegade_sim_squad_novice, renegade_sim_squad_novice +spawn_num = {+zat_b5_sultan_dead -mar_renegade_trader_dead} 4, 1 +;[on_changing_level] + +;[smart_control] + ;[exclusive] \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/darkvalley/smart/val_smart_terrain_9_6.ltx b/mods/Redone Collection/gamedata/configs/scripts/darkvalley/smart/val_smart_terrain_9_6.ltx index 0c64aa1e..ff7dde83 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/darkvalley/smart/val_smart_terrain_9_6.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/darkvalley/smart/val_smart_terrain_9_6.ltx @@ -2,15 +2,27 @@ squad_id = 17 max_population = 1 respawn_params = respawn@val_smart_terrain_9_6 -respawn_idle = 172800 +respawn_only_smart = false +respawn_idle = 86400 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil -[respawn@val_smart_terrain_9_6] ;-- Type: spawn_weak + spawn_normal +[respawn@val_smart_terrain_9_6] ;-- Type: spawn_tushkano -[spawn_tushkano] ;-- Weak mutants - Rates of groups: ( 2 tushkano ) -spawn_squads = simulation_tushkano, simulation_tushkano_7_10 -spawn_num = {~50} 1, 0 +[spawn_tushkano] ;-- Weak mutants - Rates of groups: ( 3 tushkano ) +spawn_squads = simulation_tushkano, simulation_tushkano, simulation_tushkano_7_10 +spawn_num = 1 +;[on_changing_level] + +;[smart_control] + ;[exclusive] \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/darkvalley/val_endless_night_spawn_logic_1.ltx b/mods/Redone Collection/gamedata/configs/scripts/darkvalley/val_endless_night_spawn_logic_1.ltx new file mode 100644 index 00000000..51a3a846 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/scripts/darkvalley/val_endless_night_spawn_logic_1.ltx @@ -0,0 +1,37 @@ +[logic] +active = ph_idle@wait_actor + +[ph_idle@wait_actor] +on_info = {=actor_near_smart(val_smart_terrain_3_0) =is_dark_night} ph_idle@spawn_night_monster, {=actor_near_smart(val_smart_terrain_3_0) =is_night} ph_idle@spawn_night_monster +on_info2 = {=actor_near_smart(val_smart_terrain_7_11) =is_dark_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(val_smart_terrain_7_11) =is_night} ph_idle@spawn_night_monster_2 +on_info3 = {=actor_near_smart(val_smart_terrain_8_9) =is_dark_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(val_smart_terrain_8_9) =is_night} ph_idle@spawn_night_monster_3 +on_info4 = {=actor_near_smart(val_smart_terrain_9_10) =is_dark_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(val_smart_terrain_9_10) =is_night} ph_idle@spawn_night_monster_4 + +[ph_idle@spawn_night_monster] +on_info = {~20} %=create_squad(simulation_mix_zombie_night:val_smart_terrain_3_0)% ph_idle@reset, {~30} %=create_squad(simulation_snork_night:val_smart_terrain_3_0)% ph_idle@reset, {~40} %=create_squad(simulation_tushkano_night:val_smart_terrain_3_0)% ph_idle@reset, {~50} %=create_squad(simulation_pseudodog_night:val_smart_terrain_3_0)% ph_idle@reset, ph_idle@wait_reset + +[ph_idle@reset] +on_game_timer = 86400 | ph_idle@wait_actor + +[ph_idle@spawn_night_monster_2] +on_info = {~20} %=create_squad(simulation_snork_night:val_smart_terrain_7_11)% ph_idle@reset_2, {~30} %=create_squad(simulation_fracture_night:val_smart_terrain_7_11)% ph_idle@reset_2, {~40} %=create_squad(simulation_zombie_3_6:val_smart_terrain_7_11)% ph_idle@reset_2, {~50} %=create_squad(simulation_pseudodog_night:val_smart_terrain_7_11)% ph_idle@reset_2, ph_idle@wait_reset + +[ph_idle@reset_2] +on_game_timer = 86400 | ph_idle@wait_actor + +[ph_idle@spawn_night_monster_3] +on_info = {~20} %=create_squad(simulation_psysucker_white_night:val_smart_terrain_8_9)% ph_idle@reset_3, {~30} %=create_squad(simulation_bloodsucker_night:val_smart_terrain_8_9)% ph_idle@reset_3, {~40} %=create_squad(simulation_karlik_night:val_smart_terrain_8_9)% ph_idle@reset_3, {~50} %=create_squad(simulation_lurker_brown_night:val_smart_terrain_8_9)% ph_idle@reset_3, ph_idle@wait_reset +[ph_idle@reset_3] +on_game_timer = 86400 | ph_idle@wait_actor + +[ph_idle@spawn_night_monster_4] +on_info = {~20} %=create_squad(simulation_psysucker_white_night:val_smart_terrain_9_10)% ph_idle@reset_4, {~30} %=create_squad(simulation_bloodsucker_night:val_smart_terrain_9_10)% ph_idle@reset_4, {~40} %=create_squad(simulation_psy_dog_night:val_smart_terrain_9_10)% ph_idle@reset_4, {~50} %=create_squad(simulation_karlik_night:val_smart_terrain_9_10)% ph_idle@reset_4, ph_idle@wait_reset + +[ph_idle@reset_4] +on_game_timer = 86400 | ph_idle@wait_actor + +[ph_idle@wait_reset] +on_game_timer = 580 | ph_idle@wait_actor + +[collide] +ignore_static \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/darkvalley/val_endless_night_spawn_logic_2.ltx b/mods/Redone Collection/gamedata/configs/scripts/darkvalley/val_endless_night_spawn_logic_2.ltx new file mode 100644 index 00000000..91ba19df --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/scripts/darkvalley/val_endless_night_spawn_logic_2.ltx @@ -0,0 +1,38 @@ +[logic] +active = ph_idle@wait_actor + +[ph_idle@wait_actor] +on_info = {=actor_near_smart(val_smart_terrain_5_7) =is_dark_night} ph_idle@spawn_night_monster, {=actor_near_smart(val_smart_terrain_5_7) =is_night} ph_idle@spawn_night_monster +on_info2 = {=actor_near_smart(val_smart_terrain_5_8) =is_dark_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(val_smart_terrain_5_8) =is_night} ph_idle@spawn_night_monster_2 +on_info3 = {=actor_near_smart(val_smart_terrain_7_8) =is_dark_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(val_smart_terrain_7_8) =is_night} ph_idle@spawn_night_monster_3 +on_info4 = {=actor_near_smart(val_smart_terrain_5_10) =is_dark_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(val_smart_terrain_5_10) =is_night} ph_idle@spawn_night_monster_4 + +[ph_idle@spawn_night_monster] +on_info = {~20} %=create_squad(simulation_pseudodog_night:val_smart_terrain_5_7)% ph_idle@reset, {~30} %=create_squad(simulation_dog_night:val_smart_terrain_5_7)% ph_idle@reset, {~40} %=create_squad(simulation_tushkano_night:val_smart_terrain_5_7)% ph_idle@reset, {~50} %=create_squad(simulation_boar_3_5_night:val_smart_terrain_5_7)% ph_idle@reset, ph_idle@wait_reset + +[ph_idle@reset] +on_game_timer = 86400 | ph_idle@wait_actor + +[ph_idle@spawn_night_monster_2] +on_info = {~20} %=create_squad(simulation_tushkano_night:val_smart_terrain_5_8)% ph_idle@reset_2, {~30} %=create_squad(simulation_fracture_night:val_smart_terrain_5_8)% ph_idle@reset_2, {~40} %=create_squad(simulation_zombie_3_6:val_smart_terrain_5_8)% ph_idle@reset_2, {~50} %=create_squad(simulation_pseudodog_night:val_smart_terrain_5_8)% ph_idle@reset_2, ph_idle@wait_reset + +[ph_idle@reset_2] +on_game_timer = 86400 | ph_idle@wait_actor + +[ph_idle@spawn_night_monster_3] +on_info = {~20} %=create_squad(simulation_psy_dog_night:val_smart_terrain_7_8)% ph_idle@reset_3, {~30} %=create_squad(simulation_psysucker_white_night:val_smart_terrain_7_8)% ph_idle@reset_3, {~40} %=create_squad(simulation_bloodsucker_night:val_smart_terrain_7_8)% ph_idle@reset_3, {~50} %=create_squad(simulation_karlik_night:val_smart_terrain_7_8)% ph_idle@reset_3, ph_idle@wait_reset + +[ph_idle@reset_3] +on_game_timer = 86400 | ph_idle@wait_actor + +[ph_idle@spawn_night_monster_4] +on_info = {~20} %=create_squad(simulation_lurker_blue_night:val_smart_terrain_5_10)% ph_idle@reset_4, {~30} %=create_squad(simulation_dog_night:val_smart_terrain_5_10)% ph_idle@reset_4, {~40} %=create_squad(simulation_cat_night:val_smart_terrain_5_10)% ph_idle@reset_4, {~50} %=create_squad(simulation_boar_night:val_smart_terrain_5_10)% ph_idle@reset_4, ph_idle@wait_reset + +[ph_idle@reset_4] +on_game_timer = 86400 | ph_idle@wait_actor + +[ph_idle@wait_reset] +on_game_timer = 580 | ph_idle@wait_actor + +[collide] +ignore_static diff --git a/mods/Redone Collection/gamedata/configs/scripts/darkvalley/val_endless_night_spawn_logic_3.ltx b/mods/Redone Collection/gamedata/configs/scripts/darkvalley/val_endless_night_spawn_logic_3.ltx new file mode 100644 index 00000000..7da2e798 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/scripts/darkvalley/val_endless_night_spawn_logic_3.ltx @@ -0,0 +1,38 @@ +[logic] +active = ph_idle@wait_actor + +[ph_idle@wait_actor] +on_info = {=actor_near_smart(val_smart_terrain_6_4) =is_dark_night} ph_idle@spawn_night_monster, {=actor_near_smart(val_smart_terrain_6_4) =is_night} ph_idle@spawn_night_monster +on_info2 = {=actor_near_smart(val_smart_terrain_6_5) =is_dark_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(val_smart_terrain_6_5) =is_night} ph_idle@spawn_night_monster_2 +on_info3 = {=actor_near_smart(val_smart_terrain_8_7) =is_dark_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(val_smart_terrain_8_7) =is_night} ph_idle@spawn_night_monster_3 +on_info4 = {=actor_near_smart(val_smart_terrain_9_2) =is_dark_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(val_smart_terrain_9_2) =is_night} ph_idle@spawn_night_monster_4 + +[ph_idle@spawn_night_monster] +on_info = {~20} %=create_squad(simulation_bloodsucker_night:val_smart_terrain_6_4)% ph_idle@reset, {~30} %=create_squad(simulation_fracture_night:val_smart_terrain_6_4)% ph_idle@reset, {~40} %=create_squad(simulation_snork_night:val_smart_terrain_6_4)% ph_idle@reset, {~50} %=create_squad(simulation_lurker_blue_night:val_smart_terrain_6_4)% ph_idle@reset, ph_idle@wait_reset + +[ph_idle@reset] +on_game_timer = 86400 | ph_idle@wait_actor + +[ph_idle@spawn_night_monster_2] +on_info = {~20} %=create_squad(simulation_snork_night:val_smart_terrain_6_5)% ph_idle@reset_2, {~30} %=create_squad(simulation_fracture_night:val_smart_terrain_6_5)% ph_idle@reset_2, {~40} %=create_squad(simulation_zombie_3_6:val_smart_terrain_6_5)% ph_idle@reset_2, {~50} %=create_squad(simulation_pseudodog_night:val_smart_terrain_6_5)% ph_idle@reset_2, ph_idle@wait_reset + +[ph_idle@reset_2] +on_game_timer = 86400 | ph_idle@wait_actor + +[ph_idle@spawn_night_monster_3] +on_info = {~20} %=create_squad(simulation_tushkano_night:val_smart_terrain_8_7)% ph_idle@reset_3, {~30} %=create_squad(simulation_dog_night:val_smart_terrain_8_7)% ph_idle@reset_3, {~40} %=create_squad(simulation_boar_night:val_smart_terrain_8_7)% ph_idle@reset_3, {~50} %=create_squad(simulation_cat_night:val_smart_terrain_8_7)% ph_idle@reset_3, ph_idle@wait_reset + +[ph_idle@reset_3] +on_game_timer = 86400 | ph_idle@wait_actor + +[ph_idle@spawn_night_monster_4] +on_info = {~20} %=create_squad(simulation_pseudodog_night:val_smart_terrain_9_2)% ph_idle@reset_4, {~30} %=create_squad(simulation_fracture_night:val_smart_terrain_9_2)% ph_idle@reset_4, {~40} %=create_squad(simulation_bloodsucker_night:val_smart_terrain_9_2)% ph_idle@reset_4, {~50} %=create_squad(simulation_lurker_blue_night:val_smart_terrain_9_2)% ph_idle@reset_4, ph_idle@wait_reset + +[ph_idle@reset_4] +on_game_timer = 86400 | ph_idle@wait_actor + +[ph_idle@wait_reset] +on_game_timer = 580 | ph_idle@wait_actor + +[collide] +ignore_static diff --git a/mods/Redone Collection/gamedata/configs/scripts/dead_city/cit_bandits_spawn_logic.ltx b/mods/Redone Collection/gamedata/configs/scripts/dead_city/cit_bandits_spawn_logic.ltx new file mode 100644 index 00000000..74f4a8a8 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/scripts/dead_city/cit_bandits_spawn_logic.ltx @@ -0,0 +1,18 @@ +[logic@cit_bandits_poltergeist] +active = mob_home@1 +suitable = {=target_squad_name(cit_bandits_poltergeist_squad)} true +monster_job = true +prior = 200 + + +[mob_home@1] +;path_home = home +home_min_radius = 1 +home_max_radius = 2 +out_restr = cit_smart_house_of_culture_spot + +[mob_home@2] +;path_home = home +home_min_radius = 1 +home_max_radius = 2 +out_restr = cit_bandits_base_zone diff --git a/mods/Redone Collection/gamedata/configs/scripts/dead_city/cit_endless_night_spawn_logic_1.ltx b/mods/Redone Collection/gamedata/configs/scripts/dead_city/cit_endless_night_spawn_logic_1.ltx new file mode 100644 index 00000000..1fb6f04a --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/scripts/dead_city/cit_endless_night_spawn_logic_1.ltx @@ -0,0 +1,24 @@ +[logic] +active = ph_idle@wait_actor + +[ph_idle@wait_actor] +on_info = {=actor_near_smart(zombie_smart_ds_mlr_1) =is_dark_night} ph_idle@spawn_night_monster, {=actor_near_smart(zombie_smart_ds_mlr_1) =is_night} ph_idle@spawn_night_monster +on_info2 = {=actor_near_smart(cit_bandits_2) =is_dark_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(cit_bandits_2) =is_night} ph_idle@spawn_night_monster_2 + +[ph_idle@spawn_night_monster] +on_info = {~20} %=create_squad(simulation_mix_zombie_night:zombie_smart_ds_mlr_1)% ph_idle@reset, {~30} %=create_squad(simulation_snork_night:zombie_smart_ds_mlr_1)% ph_idle@reset, {~40} %=create_squad(simulation_bloodsucker_red_night:zombie_smart_ds_mlr_1)% ph_idle@reset, {~50} %=create_squad(simulation_pseudodog_night:zombie_smart_ds_mlr_1)% ph_idle@reset, ph_idle@wait_reset + +[ph_idle@reset] +on_game_timer = 86400 | ph_idle@wait_actor + +[ph_idle@spawn_night_monster_2] +on_info = {~20} %=create_squad(simulation_bloodsucker_red_night:cit_bandits_2)% ph_idle@reset_2, {~30} %=create_squad(simulation_fracture_night:cit_bandits_2)% ph_idle@reset_2, {~40} %=create_squad(simulation_zombie_3_6:cit_bandits_2)% ph_idle@reset_2, {~50} %=create_squad(simulation_snork_night:cit_bandits_2)% ph_idle@reset_2, ph_idle@wait_reset + +[ph_idle@reset_2] +on_game_timer = 86400 | ph_idle@wait_actor + +[ph_idle@wait_reset] +on_game_timer = 580 | ph_idle@wait_actor + +[collide] +ignore_static \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/dead_city/cit_endless_night_spawn_logic_2.ltx b/mods/Redone Collection/gamedata/configs/scripts/dead_city/cit_endless_night_spawn_logic_2.ltx new file mode 100644 index 00000000..933c1466 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/scripts/dead_city/cit_endless_night_spawn_logic_2.ltx @@ -0,0 +1,24 @@ +[logic] +active = ph_idle@wait_actor + +[ph_idle@wait_actor] +on_info = {=actor_near_smart(zombie_smart_ds_mlr_2) =is_dark_night} ph_idle@spawn_night_monster, {=actor_near_smart(zombie_smart_ds_mlr_2) =is_night} ph_idle@spawn_night_monster +on_info2 = {=actor_near_smart(cit_killers_2) =is_dark_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(cit_killers_2) =is_night} ph_idle@spawn_night_monster_2 + +[ph_idle@spawn_night_monster] +on_info = {~20} %=create_squad(simulation_bloodsucker_red_night:zombie_smart_ds_mlr_2)% ph_idle@reset, {~30} %=create_squad(simulation_psysucker_brown_night:zombie_smart_ds_mlr_2)% ph_idle@reset, {~40} %=create_squad(simulation_tushkano_night:zombie_smart_ds_mlr_2)% ph_idle@reset, {~50} %=create_squad(simulation_boar_3_5_night:zombie_smart_ds_mlr_2)% ph_idle@reset, ph_idle@wait_reset + +[ph_idle@reset] +on_game_timer = 86400 | ph_idle@wait_actor + +[ph_idle@spawn_night_monster_2] +on_info = {~20} %=create_squad(simulation_tushkano_night:cit_killers_2)% ph_idle@reset_2, {~30} %=create_squad(simulation_fracture_night:cit_killers_2)% ph_idle@reset_2, {~40} %=create_squad(simulation_zombie_3_6:cit_killers_2)% ph_idle@reset_2, {~50} %=create_squad(simulation_pseudodog_night:cit_killers_2)% ph_idle@reset_2, ph_idle@wait_reset + +[ph_idle@reset_2] +on_game_timer = 86400 | ph_idle@wait_actor + +[ph_idle@wait_reset] +on_game_timer = 580 | ph_idle@wait_actor + +[collide] +ignore_static diff --git a/mods/Redone Collection/gamedata/configs/scripts/dead_city/cit_endless_night_spawn_logic_3.ltx b/mods/Redone Collection/gamedata/configs/scripts/dead_city/cit_endless_night_spawn_logic_3.ltx new file mode 100644 index 00000000..90b8616c --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/scripts/dead_city/cit_endless_night_spawn_logic_3.ltx @@ -0,0 +1,24 @@ +[logic] +active = ph_idle@wait_actor + +[ph_idle@wait_actor] +on_info = {=actor_near_smart(cit_kanaliz1) =is_dark_night} ph_idle@spawn_night_monster, {=actor_near_smart(cit_kanaliz1) =is_night} ph_idle@spawn_night_monster +on_info2 = {=actor_near_smart(cit_kanaliz2) =is_dark_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(cit_kanaliz2) =is_night} ph_idle@spawn_night_monster_2 + +[ph_idle@spawn_night_monster] +on_info = {~20} %=create_squad(simulation_chimera_2weak_night:cit_kanaliz1)% ph_idle@reset, {~30} %=create_squad(simulation_fracture_night:cit_kanaliz1)% ph_idle@reset, {~40} %=create_squad(simulation_snork_night:cit_kanaliz1)% ph_idle@reset, {~50} %=create_squad(simulation_lurker_blue_night:cit_kanaliz1)% ph_idle@reset, ph_idle@wait_reset + +[ph_idle@reset] +on_game_timer = 86400 | ph_idle@wait_actor + +[ph_idle@spawn_night_monster_2] +on_info = {~20} %=create_squad(simulation_chimera_2weak_night:cit_kanaliz2)% ph_idle@reset_2, {~30} %=create_squad(simulation_fracture_night:cit_kanaliz2)% ph_idle@reset_2, {~40} %=create_squad(simulation_zombie_3_6:cit_kanaliz2)% ph_idle@reset_2, {~50} %=create_squad(simulation_pseudodog_night:cit_kanaliz2)% ph_idle@reset_2, ph_idle@wait_reset + +[ph_idle@reset_2] +on_game_timer = 86400 | ph_idle@wait_actor + +[ph_idle@wait_reset] +on_game_timer = 580 | ph_idle@wait_actor + +[collide] +ignore_static diff --git a/mods/Redone Collection/gamedata/configs/scripts/dead_city/mod_cit_crow_spawner_redone.ltx b/mods/Redone Collection/gamedata/configs/scripts/dead_city/mod_cit_crow_spawner_redone.ltx index a0c9f114..7735e234 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/dead_city/mod_cit_crow_spawner_redone.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/dead_city/mod_cit_crow_spawner_redone.ltx @@ -1,5 +1,21 @@ +![logic] +!active = sr_crow_spawner +active = sr_idle@check_story + +[sr_idle@check_story] +on_info = {-story_mode_disabled} sr_idle@check_actor, {+story_mode_disabled -yan_x16_complete_end} sr_idle@check_actor %+yan_kill_brain_done% + +[sr_idle@check_actor] +on_info = {=actor_community(actor_monolith) -yan_x16_complete_end} sr_idle@check_helmet %+yan_kill_brain_done%, {=actor_community(actor_greh) -yan_x16_complete_end} sr_idle@check_helmet %+yan_kill_brain_done%, sr_idle@check_helmet + +[sr_idle@check_helmet] +on_info = {=actor_has_item(good_psy_helmet)} sr_idle@check_spawner %+living_legend_psy_helmet%, {=actor_has_item(bad_psy_helmet)} sr_idle@check_spawner %+living_legend_psy_helmet%, sr_idle@check_spawner + +[sr_idle@check_spawner] +on_info = sr_crow_spawner + ![sr_crow_spawner] -max_crows_on_level = 3 +max_crows_on_level = 4 spawn_path = cit_crow_spawn_1, cit_crow_spawn_2, cit_crow_spawn_3, cit_crow_spawn_4, cit_crow_spawn_5 diff --git a/mods/Redone Collection/gamedata/configs/scripts/dead_city/smart/cit_bandits.ltx b/mods/Redone Collection/gamedata/configs/scripts/dead_city/smart/cit_bandits.ltx index 73856ba3..f89b45d5 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/dead_city/smart/cit_bandits.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/dead_city/smart/cit_bandits.ltx @@ -1,8 +1,16 @@ [smart_terrain] squad_id = 1 -max_population = 4 +max_population = 3 respawn_params = respawn@cit_bandits +respawn_only_smart = false respawn_idle = 259200 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil [respawn@cit_bandits] ;-- Type: spawn_deserted_base @@ -13,9 +21,12 @@ spawn_squads = monolith_sim_squad_veteran, monolith_sim_squad_advanced, monolith spawn_num = {+cit_killers_aslan_dead +cit_killers_dushman_dead} 1, 0 -;[exclusive] - - +;[on_changing_level] + +;[smart_control] + +[exclusive] +cit_bandits_poltergeist = dead_city\cit_bandits_spawn_logic.ltx diff --git a/mods/Redone Collection/gamedata/configs/scripts/dead_city/smart/cit_bandits_2.ltx b/mods/Redone Collection/gamedata/configs/scripts/dead_city/smart/cit_bandits_2.ltx index 87090f39..3a68b82e 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/dead_city/smart/cit_bandits_2.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/dead_city/smart/cit_bandits_2.ltx @@ -1,22 +1,29 @@ [smart_terrain] squad_id = 5 -max_population = 2 +max_population = 3 respawn_params = respawn@cit_bandits_2 -respawn_idle = 345600 +respawn_only_smart = false +respawn_idle = 259200 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil -[respawn@cit_bandits_2] ;-- Type: c_1_1 + c_1_2 edited -spawn_all_weak_c_1_1 -spawn_all_normal_c_1_2 +[respawn@cit_bandits_2] ;-- Type: +spawn_deserted_base -[spawn_all_weak_c_1_1] ;-- Weak mutants - Rates of groups: ( 1 tushkano + 2 dogs + 1 cats + 1 flesh ) -spawn_squads = simulation_tushkano, simulation_dog, simulation_mix_dogs, simulation_cat, simulation_flesh -spawn_num = {!actor_week_in_zone(1)} 1, {=actor_week_in_zone(1)} 0 +[spawn_deserted_base] +spawn_squads = monolith_sim_squad_veteran, monolith_sim_squad_advanced, monolith_sim_squad_novice +spawn_num = {+cit_killers_aslan_dead +cit_killers_dushman_dead} 1, 0 -[spawn_all_normal_c_1_2];-- Normal mutants - Rates of groups: ( 2 dogs + 1 cats + 3 fleshes/boars ) -spawn_squads = simulation_mix_dogs, simulation_mix_dogs, simulation_cat, simulation_mix_boar_flesh, simulation_flesh, simulation_boar -spawn_num = {=actor_week_in_zone(1)} 1, {!actor_week_in_zone(1)} 0 +;[on_changing_level] + +;[smart_control] ;[exclusive] diff --git a/mods/Redone Collection/gamedata/configs/scripts/dead_city/smart/cit_kanaliz1.ltx b/mods/Redone Collection/gamedata/configs/scripts/dead_city/smart/cit_kanaliz1.ltx index 42f1dd6a..24ee3d45 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/dead_city/smart/cit_kanaliz1.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/dead_city/smart/cit_kanaliz1.ltx @@ -2,20 +2,36 @@ squad_id = 2 max_population = 1 respawn_params = respawn@cit_kanaliz1 -respawn_idle = 172800 +respawn_only_smart = false +respawn_idle = 86400 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil [respawn@cit_kanaliz1] ;-- Type: c_1_1 + c_1_2 edited spawn_all_weak_c_1_1 spawn_all_normal_c_1_2 +;spawn_zombied_special - -[spawn_all_weak_c_1_1] ;-- Normal mutants - Rates of groups: ( 2 dogs + 1 cats + 1 flesh ) -spawn_squads = simulation_dog, simulation_mix_dogs, simulation_cat, simulation_flesh -spawn_num = {!actor_week_in_zone(1)} 1, {=actor_week_in_zone(1)} 0 +[spawn_all_weak_c_1_1] ;-- Normal mutants - Rates of groups: ( 1 tushkano + 2 dogs + 1 cats + 1 flesh ) +spawn_squads = simulation_tushkano, simulation_dog, simulation_mix_dogs, simulation_cat, simulation_flesh +spawn_num = {!actor_week_in_zone(1)} 2, {=actor_week_in_zone(1)} 0 ;!squad_name_exist(cit_kanaliz1_zombied_squad) [spawn_all_normal_c_1_2] ;-- Normal mutants - Rates of groups: ( 2 dogs + 1 pseudodog + 1 cats + 3 fleshes/boars ) spawn_squads = simulation_mix_dogs, simulation_mix_dogs, simulation_pseudodog, simulation_cat, simulation_mix_boar_flesh, simulation_flesh, simulation_boar -spawn_num = {=actor_week_in_zone(1)} 1, {!actor_week_in_zone(1)} 0 +spawn_num = {=actor_week_in_zone(1)} 2, {!actor_week_in_zone(1)} 0 ;!squad_name_exist(cit_kanaliz1_zombied_squad) +;[spawn_zombied_special] +;spawn_squads = cit_kanaliz1_zombied_squad +;spawn_num = {!squad_name_exist(cit_kanaliz1_zombied_squad) -yan_kill_brain_done ~20} 1, 0 + + +;[on_changing_level] + +;[smart_control] ;[exclusive] diff --git a/mods/Redone Collection/gamedata/configs/scripts/dead_city/smart/cit_kanaliz2.ltx b/mods/Redone Collection/gamedata/configs/scripts/dead_city/smart/cit_kanaliz2.ltx index 3d65eab8..f48586fe 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/dead_city/smart/cit_kanaliz2.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/dead_city/smart/cit_kanaliz2.ltx @@ -2,26 +2,37 @@ squad_id = 3 max_population = 2 respawn_params = respawn@cit_kanaliz2 +respawn_only_smart = false respawn_idle = 172800 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil [respawn@cit_kanaliz2] ;-- Type: faction {zombied} = mhee... -spawn_zombied_squad -spawn_zombie -spawn_mutants +spawn_all_weak_c_1_1 +spawn_all_normal_c_1_2 +spawn_zombied_special + +[spawn_all_weak_c_1_1] ;-- Normal mutants - Rates of groups: ( 1 tushkano + 2 dogs + 1 cats + 1 flesh ) +spawn_squads = simulation_tushkano, simulation_dog, simulation_mix_dogs, simulation_cat, simulation_flesh +spawn_num = {!actor_week_in_zone(1) !squad_name_exist(cit_kanaliz2_zombied_squad)} 2, {=actor_week_in_zone(1)!squad_name_exist(cit_kanaliz2_zombied_squad)} 0, 0 + +[spawn_all_normal_c_1_2] ;-- Normal mutants - Rates of groups: ( 2 dogs + 1 pseudodog + 1 cats + 3 fleshes/boars ) +spawn_squads = simulation_mix_dogs, simulation_mix_dogs, simulation_pseudodog, simulation_cat, simulation_mix_boar_flesh, simulation_flesh, simulation_boar +spawn_num = {=actor_week_in_zone(1) !squad_name_exist(cit_kanaliz2_zombied_squad)} 2, {!actor_week_in_zone(1) !squad_name_exist(cit_kanaliz2_zombied_squad)} 0, 0 + +[spawn_zombied_special] +spawn_squads = cit_kanaliz2_zombied_squad +spawn_num = {!squad_name_exist(cit_kanaliz2_zombied_squad) -yan_kill_brain_done ~20} 1, 0 -[spawn_zombied_squad] -spawn_squads = zombied_sim_squad_novice, zombied_sim_squad_mix -spawn_num = {+yan_kill_brain_done} 0, 1 - -[spawn_zombie] ;-- Weak mutants - Rates of groups: ( 3 zombie ) -spawn_squads = simulation_zombie, simulation_zombie_3_6, simulation_mix_zombie -spawn_num = {+yan_kill_brain_done} 0, 1 - -[spawn_mutants] ;-- Normal\hard mutants - Rates of groups: ( 2 dogs + 1 cats + 1 flesh + 1 snork + 2 fracture ) -spawn_squads = simulation_dog, simulation_mix_dogs, simulation_cat, simulation_flesh, simulation_snork_2_3, simulation_fracture, simulation_fracture -spawn_num = {+yan_kill_brain_done} 1, 0 +;[on_changing_level] +;[smart_control] ;[exclusive] diff --git a/mods/Redone Collection/gamedata/configs/scripts/dead_city/smart/cit_killers.ltx b/mods/Redone Collection/gamedata/configs/scripts/dead_city/smart/cit_killers.ltx index 07c018b9..0d780577 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/dead_city/smart/cit_killers.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/dead_city/smart/cit_killers.ltx @@ -2,30 +2,64 @@ squad_id = 4 max_population = 4 respawn_params = respawn@cit_killers +respawn_only_smart = false respawn_idle = 43200 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +def_restr = cit_killers_base_zone +;safe_restr = nil +;spawn_point = cit_killers_merc_trader_spawn -[respawn@cit_killers] ;-- Type: faction {killer} = main base +[respawn@cit_killers] ;-- Type: faction {killer} = faction base +spawn_killer@novice spawn_killer@advanced spawn_killer@veteran +spawn_killer_special +spawn_killer_special_2 +spawn_killer_special_3 +[spawn_killer@novice] +spawn_squads = merc_sim_squad_novice, merc_sim_squad_novice, merc_sim_squad_advanced +spawn_num = {+cit_killers_aslan_dead +cit_killers_dushman_dead} 1, 2 [spawn_killer@advanced] -spawn_squads = merc_sim_squad_advanced, merc_sim_squad_novice -spawn_num = {+cit_killers_aslan_dead +cit_killers_dushman_dead} 0, 8 +spawn_squads = merc_sim_squad_advanced, merc_sim_squad_advanced, merc_sim_squad_novice +spawn_num = {+cit_killers_aslan_dead +cit_killers_dushman_dead} 1, 2 [spawn_killer@veteran] -spawn_squads = merc_sim_squad_veteran, merc_sim_squad_advanced -spawn_num = {+cit_killers_aslan_dead +cit_killers_dushman_dead} 0, 4 +spawn_squads = merc_sim_squad_veteran, merc_sim_squad_advanced, merc_sim_squad_advanced +spawn_num = {+cit_killers_aslan_dead +cit_killers_dushman_dead} 0, 2 +[spawn_killer_special] +spawn_squads = cit_killers_merc_guard_squad_1 +spawn_num = {!squad_name_exist(cit_killers_merc_guard_squad_1) -cit_killers_aslan_dead} 1, 0 ;{-cit_killers_dushman_dead} + +[spawn_killer_special_2] +spawn_squads = cit_killers_merc_guard_squad_2 +spawn_num = {!squad_name_exist(cit_killers_merc_guard_squad_2) -cit_killers_aslan_dead} 1, 0 ;{-cit_killers_dushman_dead} + +[spawn_killer_special_3] +spawn_squads = cit_killers_merc_guard_squad_3 +spawn_num = {!squad_name_exist(cit_killers_merc_guard_squad_3) -cit_killers_aslan_dead} 1, 0 ;{-cit_killers_dushman_dead} + + +;[on_changing_level] + +;[smart_control] [exclusive] -ds_killer_guide_main_base = dead_city\ds_killer_guide_main_base_logic.ltx -cit_killers_beh_trade_job_1 = dead_city\cit_killers_smart_logic.ltx -cit_killers_beh_tech_job_1 = dead_city\cit_killers_smart_logic.ltx cit_killers_merc_trader = dead_city\cit_killers_smart_logic.ltx cit_killers_merc_mechanic = dead_city\cit_killers_smart_logic.ltx cit_killers_merc_barman_mlr = dead_city\cit_killers_merc_barman_mlr_logic.ltx cit_killers_merc_medic = dead_city\cit_killers_smart_logic.ltx + +ds_killer_guide_main_base = dead_city\ds_killer_guide_main_base_logic.ltx + +cit_killers_beh_trade_job_1 = dead_city\cit_killers_smart_logic.ltx +cit_killers_beh_tech_job_1 = dead_city\cit_killers_smart_logic.ltx + cit_killers_camp_work_1 = dead_city\cit_killers_smart_logic.ltx cit_killers_camp_work_2 = dead_city\cit_killers_smart_logic.ltx cit_killers_camp_work_3 = dead_city\cit_killers_smart_logic.ltx @@ -38,6 +72,7 @@ cit_killers_camp_work_9 = dead_city\cit_killers_smart_logic.ltx cit_killers_camp_work_10 = dead_city\cit_killers_smart_logic.ltx cit_killers_camp_work_11 = dead_city\cit_killers_smart_logic.ltx cit_killers_camp_work_12 = dead_city\cit_killers_smart_logic.ltx + faction_base_defense_enemy1 = dead_city\cit_killers_smart_logic.ltx faction_base_defense_enemy2 = dead_city\cit_killers_smart_logic.ltx faction_base_defense_enemy3 = dead_city\cit_killers_smart_logic.ltx diff --git a/mods/Redone Collection/gamedata/configs/scripts/dead_city/smart/cit_killers_2.ltx b/mods/Redone Collection/gamedata/configs/scripts/dead_city/smart/cit_killers_2.ltx index 76f19fb2..ffadcec6 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/dead_city/smart/cit_killers_2.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/dead_city/smart/cit_killers_2.ltx @@ -1,8 +1,16 @@ [smart_terrain] squad_id = 6 -max_population = 4 +max_population = 3 respawn_params = respawn@cit_killers_2 -respawn_idle = 172800 +respawn_only_smart = false +respawn_idle = 259200 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil [respawn@cit_killers_2] ;-- Type: spawn_deserted_base @@ -13,6 +21,10 @@ spawn_squads = monolith_sim_squad_veteran, monolith_sim_squad_advanced, monolith spawn_num = {+cit_killers_aslan_dead +cit_killers_dushman_dead} 1, 0 +;[on_changing_level] + +;[smart_control] + [exclusive] faction_base_defense_enemy1 = dead_city\cit_killers_2_smart_logic faction_base_defense_enemy2 = dead_city\cit_killers_2_smart_logic diff --git a/mods/Redone Collection/gamedata/configs/scripts/dead_city/smart/cit_killers_vs_bandits.ltx b/mods/Redone Collection/gamedata/configs/scripts/dead_city/smart/cit_killers_vs_bandits.ltx index 5a6a4b5e..ce2ce108 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/dead_city/smart/cit_killers_vs_bandits.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/dead_city/smart/cit_killers_vs_bandits.ltx @@ -2,9 +2,17 @@ squad_id = 7 max_population = 0 ;broken npc path finding respawn_params = respawn@cit_killers_vs_bandits -respawn_idle = 172800 +respawn_only_smart = false +respawn_idle = 86400 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil -[respawn@cit_killers_vs_bandits] ;-- Type: faction {killer} = barracks + faction {bandits} = safezone +[respawn@cit_killers_vs_bandits] ;-- Type: faction {killer\bandits} = barracks\safezone ;spawn_bandit_special ;spawn_bandit_special_2 ;spawn_bandit_special_3 @@ -33,5 +41,9 @@ spawn_squads = cit_killers_guard_squad_2 spawn_num = {!squad_name_exist(cit_killers_guard_squad_2) -cit_killers_aslan_dead -cit_killers_dushman_dead} 1, 0 +;[on_changing_level] + +;[smart_control] + ;[exclusive] \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/dead_city/smart/zombie_smart_ds_mlr_1.ltx b/mods/Redone Collection/gamedata/configs/scripts/dead_city/smart/zombie_smart_ds_mlr_1.ltx index 07293e76..e4a668ee 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/dead_city/smart/zombie_smart_ds_mlr_1.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/dead_city/smart/zombie_smart_ds_mlr_1.ltx @@ -1,27 +1,34 @@ [smart_terrain] squad_id = 25 -max_population = 2 +max_population = 1 respawn_params = respawn@zombie_smart_ds_mlr_1 +respawn_only_smart = false respawn_idle = 172800 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil [respawn@zombie_smart_ds_mlr_1] ;-- Type: faction {zombied} = mhee... -spawn_zombied_squad spawn_zombie spawn_mutants -[spawn_zombied_squad] -spawn_squads = zombied_sim_squad_novice, zombied_sim_squad_mix -spawn_num = {+yan_kill_brain_done} 0, 1 - [spawn_zombie] ;-- Weak mutants - Rates of groups: ( 3 zombie ) spawn_squads = simulation_zombie, simulation_zombie_3_6, simulation_mix_zombie -spawn_num = {+yan_kill_brain_done} 0, 1 +spawn_num = {+yan_kill_brain_done} 0, 2 -[spawn_mutants] ;-- Normal\hard mutants - Rates of groups: ( 2 dogs + 1 cats + 1 flesh ) -spawn_squads = simulation_dog, simulation_mix_dogs, simulation_cat, simulation_flesh +[spawn_mutants] ;-- Normal mutants - Rates of groups: ( 2 dogs + 1 pseudodog + 2 cat ) +spawn_squads = simulation_dog, simulation_mix_dogs, simulation_pseudodog, simulation_cat, simulation_cat_3_5 spawn_num = {+yan_kill_brain_done} 1, 0 +;[on_changing_level] + +;[smart_control] + ;[exclusive] \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/dead_city/smart/zombie_smart_ds_mlr_2.ltx b/mods/Redone Collection/gamedata/configs/scripts/dead_city/smart/zombie_smart_ds_mlr_2.ltx index 6e2563fd..8c3e77d7 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/dead_city/smart/zombie_smart_ds_mlr_2.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/dead_city/smart/zombie_smart_ds_mlr_2.ltx @@ -2,26 +2,32 @@ squad_id = 26 max_population = 2 respawn_params = respawn@zombie_smart_ds_mlr_2 -respawn_idle = 259200 +respawn_only_smart = false +respawn_idle = 172800 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil [respawn@zombie_smart_ds_mlr_2] ;-- Type: faction {zombied} = mhee... -spawn_zombied_squad spawn_zombie spawn_mutants -[spawn_zombied_squad] -spawn_squads = zombied_sim_squad_novice, zombied_sim_squad_mix -spawn_num = {+bar_deactivate_radar_done} 0, 1 - [spawn_zombie] ;-- Weak mutants - Rates of groups: ( 3 zombie ) spawn_squads = simulation_zombie, simulation_zombie_3_6, simulation_mix_zombie -spawn_num = {+bar_deactivate_radar_done} 0, 1 +spawn_num = {+bar_deactivate_radar_done} 0, 2 -[spawn_mutants] ;-- Normal\hard mutants - Rates of groups: ( 2 dogs + 1 cats + 1 flesh ) -spawn_squads = simulation_dog, simulation_mix_dogs, simulation_cat, simulation_flesh +[spawn_mutants] ;-- Normal mutants - Rates of groups: ( 2 dogs + 1 pseudodog + 2 cat ) +spawn_squads = simulation_dog, simulation_mix_dogs, simulation_pseudodog, simulation_cat, simulation_cat_3_5 spawn_num = {+bar_deactivate_radar_done} 1, 0 +;[on_changing_level] + +;[smart_control] + ;[exclusive] - \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/dead_city/smarts/zombie_smart_ds_mlr_1.ltx b/mods/Redone Collection/gamedata/configs/scripts/dead_city/smarts/zombie_smart_ds_mlr_1.ltx index fb39fa9c..e4a668ee 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/dead_city/smarts/zombie_smart_ds_mlr_1.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/dead_city/smarts/zombie_smart_ds_mlr_1.ltx @@ -2,26 +2,33 @@ squad_id = 25 max_population = 1 respawn_params = respawn@zombie_smart_ds_mlr_1 +respawn_only_smart = false respawn_idle = 172800 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil [respawn@zombie_smart_ds_mlr_1] ;-- Type: faction {zombied} = mhee... -spawn_zombied_squad spawn_zombie spawn_mutants -[spawn_zombied_squad] -spawn_squads = zombied_sim_squad_novice, zombied_sim_squad_mix -spawn_num = {+yan_kill_brain_done} 0, 1 - [spawn_zombie] ;-- Weak mutants - Rates of groups: ( 3 zombie ) spawn_squads = simulation_zombie, simulation_zombie_3_6, simulation_mix_zombie -spawn_num = {+yan_kill_brain_done} 0, 1 +spawn_num = {+yan_kill_brain_done} 0, 2 -[spawn_mutants] ;-- Normal\hard mutants - Rates of groups: ( 2 dogs + 1 cats + 1 flesh ) -spawn_squads = simulation_dog, simulation_mix_dogs, simulation_cat, simulation_flesh +[spawn_mutants] ;-- Normal mutants - Rates of groups: ( 2 dogs + 1 pseudodog + 2 cat ) +spawn_squads = simulation_dog, simulation_mix_dogs, simulation_pseudodog, simulation_cat, simulation_cat_3_5 spawn_num = {+yan_kill_brain_done} 1, 0 +;[on_changing_level] + +;[smart_control] + ;[exclusive] \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/dead_city/smarts/zombie_smart_ds_mlr_2.ltx b/mods/Redone Collection/gamedata/configs/scripts/dead_city/smarts/zombie_smart_ds_mlr_2.ltx index 07efd4b8..8c3e77d7 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/dead_city/smarts/zombie_smart_ds_mlr_2.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/dead_city/smarts/zombie_smart_ds_mlr_2.ltx @@ -2,30 +2,32 @@ squad_id = 26 max_population = 2 respawn_params = respawn@zombie_smart_ds_mlr_2 -respawn_idle = 259200 +respawn_only_smart = false +respawn_idle = 172800 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil [respawn@zombie_smart_ds_mlr_2] ;-- Type: faction {zombied} = mhee... -spawn_zombied_squad spawn_zombie spawn_mutants -[spawn_zombied_squad] -spawn_squads = zombied_sim_squad_novice, zombied_sim_squad_mix -spawn_num = {+bar_deactivate_radar_done} 0, 1 - [spawn_zombie] ;-- Weak mutants - Rates of groups: ( 3 zombie ) spawn_squads = simulation_zombie, simulation_zombie_3_6, simulation_mix_zombie -spawn_num = {+bar_deactivate_radar_done} 0, 1 +spawn_num = {+bar_deactivate_radar_done} 0, 2 -[spawn_mutants] ;-- Normal\hard mutants - Rates of groups: ( 2 dogs + 1 cats + 1 flesh ) -spawn_squads = simulation_dog, simulation_mix_dogs, simulation_cat, simulation_flesh +[spawn_mutants] ;-- Normal mutants - Rates of groups: ( 2 dogs + 1 pseudodog + 2 cat ) +spawn_squads = simulation_dog, simulation_mix_dogs, simulation_pseudodog, simulation_cat, simulation_cat_3_5 spawn_num = {+bar_deactivate_radar_done} 1, 0 +;[on_changing_level] + +;[smart_control] + ;[exclusive] - - - - - diff --git a/mods/Redone Collection/gamedata/configs/scripts/escape/esc_endless_night_spawn_logic_1.ltx b/mods/Redone Collection/gamedata/configs/scripts/escape/esc_endless_night_spawn_logic_1.ltx new file mode 100644 index 00000000..cd0cd58b --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/scripts/escape/esc_endless_night_spawn_logic_1.ltx @@ -0,0 +1,37 @@ +[logic] +active = ph_idle@wait_actor + +[ph_idle@wait_actor] +on_info = {=actor_near_smart(esc_smart_terrain_1_11) =is_dark_night} ph_idle@spawn_night_monster, {=actor_near_smart(esc_smart_terrain_1_11) =is_night} ph_idle@spawn_night_monster +on_info2 = {=actor_near_smart(esc_smart_terrain_4_9) =is_dark_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(esc_smart_terrain_4_9) =is_night} ph_idle@spawn_night_monster_2 +on_info3 = {=actor_near_smart(esc_smart_terrain_4_11) =is_dark_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(esc_smart_terrain_4_11) =is_night} ph_idle@spawn_night_monster_3 +on_info4 = {=actor_near_smart(esc_smart_terrain_5_12) =is_dark_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(esc_smart_terrain_5_12) =is_night} ph_idle@spawn_night_monster_4 + +[ph_idle@spawn_night_monster] +on_info = {~20} %=create_squad(simulation_pseudodog_night:esc_smart_terrain_1_11)% ph_idle@reset, {~30} %=create_squad(simulation_dog_night:esc_smart_terrain_1_11)% ph_idle@reset, {~40} %=create_squad(simulation_tushkano_night:esc_smart_terrain_1_11)% ph_idle@reset, {~50} %=create_squad(simulation_cat_night:esc_smart_terrain_1_11)% ph_idle@reset, ph_idle@wait_reset + +[ph_idle@reset] +on_game_timer = 86400 | ph_idle@wait_actor + +[ph_idle@spawn_night_monster_2] +on_info = {~20} %=create_squad(simulation_snork_night:esc_smart_terrain_4_9)% ph_idle@reset_2, {~30} %=create_squad(simulation_fracture_night:esc_smart_terrain_4_9)% ph_idle@reset_2, {~40} %=create_squad(simulation_zombie_3_6:esc_smart_terrain_4_9)% ph_idle@reset_2, {~50} %=create_squad(simulation_pseudodog_night:esc_smart_terrain_4_9)% ph_idle@reset_2, ph_idle@wait_reset + +[ph_idle@reset_2] +on_game_timer = 86400 | ph_idle@wait_actor + +[ph_idle@spawn_night_monster_3] +on_info = {~20} %=create_squad(simulation_tushkano_night:esc_smart_terrain_4_11)% ph_idle@reset_3, {~30} %=create_squad(simulation_dog_night:esc_smart_terrain_4_11)% ph_idle@reset_3, {~40} %=create_squad(simulation_boar_night:esc_smart_terrain_4_11)% ph_idle@reset_3, {~50} %=create_squad(simulation_cat_night:esc_smart_terrain_4_11)% ph_idle@reset_3, ph_idle@wait_reset +[ph_idle@reset_3] +on_game_timer = 86400 | ph_idle@wait_actor + +[ph_idle@spawn_night_monster_4] +on_info = {~20} %=create_squad(simulation_cat_night:esc_smart_terrain_5_12)% ph_idle@reset_4, {~30} %=create_squad(simulation_dog_night:esc_smart_terrain_5_12)% ph_idle@reset_4, {~40} %=create_squad(simulation_tushkano_night:esc_smart_terrain_5_12)% ph_idle@reset_4, {~50} %=create_squad(simulation_boar_night:esc_smart_terrain_5_12)% ph_idle@reset_4, ph_idle@wait_reset + +[ph_idle@reset_4] +on_game_timer = 86400 | ph_idle@wait_actor + +[ph_idle@wait_reset] +on_game_timer = 580 | ph_idle@wait_actor + +[collide] +ignore_static \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/escape/esc_endless_night_spawn_logic_2.ltx b/mods/Redone Collection/gamedata/configs/scripts/escape/esc_endless_night_spawn_logic_2.ltx new file mode 100644 index 00000000..259646ab --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/scripts/escape/esc_endless_night_spawn_logic_2.ltx @@ -0,0 +1,38 @@ +[logic] +active = ph_idle@wait_actor + +[ph_idle@wait_actor] +on_info = {=actor_near_smart(esc_smart_terrain_8_9) =is_dark_night} ph_idle@spawn_night_monster, {=actor_near_smart(esc_smart_terrain_8_9) =is_night} ph_idle@spawn_night_monster +on_info2 = {=actor_near_smart(esc_smart_terrain_8_10) =is_dark_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(esc_smart_terrain_8_10) =is_night} ph_idle@spawn_night_monster_2 +on_info3 = {=actor_near_smart(esc_smart_terrain_9_7) =is_dark_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(esc_smart_terrain_9_7) =is_night} ph_idle@spawn_night_monster_3 +on_info4 = {=actor_near_smart(esc_smart_terrain_9_10) =is_dark_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(esc_smart_terrain_9_10) =is_night} ph_idle@spawn_night_monster_4 + +[ph_idle@spawn_night_monster] +on_info = {~20} %=create_squad(simulation_pseudodog_night:esc_smart_terrain_8_9)% ph_idle@reset, {~30} %=create_squad(simulation_dog_night:esc_smart_terrain_8_9)% ph_idle@reset, {~40} %=create_squad(simulation_tushkano_night:esc_smart_terrain_8_9)% ph_idle@reset, {~50} %=create_squad(simulation_cat_night:esc_smart_terrain_8_9)% ph_idle@reset, ph_idle@wait_reset + +[ph_idle@reset] +on_game_timer = 86400 | ph_idle@wait_actor + +[ph_idle@spawn_night_monster_2] +on_info = {~20} %=create_squad(simulation_snork_night:esc_smart_terrain_8_10)% ph_idle@reset_2, {~30} %=create_squad(simulation_fracture_night:esc_smart_terrain_8_10)% ph_idle@reset_2, {~40} %=create_squad(simulation_zombie_3_6:esc_smart_terrain_8_10)% ph_idle@reset_2, {~50} %=create_squad(simulation_pseudodog_night:esc_smart_terrain_8_10)% ph_idle@reset_2, ph_idle@wait_reset + +[ph_idle@reset_2] +on_game_timer = 86400 | ph_idle@wait_actor + +[ph_idle@spawn_night_monster_3] +on_info = {~20} %=create_squad(simulation_tushkano_night:esc_smart_terrain_9_7)% ph_idle@reset_3, {~30} %=create_squad(simulation_dog_night:esc_smart_terrain_9_7)% ph_idle@reset_3, {~40} %=create_squad(simulation_boar_night:esc_smart_terrain_9_7)% ph_idle@reset_3, {~50} %=create_squad(simulation_cat_night:esc_smart_terrain_9_7)% ph_idle@reset_3, ph_idle@wait_reset + +[ph_idle@reset_3] +on_game_timer = 86400 | ph_idle@wait_actor + +[ph_idle@spawn_night_monster_4] +on_info = {~20} %=create_squad(simulation_lurker_blue_night:esc_smart_terrain_9_10)% ph_idle@reset_4, {~30} %=create_squad(simulation_dog_night:esc_smart_terrain_9_10)% ph_idle@reset_4, {~40} %=create_squad(simulation_tushkano_night:esc_smart_terrain_9_10)% ph_idle@reset_4, {~50} %=create_squad(simulation_boar_night:esc_smart_terrain_9_10)% ph_idle@reset_4, ph_idle@wait_reset + +[ph_idle@reset_4] +on_game_timer = 86400 | ph_idle@wait_actor + +[ph_idle@wait_reset] +on_game_timer = 580 | ph_idle@wait_actor + +[collide] +ignore_static diff --git a/mods/Redone Collection/gamedata/configs/scripts/escape/esc_endless_night_spawn_logic_3.ltx b/mods/Redone Collection/gamedata/configs/scripts/escape/esc_endless_night_spawn_logic_3.ltx new file mode 100644 index 00000000..9491fb63 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/scripts/escape/esc_endless_night_spawn_logic_3.ltx @@ -0,0 +1,38 @@ +[logic] +active = ph_idle@wait_actor + +[ph_idle@wait_actor] +on_info = {=actor_near_smart(esc_smart_terrain_3_7) =is_dark_night} ph_idle@spawn_night_monster, {=actor_near_smart(esc_smart_terrain_3_7) =is_night} ph_idle@spawn_night_monster +on_info2 = {=actor_near_smart(esc_smart_terrain_5_4) =is_dark_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(esc_smart_terrain_5_4) =is_night} ph_idle@spawn_night_monster_2 +on_info3 = {=actor_near_smart(esc_smart_terrain_5_6) =is_dark_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(esc_smart_terrain_5_6) =is_night} ph_idle@spawn_night_monster_3 +on_info4 = {=actor_near_smart(esc_smart_terrain_6_6) =is_dark_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(esc_smart_terrain_6_6) =is_night} ph_idle@spawn_night_monster_4 + +[ph_idle@spawn_night_monster] +on_info = {~20} %=create_squad(simulation_pseudodog_night:esc_smart_terrain_3_7)% ph_idle@reset, {~30} %=create_squad(simulation_dog_night:esc_smart_terrain_3_7)% ph_idle@reset, {~40} %=create_squad(simulation_tushkano_night:esc_smart_terrain_3_7)% ph_idle@reset, {~50} %=create_squad(simulation_cat_night:esc_smart_terrain_3_7)% ph_idle@reset, ph_idle@wait_reset + +[ph_idle@reset] +on_game_timer = 86400 | ph_idle@wait_actor + +[ph_idle@spawn_night_monster_2] +on_info = {~20} %=create_squad(simulation_snork_night:esc_smart_terrain_5_4)% ph_idle@reset_2, {~30} %=create_squad(simulation_fracture_night:esc_smart_terrain_5_4)% ph_idle@reset_2, {~40} %=create_squad(simulation_zombie_3_6:esc_smart_terrain_5_4)% ph_idle@reset_2, {~50} %=create_squad(simulation_pseudodog_night:esc_smart_terrain_5_4)% ph_idle@reset_2, ph_idle@wait_reset + +[ph_idle@reset_2] +on_game_timer = 86400 | ph_idle@wait_actor + +[ph_idle@spawn_night_monster_3] +on_info = {~20} %=create_squad(simulation_tushkano_night:esc_smart_terrain_5_6)% ph_idle@reset_3, {~30} %=create_squad(simulation_dog_night:esc_smart_terrain_5_6)% ph_idle@reset_3, {~40} %=create_squad(simulation_boar_night:esc_smart_terrain_5_6)% ph_idle@reset_3, {~50} %=create_squad(simulation_cat_night:esc_smart_terrain_5_6)% ph_idle@reset_3, ph_idle@wait_reset + +[ph_idle@reset_3] +on_game_timer = 86400 | ph_idle@wait_actor + +[ph_idle@spawn_night_monster_4] +on_info = {~20} %=create_squad(simulation_cat_night:esc_smart_terrain_6_6)% ph_idle@reset_4, {~30} %=create_squad(simulation_dog_night:esc_smart_terrain_6_6)% ph_idle@reset_4, {~40} %=create_squad(simulation_tushkano_night:esc_smart_terrain_6_6)% ph_idle@reset_4, {~50} %=create_squad(simulation_boar_night:esc_smart_terrain_6_6)% ph_idle@reset_4, ph_idle@wait_reset + +[ph_idle@reset_4] +on_game_timer = 86400 | ph_idle@wait_actor + +[ph_idle@wait_reset] +on_game_timer = 580 | ph_idle@wait_actor + +[collide] +ignore_static diff --git a/mods/Redone Collection/gamedata/configs/scripts/escape/esc_smart_terrain_3_7_squad_logic.ltx b/mods/Redone Collection/gamedata/configs/scripts/escape/esc_smart_terrain_3_7_squad_logic.ltx new file mode 100644 index 00000000..442c9211 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/scripts/escape/esc_smart_terrain_3_7_squad_logic.ltx @@ -0,0 +1,105 @@ +[logic@esc_smart_terrain_3_7_monster_work_1] +active = beh@esc_smart_terrain_3_7_monster_work_1 +suitable = {=target_squad_name()} true +prior = 200 + +[logic@esc_smart_terrain_3_7_monster_work_2] +active = beh@esc_smart_terrain_3_7_monster_work_2 +suitable = {=target_squad_name()} true +prior = 200 + +[logic@esc_smart_terrain_3_7_monster_work_3] +active = beh@esc_smart_terrain_3_7_monster_work_3 +suitable = {=target_squad_name()} true +prior = 200 + +[logic@esc_smart_terrain_3_7_monster_work_4] +active = beh@esc_smart_terrain_3_7_monster_work_4 +suitable = {=target_squad_name()} true +prior = 200 + +[logic@esc_smart_terrain_3_7_bandit_work_1] +active = beh@esc_smart_terrain_3_7_bandit_work_1 +suitable = {!surge_started} true +prior = 200 + +[logic@esc_smart_terrain_3_7_bandit_work_2] +active = beh@esc_smart_terrain_3_7_bandit_work_2 +suitable = {!surge_started} true +prior = 200 + +[logic@esc_smart_terrain_3_7_bandit_work_3] +active = beh@esc_smart_terrain_3_7_bandit_work_3 +suitable = {!surge_started} true +prior = 200 + +[logic@esc_smart_terrain_3_7_renegade_work_1] +active = beh@esc_smart_terrain_3_7_renegade_work_1 +suitable = {!surge_started} true +prior = 200 + +[logic@esc_smart_terrain_3_7_renegade_work_2] +active = beh@esc_smart_terrain_3_7_renegade_work_2 +suitable = {!surge_started} true +prior = 200 + +[logic@esc_smart_terrain_3_7_renegade_work_3] +active = beh@esc_smart_terrain_3_7_renegade_work_3 +suitable = {!surge_started} true +prior = 200 + +[beh@general_monster] +behavior_state = beh_move +target = waypoint + +[beh@general_guard] +behavior_state = beh_move +target = waypoint +walk_dist = 90 +jog_dist = 150 +wait_anim = guard +jog_anim = assault +run_anim = assault +delay_anim = guard +use_camp = true +turn_on_campfire = false + +[beh@esc_smart_terrain_3_7_monster_work_1]:beh@general_monster +pt1 = 88860000,misc | pos: +path_end = loop + +[beh@esc_smart_terrain_3_7_monster_work_2]:beh@general_monster +pt1 = 88860000,misc | pos: +path_end = loop + +[beh@esc_smart_terrain_3_7_monster_work_3]:beh@general_monster +pt1 = 88860000,misc | pos: +path_end = loop + +[beh@esc_smart_terrain_3_7_monster_work_4]:beh@general_monster +pt1 = 88860000,misc | pos: +path_end = loop + +[beh@esc_smart_terrain_3_7_bandit_work_1]:beh@general_guard +pt1 = 88860000,guard | pos: -151.39683532715, -2.9083452224731, 312.47732543945 look: -151.65705871582, -3.0879528522491, 314.79708862305 +path_end = loop + +[beh@esc_smart_terrain_3_7_bandit_work_2]:beh@general_guard +pt1 = 88860000,hide | pos: -158.66584777832, -1.4026627540588, 310.36944580078 look: -159.22314453125, -1.6401720046997, 311.83892822266 +path_end = loop + +[beh@esc_smart_terrain_3_7_bandit_work_3]:beh@general_guard +pt1 = 88860000,guard | pos: -152.68740844727, -2.3553175926208, 303.92379760742 look: -152.31729125977, -2.3126533031464, 302.54901123047 +path_end = loop + +[beh@esc_smart_terrain_3_7_renegade_work_1]:beh@general_guard +pt1 = 88860000,guard | pos: -151.39683532715, -2.9083452224731, 312.47732543945 look: -151.65705871582, -3.0879528522491, 314.79708862305 +path_end = loop + +[beh@esc_smart_terrain_3_7_renegade_work_2]:beh@general_guard +pt1 = 88860000,hide | pos: -158.66584777832, -1.4026627540588, 310.36944580078 look: -159.22314453125, -1.6401720046997, 311.83892822266 +path_end = loop + +[beh@esc_smart_terrain_3_7_renegade_work_3]:beh@general_guard +pt1 = 88860000,guard | pos: -152.68740844727, -2.3553175926208, 303.92379760742 look: -152.31729125977, -2.3126533031464, 302.54901123047 +path_end = loop \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/escape/esc_smart_terrain_5_2_squad_logic.ltx b/mods/Redone Collection/gamedata/configs/scripts/escape/esc_smart_terrain_5_2_squad_logic.ltx new file mode 100644 index 00000000..095e44a2 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/scripts/escape/esc_smart_terrain_5_2_squad_logic.ltx @@ -0,0 +1,170 @@ +[logic@esc_smart_terrain_5_2_squad_1] +active = walker@karat_army_esc_smart_terrain_2_12_squad_1 +suitable = {=target_squad_name(karat_army_esc_smart_terrain_2_12) !surge_started} true +prior = 200 +on_death = death@soldier_1 + +[death@soldier_1] +on_info = {=killed_by_actor =actor_community(actor_stalker)} %=dec_faction_goodwill_to_actor(stalker:25) =send_tip(st_honor_sidorovich_deal:stalker)% + +[walker@karat_army_esc_smart_terrain_2_12_squad_1]:walker@generic +path_walk = guard_1_walk +path_look = guard_1_look + +[logic@esc_smart_terrain_5_2_squad_2] +active = walker@karat_army_esc_smart_terrain_2_12_squad_2 +suitable = {=target_squad_name(karat_army_esc_smart_terrain_2_12) !surge_started} true +prior = 200 +on_death = death@soldier_2 + +[death@soldier_2] +on_info = {=killed_by_actor =actor_community(actor_stalker)} %=dec_faction_goodwill_to_actor(stalker:25) =send_tip(st_honor_sidorovich_deal:stalker)% + +[walker@karat_army_esc_smart_terrain_2_12_squad_2]:walker@generic +path_walk = guard_2_walk +path_look = guard_2_look +meet = meet +danger = danger + +[logic@esc_smart_terrain_5_2_squad_3] +active = walker@karat_army_esc_smart_terrain_2_12_squad_3 +suitable = {=target_squad_name(karat_army_esc_smart_terrain_2_12) !surge_started} true +prior = 200 +on_death = death@soldier_3 + +[death@soldier_3] +on_info = {=killed_by_actor =actor_community(actor_stalker)} %=dec_faction_goodwill_to_actor(stalker:25) =send_tip(st_honor_sidorovich_deal:stalker)% + +[walker@karat_army_esc_smart_terrain_2_12_squad_3]:walker@generic +path_walk = walker_1_walk +path_look = walker_1_look +meet = meet +danger = danger + +[logic@esc_smart_terrain_5_2_squad_4] +active = beh@karat_army_esc_smart_terrain_2_12_squad_4 +suitable = {=target_squad_name(karat_army_esc_smart_terrain_2_12) !surge_started} true +prior = 45 +on_death = death@soldier_4 + +[death@soldier_4] +on_info = {=killed_by_actor =actor_community(actor_stalker)} %=dec_faction_goodwill_to_actor(stalker:25) =send_tip(st_honor_sidorovich_deal:stalker)% + +[logic@esc_smart_terrain_5_2_squad_5] +active = beh@karat_army_esc_smart_terrain_2_12_squad_5 +suitable = {=target_squad_name(karat_army_esc_smart_terrain_2_12) !surge_started} true +prior = 200 +on_death = death@soldier_5 + +[death@soldier_5] +on_info = {=killed_by_actor =actor_community(actor_stalker)} %=dec_faction_goodwill_to_actor(stalker:25) =send_tip(st_honor_sidorovich_deal:stalker)% + +[logic@esc_smart_terrain_5_2_squad_6] +active = beh@karat_army_esc_smart_terrain_2_12_squad_6 +suitable = {=target_squad_name(karat_army_esc_smart_terrain_2_12) !surge_started} true +prior = 200 +on_death = death@soldier_6 + +[death@soldier_6] +on_info = {=killed_by_actor =actor_community(actor_stalker)} %=dec_faction_goodwill_to_actor(stalker:25) =send_tip(st_honor_sidorovich_deal:stalker)% + +[logic@esc_smart_terrain_5_2_squad_7] +active = beh@karat_army_esc_smart_terrain_2_12_squad_7 +suitable = {=target_squad_name(karat_army_esc_smart_terrain_2_12) !surge_started} +prior = 45 +on_death = death@soldier_7 + +[death@soldier_7] +on_info = {=killed_by_actor =actor_community(actor_stalker)} %=dec_faction_goodwill_to_actor(stalker:25) =send_tip(st_honor_sidorovich_deal:stalker)% + +[logic@esc_smart_terrain_5_2_squad_8] +active = beh@karat_army_esc_smart_terrain_2_12_squad_8 +suitable = {=target_squad_name(karat_army_esc_smart_terrain_2_12) !surge_started} +prior = 45 +on_death = death@soldier_8 + +[death@soldier_8] +on_info = {=killed_by_actor =actor_community(actor_stalker)} %=dec_faction_goodwill_to_actor(stalker:25) =send_tip(st_honor_sidorovich_deal:stalker)% + +[logic@esc_smart_terrain_5_2_squad_9] +active = beh@karat_army_esc_smart_terrain_2_12_squad_9 +suitable = {=target_squad_name(karat_army_esc_smart_terrain_2_12) !surge_started} +prior = 45 +on_death = death@soldier_9 + +[death@soldier_9] +on_info = {=killed_by_actor =actor_community(actor_stalker)} %=dec_faction_goodwill_to_actor(stalker:25) =send_tip(st_honor_sidorovich_deal:stalker)% + +[walker@generic] +gather_items_enabled = false +help_wounded_enabled = true +corpse_detection_enabled = true +turn_on_campfire = true +combat_ignore_cond = {=check_enemy_name(sim_default) =fighting_dist_ge(50)} true, false +combat_ignore_keep_when_attacked = false +meet = meet +danger = danger + +[beh@general_guard] +behavior_state = beh_move +target = waypoint +walk_dist = 100 +jog_dist = 220 +walk_anim = patrol +jog_anim = assault +run_anim = assault +delay_anim = guard +combat_ignore_cond = false +combat_ignore_keep_when_attacked = false +turn_on_campfire = true +gather_items_enabled = false +help_wounded_enabled = true +corpse_detection_enabled = true +invulnerable = {!actor_true_enemy} true, false +meet = meet +danger = danger + +[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 = true +trade_enable = false + +[danger] +danger_expiration_time = 30000 +danger_inertion_time_grenade = 90000 +danger_inertion_time_hit = 90000 +danger_inertion_time_sound = 90000 +danger_inertion_time_ricochet = 90000 + +[beh@karat_army_esc_smart_terrain_2_12_squad_4]:beh@general_guard +pt1 = 88860000, fold_arms | pos: 22.135007858276, 16.518793106079, 679.134765625 look: 21.459903717041, 16.518703460693, 679.12866210938 +path_end = loop + +[beh@karat_army_esc_smart_terrain_2_12_squad_5]:beh@general_guard +pt1 = 88860000, guard | pos: 8.0143709182739, 16.572008132935, 686.26989746094 look: 8.4900608062744, 16.48752784729, 685.63330078125 +path_end = loop + +[beh@karat_army_esc_smart_terrain_2_12_squad_6]:beh@general_guard +pt1 = 88860000, guard | pos: 12.111597061157, 15.46762752533, 657.26501464844 look: 12.632202148438, 15.332869529724, 656.07891845703 +path_end = loop + +[beh@karat_army_esc_smart_terrain_2_12_squad_7]:beh@general_guard +pt1 = 88860000, guard | pos: 68.67569732666, 8.3970699310303, 609.76428222656 look: 68.536018371582, 8.2060842514038, 608.64208984375 +path_end = loop + +[beh@karat_army_esc_smart_terrain_2_12_squad_8]:beh@general_guard +pt1 = 88860000, guard | pos: 74.100608825684, 8.9517211914062, 611.13305664062 look: 74.403991699219, 8.7994794845581, 610.07751464844 +path_end = loop + +[beh@karat_army_esc_smart_terrain_2_12_squad_9]:beh@general_guard +pt1 = 88860000, sit_ass | pos: 68.257446289062, 9.0887355804443, 614.18585205078 look: 68.67569732666, 8.3970699310303, 609.76428222656 +path_end = loop diff --git a/mods/Redone Collection/gamedata/configs/scripts/escape/esc_bridge_squad_logic.ltx b/mods/Redone Collection/gamedata/configs/scripts/escape/esc_smart_terrain_6_8_squad_logic.ltx similarity index 51% rename from mods/Redone Collection/gamedata/configs/scripts/escape/esc_bridge_squad_logic.ltx rename to mods/Redone Collection/gamedata/configs/scripts/escape/esc_smart_terrain_6_8_squad_logic.ltx index 9aa869be..4e5773d1 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/escape/esc_bridge_squad_logic.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/escape/esc_smart_terrain_6_8_squad_logic.ltx @@ -1,85 +1,93 @@ -[walker@generic] -gather_items_enabled = false -help_wounded_enabled = true -corpse_detection_enabled = true -turn_on_campfire = true - -[logic@esc_bridge_squad_1] +[logic@esc_smart_terrain_6_8_squad_1] active = walker@most_army_esc_smart_terrain_6_8_squad_1 suitable = {=target_squad_name(most_army_esc_smart_terrain_6_8)} true prior = 200 +on_death = death@soldier_1 + +[death@soldier_1] +on_info = {=killed_by_actor =actor_community(actor_stalker)} %=dec_faction_goodwill_to_actor(stalker:25) =send_tip(st_honor_sidorovich_deal:stalker)% [walker@most_army_esc_smart_terrain_6_8_squad_1]:walker@generic path_walk = guard_1_walk path_look = guard_1_look -on_info = {=surge_started} beh@surge_1 -combat_ignore_cond = {=check_enemy_name(sim_default) =fighting_dist_ge(50)} true, false -combat_ignore_keep_when_attacked = false +on_info = {=surge_started} beh@esc_smart_terrain_6_8_surge_work_1 meet = meet danger = danger -[logic@esc_bridge_squad_2] +[logic@esc_smart_terrain_6_8_squad_2] active = walker@most_army_esc_smart_terrain_6_8_squad_2 suitable = {=target_squad_name(most_army_esc_smart_terrain_6_8)} true prior = 200 +on_death = death@soldier_2 + +[death@soldier_2] +on_info = {=killed_by_actor =actor_community(actor_stalker)} %=dec_faction_goodwill_to_actor(stalker:25) =send_tip(st_honor_sidorovich_deal:stalker)% [walker@most_army_esc_smart_terrain_6_8_squad_2]:walker@generic path_walk = guard_3_walk path_look = guard_3_look -on_info = {=surge_started} beh@surge_2 -combat_ignore_cond = {=check_enemy_name(sim_default) =fighting_dist_ge(50)} true, false -combat_ignore_keep_when_attacked = false +on_info = {=surge_started} beh@esc_smart_terrain_6_8_surge_work_2 meet = meet danger = danger -[logic@esc_bridge_squad_3] +[logic@esc_smart_terrain_6_8_squad_3] active = walker@most_army_esc_smart_terrain_6_8_squad_3 suitable = {=target_squad_name(most_army_esc_smart_terrain_6_8)} true prior = 200 +on_death = death@soldier_3 + +[death@soldier_3] +on_info = {=killed_by_actor =actor_community(actor_stalker)} %=dec_faction_goodwill_to_actor(stalker:25) =send_tip(st_honor_sidorovich_deal:stalker)% [walker@most_army_esc_smart_terrain_6_8_squad_3]:walker@generic path_walk = guard_4_walk path_look = guard_4_look -on_info = {=surge_started} beh@surge_3 -combat_ignore_cond = {=check_enemy_name(sim_default) =fighting_dist_ge(50)} true, false -combat_ignore_keep_when_attacked = false +on_info = {=surge_started} beh@esc_smart_terrain_6_8_surge_work_3 meet = meet danger = danger -[logic@esc_bridge_squad_4] +[logic@esc_smart_terrain_6_8_squad_4] active = walker@most_army_esc_smart_terrain_6_8_squad_4 suitable = {=target_squad_name(most_army_esc_smart_terrain_6_8)} true prior = 200 +on_death = death@soldier_4 + +[death@soldier_4] +on_info = {=killed_by_actor =actor_community(actor_stalker)} %=dec_faction_goodwill_to_actor(stalker:25) =send_tip(st_honor_sidorovich_deal:stalker)% [walker@most_army_esc_smart_terrain_6_8_squad_4]:walker@generic path_walk = guard_5_walk path_look = guard_5_look -on_info = {=surge_started} beh@surge_4 -combat_ignore_cond = {=check_enemy_name(sim_default) =fighting_dist_ge(50)} true, false -combat_ignore_keep_when_attacked = false +on_info = {=surge_started} beh@esc_smart_terrain_6_8_surge_work_4 meet = meet danger = danger -[logic@esc_bridge_squad_5] +[logic@esc_smart_terrain_6_8_squad_5] active = walker@most_army_esc_smart_terrain_6_8_squad_5 suitable = {=target_squad_name(most_army_esc_smart_terrain_6_8)} true prior = 200 +on_death = death@soldier_5 + +[death@soldier_5] +on_info = {=killed_by_actor =actor_community(actor_stalker)} %=dec_faction_goodwill_to_actor(stalker:25) =send_tip(st_honor_sidorovich_deal:stalker)% [walker@most_army_esc_smart_terrain_6_8_squad_5]:walker@generic path_walk = sniper_1_walk path_look = sniper_1_look sniper = false radius = 50 -on_info = {=surge_started} beh@surge_5 -combat_ignore_cond = {=check_enemy_name(sim_default) =fighting_dist_ge(50)} true, false -combat_ignore_keep_when_attacked = false +on_info = {=surge_started} beh@esc_smart_terrain_6_8_surge_work_5 meet = meet danger = danger -[logic@esc_bridge_squad_6] +[logic@esc_smart_terrain_6_8_squad_6] active = campfire_point@most_army_esc_smart_terrain_6_8_squad_6 suitable = {=target_squad_name(most_army_esc_smart_terrain_6_8)} true prior = 200 +on_death = death@soldier_6 + +[death@soldier_6] +on_info = {=killed_by_actor =actor_community(actor_stalker)} %=dec_faction_goodwill_to_actor(stalker:25) =send_tip(st_honor_sidorovich_deal:stalker)% ;[walker@most_army_esc_smart_terrain_6_8_squad_6]:walker@generic @@ -87,7 +95,15 @@ prior = 200 smart = esc_smart_terrain_6_8 use_camp = true anim = idle, guard -on_info = {=surge_started} beh@surge_6 +on_info = {=surge_started} beh@esc_smart_terrain_6_8_surge_work_6 +meet = meet +danger = danger + +[walker@generic] +gather_items_enabled = false +help_wounded_enabled = true +corpse_detection_enabled = true +turn_on_campfire = true combat_ignore_cond = {=check_enemy_name(sim_default) =fighting_dist_ge(50)} true, false combat_ignore_keep_when_attacked = false meet = meet @@ -114,38 +130,42 @@ allow_break = false meet_on_talking = true trade_enable = false -[beh@general] +[beh@general_surge] behavior_state = beh_move target = waypoint walk_dist = 100 jog_dist = 220 walk_anim = rush jog_anim = rush -run_anim = rush +run_anim = rush +combat_ignore_cond = {=check_enemy_name(sim_default) =fighting_dist_ge(50)} true, false +combat_ignore_keep_when_attacked = false gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false +meet = meet +danger = danger -[beh@surge_1]:beh@general -pt1 = 15000, binocular | pos: -0.82295793294907, 2.4562945365906, 64.287994384766 look: 0.40065768361092, 2.4561319351196, 64.198188781738 +[beh@esc_smart_terrain_6_8_surge_work_1]:beh@general_surge +pt1 = 15000, binocular | pos: -0.82295793294907, 2.4562945365906, 64.287994384766 look: 0.40065768361092, 2.4561319351196, 64.198188781738 on_info = {=surge_complete} walker@most_army_esc_smart_terrain_6_8_squad_1 -[beh@surge_2]:beh@general -pt1 = 15000, idle | pos: -4.0547852516174, 2.4539427757263, 60.8310546875 look: -2.8573482036591, 2.4570174217224, 61.621185302734 +[beh@esc_smart_terrain_6_8_surge_work_2]:beh@general_surge +pt1 = 15000, idle | pos: -4.0547852516174, 2.4539427757263, 60.8310546875 look: -2.8573482036591, 2.4570174217224, 61.621185302734 on_info = {=surge_complete} walker@most_army_esc_smart_terrain_6_8_squad_2 -[beh@surge_3]:beh@general -pt1 = 15000, idle| pos: -12.217488288879, 2.4681160449982, 59.66955947876 look: -11.521687507629, 2.4658484458923, 60.82836151123 +[beh@esc_smart_terrain_6_8_surge_work_3]:beh@general_surge +pt1 = 15000, idle | pos: -12.217488288879, 2.4681160449982, 59.66955947876 look: -11.521687507629, 2.4658484458923, 60.82836151123 on_info = {=surge_complete} walker@most_army_esc_smart_terrain_6_8_squad_3 -[beh@surge_4]:beh@general -pt1 = 15000, caution | pos: -13.456106185913, 2.4518508911133, 67.510528564453 look: -11.678283691406, 2.4584500789642, 68.847145080566 +[beh@esc_smart_terrain_6_8_surge_work_4]:beh@general_surge +pt1 = 15000, caution | pos: -13.456106185913, 2.4518508911133, 67.510528564453 look: -11.678283691406, 2.4584500789642, 68.847145080566 on_info = {=surge_complete} walker@most_army_esc_smart_terrain_6_8_squad_4 -[beh@surge_5]:beh@general -pt1 = 15000, smoking_stand | pos: -25.056449890137, 2.4664018154144, 76.92618560791 look: -23.717769622803, 2.4734718799591, 77.984725952148 +[beh@esc_smart_terrain_6_8_surge_work_5]:beh@general_surge +pt1 = 15000, smoking_stand | pos: -25.056449890137, 2.4664018154144, 76.92618560791 look: -23.717769622803, 2.4734718799591, 77.984725952148 on_info = {=surge_complete} walker@most_army_esc_smart_terrain_6_8_squad_5 -[beh@surge_6]:beh@general -pt1 = 15000, barricade | pos: -21.361507415771, 2.4643862247467, 89.158432006836 look: -19.97703742981, 2.4589288234711, 91.102867126465 +[beh@esc_smart_terrain_6_8_surge_work_6]:beh@general_surge +pt1 = 15000, barricade | pos: -21.361507415771, 2.4643862247467, 89.158432006836 look: -19.97703742981, 2.4589288234711, 91.102867126465 on_info = {=surge_complete} campfire_point@most_army_esc_smart_terrain_6_8_squad_6 \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/escape/mod_esc_crow_spawner_redone.ltx b/mods/Redone Collection/gamedata/configs/scripts/escape/mod_esc_crow_spawner_redone.ltx index 4dc897ac..37a550a9 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/escape/mod_esc_crow_spawner_redone.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/escape/mod_esc_crow_spawner_redone.ltx @@ -1,3 +1,19 @@ +![logic] +!active = sr_crow_spawner +active = sr_idle@check_story + +[sr_idle@check_story] +on_info = {-story_mode_disabled} sr_idle@check_actor, {+story_mode_disabled -yan_x16_complete_end} sr_idle@check_actor %+yan_kill_brain_done% + +[sr_idle@check_actor] +on_info = {=actor_community(actor_monolith) -yan_x16_complete_end} sr_idle@check_helmet %+yan_kill_brain_done%, {=actor_community(actor_greh) -yan_x16_complete_end} sr_idle@check_helmet %+yan_kill_brain_done%, sr_idle@check_helmet + +[sr_idle@check_helmet] +on_info = {=actor_has_item(good_psy_helmet)} sr_idle@check_spawner %+living_legend_psy_helmet%, {=actor_has_item(bad_psy_helmet)} sr_idle@check_spawner %+living_legend_psy_helmet%, sr_idle@check_spawner + +[sr_idle@check_spawner] +on_info = sr_crow_spawner + ![sr_crow_spawner] max_crows_on_level = 5 -spawn_path = esc_crow_spawn_1, esc_crow_spawn_2, esc_crow_spawn_3, esc_crow_spawn_4, esc_crow_spawn_5 \ No newline at end of file +spawn_path = esc_crow_spawn_1, esc_crow_spawn_2, esc_crow_spawn_3, esc_crow_spawn_4, esc_crow_spawn_5 diff --git a/mods/Redone Collection/gamedata/configs/scripts/escape/mod_esc_smart_terrain_2_12_smart_logic_redone.ltx b/mods/Redone Collection/gamedata/configs/scripts/escape/mod_esc_smart_terrain_2_12_smart_logic_redone.ltx new file mode 100644 index 00000000..31b4da9f --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/scripts/escape/mod_esc_smart_terrain_2_12_smart_logic_redone.ltx @@ -0,0 +1,26 @@ +![logic@esc_smart_terrain_2_12_camp_work_19] +active = beh@esc_smart_terrain_2_12_camp_work_19 +suitable = {!surge_started} true +prior = 45 + +[beh@general_work] +behavior_state = beh_move +target = waypoint +walk_dist = 100 +jog_dist = 220 +walk_anim = patrol +jog_anim = assault +run_anim = assault +delay_anim = guard +combat_ignore_cond = false +combat_ignore_keep_when_attacked = false +turn_on_campfire = true +gather_items_enabled = false +help_wounded_enabled = true +corpse_detection_enabled = true +invulnerable = {!actor_true_enemy} true, false + +[beh@esc_smart_terrain_2_12_camp_work_19]:beh@general_work +pt1 = 88860000, sit_ass | pos: -233.78042602539, -20.038074493408, -156.4732208252 look: -235.31875610352, -19.739292144775, -156.46011352539 +path_end = loop + diff --git a/mods/Redone Collection/gamedata/configs/scripts/escape/mod_esc_smart_terrain_3_16_smart_logic_redone.ltx b/mods/Redone Collection/gamedata/configs/scripts/escape/mod_esc_smart_terrain_3_16_smart_logic_redone.ltx new file mode 100644 index 00000000..a3e24615 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/scripts/escape/mod_esc_smart_terrain_3_16_smart_logic_redone.ltx @@ -0,0 +1,135 @@ +![logic@esc_smart_terrain_3_16_camp_work_1] +on_death = death@soldier_1 + +[death@soldier_1] +on_info = {=killed_by_actor =actor_community(actor_stalker)} %=dec_faction_goodwill_to_actor(stalker:25) =send_tip(st_honor_sidorovich_deal:stalker)% + +![logic@esc_smart_terrain_3_16_camp_work_2] +on_death = death@soldier_2 + +[death@soldier_2] +on_info = {=killed_by_actor =actor_community(actor_stalker)} %=dec_faction_goodwill_to_actor(stalker:25) =send_tip(st_honor_sidorovich_deal:stalker)% + +![logic@esc_smart_terrain_3_16_camp_work_3] +on_death = death@soldier_3 + +[death@soldier_3] +on_info = {=killed_by_actor =actor_community(actor_stalker)} %=dec_faction_goodwill_to_actor(stalker:25) =send_tip(st_honor_sidorovich_deal:stalker)% + +![logic@esc_smart_terrain_3_16_camp_work_4] +on_death = death@soldier_4 + +[death@soldier_4] +on_info = {=killed_by_actor =actor_community(actor_stalker)} %=dec_faction_goodwill_to_actor(stalker:25) =send_tip(st_honor_sidorovich_deal:stalker)% + +![logic@esc_smart_terrain_3_16_camp_work_5] +on_death = death@soldier_5 + +[death@soldier_5] +on_info = {=killed_by_actor =actor_community(actor_stalker)} %=dec_faction_goodwill_to_actor(stalker:25) =send_tip(st_honor_sidorovich_deal:stalker)% + +[logic@esc_smart_terrain_3_16_camp_work_6] +active = beh@esc_smart_terrain_3_16_camp_work_6 +suitable = {!surge_started} true +prior = 45 +on_death = death@soldier_6 + +[death@soldier_6] +on_info = {=killed_by_actor =actor_community(actor_stalker)} %=dec_faction_goodwill_to_actor(stalker:25) =send_tip(st_honor_sidorovich_deal:stalker)% + +[logic@esc_smart_terrain_3_16_camp_work_7] +active = beh@esc_smart_terrain_3_16_camp_work_7 +suitable = {!surge_started} true +prior = 45 +on_death = death@soldier_7 + +[death@soldier_7] +on_info = {=killed_by_actor =actor_community(actor_stalker)} %=dec_faction_goodwill_to_actor(stalker:25) =send_tip(st_honor_sidorovich_deal:stalker)% + +[logic@esc_smart_terrain_3_16_camp_work_8] +active = beh@esc_smart_terrain_3_16_camp_work_8 +suitable = {!surge_started} true +prior = 45 +on_death = death@soldier_8 + +[death@soldier_8] +on_info = {=killed_by_actor =actor_community(actor_stalker)} %=dec_faction_goodwill_to_actor(stalker:25) =send_tip(st_honor_sidorovich_deal:stalker)% + +[logic@esc_smart_terrain_3_16_camp_work_9] +active = beh@esc_smart_terrain_3_16_camp_work_9 +suitable = {!surge_started} true +prior = 45 +on_death = death@soldier_9 + +[death@soldier_9] +on_info = {=killed_by_actor =actor_community(actor_stalker)} %=dec_faction_goodwill_to_actor(stalker:25) =send_tip(st_honor_sidorovich_deal:stalker)% + +[logic@esc_smart_terrain_3_16_camp_work_10] +active = beh@esc_smart_terrain_3_16_camp_work_10 +suitable = {!surge_started} true +prior = 45 +on_death = death@soldier_10 + +[death@soldier_10] +on_info = {=killed_by_actor =actor_community(actor_stalker)} %=dec_faction_goodwill_to_actor(stalker:25) =send_tip(st_honor_sidorovich_deal:stalker)% + +[beh@general_work] +behavior_state = beh_move +target = waypoint +walk_dist = 100 +jog_dist = 220 +walk_anim = patrol +jog_anim = assault +run_anim = assault +delay_anim = guard +combat_ignore_cond = false +combat_ignore_keep_when_attacked = false +turn_on_campfire = true +gather_items_enabled = false +help_wounded_enabled = true +corpse_detection_enabled = true +invulnerable = {!actor_true_enemy} true, false +meet = meet +danger = danger + +[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 = true +trade_enable = false + +[danger] +danger_expiration_time = 30000 +danger_inertion_time_grenade = 90000 +danger_inertion_time_hit = 90000 +danger_inertion_time_sound = 90000 +danger_inertion_time_ricochet = 90000 + +[beh@esc_smart_terrain_3_16_camp_work_6]:beh@general_work +pt1 = 88860000, sit_ass | pos: -122.15475463867, -30.051349639893, -383.92443847656 look: -120.48983764648, -29.747680664062, -384.61486816406 +path_end = loop + +[beh@esc_smart_terrain_3_16_camp_work_7]:beh@general_work +pt1 = 88860000, sit_ass | pos: -121.94188690186, -30.051347732544, -385.97399902344 look: -120.33186340332, -29.629438400269, -384.27127075195 +path_end = loop + +[beh@esc_smart_terrain_3_16_camp_work_8]:beh@general_work +pt1 = 88860000, sit_ass | pos: -110.72119903564, -30.200836181641, -357.86309814453 look: -112.22673034668, -30.023263931274, -359.36572265625 +path_end = loop + +[beh@esc_smart_terrain_3_16_camp_work_9]:beh@general_work +pt1 = 88860000, sit_ass | pos: -111.23129272461, -30.315315246582, -361.46115112305 look: -112.42178344727, -30.041728973389, -359.55014038086 +path_end = loop + +[beh@esc_smart_terrain_3_16_camp_work_10]:beh@general_work +pt1 = 88860000, idle | pos: -114.02665710449, -30.389665603638, -360.05572509766 look: -112.38818359375, -30.020149230957, -359.41442871094 +path_end = loop + diff --git a/mods/Redone Collection/gamedata/configs/scripts/escape/mod_esc_smart_terrain_5_2_smart_logic_redone.ltx b/mods/Redone Collection/gamedata/configs/scripts/escape/mod_esc_smart_terrain_5_2_smart_logic_redone.ltx new file mode 100644 index 00000000..19e01628 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/scripts/escape/mod_esc_smart_terrain_5_2_smart_logic_redone.ltx @@ -0,0 +1,108 @@ +![logic@esc_smart_terrain_5_2_camp_work_1] +on_death = death@soldier_1 + +[death@soldier_1] +on_info = {=killed_by_actor =actor_community(actor_stalker)} %=dec_faction_goodwill_to_actor(stalker:25) =send_tip(st_honor_sidorovich_deal:stalker)% + +![logic@esc_smart_terrain_5_2_camp_work_2] +on_death = death@soldier_2 + +[death@soldier_2] +on_info = {=killed_by_actor =actor_community(actor_stalker)} %=dec_faction_goodwill_to_actor(stalker:25) =send_tip(st_honor_sidorovich_deal:stalker)% + +![logic@esc_smart_terrain_5_2_camp_work_3] +on_death = death@soldier_3 + +[death@soldier_3] +on_info = {=killed_by_actor =actor_community(actor_stalker)} %=dec_faction_goodwill_to_actor(stalker:25) =send_tip(st_honor_sidorovich_deal:stalker)% + +![logic@esc_smart_terrain_5_2_camp_work_4] +on_death = death@soldier_4 + +[death@soldier_4] +on_info = {=killed_by_actor =actor_community(actor_stalker)} %=dec_faction_goodwill_to_actor(stalker:25) =send_tip(st_honor_sidorovich_deal:stalker)% + +![logic@esc_smart_terrain_5_2_camp_work_5] +on_death = death@soldier_5 + +[death@soldier_5] +on_info = {=killed_by_actor =actor_community(actor_stalker)} %=dec_faction_goodwill_to_actor(stalker:25) =send_tip(st_honor_sidorovich_deal:stalker)% + +[logic@esc_smart_terrain_5_2_camp_work_6] +active = beh@esc_smart_terrain_5_2_camp_work_6 +suitable = {!surge_started} true +prior = 45 +on_death = death@soldier_6 + +[death@soldier_6] +on_info = {=killed_by_actor =actor_community(actor_stalker)} %=dec_faction_goodwill_to_actor(stalker:25) =send_tip(st_honor_sidorovich_deal:stalker)% + +[logic@esc_smart_terrain_5_2_camp_work_7] +active = beh@esc_smart_terrain_5_2_camp_work_7 +suitable = {!surge_started} true +prior = 45 +on_death = death@soldier_7 + +[death@soldier_7] +on_info = {=killed_by_actor =actor_community(actor_stalker)} %=dec_faction_goodwill_to_actor(stalker:25) =send_tip(st_honor_sidorovich_deal:stalker)% + +[logic@esc_smart_terrain_5_2_camp_work_8] +active = beh@esc_smart_terrain_5_2_camp_work_8 +suitable = {!surge_started} true +prior = 45 +on_death = death@soldier_8 + +[death@soldier_8] +on_info = {=killed_by_actor =actor_community(actor_stalker)} %=dec_faction_goodwill_to_actor(stalker:25) =send_tip(st_honor_sidorovich_deal:stalker)% + +[beh@general_work] +behavior_state = beh_move +target = waypoint +walk_dist = 100 +jog_dist = 220 +walk_anim = patrol +jog_anim = assault +run_anim = assault +delay_anim = guard +combat_ignore_cond = false +combat_ignore_keep_when_attacked = false +turn_on_campfire = true +gather_items_enabled = false +help_wounded_enabled = true +corpse_detection_enabled = true +invulnerable = {!actor_true_enemy} true, false +meet = meet +danger = danger + +[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 = true +trade_enable = false + +[danger] +danger_expiration_time = 30000 +danger_inertion_time_grenade = 90000 +danger_inertion_time_hit = 90000 +danger_inertion_time_sound = 90000 +danger_inertion_time_ricochet = 90000 + +[beh@esc_smart_terrain_5_2_camp_work_6]:beh@general_work +pt1 = 88860000, sit_ass | pos: 31.437065124512, 16.653995513916, 678.78564453125 look: 30.823877334595, 16.531633377075, 677.45849609375 +path_end = loop + +[beh@esc_smart_terrain_5_2_camp_work_7]:beh@general_work +pt1 = 88860000, sit_ass | pos: 32.804035186768, 16.517543792725, 677.14935302734 look: 30.935361862183, 16.531770706177, 677.63562011719 +path_end = loop + +[beh@esc_smart_terrain_5_2_camp_work_8]:beh@general_work +pt1 = 88860000, sit_ass | pos: 31.633562088013, 16.601379394531, 674.22808837891 look: 31.474407196045, 16.516576766968, 675.52124023438 +path_end = loop \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/escape/mod_esc_smart_terrain_7_11_smart_logic_redone.ltx b/mods/Redone Collection/gamedata/configs/scripts/escape/mod_esc_smart_terrain_7_11_smart_logic_redone.ltx new file mode 100644 index 00000000..9e54822e --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/scripts/escape/mod_esc_smart_terrain_7_11_smart_logic_redone.ltx @@ -0,0 +1,43 @@ +[logic@esc_smart_terrain_7_11_camp_work_6] +active = beh@esc_smart_terrain_7_11_camp_work_6 +suitable = {!surge_started} true +prior = 45 + +[logic@esc_smart_terrain_7_11_camp_work_7] +active = beh@esc_smart_terrain_7_11_camp_work_7 +suitable = {!surge_started} true +prior = 45 + +[logic@esc_smart_terrain_7_11_camp_work_8] +active = beh@esc_smart_terrain_7_11_camp_work_8 +suitable = {!surge_started} true +prior = 45 + +[beh@general_work] +behavior_state = beh_move +target = waypoint +walk_dist = 100 +jog_dist = 220 +walk_anim = patrol +jog_anim = assault +run_anim = assault +delay_anim = guard +combat_ignore_cond = false +combat_ignore_keep_when_attacked = false +turn_on_campfire = true +gather_items_enabled = false +help_wounded_enabled = true +corpse_detection_enabled = true +invulnerable = {!actor_true_enemy} true, false + +[beh@esc_smart_terrain_7_11_camp_work_6]:beh@general_work +pt1 = 88860000, sit_ass | pos: 130.14399719238, -7.6034712791443, 9.9611558914185 look: 128.20147705078, -7.5916266441345, 8.6504049301147 +path_end = loop + +[beh@esc_smart_terrain_7_11_camp_work_7]:beh@general_work +pt1 = 88860000, sit_ass | pos: 127.1028213501, -7.6059575080872, 10.397469520569 look: 128.30569458008, -7.5973587036133, 8.5573883056641 +path_end = loop + +[beh@esc_smart_terrain_7_11_camp_work_8]:beh@general_work +pt1 = 88860000, sit_ass | pos: 106.3256072998, -2.8580090999603, -0.36990475654602 look: 108.34425354004, -2.8497829437256, -0.24990943074226 +path_end = loop diff --git a/mods/Redone Collection/gamedata/configs/scripts/escape/smart/esc_smart_terrain_1_11.ltx b/mods/Redone Collection/gamedata/configs/scripts/escape/smart/esc_smart_terrain_1_11.ltx index 445407ed..76f7416a 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/escape/smart/esc_smart_terrain_1_11.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/escape/smart/esc_smart_terrain_1_11.ltx @@ -2,9 +2,21 @@ squad_id = 1 max_population = 1 ;respawn_params = respawn@esc_smart_terrain_1_11 +;respawn_only_smart = false ;respawn_idle = 86400 +;respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil ;[respawn@esc_smart_terrain_1_11] ;-- Type: +;[on_changing_level] + +;[smart_control] + ;[exclusive] \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/escape/smart/esc_smart_terrain_2_12.ltx b/mods/Redone Collection/gamedata/configs/scripts/escape/smart/esc_smart_terrain_2_12.ltx index b88650b6..81e31e78 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/escape/smart/esc_smart_terrain_2_12.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/escape/smart/esc_smart_terrain_2_12.ltx @@ -2,14 +2,23 @@ squad_id = 2 max_population = 2 respawn_params = respawn@esc_smart_terrain_2_12 -respawn_idle = 172800 +respawn_only_smart = false +respawn_idle = 43200 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil [respawn@esc_smart_terrain_2_12] ;-- Type: faction {stalker} = rookie villige spawn_stalker@novice spawn_stalker_special + [spawn_stalker@novice] -spawn_squads = stalker_sim_squad_novice, stalker_sim_squad_advanced +spawn_squads = stalker_sim_squad_novice, stalker_sim_squad_novice, stalker_sim_squad_advanced spawn_num = 1 [spawn_stalker_special] @@ -17,20 +26,28 @@ spawn_squads = escape_novice_visiters_village spawn_num = {!squad_name_exist(escape_novice_visiters_village)} 1, 0 +;[on_changing_level] + +;[smart_control] + [exclusive] devushka = escape\devushka.ltx + esc_2_12_stalker_fanat = escape\esc_2_12_stalker_fanat.ltx esc_2_12_stalker_wolf = escape\esc_2_12_stalker_wolf.ltx ;esc_2_12_stalker_nimble = escape\esc_2_12_stalker_nimble.ltx + +guard_1 = escape\esc_smart_terrain_2_12_smart_logic.ltx +;guard_2 = escape\esc_smart_terrain_2_12_smart_logic.ltx +guard_3 = escape\esc_smart_terrain_2_12_smart_logic.ltx +guard_4 = escape\esc_smart_terrain_2_12_smart_logic.ltx + walker_1 = escape\esc_smart_terrain_2_12_smart_logic.ltx walker_2 = escape\esc_smart_terrain_2_12_smart_logic.ltx walker_3 = escape\esc_smart_terrain_2_12_smart_logic.ltx walker_4 = escape\esc_smart_terrain_2_12_smart_logic.ltx walker_5 = escape\esc_smart_terrain_2_12_smart_logic.ltx -guard_1 = escape\esc_smart_terrain_2_12_smart_logic.ltx -;guard_2 = escape\esc_smart_terrain_2_12_smart_logic.ltx -guard_3 = escape\esc_smart_terrain_2_12_smart_logic.ltx -guard_4 = escape\esc_smart_terrain_2_12_smart_logic.ltx + esc_smart_terrain_2_12_camp_work_1 = escape\esc_smart_terrain_2_12_smart_logic.ltx esc_smart_terrain_2_12_camp_work_2 = escape\esc_smart_terrain_2_12_smart_logic.ltx esc_smart_terrain_2_12_camp_work_3 = escape\esc_smart_terrain_2_12_smart_logic.ltx @@ -40,6 +57,7 @@ esc_smart_terrain_2_12_camp_work_6 = escape\esc_smart_terrain_2_12_smart_logic.l esc_smart_terrain_2_12_camp_work_7 = escape\esc_smart_terrain_2_12_smart_logic.ltx esc_smart_terrain_2_12_camp_work_8 = escape\esc_smart_terrain_2_12_smart_logic.ltx esc_smart_terrain_2_12_camp_work_9 = escape\esc_smart_terrain_2_12_smart_logic.ltx +esc_smart_terrain_2_12_camp_work_19 = escape\esc_smart_terrain_2_12_smart_logic.ltx esc_smart_terrain_2_12_surge_work_1 = escape\esc_smart_terrain_2_12_smart_logic.ltx esc_smart_terrain_2_12_surge_work_2 = escape\esc_smart_terrain_2_12_smart_logic.ltx esc_smart_terrain_2_12_surge_work_3 = escape\esc_smart_terrain_2_12_smart_logic.ltx @@ -50,4 +68,4 @@ esc_smart_terrain_2_12_surge_work_7 = escape\esc_smart_terrain_2_12_smart_logic. esc_smart_terrain_2_12_surge_work_8 = escape\esc_smart_terrain_2_12_smart_logic.ltx esc_smart_terrain_2_12_surge_work_9 = escape\esc_smart_terrain_2_12_smart_logic.ltx esc_smart_terrain_2_12_surge_work_10 = escape\esc_smart_terrain_2_12_smart_logic.ltx -esc_smart_terrain_2_12_surge_work_11 = escape\esc_smart_terrain_2_12_smart_logic.ltx \ No newline at end of file +esc_smart_terrain_2_12_surge_work_11 = escape\esc_smart_terrain_2_12_smart_logic.ltx diff --git a/mods/Redone Collection/gamedata/configs/scripts/escape/smart/esc_smart_terrain_2_14.ltx b/mods/Redone Collection/gamedata/configs/scripts/escape/smart/esc_smart_terrain_2_14.ltx index ac63389e..d6d88693 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/escape/smart/esc_smart_terrain_2_14.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/escape/smart/esc_smart_terrain_2_14.ltx @@ -1,10 +1,18 @@ [smart_terrain] squad_id = 3 -max_population = 0 +max_population = 1 respawn_params = respawn@esc_smart_terrain_2_14 -respawn_idle = 86400 +respawn_only_smart = true +respawn_idle = 259200 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil -[respawn@esc_smart_terrain_2_14] ;-- Type: Rat_squad! +[respawn@esc_smart_terrain_2_14] ;-- Type: spawn_rat_special @@ -13,4 +21,8 @@ spawn_squads = esc_smart_terrain_2_14_rat_mlr_squad spawn_num = {!squad_name_exist(esc_smart_terrain_2_14_rat_mlr_squad)} 1, 0 +;[on_changing_level] + +;[smart_control] + ;[exclusive] \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/escape/smart/esc_smart_terrain_3_16.ltx b/mods/Redone Collection/gamedata/configs/scripts/escape/smart/esc_smart_terrain_3_16.ltx index a77a41cc..e35b0a62 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/escape/smart/esc_smart_terrain_3_16.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/escape/smart/esc_smart_terrain_3_16.ltx @@ -2,7 +2,15 @@ squad_id = 4 max_population = 2 respawn_params = respawn@esc_smart_terrain_3_16 -respawn_idle = 86400 +respawn_only_smart = true +respawn_idle = 172800 +respawn_radius = 1000 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil [respawn@esc_smart_terrain_3_16] spawn_army_special @@ -10,7 +18,6 @@ spawn_army_special_2 spawn_army_special_3 - [spawn_army_special] spawn_squads = esc_smart_terrain_3_16_military_mlr_squad spawn_num = {!squad_name_exist(esc_smart_terrain_3_16_military_mlr_squad)} 1, 0 @@ -24,17 +31,23 @@ spawn_squads = kpp_army_mlr_esc_smart_terrain_3_16 spawn_num = {!squad_name_exist(kpp_army_mlr_esc_smart_terrain_3_16)} 1, 0 +;[on_changing_level] + +;[smart_control] + [exclusive] army_south_mechan_mlr = escape\esc_3_16_military_mechan_logic.ltx esc_3_16_military_trader = escape\esc_3_16_military_trader_logic.ltx + esc_smart_terrain_3_16_minigunner_excl = escape\esc_smart_terrain_3_16_smart_logic.ltx -esc_smart_terrain_3_16_guard_1_walk = escape\esc_smart_terrain_3_16_smart_logic.ltx -esc_smart_terrain_3_16_guard_2_walk = escape\esc_smart_terrain_3_16_smart_logic.ltx -esc_smart_terrain_3_16_guard_3_walk = escape\esc_smart_terrain_3_16_smart_logic.ltx -esc_smart_terrain_3_16_guard_4_walk = escape\esc_smart_terrain_3_16_smart_logic.ltx -esc_smart_terrain_3_16_guard_5_walk = escape\esc_smart_terrain_3_16_smart_logic.ltx + esc_smart_terrain_3_16_camp_work_1 = escape\esc_smart_terrain_3_16_smart_logic.ltx esc_smart_terrain_3_16_camp_work_2 = escape\esc_smart_terrain_3_16_smart_logic.ltx esc_smart_terrain_3_16_camp_work_3 = escape\esc_smart_terrain_3_16_smart_logic.ltx esc_smart_terrain_3_16_camp_work_4 = escape\esc_smart_terrain_3_16_smart_logic.ltx -esc_smart_terrain_3_16_camp_work_5 = escape\esc_smart_terrain_3_16_smart_logic.ltx \ No newline at end of file +esc_smart_terrain_3_16_camp_work_5 = escape\esc_smart_terrain_3_16_smart_logic.ltx +esc_smart_terrain_3_16_camp_work_6 = escape\esc_smart_terrain_3_16_smart_logic.ltx +esc_smart_terrain_3_16_camp_work_7 = escape\esc_smart_terrain_3_16_smart_logic.ltx +esc_smart_terrain_3_16_camp_work_8 = escape\esc_smart_terrain_3_16_smart_logic.ltx +esc_smart_terrain_3_16_camp_work_9 = escape\esc_smart_terrain_3_16_smart_logic.ltx +esc_smart_terrain_3_16_camp_work_10 = escape\esc_smart_terrain_3_16_smart_logic.ltx diff --git a/mods/Redone Collection/gamedata/configs/scripts/escape/smart/esc_smart_terrain_3_7.ltx b/mods/Redone Collection/gamedata/configs/scripts/escape/smart/esc_smart_terrain_3_7.ltx index 4ea7b5d6..6c3618eb 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/escape/smart/esc_smart_terrain_3_7.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/escape/smart/esc_smart_terrain_3_7.ltx @@ -2,15 +2,66 @@ squad_id = 5 max_population = 1 respawn_params = respawn@esc_smart_terrain_3_7 -respawn_idle = 345600 +respawn_only_smart = false +respawn_idle = 172800 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil [respawn@esc_smart_terrain_3_7] ;-- Type: spawn_all_weak +;spawn_mutants_special +;spawn_mutants_special_2 +;spawn_mutants_special_3 +;spawn_bandit_special +;spawn_renegade_special -[spawn_all_weak] ;-- Weak mutants - Rates of groups: ( 2 dogs + 2 fleshes/boars ) +[spawn_all_weak] ;-- Normal mutants - Rates of groups: ( 2 dogs + 2 fleshes/boars ) spawn_squads = simulation_dog, simulation_mix_boar_flesh, simulation_flesh, simulation_boar spawn_num = {~20} 1, 0 +;[spawn_mutants_special] ;-- Normal mutants - Rates of groups: ( 1 fleshes/boars ) +;spawn_squads = esc_monster_smart_terrain_3_7_squad +;spawn_num = {!squad_name_exist(esc_monster_smart_terrain_3_7_squad) !squad_name_exist(esc_monster_smart_terrain_3_7_squad2) !squad_name_exist(esc_monster_smart_terrain_3_7_squad3) ~10} 1, 0 + +;[spawn_mutants_special_2] ;-- Normal mutants - Rates of groups: ( 1 dogs ) +;spawn_squads = esc_monster_smart_terrain_3_7_squad2 +;spawn_num = {!squad_name_exist(esc_monster_smart_terrain_3_7_squad) !squad_name_exist(esc_monster_smart_terrain_3_7_squad2) !squad_name_exist(esc_monster_smart_terrain_3_7_squad3) ~10} 1, 0 + +;[spawn_mutants_special_3] ;-- Normal mutants - Rates of groups: ( 1 cats ) +;spawn_squads = esc_monster_smart_terrain_3_7_squad3 +;spawn_num = {!squad_name_exist(esc_monster_smart_terrain_3_7_squad) !squad_name_exist(esc_monster_smart_terrain_3_7_squad2) !squad_name_exist(esc_monster_smart_terrain_3_7_squad3) ~10} 1, 0 + +;[spawn_bandit_special] +;spawn_squads = esc_bandit_smart_terrain_3_7_squad +;spawn_num = {!squad_name_exist(esc_bandit_smart_terrain_3_7_squad) !squad_name_exist(esc_renegade_smart_terrain_3_7_squad) ~10} 1, 0 + +;[spawn_renegade_special] +;spawn_squads = esc_renegade_smart_terrain_3_7_squad +;spawn_num = {!squad_name_exist(esc_bandit_smart_terrain_3_7_squad) !squad_name_exist(esc_renegade_smart_terrain_3_7_squad) ~10} 1, 0 + + +;[on_changing_level] + +;[smart_control] + +[exclusive] +esc_smart_terrain_3_7_bandit_work_1 = escape\esc_smart_terrain_3_7_squad_logic.ltx +esc_smart_terrain_3_7_bandit_work_2 = escape\esc_smart_terrain_3_7_squad_logic.ltx +esc_smart_terrain_3_7_bandit_work_3 = escape\esc_smart_terrain_3_7_squad_logic.ltx + +;esc_smart_terrain_3_7_renegade_work_1 = escape\esc_smart_terrain_3_7_squad_logic.ltx +;esc_smart_terrain_3_7_renegade_work_2 = escape\esc_smart_terrain_3_7_squad_logic.ltx +;esc_smart_terrain_3_7_renegade_work_3 = escape\esc_smart_terrain_3_7_squad_logic.ltx + +;esc_smart_terrain_3_7_monster_work_1 = escape\esc_smart_terrain_3_7_squad_logic.ltx +;esc_smart_terrain_3_7_monster_work_2 = escape\esc_smart_terrain_3_7_squad_logic.ltx +;esc_smart_terrain_3_7_monster_work_3 = escape\esc_smart_terrain_3_7_squad_logic.ltx +;esc_smart_terrain_3_7_monster_work_4 = escape\esc_smart_terrain_3_7_squad_logic.ltx + -;[exclusive] \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/escape/smart/esc_smart_terrain_4_11.ltx b/mods/Redone Collection/gamedata/configs/scripts/escape/smart/esc_smart_terrain_4_11.ltx index f8918977..4dd289f6 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/escape/smart/esc_smart_terrain_4_11.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/escape/smart/esc_smart_terrain_4_11.ltx @@ -1,12 +1,24 @@ [smart_terrain] ;-- Disabled spawn squad_id = 7 -;max_population = 0 +;max_population = 1 ;respawn_params = respawn@esc_smart_terrain_4_11 -;respawn_idle = 0 +;respawn_only_smart = true +;respawn_idle = 86400 +;respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil ;[respawn@esc_smart_terrain_4_11] ;-- Type: +;[on_changing_level] + +;[smart_control] + [exclusive] faction_base_defense_enemy1 = escape\esc_smart_terrain_4_11_smart_logic.ltx faction_base_defense_enemy2 = escape\esc_smart_terrain_4_11_smart_logic.ltx diff --git a/mods/Redone Collection/gamedata/configs/scripts/escape/smart/esc_smart_terrain_4_13.ltx b/mods/Redone Collection/gamedata/configs/scripts/escape/smart/esc_smart_terrain_4_13.ltx index 14b8ca63..022d3521 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/escape/smart/esc_smart_terrain_4_13.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/escape/smart/esc_smart_terrain_4_13.ltx @@ -1,8 +1,16 @@ [smart_terrain] squad_id = 8 -max_population = 0 +max_population = 1 respawn_params = respawn@esc_smart_terrain_4_13 -respawn_idle = 0 +respawn_only_smart = true +respawn_idle = 345600 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil [respawn@esc_smart_terrain_4_13] ;-- Type: spawn_heli_strong @@ -18,4 +26,8 @@ spawn_helicopter = simulation_helicopter_weak spawn_num = {=down_to_earth_functor !heli_exist_on_level} 1, 0 +;[on_changing_level] + +;[smart_control] + ;[exclusive] diff --git a/mods/Redone Collection/gamedata/configs/scripts/escape/smart/esc_smart_terrain_4_9.ltx b/mods/Redone Collection/gamedata/configs/scripts/escape/smart/esc_smart_terrain_4_9.ltx index 63ac6873..da1e396e 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/escape/smart/esc_smart_terrain_4_9.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/escape/smart/esc_smart_terrain_4_9.ltx @@ -2,7 +2,15 @@ squad_id = 10 max_population = 1 respawn_params = respawn@esc_smart_terrain_4_9 +respawn_only_smart = false respawn_idle = 259200 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil [respawn@esc_smart_terrain_4_9] ;-- Type: spawn_tushkano @@ -13,4 +21,8 @@ spawn_squads = simulation_tushkano spawn_num = {~20} 1, 0 +;[on_changing_level] + +;[smart_control] + ;[exclusive] diff --git a/mods/Redone Collection/gamedata/configs/scripts/escape/smart/esc_smart_terrain_5_12.ltx b/mods/Redone Collection/gamedata/configs/scripts/escape/smart/esc_smart_terrain_5_12.ltx index 1199c4cb..12115b84 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/escape/smart/esc_smart_terrain_5_12.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/escape/smart/esc_smart_terrain_5_12.ltx @@ -1,8 +1,16 @@ [smart_terrain] squad_id = 11 -max_population = 0 +max_population = 1 respawn_params = respawn@esc_smart_terrain_5_12 -respawn_idle = 259200 +respawn_only_smart = true +respawn_idle = 172800 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil [respawn@esc_smart_terrain_5_12] ;-- spawn_all_weak @@ -13,4 +21,8 @@ spawn_squads = simulation_tushkano, simulation_dog, simulation_mix_dogs, simulat spawn_num = {~10} 1, 0 +;[on_changing_level] + +;[smart_control] + ;[exclusive] diff --git a/mods/Redone Collection/gamedata/configs/scripts/escape/smart/esc_smart_terrain_5_2.ltx b/mods/Redone Collection/gamedata/configs/scripts/escape/smart/esc_smart_terrain_5_2.ltx index d835d33f..f346ac90 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/escape/smart/esc_smart_terrain_5_2.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/escape/smart/esc_smart_terrain_5_2.ltx @@ -1,16 +1,25 @@ [smart_terrain] squad_id = 12 -max_population = 2 +max_population = 1 +;min_population = 1 respawn_params = respawn@esc_smart_terrain_5_2 +respawn_only_smart = false respawn_idle = 259200 +respawn_radius = 1000 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil -[respawn@esc_smart_terrain_5_2] ;-- Type: faction {army} = outpost +[respawn@esc_smart_terrain_5_2] ;-- Type: faction {army} = outpost\checkpoint spawn_army_novice spawn_army_special [spawn_army_novice] -spawn_squads = army_sim_squad_novice +spawn_squads = army_sim_squad_novice, army_sim_squad_novice, army_sim_squad_novice spawn_num = 1 [spawn_army_special] @@ -18,9 +27,26 @@ spawn_squads = karat_army_esc_smart_terrain_2_12 spawn_num = {!squad_name_exist(karat_army_esc_smart_terrain_2_12)} 1, 0 -[exclusive] +;[on_changing_level] + +;[smart_control] + +[exclusive]] +esc_smart_terrain_5_2_squad_1 = escape\esc_smart_terrain_5_2_squad_logic.ltx +esc_smart_terrain_5_2_squad_2 = escape\esc_smart_terrain_5_2_squad_logic.ltx +esc_smart_terrain_5_2_squad_3 = escape\esc_smart_terrain_5_2_squad_logic.ltx +esc_smart_terrain_5_2_squad_4 = escape\esc_smart_terrain_5_2_squad_logic.ltx +esc_smart_terrain_5_2_squad_5 = escape\esc_smart_terrain_5_2_squad_logic.ltx +esc_smart_terrain_5_2_squad_6 = escape\esc_smart_terrain_5_2_squad_logic.ltx +esc_smart_terrain_5_2_squad_7 = escape\esc_smart_terrain_5_2_squad_logic.ltx +esc_smart_terrain_5_2_squad_8 = escape\esc_smart_terrain_5_2_squad_logic.ltx +esc_smart_terrain_5_2_squad_9 = escape\esc_smart_terrain_5_2_squad_logic.ltx + esc_smart_terrain_5_2_camp_work_1 = escape\esc_smart_terrain_5_2_smart_logic.ltx esc_smart_terrain_5_2_camp_work_2 = escape\esc_smart_terrain_5_2_smart_logic.ltx esc_smart_terrain_5_2_camp_work_3 = escape\esc_smart_terrain_5_2_smart_logic.ltx esc_smart_terrain_5_2_camp_work_4 = escape\esc_smart_terrain_5_2_smart_logic.ltx -esc_smart_terrain_5_2_camp_work_5 = escape\esc_smart_terrain_5_2_smart_logic.ltx \ No newline at end of file +esc_smart_terrain_5_2_camp_work_5 = escape\esc_smart_terrain_5_2_smart_logic.ltx +esc_smart_terrain_5_2_camp_work_6 = escape\esc_smart_terrain_5_2_smart_logic.ltx +esc_smart_terrain_5_2_camp_work_7 = escape\esc_smart_terrain_5_2_smart_logic.ltx +esc_smart_terrain_5_2_camp_work_8 = escape\esc_smart_terrain_5_2_smart_logic.ltx \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/escape/smart/esc_smart_terrain_5_4.ltx b/mods/Redone Collection/gamedata/configs/scripts/escape/smart/esc_smart_terrain_5_4.ltx index b4672db6..5e50f7f9 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/escape/smart/esc_smart_terrain_5_4.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/escape/smart/esc_smart_terrain_5_4.ltx @@ -2,7 +2,15 @@ squad_id = 13 max_population = 1 respawn_params = respawn@esc_smart_terrain_5_4 -respawn_idle = 259200 +respawn_only_smart = false +respawn_idle = 172800 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil [respawn@esc_smart_terrain_5_4] ;-- Type: c_1_1 + c_1_2 spawn_all_weak_c_1_1 @@ -18,4 +26,8 @@ spawn_squads = simulation_dog_5_7, simulation_mix_dogs, simulation_boar_3_5, sim spawn_num = {=actor_week_in_zone(1)} 1, {!actor_week_in_zone(1)} 0 +;[on_changing_level] + +;[smart_control] + ;[exclusive] \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/escape/smart/esc_smart_terrain_5_6.ltx b/mods/Redone Collection/gamedata/configs/scripts/escape/smart/esc_smart_terrain_5_6.ltx index fa76e5f9..139986a5 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/escape/smart/esc_smart_terrain_5_6.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/escape/smart/esc_smart_terrain_5_6.ltx @@ -2,9 +2,21 @@ squad_id = 14 max_population = 1 ;respawn_params = respawn@esc_smart_terrain_5_6 -;respawn_idle = 0 +;respawn_only_smart = false +;respawn_idle = 86400 +;respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil ;[respawn@esc_smart_terrain_5_6] ;-- Type: +;[on_changing_level] + +;[smart_control] + ;[exclusive] \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/escape/smart/esc_smart_terrain_5_7.ltx b/mods/Redone Collection/gamedata/configs/scripts/escape/smart/esc_smart_terrain_5_7.ltx index b34dc877..ed6aa100 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/escape/smart/esc_smart_terrain_5_7.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/escape/smart/esc_smart_terrain_5_7.ltx @@ -2,32 +2,56 @@ squad_id = 15 max_population = 2 respawn_params = respawn@esc_smart_terrain_5_7 +respawn_only_smart = false respawn_idle = 43200 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil -[respawn@esc_smart_terrain_5_7] ;-- Type: faction {stalker} = trader post + faction {csky} = safezone -spawn_csky@novice +[respawn@esc_smart_terrain_5_7] ;-- Type: faction {stalker\csky} = outpost\safezone +spawn_stalker@novice spawn_stalker@advanced +spawn_csky@novice +spawn_csky@advanced spawn_stalker_special -[spawn_csky@novice] -spawn_squads = csky_sim_squad_novice -spawn_num = {~50} 1, 0 +[spawn_stalker@novice] +spawn_squads = stalker_sim_squad_novice, stalker_sim_squad_novice, stalker_sim_squad_advanced +spawn_num = 2 [spawn_stalker@advanced] -spawn_squads = stalker_sim_squad_novice, stalker_sim_squad_advanced -spawn_num = 4 +spawn_squads = stalker_sim_squad_novice, stalker_sim_squad_novice, stalker_sim_squad_advanced +spawn_num = 2 + +[spawn_csky@novice] +spawn_squads = csky_sim_squad_novice, csky_sim_squad_novice, csky_sim_squad_advanced +spawn_num = {-csky_stalker_leader_dead ~50} 1, 0 + +[spawn_csky@advanced] +spawn_squads = csky_sim_squad_advanced, csky_sim_squad_advanced, csky_sim_squad_novice +spawn_num = {+csky_stalker_leader_dead} 4, 0 [spawn_stalker_special] spawn_squads = escape_main_base_mlr_guards spawn_num = {!squad_name_exist(escape_main_base_mlr_guards)} 1, 0 +;[on_changing_level] + +;[smart_control] + [exclusive] -esc_smart_terrain_5_7_loner_mechanic = escape\esc_smart_terrain_5_7_smart_logic.ltx esc_main_base_trader_mlr = escape\esc_smart_terrain_5_7_smart_logic.ltx -esc_smart_terrain_5_7_beh_trade_job_1 = escape\esc_smart_terrain_5_7_smart_logic.ltx +esc_smart_terrain_5_7_loner_mechanic = escape\esc_smart_terrain_5_7_smart_logic.ltx + esc_smart_terrain_5_7_beh_tech_job_1 = escape\esc_smart_terrain_5_7_smart_logic.ltx +esc_smart_terrain_5_7_beh_trade_job_1 = escape\esc_smart_terrain_5_7_smart_logic.ltx + esc_smart_terrain_5_7_camp_work_1 = escape\esc_smart_terrain_5_7_smart_logic.ltx esc_smart_terrain_5_7_camp_work_2 = escape\esc_smart_terrain_5_7_smart_logic.ltx esc_smart_terrain_5_7_camp_work_3 = escape\esc_smart_terrain_5_7_smart_logic.ltx diff --git a/mods/Redone Collection/gamedata/configs/scripts/escape/smart/esc_smart_terrain_5_9.ltx b/mods/Redone Collection/gamedata/configs/scripts/escape/smart/esc_smart_terrain_5_9.ltx index d1cdbc1a..6477e3f9 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/escape/smart/esc_smart_terrain_5_9.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/escape/smart/esc_smart_terrain_5_9.ltx @@ -2,11 +2,23 @@ squad_id = 16 max_population = 1 ;respawn_params = respawn@esc_smart_terrain_5_9 -;respawn_idle = 0 +;respawn_only_smart = false +;respawn_idle = 86400 +;respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil ;[respawn@esc_smart_terrain_5_9] ;-- Type: +;[on_changing_level] + +;[smart_control] + [exclusive] esc_smart_terrain_5_9_camp_work_1 = escape\esc_smart_terrain_5_9_smart_logic.ltx esc_smart_terrain_5_9_camp_work_2 = escape\esc_smart_terrain_5_9_smart_logic.ltx diff --git a/mods/Redone Collection/gamedata/configs/scripts/escape/smart/esc_smart_terrain_6_6.ltx b/mods/Redone Collection/gamedata/configs/scripts/escape/smart/esc_smart_terrain_6_6.ltx index b0663aeb..13d3e087 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/escape/smart/esc_smart_terrain_6_6.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/escape/smart/esc_smart_terrain_6_6.ltx @@ -1,10 +1,22 @@ [smart_terrain] ;-- Disabled spawn squad_id = 17 -;max_population = 0 +;max_population = 1 ;respawn_params = respawn@esc_smart_terrain_5_12 -;respawn_idle = 0 +;respawn_only_smart = false +;respawn_idle = 86400 +;respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil ;[respawn@esc_smart_terrain_5_12] ;-- Type: +;[on_changing_level] + +;[smart_control] + ;[exclusive] \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/escape/smart/esc_smart_terrain_6_8.ltx b/mods/Redone Collection/gamedata/configs/scripts/escape/smart/esc_smart_terrain_6_8.ltx index e7c4a2f8..0ddbeced 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/escape/smart/esc_smart_terrain_6_8.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/escape/smart/esc_smart_terrain_6_8.ltx @@ -2,7 +2,15 @@ squad_id = 18 max_population = 1 respawn_params = respawn@esc_smart_terrain_6_8 -respawn_idle = 345600 +respawn_only_smart = true +respawn_idle = 259200 +respawn_radius = 1000 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil [respawn@esc_smart_terrain_6_8] ;-- Type: faction {army} = bridge checkpoint spawn_army_special @@ -13,10 +21,14 @@ spawn_squads = most_army_esc_smart_terrain_6_8 spawn_num = {!squad_name_exist(most_army_esc_smart_terrain_6_8)} 1, 0 +;[on_changing_level] + +;[smart_control] + [exclusive] -esc_bridge_squad_1 = escape\esc_bridge_squad_logic.ltx -esc_bridge_squad_2 = escape\esc_bridge_squad_logic.ltx -esc_bridge_squad_3 = escape\esc_bridge_squad_logic.ltx -esc_bridge_squad_4 = escape\esc_bridge_squad_logic.ltx -esc_bridge_squad_5 = escape\esc_bridge_squad_logic.ltx -esc_bridge_squad_6 = escape\esc_bridge_squad_logic.ltx +esc_smart_terrain_6_8_squad_1 = escape\esc_smart_terrain_6_8_squad_logic.ltx +esc_smart_terrain_6_8_squad_2 = escape\esc_smart_terrain_6_8_squad_logic.ltx +esc_smart_terrain_6_8_squad_3 = escape\esc_smart_terrain_6_8_squad_logic.ltx +esc_smart_terrain_6_8_squad_4 = escape\esc_smart_terrain_6_8_squad_logic.ltx +esc_smart_terrain_6_8_squad_5 = escape\esc_smart_terrain_6_8_squad_logic.ltx +esc_smart_terrain_6_8_squad_6 = escape\esc_smart_terrain_6_8_squad_logic.ltx diff --git a/mods/Redone Collection/gamedata/configs/scripts/escape/smart/esc_smart_terrain_7_11.ltx b/mods/Redone Collection/gamedata/configs/scripts/escape/smart/esc_smart_terrain_7_11.ltx index 9b0ba6e9..d1df253a 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/escape/smart/esc_smart_terrain_7_11.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/escape/smart/esc_smart_terrain_7_11.ltx @@ -2,14 +2,29 @@ squad_id = 19 max_population = 2 ;respawn_params = respawn@esc_smart_terrain_7_11 -;respawn_idle = 0 +;respawn_only_smart = false +;respawn_idle = 86400 +;respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil ;[respawn@esc_smart_terrain_7_11] ;-- Type: faction {bandit} = raiding camp +;[on_changing_level] + +;[smart_control] + [exclusive] esc_smart_terrain_7_11_camp_work_1 = escape\esc_smart_terrain_7_11_smart_logic.ltx esc_smart_terrain_7_11_camp_work_2 = escape\esc_smart_terrain_7_11_smart_logic.ltx esc_smart_terrain_7_11_camp_work_3 = escape\esc_smart_terrain_7_11_smart_logic.ltx esc_smart_terrain_7_11_camp_work_4 = escape\esc_smart_terrain_7_11_smart_logic.ltx -esc_smart_terrain_7_11_camp_work_5 = escape\esc_smart_terrain_7_11_smart_logic.ltx \ No newline at end of file +esc_smart_terrain_7_11_camp_work_5 = escape\esc_smart_terrain_7_11_smart_logic.ltx +esc_smart_terrain_7_11_camp_work_6 = escape\esc_smart_terrain_7_11_smart_logic.ltx +esc_smart_terrain_7_11_camp_work_7 = escape\esc_smart_terrain_7_11_smart_logic.ltx +esc_smart_terrain_7_11_camp_work_8 = escape\esc_smart_terrain_7_11_smart_logic.ltx \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/escape/smart/esc_smart_terrain_8_10.ltx b/mods/Redone Collection/gamedata/configs/scripts/escape/smart/esc_smart_terrain_8_10.ltx index 55301014..68a407e3 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/escape/smart/esc_smart_terrain_8_10.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/escape/smart/esc_smart_terrain_8_10.ltx @@ -1,10 +1,34 @@ -[smart_terrain] ;-- Disabled spawn +[smart_terrain] squad_id = 20 -;max_population = 1 -;respawn_params = respawn@esc_smart_terrain_8_10 -;respawn_idle = 0 +max_population = 1 +min_population = 1 +respawn_params = respawn@esc_smart_terrain_8_10 +respawn_only_smart = false ;true +respawn_idle = 172800 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil -;[respawn@esc_smart_terrain_8_10] ;-- Type: +[respawn@esc_smart_terrain_8_10] ;-- Type: c_1_1+ c_1_2 edited +spawn_all_weak_c_1_1 +spawn_all_normal_c_1_2 +[spawn_all_weak_c_1_1] ;-- Weak mutants - Rates of groups: ( 2 tushkano + 2 dogs + 1 flesh ) +spawn_squads = simulation_tushkano, simulation_tushkano, simulation_dog, simulation_mix_dogs, simulation_flesh +spawn_num = {!actor_week_in_zone(1)} 1, {=actor_week_in_zone(1)} 0 + +[spawn_all_normal_c_1_2];-- Normal mutants - Rates of groups: ( 2 dogs + 1 cats + 3 fleshes/boars ) +spawn_squads = simulation_mix_dogs, simulation_mix_dogs, simulation_cat_3_5, simulation_mix_boar_flesh, simulation_flesh, simulation_boar +spawn_num = {=actor_week_in_zone(1)} 1, {!actor_week_in_zone(1)} 0 + + +;[on_changing_level] + +;[smart_control] + ;[exclusive] \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/escape/smart/esc_smart_terrain_8_9.ltx b/mods/Redone Collection/gamedata/configs/scripts/escape/smart/esc_smart_terrain_8_9.ltx index cfa52e23..230942a6 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/escape/smart/esc_smart_terrain_8_9.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/escape/smart/esc_smart_terrain_8_9.ltx @@ -1,16 +1,34 @@ [smart_terrain] squad_id = 21 -max_population = 2 -respawn_params = respawn@esc_smart_terrain_4_11 +max_population = 1 +min_population = 1 +respawn_params = respawn@esc_smart_terrain_8_9 +respawn_only_smart = false respawn_idle = 172800 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil -[respawn@esc_smart_terrain_4_11] ;-- -spawn_all_normal +[respawn@esc_smart_terrain_8_9] ;-- Type: c_1_1+ c_1_2 edited +spawn_all_weak_c_1_1 +spawn_all_normal_c_1_2 -[spawn_all_normal] ;-- Normal mutants - Rates of groups: ( 2 dogs + 1 pseudodog + 3 fleshes/boars ) -spawn_squads = simulation_dog, simulation_mix_dogs, simulation_pseudodog, simulation_mix_boar_flesh, simulation_flesh, simulation_boar -spawn_num = 1 +[spawn_all_weak_c_1_1] ;-- Weak mutants - Rates of groups: ( 2 dogs + 3 fleshes/boars ) +spawn_squads = simulation_dog, simulation_dog_5_7, simulation_mix_boar_flesh, simulation_flesh, simulation_boar +spawn_num = {!actor_week_in_zone(1)} 1, {=actor_week_in_zone(1)} 0 +[spawn_all_normal_c_1_2] ;-- Normal mutants - Rates of groups: ( 2 dogs + 1 pseudodog + 2 fleshes/boars ) +spawn_squads = simulation_dog_5_7, simulation_mix_dogs, simulation_pseudodog, simulation_boar_3_5, simulation_mix_boar_flesh +spawn_num = {=actor_week_in_zone(1)} 1, {!actor_week_in_zone(1)} 0 + + +;[on_changing_level] + +;[smart_control] ;[exclusive] \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/escape/smart/esc_smart_terrain_9_10.ltx b/mods/Redone Collection/gamedata/configs/scripts/escape/smart/esc_smart_terrain_9_10.ltx index 1eee1c5b..691ea5ff 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/escape/smart/esc_smart_terrain_9_10.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/escape/smart/esc_smart_terrain_9_10.ltx @@ -2,15 +2,27 @@ squad_id = 23 max_population = 1 respawn_params = respawn@esc_smart_terrain_9_10 +respawn_only_smart = false respawn_idle = 345600 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil [respawn@esc_smart_terrain_9_10] ;-- Type: spawn_lurker -[spawn_lurker] ;-- Hard mutants - Rates of groups: ( 2 lurker ) -spawn_squads = simulation_lurker, simulation_lurker_blue -spawn_num = {~20} 1, 0 +[spawn_lurker] ;-- Hard mutants - Rates of groups: ( 1 lurker ) +spawn_squads = simulation_lurker_blue +spawn_num = {~10} 1, 0 +;[on_changing_level] + +;[smart_control] + ;[exclusive] \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/escape/smart/esc_smart_terrain_9_7.ltx b/mods/Redone Collection/gamedata/configs/scripts/escape/smart/esc_smart_terrain_9_7.ltx index 22f24d1e..58a3d66a 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/escape/smart/esc_smart_terrain_9_7.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/escape/smart/esc_smart_terrain_9_7.ltx @@ -1,21 +1,34 @@ [smart_terrain] squad_id = 22 -max_population = 2 +max_population = 1 +min_population = 1 respawn_params = respawn@esc_smart_terrain_9_7 -respawn_idle = 172800 +respawn_only_smart = false +respawn_idle = 86400 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil [respawn@esc_smart_terrain_9_7] ;-- Type: c_1_1+ c_1_2 edited spawn_all_weak_c_1_1 spawn_all_normal_c_1_2 -[spawn_all_weak_c_1_1] ;-- Weak mutants - Rates of groups: ( 2 dogs + 2 fleshes/boars ) -spawn_squads = simulation_dog, simulation_mix_boar_flesh, simulation_flesh, simulation_boar +[spawn_all_weak_c_1_1] ;-- Weak mutants - Rates of groups: ( 2 dogs + 3 fleshes/boars ) +spawn_squads = simulation_dog, simulation_dog_5_7, simulation_mix_boar_flesh, simulation_flesh, simulation_boar spawn_num = {!actor_week_in_zone(1)} 1, {=actor_week_in_zone(1)} 0 [spawn_all_normal_c_1_2] ;-- Normal mutants - Rates of groups: ( 2 dogs + 1 pseudodog + 2 fleshes/boars ) -spawn_squads = simulation_mix_dogs, simulation_pseudodog, simulation_boar_3_5, simulation_mix_boar_flesh +spawn_squads = simulation_dog_5_7, simulation_mix_dogs, simulation_pseudodog, simulation_boar_3_5, simulation_mix_boar_flesh spawn_num = {=actor_week_in_zone(1)} 1, {!actor_week_in_zone(1)} 0 +;[on_changing_level] + +;[smart_control] + ;[exclusive] \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/garbage/baraholka_trader_day_logic.ltx b/mods/Redone Collection/gamedata/configs/scripts/garbage/baraholka_trader_day_logic.ltx new file mode 100644 index 00000000..b665efa1 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/scripts/garbage/baraholka_trader_day_logic.ltx @@ -0,0 +1,23 @@ +[logic@trader_day] +suitable = {=check_npc_name(baraholka_trader_night) =is_day} true +prior = 200 +active = sleeper@sleeper_1 +can_select_weapon = true +level_spot = quest_npc +dont_keep_items = true +on_death = death + +[death] +on_info = %+gar_baraholka_yurko_dead% + +[sleeper@sleeper_1] +combat_ignore_cond = {=is_warfare} false, {=actor_true_enemy =check_enemy_name(actor)} false, true +combat_ignore_keep_when_attacked = {=is_warfare} false, true +gather_items_enabled = false +help_wounded_enabled = false +corpse_detection_enabled = false +invulnerable = {=is_warfare} false, {!actor_true_enemy} true, false +path_main = trader_night_sleeper +meet = no_meet +;on_info = {-zat_b7_bandit_boss_sultan_task_3_begin !is_day} walker@base +;on_info2 = {+zat_b7_bandit_boss_sultan_task_3_begin} walker@base diff --git a/mods/Redone Collection/gamedata/configs/scripts/garbage/baraholka_trader_night_logic.ltx b/mods/Redone Collection/gamedata/configs/scripts/garbage/baraholka_trader_night_logic.ltx new file mode 100644 index 00000000..fed32400 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/scripts/garbage/baraholka_trader_night_logic.ltx @@ -0,0 +1,39 @@ +[logic@trader_night] +suitable = {=check_npc_name(baraholka_trader_night) !is_day} true +trade = items\trade\trade_stalker_flea_market_night.ltx +prior = 200 +active = walker@base +can_select_weapon = true +level_spot = trader +dont_keep_items = true +on_death = death + +[death] +on_info = %+gar_baraholka_yurko_dead% + +[walker@base] +path_walk = trader_1_walk +path_look = trader_1_look +;on_info2 = {=surge_started} walker@surge +;on_info = {-zat_b7_bandit_boss_sultan_task_3_begin =is_day} sleeper@sleeper_1 +gather_items_enabled = false +help_wounded_enabled = false +corpse_detection_enabled = false +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 +meet = meet + +[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 \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/garbage/gar_duty_mlr_characters_logic.ltx b/mods/Redone Collection/gamedata/configs/scripts/garbage/gar_duty_mlr_characters_logic.ltx deleted file mode 100644 index c9215cb2..00000000 --- a/mods/Redone Collection/gamedata/configs/scripts/garbage/gar_duty_mlr_characters_logic.ltx +++ /dev/null @@ -1,75 +0,0 @@ -[logic@gar_duty_squad_guard_mlr_1] -active = beh@duty_guard_1 -suitable = {=target_squad_name(stalker_sim_dolg_post)} true -prior = 200 - -[logic@gar_duty_squad_guard_mlr_2] -active = beh@duty_guard_2 -suitable = {=target_squad_name(stalker_sim_dolg_post)} true -prior = 200 - -[logic@gar_duty_squad_guard_mlr_3] -active = beh@duty_guard_3 -suitable = {=target_squad_name(stalker_sim_dolg_post)} true -prior = 200 - -[beh@general] -behavior_state = beh_move -target = waypoint -walk_dist = 100 -jog_dist = 220 -wait_anim = guard -walk_anim = patrol -jog_anim = assault -run_anim = assault -delay_anim = guard -combat_ignore_cond = false -combat_ignore_keep_when_attacked = false -gather_items_enabled = false -help_wounded_enabled = true -corpse_detection_enabled = false -invulnerable = false - -[beh@surge] -behavior_state = beh_move -target = waypoint -walk_dist = 100 -jog_dist = 220 -walk_anim = rush -jog_anim = rush -run_anim = rush -gather_items_enabled = false -help_wounded_enabled = false -corpse_detection_enabled = false -invulnerable = {=is_warfare} false, {!actor_true_enemy} true, false - -[beh@duty_guard_1]:beh@general -pt1 = 88860000, guard | pos: 27.316558837891, 0.39998286962509, 200.11589050293 look: 27.004856109619, 0.40251207351685, 199.12585449219 -path_end = loop -on_info = {=surge_started} beh@surge_1 - -[beh@duty_guard_2]:beh@general -pt1 = 88860000, guard | pos: 24.931638717651, 0.39881062507629, 238.67102050781 look: 23.962772369385, 0.39802825450897, 238.87631225586 -path_end = loop -on_info = {=surge_started} beh@surge_2 - -[beh@duty_guard_3]:beh@general -pt1 = 88860000, guard | pos: 40.633411407471, 0.39532625675201, 231.06298828125 look: 40.576961517334, 0.39919328689575, 230.20568847656 -path_end = loop -on_info = {=surge_started} beh@surge_3 - -[beh@surge_1]:beh@surge -pt1 = 88860000, guard | pos: 44.686729431152, 0.91298007965088, 244.04870605469 look: 44.464752197266, 0.91293454170227, 243.44853210449 -path_end = loop -on_info = {=surge_complete} beh@duty_guard_1 - -[beh@surge_2]:beh@surge -pt1 = 88860000, guard | pos: 44.632553100586, 0.91204476356506, 241.4719543457 look: 43.678031921387, 0.91305804252625, 240.873046875 -path_end = loop -on_info = {=surge_complete} beh@duty_guard_2 - -[beh@surge_3]:beh@surge -pt1 = 88860000, hide | pos: 39.454650878906, 0.91193068027496, 235.47171020508 look: 39.566371917725, 0.91323459148407, 234.66983032227 -path_end = loop -on_info = {=surge_complete} beh@duty_guard_3 - diff --git a/mods/Redone Collection/gamedata/configs/scripts/garbage/gar_endless_night_spawn_logic_1.ltx b/mods/Redone Collection/gamedata/configs/scripts/garbage/gar_endless_night_spawn_logic_1.ltx new file mode 100644 index 00000000..69ce01db --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/scripts/garbage/gar_endless_night_spawn_logic_1.ltx @@ -0,0 +1,37 @@ +[logic] +active = ph_idle@wait_actor + +[ph_idle@wait_actor] +on_info = {=actor_near_smart(gar_smart_terrain_1_5) =is_dark_night} ph_idle@spawn_night_monster, {=actor_near_smart(gar_smart_terrain_1_5) =is_night} ph_idle@spawn_night_monster +on_info2 = {=actor_near_smart(gar_smart_terrain_1_7) =is_dark_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(gar_smart_terrain_1_7) =is_night} ph_idle@spawn_night_monster_2 +on_info3 = {=actor_near_smart(gar_smart_terrain_2_4) =is_dark_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(gar_smart_terrain_2_4) =is_night} ph_idle@spawn_night_monster_3 +on_info4 = {=actor_near_smart(gar_smart_terrain_6_7) =is_dark_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(gar_smart_terrain_6_7) =is_night} ph_idle@spawn_night_monster_4 + +[ph_idle@spawn_night_monster] +on_info = {~20} %=create_squad(simulation_mix_zombie_night:gar_smart_terrain_1_5)% ph_idle@reset, {~30} %=create_squad(simulation_snork_night:gar_smart_terrain_1_5)% ph_idle@reset, {~40} %=create_squad(simulation_tushkano_night:gar_smart_terrain_1_5)% ph_idle@reset, {~50} %=create_squad(simulation_pseudodog_night:gar_smart_terrain_1_5)% ph_idle@reset, ph_idle@wait_reset + +[ph_idle@reset] +on_game_timer = 86400 | ph_idle@wait_actor + +[ph_idle@spawn_night_monster_2] +on_info = {~20} %=create_squad(simulation_snork_night:gar_smart_terrain_1_7)% ph_idle@reset_2, {~30} %=create_squad(simulation_fracture_night:gar_smart_terrain_1_7)% ph_idle@reset_2, {~40} %=create_squad(simulation_zombie_3_6:gar_smart_terrain_1_7)% ph_idle@reset_2, {~50} %=create_squad(simulation_pseudodog_night:gar_smart_terrain_1_7)% ph_idle@reset_2, ph_idle@wait_reset + +[ph_idle@reset_2] +on_game_timer = 86400 | ph_idle@wait_actor + +[ph_idle@spawn_night_monster_3] +on_info = {~20} %=create_squad(simulation_tushkano_night:gar_smart_terrain_2_4)% ph_idle@reset_3, {~30} %=create_squad(simulation_pseudodog_night:gar_smart_terrain_2_4)% ph_idle@reset_3, {~40} %=create_squad(simulation_cat_night:gar_smart_terrain_2_4)% ph_idle@reset_3, {~50} %=create_squad(simulation_dog_night:gar_smart_terrain_2_4)% ph_idle@reset_3, ph_idle@wait_reset +[ph_idle@reset_3] +on_game_timer = 86400 | ph_idle@wait_actor + +[ph_idle@spawn_night_monster_4] +on_info = {~20} %=create_squad(simulation_cat_night:gar_smart_terrain_6_7)% ph_idle@reset_4, {~30} %=create_squad(simulation_dog_night:gar_smart_terrain_6_7)% ph_idle@reset_4, {~40} %=create_squad(simulation_tushkano_night:gar_smart_terrain_6_7)% ph_idle@reset_4, {~50} %=create_squad(simulation_boar_night:gar_smart_terrain_6_7)% ph_idle@reset_4, ph_idle@wait_reset + +[ph_idle@reset_4] +on_game_timer = 86400 | ph_idle@wait_actor + +[ph_idle@wait_reset] +on_game_timer = 580 | ph_idle@wait_actor + +[collide] +ignore_static \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/garbage/gar_endless_night_spawn_logic_2.ltx b/mods/Redone Collection/gamedata/configs/scripts/garbage/gar_endless_night_spawn_logic_2.ltx new file mode 100644 index 00000000..d4ec9885 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/scripts/garbage/gar_endless_night_spawn_logic_2.ltx @@ -0,0 +1,38 @@ +[logic] +active = ph_idle@wait_actor + +[ph_idle@wait_actor] +on_info = {=actor_near_smart(gar_smart_terrain_5_5) =is_dark_night} ph_idle@spawn_night_monster, {=actor_near_smart(gar_smart_terrain_5_5) =is_night} ph_idle@spawn_night_monster +on_info2 = {=actor_near_smart(gar_smart_terrain_5_6) =is_dark_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(gar_smart_terrain_5_6) =is_night} ph_idle@spawn_night_monster_2 +on_info3 = {=actor_near_smart(gar_smart_terrain_6_6) =is_dark_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(gar_smart_terrain_6_6) =is_night} ph_idle@spawn_night_monster_3 +on_info4 = {=actor_near_smart(gar_smart_terrain_7_4) =is_dark_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(gar_smart_terrain_7_4) =is_night} ph_idle@spawn_night_monster_4 + +[ph_idle@spawn_night_monster] +on_info = {~20} %=create_squad(simulation_pseudodog_night:gar_smart_terrain_5_5)% ph_idle@reset, {~30} %=create_squad(simulation_dog_night:gar_smart_terrain_5_5)% ph_idle@reset, {~40} %=create_squad(simulation_tushkano_night:gar_smart_terrain_5_5)% ph_idle@reset, {~50} %=create_squad(simulation_boar_3_5_night:gar_smart_terrain_5_5)% ph_idle@reset, ph_idle@wait_reset + +[ph_idle@reset] +on_game_timer = 86400 | ph_idle@wait_actor + +[ph_idle@spawn_night_monster_2] +on_info = {~20} %=create_squad(simulation_tushkano_night:gar_smart_terrain_5_6)% ph_idle@reset_2, {~30} %=create_squad(simulation_fracture_night:gar_smart_terrain_5_6)% ph_idle@reset_2, {~40} %=create_squad(simulation_zombie_3_6:gar_smart_terrain_5_6)% ph_idle@reset_2, {~50} %=create_squad(simulation_pseudodog_night:gar_smart_terrain_5_6)% ph_idle@reset_2, ph_idle@wait_reset + +[ph_idle@reset_2] +on_game_timer = 86400 | ph_idle@wait_actor + +[ph_idle@spawn_night_monster_3] +on_info = {~20} %=create_squad(simulation_psy_dog_night:gar_smart_terrain_6_6)% ph_idle@reset_3, {~30} %=create_squad(simulation_psysucker_white_night:gar_smart_terrain_6_6)% ph_idle@reset_3, {~40} %=create_squad(simulation_bloodsucker_night:gar_smart_terrain_6_6)% ph_idle@reset_3, {~50} %=create_squad(simulation_karlik_night:gar_smart_terrain_6_6)% ph_idle@reset_3, ph_idle@wait_reset + +[ph_idle@reset_3] +on_game_timer = 86400 | ph_idle@wait_actor + +[ph_idle@spawn_night_monster_4] +on_info = {~20} %=create_squad(simulation_lurker_blue_night:gar_smart_terrain_7_4)% ph_idle@reset_4, {~30} %=create_squad(simulation_dog_night:gar_smart_terrain_7_4)% ph_idle@reset_4, {~40} %=create_squad(simulation_tushkano_night:gar_smart_terrain_7_4)% ph_idle@reset_4, {~50} %=create_squad(simulation_boar_night:gar_smart_terrain_7_4)% ph_idle@reset_4, ph_idle@wait_reset + +[ph_idle@reset_4] +on_game_timer = 86400 | ph_idle@wait_actor + +[ph_idle@wait_reset] +on_game_timer = 580 | ph_idle@wait_actor + +[collide] +ignore_static diff --git a/mods/Redone Collection/gamedata/configs/scripts/garbage/gar_endless_night_spawn_logic_3.ltx b/mods/Redone Collection/gamedata/configs/scripts/garbage/gar_endless_night_spawn_logic_3.ltx new file mode 100644 index 00000000..55a698e0 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/scripts/garbage/gar_endless_night_spawn_logic_3.ltx @@ -0,0 +1,38 @@ +[logic] +active = ph_idle@wait_actor + +[ph_idle@wait_actor] +on_info = {=actor_near_smart(gar_smart_terrain_4_2) =is_dark_night} ph_idle@spawn_night_monster, {=actor_near_smart(gar_smart_terrain_4_2) =is_night} ph_idle@spawn_night_monster +on_info2 = {=actor_near_smart(gar_smart_terrain_6_1) =is_dark_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(gar_smart_terrain_6_1) =is_night} ph_idle@spawn_night_monster_2 +on_info3 = {=actor_near_smart(gar_smart_terrain_8_3) =is_dark_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(gar_smart_terrain_8_3) =is_night} ph_idle@spawn_night_monster_3 +on_info4 = {=actor_near_smart(gar_smart_terrain_8_5) =is_dark_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(gar_smart_terrain_8_5) =is_night} ph_idle@spawn_night_monster_4 + +[ph_idle@spawn_night_monster] +on_info = {~20} %=create_squad(simulation_bloodsucker_night:gar_smart_terrain_4_2)% ph_idle@reset, {~30} %=create_squad(simulation_fracture_night:gar_smart_terrain_4_2)% ph_idle@reset, {~40} %=create_squad(simulation_snork_night:gar_smart_terrain_4_2)% ph_idle@reset, {~50} %=create_squad(simulation_lurker_blue_night:gar_smart_terrain_4_2)% ph_idle@reset, ph_idle@wait_reset + +[ph_idle@reset] +on_game_timer = 86400 | ph_idle@wait_actor + +[ph_idle@spawn_night_monster_2] +on_info = {~20} %=create_squad(simulation_snork_night:gar_smart_terrain_6_1)% ph_idle@reset_2, {~30} %=create_squad(simulation_fracture_night:gar_smart_terrain_6_1)% ph_idle@reset_2, {~40} %=create_squad(simulation_zombie_3_6:gar_smart_terrain_6_1)% ph_idle@reset_2, {~50} %=create_squad(simulation_pseudodog_night:gar_smart_terrain_6_1)% ph_idle@reset_2, ph_idle@wait_reset + +[ph_idle@reset_2] +on_game_timer = 86400 | ph_idle@wait_actor + +[ph_idle@spawn_night_monster_3] +on_info = {~20} %=create_squad(simulation_tushkano_night:gar_smart_terrain_8_3)% ph_idle@reset_3, {~30} %=create_squad(simulation_dog_night:gar_smart_terrain_8_3)% ph_idle@reset_3, {~40} %=create_squad(simulation_boar_night:gar_smart_terrain_8_3)% ph_idle@reset_3, {~50} %=create_squad(simulation_cat_night:gar_smart_terrain_8_3)% ph_idle@reset_3, ph_idle@wait_reset + +[ph_idle@reset_3] +on_game_timer = 86400 | ph_idle@wait_actor + +[ph_idle@spawn_night_monster_4] +on_info = {~20} %=create_squad(simulation_pseudodog_night:gar_smart_terrain_8_5)% ph_idle@reset_4, {~30} %=create_squad(simulation_fracture_night:gar_smart_terrain_8_5)% ph_idle@reset_4, {~40} %=create_squad(simulation_bloodsucker_night:gar_smart_terrain_8_5)% ph_idle@reset_4, {~50} %=create_squad(simulation_lurker_blue_night:gar_smart_terrain_8_5)% ph_idle@reset_4, ph_idle@wait_reset + +[ph_idle@reset_4] +on_game_timer = 86400 | ph_idle@wait_actor + +[ph_idle@wait_reset] +on_game_timer = 580 | ph_idle@wait_actor + +[collide] +ignore_static diff --git a/mods/Redone Collection/gamedata/configs/scripts/garbage/mod_gar_crow_spawner_redone.ltx b/mods/Redone Collection/gamedata/configs/scripts/garbage/mod_gar_crow_spawner_redone.ltx index c17001fc..eacec88f 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/garbage/mod_gar_crow_spawner_redone.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/garbage/mod_gar_crow_spawner_redone.ltx @@ -1,3 +1,19 @@ +![logic] +!active = sr_crow_spawner +active = sr_idle@check_story + +[sr_idle@check_story] +on_info = {-story_mode_disabled} sr_idle@check_actor, {+story_mode_disabled -yan_x16_complete_end} sr_idle@check_actor %+yan_kill_brain_done% + +[sr_idle@check_actor] +on_info = {=actor_community(actor_monolith) -yan_x16_complete_end} sr_idle@check_helmet %+yan_kill_brain_done%, {=actor_community(actor_greh) -yan_x16_complete_end} sr_idle@check_helmet %+yan_kill_brain_done%, sr_idle@check_helmet + +[sr_idle@check_helmet] +on_info = {=actor_has_item(good_psy_helmet)} sr_idle@check_spawner %+living_legend_psy_helmet%, {=actor_has_item(bad_psy_helmet)} sr_idle@check_spawner %+living_legend_psy_helmet%, sr_idle@check_spawner + +[sr_idle@check_spawner] +on_info = sr_crow_spawner + ![sr_crow_spawner] -max_crows_on_level = 7 +max_crows_on_level = 5 spawn_path = gar_crow_spawn_1, gar_crow_spawn_2, gar_crow_spawn_3, gar_crow_spawn_4, gar_crow_spawn_5 \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/garbage/mod_gar_smart_terrain_3_5_smart_logic_redone.ltx b/mods/Redone Collection/gamedata/configs/scripts/garbage/mod_gar_smart_terrain_3_5_smart_logic_redone.ltx new file mode 100644 index 00000000..9c990040 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/scripts/garbage/mod_gar_smart_terrain_3_5_smart_logic_redone.ltx @@ -0,0 +1,33 @@ +[logic@hangar_gar_character_logic] +suitable = {=check_npc_name(sim_default_stalker_3)} true +active = animpoint@sit +prior = 200 +on_death = death + +[death] +on_info = %+gar_hangar_character_dead% + +![animpoint@sit] +cover_name = gar_smart_cover_mlr_tech_angar +reach_movement = walk_noweap +avail_animations = animpoint_sit_normal +use_camp = false +meet = meet@character +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 +reach_distance = 10 +gather_items_enabled = false +help_wounded_enabled = false +corpse_detection_enabled = false + +[meet@character] +close_anim = nil +close_victim = nil +far_anim = nil +far_victim = nil +close_distance = 0 +far_distance = 0 +close_snd_distance = 3 +use = {=actor_enemy} false, true +trade_enable = false diff --git a/mods/Redone Collection/gamedata/configs/scripts/garbage/mod_gar_smart_terrain_5_2_smart_logic_redone.ltx b/mods/Redone Collection/gamedata/configs/scripts/garbage/mod_gar_smart_terrain_5_2_smart_logic_redone.ltx new file mode 100644 index 00000000..92a4ef17 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/scripts/garbage/mod_gar_smart_terrain_5_2_smart_logic_redone.ltx @@ -0,0 +1,75 @@ +[logic@gar_smart_terrain_5_2_guard_work_1] +active = beh@gar_smart_terrain_5_2_guard_work_1 +suitable = {=target_squad_name(stalker_sim_dolg_post)} true +prior = 200 + +[logic@gar_smart_terrain_5_2_guard_work_2] +active = beh@gar_smart_terrain_5_2_guard_work_2 +suitable = {=target_squad_name(stalker_sim_dolg_post)} true +prior = 200 + +[logic@gar_smart_terrain_5_2_guard_work_3] +active = beh@gar_smart_terrain_5_2_guard_work_3 +suitable = {=target_squad_name(stalker_sim_dolg_post)} true +prior = 200 + +[beh@general_guard] +behavior_state = beh_move +target = waypoint +walk_dist = 100 +jog_dist = 220 +wait_anim = guard +walk_anim = patrol +jog_anim = assault +run_anim = assault +delay_anim = guard +combat_ignore_cond = false +combat_ignore_keep_when_attacked = false +gather_items_enabled = false +help_wounded_enabled = true +corpse_detection_enabled = false +invulnerable = false + +[beh@general_surge] +behavior_state = beh_move +target = waypoint +walk_dist = 100 +jog_dist = 220 +walk_anim = rush +jog_anim = rush +run_anim = rush +gather_items_enabled = false +help_wounded_enabled = false +corpse_detection_enabled = false +invulnerable = {=is_warfare} false, {!actor_true_enemy} true, false + +[beh@gar_smart_terrain_5_2_guard_work_1]:beh@general_guard +pt1 = 88860000, guard | pos: 27.316558837891, 0.39998286962509, 200.11589050293 look: 27.004856109619, 0.40251207351685, 199.12585449219 +path_end = loop +on_info = {=surge_started} beh@gar_smart_terrain_5_2_surge_work_1 + +[beh@gar_smart_terrain_5_2_guard_work_2]:beh@general_guard +pt1 = 88860000, guard | pos: 24.931638717651, 0.39881062507629, 238.67102050781 look: 23.962772369385, 0.39802825450897, 238.87631225586 +path_end = loop +on_info = {=surge_started} beh@gar_smart_terrain_5_2_surge_work_2 + +[beh@gar_smart_terrain_5_2_guard_work_3]:beh@general_guard +pt1 = 88860000, guard | pos: 27.532020568848, 0.39941847324371, 238.3621673584 look: 28.915735244751, 0.42033135890961, 236.85572814941 +path_end = loop +on_info = {=surge_started} beh@gar_smart_terrain_5_2_surge_work_3 + +[beh@gar_smart_terrain_5_2_surge_work_1]:beh@general_surge +pt1 = 88860000, guard | pos: 44.686729431152, 0.91298007965088, 244.04870605469 look: 44.464752197266, 0.91293454170227, 243.44853210449 +path_end = loop +on_info = {=surge_complete} beh@gar_smart_terrain_5_2_guard_work_1 + +[beh@gar_smart_terrain_5_2_surge_work_2]:beh@general_surge +pt1 = 88860000, guard | pos: 44.632553100586, 0.91204476356506, 241.4719543457 look: 43.678031921387, 0.91305804252625, 240.873046875 +path_end = loop +on_info = {=surge_complete} beh@gar_smart_terrain_5_2_guard_work_2 + +[beh@gar_smart_terrain_5_2_surge_work_3]:beh@general_surge +pt1 = 88860000, hide | pos: 39.454650878906, 0.91193068027496, 235.47171020508 look: 39.566371917725, 0.91323459148407, 234.66983032227 +path_end = loop +on_info = {=surge_complete} beh@gar_smart_terrain_5_2_guard_work_3 + diff --git a/mods/Redone Collection/gamedata/configs/scripts/garbage/mod_trader_baraholka_logic_redone.ltx b/mods/Redone Collection/gamedata/configs/scripts/garbage/mod_trader_baraholka_logic_redone.ltx new file mode 100644 index 00000000..67ff9279 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/scripts/garbage/mod_trader_baraholka_logic_redone.ltx @@ -0,0 +1,5 @@ +![logic@trader_baraholka] +on_death = death + +[death] +on_info = %+gar_baraholka_syoma_dead% \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/garbage/smart/gar_smart_terrain_1_5.ltx b/mods/Redone Collection/gamedata/configs/scripts/garbage/smart/gar_smart_terrain_1_5.ltx index 07ba2720..81be548a 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/garbage/smart/gar_smart_terrain_1_5.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/garbage/smart/gar_smart_terrain_1_5.ltx @@ -2,9 +2,22 @@ squad_id = 1 max_population = 1 ;respawn_params = respawn@gar_smart_terrain_1_5 -;respawn_idle = 0 +;respawn_only_smart = false +;respawn_idle = 86400 +;respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil ;[respawn@gar_smart_terrain_1_5] ;-- Type: +;[on_changing_level] + +;[smart_control] + ;[exclusive] + diff --git a/mods/Redone Collection/gamedata/configs/scripts/garbage/smart/gar_smart_terrain_1_7.ltx b/mods/Redone Collection/gamedata/configs/scripts/garbage/smart/gar_smart_terrain_1_7.ltx index da6f22ad..d17bdd4b 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/garbage/smart/gar_smart_terrain_1_7.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/garbage/smart/gar_smart_terrain_1_7.ltx @@ -2,7 +2,15 @@ squad_id = 2 max_population = 2 respawn_params = respawn@gar_smart_terrain_1_7 -respawn_idle = 259200 +respawn_only_smart = false +respawn_idle = 86400 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil [respawn@gar_smart_terrain_1_7] ;-- Type: spawn_all_weak @@ -18,4 +26,8 @@ spawn_squads = simulation_zombie, simulation_zombie_3_6, simulation_mix_zombie spawn_num = {+yan_kill_brain_done} 0, 1 -;[exclusive] \ No newline at end of file +;[on_changing_level] + +;[smart_control] + +;[exclusive] diff --git a/mods/Redone Collection/gamedata/configs/scripts/garbage/smart/gar_smart_terrain_2_4.ltx b/mods/Redone Collection/gamedata/configs/scripts/garbage/smart/gar_smart_terrain_2_4.ltx index c06f7dc1..af316ba8 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/garbage/smart/gar_smart_terrain_2_4.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/garbage/smart/gar_smart_terrain_2_4.ltx @@ -2,9 +2,21 @@ squad_id = 3 max_population = 1 ;respawn_params = respawn@gar_smart_terrain_2_4 -;respawn_idle = 0 +;respawn_only_smart = false +;respawn_idle = 86400 +;respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil ;[respawn@gar_smart_terrain_2_4] ;-- Type: +;[on_changing_level] + +;[smart_control] + ;[exclusive] \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/garbage/smart/gar_smart_terrain_3_5.ltx b/mods/Redone Collection/gamedata/configs/scripts/garbage/smart/gar_smart_terrain_3_5.ltx index 5084f720..a4fba1cf 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/garbage/smart/gar_smart_terrain_3_5.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/garbage/smart/gar_smart_terrain_3_5.ltx @@ -1,15 +1,56 @@ [smart_terrain] squad_id = 5 -max_population = 3 +max_population = 2 +;min_population = 1 +respawn_params = respawn@gar_smart_terrain_3_5 +respawn_only_smart = false respawn_idle = 86400 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil -faction_controlled = stalker, bandit -faction_respawn_num = 2 -default_faction = stalker +[respawn@gar_smart_terrain_3_5] ;-- Type: faction {stalker\bandit\army} = trade hangar +spawn_stalker_special +spawn_bandit_special +spawn_bandit_special_2 +spawn_army_special +spawn_army_special_2 +[spawn_stalker_special] +spawn_squads = start_visitirs_hangar_mlr_squad +spawn_num = {!squad_exist(start_visitirs_hangar_mlr_squad) -gar_hangar_character_dead} 1, 0 + +[spawn_bandit_special] +spawn_squads = start_depo_bandit_gar_smart_terrain_3_5 +spawn_num = {!squad_exist(start_depo_bandit_gar_smart_terrain_3_5) =actor_community(actor_bandit) +gar_hangar_character_dead} 1, 0 + +[spawn_bandit_special_2] +spawn_squads = start_depo_bandit_gar_smart_terrain_3_5 +spawn_num = {!squad_exist(start_depo_bandit_gar_smart_terrain_3_5) =actor_community(actor_renegade) +gar_hangar_character_dead} 1, 0 + +[spawn_army_special] +spawn_squads = start_depo_army_gar_smart_terrain_3_5 +spawn_num = {!squad_exist(start_depo_army_gar_smart_terrain_3_5) =actor_community(actor_army) +gar_hangar_character_dead} 1, 0 + +[spawn_army_special_2] +spawn_squads = start_depo_army_gar_smart_terrain_3_5 +spawn_num = {!squad_exist(start_depo_army_gar_smart_terrain_3_5) =actor_community(actor_killer) +gar_hangar_character_dead} 1, 0 + + +;[on_changing_level] + +;[smart_control] + [exclusive] +;hunter_gar_mec_logic = garbage\gar_smart_terrain_3_5_smart_logic.ltx hunter_gar_trader_logic = garbage\gar_smart_terrain_3_5_smart_logic.ltx +hangar_gar_character_logic = garbage\gar_smart_terrain_3_5_smart_logic.ltx + gar_smart_terrain_3_5_beh_trade_1 = garbage\gar_smart_terrain_3_5_smart_logic.ltx gar_smart_terrain_3_5_camp_work_2 = garbage\gar_smart_terrain_3_5_smart_logic.ltx gar_smart_terrain_3_5_camp_work_3 = garbage\gar_smart_terrain_3_5_smart_logic.ltx diff --git a/mods/Redone Collection/gamedata/configs/scripts/garbage/smart/gar_smart_terrain_3_7.ltx b/mods/Redone Collection/gamedata/configs/scripts/garbage/smart/gar_smart_terrain_3_7.ltx index 6329402d..d5bc5aec 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/garbage/smart/gar_smart_terrain_3_7.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/garbage/smart/gar_smart_terrain_3_7.ltx @@ -2,9 +2,21 @@ squad_id = 6 max_population = 3 ;respawn_params = respawn@gar_smart_terrain_3_7 -;respawn_idle = 0 +;respawn_only_smart = false +;respawn_idle = 86400 +;respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil ;[respawn@gar_smart_terrain_3_7] ;-- Type: faction {army} = guardsite +;[on_changing_level] + +;[smart_control] + ;[exclusive] \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/garbage/smart/gar_smart_terrain_4_2.ltx b/mods/Redone Collection/gamedata/configs/scripts/garbage/smart/gar_smart_terrain_4_2.ltx index 73a8fc3b..2797e949 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/garbage/smart/gar_smart_terrain_4_2.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/garbage/smart/gar_smart_terrain_4_2.ltx @@ -2,7 +2,15 @@ squad_id = 7 max_population = 2 respawn_params = respawn@gar_smart_terrain_4_2 -respawn_idle = 259200 +respawn_only_smart = false +respawn_idle = 86400 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil [respawn@gar_smart_terrain_4_2] ;-- Type: spawn_fracture @@ -18,4 +26,8 @@ spawn_squads = simulation_zombie, simulation_zombie_3_6, simulation_mix_zombie spawn_num = {+yan_kill_brain_done} 0, 1 +;[on_changing_level] + +;[smart_control] + ;[exclusive] \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/garbage/smart/gar_smart_terrain_4_5.ltx b/mods/Redone Collection/gamedata/configs/scripts/garbage/smart/gar_smart_terrain_4_5.ltx index b4fdfec5..6bdc9abf 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/garbage/smart/gar_smart_terrain_4_5.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/garbage/smart/gar_smart_terrain_4_5.ltx @@ -1,12 +1,24 @@ [smart_terrain] ;-- Disabled spawn squad_id = 8 -max_population = 2 +max_population = 1 ;respawn_params = respawn@gar_smart_terrain_4_5 -;respawn_idle = 0 +;respawn_only_smart = false +;respawn_idle = 86400 +;respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil ;[respawn@gar_smart_terrain_4_5] ;-- Type: +;[on_changing_level] + +;[smart_control] + [exclusive] gar_smart_terrain_4_5_camp_work_1 = garbage\gar_smart_terrain_4_5_smart_logic.ltx gar_smart_terrain_4_5_camp_work_2 = garbage\gar_smart_terrain_4_5_smart_logic.ltx \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/garbage/smart/gar_smart_terrain_5_2.ltx b/mods/Redone Collection/gamedata/configs/scripts/garbage/smart/gar_smart_terrain_5_2.ltx index 00d40421..df2d6d7b 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/garbage/smart/gar_smart_terrain_5_2.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/garbage/smart/gar_smart_terrain_5_2.ltx @@ -1,31 +1,44 @@ [smart_terrain] squad_id = 9 -max_population = 3 +max_population = 2 +;min_population = 1 respawn_params = respawn@gar_smart_terrain_5_2 +respawn_only_smart = false respawn_idle = 172800 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil [respawn@gar_smart_terrain_5_2] ;-- Type: faction {duty} = checkpoint\camp -spawn_duty@novice +spawn_duty@advanced spawn_duty_special -[spawn_duty@novice] -spawn_squads = duty_sim_squad_novice, duty_sim_squad_advanced -spawn_num = {+bar_dolg_leader_dead +bar_dolg_petrenko_dead} 0, 1 +[spawn_duty@advanced] +spawn_squads = duty_sim_squad_novice, duty_sim_squad_novice, duty_sim_squad_advanced +spawn_num = {+bar_dolg_leader_dead +bar_dolg_petrenko_dead} 0, 2 [spawn_duty_special] spawn_squads = stalker_sim_dolg_post -spawn_num = {!squad_name_exist(stalker_sim_dolg_post) -bar_dolg_leader_dead -bar_dolg_petrenko_dead} 1, 0 +spawn_num = {!squad_name_exist(stalker_sim_dolg_post) -bar_dolg_leader_dead} 1, 0 ;{-bar_dolg_petrenko_dead} +;[on_changing_level] + +;[smart_control] + [exclusive] -gar_duty_squad_guard_mlr_1 = garbage\gar_duty_mlr_characters_logic.ltx -gar_duty_squad_guard_mlr_2 = garbage\gar_duty_mlr_characters_logic.ltx -gar_duty_squad_guard_mlr_3 = garbage\gar_duty_mlr_characters_logic.ltx - gar_smart_terrain_5_2_camp_work_1 = garbage\gar_smart_terrain_5_2_smart_logic.ltx gar_smart_terrain_5_2_camp_work_2 = garbage\gar_smart_terrain_5_2_smart_logic.ltx gar_smart_terrain_5_2_camp_work_3 = garbage\gar_smart_terrain_5_2_smart_logic.ltx gar_smart_terrain_5_2_camp_work_4 = garbage\gar_smart_terrain_5_2_smart_logic.ltx gar_smart_terrain_5_2_camp_work_5 = garbage\gar_smart_terrain_5_2_smart_logic.ltx -gar_smart_terrain_5_2_camp_work_6 = garbage\gar_smart_terrain_5_2_smart_logic.ltx \ No newline at end of file +gar_smart_terrain_5_2_camp_work_6 = garbage\gar_smart_terrain_5_2_smart_logic.ltx + +;gar_smart_terrain_5_2_guard_work_1 = garbage\gar_smart_terrain_5_2_smart_logic.ltx +gar_smart_terrain_5_2_guard_work_2 = garbage\gar_smart_terrain_5_2_smart_logic.ltx +gar_smart_terrain_5_2_guard_work_3 = garbage\gar_smart_terrain_5_2_smart_logic.ltx \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/garbage/smart/gar_smart_terrain_5_4.ltx b/mods/Redone Collection/gamedata/configs/scripts/garbage/smart/gar_smart_terrain_5_4.ltx index 0f203659..11c8af18 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/garbage/smart/gar_smart_terrain_5_4.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/garbage/smart/gar_smart_terrain_5_4.ltx @@ -1,10 +1,22 @@ [smart_terrain] ;-- Disabled spawn squad_id = 10 -;max_population = 0 +;max_population = 1 ;respawn_params = respawn@gar_smart_terrain_5_4 -;respawn_idle = 0 +;respawn_only_smart = false +;respawn_idle = 86400 +;respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil ;[respawn@gar_smart_terrain_5_4] ;-- Type: +;[on_changing_level] + +;[smart_control] + ;[exclusive] \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/garbage/smart/gar_smart_terrain_5_5.ltx b/mods/Redone Collection/gamedata/configs/scripts/garbage/smart/gar_smart_terrain_5_5.ltx index 3923c350..ab224678 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/garbage/smart/gar_smart_terrain_5_5.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/garbage/smart/gar_smart_terrain_5_5.ltx @@ -2,7 +2,15 @@ squad_id = 11 max_population = 1 respawn_params = respawn@gar_smart_terrain_5_5 +respawn_only_smart = false respawn_idle = 172800 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil [respawn@gar_smart_terrain_5_5] ;-- Type: c_1_1 + c_1_2 edited spawn_all_weak_c_1_1 @@ -18,5 +26,10 @@ spawn_squads = simulation_mix_dogs, simulation_mix_dogs, simulation_cat, simulat spawn_num = {=actor_week_in_zone(1)} 1, {!actor_week_in_zone(1)} 0 +;[on_changing_level] + +;[smart_control] + ;[exclusive] + diff --git a/mods/Redone Collection/gamedata/configs/scripts/garbage/smart/gar_smart_terrain_5_6.ltx b/mods/Redone Collection/gamedata/configs/scripts/garbage/smart/gar_smart_terrain_5_6.ltx index e208f971..bc4b4fb2 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/garbage/smart/gar_smart_terrain_5_6.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/garbage/smart/gar_smart_terrain_5_6.ltx @@ -2,19 +2,27 @@ squad_id = 12 max_population = 1 respawn_params = respawn@gar_smart_terrain_5_6 -respawn_idle = 259200 +respawn_only_smart = false +respawn_idle = 172800 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil [respawn@gar_smart_terrain_5_6] ;-- Type: c_1_1 + c_1_2 edited spawn_all_weak_c_1_1 spawn_all_normal_c_1_2 -[spawn_all_weak_c_1_1] ;-- Normal mutants - Rates of groups: ( 2 tushkano + 2 dogs ) -spawn_squads = simulation_tushkano, simulation_tushkano, simulation_dog, simulation_mix_dogs +[spawn_all_weak_c_1_1] ;-- Weak mutants - Rates of groups: ( 2 tushkano + 2 dogs + 1 cats + 1 flesh ) +spawn_squads = simulation_tushkano, simulation_tushkano, simulation_dog, simulation_mix_dogs, simulation_cat, simulation_flesh spawn_num = {!actor_week_in_zone(1)} 1, {=actor_week_in_zone(1)} 0 -[spawn_all_normal_c_1_2];-- Normal mutants - Rates of groups: ( 2 dogs + 1 pseudodog + 1 flesh ) -spawn_squads = simulation_dog_5_7, simulation_mix_dogs, simulation_pseudodog, simulation_flesh +[spawn_all_normal_c_1_2];-- Normal mutants - Rates of groups: ( 2 dogs + 1 pseudodog + 1 cats + 3 fleshes/boars ) +spawn_squads = simulation_mix_dogs, simulation_mix_dogs, simulation_pseudodog, simulation_cat_3_5, simulation_mix_boar_flesh, simulation_boar spawn_num = {=actor_week_in_zone(1)} 1, {!actor_week_in_zone(1)} 0 diff --git a/mods/Redone Collection/gamedata/configs/scripts/garbage/smart/gar_smart_terrain_5_8.ltx b/mods/Redone Collection/gamedata/configs/scripts/garbage/smart/gar_smart_terrain_5_8.ltx index 878b8d9f..cc79410b 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/garbage/smart/gar_smart_terrain_5_8.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/garbage/smart/gar_smart_terrain_5_8.ltx @@ -1,16 +1,22 @@ [smart_terrain] squad_id = 22 -max_population = 3 -respawn_params = respawn@gar_smart_terrain_5_8 -respawn_idle = 172800 +max_population = 2 +;respawn_params = respawn@gar_smart_terrain_5_8 +;respawn_only_smart = false +;respawn_idle = 172800 +;respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil -[respawn@gar_smart_terrain_5_8] ;-- Type: faction {army} = checkpoint\camp -spawn_army@novice +;[respawn@gar_smart_terrain_5_8] ;-- Type: faction {army} = checkpoint\camp -[spawn_army@novice] -spawn_squads = army_sim_squad_novice -spawn_num = {+agr_military_colonel_kovalski_dead} 0, 1 +;[on_changing_level] +;[smart_control] ;[exclusive] diff --git a/mods/Redone Collection/gamedata/configs/scripts/garbage/smart/gar_smart_terrain_6_1.ltx b/mods/Redone Collection/gamedata/configs/scripts/garbage/smart/gar_smart_terrain_6_1.ltx index f16a5428..cf9cce56 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/garbage/smart/gar_smart_terrain_6_1.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/garbage/smart/gar_smart_terrain_6_1.ltx @@ -1,8 +1,16 @@ [smart_terrain] squad_id = 13 -max_population = 2 +max_population = 1 respawn_params = respawn@gar_smart_terrain_6_1 +respawn_only_smart = false respawn_idle = 86400 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil [respawn@gar_smart_terrain_6_1] ;-- Type: spawn_all_weak @@ -18,5 +26,9 @@ spawn_squads = simulation_dog_5_7, simulation_mix_dogs, simulation_mix_boar_fles spawn_num = {~50} 1, 0 +;[on_changing_level] + +;[smart_control] + ;[exclusive] diff --git a/mods/Redone Collection/gamedata/configs/scripts/garbage/smart/gar_smart_terrain_6_3.ltx b/mods/Redone Collection/gamedata/configs/scripts/garbage/smart/gar_smart_terrain_6_3.ltx index 0064681f..b74855d7 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/garbage/smart/gar_smart_terrain_6_3.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/garbage/smart/gar_smart_terrain_6_3.ltx @@ -2,24 +2,40 @@ squad_id = 14 max_population = 2 respawn_params = respawn@gar_smart_terrain_6_3 +respawn_only_smart = false respawn_idle = 172800 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil [respawn@gar_smart_terrain_6_3] ;-- Type: faction {stalker} = tradepost -spawn_stalker@novice +;spawn_stalker@novice spawn_stalker_special -[spawn_stalker@novice] -spawn_squads = stalker_sim_squad_novice, stalker_sim_squad_novice -spawn_num = 1 +;[spawn_stalker@novice] +;spawn_squads = stalker_sim_squad_novice, stalker_sim_squad_novice, stalker_sim_squad_advanced +;spawn_num = {+gar_baraholka_syoma_dead +gar_baraholka_yurko_dead} 0, 1 [spawn_stalker_special] spawn_squads = stalker_gar_smart_terrain_6_3 -spawn_num = {!squad_exist(stalker_gar_smart_terrain_6_3)} 1, 0 +spawn_num = {!squad_exist(stalker_gar_smart_terrain_6_3) -gar_baraholka_syoma_dead -gar_baraholka_yurko_dead} 1, 0 +;[on_changing_level] + +;[smart_control] + [exclusive] -trader_baraholka = garbage\trader_baraholka_logic.ltx +trader_baraholka_day = garbage\trader_baraholka_day_logic.ltx +trader_baraholka_night = garbage\trader_baraholka_night_logic.ltx +trader_day = garbage\baraholka_trader_day_logic.ltx trader_night = garbage\baraholka_trader_night_logic.ltx -;recruiter_bandit = garbage\baraholka_logic_recruiter_bandit.ltx -gar_smart_terrain_6_3_camp_work_1 = garbage\gar_smart_terrain_6_3_smart_logic.ltx \ No newline at end of file + +gar_smart_terrain_6_3_camp_work_1 = garbage\gar_smart_terrain_6_3_smart_logic.ltx + +;recruiter_bandit = garbage\baraholka_logic_recruiter_bandit.ltx \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/garbage/smart/gar_smart_terrain_6_6.ltx b/mods/Redone Collection/gamedata/configs/scripts/garbage/smart/gar_smart_terrain_6_6.ltx index 3c952185..7fc71b46 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/garbage/smart/gar_smart_terrain_6_6.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/garbage/smart/gar_smart_terrain_6_6.ltx @@ -2,7 +2,15 @@ squad_id = 15 max_population = 2 respawn_params = respawn@gar_smart_terrain_6_6 -respawn_idle = 345600 +respawn_only_smart = false +respawn_idle = 172800 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil [respawn@gar_smart_terrain_6_6] ;-- Type: c_1_1 + c_1_2 edited spawn_all_weak_c_1_1 @@ -10,17 +18,21 @@ spawn_all_normal_c_1_2 spawn_mutants_rare -[spawn_all_weak_c_1_1] ;-- Normal mutants - Rates of groups: ( 2 dogs + 1 flesh + 1 boar ) -spawn_squads = simulation_dog, simulation_mix_dogs, simulation_flesh, simulation_boar +[spawn_all_weak_c_1_1] ;-- Weak mutants - Rates of groups: ( 2 tushkano + 2 dogs + 1 cats + 1 flesh ) +spawn_squads = simulation_tushkano, simulation_tushkano, simulation_dog, simulation_mix_dogs, simulation_cat, simulation_flesh spawn_num = {!actor_week_in_zone(1)} 1, {=actor_week_in_zone(1)} 0 -[spawn_all_normal_c_1_2];-- Normal mutants - Rates of groups: ( 2 dogs + 1 pseudodog + 2 fleshes/boars ) -spawn_squads = simulation_dog_5_7, simulation_mix_dogs, simulation_pseudodog, simulation_boar_3_5, simulation_mix_boar_flesh +[spawn_all_normal_c_1_2];-- Normal mutants - Rates of groups: ( 2 dogs + 1 cats + 3 fleshes/boars ) +spawn_squads = simulation_mix_dogs, simulation_mix_dogs, simulation_cat_3_5, simulation_mix_boar_flesh, simulation_flesh, simulation_boar spawn_num = {=actor_week_in_zone(1)} 1, {!actor_week_in_zone(1)} 0 [spawn_mutants_rare] ;-- Rare mutants - Rates of groups: ( 1 karlik ) -spawn_squads = simulation_karlik, simulation_fracture ;-- Not rare, add some change. +spawn_squads = simulation_karlik, simulation_karlik, simulation_fracture spawn_num = {~10} 1, 0 +;[on_changing_level] + +;[smart_control] + ;[exclusive] \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/garbage/smart/gar_smart_terrain_6_7.ltx b/mods/Redone Collection/gamedata/configs/scripts/garbage/smart/gar_smart_terrain_6_7.ltx index 2a17d165..ee5f22bc 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/garbage/smart/gar_smart_terrain_6_7.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/garbage/smart/gar_smart_terrain_6_7.ltx @@ -2,11 +2,23 @@ squad_id = 16 max_population = 1 ;respawn_params = respawn@gar_smart_terrain_6_7 -;respawn_idle = 0 +;respawn_only_smart = false +;respawn_idle = 86400 +;respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil ;[respawn@gar_smart_terrain_6_7] ;-- Type: +;[on_changing_level] + +;[smart_control] + ;[exclusive] diff --git a/mods/Redone Collection/gamedata/configs/scripts/garbage/smart/gar_smart_terrain_7_4.ltx b/mods/Redone Collection/gamedata/configs/scripts/garbage/smart/gar_smart_terrain_7_4.ltx index 98e0026f..17c49c70 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/garbage/smart/gar_smart_terrain_7_4.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/garbage/smart/gar_smart_terrain_7_4.ltx @@ -2,21 +2,33 @@ squad_id = 18 max_population = 1 respawn_params = respawn@gar_smart_terrain_7_4 +respawn_only_smart = false respawn_idle = 172800 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil [respawn@gar_smart_terrain_7_4] ;-- Type: c_1_1 + c_1_2 edited spawn_all_weak_c_1_1 spawn_all_normal_c_1_2 -[spawn_all_weak_c_1_1] ;-- Normal mutants - Rates of groups: ( 2 tushkano + 2 dogs + 1 cats ) -spawn_squads = simulation_tushkano, simulation_tushkano, simulation_dog, simulation_mix_dogs, simulation_cat +[spawn_all_weak_c_1_1] ;-- Weak mutants - Rates of groups: ( 2 tushkano + 2 dogs + 1 cats + 1 flesh ) +spawn_squads = simulation_tushkano, simulation_tushkano, simulation_dog, simulation_mix_dogs, simulation_cat, simulation_flesh spawn_num = {!actor_week_in_zone(1)} 1, {=actor_week_in_zone(1)} 0 -[spawn_all_normal_c_1_2];-- Normal mutants - Rates of groups: ( 2 dogs + 2 cats ) -spawn_squads = simulation_mix_dogs, simulation_mix_dogs, simulation_cat, simulation_cat_3_5 +[spawn_all_normal_c_1_2];-- Normal mutants - Rates of groups: ( 2 dogs + 1 pseudodog + 1 cats + 3 fleshes/boars ) +spawn_squads = simulation_mix_dogs, simulation_mix_dogs, simulation_pseudodog, simulation_cat_3_5, simulation_mix_boar_flesh, simulation_boar spawn_num = {=actor_week_in_zone(1)} 1, {!actor_week_in_zone(1)} 0 +;[on_changing_level] + +;[smart_control] + ;[exclusive] diff --git a/mods/Redone Collection/gamedata/configs/scripts/garbage/smart/gar_smart_terrain_8_3.ltx b/mods/Redone Collection/gamedata/configs/scripts/garbage/smart/gar_smart_terrain_8_3.ltx index 776a822b..103141ff 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/garbage/smart/gar_smart_terrain_8_3.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/garbage/smart/gar_smart_terrain_8_3.ltx @@ -1,16 +1,28 @@ [smart_terrain] squad_id = 28 -max_population = 1 +max_population = 2 respawn_params = respawn@gar_smart_terrain_8_3 -respawn_idle = 259200 +respawn_only_smart = false +respawn_idle = 86400 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil [respawn@gar_smart_terrain_8_3] spawn_all_normal -[spawn_all_normal] ;-- Normal mutants - Rates of groups: ( 2 dogs + 1 pseudodog + 3 fleshes/boars ) -spawn_squads = simulation_dog, simulation_mix_dogs, simulation_pseudodog, simulation_mix_boar_flesh, simulation_flesh, simulation_boar +[spawn_all_normal] ;-- Normal mutants - Rates of groups: ( 2 dogs + 1 cats + 3 fleshes/boars ) +spawn_squads = simulation_mix_dogs, simulation_mix_dogs, simulation_cat_3_5, simulation_mix_boar_flesh, simulation_flesh, simulation_boar spawn_num = 1 +;[on_changing_level] + +;[smart_control] + ;[exclusive] \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/garbage/smart/gar_smart_terrain_8_5.ltx b/mods/Redone Collection/gamedata/configs/scripts/garbage/smart/gar_smart_terrain_8_5.ltx index 31d62d8f..ccf1ad1e 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/garbage/smart/gar_smart_terrain_8_5.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/garbage/smart/gar_smart_terrain_8_5.ltx @@ -2,7 +2,15 @@ squad_id = 19 max_population = 1 respawn_params = respawn@gar_smart_terrain_8_5 +respawn_only_smart = false respawn_idle = 259200 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil [respawn@gar_smart_terrain_8_5] ;-- Type: spawn_fracture @@ -17,4 +25,8 @@ spawn_squads = simulation_lurker, simulation_lurker_blue spawn_num = {~50} 1, 0 +;[on_changing_level] + +;[smart_control] + ;[exclusive] \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/garbage/trader_baraholka_day_logic.ltx b/mods/Redone Collection/gamedata/configs/scripts/garbage/trader_baraholka_day_logic.ltx new file mode 100644 index 00000000..ce714444 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/scripts/garbage/trader_baraholka_day_logic.ltx @@ -0,0 +1,39 @@ +[logic@trader_baraholka_day] +suitable = {=check_npc_name(baraholka_trader) =is_day} true +trade = items\trade\trade_stalker_flea_market.ltx +prior = 200 +active = animpoint@baraholka_1 +can_select_weapon = true +level_spot = trader +dont_keep_items = true +on_death = death + +[death] +on_info = %+gar_baraholka_syoma_dead% + +[animpoint@baraholka_1] +cover_name = gar_cover_day_trader_baraholka +avail_animations = animpoint_sit_ass +use_camp = false +meet = meet +;on_info = {-zat_b7_bandit_boss_sultan_task_3_begin =is_night} sleeper@sleeper_1 +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 \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/garbage/trader_baraholka_night_logic.ltx b/mods/Redone Collection/gamedata/configs/scripts/garbage/trader_baraholka_night_logic.ltx new file mode 100644 index 00000000..86b1a0fc --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/scripts/garbage/trader_baraholka_night_logic.ltx @@ -0,0 +1,23 @@ +[logic@trader_baraholka_night] +suitable = {=check_npc_name(baraholka_trader) !is_day} true +prior = 200 +active = sleeper@sleeper_1 +can_select_weapon = true +level_spot = quest_npc +dont_keep_items = true +on_death = death + +[death] +on_info = %+gar_baraholka_syoma_dead% + +[sleeper@sleeper_1] +combat_ignore_cond = {=is_warfare} false, {=actor_true_enemy =check_enemy_name(actor)} false, true +combat_ignore_keep_when_attacked = {=is_warfare} false, true +gather_items_enabled = false +help_wounded_enabled = false +corpse_detection_enabled = false +invulnerable = {=is_warfare} false, {!actor_true_enemy} true, false +path_main = trader_day_sleeper +meet = no_meet +;on_info = {-zat_b7_bandit_boss_sultan_task_3_begin !is_night} animpoint@baraholka_1 +;on_info2 = {+zat_b7_bandit_boss_sultan_task_3_begin} walker@base diff --git a/mods/Redone Collection/gamedata/configs/scripts/labx16/mod_yan_labx16_switcher1_redone.ltx b/mods/Redone Collection/gamedata/configs/scripts/labx16/mod_yan_labx16_switcher1_redone.ltx index 144d6909..fc34c1fa 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/labx16/mod_yan_labx16_switcher1_redone.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/labx16/mod_yan_labx16_switcher1_redone.ltx @@ -1,5 +1,12 @@ +![logic] +!active = ph_button@active +active = ph_idle@check_switcher_1 + +[ph_idle@check_switcher_1] +on_info = {-yan_labx16_switcher_primary_off} ph_button@active, {+yan_labx16_switcher_primary_off} ph_button@deactivate + ![ph_button@active] -on_info = ;{+yan_labx16_switcher_1_off} ph_idle@nil +!on_info = {+yan_labx16_switcher_1_off} ph_idle@nil on_info2 = {=actor_community(actor_monolith)} ph_button@mdeactive, {=actor_community(actor_greh)} ph_button@mdeactive anim_blend = true anim = lab_primary_switcher_idle @@ -12,7 +19,7 @@ anim_blend = true anim = lab_primary_switcher_off tooltip = pas_b400_tip_switcher on_press = ph_button@reactivate %-yan_labx16_switcher_1_off =play_sound(switch_2) =turn_on(yan_labx16switcher_lamp1) =turn_on(yan_labx16switcher_primary_1_red) =turn_off(yan_labx16switcher_primary_1_green)% -on_timer = 0 | ;ph_idle@nil %=play_sound(x16_switch_1) =spawn_object(labx16_zombie_9:x16_zombied_7_walk:0)% +!on_timer = 500 | ph_idle@nil %+yan_labx16_switcher_1_off =turn_off(yan_labx16switcher_lamp1) =turn_off(yan_labx16switcher_primary_1_red) =turn_on(yan_labx16switcher_primary_1_green) =play_sound(x16_switch_1) =spawn_object(labx16_zombie_9:x16_zombied_7_walk:0)% [ph_button@reactivate] anim_blend = true diff --git a/mods/Redone Collection/gamedata/configs/scripts/labx16/mod_yan_labx16_switcher2_redone.ltx b/mods/Redone Collection/gamedata/configs/scripts/labx16/mod_yan_labx16_switcher2_redone.ltx index 9040faf6..abb68840 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/labx16/mod_yan_labx16_switcher2_redone.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/labx16/mod_yan_labx16_switcher2_redone.ltx @@ -1,5 +1,12 @@ +![logic] +!active = ph_button@active +active = ph_idle@check_switcher_2 + +[ph_idle@check_switcher_2] +on_info = {-yan_labx16_switcher_primary_off} ph_button@active, {+yan_labx16_switcher_primary_off} ph_button@deactivate + ![ph_button@active] -on_info = ;{+yan_labx16_switcher_2_off} ph_idle@nil +!on_info = {+yan_labx16_switcher_2_off} ph_idle@nil on_info2 = {=actor_community(actor_monolith)} ph_button@mdeactive, {=actor_community(actor_greh)} ph_button@mdeactive anim_blend = true anim = lab_primary_switcher_idle @@ -12,7 +19,8 @@ anim_blend = true anim = lab_primary_switcher_off tooltip = pas_b400_tip_switcher on_press = ph_button@reactivate %-yan_labx16_switcher_2_off =play_sound(switch_2) =turn_on(yan_labx16switcher_lamp2) =turn_on(yan_labx16switcher_primary_2_red) =turn_off(yan_labx16switcher_primary_2_green) =spawn_object(labx16_zombie_10:x16_zombied_7_walk:0)% -on_timer = 0 | ;ph_idle@nil +!on_timer = 500 | ph_idle@nil %+yan_labx16_switcher_2_off =turn_off(yan_labx16switcher_lamp2) =turn_off(yan_labx16switcher_primary_2_red) =turn_on(yan_labx16switcher_primary_2_green) =play_sound(x16_switch_1) =spawn_object(labx16_zombie_10:x16_zombied_7_walk:0)% + [ph_button@reactivate] anim_blend = true diff --git a/mods/Redone Collection/gamedata/configs/scripts/labx16/mod_yan_labx16_switcher3_redone.ltx b/mods/Redone Collection/gamedata/configs/scripts/labx16/mod_yan_labx16_switcher3_redone.ltx index 2fc44c4e..ef89694d 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/labx16/mod_yan_labx16_switcher3_redone.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/labx16/mod_yan_labx16_switcher3_redone.ltx @@ -1,5 +1,12 @@ +![logic] +!active = ph_button@active +active = ph_idle@check_switcher_3 + +[ph_idle@check_switcher_3] +on_info = {-yan_labx16_switcher_primary_off} ph_button@active, {+yan_labx16_switcher_primary_off} ph_button@deactivate + ![ph_button@active] -on_info = ;{+yan_labx16_switcher_3_off} ph_idle@nil +!on_info = {+yan_labx16_switcher_3_off} ph_idle@nil on_info2 = {=actor_community(actor_monolith)} ph_button@mdeactive, {=actor_community(actor_greh)} ph_button@mdeactive anim_blend = true anim = lab_primary_switcher_idle @@ -12,7 +19,7 @@ anim_blend = true anim = lab_primary_switcher_off tooltip = pas_b400_tip_switcher on_press = ph_button@reactivate %-yan_labx16_switcher_3_off =play_sound(switch_2) =turn_on(yan_labx16switcher_lamp3) =turn_on(yan_labx16switcher_primary_3_red) =turn_off(yan_labx16switcher_primary_3_green)% -on_timer = 0 | ;ph_idle@nil +!on_timer = 500 | ph_idle@nil %+yan_labx16_switcher_3_off =turn_off(yan_labx16switcher_lamp3) =turn_off(yan_labx16switcher_primary_3_red) =turn_on(yan_labx16switcher_primary_3_green) =play_sound(x16_switch_1) =spawn_object(labx16_zombie_14:x16_zombied_7_walk:0) =spawn_object(labx16_zombie_15:x16_zombied_7_walk:0)% [ph_button@reactivate] anim_blend = true diff --git a/mods/Redone Collection/gamedata/configs/scripts/labx16/mod_yan_labx16_switcher_primary_redone.ltx b/mods/Redone Collection/gamedata/configs/scripts/labx16/mod_yan_labx16_switcher_primary_redone.ltx index 9af18ae7..90d9859b 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/labx16/mod_yan_labx16_switcher_primary_redone.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/labx16/mod_yan_labx16_switcher_primary_redone.ltx @@ -1,22 +1,20 @@ ![logic] -;active = ;ph_button@init -active = ph_button@active +active = ph_button@init ![ph_button@init] -on_info = ;{+yan_labx16_switcher_primary_off} ph_idle@nil -anim = ;lab_primary_switcher_idle -on_timer = 0 | ;ph_button@active %=turn_off(yan_labx16switcher_primary_1_green) =turn_off(yan_labx16switcher_primary_2_green) =turn_off(yan_labx16switcher_primary_3_green)% +!on_info = {+yan_labx16_switcher_primary_off} ph_idle@nil +anim = lab_primary_switcher_idle +on_timer = 1 | ph_button@active %=turn_on(yan_labx16switcher_primary_1_green) =turn_on(yan_labx16switcher_primary_2_green) =turn_on(yan_labx16switcher_primary_3_green)% ![ph_button@active] -on_info = ;{+yan_labx16_switcher_primary_off} ph_idle@nil -on_info2 = %ph_button@active %=turn_off(yan_labx16switcher_primary_1_green) =turn_off(yan_labx16switcher_primary_2_green) =turn_off(yan_labx16switcher_primary_3_green)% -on_info3 = {=actor_community(actor_monolith)} ph_button@mdeactive, {=actor_community(actor_greh)} ph_button@mdeactive +!on_info = {+yan_labx16_switcher_primary_off} ph_idle@nil +on_info2 = {=actor_community(actor_monolith)} ph_button@mdeactive, {=actor_community(actor_greh)} ph_button@mdeactive anim = lab_primary_switcher_idle tooltip = pas_b400_tip_switcher on_press = {+yan_labx16_switcher_1_off +yan_labx16_switcher_2_off +yan_labx16_switcher_3_off} ph_idle@check %+yan_labx16_switcher_primary_try% [ph_idle@check] -on_info = {+yan_labx16_switcher_primary_try} ph_button@surge %=turn_off(yan_labx16switcher_primary_1_green) =turn_off(yan_labx16switcher_primary_2_green) =turn_off(yan_labx16switcher_primary_3_green) =play_sound(system_message_1)% +on_info = {+yan_labx16_switcher_primary_try} ph_button@surge %=play_sound(system_message_1) =turn_off(yan_labx16switcher_primary_1_green) =turn_off(yan_labx16switcher_primary_2_green) =turn_off(yan_labx16switcher_primary_3_green)% [ph_button@surge] anim = lab_primary_switcher_idle @@ -24,17 +22,17 @@ tooltip = pas_b400_tip_switcher on_press = {+yan_labx16_switcher_1_off +yan_labx16_switcher_2_off +yan_labx16_switcher_3_off} ph_idle@idle %+yan_labx16_switcher_primary_off =play_sound(x16_switch_1)% [ph_idle@idle] -on_info = ph_button@deactivate %+yantar_attack_start +yan_kill_brain_done =play_sound(x16_brain_death_d) =turn_off(yan_labx16switcher_primary_1_green) =turn_off(yan_labx16switcher_primary_2_green) =turn_off(yan_labx16switcher_primary_3_green) =create_squad(zombied_x162_st_burer_squad:x162_st_burer) =spawn_object(labx16_zombie_16:x16_zombied_7_walk:0) =spawn_object(labx16_zombie_17:x16_zombied_7_walk:0) =spawn_object(labx16_zombie_11:x16_zombied_4_walk:0) =spawn_object(labx16_zombie_12:x16_zombied_4_walk:0) =spawn_object(labx16_zombie_13:x16_zombied_5_walk:0) =spawn_object(labx16_zombie_18:x16_zombied_4_walk:0) =spawn_object(labx16_ecolog_1:x16_zombied_master_1_walk:0) =spawn_object(labx16_ecolog_2:x16_zombied_master_2_walk:0) =spawn_object(labx16_snork_7:x16_zombied_7_walk:0) =spawn_object(labx16_snork_8:x16_zombied_7_walk:0) =spawn_object(labx16_killer_dead:x16_ghost_deadway) =stop_sound% +on_info = ph_button@deactivate %+yantar_attack_start +yan_kill_brain_done +yan_x16_complete_end =play_sound(x16_brain_death_d) =create_squad(zombied_x162_st_burer_squad:x162_st_burer) =spawn_object(labx16_zombie_16:x16_zombied_7_walk:0) =spawn_object(labx16_zombie_17:x16_zombied_7_walk:0) =spawn_object(labx16_zombie_11:x16_zombied_4_walk:0) =spawn_object(labx16_zombie_12:x16_zombied_4_walk:0) =spawn_object(labx16_zombie_13:x16_zombied_5_walk:0) =spawn_object(labx16_zombie_18:x16_zombied_4_walk:0) =spawn_object(labx16_ecolog_1:x16_zombied_master_1_walk:0) =spawn_object(labx16_ecolog_2:x16_zombied_master_2_walk:0) =spawn_object(labx16_snork_7:x16_zombied_7_walk:0) =spawn_object(labx16_snork_8:x16_zombied_7_walk:0) =spawn_object(labx16_killer_dead:x16_ghost_deadway)% ![ph_button@deactivate] on_info = {=actor_community(actor_monolith)} ph_button@mdeactive, {=actor_community(actor_greh)} ph_button@mdeactive anim = lab_primary_switcher_off tooltip = pas_b400_tip_switcher on_press = {-yan_labx16_switcher_1_off -yan_labx16_switcher_2_off -yan_labx16_switcher_3_off} ph_idle@on %-yan_labx16_switcher_primary_off =play_sound(switch_2)% -on_timer = 0 | ;ph_idle@nil %+yan_labx16_switcher_primary_off +yantar_attack_start =turn_off(yan_labx16switcher_primary_1_green) =turn_off(yan_labx16switcher_primary_2_green) =turn_off(yan_labx16switcher_primary_3_green) =play_sound(switch_2) =play_sound(x16_brain_death) =spawn_object(labx16_zombie_16:x16_zombied_7_walk:0) =spawn_object(labx16_zombie_17:x16_zombied_7_walk:0)% +!on_timer = 500 | ph_idle@nil %+yan_labx16_switcher_primary_off +yantar_attack_start =turn_off(yan_labx16switcher_primary_1_green) =turn_off(yan_labx16switcher_primary_2_green) =turn_off(yan_labx16switcher_primary_3_green) =play_sound(switch_2) =play_sound(x16_brain_death) =spawn_object(labx16_zombie_16:x16_zombied_7_walk:0) =spawn_object(labx16_zombie_17:x16_zombied_7_walk:0)% [ph_idle@on] -on_info = {-yan_labx16_switcher_primary_off} ph_button@reactivate %-yan_labx16_switcher_primary_try -yan_kill_brain_done =play_sound_looped(x16_brain_run) =yan_gluk% +on_info = {-yan_labx16_switcher_primary_off} ph_button@reactivate %-yan_labx16_switcher_primary_try -yan_kill_brain_done =play_sound_looped(x16_brain_run) =turn_on(yan_labx16switcher_primary_1_green) =turn_on(yan_labx16switcher_primary_2_green) =turn_on(yan_labx16switcher_primary_3_green) =yan_gluk% [ph_button@reactivate] anim_blend = true @@ -43,12 +41,12 @@ tooltip = pas_b400_tip_switcher on_press = {+yan_labx16_switcher_1_off +yan_labx16_switcher_2_off +yan_labx16_switcher_3_off} ph_idle@check_2 %+yan_labx16_switcher_primary_try% [ph_idle@check_2] -on_info = {+yan_labx16_switcher_primary_try} ph_button@surge_2 %=turn_off(yan_labx16switcher_primary_1_green) =turn_off(yan_labx16switcher_primary_2_green) =turn_off(yan_labx16switcher_primary_3_green) =play_sound(system_message_1)% +on_info = {+yan_labx16_switcher_primary_try} ph_button@surge_2 %=play_sound(system_message_1)% [ph_button@surge_2] anim = lab_primary_switcher_idle tooltip = pas_b400_tip_switcher -on_press = {+yan_labx16_switcher_1_off +yan_labx16_switcher_2_off +yan_labx16_switcher_3_off} ph_idle@off %+yan_labx16_switcher_primary_off =play_sound(x16_switch_1)% +on_press = {+yan_labx16_switcher_1_off +yan_labx16_switcher_2_off +yan_labx16_switcher_3_off} ph_idle@off %+yan_labx16_switcher_primary_off =turn_off(yan_labx16switcher_primary_1_green) =turn_off(yan_labx16switcher_primary_2_green) =turn_off(yan_labx16switcher_primary_3_green) =play_sound(x16_switch_1)% [ph_idle@off] on_info = {+yan_labx16_switcher_primary_off} ph_button@deactivate % +yan_labx16_switcher_primary_try +yan_kill_brain_done =play_sound(x16_brain_stop) =yan_gluk% @@ -59,7 +57,7 @@ tooltip = pas_b400_tip_switcher on_press = {-yan_labx16_switcher_1_off -yan_labx16_switcher_2_off -yan_labx16_switcher_3_off} ph_idle@mcheck %=play_sound(system_message_1) +yan_labx16_switcher_primary_try% [ph_idle@mcheck] -on_info = {+yan_labx16_switcher_primary_try} ph_button@midle %=turn_off (yan_labx16switcher_primary_1_green) =turn_off(yan_labx16switcher_primary_2_green) =turn_off(yan_labx16switcher_primary_3_green) =play_sound_looped(klaxon_1)% +on_info = {+yan_labx16_switcher_primary_try} ph_button@midle %=play_sound_looped(klaxon_1)% [ph_button@midle] on_info = {+yan_labx16_switcher_1_off +yan_labx16_switcher_2_off +yan_labx16_switcher_3_off} ph_button@mreactivate @@ -74,7 +72,7 @@ on_info = {+yan_labx16_switcher_primary_try} ph_button@mreactivate %=play_sound_ [ph_button@mreactivate] anim = lab_primary_switcher_off tooltip = pas_b400_tip_switcher -on_press = {+yan_labx16_switcher_1_off +yan_labx16_switcher_2_off +yan_labx16_switcher_3_off} ph_button@switcher_1 %-yan_labx16_switcher_primary_try% +on_press = {+yan_labx16_switcher_1_off +yan_labx16_switcher_2_off +yan_labx16_switcher_3_off} ph_button@switcher_1 %-yan_labx16_switcher_primary_try =turn_on(yan_labx16switcher_primary_1_green) =turn_on(yan_labx16switcher_primary_2_green) =turn_on(yan_labx16switcher_primary_3_green)% [ph_button@switcher_1] on_info = {-yan_labx16_switcher_primary_try} ph_idle@msound_idle_1 %=play_sound(switch_2) =stop_sound_looped% @@ -101,7 +99,7 @@ on_timer = 8000 | ph_idle@msound_4 %=yan_gluk% [ph_idle@msound_4] on_info = %=stop_sound_looped =play_sound_looped(klaxon_3)% -on_timer = 50 | ph_idle@mrun_for_it %=play_sound(x16_brain_stop) +yan_kill_brain_done% +on_timer = 50 | ph_idle@mrun_for_it %=play_sound(x16_brain_stop) =turn_off (yan_labx16switcher_primary_1_green) =turn_off(yan_labx16switcher_primary_2_green) =turn_off(yan_labx16switcher_primary_3_green)% [ph_idle@mrun_for_it] on_timer = 10 | ph_button@merror_mode %=play_sound_looped(message_2) =play_sound_looped(message_3) +mil_attack_start% @@ -123,10 +121,10 @@ on_info = ph_idle@msound_idle_4 %=stop_sound_looped =play_sound_looped(klaxon_3) on_timer = 9000 | ph_idle@msound_end [ph_idle@msound_end] -on_timer = 5 | ph_button@mactive %=stop_sound_looped% +on_timer = 5 | ph_button@mactive %=stop_sound_looped =turn_on(yan_labx16switcher_primary_1_green) =turn_on(yan_labx16switcher_primary_2_green) =turn_on(yan_labx16switcher_primary_3_green)% [ph_button@mactive] -on_info = {-yan_labx16_switcher_primary_off} ph_idle@nil %-yan_kill_brain_done =play_sound_looped(x16_brain_run)% +on_info = {-yan_labx16_switcher_primary_off} ph_idle@nil %-yan_kill_brain_done +yan_x16_complete_end =play_sound_looped(x16_brain_run) % anim_blend = true anim = lab_primary_switcher_idle tooltip = pas_b400_tip_switcher diff --git a/mods/Redone Collection/gamedata/configs/scripts/labx16/smart/x162_st_burer.ltx b/mods/Redone Collection/gamedata/configs/scripts/labx16/smart/x162_st_burer.ltx index e310ed4f..25c0663c 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/labx16/smart/x162_st_burer.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/labx16/smart/x162_st_burer.ltx @@ -2,21 +2,32 @@ squad_id = 1 max_population = 1 respawn_params = respawn@x162_st_burer -respawn_idle = 259200 -respawn_radius = 300 +respawn_only_smart = false +respawn_idle = 345600 +respawn_radius = 500 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil [respawn@x162_st_burer] ;-- Type: -spawn_all_worst -spawn_isg_special +spawn_x16_worst +spawn_x16_isg -[spawn_all_worst] ;-- Worst mutants - Rates of groups:( 1 psysucker + 1 karlik + 1 zombie ) -spawn_squads = simulation_psysucker_1_2, simulation_karlik, simulation_zombie_blind_3zomb +[spawn_x16_worst] ;-- Worst mutants - Rates of groups:( 2 karlik + 3 burer + 3 controller ) +spawn_squads = simulation_karlik, simulation_karlik, simulation_burer, simulation_burer_1_2_day, simulation_bur_5rat_day, simulation_controller, simulation_contr_5sn, simulation_contr_4tush_3sn spawn_num = {=actor_community(actor_monolith)} 0,{=actor_community(actor_greh)} 0,{+yan_kill_brain_done} 1, 0 -[spawn_isg_special] +[spawn_x16_isg] spawn_squads = isg_x162_st_burer_squad -spawn_num = {=actor_community(actor_monolith)} 0,{=actor_community(actor_greh)} 0,{+yan_kill_brain_done +isg_entered_the_zone !squad_name_exist(isg_x162_st_burer_squad) ~20} 1, 0 +spawn_num = {=actor_community(actor_monolith)} 0,{=actor_community(actor_greh)} 0,{+yan_kill_brain_done +isg_entered_the_zone !squad_name_exist(isg_x162_st_burer_squad) ~10} 1, 0 +;[on_changing_level] + +;[smart_control] + ;[exclusive] \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/labx16/smart/x162_st_gigant.ltx b/mods/Redone Collection/gamedata/configs/scripts/labx16/smart/x162_st_gigant.ltx index 9925d503..0288021c 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/labx16/smart/x162_st_gigant.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/labx16/smart/x162_st_gigant.ltx @@ -2,21 +2,32 @@ squad_id = 2 max_population = 2 respawn_params = respawn@x162_st_gigant +respawn_only_smart = false respawn_idle = 172800 -respawn_radius = 300 +respawn_radius = 500 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil [respawn@x162_st_gigant] ;-- Type: -spawn_all_hard -spawn_ecolog_special +spawn_x16_normal +spawn_x16_ecolog -[spawn_all_hard] ;-- Hard mutants - Rates of groups:( 1 tushkano + 1 zombie + 1 snork ) -spawn_squads = simulation_tushkano_7_10, simulation_zombie_blind_3zomb, simulation_snork_2_3 ;simulation_gigant +[spawn_x16_normal] ;-- Hard mutants - Rates of groups:( 1 tushkano + 1 snork + 1 fracture + 1 zombie ) +spawn_squads = simulation_tushkano, simulation_snork, simulation_fracture, simulation_zombie_blind spawn_num = {=actor_community(actor_monolith)} 0,{=actor_community(actor_greh)} 0,{+yan_kill_brain_done} 1, 0 -[spawn_ecolog_special] +[spawn_x16_ecolog] spawn_squads = ecolog_x162_st_gigant_squad spawn_num = {+yan_kill_brain_done !squad_name_exist(ecolog_x162_st_gigant_squad)} 1, 0 +;[on_changing_level] + +;[smart_control] + ;[exclusive] \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/labx16/smart/x162_st_poltergeist.ltx b/mods/Redone Collection/gamedata/configs/scripts/labx16/smart/x162_st_poltergeist.ltx index a170e8c4..ff6fdc55 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/labx16/smart/x162_st_poltergeist.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/labx16/smart/x162_st_poltergeist.ltx @@ -2,16 +2,27 @@ squad_id = 4 max_population = 2 respawn_params = respawn@x162_st_poltergeist -respawn_idle = 172800 -respawn_radius = 300 +respawn_only_smart = false +respawn_idle = 259200 +respawn_radius = 500 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil [respawn@x162_st_poltergeist] ;-- Type: -spawn_all_hard +spawn_x16_hard -[spawn_all_hard] ;-- Hard mutants - Rates of groups:( 1 psysucker + 1 burer + 1 zombie + 1 controller ) -spawn_squads = simulation_psysucker_1_2, simulation_bur_5rat_day, simulation_zombie_blind_3zomb, simulation_contr_5zomb_weak +[spawn_x16_hard] ;-- Hard mutants - Rates of groups:( 2 bloodsucker + 2 psysucker + 2 zombie ) +spawn_squads = simulation_bloodsucker, simulation_bloodsucker_1_2, simulation_psysucker, simulation_psysucker_1_2, simulation_zombie_blind_3zomb, simulation_zombie_blind_3zomb_civ spawn_num = {=actor_community(actor_monolith)} 0,{=actor_community(actor_greh)} 0,{+yan_kill_brain_done} 1, 0 +;[on_changing_level] + +;[smart_control] + ;[exclusive] \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/labx16/smart/x162_st_snork.ltx b/mods/Redone Collection/gamedata/configs/scripts/labx16/smart/x162_st_snork.ltx index 0d7635a9..f4559971 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/labx16/smart/x162_st_snork.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/labx16/smart/x162_st_snork.ltx @@ -1,13 +1,29 @@ -[smart_terrain] ;-- Disabled spawn +[smart_terrain] squad_id = 3 -max_population = 2 -;respawn_params = respawn@x162_st_snork -;respawn_idle = 0 -;respawn_radius = 300 +max_population = 1 +respawn_params = respawn@x162_st_snork +respawn_only_smart = false ;true +respawn_idle = 43200 +respawn_radius = 500 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil + +[respawn@x162_st_snork] ;-- Type: +spawn_x16_normal + + +[spawn_x16_normal] ;-- Normal mutants - Rates of groups:( 3 snork + 2 tushkano ) +spawn_squads = simulation_snork, simulation_snork_2_3, simulation_snork_2_5, simulation_tushkano, simulation_tushkano_7_10 +spawn_num = {=actor_community(actor_monolith)} 0,{=actor_community(actor_greh)} 0,{+yan_kill_brain_done} 1, 0 -;[respawn@x162_st_snork] ;-- Type: [on_changing_level] -on_info = %=script(gameplay_labx16_object_redone:clean_mess)% +on_info = %=script(redone_remove_labx16_object:clean_mess)% + +;[smart_control] ;[exclusive] \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/labx18/;mod_dar_military_scout_logic_redone.ltx b/mods/Redone Collection/gamedata/configs/scripts/labx18/;mod_dar_military_scout_logic_redone.ltx new file mode 100644 index 00000000..1f0fff51 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/scripts/labx18/;mod_dar_military_scout_logic_redone.ltx @@ -0,0 +1,24 @@ +![camper@dar_military_scout_hide]:walker@generic +!def_state_moving = assault +!def_state_campering = hide_na +!radius = 10 +combat_ignore_cond = {=check_enemy_name(actor)} false, true + +![camper@dar_military_scout_camper1]:walker@generic +!def_state_moving = assault +!def_state_campering = hide_na +!radius = 10 +combat_ignore_cond = {=check_enemy_name(actor)} false, true + +![camper@dar_military_scout_camper2]:walker@generic +!def_state_moving = assault +!def_state_campering = hide_na +!radius = 10 +combat_ignore_cond = {=check_enemy_name(actor)} false, true + +![camper@dar_military_scout_camper3]:walker@generic +!def_state_moving = assault +!def_state_campering = hide_na +!radius = 10 +combat_ignore_cond = {=check_enemy_name(actor)} false, true + diff --git a/mods/Redone Collection/gamedata/configs/scripts/labx18/mod_dar_control_poltergeist_logic_redone.ltx b/mods/Redone Collection/gamedata/configs/scripts/labx18/mod_dar_control_poltergeist_logic_redone.ltx index da7919c9..03969f05 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/labx18/mod_dar_control_poltergeist_logic_redone.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/labx18/mod_dar_control_poltergeist_logic_redone.ltx @@ -1,2 +1,2 @@ ![mob_death@com_center_poltergeist] -on_info =%+dar_door3_free +dar_control_poltergeist_killed% +on_info =%+dar_door3_free +dar_control_poltergeist_killed +dar_lx18_complete_end% diff --git a/mods/Redone Collection/gamedata/configs/scripts/labx18/smart/dar_angar.ltx b/mods/Redone Collection/gamedata/configs/scripts/labx18/smart/dar_angar.ltx index e550ed5d..7d87bd03 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/labx18/smart/dar_angar.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/labx18/smart/dar_angar.ltx @@ -2,17 +2,28 @@ squad_id = 1 max_population = 2 respawn_params = respawn@dar_angar +respawn_only_smart = false respawn_idle = 345600 -respawn_radius = 300 +respawn_radius = 200 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil [respawn@dar_angar] ;-- Type: -spawn_all_worst +spawn_lx18_worst -[spawn_all_worst] ;-- Worst mutants - Rates of groups:( 1 tushkano + 1 psysucker + 1 karlik + 1 burer + 1 gigant) -spawn_squads = simulation_tushkano, simulation_psysucker_black, simulation_karlik, simulation_bur_5rat_day, simulation_gigant +[spawn_lx18_worst] ;-- Worst mutants - Rates of groups: ( 1 bloodsucker + 1 psysucker + 1 burer; 1 gigant ) +spawn_squads = simulation_bloodsucker_1_2, simulation_psysucker_1_2, simulation_bur_5rat_day, ;dar_angar_gigant_squad spawn_num = {+dar_control_poltergeist_killed} 1, 0 +;[on_changing_level] + +;[smart_control] + [exclusive] angar_gigant = labx18\dar_angar_gigant.ltx diff --git a/mods/Redone Collection/gamedata/configs/scripts/labx18/smart/dar_control_poltergeist.ltx b/mods/Redone Collection/gamedata/configs/scripts/labx18/smart/dar_control_poltergeist.ltx index 512d2316..f0e6c658 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/labx18/smart/dar_control_poltergeist.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/labx18/smart/dar_control_poltergeist.ltx @@ -1,18 +1,29 @@ [smart_terrain] squad_id = 2 -max_population = 1 +max_population = 2 respawn_params = respawn@dar_control_poltergeist -respawn_idle = 259200 -respawn_radius = 300 +respawn_only_smart = false +respawn_idle = 345600 +respawn_radius = 200 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil [respawn@dar_control_poltergeist] -spawn_all_worst +spawn_lx18_worst -[spawn_all_worst] -spawn_squads = simulation_controller, simulation_psysucker_black, simulation_karlik, simulation_bur_5rat_day, simulation_contr_5zomb_weak +[spawn_lx18_worst] ;-- Worst mutants - Rates of groups: ( 1 bloodsucker + 1 psysucker + 1 burer + 2 controller ) +spawn_squads = simulation_bloodsucker_1_2, simulation_psysucker_1_2, simulation_bur_5rat_day, simulation_contr_5rat_3tush, simulation_contr_5sn spawn_num = {+dar_control_poltergeist_killed} 1, 0 +;[on_changing_level] + +;[smart_control] + [exclusive] com_center_poltergeist = labx18\dar_control_poltergeist_logic.ltx diff --git a/mods/Redone Collection/gamedata/configs/scripts/labx18/smart/dar_military_scout.ltx b/mods/Redone Collection/gamedata/configs/scripts/labx18/smart/dar_military_scout.ltx index 897b2a58..4580e711 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/labx18/smart/dar_military_scout.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/labx18/smart/dar_military_scout.ltx @@ -1,13 +1,24 @@ [smart_terrain] ;-- Disabled spawn squad_id = 3 -max_population = 0 +;max_population = 0 ;respawn_params = respawn@dar_military_scout -;respawn_idle = 0 -;respawn_radius = 300 +;respawn_only_smart = false +;respawn_idle = 86400 +;respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil ;[respawn@dar_military_scout] ;-- Type: +;[on_changing_level] + +;[smart_control] + [exclusive] dar_military_scout_hide = labx18\dar_military_scout_logic.ltx dar_military_scout_camper1 = labx18\dar_military_scout_logic.ltx diff --git a/mods/Redone Collection/gamedata/configs/scripts/labx18/smart/dar_poltergeist_ring.ltx b/mods/Redone Collection/gamedata/configs/scripts/labx18/smart/dar_poltergeist_ring.ltx index f305f72b..56c0242b 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/labx18/smart/dar_poltergeist_ring.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/labx18/smart/dar_poltergeist_ring.ltx @@ -1,19 +1,30 @@ [smart_terrain] squad_id = 4 -max_population = 1 +max_population = 2 respawn_params = respawn@dar_poltergeist_ring -respawn_idle = 172800 -respawn_radius = 300 +respawn_only_smart = false +respawn_idle = 259200 +respawn_radius = 200 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +spawn_point = dar_poltergeist_ring_way [respawn@dar_poltergeist_ring] ;-- Type: -spawn_all_worst +spawn_lx18_hard -[spawn_all_worst] ;-- Hard\normal mutants - Rates of groups: ( 1 bloodsucker + snork + 2 zombie ) -spawn_squads = simulation_bloodsucker, simulation_snork, simulation_zombie_blind, simulation_zombie_blind_3zomb -spawn_num = {+dar_control_poltergeist_killed} 1, 0 +[spawn_lx18_hard] ;-- Hard\normal mutants - Rates of groups: ( 2 polter + 2 ~bloodsucker ~psysucker ~karlik ~controller ~zombie ~burer ) +spawn_squads = dar_poltergeist_ring_squad_1, dar_poltergeist_ring_squad_2, dar_monster_ring_squad_1, dar_monster_ring_squad_2 +spawn_num = {+dar_control_poltergeist_killed} 2, 0 +;[on_changing_level] + +;[smart_control] + [exclusive] dar_poltergeist_ring_base = labx18\dar_poltergeist_ring_logic.ltx dar_poltergeist_ring_1_1 = labx18\dar_poltergeist_ring_logic.ltx diff --git a/mods/Redone Collection/gamedata/configs/scripts/labx18/smart/dar_poltergeist_tele.ltx b/mods/Redone Collection/gamedata/configs/scripts/labx18/smart/dar_poltergeist_tele.ltx index 11a95069..1d2cdc2c 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/labx18/smart/dar_poltergeist_tele.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/labx18/smart/dar_poltergeist_tele.ltx @@ -1,18 +1,29 @@ [smart_terrain] squad_id = 5 -max_population = 2 -respawn_params = respawn@dar_poltergeist_tele_round +max_population = 1 +respawn_params = respawn@dar_poltergeist_tele +respawn_only_smart = false respawn_idle = 259200 -respawn_radius = 300 +respawn_radius = 200 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +spawn_point = dar_poltergeist_tele -[respawn@dar_poltergeist_tele_round] ;-- Type: -spawn_rare +[respawn@dar_poltergeist_tele] ;-- Type: +spawn_lx18_rare -[spawn_rare] ;-- Hard\normal mutants - Rates of groups: ( 2 polter ) -spawn_squads = simulation_poltergeist_tele, simulation_poltergeist_flame +[spawn_lx18_rare] ;-- Hard\normal mutants - Rates of groups: ( 3 polter ) +spawn_squads = simulation_poltergeist_black, dar_poltergeist_tele_squad spawn_num = {+dar_control_poltergeist_killed} 1, 0 +;[on_changing_level] + +;[smart_control] + [exclusive] dar_poltergeist_tele_logic = labx18\dar_poltergeist_tele_logic.ltx \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/labx18/smart/dar_poltergeist_tele_round.ltx b/mods/Redone Collection/gamedata/configs/scripts/labx18/smart/dar_poltergeist_tele_round.ltx index 86d9a9bf..2a2719af 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/labx18/smart/dar_poltergeist_tele_round.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/labx18/smart/dar_poltergeist_tele_round.ltx @@ -1,18 +1,29 @@ [smart_terrain] squad_id = 6 max_population = 1 -respawn_params = respawn@dar_poltergeist_tele +respawn_params = respawn@dar_poltergeist_tele_round +respawn_only_smart = false respawn_idle = 259200 -respawn_radius = 300 +respawn_radius = 200 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +spawn_point = dar_poltergeist_tele_round_home -[respawn@dar_poltergeist_tele] ;-- Type: -spawn_rare +[respawn@dar_poltergeist_tele_round] ;-- Type: +spawn_lx18_rare -[spawn_rare] ;-- Hard\normal mutants - Rates of groups: ( 2 polter ) -spawn_squads = simulation_poltergeist_tele, simulation_poltergeist_flame +[spawn_lx18_rare] ;-- Hard\normal mutants - Rates of groups: ( 2 polter ) +spawn_squads = simulation_poltergeist_black, dar_poltergeist_tele_round_squad spawn_num = {+dar_control_poltergeist_killed} 1, 0 +;[on_changing_level] + +;[smart_control] + [exclusive] dar_poltergeist_tele_round_logic = labx18\dar_poltergeist_tele_round_logic.ltx \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/labx18/smart/dar_smart_snork.ltx b/mods/Redone Collection/gamedata/configs/scripts/labx18/smart/dar_smart_snork.ltx index b97691fa..b17513a3 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/labx18/smart/dar_smart_snork.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/labx18/smart/dar_smart_snork.ltx @@ -2,16 +2,27 @@ squad_id = 7 max_population = 2 respawn_params = respawn@dar_smart_snork +respawn_only_smart = false respawn_idle = 172800 -respawn_radius = 300 +respawn_radius = 200 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil [respawn@dar_smart_snork] ;-- Type: -spawn_all_hard +spawn_lx18_normal -[spawn_all_hard] ;-- Hard\normal mutants - Rates of groups: ( 1 bloodsucker + snork + 2 zombie ) -spawn_squads = simulation_bloodsucker, simulation_snork, simulation_zombie, simulation_mix_zombie -spawn_num = {+dar_control_poltergeist_killed} 2, 0 +[spawn_lx18_normal] ;-- Weak\Normal mutants - Rates of groups: ( 2 tushkano + 3 snork + 1 fracture ) +spawn_squads = simulation_tushkano, simulation_tushkano_7_10, simulation_snork, simulation_snork_2_3, simulation_snork_2_5, simulation_fracture +spawn_num = {+dar_control_poltergeist_killed} 1, 0 +;[on_changing_level] + +;[smart_control] + ;[exclusive] \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/marsh/mar_endless_night_spawn_logic_1.ltx b/mods/Redone Collection/gamedata/configs/scripts/marsh/mar_endless_night_spawn_logic_1.ltx new file mode 100644 index 00000000..720101fe --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/scripts/marsh/mar_endless_night_spawn_logic_1.ltx @@ -0,0 +1,37 @@ +[logic] +active = ph_idle@wait_actor + +[ph_idle@wait_actor] +on_info = {=actor_near_smart(mar_smart_terrain_3_7) =is_dark_night} ph_idle@spawn_night_monster, {=actor_near_smart(mar_smart_terrain_3_7) =is_night} ph_idle@spawn_night_monster +on_info2 = {=actor_near_smart(mar_smart_terrain_3_10) =is_dark_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(mar_smart_terrain_3_10) =is_night} ph_idle@spawn_night_monster_2 +on_info3 = {=actor_near_smart(mar_smart_terrain_4_7) =is_dark_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(mar_smart_terrain_4_7) =is_night} ph_idle@spawn_night_monster_3 +on_info4 = {=actor_near_smart(mar_smart_terrain_6_7) =is_dark_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(mar_smart_terrain_6_7) =is_night} ph_idle@spawn_night_monster_4 + +[ph_idle@spawn_night_monster] +on_info = {~20} %=create_squad(simulation_mix_zombie_night:mar_smart_terrain_3_7)% ph_idle@reset, {~30} %=create_squad(simulation_snork_night:mar_smart_terrain_3_7)% ph_idle@reset, {~40} %=create_squad(simulation_tushkano_night:mar_smart_terrain_3_7)% ph_idle@reset, {~50} %=create_squad(simulation_pseudodog_night:mar_smart_terrain_3_7)% ph_idle@reset, ph_idle@wait_reset + +[ph_idle@reset] +on_game_timer = 86400 | ph_idle@wait_actor + +[ph_idle@spawn_night_monster_2] +on_info = {~20} %=create_squad(simulation_snork_night:mar_smart_terrain_3_10)% ph_idle@reset_2, {~30} %=create_squad(simulation_fracture_night:mar_smart_terrain_3_10)% ph_idle@reset_2, {~40} %=create_squad(simulation_zombie_3_6:mar_smart_terrain_3_10)% ph_idle@reset_2, {~50} %=create_squad(simulation_pseudodog_night:mar_smart_terrain_3_10)% ph_idle@reset_2, ph_idle@wait_reset + +[ph_idle@reset_2] +on_game_timer = 86400 | ph_idle@wait_actor + +[ph_idle@spawn_night_monster_3] +on_info = {~20} %=create_squad(simulation_psysucker_white_night:mar_smart_terrain_4_7)% ph_idle@reset_3, {~30} %=create_squad(simulation_bloodsucker_night:mar_smart_terrain_4_7)% ph_idle@reset_3, {~40} %=create_squad(simulation_chimera_night:mar_smart_terrain_4_7)% ph_idle@reset_3, {~50} %=create_squad(simulation_dog_night:mar_smart_terrain_4_7)% ph_idle@reset_3, ph_idle@wait_reset +[ph_idle@reset_3] +on_game_timer = 86400 | ph_idle@wait_actor + +[ph_idle@spawn_night_monster_4] +on_info = {~20} %=create_squad(simulation_psysucker_white_night:mar_smart_terrain_6_7)% ph_idle@reset_4, {~30} %=create_squad(simulation_bloodsucker_night:mar_smart_terrain_6_7)% ph_idle@reset_4, {~40} %=create_squad(simulation_psy_dog_night:mar_smart_terrain_6_7)% ph_idle@reset_4, {~50} %=create_squad(simulation_boar_night:mar_smart_terrain_6_7)% ph_idle@reset_4, ph_idle@wait_reset + +[ph_idle@reset_4] +on_game_timer = 86400 | ph_idle@wait_actor + +[ph_idle@wait_reset] +on_game_timer = 580 | ph_idle@wait_actor + +[collide] +ignore_static \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/marsh/mar_endless_night_spawn_logic_2.ltx b/mods/Redone Collection/gamedata/configs/scripts/marsh/mar_endless_night_spawn_logic_2.ltx new file mode 100644 index 00000000..f83a1ef9 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/scripts/marsh/mar_endless_night_spawn_logic_2.ltx @@ -0,0 +1,38 @@ +[logic] +active = ph_idle@wait_actor + +[ph_idle@wait_actor] +on_info = {=actor_near_smart(mar_smart_terrain_6_8) =is_dark_night} ph_idle@spawn_night_monster, {=actor_near_smart(mar_smart_terrain_6_8) =is_night} ph_idle@spawn_night_monster +on_info2 = {=actor_near_smart(mar_smart_terrain_6_10) =is_dark_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(mar_smart_terrain_6_10) =is_night} ph_idle@spawn_night_monster_2 +on_info3 = {=actor_near_smart(mar_smart_terrain_8_8) =is_dark_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(mar_smart_terrain_8_8) =is_night} ph_idle@spawn_night_monster_3 +on_info4 = {=actor_near_smart(mar_smart_terrain_8_9) =is_dark_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(mar_smart_terrain_8_9) =is_night} ph_idle@spawn_night_monster_4 + +[ph_idle@spawn_night_monster] +on_info = {~20} %=create_squad(simulation_pseudodog_night:mar_smart_terrain_6_8)% ph_idle@reset, {~30} %=create_squad(simulation_dog_night:mar_smart_terrain_6_8)% ph_idle@reset, {~40} %=create_squad(simulation_tushkano_night:mar_smart_terrain_6_8)% ph_idle@reset, {~50} %=create_squad(simulation_boar_3_5_night:mar_smart_terrain_6_8)% ph_idle@reset, ph_idle@wait_reset + +[ph_idle@reset] +on_game_timer = 86400 | ph_idle@wait_actor + +[ph_idle@spawn_night_monster_2] +on_info = {~20} %=create_squad(simulation_tushkano_night:mar_smart_terrain_6_10)% ph_idle@reset_2, {~30} %=create_squad(simulation_fracture_night:mar_smart_terrain_6_10)% ph_idle@reset_2, {~40} %=create_squad(simulation_zombie_3_6:mar_smart_terrain_6_10)% ph_idle@reset_2, {~50} %=create_squad(simulation_pseudodog_night:mar_smart_terrain_6_10)% ph_idle@reset_2, ph_idle@wait_reset + +[ph_idle@reset_2] +on_game_timer = 86400 | ph_idle@wait_actor + +[ph_idle@spawn_night_monster_3] +on_info = {~20} %=create_squad(simulation_psy_dog_night:mar_smart_terrain_8_8)% ph_idle@reset_3, {~30} %=create_squad(simulation_psysucker_white_night:mar_smart_terrain_8_8)% ph_idle@reset_3, {~40} %=create_squad(simulation_bloodsucker_night:mar_smart_terrain_8_8)% ph_idle@reset_3, {~50} %=create_squad(simulation_karlik_night:mar_smart_terrain_8_8)% ph_idle@reset_3, ph_idle@wait_reset + +[ph_idle@reset_3] +on_game_timer = 86400 | ph_idle@wait_actor + +[ph_idle@spawn_night_monster_4] +on_info = {~20} %=create_squad(simulation_lurker_blue_night:mar_smart_terrain_8_9)% ph_idle@reset_4, {~30} %=create_squad(simulation_dog_night:mar_smart_terrain_8_9)% ph_idle@reset_4, {~40} %=create_squad(simulation_cat_night:mar_smart_terrain_8_9)% ph_idle@reset_4, {~50} %=create_squad(simulation_boar_night:mar_smart_terrain_8_9)% ph_idle@reset_4, ph_idle@wait_reset + +[ph_idle@reset_4] +on_game_timer = 86400 | ph_idle@wait_actor + +[ph_idle@wait_reset] +on_game_timer = 580 | ph_idle@wait_actor + +[collide] +ignore_static diff --git a/mods/Redone Collection/gamedata/configs/scripts/marsh/mar_endless_night_spawn_logic_3.ltx b/mods/Redone Collection/gamedata/configs/scripts/marsh/mar_endless_night_spawn_logic_3.ltx new file mode 100644 index 00000000..f8278742 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/scripts/marsh/mar_endless_night_spawn_logic_3.ltx @@ -0,0 +1,38 @@ +[logic] +active = ph_idle@wait_actor + +[ph_idle@wait_actor] +on_info = {=actor_near_smart(mar_smart_terrain_7_7) =is_dark_night} ph_idle@spawn_night_monster, {=actor_near_smart(mar_smart_terrain_7_7) =is_night} ph_idle@spawn_night_monster +on_info2 = {=actor_near_smart(mar_smart_terrain_8_4) =is_dark_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(mar_smart_terrain_8_4) =is_night} ph_idle@spawn_night_monster_2 +on_info3 = {=actor_near_smart(mar_smart_terrain_10_7) =is_dark_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(mar_smart_terrain_10_7) =is_night} ph_idle@spawn_night_monster_3 +on_info4 = {=actor_near_smart(mar_smart_terrain_10_10) =is_dark_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(mar_smart_terrain_10_10) =is_night} ph_idle@spawn_night_monster_4 + +[ph_idle@spawn_night_monster] +on_info = {~20} %=create_squad(simulation_bloodsucker_night:mar_smart_terrain_7_7)% ph_idle@reset, {~30} %=create_squad(simulation_fracture_night:mar_smart_terrain_7_7)% ph_idle@reset, {~40} %=create_squad(simulation_chimera_night:mar_smart_terrain_7_7)% ph_idle@reset, {~50} %=create_squad(simulation_lurker_blue_night:mar_smart_terrain_7_7)% ph_idle@reset, ph_idle@wait_reset + +[ph_idle@reset] +on_game_timer = 86400 | ph_idle@wait_actor + +[ph_idle@spawn_night_monster_2] +on_info = {~20} %=create_squad(simulation_snork_night:mar_smart_terrain_8_4)% ph_idle@reset_2, {~30} %=create_squad(simulation_fracture_night:mar_smart_terrain_8_4)% ph_idle@reset_2, {~40} %=create_squad(simulation_zombie_3_6:mar_smart_terrain_8_4)% ph_idle@reset_2, {~50} %=create_squad(simulation_pseudodog_night:mar_smart_terrain_8_4)% ph_idle@reset_2, ph_idle@wait_reset + +[ph_idle@reset_2] +on_game_timer = 86400 | ph_idle@wait_actor + +[ph_idle@spawn_night_monster_3] +on_info = {~20} %=create_squad(simulation_tushkano_night:mar_smart_terrain_10_7)% ph_idle@reset_3, {~30} %=create_squad(simulation_dog_night:mar_smart_terrain_10_7)% ph_idle@reset_3, {~40} %=create_squad(simulation_boar_night:mar_smart_terrain_10_7)% ph_idle@reset_3, {~50} %=create_squad(simulation_cat_night:mar_smart_terrain_10_7)% ph_idle@reset_3, ph_idle@wait_reset + +[ph_idle@reset_3] +on_game_timer = 86400 | ph_idle@wait_actor + +[ph_idle@spawn_night_monster_4] +on_info = {~20} %=create_squad(simulation_pseudodog_night:mar_smart_terrain_10_10)% ph_idle@reset_4, {~30} %=create_squad(simulation_fracture_night:mar_smart_terrain_10_10)% ph_idle@reset_4, {~40} %=create_squad(simulation_bloodsucker_night:mar_smart_terrain_10_10)% ph_idle@reset_4, {~50} %=create_squad(simulation_lurker_blue_night:mar_smart_terrain_10_10)% ph_idle@reset_4, ph_idle@wait_reset + +[ph_idle@reset_4] +on_game_timer = 86400 | ph_idle@wait_actor + +[ph_idle@wait_reset] +on_game_timer = 580 | ph_idle@wait_actor + +[collide] +ignore_static diff --git a/mods/Redone Collection/gamedata/configs/scripts/marsh/mar_renegade_mlr_characters_logic.ltx b/mods/Redone Collection/gamedata/configs/scripts/marsh/mar_renegade_mlr_characters_logic.ltx deleted file mode 100644 index e599ed64..00000000 --- a/mods/Redone Collection/gamedata/configs/scripts/marsh/mar_renegade_mlr_characters_logic.ltx +++ /dev/null @@ -1,172 +0,0 @@ -[logic@mar_renegade_trader_mlr] -suitable = {=check_npc_name(mar_renegade_trader)} true -prior = 200 -active = beh@renegade_trader -can_select_weapon = false -dont_keep_items = true -level_spot = trader -trade = items\trade\trade_renegade.ltx -on_death = death_trader - -[death_trader] -on_info = %+mar_renegade_trader_dead% - -[logic@mar_renegade_mechanic_mlr] -suitable = {=check_npc_name(mar_renegade_mechanic)} true -prior = 200 -active = beh@renegade_mechanic -can_select_weapon = true -dont_keep_items = true -level_spot = mechanic -trade = items\trade\trade_generic_mechanic.ltx -on_death = death_mechanic - -[death_mechanic] -on_info = %+mar_renegade_mechanic_dead% - -[logic@mar_renegade_squad_guard_mlr_1] -active = beh@renegade_guard_1 -suitable = {=target_squad_name(mar_renegade_guard_patrol)} true -prior = 200 - -[logic@mar_renegade_squad_guard_mlr_2] -active = beh@renegade_guard_2 -suitable = {=target_squad_name(mar_renegade_guard_patrol)} true -prior = 200 - -[logic@mar_renegade_squad_guard_mlr_3] -active = beh@renegade_guard_3 -suitable = {=target_squad_name(mar_renegade_guard_patrol)} true -prior = 200 - -[logic@mar_renegade_squad_guard_mlr_4] -active = beh@renegade_guard_4 -suitable = {=target_squad_name(mar_renegade_guard)} true -prior = 200 - -[beh@general] -behavior_state = beh_move -target = waypoint -walk_dist = 100 -jog_dist = 220 -wait_anim = guard -walk_anim = patrol -jog_anim = assault -run_anim = assault -delay_anim = guard -combat_ignore_cond = false -combat_ignore_keep_when_attacked = false -gather_items_enabled = false -help_wounded_enabled = true -corpse_detection_enabled = false -invulnerable = false -meet = meet - -[beh@surge] -behavior_state = beh_move -target = waypoint -walk_dist = 100 -jog_dist = 220 -walk_anim = rush -jog_anim = rush -run_anim = rush -gather_items_enabled = false -help_wounded_enabled = false -corpse_detection_enabled = false -invulnerable = {=is_warfare} false, {!actor_true_enemy} true, 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 - -[beh@renegade_trader]:beh@general -pt1 = 88860000, fold_arms | pos: -166.23594665527, 1.2154817581177, 404.42706298828 look: -167.17866516113, 1.201287984848, 403.93496704102 -path_end = loop -on_info = {=surge_started} beh@surge_1 -on_info2 = {=is_night} beh@sleeper_1 - -[beh@renegade_mechanic]:beh@general -pt1 = 88860000, idle | pos: -41.070526123047, 0.83952760696411, 299.06350708008 look: -42.211521148682, 0.85883629322052, 298.53637695312 -path_end = loop -on_info = {=surge_started} beh@surge_6 -on_info2 = {=is_night} beh@sleeper_2 - -[beh@renegade_guard_1]:beh@general -pt1 = 88860000, guard | pos: -22.130926132202, 1.3520023822784, 302.73327636719 look: -20.949447631836, 1.4185507297516, 302.74871826172 -path_end = loop -on_info = {=surge_started} beh@surge_2 - -[beh@renegade_guard_2]:beh@general -pt1 = 88860000, guard | pos: -56.102127075195, 0.32276093959808, 255.72845458984 look: -56.189502716064, 0.28120201826096, 254.16116333008 -path_end = loop -on_info = {=surge_started} beh@surge_3 - -[beh@renegade_guard_3]:beh@general -pt1 = 30000, guard | pos: -52.357490539551, 0.46181523799896, 310.07559204102 look: -52.897644042969, 0.42069625854492, 311.70074462891 -pt2 = 30000, guard | pos: -33.12162399292, 0.99425029754639, 313.0598449707 look: -32.454566955566, 1.0350238084793, 314.18930053711 -pt3 = 30000, guard | pos: -34.121109008789, 1.1312124729156, 264.22564697266 look: -33.278354644775, 1.0799858570099, 263.03125, 126162 -pt4 = 50000, binocular | pos: -53.769592285156, 0.49783384799957, 256.45532226562 look: -53.50598526001, 0.43051421642303, 251.93171691895 -pt5 = 100000, smoking_stand | pos: -82.267395019531, 0.47735011577606, 292.60342407227 look: -80.736793518066, 0.55484676361084, 291.66186523438 -path_end = loop -on_info = {=surge_started} beh@surge_4 - -[beh@renegade_guard_4]:beh@general -pt1 = 88860000, guard | pos: -102.17450714111, 0.28349053859711, 334.62121582031 look: -103.18497467041, 0.29522895812988, 333.81231689453 -path_end = loop -on_info = {=surge_started} beh@surge_5 - -[beh@surge_1]:beh@general -pt1 = 100, idle | pos: -181.83827209473, 1.240157365799, 408.89813232422 -pt2 = 100, idle | pos: -181.61006164551, 2.5379238128662, 414.4421081543 -pt3 = 88860000, smoking_stand | pos: -179.36306762695, 2.496452331543, 418.27770996094 look: -178.08337402344, 2.3998425006866, 417.59329223633 -;path_end = loop -on_info = {=surge_complete} beh@renegade_trader - -[beh@surge_2]:beh@surge -pt1 = 88860000, idle | pos: -64.608497619629, 0.4090513586998, 301.75866699219 look: -65.166435241699, 0.44713652133942, 300.01336669922 -path_end = loop -on_info = {=surge_complete} beh@renegade_guard_1 - -[beh@surge_3]:beh@surge -pt1 = 1000, idle | pos: -42.187362670898, 1.048748254776, 276.03903198242 -pt2 = 88860000, smoking_stand | pos: -43.331748962402, -1.1223545074463, 267.94931030273 look: -42.929580688477, -1.3546957969666, 268.80407714844 -;path_end = loop -on_info = {=surge_complete} beh@renegade_guard_2 - -[beh@surge_4]:beh@surge -pt1 = 88860000, smoking_stand | pos: -67.112495422363, 0.26309049129486, 304.40640258789 look: -26.799217224121, 17.709882736206, 266.99923706055 -path_end = loop -on_info = {=surge_complete} beh@renegade_guard_3 - -[beh@surge_5]:beh@surge -pt1 = 88860000, guard | pos: -66.679733276367, 0.23225954174995, 304.81878662109 look: -65.98218536377, 0.26270437240601, 304.23452758789 -path_end = loop -on_info = {=surge_complete} beh@renegade_guard_4 - -[beh@surge_6]:beh@general -pt1 = 88860000, guard | pos: -67.655487060547, 0.29054844379425, 303.61352539062 look: -66.823997497559, 0.2875799536705, 303.69750976562 -path_end = loop -on_info = {=surge_complete} beh@renegade_mechanic - -[beh@sleeper_1]:beh@general -pt1 = 1000, idle | pos: -181.83827209473, 1.240157365799, 408.89813232422 -pt2 = 1000, idle | pos: -181.61006164551, 2.5379238128662, 414.4421081543 -pt3 = 88860000, drunk_sit_ass | pos: -176.78353881836, 2.4819579124451, 420.45544433594 look: -176.8219909668, 2.4224393367767, 419.72503662109 -;path_end = loop -on_info = {!is_night} beh@renegade_trader - -[beh@sleeper_2]:beh@general -pt1 = 88860000, sleep_sit | pos: -67.655487060547, 0.29054844379425, 303.61352539062 look: -66.823997497559, 0.2875799536705, 303.69750976562 -path_end = loop -on_info = {!is_night} beh@renegade_mechanic - diff --git a/mods/Redone Collection/gamedata/configs/scripts/marsh/mod_mar_crow_spawner_redone.ltx b/mods/Redone Collection/gamedata/configs/scripts/marsh/mod_mar_crow_spawner_redone.ltx index a32d321e..b0f72d02 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/marsh/mod_mar_crow_spawner_redone.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/marsh/mod_mar_crow_spawner_redone.ltx @@ -1,3 +1,19 @@ +![logic] +!active = sr_crow_spawner +active = sr_idle@check_story + +[sr_idle@check_story] +on_info = {-story_mode_disabled} sr_idle@check_actor, {+story_mode_disabled -yan_x16_complete_end} sr_idle@check_actor %+yan_kill_brain_done% + +[sr_idle@check_actor] +on_info = {=actor_community(actor_monolith) -yan_x16_complete_end} sr_idle@check_helmet %+yan_kill_brain_done%, {=actor_community(actor_greh) -yan_x16_complete_end} sr_idle@check_helmet %+yan_kill_brain_done%, sr_idle@check_helmet + +[sr_idle@check_helmet] +on_info = {=actor_has_item(good_psy_helmet)} sr_idle@check_spawner %+living_legend_psy_helmet%, {=actor_has_item(bad_psy_helmet)} sr_idle@check_spawner %+living_legend_psy_helmet%, sr_idle@check_spawner + +[sr_idle@check_spawner] +on_info = sr_crow_spawner + ![sr_crow_spawner] max_crows_on_level = 5 spawn_path = mar_crow_spawn_1, mar_crow_spawn_2, mar_crow_spawn_3, mar_crow_spawn_4, mar_crow_spawn_5 \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/marsh/mod_mar_smart_terrain_11_3_smart_logic_redone.ltx b/mods/Redone Collection/gamedata/configs/scripts/marsh/mod_mar_smart_terrain_11_3_smart_logic_redone.ltx new file mode 100644 index 00000000..eba96c33 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/scripts/marsh/mod_mar_smart_terrain_11_3_smart_logic_redone.ltx @@ -0,0 +1,3 @@ +![logic@mar_smart_terrain_11_3_collector_work] +active = walker@mar_smart_terrain_11_3_collector_work +suitable = {=npc_community(stalker)} true, {=npc_community(csky)} true, {=npc_community(ecolog)} true, {=npc_community(army)} true diff --git a/mods/Redone Collection/gamedata/configs/scripts/marsh/mod_mar_smart_terrain_12_2_smart_logic_redone.ltx b/mods/Redone Collection/gamedata/configs/scripts/marsh/mod_mar_smart_terrain_12_2_smart_logic_redone.ltx new file mode 100644 index 00000000..30e2714a --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/scripts/marsh/mod_mar_smart_terrain_12_2_smart_logic_redone.ltx @@ -0,0 +1,48 @@ +![logic@mar_smart_terrain_12_2_collector_work] +active = walker@mar_smart_terrain_12_2_collector_work +suitable = {=npc_community(stalker)} true, {=npc_community(csky)} true, {=npc_community(ecolog)} true, {=npc_community(army)} true + +[logic@mar_smart_terrain_12_2_camp_work_6] +active = beh@mar_smart_terrain_12_2_camp_work_6 +suitable = {!surge_started} true +prior = 45 + +[logic@mar_smart_terrain_12_2_camp_work_7] +active = beh@mar_smart_terrain_12_2_camp_work_7 +suitable = {!surge_started} true +prior = 45 + +[logic@mar_smart_terrain_12_2_camp_work_8] +active = beh@mar_smart_terrain_12_2_camp_work_8 +suitable = {!surge_started} true +prior = 45 + +[beh@general_work] +behavior_state = beh_move +target = waypoint +walk_dist = 100 +jog_dist = 220 +walk_anim = patrol +jog_anim = assault +run_anim = assault +delay_anim = guard +combat_ignore_cond = false +combat_ignore_keep_when_attacked = false +turn_on_campfire = true +gather_items_enabled = false +help_wounded_enabled = true +corpse_detection_enabled = true +invulnerable = false + +[beh@mar_smart_terrain_12_2_camp_work_6]:beh@general_work +pt1 = 88860000, sit_ass | pos: 582.88635253906, 3.0272789001465, 410.47271728516 look: 581.25933837891, 3.1870319843292, 411.89233398438 +path_end = loop + +[beh@mar_smart_terrain_12_2_camp_work_7]:beh@general_work +pt1 = 88860000, sit_ass | pos: 580.630859375, 2.9817399978638, 410.10726928711 look: 581.27111816406, 3.1863985061646, 411.93655395508 +path_end = loop + +[beh@mar_smart_terrain_12_2_camp_work_8]:beh@general_work +pt1 = 88860000, sit_ass | pos: 579.32287597656, 2.8790109157562, 412.45388793945 look: 581.46997070312, 3.2193348407745, 412.14294433594 +path_end = loop + diff --git a/mods/Redone Collection/gamedata/configs/scripts/marsh/mod_mar_smart_terrain_3_3_smart_logic_redone.ltx b/mods/Redone Collection/gamedata/configs/scripts/marsh/mod_mar_smart_terrain_3_3_smart_logic_redone.ltx new file mode 100644 index 00000000..9a8022c7 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/scripts/marsh/mod_mar_smart_terrain_3_3_smart_logic_redone.ltx @@ -0,0 +1,92 @@ +[logic@mar_smart_terrain_3_3_guard_work_1] +active = beh@mar_smart_terrain_3_3_guard_work_1 +suitable = {=target_squad_name(renegade_guard_mar_smart_terrain_3_3)} true ;{!surge_started =npc_community(renegade)} true +prior = 200 + +[logic@mar_smart_terrain_3_3_trader_logic] +suitable = {=check_npc_name(mar_renegade_trader)} true +active = beh@mar_smart_terrain_3_3_trader_work_1 +prior = 200 +can_select_weapon = false +dont_keep_items = true +level_spot = trader +trade = items\trade\trade_renegade.ltx +on_death = death_trader + +[death_trader] +on_info = %+mar_renegade_trader_dead% + +[beh@general_guard] +behavior_state = beh_move +target = waypoint +walk_dist = 100 +jog_dist = 220 +walk_anim = patrol +jog_anim = assault +run_anim = assault +delay_anim = guard +combat_ignore_cond = false +combat_ignore_keep_when_attacked = false +gather_items_enabled = false +help_wounded_enabled = true +corpse_detection_enabled = false +invulnerable = {!actor_true_enemy} true, false +meet = meet + +[beh@general_surge] +behavior_state = beh_move +target = waypoint +walk_dist = 100 +jog_dist = 220 +walk_anim = rush +jog_anim = rush +run_anim = rush +gather_items_enabled = false +help_wounded_enabled = false +corpse_detection_enabled = false +invulnerable = {!actor_true_enemy} true, 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 + +[beh@mar_smart_terrain_3_3_guard_work_1]:beh@general_guard +pt1 = 88860000, guard | pos: -102.17450714111, 0.28349053859711, 334.62121582031 look: -103.18497467041, 0.29522895812988, 333.81231689453 +path_end = loop +on_info = {=surge_started} beh@mar_smart_terrain_3_3_surge_work_1 + +[beh@mar_smart_terrain_3_3_trader_work_1]:beh@general_guard +pt1 = 88860000, fold_arms | pos: -166.23594665527, 1.2154817581177, 404.42706298828 look: -167.17866516113, 1.201287984848, 403.93496704102 +path_end = loop +on_info = {=is_night} beh@mar_smart_terrain_3_3_trader_sleeper_work_1 +on_info2 = {=surge_started} beh@mar_smart_terrain_3_3_trader_surge_work_1 + +[beh@mar_smart_terrain_3_3_surge_work_1]:beh@general_surge +pt1 = 88860000, guard | pos: -66.679733276367, 0.23225954174995, 304.81878662109 look: -65.98218536377, 0.26270437240601, 304.23452758789 +path_end = loop +on_info = {=surge_complete} beh@mar_smart_terrain_3_3_guard_work_1 + +[beh@mar_smart_terrain_3_3_trader_surge_work_1]:beh@general_guard +pt1 = 100, idle | pos: -181.83827209473, 1.240157365799, 408.89813232422 look: -181.83827209473, 1.240157365799, 408.89813232422 +pt2 = 100, idle | pos: -181.61006164551, 2.5379238128662, 414.4421081543 look: -181.61006164551, 2.5379238128662, 414.4421081543 +pt3 = 88860000, smoking_stand | pos: -179.36306762695, 2.496452331543, 418.27770996094 look: -178.08337402344, 2.3998425006866, 417.59329223633 +;path_end = loop +on_info = {=surge_complete} beh@mar_smart_terrain_3_3_trader_work_1 + +[beh@mar_smart_terrain_3_3_trader_sleeper_work_1]:beh@general_guard +pt1 = 100, idle | pos: -181.83827209473, 1.240157365799, 408.89813232422 look: -181.83827209473, 1.240157365799, 408.89813232422 +pt2 = 100, idle | pos: -181.61006164551, 2.5379238128662, 414.4421081543 look: -181.61006164551, 2.5379238128662, 414.4421081543 +pt3 = 88860000, drunk_sit_ass | pos: -175.93263244629, 2.4545187950134, 420.1438293457 look: -175.91630554199, 2.4256129264832, 419.57049560547 +;path_end = loop +on_info = {!is_night} beh@mar_smart_terrain_3_3_trader_work_1 + diff --git a/mods/Redone Collection/gamedata/configs/scripts/marsh/mod_mar_smart_terrain_4_5_smart_logic_redone.ltx b/mods/Redone Collection/gamedata/configs/scripts/marsh/mod_mar_smart_terrain_4_5_smart_logic_redone.ltx new file mode 100644 index 00000000..ba5aa700 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/scripts/marsh/mod_mar_smart_terrain_4_5_smart_logic_redone.ltx @@ -0,0 +1,122 @@ +[logic@mar_smart_terrain_4_5_guard_work_1] +active = beh@mar_smart_terrain_4_5_guard_work_1 +suitable = {=target_squad_name(mar_renegade_guard_patrol)} true ;{!surge_started =npc_community(renegade)} true +prior = 200 + +[logic@mar_smart_terrain_4_5_guard_work_2] +active = beh@mar_smart_terrain_4_5_guard_work_2 +suitable = {=target_squad_name(mar_renegade_guard_patrol)} true ;{!surge_started =npc_community(renegade)} true +prior = 200 + +[logic@mar_smart_terrain_4_5_guard_work_3] +active = beh@mar_smart_terrain_4_5_guard_work_3 +suitable = {=target_squad_name(mar_renegade_guard_patrol)} true ;{!surge_started =npc_community(renegade)} true +prior = 200 + +[logic@mar_smart_terrain_4_5_mechanic_logic] +suitable = {=check_npc_name(mar_renegade_mechanic)} true +active = beh@mar_smart_terrain_4_5_mechanic_work_1 +prior = 200 +can_select_weapon = true +dont_keep_items = true +level_spot = mechanic +trade = items\trade\trade_generic_mechanic.ltx +on_death = death_mechanic + +[death_mechanic] +on_info = %+mar_renegade_mechanic_dead% + +[beh@general_guard] +behavior_state = beh_move +target = waypoint +walk_dist = 100 +jog_dist = 220 +walk_anim = patrol +jog_anim = assault +run_anim = assault +delay_anim = guard +combat_ignore_cond = false +combat_ignore_keep_when_attacked = false +gather_items_enabled = false +help_wounded_enabled = true +corpse_detection_enabled = false +invulnerable = {!actor_true_enemy} true, false +meet = meet + +[beh@general_surge] +behavior_state = beh_move +target = waypoint +walk_dist = 100 +jog_dist = 220 +walk_anim = rush +jog_anim = rush +run_anim = rush +gather_items_enabled = false +help_wounded_enabled = false +corpse_detection_enabled = false +invulnerable = {!actor_true_enemy} true, 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 + +[beh@mar_smart_terrain_4_5_guard_work_1]:beh@general_guard +pt1 = 88860000, guard | pos: -22.130926132202, 1.3520023822784, 302.73327636719 look: -20.949447631836, 1.4185507297516, 302.74871826172 +path_end = loop +on_info = {=surge_started} beh@mar_smart_terrain_4_5_surge_work_1 + +[beh@mar_smart_terrain_4_5_guard_work_2]:beh@general_guard +pt1 = 88860000, guard | pos: -56.102127075195, 0.32276093959808, 255.72845458984 look: -56.189502716064, 0.28120201826096, 254.16116333008 +path_end = loop +on_info = {=surge_started} beh@mar_smart_terrain_4_5_surge_work_2 + +[beh@mar_smart_terrain_4_5_guard_work_3]:beh@general_guard +pt1 = 30000, guard | pos: -52.357490539551, 0.46181523799896, 310.07559204102 look: -52.897644042969, 0.42069625854492, 311.70074462891 +pt2 = 30000, guard | pos: -33.12162399292, 0.99425029754639, 313.0598449707 look: -32.454566955566, 1.0350238084793, 314.18930053711 +pt3 = 30000, guard | pos: -34.121109008789, 1.1312124729156, 264.22564697266 look: -33.278354644775, 1.0799858570099, 263.03125, 126162 +pt4 = 50000, binocular | pos: -53.769592285156, 0.49783384799957, 256.45532226562 look: -53.50598526001, 0.43051421642303, 251.93171691895 +pt5 = 100000, smoking_stand | pos: -82.267395019531, 0.47735011577606, 292.60342407227 look: -80.736793518066, 0.55484676361084, 291.66186523438 +path_end = loop +on_info = {=surge_started} beh@mar_smart_terrain_4_5_surge_work_3 + +[beh@mar_smart_terrain_4_5_mechanic_work_1]:beh@general_guard +pt1 = 88860000, idle | pos: -41.070526123047, 0.83952760696411, 299.06350708008 look: -42.211521148682, 0.85883629322052, 298.53637695312 +path_end = loop +on_info = {=is_night} beh@mar_smart_terrain_4_5_mechanic_sleeper_work_1 +on_info2 = {=surge_started} beh@mar_smart_terrain_4_5_mechanic_surge_work_1 + +[beh@mar_smart_terrain_4_5_surge_work_1]:beh@general_surge +pt1 = 88860000, idle | pos: -64.608497619629, 0.4090513586998, 301.75866699219 look: -65.166435241699, 0.44713652133942, 300.01336669922 +path_end = loop +on_info = {=surge_complete} beh@mar_smart_terrain_3_3_guard_work_1 + +[beh@mar_smart_terrain_4_5_surge_work_2]:beh@general_surge +pt1 = 1000, idle | pos: -42.187362670898, 1.048748254776, 276.03903198242 look: -42.929580688477, -1.3546957969666, 268.80407714844 +pt2 = 88860000, smoking_stand | pos: -43.331748962402, -1.1223545074463, 267.94931030273 look: -42.929580688477, -1.3546957969666, 268.80407714844 +;path_end = loop +on_info = {=surge_complete} beh@mar_smart_terrain_4_5_guard_work_2 + +[beh@mar_smart_terrain_4_5_surge_work_3]:beh@general_surge +pt1 = 88860000, smoking_stand | pos: -67.112495422363, 0.26309049129486, 304.40640258789 look: -26.799217224121, 17.709882736206, 266.99923706055 +path_end = loop +on_info = {=surge_complete} beh@mar_smart_terrain_4_5_guard_work_3 + +[beh@mar_smart_terrain_4_5_mechanic_surge_work_1]:beh@general_guard +pt1 = 88860000, guard | pos: -67.655487060547, 0.29054844379425, 303.61352539062 look: -66.823997497559, 0.2875799536705, 303.69750976562 +path_end = loop +on_info = {=surge_complete} beh@mar_smart_terrain_4_5_mechanic_work_1 + +[beh@mar_smart_terrain_4_5_mechanic_sleeper_work_1]:beh@general_guard +pt1 = 88860000, sleep_sit | pos: -67.655487060547, 0.29054844379425, 303.61352539062 look: -66.823997497559, 0.2875799536705, 303.69750976562 +path_end = loop +on_info = {!is_night} beh@mar_smart_terrain_4_5_mechanic_work_1 diff --git a/mods/Redone Collection/gamedata/configs/scripts/marsh/mod_mar_smart_terrain_base_radio_redone.ltx b/mods/Redone Collection/gamedata/configs/scripts/marsh/mod_mar_smart_terrain_base_radio_redone.ltx index 058969f2..c510a4da 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/marsh/mod_mar_smart_terrain_base_radio_redone.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/marsh/mod_mar_smart_terrain_base_radio_redone.ltx @@ -1,2 +1,17 @@ -![ph_sound] -volume = {=surge_started}0, 1 \ No newline at end of file +![logic] +!active = ph_sound +active = ph_idle@music + +[ph_idle@music] +on_info = %=play_sound(mar_smart_terrain_base_radio_mlr)% +on_info2 = {=is_night} ph_idle@night +on_info3 = {=surge_started} ph_idle@surge + +[ph_idle@night] +on_info = %=play_sound(no_sound_mlr)% +on_info2 = {!is_night} ph_idle@music + +[ph_idle@surge] +on_info = %=play_sound(broken_radio_mlr)% +on_info2 = {!surge_started} ph_idle@music + diff --git a/mods/Redone Collection/gamedata/configs/scripts/marsh/mod_mar_smart_terrain_base_smart_logic_redone.ltx b/mods/Redone Collection/gamedata/configs/scripts/marsh/mod_mar_smart_terrain_base_smart_logic_redone.ltx new file mode 100644 index 00000000..7c52be0c --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/scripts/marsh/mod_mar_smart_terrain_base_smart_logic_redone.ltx @@ -0,0 +1,21 @@ +![logic@guard_1] +suitable = {=target_squad_name(mar_smart_terrain_base_lager_squad) !surge_started} true, {=npc_community(army) !surge_started} true, {=npc_community(renegade) !surge_started} true + +![logic@guard_2] +suitable = {=target_squad_name(mar_smart_terrain_base_lager_squad) !surge_started} true, {=npc_community(army) !surge_started} true, {=npc_community(renegade) !surge_started} true + +![logic@mar_base_animpoint_kamp1] +suitable = {=target_squad_name(mar_smart_terrain_base_lager_squad) !surge_started} true, {=npc_community(army) !surge_started} true, {=npc_community(renegade) !surge_started} true + +![logic@mar_base_animpoint_kamp2] +suitable = {=target_squad_name(mar_smart_terrain_base_lager_squad) !surge_started} true, {=npc_community(army) !surge_started} true, {=npc_community(renegade) !surge_started} true + +![logic@mar_base_animpoint_kamp3] +suitable = {=target_squad_name(mar_smart_terrain_base_lager_squad) !surge_started} true, {=npc_community(army) !surge_started} true, {=npc_community(renegade) !surge_started} true + +![logic@mar_base_animpoint_kamp4] +suitable = {=target_squad_name(mar_smart_terrain_base_lager_squad) !surge_started} true, {=npc_community(army) !surge_started} true, {=npc_community(renegade) !surge_started} true + +![logic@mar_smart_terrain_base_surge_def] +suitable = {=target_squad_name(mar_smart_terrain_base_lager_squad) !surge_started} true, {=npc_community(army) !surge_started} true, {=npc_community(renegade) !surge_started} true + diff --git a/mods/Redone Collection/gamedata/configs/scripts/marsh/smart/mar_smart_terrain_10_10.ltx b/mods/Redone Collection/gamedata/configs/scripts/marsh/smart/mar_smart_terrain_10_10.ltx index 71a4605e..90223710 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/marsh/smart/mar_smart_terrain_10_10.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/marsh/smart/mar_smart_terrain_10_10.ltx @@ -1,11 +1,23 @@ [smart_terrain] ;-- Disabled spawn squad_id = 1 max_population = 2 -:respawn_params = respawn@mar_smart_terrain_10_10 -;respawn_idle = 0 +;respawn_params = respawn@mar_smart_terrain_10_10 +;respawn_only_smart = false +;respawn_idle = 86400 +;respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil -:[respawn@mar_smart_terrain_10_10] +;[respawn@mar_smart_terrain_10_10] ;-- Type: +;[on_changing_level] + +;[smart_control] + [exclusive] mar_smart_terrain_10_10_collector_work = marsh\mar_smart_terrain_10_10_smart_logic.ltx \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/marsh/smart/mar_smart_terrain_10_5.ltx b/mods/Redone Collection/gamedata/configs/scripts/marsh/smart/mar_smart_terrain_10_5.ltx index c4473d3a..4894ae52 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/marsh/smart/mar_smart_terrain_10_5.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/marsh/smart/mar_smart_terrain_10_5.ltx @@ -1,16 +1,31 @@ [smart_terrain] squad_id = 2 -max_population = 4 +max_population = 2 respawn_params = respawn@mar_smart_terrain_10_5 -respawn_idle = 86400 +respawn_only_smart = false +respawn_idle = 172800 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil faction_controlled = army, bandit, csky, renegade, stalker default_faction = army faction_respawn_num = 1 +;[respawn@mar_smart_terrain_10_5] ;-- Type: faction {army} = outpost + + +;[on_changing_level] + +;[smart_control] [exclusive] mar_smart_terrain_10_5_minigunner_excl = marsh\mar_smart_terrain_10_5_smart_logic.ltx + mar_smart_terrain_10_5_camp_work_1 = marsh\mar_smart_terrain_10_5_smart_logic.ltx mar_smart_terrain_10_5_camp_work_2 = marsh\mar_smart_terrain_10_5_smart_logic.ltx mar_smart_terrain_10_5_camp_work_3 = marsh\mar_smart_terrain_10_5_smart_logic.ltx diff --git a/mods/Redone Collection/gamedata/configs/scripts/marsh/smart/mar_smart_terrain_10_7.ltx b/mods/Redone Collection/gamedata/configs/scripts/marsh/smart/mar_smart_terrain_10_7.ltx index f26e0440..4f1f3cd7 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/marsh/smart/mar_smart_terrain_10_7.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/marsh/smart/mar_smart_terrain_10_7.ltx @@ -1,10 +1,23 @@ [smart_terrain] ;-- Disabled spawn squad_id = 3 -;max_population = 0 +max_population = 1 ;respawn_params = respawn@mar_smart_terrain_10_7 -;respawn_idle = 0 +;respawn_only_smart = false +;respawn_idle = 86400 +;respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil -;[respawn@mar_smart_terrain_10_7] +;[respawn@mar_smart_terrain_10_7] ;-- Type: +;[on_changing_level] + +;[smart_control] + ;[exclusive] + diff --git a/mods/Redone Collection/gamedata/configs/scripts/marsh/smart/mar_smart_terrain_11_11.ltx b/mods/Redone Collection/gamedata/configs/scripts/marsh/smart/mar_smart_terrain_11_11.ltx index 72db8f36..46c3d41c 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/marsh/smart/mar_smart_terrain_11_11.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/marsh/smart/mar_smart_terrain_11_11.ltx @@ -1,12 +1,27 @@ [smart_terrain] squad_id = 4 -max_population = 3 +max_population = 2 +respawn_params = respawn@mar_smart_terrain_11_11 +respawn_only_smart = false respawn_idle = 172800 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil -faction_controlled = army, bandit, csky, renegade +faction_controlled = bandit, csky, army, renegade default_faction = renegade faction_respawn_num = 1 +;[respawn@mar_smart_terrain_11_11] ;-- Type: + + +;[on_changing_level] + +;[smart_control] [exclusive] mar_smart_terrain_11_11_camp_work_1 = marsh\mar_smart_terrain_11_11_smart_logic.ltx diff --git a/mods/Redone Collection/gamedata/configs/scripts/marsh/smart/mar_smart_terrain_11_3.ltx b/mods/Redone Collection/gamedata/configs/scripts/marsh/smart/mar_smart_terrain_11_3.ltx index 796002a3..2d408c12 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/marsh/smart/mar_smart_terrain_11_3.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/marsh/smart/mar_smart_terrain_11_3.ltx @@ -1,11 +1,23 @@ [smart_terrain] ;-- Disabled spawn squad_id = 5 -max_population = 2 +max_population = 1 ;respawn_params = respawn@mar_smart_terrain_11_3 -;respawn_idle = 0 +;respawn_only_smart = false +;respawn_idle = 86400 +;respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil0 -;[respawn@mar_smart_terrain_11_3] +;[respawn@mar_smart_terrain_11_3] ;-- Type: +;[on_changing_level] + +;[smart_control] + [exclusive] mar_smart_terrain_11_3_collector_work = marsh\mar_smart_terrain_11_3_smart_logic.ltx \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/marsh/smart/mar_smart_terrain_12_2.ltx b/mods/Redone Collection/gamedata/configs/scripts/marsh/smart/mar_smart_terrain_12_2.ltx index 7a72c4ed..accd384e 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/marsh/smart/mar_smart_terrain_12_2.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/marsh/smart/mar_smart_terrain_12_2.ltx @@ -1,18 +1,36 @@ [smart_terrain] squad_id = 6 -max_population = 3 +max_population = 2 respawn_params = respawn@mar_smart_terrain_12_2 +respawn_only_smart = false respawn_idle = 172800 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil -faction_controlled = army, bandit, csky, stalker, renegade -default_faction = stalker +faction_controlled = stalker, bandit, csky, army, renegade +default_faction = army faction_respawn_num = 1 +;[respawn@mar_smart_terrain_11_11] ;-- Type: + + +;[on_changing_level] + +;[smart_control] [exclusive] mar_smart_terrain_12_2_collector_work = marsh\mar_smart_terrain_12_2_smart_logic.ltx + mar_smart_terrain_12_2_camp_work_1 = marsh\mar_smart_terrain_12_2_smart_logic.ltx mar_smart_terrain_12_2_camp_work_2 = marsh\mar_smart_terrain_12_2_smart_logic.ltx mar_smart_terrain_12_2_camp_work_3 = marsh\mar_smart_terrain_12_2_smart_logic.ltx mar_smart_terrain_12_2_camp_work_4 = marsh\mar_smart_terrain_12_2_smart_logic.ltx -mar_smart_terrain_12_2_camp_work_5 = marsh\mar_smart_terrain_12_2_smart_logic.ltx \ No newline at end of file +mar_smart_terrain_12_2_camp_work_5 = marsh\mar_smart_terrain_12_2_smart_logic.ltx +mar_smart_terrain_12_2_camp_work_6 = marsh\mar_smart_terrain_12_2_smart_logic.ltx +mar_smart_terrain_12_2_camp_work_7 = marsh\mar_smart_terrain_12_2_smart_logic.ltx +mar_smart_terrain_12_2_camp_work_8 = marsh\mar_smart_terrain_12_2_smart_logic.ltx diff --git a/mods/Redone Collection/gamedata/configs/scripts/marsh/smart/mar_smart_terrain_3_10.ltx b/mods/Redone Collection/gamedata/configs/scripts/marsh/smart/mar_smart_terrain_3_10.ltx index 4bfa3e67..771284f8 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/marsh/smart/mar_smart_terrain_3_10.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/marsh/smart/mar_smart_terrain_3_10.ltx @@ -2,7 +2,15 @@ squad_id = 7 max_population = 1 respawn_params = respawn@mar_smart_terrain_3_10 -respawn_idle = 172800 +respawn_only_smart = false +respawn_idle = 86400 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil [respawn@mar_smart_terrain_3_10] ;-- Type: spawn_all_weak_c_1_1 @@ -18,4 +26,8 @@ spawn_squads = simulation_mix_dogs, simulation_mix_dogs, simulation_mix_boar_fle spawn_num = {=actor_week_in_zone(1)} 1, {!actor_week_in_zone(1)} 0 +;[on_changing_level] + +;[smart_control] + ;[exclusive] diff --git a/mods/Redone Collection/gamedata/configs/scripts/marsh/smart/mar_smart_terrain_3_3.ltx b/mods/Redone Collection/gamedata/configs/scripts/marsh/smart/mar_smart_terrain_3_3.ltx index 44dce412..941d03b9 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/marsh/smart/mar_smart_terrain_3_3.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/marsh/smart/mar_smart_terrain_3_3.ltx @@ -1,28 +1,76 @@ [smart_terrain] squad_id = 8 -max_population = 4 +max_population = 2 respawn_params = respawn@mar_smart_terrain_3_3 +respawn_only_smart = false respawn_idle = 43200 +respawn_radius = 100 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil -[respawn@mar_smart_terrain_3_3] ;-- Type: faction {renegade} = faction "base" + faction {bandit} = safezone -spawn_renegade@advanced -spawn_renegade@veteran +[respawn@mar_smart_terrain_3_3] ;-- Type: faction {renegade\bandit} = faction camp\safezone +spawn_renegade@novice_c_4_1 +spawn_renegade@novice_c_4_2 +spawn_renegade@veteran_c_4_1 +spawn_renegade@veteran_c_4_2 +spawn_renegade_special +spawn_renegade_special_2 +spawn_deserted_base +spawn_deserted_base_2 -[spawn_renegade@advanced] -spawn_squads = renegade_sim_squad_advanced, renegade_sim_squad_novice -spawn_num = {+mar_renegade_trader_dead} 1, 2 +[spawn_renegade@novice_c_4_1] +spawn_squads = renegade_sim_squad_novice, renegade_sim_squad_novice, renegade_sim_squad_advanced +spawn_num = {!actor_week_in_zone(1)} 1,{=actor_week_in_zone(1)} 0 -[spawn_renegade@veteran] -spawn_squads = renegade_sim_squad_veteran, renegade_sim_squad_advanced -spawn_num = {=actor_week_in_zone(1) -mar_renegade_trader_dead -mar_renegade_mechanic_dead} 2, 0 +[spawn_renegade@novice_c_4_2] +spawn_squads = renegade_sim_squad_novice, renegade_sim_squad_novice, renegade_sim_squad_advanced +spawn_num = {=actor_week_in_zone(1)} 2,{!actor_week_in_zone(1)} 0 +[spawn_renegade@veteran_c_4_1] +spawn_squads = renegade_sim_squad_veteran, renegade_sim_squad_advanced, renegade_sim_squad_advanced +spawn_num = {!actor_week_in_zone(3) -mar_renegade_trader_dead -mar_renegade_mechanic_dead} 1,{=actor_week_in_zone(3) -mar_renegade_trader_dead -mar_renegade_mechanic_dead} 0, 0 + +[spawn_renegade@veteran_c_4_2] +spawn_squads = renegade_sim_squad_veteran, renegade_sim_squad_veteran, renegade_sim_squad_advanced +spawn_num = {=actor_week_in_zone(3) -mar_renegade_trader_dead -mar_renegade_mechanic_dead} 3,{!actor_week_in_zone(3) -mar_renegade_trader_dead -mar_renegade_mechanic_dead} 0, 0 + +[spawn_renegade_special] +spawn_squads = mar_smart_terrain_3_3_renegade_squad +spawn_num = {!squad_name_exist(mar_smart_terrain_3_3_renegade_squad) -mar_renegade_trader_dead -mar_renegade_mechanic_dead} 1, 0 + +[spawn_renegade_special_2] +spawn_squads = renegade_guard_mar_smart_terrain_3_3 +spawn_num = {!squad_name_exist(renegade_guard_mar_smart_terrain_3_3) -mar_renegade_trader_dead -mar_renegade_mechanic_dead} 1, 0 + + +[spawn_deserted_base] +spawn_squads = mar_smart_terrain_3_3_csky_squad +spawn_num = {!squad_name_exist(mar_smart_terrain_3_3_csky_squad) !squad_name_exist(mar_smart_terrain_3_3_army_squad) -csky_stalker_leader_dead +mar_renegade_trader_dead +mar_renegade_mechanic_dead} 1, 0 + +[spawn_deserted_base_2] +spawn_squads = mar_smart_terrain_3_3_army_squad +spawn_num = {!squad_name_exist(mar_smart_terrain_3_3_csky_squad) !squad_name_exist(mar_smart_terrain_3_3_army_squad) -agr_military_colonel_kovalski_dead +mar_renegade_trader_dead +mar_renegade_mechanic_dead} 1, 0 + + +;[on_changing_level] + +;[smart_control] [exclusive] -mar_renegade_trader_mlr = marsh\mar_renegade_mlr_characters_logic.ltx -mar_renegade_squad_guard_mlr_4 = marsh\mar_renegade_mlr_characters_logic.ltx +mar_smart_terrain_3_3_trader_logic = marsh\mar_smart_terrain_3_3_smart_logic.ltx + mar_smart_terrain_3_3_camp_work_1 = marsh\mar_smart_terrain_3_3_smart_logic.ltx mar_smart_terrain_3_3_camp_work_2 = marsh\mar_smart_terrain_3_3_smart_logic.ltx mar_smart_terrain_3_3_camp_work_3 = marsh\mar_smart_terrain_3_3_smart_logic.ltx mar_smart_terrain_3_3_camp_work_4 = marsh\mar_smart_terrain_3_3_smart_logic.ltx -mar_smart_terrain_3_3_camp_work_5 = marsh\mar_smart_terrain_3_3_smart_logic.ltx \ No newline at end of file +mar_smart_terrain_3_3_camp_work_5 = marsh\mar_smart_terrain_3_3_smart_logic.ltx + +mar_smart_terrain_3_3_guard_work_1 = marsh\mar_smart_terrain_3_3_smart_logic.ltx +;mar_smart_terrain_3_3_guard_work_2 = marsh\mar_smart_terrain_3_3_smart_logic.ltx +;mar_smart_terrain_3_3_guard_work_3 = marsh\mar_smart_terrain_3_3_smart_logic.ltx +;mar_smart_terrain_3_3_guard_work_4 = marsh\mar_smart_terrain_3_3_smart_logic.ltx \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/marsh/smart/mar_smart_terrain_3_7.ltx b/mods/Redone Collection/gamedata/configs/scripts/marsh/smart/mar_smart_terrain_3_7.ltx index 776c62c8..654ff457 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/marsh/smart/mar_smart_terrain_3_7.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/marsh/smart/mar_smart_terrain_3_7.ltx @@ -2,7 +2,15 @@ squad_id = 9 max_population = 1 respawn_params = respawn@mar_smart_terrain_3_7 -respawn_idle = 172800 +respawn_only_smart = false +respawn_idle = 86400 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil [respawn@mar_smart_terrain_3_7] ;-- Type: c_1_1 + c_1_2 edited spawn_all_weak_c_1_1 @@ -18,5 +26,9 @@ spawn_squads = simulation_mix_dogs, simulation_mix_dogs, simulation_pseudodog, s spawn_num = {=actor_week_in_zone(1)} 1, {!actor_week_in_zone(1)} 0 +;[on_changing_level] + +;[smart_control] + ;[exclusive] \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/marsh/smart/mar_smart_terrain_4_5.ltx b/mods/Redone Collection/gamedata/configs/scripts/marsh/smart/mar_smart_terrain_4_5.ltx index a3987960..e0e6d78b 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/marsh/smart/mar_smart_terrain_4_5.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/marsh/smart/mar_smart_terrain_4_5.ltx @@ -1,30 +1,76 @@ [smart_terrain] squad_id = 10 -max_population = 3 +max_population = 2 respawn_params = respawn@mar_smart_terrain_4_5 -respawn_idle = 172800 +respawn_only_smart = false +respawn_idle = 43200 +respawn_radius = 100 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil [respawn@mar_smart_terrain_4_5] Type: faction {renegade} = guardpost -spawn_renegade@novice -spawn_renegade@advanced +spawn_renegade@novice_c_4_1 +spawn_renegade@novice_c_4_2 +spawn_renegade@advanced_c_4_1 +spawn_renegade@advanced_c_4_2 +spawn_renegade_special +spawn_renegade_special_2 +spawn_deserted_base +spawn_deserted_base_2 -[spawn_renegade@novice] -spawn_squads = renegade_sim_squad_novice, renegade_sim_squad_novice -spawn_num = {=actor_week_in_zone(1)} 2, 1 +[spawn_renegade@novice_c_4_1] +spawn_squads = renegade_sim_squad_novice, renegade_sim_squad_novice, renegade_sim_squad_advanced +spawn_num = {!actor_week_in_zone(1)} 1,{=actor_week_in_zone(1)} 0 -[spawn_renegade@advanced] -spawn_squads = renegade_sim_squad_advanced, renegade_sim_squad_advanced -spawn_num = {=actor_week_in_zone(1) -mar_renegade_trader_dead -mar_renegade_mechanic_dead} 1, 0 +[spawn_renegade@novice_c_4_2] +spawn_squads = renegade_sim_squad_novice, renegade_sim_squad_novice, renegade_sim_squad_advanced +spawn_num = {=actor_week_in_zone(1)} 2,{!actor_week_in_zone(1)} 0 +[spawn_renegade@advanced_c_4_1] +spawn_squads = renegade_sim_squad_advanced, renegade_sim_squad_advanced, renegade_sim_squad_novice +spawn_num = {!actor_week_in_zone(2) -mar_renegade_trader_dead -mar_renegade_mechanic_dead} 1,{=actor_week_in_zone(2) -mar_renegade_trader_dead -mar_renegade_mechanic_dead} 0, 0 + +[spawn_renegade@advanced_c_4_2] +spawn_squads = renegade_sim_squad_advanced, renegade_sim_squad_advanced, renegade_sim_squad_novice +spawn_num = {=actor_week_in_zone(2) -mar_renegade_trader_dead -mar_renegade_mechanic_dead} 2,{!actor_week_in_zone(2) -mar_renegade_trader_dead -mar_renegade_mechanic_dead} 0, 0 + +[spawn_renegade_special] +spawn_squads = mar_smart_terrain_4_5_renegade_squad +spawn_num = {!squad_name_exist(mar_smart_terrain_4_5_renegade_squad) -mar_renegade_trader_dead -mar_renegade_mechanic_dead} 1, 0 + +[spawn_renegade_special_2] +spawn_squads = mar_renegade_guard_patrol_squad +spawn_num = {!squad_name_exist(mar_renegade_guard_patrol_squad) -mar_renegade_trader_dead -mar_renegade_mechanic_dead} 1, 0 + + +[spawn_deserted_base] +spawn_squads = mar_smart_terrain_4_5_csky_squad +spawn_num = {=squad_name_exist(mar_smart_terrain_3_3_csky_squad) !squad_name_exist(mar_smart_terrain_4_5_csky_squad) -csky_stalker_leader_dead +mar_renegade_trader_dead +mar_renegade_mechanic_dead} 1, 0 + +[spawn_deserted_base_2] +spawn_squads = mar_smart_terrain_4_5_army_squad +spawn_num = {=squad_name_exist(mar_smart_terrain_3_3_army_squad) !squad_name_exist(mar_smart_terrain_4_5_army_squad) -agr_military_colonel_kovalski_dead +mar_renegade_trader_dead +mar_renegade_mechanic_dead} 1, 0 + + +;[on_changing_level] + +;[smart_control] [exclusive] -mar_renegade_mechanic_mlr = marsh\mar_renegade_mlr_characters_logic.ltx -mar_renegade_squad_guard_mlr_1 = marsh\mar_renegade_mlr_characters_logic.ltx -mar_renegade_squad_guard_mlr_2 = marsh\mar_renegade_mlr_characters_logic.ltx -mar_renegade_squad_guard_mlr_3 = marsh\mar_renegade_mlr_characters_logic.ltx +mar_smart_terrain_4_5_mechanic_logic = marsh\mar_smart_terrain_4_5_smart_logic.ltx + mar_smart_terrain_4_5_camp_work_1 = marsh\mar_smart_terrain_4_5_smart_logic.ltx mar_smart_terrain_4_5_camp_work_2 = marsh\mar_smart_terrain_4_5_smart_logic.ltx mar_smart_terrain_4_5_camp_work_3 = marsh\mar_smart_terrain_4_5_smart_logic.ltx mar_smart_terrain_4_5_camp_work_4 = marsh\mar_smart_terrain_4_5_smart_logic.ltx -mar_smart_terrain_4_5_camp_work_5 = marsh\mar_smart_terrain_4_5_smart_logic.ltx \ No newline at end of file +mar_smart_terrain_4_5_camp_work_5 = marsh\mar_smart_terrain_4_5_smart_logic.ltx + +mar_smart_terrain_4_5_guard_work_1 = marsh\mar_smart_terrain_4_5_smart_logic.ltx +mar_smart_terrain_4_5_guard_work_2 = marsh\mar_smart_terrain_4_5_smart_logic.ltx +mar_smart_terrain_4_5_guard_work_3 = marsh\mar_smart_terrain_4_5_smart_logic.ltx +;mar_smart_terrain_3_3_guard_work_4 = marsh\mar_smart_terrain_4_5_smart_logic.ltx \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/marsh/smart/mar_smart_terrain_4_7.ltx b/mods/Redone Collection/gamedata/configs/scripts/marsh/smart/mar_smart_terrain_4_7.ltx index 1589d577..6b626778 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/marsh/smart/mar_smart_terrain_4_7.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/marsh/smart/mar_smart_terrain_4_7.ltx @@ -2,7 +2,15 @@ squad_id = 11 max_population = 1 respawn_params = respawn@mar_smart_terrain_4_7 +respawn_only_smart = false respawn_idle = 86400 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil [respawn@mar_smart_terrain_4_7] ;-- Type: c_1_1 + c_1_2 edited spawn_all_weak_c_1_1 @@ -18,4 +26,8 @@ spawn_squads = simulation_mix_dogs, simulation_mix_dogs, simulation_mix_boar_fle spawn_num = {=actor_week_in_zone(1)} 1, {!actor_week_in_zone(1)} 0 +;[on_changing_level] + +;[smart_control] + ;[exclusive] \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/marsh/smart/mar_smart_terrain_5_12.ltx b/mods/Redone Collection/gamedata/configs/scripts/marsh/smart/mar_smart_terrain_5_12.ltx index 14740767..247643dc 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/marsh/smart/mar_smart_terrain_5_12.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/marsh/smart/mar_smart_terrain_5_12.ltx @@ -2,18 +2,46 @@ squad_id = 12 max_population = 2 respawn_params = respawn@mar_smart_terrain_5_12 -respawn_idle = 172800 +respawn_only_smart = false +respawn_idle = 86400 +respawn_radius = 100 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil [respawn@mar_smart_terrain_5_12] ;-- Type: faction {csky} = guard camp spawn_csky@advanced - +spawn_deserted_base +spawn_deserted_base_2 [spawn_csky@advanced] -spawn_squads = csky_sim_squad_advanced, csky_sim_squad_novice -spawn_num = {+csky_stalker_leader_dead} 1, 2 +spawn_squads = csky_sim_squad_advanced, csky_sim_squad_advanced, csky_sim_squad_novice +spawn_num = {-csky_stalker_leader_dead} 0, 2 +[spawn_deserted_base] +spawn_squads = camp_army_mar_smart_terrain_5_12 +spawn_num = {=squad_name_exist(mar_smart_terrain_base_army_squad) !squad_name_exist(camp_army_mar_smart_terrain_5_12) -agr_military_colonel_kovalski_dead +csky_stalker_leader_dead} 1, 0 + +[spawn_deserted_base_2] +spawn_squads = camp_renegade_mar_smart_terrain_5_12 +spawn_num = {=squad_name_exist(mar_smart_terrain_base_renegade_squad) !squad_name_exist(camp_renegade_mar_smart_terrain_5_12) -mar_renegade_trader_dead +csky_stalker_leader_dead} 1, 0 + + +;[on_changing_level] + +;[smart_control] + [exclusive] +mar_smart_terrain_5_12_camp_work_1 = marsh\mar_smart_terrain_5_12_smart_logic.ltx +mar_smart_terrain_5_12_camp_work_2 = marsh\mar_smart_terrain_5_12_smart_logic.ltx +mar_smart_terrain_5_12_camp_work_3 = marsh\mar_smart_terrain_5_12_smart_logic.ltx +mar_smart_terrain_5_12_camp_work_4 = marsh\mar_smart_terrain_5_12_smart_logic.ltx +mar_smart_terrain_5_12_camp_work_5 = marsh\mar_smart_terrain_5_12_smart_logic.ltx + mar_smart_terrain_5_12_surge_work_1 = marsh\mar_smart_terrain_5_12_smart_logic.ltx mar_smart_terrain_5_12_surge_work_2 = marsh\mar_smart_terrain_5_12_smart_logic.ltx mar_smart_terrain_5_12_surge_work_3 = marsh\mar_smart_terrain_5_12_smart_logic.ltx @@ -22,11 +50,7 @@ mar_smart_terrain_5_12_surge_work_5 = marsh\mar_smart_terrain_5_12_smart_logic.l mar_smart_terrain_5_12_surge_work_6 = marsh\mar_smart_terrain_5_12_smart_logic.ltx mar_smart_terrain_5_12_surge_work_7 = marsh\mar_smart_terrain_5_12_smart_logic.ltx mar_smart_terrain_5_12_surge_work_8 = marsh\mar_smart_terrain_5_12_smart_logic.ltx -mar_smart_terrain_5_12_camp_work_1 = marsh\mar_smart_terrain_5_12_smart_logic.ltx -mar_smart_terrain_5_12_camp_work_2 = marsh\mar_smart_terrain_5_12_smart_logic.ltx -mar_smart_terrain_5_12_camp_work_3 = marsh\mar_smart_terrain_5_12_smart_logic.ltx -mar_smart_terrain_5_12_camp_work_4 = marsh\mar_smart_terrain_5_12_smart_logic.ltx -mar_smart_terrain_5_12_camp_work_5 = marsh\mar_smart_terrain_5_12_smart_logic.ltx + faction_base_defense_enemy1 = marsh\mar_smart_terrain_5_12_smart_logic.ltx faction_base_defense_enemy2 = marsh\mar_smart_terrain_5_12_smart_logic.ltx faction_base_defense_enemy3 = marsh\mar_smart_terrain_5_12_smart_logic.ltx \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/marsh/smart/mar_smart_terrain_5_8.ltx b/mods/Redone Collection/gamedata/configs/scripts/marsh/smart/mar_smart_terrain_5_8.ltx index 37034690..7d3fc755 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/marsh/smart/mar_smart_terrain_5_8.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/marsh/smart/mar_smart_terrain_5_8.ltx @@ -1,12 +1,26 @@ [smart_terrain] squad_id = 13 -max_population = 3 +max_population = 2 respawn_params = respawn@mar_smart_terrain_5_8 -respawn_idle = 172800 +respawn_only_smart = false +respawn_idle = 86400 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil -faction_controlled = bandit, csky, ecolog, renegade, army +faction_controlled = bandit, csky, ecolog, renegade default_faction = csky faction_respawn_num = 1 +;[respawn@mar_smart_terrain_5_8] ;-- Type: faction {csky} = outpost + + +;[on_changing_level] + +;[smart_control] ;[exclusive] diff --git a/mods/Redone Collection/gamedata/configs/scripts/marsh/smart/mar_smart_terrain_6_10.ltx b/mods/Redone Collection/gamedata/configs/scripts/marsh/smart/mar_smart_terrain_6_10.ltx index 0bb91f39..f68d6560 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/marsh/smart/mar_smart_terrain_6_10.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/marsh/smart/mar_smart_terrain_6_10.ltx @@ -1,11 +1,23 @@ [smart_terrain] ;-- Disabled spawn squad_id = 14 -;max_population = 0 +;max_population = 1 ;respawn_params = respawn@mar_smart_terrain_6_10 -;respawn_idle = 0 +;respawn_only_smart = false +;respawn_idle = 86400 +;respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil ;[respawn@mar_smart_terrain_6_10] ;-- Type: +;[on_changing_level] + +;[smart_control] + ;[exclusive] diff --git a/mods/Redone Collection/gamedata/configs/scripts/marsh/smart/mar_smart_terrain_6_11.ltx b/mods/Redone Collection/gamedata/configs/scripts/marsh/smart/mar_smart_terrain_6_11.ltx index e65ed36a..b970fd72 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/marsh/smart/mar_smart_terrain_6_11.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/marsh/smart/mar_smart_terrain_6_11.ltx @@ -1,16 +1,40 @@ [smart_terrain] squad_id = 15 max_population = 2 -respawn_idle = 43200 respawn_params = respawn@mar_smart_terrain_6_11 +respawn_only_smart = false +respawn_idle = 43200 +respawn_radius = 100 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil [respawn@mar_smart_terrain_6_11] ;-- Type: faction {csky} = guard tower -spawn_csky@towerguards +spawn_csky_special +spawn_deserted_base +spawn_deserted_base_2 -[spawn_csky@towerguards] +[spawn_csky_special] spawn_squads = tower_csky_mar_smart_terrain_6_11 spawn_num = {!squad_exist(tower_csky_mar_smart_terrain_6_11) -csky_stalker_leader_dead} 1, 0 +[spawn_deserted_base] +spawn_squads = tower_army_mar_smart_terrain_6_11 +spawn_num = {=squad_name_exist(mar_smart_terrain_base_army_squad) !squad_name_exist(tower_army_mar_smart_terrain_6_11) -agr_military_colonel_kovalski_dead +csky_stalker_leader_dead} 1, 0 + +[spawn_deserted_base_2] +spawn_squads = tower_renegade_mar_smart_terrain_6_11 +spawn_num = {=squad_name_exist(mar_smart_terrain_base_renegade_squad) !squad_name_exist(tower_renegade_mar_smart_terrain_6_11) -mar_renegade_trader_dead +csky_stalker_leader_dead} 1, 0 + + + +;[on_changing_level] + +;[smart_control] + ;[exclusive] \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/marsh/smart/mar_smart_terrain_6_4.ltx b/mods/Redone Collection/gamedata/configs/scripts/marsh/smart/mar_smart_terrain_6_4.ltx index 4a382ee1..302d1261 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/marsh/smart/mar_smart_terrain_6_4.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/marsh/smart/mar_smart_terrain_6_4.ltx @@ -1,10 +1,22 @@ [smart_terrain] ;-- Disabled spawn squad_id = 16 -;max_population = 0 +;max_population = 1 ;respawn_params = respawn@mar_smart_terrain_4_5 -;respawn_idle = 0 +;respawn_only_smart = false +;respawn_idle = 86400 +;respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil ;[respawn@mar_smart_terrain_4_5] ;-- Type: +;[on_changing_level] + +;[smart_control] + ;[exclusive] diff --git a/mods/Redone Collection/gamedata/configs/scripts/marsh/smart/mar_smart_terrain_6_7.ltx b/mods/Redone Collection/gamedata/configs/scripts/marsh/smart/mar_smart_terrain_6_7.ltx index 9e799dd1..5f0bafc4 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/marsh/smart/mar_smart_terrain_6_7.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/marsh/smart/mar_smart_terrain_6_7.ltx @@ -2,7 +2,15 @@ squad_id = 16 max_population = 1 respawn_params = respawn@mar_smart_terrain_6_7 +respawn_only_smart = false respawn_idle = 86400 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil [respawn@mar_smart_terrain_6_7] ;-- Type: c_1_1 + c_1_2 edited spawn_all_weak_c_1_1 @@ -18,4 +26,8 @@ spawn_squads = simulation_tushkano, simulation_dog_5_7, simulation_mix_dogs, sim spawn_num = {=actor_week_in_zone(1)} 2, {!actor_week_in_zone(1)} 0 +;[on_changing_level] + +;[smart_control] + ;[exclusive] \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/marsh/smart/mar_smart_terrain_6_8.ltx b/mods/Redone Collection/gamedata/configs/scripts/marsh/smart/mar_smart_terrain_6_8.ltx index 538711bd..b586c0e2 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/marsh/smart/mar_smart_terrain_6_8.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/marsh/smart/mar_smart_terrain_6_8.ltx @@ -2,7 +2,15 @@ squad_id = 18 max_population = 1 respawn_params = respawn@mar_smart_terrain_6_8 +respawn_only_smart = false respawn_idle = 172800 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil [respawn@mar_smart_terrain_6_8] ;-- Type: c_1_1 + c_1_2 edited spawn_all_weak_c_1_1 @@ -18,6 +26,10 @@ spawn_squads = simulation_mix_dogs, simulation_mix_dogs, simulation_pseudodog, s spawn_num = {=actor_week_in_zone(1)} 1, {!actor_week_in_zone(1)} 0 +;[on_changing_level] + +;[smart_control] + ;[exclusive] diff --git a/mods/Redone Collection/gamedata/configs/scripts/marsh/smart/mar_smart_terrain_7_3.ltx b/mods/Redone Collection/gamedata/configs/scripts/marsh/smart/mar_smart_terrain_7_3.ltx index ac1ad637..4d978088 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/marsh/smart/mar_smart_terrain_7_3.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/marsh/smart/mar_smart_terrain_7_3.ltx @@ -2,7 +2,15 @@ squad_id = 19 max_population = 2 respawn_params = respawn@mar_smart_terrain_7_3 -respawn_idle = 345600 +respawn_only_smart = false +respawn_idle = 259200 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil [respawn@mar_smart_terrain_7_3] ;-- Type: spawn_renegade_special @@ -18,4 +26,8 @@ spawn_num = {!squad_exist(na_agro_renegade_mar_smart_terrain_7_3) -mar_renegade_ ;spawn_num = {!squad_exist(na_agro_blood_mar_smart_terrain_7_3)} 1, 0 +;[on_changing_level] + +;[smart_control] + ;[exclusive] \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/marsh/smart/mar_smart_terrain_7_7.ltx b/mods/Redone Collection/gamedata/configs/scripts/marsh/smart/mar_smart_terrain_7_7.ltx index 5cbdde52..bb520dcf 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/marsh/smart/mar_smart_terrain_7_7.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/marsh/smart/mar_smart_terrain_7_7.ltx @@ -2,7 +2,15 @@ squad_id = 20 max_population = 1 respawn_params = respawn@mar_smart_terrain_7_7 +respawn_only_smart = false respawn_idle = 43200 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil [respawn@mar_smart_terrain_7_7] ;-- Type: spawn_flesh_boar @@ -17,4 +25,8 @@ spawn_squads = simulation_dog, simulation_dog_5_7 spawn_num = {~50} 1, 0 +;[on_changing_level] + +;[smart_control] + ;[exclusive] \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/marsh/smart/mar_smart_terrain_8_11.ltx b/mods/Redone Collection/gamedata/configs/scripts/marsh/smart/mar_smart_terrain_8_11.ltx index 306f1cd5..b402a156 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/marsh/smart/mar_smart_terrain_8_11.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/marsh/smart/mar_smart_terrain_8_11.ltx @@ -1,14 +1,34 @@ [smart_terrain] squad_id = 21 -max_population = 2 +max_population = 2 +respawn_params = respawn@mar_smart_terrain_8_11 +respawn_only_smart = false respawn_idle = 172800 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil faction_controlled = csky, ecolog default_faction = ecolog faction_respawn_num = 1 +;[respawn@mar_smart_terrain_8_11] ;-- Type: faction {ecolog} = campsite + + +;[on_changing_level] + +;[smart_control] [exclusive] +mar_smart_terrain_8_11_camp_work_1 = marsh\mar_smart_terrain_8_11_smart_logic.ltx +mar_smart_terrain_8_11_camp_work_2 = marsh\mar_smart_terrain_8_11_smart_logic.ltx +mar_smart_terrain_8_11_camp_work_3 = marsh\mar_smart_terrain_8_11_smart_logic.ltx +mar_smart_terrain_8_11_camp_work_4 = marsh\mar_smart_terrain_8_11_smart_logic.ltx + mar_smart_terrain_8_11_surge_work_1 = marsh\mar_smart_terrain_8_11_smart_logic.ltx mar_smart_terrain_8_11_surge_work_2 = marsh\mar_smart_terrain_8_11_smart_logic.ltx mar_smart_terrain_8_11_surge_work_3 = marsh\mar_smart_terrain_8_11_smart_logic.ltx @@ -16,7 +36,3 @@ mar_smart_terrain_8_11_surge_work_4 = marsh\mar_smart_terrain_8_11_smart_logic.l mar_smart_terrain_8_11_surge_work_5 = marsh\mar_smart_terrain_8_11_smart_logic.ltx mar_smart_terrain_8_11_surge_work_6 = marsh\mar_smart_terrain_8_11_smart_logic.ltx mar_smart_terrain_8_11_surge_work_7 = marsh\mar_smart_terrain_8_11_smart_logic.ltx -mar_smart_terrain_8_11_camp_work_1 = marsh\mar_smart_terrain_8_11_smart_logic.ltx -mar_smart_terrain_8_11_camp_work_2 = marsh\mar_smart_terrain_8_11_smart_logic.ltx -mar_smart_terrain_8_11_camp_work_3 = marsh\mar_smart_terrain_8_11_smart_logic.ltx -mar_smart_terrain_8_11_camp_work_4 = marsh\mar_smart_terrain_8_11_smart_logic.ltx \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/marsh/smart/mar_smart_terrain_8_4.ltx b/mods/Redone Collection/gamedata/configs/scripts/marsh/smart/mar_smart_terrain_8_4.ltx index 206cdf5b..59f3d21c 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/marsh/smart/mar_smart_terrain_8_4.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/marsh/smart/mar_smart_terrain_8_4.ltx @@ -2,7 +2,15 @@ squad_id = 22 max_population = 1 respawn_params = respawn@mar_smart_terrain_8_4 +respawn_only_smart = false respawn_idle = 172800 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil [respawn@mar_smart_terrain_8_4] ;-- Type: spawn_lurker @@ -10,7 +18,11 @@ spawn_lurker [spawn_lurker] ;-- Hard mutants - Rates of groups: ( 2 lurker ) spawn_squads = simulation_lurker, simulation_lurker_blue -spawn_num = {=actor_week_in_zone(1) ~50} 1, 0 +spawn_num = {~50} 1, 0 +;[on_changing_level] + +;[smart_control] + ;[exclusive] \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/marsh/smart/mar_smart_terrain_8_8.ltx b/mods/Redone Collection/gamedata/configs/scripts/marsh/smart/mar_smart_terrain_8_8.ltx index 884799d7..215a55f7 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/marsh/smart/mar_smart_terrain_8_8.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/marsh/smart/mar_smart_terrain_8_8.ltx @@ -1,11 +1,23 @@ [smart_terrain] ;-- Disabled spawn squad_id = 23 -max_population = 2 +max_population = 1 ;respawn_params = respawn@mar_smart_terrain_8_8 -;respawn_idle = 0 +;respawn_only_smart = false +;respawn_idle = 86400 +;respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil ;[respawn@mar_smart_terrain_8_8] ;-- Type: +;[on_changing_level] + +;[smart_control] + [exclusive] mar_smart_terrain_8_8_collector_work = marsh\mar_smart_terrain_8_8_smart_logic \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/marsh/smart/mar_smart_terrain_8_9.ltx b/mods/Redone Collection/gamedata/configs/scripts/marsh/smart/mar_smart_terrain_8_9.ltx index 7f2cdb72..229d88e0 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/marsh/smart/mar_smart_terrain_8_9.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/marsh/smart/mar_smart_terrain_8_9.ltx @@ -2,12 +2,21 @@ squad_id = 24 max_population = 2 respawn_params = respawn@mar_smart_terrain_8_9 -respawn_idle = 259200 +respawn_only_smart = false +respawn_idle = 345600 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil [respawn@mar_smart_terrain_8_9] ;-- Type: spawn_heli_strong spawn_heli_weak + [spawn_heli_strong] spawn_helicopter = simulation_helicopter_strong spawn_num = {!down_to_earth_functor !heli_exist_on_level} 1, 0 @@ -17,4 +26,8 @@ spawn_helicopter = simulation_helicopter_weak spawn_num = {=down_to_earth_functor !heli_exist_on_level} 1, 0 +;[on_changing_level] + +;[smart_control] + ;[exclusive] \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/marsh/smart/mar_smart_terrain_base.ltx b/mods/Redone Collection/gamedata/configs/scripts/marsh/smart/mar_smart_terrain_base.ltx index 55b32c35..099d134c 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/marsh/smart/mar_smart_terrain_base.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/marsh/smart/mar_smart_terrain_base.ltx @@ -2,45 +2,76 @@ squad_id = 25 max_population = 4 respawn_params = respawn@mar_smart_terrain_base +respawn_only_smart = false respawn_idle = 43200 -;arrive_dist = 100000 +respawn_radius = 100 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = mar_smart_terrain_base_sr_no_assault +;spawn_point = nil - -[respawn@mar_smart_terrain_base] ;-- Type: faction {csky} = faction base +[respawn@mar_smart_terrain_base] ;-- Type: faction {csky\stalker} = faction base\safezone spawn_csky@novice spawn_csky@advanced spawn_csky@veteran +spawn_csky_special +spawn_deserted_base +spawn_deserted_base_2 [spawn_csky@novice] -spawn_squads = csky_sim_squad_novice -spawn_num = {+csky_stalker_leader_dead} 1, 4 +spawn_squads = csky_sim_squad_novice, csky_sim_squad_novice, csky_sim_squad_advanced +spawn_num = {+csky_stalker_leader_dead} 0, 4 [spawn_csky@advanced] -spawn_squads = csky_sim_squad_novice, csky_sim_squad_advanced +spawn_squads = csky_sim_squad_advanced, csky_sim_squad_advanced, csky_sim_squad_novice spawn_num = {+csky_stalker_leader_dead} 0, 2 [spawn_csky@veteran] -spawn_squads = csky_sim_squad_advanced, csky_sim_squad_veteran +spawn_squads = csky_sim_squad_veteran, csky_sim_squad_advanced, csky_sim_squad_advanced spawn_num = {+csky_stalker_leader_dead} 0, 2 +[spawn_csky_special] +spawn_squads = mar_smart_terrain_base_lager_squad +spawn_num = {!squad_name_exist(mar_smart_terrain_base_lager_squad) -csky_stalker_leader_dead} 1, 0 +[spawn_deserted_base] +spawn_squads = mar_smart_terrain_base_army_squad +spawn_num = {!squad_name_exist(mar_smart_terrain_base_army_squad) !squad_name_exist(mar_smart_terrain_base_renegade_squad) -agr_military_colonel_kovalski_dead +csky_stalker_leader_dead} 1, 0 + +[spawn_deserted_base_2] +spawn_squads = mar_smart_terrain_base_renegade_squad +spawn_num = {!squad_name_exist(mar_smart_terrain_base_army_squad) !squad_name_exist(mar_smart_terrain_base_renegade_squad) -mar_renegade_trader_dead +csky_stalker_leader_dead} 1, 0 + + +:[on_changing_level] + +;[smart_control] + [exclusive] -mar_smart_terrain_base_stalker_guide_marsh = marsh\mar_smart_terrain_base_stalker_guide_marsh.ltx -marsh_doctor = marsh\mar_smart_terrain_base_doctor.ltx -real_marsh_doctor = marsh\mar_smart_terrain_base_real_marsh_doctor.ltx -guid_marsh_mlr = marsh\guid_marsh_mlr.ltx -dog_doctor = marsh\mar_smart_terrain_base_dog_doctor.ltx -guard_1 = marsh\mar_smart_terrain_base_smart_logic.ltx -guard_2 = marsh\mar_smart_terrain_base_smart_logic.ltx mar_base_stalker_barmen = marsh\mar_base_stalker_barmen.ltx mar_base_owl_stalker_trader = marsh\mar_base_owl_stalker_trader.ltx mar_base_stalker_tech = marsh\mar_base_stalker_tech.ltx -mar_base_animpoint_kamp1 = marsh\mar_smart_terrain_base_smart_logic.ltx -mar_base_animpoint_kamp2 = marsh\mar_smart_terrain_base_smart_logic.ltx -mar_base_animpoint_kamp3 = marsh\mar_smart_terrain_base_smart_logic.ltx -mar_base_animpoint_kamp4 = marsh\mar_smart_terrain_base_smart_logic.ltx + +guid_marsh_mlr = marsh\guid_marsh_mlr.ltx +dog_doctor = marsh\mar_smart_terrain_base_dog_doctor.ltx +marsh_doctor = marsh\mar_smart_terrain_base_doctor.ltx +real_marsh_doctor = marsh\mar_smart_terrain_base_real_marsh_doctor.ltx +mar_smart_terrain_base_stalker_guide_marsh = marsh\mar_smart_terrain_base_stalker_guide_marsh.ltx + +guard_1 = marsh\mar_smart_terrain_base_smart_logic.ltx +guard_2 = marsh\mar_smart_terrain_base_smart_logic.ltx + +mar_smart_terrain_base_beh_trade_job_1 = marsh\mar_base_owl_stalker_trader.ltx +mar_smart_terrain_base_beh_tech_job_1 = marsh\mar_base_stalker_tech.ltx + +;mar_base_animpoint_kamp1 = marsh\mar_smart_terrain_base_smart_logic.ltx +;mar_base_animpoint_kamp2 = marsh\mar_smart_terrain_base_smart_logic.ltx +;mar_base_animpoint_kamp3 = marsh\mar_smart_terrain_base_smart_logic.ltx +;mar_base_animpoint_kamp4 = marsh\mar_smart_terrain_base_smart_logic.ltx mar_base_animpoint_kamp5 = marsh\mar_smart_terrain_base_smart_logic.ltx mar_base_animpoint_kamp6 = marsh\mar_smart_terrain_base_smart_logic.ltx mar_base_animpoint_kamp7 = marsh\mar_smart_terrain_base_smart_logic.ltx @@ -48,14 +79,14 @@ mar_base_animpoint_kamp8 = marsh\mar_smart_terrain_base_smart_logic.ltx mar_base_animpoint_kamp9 = marsh\mar_smart_terrain_base_smart_logic.ltx mar_base_animpoint_kamp10 = marsh\mar_smart_terrain_base_smart_logic.ltx mar_base_animpoint_kamp11 = marsh\mar_smart_terrain_base_smart_logic.ltx + mar_smart_terrain_base_surge_work_1 = marsh\mar_smart_terrain_base_smart_logic.ltx mar_smart_terrain_base_surge_work_2 = marsh\mar_smart_terrain_base_smart_logic.ltx mar_smart_terrain_base_surge_work_3 = marsh\mar_smart_terrain_base_smart_logic.ltx mar_smart_terrain_base_surge_work_4 = marsh\mar_smart_terrain_base_smart_logic.ltx mar_smart_terrain_base_surge_work_5 = marsh\mar_smart_terrain_base_smart_logic.ltx mar_smart_terrain_base_surge_work_6 = marsh\mar_smart_terrain_base_smart_logic.ltx -mar_smart_terrain_base_beh_trade_job_1 = marsh\mar_base_owl_stalker_trader.ltx -mar_smart_terrain_base_beh_tech_job_1 = marsh\mar_base_stalker_tech.ltx + faction_base_defense_enemy1 = marsh\mar_smart_terrain_base_smart_logic.ltx faction_base_defense_enemy2 = marsh\mar_smart_terrain_base_smart_logic.ltx -faction_base_defense_enemy3 = marsh\mar_smart_terrain_base_smart_logic.ltx \ No newline at end of file +faction_base_defense_enemy3 = marsh\mar_smart_terrain_base_smart_logic.ltx diff --git a/mods/Redone Collection/gamedata/configs/scripts/military/mil_endless_night_spawn_logic_1.ltx b/mods/Redone Collection/gamedata/configs/scripts/military/mil_endless_night_spawn_logic_1.ltx new file mode 100644 index 00000000..46c526ef --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/scripts/military/mil_endless_night_spawn_logic_1.ltx @@ -0,0 +1,24 @@ +[logic] +active = ph_idle@wait_actor + +[ph_idle@wait_actor] +on_info = {=actor_near_smart(mil_smart_terrain_2_1) =is_dark_night} ph_idle@spawn_night_monster, {=actor_near_smart(mil_smart_terrain_2_1) =is_night} ph_idle@spawn_night_monster +on_info2 = {=actor_near_smart(mil_smart_terrain_4_3) =is_dark_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(mil_smart_terrain_4_3) =is_night} ph_idle@spawn_night_monster_2 + +[ph_idle@spawn_night_monster] +on_info = {~20} %=create_squad(simulation_mix_zombie_night:mil_smart_terrain_2_1)% ph_idle@reset, {~30} %=create_squad(simulation_snork_night:mil_smart_terrain_2_1)% ph_idle@reset, {~40} %=create_squad(simulation_tushkano_night:mil_smart_terrain_2_1)% ph_idle@reset, {~50} %=create_squad(simulation_bloodsucker_red_night:mil_smart_terrain_2_1)% ph_idle@reset, ph_idle@wait_reset + +[ph_idle@reset] +on_game_timer = 86400 | ph_idle@wait_actor + +[ph_idle@spawn_night_monster_2] +on_info = {~20} %=create_squad(simulation_snork_night:mil_smart_terrain_4_3)% ph_idle@reset_2, {~30} %=create_squad(simulation_fracture_night:mil_smart_terrain_4_3)% ph_idle@reset_2, {~40} %=create_squad(simulation_psysucker_brown_night:mil_smart_terrain_4_3)% ph_idle@reset_2, {~50} %=create_squad(simulation_bloodsucker_red_night:mil_smart_terrain_4_3)% ph_idle@reset_2, ph_idle@wait_reset + +[ph_idle@reset_2] +on_game_timer = 86400 | ph_idle@wait_actor + +[ph_idle@wait_reset] +on_game_timer = 580 | ph_idle@wait_actor + +[collide] +ignore_static \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/military/mil_endless_night_spawn_logic_2.ltx b/mods/Redone Collection/gamedata/configs/scripts/military/mil_endless_night_spawn_logic_2.ltx new file mode 100644 index 00000000..57d3a02a --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/scripts/military/mil_endless_night_spawn_logic_2.ltx @@ -0,0 +1,24 @@ +[logic] +active = ph_idle@wait_actor + +[ph_idle@wait_actor] +on_info = {=actor_near_smart(mil_smart_terrain_2_6) =is_dark_night} ph_idle@spawn_night_monster, {=actor_near_smart(mil_smart_terrain_2_6) =is_night} ph_idle@spawn_night_monster +on_info2 = {=actor_near_smart(mil_smart_terrain_4_7) =is_dark_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(mil_smart_terrain_4_7) =is_night} ph_idle@spawn_night_monster_2 + +[ph_idle@spawn_night_monster] +on_info = {~20} %=create_squad(simulation_pseudodog_night:mil_smart_terrain_2_6)% ph_idle@reset, {~30} %=create_squad(simulation_dog_night:mil_smart_terrain_2_6)% ph_idle@reset, {~40} %=create_squad(simulation_karlik_night:mil_smart_terrain_2_6)% ph_idle@reset, {~50} %=create_squad(simulation_poltergeist_black_night:mil_smart_terrain_2_6)% ph_idle@reset, ph_idle@wait_reset + +[ph_idle@reset] +on_game_timer = 86400 | ph_idle@wait_actor + +[ph_idle@spawn_night_monster_2] +on_info = {~20} %=create_squad(simulation_tushkano_night:mil_smart_terrain_4_7)% ph_idle@reset_2, {~30} %=create_squad(simulation_fracture_night:mil_smart_terrain_4_7)% ph_idle@reset_2, {~40} %=create_squad(simulation_zombie_3_6:mil_smart_terrain_4_7)% ph_idle@reset_2, {~50} %=create_squad(simulation_pseudodog_night:mil_smart_terrain_4_7)% ph_idle@reset_2, ph_idle@wait_reset + +[ph_idle@reset_2] +on_game_timer = 86400 | ph_idle@wait_actor + +[ph_idle@wait_reset] +on_game_timer = 580 | ph_idle@wait_actor + +[collide] +ignore_static diff --git a/mods/Redone Collection/gamedata/configs/scripts/military/mil_endless_night_spawn_logic_3.ltx b/mods/Redone Collection/gamedata/configs/scripts/military/mil_endless_night_spawn_logic_3.ltx new file mode 100644 index 00000000..97121835 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/scripts/military/mil_endless_night_spawn_logic_3.ltx @@ -0,0 +1,24 @@ +[logic] +active = ph_idle@wait_actor + +[ph_idle@wait_actor] +on_info = {=actor_near_smart(mil_smart_terrain_4_2) =is_dark_night} ph_idle@spawn_night_monster, {=actor_near_smart(mil_smart_terrain_4_2) =is_night} ph_idle@spawn_night_monster +on_info2 = {=actor_near_smart(mil_smart_terrain_4_5) =is_dark_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(mil_smart_terrain_4_5) =is_night} ph_idle@spawn_night_monster_2 + +[ph_idle@spawn_night_monster] +on_info = {~20} %=create_squad(simulation_bloodsucker_night:mil_smart_terrain_4_2)% ph_idle@reset, {~30} %=create_squad(simulation_fracture_night:mil_smart_terrain_4_2)% ph_idle@reset, {~40} %=create_squad(simulation_snork_night:mil_smart_terrain_4_2)% ph_idle@reset, {~50} %=create_squad(simulation_lurker_blue_night:mil_smart_terrain_4_2)% ph_idle@reset, ph_idle@wait_reset + +[ph_idle@reset] +on_game_timer = 86400 | ph_idle@wait_actor + +[ph_idle@spawn_night_monster_2] +on_info = {~20} %=create_squad(simulation_gigant_night:mil_smart_terrain_4_5)% ph_idle@reset_2, {~30} %=create_squad(simulation_karlik_night:mil_smart_terrain_4_5)% ph_idle@reset_2, {~40} %=create_squad(simulation_psy_dog_night:mil_smart_terrain_4_5)% ph_idle@reset_2, {~50} %=create_squad(simulation_snork_night_night:mil_smart_terrain_4_5)% ph_idle@reset_2, ph_idle@wait_reset + +[ph_idle@reset_2] +on_game_timer = 86400 | ph_idle@wait_actor + +[ph_idle@wait_reset] +on_game_timer = 580 | ph_idle@wait_actor + +[collide] +ignore_static diff --git a/mods/Redone Collection/gamedata/configs/scripts/military/mod_mil_crow_spawner_redone.ltx b/mods/Redone Collection/gamedata/configs/scripts/military/mod_mil_crow_spawner_redone.ltx index 95211bc8..85434a52 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/military/mod_mil_crow_spawner_redone.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/military/mod_mil_crow_spawner_redone.ltx @@ -1,3 +1,44 @@ +![logic] +!active = sr_crow_spawner +active = sr_idle@check_story + +[sr_idle@check_story] +on_info = {-story_mode_disabled} sr_idle@check_actor, {+story_mode_disabled -yan_x16_complete_end} sr_idle@check_actor %+yan_kill_brain_done% + +[sr_idle@check_actor] +on_info = {=actor_community(actor_monolith) -yan_x16_complete_end} sr_idle@check_helmet %+yan_kill_brain_done%, {=actor_community(actor_greh) -yan_x16_complete_end} sr_idle@check_helmet %+yan_kill_brain_done%, sr_idle@check_helmet + +[sr_idle@check_helmet] +on_info = {=actor_has_item(good_psy_helmet)} sr_idle@check_spawner %+living_legend_psy_helmet%, {=actor_has_item(bad_psy_helmet)} sr_idle@check_spawner %+living_legend_psy_helmet%, sr_idle@check_spawner + +[sr_idle@check_spawner] +on_info = sr_crow_spawner + ![sr_crow_spawner] -max_crows_on_level = 2 -spawn_path = mil_crow_spawn_1, mil_crow_spawn_2, mil_crow_spawn_3, mil_crow_spawn_4, mil_crow_spawn_5 \ No newline at end of file +max_crows_on_level = 4 +spawn_path = mil_crow_spawn_1, mil_crow_spawn_2, mil_crow_spawn_3, mil_crow_spawn_4, mil_crow_spawn_5 + +on_info50 = {+mil_freedom_leader_dead -mil_spawn_complete =actor_community(actor_stalker)} sr_idle@spawn_3 +on_info51 = {+mil_freedom_leader_dead -mil_spawn_complete =actor_community(actor_bandit)} sr_idle@spawn_3 +on_info52 = {+mil_freedom_leader_dead -mil_spawn_complete =actor_community(actor_csky)} sr_idle@spawn_3 +on_info53 = {+mil_freedom_leader_dead -mil_spawn_complete =actor_community(actor_ecolog)} sr_idle@spawn_3 +on_info54 = {+mil_freedom_leader_dead -mil_spawn_complete =actor_community(actor_freedom)} sr_idle@spawn_3 +on_info55 = {+mil_freedom_leader_dead -mil_spawn_complete =actor_community(actor_killer)} sr_idle@spawn_3 +on_info56 = {+mil_freedom_leader_dead -mil_spawn_complete =actor_community(actor_dolg)} sr_idle@spawn_1 +on_info57 = {+mil_freedom_leader_dead -mil_spawn_complete =actor_community(actor_army)} sr_idle@spawn_2 +on_info68 = {+mil_freedom_leader_dead -mil_spawn_complete =actor_community(actor_renegade)} sr_idle@spawn_3 +on_info59 = {+mil_freedom_leader_dead -mil_spawn_complete =actor_community(actor_monolith)} sr_idle@spawn_3 +on_info61 = {+mil_freedom_leader_dead -mil_spawn_complete =actor_community(actor_greh)} sr_idle@spawn_3 +on_info62 = {+mil_freedom_leader_dead -mil_spawn_complete =actor_community(actor_isg)} sr_idle@spawn_3 + +[sr_idle@spawn_1]:sr_crow_spawner +on_game_timer = 43200 | sr_idle@spawn_end %=create_squad(mil_duty_entrance_7_8_squad:mil_smart_terrain_7_4) =create_squad(mil_duty_warehouse_7_7_squad:mil_smart_terrain_7_4) =create_squad(mil_duty_warehouse_7_10_squad:mil_smart_terrain_7_4) =create_squad(mil_duty_warehouse_7_12_squad:mil_smart_terrain_7_4)% + +[sr_idle@spawn_2]:sr_crow_spawner +on_game_timer = 43200 | sr_idle@spawn_end %=create_squad(mil_army_entrance_7_8_squad:mil_smart_terrain_7_4) =create_squad(mil_army_warehouse_7_7_squad:mil_smart_terrain_7_4) =create_squad(mil_army_warehouse_7_10_squad:mil_smart_terrain_7_4) =create_squad(mil_army_warehouse_7_12_squad:mil_smart_terrain_7_4)% + +[sr_idle@spawn_3]:sr_crow_spawner +on_game_timer = 43200 | sr_idle@spawn_end %=create_squad(mil_monolith_entrance_7_8_squad:mil_smart_terrain_3_8) =create_squad(mil_monolith_warehouse_7_7_squad:mil_smart_terrain_3_8) =create_squad(mil_monolith_warehouse_7_10_squad:mil_smart_terrain_3_8) =create_squad(mil_monolith_warehouse_7_12_squad:mil_smart_terrain_3_8)% + +[sr_idle@spawn_end]:sr_crow_spawner +on_info = sr_idle@check_spawner %+mil_spawn_complete% diff --git a/mods/Redone Collection/gamedata/configs/scripts/military/mod_mil_freedom_mlr_characters_logic_redone.ltx b/mods/Redone Collection/gamedata/configs/scripts/military/mod_mil_freedom_mlr_characters_logic_redone.ltx new file mode 100644 index 00000000..07251e04 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/scripts/military/mod_mil_freedom_mlr_characters_logic_redone.ltx @@ -0,0 +1,55 @@ +![logic@mil_freedom_barman_mlr] +suitable = {=check_npc_name(mil_freedom_barman_mlr)} true, {=check_npc_barman} true +active = beh@mil_freedom_barman_work_1 + +[beh@general_barman] +behavior_state = beh_move +target = waypoint +walk_dist = 100 +jog_dist = 220 +walk_anim = patrol +jog_anim = assault +run_anim = assault +delay_anim = guard +reach_movement = walk_noweap +reach_distance = 10 +invulnerable = {!actor_true_enemy} true, false +combat_ignore_cond = {=actor_true_enemy =check_enemy_name(actor)} false, true +combat_ignore_keep_when_attacked = false +corpse_detection_enabled = false +gather_items_enabled = false +help_wounded_enabled = false +use_camp = false +meet = meet@barman + +[beh@general_surge] +behavior_state = beh_move +target = waypoint +walk_dist = 100 +jog_dist = 220 +walk_anim = rush +jog_anim = rush +run_anim = rush +invulnerable = {!actor_true_enemy} true, false +combat_ignore_cond = {=actor_true_enemy =check_enemy_name(actor)} false, true +combat_ignore_keep_when_attacked = false +gather_items_enabled = false +help_wounded_enabled = false +corpse_detection_enabled = false +meet = no_meet + +[beh@mil_freedom_barman_work_1]:beh@general_barman +pt1 = 88860000, ward | pos: -60.11109161377, -6.7447609901428, -15.399458885193 look: -58.891841888428, -6.9009099006653, -16.175771713257 +path_end = loop +on_info = {=is_night} beh@mil_freedom_barman_sleeper_work_1 +on_info2 = {=surge_started} beh@mil_freedom_barman_surge_work_1 + +[beh@mil_freedom_barman_surge_work_1]:beh@general_surge +pt1 = 88860000, guard | pos: -23.889720916748, -7.3642907142639, -26.99095916748 look: -23.86438369751, -7.3637666702271, -27.704570770264 +path_end = loop +on_info = {=surge_complete} beh@mil_freedom_barman_work_1 + +[beh@mil_freedom_barman_sleeper_work_1]:beh@general_barman +pt1 = 88860000, sleep_sit | pos: -23.889720916748, -7.3642907142639, -26.99095916748 look: -23.86438369751, -7.3637666702271, -27.704570770264 +path_end = loop +on_info = {!is_night} beh@mil_freedom_barman_work_1 diff --git a/mods/Redone Collection/gamedata/configs/scripts/military/mod_mil_smart_terrain_4_2_sleeper_bloodsuckers_redone.ltx b/mods/Redone Collection/gamedata/configs/scripts/military/mod_mil_smart_terrain_4_2_sleeper_bloodsuckers_redone.ltx index e75a8f61..95aeb957 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/military/mod_mil_smart_terrain_4_2_sleeper_bloodsuckers_redone.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/military/mod_mil_smart_terrain_4_2_sleeper_bloodsuckers_redone.ltx @@ -1,12 +1,12 @@ ![mob_walker@sleep_1_night] -home_max_radius = 65 +home_max_radius = 55 ![mob_walker@sleep_2_night] -home_max_radius = 65 +home_max_radius = 55 ![mob_walker@sleep_3_night] -home_max_radius = 65 +home_max_radius = 55 ![mob_walker@sleep_4_night] -home_max_radius = 65 +home_max_radius = 55 diff --git a/mods/Redone Collection/gamedata/configs/scripts/military/mod_mil_smart_terrain_7_7_radio_redone.ltx b/mods/Redone Collection/gamedata/configs/scripts/military/mod_mil_smart_terrain_7_7_radio_redone.ltx index 0d80e013..c10c20d3 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/military/mod_mil_smart_terrain_7_7_radio_redone.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/military/mod_mil_smart_terrain_7_7_radio_redone.ltx @@ -1,8 +1,14 @@ ![sr_idle@music] -on_info4 = {+mil_freedom_leader_dead} sr_idle@end +on_info4 = {+mil_freedom_leader_dead} sr_idle@end %=stop_sound% -![sr_idle@end] +![sr_idle@propaganda] +on_info4 = {+mil_freedom_leader_dead} sr_idle@end %=stop_sound% + +![sr_idle@night] +on_info3 = {+mil_freedom_leader_dead} sr_idle@end %=stop_sound% + +![sr_idle@surge] +on_info3 = {+mil_freedom_leader_dead} sr_idle@end %=stop_sound% + +[sr_idle@end] on_info = %=play_sound(broken_radio_mlr)% -on_timer = 35000 | sr_idle@spawn %=create_squad(mil_monolith_squad1:mil_smart_terrain_3_8) =create_squad(mil_monolith_squad2:mil_smart_terrain_3_8) =create_squad(mil_monolith_squad3:mil_smart_terrain_3_8) =create_squad(mil_monolith_squad_sniper:mil_smart_terrain_3_8)% - -[sr_idle@spawn] \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/military/smart/mil_smart_terrain_2_1.ltx b/mods/Redone Collection/gamedata/configs/scripts/military/smart/mil_smart_terrain_2_1.ltx index ef976a0e..a46d83eb 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/military/smart/mil_smart_terrain_2_1.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/military/smart/mil_smart_terrain_2_1.ltx @@ -2,11 +2,18 @@ squad_id = 1 max_population = 2 respawn_params = respawn@mil_smart_terrain_4_3 +respawn_only_smart = false respawn_idle = 86400 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = mil_space_restrictors_2_1_sr_attack +;def_restr = mil_space_restrictors_2_1_sr_defense +;safe_restr = nil +;spawn_point = nil [respawn@mil_smart_terrain_4_3] ;-- Type: faction {zombied} = wahyy... spawn_zombied_squad -spawn_zombied_squad_2 spawn_zombie spawn_mutants @@ -15,10 +22,6 @@ spawn_mutants spawn_squads = zombied_sim_squad_veteran, zombied_sim_squad_advanced, simulation_zombie_blind_3zomb spawn_num = {+bar_deactivate_radar_done } 0, 1 -[spawn_zombied_squad_2] -spawn_squads = zombied_sim_squad_veteran, zombied_sim_squad_advanced,simulation_zombie_3_6 -spawn_num = {+yan_kill_brain_done} 0, 1 - [spawn_zombie] ;-- Weak\normal mutants - Rates of groups: ( 2 zombie ) spawn_squads = simulation_zombie_3_6, simulation_mix_zombie spawn_num = {+yan_kill_brain_done +bar_deactivate_radar_done} 0, 1 @@ -28,6 +31,10 @@ spawn_squads = simulation_tushkano_7_10, simulation_dog_5_7, simulation_mix_dogs spawn_num = {+yan_kill_brain_done +bar_deactivate_radar_done} 1, 0 +;[on_changing_level] + +;[smart_control] + ;[exclusive] diff --git a/mods/Redone Collection/gamedata/configs/scripts/military/smart/mil_smart_terrain_2_10.ltx b/mods/Redone Collection/gamedata/configs/scripts/military/smart/mil_smart_terrain_2_10.ltx index 5aaace20..e0053f40 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/military/smart/mil_smart_terrain_2_10.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/military/smart/mil_smart_terrain_2_10.ltx @@ -1,11 +1,27 @@ [smart_terrain] squad_id = 2 max_population = 2 +;respawn_params = respawn@mil_smart_terrain_2_10 +respawn_only_smart = false respawn_idle = 86400 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = mil_space_restrictors_2_10_sr_attack +;def_restr = mil_space_restrictors_2_10_sr_defense +;safe_restr = nil +;spawn_point = nil faction_controlled = bandit, killer, dolg, freedom, monolith default_faction = freedom faction_respawn_num = 1 +;[respawn@mil_smart_terrain_2_10] ;-- Type: + + +;[on_changing_level] + +;[smart_control] + ;[exclusive] \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/military/smart/mil_smart_terrain_2_2.ltx b/mods/Redone Collection/gamedata/configs/scripts/military/smart/mil_smart_terrain_2_2.ltx index 519cdfd8..41b8bc4f 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/military/smart/mil_smart_terrain_2_2.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/military/smart/mil_smart_terrain_2_2.ltx @@ -2,11 +2,37 @@ squad_id = 3 max_population = 2 respawn_params = respawn@mil_smart_terrain_2_2 +respawn_only_smart = false respawn_idle = 86400 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = mil_space_restrictors_2_2_sr_attack +;def_restr = mil_space_restrictors_2_2_sr_defense +;safe_restr = nil +;spawn_point = nil -faction_controlled = bandit, killer, dolg, freedom, monolith -default_faction = killer -faction_respawn_num = 1 +;faction_controlled = bandit, killer, dolg, freedom, monolith +;default_faction = killer +;faction_respawn_num = 1 +[respawn@mil_smart_terrain_2_2] ;-- Type: {faction: killer} = checkpoint +spawn_killer_special +spawn_killer_special_2 + + +[spawn_killer_special] +spawn_squads = mil_merc_terrain_2_2_outpost_squad +spawn_num = {!squad_name_exist(mil_merc_terrain_2_2_outpost_squad) -cit_killers_aslan_dead} 1, 0 ;{-cit_killers_dushman_dead} + +[spawn_killer_special_2] +spawn_squads = mil_merc_terrain_2_2_outpost_squad2 +spawn_num = {!squad_name_exist(mil_merc_terrain_2_2_outpost_squad2) -cit_killers_aslan_dead} 1, 0 ;{-cit_killers_dushman_dead} + + +;[on_changing_level] + +;[smart_control] + ;[exclusive] \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/military/smart/mil_smart_terrain_2_4.ltx b/mods/Redone Collection/gamedata/configs/scripts/military/smart/mil_smart_terrain_2_4.ltx index 4dc61ef0..dec3d178 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/military/smart/mil_smart_terrain_2_4.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/military/smart/mil_smart_terrain_2_4.ltx @@ -1,11 +1,22 @@ -[smart_terrain] +[smart_terrain] ;-- Disabled spawn squad_id = 4 -max_population = 2 -respawn_idle = 86400 +max_population = 1 +;respawn_params = respawn@mil_smart_terrain_2_4 +;respawn_only_smart = false +;respawn_idle = 86400 +;respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = mil_space_restrictors_2_4_sr_attack +;def_restr = mil_space_restrictors_2_4_sr_defense +;safe_restr = nil +;spawn_point = nil -faction_controlled = bandit, ecolog, killer, monolith, freedom, dolg -default_faction = killer -faction_respawn_num = 1 +;[respawn@mil_smart_terrain_2_4] ;-- Type: -;[exclusive] \ No newline at end of file +;[on_changing_level] + +;[smart_control] + +;[exclusive]] \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/military/smart/mil_smart_terrain_2_6.ltx b/mods/Redone Collection/gamedata/configs/scripts/military/smart/mil_smart_terrain_2_6.ltx index 1339cd3b..19358f5d 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/military/smart/mil_smart_terrain_2_6.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/military/smart/mil_smart_terrain_2_6.ltx @@ -2,22 +2,26 @@ squad_id = 5 max_population = 2 respawn_params = respawn@mil_smart_terrain_2_1 -respawn_idle = 172800 +respawn_only_smart = false +respawn_idle = 86400 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = mil_space_restrictors_2_6_sr_attack +;def_restr = mil_space_restrictors_2_6_sr_defense +;safe_restr = nil +;spawn_point = nil [respawn@mil_smart_terrain_2_1] ;-- Type: faction {zombied} = nhoo... spawn_zombied_squad -spawn_zombied_squad_2 spawn_mutants spawn_mutants_rare + [spawn_zombied_squad] spawn_squads = zombied_sim_squad_veteran, zombied_sim_squad_advanced spawn_num = {+bar_deactivate_radar_done} 0, 1 -[spawn_zombied_squad_2] -spawn_squads = zombied_sim_squad_veteran, zombied_sim_squad_advanced -spawn_num = {+yan_kill_brain_done} 0, 1 - [spawn_mutants] ;-- Normal\hard mutants - Rates of groups: ( 2 dogs + 1 cats + 3 fleshes/boars + 1 lurker ) spawn_squads = simulation_dog_5_7, simulation_mix_dogs, simulation_cat_3_5, simulation_mix_boar_flesh, simulation_boar_3_5, simulation_lurker_1_2 spawn_num = {+yan_kill_brain_done +bar_deactivate_radar_done} 1, 0 @@ -27,4 +31,8 @@ spawn_squads = simulation_poltergeist, simulation_karlik spawn_num = {~10} 1, 0 +;[on_changing_level] + +;[smart_control] + ;[exclusive] \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/military/smart/mil_smart_terrain_3_8.ltx b/mods/Redone Collection/gamedata/configs/scripts/military/smart/mil_smart_terrain_3_8.ltx index d0032beb..21428d5c 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/military/smart/mil_smart_terrain_3_8.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/military/smart/mil_smart_terrain_3_8.ltx @@ -1,11 +1,39 @@ [smart_terrain] squad_id = 6 -max_population = 4 +max_population = 2 +respawn_params = respawn@mil_smart_terrain_3_8 +respawn_only_smart = false respawn_idle = 86400 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = mil_space_restrictors_3_8_sr_attack +;def_restr = mil_space_restrictors_3_8_sr_defense +;safe_restr = nil +;spawn_point = nil -faction_controlled = freedom, monolith -default_faction = freedom -faction_respawn_num = 1 +[respawn@mil_smart_terrain_3_8] ;-- Type: +spawn_freedom_special +spawn_duty_special +spawn_army_special -;[exclusive] \ No newline at end of file +[spawn_freedom_special] +spawn_squads = mil_freedom_smart_terrain_3_8_squad +spawn_num = {!squad_name_exist(mil_freedom_smart_terrain_3_8_squad) -mil_freedom_leader_dead} 1, 0 + +[spawn_duty_special] +spawn_squads = mil_duty_smart_terrain_3_8_squad +spawn_num = {!squad_name_exist(mil_duty_smart_terrain_3_8_squad) =actor_community(actor_dolg) +mil_freedom_leader_dead} 1, 0 + +[spawn_army_special] +spawn_squads = mil_army_smart_terrain_3_8_squad +spawn_num = {!squad_name_exist(mil_army_smart_terrain_3_8_squad) =actor_community(actor_army) +mil_freedom_leader_dead} 1, 0 + + +[on_changing_level] +on_info = %=script(redone_xr_dynamic_object:dynamic_object:misc\spawn_object\mil_smart_terrain_3_8_object.ltx)% + +;[smart_control] + +;[exclusive] diff --git a/mods/Redone Collection/gamedata/configs/scripts/military/smart/mil_smart_terrain_4_2.ltx b/mods/Redone Collection/gamedata/configs/scripts/military/smart/mil_smart_terrain_4_2.ltx index e111fc08..c605fa09 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/military/smart/mil_smart_terrain_4_2.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/military/smart/mil_smart_terrain_4_2.ltx @@ -2,7 +2,15 @@ squad_id = 7 max_population = 2 respawn_params = respawn@mil_smart_terrain_4_2 -respawn_idle = 345600 +respawn_only_smart = false +respawn_idle = 259200 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = mil_space_restrictors_4_2_sr_attack +;def_restr = mil_space_restrictors_4_2_sr_defense +;safe_restr = nil +;spawn_point = nil [respawn@mil_smart_terrain_4_2] ;-- Type: spawn_bloodsucker @@ -10,10 +18,14 @@ spawn_bloodsucker [spawn_bloodsucker] ;-- Hard mutants - Rates of groups: ( bloodsucker ) spawn_squads = mil_smart_terrain_4_2_bloodsuckers_sleepers -spawn_num = {!squad_name_exist(mil_smart_terrain_4_2_bloodsuckers_sleepers) =actor_week_in_zone(2)} 1, 0 +spawn_num = {!squad_name_exist(mil_smart_terrain_4_2_bloodsuckers_sleepers) =actor_week_in_zone(1)} 1, 0 -[exclusive] +;[on_changing_level] + +;[smart_control] + +[exclusive] sleeper_bloodsucker_1 = military\mil_smart_terrain_4_2_sleeper_bloodsuckers.ltx sleeper_bloodsucker_2 = military\mil_smart_terrain_4_2_sleeper_bloodsuckers.ltx sleeper_bloodsucker_3 = military\mil_smart_terrain_4_2_sleeper_bloodsuckers.ltx diff --git a/mods/Redone Collection/gamedata/configs/scripts/military/smart/mil_smart_terrain_4_3.ltx b/mods/Redone Collection/gamedata/configs/scripts/military/smart/mil_smart_terrain_4_3.ltx index 4f02f717..63b97dec 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/military/smart/mil_smart_terrain_4_3.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/military/smart/mil_smart_terrain_4_3.ltx @@ -2,12 +2,21 @@ squad_id = 8 max_population = 2 respawn_params = respawn@mil_smart_terrain_2_1 +respawn_only_smart = false respawn_idle = 172800 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = mil_space_restrictors_4_3_sr_attack +;def_restr = mil_space_restrictors_4_3_sr_defense +;safe_restr = nil +;spawn_point = nil [respawn@mil_smart_terrain_2_1] ;-- Type: faction {zombied} = nhoo... spawn_zombie spawn_mutants + [spawn_zombie] spawn_squads = simulation_zombie_3_6, simulation_mix_zombie spawn_num = {+yan_kill_brain_done +bar_deactivate_radar_done} 0, 1 @@ -17,6 +26,11 @@ spawn_squads = simulation_tushkano, simulation_dog_5_7, simulation_mix_dogs, sim spawn_num = {+yan_kill_brain_done +bar_deactivate_radar_done} 1, 0 +;[on_changing_level] + +;[smart_control] + ;[exclusive] + \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/military/smart/mil_smart_terrain_4_5.ltx b/mods/Redone Collection/gamedata/configs/scripts/military/smart/mil_smart_terrain_4_5.ltx index 6cc30eb9..8c97f5ec 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/military/smart/mil_smart_terrain_4_5.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/military/smart/mil_smart_terrain_4_5.ltx @@ -1,8 +1,16 @@ [smart_terrain] squad_id = 9 -max_population = 3 +max_population = 2 respawn_params = respawn@mil_smart_terrain_4_5 +respawn_only_smart = false respawn_idle = 259200 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = mil_space_restrictors_4_5_sr_attack +;def_restr = mil_space_restrictors_4_5_sr_defense +;safe_restr = nil +;spawn_point = nil [respawn@mil_smart_terrain_4_5] ;-- Type: spawn_tushkano @@ -10,7 +18,11 @@ spawn_tushkano [spawn_tushkano] ;-- Weak mutants - Rates of groups: ( 2 tushkano + 1 dogs + 1 cat ) spawn_squads = simulation_tushkano, simulation_tushkano_7_10, simulation_mix_dogs, simulation_cat -spawn_num = {~20} 1, 0 +spawn_num = 1 +;[on_changing_level] + +;[smart_control] + ;[exclusive] \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/military/smart/mil_smart_terrain_4_7.ltx b/mods/Redone Collection/gamedata/configs/scripts/military/smart/mil_smart_terrain_4_7.ltx index 174f4024..ae2287f5 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/military/smart/mil_smart_terrain_4_7.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/military/smart/mil_smart_terrain_4_7.ltx @@ -2,16 +2,30 @@ squad_id = 10 max_population = 1 respawn_params = respawn@mil_smart_terrain_4_7 -respawn_idle = 345600 +respawn_only_smart = true +respawn_idle = 172800 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = mil_space_restrictors_4_7_sr_attack +;def_restr = mil_space_restrictors_4_7_sr_defense +;safe_restr = nil +;spawn_point = nil [respawn@mil_smart_terrain_4_7] ;-- Type: spawn_mutants + [spawn_mutants] ;-- Normal\hard mutants - Rates of groups: ( 1 tushkano + 2 dogs + 1 cat + 1 snork + 1 fracture + 1 psy dog + 1 lurker ) spawn_squads = simulation_tushkano_7_10, simulation_dog_5_7, simulation_mix_dogs, simulation_cat_3_5, simulation_snork_2_3, simulation_fracture, simulation_psy_dog, simulation_lurker_1_2 spawn_num = {+yan_kill_brain_done +bar_deactivate_radar_done} 1, 0 + +;[on_changing_level] + +;[smart_control] + [exclusive] faction_base_defense_enemy1 = military\mil_smart_terrain_4_7_smart_logic.ltx faction_base_defense_enemy2 = military\mil_smart_terrain_4_7_smart_logic.ltx diff --git a/mods/Redone Collection/gamedata/configs/scripts/military/smart/mil_smart_terrain_4_8.ltx b/mods/Redone Collection/gamedata/configs/scripts/military/smart/mil_smart_terrain_4_8.ltx index 73c6ec7a..063159c5 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/military/smart/mil_smart_terrain_4_8.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/military/smart/mil_smart_terrain_4_8.ltx @@ -1,17 +1,29 @@ [smart_terrain] squad_id = 11 -max_population = 2 +max_population = 1 respawn_params = respawn@mil_smart_terrain_4_8 +respawn_only_smart = false respawn_idle = 86400 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = mil_space_restrictors_4_8_sr_attack +;def_restr = mil_space_restrictors_4_8_sr_defense +;safe_restr = nil +;spawn_point = nil [respawn@mil_smart_terrain_4_8] ;-- Type: faction {stalker} = camp spawn_stalker@advanced [spawn_stalker@advanced] -spawn_squads = stalker_sim_squad_advanced_3_4, stalker_sim_squad_veteran_3_4, -spawn_num = {+mil_freedom_leader_dead} 0, 4 +spawn_squads = stalker_sim_squad_advanced_3_4, stalker_sim_squad_veteran_3_4 +spawn_num = {+mil_freedom_leader_dead} 0, 1 +;[on_changing_level] + +;[smart_control] + [exclusive] stalker_gatekeeper = military\stalker_gatekeeper.ltx \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/military/smart/mil_smart_terrain_7_10.ltx b/mods/Redone Collection/gamedata/configs/scripts/military/smart/mil_smart_terrain_7_10.ltx index 3fc6562f..871eaa5c 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/military/smart/mil_smart_terrain_7_10.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/military/smart/mil_smart_terrain_7_10.ltx @@ -1,18 +1,36 @@ [smart_terrain] squad_id = 12 -max_population = 3 -;respawn_params = respawn@mil_smart_terrain_7_10 -;respawn_idle = 86400 +max_population = 4 +respawn_params = respawn@mil_smart_terrain_7_10 +respawn_only_smart = false +respawn_idle = 86400 +respawn_radius = 500 +;arrive_dist = 0 +;smart_control = nil +;att_restr = mil_space_restrictors_7_10_sr_attack +;def_restr = mil_space_restrictors_7_10_sr_defense +;safe_restr = nil +;spawn_point = nil -;[respawn@mil_smart_terrain_7_10] ;-- Type: faction {freedom} = west\main base -;spawn_deserted_base +[respawn@mil_smart_terrain_7_10] ;-- Type: faction {freedom} = west\main base +spawn_deserted_base +spawn_deserted_base_2 -;[spawn_deserted_base] -;spawn_squads = mil_monolith_squad2 -;spawn_num = {!squad_name_exist(mil_monolith_squad2) +mil_freedom_leader_dead} 1, 0 +[spawn_deserted_base] +spawn_squads = duty_sim_squad_novice, duty_sim_squad_novice, duty_sim_squad_advanced +spawn_num = {=actor_community(actor_dolg) +mil_freedom_leader_dead} 2, 0 +[spawn_deserted_base_2] +spawn_squads = army_sim_squad_novice, army_sim_squad_novice, army_sim_squad_advanced +spawn_num = {=actor_community(actor_army) +mil_freedom_leader_dead} 2, 0 + + +;[on_changing_level] + +;[smart_control] [exclusive] mil_smart_terrain_7_10_freedom_trader = military\mil_smart_terrain_7_10_smart_logic.ltx -mil_smart_terrain_7_10_beh_trade_job_1 = military\mil_smart_terrain_7_10_smart_logic.ltx \ No newline at end of file +mil_smart_terrain_7_10_beh_trade_job_1 = military\mil_smart_terrain_7_10_smart_logic.ltx + diff --git a/mods/Redone Collection/gamedata/configs/scripts/military/smart/mil_smart_terrain_7_12.ltx b/mods/Redone Collection/gamedata/configs/scripts/military/smart/mil_smart_terrain_7_12.ltx index 5b8de8e1..96c015d7 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/military/smart/mil_smart_terrain_7_12.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/military/smart/mil_smart_terrain_7_12.ltx @@ -1,16 +1,33 @@ [smart_terrain] squad_id = 13 max_population = 3 -;respawn_params = respawn@mil_smart_terrain_7_12 -;respawn_idle = 86400 +respawn_params = respawn@mil_smart_terrain_7_12 +respawn_only_smart = false +respawn_idle = 86400 +respawn_radius = 500 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil -;[respawn@mil_smart_terrain_7_12] ;-- Type: faction {freedom} = barracks + faction {stalker, bandir, killer} = safezone -;spawn_deserted_base +[respawn@mil_smart_terrain_7_12] ;-- Type: faction {freedom} = barracks + faction {stalker, bandir, killer} = safezone +spawn_deserted_base +spawn_deserted_base_2 -;[spawn_deserted_base] -;spawn_squads = mil_monolith_squad3 -;spawn_num = {!squad_name_exist(mil_monolith_squad3) +mil_freedom_leader_dead} 1, 0 +[spawn_deserted_base] +spawn_squads = monolith_sim_squad_advanced, monolith_sim_squad_advanced, monolith_sim_squad_novice +spawn_num = {=actor_community(actor_monolith) +mil_freedom_leader_dead} 2, 0 +[spawn_deserted_base_2] +spawn_squads = greh_sim_squad_advanced, greh_sim_squad_advanced, greh_sim_squad_novice +spawn_num = {=actor_community(actor_greh) +mil_freedom_leader_dead} 2, 0 + + +;[on_changing_level] + +;[smart_control] ;[exclusive] \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/military/smart/mil_smart_terrain_7_4.ltx b/mods/Redone Collection/gamedata/configs/scripts/military/smart/mil_smart_terrain_7_4.ltx index 81a4f6c3..200d0d02 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/military/smart/mil_smart_terrain_7_4.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/military/smart/mil_smart_terrain_7_4.ltx @@ -1,16 +1,43 @@ [smart_terrain] squad_id = 14 -max_population = 3 +max_population = 2 respawn_params = respawn@mil_smart_terrain_7_4 +respawn_only_smart = false respawn_idle = 86400 +respawn_radius = 100 +;arrive_dist = 0 +;smart_control = nil +;att_restr = mil_space_restrictors_7_4_sr_attack +;def_restr = mil_space_restrictors_7_4_sr_defense +;safe_restr = nil +;spawn_point = nil -faction_controlled = dolg, freedom, monolith -default_faction = dolg -faction_respawn_num = 2 +[respawn@mil_smart_terrain_7_4] ;-- Type: +;spawn_duty@novice +;spawn_freedom@novice +spawn_duty_special +spawn_freedom_special +;[spawn_duty@novice] +;spawn_squads = duty_sim_squad_novice, duty_sim_squad_novice, duty_sim_squad_advanced +;spawn_num = {+bar_dolg_leader_dead +bar_dolg_petrenko_dead} 0, 1 + +;[spawn_freedom@novice] +;spawn_squads = freedom_sim_squad_novice, freedom_sim_squad_novice, freedom_sim_squad_advanced +;spawn_num = {+bar_dolg_leader_dead +bar_dolg_petrenko_dead -mil_freedom_leader_dead} 1, 0 + +[spawn_duty_special] +spawn_squads = mil_duty_terrain_7_4_outpost_squad +spawn_num = {!squad_name_exist(mil_duty_terrain_7_4_outpost_squad) -bar_dolg_leader_dead} 1, 0 ;{-bar_dolg_petrenko_dead} + +[spawn_freedom_special] +spawn_squads = mil_freedom_terrain_7_4_outpost_squad +spawn_num = {!squad_name_exist(mil_freedom_terrain_7_4_outpost_squad) +bar_dolg_leader_dead +bar_dolg_petrenko_dead -mil_freedom_leader_dead} 1, 0 + + +;[on_changing_level] + +;[smart_control] + ;[exclusive] - - - - diff --git a/mods/Redone Collection/gamedata/configs/scripts/military/smart/mil_smart_terrain_7_7.ltx b/mods/Redone Collection/gamedata/configs/scripts/military/smart/mil_smart_terrain_7_7.ltx index bef34e43..24aa5b69 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/military/smart/mil_smart_terrain_7_7.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/military/smart/mil_smart_terrain_7_7.ltx @@ -2,25 +2,36 @@ squad_id = 15 max_population = 4 respawn_params = respawn@mil_smart_terrain_7_7 +respawn_only_smart = false respawn_idle = 43200 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = mil_space_restrictors_7_7_sr_attack +;def_restr = mil_space_restrictors_7_7_sr_defense +;safe_restr = nil +;spawn_point = nil [respawn@mil_smart_terrain_7_7] ;-- Type: faction {freedom} = center\main base +spawn_freedom@novice spawn_freedom@advanced spawn_freedom@veteran spawn_freedom_special spawn_freedom_special_2 spawn_freedom_special_3 spawn_freedom_special_4 -spawn_freedom_special_5 -spawn_deserted_base +[spawn_freedom@novice] +spawn_squads = freedom_sim_squad_novice, freedom_sim_squad_novice, freedom_sim_squad_advanced +spawn_num = {+mil_freedom_leader_dead} 0, 2 + [spawn_freedom@advanced] -spawn_squads = freedom_sim_squad_advanced, freedom_sim_squad_novice -spawn_num = {+mil_freedom_leader_dead} 0, 8 +spawn_squads = freedom_sim_squad_advanced, freedom_sim_squad_advanced, freedom_sim_squad_novice +spawn_num = {+mil_freedom_leader_dead} 0, 2 [spawn_freedom@veteran] -spawn_squads = freedom_sim_squad_advanced, freedom_sim_squad_veteran +spawn_squads = freedom_sim_squad_veteran, freedom_sim_squad_advanced, freedom_sim_squad_advanced spawn_num = {+mil_freedom_leader_dead} 0, 2 [spawn_freedom_special] @@ -28,35 +39,33 @@ spawn_squads = mil_7_7_protect_mlr_squad spawn_num = {!squad_name_exist(mil_7_7_protect_mlr_squad) -mil_freedom_leader_dead} 1, 0 [spawn_freedom_special_2] -spawn_squads = mil_7_7_protect_mlr_squad2 -spawn_num = {!squad_name_exist(mil_7_7_protect_mlr_squad2) -mil_freedom_leader_dead} 1, 0 +spawn_squads = mil_freedom_smart_terrain_7_8_squad +spawn_num = {!squad_name_exist(mil_freedom_smart_terrain_7_8_squad) -mil_freedom_leader_dead} 1, 0 [spawn_freedom_special_3] -spawn_squads = mil_smart_terrain_7_8_squad -spawn_num = {!squad_name_exist(mil_smart_terrain_7_8_squad) -mil_freedom_leader_dead} 1, 0 +spawn_squads = mil_freedom_smart_terrain_7_10_squad +spawn_num = {!squad_name_exist(mil_freedom_smart_terrain_7_10_squad) -mil_freedom_leader_dead} 1, 0 [spawn_freedom_special_4] -spawn_squads = mil_smart_terrain_7_10_squad -spawn_num = {!squad_name_exist(mil_smart_terrain_7_10_squad) -mil_freedom_leader_dead} 1, 0 +spawn_squads = mil_freedom_smart_terrain_7_12_squad +spawn_num = {!squad_name_exist(mil_freedom_smart_terrain_7_12_squad) -mil_freedom_leader_dead} 1, 0 -[spawn_freedom_special_5] -spawn_squads = mil_smart_terrain_7_12_squad -spawn_num = {!squad_name_exist(mil_smart_terrain_7_12_squad) -mil_freedom_leader_dead} 1, 0 -[spawn_deserted_base] -spawn_squads = monolith_sim_squad_advanced, monolith_sim_squad_novice -spawn_num = {+mil_freedom_leader_dead} 1, 0 +;[on_changing_level] +;[smart_control] [exclusive] mil_freedom_guid = military\mil_freedom_mlr_characters_logic.ltx mil_freedom_medic = military\mil_freedom_mlr_characters_logic.ltx mil_freedom_barman_mlr = military\mil_freedom_mlr_characters_logic.ltx + mil_smart_terrain_7_7_beh_tech_job_1 = military\mil_smart_terrain_7_7_smart_logic.ltx mil_smart_terrain_7_7_freedom_mechanic = military\mil_smart_terrain_7_7_smart_logic.ltx mil_smart_terrain_7_7_freedom_leader = military\mil_smart_terrain_7_7_smart_logic.ltx mil_smart_terrain_7_7_freedom_bodyguard1 = military\mil_smart_terrain_7_7_smart_logic.ltx mil_smart_terrain_7_7_freedom_bodyguard2 = military\mil_smart_terrain_7_7_smart_logic.ltx + mil_smart_terrain_7_7_camp_work_1 = military\mil_smart_terrain_7_7_smart_logic_mlr.ltx mil_smart_terrain_7_7_camp_work_2 = military\mil_smart_terrain_7_7_smart_logic_mlr.ltx mil_smart_terrain_7_7_camp_work_3 = military\mil_smart_terrain_7_7_smart_logic_mlr.ltx @@ -72,9 +81,11 @@ mil_smart_terrain_7_7_camp_work_18 = military\mil_smart_terrain_7_7_smart_logic_ mil_smart_terrain_7_7_camp_work_19 = military\mil_smart_terrain_7_7_smart_logic_mlr.ltx mil_smart_terrain_7_7_camp_work_20 = military\mil_smart_terrain_7_7_smart_logic_mlr.ltx mil_smart_terrain_7_7_camp_work_21 = military\mil_smart_terrain_7_7_smart_logic_mlr.ltx + faction_base_defense_enemy1 = military\mil_smart_terrain_7_7_smart_logic.ltx faction_base_defense_enemy2 = military\mil_smart_terrain_7_7_smart_logic.ltx faction_base_defense_enemy3 = military\mil_smart_terrain_7_7_smart_logic.ltx faction_base_defense_enemy4 = military\mil_smart_terrain_7_7_smart_logic.ltx faction_base_defense_enemy5 = military\mil_smart_terrain_7_7_smart_logic.ltx faction_base_defense_enemy6 = military\mil_smart_terrain_7_7_smart_logic.ltx + diff --git a/mods/Redone Collection/gamedata/configs/scripts/military/smart/mil_smart_terrain_7_8.ltx b/mods/Redone Collection/gamedata/configs/scripts/military/smart/mil_smart_terrain_7_8.ltx index b0a8de1e..4452041a 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/military/smart/mil_smart_terrain_7_8.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/military/smart/mil_smart_terrain_7_8.ltx @@ -2,15 +2,21 @@ squad_id = 16 max_population = 2 ;respawn_params = respawn@mil_smart_terrain_7_8 -;respawn_idle = 172800 +;respawn_only_smart = false +;respawn_idle = 200 +;respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = mil_space_restrictors_7_8_sr_attack +;def_restr = mil_space_restrictors_7_8_sr_defense +;safe_restr = nil +;spawn_point = nil ;[respawn@mil_smart_terrain_7_8] ;-- Type: faction {freedom} = gateguard -;spawn_deserted_base -;[spawn_deserted_base] -;spawn_squads = mil_monolith_squad_sniper -;spawn_num = {!squad_name_exist(mil_monolith_squad_sniper) +mil_freedom_leader_dead} 1, 0 +;[on_changing_level] +;[smart_control] ;[exclusive] diff --git a/mods/Redone Collection/gamedata/configs/scripts/military/smart/mil_smart_terrain_8_3.ltx b/mods/Redone Collection/gamedata/configs/scripts/military/smart/mil_smart_terrain_8_3.ltx index 1935e56b..bafa5044 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/military/smart/mil_smart_terrain_8_3.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/military/smart/mil_smart_terrain_8_3.ltx @@ -1,8 +1,16 @@ [smart_terrain] squad_id = 17 -max_population = 2 +max_population = 1 respawn_params = respawn@mil_smart_terrain_8_3 -respawn_idle = 86400 +respawn_only_smart = true +respawn_idle = 172800 +respawn_radius = 1000 +;arrive_dist = 0 +;smart_control = nil +;att_restr = mil_space_restrictors_8_3_sr_attack +;def_restr = mil_space_restrictors_8_3_sr_defense +;safe_restr = nil +;spawn_point = nil [respawn@mil_smart_terrain_8_3] ;-- Type: c_1_1 + c_1_2 edited spawn_all_weak_c_1_1 @@ -18,4 +26,8 @@ spawn_squads = simulation_dog_5_7, simulation_mix_dogs, simulation_cat_3_5, simu spawn_num = {=actor_week_in_zone(1)} 1, {!actor_week_in_zone(1)} 0 -;[exclusive] \ No newline at end of file +;[on_changing_level] + +;[smart_control] + +;[exclusive] diff --git a/mods/Redone Collection/gamedata/configs/scripts/mlr/mod_escape_sr_rupor_mlr_redone.ltx b/mods/Redone Collection/gamedata/configs/scripts/mlr/mod_escape_sr_rupor_mlr_redone.ltx new file mode 100644 index 00000000..0e23e8a9 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/scripts/mlr/mod_escape_sr_rupor_mlr_redone.ltx @@ -0,0 +1,32 @@ +![ph_idle@wait] +on_info = %=play_sound(escape_sr_rupor_mlr_sound)% ph_idle@sound_idle +on_info2 = {=check_smart_alarm_status(esc_smart_terrain_3_16)} ph_idle@alarm +on_info3 = {=surge_started} ph_idle@surge + +![ph_idle@alarm] +on_info = %=play_sound(escape_sr_rupor_mlr_alarm)% +on_info2 = {!check_smart_alarm_status(esc_smart_terrain_3_16)} ph_idle@wait +on_info3 = {=surge_started} ph_idle@surge + +[ph_idle@sound_idle] +on_info = {=surge_started} ph_idle@surge +on_game_timer = 840 |ph_idle@wait + +[ph_idle@surge] +on_info = %=stop_sound% +on_game_timer = 100 | ph_idle@surge_started + +[ph_idle@surge_started] +on_info = %=play_sound(escape_blowout_siren)% +;on_info2 = {!surge_started} ph_idle@sound_idle +on_game_timer = 370 | ph_idle@surge_siren_end + +[ph_idle@surge_siren_end] +on_info = %=play_sound(escape_blowout_siren_1)% +on_signal = sound_end | ph_idle@surge_act_idle + +[ph_idle@surge_act_idle] +on_info = {=surge_started} ph_idle@surge +on_game_timer = 1240 | ph_idle@sound_idle + +[ph_idle@nil] diff --git a/mods/Redone Collection/gamedata/configs/scripts/pole/pol_renegade_mlr_characters_logic.ltx b/mods/Redone Collection/gamedata/configs/scripts/pole/pol_renegade_mlr_characters_logic.ltx deleted file mode 100644 index 2126dfd5..00000000 --- a/mods/Redone Collection/gamedata/configs/scripts/pole/pol_renegade_mlr_characters_logic.ltx +++ /dev/null @@ -1,42 +0,0 @@ -[logic@pol_renegade_squad_guard_mlr_1] -active = beh@renegade_guard_1 -suitable = {=target_squad_name(pol_renegade_guard1)} true -prior = 200 - -[logic@pol_renegade_squad_guard_mlr_2] -active = beh@renegade_guard_2 -suitable = {=target_squad_name(pol_renegade_guard1)} true -prior = 200 - -[logic@pol_renegade_squad_guard_mlr_3] -active = beh@renegade_guard_3 -suitable = {=target_squad_name(pol_renegade_guard1)} true -prior = 200 - -[beh@general] -behavior_state = beh_move -target = waypoint -walk_dist = 100 -jog_dist = 220 -wait_anim = guard -walk_anim = patrol -jog_anim = assault -run_anim = assault -delay_anim = guard -combat_ignore_cond = false -combat_ignore_keep_when_attacked = false -gather_items_enabled = false -help_wounded_enabled = true -corpse_detection_enabled = false -invulnerable = false - -[beh@renegade_guard_1]:beh@general -pt1 = 10, guard | pos: -6.1126842498779, 0.45707225799561, 118.77732849121 look: -6.1126842498779, 0.45707225799561, 118.77732849121 -pt2 = 10000, guard | pos: -4.3642206192017, 0.3946173787117, 120.65453338623 look: -4.0511808395386, 0.39449846744537, 120.47067260742 - -[beh@renegade_guard_2]:beh@general -pt1 = 10000, guard | pos: 17.915309906006, -0.0032001584768295, 109.66539001465 look: 17.415990829468, -0.0023594349622726, 110.29475402832 - -[beh@renegade_guard_3]:beh@general -pt1 = 10000, guard | pos: 64.445945739746, -0.0026708245277405, 146.36608886719 look: 63.21178817749, -0.0003075897693634, 145.92973327637 - diff --git a/mods/Redone Collection/gamedata/configs/scripts/pole/pol_smart_terrain_2_1_smart_logic.ltx b/mods/Redone Collection/gamedata/configs/scripts/pole/pol_smart_terrain_2_1_smart_logic.ltx new file mode 100644 index 00000000..07d597aa --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/scripts/pole/pol_smart_terrain_2_1_smart_logic.ltx @@ -0,0 +1,42 @@ +[logic@pol_smart_terrain_2_1_guard_work_1] +active = beh@pol_smart_terrain_2_1_guard_work_1 +suitable = {=target_squad_name(pol_renegade_guard1)} true +prior = 200 + +[logic@pol_smart_terrain_2_1_guard_work_2] +active = beh@pol_smart_terrain_2_1_guard_work_2 +suitable = {=target_squad_name(pol_renegade_guard1)} true +prior = 200 + +[logic@pol_smart_terrain_2_1_guard_work_3] +active = beh@pol_smart_terrain_2_1_guard_work_3 +suitable = {=target_squad_name(pol_renegade_guard1)} true +prior = 200 + +[beh@general_guard] +behavior_state = beh_move +target = waypoint +walk_dist = 100 +jog_dist = 220 +wait_anim = guard +walk_anim = patrol +jog_anim = assault +run_anim = assault +delay_anim = guard +combat_ignore_cond = false +combat_ignore_keep_when_attacked = false +gather_items_enabled = false +help_wounded_enabled = true +corpse_detection_enabled = true +invulnerable = false + +[beh@pol_smart_terrain_2_1_guard_work_1]:beh@general_guard +pt1 = 100, guard | pos: -6.1126842498779, 0.45707225799561, 118.77732849121 look: -6.1126842498779, 0.45707225799561, 118.77732849121 +pt2 = 10000, guard | pos: -4.3642206192017, 0.3946173787117, 120.65453338623 look: -4.0511808395386, 0.39449846744537, 120.47067260742 + +[beh@pol_smart_terrain_2_1_guard_work_2]:beh@general_guard +pt1 = 10000, guard | pos: 17.915309906006, -0.0032001584768295, 109.66539001465 look: 17.415990829468, -0.0023594349622726, 110.29475402832 + +[beh@pol_smart_terrain_2_1_guard_work_3]:beh@general_guard +pt1 = 10000, guard | pos: 64.445945739746, -0.0026708245277405, 146.36608886719 look: 63.21178817749, -0.0003075897693634, 145.92973327637 + diff --git a/mods/Redone Collection/gamedata/configs/scripts/pole/smart/pol_sim_1.ltx b/mods/Redone Collection/gamedata/configs/scripts/pole/smart/pol_sim_1.ltx index c3484360..9db62768 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/pole/smart/pol_sim_1.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/pole/smart/pol_sim_1.ltx @@ -1,22 +1,34 @@ -[smart_terrain] ;-- broken spawn +[smart_terrain] squad_id = 1 max_population = 2 respawn_params = respawn@pol_sim_1 -respawn_idle = 259200 +respawn_only_smart = false +respawn_idle = 172800 respawn_radius = 200 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil -[respawn@pol_sim_1] ;-- Type: faction {renegade} = outpost\camp +[respawn@pol_sim_1] ;-- Type: +spawn_all_weak spawn_zombie -spawn_mix -[spawn_zombie] ;-- Weak mutants - Rates of groups: ( 1 tushkano + 2 zombie ) -spawn_squads = simulation_zombie_3_6, simulation_mix_zombie, simulation_tushkano -spawn_num = {!squad_name_exist(pol_renegade_guard1) -yan_kill_brain_done ~40} 1, 0 -[spawn_mix] ;-- Normal mutants - Rates of groups:( 1 zombie + 2 dogs + 1 cats + 1 tushkano ) -spawn_squads = pol_zombie_squad_1, simulation_dog_5_7, simulation_mix_dogs, simulation_cat_3_5, simulation_tushkano +[spawn_all_weak] ;-- Normal mutants - Rates of groups: ( 1 tushkano + 2 dogs + 1 cats + 3 fleshes/boars ) +spawn_squads = simulation_tushkano, simulation_mix_dogs, simulation_cat, simulation_mix_boar_flesh, simulation_flesh, simulation_boar spawn_num = {!squad_name_exist(pol_renegade_guard1) +yan_kill_brain_done ~40} 1, 0 +[spawn_zombie] ;-- Weak mutants - Rates of groups: ( 1 tushkano + 2 zombie ) +spawn_squads = simulation_tushkano, simulation_zombie_3_6, simulation_mix_zombie, pol_zombie_squad_1 +spawn_num = {!squad_name_exist(pol_renegade_guard1) -yan_kill_brain_done ~40} 1, 0 + + +;[on_changing_level] + +;[smart_control] ;[exclusive] ;guard_1 = pole\pol_sim_1_smart_logic.ltx diff --git a/mods/Redone Collection/gamedata/configs/scripts/pole/smart/pol_sim_2.ltx b/mods/Redone Collection/gamedata/configs/scripts/pole/smart/pol_sim_2.ltx index b7908eee..224e0b90 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/pole/smart/pol_sim_2.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/pole/smart/pol_sim_2.ltx @@ -1,11 +1,23 @@ [smart_terrain] ;-- does not exist squad_id = 2 ;squad_count = 1 -;max_population = 2 +;max_population = 1 ;respawn_params = respawn@pol_sim_2 -;respawn_idle = 0 +;respawn_only_smart = false +;respawn_idle = 86400 +;respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil -;[respawn@pol_sim_2] +;[respawn@pol_sim_2] ;-- Type: +;[on_changing_level] + +;[smart_control] + ;[exclusive] diff --git a/mods/Redone Collection/gamedata/configs/scripts/pole/smart/pol_smart_terrain_1_1.ltx b/mods/Redone Collection/gamedata/configs/scripts/pole/smart/pol_smart_terrain_1_1.ltx index c6c20b63..edc33b0e 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/pole/smart/pol_smart_terrain_1_1.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/pole/smart/pol_smart_terrain_1_1.ltx @@ -2,18 +2,29 @@ squad_id = 2 max_population = 2 respawn_params = respawn@pol_smart_terrain_1_1 +respawn_only_smart = false respawn_idle = 172800 respawn_radius = 200 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil [respawn@pol_smart_terrain_1_1] ;-- Type: -spawn_mix +spawn_mutant_mix -[spawn_mix] ;-- Normal mutants - Rates of groups:( 1 zombie + 1 dogs + 1 fleshes/boars + 1 tushkano ) -spawn_squads = pol_zombie_squad_2, simulation_mix_dogs, simulation_mix_boar_flesh, simulation_tushkano +[spawn_mutant_mix] ;-- Normal mutants - Rates of groups:( 1 tushkano + 1 dogs + 1 cat + 1 fleshes/boars + 1 zombie ) +spawn_squads = simulation_tushkano, simulation_mix_dogs, simulation_cat, simulation_mix_boar_flesh, pol_zombie_squad_2 spawn_num = {!squad_name_exist(pol_smart_terrain_1_1_mlr_squad)} 1, 0 +;[on_changing_level] + +;[smart_control] + ;[exclusive] ;guard_1 = pole\pol_smart_terrain_1_1_smart_logic.ltx ;patrol_1 = pole\pol_smart_terrain_1_1_smart_logic.ltx diff --git a/mods/Redone Collection/gamedata/configs/scripts/pole/smart/pol_smart_terrain_1_2.ltx b/mods/Redone Collection/gamedata/configs/scripts/pole/smart/pol_smart_terrain_1_2.ltx index c1adc964..d523caf6 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/pole/smart/pol_smart_terrain_1_2.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/pole/smart/pol_smart_terrain_1_2.ltx @@ -1,18 +1,29 @@ [smart_terrain] squad_id = 3 max_population = 2 -respawn_params = respawn@pol_smart_terrain_1_1 -respawn_idle = 172800 +respawn_params = respawn@pol_smart_terrain_1_2 +respawn_only_smart = false +respawn_idle = 259200 respawn_radius = 200 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil -[respawn@pol_smart_terrain_1_1] ;-- Type: -spawn_mix +[respawn@pol_smart_terrain_1_2] ;-- Type: +spawn_mutant_mix -[spawn_mix] ;-- Normal mutants - Rates of groups:( 2 dogs + 1 cats + 1 tushkano ) +[spawn_mutant_mix] ;-- Normal mutants - Rates of groups:( 2 dogs + 1 cats + 1 tushkano ) spawn_squads = simulation_dog, simulation_dog_5_7, simulation_cat, simulation_tushkano -spawn_num = {!squad_name_exist(pol_renegade_guard1) ~40} 1, 0 +spawn_num = {!squad_name_exist(pol_renegade_guard1)} 1, 0 -[exclusive] +;[on_changing_level] + +;[smart_control] + +;[exclusive] ;guard_1 = pole\pol_smart_terrain_1_1_smart_logic.ltx \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/pole/smart/pol_smart_terrain_1_3.ltx b/mods/Redone Collection/gamedata/configs/scripts/pole/smart/pol_smart_terrain_1_3.ltx index 6f3eb44e..22373fa5 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/pole/smart/pol_smart_terrain_1_3.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/pole/smart/pol_smart_terrain_1_3.ltx @@ -2,16 +2,23 @@ squad_id = 4 max_population = 2 respawn_params = respawn@pol_smart_terrain_1_3 +respawn_only_smart = false respawn_idle = 172800 respawn_radius = 200 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil [respawn@pol_smart_terrain_1_3] ;-- Type: -spawn_mix +spawn_mutant_mix -[spawn_mix] ;-- Normal mutants - Rates of groups:( 1 zombie + 2 dogs + 1 tushkano ) +[spawn_mutant_mix] ;-- Normal mutants - Rates of groups:( 1 zombie + 2 dogs + 1 tushkano ) spawn_squads = pol_zombie_squad_3, simulation_dog_5_7, simulation_mix_dogs, simulation_tushkano -spawn_num = {!squad_name_exist(pol_smart_terrain_1_2_mlr_squad) ~40} 1, 0 +spawn_num = {!squad_name_exist(pol_smart_terrain_1_3_squad) ~40} 1, 0 ;[exclusive] diff --git a/mods/Redone Collection/gamedata/configs/scripts/pole/smart/pol_smart_terrain_2_1.ltx b/mods/Redone Collection/gamedata/configs/scripts/pole/smart/pol_smart_terrain_2_1.ltx index ed79f06f..a9405cfb 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/pole/smart/pol_smart_terrain_2_1.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/pole/smart/pol_smart_terrain_2_1.ltx @@ -2,8 +2,15 @@ squad_id = 5 max_population = 2 respawn_params = respawn@pol_smart_terrain_2_1 -respawn_idle = 172800 +respawn_only_smart = false +respawn_idle = 259200 respawn_radius = 200 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil [respawn@pol_smart_terrain_2_1] ;-- Type: faction {renegade} = outpost\camp spawn_zombie @@ -14,8 +21,13 @@ spawn_squads = pol_zombie_squad_4, simulation_mix_zombie, simulation_tushkano spawn_num = {!squad_name_exist(pol_renegade_guard1) -yan_kill_brain_done ~20} 1, 0 +;[on_changing_level] + +;[smart_control] + [exclusive] -pol_renegade_squad_guard_mlr_1 = pole\pol_renegade_mlr_characters_logic.ltx -pol_renegade_squad_guard_mlr_2 = pole\pol_renegade_mlr_characters_logic.ltx -pol_renegade_squad_guard_mlr_3 = pole\pol_renegade_mlr_characters_logic.ltx +pol_smart_terrain_2_1_guard_work_1 = pole\pol_smart_terrain_2_1_smart_logic.ltx +pol_smart_terrain_2_1_guard_work_2 = pole\pol_smart_terrain_2_1_smart_logic.ltx +pol_smart_terrain_2_1_guard_work_3 = pole\pol_smart_terrain_2_1_smart_logic.ltx + ;patrol_1 = pole\pol_smart_terrain_2_1_smart_logic.ltx ;-- broken diff --git a/mods/Redone Collection/gamedata/configs/scripts/pole/smart/pol_smart_terrain_2_2.ltx b/mods/Redone Collection/gamedata/configs/scripts/pole/smart/pol_smart_terrain_2_2.ltx index 562e9f38..25aea8f5 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/pole/smart/pol_smart_terrain_2_2.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/pole/smart/pol_smart_terrain_2_2.ltx @@ -2,27 +2,38 @@ squad_id = 6 max_population = 2 respawn_params = respawn@pol_smart_terrain_2_2 +respawn_only_smart = false respawn_idle = 259200 -respawn_radius = 500 +respawn_radius = 200 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil [respawn@pol_smart_terrain_2_2] ;-- Type: faction {renegade} = outpost\camp +spawn_mutants_mix spawn_zombie -spawn_mix spawn_isg_special -[spawn_zombie] ;-- Weak mutants - Rates of groups: ( 1 tushkano + 2 zombie ) -spawn_squads = simulation_zombie_3_6, simulation_mix_zombie, simulation_tushkano -spawn_num = {!squad_name_exist(pol_renegade_guard1) -yan_kill_brain_done ~20} 1, 0 - -[spawn_mix] ;-- Normal mutants - Rates of groups:( 1 zombie + 2 dogs + 1 cats + 1 tushkano ) -spawn_squads = pol_zombie_squad_1, simulation_dog_5_7, simulation_mix_dogs, simulation_cat_3_5, simulation_tushkano, simulation_poltergeist_tele, simulation_karlik +[spawn_mutants_mix] ;-- Normal mutants - Rates of groups:( 1 dogs + 1 cats + 2 polter + 2 karlik ) +spawn_squads = simulation_mix_dogs, simulation_cat_3_5, simulation_poltergeist_tele, simulation_poltergeist_tele, simulation_karlik, simulation_karlik spawn_num = {!squad_name_exist(pol_renegade_guard1) +yan_kill_brain_done} 1, 0 -[spawn_isg_special] -spawn_squads = pol_isg_squad_alpha -spawn_num = {!squad_name_exist(pol_renegade_guard1) !squad_name_exist(pol_isg_squad_alpha) +isg_entered_the_zone ~10} 1, 0 +[spawn_zombie] ;-- Weak mutants - Rates of groups: ( 3 zombie ) +spawn_squads = pol_zombie_squad_1, simulation_zombie_3_6, simulation_mix_zombie +spawn_num = {!squad_name_exist(pol_renegade_guard1) -yan_kill_brain_done ~20} 1, 0 +[spawn_isg_special] +spawn_squads = pol_smart_terrain_2_2_isg_squad +spawn_num = {!squad_name_exist(pol_renegade_guard1) +isg_entered_the_zone ~10} 1, 0 + + +;[on_changing_level] + +;[smart_control] ;[exclusive] ;patrol_1 = pole\pol_smart_terrain_2_2_smart_logic.ltx \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/rostok/mod_ros_crow_spawner_redone.ltx b/mods/Redone Collection/gamedata/configs/scripts/rostok/mod_ros_crow_spawner_redone.ltx index ce4de73a..dbb96cf3 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/rostok/mod_ros_crow_spawner_redone.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/rostok/mod_ros_crow_spawner_redone.ltx @@ -1,3 +1,20 @@ +![logic] +!active = sr_crow_spawner +active = sr_idle@check_story + +[sr_idle@check_story] +on_info = {-story_mode_disabled} sr_idle@check_actor, {+story_mode_disabled -yan_x16_complete_end} sr_idle@check_actor %+yan_kill_brain_done% + +[sr_idle@check_actor] +on_info = {=actor_community(actor_monolith) -yan_x16_complete_end} sr_idle@check_helmet %+yan_kill_brain_done%, {=actor_community(actor_greh) -yan_x16_complete_end} sr_idle@check_helmet %+yan_kill_brain_done%, sr_idle@check_helmet + +[sr_idle@check_helmet] +on_info = {=actor_has_item(good_psy_helmet)} sr_idle@check_spawner %+living_legend_psy_helmet%, {=actor_has_item(bad_psy_helmet)} sr_idle@check_spawner %+living_legend_psy_helmet%, sr_idle@check_spawner + +[sr_idle@check_spawner] +on_info = {+yan_kill_brain_done} sr_crow_spawner + ![sr_crow_spawner] -max_crows_on_level = 2 -spawn_path = ros_crow_spawn_1, ros_crow_spawn_2, ros_crow_spawn_3, ros_crow_spawn_4, ros_crow_spawn_5 \ No newline at end of file +max_crows_on_level = 5 +spawn_path = ros_crow_spawn_1, ros_crow_spawn_2, ros_crow_spawn_3, ros_crow_spawn_4, ros_crow_spawn_5 +on_info = {-yan_kill_brain_done} sr_crow_spawner \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/rostok/ros_climb_sound_logic.ltx b/mods/Redone Collection/gamedata/configs/scripts/rostok/ros_climb_sound_logic.ltx new file mode 100644 index 00000000..c585de6e --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/scripts/rostok/ros_climb_sound_logic.ltx @@ -0,0 +1,34 @@ +[logic] +active = ph_idle@wait_actor + +[ph_idle@base] +nonscript_usable = true + +[ph_idle@wait_actor]:ph_idle@base +tips = Climb:Ladder +on_use = ph_idle@reset %+ros_climb_ladder% + +[ph_idle@reset] +on_info = {+ladder_sound} ph_idle@ladder_sound_1 %-ros_climb_ladder% + +[ph_idle@ladder_sound_1]:ph_idle@base +on_info = %=play_sound(ros_climb_sound_1)% +on_signal = sound_end | ph_idle@ladder_sound_2 + +[ph_idle@ladder_sound_2]:ph_idle@base +on_info = %=play_sound(ros_climb_sound_2)% +on_signal = sound_end | ph_idle@ladder_sound_3 + +[ph_idle@ladder_sound_3]:ph_idle@base +on_info = %=play_sound(ros_climb_sound_3)% +on_signal = sound_end | ph_idle@ladder_sound_4 + +[ph_idle@ladder_sound_4]:ph_idle@base +on_info = %=play_sound(ros_climb_sound_4)% +on_signal = sound_end | ph_idle@end + +[ph_idle@end] +on_timer = 2000 | ph_idle@wait_actor + +[collide] +ignore_static \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/rostok/ros_climb_transition_logic.ltx b/mods/Redone Collection/gamedata/configs/scripts/rostok/ros_climb_transition_logic.ltx new file mode 100644 index 00000000..a3706b6c --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/scripts/rostok/ros_climb_transition_logic.ltx @@ -0,0 +1,14 @@ +[logic] +active = ph_idle@teleport + +[ph_idle@teleport] +on_info = {=dist_to_actor_le(3) +ros_climb_ladder} ph_idle@fade_in %=run_postprocess(fade_in) +ladder_sound =disable_ui% + +[ph_idle@fade_in] +on_game_timer = 15 | ph_idle@wait %=script(redone_lc_ros_transition_local:teleport_actor) -ladder_sound =enable_ui% + +[ph_idle@wait] +on_timer = 2000 | ph_idle@teleport + +[collide] +ignore_static \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/rostok/ros_door_hidden_logic.ltx b/mods/Redone Collection/gamedata/configs/scripts/rostok/ros_door_hidden_logic.ltx new file mode 100644 index 00000000..61cd9837 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/scripts/rostok/ros_door_hidden_logic.ltx @@ -0,0 +1,30 @@ +[logic] +active = ph_door@closed + +[ph_door@closed] +locked = false +closed = true +;snd_open_start = trader_door_open_start +;snd_close_start = trader_door_close_start +;snd_close_stop = trader_door_close_stop +on_use = ph_door@reset %+ros_hidden_door_open% ;%=play_sound(trader_door_open_start)% + +[ph_door@reset] +on_info = ph_door@open %-ros_hidden_door_open% + +[ph_door@open] +locked = false +closed = true +;snd_open_start = trader_door_open_start +;snd_close_start = trader_door_close_start +;snd_close_stop = trader_door_close_stop +on_info = ph_door@close + +[ph_door@close] +on_game_timer = 10 | ph_door@end ;%=play_sound(trader_door_close_start)% + +[ph_door@end] +on_timer = 1000 | ph_door@closed + +[collide] +ignore_static \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/rostok/ros_door_transition_logic.ltx b/mods/Redone Collection/gamedata/configs/scripts/rostok/ros_door_transition_logic.ltx new file mode 100644 index 00000000..f12be2a5 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/scripts/rostok/ros_door_transition_logic.ltx @@ -0,0 +1,14 @@ +[logic] +active = ph_idle@teleport + +[ph_idle@teleport] +on_info = {=dist_to_actor_le(1) +ros_hidden_door_open} ph_idle@fade_in %=run_postprocess(fade_in) =play_sound(trader_door_open_start) =disable_ui% + +[ph_idle@fade_in] +on_game_timer = 15 | ph_idle@wait %=script(redone_lc_ros_transition_local:teleport_actor) =play_sound(trader_door_close_start) =enable_ui% + +[ph_idle@wait] +on_timer = 1000 | ph_idle@teleport + +[collide] +ignore_static \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/rostok/ros_endless_night_spawn_logic_1.ltx b/mods/Redone Collection/gamedata/configs/scripts/rostok/ros_endless_night_spawn_logic_1.ltx new file mode 100644 index 00000000..22aec8f5 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/scripts/rostok/ros_endless_night_spawn_logic_1.ltx @@ -0,0 +1,37 @@ +[logic] +active = ph_idle@wait_actor + +[ph_idle@wait_actor] +on_info = {=actor_near_smart(ros_smart_poltergeist2) =is_dark_night} ph_idle@spawn_night_monster, {=actor_near_smart(ros_smart_poltergeist2) =is_night} ph_idle@spawn_night_monster +on_info2 = {=actor_near_smart(ros_smart_snork1) =is_dark_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(ros_smart_snork1) =is_night} ph_idle@spawn_night_monster_2 +;on_info3 = {=actor_near_smart() =is_dark_night} ph_idle@spawn_night_monster_3, {=actor_near_smart() =is_night} ph_idle@spawn_night_monster_3 +;on_info4 = {=actor_near_smart() =is_dark_night} ph_idle@spawn_night_monster_3, {=actor_near_smart() =is_night} ph_idle@spawn_night_monster_4 + +[ph_idle@spawn_night_monster] +on_info = {~20} %=create_squad(simulation_psysucker_white_night:ros_smart_poltergeist2)% ph_idle@reset, {~30} %=create_squad(simulation_snork_night:ros_smart_poltergeist2)% ph_idle@reset, {~40} %=create_squad(simulation_bloodsucker_night:ros_smart_poltergeist2)% ph_idle@reset, {~50} %=create_squad(simulation_pseudodog_night:ros_smart_poltergeist2)% ph_idle@reset, ph_idle@wait_reset + +[ph_idle@reset] +on_game_timer = 86400 | ph_idle@wait_actor + +[ph_idle@spawn_night_monster_2] +on_info = {~20} %=create_squad(simulation_snork_night:ros_smart_snork1)% ph_idle@reset_2, {~30} %=create_squad(simulation_fracture_night:ros_smart_snork1)% ph_idle@reset_2, {~40} %=create_squad(simulation_zombie_3_6:ros_smart_snork1)% ph_idle@reset_2, {~50} %=create_squad(simulation_bloodsucker_red_night:ros_smart_snork1)% ph_idle@reset_2, ph_idle@wait_reset + +[ph_idle@reset_2] +on_game_timer = 86400 | ph_idle@wait_actor + +[ph_idle@spawn_night_monster_3] +on_info = {~20} %=create_squad(simulation_psysucker_white_night:X)% ph_idle@reset_3, {~30} %=create_squad(simulation_bloodsucker_night:X)% ph_idle@reset_3, {~40} %=create_squad(simulation_karlik_night:X)% ph_idle@reset_3, {~50} %=create_squad(simulation_lurker_brown_night:X)% ph_idle@reset_3, ph_idle@wait_reset +[ph_idle@reset_3] +on_game_timer = 86400 | ph_idle@wait_actor + +[ph_idle@spawn_night_monster_4] +on_info = {~20} %=create_squad(simulation_psysucker_white_night:X)% ph_idle@reset_4, {~30} %=create_squad(simulation_bloodsucker_night:X)% ph_idle@reset_4, {~40} %=create_squad(simulation_psy_dog_night:X)% ph_idle@reset_4, {~50} %=create_squad(simulation_karlik_night:X)% ph_idle@reset_4, ph_idle@wait_reset + +[ph_idle@reset_4] +on_game_timer = 86400 | ph_idle@wait_actor + +[ph_idle@wait_reset] +on_game_timer = 580 | ph_idle@wait_actor + +[collide] +ignore_static \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/rostok/ros_endless_night_spawn_logic_2.ltx b/mods/Redone Collection/gamedata/configs/scripts/rostok/ros_endless_night_spawn_logic_2.ltx new file mode 100644 index 00000000..3c8070e5 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/scripts/rostok/ros_endless_night_spawn_logic_2.ltx @@ -0,0 +1,37 @@ +[logic] +active = ph_idle@wait_actor + +[ph_idle@wait_actor] +on_info = {=actor_near_smart(ros_smart_monster4) =is_dark_night} ph_idle@spawn_night_monster, {=actor_near_smart(ros_smart_monster4) =is_night} ph_idle@spawn_night_monster +;on_info2 = {=actor_near_smart() =is_dark_night} ph_idle@spawn_night_monster_2, {=actor_near_smart() =is_night} ph_idle@spawn_night_monster_2 +;on_info3 = {=actor_near_smart() =is_dark_night} ph_idle@spawn_night_monster_3, {=actor_near_smart() =is_night} ph_idle@spawn_night_monster_3 +;on_info4 = {=actor_near_smart() =is_dark_night} ph_idle@spawn_night_monster_3, {=actor_near_smart() =is_night} ph_idle@spawn_night_monster_4 + +[ph_idle@spawn_night_monster] +on_info = {~20} %=create_squad(simulation_mix_zombie_night:ros_smart_monster4)% ph_idle@reset, {~30} %=create_squad(simulation_snork_night:ros_smart_monster4)% ph_idle@reset, {~40} %=create_squad(simulation_bloodsucker_red_night:ros_smart_monster4)% ph_idle@reset, {~50} %=create_squad(simulation_psysucker_brown_night:ros_smart_monster4)% ph_idle@reset, ph_idle@wait_reset + +[ph_idle@reset] +on_game_timer = 86400 | ph_idle@wait_actor + +[ph_idle@spawn_night_monster_2] +on_info = {~20} %=create_squad(simulation_snork_night:X)% ph_idle@reset_2, {~30} %=create_squad(simulation_fracture_night:X)% ph_idle@reset_2, {~40} %=create_squad(simulation_zombie_3_6:X)% ph_idle@reset_2, {~50} %=create_squad(simulation_bloodsucker_red_night:X)% ph_idle@reset_2, ph_idle@wait_reset + +[ph_idle@reset_2] +on_game_timer = 86400 | ph_idle@wait_actor + +[ph_idle@spawn_night_monster_3] +on_info = {~20} %=create_squad(simulation_psysucker_white_night:X)% ph_idle@reset_3, {~30} %=create_squad(simulation_bloodsucker_night:X)% ph_idle@reset_3, {~40} %=create_squad(simulation_karlik_night:X)% ph_idle@reset_3, {~50} %=create_squad(simulation_lurker_brown_night:X)% ph_idle@reset_3, ph_idle@wait_reset +[ph_idle@reset_3] +on_game_timer = 86400 | ph_idle@wait_actor + +[ph_idle@spawn_night_monster_4] +on_info = {~20} %=create_squad(simulation_psysucker_white_night:X)% ph_idle@reset_4, {~30} %=create_squad(simulation_bloodsucker_night:X)% ph_idle@reset_4, {~40} %=create_squad(simulation_psy_dog_night:X)% ph_idle@reset_4, {~50} %=create_squad(simulation_karlik_night:X)% ph_idle@reset_4, ph_idle@wait_reset + +[ph_idle@reset_4] +on_game_timer = 86400 | ph_idle@wait_actor + +[ph_idle@wait_reset] +on_game_timer = 580 | ph_idle@wait_actor + +[collide] +ignore_static \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/rostok/ros_endless_night_spawn_logic_3.ltx b/mods/Redone Collection/gamedata/configs/scripts/rostok/ros_endless_night_spawn_logic_3.ltx new file mode 100644 index 00000000..c5d62b8e --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/scripts/rostok/ros_endless_night_spawn_logic_3.ltx @@ -0,0 +1,37 @@ +[logic] +active = ph_idle@wait_actor + +[ph_idle@wait_actor] +on_info = {=actor_near_smart(ros_smart_monster5) =is_dark_night} ph_idle@spawn_night_monster, {=actor_near_smart(ros_smart_monster5) =is_night} ph_idle@spawn_night_monster +;on_info2 = {=actor_near_smart() =is_dark_night} ph_idle@spawn_night_monster_2, {=actor_near_smart() =is_night} ph_idle@spawn_night_monster_2 +;on_info3 = {=actor_near_smart() =is_dark_night} ph_idle@spawn_night_monster_3, {=actor_near_smart() =is_night} ph_idle@spawn_night_monster_3 +;on_info4 = {=actor_near_smart() =is_dark_night} ph_idle@spawn_night_monster_3, {=actor_near_smart() =is_night} ph_idle@spawn_night_monster_4 + +[ph_idle@spawn_night_monster] +on_info = {~20} %=create_squad(simulation_gigant_night:ros_smart_monster5)% ph_idle@reset, {~30} %=create_squad(simulation_chimera_night:ros_smart_monster5)% ph_idle@reset, {~40} %=create_squad(simulation_poltergeist_black_night:ros_smart_monster5)% ph_idle@reset, {~50} %=create_squad(simulation_burer_night:ros_smart_monster5)% ph_idle@reset, ph_idle@wait_reset + +[ph_idle@reset] +on_game_timer = 86400 | ph_idle@wait_actor + +[ph_idle@spawn_night_monster_2] +on_info = {~20} %=create_squad(simulation_snork_night:X)% ph_idle@reset_2, {~30} %=create_squad(simulation_fracture_night:X)% ph_idle@reset_2, {~40} %=create_squad(simulation_zombie_3_6:X)% ph_idle@reset_2, {~50} %=create_squad(simulation_bloodsucker_red_night:X)% ph_idle@reset_2, ph_idle@wait_reset + +[ph_idle@reset_2] +on_game_timer = 86400 | ph_idle@wait_actor + +[ph_idle@spawn_night_monster_3] +on_info = {~20} %=create_squad(simulation_psysucker_white_night:X)% ph_idle@reset_3, {~30} %=create_squad(simulation_bloodsucker_night:X)% ph_idle@reset_3, {~40} %=create_squad(simulation_karlik_night:X)% ph_idle@reset_3, {~50} %=create_squad(simulation_lurker_brown_night:X)% ph_idle@reset_3, ph_idle@wait_reset +[ph_idle@reset_3] +on_game_timer = 86400 | ph_idle@wait_actor + +[ph_idle@spawn_night_monster_4] +on_info = {~20} %=create_squad(simulation_psysucker_white_night:X)% ph_idle@reset_4, {~30} %=create_squad(simulation_bloodsucker_night:X)% ph_idle@reset_4, {~40} %=create_squad(simulation_psy_dog_night:X)% ph_idle@reset_4, {~50} %=create_squad(simulation_karlik_night:X)% ph_idle@reset_4, ph_idle@wait_reset + +[ph_idle@reset_4] +on_game_timer = 86400 | ph_idle@wait_actor + +[ph_idle@wait_reset] +on_game_timer = 580 | ph_idle@wait_actor + +[collide] +ignore_static \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/rostok/ros_lc_transition_logic_hid.ltx b/mods/Redone Collection/gamedata/configs/scripts/rostok/ros_lc_transition_logic_hid.ltx new file mode 100644 index 00000000..1e6b18fe --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/scripts/rostok/ros_lc_transition_logic_hid.ltx @@ -0,0 +1,14 @@ +[logic] +active = ph_idle@teleport + +[ph_idle@teleport] +on_info = {=dist_to_actor_le(0.5)} ph_idle@fade_in %=run_postprocess(fade_in) =disable_ui% + +[ph_idle@fade_in] +on_game_timer = 15 | ph_idle@wait %=script(redone_lc_ros_transition_local:teleport_actor) =enable_ui% + +[ph_idle@wait] +on_timer = 5000 | ph_idle@teleport + +[collide] +ignore_static \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/rostok/ros_smart_stalker_killers1_smart_logic.ltx b/mods/Redone Collection/gamedata/configs/scripts/rostok/ros_smart_stalker_killers1_smart_logic.ltx new file mode 100644 index 00000000..d7d80f40 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/scripts/rostok/ros_smart_stalker_killers1_smart_logic.ltx @@ -0,0 +1,92 @@ +[logic@ros_smart_stalker_killers1_guard_work_1] +active = beh@ros_smart_stalker_killers1_guard_work_1 +suitable = {!surge_started} true +prior = 200 + +[logic@ros_smart_stalker_killers1_guard_work_2] +active = beh@ros_smart_stalker_killers1_guard_work_2 +suitable = {!surge_started} true +prior = 200 + +[logic@ros_smart_stalker_killers1_guard_work_3] +active = beh@ros_smart_stalker_killers1_guard_work_3 +suitable = {!surge_started} true +prior = 200 + +[logic@ros_smart_stalker_killers1_guard_work_4] +active = beh@ros_smart_stalker_killers1_guard_work_4 +suitable = {!surge_started} true +prior = 200 + +[logic@ros_smart_stalker_killers1_guard_work_5] +active = beh@ros_smart_stalker_killers1_guard_work_5 +suitable = {!surge_started} true +prior = 200 + +[logic@ros_smart_stalker_killers1_camp_work_1] +active = beh@ros_smart_stalker_killers1_camp_work_1 +suitable = {!surge_started} true +prior = 45 + +[logic@ros_smart_stalker_killers1_camp_work_2] +active = beh@ros_smart_stalker_killers1_camp_work_2 +suitable = {!surge_started} true +prior = 45 + +[beh@general_guard] +behavior_state = beh_move +target = waypoint +walk_dist = 100 +jog_dist = 220 +walk_anim = rush +jog_anim = rush +run_anim = rush +delay_anim = guard +gather_items_enabled = false +help_wounded_enabled = false +corpse_detection_enabled = false +invulnerable = {!actor_true_enemy} true, false + +[beh@general_work] +behavior_state = beh_move +target = waypoint +walk_dist = 90 +jog_dist = 150 +wait_anim = guard +jog_anim = assault +run_anim = assault +delay_anim = guard +use_camp = true +turn_on_campfire = true +gather_items_enabled = false +help_wounded_enabled = true +corpse_detection_enabled = true + +[beh@ros_smart_stalker_killers1_guard_work_1]:beh@general_guard +pt1 = 88860000,hide | pos: -226.03277587891, 4.5571184158325, 53.652900695801 look: -225.60137939453, 4.9697222709656, 54.408302307129 +path_end = loop + +[beh@ros_smart_stalker_killers1_guard_work_2]:beh@general_guard +pt1 = 88860000,hide | pos: -239.54244995117, 4.5597152709961, 61.015357971191 look: -239.04281616211, 4.8370161056519, 61.862991333008 +path_end = loop + +[beh@ros_smart_stalker_killers1_guard_work_3]:beh@general_guard +pt1 = 88860000,hide | pos: -244.99716491699, 4.5565819740295, 55.532032012939 look: -245.32739257812, 4.5406951904297, 55.849632263184 +path_end = loop + +[beh@ros_smart_stalker_killers1_guard_work_4]:beh@general_guard +pt1 = 88860000,guard | pos: look: +path_end = loop + +[beh@ros_smart_stalker_killers1_guard_work_5]:beh@general_guard +pt1 = 88860000,guard | pos: look: +path_end = loop + +[beh@ros_smart_stalker_killers1_camp_work_1]:beh@general_work +pt1 = 88860000,sit_ass | pos: -264.59246826172, -0.0015785992145538, 12.501624107361 look: -263.22497558594, 0.34754139184952, 14.234840393066 +path_end = loop + +[beh@ros_smart_stalker_killers1_camp_work_2]:beh@general_work +pt1 = 88860000,sit_ass | pos: -264.58145141602, -0.007137805223465, 16.577444076538 look: -263.22497558594, 0.34754139184952, 14.234840393066 +path_end = loop + diff --git a/mods/Redone Collection/gamedata/configs/scripts/rostok/smart/ros_smart_killers1.ltx b/mods/Redone Collection/gamedata/configs/scripts/rostok/smart/ros_smart_killers1.ltx index f0dd37eb..55761793 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/rostok/smart/ros_smart_killers1.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/rostok/smart/ros_smart_killers1.ltx @@ -1,12 +1,27 @@ [smart_terrain] squad_id = 2 -max_population = 3 +max_population = 2 respawn_params = respawn@ros_smart_killers1 +respawn_only_smart = false respawn_idle = 172800 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil -faction_controlled = stalker, bandit, killer, dolg, army, csky +faction_controlled = stalker, bandit, killer, dolg, army, default_faction = killer faction_respawn_num = 1 +;[respawn@ros_smart_killers1] ;-- Type: + + +[on_changing_level] +on_info = %=script(redone_xr_dynamic_object:dynamic_object:misc\spawn_object\ros_smart_killers1_object.ltx)% + +;[smart_control] ;[exclusive] \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/rostok/smart/ros_smart_monster4.ltx b/mods/Redone Collection/gamedata/configs/scripts/rostok/smart/ros_smart_monster4.ltx index d90e53f6..ac09cd00 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/rostok/smart/ros_smart_monster4.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/rostok/smart/ros_smart_monster4.ltx @@ -2,20 +2,23 @@ squad_id = 5 max_population = 2 respawn_params = respawn@ros_smart_monster4 +respawn_only_smart = false respawn_idle = 43200 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil [respawn@ros_smart_monster4] ;-- Type: faction {zombied} = wahyy... -spawn_zombied_squad spawn_zombie spawn_mutants -[spawn_zombied_squad] -spawn_squads = zombied_sim_squad_advanced, zombied_sim_squad_mix -spawn_num = {+yan_kill_brain_done} 0, 1 - -[spawn_zombie] ;-- Weak\normal mutants - Rates of groups: ( 2 zombie ) -spawn_squads = simulation_zombie_3_6, simulation_mix_zombie +[spawn_zombie] ;-- Weak\normal mutants - Rates of groups: ( 4 zombie ) +spawn_squads = simulation_zombie, simulation_zombie_3_6, simulation_mix_zombie, simulation_zombie_blind_3zomb_civ spawn_num = {+yan_kill_brain_done} 0, 1 [spawn_mutants] ;-- Normal\hard mutants - Rates of groups: ( 1 tushkano + 2 dogs + 1 cat + 2 snork + 1 fracture + 1 psy dog + 1 lurker ) @@ -23,4 +26,8 @@ spawn_squads = simulation_tushkano_7_10, simulation_dog_5_7, simulation_mix_dogs spawn_num = {+yan_kill_brain_done} 1, 0 +;[on_changing_level] + +;[smart_control] + ;[exclusive] \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/rostok/smart/ros_smart_monster5.ltx b/mods/Redone Collection/gamedata/configs/scripts/rostok/smart/ros_smart_monster5.ltx index f5318978..fc7a6caf 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/rostok/smart/ros_smart_monster5.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/rostok/smart/ros_smart_monster5.ltx @@ -1,11 +1,20 @@ [smart_terrain] squad_id = 6 -max_population = 1 +max_population = 2 respawn_params = respawn@ros_smart_monster5 +respawn_only_smart = false respawn_idle = 172800 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil [respawn@ros_smart_monster5] ;-- Type: faction {zombied} = wahat... spawn_zombie +spawn_mutants spawn_mutants_rare @@ -13,13 +22,17 @@ spawn_mutants_rare spawn_squads = simulation_zombie_3_6, simulation_mix_zombie, zombied_sim_squad_mix spawn_num = {+yan_kill_brain_done} 0, 1 -[spawn_mutants] ;-- Normal\hard mutants - Rates of groups: ( 1 tushkano + 1 dog + 2 snork + 1 fracture ) +[spawn_mutants] ;-- Normal mutants - Rates of groups: ( 1 tushkano + 1 dog + 2 snork + 1 fracture ) spawn_squads = simulation_tushkano_7_10, simulation_mix_dogs, simulation_snork_2_3, simulation_snork_2_5, simulation_fracture spawn_num = {+yan_kill_brain_done} 1, 0 -[spawn_mutants_rare] +[spawn_mutants_rare] ;-- Rare mutants - Rates of groups: ( 1 polter ) spawn_squads = simulation_poltergeist_tele ;simulation_poltergeist_black spawn_num = {~20} 1, 0 +;[on_changing_level] + +;[smart_control] + ;[exclusive] \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/rostok/smart/ros_smart_monster7.ltx b/mods/Redone Collection/gamedata/configs/scripts/rostok/smart/ros_smart_monster7.ltx index 297ce70a..b97e8bdc 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/rostok/smart/ros_smart_monster7.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/rostok/smart/ros_smart_monster7.ltx @@ -1,16 +1,28 @@ [smart_terrain] squad_id = 8 -max_population = 0 +max_population = 1 respawn_params = respawn@ros_smart_monster7 -respawn_idle = 259200 +respawn_only_smart = true +respawn_idle = 345600 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil -[respawn@ros_smart_monster7] -spawn_mutants +[respawn@ros_smart_monster7] ;-- Type: +spawn_all_normal -[spawn_mutants] ;-- Normal\hard mutants - Rates of groups: ( 1 tushkano + 2 dogs + 1 cat + 2 snork ) +[spawn_all_normal] ;-- Normal\hard mutants - Rates of groups: ( 1 tushkano + 2 dogs + 1 cat + 2 snork ) spawn_squads = simulation_tushkano_7_10, simulation_dog_5_7, simulation_mix_dogs, simulation_cat_3_5, simulation_snork_2_3, simulation_snork_2_5 spawn_num = {+yan_kill_brain_done ~50} 1, 0 +;[on_changing_level] + +;[smart_control] + ;[exclusive] diff --git a/mods/Redone Collection/gamedata/configs/scripts/rostok/smart/ros_smart_poltergeist2.ltx b/mods/Redone Collection/gamedata/configs/scripts/rostok/smart/ros_smart_poltergeist2.ltx index f4124fc3..acd360a1 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/rostok/smart/ros_smart_poltergeist2.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/rostok/smart/ros_smart_poltergeist2.ltx @@ -2,25 +2,32 @@ squad_id = 11 max_population = 2 respawn_params = respawn@ros_smart_poltergeist2 +respawn_only_smart = false respawn_idle = 259200 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil [respawn@ros_smart_poltergeist2] ;-- Type: spawn_tushkano -spawn_zombie -spawn_mutants +spawn_snork [spawn_tushkano] ;-- Weak mutants - Rates of groups: ( 2 tushkano ) spawn_squads = simulation_tushkano, simulation_tushkano_7_10 spawn_num = {~20} 1, 0 -[spawn_zombie] ;-- Normal mutants - Rates of groups: ( 2 snork + 2 zombie ) -spawn_squads = simulation_mix_zombie, simulation_zombie_3_6 -spawn_num = {+yan_kill_brain_done} 0, 1 - -[spawn_mutants] ;-- Normal\hard mutants - Rates of groups: ( 1 tushkano + 1 dog + 2 snork ) -spawn_squads = simulation_tushkano_7_10, simulation_mix_dogs, simulation_snork_2_3, simulation_snork_2_5 +[spawn_snork] ;-- Normal\hard mutants - Rates of groups: ( 3 snork ) +spawn_squads = simulation_snork, simulation_snork_2_3, simulation_snork_2_5 spawn_num = {+yan_kill_brain_done} 1, 0 +;[on_changing_level] + +;[smart_control] + ;[exclusive] \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/rostok/smart/ros_smart_snork1.ltx b/mods/Redone Collection/gamedata/configs/scripts/rostok/smart/ros_smart_snork1.ltx index 08585f64..f6bbf6be 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/rostok/smart/ros_smart_snork1.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/rostok/smart/ros_smart_snork1.ltx @@ -1,22 +1,35 @@ [smart_terrain] squad_id = 12 -max_population = 2 +max_population = 1 respawn_params = respawn@ros_smart_snork1 -respawn_idle = 345600 +respawn_only_smart = false +respawn_idle = 172800 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil [respawn@ros_smart_snork1] ;-- Type: spawn_dogs spawn_snork -[spawn_dogs] ;-- Normal\hard mutants - Rates of groups: ( 1 dogs ) +[spawn_dogs] ;-- Normal\hard mutants - Rates of groups: ( 3 dogs ) spawn_squads = simulation_dog, simulation_dog_5_7, simulation_mix_dogs spawn_num = 1 -[spawn_snork] ;-- Normal\hard mutants - Rates of groups: ( 2 snork + 1 fracture ) -spawn_squads = simulation_snork_2_3, simulation_snork_2_5, simulation_fracture +[spawn_snork] ;-- Normal\hard mutants - Rates of groups: ( 3 snork + 1 fracture ) +spawn_squads = simulation_snork, simulation_snork_2_3, simulation_snork_2_5, simulation_fracture spawn_num = 1 +[on_changing_level] +on_info = %=script(redone_xr_dynamic_object:dynamic_object:misc\spawn_object\ros_smart_snork1_objects.ltx)% + +;[smart_control] + ;[exclusive] \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/rostok/smart/ros_smart_stalker1.ltx b/mods/Redone Collection/gamedata/configs/scripts/rostok/smart/ros_smart_stalker1.ltx index 7369c0ae..548714ab 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/rostok/smart/ros_smart_stalker1.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/rostok/smart/ros_smart_stalker1.ltx @@ -1,10 +1,22 @@ [smart_terrain] ;-- Disabled spawn squad_id = 15 -;max_population = 0 +;max_population = 1 ;respawn_params = respawn@ros_smart_stalker1 -;respawn_idle = 0 +;respawn_only_smart = false +;respawn_idle = 86400 +;respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil -;[respawn@ros_smart_stalker1] +;[respawn@ros_smart_stalker1] ;-- Type: +;[on_changing_level] + +;[smart_control] + ;[exclusive] \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/rostok/smart/ros_smart_stalker_killers1.ltx b/mods/Redone Collection/gamedata/configs/scripts/rostok/smart/ros_smart_stalker_killers1.ltx index 435e898f..ccdb25b5 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/rostok/smart/ros_smart_stalker_killers1.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/rostok/smart/ros_smart_stalker_killers1.ltx @@ -1,12 +1,35 @@ [smart_terrain] squad_id = 14 -max_population = 3 +max_population = 2 respawn_params = respawn@ros_smart_stalker_killers1 +respawn_only_smart = false respawn_idle = 172800 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil -faction_controlled = bandit, killer, dolg, army, csky +faction_controlled = bandit, killer, dolg, army default_faction = killer faction_respawn_num = 1 +;[respawn@ros_smart_stalker_killers1] ;-- Type: -;[exclusive] \ No newline at end of file + +[on_changing_level] +on_info = %=script(redone_xr_dynamic_object:dynamic_object:misc\spawn_object\ros_smart_stalker_killers1_objects.ltx)% + +;[smart_control] + +[exclusive] +ros_smart_stalker_killers1_guard_work_1 = rostok\ros_smart_stalker_killers1_smart_logic.ltx +ros_smart_stalker_killers1_guard_work_2 = rostok\ros_smart_stalker_killers1_smart_logic.ltx +ros_smart_stalker_killers1_guard_work_3 = rostok\ros_smart_stalker_killers1_smart_logic.ltx +;ros_smart_stalker_killers1_guard_work_4 = rostok\ros_smart_stalker_killers1_smart_logic.ltx +;ros_smart_stalker_killers1_guard_work_5 = rostok\ros_smart_stalker_killers1_smart_logic.ltx + +ros_smart_stalker_killers1_camp_work_1 = rostok\ros_smart_stalker_killers1_smart_logic.ltx +;ros_smart_stalker_killers1_camp_work_2 = rostok\ros_smart_stalker_killers1_smart_logic.ltx \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/trucks_cemetery/mod_trc_crow_spawner_redone.ltx b/mods/Redone Collection/gamedata/configs/scripts/trucks_cemetery/mod_trc_crow_spawner_redone.ltx index fbb8f182..ac4f85b6 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/trucks_cemetery/mod_trc_crow_spawner_redone.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/trucks_cemetery/mod_trc_crow_spawner_redone.ltx @@ -1,3 +1,19 @@ +![logic] +!active = sr_crow_spawner +active = sr_idle@check_story + +[sr_idle@check_story] +on_info = {-story_mode_disabled} sr_idle@check_actor, {+story_mode_disabled -yan_x16_complete_end} sr_idle@check_actor %+yan_kill_brain_done% + +[sr_idle@check_actor] +on_info = {=actor_community(actor_monolith) -yan_x16_complete_end} sr_idle@check_helmet %+yan_kill_brain_done%, {=actor_community(actor_greh) -yan_x16_complete_end} sr_idle@check_helmet %+yan_kill_brain_done%, sr_idle@check_helmet + +[sr_idle@check_helmet] +on_info = {=actor_has_item(good_psy_helmet)} sr_idle@check_spawner %+living_legend_psy_helmet%, {=actor_has_item(bad_psy_helmet)} sr_idle@check_spawner %+living_legend_psy_helmet%, sr_idle@check_spawner + +[sr_idle@check_spawner] +on_info = sr_crow_spawner + ![sr_crow_spawner] max_crows_on_level = 5 spawn_path = trc_crow_spawn_1, trc_crow_spawn_2, trc_crow_spawn_3, trc_crow_spawn_4, trc_crow_spawn_5 \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/trucks_cemetery/smart/trc_sim_1.ltx b/mods/Redone Collection/gamedata/configs/scripts/trucks_cemetery/smart/trc_sim_1.ltx index 88d80f99..390eb5a5 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/trucks_cemetery/smart/trc_sim_1.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/trucks_cemetery/smart/trc_sim_1.ltx @@ -1,22 +1,33 @@ [smart_terrain] squad_id = 1 -max_population = 2 +max_population = 1 respawn_params = respawn@trc_sim_1 -respawn_idle = 86400 +respawn_only_smart = false +respawn_idle = 172800 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil -[respawn@trc_sim_1] ;-- Type: faction {bandit, renegade} = camp -spawn_bandits@advanced -spawn_renegade@advanced +[respawn@trc_sim_1] ;-- Type: faction {bandit, renegade} = campsite +spawn_bandits@novice +spawn_renegade@novice -[spawn_bandits@advanced] -spawn_squads = bandit_sim_squad_advanced, renegade_sim_squad_novice -spawn_num = {+zat_b5_sultan_dead} 0, 1 +[spawn_bandits@novice] +spawn_squads = bandit_sim_squad_novice, renegade_sim_squad_novice, renegade_sim_squad_advanced +spawn_num = {+zat_b5_sultan_dead} 0, 2 + +[spawn_renegade@novice] +spawn_squads = renegade_sim_squad_novice, renegade_sim_squad_novice, renegade_sim_squad_advanced +spawn_num = {+zat_b5_sultan_dead} 2, 0 -[spawn_renegade@advanced] -spawn_squads = renegade_sim_squad_advanced, renegade_sim_squad_novice -spawn_num = {+zat_b5_sultan_dead} 1, 0 +;[on_changing_level] +;[smart_control] ;[exclusive] \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/trucks_cemetery/smart/trc_sim_10.ltx b/mods/Redone Collection/gamedata/configs/scripts/trucks_cemetery/smart/trc_sim_10.ltx index ffe9c8f5..1c23c5e6 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/trucks_cemetery/smart/trc_sim_10.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/trucks_cemetery/smart/trc_sim_10.ltx @@ -2,11 +2,25 @@ squad_id = 10 max_population = 2 respawn_params = respawn@trc_sim_10 -respawn_idle = 172800 +respawn_only_smart = false +respawn_idle = 86400 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil -faction_controlled = csky, ecolog, stalker, dolg +faction_controlled = stalker, bandit, csky, ecolog, dolg default_faction = dolg faction_respawn_num = 1 +;[respawn@trc_sim_10] ;-- Type: + + +;[on_changing_level] + +;[smart_control] ;[exclusive] \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/trucks_cemetery/smart/trc_sim_11.ltx b/mods/Redone Collection/gamedata/configs/scripts/trucks_cemetery/smart/trc_sim_11.ltx index 342d4911..4d08094a 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/trucks_cemetery/smart/trc_sim_11.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/trucks_cemetery/smart/trc_sim_11.ltx @@ -2,10 +2,22 @@ squad_id = 11 max_population = 1 ;respawn_params = respawn@trc_sim_14 -;respawn_idle = 0 +;respawn_only_smart = false +;respawn_idle = 86400 +;respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil -;[respawn@trc_sim_14] ;-- Type: +;[respawn@trc_sim_14] ;-- Type: +;[on_changing_level] + +;[smart_control] + ;[exclusive] \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/trucks_cemetery/smart/trc_sim_12.ltx b/mods/Redone Collection/gamedata/configs/scripts/trucks_cemetery/smart/trc_sim_12.ltx index f4477bcc..b63227f9 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/trucks_cemetery/smart/trc_sim_12.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/trucks_cemetery/smart/trc_sim_12.ltx @@ -1,16 +1,33 @@ [smart_terrain] squad_id = 12 -max_population = 2 +max_population = 1 respawn_params = respawn@trc_sim_12 -respawn_idle = 172800 +respawn_only_smart = false +respawn_idle = 86400 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil -[respawn@trc_sim_12] ;-- Type: -spawn_lurker +[respawn@trc_sim_12] ;-- Type: c_2_1 + c_2_2 edited +spawn_predatory_c_2_1 +spawn_predatory_c_2_2 -[spawn_lurker] ;-- Hard mutants - Rates of groups: ( 2 lurker ) -spawn_squads = simulation_lurker, simulation_lurker_blue -spawn_num = 1 +[spawn_predatory_c_2_1] ;-- Hard mutants - Rates of groups: ( 1 dogs + 3 lurker + 1 psy dog ) +spawn_squads = simulation_mix_dogs, simulation_lurker_blue, simulation_lurker_brown, simulation_lurker_black, simulation_psy_dog +spawn_num = {!actor_week_in_zone(4)} 1, {=actor_week_in_zone(4)} 0 +[spawn_predatory_c_2_2] ;-- Hard mutants - Rates of groups: ( 1 dogs + 2 lurker + 1 psy dog ) +spawn_squads = simulation_mix_dogs, simulation_lurker, simulation_lurker_1_2, simulation_psy_dog_squad +spawn_num = {=actor_week_in_zone(4)} 1, {!actor_week_in_zone(4)} 0 + + +;[on_changing_level] + +;[smart_control] ;[exclusive] \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/trucks_cemetery/smart/trc_sim_13.ltx b/mods/Redone Collection/gamedata/configs/scripts/trucks_cemetery/smart/trc_sim_13.ltx index a2d0e28e..89c7f81d 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/trucks_cemetery/smart/trc_sim_13.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/trucks_cemetery/smart/trc_sim_13.ltx @@ -1,15 +1,23 @@ [smart_terrain] squad_id = 13 -max_population = 3 +max_population = 2 respawn_params = respawn@trc_sim_13 -respawn_idle = 259200 +respawn_only_smart = false +respawn_idle = 172800 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil [respawn@trc_sim_13] ;-- Type: -spawn_zombied +spawn_zombie spawn_snork -[spawn_zombied] ;-- Weak mutants - Rates of groups: ( 3 zombie ) +[spawn_zombie] ;-- Weak mutants - Rates of groups: ( 3 zombie ) spawn_squads = simulation_zombie, simulation_zombie_3_6, simulation_mix_zombie spawn_num = {+bar_deactivate_radar_done +yan_kill_brain_done} 0, 1 @@ -18,4 +26,8 @@ spawn_squads = simulation_snork_2_3, simulation_snork_2_5, simulation_fracture, spawn_num = {+bar_deactivate_radar_done +yan_kill_brain_done} 1, 0 +;[on_changing_level] + +;[smart_control] + ;[exclusive] \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/trucks_cemetery/smart/trc_sim_14.ltx b/mods/Redone Collection/gamedata/configs/scripts/trucks_cemetery/smart/trc_sim_14.ltx index a189d353..cc36c8b3 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/trucks_cemetery/smart/trc_sim_14.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/trucks_cemetery/smart/trc_sim_14.ltx @@ -2,15 +2,27 @@ squad_id = 14 max_population = 1 respawn_params = respawn@trc_sim_14 -respawn_idle = 172800 +respawn_only_smart = false +respawn_idle = 43200 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil -[respawn@trc_sim_14] ;-- Type: +[respawn@trc_sim_14] ;-- Type: spawn_tushkano [spawn_tushkano] ;-- Weak mutants - Rates of groups: ( 2 tushkano ) spawn_squads = simulation_tushkano, simulation_tushkano_7_10 -spawn_num = 1 +spawn_num = 2 +;[on_changing_level] + +;[smart_control] + ;[exclusive] \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/trucks_cemetery/smart/trc_sim_15.ltx b/mods/Redone Collection/gamedata/configs/scripts/trucks_cemetery/smart/trc_sim_15.ltx index 5ec0f1b1..fe92d770 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/trucks_cemetery/smart/trc_sim_15.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/trucks_cemetery/smart/trc_sim_15.ltx @@ -2,20 +2,32 @@ squad_id = 15 max_population = 2 respawn_params = respawn@trc_sim_15 -respawn_idle = 259200 +respawn_only_smart = false +respawn_idle = 43200 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil -[respawn@trc_sim_15] ;-- Type: +[respawn@trc_sim_15] ;-- Type: spawn_snork spawn_lurker [spawn_snork] ;-- Normal mutants - Rates of groups: ( 3 snork ) spawn_squads = simulation_snork, simulation_snork_2_3, simulation_snork_2_5 -spawn_num = 1 +spawn_num = 2 [spawn_lurker] ;-- Hard mutants - Rates of groups: ( 2 lurker ) spawn_squads = simulation_lurker, simulation_lurker_blue spawn_num = {~50} 1, 0 +;[on_changing_level] + +;[smart_control] + ;[exclusive] \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/trucks_cemetery/smart/trc_sim_16.ltx b/mods/Redone Collection/gamedata/configs/scripts/trucks_cemetery/smart/trc_sim_16.ltx index 98a73153..def23e0a 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/trucks_cemetery/smart/trc_sim_16.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/trucks_cemetery/smart/trc_sim_16.ltx @@ -2,7 +2,15 @@ squad_id = 16 max_population = 1 respawn_params = respawn@trc_sim_16 -respawn_idle = 86400 +respawn_only_smart = false +respawn_idle = 43200 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil [respawn@trc_sim_16] ;-- Type: c_1_1 + c_1_2 edited spawn_all_weak_c_1_1 @@ -18,4 +26,8 @@ spawn_squads = simulation_dog, simulation_mix_dogs, simulation_pseudodog, simula spawn_num = {=actor_week_in_zone(1)} 1, {!actor_week_in_zone(1)} 0 +;[on_changing_level] + +;[smart_control] + ;[exclusive] \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/trucks_cemetery/smart/trc_sim_17.ltx b/mods/Redone Collection/gamedata/configs/scripts/trucks_cemetery/smart/trc_sim_17.ltx index 9ef9fb73..1fc6fc68 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/trucks_cemetery/smart/trc_sim_17.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/trucks_cemetery/smart/trc_sim_17.ltx @@ -1,24 +1,27 @@ [smart_terrain] squad_id = 17 -max_population = 2 +max_population = 1 respawn_params = respawn@trc_sim_17 -respawn_idle = 172800 +respawn_only_smart = false +respawn_idle = 86400 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil [respawn@trc_sim_17] ;-- Type: faction {zombied} = wahyy... spawn_zombied_squad -spawn_zombied_squad_2 spawn_zombie spawn_snork [spawn_zombied_squad] -spawn_squads = zombied_sim_squad_advanced, zombied_sim_squad_novice, zombied_sim_squad_mix +spawn_squads = zombied_sim_squad_novice, zombied_sim_squad_novice, zombied_sim_squad_mix spawn_num = {+bar_deactivate_radar_done} 0, 1 -[spawn_zombied_squad_2] -spawn_squads = zombied_sim_squad_advanced, zombied_sim_squad_novice, zombied_sim_squad_mix -spawn_num = {+yan_kill_brain_done} 0, 1 - [spawn_zombie] ;-- Normal mutants - Rates of groups: ( 2 zombie ) spawn_squads = simulation_zombie_blind_3zomb, simulation_zombie_blind_3zomb_civ spawn_num = {+bar_deactivate_radar_done +yan_kill_brain_done} 0, 1 @@ -28,4 +31,8 @@ spawn_squads = simulation_snork_2_3, simulation_snork_2_5, simulation_fracture, spawn_num = {+bar_deactivate_radar_done +yan_kill_brain_done} 1, 0 -;[exclusive] \ No newline at end of file +;[on_changing_level] + +;[smart_control] + +;[exclusive] diff --git a/mods/Redone Collection/gamedata/configs/scripts/trucks_cemetery/smart/trc_sim_18.ltx b/mods/Redone Collection/gamedata/configs/scripts/trucks_cemetery/smart/trc_sim_18.ltx index ed684404..374bb2e6 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/trucks_cemetery/smart/trc_sim_18.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/trucks_cemetery/smart/trc_sim_18.ltx @@ -2,11 +2,25 @@ squad_id = 18 max_population = 2 respawn_params = respawn@trc_sim_18 -respawn_idle = 172800 +respawn_only_smart = false +respawn_idle = 86400 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil -faction_controlled = freedom, renegade, stalker, army, bandit +faction_controlled = stalker, bandit, freedom, army, dolg, renegade default_faction = army faction_respawn_num = 1 +;[respawn@trc_sim_18] ;-- Type: + + +;[on_changing_level] + +;[smart_control] ;[exclusive] diff --git a/mods/Redone Collection/gamedata/configs/scripts/trucks_cemetery/smart/trc_sim_19.ltx b/mods/Redone Collection/gamedata/configs/scripts/trucks_cemetery/smart/trc_sim_19.ltx index e37c4523..62905bd1 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/trucks_cemetery/smart/trc_sim_19.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/trucks_cemetery/smart/trc_sim_19.ltx @@ -2,15 +2,23 @@ squad_id = 19 max_population = 1 respawn_params = respawn@trc_sim_19 -respawn_idle = 172800 +respawn_only_smart = false +respawn_idle = 86400 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil [respawn@trc_sim_19] ;-- Type: c_1_1 + c_1_2 edited spawn_all_weak_c_1_1 spawn_all_normal_c_1_2 -[spawn_all_weak_c_1_1] ;-- Normal mutants - Rates of groups: ( 1 tushkano + 2 dogs + 1 pseudodog +1 cats ) -spawn_squads = simulation_tushkano, simulation_dog, simulation_mix_dogs, simulation_pseudodog, simulation_cat +[spawn_all_weak_c_1_1] ;-- Normal mutants - Rates of groups: ( 1 tushkano + 2 dogs + 1 pseudodog + 1 cats +1 flesh ) +spawn_squads = simulation_tushkano, simulation_dog, simulation_mix_dogs, simulation_pseudodog, simulation_cat, simulation_flesh spawn_num = {!actor_week_in_zone(1)} 1, {=actor_week_in_zone(1)} 0 [spawn_all_normal_c_1_2];-- Normal mutants - Rates of groups: ( 2 dogs + 1 pseudodog + 3 fleshes/boars ) @@ -18,4 +26,8 @@ spawn_squads = simulation_dog, simulation_mix_dogs, simulation_pseudodog, simula spawn_num = {=actor_week_in_zone(1)} 1, {!actor_week_in_zone(1)} 0 -;[exclusive] \ No newline at end of file +;[on_changing_level] + +;[smart_control] + +;[exclusive] \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/trucks_cemetery/smart/trc_sim_2.ltx b/mods/Redone Collection/gamedata/configs/scripts/trucks_cemetery/smart/trc_sim_2.ltx index 97d7be3e..2e7b3f08 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/trucks_cemetery/smart/trc_sim_2.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/trucks_cemetery/smart/trc_sim_2.ltx @@ -1,11 +1,23 @@ [smart_terrain] ;-- Disabled spawn squad_id = 2 -max_population = 2 +max_population = 1 ;respawn_params = respawn@trc_sim_2 -;respawn_idle = 0 +;respawn_only_smart = false +;respawn_idle = 86400 +;respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil ;[respawn@trc_sim_2] ;-- Type: +;[on_changing_level] + +;[smart_control] + ;[exclusive] diff --git a/mods/Redone Collection/gamedata/configs/scripts/trucks_cemetery/smart/trc_sim_20.ltx b/mods/Redone Collection/gamedata/configs/scripts/trucks_cemetery/smart/trc_sim_20.ltx index 2dfeea23..25f1a5cc 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/trucks_cemetery/smart/trc_sim_20.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/trucks_cemetery/smart/trc_sim_20.ltx @@ -1,24 +1,35 @@ [smart_terrain] squad_id = 20 -max_population = 2 +max_population = 1 respawn_params = respawn@trc_sim_20 -respawn_idle = 172800 +respawn_only_smart = false +respawn_idle = 43200 respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil [respawn@trc_sim_20] ;-- Type: faction {bandit, renegade} = outpost -spawn_bandit@advanced -spawn_renegade@advanced +spawn_bandit@novice +spawn_renegade@novice -[spawn_bandit@advanced] -spawn_squads = bandit_sim_squad_advanced, bandit_sim_squad_advanced -spawn_num = {+zat_b5_sultan_dead} 0, 1 +[spawn_bandit@novice] +spawn_squads = bandit_sim_squad_novice, bandit_sim_squad_novice, bandit_sim_squad_advanced +spawn_num = {+zat_b5_sultan_dead} 4, 2 -[spawn_renegade@advanced] -spawn_squads = renegade_sim_squad_advanced, renegade_sim_squad_advanced -spawn_num = {+zat_b5_sultan_dead} 1, 0 +[spawn_renegade@novice] +spawn_squads = renegade_sim_squad_novice, renegade_sim_squad_novice, renegade_sim_squad_advanced +spawn_num = {+zat_b5_sultan_dead} 4, 2 +;[on_changing_level] + +;[smart_control] + [exclusive] trucks_cemetery_bandit_mechanic = trucks_cemetery\trucks_cemetery_bandit_mechanic_logic.ltx trucks_cemetery_bandit_trader = trucks_cemetery\trucks_cemetery_bandit_trader_logic.ltx diff --git a/mods/Redone Collection/gamedata/configs/scripts/trucks_cemetery/smart/trc_sim_21.ltx b/mods/Redone Collection/gamedata/configs/scripts/trucks_cemetery/smart/trc_sim_21.ltx index 8e0a4933..1c6bfd76 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/trucks_cemetery/smart/trc_sim_21.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/trucks_cemetery/smart/trc_sim_21.ltx @@ -1,21 +1,33 @@ [smart_terrain] squad_id = 21 -max_population = 2 +max_population = 1 respawn_params = respawn@trc_sim_21 +respawn_only_smart = false respawn_idle = 345600 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil [respawn@trc_sim_21] -;spawn_gigant +spawn_gigant spawn_chimera -;[spawn_gigant] ;-- Hard mutants - Rates of groups: ( 1 gigant ) -;spawn_squads = simulation_gigant -;spawn_num = {~10} 1, 0 +[spawn_gigant] ;-- Hard mutants - Rates of groups: ( 1 gigant ) +spawn_squads = simulation_gigant +spawn_num = {~10} 1, 0 [spawn_chimera] ;-- Hard mutants - Rates of groups: ( 1 chimera ) spawn_squads = simulation_chimera -spawn_num = {~20} 1, 0 +spawn_num = {~10} 1, 0 -;[exclusive] \ No newline at end of file +;[on_changing_level] + +;[smart_control] + +;[exclusive] \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/trucks_cemetery/smart/trc_sim_3.ltx b/mods/Redone Collection/gamedata/configs/scripts/trucks_cemetery/smart/trc_sim_3.ltx index 27026500..289aefa3 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/trucks_cemetery/smart/trc_sim_3.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/trucks_cemetery/smart/trc_sim_3.ltx @@ -1,10 +1,22 @@ [smart_terrain] ;-- Disabled spawn squad_id = 3 -max_population = 2 +max_population = 1 ;respawn_params = respawn@trc_sim_3 -;respawn_idle = 0 +;respawn_only_smart = false +;respawn_idle = 86400 +;respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil ;[respawn@trc_sim_3] ;-- Type: +;[on_changing_level] + +;[smart_control] + ;[exclusive] diff --git a/mods/Redone Collection/gamedata/configs/scripts/trucks_cemetery/smart/trc_sim_4.ltx b/mods/Redone Collection/gamedata/configs/scripts/trucks_cemetery/smart/trc_sim_4.ltx index 009ae148..3b954251 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/trucks_cemetery/smart/trc_sim_4.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/trucks_cemetery/smart/trc_sim_4.ltx @@ -2,19 +2,32 @@ squad_id = 4 max_population = 1 respawn_params = respawn@trc_sim_4 -respawn_idle = 172800 +respawn_only_smart = false +respawn_idle = 86400 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil [respawn@trc_sim_4] ;-- Type: c_2_1 + c_2_2 edited spawn_predatory_c_2_1 spawn_predatory_c_2_2 -[spawn_predatory_c_2_1] ;-- Hard mutants - Rates of groups: ( 1 lurker ) -spawn_squads = simulation_lurker -spawn_num = {!actor_week_in_zone(1)} 1, {=actor_week_in_zone(1)} 0 +[spawn_predatory_c_2_1] ;-- Hard mutants - Rates of groups: ( 1 dogs + 3 lurker + 1 psy dog ) +spawn_squads = simulation_mix_dogs, simulation_lurker_blue, simulation_lurker_brown, simulation_lurker_black, simulation_psy_dog +spawn_num = {!actor_week_in_zone(4)} 1, {=actor_week_in_zone(4)} 0 -[spawn_predatory_c_2_2] ;-- Hard mutants - Rates of groups: ( 3 lurker ) -spawn_squads = simulation_lurker_blue, simulation_lurker_black, simulation_lurker_1_2 -spawn_num = {=actor_week_in_zone(1)} 1, {!actor_week_in_zone(1)} 0 +[spawn_predatory_c_2_2] ;-- Hard mutants - Rates of groups: ( 1 dogs + 2 lurker + 1 psy dog ) +spawn_squads = simulation_mix_dogs, simulation_lurker, simulation_lurker_1_2, simulation_psy_dog_squad +spawn_num = {=actor_week_in_zone(4)} 1, {!actor_week_in_zone(4)} 0 + + +;[on_changing_level] + +;[smart_control] ;[exclusive] \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/trucks_cemetery/smart/trc_sim_5.ltx b/mods/Redone Collection/gamedata/configs/scripts/trucks_cemetery/smart/trc_sim_5.ltx index 7a4da39e..447a08ac 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/trucks_cemetery/smart/trc_sim_5.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/trucks_cemetery/smart/trc_sim_5.ltx @@ -2,9 +2,21 @@ squad_id = 5 max_population = 0 ;respawn_params = respawn@trc_sim_5 -;respawn_idle = 0 ;345600 +;respawn_only_smart = false +;respawn_idle = 86400 +;respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil -;[respawn@trc_sim_5] ;-- Type: +;[respawn@trc_sim_5] ;-- Type: +;[on_changing_level] + +;[smart_control] + ;[exclusive] \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/trucks_cemetery/smart/trc_sim_6.ltx b/mods/Redone Collection/gamedata/configs/scripts/trucks_cemetery/smart/trc_sim_6.ltx index f85b58c5..abcb96cd 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/trucks_cemetery/smart/trc_sim_6.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/trucks_cemetery/smart/trc_sim_6.ltx @@ -1,10 +1,22 @@ [smart_terrain] ;-- Disabled spawn squad_id = 6 -max_population = 2 +max_population = 1 ;respawn_params = respawn@trc_sim_6 -;respawn_idle = 0 +;respawn_only_smart = false +;respawn_idle = 86400 +;respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil -;[respawn@trc_sim_6] ;-- Type: +;[respawn@trc_sim_6] ;-- Type: +;[on_changing_level] + +;[smart_control] + ;[exclusive] \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/trucks_cemetery/smart/trc_sim_7.ltx b/mods/Redone Collection/gamedata/configs/scripts/trucks_cemetery/smart/trc_sim_7.ltx index db921477..3bc08d73 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/trucks_cemetery/smart/trc_sim_7.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/trucks_cemetery/smart/trc_sim_7.ltx @@ -2,9 +2,17 @@ squad_id = 7 max_population = 1 respawn_params = respawn@trc_sim_7 +respawn_only_smart = false respawn_idle = 172800 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil -[respawn@trc_sim_7] ;-- Type: +[respawn@trc_sim_7] ;-- Type: spawn_all_weak spawn_all_normal @@ -18,4 +26,8 @@ spawn_squads = simulation_dog, simulation_mix_dogs, simulation_cat, simulation_c spawn_num = 1 +;[on_changing_level] + +;[smart_control] + ;[exclusive] \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/trucks_cemetery/smart/trc_sim_8.ltx b/mods/Redone Collection/gamedata/configs/scripts/trucks_cemetery/smart/trc_sim_8.ltx index 4b102e75..2491e7c0 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/trucks_cemetery/smart/trc_sim_8.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/trucks_cemetery/smart/trc_sim_8.ltx @@ -2,10 +2,22 @@ squad_id = 8 max_population = 2 ;respawn_params = respawn@trc_sim_8 -;respawn_idle = 0 +;respawn_only_smart = false +;respawn_idle = 86400 +;respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil ;[respawn@trc_sim_8] ;-- Type: +;[on_changing_level] + +;[smart_control] + ;[exclusive] \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/trucks_cemetery/smart/trc_sim_9.ltx b/mods/Redone Collection/gamedata/configs/scripts/trucks_cemetery/smart/trc_sim_9.ltx index aacb30a5..411bcc6e 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/trucks_cemetery/smart/trc_sim_9.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/trucks_cemetery/smart/trc_sim_9.ltx @@ -2,20 +2,32 @@ squad_id = 9 max_population = 1 respawn_params = respawn@trc_sim_9 -respawn_idle = 259200 +;respawn_only_smart = false +;respawn_idle = 259200 +;respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil [respawn@trc_sim_9] ;-- Type: c_2_1 + c_2_2 edited spawn_predatory_c_2_1 spawn_predatory_c_2_2 -[spawn_predatory_c_2_1] ;-- Hard mutants - Rates of groups: ( 1 lurker ) -spawn_squads = simulation_lurker -spawn_num = {!actor_week_in_zone(1)} 1, {=actor_week_in_zone(1)} 0 +[spawn_predatory_c_2_1] ;-- Hard mutants - Rates of groups: ( 1 dogs + 3 lurker + 1 psy dog ) +spawn_squads = simulation_mix_dogs, simulation_lurker_blue, simulation_lurker_brown, simulation_lurker_black, simulation_psy_dog +spawn_num = {!actor_week_in_zone(4)} 1, {=actor_week_in_zone(4)} 0 -[spawn_predatory_c_2_2] ;-- Hard mutants - Rates of groups: ( 3 lurker ) -spawn_squads = simulation_lurker_blue, simulation_lurker_black, simulation_lurker_1_2 -spawn_num = {=actor_week_in_zone(1)} 1, {!actor_week_in_zone(1)} 0 +[spawn_predatory_c_2_2] ;-- Hard mutants - Rates of groups: ( 1 dogs + 2 lurker + 1 psy dog ) +spawn_squads = simulation_mix_dogs, simulation_lurker, simulation_lurker_1_2, simulation_psy_dog_squad +spawn_num = {=actor_week_in_zone(4)} 1, {!actor_week_in_zone(4)} 0 -;[exclusive] \ No newline at end of file +;[on_changing_level] + +;[smart_control] + +;[exclusive] diff --git a/mods/Redone Collection/gamedata/configs/scripts/trucks_cemetery/trc_endless_night_spawn_logic_1.ltx b/mods/Redone Collection/gamedata/configs/scripts/trucks_cemetery/trc_endless_night_spawn_logic_1.ltx new file mode 100644 index 00000000..b937d4da --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/scripts/trucks_cemetery/trc_endless_night_spawn_logic_1.ltx @@ -0,0 +1,38 @@ +[logic] +active = ph_idle@wait_actor + +[ph_idle@wait_actor] +on_info = {=actor_near_smart(trc_sim_5) =is_dark_night} ph_idle@spawn_night_monster, {=actor_near_smart(trc_sim_5) =is_night} ph_idle@spawn_night_monster +on_info2 = {=actor_near_smart(trc_sim_9) =is_dark_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(trc_sim_9) =is_night} ph_idle@spawn_night_monster_2 +on_info3 = {=actor_near_smart(trc_sim_16) =is_dark_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(trc_sim_16) =is_night} ph_idle@spawn_night_monster_3 +on_info4 = {=actor_near_smart(trc_sim_19) =is_dark_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(val_smart_terrain_9_10) =is_night} ph_idle@spawn_night_monster_4 + +[ph_idle@spawn_night_monster] +on_info = {~20} %=create_squad(simulation_mix_zombie_night:trc_sim_5)% ph_idle@reset, {~30} %=create_squad(simulation_snork_night:trc_sim_5)% ph_idle@reset, {~40} %=create_squad(simulation_tushkano_night:trc_sim_5)% ph_idle@reset, {~50} %=create_squad(simulation_pseudodog_night:trc_sim_5)% ph_idle@reset, ph_idle@wait_reset + +[ph_idle@reset] +on_game_timer = 86400 | ph_idle@wait_actor + +[ph_idle@spawn_night_monster_2] +on_info = {~20} %=create_squad(simulation_gigant_night:trc_sim_9)% ph_idle@reset_2, {~30} %=create_squad(simulation_fracture_night:trc_sim_9)% ph_idle@reset_2, {~40} %=create_squad(simulation_zombie_3_6:trc_sim_9)% ph_idle@reset_2, {~50} %=create_squad(simulation_pseudodog_night:trc_sim_9)% ph_idle@reset_2, ph_idle@wait_reset + +[ph_idle@reset_2] +on_game_timer = 86400 | ph_idle@wait_actor + +[ph_idle@spawn_night_monster_3] +on_info = {~20} %=create_squad(simulation_psysucker_white_night:trc_sim_16)% ph_idle@reset_3, {~30} %=create_squad(simulation_bloodsucker_night:trc_sim_16)% ph_idle@reset_3, {~40} %=create_squad(simulation_karlik_night:trc_sim_16)% ph_idle@reset_3, {~50} %=create_squad(simulation_lurker_brown_night:trc_sim_16)% ph_idle@reset_3, ph_idle@wait_reset + +[ph_idle@reset_3] +on_game_timer = 86400 | ph_idle@wait_actor + +[ph_idle@spawn_night_monster_4] +on_info = {~20} %=create_squad(simulation_psysucker_white_night:trc_sim_19)% ph_idle@reset_4, {~30} %=create_squad(simulation_bloodsucker_night:trc_sim_19)% ph_idle@reset_4, {~40} %=create_squad(simulation_psy_dog_night:trc_sim_19)% ph_idle@reset_4, {~50} %=create_squad(simulation_karlik_night:trc_sim_19)% ph_idle@reset_4, ph_idle@wait_reset + +[ph_idle@reset_4] +on_game_timer = 86400 | ph_idle@wait_actor + +[ph_idle@wait_reset] +on_game_timer = 580 | ph_idle@wait_actor + +[collide] +ignore_static \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/trucks_cemetery/trc_endless_night_spawn_logic_2.ltx b/mods/Redone Collection/gamedata/configs/scripts/trucks_cemetery/trc_endless_night_spawn_logic_2.ltx new file mode 100644 index 00000000..0060076c --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/scripts/trucks_cemetery/trc_endless_night_spawn_logic_2.ltx @@ -0,0 +1,38 @@ +[logic] +active = ph_idle@wait_actor + +[ph_idle@wait_actor] +on_info = {=actor_near_smart(trc_sim_11) =is_dark_night} ph_idle@spawn_night_monster, {=actor_near_smart(trc_sim_11) =is_night} ph_idle@spawn_night_monster +on_info2 = {=actor_near_smart(trc_sim_13) =is_dark_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(trc_sim_13) =is_night} ph_idle@spawn_night_monster_2 +on_info3 = {=actor_near_smart(trc_sim_14) =is_dark_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(trc_sim_14) =is_night} ph_idle@spawn_night_monster_3 +on_info4 = {=actor_near_smart(trc_sim_15) =is_dark_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(trc_sim_15) =is_night} ph_idle@spawn_night_monster_4 + +[ph_idle@spawn_night_monster] +on_info = {~20} %=create_squad(simulation_chimera_2weak_night:trc_sim_11)% ph_idle@reset, {~30} %=create_squad(simulation_bloodsucker_night:trc_sim_11)% ph_idle@reset, {~40} %=create_squad(simulation_karlik_night:trc_sim_11)% ph_idle@reset, {~50} %=create_squad(simulation_lurker_brown_night:trc_sim_11)% ph_idle@reset, ph_idle@wait_reset + +[ph_idle@reset] +on_game_timer = 86400 | ph_idle@wait_actor + +[ph_idle@spawn_night_monster_2] +on_info = {~20} %=create_squad(simulation_tushkano_night:trc_sim_13)% ph_idle@reset_2, {~30} %=create_squad(simulation_fracture_night:trc_sim_13)% ph_idle@reset_2, {~40} %=create_squad(simulation_zombie_3_6:trc_sim_13)% ph_idle@reset_2, {~50} %=create_squad(simulation_snork_2_3_night:trc_sim_13)% ph_idle@reset_2, ph_idle@wait_reset + +[ph_idle@reset_2] +on_game_timer = 86400 | ph_idle@wait_actor + +[ph_idle@spawn_night_monster_3] +on_info = {~20} %=create_squad(simulation_psy_dog_night:trc_sim_14)% ph_idle@reset_3, {~30} %=create_squad(simulation_psysucker_white_night:trc_sim_14)% ph_idle@reset_3, {~40} %=create_squad(simulation_bloodsucker_night:trc_sim_14)% ph_idle@reset_3, {~50} %=create_squad(simulation_snork_2_3_night:trc_sim_14)% ph_idle@reset_3, ph_idle@wait_reset + +[ph_idle@reset_3] +on_game_timer = 86400 | ph_idle@wait_actor + +[ph_idle@spawn_night_monster_4] +on_info = {~20} %=create_squad(simulation_lurker_brown_night:trc_sim_15)% ph_idle@reset_4, {~30} %=create_squad(simulation_chimera_night:trc_sim_15)% ph_idle@reset_4, {~40} %=create_squad(simulation_psy_dog_night:trc_sim_15)% ph_idle@reset_4, {~50} %=create_squad(simulation_snork_2_5_night:trc_sim_15)% ph_idle@reset_4, ph_idle@wait_reset + +[ph_idle@reset_4] +on_game_timer = 86400 | ph_idle@wait_actor + +[ph_idle@wait_reset] +on_game_timer = 580 | ph_idle@wait_actor + +[collide] +ignore_static diff --git a/mods/Redone Collection/gamedata/configs/scripts/trucks_cemetery/trc_endless_night_spawn_logic_3.ltx b/mods/Redone Collection/gamedata/configs/scripts/trucks_cemetery/trc_endless_night_spawn_logic_3.ltx new file mode 100644 index 00000000..4523d879 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/scripts/trucks_cemetery/trc_endless_night_spawn_logic_3.ltx @@ -0,0 +1,38 @@ +[logic] +active = ph_idle@wait_actor + +[ph_idle@wait_actor] +on_info = {=actor_near_smart(trc_sim_10) =is_dark_night} ph_idle@spawn_night_monster, {=actor_near_smart(trc_sim_10) =is_night} ph_idle@spawn_night_monster +on_info2 = {=actor_near_smart(trc_sim_6) =is_dark_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(trc_sim_6) =is_night} ph_idle@spawn_night_monster_2 +on_info3 = {=actor_near_smart(trc_sim_8) =is_dark_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(val_smart_terrain_8_7) =is_night} ph_idle@spawn_night_monster_3 +on_info4 = {=actor_near_smart(trc_sim_17) =is_dark_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(val_smart_terrain_9_2) =is_night} ph_idle@spawn_night_monster_4 + +[ph_idle@spawn_night_monster] +on_info = {~20} %=create_squad(simulation_bloodsucker_night:trc_sim_10)% ph_idle@reset, {~30} %=create_squad(simulation_fracture_night:trc_sim_10)% ph_idle@reset, {~40} %=create_squad(simulation_snork_night:trc_sim_10)% ph_idle@reset, {~50} %=create_squad(simulation_lurker_blue_night:trc_sim_10)% ph_idle@reset, ph_idle@wait_reset + +[ph_idle@reset] +on_game_timer = 86400 | ph_idle@wait_actor + +[ph_idle@spawn_night_monster_2] +on_info = {~20} %=create_squad(simulation_snork_night:trc_sim_6)% ph_idle@reset_2, {~30} %=create_squad(simulation_fracture_night:trc_sim_6)% ph_idle@reset_2, {~40} %=create_squad(simulation_zombie_3_6:trc_sim_6)% ph_idle@reset_2, {~50} %=create_squad(simulation_pseudodog_night:trc_sim_6)% ph_idle@reset_2, ph_idle@wait_reset + +[ph_idle@reset_2] +on_game_timer = 86400 | ph_idle@wait_actor + +[ph_idle@spawn_night_monster_3] +on_info = {~20} %=create_squad(simulation_gigant_night:trc_sim_8)% ph_idle@reset_3, {~30} %=create_squad(simulation_chimera_night:trc_sim_8)% ph_idle@reset_3, {~40} %=create_squad(simulation_snork_2_5_night:trc_sim_8)% ph_idle@reset_3, {~50} %=create_squad(simulation_bloodsucker_night:trc_sim_8)% ph_idle@reset_3, ph_idle@wait_reset + +[ph_idle@reset_3] +on_game_timer = 86400 | ph_idle@wait_actor + +[ph_idle@spawn_night_monster_4] +on_info = {~20} %=create_squad(simulation_pseudodog_night:trc_sim_17)% ph_idle@reset_4, {~30} %=create_squad(simulation_fracture_night:trc_sim_17)% ph_idle@reset_4, {~40} %=create_squad(simulation_bloodsucker_night:trc_sim_17)% ph_idle@reset_4, {~50} %=create_squad(simulation_lurker_blue_night:trc_sim_17)% ph_idle@reset_4, ph_idle@wait_reset + +[ph_idle@reset_4] +on_game_timer = 86400 | ph_idle@wait_actor + +[ph_idle@wait_reset] +on_game_timer = 580 | ph_idle@wait_actor + +[collide] +ignore_static diff --git a/mods/Redone Collection/gamedata/configs/scripts/yantar/mod_yan_crow_spawner_redone.ltx b/mods/Redone Collection/gamedata/configs/scripts/yantar/mod_yan_crow_spawner_redone.ltx index 6798bf95..9c507889 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/yantar/mod_yan_crow_spawner_redone.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/yantar/mod_yan_crow_spawner_redone.ltx @@ -1,9 +1,46 @@ +![logic] +!active = sr_crow_spawner +active = sr_idle@check_story + +[sr_idle@check_story] +on_info = {-story_mode_disabled} sr_idle@check_actor, {+story_mode_disabled -yan_x16_complete_end} sr_idle@check_actor %+yan_kill_brain_done% + +[sr_idle@check_actor] +on_info = {=actor_community(actor_monolith) -yan_x16_complete_end} sr_idle@check_helmet %+yan_kill_brain_done%, {=actor_community(actor_greh) -yan_x16_complete_end} sr_idle@check_helmet %+yan_kill_brain_done%, sr_idle@check_helmet + +[sr_idle@check_helmet] +on_info = {=actor_has_item(good_psy_helmet)} sr_idle@check_spawner %+living_legend_psy_helmet%, {=actor_has_item(bad_psy_helmet)} sr_idle@check_spawner %+living_legend_psy_helmet%, sr_idle@check_spawner + +[sr_idle@check_spawner] +on_info = {+yan_kill_brain_done} sr_crow_spawner +on_info2 = {+yan_stalker_sakharov_dead +yan_ecolog_vasilyev_dead +yan_ecolog_semenov_dead +yan_ecolog_kruglov_dead -yan_spawn_complete} sr_idle@check_spawn_1_1 + +[sr_idle@check_spawn_1_1] +on_info = {-agr_military_colonel_kovalski_dead} sr_idle@spawn_1_1, sr_idle@spawn_2_1 +[sr_idle@check_spawn_2_1] +on_info = {-cit_killers_aslan_dead -cit_killers_dushman_dead} sr_idle@spawn_2_1, sr_idle@spawn_end_1 +[sr_idle@spawn_1_1] +on_game_timer = 43200 | sr_idle@check_spawn_2_1 %=create_squad(yan_army_spetsnaz_squad:yan_smart_terrain_3_6) =create_squad(yan_army_spetsnaz_squad2:yan_smart_terrain_6_4)% +[sr_idle@spawn_2_1] +on_game_timer = 86400 | sr_idle@spawn_end_1 %=create_squad(yan_killer_special_team:yan_smart_terrain_4_4) =create_squad(yan_killer_special_team:yan_smart_terrain_4_5) =create_squad(yan_killer_special_team2:yan_smart_terrain_5_5)% + +[sr_idle@spawn_end_1] +on_info = sr_idle@check_spawner %+yan_spawn_complete% + ![sr_crow_spawner] -max_crows_on_level = 0 +max_crows_on_level = 5 spawn_path = yan_crow_spawn_1, yan_crow_spawn_2, yan_crow_spawn_3, yan_crow_spawn_4, yan_crow_spawn_5 +on_info50 = {-yan_kill_brain_done} sr_idle@check_spawner +on_info51 = {+yan_stalker_sakharov_dead +yan_ecolog_vasilyev_dead +yan_ecolog_semenov_dead +yan_ecolog_kruglov_dead -yan_spawn_complete} sr_idle@check_spawn_1_2 +[sr_idle@check_spawn_1_2]:sr_crow_spawner +on_info = {-agr_military_colonel_kovalski_dead sr_idle@spawn_1_2, sr_idle@spawn_2_2 +[sr_idle@check_spawn_2_2]:sr_crow_spawner +on_info = {-cit_killers_aslan_dead -cit_killers_dushman_dead} sr_idle@spawn_2_2, sr_idle@spawn_end_2 +[sr_idle@spawn_1_2]:sr_crow_spawner +on_game_timer = 43200 | sr_idle@check_spawn_2_2 %=create_squad(yan_army_spetsnaz_squad:yan_smart_terrain_3_6) =create_squad(yan_army_spetsnaz_squad2:yan_smart_terrain_6_4)% +[sr_idle@spawn_2_2]:sr_crow_spawner +on_game_timer = 86400 | sr_idle@spawn_end_2_2 %=create_squad(yan_killer_special_team:yan_smart_terrain_4_4) =create_squad(yan_killer_special_team:yan_smart_terrain_4_5) =create_squad(yan_killer_special_team2:yan_smart_terrain_5_5)% - - - - +[sr_idle@spawn_end_2]:sr_crow_spawner +on_info = sr_idle@check_spawner %+yan_spawn_complete% diff --git a/mods/Redone Collection/gamedata/configs/scripts/yantar/mod_yan_scientist_bunker_door2_redone.ltx b/mods/Redone Collection/gamedata/configs/scripts/yantar/mod_yan_scientist_bunker_door2_redone.ltx new file mode 100644 index 00000000..66102be3 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/scripts/yantar/mod_yan_scientist_bunker_door2_redone.ltx @@ -0,0 +1,12 @@ +![ph_door@closed] +on_use = ph_door@open %+yan_smart_terrain_6_4_outer_door_open% +on_info1 = {+yan_smart_terrain_6_4_inner_door_open} ph_door@locked %-yan_smart_terrain_6_4_outer_door_open% + +![ph_door@open] +on_use = ph_door@closed %-yan_smart_terrain_6_4_outer_door_open% +on_info = {+yan_smart_terrain_6_4_inner_door_open} ph_door@closed %-yan_smart_terrain_6_4_outer_door_open% +on_game_timer = 20 | ph_door@closed %-yan_smart_terrain_6_4_outer_door_open% + +![ph_door@locked] +on_info1 = {-yan_smart_terrain_6_4_inner_door_open} ph_door@closed +on_game_timer = 20 | ph_door@closed diff --git a/mods/Redone Collection/gamedata/configs/scripts/yantar/mod_yan_scientist_bunker_door_redone.ltx b/mods/Redone Collection/gamedata/configs/scripts/yantar/mod_yan_scientist_bunker_door_redone.ltx new file mode 100644 index 00000000..8bb03cf5 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/scripts/yantar/mod_yan_scientist_bunker_door_redone.ltx @@ -0,0 +1,12 @@ +![ph_door@closed] +on_use = ph_door@open %+yan_smart_terrain_6_4_inner_door_open% +on_info1 = {+yan_smart_terrain_6_4_outer_door_open} ph_door@locked %-yan_smart_terrain_6_4_inner_door_open% + +![ph_door@open] +on_use = ph_door@closed %-yan_smart_terrain_6_4_inner_door_open% +on_info = {+yan_smart_terrain_6_4_outer_door_open} ph_door@closed %-yan_smart_terrain_6_4_inner_door_open% +on_game_timer = 20 | ph_door@closed %-yan_smart_terrain_6_4_inner_door_open% + +![ph_door@locked] +on_info1 = {-yan_smart_terrain_6_4_outer_door_open} ph_door@closed +on_game_timer = 20 | ph_door@closed diff --git a/mods/Redone Collection/gamedata/configs/scripts/yantar/mod_yan_smart_terrain_6_4_ph_door_inner_redone.ltx b/mods/Redone Collection/gamedata/configs/scripts/yantar/mod_yan_smart_terrain_6_4_ph_door_inner_redone.ltx new file mode 100644 index 00000000..d741f460 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/scripts/yantar/mod_yan_smart_terrain_6_4_ph_door_inner_redone.ltx @@ -0,0 +1,39 @@ +![ph_door@closed] +on_use = ph_door@open %+yan_smart_terrain_6_4_inner_door_open% +;on_info = {!check_smart_alarm_status(yan_smart_terrain_6_4:normal)} ph_door@locked_alarm +on_info2 = {+yan_smart_terrain_6_4_outer_door_open} ph_door@locked %-yan_smart_terrain_6_4_inner_door_open% +;on_info3 = {+yan_smart_terrain_6_4_forced_open} ph_door@surge %+yan_smart_terrain_6_4_inner_door_open% + +![ph_door@open] +on_use = ph_door@closed %-yan_smart_terrain_6_4_inner_door_open% +;on_info = {!check_smart_alarm_status(yan_smart_terrain_6_4:normal)} ph_door@locked %-yan_smart_terrain_6_4_inner_door_open% +on_info2 = {!surge_started +yan_smart_terrain_6_4_outer_door_open} ph_door@locked %-yan_smart_terrain_6_4_inner_door_open% +on_game_timer = 20 | ph_door@closed %-yan_smart_terrain_6_4_inner_door_open% + +![ph_door@locked] +on_info = {-yan_smart_terrain_6_4_outer_door_open} ph_door@closed +;on_info2 = {!check_smart_alarm_status(yan_smart_terrain_6_4:normal)} ph_door@locked_alarm +;on_info3 = {+yan_smart_terrain_6_4_forced_open} ph_door@surge %+yan_smart_terrain_6_4_inner_door_open% +on_game_timer = 20 | ph_door@closed + +![ph_door@locked_alarm] +;on_info = {=check_smart_alarm_status(yan_smart_terrain_6_4:normal)} ph_door@closed +;on_info2 = {=check_smart_alarm_status(yan_smart_terrain_6_4:alarm)} ph_door@locked_base_alarm + +![ph_door@locked_base_alarm] +;on_info = {=check_smart_alarm_status(yan_smart_terrain_6_4:normal)} ph_door@closed +;on_info2 = {=check_smart_alarm_status(yan_smart_terrain_6_4:danger)} ph_door@locked_alarm + +![ph_door@surge] +;on_info = {!check_smart_alarm_status(yan_smart_terrain_6_4:normal)} ph_door@locked %-yan_smart_terrain_6_4_inner_door_open% +;on_info2 = {-yan_smart_terrain_6_4_forced_open} ph_door@open + + + + + + + + + + diff --git a/mods/Redone Collection/gamedata/configs/scripts/yantar/mod_yan_smart_terrain_6_4_ph_door_outer_redone.ltx b/mods/Redone Collection/gamedata/configs/scripts/yantar/mod_yan_smart_terrain_6_4_ph_door_outer_redone.ltx new file mode 100644 index 00000000..2064becc --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/scripts/yantar/mod_yan_smart_terrain_6_4_ph_door_outer_redone.ltx @@ -0,0 +1,54 @@ +![ph_door@closed] +on_use = ph_door@open %+yan_smart_terrain_6_4_outer_door_open% +;on_info = {!check_smart_alarm_status(yan_smart_terrain_6_4:normal)} ph_door@locked_alarm +on_info2 = {+yan_smart_terrain_6_4_inner_door_open} ph_door@locked +;on_info3 = {+yan_smart_terrain_6_4_forced_open} ph_door@surge %+yan_smart_terrain_6_4_outer_door_open% +snd_open_start = trader_door_open_start +snd_close_start = trader_door_close_start +snd_close_stop = trader_door_close_stop + +![ph_door@open] +on_use = ph_door@closed %-yan_smart_terrain_6_4_outer_door_open% +;on_info = {!check_smart_alarm_status(yan_smart_terrain_6_4:normal)} ph_door@locked %-yan_smart_terrain_6_4_outer_door_open% +;on_info2 = {+yan_smart_terrain_6_4_forced_open} ph_door@surge %+yan_smart_terrain_6_4_outer_door_open% +on_game_timer = 20 | ph_door@closed %-yan_smart_terrain_6_4_outer_door_open% + +![ph_door@locked] +on_info = {-yan_smart_terrain_6_4_inner_door_open} ph_door@closed +;on_info2 = {!check_smart_alarm_status(yan_smart_terrain_6_4:normal)} ph_door@locked_alarm +;on_info3 = {+yan_smart_terrain_6_4_forced_open} ph_door@surge %+yan_smart_terrain_6_4_outer_door_open% +on_game_timer = 20 | ph_door@closed + +![ph_door@locked_alarm] +;on_info = {=check_smart_alarm_status(yan_smart_terrain_6_4:normal)} ph_door@closed +;on_info2 = {=check_smart_alarm_status(yan_smart_terrain_6_4:alarm)} ph_door@locked_base_alarm + +![ph_door@locked_base_alarm] +;on_info = {=check_smart_alarm_status(yan_smart_terrain_6_4:normal)} ph_door@closed +;on_info2 = {=check_smart_alarm_status(yan_smart_terrain_6_4:danger)} ph_door@locked_alarm + +![ph_door@surge] +;on_info = {!check_smart_alarm_status(yan_smart_terrain_6_4:normal)} ph_door@locked %-yan_smart_terrain_6_4_outer_door_open% +;on_info2 = {-yan_smart_terrain_6_4_forced_open} ph_door@closed %-yan_smart_terrain_6_4_outer_door_open% + + + + + + + + + + + + + + + + + + + + + + diff --git a/mods/Redone Collection/gamedata/configs/scripts/yantar/mod_yan_smart_terrain_6_4_sr_light_redone.ltx b/mods/Redone Collection/gamedata/configs/scripts/yantar/mod_yan_smart_terrain_6_4_sr_light_redone.ltx index f64f4c83..67568c2e 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/yantar/mod_yan_smart_terrain_6_4_sr_light_redone.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/yantar/mod_yan_smart_terrain_6_4_sr_light_redone.ltx @@ -1,2 +1,14 @@ +![logic] +active = sr_light +;active = sr_light_off + +;[sr_light_off] +;light_on = false +;on_info = {=is_night} sr_light_on + +;[sr_light_on] +;light_on = true +;on_info = {!is_night} sr_light_off + ![sr_light] -light_on = true +light_on = true \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/yantar/mod_yan_smart_terrain_6_4_sr_steam_redone.ltx b/mods/Redone Collection/gamedata/configs/scripts/yantar/mod_yan_smart_terrain_6_4_sr_steam_redone.ltx new file mode 100644 index 00000000..56438722 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/scripts/yantar/mod_yan_smart_terrain_6_4_sr_steam_redone.ltx @@ -0,0 +1,13 @@ +![logic] +active = sr_idle@wait + +![sr_idle@wait] +on_info = {=surge_started} sr_idle@open_doors %+yan_smart_terrain_6_4_forced_open% + +![sr_idle@open_doors] +on_info = {+yan_smart_terrain_6_4_forced_open =squads_in_zone_yan_smart_terrain_6_4} %-yan_smart_terrain_6_4_forced_open% + +![sr_idle@wait_out] +on_game_timer2 = 300 | sr_idle@wait %-yan_smart_terrain_6_4_forced_open% + + diff --git a/mods/Redone Collection/gamedata/configs/scripts/yantar/mod_yan_tonnel_gigant_redone.ltx b/mods/Redone Collection/gamedata/configs/scripts/yantar/mod_yan_tonnel_gigant_redone.ltx new file mode 100644 index 00000000..3eb13ba0 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/scripts/yantar/mod_yan_tonnel_gigant_redone.ltx @@ -0,0 +1,5 @@ +![mob_walker] +out_restr = yantar_tunnel_surge_hide + +![mob_walker@2] +out_restr = yantar_tunnel_surge_hide \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/yantar/smart/yan_smart_terrain_1_6.ltx b/mods/Redone Collection/gamedata/configs/scripts/yantar/smart/yan_smart_terrain_1_6.ltx index 40a6ac82..9c62748b 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/yantar/smart/yan_smart_terrain_1_6.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/yantar/smart/yan_smart_terrain_1_6.ltx @@ -2,7 +2,15 @@ squad_id = 1 max_population = 2 respawn_params = respawn@yan_smart_terrain_1_6 +respawn_only_smart = false respawn_idle = 259200 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil [respawn@yan_smart_terrain_1_6] ;-- Type: spawn_mutants @@ -18,4 +26,8 @@ spawn_squads = simulation_karlik spawn_num = {+yan_kill_brain_done ~10} 1, 0 +;[on_changing_level] + +;[smart_control] + ;[exclusive] \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/yantar/smart/yan_smart_terrain_2_4.ltx b/mods/Redone Collection/gamedata/configs/scripts/yantar/smart/yan_smart_terrain_2_4.ltx index 31caaec9..fefc56d7 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/yantar/smart/yan_smart_terrain_2_4.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/yantar/smart/yan_smart_terrain_2_4.ltx @@ -2,19 +2,27 @@ squad_id = 2 max_population = 2 respawn_params = respawn@yan_smart_terrain_2_4 +respawn_only_smart = false respawn_idle = 86400 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil [respawn@yan_smart_terrain_2_4] ;-- Type: faction {zombied} = nhoo... -spawn_zombie +spawn_zombies_mix ;spawn_mutants spawn_ecolog_special -[spawn_zombie] ;-- Weak\normal mutants - Rates of groups: ( 2 zombie + 1 zombied ) +[spawn_zombies_mix] ;-- Weak\normal mutants - Rates of groups: ( 2 zombie + 1 zombied ) spawn_squads = simulation_zombie_3_6, simulation_mix_zombie, zombied_sim_squad_mix spawn_num = {+yan_kill_brain_done} 0, 1 -;[spawn_mutants] ;-- Normal\hard mutants - Rates of groups: ( 1 tushkano + 2 snork + 2 fracture + 1 dogs ) +;[spawn_mutants] ;-- Normal\hard mutants - Rates of groups: ( 1 tushkano + 2 snork + 2 fracture + 1 dogs ) ;spawn_squads = simulation_tushkano_7_10, simulation_mix_dogs, simulation_snork_2_3, simulation_snork_2_5, simulation_fracture ;spawn_num = {+yan_kill_brain_done ~20} 1, 0 @@ -23,4 +31,9 @@ spawn_squads = yan_ecolog_guard_mlr_squad spawn_num = {+yan_kill_brain_done !squad_name_exist(yan_ecolog_guard_mlr_squad) -yan_stalker_sakharov_dead -yan_ecolog_vasilyev_dead -yan_ecolog_semenov_dead -yan_ecolog_kruglov_dead} 1, 0 +[on_changing_level] +on_info = %=script(redone_xr_dynamic_object:dynamic_object:misc\spawn_object\yan_smart_terrain_2_4_object.ltx)% + +;[smart_control] + ;[exclusive] diff --git a/mods/Redone Collection/gamedata/configs/scripts/yantar/smart/yan_smart_terrain_2_5.ltx b/mods/Redone Collection/gamedata/configs/scripts/yantar/smart/yan_smart_terrain_2_5.ltx index 45b697c9..d1a22693 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/yantar/smart/yan_smart_terrain_2_5.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/yantar/smart/yan_smart_terrain_2_5.ltx @@ -1,8 +1,16 @@ [smart_terrain] squad_id = 3 -max_population = 0 +max_population = 1 respawn_params = respawn@yan_smart_terrain_2_5 +respawn_only_smart = true respawn_idle = 345600 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil [respawn@yan_smart_terrain_2_5] ;-- Type: spawn_mutants @@ -18,5 +26,9 @@ spawn_squads = yan_ecolog_lab_squad spawn_num = {+yan_kill_brain_done !squad_name_exist(yan_ecolog_lab_squad) -yan_stalker_sakharov_dead -yan_ecolog_vasilyev_dead -yan_ecolog_semenov_dead -yan_ecolog_kruglov_dead} 1, 0 +;[on_changing_level] + +;[smart_control] + ;[exclusive] \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/yantar/smart/yan_smart_terrain_3_4.ltx b/mods/Redone Collection/gamedata/configs/scripts/yantar/smart/yan_smart_terrain_3_4.ltx index 9ca02f50..bd758804 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/yantar/smart/yan_smart_terrain_3_4.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/yantar/smart/yan_smart_terrain_3_4.ltx @@ -2,20 +2,28 @@ squad_id = 4 max_population = 2 respawn_params = respawn@yan_smart_terrain_3_4 +respawn_only_smart = false respawn_idle = 172800 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil [respawn@yan_smart_terrain_3_4] ;-- Type: faction {zombied} = wahyy... -spawn_zombie +spawn_zombies spawn_mutants spawn_stalkers_special spawn_stalkers_special_2 -[spawn_zombie] ;-- Weak\normal mutants - Rates of groups: ( 2 zombies ) -spawn_squads = simulation_zombie_3_6, simulation_mix_zombie +[spawn_zombies] ;-- Weak\normal mutants - Rates of groups: ( 3 zombies ) +spawn_squads = simulation_zombie, simulation_zombie_3_6, simulation_mix_zombie spawn_num = {+yan_kill_brain_done} 0, 1 -[spawn_mutants] ;-- Normal\hard mutants - Rates of groups: ( 1 tushkano + 2 snork + 1 fracture ) +[spawn_mutants] ;-- Normal mutants - Rates of groups: ( 1 tushkano + 2 snork + 1 fracture ) spawn_squads = simulation_tushkano_7_10, simulation_snork_2_3, simulation_snork_2_5, simulation_fracture spawn_num = {+yan_kill_brain_done ~20} 1, 0 @@ -28,4 +36,8 @@ spawn_squads = yan_csky_lab_squad spawn_num = {+yan_kill_brain_done !squad_name_exist(yan_bandit_lab_squad) !squad_name_exist(yan_csky_lab_squad)} 1, 0 -;[exclusive] \ No newline at end of file +;[on_changing_level] + +;[smart_control] + +;[exclusive] diff --git a/mods/Redone Collection/gamedata/configs/scripts/yantar/smart/yan_smart_terrain_3_6.ltx b/mods/Redone Collection/gamedata/configs/scripts/yantar/smart/yan_smart_terrain_3_6.ltx index 951eb8e9..5a70e983 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/yantar/smart/yan_smart_terrain_3_6.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/yantar/smart/yan_smart_terrain_3_6.ltx @@ -1,18 +1,33 @@ [smart_terrain] squad_id = 5 -max_population = 2 +max_population = 1 respawn_params = respawn@yan_smart_terrain_3_6 +respawn_only_smart = false respawn_idle = 259200 -respawn_radius = 50 +respawn_radius = 1000 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil [respawn@yan_smart_terrain_3_6] ;-- Type: spawn_deserted_base -[spawn_deserted_base] -spawn_squads = yan_army_spetsnaz_squad -spawn_num = {+yan_stalker_sakharov_dead +yan_ecolog_vasilyev_dead +yan_ecolog_semenov_dead +yan_ecolog_kruglov_dead -agr_military_colonel_kovalski_dead !squad_name_exist(yan_army_spetsnaz_squad)} 1, 0 +[spawn_deserted_base] ;-- Normal\hard mutants - Rates of groups: ( 1 tushkano + 2 dogs + 1 cat + 1 snork + 1 fracture ) +spawn_squads = simulation_tushkano_7_10, simulation_dog_5_7, simulation_mix_dogs, simulation_cat_3_5, simulation_snork_2_3, simulation_fracture +spawn_num = {+yan_stalker_sakharov_dead +yan_ecolog_vasilyev_dead +yan_ecolog_semenov_dead +yan_ecolog_kruglov_dead} 1, 0 +;[spawn_deserted_base] +;spawn_squads = yan_army_spetsnaz_squad +;spawn_num = {+yan_stalker_sakharov_dead +yan_ecolog_vasilyev_dead +yan_ecolog_semenov_dead +yan_ecolog_kruglov_dead -agr_military_colonel_kovalski_dead !squad_name_exist(yan_army_spetsnaz_squad)} 1, 0 + + +;[on_changing_level] + +;[smart_control] ;[exclusive] diff --git a/mods/Redone Collection/gamedata/configs/scripts/yantar/smart/yan_smart_terrain_4_2.ltx b/mods/Redone Collection/gamedata/configs/scripts/yantar/smart/yan_smart_terrain_4_2.ltx index 4fc6ea96..4a48e35f 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/yantar/smart/yan_smart_terrain_4_2.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/yantar/smart/yan_smart_terrain_4_2.ltx @@ -2,21 +2,38 @@ squad_id = 6 max_population = 2 respawn_params = respawn@yan_smart_terrain_4_2 -respawn_idle = 172800 +respawn_only_smart = false +respawn_idle = 86400 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil -[respawn@yan_smart_terrain_4_2] ;-- Type: -spawn_all_normal +[respawn@yan_smart_terrain_4_2] ;-- Type: c_1_1 + c_1_2 edited +spawn_all_weak_c_1_1 +spawn_all_normal_c_1_2 spawn_lurker -[spawn_all_normal] ;-- Normal mutants - Rates of groups: ( 1 tushkano + 2 dogs + 1 psy_dog + 1 cat ) -spawn_squads = simulation_tushkano_7_10, simulation_dog_5_7, simulation_mix_dogs, simulation_psy_dog, simulation_cat_3_5 -spawn_num = 1 +[spawn_all_weak_c_1_1] ;-- Weak mutants - Rates of groups: ( 2 tushkano + 2 dogs + 1 cats + 1 flesh ) +spawn_squads = simulation_tushkano, simulation_tushkano, simulation_dog, simulation_mix_dogs, simulation_cat, simulation_flesh +spawn_num = {!actor_week_in_zone(1)} 1, {=actor_week_in_zone(1)} 0 -[spawn_lurker] ;-- Hard mutants - Rates of groups: ( 2 lurker ) +[spawn_all_normal_c_1_2] ;-- Normal mutants - Rates of groups: ( 2 dogs + 1 cats + 3 fleshes/boars ) +spawn_squads = simulation_mix_dogs, simulation_mix_dogs, simulation_cat, simulation_mix_boar_flesh, simulation_flesh, simulation_boar +spawn_num = {=actor_week_in_zone(1)} 1, {!actor_week_in_zone(1)} 0 + +[spawn_lurker] ;-- Hard mutants - Rates of groups: ( 2 lurker ) spawn_squads = simulation_lurker, simulation_lurker_blue spawn_num = {~20} 1, 0 +;[on_changing_level] + +;[smart_control] + ;[exclusive] \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/yantar/smart/yan_smart_terrain_4_4.ltx b/mods/Redone Collection/gamedata/configs/scripts/yantar/smart/yan_smart_terrain_4_4.ltx index 006e9519..f22ee3eb 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/yantar/smart/yan_smart_terrain_4_4.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/yantar/smart/yan_smart_terrain_4_4.ltx @@ -1,17 +1,33 @@ [smart_terrain] squad_id = 7 -max_population = 2 +max_population = 1 respawn_params = respawn@yan_smart_terrain_4_4 +respawn_only_smart = false respawn_idle = 259200 +respawn_radius = 1000 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil [respawn@yan_smart_terrain_4_4] ;-- Type: spawn_deserted_base -[spawn_deserted_base] -spawn_squads = yan_killer_special_team2 -spawn_num = {+yan_stalker_sakharov_dead +yan_ecolog_vasilyev_dead +yan_ecolog_semenov_dead +yan_ecolog_kruglov_dead -cit_killers_aslan_dead -cit_killers_dushman_dead !squad_name_exist(yan_killer_special_team2)} 1, 0 +[spawn_deserted_base] ;-- Normal\hard mutants - Rates of groups: ( 1 tushkano + 2 dogs + 1 cat + 1 snork + 1 fracture ) +spawn_squads = simulation_tushkano_7_10, simulation_dog_5_7, simulation_mix_dogs, simulation_cat_3_5, simulation_snork_2_3, simulation_fracture +spawn_num = {+yan_stalker_sakharov_dead +yan_ecolog_vasilyev_dead +yan_ecolog_semenov_dead +yan_ecolog_kruglov_dead} 1, 0 +;[spawn_deserted_base] +;spawn_squads = yan_killer_special_team2 +;spawn_num = {+yan_stalker_sakharov_dead +yan_ecolog_vasilyev_dead +yan_ecolog_semenov_dead +yan_ecolog_kruglov_dead -cit_killers_aslan_dead -cit_killers_dushman_dead !squad_name_exist(yan_killer_special_team2)} 1, 0 + + +;[on_changing_level] + +;[smart_control] [exclusive] yan_smart_terrain_4_4_zombie_wave_1 = yantar\yan_smart_terrain_4_4_smart_logic.ltx diff --git a/mods/Redone Collection/gamedata/configs/scripts/yantar/smart/yan_smart_terrain_4_5.ltx b/mods/Redone Collection/gamedata/configs/scripts/yantar/smart/yan_smart_terrain_4_5.ltx index 05d5a65a..7d6c025a 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/yantar/smart/yan_smart_terrain_4_5.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/yantar/smart/yan_smart_terrain_4_5.ltx @@ -2,16 +2,28 @@ squad_id = 8 max_population = 1 respawn_params = respawn@yan_smart_terrain_4_5 -respawn_idle = 345600 +respawn_only_smart = false +respawn_idle = 259200 +respawn_radius = 1000 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil [respawn@yan_smart_terrain_4_5] ;-- Type: spawn_deserted_base -[spawn_deserted_base] ;-- Normal\hard mutants - Rates of groups: ( 1 dogs + 1 cat + 2 snork + 2 fracture ) -spawn_squads = simulation_mix_dogs, simulation_cat_3_5, simulation_snork_2_3, simulation_snork_2_5, simulation_fracture, simulation_fracture +[spawn_deserted_base] ;-- Normal\hard mutants - Rates of groups: ( 1 tushkano + 2 dogs + 1 cat + 1 snork + 1 fracture ) +spawn_squads = simulation_tushkano_7_10, simulation_dog_5_7, simulation_mix_dogs, simulation_cat_3_5, simulation_snork_2_3, simulation_fracture spawn_num = {+yan_stalker_sakharov_dead +yan_ecolog_vasilyev_dead +yan_ecolog_semenov_dead +yan_ecolog_kruglov_dead} 1, 0 +;[on_changing_level] + +;[smart_control] + ;[exclusive] - + diff --git a/mods/Redone Collection/gamedata/configs/scripts/yantar/smart/yan_smart_terrain_5_3.ltx b/mods/Redone Collection/gamedata/configs/scripts/yantar/smart/yan_smart_terrain_5_3.ltx index d89389dc..3e3e437a 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/yantar/smart/yan_smart_terrain_5_3.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/yantar/smart/yan_smart_terrain_5_3.ltx @@ -2,7 +2,15 @@ squad_id = 9 max_population = 2 respawn_params = respawn@yan_smart_terrain_5_3 +respawn_only_smart = false respawn_idle = 259200 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil [respawn@yan_smart_terrain_5_3] ;-- Type: spawn_deserted_base @@ -13,5 +21,8 @@ spawn_squads = simulation_tushkano_7_10, simulation_dog_5_7, simulation_mix_dogs spawn_num = {+yan_stalker_sakharov_dead +yan_ecolog_vasilyev_dead +yan_ecolog_semenov_dead +yan_ecolog_kruglov_dead} 1, 0 -;[exclusive] - \ No newline at end of file +;[on_changing_level] + +;[smart_control] + +;[exclusive] \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/yantar/smart/yan_smart_terrain_5_5.ltx b/mods/Redone Collection/gamedata/configs/scripts/yantar/smart/yan_smart_terrain_5_5.ltx index 01804ac6..ea10419f 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/yantar/smart/yan_smart_terrain_5_5.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/yantar/smart/yan_smart_terrain_5_5.ltx @@ -1,17 +1,33 @@ [smart_terrain] squad_id = 11 -max_population = 2 +max_population = 1 respawn_params = respawn@yan_smart_terrain_5_5 +respawn_only_smart = false respawn_idle = 259200 +respawn_radius = 1000 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil [respawn@yan_smart_terrain_5_5] ;-- Type: spawn_deserted_base -[spawn_deserted_base] -spawn_squads = yan_killer_special_team -spawn_num = {+yan_stalker_sakharov_dead +yan_ecolog_vasilyev_dead +yan_ecolog_semenov_dead +yan_ecolog_kruglov_dead -cit_killers_aslan_dead -cit_killers_dushman_dead !squad_name_exist(yan_killer_special_team)} 1, 0 +[spawn_deserted_base] ;-- Normal\hard mutants - Rates of groups: ( 1 tushkano + 2 dogs + 1 cat + 1 snork + 1 fracture ) +spawn_squads = simulation_tushkano_7_10, simulation_dog_5_7, simulation_mix_dogs, simulation_cat_3_5, simulation_snork_2_3, simulation_fracture +spawn_num = {+yan_stalker_sakharov_dead +yan_ecolog_vasilyev_dead +yan_ecolog_semenov_dead +yan_ecolog_kruglov_dead} 1, 0 +;[spawn_deserted_base] +;spawn_squads = yan_killer_special_team +;spawn_num = {+yan_stalker_sakharov_dead +yan_ecolog_vasilyev_dead +yan_ecolog_semenov_dead +yan_ecolog_kruglov_dead -cit_killers_aslan_dead -cit_killers_dushman_dead !squad_name_exist(yan_killer_special_team)} 1, 0 + + +;[on_changing_level] + +;[smart_control] [exclusive] yan_smart_terrain_5_5_zombie_wave_1 = yantar\yan_smart_terrain_5_5_smart_logic.ltx diff --git a/mods/Redone Collection/gamedata/configs/scripts/yantar/smart/yan_smart_terrain_6_2.ltx b/mods/Redone Collection/gamedata/configs/scripts/yantar/smart/yan_smart_terrain_6_2.ltx index 6c6f20b9..a3885de5 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/yantar/smart/yan_smart_terrain_6_2.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/yantar/smart/yan_smart_terrain_6_2.ltx @@ -1,23 +1,35 @@ [smart_terrain] squad_id = 12 -max_population = 2 +max_population = 1 respawn_params = respawn@yan_smart_terrain_5_5 +respawn_only_smart = false respawn_idle = 259200 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil -[respawn@yan_smart_terrain_5_5] ;-- Type: +[respawn@yan_smart_terrain_5_5] ;-- Type: c_1_1 + c_1_2 edited spawn_all_weak_c_1_1 spawn_all_normal_c_1_2 -[spawn_all_weak_c_1_1] ;-- Normal mutants - Rates of groups: ( 2 dogs + 1 cats + 1 flesh ) -spawn_squads = simulation_dog, simulation_mix_dogs, simulation_cat, simulation_flesh +[spawn_all_weak_c_1_1] ;-- Weak mutants - Rates of groups: ( 1 tushkano + 2 dogs + 1 cats + 1 flesh ) +spawn_squads = simulation_tushkano, simulation_dog, simulation_mix_dogs, simulation_cat, simulation_flesh spawn_num = {!actor_week_in_zone(1)} 1, {=actor_week_in_zone(1)} 0 -[spawn_all_normal_c_1_2];-- Normal mutants - Rates of groups: ( 2 dogs + 1 pseudodog + 1 cats + 3 fleshes/boars ) -spawn_squads = simulation_mix_dogs, simulation_mix_dogs, simulation_pseudodog, simulation_cat, simulation_mix_boar_flesh, simulation_flesh, simulation_boar +[spawn_all_normal_c_1_2];-- Normal mutants - Rates of groups: ( 2 dogs + 1 cats + 3 fleshes/boars ) +spawn_squads = simulation_mix_dogs, simulation_mix_dogs, simulation_cat, simulation_mix_boar_flesh, simulation_flesh, simulation_boar spawn_num = {=actor_week_in_zone(1)} 1, {!actor_week_in_zone(1)} 0 +;[on_changing_level] + +;[smart_control] + [exclusive] yan_smart_terrain_6_2_zombie_wave_1 = yantar\yan_smart_terrain_6_2_smart_logic.ltx yan_smart_terrain_6_2_zombie_wave_2 = yantar\yan_smart_terrain_6_2_smart_logic.ltx diff --git a/mods/Redone Collection/gamedata/configs/scripts/yantar/smart/yan_smart_terrain_6_4.ltx b/mods/Redone Collection/gamedata/configs/scripts/yantar/smart/yan_smart_terrain_6_4.ltx index 873ab868..6ec91675 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/yantar/smart/yan_smart_terrain_6_4.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/yantar/smart/yan_smart_terrain_6_4.ltx @@ -1,46 +1,63 @@ [smart_terrain] squad_id = 13 -max_population = 4 +max_population = 3 respawn_params = respawn@yan_smart_terrain_6_4 +respawn_only_smart = false respawn_idle = 43200 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = smart_control +;att_restr = yan_smart_terrain_6_4_att +;def_restr = yan_smart_terrain_6_4_def +;safe_restr = nil +;spawn_point = nil -[respawn@yan_smart_terrain_6_4] +[respawn@yan_smart_terrain_6_4] ;-- Type: faction {ecolog} = south\base spawn_ecolog@novice spawn_ecolog@advanced spawn_ecolog_special -spawn_deserted_base +;spawn_deserted_base [spawn_ecolog@novice] spawn_squads = ecolog_sim_squad_novice, ecolog_sim_squad_advanced -spawn_num = {+yan_stalker_sakharov_dead +yan_ecolog_vasilyev_dead +yan_ecolog_semenov_dead +yan_ecolog_kruglov_dead} 0, 4 +spawn_num = {+yan_stalker_sakharov_dead +yan_ecolog_vasilyev_dead +yan_ecolog_semenov_dead +yan_ecolog_kruglov_dead} 0, 2 [spawn_ecolog@advanced] spawn_squads = ecolog_sim_squad_advanced, ecolog_sim_squad_veteran -spawn_num = {+yan_stalker_sakharov_dead +yan_ecolog_vasilyev_dead +yan_ecolog_semenov_dead +yan_ecolog_kruglov_dead} 0, 1 +spawn_num = {+yan_stalker_sakharov_dead +yan_ecolog_vasilyev_dead +yan_ecolog_semenov_dead +yan_ecolog_kruglov_dead} 0, 2 [spawn_ecolog_special] spawn_squads = ecolog_sim_squad_advanced_1e_1ls_1ss, ecolog_sim_squad_advanced_2e_2ls_1ss, ecolog_sim_squad_advanced_1e_2ls, ecolog_sim_squad_advanced_1e_2es -spawn_num = {+yan_stalker_sakharov_dead +yan_ecolog_vasilyev_dead +yan_ecolog_semenov_dead +yan_ecolog_kruglov_dead} 0, 1 +spawn_num = {+yan_stalker_sakharov_dead +yan_ecolog_vasilyev_dead +yan_ecolog_semenov_dead +yan_ecolog_kruglov_dead} 0, 2 + +;[spawn_deserted_base] +;spawn_squads = yan_army_spetsnaz_squad2 +;spawn_num = {+yan_stalker_sakharov_dead +yan_ecolog_vasilyev_dead +yan_ecolog_semenov_dead +yan_ecolog_kruglov_dead -agr_military_colonel_kovalski_dead !squad_name_exist(yan_army_spetsnaz_squad2)} 1, 0 -[spawn_deserted_base] -spawn_squads = yan_army_spetsnaz_squad2 -spawn_num = {+yan_stalker_sakharov_dead +yan_ecolog_vasilyev_dead +yan_ecolog_semenov_dead +yan_ecolog_kruglov_dead -agr_military_colonel_kovalski_dead !squad_name_exist(yan_army_spetsnaz_squad2)} 1, 0 [on_changing_level] -on_info = %=script(gameplay_duty_outpost:clean_mess) +on_info = %=script(redone_xr_dynamic_object:dynamic_object:misc\spawn_object\yan_smart_terrain_6_4_object.ltx)% +;[smart_control] +;noweap_zone = yan_space_restrictor_no_weapon_actor_base_cut2 +;ignore_zone = yan_smart_terrain_6_4_def +;alarm_start_sound = nil +;alarm_stop_sound = nil [exclusive] mechanic_army_yan_mlr = yantar\mechanic_army_yan_mlr_logic.ltx yan_povar_army_mlr = yantar\yan_povar_army_mlr.ltx yan_bunker_guards = yantar\yan_scientists.ltx + yan_saharov = yantar\yan_saharov.ltx yan_kruglov = yantar\yan_scientists.ltx yan_semenov = yantar\yan_scientists.ltx yan_vasiliev = yantar\yan_scientists.ltx + yan_smart_terrain_6_4_camp_work_1 = yantar\yan_smart_terrain_6_4_smart_logic.ltx yan_smart_terrain_6_4_camp_work_2 = yantar\yan_smart_terrain_6_4_smart_logic.ltx + yan_smart_terrain_6_4_zombie_wave_1 = yantar\yan_smart_terrain_6_4_smart_logic.ltx yan_smart_terrain_6_4_zombie_wave_2 = yantar\yan_smart_terrain_6_4_smart_logic.ltx yan_smart_terrain_6_4_zombie_wave_3 = yantar\yan_smart_terrain_6_4_smart_logic.ltx diff --git a/mods/Redone Collection/gamedata/configs/scripts/yantar/smart/yan_smart_terrain_snork_u.ltx b/mods/Redone Collection/gamedata/configs/scripts/yantar/smart/yan_smart_terrain_snork_u.ltx index d84e5c88..91ebae36 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/yantar/smart/yan_smart_terrain_snork_u.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/yantar/smart/yan_smart_terrain_snork_u.ltx @@ -2,7 +2,15 @@ squad_id = 15 max_population = 2 respawn_params = respawn@yan_smart_terrain_snork_u +respawn_only_smart = false respawn_idle = 172800 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil [respawn@yan_smart_terrain_snork_u] ;-- Type: spawn_snork @@ -15,7 +23,11 @@ spawn_num = {=actor_community(actor_monolith)} 0,{=actor_community(actor_greh)} [spawn_zombie] ;-- Weak mutants - Rates of groups: ( 1 zombie + 1 zombied ) spawn_squads = simulation_mix_zombie, zombied_sim_squad_mix -spawn_num = {=actor_community(actor_monolith)} 0,{=actor_community(actor_greh)} 0,{+yan_kill_brain_done} 1, 0 +spawn_num = {=actor_community(actor_monolith)} 0,{=actor_community(actor_greh)} 0,{+yan_kill_brain_done} 0, 1 -;[exclusive] \ No newline at end of file +;[on_changing_level] + +;[smart_control] + +;[exclusive] diff --git a/mods/Redone Collection/gamedata/configs/scripts/yantar/smart/yan_smart_terrain_zombi_spawn.ltx b/mods/Redone Collection/gamedata/configs/scripts/yantar/smart/yan_smart_terrain_zombi_spawn.ltx index 709154fd..d3c30007 100644 --- a/mods/Redone Collection/gamedata/configs/scripts/yantar/smart/yan_smart_terrain_zombi_spawn.ltx +++ b/mods/Redone Collection/gamedata/configs/scripts/yantar/smart/yan_smart_terrain_zombi_spawn.ltx @@ -2,7 +2,15 @@ squad_id = 14 max_population = 2 respawn_params = respawn@yan_smart_terrain_zombi_spawn +respawn_only_smart = false respawn_idle = 172800 +respawn_radius = 50 +;arrive_dist = 0 +;smart_control = nil +;att_restr = nil +;def_restr = nil +;safe_restr = nil +;spawn_point = nil [respawn@yan_smart_terrain_zombi_spawn] ;-- Type: faction {zombied} = wahyy... spawn_zombied_squad @@ -12,14 +20,14 @@ spawn_ecolog_special [spawn_zombied_squad] -spawn_squads = zombied_sim_squad_novice, zombied_sim_squad_mix +spawn_squads = zombied_sim_squad_novice, zombied_sim_squad_advanced, zombied_sim_squad_mix spawn_num = {+yan_kill_brain_done} 0, 1 -[spawn_zombie] -spawn_squads = simulation_zombie_3_6, simulation_mix_zombie, zombied_sim_squad_mix +[spawn_zombie] ;-- Weak\normal mutants - Rates of groups: ( 3 zombies ) +spawn_squads = simulation_zombie, simulation_zombie_3_6, simulation_mix_zombie spawn_num = {+yan_kill_brain_done} 0, 1 -[spawn_mutants] ;-- Normal\hard mutants - Rates of groups: ( 1 tushkano + 2 snork + 2 fracture ) +[spawn_mutants] ;-- Normal\hard mutants - Rates of groups: ( 1 tushkano + 2 snork + 2 fracture ) spawn_squads = simulation_tushkano_7_10, simulation_snork_2_3, simulation_snork_2_5, simulation_fracture, simulation_fracture spawn_num = {+yan_kill_brain_done} 1, 0 @@ -28,4 +36,8 @@ spawn_squads = yan_ecolog_guard_mlr_squad2 spawn_num = {+yan_kill_brain_done !squad_name_exist(yan_ecolog_guard_mlr_squad2) -yan_stalker_sakharov_dead -yan_ecolog_vasilyev_dead -yan_ecolog_semenov_dead +yan_ecolog_kruglov_dead} 1, 0 -;[exclusive] \ No newline at end of file +;[on_changing_level] + +;[smart_control] + +;[exclusive] \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/yantar/yan_ecolog_bunker_rupor.ltx b/mods/Redone Collection/gamedata/configs/scripts/yantar/yan_ecolog_bunker_rupor.ltx new file mode 100644 index 00000000..be806edd --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/scripts/yantar/yan_ecolog_bunker_rupor.ltx @@ -0,0 +1,27 @@ +[logic] +active = ph_idle@sound_idle + +[ph_idle@sound_idle] +on_info = {=surge_started} ph_idle@surge +;on_info2 = {+yan_stalker_sakharov_dead} ph_idle@nil + +[ph_idle@surge] +on_game_timer = 100 | ph_idle@surge_started + +[ph_idle@surge_started] +on_info = %=play_sound(yan_blowout_siren)% +;on_info2 = {!surge_started} ph_idle@sound_idle +on_game_timer = 370 | ph_idle@surge_siren_end + +[ph_idle@surge_siren_end] +on_info = %=play_sound(yan_blowout_siren_1)% +on_signal = sound_end | ph_idle@surge_act_idle + +[ph_idle@surge_act_idle] +on_info = {=surge_started} ph_idle@surge +on_game_timer = 1240 | ph_idle@sound_idle + +[ph_idle@nil] + +[collide] +ignore_static \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/yantar/yan_ecolog_bunker_sound.ltx b/mods/Redone Collection/gamedata/configs/scripts/yantar/yan_ecolog_bunker_sound.ltx new file mode 100644 index 00000000..9308a2a4 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/scripts/yantar/yan_ecolog_bunker_sound.ltx @@ -0,0 +1,13 @@ +[logic] +active = ph_idle@play + +[ph_idle@play] +on_info = %=play_sound_looped(yan_sci_tech_sounds)% +on_info2 = {+yan_stalker_sakharov_dead} ph_idle@nil + +[ph_idle@nil] +on_info = %=stop_sound_looped% + +[collide] +ignore_static + diff --git a/mods/Redone Collection/gamedata/configs/scripts/yantar/yan_endless_night_spawn_logic_1.ltx b/mods/Redone Collection/gamedata/configs/scripts/yantar/yan_endless_night_spawn_logic_1.ltx new file mode 100644 index 00000000..87eaa77d --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/scripts/yantar/yan_endless_night_spawn_logic_1.ltx @@ -0,0 +1,37 @@ +[logic] +active = ph_idle@wait_actor + +[ph_idle@wait_actor] +on_info = {=actor_near_smart(yan_smart_terrain_1_6) =is_dark_night} ph_idle@spawn_night_monster, {=actor_near_smart(yan_smart_terrain_1_6) =is_night} ph_idle@spawn_night_monster +;on_info2 = {=actor_near_smart() =is_dark_night} ph_idle@spawn_night_monster_2, {=actor_near_smart() =is_night} ph_idle@spawn_night_monster_2 +;on_info3 = {=actor_near_smart() =is_dark_night} ph_idle@spawn_night_monster_3, {=actor_near_smart() =is_night} ph_idle@spawn_night_monster_3 +;on_info4 = {=actor_near_smart() =is_dark_night} ph_idle@spawn_night_monster_3, {=actor_near_smart() =is_night} ph_idle@spawn_night_monster_4 + +[ph_idle@spawn_night_monster] +on_info = {~20} %=create_squad(simulation_psysucker_white_night:yan_smart_terrain_1_6)% ph_idle@reset, {~30} %=create_squad(simulation_snork_night:yan_smart_terrain_1_6)% ph_idle@reset, {~40} %=create_squad(simulation_bloodsucker_night:yan_smart_terrain_1_6)% ph_idle@reset, {~50} %=create_squad(simulation_pseudodog_night:yan_smart_terrain_1_6)% ph_idle@reset, ph_idle@wait_reset + +[ph_idle@reset] +on_game_timer = 86400 | ph_idle@wait_actor + +[ph_idle@spawn_night_monster_2] +on_info = {~20} %=create_squad(simulation_snork_night:X)% ph_idle@reset_2, {~30} %=create_squad(simulation_fracture_night:X)% ph_idle@reset_2, {~40} %=create_squad(simulation_zombie_3_6:X)% ph_idle@reset_2, {~50} %=create_squad(simulation_bloodsucker_red_night:X)% ph_idle@reset_2, ph_idle@wait_reset + +[ph_idle@reset_2] +on_game_timer = 86400 | ph_idle@wait_actor + +[ph_idle@spawn_night_monster_3] +on_info = {~20} %=create_squad(simulation_psysucker_white_night:X)% ph_idle@reset_3, {~30} %=create_squad(simulation_bloodsucker_night:X)% ph_idle@reset_3, {~40} %=create_squad(simulation_karlik_night:X)% ph_idle@reset_3, {~50} %=create_squad(simulation_lurker_brown_night:X)% ph_idle@reset_3, ph_idle@wait_reset +[ph_idle@reset_3] +on_game_timer = 86400 | ph_idle@wait_actor + +[ph_idle@spawn_night_monster_4] +on_info = {~20} %=create_squad(simulation_psysucker_white_night:X)% ph_idle@reset_4, {~30} %=create_squad(simulation_bloodsucker_night:X)% ph_idle@reset_4, {~40} %=create_squad(simulation_psy_dog_night:X)% ph_idle@reset_4, {~50} %=create_squad(simulation_karlik_night:X)% ph_idle@reset_4, ph_idle@wait_reset + +[ph_idle@reset_4] +on_game_timer = 86400 | ph_idle@wait_actor + +[ph_idle@wait_reset] +on_game_timer = 580 | ph_idle@wait_actor + +[collide] +ignore_static \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/yantar/yan_endless_night_spawn_logic_2.ltx b/mods/Redone Collection/gamedata/configs/scripts/yantar/yan_endless_night_spawn_logic_2.ltx new file mode 100644 index 00000000..44c6e548 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/scripts/yantar/yan_endless_night_spawn_logic_2.ltx @@ -0,0 +1,37 @@ +[logic] +active = ph_idle@wait_actor + +[ph_idle@wait_actor] +on_info = {=actor_near_smart(yan_smart_terrain_4_2) =is_dark_night} ph_idle@spawn_night_monster, {=actor_near_smart(yan_smart_terrain_4_2) =is_night} ph_idle@spawn_night_monster +;on_info2 = {=actor_near_smart() =is_dark_night} ph_idle@spawn_night_monster_2, {=actor_near_smart() =is_night} ph_idle@spawn_night_monster_2 +;on_info3 = {=actor_near_smart() =is_dark_night} ph_idle@spawn_night_monster_3, {=actor_near_smart() =is_night} ph_idle@spawn_night_monster_3 +;on_info4 = {=actor_near_smart() =is_dark_night} ph_idle@spawn_night_monster_3, {=actor_near_smart() =is_night} ph_idle@spawn_night_monster_4 + +[ph_idle@spawn_night_monster] +on_info = {~20} %=create_squad(simulation_chimera_night:yan_smart_terrain_4_2)% ph_idle@reset, {~30} %=create_squad(simulation_snork_night:yan_smart_terrain_4_2)% ph_idle@reset, {~40} %=create_squad(simulation_bloodsucker_red_night:yan_smart_terrain_4_2)% ph_idle@reset, {~50} %=create_squad(simulation_psysucker_brown_night:yan_smart_terrain_4_2)% ph_idle@reset, ph_idle@wait_reset + +[ph_idle@reset] +on_game_timer = 86400 | ph_idle@wait_actor + +[ph_idle@spawn_night_monster_2] +on_info = {~20} %=create_squad(simulation_snork_night:X)% ph_idle@reset_2, {~30} %=create_squad(simulation_fracture_night:X)% ph_idle@reset_2, {~40} %=create_squad(simulation_zombie_3_6:X)% ph_idle@reset_2, {~50} %=create_squad(simulation_bloodsucker_red_night:X)% ph_idle@reset_2, ph_idle@wait_reset + +[ph_idle@reset_2] +on_game_timer = 86400 | ph_idle@wait_actor + +[ph_idle@spawn_night_monster_3] +on_info = {~20} %=create_squad(simulation_psysucker_white_night:X)% ph_idle@reset_3, {~30} %=create_squad(simulation_bloodsucker_night:X)% ph_idle@reset_3, {~40} %=create_squad(simulation_karlik_night:X)% ph_idle@reset_3, {~50} %=create_squad(simulation_lurker_brown_night:X)% ph_idle@reset_3, ph_idle@wait_reset +[ph_idle@reset_3] +on_game_timer = 86400 | ph_idle@wait_actor + +[ph_idle@spawn_night_monster_4] +on_info = {~20} %=create_squad(simulation_psysucker_white_night:X)% ph_idle@reset_4, {~30} %=create_squad(simulation_bloodsucker_night:X)% ph_idle@reset_4, {~40} %=create_squad(simulation_psy_dog_night:X)% ph_idle@reset_4, {~50} %=create_squad(simulation_karlik_night:X)% ph_idle@reset_4, ph_idle@wait_reset + +[ph_idle@reset_4] +on_game_timer = 86400 | ph_idle@wait_actor + +[ph_idle@wait_reset] +on_game_timer = 580 | ph_idle@wait_actor + +[collide] +ignore_static \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/yantar/yan_endless_night_spawn_logic_3.ltx b/mods/Redone Collection/gamedata/configs/scripts/yantar/yan_endless_night_spawn_logic_3.ltx new file mode 100644 index 00000000..25605f3c --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/scripts/yantar/yan_endless_night_spawn_logic_3.ltx @@ -0,0 +1,37 @@ +[logic] +active = ph_idle@wait_actor + +[ph_idle@wait_actor] +on_info = {=actor_near_smart(yan_smart_terrain_6_2) =is_dark_night} ph_idle@spawn_night_monster, {=actor_near_smart(yan_smart_terrain_6_2) =is_night} ph_idle@spawn_night_monster +;on_info2 = {=actor_near_smart() =is_dark_night} ph_idle@spawn_night_monster_2, {=actor_near_smart() =is_night} ph_idle@spawn_night_monster_2 +;on_info3 = {=actor_near_smart() =is_dark_night} ph_idle@spawn_night_monster_3, {=actor_near_smart() =is_night} ph_idle@spawn_night_monster_3 +;on_info4 = {=actor_near_smart() =is_dark_night} ph_idle@spawn_night_monster_3, {=actor_near_smart() =is_night} ph_idle@spawn_night_monster_4 + +[ph_idle@spawn_night_monster] +on_info = {~20} %=create_squad(simulation_mix_zombie_night:yan_smart_terrain_6_2)% ph_idle@reset, {~30} %=create_squad(simulation_snork_night:yan_smart_terrain_6_2)% ph_idle@reset, {~40} %=create_squad(simulation_lurker_brown_night:yan_smart_terrain_6_2)% ph_idle@reset, {~50} %=create_squad(simulation_pseudodog_night:yan_smart_terrain_6_2)% ph_idle@reset, ph_idle@wait_reset + +[ph_idle@reset] +on_game_timer = 86400 | ph_idle@wait_actor + +[ph_idle@spawn_night_monster_2] +on_info = {~20} %=create_squad(simulation_snork_night:X)% ph_idle@reset_2, {~30} %=create_squad(simulation_fracture_night:X)% ph_idle@reset_2, {~40} %=create_squad(simulation_zombie_3_6:X)% ph_idle@reset_2, {~50} %=create_squad(simulation_bloodsucker_red_night:X)% ph_idle@reset_2, ph_idle@wait_reset + +[ph_idle@reset_2] +on_game_timer = 86400 | ph_idle@wait_actor + +[ph_idle@spawn_night_monster_3] +on_info = {~20} %=create_squad(simulation_psysucker_white_night:X)% ph_idle@reset_3, {~30} %=create_squad(simulation_bloodsucker_night:X)% ph_idle@reset_3, {~40} %=create_squad(simulation_karlik_night:X)% ph_idle@reset_3, {~50} %=create_squad(simulation_lurker_brown_night:X)% ph_idle@reset_3, ph_idle@wait_reset +[ph_idle@reset_3] +on_game_timer = 86400 | ph_idle@wait_actor + +[ph_idle@spawn_night_monster_4] +on_info = {~20} %=create_squad(simulation_psysucker_white_night:X)% ph_idle@reset_4, {~30} %=create_squad(simulation_bloodsucker_night:X)% ph_idle@reset_4, {~40} %=create_squad(simulation_psy_dog_night:X)% ph_idle@reset_4, {~50} %=create_squad(simulation_karlik_night:X)% ph_idle@reset_4, ph_idle@wait_reset + +[ph_idle@reset_4] +on_game_timer = 86400 | ph_idle@wait_actor + +[ph_idle@wait_reset] +on_game_timer = 580 | ph_idle@wait_actor + +[collide] +ignore_static \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/yantar/yan_tonnel_gigant.ltx b/mods/Redone Collection/gamedata/configs/scripts/yantar/yan_tonnel_gigant.ltx deleted file mode 100644 index 8dc1ab7e..00000000 --- a/mods/Redone Collection/gamedata/configs/scripts/yantar/yan_tonnel_gigant.ltx +++ /dev/null @@ -1,13 +0,0 @@ -[logic] -active = mob_walker - -[mob_walker] -path_walk = yan_gigant_walk -path_look = yan_gigant_look -on_info = mob_walker@2 %=hit_npc_from_actor =play_sound(giant_underground_0)% -;out_restr = yantar_tunnel_restrictor_3 - -[mob_walker@2] -path_walk = yan_gigant_walk2 -path_look = yan_gigant_look2 -;out_restr = yantar_tunnel_restrictor_3 \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/scripts/yantar/yan_tonnel_military_1.ltx b/mods/Redone Collection/gamedata/configs/scripts/yantar/yan_tonnel_military_1_logic.ltx similarity index 100% rename from mods/Redone Collection/gamedata/configs/scripts/yantar/yan_tonnel_military_1.ltx rename to mods/Redone Collection/gamedata/configs/scripts/yantar/yan_tonnel_military_1_logic.ltx diff --git a/mods/Redone Collection/gamedata/configs/scripts/yantar/yan_tonnel_military_2.ltx b/mods/Redone Collection/gamedata/configs/scripts/yantar/yan_tonnel_military_2_logic.ltx similarity index 100% rename from mods/Redone Collection/gamedata/configs/scripts/yantar/yan_tonnel_military_2.ltx rename to mods/Redone Collection/gamedata/configs/scripts/yantar/yan_tonnel_military_2_logic.ltx diff --git a/mods/Redone Collection/gamedata/configs/text/eng/ui_st_screen_esc.xml b/mods/Redone Collection/gamedata/configs/text/eng/ui_st_screen_esc.xml new file mode 100644 index 00000000..e5127a56 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/text/eng/ui_st_screen_esc.xml @@ -0,0 +1,8 @@ + + + + + -25 goodwill for dishonor Sidorovich deal with Military + + + \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/configs/text/rus/ui_st_screen_esc.xml b/mods/Redone Collection/gamedata/configs/text/rus/ui_st_screen_esc.xml new file mode 100644 index 00000000..d82539e6 --- /dev/null +++ b/mods/Redone Collection/gamedata/configs/text/rus/ui_st_screen_esc.xml @@ -0,0 +1,8 @@ + + + + + -25 РґРѕР±СЂРѕР№ воли Р·Р° бесчестье Сидоровича сделка СЃ Военными + + + \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/meshes/actors/stalker_renegade/desktop.ini b/mods/Redone Collection/gamedata/meshes/actors/stalker_renegade/desktop.ini deleted file mode 100644 index 69327e01..00000000 --- a/mods/Redone Collection/gamedata/meshes/actors/stalker_renegade/desktop.ini +++ /dev/null @@ -1,2 +0,0 @@ -[LocalizedFileNames] -stalker_renegade_mechanic.ogf=@stalker_renegade_mechanic.ogf,0 diff --git a/mods/Redone Collection/gamedata/meshes/actors/stalker_renegade/stalker_renegade_mechanic.ogf b/mods/Redone Collection/gamedata/meshes/actors/stalker_renegade/stalker_renegade_mechanic.ogf deleted file mode 100644 index 45e117e4..00000000 --- a/mods/Redone Collection/gamedata/meshes/actors/stalker_renegade/stalker_renegade_mechanic.ogf +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:dabe083b336e878b53b5b31f5f32f1f80bdcba3fbe40608b0a62d765846449db -size 374725 diff --git a/mods/Redone Collection/gamedata/meshes/actors/stalker_renegade/stalker_renegade_trader.ogf b/mods/Redone Collection/gamedata/meshes/actors/stalker_renegade/stalker_renegade_trader.ogf deleted file mode 100644 index e0a11641..00000000 --- a/mods/Redone Collection/gamedata/meshes/actors/stalker_renegade/stalker_renegade_trader.ogf +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:b66c34e074785b3f6ccb4f2ac45b4c113f852e20a3ceafaf4e4f2ae939a63c02 -size 711660 diff --git a/mods/Redone Collection/gamedata/scripts/game_achievements.script b/mods/Redone Collection/gamedata/scripts/game_achievements.script new file mode 100644 index 00000000..57df110a --- /dev/null +++ b/mods/Redone Collection/gamedata/scripts/game_achievements.script @@ -0,0 +1,880 @@ +-------------------------------- +----- Written by Darryl123 ----- +-------------------------------- + +------------------------- +----- Miscellaneous ----- +------------------------- + +-- Check if achievements can be unlocked. +function can_unlock() + return (db.actor and db.actor.afterFirstUpdate) +end + +-- Counts how many achievements exist. +local achievements_count = nil +function get_achievements_count() + -- Check if a count has already been made. + if (achievements_count) then + return achievements_count + end + -- Scan the achievements section for achievements. + achievements_count = 0 + local line_count = ini_sys:line_count("achievements") or 0 + for i = 0, line_count - 1 do + -- Check whether the achievement requires story mode. + local junk1, section, junk2 = ini_sys:r_line("achievements", i, "", "") + + local ignore = ini_sys:r_bool_ex(section, "ignore", false) + local story = ini_sys:r_bool_ex(section, "story", false) + local ironman = ini_sys:r_bool_ex(section, "ironman", false) + local warfare = ini_sys:r_bool_ex(section, "warfare", false) + + local is_story = (story and not has_alife_info("story_mode_disabled")) + local is_ironman = (ironman and IsHardcoreMode()) + local is_warfare = (warfare and _G.WARFARE) + + if (not (story or ironman or warfare)) -- if achievement has no restricted mode + or (is_story and not ironman) -- if achievement for story mode only + or (is_story and is_ironman) + or (is_warfare) + then + if (not ignore) then + achievements_count = achievements_count + 1 + end + end + end + return achievements_count +end + +-- Counts how many achievements are locked. +function get_achievements_locked_count() + return get_achievements_count() - get_achievements_unlocked_count() +end + +-- Counts how many achievements are unlocked. +function get_achievements_unlocked_count() + return game_statistics.get_actor_achievements_count() +end + +-- Checks whether an achievement is unlocked. +function has_achievement(achievement) + return game_statistics.has_actor_achievement(achievement) +end + +-------------------- +----- Functors ----- +-------------------- + +-- Bookworm Food +function bookworm_food_functor() + -- Check if it can be unlocked. + if (not can_unlock()) then + return false + end + -- Check if it is already unlocked. + if (has_achievement("bookworm_food")) then + return true + end + -- Unlock the achievement. + if (bookworm_food_requirements()) then + bookworm_food_rewards() + return true + end +end + +-- Completionist. +function completionist_functor() + -- Check if it can be unlocked. + if (not can_unlock()) then + return false + end + -- Check if it is already unlocked. + if (has_achievement("completionist")) then + return true + end + -- Unlock the achievement. + if (completionist_requirements()) then + completionist_rewards() + return true + end +end + +-- Down to Earth. +function down_to_earth_functor() + -- Check if it can be unlocked. + if (not can_unlock()) then + return false + end + -- Check if it is already unlocked. + if (has_achievement("down_to_earth")) then + return true + end + -- Unlock the achievement. + if (down_to_earth_requirements()) then + down_to_earth_rewards() + return true + end +end + +-- Duga Free. +function duga_free_functor() + -- Check if it can be unlocked. + if (not can_unlock()) then + return false + end + -- Check if it is already unlocked. + if (has_achievement("duga_free")) then + return true + end + -- Unlock the achievement. + if (duga_free_requirements()) then + duga_free_rewards() + return true + end +end + +-- Geologist. +function geologist_functor() + -- Check if it can be unlocked. + if (not can_unlock()) then + return false + end + -- Check if it is already unlocked. + if (has_achievement("geologist")) then + return true + end + -- Unlock the achievement. + if (geologist_requirements()) then + geologist_rewards() + return true + end +end + +-- Heavy Pockets. +function heavy_pockets_functor() + -- Check if it can be unlocked. + if (not can_unlock()) then + return false + end + -- Check if it is already unlocked. + if (has_achievement("heavy_pockets")) then + return true + end + -- Unlock the achievement. + if (heavy_pockets_requirements()) then + heavy_pockets_rewards() + return true + end +end + +-- Infopreneur. +function infopreneur_functor() + -- Check if it can be unlocked. + if (not can_unlock()) then + return false + end + -- Check if it is already unlocked. + if (has_achievement("infopreneur")) then + return true + end + -- Unlock the achievement. + if (infopreneur_requirements()) then + infopreneur_rewards() + return true + end +end + +-- Mechanized Warfare. +function mechanized_warfare_functor() + -- Check if it can be unlocked. + if (not can_unlock()) then + return false + end + -- Check if it is already unlocked. + if (has_achievement("mechanized_warfare")) then + return true + end + -- Unlock the achievement. + if (mechanized_warfare_requirements()) then + mechanized_warfare_rewards() + return true + end +end + +-- Patriarch. +function patriarch_functor() + -- Check if it can be unlocked. + if (not can_unlock()) then + return false + end + -- Check if it is already unlocked. + if (has_achievement("patriarch")) then + return true + end + -- Unlock the achievement. + if (patriarch_requirements()) then + patriarch_rewards() + return true + end +end + +-- Radiotherapy. +function radiotherapy_functor() + -- Check if it can be unlocked. + if (not can_unlock()) then + return false + end + -- Check if it is already unlocked. + if (has_achievement("radiotherapy")) then + return true + end + -- Unlock the achievement. + if (radiotherapy_requirements()) then + radiotherapy_rewards() + return true + end +end + +-- Rag and Bone. +function rag_and_bone_functor() + -- Check if it can be unlocked. + if (not can_unlock()) then + return false + end + -- Check if it is already unlocked. + if (has_achievement("rag_and_bone")) then + return true + end + -- Unlock the achievement. + if (rag_and_bone_requirements()) then + rag_and_bone_rewards() + return true + end +end + +-- Silver or Lead. +function silver_or_lead_functor() + -- Check if it can be unlocked. + if (not can_unlock()) then + return false + end + -- Check if it is already unlocked. + if (has_achievement("silver_or_lead")) then + return true + end + -- Unlock the achievement. + if (silver_or_lead_requirements()) then + silver_or_lead_rewards() + return true + end +end + +-- Tourist. +function tourist_functor() + -- Check if it can be unlocked. + if (not can_unlock()) then + return false + end + -- Check if it is already unlocked. + if (has_achievement("tourist")) then + return true + end + -- Unlock the achievement. + if (has_alife_info("tourist_achievement_delay")) then + tourist_rewards() + return true + end + -- An infoportion delays the achievement. + -- Without this it often unlocks during level transition. + if (tourist_requirements()) then + db.actor:give_info_portion("tourist_achievement_delay") + return false + end +end + +-- Well Dressed. +function well_dressed_functor() + -- Check if it can be unlocked. + if (not can_unlock()) then + return false + end + -- Check if it is already unlocked. + if (has_achievement("well_dressed")) then + return true + end + -- Unlock the achievement. + if (well_dressed_requirements()) then + well_dressed_rewards() + return true + end +end + +-- Wishful Thinking. +function wishful_thinking_functor() + -- Check if it can be unlocked. + if (not can_unlock()) then + return false + end + -- Check if it is already unlocked. + if (has_achievement("wishful_thinking")) then + return true + end + -- Unlock the achievement. + if (wishful_thinking_requirements()) then + wishful_thinking_rewards() + return true + end +end + +-- Infantile Pleasure. +function infantile_pleasure_functor() + -- Check if it can be unlocked. + if (not can_unlock()) then + return false + end + -- Check if it is already unlocked. + if (has_achievement("infantile_pleasure")) then + return true + end + -- Unlock the achievement. + if (infantile_pleasure_requirements()) then + infantile_pleasure_rewards() + return true + end +end + +-- Recycler. +function recycler_functor() + -- Check if it can be unlocked. + if (not can_unlock()) then + return false + end + -- Check if it is already unlocked. + if (has_achievement("recycler")) then + return true + end + -- Unlock the achievement. + if (recycler_requirements()) then + recycler_rewards() + return true + end +end + +-- Artificer Eagerness. +function artificer_eagerness_functor() + -- Check if it can be unlocked. + if (not can_unlock()) then + return false + end + -- Check if it is already unlocked. + if (has_achievement("artificer_eagerness")) then + return true + end + -- Unlock the achievement. + if (artificer_eagerness_requirements()) then + artificer_eagerness_rewards() + return true + end +end + +-- Unforeseen Guest. +function unforeseen_guest_functor() + -- Check if it can be unlocked. + if (not can_unlock()) then + return false + end + -- Check if it is already unlocked. + if (has_achievement("unforeseen_guest")) then + return true + end + -- Unlock the achievement. + if (unforeseen_guest_requirements()) then + unforeseen_guest_rewards() + return true + end +end + +-- Absolver. +function absolver_functor() + -- Check if it can be unlocked. + if (not can_unlock()) then + return false + end + -- Check if it is already unlocked. + if (has_achievement("absolver")) then + return true + end + -- Unlock the achievement. + if (absolver_requirements()) then + absolver_rewards() + return true + end +end + +-- Collaborator. +function collaborator_functor() + -- Check if it can be unlocked. + if (not can_unlock()) then + return false + end + -- Check if it is already unlocked. + if (has_achievement("collaborator")) then + return true + end + -- Unlock the achievement. + if (collaborator_requirements()) then + collaborator_rewards() + return true + end +end + +-- Iron Curtain. +function iron_curtain_functor() + -- Check if it can be unlocked. + if (not can_unlock()) then + return false + end + -- Check if it is already unlocked. + if (has_achievement("iron_curtain")) then + return true + end + -- Unlock the achievement. + if (iron_curtain_requirements()) then + iron_curtain_rewards() + return true + end +end + +-- Murky Spirit. +function murky_spirit_functor() + -- Check if it can be unlocked. + if (not can_unlock()) then + return false + end + -- Check if it is already unlocked. + if (has_achievement("murky_spirit")) then + return true + end + -- Unlock the achievement. + if (murky_spirit_requirements()) then + murky_spirit_rewards() + return true + end +end + +-- Invictus. +function invictus_functor() + -- Check if it can be unlocked. + if (not can_unlock()) then + return false + end + -- Check if it is already unlocked. + if (has_achievement("invictus")) then + return true + end + -- Unlock the achievement. + if (invictus_requirements()) then + invictus_rewards() + return true + end +end + +------------------------ +----- Requirements ----- +------------------------ + +-- Bookworm Food +-- Requires all encyclopedia articles be unlocked. +function bookworm_food_requirements() + return ( + (ui_pda_encyclopedia_tab.get_articles_locked_count() == 0) + ) +end + + +-- Completionist. +-- Requires all available achievements to be unlocked. +function completionist_requirements() + return ( + (get_achievements_locked_count() <= 1) + ) +end + +-- Down to Earth. +-- Requires 3 helicopters killed, or just one with an RPG-7. +function down_to_earth_requirements() + return ( + (game_statistics.get_statistic_count("helicopters_downed") >= 3) + or (game_statistics.get_statistic_count("helicopters_downed2") >= 1) + ) +end + +-- Duga Free. +-- Requires story mode, and that the Miracle Machine and Brain Scorcher are disabled. +function duga_free_requirements() + return ( + not (has_alife_info("story_mode_disabled")) + and (has_alife_info("yan_labx16_switcher_primary_off")) + and (has_alife_info("bar_deactivate_radar_done")) + ) +end + +-- Geologist. +-- Requires 50 artefacts be detected by the player. +function geologist_requirements() + return ( + (game_statistics.get_statistic_count("artefacts_detected") >= 50) + ) +end + +-- Heavy Pockets. +-- Requires player to possess 1,000,000 RU. +function heavy_pockets_requirements() + return ( + (db.actor:money() >= 1000000) + ) +end + +-- Infopreneur. +-- Requires player to deliver 50 PDAs. +function infopreneur_requirements() + return ( + (game_statistics.get_statistic_count("pdas_delivered") >= 50) + ) +end + +-- Mechanized Warfare. +-- Requires a mechanic to own all tools. +function mechanized_warfare_requirements() + return ( + (has_alife_info("agr_smart_terrain_1_6_army_mechanic_stalker_upgrade_tier_3")) + or (has_alife_info("army_south_mechan_mlr_upgrade_tier_3")) + or (has_alife_info("bar_visitors_stalker_mechanic_upgrade_tier_3")) + or (has_alife_info("cit_killers_merc_mechanic_stalker_upgrade_tier_3")) + or (has_alife_info("dasc_tech_mlr_upgrade_tier_3")) + or (has_alife_info("val_smart_terrain_7_3_bandit_mechanic_stalker_upgrade_tier_3")) + or (has_alife_info("esc_smart_terrain_5_7_loner_mechanic_stalker_upgrade_tier_3")) + or (has_alife_info("jup_b217_stalker_tech_upgrade_tier_3")) + or (has_alife_info("jup_cont_mech_bandit_upgrade_tier_3")) + or (has_alife_info("mar_base_stalker_tech_upgrade_tier_3")) + or (has_alife_info("mil_smart_terrain_7_7_freedom_mechanic_stalker_upgrade_tier_3")) + or (has_alife_info("mechanic_monolith_jup_depo_upgrade_tier_3")) + or (has_alife_info("mechanic_monolith_kbo_upgrade_tier_3")) + or (has_alife_info("pri_monolith_monolith_mechanic_stalker_upgrade_tier_3")) + or (has_alife_info("merc_pri_a18_mech_mlr_upgrade_tier_3")) + or (has_alife_info("trucks_cemetery_bandit_mechanic_upgrade_tier_3")) + or (has_alife_info("yan_ecolog_kruglov_upgrade_tier_3")) + or (has_alife_info("zat_a2_stalker_mechanic_upgrade_tier_3")) + or (has_alife_info("zat_stancia_mech_merc_upgrade_tier_3")) + or (has_alife_info("mechanic_army_yan_mlr_upgrade_tier_3")) + or (has_alife_info("jup_depo_isg_tech_upgrade_tier_3")) + or (has_alife_info("sim_default_army_mechanic_upgrade_tier_3")) + or (has_alife_info("sim_default_bandit_mechanic_upgrade_tier_3")) + or (has_alife_info("sim_default_csky_mechanic_upgrade_tier_3")) + or (has_alife_info("sim_default_dolg_mechanic_upgrade_tier_3")) + or (has_alife_info("sim_default_ecolog_mechanic_upgrade_tier_3")) + or (has_alife_info("sim_default_freedom_mechanic_upgrade_tier_3")) + or (has_alife_info("sim_default_killer_mechanic_upgrade_tier_3")) + or (has_alife_info("sim_default_monolith_mechanic_upgrade_tier_3")) + or (has_alife_info("sim_default_stalker_mechanic_upgrade_tier_3")) + or (has_alife_info("sim_default_renegade_mechanic_upgrade_tier_3")) + or (has_alife_info("sim_default_greh_mechanic_upgrade_tier_3")) + or (has_alife_info("sim_default_isg_mechanic_upgrade_tier_3")) + ) +end + +-- Patriarch. +-- Requires rank of 'Legend' be reached. +function patriarch_requirements() + return ( + (db.actor:character_rank() >= 50000) + ) +end + +-- Radiotherapy. +-- Requires 25 emissions and 25 psi-storms to be survived. +function radiotherapy_requirements() + return ( + (game_statistics.get_statistic_count("emissions") >= 25) + and (game_statistics.get_statistic_count("psi_storms") >= 25) + ) +end + +-- Rag and Bone. +-- Requires 100 stashes be found and looted. +function rag_and_bone_requirements() + return ( + (game_statistics.get_statistic_count("stashes_found") >= 100) + ) +end + +-- Silver or Lead. +-- Requires player to kill 500 stalkers or have 50 surrender to you. +function silver_or_lead_requirements() + return ( + (game_statistics.get_statistic_count("killed_stalkers") >= 500) + or (game_statistics.get_statistic_count("enemies_surrendered") >= 50) + ) +end + +-- Tourist. +-- Requires player to visit all levels. +function tourist_requirements() + return ( + (game_statistics.has_actor_visitied_all_levels()) + ) +end + +-- Well Dressed. +-- Requires player to kill 500 mutants or field dress 250 mutant parts. +function well_dressed_requirements() + return ( + (game_statistics.get_statistic_count("killed_monsters") >= 500) + or (game_statistics.get_statistic_count("field_dressings") >= 250) + ) +end + +-- Wishful Thinking. +-- Requires story mode, and for the player to finish Living Legend questlines. +function wishful_thinking_requirements() + return ( + not (has_alife_info("story_mode_disabled")) + and (has_alife_info("living_legend_done")) + ) +end + +-- Infantile Pleasure +-- Requires player to smash 200 boxes +function infantile_pleasure_requirements() + return ((game_statistics.get_statistic_count("boxes_smashed") >= 200)) +end + +-- Recycler +-- Requires player to disassemble 200 items +function recycler_requirements() + return ((game_statistics.get_statistic_count("items_disassembled") >= 200)) +end + +-- Artificer Eagerness +-- Requires player to craft 50 items +function artificer_eagerness_requirements() + return ((game_statistics.get_statistic_count("items_crafted") >= 50)) +end + +-- Unforeseen Guest +-- Requires player to stay disguised for 5 hours under stalkers watch +function unforeseen_guest_requirements() + return ((game_statistics.get_statistic_count("minutes_disguised") >= 5*60)) +end + +-- Absolver. +-- Requires story mode, and for the player to finish Mortal Sin questlines. +function absolver_requirements() + return ( + not (has_alife_info("story_mode_disabled")) + and (has_alife_info("mortal_sin_zone_hero")) + ) +end + +-- Collaborator. +-- Requires story mode, and for the player to finish Operation Afterglow questlines. +function collaborator_requirements() + return ( + not (has_alife_info("story_mode_disabled")) + and (has_alife_info("operation_afterglow_complete")) + ) +end + + +-- Iron Curtain. +-- Requires Warfare mode, and for the player's faction to take over the levels. +function iron_curtain_requirements() + return ( + IsWarfare() and (has_alife_info("warfare_actor_faction_domination")) + ) +end + +-- Murky Spirit. +-- Requires story mode, and for the player to finish Lost to the Zone questlines. +function murky_spirit_requirements() + return ( + not (has_alife_info("story_mode_disabled")) + and (has_alife_info("operation_afterglow_complete")) + and IsHardcoreMode() + and not (has_alife_info("ironman_flag_off")) + ) +end + +-- Invictus. +-- Requires story mode, and for the player to finish Living Legend questlines. +function invictus_requirements() + return ( + not (has_alife_info("story_mode_disabled")) + and (has_alife_info("operation_afterglow_complete")) + and IsHardcoreMode() + and not (has_alife_info("ironman_flag_off")) + and not (has_alife_info("ironman_flag_died")) + and (game_difficulties.get_game_factor("type") == 3) + and (game_difficulties.get_eco_factor("type") == 3) + and not (has_alife_info("diff_gameplay_flag_change")) + and not (has_alife_info("diff_economy_flag_change")) + and not (has_alife_info("debug_mode_flag_on")) + ) +end + +------------------- +----- Rewards ----- +------------------- + +-- Bookworm Food. +-- Future memory sticks become rare PDAs. +function bookworm_food_rewards() + SendScriptCallback("actor_on_achievement_earned","bookworm_food","st_achievement_15_unlock") +end + +-- Completionist. +function completionist_rewards() + SendScriptCallback("actor_on_achievement_earned","completionist","st_achievement_10_unlock") +end + +-- Down to Earth. +-- Weaker helicopters are respawned. +function down_to_earth_rewards() + SendScriptCallback("actor_on_achievement_earned","down_to_earth","st_achievement_12_unlock") +end + +-- Duga Free. +-- Yantar & Radar psi-fields disabled. +function duga_free_rewards() + SendScriptCallback("actor_on_achievement_earned","duga_free","st_achievement_4_unlock") +end + +-- Geologist. +-- Increased spawn chance of artefacts. +function geologist_rewards() + SendScriptCallback("actor_on_achievement_earned","geologist","st_achievement_13_unlock") +end + +-- Heavy Pockets. +-- Traders sell cheaper and rarer goods. +function heavy_pockets_rewards() + SendScriptCallback("actor_on_achievement_earned","heavy_pockets","st_achievement_1_unlock") +end + +-- Infopreneur. +-- Money received for delivering PDAs increased. +function infopreneur_rewards() + SendScriptCallback("actor_on_achievement_earned","infopreneur","st_achievement_3_unlock") +end + +-- Mechanized Warfare. +-- A mechanic can now fully upgrade equipment. +function mechanized_warfare_rewards() + SendScriptCallback("actor_on_achievement_earned","mechanized_warfare","st_achievement_7_unlock") +end + +-- Patriarch. +-- Larger sized squads can be recruited. +function patriarch_rewards() + SendScriptCallback("actor_on_achievement_earned","patriarch","st_achievement_14_unlock") +end + +-- Radiotherapy. +-- 25% chance of surviving emissions and psi-vortices. +function radiotherapy_rewards() + SendScriptCallback("actor_on_achievement_earned","radiotherapy","st_achievement_2_unlock") +end + +-- Rag and Bone. +-- Random chance of better loot in task reward stashes. +function rag_and_bone_rewards() + SendScriptCallback("actor_on_achievement_earned","rag_and_bone","st_achievement_9_unlock") +end + +-- Silver or Lead. +-- 33% chance of a second stash from surrendering stalkers. +function silver_or_lead_rewards() + SendScriptCallback("actor_on_achievement_earned","silver_or_lead","st_achievement_6_unlock") +end + +-- Tourist. +-- 3 "Tourist's stashes" are revealed. +function tourist_rewards() + for i=1,3 do + treasure_manager.create_random_stash(nil, "Curious stash", nil) + end + db.actor:disable_info_portion("tourist_achievement_delay") + SendScriptCallback("actor_on_achievement_earned","tourist","st_achievement_8_unlock") +end + +-- Well Dressed. +-- 20% chance of extra parts when field dressing mutants. +function well_dressed_rewards() + SendScriptCallback("actor_on_achievement_earned","well_dressed","st_achievement_5_unlock") +end + +-- Wishful Thinking. +-- Unlock "Renegades" faction +function wishful_thinking_rewards() + axr_main.config:w_value("unlocked_factions","renegade",true) + axr_main.config:save() + SendScriptCallback("actor_on_achievement_earned","wishful_thinking","st_achievement_11_unlock") +end + +-- Infantile Pleasure. +-- 25% chance of extra items found in boxes. +function infantile_pleasure_rewards() + SendScriptCallback("actor_on_achievement_earned","infantile_pleasure","st_achievement_16_unlock") +end + +-- Recycler. +-- 33% chance of extra part obtained from disassembling. +function recycler_rewards() + SendScriptCallback("actor_on_achievement_earned","recycler","st_achievement_17_unlock") +end + +-- Artificer Eagerness. +-- 1 less part used for crafting. +function artificer_eagerness_rewards() + SendScriptCallback("actor_on_achievement_earned","artificer_eagerness","st_achievement_18_unlock") +end + +-- Unforeseen Guest. +-- less suspicious spikes upon sudden actions. +function unforeseen_guest_rewards() + SendScriptCallback("actor_on_achievement_earned","unforeseen_guest","st_achievement_19_unlock") +end + +-- Absolver. +-- Unlock "Sin" faction +function absolver_rewards() + axr_main.config:w_value("unlocked_factions","greh",true) + axr_main.config:save() + SendScriptCallback("actor_on_achievement_earned","absolver","st_achievement_20_unlock") +end + +-- Collaborator. +-- Unlock "ISG" faction +function collaborator_rewards() + axr_main.config:w_value("unlocked_factions","isg",true) + axr_main.config:save() + SendScriptCallback("actor_on_achievement_earned","collaborator","st_achievement_21_unlock") +end + +-- Iron Curtain. +-- Reward 40,000 RU +function iron_curtain_rewards() + db.actor:give_money(40000) + SendScriptCallback("actor_on_achievement_earned","iron_curtain","st_achievement_22_unlock") +end + +-- Murky Spirit. +function murky_spirit_rewards() + SendScriptCallback("actor_on_achievement_earned","murky_spirit","st_achievement_23_unlock") +end + +-- Invictus. +function invictus_rewards() + SendScriptCallback("actor_on_achievement_earned","invictus","st_achievement_24_unlock") +end \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/scripts/game_statistics.script b/mods/Redone Collection/gamedata/scripts/game_statistics.script new file mode 100644 index 00000000..151c792a --- /dev/null +++ b/mods/Redone Collection/gamedata/scripts/game_statistics.script @@ -0,0 +1,587 @@ +-------------------------------- +----- Written by Darryl123 ----- +-------------------------------- + +--[[ + +- Modified by Tronex +- 2019/4/29 + +- NPC rank and rep progression by different stats + +--]] + +------------------ +----- Tables ----- +------------------ + +-- Achievements unlocked. +actor_achievements = { + ["bookworm_food"] = { unlocked = false, rank = 1000, rept = 0 }, + ["completionist"] = { unlocked = false, rank = 1000, rept = 0 }, + ["down_to_earth"] = { unlocked = false, rank = 1000, rept = 0 }, + ["duga_free"] = { unlocked = false, rank = 1000, rept = 0 }, + ["geologist"] = { unlocked = false, rank = 1000, rept = 0 }, + ["heavy_pockets"] = { unlocked = false, rank = 1000, rept = 0 }, + ["infopreneur"] = { unlocked = false, rank = 1000, rept = 0 }, + ["mechanized_warfare"] = { unlocked = false, rank = 1000, rept = 0 }, + ["patriarch"] = { unlocked = false, rank = 1000, rept = 0 }, + ["radiotherapy"] = { unlocked = false, rank = 1000, rept = 0 }, + ["rag_and_bone"] = { unlocked = false, rank = 1000, rept = 0 }, + ["silver_or_lead"] = { unlocked = false, rank = 1000, rept = 0 }, + ["tourist"] = { unlocked = false, rank = 1000, rept = 0 }, + ["well_dressed"] = { unlocked = false, rank = 1000, rept = 0 }, + ["wishful_thinking"] = { unlocked = false, rank = 1000, rept = 0 }, + ["infantile_pleasure"] = { unlocked = false, rank = 1000, rept = 0 }, + ["recycler"] = { unlocked = false, rank = 1000, rept = 0 }, + ["artificer_eagerness"] = { unlocked = false, rank = 1000, rept = 0 }, + ["unforeseen_guest"] = { unlocked = false, rank = 1000, rept = 0 }, + ["absolver"] = { unlocked = false, rank = 1000, rept = 0 }, + ["collaborator"] = { unlocked = false, rank = 1000, rept = 0 }, + ["iron_curtain"] = { unlocked = false, rank = 1000, rept = 0 }, + ["murky_spirit"] = { unlocked = false, rank = 1000, rept = 0 }, + ["invictus"] = { unlocked = false, rank = 1000, rept = 0 }, +} + +-- Artefacts found and detected. +-- Should be empty by default. +actor_artefacts = { +} + +-- Unlocked Anomaly maps. Should be empty by default. +actor_anomaly_maps = { +} + +-- Miscellaneous data that requires recording. +actor_miscellaneous = { + ["actual_rank"] = 0, + ["actual_rept"] = 0, +} + +-- Levels visited. +actor_visited_levels = { + ["jupiter"] = false, + ["jupiter_underground"] = false, + ["k00_marsh"] = false, + ["k01_darkscape"] = false, + ["k02_trucks_cemetery"] = false, + ["l01_escape"] = false, + ["l02_garbage"] = false, + ["l03_agroprom"] = false, + ["l03u_agr_underground"] = false, + ["l04_darkvalley"] = false, + ["l04u_labx18"] = false, + ["l05_bar"] = false, + ["l06_rostok"] = false, + ["l07_military"] = false, + ["l08_yantar"] = false, + ["l08u_brainlab"] = false, + ["l09_deadcity"] = false, + ["l10_limansk"] = false, + ["l10_radar"] = false, + ["l10_red_forest"] = false, + ["l10u_bunker"] = false, + ["l11_hospital"] = false, + ["l11_pripyat"] = false, + ["l12_stancia"] = false, + ["l12_stancia_2"] = false, + ["l12u_control_monolith"] = false, + ["l12u_sarcofag"] = false, + ["l13_generators"] = false, + ["l13u_warlab"] = false, + ["labx8"] = false, + ["pripyat"] = false, + ["zaton"] = false, + ["y04_pole"] = false, +} + +-- Smart terrains visited. +-- Should be empty by default. +actor_visited_smarts = { +} + +-- Tracked player statistics and their rank and reputation rewards. +actor_statistics = { + ["arena_battles"] = { count = 0, rank = 7, rept = 8 }, + ["artefacts_detected"] = { count = 0, rank = 4, rept = 0 }, + ["artefacts_found"] = { count = 0, rank = 2, rept = 0 }, + ["articles"] = { count = 0, rank = 2, rept = 0 }, -- Counter is incremented but isn't used. + ["boxes_smashed"] = { count = 0, rank = 1, rept = 0 }, + ["deaths"] = { count = 0, rank = 0, rept = 0 }, + ["donations"] = { count = 0, rank = 3, rept = 1 }, -- Actual points given depends on item condition. + ["emissions"] = { count = 0, rank = 14, rept = 0 }, + ["enemies_surrendered"] = { count = 0, rank = 4, rept = 0 }, + ["field_dressings"] = { count = 0, rank = 1, rept = 0 }, + ["helicopters_downed"] = { count = 0, rank = 100, rept = 25 }, + ["helicopters_downed2"] = { count = 0, rank = 50, rept = 0 }, -- Bonus points for using explosives. + ["killed_companions"] = { count = 0, rank = 0, rept = -75 }, + ["killed_monsters"] = { count = 0, rank = 2, rept = 0 }, + ["killed_prisoners"] = { count = 0, rank = 0, rept = -25 }, + ["killed_stalkers"] = { count = 0, rank = 0, rept = 0 }, -- Unused; see below and the "rank_kill_points" config section. + ["killed_stalkers_e"] = { count = 0, rank = 0, rept = 2 }, -- Enemy relations. + ["killed_stalkers_f"] = { count = 0, rank = 0, rept = -100 }, -- Friendly relations. + ["killed_stalkers_n"] = { count = 0, rank = 0, rept = -75 }, -- Neutral relations. + ["level_changes"] = { count = 0, rank = 0, rept = 0 }, + ["pdas_delivered"] = { count = 0, rank = 3, rept = 2 }, + ["psi_storms"] = { count = 0, rank = 7, rept = 0 }, + ["stashes_found"] = { count = 0, rank = 2, rept = 0 }, + ["tasks_cancelled"] = { count = 0, rank = 0, rept = -25 }, + ["tasks_completed"] = { count = 0, rank = 10, rept = 8 }, + ["tasks_failed"] = { count = 0, rank = 0, rept = -25 }, + ["wounded_helped"] = { count = 0, rank = 5, rept = 8 }, + -- new + ["items_crafted"] = { count = 0, rank = 1, rept = 0 }, + ["items_disassembled"] = { count = 0, rank = 1, rept = 0 }, + ["self_repairs"] = { count = 0, rank = 1, rept = 0 }, + ["minutes_disguised"] = { count = 0, rank = 1, rept = 0 }, +} + +-- Saved NPC statistics and their rank and reputation rewards. +npc_statistics = { + ["artefacts_found"] = { save = true, rank = 150, rept = 0 }, + ["boxes_smashed"] = { save = false, rank = 10, rept = 0 }, + ["field_dressings"] = { save = false, rank = 25, rept = 0 }, + ["helicopters_downed"] = { save = false, rank = 2500, rept = 50 }, + ["helicopters_downed2"] = { save = false, rank = 1000, rept = 50 }, + ["killed_monsters"] = { save = true, rank = 100, rept = 0 }, + ["killed_stalkers"] = { save = true, rank = 0, rept = 0 }, -- All + ["killed_stalkers_e"] = { save = false, rank = 100, rept = 10 }, -- Enemy relations. + ["killed_stalkers_f"] = { save = false, rank = 0, rept = -100 }, -- Friendly relations. + ["killed_stalkers_n"] = { save = false, rank = 0, rept = -75 }, -- Neutral relations. + ["corpse_looted"] = { save = true, rank = 10, rept = 0 }, + ["wounded_helped"] = { save = true, rank = 50, rept = 100 }, + ["items_sold"] = { save = true, rank = 10, rept = 0 }, +} + +--------------------- +----- Callbacks ----- +--------------------- + +-- Called when actor takes an item. +function actor_on_item_take(item) + if not (item and IsArtefact(item)) then return end + + -- Hack to prevent player from exploting Artefacts Containers (gaining rank by recieving artefacts) + if _G.ARTY_FROM_CONT then + _G.ARTY_FROM_CONT = nil + return + end + + local artefact = item:get_artefact() + local anomaly = bind_anomaly_zone.parent_zones_by_artefact_id[item:id()] + -- Artefacts found counter incrementation. + -- Checks to make sure artefact id hasn't already been logged. + if (artefact) then + artefact:FollowByPath("NULL", 0, vector():set(500,500,500)) + if not (actor_artefacts[item:id()]) then + actor_artefacts[item:id()] = true + increment_statistic("artefacts_found") + else + return + end + end + -- Artefacts detected counter incrementation. + -- Requires the artefact be associated with an anomaly. + if (artefact and anomaly) then + anomaly:on_artefact_take(item) + increment_statistic("artefacts_detected") + else + bind_anomaly_zone.artefact_ways_by_id[item:id()] = nil + end +end + +-- Called when an NPC is killed. +function npc_on_death_callback(victim, killer) + -- Return if the actor is not the killer. + if not (killer and victim) then return end + local id = killer:id() + local killer_faction = character_community(killer) + local victim_faction = character_community(victim) + --if not (killer:id() == AC_ID) then return end + -- Increment statistics based on faction relations. + + local stat + if (xr_conditions.is_factions_friends(nil, nil, { killer_faction, victim_faction })) then + stat = "killed_stalkers_f" + elseif (xr_conditions.is_factions_enemies(nil, nil, { killer_faction, victim_faction })) then + stat = "killed_stalkers_e" + else + stat = "killed_stalkers_n" + end + + if (id == AC_ID) then + increment_statistic("killed_stalkers") + increment_statistic(stat) + else + increment_npc_statistic(killer,"killed_stalkers") + increment_npc_statistic(killer,stat) + end +end + +-- Called when an achievement is earned. +function actor_on_achievement_earned(achievement, message) + if (achievement and message) then + news_manager.send_tip(db.actor, message, nil, achievement, nil, nil) + if actor_achievements[achievement] then + actor_achievements[achievement].unlocked = true + + if actor_achievements[achievement].rank then + increment_rank( actor_achievements[achievement].rank ) + end + + if actor_achievements[achievement].rept then + increment_reputation( actor_achievements[achievement].rept ) + end + else + actor_achievements[achievement] = {} + actor_achievements[achievement].unlocked = true + end + end +end + +-- Called when the game is loaded. +function on_game_load() + if (not IsTestMode()) then + actor_visited_levels[level.name()] = true + end + + if DEV_DEBUG and (not has_alife_info("debug_mode_flag_on")) then + give_info("debug_mode_flag_on") + printf("~ Player used debug mode!") + end +end + +-- Called when the game starts. +function on_game_start() + RegisterScriptCallback("actor_on_item_take", actor_on_item_take) + RegisterScriptCallback("npc_on_death_callback", npc_on_death_callback) + RegisterScriptCallback("actor_on_achievement_earned", actor_on_achievement_earned) + RegisterScriptCallback("on_game_load", on_game_load) + RegisterScriptCallback("on_level_changing", on_level_changing) + RegisterScriptCallback("actor_on_interaction", actor_on_interaction) + create_relations_tables() +end + +-- Called when changing levels. +function on_level_changing() + if (not IsTestMode()) then + increment_statistic("level_changes") + end +end + +----------------------- +----- Incrementors ---- +----------------------- + +-- Increments actor rank value. +-- Impose restrictions at double the minimum and maximum ranks' values. +function increment_rank(value) + db.actor:change_character_rank(value or 0) + if (db.actor:character_rank() < 0) then db.actor:set_character_rank(0) end + if (db.actor:character_rank() > 1000000000) then db.actor:set_character_rank(1000000000) end + check_for_rank_change() +end +function increment_npc_rank(npc, value) + if (not npc) then return end + --npc:change_character_rank(value or 0) + npc:set_character_rank(npc:character_rank() + (value or 0)) + if (npc:character_rank() < 0) then npc:set_character_rank(0) end + if (npc:character_rank() > 1000000000) then npc:set_character_rank(1000000000) end + --printf("/ NPC stats | +Rank = %s | id: %s - name: %s", npc:character_rank(), npc:id(), npc:character_name()) +end + +-- Increments actor reputation value. +-- Impose restrictions at double the minimum and maximum reputations' values. +function increment_reputation(value) + -- Fix for arena causing reputation changes + if has_alife_info("bar_arena_fight") then + return + end + + db.actor:change_character_reputation(value or 0) + if (db.actor:character_reputation() < -4000) then db.actor:set_character_reputation(-4000) end + if (db.actor:character_reputation() > 4000) then db.actor:set_character_reputation(4000) end + check_for_reputation_change() +end +function increment_npc_reputation(npc,value) + if (not npc) then return end + --npc:change_character_reputation(value or 0) + npc:set_character_reputation(npc:character_reputation() + (value or 0)) + if (npc:character_reputation() < -4000) then npc:set_character_reputation(-4000) end + if (npc:character_reputation() > 4000) then npc:set_character_reputation(4000) end + --printf("/ NPC stats | +Rep = %s | id: %s - name: %s", npc:character_reputation(), npc:id(), npc:character_name()) +end + +-- Increments a statistic counter. +-- Also updates actor rank and reputation values. +function increment_statistic(value, custom_rank, custom_rept) + local statistic = value and actor_statistics[value] or nil + if (statistic and statistic.count and statistic.rank and statistic.rept) then + statistic.count = statistic.count + 1 + increment_rank(custom_rank or statistic.rank) + increment_reputation(custom_rept or statistic.rept) + end +end +function increment_npc_statistic(npc, value, custom_rank, custom_rept) + local statistic = value and npc_statistics[value] or nil + if (npc and IsStalker(npc) and npc:alive() and statistic and statistic.rank and statistic.rept) then + if statistic.save then + local se_npc = alife_object(npc:id()) + if se_npc then + local m_data = alife_storage_manager.get_se_obj_state(se_npc,true) + if (m_data) then + m_data[value] = m_data[value] and m_data[value] + 1 or 1 + end + end + end + increment_npc_rank(npc, custom_rank or statistic.rank) + increment_npc_reputation(npc, custom_rept or statistic.rept) + end +end + +------------------------- +----- Miscellaneous ----- +------------------------- + +-- Gets the count for unlocked achievements. +function get_actor_achievements_count() + local count = 0 + for k, v in pairs(actor_achievements) do + if (v.unlocked == true) then + count = count + 1 + end + end + return count +end + +-- Gets the count for visited levels. +function get_actor_visited_levels_count() + local count = 0 + for k, v in pairs(actor_visited_levels) do + if (v == true) then + count = count + 1 + end + end + return count +end + +-- Gets the count for visited smarts. +function get_actor_visited_smarts_count() + local count = 0 + for k, v in pairs(actor_visited_smarts) do + if (v == true) then + count = count + 1 + end + end + return count +end + +-- Gets the count value for a statistic. +function get_statistic_count(value) + local statistic = value and actor_statistics[value] or nil + return (statistic and statistic.count) and statistic.count or 0 +end + +-- Gets whether the actor has an achievement unlocked. +function has_actor_achievement(value) + local achievement = value and actor_achievements[value] + return achievement and achievement.unlocked or false +end + +-- Gets whether the actor has visited all levels. +function has_actor_visitied_all_levels() + for k, v in pairs (actor_visited_levels) do + if (v == false) then + return false + end + end + return true +end + +-- Gets whether the actor has visited a specific level. +function has_actor_visited_level(value) + return value and actor_visited_levels[value] or false +end + +-- Gets whether the actor has visited a specific smart. +function has_actor_visited_smart(value) + return value and actor_visited_smarts[value] or false +end + +-- Called when a smart terrain is visited. +function actor_on_interaction(typ, obj, name) + if (typ ~= "smarts") then + return + end + + actor_visited_smarts[name] = true +end + +----------------------------- +----- Rank & Reputation ----- +----------------------------- + +-- Creates the rank and reputation tables. +local rank_table, rept_table +function create_relations_tables() + -- Check if the rank and reputation tables are initialised. + if not (rank_table and rept_table) then + -- Matches each rank and reputation to a value. + local function parse_string(value) + local result = {} + for name in string.gmatch(value, "([%w_%-.\\]+)[%,%s]*") do + result[#result + 1] = name + end + return result + end + -- Retrieve the rank and reputation values from configs. + local ini = ini_file("creatures\\game_relations.ltx") + local rank_table_temp = parse_string(ini:r_string_ex("game_relations", "rating")) + local rept_table_temp = parse_string(ini:r_string_ex("game_relations", "reputation")) + -- Fill the contents of the rank table. + rank_table = {} + for index = 2, #rank_table_temp, 2 do + rank_table[#rank_table + 1] = tonumber(rank_table_temp[index]) + end + -- Fill the contents of the reputation table. + rept_table = {} + for index = 2, #rept_table_temp, 2 do + rept_table[#rept_table + 1] = tonumber(rept_table_temp[index]) + end + end +end + +-- Checks for changes the actor's rank. +function check_for_rank_change(suppress) + local current_rank = db.actor:character_rank() + local new_rank, old_rank = 0, 0 + for index = 1, #rank_table do + if (current_rank <= rank_table[index]) then + break + end + new_rank = new_rank + 1 + end + for index = 1, #rank_table do + if (actor_miscellaneous.actual_rank <= rank_table[index]) then + break + end + old_rank = old_rank + 1 + end + if (not suppress) then + if (old_rank > new_rank) then + news_manager.send_tip(db.actor, "st_rank_decreased", nil, "rank_change", nil, nil) + elseif (new_rank > old_rank) then + news_manager.send_tip(db.actor, "st_rank_increased", nil, "rank_change", nil, nil) + end + end + actor_miscellaneous.actual_rank = current_rank +end + +-- Checks for changes to the actor's reputation. +function check_for_reputation_change(suppress) + local current_rept = db.actor:character_reputation() + local new_rept, old_rept = 0, 0 + for index = 1, #rept_table do + if (current_rept <= rept_table[index]) then + break + end + new_rept = new_rept + 1 + end + for index = 1, #rept_table do + if (actor_miscellaneous.actual_rept <= rept_table[index]) then + break + end + old_rept = old_rept + 1 + end + if (not suppress) then + if (old_rept > new_rept) then + news_manager.send_tip(db.actor, "st_reputation_decreased", nil, "rep_change", nil, nil) + elseif (new_rept > old_rept) then + news_manager.send_tip(db.actor, "st_reputation_increased", nil, "rep_change", nil, nil) + end + end + actor_miscellaneous.actual_rept = current_rept +end + +---------------------------- +----- Saving & Loading ----- +---------------------------- + +-- Loads the contents of the tables the regular way. +-- Unimplemented as Call of Chernobyl doesn't use this. +function load(packet) + if (USE_MARSHAL) then + return + end +end + + +-- Loads the contents of the tables using MARSHAL. +function load_state(data) + -- If no saved data exists then return. + if not (data.game_statistics) then + return + end + + -- See the comments in the save_state method as to how this works. + + actor_artefacts = data.game_statistics.actor_artefacts or actor_artefacts + actor_anomaly_maps = data.game_statistics.actor_anomaly_maps or actor_anomaly_maps + actor_miscellaneous = data.game_statistics.actor_miscellaneous or actor_miscellaneous + actor_visited_levels = data.game_statistics.actor_visited_levels or actor_visited_levels + actor_visited_smarts = data.game_statistics.actor_visited_smarts or actor_visited_smarts + + if (data.game_statistics.actor_achievements) then + for k, v in pairs(data.game_statistics.actor_achievements) do + if (actor_achievements[k]) then + actor_achievements[k].unlocked = v + end + end + end + + if (data.game_statistics.actor_statistics) then + for k, v in pairs(data.game_statistics.actor_statistics) do + if (actor_statistics[k]) then + actor_statistics[k].count = v + end + end + end +end + +-- Saves the contents of the tables the regular way. +-- Unimplemented as Call of Chernobyl doesn't use this. +function save(packet) + if (USE_MARSHAL) then + return + end +end + +-- Saves the contents of the tables using MARSHAL. +function save_state(data) + -- Create a table to store saved data. + if (not data.game_statistics) then + data.game_statistics = {} + end + + -- Save tables as they are if they only record true/false values. + data.game_statistics.actor_artefacts = actor_artefacts + data.game_statistics.actor_anomaly_maps = actor_anomaly_maps + data.game_statistics.actor_miscellaneous = actor_miscellaneous + data.game_statistics.actor_visited_levels = actor_visited_levels + data.game_statistics.actor_visited_smarts = actor_visited_smarts + + -- Couple of things to be noted here. + -- Rank and reputation values are stored in these tables as well, and we really don't want to save those. + -- If we did, it would mean any changes to their values in this script file would be ignored by existing saves. + -- However, saving the data this way also prevents any potential nil value crashes if new statistics and such are added. + + data.game_statistics.actor_achievements = {} + for k, v in pairs(actor_achievements) do + data.game_statistics.actor_achievements[k] = v.unlocked + end + + data.game_statistics.actor_statistics = {} + for k, v in pairs(actor_statistics) do + data.game_statistics.actor_statistics[k] = v.count + end +end \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/scripts/modxml_renegade_desc_dxml.script b/mods/Redone Collection/gamedata/scripts/modxml_renegade_desc_dxml.script index 6d2391d1..f2c3b990 100644 --- a/mods/Redone Collection/gamedata/scripts/modxml_renegade_desc_dxml.script +++ b/mods/Redone Collection/gamedata/scripts/modxml_renegade_desc_dxml.script @@ -3,7 +3,7 @@ function on_xml_read() local xml_to_change = [[gameplay\character_desc_marsh.xml]] if xml_file_name == xml_to_change then local renegade_trader_profile = [[ - + mar_renegade_trader_name ui_inGame2_bandit_1 @@ -26,7 +26,7 @@ function on_xml_read() #include "gameplay\character_criticals.xml" stalker_terrain characters_voice\human\bandit_1\ - actors\stalker_renegade\stalker_renegade_trader + actors\stalker_renegade\stalker_renegade_1a_face_3 val_smart_terrain_7_4_bandit_trader_stalker_start_dialog dm_init_trader @@ -38,7 +38,7 @@ function on_xml_read() debt_register debt_pay_off actor_break_dialog - + mar_renegade_mechanic_name @@ -64,7 +64,7 @@ function on_xml_read() stalker_terrain 1 characters_voice\human\bandit_1\ - actors\stalker_renegade\stalker_renegade_mechanic + actors\stalker_renegade\stalker_renegade_leader val_smart_terrain_7_3_bandit_mechanic_stalker_start_dialog dm_init_trader @@ -75,7 +75,7 @@ function on_xml_read() dm_tech_repair dm_encrypted_pda actor_break_dialog - + ]] xml_obj:insertFromXMLString(renegade_trader_profile) end diff --git a/mods/Redone Collection/gamedata/scripts/redone_endless_agr_night_mutants.script b/mods/Redone Collection/gamedata/scripts/redone_endless_agr_night_mutants.script new file mode 100644 index 00000000..237555f4 --- /dev/null +++ b/mods/Redone Collection/gamedata/scripts/redone_endless_agr_night_mutants.script @@ -0,0 +1,30 @@ +function actor_on_first_update() + local pool = { + ["agr_endless_night_spawn_01"] = { + pos = vector():set(28.622802734375, 4.2881875038147, -124.99558258057), + smart = "agr_smart_terrain_4_6", + }, + ["agr_endless_night_spawn_02"] = { + pos = vector():set(52.704040527344, 16.574716567993, 123.60317993164), + smart = "agr_smart_terrain_5_2", + }, + ["agr_endless_night_spawn_03"] = { + pos = vector():set(-97.329170227051, 12.251251220703, 158.92121887207), + smart = "agr_smart_terrain_2_2", + } + } + + for sec,v in pairs(pool) do + local se = get_story_se_item(sec) + if not (se) then + local pos = v.pos + local vid = level.vertex_id(pos) + local gid = SIMBOARD.smarts_by_names[v.smart].m_game_vertex_id + se = alife():create(sec,pos,vid,gid) + end + end +end + +function on_game_start() + RegisterScriptCallback("actor_on_first_update",actor_on_first_update) +end diff --git a/mods/Redone Collection/gamedata/scripts/redone_endless_bar_night_mutants.script b/mods/Redone Collection/gamedata/scripts/redone_endless_bar_night_mutants.script new file mode 100644 index 00000000..d105a552 --- /dev/null +++ b/mods/Redone Collection/gamedata/scripts/redone_endless_bar_night_mutants.script @@ -0,0 +1,30 @@ +function actor_on_first_update() + local pool = { + ["bar_endless_night_spawn_01"] = { + pos = vector():set(197.84326171875, 2.120393037796, -84.757629394531), + smart = "bar_zastava_dogs_lair", + }, + ["bar_endless_night_spawn_02"] = { + pos = vector():set(42.580982208252, -0.0022871494293213, 207.98942565918), + smart = "bar_zastava_dogs_lair_2", + }, + ["bar_endless_night_spawn_03"] = { + pos = vector():set(147.11489868164, -0.003469854593277, 64.117401123047), + smart = "bar_visitors", + } + } + + for sec,v in pairs(pool) do + local se = get_story_se_item(sec) + if not (se) then + local pos = v.pos + local vid = level.vertex_id(pos) + local gid = SIMBOARD.smarts_by_names[v.smart].m_game_vertex_id + se = alife():create(sec,pos,vid,gid) + end + end +end + +function on_game_start() + RegisterScriptCallback("actor_on_first_update",actor_on_first_update) +end diff --git a/mods/Redone Collection/gamedata/scripts/redone_endless_cit_night_mutants.script b/mods/Redone Collection/gamedata/scripts/redone_endless_cit_night_mutants.script new file mode 100644 index 00000000..c1f7ee35 --- /dev/null +++ b/mods/Redone Collection/gamedata/scripts/redone_endless_cit_night_mutants.script @@ -0,0 +1,30 @@ +function actor_on_first_update() + local pool = { + ["cit_endless_night_spawn_01"] = { + pos = vector():set(-134.28648376465, -1.4032030105591, -330.41253662109), + smart = "zombie_smart_ds_mlr_1", + }, + ["cit_endless_night_spawn_02"] = { + pos = vector():set(51.318702697754, 3.5220413208008, 68.45654296875), + smart = "zombie_smart_ds_mlr_2", + }, + ["cit_endless_night_spawn_03"] = { + pos = vector():set(-221.71157836914, 9.9104175567627, -180.50151062012), + smart = "cit_kanaliz1", + } + } + + for sec,v in pairs(pool) do + local se = get_story_se_item(sec) + if not (se) then + local pos = v.pos + local vid = level.vertex_id(pos) + local gid = SIMBOARD.smarts_by_names[v.smart].m_game_vertex_id + se = alife():create(sec,pos,vid,gid) + end + end +end + +function on_game_start() + RegisterScriptCallback("actor_on_first_update",actor_on_first_update) +end diff --git a/mods/Redone Collection/gamedata/scripts/redone_endless_ds_night_mutants.script b/mods/Redone Collection/gamedata/scripts/redone_endless_ds_night_mutants.script new file mode 100644 index 00000000..324b2701 --- /dev/null +++ b/mods/Redone Collection/gamedata/scripts/redone_endless_ds_night_mutants.script @@ -0,0 +1,30 @@ +function actor_on_first_update() + local pool = { + ["ds_endless_night_spawn_01"] = { + pos = vector():set(-13.702819824219, -0.45751050114632, -327.75891113281), + smart = "ds2_st_dogs", + }, + ["ds_endless_night_spawn_02"] = { + pos = vector():set(248.58453369141, -0.55253577232361, -86.308952331543), + smart = "ds_boars_nest", + }, + ["ds_endless_night_spawn_03"] = { + pos = vector():set(207.64343261719, -2.2147569656372, 552.82995605469), + smart = "ds_kem3", + } + } + + for sec,v in pairs(pool) do + local se = get_story_se_item(sec) + if not (se) then + local pos = v.pos + local vid = level.vertex_id(pos) + local gid = SIMBOARD.smarts_by_names[v.smart].m_game_vertex_id + se = alife():create(sec,pos,vid,gid) + end + end +end + +function on_game_start() + RegisterScriptCallback("actor_on_first_update",actor_on_first_update) +end diff --git a/mods/Redone Collection/gamedata/scripts/redone_endless_esc_night_mutants.script b/mods/Redone Collection/gamedata/scripts/redone_endless_esc_night_mutants.script new file mode 100644 index 00000000..3f910a3a --- /dev/null +++ b/mods/Redone Collection/gamedata/scripts/redone_endless_esc_night_mutants.script @@ -0,0 +1,30 @@ +function actor_on_first_update() + local pool = { + ["esc_endless_night_spawn_01"] = { + pos = vector():set(-86.41145324707, -4.1926307678223, -78.133041381836), + smart = "esc_smart_terrain_4_11", + }, + ["esc_endless_night_spawn_02"] = { + pos = vector():set(312.53915405273, 3.3987352848053, 126.92022705078), + smart = "esc_smart_terrain_8_9", + }, + ["esc_endless_night_spawn_03"] = { + pos = vector():set(129.46849060059, -0.71068423986435, 322.65246582031), + smart = "esc_smart_terrain_6_6", + } + } + + for sec,v in pairs(pool) do + local se = get_story_se_item(sec) + if not (se) then + local pos = v.pos + local vid = level.vertex_id(pos) + local gid = SIMBOARD.smarts_by_names[v.smart].m_game_vertex_id + se = alife():create(sec,pos,vid,gid) + end + end +end + +function on_game_start() + RegisterScriptCallback("actor_on_first_update",actor_on_first_update) +end diff --git a/mods/Redone Collection/gamedata/scripts/redone_endless_gar_night_mutants.script b/mods/Redone Collection/gamedata/scripts/redone_endless_gar_night_mutants.script new file mode 100644 index 00000000..e388845a --- /dev/null +++ b/mods/Redone Collection/gamedata/scripts/redone_endless_gar_night_mutants.script @@ -0,0 +1,30 @@ +function actor_on_first_update() + local pool = { + ["gar_endless_night_spawn_01"] = { + pos = vector():set(-210.73924255371, 0.29106289148331, -34.128147125244), + smart = "gar_smart_terrain_1_5", + }, + ["gar_endless_night_spawn_02"] = { + pos = vector():set(197.09075927734, 1.3092757463455, -109.58041381836), + smart = "gar_smart_terrain_6_6", + }, + ["gar_endless_night_spawn_03"] = { + pos = vector():set(270.46417236328, 0.50552141666412, 177.38319396973), + smart = "gar_smart_terrain_8_3", + } + } + + for sec,v in pairs(pool) do + local se = get_story_se_item(sec) + if not (se) then + local pos = v.pos + local vid = level.vertex_id(pos) + local gid = SIMBOARD.smarts_by_names[v.smart].m_game_vertex_id + se = alife():create(sec,pos,vid,gid) + end + end +end + +function on_game_start() + RegisterScriptCallback("actor_on_first_update",actor_on_first_update) +end diff --git a/mods/Redone Collection/gamedata/scripts/redone_endless_mar_night_mutants.script b/mods/Redone Collection/gamedata/scripts/redone_endless_mar_night_mutants.script new file mode 100644 index 00000000..9aba42f7 --- /dev/null +++ b/mods/Redone Collection/gamedata/scripts/redone_endless_mar_night_mutants.script @@ -0,0 +1,30 @@ +function actor_on_first_update() + local pool = { + ["mar_endless_night_spawn_01"] = { + pos = vector():set(-152.15197753906, 0.80081522464752, 86.731491088867), + smart = "mar_smart_terrain_3_7", + }, + ["mar_endless_night_spawn_02"] = { + pos = vector():set(272.58688354492, 4.4342155456543, 55.053783416748), + smart = "mar_smart_terrain_8_8", + }, + ["mar_endless_night_spawn_03"] = { + pos = vector():set(364.51748657227, 2.1262073516846, 115.86725616455), + smart = "mar_smart_terrain_10_7", + } + } + + for sec,v in pairs(pool) do + local se = get_story_se_item(sec) + if not (se) then + local pos = v.pos + local vid = level.vertex_id(pos) + local gid = SIMBOARD.smarts_by_names[v.smart].m_game_vertex_id + se = alife():create(sec,pos,vid,gid) + end + end +end + +function on_game_start() + RegisterScriptCallback("actor_on_first_update",actor_on_first_update) +end diff --git a/mods/Redone Collection/gamedata/scripts/redone_endless_mil_night_mutants.script b/mods/Redone Collection/gamedata/scripts/redone_endless_mil_night_mutants.script new file mode 100644 index 00000000..b00db200 --- /dev/null +++ b/mods/Redone Collection/gamedata/scripts/redone_endless_mil_night_mutants.script @@ -0,0 +1,30 @@ +function actor_on_first_update() + local pool = { + ["mil_endless_night_spawn_01"] = { + pos = vector():set(238.30529785156, 1.3474156856537, 437.15505981445), + smart = "mil_smart_terrain_2_1", + }, + ["mil_endless_night_spawn_02"] = { + pos = vector():set(38.137920379639, -13.218147277832, 333.01922607422), + smart = "mil_smart_terrain_2_6", + }, + ["mil_endless_night_spawn_03"] = { + pos = vector():set(-364.98373413086, -15.18780040741, 203.99565124512), + smart = "mil_smart_terrain_4_2", + } + } + + for sec,v in pairs(pool) do + local se = get_story_se_item(sec) + if not (se) then + local pos = v.pos + local vid = level.vertex_id(pos) + local gid = SIMBOARD.smarts_by_names[v.smart].m_game_vertex_id + se = alife():create(sec,pos,vid,gid) + end + end +end + +function on_game_start() + RegisterScriptCallback("actor_on_first_update",actor_on_first_update) +end diff --git a/mods/Redone Collection/gamedata/scripts/redone_endless_ros_night_mutants.script b/mods/Redone Collection/gamedata/scripts/redone_endless_ros_night_mutants.script new file mode 100644 index 00000000..a5f9bf4f --- /dev/null +++ b/mods/Redone Collection/gamedata/scripts/redone_endless_ros_night_mutants.script @@ -0,0 +1,30 @@ +function actor_on_first_update() + local pool = { + ["ros_endless_night_spawn_01"] = { + pos = vector():set(-221.39151000977, 0.098205626010895, 115.52049255371), + smart = "ros_smart_poltergeist2", + }, + ["ros_endless_night_spawn_02"] = { + pos = vector():set(-288.29718017578, -0.0036440342664719, 195.13694763184), + smart = "ros_smart_monster4", + }, + ["ros_endless_night_spawn_03"] = { + pos = vector():set(-285.64953613281, 0.54708015918732, 115.35409545898), + smart = "ros_smart_monster5", + } + } + + for sec,v in pairs(pool) do + local se = get_story_se_item(sec) + if not (se) then + local pos = v.pos + local vid = level.vertex_id(pos) + local gid = SIMBOARD.smarts_by_names[v.smart].m_game_vertex_id + se = alife():create(sec,pos,vid,gid) + end + end +end + +function on_game_start() + RegisterScriptCallback("actor_on_first_update",actor_on_first_update) +end diff --git a/mods/Redone Collection/gamedata/scripts/redone_endless_trc_night_mutants.script b/mods/Redone Collection/gamedata/scripts/redone_endless_trc_night_mutants.script new file mode 100644 index 00000000..a4f574f0 --- /dev/null +++ b/mods/Redone Collection/gamedata/scripts/redone_endless_trc_night_mutants.script @@ -0,0 +1,30 @@ +function actor_on_first_update() + local pool = { + ["trc_endless_night_spawn_01"] = { + pos = vector():set(138.85020446777, 3.9266076087952, -124.36943054199), + smart = "trc_sim_5", + }, + ["trc_endless_night_spawn_02"] = { + pos = vector():set(198.9889831543, 10.085237503052, 163.07121276855), + smart = "trc_sim_11", + }, + ["trc_endless_night_spawn_03"] = { + pos = vector():set(-52.121494293213, 13.674411773682, 285.16284179688), + smart = "trc_sim_17", + } + } + + for sec,v in pairs(pool) do + local se = get_story_se_item(sec) + if not (se) then + local pos = v.pos + local vid = level.vertex_id(pos) + local gid = SIMBOARD.smarts_by_names[v.smart].m_game_vertex_id + se = alife():create(sec,pos,vid,gid) + end + end +end + +function on_game_start() + RegisterScriptCallback("actor_on_first_update",actor_on_first_update) +end diff --git a/mods/Redone Collection/gamedata/scripts/redone_endless_val_night_mutants.script b/mods/Redone Collection/gamedata/scripts/redone_endless_val_night_mutants.script new file mode 100644 index 00000000..67fbdde9 --- /dev/null +++ b/mods/Redone Collection/gamedata/scripts/redone_endless_val_night_mutants.script @@ -0,0 +1,30 @@ +function actor_on_first_update() + local pool = { + ["val_endless_night_spawn_01"] = { + pos = vector():set(-58.37699508667, -0.39553779363632, -374.03778076172), + smart = "val_smart_terrain_3_0", + }, + ["val_endless_night_spawn_02"] = { + pos = vector():set(-134.28462219238, -1.4056015014648, -330.41253662109), + smart = "val_smart_terrain_5_8", + }, + ["val_endless_night_spawn_03"] = { + pos = vector():set(-47.002891540527, -3.0274252891541, -145.11131286621), + smart = "val_smart_terrain_6_5", + } + } + + for sec,v in pairs(pool) do + local se = get_story_se_item(sec) + if not (se) then + local pos = v.pos + local vid = level.vertex_id(pos) + local gid = SIMBOARD.smarts_by_names[v.smart].m_game_vertex_id + se = alife():create(sec,pos,vid,gid) + end + end +end + +function on_game_start() + RegisterScriptCallback("actor_on_first_update",actor_on_first_update) +end diff --git a/mods/Redone Collection/gamedata/scripts/redone_endless_yan_night_mutants.script b/mods/Redone Collection/gamedata/scripts/redone_endless_yan_night_mutants.script new file mode 100644 index 00000000..bf760297 --- /dev/null +++ b/mods/Redone Collection/gamedata/scripts/redone_endless_yan_night_mutants.script @@ -0,0 +1,30 @@ +function actor_on_first_update() + local pool = { + ["yan_endless_night_spawn_01"] = { + pos = vector():set(161.0279083252, -0.71909606456757, 65.10375213623), + smart = "yan_smart_terrain_1_6", + }, + ["yan_endless_night_spawn_02"] = { + pos = vector():set(-209.48184204102, 6.8956809043884, -161.16413879395), + smart = "yan_smart_terrain_4_2", + }, + ["yan_endless_night_spawn_03"] = { + pos = vector():set(-161.47422790527, 6.5996909141541, -308.79528808594), + smart = "yan_smart_terrain_6_2", + } + } + + for sec,v in pairs(pool) do + local se = get_story_se_item(sec) + if not (se) then + local pos = v.pos + local vid = level.vertex_id(pos) + local gid = SIMBOARD.smarts_by_names[v.smart].m_game_vertex_id + se = alife():create(sec,pos,vid,gid) + end + end +end + +function on_game_start() + RegisterScriptCallback("actor_on_first_update",actor_on_first_update) +end diff --git a/mods/Redone Collection/gamedata/scripts/redone_lc_ros_transition_local.script b/mods/Redone Collection/gamedata/scripts/redone_lc_ros_transition_local.script new file mode 100644 index 00000000..ee460dbd --- /dev/null +++ b/mods/Redone Collection/gamedata/scripts/redone_lc_ros_transition_local.script @@ -0,0 +1,309 @@ +function actor_on_first_update() + local lc_pool = { + ["lc_ros01_ros02"] = { + pos = vector():set(-136.3947,-0.0025,122.3627), + smart = "ros_smart_killers1", + spot = "level_changer_spot_mini", + hint = "space_restrictor_to_rostok_desc", + }, + ["lc_ros01_ros02.1"] = { + pos = vector():set(-135.5676,-0.000,122.1426), + smart = "ros_smart_killers1", + spot = "level_changer_spot_mini", + hint = "space_restrictor_to_rostok_desc", + }, + ["lc_ros01_ros02.2"] = { + pos = vector():set(-137.3257,-0.0067,121.5680), + smart = "ros_smart_killers1", + spot = "level_changer_spot_mini", + hint = "space_restrictor_to_rostok_desc", + }, + ["lc_ros01_ros02.3"] = { + pos = vector():set(-136.9949,-0.0018,122.1856), + smart = "ros_smart_killers1", + spot = "level_changer_spot_mini", + hint = "space_restrictor_to_rostok_desc", + }, + ["lc_ros02_ros01"] = { + pos = vector():set(-136.9901,0.0062,124.2836), + smart = "ros_smart_killers1", + spot = "level_changer_spot_mini", + hint = "space_restrictor_to_rostok_desc", + }, + ["lc_ros02_ros01.1"] = { + pos = vector():set(-136.9537,0.0044,125.0893), + smart = "ros_smart_killers1", + spot = "level_changer_spot_mini", + hint = "space_restrictor_to_rostok_desc", + }, + ["lc_ros02_ros01.2"] = { + pos = vector():set(-138.3931,0.0078,124.3509), + smart = "ros_smart_killers1", + spot = "level_changer_spot_mini", + hint = "space_restrictor_to_rostok_desc", + }, + ["lc_ros02_ros01.3"] = { + pos = vector():set(-138.4250,0.0095,124.6852), + smart = "ros_smart_killers1", + spot = "level_changer_spot_mini", + hint = "space_restrictor_to_rostok_desc", + }, + ["lc_ros02_ros01.4"] = { + pos = vector():set(-138.6385,0.0060,124.1129), + smart = "ros_smart_killers1", + spot = "level_changer_spot_mini", + hint = "space_restrictor_to_rostok_desc", + }, + ["lc_ros02_ros01.5"] = { + pos = vector():set(-137.5683,0.0036,123.8512), + smart = "ros_smart_killers1", + spot = "level_changer_spot_mini", + hint = "space_restrictor_to_rostok_desc", + }, + ["lc_ros03_ros04"] = { + pos = vector():set(-196.8538,3.0381,68.4065), + smart = "ros_smart_snork1", + spot = "level_changer_spot_mini", + hint = "space_restrictor_to_rostok_desc", + }, + ["lc_ros05_ros06"] = { + pos = vector():set(-211.6216,-0.0015,9.8376), + smart = "ros_smart_stalker_killers1", + spot = "level_changer_spot_mini", + hint = "space_restrictor_to_rostok_desc", + }, + ["lc_ros05_ros06.1"] = { + pos = vector():set(-210.3275,-0.0004,9.9314), + smart = "ros_smart_stalker_killers1", + spot = "level_changer_spot_mini", + hint = "space_restrictor_to_rostok_desc", + }, + ["lc_ros05_ros06.2"] = { + pos = vector():set(-211.0420,-0.0011,10.7245), + smart = "ros_smart_stalker_killers1", + spot = "level_changer_spot_mini", + hint = "space_restrictor_to_rostok_desc", + }, + ["lc_ros06_ros05"] = { + pos = vector():set(-212.0351,8.8153,9.2077), + smart = "ros_smart_stalker_killers1", + spot = "level_changer_spot_mini", + hint = "space_restrictor_to_rostok_desc", + }, + ["lc_ros06_ros05.1"] = { + pos = vector():set(-212.5222,8.6005,8.4991), + smart = "ros_smart_stalker_killers1", + spot = "level_changer_spot_mini", + hint = "space_restrictor_to_rostok_desc", + }, + ["lc_ros06_ros05.2"] = { + pos = vector():set(-212.6854,8.8162,9.5271), + smart = "ros_smart_stalker_killers1", + spot = "level_changer_spot_mini", + hint = "space_restrictor_to_rostok_desc", + }, + ["lc_ros07_ros08"] = { + pos = vector():set(-172.6166,-0.0011,60.7795), + smart = "ros_smart_snork1", + spot = "level_changer_spot_mini", + hint = "space_restrictor_to_rostok_desc", + }, + ["lc_ros07_ros08.1"] = { + pos = vector():set(-171.1199,-0.0027,61.0932), + smart = "ros_smart_snork1", + spot = "level_changer_spot_mini", + hint = "space_restrictor_to_rostok_desc", + }, + ["lc_ros07_ros08.2"] = { + pos = vector():set(-172.9888,-0.0005,62.2433), + smart = "ros_smart_snork1", + spot = "level_changer_spot_mini", + hint = "space_restrictor_to_rostok_desc", + }, + ["lc_ros07_ros08.3"] = { + pos = vector():set(-171.8293,-3.9115,62.2001), + smart = "ros_smart_snork1", + spot = "level_changer_spot_mini", + hint = "space_restrictor_to_rostok_desc", + }, + ["lc_ros08_ros07"] = { + pos = vector():set(-188.0054,17.6997,75.3117), + smart = "ros_smart_snork1", + spot = "level_changer_spot_mini", + hint = "space_restrictor_to_rostok_desc", + }, + ["lc_ros08_ros07.1"] = { + pos = vector():set(-188.5492,17.6990,75.2511), + smart = "ros_smart_snork1", + spot = "level_changer_spot_mini", + hint = "space_restrictor_to_rostok_desc", + }, + ["lc_ros08_ros07.2"] = { + pos = vector():set(-186.6996,17.6995,74.1847), + smart = "ros_smart_snork1", + spot = "level_changer_spot_mini", + hint = "space_restrictor_to_rostok_desc", + } + } + + for sec,v in pairs(lc_pool) do + local se = get_story_se_item(sec) + if not (se) then + local pos = v.pos + local vid = level.vertex_id(pos) + local gid = SIMBOARD.smarts_by_names[v.smart].m_game_vertex_id + se = alife():create(sec,pos,vid,gid) + end + + if (se.position:distance_to_sqr(v.pos) > 0.1) then + local pos = v.pos + local vid = level.vertex_id(pos) + local gid = SIMBOARD.smarts_by_names[v.smart].m_game_vertex_id + TeleportObject(se.id,pos,vid,gid) + end + + if (level.map_has_object_spot(se.id,v.spot) == 0) then + level.map_add_object_spot_ser(se.id,v.spot,game.translate_string(v.hint)) + end + end +end + +function check_name(actor,obj,p) + return p and p[1] and obj and string.find(obj:name(),p[1]) and true +end + +function teleport_actor(actor,obj) + local p = { + ["lc_ros01_ros02"] = { + pos = vector():set(-136.99494934082, -0.0014290809631348, 122.18569946289), + w_p = vector():set(-137.00665283203, 0.0017983913421631, 124.59739685059), + smart = "ros_smart_killers1", + }, + ["lc_ros01_ros02.1"] = { + pos = vector():set(-136.99494934082, -0.0014290809631348, 122.18569946289), + w_p = vector():set(-137.00665283203, 0.0017983913421631, 124.59739685059), + smart = "ros_smart_killers1", + }, + ["lc_ros01_ros02.2"] = { + pos = vector():set(-136.99494934082, -0.0014290809631348, 122.18569946289), + w_p = vector():set(-137.00665283203, 0.0017983913421631, 124.59739685059), + smart = "ros_smart_killers1", + }, + ["lc_ros01_ros02.3"] = { + pos = vector():set(-136.99494934082, -0.0014290809631348, 122.18569946289), + w_p = vector():set(-137.00665283203, 0.0017983913421631, 124.59739685059), + smart = "ros_smart_killers1", + }, + ["lc_ros02_ros01"] = { + pos = vector():set(-137.00665283203, 0.0017983913421631, 124.59739685059), + w_p = vector():set(-136.99494934082, -0.0014290809631348, 122.18569946289), + smart = "ros_smart_killers1", + }, + ["lc_ros02_ros01.1"] = { + pos = vector():set(-137.00665283203, 0.0017983913421631, 124.59739685059), + w_p = vector():set(-136.99494934082, -0.0014290809631348, 122.18569946289), + smart = "ros_smart_killers1", + }, + ["lc_ros02_ros01.2"] = { + pos = vector():set(-137.00665283203, 0.0017983913421631, 124.59739685059), + w_p = vector():set(-136.99494934082, -0.0014290809631348, 122.18569946289), + smart = "ros_smart_killers1", + }, + ["lc_ros02_ros01.3"] = { + pos = vector():set(-137.00665283203, 0.0017983913421631, 124.59739685059), + w_p = vector():set(-136.99494934082, -0.0014290809631348, 122.18569946289), + smart = "ros_smart_killers1", + }, + ["lc_ros02_ros01.4"] = { + pos = vector():set(-137.00665283203, 0.0017983913421631, 124.59739685059), + w_p = vector():set(-136.99494934082, -0.0014290809631348, 122.18569946289), + smart = "ros_smart_killers1", + }, + ["lc_ros02_ros01.5"] = { + pos = vector():set(-137.00665283203, 0.0017983913421631, 124.59739685059), + w_p = vector():set(-136.99494934082, -0.0014290809631348, 122.18569946289), + smart = "ros_smart_killers1", + }, + ["lc_ros03_ros04"] = { + pos = vector():set(-196.85385131836, 3.0381197929382, 68.406555175781), + w_p = vector():set(-196.1629486084, 0.062152981758118, 69.714248657227), + smart = "ros_smart_snork1", + }, + ["lc_ros05_ros06"] = { + pos = vector():set(-211.20606994629, -0.0010014176368713, 10.295828819275), + w_p = vector():set(-212.22702026367, 8.8150157928467, 8.7844772338867), + smart = "ros_smart_stalker_killers1", + }, + ["lc_ros05_ros06.1"] = { + pos = vector():set(-211.20606994629, -0.0010014176368713, 10.295828819275), + w_p = vector():set(-212.22702026367, 8.8150157928467, 8.7844772338867), + smart = "ros_smart_stalker_killers1", + }, + ["lc_ros05_ros06.2"] = { + pos = vector():set(-211.20606994629, -0.0010014176368713, 10.295828819275), + w_p = vector():set(-212.22702026367, 8.8150157928467, 8.7844772338867), + smart = "ros_smart_stalker_killers1", + }, + ["lc_ros06_ros05"] = { + pos = vector():set(-212.22702026367, 8.8150157928467, 8.7844772338867), + w_p = vector():set(-211.20606994629, -0.0010014176368713, 10.295828819275), + smart = "ros_smart_stalker_killers1", + }, + ["lc_ros06_ros05.1"] = { + pos = vector():set(-212.22702026367, 8.8150157928467, 8.7844772338867), + w_p = vector():set(-211.20606994629, -0.0010014176368713, 10.295828819275), + smart = "ros_smart_stalker_killers1", + }, + ["lc_ros06_ros05.2"] = { + pos = vector():set(-212.22702026367, 8.8150157928467, 8.7844772338867), + w_p = vector():set(-211.20606994629, -0.0010014176368713, 10.295828819275), + smart = "ros_smart_stalker_killers1", + }, + ["lc_ros07_ros08"] = { + pos = vector():set(-172.27548217773, -0.00015679001808167, 61.4404296875), + w_p = vector():set(-188.33070373535, 17.697116851807, 74.735275268555), + smart = "ros_smart_snork1", + }, + ["lc_ros07_ros08.1"] = { + pos = vector():set(-172.27548217773, -0.00015679001808167, 61.4404296875), + w_p = vector():set(-188.33070373535, 17.697116851807, 74.735275268555), + smart = "ros_smart_snork1", + }, + ["lc_ros07_ros08.2"] = { + pos = vector():set(-172.27548217773, -0.00015679001808167, 61.4404296875), + w_p = vector():set(-188.33070373535, 17.697116851807, 74.735275268555), + smart = "ros_smart_snork1", + }, + ["lc_ros07_ros08.3"] = { + pos = vector():set(-172.27548217773, -0.00015679001808167, 61.4404296875), + w_p = vector():set(-188.33070373535, 17.697116851807, 74.735275268555), + smart = "ros_smart_snork1", + }, + ["lc_ros08_ros07"] = { + pos = vector():set(-188.33070373535, 17.697116851807, 74.735275268555), + w_p = vector():set(-172.27548217773, -0.00015679001808167, 61.4404296875), + smart = "ros_smart_snork1", + }, + ["lc_ros08_ros07.1"] = { + pos = vector():set(-188.33070373535, 17.697116851807, 74.735275268555), + w_p = vector():set(-172.27548217773, -0.00015679001808167, 61.4404296875), + smart = "ros_smart_snork1", + }, + ["lc_ros08_ros07.2"] = { + pos = vector():set(-188.33070373535, 17.697116851807, 74.735275268555), + w_p = vector():set(-172.27548217773, -0.00015679001808167, 61.4404296875), + smart = "ros_smart_snork1", + }, + } + + local sec = obj and obj:section() + local v = sec and p[sec] + + if (v and v.w_p and v.pos and v.smart) then + db.actor:set_actor_position(v.w_p) + end +end + +function on_game_start() + RegisterScriptCallback("actor_on_first_update",actor_on_first_update) +end \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/scripts/gameplay_labx16_object_redone.script b/mods/Redone Collection/gamedata/scripts/redone_remove_labx16_object.script similarity index 100% rename from mods/Redone Collection/gamedata/scripts/gameplay_labx16_object_redone.script rename to mods/Redone Collection/gamedata/scripts/redone_remove_labx16_object.script diff --git a/mods/Redone Collection/gamedata/scripts/redone_xr_dynamic_object.script b/mods/Redone Collection/gamedata/scripts/redone_xr_dynamic_object.script new file mode 100644 index 00000000..5eaa5175 --- /dev/null +++ b/mods/Redone Collection/gamedata/scripts/redone_xr_dynamic_object.script @@ -0,0 +1,119 @@ + +local dynamic_object_storage = {} + +function dynamic_object(actor,obj,p) + local ini = p and p[1] and ini_file(p[1]) + local smart_name = ini and ini:r_string_ex("dynamic_object_configs","smart") + local smart = smart_name and SIMBOARD.smarts_by_names[smart_name] + + if not (smart) then + return + end + + if not (dynamic_object_storage[smart_name]) then + dynamic_object_storage[smart_name] = {} + end + + local lst = dynamic_object_storage[smart_name] + + local n = ini:line_count("exclusive") + for k=0,n-1 do + local r,i,v = ini:r_line("exclusive",k) + local s = get_object_config(v) + if (i and s) then + local idx = lst[i] + local sec = s.sec + local pos = s.pos + local ang = s.ang + local con = s.con and ini:r_string_to_condlist("dynamic_object_configs",s.con,"true") + if (xr_logic.pick_section_from_condlist(db.actor,obj,con) == "true") then + local se = idx and tonumber(idx.id) and alife():object(tonumber(idx.id)) + if (se and string.find(se:name(),sec)) then + -- Correct. Update object. + se.position = vector():set(pos) + se.angle = vector():set(ang) + else + -- Wrong object or doesn't exit. Try to delete the old object and create a new one. + if (se and idx.sec and string.find(se:name(),idx.sec)) then + alife_release(se) + end + local new_se = alife():create(sec,pos,smart.m_level_vertex_id,smart.m_game_vertex_id) + if (new_se) then + new_se.angle = vector():set(ang) + lst[i] = {id = tonumber(new_se.id),sec = tostring(sec)} + --printf("GhenTuong: dynamic_object create %s [%s]",new_se.id,new_se:name()) + end + end + else + if (idx) then + local se = tonumber(idx.id) and alife():object(tonumber(idx.id)) + if (se and idx.sec and string.find(se:name(),idx.sec)) then + --printf("GhenTuong: dynamic_object delete %s [%s]",se.id,se:name()) + alife_release(se) + end + lst[i] = nil + end + end + end + end + + for i,idx in pairs(lst) do + if (i and idx) then + if not (ini:line_exist("exclusive",i)) then + local se = idx and tonumber(idx.id) and alife():object(tonumber(idx.id)) + if (se and idx.sec and string.find(se:name(),idx.sec)) then + --printf("GhenTuong: dynamic_object delete %s [%s]",se.id,se:name()) + alife_release(se) + end + lst[i] = nil + end + else + lst[i] = nil + end + end +end +--[[ +if not (ini:section_exist("exclusive") and ini:line_exist("exclusive",i)) then + return +end + +local v = ini:r_string_ex("exclusive",i) +--]] + +function get_object_config(v) + local str = v and str_explode(v,"|") + local sec = str[1] and (str[1] ~= "") and (str[1] ~= "nil") and tostring(str[1]) + + local tp = str[2] and str_explode(str[2],",") or nil + local td = str[3] and str_explode(str[3],",") or nil + local pox = tp and tonumber(tp[1]) + local poy = tp and tonumber(tp[2]) + local poz = tp and tonumber(tp[3]) + local rox = td and tonumber(td[1]) and math.rad(tonumber(td[1])) + local roy = td and tonumber(td[2]) and math.rad(tonumber(td[2])) + local roz = td and tonumber(td[3]) and math.rad(tonumber(td[3])) + local con = str[4] or "nil" + + if not (pox and poy and poz and rox and roy and roz and con) then + return + end + return {sec = sec, pos = vector():set(pox,poy,poz), ang = vector():set(rox,roy,roz), con = con} +end + +function get_object(smart_name,index) + local idx = dynamic_object_storage_loaded and dynamic_object_storage[smart_name] and dynamic_object_storage[smart_name][index] + return idx and {id = tonumber(idx.id),sec = tostring(idx.sec)} +end + +function save_state(m_data) + m_data.xr_dynamic_object_storage = dynamic_object_storage +end + +function load_state(m_data) + dynamic_object_storage = m_data.xr_dynamic_object_storage or {} +end + +function on_game_start() + RegisterScriptCallback("save_state",save_state) + RegisterScriptCallback("load_state",load_state) +end \ No newline at end of file diff --git a/mods/Redone Collection/gamedata/sounds/ambient/background/yantar/device_hum_0.ogg b/mods/Redone Collection/gamedata/sounds/ambient/background/yantar/device_hum_0.ogg new file mode 100644 index 00000000..6f06cfb3 --- /dev/null +++ b/mods/Redone Collection/gamedata/sounds/ambient/background/yantar/device_hum_0.ogg @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:2f5e8679c688d0584500428f5dc60c7fe4da64decc1846fdc57ba8c4a68d3e0a +size 9918 diff --git a/mods/Redone Collection/gamedata/sounds/ambient/blowout/blowout_siren_bar.ogg b/mods/Redone Collection/gamedata/sounds/ambient/blowout/blowout_siren_bar_1.ogg similarity index 100% rename from mods/Redone Collection/gamedata/sounds/ambient/blowout/blowout_siren_bar.ogg rename to mods/Redone Collection/gamedata/sounds/ambient/blowout/blowout_siren_bar_1.ogg diff --git a/mods/Redone Collection/gamedata/sounds/ambient/blowout/blowout_siren_bar1.ogg b/mods/Redone Collection/gamedata/sounds/ambient/blowout/blowout_siren_bar_2.ogg similarity index 100% rename from mods/Redone Collection/gamedata/sounds/ambient/blowout/blowout_siren_bar1.ogg rename to mods/Redone Collection/gamedata/sounds/ambient/blowout/blowout_siren_bar_2.ogg diff --git a/mods/Redone 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Collection/gamedata/sounds/ambient/blowout/blowout_siren_yan_1.ogg b/mods/Redone Collection/gamedata/sounds/ambient/blowout/blowout_siren_yan_1.ogg new file mode 100644 index 00000000..72de050d --- /dev/null +++ b/mods/Redone Collection/gamedata/sounds/ambient/blowout/blowout_siren_yan_1.ogg @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:07de94f5a8810e55e907d035b44d29aec3cc3401a51ab24adf349b3e685f19d7 +size 719181 diff --git a/mods/Redone Collection/gamedata/sounds/ambient/blowout/blowout_siren_yan_2.ogg b/mods/Redone Collection/gamedata/sounds/ambient/blowout/blowout_siren_yan_2.ogg new file mode 100644 index 00000000..72de050d --- /dev/null +++ b/mods/Redone Collection/gamedata/sounds/ambient/blowout/blowout_siren_yan_2.ogg @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:07de94f5a8810e55e907d035b44d29aec3cc3401a51ab24adf349b3e685f19d7 +size 719181 diff --git a/mods/Redone Collection/gamedata/sounds/anomaly/brain_scorcher_l.ogg b/mods/Redone Collection/gamedata/sounds/anomaly/brain_scorcher_l.ogg new file mode 100644 index 00000000..34bad98f --- /dev/null +++ b/mods/Redone Collection/gamedata/sounds/anomaly/brain_scorcher_l.ogg @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:aed9bc654b60a79d548cdbcc494aa573ff9f0a7a1670bdee67623b013d74095f +size 116527 diff --git a/mods/Redone Collection/gamedata/sounds/anomaly/brain_scorcher_r.ogg b/mods/Redone Collection/gamedata/sounds/anomaly/brain_scorcher_r.ogg new file mode 100644 index 00000000..10143075 --- /dev/null +++ b/mods/Redone Collection/gamedata/sounds/anomaly/brain_scorcher_r.ogg @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:6f2222621878af68b6276b27473454f0c105258cca3a399c6cebcea83dfd8b43 +size 115741 diff --git a/mods/Redone Collection/gamedata/sounds/characters_voice/scenario/escape/comandir_megafon_1.ogg b/mods/Redone Collection/gamedata/sounds/characters_voice/scenario/escape/comandir_megafon_1.ogg deleted file mode 100644 index 08929f92..00000000 --- a/mods/Redone Collection/gamedata/sounds/characters_voice/scenario/escape/comandir_megafon_1.ogg +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:4617e2185ba4dbc583d74926cba9e3bb3e770a8d59a2f46076ab94cb6c1f75d8 -size 124862 diff --git a/mods/Redone Collection/gamedata/sounds/characters_voice/scenario/escape/comandir_megafon_10.ogg b/mods/Redone Collection/gamedata/sounds/characters_voice/scenario/escape/comandir_megafon_10.ogg deleted file mode 100644 index bea2f274..00000000 --- a/mods/Redone Collection/gamedata/sounds/characters_voice/scenario/escape/comandir_megafon_10.ogg +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:da26ebbd927d78471754e099516015b6e7d2ee4cbd33a9204d62ab5f0b718415 -size 39893 diff --git a/mods/Redone Collection/gamedata/sounds/characters_voice/scenario/escape/comandir_megafon_11.ogg b/mods/Redone 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Collection/gamedata/sounds/characters_voice/scenario/escape/comandir_megafon_13.ogg b/mods/Redone Collection/gamedata/sounds/characters_voice/scenario/escape/comandir_megafon_13.ogg deleted file mode 100644 index c9fd53f4..00000000 --- a/mods/Redone Collection/gamedata/sounds/characters_voice/scenario/escape/comandir_megafon_13.ogg +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:dd63c7dcdbe015052fa4b80f005674a98c821af8b295d93f55cd508ac20e3946 -size 42275 diff --git a/mods/Redone Collection/gamedata/sounds/characters_voice/scenario/escape/comandir_megafon_14.ogg b/mods/Redone Collection/gamedata/sounds/characters_voice/scenario/escape/comandir_megafon_14.ogg deleted file mode 100644 index 3462fb35..00000000 --- a/mods/Redone Collection/gamedata/sounds/characters_voice/scenario/escape/comandir_megafon_14.ogg +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:88917d63137c24495ff5a0a97891250912ff54e85f5ae5cb04d11dc904929584 -size 54156 diff --git a/mods/Redone Collection/gamedata/sounds/characters_voice/scenario/escape/comandir_megafon_15.ogg b/mods/Redone Collection/gamedata/sounds/characters_voice/scenario/escape/comandir_megafon_15.ogg deleted file mode 100644 index 19e3f74e..00000000 --- a/mods/Redone Collection/gamedata/sounds/characters_voice/scenario/escape/comandir_megafon_15.ogg +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:f6e0700f8f2d0c3a0ded94d4c0dd48ca8eea323f43249c98ba1c47041549aa04 -size 77765 diff --git a/mods/Redone Collection/gamedata/sounds/characters_voice/scenario/escape/comandir_megafon_16.ogg b/mods/Redone Collection/gamedata/sounds/characters_voice/scenario/escape/comandir_megafon_16.ogg deleted file mode 100644 index 75996c95..00000000 --- a/mods/Redone Collection/gamedata/sounds/characters_voice/scenario/escape/comandir_megafon_16.ogg +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:f58a9ab9cca59a49ebd68273829435bb1cd199b3b7979b9f7f280fd255018eaf -size 61005 diff --git a/mods/Redone Collection/gamedata/sounds/characters_voice/scenario/escape/comandir_megafon_17.ogg b/mods/Redone Collection/gamedata/sounds/characters_voice/scenario/escape/comandir_megafon_17.ogg deleted file mode 100644 index 4281e2bc..00000000 --- a/mods/Redone Collection/gamedata/sounds/characters_voice/scenario/escape/comandir_megafon_17.ogg +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:00ae2d72bc1b4ed562cd5110d2e1e6677e7dd47dcc495163c1f1839b7497983b -size 88738 diff --git a/mods/Redone Collection/gamedata/sounds/characters_voice/scenario/escape/comandir_megafon_2.ogg b/mods/Redone Collection/gamedata/sounds/characters_voice/scenario/escape/comandir_megafon_2.ogg deleted file mode 100644 index fffc5d08..00000000 --- a/mods/Redone Collection/gamedata/sounds/characters_voice/scenario/escape/comandir_megafon_2.ogg +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:3e99b01498e42b0b6338dece088cfda74b9642a0f7ba90c45ee740bfbcf93701 -size 131758 diff --git a/mods/Redone Collection/gamedata/sounds/characters_voice/scenario/escape/comandir_megafon_3.ogg b/mods/Redone Collection/gamedata/sounds/characters_voice/scenario/escape/comandir_megafon_3.ogg deleted file mode 100644 index a4365b3b..00000000 --- a/mods/Redone Collection/gamedata/sounds/characters_voice/scenario/escape/comandir_megafon_3.ogg +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:065d2c102c6f4d33e0dcc75d36a469fdf11979939080012a1c302396585b68d0 -size 105482 diff --git a/mods/Redone Collection/gamedata/sounds/characters_voice/scenario/escape/comandir_megafon_4.ogg b/mods/Redone Collection/gamedata/sounds/characters_voice/scenario/escape/comandir_megafon_4.ogg deleted file mode 100644 index 5073ea76..00000000 --- a/mods/Redone Collection/gamedata/sounds/characters_voice/scenario/escape/comandir_megafon_4.ogg +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:5db8a15522b2d5406746b7284fe0e97ce717b95726414c8d08617ed80bcb4cd4 -size 81265 diff --git a/mods/Redone Collection/gamedata/sounds/characters_voice/scenario/escape/comandir_megafon_5.ogg b/mods/Redone Collection/gamedata/sounds/characters_voice/scenario/escape/comandir_megafon_5.ogg deleted file mode 100644 index 049d9999..00000000 --- a/mods/Redone Collection/gamedata/sounds/characters_voice/scenario/escape/comandir_megafon_5.ogg +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:b329dff70fe2aff6c937ca758265cd88145bee45ab285dc5dc15c3cd9506d8c5 -size 90212 diff --git a/mods/Redone Collection/gamedata/sounds/characters_voice/scenario/escape/comandir_megafon_6.ogg b/mods/Redone Collection/gamedata/sounds/characters_voice/scenario/escape/comandir_megafon_6.ogg deleted file mode 100644 index 5d43812c..00000000 --- a/mods/Redone Collection/gamedata/sounds/characters_voice/scenario/escape/comandir_megafon_6.ogg +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:b2e9803762a9f5839166c5ecd2463efd53490317f6fdd1b4f77dc0bfac8afa19 -size 120277 diff --git a/mods/Redone Collection/gamedata/sounds/characters_voice/scenario/escape/comandir_megafon_7.ogg b/mods/Redone Collection/gamedata/sounds/characters_voice/scenario/escape/comandir_megafon_7.ogg deleted file mode 100644 index bbb0c711..00000000 --- a/mods/Redone Collection/gamedata/sounds/characters_voice/scenario/escape/comandir_megafon_7.ogg +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:aa16cc97244be132fc68d8e4fbc59a99d0b9ed82c26087ee170012b76da2838a -size 94380 diff --git a/mods/Redone Collection/gamedata/sounds/characters_voice/scenario/escape/comandir_megafon_8.ogg b/mods/Redone Collection/gamedata/sounds/characters_voice/scenario/escape/comandir_megafon_8.ogg deleted file mode 100644 index 134bdc9e..00000000 --- a/mods/Redone Collection/gamedata/sounds/characters_voice/scenario/escape/comandir_megafon_8.ogg +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:48e7efb837cb28f6e816c7f15e2795ee591a8863e7443e7ecdf743d4a62dce3f -size 64324 diff --git a/mods/Redone Collection/gamedata/sounds/characters_voice/scenario/escape/comandir_megafon_9.ogg b/mods/Redone Collection/gamedata/sounds/characters_voice/scenario/escape/comandir_megafon_9.ogg deleted file mode 100644 index 54a43155..00000000 --- a/mods/Redone Collection/gamedata/sounds/characters_voice/scenario/escape/comandir_megafon_9.ogg +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:9b3602a066edcfc52989ae8fdbd3700d07ccef2a6652cf58f3d4f719585c9434 -size 55871 diff --git a/mods/Redone Collection/gamedata/sounds/mlr/freedom/freedom_bar_music_1.ogg b/mods/Redone Collection/gamedata/sounds/mlr/freedom/val_free_meg_music_3.ogg similarity index 100% rename from mods/Redone Collection/gamedata/sounds/mlr/freedom/freedom_bar_music_1.ogg rename to mods/Redone Collection/gamedata/sounds/mlr/freedom/val_free_meg_music_3.ogg diff --git a/mods/Redone Collection/gamedata/sounds/mlr/marsh/marsh_radio_1.ogg b/mods/Redone Collection/gamedata/sounds/mlr/marsh/marsh_radio_1.ogg new file mode 100644 index 00000000..34e63085 --- /dev/null +++ b/mods/Redone Collection/gamedata/sounds/mlr/marsh/marsh_radio_1.ogg @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:9a96e649328c188e6881674552e95dc593a6665ea756140c3565eb80d0dc4e65 +size 16015528 diff --git a/mods/Redone Collection/gamedata/sounds/mlr/marsh/marsh_radio_2.ogg b/mods/Redone Collection/gamedata/sounds/mlr/marsh/marsh_radio_2.ogg new file mode 100644 index 00000000..48ca9e0f --- /dev/null +++ b/mods/Redone Collection/gamedata/sounds/mlr/marsh/marsh_radio_2.ogg @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:3fb3fdd6531457f99fdf7fd5b3b2abdfb21d1a6a823dee0110d42752f3ea3791 +size 668420 diff --git a/mods/Redone Collection/meta.ini b/mods/Redone Collection/meta.ini index b3af8404..7d21e558 100644 --- a/mods/Redone Collection/meta.ini +++ b/mods/Redone Collection/meta.ini @@ -1,11 +1,11 @@ [General] gameName=stalkeranomaly modid=0 -version=d2024.2.29.0 +version=d2024.3.23.0 newestVersion= category="15," nexusFileStatus=1 -installationFile=RedoneCollection_v2.1.6.zip +installationFile=RedoneCollection_v2.2.1.zip repository= ignoredVersion= comments= @@ -22,7 +22,18 @@ validated=false color=@Variant(\0\0\0\x43\0\xff\xff\0\0\0\0\0\0\0\0) tracked=0 +[Plugins] +BAIN%20Installer\option0=00 MAIN INSTALL Redone Collection 2.2.0 +BAIN%20Installer\option1=02 SELECT ONE Agroprom Underground V2 [ NO ENDLESS SPAWN ] +BAIN%20Installer\option2=03 Optional Add Barman Army Wearhouse +BAIN%20Installer\option3=04 Optional Add Barman Dark Valley +BAIN%20Installer\option4=05 Optional Add Traders Darkscape +BAIN%20Installer\option5=06 Optional Cordon Logic Addon +BAIN%20Installer\option6=07 Optional Cordon Tunnel Anomalies +BAIN%20Installer\option7=08 Optional Psy-field Ambient Addon +BAIN%20Installer\option8=09 Redone Rank Progression Addon + [installedFiles] 1\modid=0 -1\fileid=0 size=1 +1\fileid=0 diff --git a/mods/Shaders Look Better/gamedata/configs/text/eng/ui_st_fps_based_mblur.xml b/mods/Shaders Look Better/gamedata/configs/text/eng/ui_st_fps_based_mblur.xml new file mode 100644 index 00000000..ce727bbb --- /dev/null +++ b/mods/Shaders Look Better/gamedata/configs/text/eng/ui_st_fps_based_mblur.xml @@ -0,0 +1,32 @@ + + + + FPS Based MBlur + + + + FPS Based Motion Blur + + + + Enabled + + + + Motion Blur Amount + + + + + The Motion Blur in the Settings are useless, so edit Motion Blur amount here.\nWarning! r2_mblur is multiplicated by 10 in the shader, so still edit Motion Blur amount here even if you disabled mod by option. + + + + + Debug + + + + Enable some debug info that makes logs very big, so don't touch it unless you have to. + + diff --git a/mods/Shaders Look Better/gamedata/configs/text/rus/ui_st_fps_based_mblur.xml b/mods/Shaders Look Better/gamedata/configs/text/rus/ui_st_fps_based_mblur.xml new file mode 100644 index 00000000..cf6db152 --- /dev/null +++ b/mods/Shaders Look Better/gamedata/configs/text/rus/ui_st_fps_based_mblur.xml @@ -0,0 +1,32 @@ + + + + FPS Based MBlur + + + + FPS Based Motion Blur + + + + Включён + + + + Количество размытия в движении + + + + + Настраивать размытие в движении в настройках не имеет смылсла, так как мод динамически изменяет r2_mblur, так что регулируй его здесь.\nВнимание! Даже если мод выключен опцией, стоит продолжать настраивать здесь, потому что r2_mblur умножается на 10 в щейдере (0.1 -> 1). + + + + + Режим отладки + + + + Включает вывод информации для отладки в логи, из-за чего они становятся очень большими, а также может понизится производительность. В общем не трогай эту опцию если не надо. + + diff --git a/mods/Shaders Look Better/gamedata/scripts/fps_based_mblur.script b/mods/Shaders Look Better/gamedata/scripts/fps_based_mblur.script new file mode 100644 index 00000000..d6f2a9b3 --- /dev/null +++ b/mods/Shaders Look Better/gamedata/scripts/fps_based_mblur.script @@ -0,0 +1,40 @@ +local BASE_MBLUR_MAX = 10 +local CALLBACK_REGISTERED = true + +local ENABLED +local BASE_MBLUR +local CACHE + +local print_dbg = fps_based_mblur_mcm.print_dbg +local get_config = fps_based_mblur_mcm.get_config + +function load_settings() + ENABLED = get_config("ENABLED") + BASE_MBLUR = get_config("BASE_MBLUR") + CACHE = 1 / 50 * BASE_MBLUR / BASE_MBLUR_MAX + + if ENABLED and not CALLBACK_REGISTERED then + RegisterScriptCallback("actor_on_update", actor_on_update) + CALLBACK_REGISTERED = true + elseif not ENABLED and CALLBACK_REGISTERED then + UnregisterScriptCallback("actor_on_update", actor_on_update) + CALLBACK_REGISTERED = false + + get_console():execute("r2_mblur " .. BASE_MBLUR / BASE_MBLUR_MAX) + end +end + +function actor_on_update() + local delta = device().f_time_delta + + print_dbg("delta: %s", delta) + print_dbg("not clamped amount: %s", CACHE / delta) + + get_console():execute("r2_mblur " .. clamp(CACHE / delta, 0, 1)) +end + +function on_game_start() + RegisterScriptCallback("on_option_change", load_settings) + RegisterScriptCallback("actor_on_first_update", load_settings) + RegisterScriptCallback("actor_on_update", actor_on_update) +end diff --git a/mods/Shaders Look Better/gamedata/scripts/fps_based_mblur_mcm.script b/mods/Shaders Look Better/gamedata/scripts/fps_based_mblur_mcm.script new file mode 100644 index 00000000..1409f903 --- /dev/null +++ b/mods/Shaders Look Better/gamedata/scripts/fps_based_mblur_mcm.script @@ -0,0 +1,49 @@ +-- If you don't use MCM, change your defaults from here. +local defaults = { + ["ENABLED"] = true, + ["BASE_MBLUR"] = 1.0, + ["DEBUG"] = false, +} + +function get_config(key) + if ui_mcm then + return ui_mcm.get("fps_based_mblur/" .. key) + else + return defaults[key] + end +end + +local dbg_log +function print_dbg(text, ...) + if get_config("DEBUG") or false then + dbg_log = dbg_log or mcm_log and mcm_log.new("DBG") + if dbg_log then + dbg_log.enabled = true + dbg_log:log(text, ...) + else + printf("fps based mblur: | %s | " .. text, time_global(), ...) + end + end + return nil +end + +function on_mcm_load() + op = { + id = "fps_based_mblur", + sh = true, + gr = { + { + id = "title", + type = "slide", + link = "ui_options_slider_player", + text = "ui_mcm_fps_based_mblur_title", + size = { 512, 50 }, + spacing = 20, + }, + { id = "ENABLED", type = "check", val = 1, def = true }, + { id = "BASE_MBLUR", type = "track", val = 2, def = 1.0, min = 0.0, max = 10.0, step = 0.025 }, + { id = "DEBUG", type = "check", val = 1, def = false }, + }, + } + return op +end diff --git a/mods/Shaders Look Better/gamedata/shaders/r3/accum_base.ps b/mods/Shaders Look Better/gamedata/shaders/r3/accum_base.ps new file mode 100644 index 00000000..2c495821 --- /dev/null +++ b/mods/Shaders Look Better/gamedata/shaders/r3/accum_base.ps @@ -0,0 +1,86 @@ +#include "common.h" +#include "lmodel.h" +#include "shadow.h" + +// Check Screen Space Shaders modules & addons +#include "check_screenspace.h" + +////////////////////////////////////////////////////////////////////////////////////////// +// This is the basic primitive used by convex, volumetric lights +// for example spot-lights, one face of the omni lights, etc. +////////////////////////////////////////////////////////////////////////////////////////// +// following options are available to configure compilation: +// USE_LMAP +// USE_LMAPXFORM +// USE_SHADOW +////////////////////////////////////////////////////////////////////////////////////////// +float4 m_lmap[2]; + +#ifdef MSAA_OPTIMIZATION +float4 main(p_volume I, float4 pos2d : SV_Position, uint iSample : SV_SAMPLEINDEX ) : SV_Target +#else +float4 main(p_volume I, float4 pos2d : SV_Position ) : SV_Target +#endif +{ + float2 tcProj = I.tc.xy / I.tc.w; + + gbuffer_data gbd = gbuffer_load_data(GLD_P(tcProj, pos2d, ISAMPLE) ); + + float4 _P = float4(gbd.P, gbd.mtl ); + float4 _N = float4(gbd.N, gbd.hemi ); + float4 _C = float4(gbd.C, gbd.gloss ); + + float m = xmaterial ; +#ifndef USE_R2_STATIC_SUN + m = _P.w; +#endif + + // FLORA FIXES & IMPROVEMENTS - SSS Update 14.2 + // Fix Flora ilumination ( Align normal to light ) +#ifdef SSFX_FLORAFIX + if(abs(m - MAT_FLORA) <= 0.05) + { + _N.rgb = -normalize(_P - Ldynamic_pos.xyz); + _C.w *= 0.3f; + } +#endif + + // ----- light-model + float rsqr; + float4 light = plight_local(m, _P, _N, _C, Ldynamic_pos, Ldynamic_pos.w, rsqr ); + + // ----- shadow + + float3 Offset = 0; +#ifdef SSFX_SHADOWS + // Biasing ( Use the nDotL from plight_local... ) + float bias_int = (1.0 - saturate(dot(_N, -normalize(_P - Ldynamic_pos.xyz)))) * rsqr * Ldynamic_pos.w; + Offset = _N * (0.025f + bias_int * ssfx_shadow_bias.x) * (1536.0/float(SMAP_size)); +#endif + + float4 P4 = float4(_P.xyz + Offset, 1); + float4 PS = mul(m_shadow, P4 ); + + float s = 1.h; + #ifdef USE_SHADOW + s = shadow( PS, pos2d.xy ); + #endif + + // ----- lightmap + float4 lightmap= 1.h; + #ifdef USE_LMAP + #ifdef USE_LMAPXFORM + PS.x = dot(P4, m_lmap[0] ); + PS.y = dot(P4, m_lmap[1] ); + #endif + + // Can use linear with mip point + lightmap = s_lmap.SampleLevel(smp_rtlinear, PS.xy / PS.w, 0 ); + #endif + +#ifdef SSFX_ENHANCED_SHADERS + return float4(SRGBToLinear(Ldynamic_color.rgb * lightmap.rgb * s.xxx),1) * light; +#else + return float4( Ldynamic_color * light * s * lightmap); +#endif +} diff --git a/mods/Shaders Look Better/gamedata/shaders/r3/accum_omni_normal.ps b/mods/Shaders Look Better/gamedata/shaders/r3/accum_omni_normal.ps new file mode 100644 index 00000000..37d03054 --- /dev/null +++ b/mods/Shaders Look Better/gamedata/shaders/r3/accum_omni_normal.ps @@ -0,0 +1,4 @@ +#define USE_SHADOW +#define SLB_SHADOW_OMNI + +#include "accum_base.ps" diff --git a/mods/Shaders Look Better/gamedata/shaders/r3/accum_omni_transluent.ps b/mods/Shaders Look Better/gamedata/shaders/r3/accum_omni_transluent.ps new file mode 100644 index 00000000..51ddd5bc --- /dev/null +++ b/mods/Shaders Look Better/gamedata/shaders/r3/accum_omni_transluent.ps @@ -0,0 +1,5 @@ +#define USE_SHADOW +#define USE_LMAP +#define SLB_SHADOW_OMNI + +#include "accum_base.ps" diff --git a/mods/Shaders Look Better/gamedata/shaders/r3/accum_spot_fullsize.ps b/mods/Shaders Look Better/gamedata/shaders/r3/accum_spot_fullsize.ps new file mode 100644 index 00000000..1d94a53b --- /dev/null +++ b/mods/Shaders Look Better/gamedata/shaders/r3/accum_spot_fullsize.ps @@ -0,0 +1,5 @@ +#define USE_SHADOW +#define USE_LMAP +#define SLB_SHADOW_SPOT + +#include "accum_base.ps" diff --git a/mods/Shaders Look Better/gamedata/shaders/r3/accum_spot_normal.ps b/mods/Shaders Look Better/gamedata/shaders/r3/accum_spot_normal.ps new file mode 100644 index 00000000..cff7c42f --- /dev/null +++ b/mods/Shaders Look Better/gamedata/shaders/r3/accum_spot_normal.ps @@ -0,0 +1,6 @@ +#define USE_LMAP +#define USE_LMAPXFORM +#define USE_SHADOW +#define SLB_SHADOW_SPOT + +#include "accum_base.ps" diff --git a/mods/Shaders Look Better/gamedata/shaders/r3/accum_sun_far.ps b/mods/Shaders Look Better/gamedata/shaders/r3/accum_sun_far.ps new file mode 100644 index 00000000..7f059a13 --- /dev/null +++ b/mods/Shaders Look Better/gamedata/shaders/r3/accum_sun_far.ps @@ -0,0 +1,103 @@ +#include "common.h" +#include "lmodel.h" + +// Check Screen Space Shaders modules & addons +#include "check_screenspace.h" + +#ifdef SSFX_SSS + #include "screenspace_shadows.h" +#endif + +#ifdef USE_MINMAX_SM +#define SM_MINMAX +#endif + +#if SUN_QUALITY>2 +#define ULTRA_SHADOWS_ON +#endif // SUN_QUALITY>2 + +#ifdef ULTRA_SHADOWS_ON +#define USE_ULTRA_SHADOWS +#endif + +#define SLB_SHADOW_SUN_FAR +#include "shadow.h" + +uniform float3 view_shadow_proj; // Unused + +#ifdef USE_SUNFILTER +#ifdef MSAA_OPTIMIZATION +float4 main ( v2p_volume I, uint iSample : SV_SAMPLEINDEX ) : SV_Target +#else +float4 main ( v2p_volume I ) : SV_Target +#endif +{ + gbuffer_data gbd = gbuffer_load_data( GLD_P(I.tc, I.hpos, ISAMPLE) ); + + float4 _P = float4( gbd.P, 1.0); + + float4 PS = mul( m_shadow, _P ); + + float s = shadowtest_sun( PS, I.tcJ ) * sunmask( _P ); + + return s; +} +#else +#ifdef MSAA_OPTIMIZATION +float4 main ( v2p_volume I, uint iSample : SV_SAMPLEINDEX ) : SV_Target +#else +float4 main ( v2p_volume I ) : SV_Target +#endif +{ + gbuffer_data gbd = gbuffer_load_data( GLD_P(I.tc.xy/I.tc.w, I.hpos, ISAMPLE) ); + + float4 _P = float4( gbd.P, gbd.mtl ); + float4 _N = float4( gbd.N, gbd.hemi ); + float4 _C = float4( gbd.C, gbd.gloss ); + + // ----- light-model + float m = xmaterial; +#ifndef USE_R2_STATIC_SUN + m = _P.w; +#endif + float4 light = plight_infinity ( m, _P, _N, _C, Ldynamic_dir ); + + // ----- shadow + + // SHADOWS FIXES - SSS Update 19 + // Normal Offset for biasing + float3 NormalOffset = 0; +#ifdef SSFX_SHADOWS + // NormalOffset = _N * ssfx_shadow_bias.y; +#endif + + float4 P4 = float4( _P.xyz + NormalOffset, 1.0); + float4 PS = mul( m_shadow, P4 ); + + // SHADOWS FIXES - SSS Update 14.7 + // New far edge fading code + float s = shadow( PS, I.hpos.xy ); // Far Shadows + float shadows = sunmask( P4 ); // Clouds. Don't fade clouds. + + // Fade UV + float2 FadeUV = PS.xy / PS.w; + + // Fade calc + float4 fade = smoothstep(0.0f, 0.1f, float4(FadeUV.x, 1.0f - FadeUV.x, FadeUV.y, 1.0f - FadeUV.y)); + float f = fade.x * fade.y * fade.z * fade.w; + s += ( 1.0f - s ) * ( 1.0f - f ); + +#ifdef SSFX_SSS + s *= SSFX_ScreenSpaceShadows_Far(_P, I.hpos, ISAMPLE); +#endif + + // Add Shadows + shadows *= s; + +#ifdef SSFX_ENHANCED_SHADERS + return blend( float4( SRGBToLinear( Ldynamic_color.rgb * shadows.xxx ), 1.0f ) * light, I.tc ); +#else + return blend( Ldynamic_color * light * shadows, I.tc ); +#endif +} +#endif diff --git a/mods/Shaders Look Better/gamedata/shaders/r3/accum_sun_near.ps b/mods/Shaders Look Better/gamedata/shaders/r3/accum_sun_near.ps new file mode 100644 index 00000000..793af4b5 --- /dev/null +++ b/mods/Shaders Look Better/gamedata/shaders/r3/accum_sun_near.ps @@ -0,0 +1,88 @@ +#include "common.h" +#include "lmodel.h" + +#ifdef USE_MINMAX_SM +#define SM_MINMAX +#endif + +#if SUN_QUALITY>2 +#define ULTRA_SHADOWS_ON +#endif // SUN_QUALITY>2 + +#ifdef ULTRA_SHADOWS_ON +#define USE_ULTRA_SHADOWS +#endif + +#define SLB_SHADOW_SUN_NEAR +#include "shadow.h" + +// Check Screen Space Shaders modules & addons +#include "check_screenspace.h" + +#ifdef SSFX_SSS + #include "screenspace_shadows.h" +#endif + +#ifdef USE_SUNFILTER +#ifdef MSAA_OPTIMIZATION +float4 main ( v2p_volume I, uint iSample : SV_SAMPLEINDEX ) : SV_Target +#else +float4 main ( v2p_volume I ) : SV_Target +#endif +{ + gbuffer_data gbd = gbuffer_load_data( GLD_P(I.tc, I.hpos, ISAMPLE) ); + + + float4 _P = float4( gbd.P, 1.0); + + float4 PS = mul( m_shadow, _P ); + + float s = shadowtest_sun( PS, I.tcJ ) * sunmask( _P ); + + return s; +} +#else +#ifdef MSAA_OPTIMIZATION +float4 main ( v2p_volume I, uint iSample : SV_SAMPLEINDEX ) : SV_Target +#else +float4 main ( v2p_volume I ) : SV_Target +#endif +{ + gbuffer_data gbd = gbuffer_load_data( GLD_P(I.tc.xy/I.tc.w, I.hpos, ISAMPLE) ); + + float4 _P = float4( gbd.P, gbd.mtl ); + float4 _N = float4( gbd.N, gbd.hemi ); + float4 _C = float4( gbd.C, gbd.gloss ); + + // ----- light-model + float m = xmaterial; +#ifndef USE_R2_STATIC_SUN + m = _P.w; +#endif + float4 light = plight_infinity ( m, _P, _N, _C, Ldynamic_dir ); + + // ----- shadow + // SHADOWS FIXES - SSS Update 19 + // Normal Offset for biasing + float3 NormalOffset = 0; +#ifdef SSFX_SHADOWS + // NormalOffset = _N * ssfx_shadow_bias.y; +#endif + + float4 P4 = float4( _P.xyz + NormalOffset, 1.0); + float4 PS = mul( m_shadow, P4 ); + float s = sunmask( P4 ); + s *= shadow( PS, I.hpos.xy ); + +#ifdef SSFX_SSS + s *= SSFX_ScreenSpaceShadows(_P, I.hpos, ISAMPLE); +#endif + +#ifdef SSFX_ENHANCED_SHADERS // We have Enhanced Shaders installed + return float4( SRGBToLinear(Ldynamic_color.rgb * s.xxx),1) * light; +#else + return float4( Ldynamic_color * light * s); +#endif + +} +#endif diff --git a/mods/Shaders Look Better/gamedata/shaders/r3/mblur.h b/mods/Shaders Look Better/gamedata/shaders/r3/mblur.h new file mode 100644 index 00000000..c3368b4c --- /dev/null +++ b/mods/Shaders Look Better/gamedata/shaders/r3/mblur.h @@ -0,0 +1,39 @@ +#ifndef MBLUR_H +#define MBLUR_H + +#ifndef USE_MBLUR +float3 mblur (float2 UV, float3 pos, float3 c_original) { return c_original; } +#else + +#include "common.h" +#include "slb_motion_blur.h" + +//////////////////////////////////////// +float4x4 m_current; //Current projection matrix +float4x4 m_previous; //Previous projection matrix +float2 m_blur; +//////////////////////////////////////// + +float3 mblur(float2 UV, float3 pos, float3 img) +{ + //Fix sky ghosting caused by infinite depth value (KD) + pos.z = is_sky(pos.z) > 0.5 ? 10000.0 : pos.z; + + //Sample position buffer + float4 pos4 = float4(pos, 1.0); + + //Get current texture coordinates + float4 p_current = mul(m_current, pos4); + float2 current_tc = p_current.xy /= p_current.w; + + //Get previous texture coordinates + float4 p_previous = mul(m_previous, pos4); + float2 previous_tc = p_previous.xy / p_previous.w; + + //Get velocity (multiplied with motion blur intensity) + float2 p_velocity = (current_tc - previous_tc) * m_blur; + + return SLB_MBlur(UV, pos, img, p_velocity, 0); +} +#endif +#endif \ No newline at end of file diff --git a/mods/Shaders Look Better/gamedata/shaders/r3/rain_layer.ps b/mods/Shaders Look Better/gamedata/shaders/r3/rain_layer.ps new file mode 100644 index 00000000..ca33c141 --- /dev/null +++ b/mods/Shaders Look Better/gamedata/shaders/r3/rain_layer.ps @@ -0,0 +1,30 @@ +#include "common.h" +#include "lmodel.h" +#include "shadow.h" + + +Texture2D s_water; + +float4 main ( float2 tc : TEXCOORD0, float2 tcJ : TEXCOORD1, float4 pos2d : SV_Position ) : SV_Target +{ + + gbuffer_data gbd = gbuffer_load_data( tc, pos2d ); + + float4 _P = float4( gbd.P, 1.0 ); + float4 PS = mul( m_shadow, _P ); + + float s = shadow(PS, pos2d.xy); + + float2 tc1 = mul( m_sunmask, _P ); // + + tc1 /= 2; + tc1 = frac(tc1); + + float4 water = s_water.SampleLevel( smp_linear, tc1, 0 ); + + water.xyz = (water.xzy-0.5)*2; + water.xyz = mul( m_V, water.xyz ); + water *= s; + + return float4(water.xyz,s); +} \ No newline at end of file diff --git a/mods/Shaders Look Better/gamedata/shaders/r3/shadow.h b/mods/Shaders Look Better/gamedata/shaders/r3/shadow.h new file mode 100644 index 00000000..c8e744e7 --- /dev/null +++ b/mods/Shaders Look Better/gamedata/shaders/r3/shadow.h @@ -0,0 +1,335 @@ +#ifndef SHADOW_H +#define SHADOW_H + +#include "common.h" + +//uniform sampler s_smap : register(ps,s0); // 2D/cube shadowmap +//Texture2D s_smap; // 2D/cube shadowmap +// Used for RGBA texture too ?! +Texture2D s_smap : register(ps,t0); // 2D/cube shadowmap + +Texture2D s_smap_minmax; // 2D/cube shadowmap +#include "gather.ps" + +SamplerComparisonState smp_smap; // Special comare sampler +sampler smp_jitter; + +uniform float4 ssfx_shadow_bias; + +Texture2D jitter0; +Texture2D jitter1; +Texture2D jitterMipped; + +#ifndef USE_ULTRA_SHADOWS + #define KERNEL 0.6f +#else + #define KERNEL 1.0f +#endif + +#define PCSS_PIXEL int(4) +#define PCSS_STEP int(2) +#define PCSS_PIXEL_MIN float(1.0) +#define PCSS_SUN_WIDTH float(150.0) + +float modify_light( float light ) +{ + return ( light > 0.7 ? 1.0 : lerp( 0.0, 1.0, saturate( light / 0.7 ) ) ); +} + +////////////////////////////////////////////////////////////////////////////////////////// +// hardware + PCF +////////////////////////////////////////////////////////////////////////////////////////// +float sample_hw_pcf (float4 tc,float4 shift) +{ + static const float ts = KERNEL / float(SMAP_size); + + tc.xyz /= tc.w; + tc.xy += shift.xy * ts; + + return s_smap.SampleCmpLevelZero( smp_smap, tc.xy, tc.z).x; +} + +float shadow_hw( float4 tc ) +{ + float s0 = sample_hw_pcf( tc, float4( -1, -1, 0, 0) ); + float s1 = sample_hw_pcf( tc, float4( +1, -1, 0, 0) ); + float s2 = sample_hw_pcf( tc, float4( -1, +1, 0, 0) ); + float s3 = sample_hw_pcf( tc, float4( +1, +1, 0, 0) ); + + return (s0+s1+s2+s3)/4.h; +} + + +#ifdef SM_MINMAX +bool cheap_reject( float3 tc, inout bool full_light ) +{ + float4 plane0 = sm_minmax_gather( tc.xy, int2( -1,-1 ) ); + float4 plane1 = sm_minmax_gather( tc.xy, int2( 1,-1 ) ); + float4 plane2 = sm_minmax_gather( tc.xy, int2( -1, 1 ) ); + float4 plane3 = sm_minmax_gather( tc.xy, int2( 1, 1 ) ); + bool plane = all( ( plane0 >= (0).xxxx ) * ( plane1 >= (0).xxxx ) * ( plane2 >= (0).xxxx ) * ( plane3 >= (0).xxxx ) ); + + [flatten] if( !plane ) // if there are no proper plane equations in the support region + { + bool no_plane = all( ( plane0 < (0).xxxx ) * ( plane1 < (0).xxxx ) * ( plane2 < (0).xxxx ) * ( plane3 < (0).xxxx ) ); + float4 z = ( tc.z - 0.0005 ).xxxx; + bool reject = all( ( z > -plane0 ) * ( z > -plane1 ) * ( z > -plane2 ) * ( z > -plane3 ) ); + [flatten] if( no_plane && reject ) + { + full_light = false; + return true; + } + else + { + return false; + } + } + else // plane equation detected + { + // compute corrected z for texel pos + static const float scale = float( SMAP_size / 4 ); + float2 fc = frac( tc.xy * scale ); + float z = lerp( lerp( plane0.y, plane1.x, fc.x ), lerp( plane2.z, plane3.w, fc.x ), fc.y ); + + // do minmax test with new z + full_light = ( ( tc.z - 0.0001 ) <= z ); + + return true; + } +} + +//Sunshafts +float shadow_dx10_1_sunshafts( float4 tc, float2 pos2d ) +{ + float3 t = tc.xyz / tc.w; + float minmax = s_smap_minmax.SampleLevel( smp_nofilter, t, 0 ).x; + bool umbra = ( ( minmax.x < 0 ) && ( t.z > -minmax.x ) ); + + [branch] if( umbra ) + { + return 0.0; + } + else + { + return shadow_hw( tc ); + } +} +#endif // SM_MINMAX + + + + //PCSS shadows +static const float2 poissonDisk[32] = { + float2(0.0617981, 0.07294159), + float2(0.6470215, 0.7474022), + float2(-0.5987766, -0.7512833), + float2(-0.693034, 0.6913887), + float2(0.6987045, -0.6843052), + float2(-0.9402866, 0.04474335), + float2(0.8934509, 0.07369385), + float2(0.1592735, -0.9686295), + float2(-0.05664673, 0.995282), + float2(-0.1203411, -0.1301079), + float2(0.1741608, -0.1682285), + float2(-0.09369049, 0.3196758), + float2(0.185363, 0.3213367), + float2(-0.1493771, -0.3147511), + float2(0.4452095, 0.2580113), + float2(-0.1080467, -0.5329178), + float2(0.1604507, 0.5460774), + float2(-0.4037193, -0.2611179), + float2(0.5947998, -0.2146744), + float2(0.3276062, 0.9244621), + float2(-0.6518704, -0.2503952), + float2(-0.3580975, 0.2806469), + float2(0.8587891, 0.4838005), + float2(-0.1596546, -0.8791054), + float2(-0.3096867, 0.5588146), + float2(-0.5128918, 0.1448544), + float2(0.8581337, -0.424046), + float2(0.1562584, -0.5610626), + float2(-0.7647934, 0.2709858), + float2(-0.3090832, 0.9020988), + float2(0.3935608, 0.4609676), + float2(0.3929337, -0.5010948), +}; + + //Quality tokens --Fine +#if !defined(SUN_QUALITY) + #define PCSS_NUM_SAMPLES int(1) +#elif SUN_QUALITY==1 + #define PCSS_NUM_SAMPLES int(8) +#elif SUN_QUALITY==2 + #define PCSS_NUM_SAMPLES int(12) +#elif SUN_QUALITY==3 + #define PCSS_NUM_SAMPLES int(20) +#elif (SUN_QUALITY==4 || SUN_QUALITY==5) + #define PCSS_NUM_SAMPLES int(32) +#endif + +float shadow_pcss( float4 tc ) +{ + // - Small modification to fix flickering and black squares. + // - Added a extra performance option with lower SUN_QUALITY settings. + // - Extended the blocker search from 3x3 to 4x4 for better results. + // https://www.moddb.com/mods/stalker-anomaly/addons/screen-space-shaders/ + + tc.xyz /= tc.w; + +#if SUN_QUALITY > 3 // Blocker search ( Penumbra ) and filter + + int3 uv = int3(tc.xy * float(SMAP_size), 0); + float zBlock = tc.z - 0.0001; + float avgBlockerDepth = 0.0; + float blockerCount = 0.0; + + [unroll] + for( int row = -PCSS_PIXEL; row <= PCSS_PIXEL; row += PCSS_STEP ) + { + [unroll] + for( int col = -PCSS_PIXEL; col <= PCSS_PIXEL; col += PCSS_STEP ) + { + float shadowMapDepth = s_smap.Load( uv, int2( col, row ) ).x; + float b1 = ( shadowMapDepth < zBlock ) ? 1.0 : 0.0; + blockerCount += b1; + avgBlockerDepth += shadowMapDepth * b1; + } + } + + if(blockerCount < 1) + return 1.0; + + avgBlockerDepth /= blockerCount; + float fRatio = saturate( ( ( tc.z - avgBlockerDepth ) * PCSS_SUN_WIDTH ) / avgBlockerDepth ); + fRatio *= fRatio; + fRatio = max(PCSS_PIXEL_MIN, fRatio * float(PCSS_PIXEL)) / float(SMAP_size); + + float s = 0.0; + [unroll] + for( uint i = 0; i < PCSS_NUM_SAMPLES; ++i ) + { + float2 offset = poissonDisk[i] * fRatio; + s += s_smap.SampleCmpLevelZero( smp_smap, tc.xy + offset, tc.z ).x; + } + return s / PCSS_NUM_SAMPLES; + +#else // No blocker search ( Penumbra ), just filter + + + float fRatio = 4.0f / float(SMAP_size); + + float s = 0.0; + [unroll] + for( uint i = 0; i < PCSS_NUM_SAMPLES; ++i ) + { + float2 offset = poissonDisk[i] * fRatio; + float test = s_smap.SampleCmpLevelZero( smp_smap, tc.xy + offset, tc.z ).x; + s += test; + } + + return s / PCSS_NUM_SAMPLES; + + +#endif + +} + +////////////////////////////////////////////////////////////////////////////////////////// +// D24X8+PCF +////////////////////////////////////////////////////////////////////////////////////////// + +float4 test (float4 tc, float2 offset) +{ + tc.xyz /= tc.w; + tc.xy += offset; + return s_smap.SampleCmpLevelZero( smp_smap, tc.xy, tc.z).x; +} + +half shadowtest_sun (float4 tc, float4 tcJ) // jittered sampling +{ + half4 r; + const float scale = (0.7/float(SMAP_size)); + + float2 tc_J = frac(tc.xy/tc.w*SMAP_size/4.0 )*0.5; + float4 J0 = jitter0.Sample(smp_jitter,tc_J)*scale; + + const float k = 0.5/float(SMAP_size); + r.x = test (tc, J0.xy+half2(-k,-k)).x; + r.y = test (tc, J0.wz+half2( k,-k)).y; + r.z = test (tc,-J0.xy+half2(-k, k)).z; + r.w = test (tc,-J0.wz+half2( k, k)).x; + + return dot(r,1.0/4.0); +} + +float shadow_hw_hq( float4 tc ) +{ +#ifdef SM_MINMAX + bool full_light = false; + bool cheap_path = cheap_reject( tc.xyz / tc.w, full_light ); + + [branch] if( cheap_path ) + { + [branch] if( full_light == true ) + return 1.0; + else + return sample_hw_pcf( tc, (0).xxxx ); + } + else + { + return shadow_pcss(tc); + } +#else // SM_MINMAX + return shadow_pcss(tc); +#endif // SM_MINMAX +} + +uniform float4x4 m_shadow; +#include "slb_shadow.h" +float shadow( float4 tc, float2 pos2d ) +{ + return SLB_Shadow(tc, pos2d); +#ifdef USE_ULTRA_SHADOWS + #ifdef SM_MINMAX + return modify_light( shadow_hw_hq( tc ) ); + #else + return shadow_hw_hq( tc ); + #endif +#else + return shadow_pcss(tc); +#endif +} + +////////////////////////////////////////////////////////////////////////////////////////// +// testbed + +float shadow_rain(float4 tc, float2 tcJ) // jittered sampling +{ + float4 r; + + const float scale = (4.0/float(SMAP_size)); + + float4 J0 = jitter0.Sample( smp_linear, tcJ )*scale; + float4 J1 = jitter1.Sample( smp_linear, tcJ )*scale; + + r.x = test (tc,J0.xy).x; + r.y = test (tc,J0.wz).y; + r.z = test (tc,J1.xy).z; + r.w = test (tc,J1.wz).x; + return dot(r,1.0/4.0); +} + +////////////////////////////////////////////////////////////////////////////////////////// +#ifdef USE_SUNMASK +float3x4 m_sunmask; // ortho-projection +float sunmask( float4 P ) +{ + float2 tc = mul( m_sunmask, P ); // + return s_lmap.SampleLevel( smp_linear, tc, 0 ).w; //Hemi map - ambient occlusion +} +#else +float sunmask( float4 P ) { return 1.0; } // +#endif +////////////////////////////////////////////////////////////////////////////////////////// + +#endif diff --git a/mods/Shaders Look Better/gamedata/shaders/r3/slb_aliases.h b/mods/Shaders Look Better/gamedata/shaders/r3/slb_aliases.h new file mode 100644 index 00000000..af00f709 --- /dev/null +++ b/mods/Shaders Look Better/gamedata/shaders/r3/slb_aliases.h @@ -0,0 +1,49 @@ +#ifndef SLB_ALIASES_H +#define SLB_ALIASES_H + +#ifdef SLB_GLSL /// We are in glslViewer + +#define SLB_SAMPLER_LOAD(sampler_name, texture_coord) texelFetch(sampler_name, texture_coord.xy, texture_coord.z) + +#define SLB_BRANCH +#define SLB_UNROLL(x) +#define SLB_STATIC_CONST const + +/// HLSL shit +#define frac(x) fract(x) +#define saturate(x) clamp(x, 0.0, 1.0) +#define mul(a, b) (a * b) +#define reversebits(x) bitfieldReverse(x) +#define asuint(x) floatBitsToUint(x) +#define lerp(a, b, x) mix(a, b, x) +#define ddx(x) dFdx(x) +#define ddy(x) dFdy(x) + +#define float2 vec2 +#define float3 vec3 +#define float4 vec4 + +#define float2x2 mat2 +#define float3x3 mat3 +#define float4x4 mat4 + +#define int2 ivec2 +#define int3 ivec3 +#define int4 ivec4 + +#define uint2 uvec2 +#define uint3 uvec3 +#define uint4 uvec4 + +#else /// We are in stalker + +#define SLB_SAMPLER_LOAD(sampler_name, texture_coord) sampler_name.Load(texture_coord) +#define SLB_SAMPLER_LOAD_MSAA(sampler_name, texture_coord, iSample) sampler_name.Load(texture_coord, iSample) + +#define SLB_BRANCH [branch] +#define SLB_UNROLL(x) [unroll(x)] +#define SLB_STATIC_CONST static const + +#endif + +#endif /// SLB_ALIASES_H \ No newline at end of file diff --git a/mods/Shaders Look Better/gamedata/shaders/r3/slb_common.h b/mods/Shaders Look Better/gamedata/shaders/r3/slb_common.h new file mode 100644 index 00000000..270fcdcf --- /dev/null +++ b/mods/Shaders Look Better/gamedata/shaders/r3/slb_common.h @@ -0,0 +1,248 @@ +#ifndef SLB_COMMON_H +#define SLB_COMMON_H + +#include "slb_aliases.h" + +#define SLB_PI 3.14159265358979323846 +#define SLB_TAU 6.28318530717958647693 +#define SLB_GoldenAngle 2.39996322972865332223 +#define SLB_GoldenRatio 0.61803398874989484820 + +/// Taken from https://gist.github.com/yiwenl/3f804e80d0930e34a0b33359259b556c +float2x2 SLB_Rotate2Matrix(float a) { + float s = sin(a); + float c = cos(a); + return float2x2(float2(c, s), float2(-s, c)); +} + +float2 SLB_Rotate2(float2 v, float a) { + float2x2 m = SLB_Rotate2Matrix(a); + return mul(v, m); +} + +float SLB_ToFloat1(uint v) { + return float(v) * (1.0/float(0xffffffffu)); +} + +float2 SLB_ToFloat2(uint2 v) { + return float2(v) * (1.0/float(0xffffffffu)); +} + +float3 SLB_ToFloat3(uint3 v) { + return float3(v) * (1.0/float(0xffffffffu)); +} + +float4 SLB_ToFloat4(uint4 v) { + return float4(v) * (1.0/float(0xffffffffu)); +} + +float SLB_Min3(float3 v) { + return min(v.x, min(v.y, v.z)); +} + +float SLB_Max3(float3 v) { + return max(v.x, max(v.y, v.z)); +} + +/// Taken from https://web.archive.org/web/20200306054846/http://lolengine.net:80/blog/2013/07/27/rgb-to-hsv-in-glsl +float3 SLB_RGB_To_HSV(float3 c) { + float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); + float4 p = c.g < c.b ? float4(c.bg, K.wz) : float4(c.gb, K.xy); + float4 q = c.r < p.x ? float4(p.xyw, c.r) : float4(c.r, p.yzx); + float d = q.x - min(q.w, q.y); + const float e = 1.0e-10; + return float3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); +} + +/// It took me long time to found this somewhere in vanilla shaders codebase; +float2 SLB_Pos2DToCoord(float2 pos2d) { + // return float2((pos2d.x * screen_res.z * 2.0 - 1.0), (pos2d.y * screen_res.w * 2.0 - 1.0))/2.0 * screen_res.xy; + return (pos2d.xy * screen_res.zw - 0.5) * screen_res.xy; +} + +/// Taken from https://iquilezles.org/articles/smoothsteps +float SLB_Cubic1D(float x) { + return x*x*(3.0 - 2.0*x); +} + +/// Taken from https://iquilezles.org/articles/smoothsteps +float SLB_Quartic1D(float x) { + return x*x*(2.0 - x*x); +} + +/// Taken from https://iquilezles.org/articles/smoothsteps +float SLB_Quintic1D(float x) { + return x*x*x*(x*(6.0*x - 15.0) + 10.0); +} + +/// Taken from https://iquilezles.org/articles/smoothsteps +float SLB_CubicRational1D(float x) { + return x*x*x/(3.0*x*x - 3.0*x + 1.0); +} + +/// Taken from https://iquilezles.org/articles/smoothsteps +float SLB_QuarticRational1D(float x) { + return x*x*x*x/(2.0*x*x*x*x - 4.0*x*x*x + 6.0*x*x - 4.0*x + 1.0); +} + +/// Taken from somewhere +float SLB_Gaussian1D(float x, float sigma) { + return exp(-(x * x) / (2.0 * sigma * sigma)); +} + +/// Taken from http://www.java-gaming.org/index.php?topic=35123.0 +/// Idk how to name it +float4 SLB_Cubic_For_Bicubic(float v) { + float4 n = float4(1.0, 2.0, 3.0, 4.0) - v; + float4 s = n * n * n; + float x = s.x; + float y = s.y - 4.0 * s.x; + float z = s.z - 4.0 * s.y + 6.0 * s.x; + float w = 6.0 - x - y - z; + return float4(x, y, z, w) * (1.0/6.0); +} + +float2 SLB_VogelDisk_Sample(const int sample_index, const int samples_count) { + const float r = sqrt(float(sample_index) + 0.5) / sqrt(float(samples_count)); + const float theta = float(sample_index) * SLB_GoldenAngle; + + const float sine = sin(theta), cosine = cos(theta); + + return float2(r * cosine, r * sine); +} + +/// Taken from https://extremelearning.com.au/unreasonable-effectiveness-of-quasirandom-sequences +float SLB_R1(float n) { + const float g = 1.6180339887498948482; + const float a1 = 1.0 - 1.0/g; + float _n = floor(n); + return frac(0.5 + a1*_n); +} + +/// Taken from https://fgiesen.wordpress.com/2009/12/13/decoding-morton-codes +uint SLB_Part1By1(uint x) { + x &= 0x0000ffffu; + x = (x ^ (x << 8u)) & 0x00ff00ffu; + x = (x ^ (x << 4u)) & 0x0f0f0f0fu; + x = (x ^ (x << 2u)) & 0x33333333u; + x = (x ^ (x << 1u)) & 0x55555555u; + return x; +} + +/// Taken from https://fgiesen.wordpress.com/2009/12/13/decoding-morton-codes +uint SLB_EncodeMorton2(uint x, uint y) { + return (SLB_Part1By1(y) << 1u) + SLB_Part1By1(x); +} + +/// From https://psychopath.io post +uint SLB_OwenHash4(uint n, uint seed) { + n ^= n * 0x3d20adeau; + n ^= (n >> 1u) & (n << 1u) & 0x55555555u; + n += seed; + n *= (seed >> 16u) | 1u; + n ^= (n >> 1u) & (n << 1u) & 0x55555555u; + n ^= n * 0x05526c56u; + n ^= n * 0x53a22864u; + return n; +} + +/// Inspired by https://www.shadertoy.com/view/ssBBW1 shader and https://psychopath.io posts +uint SLB_Morton_OwenHash4_Bluenoise(uint2 coord) { + uint m; + m = SLB_EncodeMorton2(coord.x, coord.y); + m = SLB_OwenHash4(reversebits(m), 0xe7843fbfu); // owen-scramble morton index + m = SLB_OwenHash4(reversebits(m), 0x8d8fb1e0u); // map morton index to sobol sequence and owen-scramble + return reversebits(m); // convert to float +} + +float SLB_Morton_OwenHash4_Bluenoise_float(uint2 coord) { + return SLB_ToFloat1(SLB_Morton_OwenHash4_Bluenoise(coord)); +} + +/// Taken from https://www.shadertoy.com/view/wltSDn +uint SLB_PhiNoise(uint2 uv) { + // flip every other tile to reduce anisotropy + if(((uv.x ^ uv.y) & 4u) == 0u) uv = uv.yx; + + // constants of 2d Roberts sequence rounded to nearest primes + const uint r0 = 3242174893u;// prime[(2^32-1) / phi_2 ] + const uint r1 = 2447445397u;// prime[(2^32-1) / phi_2^2] + + // h = high-freq dither noise + uint h = (uv.x * r0) + (uv.y * r1); + + // l = low-freq white noise + uv = uv >> 2u;// 3u works equally well (I think) + uint l = ((uv.x * r0) ^ (uv.y * r1)) * r1; + + // combine low and high + return l + h; +} + +float SLB_PhiNoise_float(uint2 uv) { + return SLB_ToFloat1(SLB_PhiNoise(uv)); +} + +/// Taken from https://www.shadertoy.com/view/wltSDn +uint SLB_PhiNoise2(uint2 uv) { + uint2 uv0 = uv; + // flip every other tile to reduce anisotropy + if(((uv.x ^ uv.y) & 4u) == 0u) uv = uv.yx; + if(((uv.x ) & 4u) == 0u) uv.x = -uv.x;// more iso but also more low-freq content + + // constants of 2d Roberts sequence rounded to nearest primes + const uint r0 = 3242174893u;// prime[(2^32-1) / phi_2 ] + const uint r1 = 2447445397u;// prime[(2^32-1) / phi_2^2] + + // h = high-freq dither noise + uint h = (uv.x * r0) + (uv.y * r1); + + uint l; + { + uv = uv0 >> 2u; + + if(((uv.x ^ uv.y) & 4u) == 0u) uv = uv.yx; + if(((uv.x ) & 4u) == 0u) uv.x = -uv.x; + + uint h = (uv.x * r0) + (uv.y * r1); + h = h ^ 0xE2E17FDCu; + + l = h; + + { + uv = uv0 >> 4u; + if(((uv.x ^ uv.y) & 4u) == 0u) uv = uv.yx; + if(((uv.x ) & 4u) == 0u) uv.x = -uv.x; + + uint h = (uv.x * r0) + (uv.y * r1); + h = h ^ 0x1B98264Du; + + l += h; + } + } + + // combine low and high + return l + h; +} + +float SLB_PhiNoise2_float(uint2 uv) { + return SLB_ToFloat1(SLB_PhiNoise2(uv)); +} + +/// Taken from paper named "Hash Functions for GPU Rendering" +uint4 SLB_PCG4D(uint4 v) { + v = v * 1664525u + 1013904223u; + v.x += v.y*v.w; v.y += v.z*v.x; v.z += v.x*v.y; v.w += v.y*v.z; + v ^= v >> 16u; + v.x += v.y*v.w; v.y += v.z*v.x; v.z += v.x*v.y; v.w += v.y*v.z; + return v; +} + +/// Taken from https://www.pcg-random.org +uint SLB_PCG(uint v) { + uint state = v * 747796405u + 2891336453u; + uint word = ((state >> ((state >> 28u) + 4u)) ^ state) * 277803737u; + return (word >> 22u) ^ word; +} + +#endif // SLB_COMMON_H diff --git a/mods/Shaders Look Better/gamedata/shaders/r3/slb_motion_blur.h b/mods/Shaders Look Better/gamedata/shaders/r3/slb_motion_blur.h new file mode 100644 index 00000000..5f7756a5 --- /dev/null +++ b/mods/Shaders Look Better/gamedata/shaders/r3/slb_motion_blur.h @@ -0,0 +1,173 @@ +#ifndef SLB_MOTION_BLUR_H +#define SLB_MOTION_BLUR_H + +#include "slb_common.h" +#include "slb_motion_blur_settings.h" + +float3 SLB_Screen_GetImage(float2 tc, uint iSample) { + return SLB_SAMPLER_LOAD(s_image, int3(tc * screen_res.xy - 0.25, 0)).rgb; +} + +float4 SLB_Screen_GetPosition(float2 tc, uint iSample) { + #ifdef SLB_GLSL /// return dummy + return float4(0.5, 0.5, float(abs(tc.x - 0.5) < 0.25)*10.0+0.01, 0.0); + #else + #ifdef USE_MSAA + return SLB_SAMPLER_LOAD_MSAA(s_position, int3(tc * screen_res.xy - 0.25, 0), iSample); + #else + return SLB_SAMPLER_LOAD(s_position, int3(tc * screen_res.xy - 0.25, 0)); + #endif + #endif +} + +// uniform float4 shader_param_6 = float4(0.9,0,9,0); + +float SLB_MBlur_SightMask(float2 tc, float3 img, float2 aspect, uint iSample) { + float len = saturate(SLB_MBLUR_SIGHT_MASK_SIZE - length((tc - 0.5)*aspect)*75.); + + #ifdef SLB_MBLUR_SIGHT_MASK_COLOR + #ifdef SLB_MBLUR_SIGHT_MASK_COLOR_SLOWER + float threshold = SLB_MBLUR_SIGHT_MASK_COLOR_SLOWER_THRESHOLD; + float mask = 0.0; + + float2 dirs[9] = { + float2( 0, 0), + float2( 1, 0), + float2( 0, 1), + float2(-1, 0), + float2( 0, -1), + float2( 0.7071, 0.7071), + float2( 0.7071, -0.7071), + float2(-0.7071, -0.7071), + float2(-0.7071, 0.7071) + }; + + SLB_UNROLL(9) + for(int i = 0; i < 9; i++) { + float3 s; + + if(i == 0) { + s = img; + } else { + float2 offset = dirs[i]*1.5/1000.0/aspect; + s = SLB_Screen_GetImage(tc + offset, iSample); + } + + float3 hsv = SLB_RGB_To_HSV(s); + mask += float(hsv.y > threshold && hsv.z > threshold); + mask += float(abs(hsv.x - 0.406) < 0.01 && hsv.y > 0.5 && hsv.z > 0.5); + // mask += float(abs(hsv.x - 0.986) < 0.005 && hsv.y > 0.5 && hsv.z > 0.5); + } + + return 1.0 - len * saturate(mask); + #else + float threshold = SLB_MBLUR_SIGHT_MASK_COLOR_THRESHOLD; + float mask = 0.0; + + mask += step(threshold, img.r - (img.g + img.b)); + mask += step(threshold, img.g - (img.r + img.b)); + + return 1.0 - len * saturate(mask); + #endif + #else + return 1.0 - len; + #endif +} + +float SLB_MBlur_WeaponMask(float3 pos) { + return saturate((length(pos) - SLB_MBLUR_WPN_RADIUS) / SLB_MBLUR_WPN_RADIUS_SMOOTHING); +} + +float3 SLB_MBlur(float2 uv, float3 pos, float3 img, float2 pixel_velocity, uint iSample) { + float2 aspect = screen_res.x > screen_res.y ? float2(screen_res.x/screen_res.y, 1.) : float2(1., screen_res.y/screen_res.x); + + #ifdef SLB_MBLUR_REVERSED + pixel_velocity = -pixel_velocity; + #endif + + pixel_velocity *= SLB_MBLUR_LENGTH; + float2 pixel_velocity_clamp = abs(normalize(pixel_velocity)) * SLB_MBLUR_CLAMP / aspect; + pixel_velocity = clamp(pixel_velocity, -pixel_velocity_clamp, +pixel_velocity_clamp); + + #ifdef SLB_MBLUR_WPN + pixel_velocity *= SLB_MBlur_WeaponMask(pos); + #endif + + #ifdef SLB_MBLUR_SIGHT_MASK + pixel_velocity *= SLB_MBlur_SightMask(uv, img, aspect, iSample); + #endif + + /// Accumulate motion blur samples + float3 accum = img * 1e-2; + float occ = 1e-2; + + uint noise_offset = 0; + + #ifdef SLB_MBLUR_ANIMATED_DITHER + noise_offset = SLB_PCG(asuint(timers.y)); + #endif + + float noise = SLB_PhiNoise2_float(uint2(uv*screen_res.xy) + uint2(noise_offset, noise_offset)); + #ifdef SLB_MBLUR_DUAL + float dither = noise - 0.5; + #else + float dither = noise; + #endif + + float2 p_velocity_orig = pixel_velocity; + + //gimme ze blur + SLB_UNROLL(SLB_MBLUR_SAMPLES*2+1) + #ifdef SLB_MBLUR_DUAL + for (int i = -SLB_MBLUR_SAMPLES; i <= SLB_MBLUR_SAMPLES; i++) { + #else + for (int i = 0; i <= SLB_MBLUR_SAMPLES*2; i++) { + #endif + + if(abs(SLB_MBLUR_CONE_DITHER) > 0.001) { + float dither_cone = SLB_R1(noise*1024.0 + float(i)) - 0.5; + pixel_velocity = SLB_Rotate2(p_velocity_orig, dither_cone * SLB_MBLUR_CONE_DITHER * SLB_PI); + } + + float2 offset; + + offset = pixel_velocity * float(i); + offset /= float(SLB_MBLUR_SAMPLES*2+1); + offset += pixel_velocity/float(SLB_MBLUR_SAMPLES*2+1) * dither; + + float2 tc = uv + offset; + float amount = float((0.0 < tc.x && tc.x < 1.0) && (0.0 < tc.y && tc.y < 1.0)); /// Fix black borders + + if(SLB_MBLUR_SAMPLES == 0) { + tc = clamp(tc, 0.0, 0.999); + amount = 1.0; + } + + float3 simg = SLB_Screen_GetImage(tc, iSample).rgb; + + if(i != 0) { + #ifdef SLB_MBLUR_WPN + float3 spos = SLB_Screen_GetPosition(tc, iSample).xyz; + + /// Fix sky ghosting caused by infinite depth value (KD) + spos.z = is_sky(spos.z) > 0.5 ? 10000.0 : spos.z; + + amount *= SLB_MBlur_WeaponMask(spos); + #endif + + #ifdef SLB_MBLUR_SIGHT_MASK + amount *= SLB_MBlur_SightMask(tc, simg, aspect, iSample); + #endif + } + + accum += simg * amount; + + occ += amount; + } + + accum /= occ + 1e-6; /// fix Nans + + return accum; +} + +#endif // SLB_MOTION_BLUR_H diff --git a/mods/Shaders Look Better/gamedata/shaders/r3/slb_motion_blur_settings.h b/mods/Shaders Look Better/gamedata/shaders/r3/slb_motion_blur_settings.h new file mode 100644 index 00000000..2251f1e8 --- /dev/null +++ b/mods/Shaders Look Better/gamedata/shaders/r3/slb_motion_blur_settings.h @@ -0,0 +1,27 @@ +#ifndef SLB_MOTION_BLUR_SETTINGS_H +#define SLB_MOTION_BLUR_SETTINGS_H + +#define SLB_MBLUR_SAMPLES int(4) /// Blur samples /// default int(4) /// vanilla int(6) +#define SLB_MBLUR_CLAMP float(0.1) /// Max blur length /// default float(0.1) /// vanilla float(0.012) +#define SLB_MBLUR_LENGTH float(120) /// Blur length /// default float(120) /// vanilla float(12) + +#define SLB_MBLUR_ANIMATED_DITHER /// Comment to disable +#define SLB_MBLUR_CONE_DITHER float(0.0) /// Cone like dithering aka blurriness // default float(0.0) + +#define SLB_MBLUR_DUAL /// Blur in both directions. Comment to disable +#define SLB_MBLUR_REVERSED /// Reverse blur direction. Comment to disable + +#define SLB_MBLUR_WPN /// Disabled motion blur for weapon and hud. Comment to disable +#define SLB_MBLUR_WPN_RADIUS float(1.3) /// default float(1.3) +#define SLB_MBLUR_WPN_RADIUS_SMOOTHING float(1.0) /// default float(1.0) + +#define SLB_MBLUR_SIGHT_MASK /// Try its best to detect reticle but too many false positives +#define SLB_MBLUR_SIGHT_MASK_SIZE float(5.0) /// Radius for searching /// default float(5.0) + +#define SLB_MBLUR_SIGHT_MASK_COLOR /// Color based sight detection +#define SLB_MBLUR_SIGHT_MASK_COLOR_THRESHOLD float(0.5) /// Threshold for masking /// default float(0.5) + +// #define SLB_MBLUR_SIGHT_MASK_COLOR_SLOWER /// Slower and maybe better +#define SLB_MBLUR_SIGHT_MASK_COLOR_SLOWER_THRESHOLD float(0.8) /// Threshold for masking /// default float(0.8) + +#endif /// SLB_MOTION_BLUR_SETTINGS_H diff --git a/mods/Shaders Look Better/gamedata/shaders/r3/slb_shadow.h b/mods/Shaders Look Better/gamedata/shaders/r3/slb_shadow.h new file mode 100644 index 00000000..3ee88471 --- /dev/null +++ b/mods/Shaders Look Better/gamedata/shaders/r3/slb_shadow.h @@ -0,0 +1,487 @@ +#ifndef SLB_SHADOW_H +#define SLB_SHADOW_H + +#include "slb_common.h" +#include "slb_shadow_settings.h" + +#ifdef SLB_GLSL /// As always dummy + float SLB_Shadow_Load(float2 uv) { + return texelFetch(s_smap, int2(frac(uv)*float(SMAP_size)), 0).x; + } + + float SLB_Shadow_LoadOffset(float2 uv, int2 offset) { + return texelFetch(s_smap, int2(frac(uv)*float(SMAP_size)) + offset, 0).x; + } + + float SLB_Shadow_SampleCmp(float2 uv, float z) { + return textureLod(s_smap, uv, 0.0).x; + } + + float4 SLB_Shadow_Gather(float2 uv) { + return textureGather(s_smap, uv); + } + + float4 SLB_Shadow_GatherOffset(float2 uv, int2 offset) { + return textureGatherOffset(s_smap, uv, offset); + } + + float4 SLB_Shadow_GatherCmp(float2 uv, float z) { + return textureGather(s_smap, uv); + } +#else + float SLB_Shadow_Load(float2 uv) { + return s_smap.Load(int3(uv*float(SMAP_size) - 0.25, 0)); + } + + float SLB_Shadow_LoadOffset(float2 uv, int2 offset) { + return s_smap.Load(int3(uv*float(SMAP_size) - 0.25, 0), offset); + } + + float SLB_Shadow_SampleCmp(float2 uv, float z) { + return s_smap.SampleCmpLevelZero(smp_smap, uv, z).x; + } + + float4 SLB_Shadow_Gather(float2 uv) { + return s_smap.Gather(smp_nofilter, uv); + } + + float4 SLB_Shadow_GatherOffset(float2 uv, int2 offset) { + return s_smap.Gather(smp_nofilter, uv, offset); + } + + float4 SLB_Shadow_GatherCmp(float2 uv, float z) { + return s_smap.GatherCmp(smp_smap, uv, z); + } +#endif + +float SLB_Shadow_Linear(float4 tc) { + return SLB_Shadow_SampleCmp(tc.xy, tc.z); +} + +/// Taken from https://www.shadertoy.com/view/XsfGDn +float SLB_Shadow_Nice(float4 tc) { + float2 uv = tc.xy; + float2 textureResolution = float2(float(SMAP_size), float(SMAP_size)); + + uv = uv*textureResolution + 0.5; + + float2 iuv = floor(uv); + float2 fuv = frac(uv); + + uv = iuv + fuv*fuv*(3.0-2.0*fuv); + uv = (uv - 0.5)/textureResolution; + + return SLB_Shadow_SampleCmp(uv, tc.z); +} + +/// Taken from http://www.java-gaming.org/index.php?topic=35123.0 +float SLB_Shadow_Bicubic(float4 tc) { + float2 texCoords = tc.xy; + + float2 texSize = float2(float(SMAP_size), float(SMAP_size)); + float2 invTexSize = 1.0 / texSize; + + texCoords = texCoords * texSize - 0.5; + + float2 fxy = frac(texCoords); + texCoords -= fxy; + + float4 xcubic = SLB_Cubic_For_Bicubic(fxy.x); + float4 ycubic = SLB_Cubic_For_Bicubic(fxy.y); + + float4 c = texCoords.xxyy + float2(-0.5, +1.5).xyxy; + + float4 s = float4(xcubic.xz + xcubic.yw, ycubic.xz + ycubic.yw); + float4 offset = c + float4(xcubic.yw, ycubic.yw) / s; + + offset *= invTexSize.xxyy; + + float sample0 = SLB_Shadow_SampleCmp(offset.xz, tc.z); + float sample1 = SLB_Shadow_SampleCmp(offset.yz, tc.z); + float sample2 = SLB_Shadow_SampleCmp(offset.xw, tc.z); + float sample3 = SLB_Shadow_SampleCmp(offset.yw, tc.z); + + float sx = s.x / (s.x + s.y); + float sy = s.z / (s.z + s.w); + + return lerp(lerp(sample3, sample2, sx), lerp(sample1, sample0, sx), sy); +} + +#if 0 + #include "slb_shadow_normal.h" +#endif + +#include "slb_shadow_optimized_pcf.h" + +float SLB_Shadow_CHS(float4 tc, float noise) { + float light_width = slb_shadow_settings_pcss_light_width; + + float average_blocker_depth = 0.0; + + { + float average_blocker_div = 1e-6; + + float blocker_count = 0.0; + int blocker_count_max = 0; + + for(int i = -3; i <= 3; i += 2) { + for(int j = -3; j <= 3; j += 2) { + float4 gather = SLB_Shadow_GatherOffset(tc.xy, int2(i, j)); + float4 weight = max(float4(0.0,0.0,0.0,0.0), tc.z - gather); + weight /= weight + 0.025; + #ifdef SLB_GLSL + weight = 1.0 - gather; + #endif + average_blocker_depth += dot(gather, weight); + average_blocker_div += dot(weight, float4(1.0, 1.0, 1.0, 1.0)); + blocker_count += float(weight.x > 1e-6) + float(weight.y > 1e-6) + + float(weight.z > 1e-6) + float(weight.w > 1e-6); + blocker_count_max += 4; + } + } + + SLB_BRANCH + if(blocker_count < 0.5 || blocker_count > float(blocker_count_max) - 0.5) { + #if 1 /// Toggles debug + return 1.0 - blocker_count/float(blocker_count_max); + #else + return 0.0; } else { return 100.0; + #endif + } + + average_blocker_depth /= average_blocker_div; + } + + float penumbra_size = light_width * (tc.z - average_blocker_depth)/average_blocker_depth; + + float lightness = SLB_Shadow_OptimizedPCF(tc); + + float scurve = clamp(3.0/float(SMAP_size)/penumbra_size, 1.0, 100.0); + lightness = saturate((lightness*scurve + 0.5) - 0.5*scurve); + + return lightness; +} + +float SLB_Shadow_VogelFilter(float4 tc, float noise, float filter_size, float filter_size_real, const int filter_samples, bool linear_sample, float radial_bias) { + const float compare_window = 0.0001; + + float lightness = 0.0; + float div = 1e-6; /// Migitate division by zero + + if(linear_sample) { + float2x2 rot_mat = SLB_Rotate2Matrix(noise*SLB_TAU); + + SLB_UNROLL(filter_samples) + for(int i = 0; i < filter_samples; i++) { + float2 offset = SLB_VogelDisk_Sample(i, filter_samples); + float offset_length = length(offset); + offset = mul(offset, rot_mat); + offset *= filter_size; + + float biased_z = tc.z - radial_bias*offset_length*filter_size_real; + + float2 uv = tc.xy + offset; + float notblocker; + + { + float4 depths = SLB_Shadow_Gather(uv); + float4 notblockers = saturate((depths - biased_z + compare_window)/compare_window); + #ifdef SLB_GLSL + notblockers = depths; + #endif + + float s1 = notblockers.x; + float s2 = notblockers.y; + float s3 = notblockers.z; + float s4 = notblockers.w; + + float2 fract = frac(uv*float(SMAP_size)+0.5); + notblocker = lerp(lerp(s4, s3, fract.x), lerp(s1, s2, fract.x), fract.y); + + lightness += notblocker; + div += 1.0; + } + } + } else { + float2x2 rot_mat = SLB_Rotate2Matrix(noise*SLB_TAU); + + SLB_UNROLL(filter_samples) + for(int i = 0; i < filter_samples; i++) { + float2 offset = SLB_VogelDisk_Sample(i, filter_samples); + float offset_length = length(offset); + offset = mul(offset, rot_mat); + offset *= filter_size; + + float biased_z = tc.z - radial_bias*offset_length*filter_size_real; + + float2 uv = tc.xy + offset; + + float depth = SLB_Shadow_Load(uv); + float notblocker = saturate((depth - biased_z)/compare_window); + float weight = float(depth > 1e-6); + + #ifdef SLB_GLSL + notblocker = depth; + weight = 1.0; + #endif + + lightness += notblocker * weight; + div += weight; + } + } + + lightness /= div; + return lightness; +} + +float SLB_Shadow_PCF(float4 tc, float noise) { + SLB_STATIC_CONST int filter_samples = max(1, int(slb_shadow_settings_pcss_filter_samples*slb_shadow_pcss_filter_samples_multiplier)); + float pcss_size_min = slb_shadow_settings_pcss_size_min / float(SMAP_size) * slb_shadow_pcss_size_min_multiplier; + float filter_size = pcss_size_min; + + #if defined(SLB_SHADOW_SPOT) + SLB_STATIC_CONST float radial_bias = 2.0; + #elif defined(SLB_SHADOW_OMNI) + SLB_STATIC_CONST float radial_bias = 1.0; + #else + SLB_STATIC_CONST float radial_bias = 0.3; + #endif + + float lightness = SLB_Shadow_VogelFilter(tc, noise, filter_size, filter_size/2.0, filter_samples, true, radial_bias); + + lightness = SLB_QuarticRational1D(lightness); + + return lightness; +} + +float SLB_Shadow_VogelCHS(float4 tc, float noise) { + SLB_STATIC_CONST int filter_samples = max(1, int(slb_shadow_settings_pcss_filter_samples*slb_shadow_pcss_filter_samples_multiplier)); + SLB_STATIC_CONST float light_width = slb_shadow_settings_pcss_light_width; + float pcss_size_min = slb_shadow_settings_pcss_size_min / float(SMAP_size) * slb_shadow_pcss_size_min_multiplier; + float filter_size = pcss_size_min; + + SLB_STATIC_CONST int biases = 4; + const float compare_window = 0.0001; + + const float filter_bias[biases] = {0.0, 0.1, 0.2, 0.3}; + + float average_blocker_depth = 0.0; + float average_blocker_div = 1e-6; /// Migitate division by zero + + float lightnesses[biases] = {0.0, 0.0, 0.0, 0.0}; + float lightnesses_div[biases] = {1e-6, 1e-6, 1e-6, 1e-6}; /// Migitate division by zero + + float2x2 rot_mat = SLB_Rotate2Matrix(noise*SLB_TAU); + + SLB_UNROLL(filter_samples) + for(int i = 0; i < filter_samples; i++) { + float2 offset = SLB_VogelDisk_Sample(i, filter_samples); + float offset_length = length(offset); + offset = mul(offset, rot_mat); + offset *= filter_size; + + float2 uv = tc.xy + offset; + float4 depths = SLB_Shadow_Gather(uv); + + SLB_UNROLL(biases) + for(int j = 0; j < biases; j++) { + float biased_z = tc.z - filter_bias[j]*offset_length*filter_size; + { + float4 notblockers = saturate((depths - biased_z + compare_window)/compare_window); + #ifdef SLB_GLSL + notblockers = depths; + #endif + + float s1 = notblockers.x; + float s2 = notblockers.y; + float s3 = notblockers.z; + float s4 = notblockers.w; + + float2 fract = frac(uv*float(SMAP_size)+0.5); + float notblocker = lerp(lerp(s4, s3, fract.x), lerp(s1, s2, fract.x), fract.y); + + lightnesses[j] += notblocker; + lightnesses_div[j] += 1.0; + } + { + float4 blockers = float4(float(biased_z - 0.0001*float(j-1) > depths.x), + float(biased_z - 0.0001*float(j-1) > depths.y), + float(biased_z - 0.0001*float(j-1) > depths.z), + float(biased_z - 0.0001*float(j-1) > depths.w)); + + average_blocker_depth += dot(depths, blockers); + average_blocker_div += dot(float4(1.0,1.0,1.0,1.0), blockers); + } + } + } + + SLB_UNROLL(biases) + for(int i = 0; i < biases; i++) { + lightnesses[i] /= lightnesses_div[i]; + } + + average_blocker_depth /= average_blocker_div; + + float penumbra_size = light_width * (tc.z - average_blocker_depth)/average_blocker_depth; + + /// Choose bias + float lightness = lightnesses[0]; + SLB_UNROLL(biases-1) + for(int i = 1; i < biases; i++) { + if(penumbra_size > float(i)/float(biases-1)*filter_size) { + lightness = lightnesses[i]; + } + } + + float scurve = clamp(filter_size/penumbra_size, 1.0, 2.0*float(filter_samples)/(filter_size*float(SMAP_size))); + lightness = saturate((lightness*scurve + 0.5) - 0.5*scurve); + + return lightness; +} + +float SLB_Shadow_PCSS(float4 tc, float noise) { + /// Settings + SLB_STATIC_CONST int blocker_samples = max(1, int(slb_shadow_settings_pcss_blocker_samples * slb_shadow_pcss_blocker_samples_multiplier)); + SLB_STATIC_CONST int filter_samples = max(1, int(slb_shadow_settings_pcss_filter_samples * slb_shadow_pcss_filter_samples_multiplier)); + SLB_STATIC_CONST int filter_small_samples = max(1, int(slb_shadow_settings_pcss_filter_small_samples * slb_shadow_pcss_filter_small_samples_multiplier)); + float pcss_size = slb_shadow_settings_pcss_size / float(2048) * slb_shadow_pcss_size_multiplier; + float pcss_size_min = slb_shadow_settings_pcss_size_min / float(SMAP_size) * slb_shadow_pcss_size_min_multiplier; + float light_width = slb_shadow_settings_pcss_light_width; + + float filter_size_real; + float filter_size; + + #if defined(SLB_SHADOW_SPOT) + SLB_STATIC_CONST float radial_bias = 2.0; + #elif defined(SLB_SHADOW_OMNI) + SLB_STATIC_CONST float radial_bias = 1.0; + #else + SLB_STATIC_CONST float radial_bias = 0.3; + #endif + + { + /// Blocker search + float blocker_size = pcss_size; + + float average_blocker_depth = tc.z * 1e-6; + float average_blocker_div = 1e-6; /// Migitate division by zero + + float2x2 rot_mat = SLB_Rotate2Matrix(noise*SLB_TAU); + + SLB_UNROLL(blocker_samples) + for(int i = 0; i < blocker_samples; i++) { + float2 offset = SLB_VogelDisk_Sample(i, blocker_samples); + offset *= sqrt(length(offset)); + float offset_length = length(offset); + offset = mul(offset, rot_mat); + offset *= blocker_size; + + float depth = SLB_Shadow_Load(tc.xy + offset); + + float biased_z = tc.z - radial_bias*offset_length*blocker_size; + + float blocker = float(biased_z > depth && depth > 1e-6); + + blocker *= 1.0/(offset_length + 1e-9); + + average_blocker_depth += depth * blocker; + average_blocker_div += blocker; + } + + average_blocker_depth /= average_blocker_div; + + /// Calculate penumbra size + filter_size = light_width * (tc.z - average_blocker_depth)/average_blocker_depth; + + #if defined(SLB_SHADOW_SPOT) || defined(SLB_SHADOW_OMNI) + filter_size *= 2 - average_blocker_depth; + #endif + + #ifdef SLB_GLSL + filter_size += 1; + #endif + + filter_size = min(pcss_size, filter_size); + + #ifdef SLB_GLSL + // filter_size *= frac(timers.y/10.0); + // filter_size *= cos(timers.y/5.0)*0.5 + 0.5; + // filter_size *= abs(frac(timers.y/2.0/8.0)*2.0 - 1.0)*1.0 + 0.0; + // filter_size *= noise; + // filter_size *= 0.0; + // if(sin(tc.x*100.0) > 0.5) { + // filter_size = 2.9/float(SMAP_size); + // } else { + // filter_size = 3.000/float(SMAP_size); + // } + #endif + + filter_size_real = max(pcss_size_min/1000.0, filter_size); + filter_size = max(pcss_size_min, filter_size); + } + + float lightness; + + SLB_BRANCH + if(filter_size_real < pcss_size_min) { + if (slb_shadow_pcss_early_quit) { + float lightness = SLB_Shadow_VogelFilter(tc, noise, filter_size*1.25, filter_size_real*1.25, 8, false, radial_bias); + float scurve = clamp(filter_size/filter_size_real, 1.0, 2/(pcss_size_min*float(SMAP_size))); + lightness = saturate((lightness*scurve + 0.5) - 0.5*scurve); + + SLB_BRANCH + if(abs(lightness - 0.5) > 0.45) + #if 1 + { return lightness; } + #else + { return 0.0; } else { return 10.0; } + #endif + } + + lightness = SLB_Shadow_VogelFilter(tc, noise, filter_size, filter_size_real, filter_small_samples, true, radial_bias); + } else { + lightness = SLB_Shadow_VogelFilter(tc, noise, filter_size, filter_size_real, filter_samples, false, radial_bias); + } + + float scurve = clamp(filter_size/filter_size_real, 1.0, 2.0*float(filter_small_samples)/(pcss_size_min*float(SMAP_size))); + lightness = saturate((lightness*scurve + 0.5) - 0.5*scurve); + + return lightness; +} + +float SLB_Shadow(float4 tc, float2 pos2d) { + float noise; + if(slb_shadow_animated_noise) { + uint noise_offset = SLB_PCG(asuint(timers.y)); + uint2 noise_uv = uint2(pos2d+0.5) + uint2(noise_offset, noise_offset); + noise = SLB_PhiNoise2_float(noise_uv); + } else { + noise = SLB_Morton_OwenHash4_Bluenoise_float(uint2(pos2d+0.5)); + } + + tc.xyz /= tc.w; + + float lightness = 1.0; + + if(slb_shadow_settings_method == slb_shadow_method_linear) { + lightness = SLB_Shadow_Linear(tc); + } else if (slb_shadow_settings_method == slb_shadow_method_nice) { + lightness = SLB_Shadow_Nice(tc); + } else if (slb_shadow_settings_method == slb_shadow_method_bicubic) { + lightness = SLB_Shadow_Bicubic(tc); + } else if (slb_shadow_settings_method == slb_shadow_method_optimized_pcf) { + lightness = SLB_CubicRational1D(SLB_Shadow_OptimizedPCF(tc)); + } else if (slb_shadow_settings_method == slb_shadow_method_chs) { + lightness = SLB_Shadow_CHS(tc, noise); + } else if (slb_shadow_settings_method == slb_shadow_method_pcf) { + lightness = SLB_Shadow_PCF(tc, noise); + } else if (slb_shadow_settings_method == slb_shadow_method_vogel_chs) { + lightness = SLB_Shadow_VogelCHS(tc, noise); + } else if (slb_shadow_settings_method == slb_shadow_method_pcss) { + lightness = SLB_Shadow_PCSS(tc, noise); + } + + return lightness; +} + +#endif /// SLB_SHADOW_H diff --git a/mods/Shaders Look Better/gamedata/shaders/r3/slb_shadow_normal.h b/mods/Shaders Look Better/gamedata/shaders/r3/slb_shadow_normal.h new file mode 100644 index 00000000..6eb8064f --- /dev/null +++ b/mods/Shaders Look Better/gamedata/shaders/r3/slb_shadow_normal.h @@ -0,0 +1,63 @@ +#ifndef SLB_SHADOW_NORMAL_H +#define SLB_SHADOW_NORMAL_H + +float3 SLB_Shadow_ViewSpacePosAtScreenUV(float2 pos) { + return float3(pos.x, pos.y, SLB_Shadow_Sample(pos)); // * float2(float(SMAP_size), 1.0).xxy; +} + +float3 SLB_Shadow_Normal(float2 vpos) { + float2 texelSize = float2(1.0, 1.0)/float2(float(SMAP_size), float(SMAP_size)); + // screen uv from vpos + float2 uv = floor(vpos/texelSize)*texelSize; + + // current pixel's depth + float c = SLB_Shadow_Sample(uv); + + // get current pixel's view space position + float3 viewSpacePos_c = SLB_Shadow_ViewSpacePosAtScreenUV(uv); + + // get view space position at 1 pixel offsets in each major direction + float3 viewSpacePos_l = SLB_Shadow_ViewSpacePosAtScreenUV(uv + float2(-1.0, 0.0) * texelSize); + float3 viewSpacePos_r = SLB_Shadow_ViewSpacePosAtScreenUV(uv + float2( 1.0, 0.0) * texelSize); + float3 viewSpacePos_d = SLB_Shadow_ViewSpacePosAtScreenUV(uv + float2( 0.0,-1.0) * texelSize); + float3 viewSpacePos_u = SLB_Shadow_ViewSpacePosAtScreenUV(uv + float2( 0.0, 1.0) * texelSize); + + // get the difference between the current and each offset position + float3 l = viewSpacePos_c - viewSpacePos_l; + float3 r = viewSpacePos_r - viewSpacePos_c; + float3 d = viewSpacePos_c - viewSpacePos_d; + float3 u = viewSpacePos_u - viewSpacePos_c; + + // get depth values at 1 & 2 pixels offsets from current along the horizontal axis + float4 H = float4( + SLB_Shadow_Sample(uv + float2(-1.0, 0.0) * texelSize), + SLB_Shadow_Sample(uv + float2( 1.0, 0.0) * texelSize), + SLB_Shadow_Sample(uv + float2(-2.0, 0.0) * texelSize), + SLB_Shadow_Sample(uv + float2( 2.0, 0.0) * texelSize) + ); + + // get depth values at 1 & 2 pixels offsets from current along the vertical axis + float4 V = float4( + SLB_Shadow_Sample(uv + float2(0.0,-1.0) * texelSize), + SLB_Shadow_Sample(uv + float2(0.0, 1.0) * texelSize), + SLB_Shadow_Sample(uv + float2(0.0,-2.0) * texelSize), + SLB_Shadow_Sample(uv + float2(0.0, 2.0) * texelSize) + ); + + // current pixel's depth difference from slope of offset depth samples + // differs from original article because we're using non-linear depth values + // see article's comments + float2 he = abs((2 * H.xy - H.zw) - c); + float2 ve = abs((2 * V.xy - V.zw) - c); + + // pick horizontal and vertical diff with the smallest depth difference from slopes + float3 hDeriv = he.x < he.y ? l : r; + float3 vDeriv = ve.x < ve.y ? d : u; + + // get view space normal from the cross product of the best derivatives + float3 viewNormal = normalize(cross(hDeriv, vDeriv)); + + return viewNormal; +} + +#endif /// SLB_SHADOW_NORMAL_H \ No newline at end of file diff --git a/mods/Shaders Look Better/gamedata/shaders/r3/slb_shadow_optimized_pcf.h b/mods/Shaders Look Better/gamedata/shaders/r3/slb_shadow_optimized_pcf.h new file mode 100644 index 00000000..96aae5b9 --- /dev/null +++ b/mods/Shaders Look Better/gamedata/shaders/r3/slb_shadow_optimized_pcf.h @@ -0,0 +1,152 @@ +#ifndef SLB_SHADOW_OPTIMIZED_PCF_H +#define SLB_SHADOW_OPTIMIZED_PCF_H + +/// Source https://github.com/TheRealMJP/Shadows/blob/master/Shadows/Mesh.hlsl + +float SLB_Shadow_OptimizedPCF_Sample(in float2 base_uv, in float u, in float v, in float depth) { + float2 shadowMapSize = float2(int2(SMAP_size, SMAP_size)); + float2 shadowMapSizeInv = 1.0 / shadowMapSize; + + float2 uv = base_uv + float2(u, v) * shadowMapSizeInv; + + const float compare_window = 0.0001; + { + float4 depths = SLB_Shadow_Gather(uv); + float4 notblockers = saturate((depths - depth + compare_window)/compare_window); + #ifdef SLB_GLSL + notblockers = depths; + #endif + + float s1 = notblockers.x; + float s2 = notblockers.y; + float s3 = notblockers.z; + float s4 = notblockers.w; + + float2 fract = frac(uv*float(SMAP_size)+0.5); + float notblocker = lerp(lerp(s4, s3, fract.x), lerp(s1, s2, fract.x), fract.y); + + return notblocker; + } +} + +float SLB_Shadow_OptimizedPCF(float4 tc) { + const int filter_size = 7; + + float2 shadowMapSize = float2(int2(SMAP_size, SMAP_size)); + float2 shadowMapSizeInv = 1.0 / shadowMapSize; + float2 shadowPos = tc.xy; + float lightDepth = tc.z; + + float2 uv = shadowPos.xy * shadowMapSize; // 1 unit - 1 texel + + float2 base_uv; + base_uv.x = floor(uv.x + 0.5); + base_uv.y = floor(uv.y + 0.5); + + float s = (uv.x + 0.5 - base_uv.x); + float t = (uv.y + 0.5 - base_uv.y); + + base_uv -= float2(0.5, 0.5); + base_uv *= shadowMapSizeInv; + + float sum = 0; + + if(filter_size == 2) { + return SLB_Shadow_SampleCmp(shadowPos.xy, lightDepth); + } else if(filter_size == 3) { + float uw0 = (3 - 2 * s); + float uw1 = (1 + 2 * s); + + float u0 = (2 - s) / uw0 - 1; + float u1 = s / uw1 + 1; + + float vw0 = (3 - 2 * t); + float vw1 = (1 + 2 * t); + + float v0 = (2 - t) / vw0 - 1; + float v1 = t / vw1 + 1; + + sum += uw0 * vw0 * SLB_Shadow_OptimizedPCF_Sample(base_uv, u0, v0, lightDepth); + sum += uw1 * vw0 * SLB_Shadow_OptimizedPCF_Sample(base_uv, u1, v0, lightDepth); + sum += uw0 * vw1 * SLB_Shadow_OptimizedPCF_Sample(base_uv, u0, v1, lightDepth); + sum += uw1 * vw1 * SLB_Shadow_OptimizedPCF_Sample(base_uv, u1, v1, lightDepth); + + return sum * 1.0f / 16; + } else if(filter_size == 5) { + float uw0 = (4 - 3 * s); + float uw1 = 7; + float uw2 = (1 + 3 * s); + + float u0 = (3 - 2 * s) / uw0 - 2; + float u1 = (3 + s) / uw1; + float u2 = s / uw2 + 2; + + float vw0 = (4 - 3 * t); + float vw1 = 7; + float vw2 = (1 + 3 * t); + + float v0 = (3 - 2 * t) / vw0 - 2; + float v1 = (3 + t) / vw1; + float v2 = t / vw2 + 2; + + sum += uw0 * vw0 * SLB_Shadow_OptimizedPCF_Sample(base_uv, u0, v0, lightDepth); + sum += uw1 * vw0 * SLB_Shadow_OptimizedPCF_Sample(base_uv, u1, v0, lightDepth); + sum += uw2 * vw0 * SLB_Shadow_OptimizedPCF_Sample(base_uv, u2, v0, lightDepth); + + sum += uw0 * vw1 * SLB_Shadow_OptimizedPCF_Sample(base_uv, u0, v1, lightDepth); + sum += uw1 * vw1 * SLB_Shadow_OptimizedPCF_Sample(base_uv, u1, v1, lightDepth); + sum += uw2 * vw1 * SLB_Shadow_OptimizedPCF_Sample(base_uv, u2, v1, lightDepth); + + sum += uw0 * vw2 * SLB_Shadow_OptimizedPCF_Sample(base_uv, u0, v2, lightDepth); + sum += uw1 * vw2 * SLB_Shadow_OptimizedPCF_Sample(base_uv, u1, v2, lightDepth); + sum += uw2 * vw2 * SLB_Shadow_OptimizedPCF_Sample(base_uv, u2, v2, lightDepth); + + return sum * 1.0f / 144; + } else if(filter_size == 7) { + float uw0 = (5 * s - 6); + float uw1 = (11 * s - 28); + float uw2 = -(11 * s + 17); + float uw3 = -(5 * s + 1); + + float u0 = (4 * s - 5) / uw0 - 3; + float u1 = (4 * s - 16) / uw1 - 1; + float u2 = -(7 * s + 5) / uw2 + 1; + float u3 = -s / uw3 + 3; + + float vw0 = (5 * t - 6); + float vw1 = (11 * t - 28); + float vw2 = -(11 * t + 17); + float vw3 = -(5 * t + 1); + + float v0 = (4 * t - 5) / vw0 - 3; + float v1 = (4 * t - 16) / vw1 - 1; + float v2 = -(7 * t + 5) / vw2 + 1; + float v3 = -t / vw3 + 3; + + sum += uw0 * vw0 * SLB_Shadow_OptimizedPCF_Sample(base_uv, u0, v0, lightDepth); + sum += uw1 * vw0 * SLB_Shadow_OptimizedPCF_Sample(base_uv, u1, v0, lightDepth); + sum += uw2 * vw0 * SLB_Shadow_OptimizedPCF_Sample(base_uv, u2, v0, lightDepth); + sum += uw3 * vw0 * SLB_Shadow_OptimizedPCF_Sample(base_uv, u3, v0, lightDepth); + + sum += uw0 * vw1 * SLB_Shadow_OptimizedPCF_Sample(base_uv, u0, v1, lightDepth); + sum += uw1 * vw1 * SLB_Shadow_OptimizedPCF_Sample(base_uv, u1, v1, lightDepth); + sum += uw2 * vw1 * SLB_Shadow_OptimizedPCF_Sample(base_uv, u2, v1, lightDepth); + sum += uw3 * vw1 * SLB_Shadow_OptimizedPCF_Sample(base_uv, u3, v1, lightDepth); + + sum += uw0 * vw2 * SLB_Shadow_OptimizedPCF_Sample(base_uv, u0, v2, lightDepth); + sum += uw1 * vw2 * SLB_Shadow_OptimizedPCF_Sample(base_uv, u1, v2, lightDepth); + sum += uw2 * vw2 * SLB_Shadow_OptimizedPCF_Sample(base_uv, u2, v2, lightDepth); + sum += uw3 * vw2 * SLB_Shadow_OptimizedPCF_Sample(base_uv, u3, v2, lightDepth); + + sum += uw0 * vw3 * SLB_Shadow_OptimizedPCF_Sample(base_uv, u0, v3, lightDepth); + sum += uw1 * vw3 * SLB_Shadow_OptimizedPCF_Sample(base_uv, u1, v3, lightDepth); + sum += uw2 * vw3 * SLB_Shadow_OptimizedPCF_Sample(base_uv, u2, v3, lightDepth); + sum += uw3 * vw3 * SLB_Shadow_OptimizedPCF_Sample(base_uv, u3, v3, lightDepth); + + return sum * 1.0f / 2704; + } else { + return 1.0; + } +} + +#endif /// SLB_SHADOW_OPTIMIZED_PCF_H diff --git a/mods/Shaders Look Better/gamedata/shaders/r3/slb_shadow_settings.h b/mods/Shaders Look Better/gamedata/shaders/r3/slb_shadow_settings.h new file mode 100644 index 00000000..527e5008 --- /dev/null +++ b/mods/Shaders Look Better/gamedata/shaders/r3/slb_shadow_settings.h @@ -0,0 +1,109 @@ +#ifndef SLB_SHADOW_SETTINGS_H +#define SLB_SHADOW_SETTINGS_H + +/// Macro mess +#define SLB_SHADOW_SETTINGS_ADD_PRESET(preset, method, pcss_filter_samples, pcss_filter_small_samples, pcss_blocker_samples, pcss_size, pcss_size_min, pcss_light_width) \ + SLB_STATIC_CONST int slb_shadow_settings_ ## preset ## _method = method; \ + SLB_STATIC_CONST int slb_shadow_settings_ ## preset ## _pcss_filter_samples = pcss_filter_samples; \ + SLB_STATIC_CONST int slb_shadow_settings_ ## preset ## _pcss_filter_small_samples = pcss_filter_small_samples; \ + SLB_STATIC_CONST int slb_shadow_settings_ ## preset ## _pcss_blocker_samples = pcss_blocker_samples; \ + SLB_STATIC_CONST float slb_shadow_settings_ ## preset ## _pcss_size = pcss_size; \ + SLB_STATIC_CONST float slb_shadow_settings_ ## preset ## _pcss_size_min = pcss_size_min; \ + SLB_STATIC_CONST float slb_shadow_settings_ ## preset ## _pcss_light_width = pcss_light_width; + +#define SLB_SHADOW_SETTINGS_APPLY_PRESET(preset) \ + SLB_STATIC_CONST int slb_shadow_settings_method = slb_shadow_settings_ ## preset ## _method; \ + SLB_STATIC_CONST int slb_shadow_settings_pcss_filter_samples = slb_shadow_settings_ ## preset ## _pcss_filter_samples; \ + SLB_STATIC_CONST int slb_shadow_settings_pcss_filter_small_samples = slb_shadow_settings_ ## preset ## _pcss_filter_small_samples; \ + SLB_STATIC_CONST int slb_shadow_settings_pcss_blocker_samples = slb_shadow_settings_ ## preset ## _pcss_blocker_samples; \ + SLB_STATIC_CONST float slb_shadow_settings_pcss_size = slb_shadow_settings_ ## preset ## _pcss_size; \ + SLB_STATIC_CONST float slb_shadow_settings_pcss_size_min = slb_shadow_settings_ ## preset ## _pcss_size_min; \ + SLB_STATIC_CONST float slb_shadow_settings_pcss_light_width = slb_shadow_settings_ ## preset ## _pcss_light_width; + +/// Enums +SLB_STATIC_CONST int slb_shadow_method_linear = 0x252827bd; +SLB_STATIC_CONST int slb_shadow_method_nice = 0xeaa1fbca; +SLB_STATIC_CONST int slb_shadow_method_bicubic = 0xcb35b7d8; +SLB_STATIC_CONST int slb_shadow_method_optimized_pcf = 0xcf7d64d5; +SLB_STATIC_CONST int slb_shadow_method_chs = 0x15e654ad; +SLB_STATIC_CONST int slb_shadow_method_pcf = 0x92726cc9; +SLB_STATIC_CONST int slb_shadow_method_vogel_chs = 0x6f241210; +SLB_STATIC_CONST int slb_shadow_method_pcss = 0xa9fa8994; + +SLB_STATIC_CONST float slb_shadow_pcss_filter_gaussian_sigma = 0.5; + +/// Real settings starts here +/// slb_shadow_animated_noise: change noise every frame +/// slb_shadow_pcss_early_quit: improves performance a bit in synthetic test but idk. +SLB_STATIC_CONST bool slb_shadow_animated_noise = false; /// default false +SLB_STATIC_CONST bool slb_shadow_pcss_early_quit = false; /// default false +SLB_STATIC_CONST float slb_shadow_pcss_filter_samples_multiplier = 1.0; /// default 1.0 +SLB_STATIC_CONST float slb_shadow_pcss_filter_small_samples_multiplier = 1.0; /// default 1.0 +SLB_STATIC_CONST float slb_shadow_pcss_blocker_samples_multiplier = 1.0; /// default 1.0 +SLB_STATIC_CONST float slb_shadow_pcss_size_multiplier = 1.0; /// default 1.0 +SLB_STATIC_CONST float slb_shadow_pcss_size_min_multiplier = 1.0; /// default 1.0 + +/// Explanation: +/// sun_near - preset for sun near you +/// sun_near - preset for sun far from you +/// spot - preset for spot lights e.g. flashlights +/// omni - preset for omni lights e.g. some lamps +/// fallback - preset for ... rainlayer.ps IDK what it does + +#ifndef SUN_QUALITY /// Low quality + + SLB_SHADOW_SETTINGS_ADD_PRESET(sun_near, slb_shadow_method_bicubic, 16, 16, 16, 8.0, 2.0, 0.1) + SLB_SHADOW_SETTINGS_ADD_PRESET(sun_far, slb_shadow_method_bicubic, 16, 16, 16, 8.0, 2.0, 0.1) + SLB_SHADOW_SETTINGS_ADD_PRESET(spot, slb_shadow_method_bicubic, 16, 16, 16, 8.0, 2.0, 0.02) + SLB_SHADOW_SETTINGS_ADD_PRESET(omni, slb_shadow_method_bicubic, 16, 16, 16, 8.0, 2.0, 0.02) + SLB_SHADOW_SETTINGS_ADD_PRESET(fallback, slb_shadow_method_bicubic, 16, 16, 16, 8.0, 2.0, 0.1) + +#elif SUN_QUALITY==1 /// medium quality + + SLB_SHADOW_SETTINGS_ADD_PRESET(sun_near, slb_shadow_method_optimized_pcf, 16, 16, 16, 8.0, 2.0, 0.1) + SLB_SHADOW_SETTINGS_ADD_PRESET(sun_far, slb_shadow_method_optimized_pcf, 16, 16, 16, 8.0, 2.0, 0.1) + SLB_SHADOW_SETTINGS_ADD_PRESET(spot, slb_shadow_method_optimized_pcf, 16, 16, 16, 8.0, 2.0, 0.02) + SLB_SHADOW_SETTINGS_ADD_PRESET(omni, slb_shadow_method_optimized_pcf, 16, 16, 16, 8.0, 2.0, 0.02) + SLB_SHADOW_SETTINGS_ADD_PRESET(fallback, slb_shadow_method_bicubic, 16, 16, 16, 8.0, 2.0, 0.1) + +#elif SUN_QUALITY==2 /// high quality + + SLB_SHADOW_SETTINGS_ADD_PRESET(sun_near, slb_shadow_method_vogel_chs, 16, 16, 16, 8.0, 3.0, 0.1) + SLB_SHADOW_SETTINGS_ADD_PRESET(sun_far, slb_shadow_method_vogel_chs, 16, 16, 16, 8.0, 3.0, 0.1) + SLB_SHADOW_SETTINGS_ADD_PRESET(spot, slb_shadow_method_vogel_chs, 16, 16, 16, 8.0, 3.0, 0.02) + SLB_SHADOW_SETTINGS_ADD_PRESET(omni, slb_shadow_method_vogel_chs, 16, 16, 16, 8.0, 3.0, 0.02) + SLB_SHADOW_SETTINGS_ADD_PRESET(fallback, slb_shadow_method_bicubic, 16, 16, 16, 8.0, 3.0, 0.1) + +#elif SUN_QUALITY==3 /// ultra quality + + SLB_SHADOW_SETTINGS_ADD_PRESET(sun_near, slb_shadow_method_pcss, 16, 16, 16, 8.0, 2.0, 0.1) + SLB_SHADOW_SETTINGS_ADD_PRESET(sun_far, slb_shadow_method_pcss, 16, 16, 16, 2.0, 2.0, 0.1) + SLB_SHADOW_SETTINGS_ADD_PRESET(spot, slb_shadow_method_pcss, 16, 16, 16, 8.0, 2.0, 0.02) + SLB_SHADOW_SETTINGS_ADD_PRESET(omni, slb_shadow_method_pcss, 16, 16, 16, 8.0, 2.0, 0.02) + SLB_SHADOW_SETTINGS_ADD_PRESET(fallback, slb_shadow_method_bicubic, 16, 16, 16, 8.0, 2.0, 0.1) + +#elif SUN_QUALITY>=4 /// extreme quality + + SLB_SHADOW_SETTINGS_ADD_PRESET(sun_near, slb_shadow_method_pcss, 32, 32, 32, 16.0, 2.0, 0.1) + SLB_SHADOW_SETTINGS_ADD_PRESET(sun_far, slb_shadow_method_pcss, 32, 32, 32, 4.0, 2.0, 0.1) + SLB_SHADOW_SETTINGS_ADD_PRESET(spot, slb_shadow_method_pcss, 32, 32, 32, 16.0, 2.0, 0.02) + SLB_SHADOW_SETTINGS_ADD_PRESET(omni, slb_shadow_method_pcss, 32, 32, 32, 16.0, 2.0, 0.02) + SLB_SHADOW_SETTINGS_ADD_PRESET(fallback, slb_shadow_method_bicubic, 32, 32, 32, 16.0, 2.0, 0.1) + +#endif + +/// Real settings ends here + +#if defined(SLB_SHADOW_SUN_NEAR) + SLB_SHADOW_SETTINGS_APPLY_PRESET(sun_near) +#elif defined(SLB_SHADOW_SUN_FAR) + SLB_SHADOW_SETTINGS_APPLY_PRESET(sun_far) +#elif defined(SLB_SHADOW_SPOT) + SLB_SHADOW_SETTINGS_APPLY_PRESET(spot) +#elif defined(SLB_SHADOW_OMNI) + SLB_SHADOW_SETTINGS_APPLY_PRESET(omni) +#else + SLB_SHADOW_SETTINGS_APPLY_PRESET(fallback) +#endif + +#endif /// SLB_SHADOW_SETTINGS_H diff --git a/mods/Shaders Look Better/meta.ini b/mods/Shaders Look Better/meta.ini new file mode 100644 index 00000000..8f8c6dde --- /dev/null +++ b/mods/Shaders Look Better/meta.ini @@ -0,0 +1,34 @@ +[General] +gameName=stalkeranomaly +modid=0 +version=d2024.3.26.0 +newestVersion= +category="-1," +nexusFileStatus=1 +installationFile=Shaders_Look_Better_v1.1.0.7z +repository=Nexus +ignoredVersion= +comments= +notes= +nexusDescription= +url= +hasCustomURL=true +lastNexusQuery= +lastNexusUpdate= +nexusLastModified=2024-03-26T07:24:23Z +nexusCategory=0 +converted=false +validated=false +color=@Variant(\0\0\0\x43\0\xff\xff\0\0\0\0\0\0\0\0) +tracked=0 + +[installedFiles] +1\modid=0 +size=1 +1\fileid=0 + +[Plugins] +BAIN%20Installer\option0=00 Main +BAIN%20Installer\option1=05 Motion Blur +BAIN%20Installer\option2=10 Shadows +BAIN%20Installer\option3=11 Shadows SSS diff --git a/mods/Sound Clues for HTS/gamedata/scripts/hts_sound_clue.script b/mods/Sound Clues for HTS/gamedata/scripts/hts_sound_clue.script new file mode 100644 index 00000000..d3b565c3 --- /dev/null +++ b/mods/Sound Clues for HTS/gamedata/scripts/hts_sound_clue.script @@ -0,0 +1,141 @@ + +local tmr_upd +-- local test_sound = sound_object("device\\radio_call") +local stats_level = {0.20, 0.30, 0.40, 0.55, 0.70, 0.85} +local player_hunger_level = 0 +local player_thirst_level = 0 +local player_sleepy_level = 0 +local play_hungry = false +local play_thirst = false +local play_sleepy = false +local sound_stat = {} + +function on_game_start() + RegisterScriptCallback("actor_on_update", actor_on_update) + for i = 1, #stats_level do + sound_stat["actor\\hts_hunger_" .. i] = sound_object("actor\\hts_hunger_" .. i) + sound_stat["actor\\hts_thirst_" .. i] = sound_object("actor\\hts_thirst_" .. i) + sound_stat["actor\\hts_yawn_" .. i] = sound_object("actor\\hts_yawn_" .. i) + end +end + +local function get_stat_change(level, stat) + local did_decrease = false + -- i = 0; i <= 5; ++i + -- j = 5; j >= 0; --j + for i = 0, #stats_level - 1 do + local j = #stats_level - i + if level == j and stat <= stats_level[j] then + level = j - 1 + did_decrease = true + end + end + + -- i = 1; i <= 6; ++i + for i = 1, #stats_level do + if stat > stats_level[i] and level == i - 1 then level = i end + end + + return level, did_decrease +end + +local function play_stat_sound(sound) + sound_stat[sound]:play(db.actor, 0, sound_object.s2d) + sound_stat[sound].volume = 1.0 + -- sound_stat.volume = 1.0 - player_thirst_level / 12.0 + -- news_manager.send_tip(db.actor, string.format("%s Debug %s", sound, sound_stat[sound]:playing()), 0, nil, 1500) +end + +function actor_on_update() + local tg = time_global() + if (tmr_upd and tg < tmr_upd) then return end + tmr_upd = tg + 1000 + + local satiety = get_satiety_val() + player_hunger_level, play_hungry = get_stat_change(player_hunger_level, satiety) + local thirst = get_thirst_val() + player_thirst_level, play_thirst = get_stat_change(player_thirst_level, thirst) + local sleep = get_sleep_val() + player_sleepy_level, play_sleepy = get_stat_change(player_sleepy_level, sleep) + + if play_hungry then + play_stat_sound(string.format("actor\\hts_hunger_%i", player_hunger_level + 1)) + play_hungry = false + return + end + + if play_thirst then + play_stat_sound(string.format("actor\\hts_thirst_%i", player_thirst_level + 1)) + play_thirst = false + return + end + + if play_sleepy then + play_stat_sound(string.format("actor\\hts_yawn_%i", player_sleepy_level + 1)) + play_sleepy = false + return + end +end + +function get_local_val(path, script_name, str_to_find) + if _G[script_name] then + + if not file_exists(path) then + return + end + + for line in io.lines(path) do + if string.find(line, str_to_find) then + _,_, loc_val = string.find(line, "start_blur_4%s*=%s*(%d+)") + if type(tonumber(loc_val)) == "number" then + return loc_val + end + end + end + end + +end + +function file_exists(name) + local f = io.open(name, "r") + if f ~= nil then + io.close(f) + return true + else + return false + end +end + +function get_red_thirst() + local max_thirst = get_local_val([[gamedata\scripts\actor_status_thirst.script]], "actor_status_thirst", "local start_blur_4") or 5760 + return max_thirst +end + +function get_red_sleep() + local max_sleep = get_local_val([[gamedata\scripts\actor_status_sleep.script]], "actor_status_sleep", "local start_blur_4") or 8750 + return max_sleep +end + +function get_satiety_val() + local conditions = db.actor:cast_Actor():conditions() + local satiety = conditions:GetSatiety() + local red_icon_satiety = conditions:SatietyCritical() * 0.5 + satiety = normalize(satiety, red_icon_satiety, 1) + return satiety +end + +function get_thirst_val() + local thirst = 1 - actor_status_thirst.get_water_deprivation() + local red_icon_thirst = get_red_thirst() + red_icon_thirst = 1 - normalize(red_icon_thirst, 0, 10000) + thirst = normalize(thirst, red_icon_thirst, 1) + return thirst +end + +function get_sleep_val() + local sleep = 1 - actor_status_sleep.get_sleep_deprivation() + local red_icon_sleep = get_red_sleep() + red_icon_sleep = 1 - normalize(red_icon_sleep, 0, 10000) + sleep = normalize(sleep, red_icon_sleep, 1) + return sleep +end \ No newline at end of file diff --git a/mods/Sound Clues for HTS/gamedata/sounds/actor.bak/hts_hunger_1.ogg b/mods/Sound Clues for HTS/gamedata/sounds/actor.bak/hts_hunger_1.ogg new file mode 100644 index 00000000..cc6d5930 --- /dev/null +++ b/mods/Sound Clues for HTS/gamedata/sounds/actor.bak/hts_hunger_1.ogg @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:4723b2bd0b7c7ddf16ef628589fb079e60f18a220b95f4d0bbe1efcb9e1b369d +size 47647 diff --git a/mods/Sound Clues for HTS/gamedata/sounds/actor.bak/hts_hunger_2.ogg b/mods/Sound Clues for HTS/gamedata/sounds/actor.bak/hts_hunger_2.ogg new file mode 100644 index 00000000..eaee8c04 --- /dev/null +++ b/mods/Sound Clues for HTS/gamedata/sounds/actor.bak/hts_hunger_2.ogg @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:9986fbfb7412a1693105b73133c3ea73b62e2284a645245958a0e9bc75bdb4b1 +size 7542 diff --git a/mods/Sound Clues for HTS/gamedata/sounds/actor.bak/hts_hunger_3.ogg b/mods/Sound Clues for HTS/gamedata/sounds/actor.bak/hts_hunger_3.ogg new file mode 100644 index 00000000..c2a9b40d --- /dev/null +++ b/mods/Sound Clues for HTS/gamedata/sounds/actor.bak/hts_hunger_3.ogg @@ -0,0 +1,3 @@ +version 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b/mods/Sound Clues for HTS/gamedata/sounds/actor/hts_yawn_6.ogg new file mode 100644 index 00000000..34cca278 --- /dev/null +++ b/mods/Sound Clues for HTS/gamedata/sounds/actor/hts_yawn_6.ogg @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:e8e34b2738edba4717131919b89eab41b109e3f477bbc1fb9a9896db62b37aeb +size 26253 diff --git a/mods/Sound Clues for HTS/meta.ini b/mods/Sound Clues for HTS/meta.ini new file mode 100644 index 00000000..d779f944 --- /dev/null +++ b/mods/Sound Clues for HTS/meta.ini @@ -0,0 +1,28 @@ +[General] +gameName=stalkeranomaly +modid=0 +version=d2024.3.25.0 +newestVersion= +category="-1," +nexusFileStatus=1 +installationFile=sound_clue_for_hts.1.zip +repository= +ignoredVersion= +comments= +notes= +nexusDescription= +url= +hasCustomURL=false +lastNexusQuery= +lastNexusUpdate= +nexusLastModified=2024-03-25T01:43:40Z +nexusCategory=0 +converted=false +validated=false +color=@Variant(\0\0\0\x43\0\xff\xff\0\0\0\0\0\0\0\0) +tracked=0 + +[installedFiles] +1\modid=0 +1\fileid=0 +size=1 diff --git a/mods/Sounds and Music_separator/meta.ini b/mods/Sounds and Music_separator/meta.ini index 55a1c1d9..1fdfb23e 100644 --- a/mods/Sounds and Music_separator/meta.ini +++ b/mods/Sounds and Music_separator/meta.ini @@ -2,8 +2,25 @@ modid=0 version= newestVersion= -category=0 +category="-1," installationFile= +ignoredVersion= +repository=Nexus +gameName=stalkeranomaly +comments= +notes= +nexusDescription= +url= +hasCustomURL=true +nexusFileStatus=1 +lastNexusQuery= +lastNexusUpdate= +nexusLastModified=2024-03-26T01:58:36Z +nexusCategory=0 +converted=false +validated=false +color=@Variant(\0\0\0\x43\x1\xff\xff\xde\xde\xde\xde\0\0\0\0) +tracked=0 [installedFiles] size=0 diff --git a/mods/Unmanaged_separator/meta.ini b/mods/Unmanaged_separator/meta.ini index 55a1c1d9..1fdfb23e 100644 --- a/mods/Unmanaged_separator/meta.ini +++ b/mods/Unmanaged_separator/meta.ini @@ -2,8 +2,25 @@ modid=0 version= newestVersion= -category=0 +category="-1," installationFile= +ignoredVersion= +repository=Nexus +gameName=stalkeranomaly +comments= +notes= +nexusDescription= +url= +hasCustomURL=true +nexusFileStatus=1 +lastNexusQuery= +lastNexusUpdate= +nexusLastModified=2024-03-26T01:58:36Z +nexusCategory=0 +converted=false +validated=false +color=@Variant(\0\0\0\x43\x1\xff\xff\xde\xde\xde\xde\0\0\0\0) +tracked=0 [installedFiles] size=0 diff --git a/mods/Visuals and Effects_separator/meta.ini b/mods/Visuals and Effects_separator/meta.ini index 55a1c1d9..1fdfb23e 100644 --- a/mods/Visuals and Effects_separator/meta.ini +++ b/mods/Visuals and Effects_separator/meta.ini @@ -2,8 +2,25 @@ modid=0 version= newestVersion= -category=0 +category="-1," installationFile= +ignoredVersion= +repository=Nexus +gameName=stalkeranomaly +comments= +notes= +nexusDescription= +url= +hasCustomURL=true +nexusFileStatus=1 +lastNexusQuery= +lastNexusUpdate= +nexusLastModified=2024-03-26T01:58:36Z +nexusCategory=0 +converted=false +validated=false +color=@Variant(\0\0\0\x43\x1\xff\xff\xde\xde\xde\xde\0\0\0\0) +tracked=0 [installedFiles] size=0 diff --git a/mods/Weather and Environment_separator/meta.ini b/mods/Weather and Environment_separator/meta.ini index 55a1c1d9..35ce067c 100644 --- a/mods/Weather and Environment_separator/meta.ini +++ b/mods/Weather and Environment_separator/meta.ini @@ -2,8 +2,25 @@ modid=0 version= newestVersion= -category=0 +category="-1," installationFile= +ignoredVersion= +repository=Nexus +gameName=stalkeranomaly +comments= +notes= +nexusDescription= +url= +hasCustomURL=false +nexusFileStatus=1 +lastNexusQuery= +lastNexusUpdate= +nexusLastModified=2024-03-26T01:58:36Z +nexusCategory=0 +converted=false +validated=false +color=@Variant(\0\0\0\x43\x1\xff\xff\xde\xde\xde\xde\0\0\0\0) +tracked=0 [installedFiles] size=0 diff --git a/mods/[DEV] Brotherhood/Brotherhood ReadMe.txt b/mods/[DEV] Brotherhood/Brotherhood ReadMe.txt deleted file mode 100644 index cf48b812..00000000 --- a/mods/[DEV] Brotherhood/Brotherhood ReadMe.txt +++ /dev/null @@ -1,60 +0,0 @@ -Stalker-Anomaly-Brotherhood - - -Thank you for downloading my mod project. For the moment it's still in the early phase of developpment - as such it's not ready for distribution and is meant to be beta tested. - -Special thanks to the Anomaly discord coder community which helped me throughout this project, especially - -- xcvb for always helping out and providing some scripts used in this mod -- NLTP-ASHES for sharing his huge knowledge -- GhenTuong for being an inspiration and a reference, and providing some scripts used in this mod -- RavenAscendant for helping out if I had a question -- igigog for helping out if I had a question -- demonized for helping out if I had a question - -and not to forget, the devs of Anomaly themselves who made all of this possible. - - - - -# Compatibility: - -- DLTX adaptation will follow soon - -- For the moment I recommend playing this mod without any other mods - at least none which would be in conflict. If you really want to use other mods, use this guide to make your own compatibility patch. - -- If you want to use other mods which use these three files, you have to include my mod too. You can do this by opening the concerned file with notepad++ and adding the required lines - - - configs > creatures > spawn_section.ltx - #include "spawn_sections_brotherhood.ltx" - - - configs > creatures > monsters.ltx - #include "m_z_legendary.ltx" - - configs > system.ltx - - - [dialogs] dialogs_brotherhood, dialogs_brotherhood_ms, dialogs_brotherhood_nr - - [profiles] npc_profile_brotherhood - character_desc_brotherhood - -- If the other mod also uses the following files, it becomes more problematic and you will need to find my added code lines and paste them into the other file (you can find it by comparing the two files in notepad++ and adding mine): - - - configs > gameplay > character_desc_[base mod].xml - - I added some dialogues to existing characters, of course they have to be added if the files are overwritten (list might follow) - - - configs > scripts > - - - obviously very problematic, will have to make a whole list or learn DLTX. I strongly recommend not using any mods which would tamper with these files. - - - - - gamedata > scripts > actor_effects.script - - - I disabled the create stash animation for the backpack for a quest (by adding --): - - - line 1747 to 1749 : --elseif (id == ruck_last_backpack) then - --ruck_last_backpack = -1 - --play_anm = true - - - this means, if a mod also modified actor_effects and is loaded after my mod - you might get problems (or not - tell me) - - you can "patch" this by diasbling these three lines in the other mod diff --git a/mods/[DEV] Brotherhood/Brotherhood mod version.txt b/mods/[DEV] Brotherhood/Brotherhood mod version.txt deleted file mode 100644 index 08686c6d..00000000 --- a/mods/[DEV] Brotherhood/Brotherhood mod version.txt +++ /dev/null @@ -1 +0,0 @@ -Brotherhood version 0.5.7.6.2 \ No newline at end of file diff --git a/mods/[DEV] Brotherhood/Brotherhood patch notes - spoilers.txt b/mods/[DEV] Brotherhood/Brotherhood patch notes - spoilers.txt deleted file mode 100644 index b409def6..00000000 --- a/mods/[DEV] Brotherhood/Brotherhood patch notes - spoilers.txt +++ /dev/null @@ -1,92 +0,0 @@ -Patch Notes: - -v 0.5.7.6.2 - -- Russian language added - -v 0.5.7.6 - -- added Alyosha's second quest -- fixed the Forester Bloodsucker bug which didn't spawn the Bloodsuckers if you were too far away - -v 0.5.7.5.1 - -- fixed the infinite trapper bait bug - -v 0.5.7.5 - -- fixed the Bezsonik crash - -v 0.5.7.3 - -- added two "random encounter": one in Rostok one in the Great Swamp -- added a Legendary Mutant hunt (Butcher) -- added scopes to the Mutanthammer -- fixed some typos - -v 0.5.7.2 -- patched a wrong node in Hawaiians dialogue - -v 0.5.7 - -- added some new random events and missions -- fixed the Railway Bridge smart spawn (only works if mission has not been completed yet) -- buffed Vlad and Drakul -- reworked the Butcher Agroprom mission -- patched quest description not showing for the second stage of the second Chris quest (Market Share) -- patched quest description for Vybegallo -- patched dialogue with Mercenary switching (Market Share) - - -v 0.5.2.8 - -- removed file responsible for Hawaiian's trade problems -- patched bandits respawning after finishing the bloody railway bridge quest - -v 0.5.2.7 - -- Forester takes back his coat - - if you already finished the mission or failed then you have to disable the info - - for successful mission: disable_info("forester_legendary_5_done") - - -V 0.5.2.6 - - - patched Bellerophon not coming with you - - if Vybegallo is dead he won't call for help anymore - - programmed alternative if Bellerophon died - - buffed the reward for the Duty Brotherhood missions - -V 0.5.2.4 - -- patched Vybgeallo Pseudogiant Hand - now you can give it to him - -V 0.5.2.3. - -- buffed health of Vlad and Drakul -- changed Vybegallo visual to the same as Ozerskiy -- patched the remark crash - -V 0.5.2.2 - -- patched the brotherhood_timer crash - -V 0.5.2.1 - -- patched the Sakharov crash - -- patched the Voronin quest - - - -V 0.5.2. - -- patched task_brotherhood: - - added a proper task functor to give_dolg_bloodsucker_village_1 and give_dolg_bloodsucker_village_2 - -- patched the Aspirin dialogue, which was not curtailed behind a condition (thus not following the flow of the quest chain) - -- deleted jup_b202_stalker_barmen.ltx in configs > scripts > jupiter -- this file is not necessary - -- corrected some typos in the dialogues - diff --git a/mods/[DEV] Brotherhood/gamedata/configs/creatures/m_z_legendary.ltx b/mods/[DEV] Brotherhood/gamedata/configs/creatures/m_z_legendary.ltx deleted file mode 100644 index 0db9da69..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/creatures/m_z_legendary.ltx +++ /dev/null @@ -1,245 +0,0 @@ -;=========================================================================== -; BLOODSUCKERS Vlad and Drakul -;=========================================================================== - -[bloodsucker_vlad]:m_bloodsucker_e -$spawn = "monsters\bloodsuckers\bloodsucker_03_strong" -visual = monsters\krovosos\krovosos_strong -corpse_visual = monsters\krovosos\krovosos_dead -icon = ui_npc_monster_krovosos_strong -Predator_Visual = monsters\krovosos\krovosos_strong_xray -panic_threshold = 0.05 -rank = 16 -immunities_sect = bloodsucker_immunities_vlad -attack_params = bloodsucker_attack_params_vlad -spec_rank = strong -community = bloodsucker -invisibility_activate_delay = 1500 -protections_sect = bloodsucker_protections - -MaxHealthValue = 3 ; range [0..200] - -skin_armor = 0.7 - -[bloodsucker_immunities_vlad] -burn_immunity = 2.2 ; 5.0 ; = 0.75 ;Factors of immunity -strike_immunity = 0.60 -shock_immunity = 2.7 ; = 0.7 -wound_immunity = 0.35 -radiation_immunity = 0.0 -telepatic_immunity = 0.0 -chemical_burn_immunity = 0.65 ; = 3.0 ; = 0.75 -explosion_immunity = 0.55 -fire_wound_immunity = 0.3 - -[bloodsucker_attack_params_vlad] -;--------------------------------------------------------------------------------------------------------------------------------------------- -; anim | time[0..1] | hit_power | impulse | impulse_dir (x,y,z) | Field of hit_test (left,right, top, bottom) | Test Dist -;--------------------------------------------------------------------------------------------------------------------------------------------- -;Left hand Strike -stand_attack_0 = 0.20, 2.35, 65, 3.5, 2.0, 0.5, -1.0, 1.0, -1.0, 1.0, 2.5 -;Both hands Strike -stand_attack_1 = 0.20, 2.5, 75, 0.0, 2.0, 4.0, -0.8, 0.8, -1.2, 1.2, 2.5 -;Right hand Strike -stand_attack_2 = 0.20, 2.35, 65, -4.0, 2.5, 0.50, -1.0, 1.0, -1.0, 1.0, 2.5 -;Right hand Strike -vampire_2 = 0.40, 2.15, 75, 0.0, 2.5, 4.50, -1.2, 1.2, -1.2, 1.2, 4.5 - - -stand_run_attack_left_0 = 0.20, 2.05, 65, 3.5, 2.0, 0.5, -1.0, 1.0, -1.0, 1.0, 2.5 -stand_run_attack_right_0 = 0.20, 2.05, 65, 3.5, 2.0, 0.5, -1.0, 1.0, -1.0, 1.0, 2.5 - -;---------------------------------------------------------------------------- -; Movement::Velocities & Acceleration -;---------------------------------------------------------------------------- -; speed factors linear | angular_real | angular_path | min | max -Velocity_Stand = 0, 5.0, 5.0, 1, 1 -Velocity_RunFwdNormal = 8.2, 5.0, 5.0, 0.5, 1 -Velocity_RunFwdDamaged = 5.0, 5.0, 5.0, 0.5, 1 -Velocity_WalkFwdNormal = 2.15, 5.0, 5.0, 0.2, 2.0 -Velocity_WalkFwdDamaged = 1.4, 5.0, 5.0, 0.2, 2.0 -Velocity_Drag = 1.5, 4.0, 4.0, 1, 1 -Velocity_Steal = 0.7, 4.0, 4.0, 1, 1 - -; Speed factors while invisible -Velocity_Invisible_Linear = 6.5 -Velocity_Invisible_Angular = 3.5 - -; acceleration -Accel_Generic = 1.5 -Accel_Calm = 2.5 -Accel_Aggressive = 20.0 - -[bloodsucker_drakul]:m_bloodsucker_e -$spawn = "monsters\bloodsuckers\bloodsucker_03_strong" -visual = monsters\krovosos\krovosos_strong -corpse_visual = monsters\krovosos\krovosos_dead -icon = ui_npc_monster_krovosos_strong -Predator_Visual = monsters\krovosos\krovosos_strong_xray -panic_threshold = 0.05 -rank = 16 -immunities_sect = bloodsucker_immunities_drakul -attack_params = bloodsucker_attack_params_drakul -spec_rank = strong -community = bloodsucker -invisibility_activate_delay = 1500 -protections_sect = bloodsucker_protections - -MaxHealthValue = 3.8 ; range [0..200] - -skin_armor = 1 - -[bloodsucker_immunities_drakul] -burn_immunity = 2.2 ; 5.0 ; = 0.75 ;Factors of immunity -strike_immunity = 0.50 -shock_immunity = 2.7 ; = 1 -wound_immunity = 0.2 -radiation_immunity = 0.0 -telepatic_immunity = 0.0 -chemical_burn_immunity = 1 ; = 3.0 ; = 0.75 -explosion_immunity = 0.5 -fire_wound_immunity = 0.15 - -[bloodsucker_attack_params_drakul] -;--------------------------------------------------------------------------------------------------------------------------------------------- -; anim | time[0..1] | hit_power | impulse | impulse_dir (x,y,z) | Field of hit_test (left,right, top, bottom) | Test Dist -;--------------------------------------------------------------------------------------------------------------------------------------------- -;Left hand Strike -stand_attack_0 = 0.30, 1.5, 65, 3.5, 2.0, 0.5, -1.0, 1.0, -1.0, 1.0, 2.5 -;Both hands Strike -stand_attack_1 = 0.30, 1.7, 75, 0.0, 2.0, 4.0, -0.8, 0.8, -1.2, 1.2, 2.5 -;Right hand Strike -stand_attack_2 = 0.30, 1.5, 65, -4.0, 2.5, 0.50, -1.0, 1.0, -1.0, 1.0, 2.5 -;Right hand Strike -vampire_2 = 0.60, 1.3, 75, 0.0, 2.5, 4.50, -1.2, 1.2, -1.2, 1.2, 4.5 - - -stand_run_attack_left_0 = 0.30, 1.05, 65, 3.5, 2.0, 0.5, -1.0, 1.0, -1.0, 1.0, 2.5 -stand_run_attack_right_0 = 0.30, 1.05, 65, 3.5, 2.0, 0.5, -1.0, 1.0, -1.0, 1.0, 2.5 - -;---------------------------------------------------------------------------- -; Movement::Velocities & Acceleration -;---------------------------------------------------------------------------- -; speed factors linear | angular_real | angular_path | min | max -Velocity_Stand = 0, 5.0, 5.0, 1, 1 -Velocity_RunFwdNormal = 8.2, 5.0, 5.0, 0.5, 1 -Velocity_RunFwdDamaged = 5.0, 5.0, 5.0, 0.5, 1 -Velocity_WalkFwdNormal = 2.15, 5.0, 5.0, 0.2, 2.0 -Velocity_WalkFwdDamaged = 1.4, 5.0, 5.0, 0.2, 2.0 -Velocity_Drag = 1.5, 4.0, 4.0, 1, 1 -Velocity_Steal = 0.7, 4.0, 4.0, 1, 1 - -; Speed factors while invisible -Velocity_Invisible_Linear = 6.5 -Velocity_Invisible_Angular = 3.5 - -; acceleration -Accel_Generic = 1.5 -Accel_Calm = 2.5 -Accel_Aggressive = 20.0 - -;=========================================================================== -; Boars Calydonian Boar and his guards -;=========================================================================== - - -[boar_calydonian]:boar_01a_hard -$spawn = "monsters\boars\boar_01a_hard" -visual = monsters\mutant_boar\mutant_boar_strong -;corpse_visual = monsters\mutant_boar\mutant_boar_big_dead - -immunities_sect = boar_immunities_calydonian -attack_params = boar_attack_params_calydonian - - -[boar_immunities_calydonian] -burn_immunity = 0.86 ; = 0.2 ;коэффициенты иммунитета -strike_immunity = 0.25 -shock_immunity = 0.44 ; = 0.25 -wound_immunity = 0.1 -radiation_immunity = 0.0 -telepatic_immunity = 0.0 -chemical_burn_immunity = 1.00 ; = 3.0 ; = 0.2 -explosion_immunity = 0.4 -fire_wound_immunity = 0.08 - -[boar_attack_params_calydonian] -;--------------------------------------------------------------------------------------------------------------------------------------------- -; anim | time[0..1] | hit_power | impulse | impulse_dir (x,y,z) | Field of hit_test (left,right, bottom, top ) | Test Dist -;--------------------------------------------------------------------------------------------------------------------------------------------- -;Bite -stand_attack_0 = 0.20, 1, 50, 0.0, 0.5, 0.5, -1.0, 1.0, -1.0, 1.0, 2.3 -;Bite2 -stand_attack_1 = 0.20, 1, 50, 0.0, 0.5, 0.5, -1.0, 1.0, -1.0, 1.0, 2.3 -;Right Leg Attack -stand_attack_2 = 0.20, 1, 50, 0.0, 1.0, 2.0, -0.8, 0.8, -1.0, 1.0, 2.5 -stand_attack_run_0 = 0.40, 2.3, 390, 0.0, 1.0, 2.0, -1.0, 1.0, -1.0, 1.0, 3.2 -stand_attack_run_left_0 = 0.40, 1.5, 390, 0.0, 1.0, 2.0, -1.0, 1.0, -1.0, 1.0, 3.2 -stand_attack_run_right_0 = 0.40, 1.5, 390, 0.0, 1.0, 2.0, -1.0, 1.0, -1.0, 1.0, 3.2 - -; speed factors linear | angular_real | angular_path | min | max -Velocity_Stand = 0, 3.4, 3.0, 1, 1 -Velocity_RunFwdNormal = 8.0, 3.0, 2.8, 0.4, 1 -Velocity_RunFwdDamaged = 6.5, 3.0, 2.8, 0.2, 1 -Velocity_WalkFwdDamaged = 1.3, 3.0, 2.8, 0.2, 2.0 -Velocity_WalkFwdNormal = 1.75, 3.0, 2.8, 0.02, 3.0 -Velocity_Drag = -1.0, 1.0, 1.0, 1, 1 -Velocity_Steal = 1.5, 3.0, 2.5, 1, 1 - -; acceleration -Accel_Generic = 1.0 -Accel_Calm = 2.0 -Accel_Aggressive = 3.5 -skin_armor = 2 - - - -[boar_calydonian_guard]:boar_01a_hard -$spawn = "monsters\boars\boar_01a_hard" -visual = monsters\mutant_boar\mutant_boar_strong -;corpse_visual = monsters\mutant_boar\mutant_boar_big_dead - - -immunities_sect = boar_immunities_calydonian_guard -attack_params = boar_attack_params_calydonian_guard - - -[boar_immunities_calydonian_guard] -burn_immunity = 0.96 ; = 0.2 ;коэффициенты иммунитета -strike_immunity = 0.25 -shock_immunity = 0.74 ; = 0.25 -wound_immunity = 02 -radiation_immunity = 0.0 -telepatic_immunity = 0.0 -chemical_burn_immunity = 1.66 ; = 3.0 ; = 0.2 -explosion_immunity = 0.5 -fire_wound_immunity = 0.25 - -[boar_attack_params_calydonian_guard] -;--------------------------------------------------------------------------------------------------------------------------------------------- -; anim | time[0..1] | hit_power | impulse | impulse_dir (x,y,z) | Field of hit_test (left,right, bottom, top ) | Test Dist -;--------------------------------------------------------------------------------------------------------------------------------------------- -;Bite -stand_attack_0 = 0.20, 0.8, 50, 0.0, 0.5, 0.5, -1.0, 1.0, -1.0, 1.0, 2.3 -;Bite2 -stand_attack_1 = 0.20, 0.8, 50, 0.0, 0.5, 0.5, -1.0, 1.0, -1.0, 1.0, 2.3 -;Right Leg Attack -stand_attack_2 = 0.20, 0.8, 50, 0.0, 1.0, 2.0, -0.8, 0.8, -1.0, 1.0, 2.5 -stand_attack_run_0 = 0.30, 1.25, 350, 0.0, 1.0, 2.0, -1.0, 1.0, -1.0, 1.0, 3.2 -stand_attack_run_left_0 = 0.30, 1.1, 350, 0.0, 1.0, 2.0, -1.0, 1.0, -1.0, 1.0, 3.2 -stand_attack_run_right_0 = 0.30, 1.1, 350, 0.0, 1.0, 2.0, -1.0, 1.0, -1.0, 1.0, 3.2 - -; speed factors linear | angular_real | angular_path | min | max -Velocity_Stand = 0, 3.4, 3.0, 1, 1 -Velocity_RunFwdNormal = 8.0, 3.0, 2.8, 0.4, 1 -Velocity_RunFwdDamaged = 6.5, 3.0, 2.8, 0.2, 1 -Velocity_WalkFwdDamaged = 1.3, 3.0, 2.8, 0.2, 2.0 -Velocity_WalkFwdNormal = 1.75, 3.0, 2.8, 0.02, 3.0 -Velocity_Drag = -1.0, 1.0, 1.0, 1, 1 -Velocity_Steal = 1.5, 3.0, 2.5, 1, 1 - -; acceleration -Accel_Generic = 1.0 -Accel_Calm = 2.0 -Accel_Aggressive = 3.5 -skin_armor = 1.5 \ No newline at end of file diff --git a/mods/[DEV] Brotherhood/gamedata/configs/creatures/monsters.ltx b/mods/[DEV] Brotherhood/gamedata/configs/creatures/monsters.ltx deleted file mode 100644 index ebe60d76..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/creatures/monsters.ltx +++ /dev/null @@ -1,35 +0,0 @@ -#include "m_flesh.ltx" -#include "m_bloodsucker.ltx" -#include "m_dog.ltx" -#include "m_boar.ltx" -#include "m_pseudodog.ltx" -#include "m_giant.ltx" -#include "m_controller.ltx" -#include "m_poltergeist.ltx" -#include "m_snork.ltx" -#include "m_crow.ltx" -#include "m_tushkano.ltx" -#include "m_phantom.ltx" -#include "m_chimera.ltx" -#include "m_burer.ltx" -#include "m_zombie.ltx" -#include "m_fracture.ltx" -#include "m_cat.ltx" -#include "m_rat.ltx" -#include "m_borya.ltx" -#include "m_bibliotekar.ltx" -;#include "m_poltergeist_build_kea.ltx" -;--new files, created by Tronex -#include "m_karlik.ltx" -#include "m_lurker.ltx" -#include "m_psysucker.ltx" -#include "m_gigant_jumper.ltx" -;--- Catilina - Stories from the Zone ---; -#include "m_z_legendary.ltx" - -[monsters_common] - corpse_remove_game_time_interval = 65535 ; in hours - stay_after_death_time_interval = 65535 ; in hours - - script_move_min_offset_from_leader = 3 - script_move_max_offset_from_leader = 8 \ No newline at end of file diff --git a/mods/[DEV] Brotherhood/gamedata/configs/creatures/spawn_sections.ltx b/mods/[DEV] Brotherhood/gamedata/configs/creatures/spawn_sections.ltx deleted file mode 100644 index 5c03dc10..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/creatures/spawn_sections.ltx +++ /dev/null @@ -1,30 +0,0 @@ -#include "spawn_sections_general.ltx" -#include "spawn_sections_marsh.ltx" -#include "spawn_sections_agroprom.ltx" -#include "spawn_sections_agroprom_underground.ltx" -#include "spawn_sections_darkscape.ltx" -#include "spawn_sections_darkvalley.ltx" -#include "spawn_sections_bar.ltx" -#include "spawn_sections_escape.ltx" -#include "spawn_sections_garbage.ltx" -#include "spawn_sections_red_forest.ltx" -#include "spawn_sections_hospital.ltx" -#include "spawn_sections_yantar.ltx" -#include "spawn_sections_military.ltx" -#include "spawn_sections_deadcity.ltx" -#include "spawn_sections_truck.ltx" -#include "spawn_sections_zaton.ltx" -#include "spawn_sections_pripyat.ltx" -#include "spawn_sections_jupiter.ltx" -#include "spawn_sections_labx8.ltx" -#include "spawn_sections_labx18.ltx" -#include "spawn_sections_labx16.ltx" -#include "spawn_sections_bunker.ltx" -#include "spawn_sections_sarcofag.ltx" -#include "spawn_sections_underpass.ltx" -#include "spawn_sections_monolith_control.ltx" -#include "spawn_sections_warlab.ltx" -#include "spawn_sections_mlr.ltx" -#include "spawn_sections_lostzone.ltx" - -#include "spawn_sections_brotherhood.ltx" \ No newline at end of file diff --git a/mods/[DEV] Brotherhood/gamedata/configs/creatures/spawn_sections_brotherhood.ltx b/mods/[DEV] Brotherhood/gamedata/configs/creatures/spawn_sections_brotherhood.ltx deleted file mode 100644 index 953726e7..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/creatures/spawn_sections_brotherhood.ltx +++ /dev/null @@ -1,357 +0,0 @@ - - -[vybegallo]:stalker_strong -$spawn = "respawn\vybegallo" -character_profile = vybegallo -community = ecolog -story_id = vybegallo - -[bellerophon]:stalker_strong -character_profile = bellerophon -community = stalker -story_id = bellerophon - -[sarpedon]:stalker_strong -character_profile = sarpedon -community = stalker -story_id = sarpedon - -[hunter_orion]:stalker_strong -character_profile = hunter_orion -community = stalker -story_id = hunter_orion - -[assault_stalker_leader_esc_5_9]:stalker_strong -character_profile = assault_stalker_leader_esc_5_9 -community = stalker -story_id = assault_stalker_leader_esc_5_9 - -[assault_csky_leader_esc_5_7]:stalker_strong -character_profile = assault_csky_leader_esc_5_7 -community = csky -story_id = assault_csky_leader_esc_5_7 - -[zaton_brokkr]:stalker_strong -character_profile = zaton_brokkr -community = ecolog -story_id = zaton_brokkr - -[nr_sorokin]:stalker_strong -character_profile = nr_sorokin -community = stalker -story_id = nr_sorokin - -[nr_scamlok]:stalker_strong -character_profile = nr_scamlok -community = stalker -story_id = nr_scamlok - - -[zaton_eitri]:stalker_strong -character_profile = zaton_eitri -community = ecolog -story_id = zaton_eitri - -[marlo_stanfield]:stalker_strong -character_profile = marlo_stanfield -community = stalker -story_id = marlo_stanfield - -[chris_partlow]:stalker_strong -character_profile = chris_partlow -community = stalker -story_id = chris_partlow - -[paranoia_man]:stalker_strong -character_profile = paranoia_man -community = stalker -story_id = paranoia_man - -[zaton_mercenary_1]:stalker_strong -character_profile = zaton_mercenary_1 -community = killer -story_id = zaton_mercenary_1 - -[zaton_mercenary_courrier_1]:stalker_strong -character_profile = zaton_mercenary_courrier_1 -community = killer -story_id = zaton_mercenary_courrier_1 - -[zaton_mercenary_2]:stalker_strong -character_profile = zaton_mercenary_2 -community = killer -story_id = zaton_mercenary_2 - -[anna_morphine]:stalker_strong -character_profile = anna_morphine -community = stalker -story_id = anna_morphine - -[ecologist_sidorovich]:stalker_strong -character_profile = ecologist_sidorovich -community = ecolog -story_id = ecologist_sidorovich - -[alyosha_shyogolov]:stalker_strong -character_profile = alyosha_shyogolov -community = ecolog -story_id = alyosha_shyogolov - -[bh_mozgotlen]:stalker_zombied -character_profile = bh_mozgotlen -community = zombied -story_id = bh_mozgotlen - -[bh_rat_guards_naruchnik]:stalker_strong -character_profile = bh_rat_guards_naruchnik -community = stalker -story_id = bh_rat_guards_naruchnik - -[bh_rat_trap_leader]:stalker_strong -character_profile = bh_rat_trap_leader -community = bandit -story_id = bh_rat_trap_leader - -[nr_vova_bandit_1]:stalker_strong -character_profile = nr_vova_bandit_1 -community = bandit -story_id = nr_vova_bandit_1 - -[nr_pasha_bandit_2]:stalker_strong -character_profile = nr_pasha_bandit_2 -community = bandit -story_id = nr_pasha_bandit_2 - -[erast_fandorin]:stalker_strong -character_profile = erast_fandorin -community = stalker -story_id = erast_fandorin - -[flavio_becca]:stalker_strong -character_profile = flavio_becca -community = ecolog -story_id = flavio_becca - -[nr_ecologist_rydzyk]:stalker_strong -character_profile = nr_ecologist_rydzyk -community = ecolog -story_id = nr_ecologist_rydzyk - -[nr_ecologist_1]:stalker_strong -character_profile = nr_ecologist_1 -community = ecolog -story_id = nr_ecologist_1 - -[nr_ecologist_2]:stalker_strong -character_profile = nr_ecologist_2 -community = ecolog -story_id = nr_ecologist_2 - -[nr_ecologist_3]:stalker_strong -character_profile = nr_ecologist_3 -community = ecolog -story_id = nr_ecologist_3 - -[nr_ambush_1]:stalker_strong -character_profile = nr_ambush_1 -community = army -story_id = nr_ambush_1 - -[nr_ambush_2]:stalker -character_profile = nr_ambush_2 -community = army -story_id = nr_ambush_2 - -[nr_ambush_3]:stalker -character_profile = nr_ambush_3 -community = army -story_id = nr_ambush_3 - -[nr_ambush_4]:stalker -character_profile = nr_ambush_4 -community = army -story_id = nr_ambush_4 - -[nr_ambush_5]:stalker -character_profile = nr_ambush_5 -community = army -story_id = nr_ambush_5 - -[zaton_achilles]:stalker_strong -character_profile = zaton_achilles -community = stalker -story_id = zaton_achilles - -[sasha_tolstoy]:stalker_strong -character_profile = sasha_tolstoy -community = csky -story_id = sasha_tolstoy - -[nr_iliaz]:stalker_strong -character_profile = nr_iliaz -community = stalker -story_id = nr_iliaz - -[nr_bezsonik]:stalker_strong -character_profile = nr_bezsonik -community = freedom -story_id = nr_bezsonik - -[bh_gutalin]:stalker_strong -character_profile = bh_gutalin -community = stalker -story_id = bh_gutalin - -[butcher_tug_1]:stalker_strong -character_profile = butcher_tug_1 -community = stalker -story_id = butcher_tug_1 - - -[butcher_tug_2]:stalker_strong -character_profile = butcher_tug_2 -community = stalker -story_id = butcher_tug_2 - -[dolg_vadim_bloodsucker]:stalker -character_profile = dolg_vadim_bloodsucker -community = dolg -story_id = dolg_vadim_bloodsucker - -[dolg_sergey_bloodsucker]:stalker -character_profile = dolg_sergey_bloodsucker -community = dolg -story_id = dolg_sergey_bloodsucker - -[dolg_sasha_bloodsucker]:stalker -character_profile = dolg_sasha_bloodsucker -community = dolg -story_id = dolg_sasha_bloodsucker - -[dolg_artyom_bloodsucker]:stalker -character_profile = dolg_artyom_bloodsucker -community = dolg -story_id = dolg_artyom_bloodsucker - -[dolg_ilya_bloodsucker]:stalker_strong -character_profile = dolg_ilya_bloodsucker -community = dolg -story_id = dolg_ilya_bloodsucker - - -[jupiter_monk]:stalker_strong -character_profile = jupiter_monk -community = stalker -story_id = jupiter_monk - -[controller_victim_1]:stalker_strong -character_profile = controller_victim_1 -community = stalker -story_id = controller_victim_1 - -[nr_dead_convict_1]:stalker_ragdoll -character_profile = nr_dead_convict_1 -community = stalker -story_id = nr_dead_convict_1 - - -[nr_dead_convict_2]:stalker -character_profile = nr_dead_convict_2 -community = freedom -story_id = nr_dead_convict_2 - -[nr_executioner_1]:stalker_strong -character_profile = nr_executioner_1 -community = stalker -story_id = nr_executioner_1 - -[nr_executioner_2]:stalker_strong -character_profile = nr_executioner_2 -community = stalker -story_id = nr_executioner_2 - -[nr_executioner_3]:stalker_strong -character_profile = nr_executioner_3 -community = stalker -story_id = nr_executioner_3 - -[nr_loyshik]:stalker_strong -character_profile = nr_loyshik -community = freedom -story_id = nr_loyshik - -[bh_shlitzer]:stalker_strong -character_profile = bh_shlitzer -community = stalker -story_id = bh_shlitzer - -[bh_badger]:stalker_strong -character_profile = bh_badger -community = army -story_id = bh_badger - -[bh_ironchain]:stalker_strong -character_profile = bh_ironchain -community = stalker -story_id = bh_ironchain - -[nr_trapper_missing_hunter_1]:stalker_strong -character_profile = nr_trapper_missing_hunter_1 -community = stalker -story_id = nr_trapper_missing_hunter_1 - -[nr_trapper_missing_hunter_2]:stalker_strong -character_profile = nr_trapper_missing_hunter_2 -community = stalker -story_id = nr_trapper_missing_hunter_2 - -[nr_trapper_missing_hunter_3]:stalker_strong -character_profile = nr_trapper_missing_hunter_3 -community = stalker -story_id = nr_trapper_missing_hunter_3 - -[nr_sasha_baltunov]:stalker_strong -character_profile = nr_sasha_baltunov -community = stalker -story_id = nr_sasha_baltunov - -[nr_starik_murdered]:stalker_strong -character_profile = nr_starik_murdered -community = csky -story_id = nr_starik_murdered - - - - - - - - - - ------ Atomic Crusader - -[ac_pri_medic_monolith]:stalker_strong -character_profile = ac_pri_medic_monolith -community = monolith -story_id = ac_pri_medic_monolith - -[ac_blue_winter]:stalker_strong -character_profile = ac_blue_winter -community = monolith -story_id = ac_blue_winter - -[ac_balthazar]:stalker_strong -character_profile = ac_balthazar -community = monolith -story_id = ac_balthazar - -[ac_caspar]:stalker_strong -character_profile = ac_caspar -community = monolith -story_id = ac_caspar - -[ac_melchior]:stalker_strong -character_profile = ac_melchior -community = monolith -story_id = ac_melchior \ No newline at end of file diff --git a/mods/[DEV] Brotherhood/gamedata/configs/gameplay/character_desc_bar.xml b/mods/[DEV] Brotherhood/gamedata/configs/gameplay/character_desc_bar.xml deleted file mode 100644 index f0b8c153..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/gameplay/character_desc_bar.xml +++ /dev/null @@ -1,1557 +0,0 @@ - - - - - - - bar_barmen_name - ui_inGame2_barman - - bar_barmen_bio - bar_visitors_barman_stalker_trader - trader - stalker_terrain - - 18490 - 2408 - actors\barman\barman - - -1 - - bar_visitors_barman_stalker_trader_start_dialog - dm_init_batender - - barkeep_living_legend - barkeep_100rads - - dm_ordered_task_dialog - dm_ordered_task_completed_dialog - dm_ordered_task_cancel_dialog - dm_important_documents - - debt_register - debt_pay_off - buy_route - - - - dm_broker_dialog - - - devushka_4_help - devushka_help - - - barman_north_0 - barkeep_scamlok_believe_0 - barkeep_scamlok_scammer_0 - nr_sahsa_baltun_barkeep_0 - - actor_break_dialog - - - - - - bar_bar_guard_name - ui_inGame2_garik_guard - - bar_bar_guard_bio - bar_visitors_garik_stalker_guard - stalker stalker_terrain - - 11327 - 976 - actors\stalker_neutral\stalker_bar_security - characters_voice\human\stalker_1\ - -1 - - [spawn] \n - wpn_ak74 \n - ammo_5.45x39_fmj \n - - -#include "gameplay\character_criticals.xml" -#include "gameplay\character_dialogs.xml" - - actor_break_dialog - - - - - - bar_bar_guard2_name - ui_inGame2_zhorik_guard - - bar_bar_guard2_bio - bar_visitors_zhorik_stalker_guard2 - stalker stalker_terrain - - 10516 - 817 - actors\stalker_neutral\stalker_bar_security - characters_voice\human\stalker_1\ - -1 - - [spawn] \n - wpn_ak74 \n - ammo_5.45x39_fmj \n - -#include "gameplay\character_criticals.xml" -#include "gameplay\character_dialogs.xml" - - - - - - bar_voronin_name - ui_inGame2_voronin - - bar_voronin_bio - bar_dolg_leader - dolg stalker_terrain - - 18546 - 1215 - actors\stalker_dolg\stalker_do_komandir - characters_voice\human\dolg_1\ - 0 - - [spawn] \n - wpn_sig220 \n - ammo_11.43x23_hydro \n - wpn_val \n - ammo_9x39_pab9 = 1 \n -#include "gameplay\supplies\character_food.xml" -#include "gameplay\supplies\character_drugs.xml" - -#include "gameplay\character_criticals.xml" - hello_dialog - - voronin_living_legend - voronin_living_legend_finish - voronin_mortal_sin - voronin_mortal_sin_envoy - voronin_mortal_sin_report - voronin_mortal_sin_ambush - voronin_mortal_sin_zone_hero - voronin_operation_afterglow - voronin_operation_afterglow_transmission_report - - dm_important_documents - dm_lifestyle - story_dolg_lider_mlr - dm_ordered_task_dialog - dm_ordered_task_completed_dialog - - - voronin_bloodsucker_snitch_0 - voronin_bloodsucker_botched_0 - voronin_bloodsucker_botched_1 - voronin_bloodsucker_botched_2 - voronin_bloodsucker_botched_2_alt - voronin_bloodsucker_botched_3 - - actor_break_dialog - - - - - - bar_kicenko_name - ui_inGame2_kitsenko - - sim_dolg_veteran_bio - bar_zastava_2_commander - dolg stalker_terrain - - 14034 - 524 - actors\stalker_dolg\stalker_do_balon_5 - characters_voice\human\dolg_1\ - 0 - - [spawn] \n - wpn_walther \n - ammo_9x19_fmj \n - wpn_abakan \n - ammo_5.45x39_fmj \n - detector_advanced \n - device_torch \n -#include "gameplay\supplies\character_food.xml" -#include "gameplay\supplies\character_drugs.xml" - -#include "gameplay\character_criticals.xml" -#include "gameplay\character_dialogs.xml" - - - - st_bar_duty_security_squad_leader_name - ui_inGame2_Dolg_4 - - Опытный сталкер. Детальная информация отсутствует. - bar_duty_security_squad_leader - dolg stalker_terrain - characters_voice\human\dolg_1\ - 10668 - 2303 - - actors\stalker_dolg\stalker_dolg_4 - - [spawn] \n - wpn_groza = 1 \n - ammo_9x39_pab9 = 1 \n - wpn_usp \n - ammo_11.43x23_hydro = 1 \n -#include "gameplay\supplies\character_items_nd.xml" -#include "gameplay\supplies\character_food.xml" -#include "gameplay\supplies\character_drugs_3.xml" -#include "gameplay\supplies\character_drugs_mil.xml" - -#include "gameplay\character_criticals.xml" -#include "gameplay\character_dialogs_no_guide.xml" - - - - - - GENERATE_NAME_stalker - ui_inGame2_Dolg_3 - - Опытный сталкер. Детальная информация отсутствует. - bar_dolg_general_zoneguard_stalker - dolg - stalker_terrain - - 10084 - -2060 - actors\stalker_dolg\stalker_dolg_3 - characters_voice\human\dolg_1\ - 0 - - [spawn] \n - wpn_walther \n - ammo_9x19_fmj \n - wpn_abakan \n - ammo_5.45x39_fmj \n - device_torch \n -#include "gameplay\supplies\character_items.xml" -#include "gameplay\supplies\character_food.xml" -#include "gameplay\supplies\character_drugs.xml" - -#include "gameplay\character_criticals.xml" -#include "gameplay\character_dialogs.xml" - dm_broker_dialog - actor_break_dialog - - - - - - bar_petrenko_name - ui_inGame2_petrenko - - bar_petrenko_bio - bar_dolg_general_petrenko_stalker - dolg - stalker_terrain - - 14676 - 270 - actors\stalker_dolg\stalker_do_balon_3 - characters_voice\human\dolg_1\ - 0 - - [spawn] \n - wpn_walther \n - ammo_9x19_fmj \n - wpn_groza \n - ammo_9x39_ap \n -#include "gameplay\supplies\character_food.xml" -#include "gameplay\supplies\character_drugs.xml" - -#include "gameplay\character_criticals.xml" - - dm_init_trader - petrenko_questlines_about_dialog - drx_sl_bar_dolg_general_petrenko_stalker_game_start_dialog_1 - drx_sl_cf_task_completed_dialog - drx_sl_task_completed_dialog - dm_ordered_task_completed_dialog - drx_sl_bar_dolg_general_petrenko_stalker_meet_dialog - dm_ordered_task_dialog - drx_sl_change_faction_dialog - buy_route - actor_break_dialog - - - - - - bar_visitors_stalker_mechanic_name - ui_inGame2_dolg_tech - - Опытный сталкер. Детальная информация отсутствует. - bar_visitors_stalker_mechanic - dolg - stalker_terrain - - characters_voice\human\dolg_1\ - 1692 - 376 - - actors\stalker_dolg\stalker_dolg_mehanik - -#include "gameplay\character_criticals.xml" - dm_init_trader - dm_init_mechanic - bar_visitors_stalker_mechanic_start - - story_dolg_m - - drx_sl_task_completed_dialog - dm_ordered_task_completed_dialog - drx_sl_bar_visitors_stalker_mechanic_meet_dialog - drx_sl_mechanic_task_dialog - dm_tech_repair - dm_encrypted_pda - zat_b3_stalker_tech_drink_1 - zat_b3_stalker_tech_drink_2 - zat_b3_stalker_tech_drink_3 - awr_tech_dialog_drink_1 - actor_break_dialog - - - - - - - GENERATE_NAME_sergeant - ui_inGame2_Dolg_3 - - An experienced stalker. No detailed information is available. - - bodyguard_duty_medic_bar_general - dolg - stalker_terrain - characters_voice\human\dolg_1\ - - 3000 - - 900 - - actors\stalker_dolg\stalker_dolg_3 - - - [spawn] \n - wpn_abakan = 1 \n - ammo_5.45x39_ap = 1 \n -#include "gameplay\supplies\character_items.xml" -#include "gameplay\supplies\character_food.xml" -#include "gameplay\supplies\character_drugs.xml" - -#include "gameplay\character_criticals.xml" - actor_break_dialog - - - - - - bar_informator_mlr_name - ui_inGame2_bandit_4 - - An experienced stalker. No detailed information is available. - - bar_informator_mlr - trader - stalker_terrain - - - 5000 - - 1000 - - actors\stalker_bandit\stalker_bandit_4 - - - [spawn] \n - wpn_beretta \n - ammo_9x19_fmj = 1 \n -#include "gameplay\supplies\character_items.xml" -#include "gameplay\supplies\character_food.xml" -#include "gameplay\supplies\character_drugs.xml" - -#include "gameplay\character_criticals.xml" - talk_to_inf_trader - talk_to_maps - buy_information_from_trader - inf_trader_buy_transitions - top_10_task_about_dialog - top_10_task_finish_dialog - dm_bribe - actor_break_dialog - - - - - - bar_dolg_medic_name - ui_inGame2_medicine - - No available Information. - - bar_dolg_medic - dolg - stalker_terrain - - - 1000 - 1500 - - actors\stalker_dolg\stalker_dolg_2a_face_medicine - characters_voice\human\dolg_1\ - 0 - - - [spawn] \n - wpn_walther \n - ammo_9x19_fmj \n -#include "gameplay\supplies\character_food.xml" \n -#include "gameplay\supplies\character_drugs.xml" - - -#include "gameplay\character_criticals.xml"> - - zat_b22_stalker_medic_start - dm_init_medic - dm_medic_general - bar_dolg_medic_talking - dm_ordered_task_dialog - dm_ordered_task_completed_dialog - - - bar_dolg_medic_hunter_0 - bar_dolg_medic_hunter_0_time - bar_dolg_medic_hunter_0_no - bar_dolg_medic_hunter_0_yes - bar_dolg_medic_hunter_1 - bar_dolg_medic_hunter_2 - bar_dolg_medic_hunter_3 - bar_dolg_medic_hunter_4 - bar_dolg_medic_hunter_0_snitch - bar_dolg_medic_hunter_about_artyom - bar_dolg_medic_hunter_5 - - - actor_break_dialog - - - - - - - - - guid_bar_stalker_navigator_name - ui_inGame2_neutral_2_mask - - No information is available. - - guid_bar_stalker_navigator - stalker stalker_terrain - characters_voice\human\stalker_3\ - - 5800 - - 1000 - - actors\stalker_neutral\stalker_neutral2d_mask - - [spawn] \n - wpn_vintorez \n - ammo_9x39_pab9 = 2 \n - wpn_beretta \n - ammo_9x19_fmj = 2 \n - -#include "gameplay\supplies\character_items.xml" -#include "gameplay\supplies\character_food.xml" -#include "gameplay\supplies\character_drugs.xml" - - -#include "gameplay\character_criticals.xml" - - meet_guid_bar - travel_guid_bar - meet_guid_bar_list - actor_break_dialog - - - - - - - - - - - bar_arny_name - ui_inGame2_arnie - - Опытный сталкер. Детальная информация отсутствует. - bar_arena_manager - trader stalker_terrain - - 6290 - 265 - actors\neytral\stalker_neytral_balon_6 - characters_voice\human\stalker_1\ - -1 - - [spawn] \n - wpn_lr300 \n - ammo_5.56x45_ap = 1 \n -#include "gameplay\supplies\character_food.xml" -#include "gameplay\supplies\character_drugs.xml" - -#include "gameplay\character_criticals.xml" - - - bar_arena_manager_start - bar_arena_manager_rules - bar_arena_manager_info - bar_arena_man_job - bar_arena_manager_game - actor_break_dialog - - - - - bar_lelik_name - ui_inGame2_lelik_guard - - Опытный сталкер. Детальная информация отсутствует. - bar_arena_guard - stalker stalker_terrain - - 10425 - 847 - actors\stalker_neutral\stalker_bar_security - characters_voice\human\stalker_1\ - -1 - - [spawn] \n - wpn_ak74 \n - ammo_5.45x39_fmj \n -#include "gameplay\supplies\character_food.xml" -#include "gameplay\supplies\character_drugs.xml" - -#include "gameplay\character_criticals.xml" -#include "gameplay\character_dialogs.xml" - - - - - - bar_beast_name - ui_inGame2_Zombied_4 - - Опытный сталкер. Детальная информация отсутствует. - bar_arena_savage - arena_enemy stalker_terrain - - 17925 - -1269 - actors\stalker_zombied\stalker_zombied_4 - characters_voice\human\zombied_3\ - 0 - - [spawn] \n - wpn_spas12 \n - ammo_12x70_buck \n - -#include "gameplay\character_criticals.xml" -#include "gameplay\character_dialogs.xml" - - - - - - - GENERATE_NAME_stalker - ui_inGame2_neutral_1 - - bar_arena_stalker - bar_arena_stalker_1 - arena_enemy stalker_terrain - 1648 - 2487 - characters_voice\human\stalker_1\ - -1 - actors\stalker_neutral\stalker_neutral_1 - - [spawn] \n - wpn_pm \n - ammo_9x18_fmj = 1 \n - device_torch \n -#include "gameplay\supplies\character_drugs.xml" - -#include "gameplay\character_criticals.xml" - - - - - GENERATE_NAME_stalker - ui_inGame2_neutral_2_mask - - bar_arena_stalker - bar_arena_stalker_2 - arena_enemy stalker_terrain - 1956 - 2099 - actors\stalker_neutral\stalker_neutral2g_mask - characters_voice\human\stalker_3\ - -1 - - [spawn] \n - wpn_mp5 \n - ammo_9x19_pbp = 1 \n -#include "gameplay\supplies\character_drugs.xml" - -#include "gameplay\character_criticals.xml" - - - - - GENERATE_NAME_stalker - ui_inGame2_neutral_2_mask - - bar_arena_stalker - bar_arena_stalker_3_1 - arena_enemy stalker_terrain - 2517 - -253 - actors\stalker_neutral\stalker_neutral_2_mas3 - characters_voice\human\stalker_2\ - -1 - - [spawn] \n - wpn_toz34 \n - ammo_12x76_zhekan = 1 \n -#include "gameplay\supplies\character_drugs.xml" - -#include "gameplay\character_criticals.xml" - - - - GENERATE_NAME_stalker - ui_inGame2_neutral_2_mask - - bar_arena_stalker - bar_arena_stalker_3_2 - arena_enemy stalker_terrain - 1968 - -1138 - actors\stalker_neutral\stalker_neutral2g_mask - characters_voice\human\stalker_3\ - -1 - - [spawn] \n - wpn_toz34 \n - ammo_12x76_zhekan = 1 \n -#include "gameplay\supplies\character_drugs.xml" - -#include "gameplay\character_criticals.xml" - - - - - - GENERATE_NAME_bandit - ui_inGame2_bandit_1_mask - - bar_arena_stalker - bar_arena_stalker_4_1 - arena_enemy stalker_terrain - 1874 - 128 - actors\stalker_bandit\stalker_bandit1b_mask - characters_voice\human\bandit_2\ - -1 - - [spawn] \n - wpn_spas12 \n - ammo_12x70_buck = 1 \n -#include "gameplay\supplies\character_drugs.xml" - -#include "gameplay\character_criticals.xml" - - - - GENERATE_NAME_bandit - ui_inGame2_bandit_2 - - bar_arena_stalker - bar_arena_stalker_4_2 - arena_enemy stalker_terrain - 1905 - -377 - actors\stalker_bandit\stalker_bandit_2 - characters_voice\human\bandit_3\ - -1 - - [spawn] \n - wpn_ak74 = 1, 0, 1, 0 \n - ammo_5.45x39_ap = 1 \n -#include "gameplay\supplies\character_drugs.xml" - -#include "gameplay\character_criticals.xml" - - - - GENERATE_NAME_bandit - ui_inGame2_bandit_1b - - bar_arena_stalker - bar_arena_stalker_4_3 - arena_enemy stalker_terrain - 7337 - -2143 - actors\stalker_bandit\stalker_bandit1b - characters_voice\human\bandit_1\ - -1 - - [spawn] \n - wpn_ak74 = 1, 0, 1, 0 \n - ammo_5.45x39_ap = 1 \n -#include "gameplay\supplies\character_drugs.xml" - -#include "gameplay\character_criticals.xml" - - - - - GENERATE_NAME_stalker - ui_inGame2_neutral_1 - - bar_arena_stalker - bar_arena_stalker_4_4 - stalker stalker_terrain - 12378 - -911 - characters_voice\human\stalker_1\ - -1 - actors\stalker_neutral\stalker_neutral1a - - [spawn] \n - wpn_bm16 \n - ammo_12x70_buck \n - device_torch \n -#include "gameplay\supplies\character_drugs.xml" - -#include "gameplay\character_criticals.xml" - - - - GENERATE_NAME_stalker - ui_inGame2_neutral_1 - - bar_arena_stalker - bar_arena_stalker_4_5 - stalker stalker_terrain - 9629 - 2016 - characters_voice\human\stalker_1\ - -1 - actors\stalker_neutral\stalker_neutral1b - - [spawn] \n - wpn_ak74u \n - ammo_5.45x39_fmj \n - device_torch \n -#include "gameplay\supplies\character_drugs.xml" - -#include "gameplay\character_criticals.xml" - - - - - GENERATE_NAME_stalker - ui_inGame2_Soldier_4 - - bar_arena_stalker - Soldier_military - bar_arena_stalker_5_1 - arena_enemy - stalker_terrain - characters_voice\human\military_3\ - -1 - 5697 - 324 - actors\stalker_soldier\stalker_soldier_4 - - [spawn] \n - wpn_val \n - ammo_9x39_pab9 = 1 \n - -#include "gameplay\character_criticals.xml" - - - - GENERATE_NAME_stalker - ui_inGame2_Soldier_4 - - bar_arena_stalker - Soldier_military - bar_arena_stalker_5_2 - arena_enemy stalker_terrain - characters_voice\human\military_3\ - -1 - 6474 - -23 - actors\stalker_soldier\stalker_soldier_4 - - [spawn] \n - wpn_groza \n - ammo_9x39_pab9 = 1 \n - -#include "gameplay\character_criticals.xml" - - - - - GENERATE_NAME_stalker - ui_inGame2_bandit_3 - - sim_bandit_general_bio - bar_arena_stalker_6_1 - arena_enemy stalker_terrain - 2254 - 340 - actors\stalker_bandit\stalker_bandit_3 - characters_voice\human\bandit_2\ - -1 - - [spawn] \n - wpn_bm16 \n - ammo_12x70_buck \n -#include "gameplay\supplies\character_drugs.xml" - -#include "gameplay\character_criticals.xml" - - - - GENERATE_NAME_stalker - ui_inGame2_bandit_4 - - sim_bandit_general_bio - bar_arena_stalker_6_2 - arena_enemy stalker_terrain - 1190 - 601 - actors\stalker_bandit\stalker_bandit_4 - characters_voice\human\bandit_2\ - -1 - - [spawn] \n - wpn_toz34 \n - ammo_12x70_buck = 1 \n -#include "gameplay\supplies\character_drugs.xml" - -#include "gameplay\character_criticals.xml" - - - - GENERATE_NAME_stalker - ui_inGame2_bandit_4 - - sim_bandit_general_bio - bar_arena_stalker_6_3 - arena_enemy stalker_terrain - 1176 - -928 - actors\stalker_bandit\stalker_bandit_4 - characters_voice\human\bandit_2\ - -1 - - [spawn] \n - wpn_ak74u \n - ammo_5.45x39_fmj \n -#include "gameplay\supplies\character_drugs.xml" - -#include "gameplay\character_criticals.xml" - - - - GENERATE_NAME_stalker - ui_inGame2_bandit_5 - - sim_bandit_general_bio - bar_arena_stalker_6_4 - arena_enemy stalker_terrain - 697 - 2189 - actors\stalker_bandit\stalker_bandit5a - characters_voice\human\bandit_2\ - -1 - - [spawn] \n - wpn_mp5 \n - ammo_9x19_pbp = 1 \n -#include "gameplay\supplies\character_drugs.xml" - -#include "gameplay\character_criticals.xml" - - - - GENERATE_NAME_stalker - ui_inGame2_bandit_exo - - sim_bandit_general_bio - bar_arena_stalker_6_5 - arena_enemy stalker_terrain - 10947 - -918 - actors\stalker_neutral\stalker_neutral4a - characters_voice\human\bandit_2\ - -1 - - [spawn] \n - wpn_ak74 = 1, 0, 1, 0 \n - ammo_5.45x39_ap = 1 \n -#include "gameplay\supplies\character_drugs.xml" - -#include "gameplay\character_criticals.xml" - - - - GENERATE_NAME_stalker - ui_inGame2_bandit_exo - - sim_bandit_general_bio - bar_arena_stalker_6_6 - arena_enemy stalker_terrain - 10708 - 2459 - actors\stalker_neutral\stalker_neutral4a - characters_voice\human\bandit_2\ - -1 - - [spawn] \n - wpn_ak74 = 1, 0, 1, 0 \n - ammo_5.45x39_ap = 1 \n -#include "gameplay\supplies\character_drugs.xml" - -#include "gameplay\character_criticals.xml" - - - - - GENERATE_NAME_stalker - ui_inGame2_neutral_4 - - sim_stalker_master_bio - bar_arena_stalker_7 - arena_enemy stalker_terrain - 11726 - 1833 - characters_voice\human\stalker_3\ - 0 - actors\stalker_neutral\stalker_neutral_4 - - [spawn] \n - wpn_fn2000 \n - ammo_5.56x45_ap = 1 \n - device_torch \n -#include "gameplay\supplies\character_drugs.xml" - -#include "gameplay\character_criticals.xml" - - - - - GENERATE_NAME_stalker - ui_inGame2_neutral_4 - - sim_stalker_master_bio - bar_arena_stalker_8_1 - arena_enemy stalker_terrain - 12997 - 1730 - characters_voice\human\stalker_3\ - 0 - actors\stalker_neutral\stalker_neutral_4 - - [spawn] \n - wpn_g36 \n - ammo_5.56x45_ss190 = 1 \n -#include "gameplay\supplies\character_drugs.xml" - -#include "gameplay\character_criticals.xml" - - - - GENERATE_NAME_stalker - ui_inGame2_neutral_4 - - sim_stalker_master_bio - bar_arena_stalker_8_2 - arena_enemy stalker_terrain - 11915 - -2205 - characters_voice\human\stalker_3\ - 0 - actors\stalker_neutral\stalker_neutral_4 - - [spawn] \n - wpn_g36 \n - ammo_5.56x45_ss190 = 1 \n -#include "gameplay\supplies\character_drugs.xml" - -#include "gameplay\character_criticals.xml" - - - - GENERATE_NAME_stalker - ui_inGame2_neutral_4 - - sim_stalker_master_bio - bar_arena_stalker_8_3 - arena_enemy stalker_terrain - 12527 - 972 - characters_voice\human\stalker_3\ - 0 - actors\stalker_neutral\stalker_neutral_4 - - [spawn] \n - wpn_g36 \n - ammo_5.56x45_ss190 = 1 \n -#include "gameplay\supplies\character_drugs.xml" - -#include "gameplay\character_criticals.xml" - - - - GENERATE_NAME_stalker - ui_inGame2_neutral_4 - - sim_stalker_master_bio - bar_arena_stalker_8_4 - arena_enemy stalker_terrain - 12191 - -433 - characters_voice\human\stalker_3\ - 0 - actors\stalker_neutral\stalker_neutral_4 - - [spawn] \n - wpn_g36 \n - ammo_5.56x45_ss190 = 1 \n -#include "gameplay\supplies\character_drugs.xml" - -#include "gameplay\character_criticals.xml" - - - - - - - - GENERATE_NAME_sergeant - ui_inGame2_Dolg_2 - - An experienced stalker. No detailed information is available. - total_duty_one_h - dolg - stalker_terrain - characters_voice\human\dolg_1\ - 993 - 558 - - actors\stalker_dolg\stalker_dolg2a - - [spawn] \n - wpn_abakan \n - ammo_5.45x39_fmj = 1 \n -#include "gameplay\supplies\character_items_2.xml" -#include "gameplay\supplies\character_drugs_2.xml" - - -#include "gameplay\character_criticals.xml" -#include "gameplay\character_dialogs.xml" - - - - GENERATE_NAME_stalker - ui_inGame2_Freedom_2 - - An experienced stalker. No detailed information is available. - total_freeman_one_h - freedom - stalker_terrain - characters_voice\human\freedom_3\ - 910 - 1898 - - actors\stalker_freedom\stalker_freedom2a - - [spawn] \n - wpn_abakan \n - ammo_5.45x39_fmj = 1 \n -#include "gameplay\supplies\character_items_2.xml" -#include "gameplay\supplies\character_food.xml" -#include "gameplay\supplies\character_drugs_2.xml" - - -#include "gameplay\character_criticals.xml" -#include "gameplay\character_dialogs.xml" - - - - GENERATE_NAME_stalker - ui_inGame2_neutral_2_mask - - An experienced stalker. No detailed information is available. - total_stalker_left_one - stalker - stalker_terrain - characters_voice\human\stalker_2\ - 2950 - - 1230 - actors\stalker_neutral\stalker_neutral_2_mask - - [spawn] \n - wpn_ak74 \n - ammo_5.45x39_fmj = 1 \n -#include "gameplay\supplies\character_items_2.xml" -#include "gameplay\supplies\character_food.xml" -#include "gameplay\supplies\character_drugs_2.xml" - -#include "gameplay\character_criticals.xml" -#include "gameplay\character_dialogs.xml" - - - - GENERATE_NAME_stalker - ui_inGame2_neutral_2 - - An experienced stalker. No detailed information is available. - total_stalker_right_one - stalker - stalker_terrain - characters_voice\human\stalker_3\ - 2518 - - 2144 - actors\stalker_neutral\stalker_neutral_2 - - [spawn] \n - wpn_ak74 \n - ammo_5.45x39_fmj = 1 \n -#include "gameplay\supplies\character_items_2.xml" -#include "gameplay\supplies\character_food.xml" -#include "gameplay\supplies\character_drugs_2.xml" - -#include "gameplay\character_criticals.xml" -#include "gameplay\character_dialogs.xml" - - - - GENERATE_NAME_stalker - ui_inGame2_neutral_2 - - An experienced stalker. No detailed information is available. - total_group_stalkers_1 - stalker - stalker_terrain - characters_voice\human\stalker_3\ - 2051 - - -234 - actors\stalker_neutral\stalker_neutral2c - - [spawn] \n - wpn_ak74u \n - ammo_5.45x39_fmj = 3 \n -#include "gameplay\supplies\character_items_2.xml" -#include "gameplay\supplies\character_food.xml" -#include "gameplay\supplies\character_drugs_2.xml" - -#include "gameplay\character_criticals.xml" -#include "gameplay\character_dialogs.xml" - - - - GENERATE_NAME_stalker - ui_inGame2_neutral_2 - - An experienced stalker. No detailed information is available. - total_group_stalkers_2 - stalker - stalker_terrain - characters_voice\human\stalker_3\ - 2228 - - 1478 - actors\stalker_neutral\stalker_neutral2d - - [spawn] \n - wpn_ak74u \n - ammo_5.45x39_fmj = 3 \n -#include "gameplay\supplies\character_items_2.xml" -#include "gameplay\supplies\character_food.xml" -#include "gameplay\supplies\character_drugs_2.xml" - -#include "gameplay\character_criticals.xml" -#include "gameplay\character_dialogs.xml" - - - - GENERATE_NAME_stalker - ui_inGame2_neutral_1_gas - - An experienced stalker. No detailed information is available. - total_group_stalkers_3 - stalker - stalker_terrain - characters_voice\human\stalker_3\ - 831 - - -853 - actors\stalker_neutral\stalker_neutral1c_gas - - [spawn] \n - wpn_toz34 \n - ammo_12x70_buck = 1 \n -#include "gameplay\supplies\character_items.xml" -#include "gameplay\supplies\character_food.xml" -#include "gameplay\supplies\character_drugs.xml" - -#include "gameplay\character_criticals.xml" -#include "gameplay\character_dialogs.xml" - - - - GENERATE_NAME_stalker - ui_inGame2_neutral_1_mask - - An experienced stalker. No detailed information is available. - total_group_stalkers_4 - stalker - stalker_terrain - characters_voice\human\stalker_1\ - 332 - - -1087 - actors\stalker_neutral\stalker_neutral1f_mask - - [spawn] \n - wpn_toz34 \n - ammo_12x70_buck = 1 \n -#include "gameplay\supplies\character_items.xml" -#include "gameplay\supplies\character_food.xml" -#include "gameplay\supplies\character_drugs.xml" - -#include "gameplay\character_criticals.xml" -#include "gameplay\character_dialogs.xml" - - - - GENERATE_NAME_bandit - ui_inGame2_bandit2a_old - - An experienced stalker. No detailed information is available. - total_group_bandits_1 - bandit - stalker_terrain - characters_voice\human\bandit_3\ - 6305 - 646 - - actors\stalker_bandit\stalker_bandit2a_old - - [spawn] \n - wpn_ak74u \n - ammo_5.45x39_fmj = 3 \n -#include "gameplay\supplies\character_items_nd.xml" -#include "gameplay\supplies\character_food.xml" -#include "gameplay\supplies\character_drugs_2.xml" - -#include "gameplay\character_criticals.xml" -#include "gameplay\character_dialogs.xml" - - - - GENERATE_NAME_bandit - ui_inGame2_bandit_2_mask - - An experienced stalker. No detailed information is available. - total_group_bandits_2 - bandit - stalker_terrain - characters_voice\human\bandit_1\ - 1997 - -2072 - - actors\stalker_bandit\stalker_bandit2a_mask - - [spawn] \n - wpn_ak74u \n - ammo_5.45x39_fmj = 3 \n -#include "gameplay\supplies\character_items_nd.xml" -#include "gameplay\supplies\character_food.xml" -#include "gameplay\supplies\character_drugs_2.xml" - -#include "gameplay\character_criticals.xml" -#include "gameplay\character_dialogs.xml" - - - - GENERATE_NAME_bandit - ui_inGame2_bandit_1_mask - - An experienced stalker. No detailed information is available. - total_group_bandits_3 - bandit - stalker_terrain - characters_voice\human\bandit_2\ - 448 - 2490 - - actors\stalker_bandit\stalker_bandit1b_mask - - [spawn] \n - wpn_toz34 \n - ammo_12x70_buck = 1 \n -#include "gameplay\supplies\character_items_nd.xml" -#include "gameplay\supplies\character_food.xml" -#include "gameplay\supplies\character_drugs.xml" - -#include "gameplay\character_criticals.xml" -#include "gameplay\character_dialogs.xml" - - - - GENERATE_NAME_bandit - ui_inGame2_bandit_1 - - An experienced stalker. No detailed information is available. - total_group_bandits_4 - bandit - stalker_terrain - characters_voice\human\bandit_1\ - 206 - 1253 - - actors\stalker_bandit\stalker_bandit_1 - - [spawn] \n - wpn_toz34 \n - ammo_12x70_buck = 1 \n -#include "gameplay\supplies\character_items_nd.xml" -#include "gameplay\supplies\character_food.xml" -#include "gameplay\supplies\character_drugs.xml" - -#include "gameplay\character_criticals.xml" -#include "gameplay\character_dialogs.xml" - - - - GENERATE_NAME_stalker - ui_inGame2_neutral_2_mask - - An experienced stalker. No detailed information is available. - total_stalker_one_n - stalker - stalker_terrain - characters_voice\human\stalker_2\ - 2448 - - -1333 - actors\stalker_neutral\stalker_neutral2b_mask - - [spawn] \n - wpn_groza \n - ammo_9x39_pab9 = 3 \n -#include "gameplay\supplies\character_items_2.xml" -#include "gameplay\supplies\character_food.xml" -#include "gameplay\supplies\character_drugs_2.xml" - -#include "gameplay\character_criticals.xml" -#include "gameplay\character_dialogs.xml" - - - - GENERATE_NAME_senior_sergeant - ui_inGame2_Soldier_2 - - An experienced stalker. No detailed information is available. - total_soldier_one_n - army - stalker_terrain - characters_voice\human\military_1\ - 3435 - 298 - actors\stalker_soldier\stalker_soldier_2 - - [spawn] \n - wpn_groza \n - ammo_9x39_pab9 = 3 \n -#include "gameplay\supplies\character_items_nd.xml" -#include "gameplay\supplies\character_food.xml" -#include "gameplay\supplies\character_drugs.xml" - -#include "gameplay\character_criticals.xml" -#include "gameplay\character_dialogs.xml" - - - - GENERATE_NAME_stalker - ui_inGame2_neutral_2_mask - - An experienced stalker. No detailed information is available. - total_stalker_one_with_mutant - stalker - stalker_terrain - characters_voice\human\stalker_2\ - 2448 - - -1333 - actors\stalker_neutral\stalker_neutral2b_mask - - [spawn] \n - wpn_fort \n - ammo_9x18_fmj = 1 \n -#include "gameplay\supplies\character_items_2.xml" -#include "gameplay\supplies\character_food.xml" -#include "gameplay\supplies\character_drugs_2.xml" - -#include "gameplay\character_criticals.xml" -#include "gameplay\character_dialogs.xml" - - - - GENERATE_NAME_sergeant - ui_inGame2_Dolg_3 - - An experienced stalker. No detailed information is available. - total_duty_one_with_zombies - dolg - stalker_terrain - characters_voice\human\dolg_1\ - 993 - 558 - - actors\stalker_dolg\stalker_dolg_3 - - [spawn] \n - wpn_wincheaster1300 \n - ammo_12x70_buck = 1 \n -#include "gameplay\supplies\character_items_2.xml" -#include "gameplay\supplies\character_drugs_2.xml" - - -#include "gameplay\character_criticals.xml" -#include "gameplay\character_dialogs.xml" - - - - GENERATE_NAME_bandit - ui_inGame2_bandit_3 - - An experienced stalker. No detailed information is available. - total_group_bandits_with_bloodsucker_1 - bandit - stalker_terrain - characters_voice\human\bandit_2\ - 206 - 1253 - - actors\stalker_bandit\stalker_bandit3c - - [spawn] \n - wpn_toz34 \n - ammo_12x70_buck = 1 \n -#include "gameplay\supplies\character_items_nd.xml" -#include "gameplay\supplies\character_food.xml" -#include "gameplay\supplies\character_drugs.xml" - -#include "gameplay\character_criticals.xml" -#include "gameplay\character_dialogs.xml" - - - - GENERATE_NAME_bandit - ui_inGame2_bandit_3_mask - - An experienced stalker. No detailed information is available. - total_group_bandits_with_bloodsucker_2 - bandit - stalker_terrain - characters_voice\human\bandit_2\ - 206 - 1253 - - actors\stalker_bandit\stalker_bandit3a - - [spawn] \n - wpn_toz34 \n - ammo_12x70_buck = 1 \n -#include "gameplay\supplies\character_items_nd.xml" -#include "gameplay\supplies\character_food.xml" -#include "gameplay\supplies\character_drugs.xml" - -#include "gameplay\character_criticals.xml" -#include "gameplay\character_dialogs.xml" - - - - GENERATE_NAME_senior_sergeant - ui_inGame2_Soldier_2 - - An experienced stalker. No detailed information is available. - total_two_soldiers_with_burer_1 - army - stalker_terrain - characters_voice\human\military_1\ - 3435 - 298 - actors\stalker_soldier\stalker_soldier_2 - - [spawn] \n - wpn_ak74 \n - ammo_5.45x39_fmj = 3 \n -#include "gameplay\supplies\character_items_nd.xml" -#include "gameplay\supplies\character_food.xml" -#include "gameplay\supplies\character_drugs.xml" - -#include "gameplay\character_criticals.xml" -#include "gameplay\character_dialogs.xml" - - - - GENERATE_NAME_senior_sergeant - ui_inGame2_Soldier_2 - - An experienced stalker. No detailed information is available. - total_two_soldiers_with_burer_2 - army - stalker_terrain - characters_voice\human\military_1\ - 3435 - 298 - actors\stalker_soldier\stalker_soldier_2 - - [spawn] \n - wpn_ak74 \n - ammo_5.45x39_fmj = 3 \n -#include "gameplay\supplies\character_items_nd.xml" -#include "gameplay\supplies\character_food.xml" -#include "gameplay\supplies\character_drugs.xml" - -#include "gameplay\character_criticals.xml" -#include "gameplay\character_dialogs.xml" - - - diff --git a/mods/[DEV] Brotherhood/gamedata/configs/gameplay/character_desc_brotherhood.xml b/mods/[DEV] Brotherhood/gamedata/configs/gameplay/character_desc_brotherhood.xml deleted file mode 100644 index 191ff1b2..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/gameplay/character_desc_brotherhood.xml +++ /dev/null @@ -1,1813 +0,0 @@ - - - - - vybegallo_name - ui_inGame2_Ozerskiy - - - vybegallo - ecolog stalker_terrain - 20 - - -500 - actors\stalker_ucheniy\stalker_ucheniy_1_face_2 - characters_voice\human\ecolog_3\ - 1 - - [spawn] \n - wpn_protecta \n - ammo_12x76_zhekan = 2 \n - wpn_walther \n - ammo_9x19_fmj \n - detector_simple \n - -#include "gameplay\character_criticals.xml" - vybegallo_start_dialog - vybegallo_1 - vybegallo_2 - vybegallo_3 - vybegallo_4 - vybegallo_5 - - actor_break_dialog - - - - - bellerophon_name - ui_inGame2_nosorog - - - bellerophon - stalker stalker_terrain - 17860 - - 5000 - actors\stalker_neutral\stalker_soldierb4 - characters_voice\human\stalker_3\ - 1 - - [spawn] \n - wpn_rpk74 \n - ammo_5.45x39_fmj = 3 \n - wpn_tt33 \n - - detector_simple \n - - - bellerophon_start_dialog - about_bellerophon - bellerophon_1 - bellerophon_2 - bellerophon_3 - bellerophon_4 - bellerophon_5 - bellerophon_6 - bellerophon_7 - bellerophon_8 - bellerophon_9 - - - actor_break_dialog - - - - sarpedon_name - ui_inGame2_nosorog - - - sarpedon - stalker stalker_terrain - 10860 - - 2000 - actors\stalker_neutral\stalker_soldierb4 - characters_voice\human\stalker_3\ - 1 - - [spawn] \n - wpn_rpk74 \n - ammo_5.45x39_fmj = 3 \n - wpn_tt33 \n - - detector_simple \n - - - bellerophon_3 - bellerophon_4 - - actor_break_dialog - - - - - - - hunter_orion_name - ui_inGame2_neutral_2_old - - hunter_orion - stalker stalker_terrain - - stalker_terrain - 9457 - 430 - - characters_voice\human\stalker_3\ - -1 - actors\stalker_neutral\stalker_neutral_2_old - - [spawn] \n - wpn_pm \n - ammo_9x18_fmj = 2 \n - wpn_saiga12s_mutanthammer \n - hand_radio \n - -#include "gameplay\character_criticals.xml" - - - - actor_break_dialog - - - - - - - ------ Cordon ----- - - - assault_stalker_leader_esc_5_9_name - ui_inGame2_neutral_2 - - assault_stalker_leader_esc_5_9 - stalker stalker_terrain - - stalker_terrain - 6053 - 830 - - characters_voice\human\stalker_1\ - -1 - actors\stalker_neutral\stalker_neutral2e - - [spawn] \n - wpn_pm \n - ammo_9x18_fmj = 2 \n - wpn_ak74_old \n - ammo_5.45x39_fmj = 3 \n - device_torch \n - hand_radio \n - -#include "gameplay\character_criticals.xml" - - assault_stalker_leader_esc_5_9_start_dialog - assault_stalker_leader_esc_5_9_1 - assault_stalker_leader_esc_5_9_2 - - actor_break_dialog - - - - assault_csky_leader_esc_5_7_name - ui_inGame2_csky_sun - - assault_csky_leader_esc_5_7 - csky stalker_terrain - - stalker_terrain - 7853 - 1131 - - characters_voice\human\csky_1\ - -1 - actors\stalker_nebo\stalker_nebo_smask2 - - [spawn] \n - wpn_pm \n - ammo_9x18_fmj = 2 \n - wpn_ak74_old \n - ammo_5.45x39_fmj = 3 \n - device_torch \n - hand_radio \n - -#include "gameplay\character_criticals.xml" - - assault_csky_leader_esc_5_7_start_dialog - assault_csky_leader_esc_5_7_1 - - actor_break_dialog - - - - ----Zaton--- --- Brokkr and Eitri-- - - zaton_brokkr_name - ui_inGame2_neutral_1 - - zaton_brokkr - ecolog stalker_terrain - - stalker_terrain - 5647 - 830 - - characters_voice\human\stalker_1\ - -1 - actors\stalker_neutral\stalker_neutral_1 - - [spawn] \n - wpn_pm \n - ammo_9x18_fmj = 2 \n - wpn_ak74_old \n - ammo_5.45x39_fmj = 3 \n - device_torch \n - hand_radio \n - -#include "gameplay\character_criticals.xml" - - zaton_brokkr_start_dialog - - actor_break_dialog - - - - zaton_eitri_name - ui_inGame2_neutral_1 - - zaton_eitri - stalker stalker_terrain - - stalker_terrain - 5026 - 830 - - characters_voice\human\stalker_1\ - -1 - actors\stalker_neutral\stalker_neutral_1 - - [spawn] \n - wpn_pm \n - ammo_9x18_fmj = 2 \n - wpn_ak74_old \n - ammo_5.45x39_fmj = 3 \n - device_torch \n - hand_radio \n - -#include "gameplay\character_criticals.xml" - - zaton_eitri_start_dialog - - actor_break_dialog - - - - marlo_stanfield_name - ui_inGame2_neutral_1 - - marlo_stanfield - stalker stalker_terrain - - stalker_terrain - 19026 - -2870 - - characters_voice\human\stalker_1\ - -1 - actors\stalker_neutral\stalker_neutral_1 - - [spawn] \n - wpn_pm \n - ammo_9x18_fmj = 2 \n - wpn_ak74_old \n - ammo_5.45x39_fmj = 3 \n - device_torch \n - hand_radio \n - -#include "gameplay\character_criticals.xml" - - marlo_stanfield_start_dialog - marlo_stanfield_0 - marlo_stanfield_1 - marlo_stanfield_2 - - - actor_break_dialog - - - - chris_partlow_name - ui_inGame2_neutral_2_gp5 - - chris_partlow - stalker stalker_terrain - - stalker_terrain - 18620 - 430 - - characters_voice\human\stalker_3\ - -1 - actors\stalker_neutral\stalker_neutral2a_gp5 - - [spawn] \n - wpn_pm \n - ammo_9x18_fmj = 2 \n - wpn_ak74_old \n - ammo_5.45x39_fmj = 3 \n - device_torch \n - hand_radio \n - -#include "gameplay\character_criticals.xml" - - chris_partlow_start_dialog - chris_partlow_1 - chris_partlow_2 - chris_partlow_3 - chris_partlow_4 - chris_partlow_4bis - chris_partlow_5 - chris_partlow_6 - - actor_break_dialog - - - - paranoia_man_name - ui_inGame2_neutral_2_gp5 - - paranoia_man - stalker stalker_terrain - - stalker_terrain - 12026 - -2830 - - characters_voice\human\stalker_3\ - -1 - actors\stalker_neutral\stalker_neutral2a_gp5 - - [spawn] \n - wpn_pm \n - ammo_9x18_fmj = 2 \n - wpn_ak74_old \n - ammo_5.45x39_fmj = 3 \n - device_torch \n - hand_radio \n - -#include "gameplay\character_criticals.xml" - - paranoia_man_start_dialog - - actor_break_dialog - - - - - zaton_mercenary_1_name - ui_inGame2_loner_light_metro_suit - - zaton_mercenary_1 - killer stalker_terrain - - stalker_terrain - 2526 - -2830 - - characters_voice\human\killer_3\ - -1 - actors\stalker_merc\stalker_merc_6 - - [spawn] \n - itm_pda_mercenary_1 \n - vodka2 = 2 \n - wpn_pm \n - ammo_9x18_fmj = 2 \n - wpn_ak74_old \n - ammo_5.45x39_fmj = 3 \n - device_torch \n - hand_radio \n - -#include "gameplay\character_criticals.xml" - - zaton_mercenary_1_start_dialog - - actor_break_dialog - - - - zaton_mercenary_courrier_1_name - ui_inGame2_loner_light_metro_suit - - zaton_mercenary_courrier_1 - killer stalker_terrain - - stalker_terrain - 13526 - -830 - - characters_voice\human\killer_3\ - -1 - actors\stalker_merc\stalker_merc_6 - - [spawn] \n - itm_usb_mercenary_1 \n - wpn_pm \n - ammo_9x18_fmj = 2 \n - wpn_ak74_old \n - ammo_5.45x39_fmj = 3 \n - device_torch \n - hand_radio \n - -#include "gameplay\character_criticals.xml" - - zaton_mercenary_1_start_dialog - - actor_break_dialog - - - - zaton_mercenary_2_name - ui_inGame2_loner_light_metro_suit - - zaton_mercenary_2 - killer stalker_terrain - - stalker_terrain - 13526 - -3830 - - characters_voice\human\killer_3\ - -1 - actors\stalker_merc\stalker_merc_6 - - [spawn] \n - itm_pda_mercenary_1 \n - vodka2 = 2 \n - wpn_pm \n - ammo_9x18_fmj = 2 \n - wpn_ak74_old \n - ammo_5.45x39_fmj = 3 \n - device_torch \n - hand_radio \n - -#include "gameplay\character_criticals.xml" - - zaton_mercenary_2_start_dialog - - actor_break_dialog - - - - jupiter_monk_name - ui_inGame2_neutral_2_gp5 - - jupiter_monk - stalker stalker_terrain - - stalker_terrain - 15026 - -2830 - - characters_voice\human\stalker_3\ - -1 - actors\stalker_neutral\stalker_neutral2a_gp5 - - [spawn] \n - wpn_pm \n - ammo_9x18_fmj = 2 \n - wpn_ak74_old \n - ammo_5.45x39_fmj = 3 \n - device_torch \n - hand_radio \n - -#include "gameplay\character_criticals.xml" - - jupiter_monk_start_dialog - - actor_break_dialog - - - - - zaton_achilles_name - ui_inGame2_nosorog - - - zaton_achilles - stalker stalker_terrain - 18351 - - 2568 - actors\stalker_soldier\stalker_soldier4nosorog - characters_voice\human\stalker_3\ - 1 - - [spawn] \n - wpn_ak74_old \n - ammo_5.45x39_fmj = 3 \n - wpn_desert_eagle \n - ammo_357_hp_mag \n - detector_simple \n - - - zaton_achilles_start_dialog - zaton_achilles_0 - actor_break_dialog - - - - - - anna_morphine_name - ui_inGame2_Hip - - - anna_morphine - stalker stalker_terrain - characters_voice\human\woman\ - 260 - 1600 - actors\mnp_npc_remeik\girl - - [spawn] \n - wpn_pm \n - ammo_9x18_pmm = 1 \n -#include "gameplay\supplies\character_items.xml" -#include "gameplay\supplies\character_food.xml" -#include "gameplay\supplies\character_drugs_2.xml" - -#include "gameplay\character_criticals.xml" - anna_morphine_start - anna_morphine_0 - actor_break_dialog - - - - - - - ecologist_sidorovich_name - ui_inGame2_ecolog_orange - - - ecologist_sidorovich - ecolog stalker_terrain - 20 - - 345 - actors\stalker_ecologist\stalker_ecolog - characters_voice\human\ecolog_3\ - 1 - - [spawn] \n - wpn_protecta \n - ammo_12x76_zhekan = 2 \n - wpn_walther \n - ammo_9x19_fmj \n - detector_simple \n - -#include "gameplay\character_criticals.xml" - ecologist_sidorovich_start_dialog - ecologist_sidorovich_0 - ecologist_sidorovich_1 - - actor_break_dialog - - ----- Alyosha Shyogolov ---- - - - - alyosha_shyogolov_name - ui_inGame2_nosorog - - - alyosha_shyogolov - ecolog stalker_terrain - 20 - - 108 - actors\stalker_soldier\stalker_soldier4nosorog - characters_voice\human\stalker_3\ - 1 - - [spawn] \n - wpn_scar \n - ammo_7.62x51_fmj = 2 \n - wpn_desert_eagle \n - ammo_357_hp_mag \n - detector_simple \n - - - alyosha_shyogolov_start_dialog - alyosha_shyogolov_0 - alyosha_shyogolov_2 - - - - actor_break_dialog - - - - - bh_mozgotlen_name - ui_inGame2_Zombied_1_Mask - - bh_mozgotlen - zombied stalker_terrain - - stalker_terrain - 926 - 3830 - - characters_voice\human\zombied_1\ - -1 - actors\stalker_zombak\stalker_zombied_ecolog_blue_1 - - #include "gameplay\loadouts\zombied_base.ltx" - #include "gameplay\loadouts\zombied_tier_1.ltx" - [spawn] \n - - - - #include "gameplay\character_criticals.xml" - #include "gameplay\character_dialogs.xml" - - - - - - - erast_fandorin_name - ui_inGame2_neutral_2 - - - erast_fandorin - ecolog stalker_terrain - 20115 - - 3108 - actors\stalker_ecologist\stalker_ecolog_guard3_mask - characters_voice\human\stalker_3\ - 1 - - [spawn] \n - wpn_saiga12s \n - - wpn_desert_eagle \n - ammo_357_hp_mag \n - detector_simple \n - - - - erast_fandorin_0 - erast_fandorin_1 - - - actor_break_dialog - - - - flavio_becca_name - ui_inGame2_Dolg_4 - - flavio_becca - stalker stalker_terrain - - stalker_terrain - 18234 - -30 - - characters_voice\human\ecolog_3\ - -1 - actors\stalker_ecologist\stalker_ecolog_exo - - [spawn] \n - - hand_radio \n - -#include "gameplay\character_criticals.xml" - - - alyosha_shyogolov_5 - - - actor_break_dialog - - - - nr_ecologist_rydzyk_name - ui_inGame2_neutral_2_gp5 - - nr_ecologist_rydzyk - ecolog stalker_terrain - - stalker_terrain - 16221 - 44 - - characters_voice\human\ecolog_3\ - -1 - actors\stalker_ecologist\stalker_ecolog_exolight - - [spawn] \n - - hand_radio \n - -#include "gameplay\character_criticals.xml" - nr_ecologist_rydzyk_0 - - actor_break_dialog - - - - nr_ecologist_1_name - ui_inGame2_neutral_tactic - - nr_ecologist_1 - ecolog stalker_terrain - - stalker_terrain - 1202 - 440 - - characters_voice\human\ecolog_3\ - -1 - actors\stalker_ecologist\stalker_ecolog_guard2_tactical - - [spawn] \n - - hand_radio \n - -#include "gameplay\character_criticals.xml" - - nr_ecologist_1_0 - actor_break_dialog - - - - nr_ecologist_2_name - ui_inGame2_neutral_2_gp5 - - nr_ecologist_2 - ecolog stalker_terrain - - stalker_terrain - 1409 - 870 - - characters_voice\human\ecolog_3\ - -1 - actors\stalker_ecologist\stalker_ecolog_guard3_merc - - [spawn] \n - - hand_radio \n - -#include "gameplay\character_criticals.xml" - nr_ecologist_2_0 - - actor_break_dialog - - - - nr_ecologist_3_name - ui_inGame2_stalker_ecolog_proto - - nr_ecologist_3 - ecolog stalker_terrain - - stalker_terrain - 1002 - 805 - - characters_voice\human\ecolog_3\ - -1 - actors\stalker_ecologist\stalker_ecologist_proto - - [spawn] \n - - hand_radio \n - -#include "gameplay\character_criticals.xml" - - - actor_break_dialog - - - - nr_vova_bandit_1_name - ui_inGame2_bandit_6l - - nr_vova_bandit_1 - bandit stalker_terrain - - stalker_terrain - 1203 - -930 - - characters_voice\human\bandit_3\ - -1 - actors\stalker_bandit\stalker_bandit6d - - [spawn] \n - wpn_abakan \n - hand_radio \n - -#include "gameplay\character_criticals.xml" - - actor_break_dialog - - - - nr_pasha_bandit_2_name - ui_inGame2_bandit_6l - - nr_pasha_bandit_2 - bandit stalker_terrain - - stalker_terrain - 1132 - -911 - - characters_voice\human\bandit_3\ - -1 - actors\stalker_bandit\stalker_bandit6d - - [spawn] \n - wpn_ak74_old \n - hand_radio \n - -#include "gameplay\character_criticals.xml" - - actor_break_dialog - - - - - - nr_ambush_1_name - ui_inGame2_neutral_tactic - - - nr_ambush_1 - army stalker_terrain - 2012 - - -2630 - characters_voice\human\military_3\ - actors\stalker_soldier\stalker_soldier_4_helm_tactic - 1 - - [spawn] \n - wpn_saiga12s \n - - - - - - - nr_ambush_2_name - ui_inGame2_neutral_tactic - - - nr_ambush_2 - army stalker_terrain - 20 - - -23 - characters_voice\human\military_3\ - actors\stalker_soldier\stalker_soldier_4_helm_tactic - 1 - - [spawn] \n - wpn_abakan \n - - - - - - - nr_ambush_3_name - ui_inGame2_neutral_tactic - - - nr_ambush_3 - army stalker_terrain - 1730 - - -621 - characters_voice\human\military_3\ - actors\stalker_soldier\stalker_soldier_4_helm_tactic - 1 - - [spawn] \n - wpn_abakan \n - - - - - - - nr_ambush_4_name - ui_inGame2_neutral_tactic - - - nr_ambush_4 - army stalker_terrain - 1890 - - 50 - characters_voice\human\military_3\ - actors\stalker_soldier\stalker_soldier_4_helm_tactic - 1 - - [spawn] \n - wpn_abakan \n - - - - - - - nr_ambush_5_name - ui_inGame2_neutral_tactic - - - nr_ambush_5 - army stalker_terrain - 1675 - - 123 - characters_voice\human\military_3\ - actors\stalker_soldier\stalker_soldier_4_helm_tactic - 1 - - [spawn] \n - wpn_abakan \n - - - - - - ---- Larik - - - - sasha_tolstoy_name - ui_inGame2_csky_1_1 - - sasha_tolstoy - stalker stalker_terrain - - stalker_terrain - 10026 - 830 - - characters_voice\human\stalker_3\ - -1 - actors\stalker_nebo\stalker_nebo_1 - - [spawn] \n - wpn_pm \n - ammo_9x18_fmj = 2 \n - wpn_ak74_old \n - ammo_5.45x39_fmj = 3 \n - device_torch \n - vodka \n - hand_radio \n - -#include "gameplay\character_criticals.xml" - - - sasha_tolstoy_1 - sasha_tolstoy_2 - sasha_tolstoy_3 - actor_break_dialog - - - - - - dolg_vadim_bloodsucker_name - ui_inGame2_Dolg_0 - - dolg_vadim_bloodsucker - dolg stalker_terrain - - stalker_terrain - 7026 - 1830 - - characters_voice\human\stalker_3\ - -1 - actors\stalker_dolg\stalker_dolg_0 - - [spawn] \n - - device_torch_dummy \n - hand_radio \n - -#include "gameplay\character_criticals.xml" - - dolg_vadim_bloodsucker_start_dialog - - actor_break_dialog - - - - dolg_sergey_bloodsucker_name - ui_inGame2_Dolg_1 - - dolg_sergey_bloodsucker - dolg stalker_terrain - - stalker_terrain - 6526 - 830 - - characters_voice\human\stalker_3\ - -1 - actors\stalker_dolg\stalker_dolg_2_old - - [spawn] \n - - device_torch_dummy \n - hand_radio \n - -#include "gameplay\character_criticals.xml" - - dolg_sergey_bloodsucker_start_dialog - - actor_break_dialog - - - - dolg_sasha_bloodsucker_name - ui_inGame2_Dolg_1 - - dolg_sasha_bloodsucker - dolg stalker_terrain - - stalker_terrain - 5026 - -830 - - characters_voice\human\stalker_3\ - -1 - actors\stalker_dolg\stalker_dolg1b - - [spawn] \n - - device_torch_nv_1 \n - hand_radio \n - -#include "gameplay\character_criticals.xml" - - dolg_sergey_bloodsucker_start_dialog - - actor_break_dialog - - - - dolg_artyom_bloodsucker_name - ui_inGame2_Dolg_1 - - dolg_artyom_bloodsucker - dolg stalker_terrain - - stalker_terrain - 5026 - 830 - - characters_voice\human\stalker_3\ - -1 - actors\stalker_dolg\stalker_dolg1b - - [spawn] \n - - - hand_radio \n - -#include "gameplay\character_criticals.xml" - - dolg_artyom_bloodsucker_start_dialog - dolg_artyom_bloodsucker_0 - - actor_break_dialog - - - - dolg_ilya_bloodsucker_name - ui_inGame2_Dolg_4e - - dolg_ilya_bloodsucker - dolg stalker_terrain - - stalker_terrain - 5026 - 830 - - characters_voice\human\stalker_3\ - -1 - actors\stalker_dolg\stalker_dolgexo_4 - - [spawn] \n - wpn_mossberg590 \n - hand_radio \n - -#include "gameplay\character_criticals.xml" - - dolg_ilya_bloodsucker_start_dialog - - actor_break_dialog - - ----- Northern Rush --- - - - nr_sorokin_name - ui_inGame2_neutral_2_gp5 - - nr_sorokin - stalker stalker_terrain - - stalker_terrain - 100 - 30 - - characters_voice\human\stalker_3\ - -1 - actors\stalker_neutral\stalker_neutral2a_gp5 - - [spawn] \n - - hand_radio \n - -#include "gameplay\character_criticals.xml" - - nr_sorokin_start_dialog - nr_sorokin - nr_sorokin_1 - nr_sorokin_2 - nr_sorokin_3 - actor_break_dialog - - - - nr_scamlok_name - ui_inGame2_strelok_ico - - - - nr_scamlok - stalker - stalker_terrain - characters_voice\human\stalker_2\ - 30056 - 1250 - actors\stalker_neutral\stalker_neutral_strelok - - [spawn] \n - wpn_sig550_sniper = 1 \n - ammo_5.56x45_ap = 3 \n - wpn_colt1911 = 1 \n - ammo_11.43x23_fmj = 1 - grenade_f1 = 1 \n -#include "gameplay\supplies\character_food_army.xml" -#include "gameplay\supplies\character_drugs_4.xml" -#include "gameplay\supplies\character_drugs_sci.xml" -#include "gameplay\supplies\character_drugs_mil.xml" - -#include "gameplay\character_criticals.xml" - nr_scamlok_start_dialog - actor_break_dialog - - - - nr_iliaz_name - ui_inGame2_neutral_1 - - - nr_iliaz - stalker stalker_terrain - 500 - - 121 - actors\stalker_neutral\stalker_neutral_1 - characters_voice\human\stalker_3\ - 1 - - [spawn] \n - wpn_bm16 \n - - - nr_iliaz_0 - nr_iliaz_1 - nr_iliaz_2 - nr_iliaz_3 - nr_iliaz_4 - - actor_break_dialog - - - - - nr_bezsonik_name - ui_inGame2_Freedom_3 - - - nr_bezsonik - freedom stalker_terrain - 1602 - - 121 - actors\stalker_freedom\stalker_freedom_3_helm_battle - characters_voice\human\freedom_3\ - 1 - - [spawn] \n - - - - nr_bezsonik_start_dialog - nr_bezsonik_0 - - - actor_break_dialog - - - - - butcher_tug_1_name - ui_inGame2_bandit_exo - - butcher_tug_1 - stalker stalker_terrain - - stalker_terrain - 1732 - -1645 - - characters_voice\human\bandit_2\ - -1 - actors\stalker_neutral\stalker_neutral4a - - [spawn] \n - wpn_ak74_old \n - hand_radio \n - -#include "gameplay\character_criticals.xml" - - actor_break_dialog - - - - butcher_tug_2_name - ui_inGame2_bandit_heavy - - butcher_tug_2 - stalker stalker_terrain - - stalker_terrain - 1692 - -1535 - - characters_voice\human\bandit_2\ - -1 - actors\stalker_bandit\stalker_band_ha - - [spawn] \n - wpn_ak74_old \n - hand_radio \n - -#include "gameplay\character_criticals.xml" - - actor_break_dialog - - - - - bh_gutalin_name - ui_inGame2_neutral_2 - - bh_gutalin - stalker stalker_terrain - - stalker_terrain - 17826 - 2830 - - characters_voice\human\stalker_3\ - -1 - actors\stalker_neutral\stalker_exo_proto - - [spawn] \n - wpn_pm \n - ammo_9x18_fmj = 2 \n - wpn_mossberg590 \n - device_torch \n - vodka_quality = 2 \n - beer = 4 \n - -#include "gameplay\character_criticals.xml" - - bh_gutalin_start_dialog - dm_init_stalker_trade_brotherhood - actor_break_dialog - - - - - - controller_victim_1_name - ui_inGame2_neutral_2_gp5 - - controller_victim_1 - stalker stalker_terrain - - stalker_terrain - 12026 - -2830 - - characters_voice\human\stalker_3\ - -1 - actors\stalker_neutral\stalker_neutral2a_gp5 - - [spawn] \n - wpn_pm \n - ammo_9x18_fmj = 2 \n - wpn_ak74_old \n - ammo_5.45x39_fmj = 3 \n - device_torch \n - hand_radio \n - -#include "gameplay\character_criticals.xml" - - - - actor_break_dialog - - - - - nr_dead_convict_1_name - ui_inGame2_neutral_2_gp5 - - nr_dead_convict_1 - stalker stalker_terrain - - stalker_terrain - 12026 - -2830 - - characters_voice\human\stalker_3\ - -1 - actors\stalker_neutral\stalker_neutral2a_gp5 - - - - - - - - actor_break_dialog - - ---- Yak - - - nr_dead_convict_2_name - ui_inGame2_Freedom_2_mask - - nr_dead_convict_2 - freedom stalker_terrain - - stalker_terrain - 13026 - -1830 - - characters_voice\human\freedom_1\ - -1 - actors\stalker_freedom\stalker_freedom2a_mas2 - - [spawn] \n - bullet_yak \n - - - - - - actor_break_dialog - - - - nr_executioner_1_name - ui_inGame2_neutral_2 - - - nr_executioner_1 - stalker stalker_terrain - 15487 - - 321 - actors\stalker_neutral\stalker_neutral2a_old - characters_voice\human\stalker_3\ - 1 - - [spawn] \n - wpn_akms \n - - - - actor_break_dialog - - - - nr_executioner_2_name - ui_inGame2_neutral_2 - - - nr_executioner_2 - stalker stalker_terrain - 16417 - - 897 - actors\stalker_neutral\stalker_neutral_15 - characters_voice\human\stalker_3\ - 1 - - [spawn] \n - wpn_mp153 \n - - - - actor_break_dialog - - ---- Barka - - - nr_executioner_3_name - ui_inGame2_neutral_2 - - - nr_executioner_3 - stalker stalker_terrain - 17417 - - -103 - actors\stalker_neutral\stalker_neutral_9d - characters_voice\human\stalker_3\ - 1 - - [spawn] \n - wpn_mp5sd_new \n - - nr_barka_0 - nr_barka_1 - - - - actor_break_dialog - - ---- Lyoshik - - - nr_loyshik_name - ui_inGame2_Freedom_2_mask - - nr_loyshik - freedom stalker_terrain - - stalker_terrain - 13026 - -1830 - - characters_voice\human\freedom_1\ - -1 - actors\stalker_freedom\stalker_freedom2a_mas2 - - [spawn] \n - wpn_akms \n - - - - - - actor_break_dialog - - - ------- Cordon Shlitzer - - - bh_badger_name - ui_inGame2_Soldier_2 - - - bh_badger - army stalker_terrain - 6675 - stalker_terrain - - -756 - characters_voice\human\military_3\ - actors\stalker_soldier\stalker_soldier_2 - 1 - - [spawn] \n - - - -#include "gameplay\character_criticals.xml" - - - actor_break_dialog - - - - - bh_shlitzer_name - ui_inGame2_neutral_2_mask - - bh_shlitzer - stalker stalker_terrain - - stalker_terrain - 6053 - -830 - - characters_voice\human\stalker_1\ - -1 - actors\stalker_neutral\stalker_neutral2e_mas3 - - [spawn] \n - - -#include "gameplay\character_criticals.xml" - bh_shlitzer_start - bh_shlitzer_0 - bh_shlitzer_3 - bh_shlitzer_1 - bh_shlitzer_2 - - actor_break_dialog - - - - bh_ironchain_name - ui_inGame2_bandit_2 - - bh_ironchain - stalker stalker_terrain - - stalker_terrain - 12053 - -3330 - - characters_voice\human\bandit_3\ - -1 - actors\stalker_bandit\stalker_bandit2a - - [spawn] \n - quest_package_shlitzer_2 \n - - - -#include "gameplay\character_criticals.xml" - - bh_ironchain_start - - actor_break_dialog - - - - nr_trapper_missing_hunter_1_name - ui_inGame2_neutral_2_gp5 - - nr_trapper_missing_hunter_1 - stalker stalker_terrain - - stalker_terrain - 16826 - 2830 - - characters_voice\human\stalker_3\ - -1 - actors\stalker_neutral\stalker_neutral2a_gp5 - - [spawn] \n - - -#include "gameplay\character_criticals.xml" - - - - actor_break_dialog - - - - nr_trapper_missing_hunter_2_name - ui_inGame2_neutral_2 - - nr_trapper_missing_hunter_2 - stalker stalker_terrain - - stalker_terrain - 17826 - 3830 - - characters_voice\human\stalker_3\ - -1 - actors\stalker_neutral\stalker_neutral2a - - [spawn] \n - wpn_g3 \n - -#include "gameplay\character_criticals.xml" - - - - actor_break_dialog - - - - nr_trapper_missing_hunter_3_name - ui_inGame2_neutral_2_mask - - nr_trapper_missing_hunter_3 - stalker stalker_terrain - - stalker_terrain - 15826 - 830 - - characters_voice\human\stalker_3\ - -1 - actors\stalker_neutral\stalker_neutral2gmask2 - - [spawn] \n - - -#include "gameplay\character_criticals.xml" - - - - actor_break_dialog - - - - - - - - - - - - - - - ----- random events npc - - - nr_sasha_baltunov_name - ui_inGame2_neutral_2 - - nr_sasha_baltunov - stalker stalker_terrain - - stalker_terrain - 15826 - 3830 - - characters_voice\human\stalker_3\ - -1 - actors\stalker_neutral\stalker_neutral2a - - [spawn] \n - - -#include "gameplay\character_criticals.xml" - - nr_sahsa_baltun_start - - actor_break_dialog - - - - nr_starik_murdered_name - ui_inGame2_csky_oldgas - - nr_starik_murdered - csky stalker_terrain - - stalker_terrain - 18026 - 3830 - - characters_voice\human\stalker_3\ - -1 - actors\stalker_nebo\stalker_nebo_s_old - - [spawn] \n - nr_starik_murdered_diary \n - -#include "gameplay\character_criticals.xml" - - actor_break_dialog - - ----- Like rats in a trap - - - bh_rat_guards_naruchnik_name - ui_inGame2_neutral_2 - - - bh_rat_guards_naruchnik - stalker stalker_terrain - 13200 - - 621 - actors\stalker_neutral\stalker_neutral2b - characters_voice\human\stalker_3\ - 1 - - [spawn] \n - - - - bh_rat_guards_naruchnik_0 - - - actor_break_dialog - - - - bh_rat_trap_leader_name - ui_inGame2_bandit_2 - - bh_rat_trap_leader - bandit stalker_terrain - - stalker_terrain - 12121 - -3330 - - characters_voice\human\bandit_3\ - -1 - actors\stalker_bandit\stalker_bandit2a - - [spawn] \n - - - - -#include "gameplay\character_criticals.xml" - - bh_rat_trap_leader_start - - actor_break_dialog - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - diff --git a/mods/[DEV] Brotherhood/gamedata/configs/gameplay/character_desc_brotherhood_ac.xml b/mods/[DEV] Brotherhood/gamedata/configs/gameplay/character_desc_brotherhood_ac.xml deleted file mode 100644 index 3b7c7478..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/gameplay/character_desc_brotherhood_ac.xml +++ /dev/null @@ -1,154 +0,0 @@ - - - ---- medic Monolith --- - - - ac_pri_medic_monolith_name - ui_npc_u_stalker_mo_head_1 - - - - ac_pri_medic_monolith - monolith - stalker_terrain - characters_voice\human\freedom_1\ - 9389 - 2309 - - actors\stalker_monolith\stalker_mo_head_1 - - [spawn] \n - -#include "gameplay\supplies\character_drugs.xml" -#include "gameplay\supplies\character_drugs_mil.xml" - - dm_init_trader - jup_b19_freedom_yar_pripyat_healing - jup_b19_freedom_yar_break_dialog -#include "gameplay\character_criticals.xml" - - - - - - - - - - ac_blue_winter_name - ui_inGame2_monolit_1 - - - ac_blue_winter - monolithstalker_terrain - characters_voice\human\monolith_3\ - - 18780 - - 2500 - - actors\stalker_monolith\stalker_monolith_1 - - - [spawn] \n - wpn_val = 1 \n - ammo_9x39_ap = 1 \n -#include "gameplay\supplies\character_items.xml" -#include "gameplay\supplies\character_food.xml" -#include "gameplay\supplies\character_drugs.xml" - -#include "gameplay\character_criticals.xml" - - ac_blue_winter_0 - ac_blue_winter_1 - ac_blue_winter_2 - - actor_break_dialog - - - - ac_balthazar_name - ui_inGame2_monolith_proto - - - ac_balthazar - monolithstalker_terrain - characters_voice\human\monolith_3\ - - 16730 - - 1000 - - actors\stalker_monolith\stalker_monolith_4_proto - - - [spawn] \n - wpn_rpk74 \n - ammo_5.45x39_fmj = 3 \n - - -#include "gameplay\character_criticals.xml" - - actor_break_dialog - - - - ac_melchior_name - ui_inGame2_monolit_3a - - - ac_melchior - monolithstalker_terrain - characters_voice\human\monolith_3\ - - 18030 - - 1000 - - actors\stalker_monolith\stalker_monolith3a - - - [spawn] \n - wpn_val = 1 \n - ammo_9x39_ap = 1 \n - - -#include "gameplay\character_criticals.xml" - - actor_break_dialog - - - - ac_caspar_name - ui_inGame2_monolit_3 - - - ac_caspar - monolithstalker_terrain - characters_voice\human\monolith_3\ - - 16670 - - 1000 - - actors\stalker_monolith\stalker_monolith3b - - - [spawn] \n - wpn_saiga12s = 1 \n - - - -#include "gameplay\character_criticals.xml" - - actor_break_dialog - - - - - - - - - diff --git a/mods/[DEV] Brotherhood/gamedata/configs/gameplay/character_desc_garbage.xml b/mods/[DEV] Brotherhood/gamedata/configs/gameplay/character_desc_garbage.xml deleted file mode 100644 index 3bef547b..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/gameplay/character_desc_garbage.xml +++ /dev/null @@ -1,136 +0,0 @@ - - - - - - hunter_gar_trader_name - ui_inGame2_bandit_4 - - No information is available. - - hunter_gar_trader - trader stalker_terrain - characters_voice\human\stalker_3\ - - 5800 - - 1700 - - actors\neytral\stalker_plash_1 - - [spawn] \n - wpn_bm16 \n - ammo_12x70_buck = 2 \n - -#include "gameplay\supplies\character_items.xml" -#include "gameplay\supplies\character_food.xml" -#include "gameplay\supplies\character_drugs.xml" - -#include "gameplay\character_criticals.xml" - - dm_init_trader - hunter_trader_meet - dm_ordered_task_dialog - dm_ordered_task_completed_dialog - about_baraholka_hunter_trader - dm_lifestyle - - - butcher_1 - butcher_1_time - butcher_1_done - butcher_2 - butcher_2_time - butcher_2_done - butcher_3 - butcher_3_time - butcher_3_done - butcher_4 - butcher_4_time - butcher_4_done - butcher_4_alt_done - butcher_5 - butcher_5_alt - - butcher_bellerophon_0 - butcher_legendary_0 - butcher_legendary_1 - butcher_legendary_2 - butcher_legendary_3 - - actor_break_dialog - - - - - - GENERATE_NAME_stalker - ui_inGame2_neutral_2_old - - An experienced stalker. No detailed information is available. - - baraholka_trader - traderstalker_terrain - characters_voice\human\stalker_3\ - - 2000 - - 500 - - actors\stalker_neutral\stalker_neutral_2_old - - - [spawn] \n - wpn_beretta \n - ammo_9x19_fmj = 1 \n -#include "gameplay\supplies\character_items.xml" -#include "gameplay\supplies\character_food.xml" -#include "gameplay\supplies\character_drugs.xml" - -#include "gameplay\character_criticals.xml" - - dm_init_trader - dm_broker_dialog - baraholka_trader_talking - actor_break_dialog - - - - - - GENERATE_NAME_stalker - ui_inGame2_neutral_0 - - An experienced stalker. No detailed information is available. - - baraholka_trader_night - traderstalker_terrain - characters_voice\human\stalker_3\ - - 3000 - - 1000 - - actors\stalker_neutral\stalker_neutral0b - - - [spawn] \n - wpn_beretta \n - ammo_9x19_fmj = 1 \n -#include "gameplay\supplies\character_items.xml" -#include "gameplay\supplies\character_food.xml" -#include "gameplay\supplies\character_drugs.xml" - -#include "gameplay\character_criticals.xml" - - dm_init_trader - dm_ordered_task_dialog - dm_ordered_task_completed_dialog - - dm_broker_dialog - - - actor_break_dialog - - - diff --git a/mods/[DEV] Brotherhood/gamedata/configs/gameplay/character_desc_jupiter.xml b/mods/[DEV] Brotherhood/gamedata/configs/gameplay/character_desc_jupiter.xml deleted file mode 100644 index eaef06bf..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/gameplay/character_desc_jupiter.xml +++ /dev/null @@ -1,756 +0,0 @@ - - - - - - jup_a6_freedom_trader_ashot_name - ui_inGame2_ashot - - Опытный сталкер. Детальная информация отсутствует. - jup_a6_freedom_trader_ashot - freedom stalker_terrain - characters_voice\human\freedom_3\ - 9033 - 2342 - - actors\stalker_freedom\stalker_freedom_ashot - - - jup_a6_freedom_trader_ashot_start - dm_init_trader - actor_break_dialog - -#include "gameplay\character_criticals.xml" - - - - - jup_b19_freedom_yar_name - ui_inGame2_Dyadka_Yar - - - Опытный сталкер. Детальная информация отсутствует. - jup_b19_freedom_yar - freedom - stalker_terrain - characters_voice\human\freedom_1\ - 7655 - 2485 - - actors\stalker_freedom\stalker_freedom_2_face_2 - - [spawn] \n - wpn_svd = 1 \n - ammo_7.62x54_7h1 = 3 \n - wpn_beretta = 1 \n - ammo_9x19_pbp = 1 \n -#include "gameplay\supplies\character_items_3.xml" -#include "gameplay\supplies\character_food.xml" -#include "gameplay\supplies\character_drugs_3.xml" -#include "gameplay\supplies\character_drugs_sci.xml" - - - jup_b19_freedom_yar_start - dm_init_trader - dm_init_mechanic - dm_broker_dialog - actor_break_dialog - -#include "gameplay\character_criticals.xml" - - - - - jup_a6_freedom_leader - ui_inGame2_Loki - - - Опытный сталкер. Детальная информация отсутствует. - jup_a6_freedom_leader - freedom - stalker_terrain - characters_voice\human\freedom_1\ - 10889 - 1944 - - actors\stalker_freedom\stalker_freedom_3_face_1 - - [spawn] \n - hand_radio \n - wpn_colt1911 \n - ammo_11.43x23_hydro = 1 \n -#include "gameplay\supplies\character_items_3.xml" -#include "gameplay\supplies\character_food.xml" -#include "gameplay\supplies\character_drugs_4.xml" -#include "gameplay\supplies\character_drugs_sci.xml" - -#include "gameplay\character_criticals.xml" - - jup_a6_freedom_leader_start_dialog - loki_st - drx_sl_task_completed_dialog - drx_sl_jup_a6_freedom_leader_meet_dialog - jup_a6_freedom_leader_duty_founder_pda - jup_a6_freedom_leader_duty_sell_founder_pda - jup_a6_freedom_leader_pripyat_group - jup_a6_freedom_leader_b4_monolith_squad_dialog - jup_a6_freedom_leader_b4_monolith_squad_dialog_redy_to_go - jup_a6_freedom_leader_b207_hiding_place - jup_a6_freedom_leader_employ_stalkers - jup_a6_freedom_leader_b106_info_about_soroka - jup_a6_freedom_leader_about_stolen_items - jup_a6_freedom_leader_a9_sell_info - jup_a6_freedom_leader_about_you - devushka_loki_help - actor_break_dialog - - - - - - guid_jup_stalker_garik - ui_inGame2_Garik - - An experienced stalker. No detailed information is available. - - guid_jup_stalker_garik - stalker - stalker_terrain - characters_voice\human\stalker_1\ - - 8000 - - 1600 - - actors\stalker_neutral\stalker_neutral_2_face_4 - - - [spawn] \n - wpn_vintorez \n - ammo_9x39_ap = 1 \n - wpn_colt1911 \n - ammo_11.43x23_fmj = 1 \n - grenade_f1 = 2 \n - -#include "gameplay\supplies\character_items.xml" -#include "gameplay\supplies\character_food.xml" -#include "gameplay\supplies\character_drugs.xml" - -#include "gameplay\character_criticals.xml" - meet_guid_jup - travel_guid_jup - meet_guid_jup_list - actor_break_dialog - - - - - jup_b217_stalker_tech - ui_inGame2_Azot - - - Опытный сталкер. Техник Азот. - jup_b217_stalker_tech - stalker - - stalker_terrain - characters_voice\human\dolg_1\ - 3338 - 1755 - - actors\stalker_neutral\stalker_neutral_nauchniy_face_3 - - [spawn] \n - wpn_fort \n - ammo_9x18_pmm = 1 \n -#include "gameplay\supplies\character_items_2.xml" -#include "gameplay\supplies\character_food.xml" -#include "gameplay\supplies\character_drugs_3.xml" - - dm_init_trader - dm_init_mechanic - dm_ordered_task_completed_dialog - drx_sl_mechanic_task_dialog - dm_tech_repair - - - nr_nitro_barka_0 - nr_nitro_barka_1 - - - - actor_break_dialog - -#include "gameplay\character_criticals.xml" - - - - - jup_b220_trapper - ui_inGame2_Zveroboy - - - Опытный сталкер. Зверобой. - jup_b220_trapper - stalker - stalker_terrain - characters_voice\human\stalker_2\ - 7971 - 1304 - - actors\stalker_neutral\stalker_neutral_2_face_7 - - [spawn] \n - wpn_wincheaster1300_trapper \n - ammo_12x70_buck = 1 \n - wpn_colt1911 \n - ammo_11.43x23_fmj = 1 \n -#include "gameplay\supplies\character_items_3.xml" -#include "gameplay\supplies\character_food.xml" -#include "gameplay\supplies\character_drugs_4.xml" - -#include "gameplay\character_criticals.xml" - jup_trapper_about_himself - jup_trapper_about_retire - dm_ordered_task_completed_dialog - dm_ordered_task_dialog - dm_lifestyle - - - nr_trapper_intro_0 - trapper_chimera_0 - trapper_chimera_1 - trapper_chimera_2 - trapper_chimera_3 - trapper_chimera_5 - trapper_chimera_5_alt - trapper_chimera_6 - trapper_chimera_7 - trapper_chimera_8 - trapper_chimera_9 - trapper_chimera_10 - - trapper_missing_men_0 - trapper_missing_men_1 - - - trapper_chimera_4 - actor_break_dialog - - - - - - jup_a6_stalker_barmen - ui_inGame2_Gavaets - - - Опытный сталкер. Детальная информация отсутствует. - jup_a6_stalker_barmen - trader - stalker_terrain - characters_voice\human\stalker_1\ - 7507 - - 1402 - actors\stalker_neutral\stalker_neutral_2_face_3 - - kolbasa_strange = 3 \n -#include "gameplay\supplies\character_items_3.xml" -#include "gameplay\supplies\character_food.xml" -#include "gameplay\supplies\character_drugs_4.xml" - - jup_a6_stalker_barmen_start_dialog - dm_init_batender - hawaiian_yanov - buy_route - - - - hawaiian_about_marlo - - - nr_hawaiian_0 - nr_hawaiian_scamlok_0 - - actor_break_dialog -#include "gameplay\character_criticals.xml" - - - - - jup_a6_stalker_medik - ui_inGame2_Kostoprav - - - Опытный сталкер. Детальная информация отсутствует. - jup_a6_stalker_medik - stalker - stalker_terrain - characters_voice\human\stalker_2\ - 2727 - - 598 - actors\stalker_neutral\stalker_neutral_1_face_2 - - [spawn] \n - wpn_ak74u \n - ammo_5.45x39_fmj = 1 \n - wpn_beretta \n - ammo_9x19_fmj = 1 \n -#include "gameplay\supplies\character_items.xml" -#include "gameplay\supplies\character_food.xml" -#include "gameplay\supplies\character_drugs_4.xml" - - zat_b22_stalker_medic_start - dm_init_medic - dm_medic_general - dm_ordered_task_dialog - dm_ordered_task_completed_dialog - actor_break_dialog -#include "gameplay\character_criticals.xml" - - - - - - jup_b6_scientist_novikov - ui_inGame2_eco_tech - - - Опытный сталкер. Детальная информация отсутствует. - jup_b6_scientist_tech - ecolog - - stalker_terrain - characters_voice\human\stalker_2\ - 2560 - 957 - - actors\stalker_ecologist\stalker_ecolog_tookarev - - [spawn] \n - -#include "gameplay\character_criticals.xml" - - jup_b6_scientist_medic_start - dm_init_trader - dm_init_mechanic - drx_sl_task_completed_dialog - dm_ordered_task_completed_dialog - drx_sl_jup_b6_scientist_tech_meet_dialog - dm_ordered_task_dialog - dm_tech_repair - actor_break_dialog - - - - - - jup_b6_scientist_nuclear_physicist - ui_inGame2_German - - - Опытный сталкер. Детальная информация отсутствует. - jup_b6_scientist_nuclear_physicist - ecolog - stalker_terrain - characters_voice\human\stalker_2\ - 3815 - 431 - - actors\stalker_ucheniy\stalker_ucheniy_1_face_1 - - [spawn] \n - - jup_b6_scientist_nuclear_physicist_start - dm_init_trader - hermann_lab - dm_lifestyle - - dm_ordered_task_dialog - dm_ordered_task_completed_dialog - dm_ordered_task_cancel_dialog - - actor_break_dialog -#include "gameplay\character_criticals.xml" - - - - - jup_b6_scientist_biochemist - ui_inGame2_Ozerskiy - - - Опытный сталкер. Детальная информация отсутствует. - jup_b6_scientist_biochemist - ecolog - stalker_terrain - characters_voice\human\stalker_2\ - 1864 - 300 - - actors\stalker_ucheniy\stalker_ucheniy_1_face_2 - - [spawn] \n - - jup_b16_biochemist_oasis_start - ozersky_oasis - actor_break_dialog -#include "gameplay\character_criticals.xml" - - - - - - jup_cont_mech_bandit_name - ui_inGame2_Nile - - Нет данных. - - jup_cont_mech_bandit - banditstalker_terrain - characters_voice\human\bandit_1\ - - - 1600 - - -1200 - - actors\mnp_npc_remeik\bandit_mechanic_td - - - [spawn] \n - wpn_ak74 \n - ammo_5.45x39_ap = 3 \n -#include "gameplay\supplies\character_items.xml" -#include "gameplay\supplies\character_food.xml" -#include "gameplay\supplies\character_drugs.xml" - -#include "gameplay\character_criticals.xml" - dm_init_trader - dm_init_mechanic - dm_ordered_task_dialog - dm_ordered_task_completed_dialog - dm_tech_repair - dm_encrypted_pda - awr_tech_dialog_drink_1 - actor_break_dialog - - - - - jup_cont_trader_bandit_name - ui_inGame2_Klenov - - Нет данных. - - jup_cont_trader_bandit - banditstalker_terrain - characters_voice\human\bandit_2\ - - 2500 - - -1600 - - actors\mnp_npc_remeik\bandit_trader_td - - - [spawn] \n - wpn_spas12 \n - ammo_12x70_buck = 1 \n -#include "gameplay\supplies\character_items.xml" -#include "gameplay\supplies\character_food.xml" -#include "gameplay\supplies\character_drugs.xml" - -#include "gameplay\character_criticals.xml" - - dm_init_trader - drx_sl_task_completed_dialog - drx_sl_jup_cont_trader_bandit_meet_dialog - buy_route - actor_break_dialog - - - - st_jup_a12_bandit_chief - ui_inGame2_bandit_3_mask - - - Опытный сталкер. Детальная информация отсутствует. - jup_a12_bandit_chief - bandit - stalker_terrain - characters_voice\human\bandit_1\ - 2990 - 211 - - actors\stalker_bandit\stalker_bandit_3_mask - - [spawn] \n - wpn_hpsa \n - ammo_9x19_pbp = 1 \n -#include "gameplay\supplies\character_items_nd.xml" -#include "gameplay\supplies\character_food.xml" -#include "gameplay\supplies\character_drugs_3.xml" - - jup_a12_bandit_chief_dialog - jup_a12_bandit_chief_actor_self_dialog - actor_break_dialog -#include "gameplay\character_criticals.xml" - - - - GENERATE_NAME_bandit - ui_inGame2_bandit_1 - - - Опытный сталкер. Детальная информация отсутствует. - jup_a12_bandit_guard - bandit - stalker_terrain - characters_voice\human\bandit_2\ - 288 - 144 - - actors\stalker_bandit\stalker_bandit_1 - - [spawn] \n - wpn_mp5 \n - ammo_9x19_fmj = 1 \n - wpn_pm \n - ammo_9x18_fmj = 1 \n -#include "gameplay\supplies\character_items_nd.xml" -#include "gameplay\supplies\character_food.xml" -#include "gameplay\supplies\character_drugs_2.xml" - - actor_break_dialog -#include "gameplay\character_criticals.xml" - - - - st_jup_a12_bandit_cashier - ui_inGame2_bandit_2 - - - Опытный сталкер. Детальная информация отсутствует. - jup_a12_bandit_cashier - bandit - stalker_terrain - characters_voice\human\bandit_2\ - 1597 - 1114 - - actors\stalker_bandit\stalker_bandit_2 - - [spawn] \n - wpn_wincheaster1300 \n - ammo_12x70_buck = 1 \n - wpn_fort \n - ammo_9x18_fmj = 1 \n -#include "gameplay\supplies\character_items_nd.xml" -#include "gameplay\supplies\character_food.xml" -#include "gameplay\supplies\character_drugs.xml" - - actor_break_dialog -#include "gameplay\character_criticals.xml" - - - - - - GENERATE_NAME_stalker - ui_inGame2_monolit_2 - - Monolith Mechanic. - - mechanic_monolith_jup_depo - monolithstalker_terrain - - characters_voice\human\monolith_3\ - - 5000 - 0 - - actors\mnp_npc_remeik\monolit_jupiter_mechanik - - - [spawn] \n - wpn_abakan = 1 \n - ammo_5.45x39_ap = 1 \n -#include "gameplay\supplies\character_items.xml" -#include "gameplay\supplies\character_food.xml" -#include "gameplay\supplies\character_drugs.xml" - -#include "gameplay\character_criticals.xml" - mechanic_monolith_jup_depo_start - dm_init_trader - dm_init_mechanic - dm_ordered_task_dialog - dm_ordered_task_completed_dialog - dm_encrypted_pda - awr_tech_dialog_drink_1 - dm_tech_repair - actor_break_dialog - - - - - GENERATE_NAME_stalker - ui_inGame2_rabbit - - - Monolith, supplying his brothers with equipment. - - trader_monolith_jup_depo - monolith stalker_terrain - characters_voice\human\monolith_3\ - - 5000 - - -500 - - - actors\stalker_monolith\stalker_monolith_2a_face_rabbit - - - [spawn] \n - wpn_val = 1 \n - ammo_9x39_ap = 1 \n -#include "gameplay\supplies\character_items.xml" -#include "gameplay\supplies\character_food.xml" -#include "gameplay\supplies\character_drugs.xml" - -#include "gameplay\character_criticals.xml" - dm_init_trader - meet_guid_jupdepo_mon - meet_guid_jupdepo_mon_list - travel_guid_jupdepo_mon_mon - buy_route - actor_break_dialog - - - - - jup_b1_stalker_1 - ui_inGame2_neutral_2_mask - - - Опытный сталкер. Детальная информация отсутствует. - jup_b1_stalker_1 - stalker - stalker_terrain - characters_voice\human\stalker_1\ - 1980 - 1039 - actors\stalker_neutral\stalker_neutral_2_mask - - [spawn] \n - anomaly_scaner \n - wpn_ak74 \n - ammo_5.45x39_fmj = 1 \n - wpn_pm = 1 \n - ammo_9x18_fmj = 1 \n - detector_simple \n -#include "gameplay\supplies\character_items_nd.xml" -#include "gameplay\supplies\character_food.xml" -#include "gameplay\supplies\character_drugs_4.xml" -#include "gameplay\supplies\character_drugs_sci.xml" - - actor_break_dialog -#include "gameplay\character_criticals.xml" - - - - - jup_b1_stalker_2 - ui_inGame2_neutral_2 - - - Опытный сталкер. Детальная информация отсутствует. - jup_b1_stalker_2 - stalker - stalker_terrain - characters_voice\human\stalker_1\ - 2449 - 299 - actors\stalker_neutral\stalker_neutral_2 - - [spawn] \n - anomaly_scaner \n - wpn_wincheaster1300 \n - ammo_12x76_zhekan = 1 \n - wpn_beretta \n - ammo_9x19_fmj = 1 \n -#include "gameplay\supplies\character_items_nd.xml" -#include "gameplay\supplies\character_food.xml" -#include "gameplay\supplies\character_drugs_4.xml" -#include "gameplay\supplies\character_drugs_sci.xml" - - actor_break_dialog -#include "gameplay\character_criticals.xml" -#include "gameplay\character_dialogs_no_guide.xml" - - - - - jup_b1_stalker_3 - ui_inGame2_neutral_2 - - - Опытный сталкер. Детальная информация отсутствует. - jup_b1_stalker_3 - stalker - stalker_terrain - characters_voice\human\stalker_3\ - 2462 - 1723 - actors\stalker_neutral\stalker_neutral_2 - - [spawn] \n - anomaly_scaner \n - wpn_ak74u \n - ammo_5.45x39_fmj = 1 \n - wpn_fort \n - ammo_9x18_fmj = 1 \n -#include "gameplay\supplies\character_items_nd.xml" -#include "gameplay\supplies\character_food.xml" -#include "gameplay\supplies\character_drugs_4.xml" -#include "gameplay\supplies\character_drugs_sci.xml" - - actor_break_dialog -#include "gameplay\character_criticals.xml" -#include "gameplay\character_dialogs_no_guide.xml" - - - - - jup_b1_stalker_4 - ui_inGame2_neutral_2 - - - Опытный сталкер. Детальная информация отсутствует. - jup_b1_stalker_4 - stalker - stalker_terrain - characters_voice\human\stalker_2\ - 2175 - -1620 - actors\stalker_neutral\stalker_neutral_2 - - [spawn] \n - anomaly_scaner \n - wpn_ak74u \n - ammo_5.45x39_fmj = 1 \n - wpn_fort \n - ammo_9x18_fmj = 1 \n -#include "gameplay\supplies\character_items_nd.xml" -#include "gameplay\supplies\character_food.xml" -#include "gameplay\supplies\character_drugs_4.xml" -#include "gameplay\supplies\character_drugs_sci.xml" - - actor_break_dialog -#include "gameplay\character_criticals.xml" -#include "gameplay\character_dialogs_no_guide.xml" - - diff --git a/mods/[DEV] Brotherhood/gamedata/configs/gameplay/character_desc_red_forest.xml b/mods/[DEV] Brotherhood/gamedata/configs/gameplay/character_desc_red_forest.xml deleted file mode 100644 index 58e8b5c8..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/gameplay/character_desc_red_forest.xml +++ /dev/null @@ -1,174 +0,0 @@ - - - - - - - red_forester_name - ui_inGame2_forester - red_forester_name - red_forester - trader - - stalker_terrain - 18451 - 2425 - - actors\stalker_lesnik\stalker_lesnik_1 - - [spawn] \n -#include "gameplay\supplies\character_items.xml" -#include "gameplay\supplies\character_food.xml" -#include "gameplay\supplies\character_drugs.xml" - - - red_forester_hello_dialog - dm_init_trader - dm_init_mechanic - red_forester_who_are_you - red_forester_mortal_sin - - red_forester_about_zone - red_forester_about_forest - - buy_route - dm_tech_repair - awr_tech_dialog_drink_1 - - forester_legendary_0 - forester_legendary_1 - forester_legendary_2 - forester_legendary_5 - forester_legendary_4 - forester_mutanthammer - forester_legendary_3 - - - - - actor_break_dialog - - - - - - GENERATE_NAME_stalker - ui_inGame2_rabbit - - Детальная No information is available. - - monolith_bridge_trader_mlr - monolithstalker_terrain - characters_voice\human\monolith_3\ - - 4500 - - -800 - - actors\stalker_monolith\stalker_monolith_2a_face_rabbit - - - [spawn] \n - wpn_val = 1 \n - ammo_9x39_ap = 1 \n -#include "gameplay\supplies\character_items.xml" -#include "gameplay\supplies\character_food.xml" -#include "gameplay\supplies\character_drugs.xml" - -#include "gameplay\character_criticals.xml" - dm_init_trader - dm_ordered_task_dialog - dm_ordered_task_completed_dialog - - meet_guid_red_forest_mon - meet_guid_red_forest_mon_list - travel_guid_red_forest_mon - buy_route - actor_break_dialog - - - - - - red_greh_trader_name - ui_inGame2_Stribog - - Детальная No information is available. - - red_greh_trader - grehstalker_terrain - characters_voice\human\greh_1\ - - 4500 - - -1800 - - actors\stalker_greh\stalker_greh_trader - - - [spawn] \n - wpn_ak74m_camo = 1 \n - ammo_5.45x39_ap = 2 \n - wpn_mp443 = 1 \n - ammo_9x18_fmj = 2 \n -#include "gameplay\supplies\character_items.xml" -#include "gameplay\supplies\character_food.xml" -#include "gameplay\supplies\character_drugs.xml" - -#include "gameplay\character_criticals.xml" - red_greh_trader_start_dialog - red_greh_trader_st - dm_init_trader - drx_sl_red_greh_trader_game_start_dialog_1 - drx_sl_cf_task_completed_dialog - drx_sl_task_completed_dialog - dm_ordered_task_completed_dialog - drx_sl_red_greh_trader_meet_dialog - dm_ordered_task_dialog - dm_broker_dialog - buy_route - drx_sl_change_faction_dialog - actor_break_dialog - - - - - red_greh_tech_name - ui_inGame2_Dazhbog - - Детальная No information is available. - - red_greh_tech - grehstalker_terrain - characters_voice\human\greh_1\ - - 6300 - - -400 - - actors\stalker_greh\stalker_greh_tech - - - [spawn] \n - wpn_mp133 = 1 \n - ammo_12x76_zhekan = 2 \n - wpn_gsh18 = 1 \n - ammo_9x19_fmj = 2 \n -#include "gameplay\supplies\character_items.xml" -#include "gameplay\supplies\character_food.xml" -#include "gameplay\supplies\character_drugs.xml" - -#include "gameplay\character_criticals.xml" - red_greh_tech_start_dialog - red_greh_tech_st - dm_init_trader - dm_init_mechanic - drx_sl_task_completed_dialog - dm_ordered_task_completed_dialog - drx_sl_red_greh_tech_meet_dialog - drx_sl_mechanic_task_dialog - dm_tech_repair - dm_encrypted_pda - actor_break_dialog - - diff --git a/mods/[DEV] Brotherhood/gamedata/configs/gameplay/character_desc_yantar.xml b/mods/[DEV] Brotherhood/gamedata/configs/gameplay/character_desc_yantar.xml deleted file mode 100644 index d7849ed3..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/gameplay/character_desc_yantar.xml +++ /dev/null @@ -1,362 +0,0 @@ - - - - - - - yan_st_sakharov_name - ui_inGame2_sakharov - - - yan_stalker_sakharov - ecolog stalker_terrain - characters_voice\human\stalker_1\ - 16743 - 1874 - - actors\stalker_ucheniy\stalker_ucheniy_1 - 0 - - [spawn] \n - good_psy_helmet \n - hand_radio = 1 \n -#include "gameplay\supplies\character_food.xml" -#include "gameplay\supplies\character_drugs.xml" - -#include "gameplay\character_criticals.xml" - - yan_stalker_sakharov_start - dm_init_trader - sakharov_questlines_about_dialog - drx_sl_yan_stalker_sakharov_game_start_dialog_1 - - sakharov_living_legend - sakharov_living_legend_finish - sakharov_mortal_sin - sakharov_mortal_sin_envoy - sakharov_mortal_sin_report - sakharov_mortal_sin_ambush - sakharov_mortal_sin_zone_hero - sakharov_operation_afterglow - sakharov_operation_afterglow_transmission_report - - dm_important_documents - dm_lifestyle - drx_sl_cf_task_completed_dialog - drx_sl_task_completed_dialog - dm_ordered_task_completed_dialog - drx_sl_yan_stalker_sakharov_meet_dialog - yan_stalker_sakharov_about_brain_scorcher - yan_stalker_sakharov_bad_psi_helmet - yan_stalker_sakharov_good_psi_helmet - yan_stalker_sakharov_upgrade_psi_helmet - dm_ordered_task_dialog - buy_route - drx_sl_change_faction_dialog - - - sakharov_vybegallo_1 - sakharov_vybegallo_2 - sakharov_vybegallo_3 - sakharov_vybegallo_4 - - - - - - - actor_break_dialog - - - - - - - yan_kruglov_name - ui_inGame2_ecolog_green - - yan_kruglov_bio - yan_ecolog_kruglov - ecolog stalker_terrain - - 2071 - -603 - actors\stalker_ecologist\stalker_ecolog_military - characters_voice\human\ecolog_3\ - 1 - - [spawn] \n - wpn_protecta \n - ammo_12x76_zhekan = 2 \n - wpn_walther \n - ammo_9x19_fmj \n - detector_simple \n - -#include "gameplay\character_criticals.xml" - yan_ecolog_kruglov_start_dialog - dm_init_trader - dm_add_repair - actor_break_dialog - - - - - - yan_semenov_name - ui_inGame2_ecolog_orange - - yan_semenov_bio - yan_ecolog_semenov - ecolog stalker_terrain - - 354 - -1809 - actors\stalker_ecologist\stalker_ecolog - characters_voice\human\ecolog_3\ - 1 - - [spawn] \n - wpn_protecta \n - ammo_12x76_zhekan = 2 \n - wpn_walther \n - ammo_9x19_fmj \n - detector_simple \n - -#include "gameplay\character_criticals.xml" - - yan_ecolog_semenov_start_dialog - dm_ordered_task_completed_dialog - dm_ordered_task_dialog - dm_is_actor_companion_dialog - dm_companion_patrol - dm_companion_leave - actor_break_dialog - - - - - - yan_vasilyev_name - ui_inGame2_ecolog_orange - - yan_vasilyev_bio - yan_ecolog_vasilyev - ecolog stalker_terrain - 20 - 768 - actors\stalker_ecologist\stalker_ecolog - characters_voice\human\ecolog_3\ - 1 - - [spawn] \n - wpn_protecta \n - ammo_12x76_zhekan = 2 \n - wpn_walther \n - ammo_9x19_fmj \n - detector_simple \n - -#include "gameplay\character_criticals.xml" - yan_ecolog_vasilyev_start_dialog - actor_break_dialog - - - - - - yan_merc_01 - ui_inGame2_merc_4 - - - Опытный сталкер. Детальная информация отсутствует. - yan_merc_01 - ecolog - stalker_terrain - characters_voice\human\killer_3\ - 11650 - 1373 - actors\stalker_merc\stalker_merc_4 - - [spawn] \n - wpn_g36 \n - ammo_5.56x45_ap = 1 \n - wpn_usp = 1 \n - ammo_11.43x23_fmj = 1 \n -#include "gameplay\supplies\character_items.xml" -#include "gameplay\supplies\character_food.xml" -#include "gameplay\supplies\character_drugs.xml" - - yan_merc_guards_start - actor_break_dialog -#include "gameplay\character_criticals.xml" - - - - yan_merc_02 - ui_inGame2_merc_2 - - - Опытный сталкер. Детальная информация отсутствует. - yan_merc_02 - ecolog - stalker_terrain - characters_voice\human\killer_3\ - 6042 - 39 - actors\stalker_merc\stalker_merc_2 - - [spawn] \n - wpn_l85 \n - ammo_5.56x45_ap = 1 \n - wpn_sig220 \n - ammo_11.43x23_fmj = 1 \n -#include "gameplay\supplies\character_items_nd.xml" -#include "gameplay\supplies\character_food.xml" -#include "gameplay\supplies\character_drugs_4.xml" -#include "gameplay\supplies\character_drugs_sci.xml" - - yan_merc_guards_start - actor_break_dialog -#include "gameplay\character_criticals.xml" - - - - yan_merc_03 - ui_inGame2_merc_2 - - - Опытный сталкер. Детальная информация отсутствует. - yan_merc_03 - ecolog - stalker_terrain - characters_voice\human\killer_3\ - 5144 - 837 - actors\stalker_merc\stalker_merc_2 - - [spawn] \n - wpn_l85 \n - ammo_5.56x45_ap = 1 \n - wpn_sig220 \n - ammo_11.43x23_fmj = 1 \n -#include "gameplay\supplies\character_items_nd.xml" -#include "gameplay\supplies\character_food.xml" -#include "gameplay\supplies\character_drugs_3.xml" -#include "gameplay\supplies\character_drugs_sci.xml" - - yan_merc_guards_start - actor_break_dialog -#include "gameplay\character_criticals.xml" - - - - yan_ghost_name - ui_inGame2_ghost - - sim_stalker_veteran_bio - yan_ghost - stalker - stalker_terrain - 19994 - 2239 - actors\stalker_neutral\stalker_prizrak - characters_voice\human\stalker_1\ - 1 - - [spawn] \n - wpn_walther \n - ammo_9x19_fmj \n - main_story_3_lab_x16_documents \n - stalker_outfit \n - - - - - - - mechanic_army_yan_mlr_name - ui_inGame2_Soldier_3 - - No information is available. - - mechanic_army_yan_mlr - ecolog - stalker_terrain - - characters_voice\human\military_3\ - - 3500 - - 1500 - - actors\stalker_soldier\stalker_soldier_3 - - - [spawn] \n - wpn_abakan \n - ammo_5.45x39_fmj = 3 \n - wpn_fort \n - ammo_9x18_fmj = 3 \n - detector_elite = 1 \n - -#include "gameplay\supplies\character_items.xml" -#include "gameplay\supplies\character_food.xml" -#include "gameplay\supplies\character_drugs.xml" - -#include "gameplay\character_criticals.xml" - dm_init_trader - dm_init_mechanic - drx_sl_task_completed_dialog - dm_ordered_task_completed_dialog - army_yan_mec_about_tool - drx_sl_mechanic_task_dialog - dm_tech_repair - dm_encrypted_pda - awr_tech_dialog_drink_1 - actor_break_dialog - - - - - - yan_povar_army_mlr_name - ui_inGame2_Soldier_1 - - No information is available. - - yan_povar_army_mlr - ecologstalker_terrain - characters_voice\human\military_1\ - - 600 - - 998 - - actors\stalker_soldier\stalker_soldier1b - - - [spawn] \n - wpn_fort \n - ammo_9x18_fmj = 3 \n - -#include "gameplay\supplies\character_items.xml" -#include "gameplay\supplies\character_food.xml" -#include "gameplay\supplies\character_drugs.xml" - -#include "gameplay\character_criticals.xml" - - dm_init_batender - meet_povar_army - barter_povar_army - remember_dyx_barter - - - - nr_spirit_corruption_0 - - - - - actor_break_dialog - - - diff --git a/mods/[DEV] Brotherhood/gamedata/configs/gameplay/dialogs_brotherhood.xml b/mods/[DEV] Brotherhood/gamedata/configs/gameplay/dialogs_brotherhood.xml deleted file mode 100644 index b0934e42..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/gameplay/dialogs_brotherhood.xml +++ /dev/null @@ -1,4977 +0,0 @@ - - - - ---To do: ----- add to barman_north_0 condition of brainscorcher ----- add to fanatic_north_0 condition of brainscorcher ----- add disable_info agr_snork_infestion to last brotherhood agroprom quest done ----- Vybgeallo bugfix? -----sakharov_vybegallo_1 I added dont_has_info>vybegallo_quest_1_done 3229~ -----phrase id="8"> dont_has_info>vybegallo_quest_1_done 2959~ - - - -Custom trade dialogue - - - dialogs_axr_companion.is_not_actor_companion - dialogs_axr_companion.is_not_hostage_task_giver - - - - st_stalker_trade_dialog_init - 1 - - - - - dialogs.st_stalker_trade_dialog_reply - dialogs.npc_is_trader - - - - - - - - ----- Hunter Guild ---- - - - - - --- Butcher -- - - - - butcher_bellerophon_0_done - - - - butcher_bellerophon_0 - 1 - - - butcher_bellerophon_1 - butcher_bellerophon_0_done - - - - - - - - ---Quest1-- - - butcher_3_done - butcher_1_start - - - butcher_1_start_0 - 1 - - - butcher_1_start_1 - 2 - 3 - - - butcher_1_start_2 - 4 - - - butcher_1_start_3 - 5 - - - butcher_1_start_4 - dialogs_brotherhood.give_task_kill_pack_dogs_1 - butcher_1_start - - - butcher_1_start_5 - butcher_1_time - butcher_1_start - - - - - - butcher_1_time - butcher_1_time_done - - - butcher_1_time_0 - 1 - - - butcher_1_time_1 - 2 - 3 - - - butcher_1_start_2 - 4 - - - butcher_1_start_3 - 5 - - - butcher_1_start_4 - dialogs_brotherhood.give_task_kill_pack_dogs_1 - butcher_1_time_done - - - butcher_1_start_5 - - - - - - - delievered_package_vybegallo - butcher_1_done - - - butcher_1_done_0 - 1 - - - butcher_1_done_1 - butcher_1_done - - - - - ---Quest2-- - - - butcher_2_start - - - - butcher_2_start_0 - 1 - - - butcher_2_start_1 - 2 - 3 - - - butcher_2_start_2 - 4 - - - butcher_2_start_3 - 5 - - - butcher_2_start_4 - dialogs_brotherhood.give_task_kill_pack_boars_1 - dialogs_brotherhood.transfer_grenades_boars - butcher_2_start - - - butcher_2_start_5 - butcher_2_start - butcher_2_time - - - - - - butcher_2_time - butcher_2_time_done - - - butcher_2_time_0 - 1 - - - butcher_2_time_1 - 2 - 3 - - - butcher_2_start_2 - 4 - - - butcher_2_start_3 - 5 - - - butcher_2_start_4 - dialogs_brotherhood.give_task_kill_pack_boars_1 - dialogs_brotherhood.transfer_grenades_boars - butcher_2_time_done - - - butcher_2_start_5 - - - - - - pack_boars_1_dead - butcher_2_done - - - butcher_2_done_0 - 1 - - - butcher_2_done_1 - butcher_2_done - agr_snork_infestion - dialogs_brotherhood.transfer_brotherhood_reward_1 - - - -agr_snork_infestion ---Quest3-- - - - butcher_3_start - butcher_2_done - - - butcher_3_start_0 - 1 - - - butcher_3_start_1 - 2 - 3 - - - butcher_3_start_2 - 4 - - - butcher_3_start_3 - 5 - - - butcher_3_start_4 - dialogs_brotherhood.give_task_kill_pack_snorks_1 - dialogs_brotherhood.transfer_bandage_snorks - butcher_3_start - - - butcher_3_start_5 - butcher_3_start - butcher_3_time - - - - - - butcher_3_time - butcher_3_time_done - - - butcher_3_time_0 - 1 - - - butcher_3_time_1 - 2 - 3 - - - butcher_3_start_2 - 4 - - - butcher_3_start_3 - 5 - - - butcher_3_start_4 - dialogs_brotherhood.give_task_kill_pack_snorks_1 - dialogs_brotherhood.transfer_bandage_snorks - butcher_3_time_done - - - butcher_3_start_5 - - - - - - pack_snorks_1_dead - butcher_3_done - - - butcher_3_done_0 - 1 - - - butcher_3_done_1 - butcher_3_done - dialogs_brotherhood.transfer_brotherhood_reward_1 - dialogs_brotherhood.transfer_brotherhood_reward_2 - - - - - ---- Quest 4 --- - - - butcher_4_start - butcher_1_done - - - butcher_4_start_0 - 1 - - - butcher_4_start_1 - 2 - 3 - - - butcher_4_start_2 - 4 - - - butcher_4_start_3 - 5 - - - butcher_4_start_4 - dialogs_brotherhood.give_task_kill_pack_snorks_2 - butcher_ilya_companion_1 - dialogs_brotherhood.transfer_bandages_snorks - dialogs_brotherhood.transfer_grenades_boars - butcher_4_start - - - - butcher_4_start_5 - butcher_4_start - butcher_4_time - - - - - - butcher_4_time - butcher_4_time_done - - - butcher_4_time_0 - 1 - - - butcher_4_time_1 - 2 - 3 - - - butcher_4_start_2 - 4 - - - butcher_4_start_3 - 5 - - - butcher_4_start_4 - dialogs_brotherhood.give_task_kill_pack_snorks_2 - - dialogs_brotherhood.transfer_bandages_snorks - dialogs_brotherhood.transfer_grenades_boars - butcher_4_time_done - butcher_ilya_companion_1 - - - butcher_4_start_5 - - - - - - - bellerophon_2_done - pack_snorks_2_dead - butcher_4_done - - - butcher_4_done_0 - 1 - - - butcher_4_done_1 - dialogs_brotherhood.transfer_brotherhood_reward_1 - dialogs_brotherhood.transfer_brotherhood_reward_2 - 2 - - - butcher_4_done_2 - 3 - - - butcher_4_done_3 - butcher_4_done - dialogs_brotherhood.give_meet_aspirin_quest_1 - - - - - - - bellerophon_dead - pack_snorks_2_dead - butcher_4_done - - - butcher_4_alt_done_0 - 1 - - - butcher_4_alt_done_1 - dialogs_brotherhood.transfer_brotherhood_reward_1 - dialogs_brotherhood.transfer_brotherhood_reward_2 - 2 - - - butcher_4_alt_done_2 - 3 - - - butcher_4_alt_done_3 - butcher_4_done - dialogs_brotherhood.give_meet_aspirin_quest_1 - - - - - - - - - - bellerophon_start_dialog_done - - - bellerophon_start_dialog_0 - 1 - - - bellerophon_start_dialog_1 - 2 - - - bellerophon_start_dialog_2 - 3 - - - bellerophon_start_dialog_3 - 4 - - - bellerophon_start_dialog_4 - 5 - - - bellerophon_start_dialog_5 - 6 - - - bellerophon_start_dialog_6 - 7 - 8 - - - bellerophon_start_dialog_7 - 9 - - - bellerophon_start_dialog_8 - 10 - - - bellerophon_start_dialog_9 - bellerophon_start_dialog_done - - - bellerophon_start_dialog_10 - bellerophon_start_dialog_done - - - - - - butcher_ilya_companion_1 - bellerophon_1_done - - - bellerophon_1_0 - 1 - - - bellerophon_1_1 - bellerophon_1_done - dialogs_axr_companion.become_actor_companion - - - - - - - butcher_ilya_back_home - bellerophon_2_done - - - bellerophon_2_0 - 1 - - - bellerophon_2_1 - bellerophon_2_done - dialogs_axr_companion.remove_companions_from_squad - - - - - - - ----- Brotherhood 5 ---- - - bellerophon_dead - butcher_5_start - brotherhood_agru_controller_dead - butcher_5_help - - - butcher_5_start_0 - 1 - - - butcher_5_start_1 - 2 - 3 - - - butcher_5_start_2 - 4 - - - butcher_5_start_3 - 5 - - - butcher_5_start_4 - - dialogs_brotherhood.transfer_supplies_agru_controller - - butcher_5_start - - - - butcher_5_start_5 - butcher_5_start - - - - - - - bellerophon_dead - butcher_5_start - brotherhood_agru_controller_dead - butcher_5_help - - - butcher_5_alt_start_0 - 1 - - - butcher_5_alt_start_1 - 2 - 3 - - - butcher_5_alt_start_2 - 4 - - - butcher_5_alt_start_3 - 5 - - - butcher_5_alt_start_4 - - dialogs_brotherhood.transfer_supplies_agru_controller - - butcher_5_start - - - - butcher_5_start_5 - butcher_5_start - - - - - - - bellerophon_3_done - brotherhood_agru_controller_dead - butcher_5_help - - - bellerophon_3_0 - 1 - - - bellerophon_3_1 - 2 - 3 - - - bellerophon_3_2 - 4 - - - bellerophon_3_3 - 5 - - - bellerophon_3_4 - - dialogs_brotherhood.transfer_supplies_agru_controller_2 - - bellerophon_3_done - - - - bellerophon_3_5 - bellerophon_3_done - - - - - - - bellerophon_4_done - brotherhood_agru_controller_dead - - - - bellerophon_4_0 - 1 - - - bellerophon_4_1 - 2 - butcher_5_done - - - bellerophon_4_2 - 3 - - - bellerophon_4_3 - 4 - - - bellerophon_4_4 - - 5 - - - - bellerophon_4_5 - 6 - - - - bellerophon_4_6 - 7 - - - - bellerophon_4_7 - bellerophon_4_done - - - - - ----- Bellerophon Quests ---- - - dialogs_brotherhood.is_has_vodka_for_grenade_assault_4 - about_bellerophon_done - - - - about_bellerophon_0 - 1 - dialogs_brotherhood.transfer_stolya_for_bellerophon - - - about_bellerophon_1 - 2 - dialogs_brotherhood.drink_with_me - - - about_bellerophon_2 - 3 - - - about_bellerophon_3 - 4 - dialogs_brotherhood.drink_with_me - - - about_bellerophon_4 - 5 - - - about_bellerophon_5 - 6 - - - about_bellerophon_6 - 7 - - - - about_bellerophon_7 - dialogs_brotherhood.drink_with_me - 8 - 12 - 14 - 16 - - - about_bellerophon_8 - 9 - - - about_bellerophon_9 - 10 - bellerophon_miracle_machine_info - - - about_bellerophon_10 - 11 - - - about_bellerophon_11 - 8 - 12 - 14 - 16 - bellerophon_they_want_you_dead - - - about_bellerophon_12 - 13 - - - about_bellerophon_13 - 8 - 12 - 14 - 16 - - - bellerophon_they_want_you_dead - about_bellerophon_14 - 15 - - - about_bellerophon_15 - 8 - 12 - 14 - 16 - - - bellerophon_miracle_machine_info - about_bellerophon_16 - 17 - - - - about_bellerophon_17 - dialogs_brotherhood.drink_with_me - about_bellerophon_done - - - - - - - - - - bellerophon_4_done - bellerophon_5_done - yan_kill_brain_done - about_bellerophon_done - - - bellerophon_5_1 - 1 - - - bellerophon_5_2 - bellerophon_5_done - - - - - - - bellerophon_4_done - bellerophon_6_done - yan_kill_brain_done - about_bellerophon_done - - - bellerophon_6_1 - 1 - - - bellerophon_6_2 - bellerophon_6_done - dialogs_brotherhood.give_task_bellerophon_chimera_1 - - - - - - - - bellerophon_7_done - relocation_bellerophon_1 - - - - bellerophon_7_1 - 2 - - - - bellerophon_7_2 - 3 - 5 - 7 - - - xr_conditions.is_night - bellerophon_7_3 - 4 - - - bellerophon_7_4 - bellerophon_7_done - dialogs_axr_companion.become_actor_companion - - - xr_conditions.is_day - bellerophon_7_5 - 6 - - - bellerophon_7_6 - - - - bellerophon_7_7 - 8 - - - bellerophon_7_8 - - - - - - - - - bellerophon_chimera_1_dead - bellerophon_back_buncker_1 - - - - bellerophon_8_0 - 1 - - - bellerophon_8_1 - - - - - - - - bellerophon_back_buncker_1 - bellerophon_9_done - - - - bellerophon_9_0 - 1 - bellerophon_9_done - give_task_bellerophon_chimera_1_done - dialogs_brotherhood.give_barman_brainscorcher_1 - dialogs_axr_companion.remove_companions_from_squad - - - bellerophon_9_1 - 2 - dialogs_brotherhood.drink_with_me - - - bellerophon_9_2 - 3 - - - bellerophon_9_3 - 4 - - - bellerophon_9_4 - 5 - - - bellerophon_9_5 - dialogs_brotherhood.drink_with_me - - - - - - ---- Butcher Legendary --- - - forester_legendary_info - butcher_legendary_0_done - - - butcher_legendary_0_0 - 1 - - - butcher_legendary_0_1 - 2 - - - butcher_legendary_0_2 - 3 - - - butcher_legendary_0_3 - 4 - - - butcher_legendary_0_4 - 5 - - - butcher_legendary_0_5 - 6 - - - butcher_legendary_0_6 - 7 - - - butcher_legendary_0_7 - 8 - - - butcher_legendary_0_8 - 9 - - - butcher_legendary_0_9 - 10 - - - butcher_legendary_0_10 - 11 - - - butcher_legendary_0_11 - 12 - - - butcher_legendary_0_12 - 13 - - - butcher_legendary_0_13 - 14 - 15 - - - butcher_legendary_0_14 - 16 - - - butcher_legendary_0_15 - 17 - - - butcher_legendary_0_16 - 18 - 19 - 15 - - - butcher_legendary_0_17 - 14 - - - butcher_legendary_0_18 - 20 - - - butcher_legendary_0_19 - 21 - - - butcher_legendary_0_20 - dialogs_brotherhood.give_butcher_legendary_1 - brotherhood_timer.butcher_calydonian_init - butcher_legendary_0_done - butcher_legendary_hunt_accepted - - - butcher_legendary_0_21 - butcher_legendary_0_done - - - - - - - legendary_pack_boars_calydonian_dead - butcher_legendary_0_done - - - butcher_legendary_1_0 - 1 - - - butcher_legendary_1_1 - 2 - 18 - 4 - 14 - 16 - - - butcher_legendary_hunt_accepted - butcher_legendary_1_2 - 3 - - - butcher_legendary_0_20 - dialogs_brotherhood.give_butcher_legendary_1 - brotherhood_timer.butcher_calydonian_init - - butcher_legendary_hunt_accepted - 4 - 14 - 16 - - - butcher_legendary_1_4 - 5 - - - butcher_legendary_0_5 - 6 - - - butcher_legendary_0_6 - 7 - - - butcher_legendary_0_7 - 8 - - - butcher_legendary_0_8 - 9 - - - butcher_legendary_0_9 - 10 - - - butcher_legendary_0_10 - 11 - - - butcher_legendary_0_11 - 12 - - - butcher_legendary_0_12 - 13 - - - butcher_legendary_0_13 - 2 - 14 - 16 - - - butcher_legendary_hunt_accepted - butcher_legendary_1_5 - 15 - - - butcher_legendary_1_6 - 2 - 18 - 4 - 16 - - - butcher_legendary_1_7 - 17 - - - butcher_legendary_1_8 - - - - butcher_legendary_2_done - butcher_legendary_hunt_accepted_2 - butcher_legendary_1_9 - 19 - - - butcher_legendary_1_10 - butcher_legendary_hunt_accepted_2 - dialogs_brotherhood.give_butcher_legendary_1 - brotherhood_timer.butcher_calydonian_init - player_fled_from_calydonian_boar - butcher_legendary_2_done - 4 - 14 - 16 - - - - - - butcher_legendary_2_done - player_fled_from_calydonian_boar - - - butcher_legendary_2_0 - 1 - - - butcher_legendary_2_1 - butcher_legendary_2_done - dialogs_brotherhood.reset_legendary_hunt_2 - butcher_legendary_hunt_accepted_2 - - - - - - butcher_legendary_3_done - legendary_pack_boars_calydonian_dead - - - butcher_legendary_3_0 - 1 - - - butcher_legendary_3_1 - 2 - - - butcher_legendary_3_2 - 3 - dialogs_brotherhood.drink_with_me - - - butcher_legendary_3_3 - butcher_legendary_3_done - give_butcher_legendary_1_done - dialogs_brotherhood.transfer_reward_legendary_boar_1 - - - - - - - ---- Dolg Hunter Questline--- - - - butcher_4_done - bar_dolg_medic_hunter_0_done - - - bar_dolg_medic_hunter_0_0 - 1 - give_meet_aspirin_quest_1_done - brotherhood_timer.butcher_brotherhood_help - - - bar_dolg_medic_hunter_0_1 - 2 - - - bar_dolg_medic_hunter_0_2 - 3 - - - bar_dolg_medic_hunter_0_3 - 4 - 5 - 6 - - - bar_dolg_medic_hunter_0_4 - 7 - - - bar_dolg_medic_hunter_0_5 - 8 - - - bar_dolg_medic_hunter_0_6 - 9 - - - bar_dolg_medic_hunter_0_7 - 10 - 11 - 12 - 13 - - - bar_dolg_medic_hunter_0_8 - 10 - 11 - 12 - 13 - - - bar_dolg_medic_hunter_0_9 - 10 - 11 - 12 - 13 - - - bar_dolg_medic_hunter_0_10 - 14 - - - bar_dolg_medic_hunter_0_11 - 15 - - - bar_dolg_medic_hunter_0_12 - 16 - - - bar_dolg_medic_hunter_0_13 - 17 - - - bar_dolg_medic_hunter_0_14 - bar_dolg_medic_hunter_0_done - bar_dolg_medic_hunter_0_yes - - - - bar_dolg_medic_hunter_0_15 - 10 - - 12 - 13 - - - bar_dolg_medic_hunter_0_16 - bar_dolg_medic_hunter_0_done - bar_dolg_medic_hunter_0_time - - - bar_dolg_medic_hunter_0_17 - bar_dolg_medic_hunter_0_no - bar_dolg_medic_hunter_0_done - - - - - - bar_dolg_medic_hunter_0_time - bar_dolg_medic_hunter_0_time_done - - - bar_dolg_medic_hunter_0_time_0 - 1 - - - bar_dolg_medic_hunter_0_time_1 - 10 - 11 - 12 - 13 - - - bar_dolg_medic_hunter_0_10 - 14 - - - bar_dolg_medic_hunter_0_11 - 15 - - - bar_dolg_medic_hunter_0_12 - 16 - - - bar_dolg_medic_hunter_0_no_done - bar_dolg_medic_hunter_0_13 - 17 - - - bar_dolg_medic_hunter_0_14 - bar_dolg_medic_hunter_0_time_done - bar_dolg_medic_hunter_0_yes - - - bar_dolg_medic_hunter_0_15 - 10 - 12 - 13 - - - bar_dolg_medic_hunter_0_16 - - - - bar_dolg_medic_hunter_0_17 - bar_dolg_medic_hunter_0_no - bar_dolg_medic_hunter_0_time_done - - - - - - bar_dolg_medic_hunter_0_no - bar_dolg_medic_hunter_0_no_done - - - bar_dolg_medic_hunter_0_time_0 - 1 - - - bar_dolg_medic_hunter_0_no_1 - 10 - 11 - 12 - 13 - - - bar_dolg_medic_hunter_0_10 - 14 - - - bar_dolg_medic_hunter_0_11 - 15 - - - bar_dolg_medic_hunter_0_time_done - bar_dolg_medic_hunter_0_12 - 16 - - - bar_dolg_medic_hunter_0_no_13 - 17 - - - bar_dolg_medic_hunter_0_14 - bar_dolg_medic_hunter_0_no_done - bar_dolg_medic_hunter_0_yes - - - bar_dolg_medic_hunter_0_15 - 10 - 12 - 13 - - - - bar_dolg_medic_hunter_0_16 - bar_dolg_medic_hunter_0_time - bar_dolg_medic_hunter_0_no_done - - - bar_dolg_medic_hunter_0_no_17 - bar_dolg_medic_hunter_0_no_done - - - - - - bar_dolg_medic_hunter_0_yes - bar_dolg_medic_hunter_0_yes_done - - - bar_dolg_medic_hunter_0_yes_0 - 1 - - - bar_dolg_medic_hunter_0_yes_1 - 2 - 3 - 4 - - - xr_conditions.is_day - bar_dolg_medic_hunter_0_yes_2 - 5 - - - xr_conditions.is_night - bar_dolg_medic_hunter_0_yes_3 - 6 - - - bar_dolg_medic_hunter_0_yes_4 - 7 - - - bar_dolg_medic_hunter_0_yes_5 - - - - bar_dolg_medic_hunter_0_yes_6 - bar_dolg_medic_hunter_0_yes_done - dialogs_brotherhood.give_dolg_bloodsucker_village_1 - dialogs_brotherhood.transfer_dolg_bloodsucker_village_raid_1 - - - bar_dolg_medic_hunter_0_yes_7 - - - - - - - pack_bloodsuckers_dolg_1_all_dead - bar_dolg_medic_hunter_1_done - - - bar_dolg_medic_hunter_1_0 - 1 - - - bar_dolg_medic_hunter_1_1 - bar_dolg_medic_hunter_1_done - give_dolg_bloodsucker_village_1_done - - - - - - - give_dolg_bloodsucker_village_1_out_of_time - bar_dolg_medic_hunter_2_done - - - bar_dolg_medic_hunter_2_0 - 1 - - - bar_dolg_medic_hunter_2_1 - bar_dolg_medic_hunter_2_done - - - - - - - - - - - - meet_aspirin_snitches_stitches - voronin_bloodsucker_snitch_0_done - bar_dolg_medic_hunter_0_snitch_done - - - bar_dolg_medic_hunter_0_snitch_0 - 1 - - - bar_dolg_medic_hunter_0_snitch_1 - 2 - 3 - 4 - - - bar_dolg_medic_hunter_0_snitch_2 - 5 - - - bar_dolg_medic_hunter_0_snitch_3 - 6 - - - bar_dolg_medic_hunter_0_snitch_4 - 7 - - - bar_dolg_medic_hunter_0_snitch_5 - bar_dolg_medic_hunter_0_snitch_done - - - bar_dolg_medic_hunter_0_snitch_6 - bar_dolg_medic_hunter_0_snitch_done - - - bar_dolg_medic_hunter_0_snitch_7 - bar_dolg_medic_hunter_0_snitch_done - - - - - - bloodsucker_raid_has_killer_patch_fail - bloodsucker_raid_has_killer_patch_done - bar_dolg_medic_hunter_0_snitch_done - bar_dolg_medic_hunter_about_artyom_done - - - bar_dolg_medic_hunter_about_artyom_0 - 1 - - - bar_dolg_medic_hunter_about_artyom_1 - 2 - - - - bar_dolg_medic_hunter_about_artyom_2 - 3 - - - bar_dolg_medic_hunter_about_artyom_3 - 4 - 6 - - - bar_dolg_medic_hunter_about_artyom_4 - 5 - - - bar_dolg_medic_hunter_about_artyom_5 - bar_dolg_medic_hunter_about_artyom_done - - - bar_dolg_medic_hunter_about_artyom_6 - 7 - - - bar_dolg_medic_hunter_about_artyom_7 - bar_dolg_medic_hunter_about_artyom_done - - - - - - - - - bar_dolg_medic_hunter_0_done - voronin_bloodsucker_snitch_0_done - give_dolg_bloodsucker_village_1_done - - - voronin_bloodsucker_snitch_0 - 1 - - - voronin_bloodsucker_snitch_1 - 2 - 8 - 3 - - - give_dolg_bloodsucker_village_1_done - voronin_bloodsucker_snitch_2 - 4 - - - voronin_bloodsucker_snitch_3 - 5 - - - voronin_bloodsucker_snitch_4 - 6 - - - voronin_bloodsucker_snitch_5 - - - - voronin_bloodsucker_snitch_6 - 11 - - - voronin_bloodsucker_snitch_7 - voronin_bloodsucker_snitch_0_done - - - - give_dolg_bloodsucker_village_1_done - voronin_bloodsucker_snitch_8 - 9 - - - - voronin_bloodsucker_snitch_9 - 10 - - - voronin_bloodsucker_snitch_10 - 11 - - - voronin_bloodsucker_snitch_11 - voronin_bloodsucker_snitch_0_done - brotherhood_timer.dolg_bloodsucker_voronin_1 - dialogs_brotherhood.transfer_hush_money_vybegallo - - - - - - voronin_bloodsucker_botched_start - voronin_bloodsucker_botched_0_done - - - - voronin_bloodsucker_botched_0 - 1 - give_meet_voronin_quest_1_done - - - - voronin_bloodsucker_botched_1 - 2 - - - voronin_bloodsucker_botched_2 - 3 - - - voronin_bloodsucker_botched_3 - 4 - - - voronin_bloodsucker_botched_4 - 5 - - - voronin_bloodsucker_botched_5 - 6 - 7 - - - voronin_bloodsucker_botched_6 - 8 - - - voronin_bloodsucker_botched_7 - 9 - - - voronin_bloodsucker_botched_8 - 10 - 12 - 14 - 15 - 16 - - - voronin_bloodsucker_botched_9 - 10 - 12 - 14 - 15 - 16 - - - voronin_bloodsucker_botched_10 - 11 - - - voronin_bloodsucker_botched_11 - 111 - 12 - 14 - 15 - 16 - - - voronin_bloodsucker_botched_111 - 112 - - - voronin_bloodsucker_botched_112 - - 12 - 14 - 15 - 16 - - - voronin_bloodsucker_botched_12 - 13 - - - voronin_bloodsucker_botched_13 - 10 - - 14 - 15 - 16 - - - voronin_bloodsucker_botched_14 - 17 - - - voronin_bloodsucker_botched_15 - 18 - - - voronin_bloodsucker_botched_16 - 19 - - - voronin_bloodsucker_botched_17 - voronin_bloodsucker_botched_0_done - voronin_bloodsucker_botched_0_yes - - - voronin_bloodsucker_botched_18 - voronin_bloodsucker_botched_0_done - voronin_bloodsucker_botched_0_time - - - voronin_bloodsucker_botched_19 - 20 - 21 - - - voronin_bloodsucker_botched_20 - voronin_bloodsucker_botched_more_money - 22 - - - voronin_bloodsucker_botched_21 - 23 - - - voronin_bloodsucker_botched_22 - voronin_bloodsucker_botched_0_done - voronin_bloodsucker_botched_0_yes - - - voronin_bloodsucker_botched_23 - voronin_bloodsucker_botched_0_done - voronin_bloodsucker_botched_0_no - - - - - - - voronin_bloodsucker_botched_0_done - voronin_bloodsucker_botched_1_done - - - voronin_bloodsucker_botched_1_0 - 1 - give_meet_voronin_quest_1_done - - - voronin_bloodsucker_botched_1_1 - 2 - 10 - 4 - 6 - 8 - - - - xr_conditions.is_night - voronin_bloodsucker_botched_0_yes - voronin_bloodsucker_botched_1_2 - 3 - - - voronin_bloodsucker_botched_1_3 - voronin_bloodsucker_botched_1_done - dialogs_brotherhood.give_dolg_bloodsucker_village_2 - dialogs_brotherhood.transfer_dolg_bloodsucker_village_killer_patches - - - voronin_bloodsucker_botched_1_4 - 5 - - - voronin_bloodsucker_botched_1_5 - - - - voronin_bloodsucker_botched_0_no - voronin_bloodsucker_botched_0_yes - voronin_bloodsucker_botched_1_6 - 7 - - - voronin_bloodsucker_botched_1_7 - voronin_bloodsucker_botched_0_yes - - - - voronin_bloodsucker_botched_1_8 - 9 - - - voronin_bloodsucker_botched_1_9 - - - - xr_conditions.is_day - voronin_bloodsucker_botched_1_10 - 11 - - - voronin_bloodsucker_botched_1_11 - - - - - - bloodsucker_raid_has_killer_patch_done - voronin_bloodsucker_botched_2_done - voronin_bloodsucker_botched_more_money - - - voronin_bloodsucker_botched_2_0 - 1 - - - voronin_bloodsucker_botched_2_1 - voronin_bloodsucker_botched_2_done - give_dolg_bloodsucker_village_2_done - dialogs_brotherhood.transfer_dolg_bloodsucker_village_botched_money_1 - brotherhood_timer.dolg_bloodsucker_aspirin_1 - - - - - - - - bloodsucker_raid_has_killer_patch_done - voronin_bloodsucker_botched_more_money - voronin_bloodsucker_botched_2_done - - - voronin_bloodsucker_botched_2_0 - 1 - - - voronin_bloodsucker_botched_2_1 - voronin_bloodsucker_botched_2_done - give_dolg_bloodsucker_village_2_done - dialogs_brotherhood.transfer_dolg_bloodsucker_village_botched_money_2 - brotherhood_timer.dolg_bloodsucker_aspirin_1 - - - - - - bloodsucker_raid_has_killer_patch_fail - voronin_bloodsucker_botched_3_done - - - voronin_bloodsucker_botched_3_0 - 1 - - - voronin_bloodsucker_botched_3_1 - voronin_bloodsucker_botched_3_done - give_dolg_bloodsucker_village_2_day - brotherhood_timer.dolg_bloodsucker_aspirin_1 - - - - - - - meet_aspirin_snitches_stitches - bar_dolg_medic_hunter_3_done - - - bar_dolg_medic_hunter_3_0 - 1 - give_meet_aspirin_quest_2_done - - - bar_dolg_medic_hunter_3_1 - 2 - 4 - 6 - 8 - 9 - 10 - - - bar_dolg_medic_hunter_3_2 - 3 - - - bar_dolg_medic_hunter_3_3 - - 4 - 6 - 8 - 9 - 10 - - - bar_dolg_medic_hunter_3_4 - 5 - - - bar_dolg_medic_hunter_3_5 - 2 - - 6 - 8 - 9 - 10 - - - bar_dolg_medic_hunter_3_6 - 7 - - - - bar_dolg_medic_hunter_3_7 - 2 - 4 - - 8 - 9 - 10 - - - bar_dolg_medic_hunter_3_8 - vybegallo_snitch - 11 - - - bar_dolg_medic_hunter_3_9 - 12 - - - bar_dolg_medic_hunter_3_10 - 13 - - - bar_dolg_medic_hunter_3_11 - bar_dolg_medic_hunter_yes - bar_dolg_medic_hunter_3_done - - - bar_dolg_medic_hunter_3_12 - bar_dolg_medic_hunter_3_done - - - - bar_dolg_medic_hunter_3_13 - 14 - 15 - - - bar_dolg_medic_hunter_3_14 - - 16 - - - bar_dolg_medic_hunter_3_15 - 17 - - - - bar_dolg_medic_hunter_3_16 - bar_dolg_medic_hunter_3_done - - - - bar_dolg_medic_hunter_3_17 - bar_dolg_medic_hunter_3_done - bar_dolg_medic_hunter_3_no - - - - - - bar_dolg_medic_hunter_3_done - bar_dolg_medic_hunter_4_done - - - bar_dolg_medic_hunter_4_0 - 1 - - - bar_dolg_medic_hunter_4_1 - 2 - 4 - 6 - 8 - - - bar_dolg_medic_hunter_yes - bar_dolg_medic_hunter_4_2 - 3 - - - bar_dolg_medic_hunter_4_3 - bar_dolg_medic_hunter_4_done - dialogs_brotherhood.give_dolg_bloodsucker_village_3 - - - bar_dolg_medic_hunter_4_4 - 5 - - - bar_dolg_medic_hunter_4_5 - - - - bar_dolg_medic_hunter_no - bar_dolg_medic_hunter_yes - bar_dolg_medic_hunter_4_6 - 7 - - - bar_dolg_medic_hunter_4_7 - bar_dolg_medic_hunter_yes - - - - bar_dolg_medic_hunter_4_8 - 9 - - - bar_dolg_medic_hunter_4_9 - - - - - - - dolg_ilya_bloodsucker_start_dialog_done - - - dolg_ilya_bloodsucker_start_0 - 1 - - - dolg_ilya_bloodsucker_start_1 - 2 - - - dolg_ilya_bloodsucker_start_2 - 3 - 6 - - - dolg_artyom_bloodsucker_0_done - dolg_ilya_bloodsucker_start_3 - 4 - - - dolg_ilya_bloodsucker_start_4 - 5 - - - dolg_ilya_bloodsucker_start_5 - dolg_ilya_bloodsucker_start_dialog_done - dialogs_brotherhood.poluchit_po_ebala - - - dolg_artyom_bloodsucker_0_done - dolg_ilya_bloodsucker_start_3 - 7 - - - dolg_ilya_bloodsucker_start_7 - 8 - - - dolg_ilya_bloodsucker_start_8 - 9 - - - dolg_ilya_bloodsucker_start_4 - 10 - - - dolg_ilya_bloodsucker_start_5 - 9 - dolg_ilya_bloodsucker_start_dialog_done - dialogs_brotherhood.poluchit_po_ebala_2 - - - - - - bar_dolg_medic_hunter_5_done - dolg_ilya_bloodsucker_start_dialog_done - - - bar_dolg_medic_hunter_5_0 - 1 - - - bar_dolg_medic_hunter_5_1 - 2 - - - bar_dolg_medic_hunter_5_2 - 3 - - - bar_dolg_medic_hunter_5_3 - bar_dolg_medic_hunter_5_done - - - - - - - - --- Artyom Morphine -- - - - - dolg_artyom_bloodsucker_start_dialog_0 - - - - - - - dolg_artyom_bloodsucker_0_done - - - dolg_artyom_bloodsucker_0_0 - 1 - - - dolg_artyom_bloodsucker_0_1 - 2 - 8 - 13 - 9 - - - dolg_artyom_bloodsucker_1_done - dolg_artyom_bloodsucker_0_2 - 3 - - - - dolg_artyom_bloodsucker_0_3 - 4 - 9 - - - - dialogs_brotherhood.is_has_moprhine_artyom - dolg_artyom_bloodsucker_0_4 - dialogs_brotherhood.transfer_morphine_to_artyom - 5 - - - dolg_artyom_bloodsucker_0_5 - 6 - - - dolg_artyom_bloodsucker_0_6 - 7 - - - dolg_artyom_bloodsucker_0_7 - 8 - 9 - dolg_artyom_bloodsucker_1_done - - - dolg_artyom_bloodsucker_1_done - dolg_artyom_bloodsucker_2_done - dolg_artyom_bloodsucker_0_8 - 10 - - - dolg_artyom_bloodsucker_0_9 - dialogs.break_dialog - - - dolg_artyom_bloodsucker_0_10 - 11 - 9 - - - - dialogs_brotherhood.is_has_moprhine_artyom - dolg_artyom_bloodsucker_0_11 - 12 - dialogs_brotherhood.transfer_morphine_to_artyom - - - dolg_artyom_bloodsucker_0_12 - 13 - 9 - dolg_artyom_bloodsucker_2_done - - - dolg_artyom_bloodsucker_2_done - dolg_artyom_bloodsucker_3_done - dolg_artyom_bloodsucker_0_13 - 14 - - - - dolg_artyom_bloodsucker_0_14 - 15 - 9 - - - - dialogs_brotherhood.is_has_moprhine_artyom - dialogs_brotherhood.transfer_morphine_to_artyom - dolg_artyom_bloodsucker_0_15 - 16 - - - dolg_artyom_bloodsucker_0_16 - dolg_artyom_bloodsucker_3_done - 17 - - - dolg_artyom_bloodsucker_0_17 - dialogs.break_dialog - dolg_artyom_bloodsucker_0_done - dialogs_brotherhood.artyom_bloodsucker_overdose - - - - - -------- Forester -------- - - - - - - ----Sidequest--- ----Alyosha Shyogolov--- - - - - alyosha_shyogolov_start_dialog_done - - - alyosha_shyogolov_start_dialog_0 - 1 - - - alyosha_shyogolov_start_dialog_1 - 2 - - - alyosha_shyogolov_start_dialog_2 - 3 - - - alyosha_shyogolov_start_dialog_3 - 4 - - - alyosha_shyogolov_start_dialog_4 - 5 - - - alyosha_shyogolov_start_dialog_5 - 6 - - - alyosha_shyogolov_start_dialog_6 - 7 - 8 - - - alyosha_shyogolov_start_dialog_7 - 9 - - - alyosha_shyogolov_start_dialog_8 - vybegallo_snitch - - 10 - - - alyosha_shyogolov_start_dialog_9 - 11 - - - alyosha_shyogolov_start_dialog_10 - 11 - - - alyosha_shyogolov_start_dialog_11 - 12 - - - alyosha_shyogolov_start_dialog_12 - 13 - 14 - - - alyosha_shyogolov_start_dialog_13 - 15 - - - alyosha_shyogolov_start_dialog_14 - - 16 - - - alyosha_shyogolov_start_dialog_15 - 17 - 18 - - - alyosha_shyogolov_start_dialog_16 - 17 - 18 - - - alyosha_shyogolov_start_dialog_17 - 19 - - - alyosha_shyogolov_start_dialog_18 - - 21 - - - alyosha_shyogolov_start_dialog_19 - 20 - - - alyosha_shyogolov_start_dialog_20 - 21 - - - alyosha_shyogolov_start_dialog_21 - alyosha_shyogolov_start_dialog_done - alyosha_shyogolov_1_go - dialogs_brotherhood.set_alyosha_shyogolov_as_companion_1 - - - - - - alyosha_shyogolov_start_dialog_done - alyosha_shyogolov_1_you_arrived - alyosha_shyogolov_0_new_done - - - alyosha_shyogolov_0_0 - 1 - - - alyosha_shyogolov_0_1 - 2 - - - alyosha_shyogolov_0_2 - 3 - - - alyosha_shyogolov_0_3 - 4 - - - alyosha_shyogolov_0_4 - 5 - - - alyosha_shyogolov_0_5 - 6 - - - alyosha_shyogolov_0_6 - 7 - - - alyosha_shyogolov_0_7 - 8 - - - alyosha_shyogolov_0_8 - 9 - - - alyosha_shyogolov_0_9 - 10 - - - alyosha_shyogolov_0_10 - 11 - - - alyosha_shyogolov_0_11 - 12 - - - alyosha_shyogolov_0_12 - 13 - - - alyosha_shyogolov_0_13 - 14 - - - alyosha_shyogolov_0_14 - 15 - - - alyosha_shyogolov_0_15 - alyosha_shyogolov_0_new_done - dialogs_brotherhood.dismiss_alyosha_shyogolov_as_companion_1 - dialogs_brotherhood.give_alyosha_shyogolov_trouble_2 - - - - - - - dialogs_brotherhood.is_has_bh_mozgotlen_documents - alyosha_shyogolov_2_done - alyosha_shyogolov_0_new_done - - - alyosha_shyogolov_2_0 - 1 - - - alyosha_shyogolov_2_1 - dialogs_brotherhood.transfer_bh_mozgotlen_documents_1 - alyosha_shyogolov_2_done - give_alyosha_shyogolov_trouble_2_done - - 2 - - - alyosha_shyogolov_2_2 - 3 - - - alyosha_shyogolov_2_3 - 4 - 5 - - - alyosha_shyogolov_2_4 - 6 - - - alyosha_shyogolov_2_5 - 11 - - - alyosha_shyogolov_2_6 - 7 - 8 - 9 - - - alyosha_shyogolov_2_7 - 10 - - - alyosha_shyogolov_2_8 - 11 - - - alyosha_shyogolov_2_9 - 11 - - - alyosha_shyogolov_2_10 - - - - alyosha_shyogolov_2_11 - - - - - - - - ------- Forester ------ - - - dialogs_brotherhood.is_has_mutanthammer_actor - - forester_mutanthammer_done - - - forester_mutanthammer_0 - 1 - dialogs_brotherhood.transfer_mutanthammer_to_forester - - - forester_mutanthammer_1 - 2 - - - forester_mutanthammer_2 - dialogs_brotherhood.transfer_mutanthammer_from_forester - forester_mutanthammer_done - - - - - - - ----- Legendary Hunter ---- - - - - forester_legendary_0_done - - - - forester_legendary_0_0 - 1 - - - forester_legendary_0_1 - 2 - 6 - 10 - 4 - 104 - 11 - - - forester_legendary_0_2 - 3 - - - forester_legendary_info - forester_legendary_0_3 - 2 - 6 - 10 - 4 - 104 - 11 - - - forester_legendary_0_04 - 105 - - - forester_legendary_0_05 - 2 - 6 - 10 - 4 - 104 - 11 - - - forester_legendary_0_4 - 5 - - - forester_legendary_0_5 - 2 - 6 - 10 - 4 - 104 - 11 - - - forester_legendary_0_6 - 7 - - - forester_legendary_0_7 - 8 - - - forester_legendary_0_8 - 9 - - - forester_vlad_drakul_info - forester_legendary_info - forester_legendary_0_9 - 2 - 6 - 10 - 4 - 104 - 11 - - - forester_vlad_drakul_info - forester_legendary_0_10 - 12 - - - forester_legendary_0_11 - 23 - - - forester_legendary_0_12 - 13 - 14 - - - forester_legendary_0_13 - 15 - - - forester_legendary_0_14 - 22 - - - forester_legendary_0_15 - 16 - 14 - - - forester_legendary_0_16 - 17 - - - forester_legendary_0_17 - 18 - 14 - - - forester_legendary_0_18 - 19 - - - - forester_legendary_0_19 - 20 - - - forester_legendary_0_20 - 21 - - - forester_legendary_0_21 - 2 - 6 - 10 - 4 - 104 - 11 - vlad_drakul_will_hunt - - - forester_legendary_0_22 - 2 - 6 - 10 - 4 - 104 - 11 - - - forester_legendary_0_23 - forester_legendary_0_done - - - - - - forester_legendary_0_done - vlad_drakul_will_hunt_done - - - - forester_legendary_1_0 - 1 - - - forester_legendary_1_1 - 7 - 8 - - 2 - 3 - 4 - 11 - - - vlad_drakul_will_hunt - forester_vlad_drakul_info - forester_legendary_1_2 - 12 - - - - forester_legendary_1_3 - 5 - - - - - forester_legendary_1_4 - 6 - - - forester_vlad_drakul_info - forester_legendary_info - forester_legendary_1_5 - 7 - 8 - - 2 - 3 - 4 - 11 - - - forester_vlad_drakul_info - forester_legendary_info - forester_legendary_1_6 - - 7 - 8 - 2 - 3 - 4 - 11 - - - vlad_drakul_will_hunt_done - vlad_drakul_will_hunt - dialogs_brotherhood.is_has_bloodsucker_hearts_10 - forester_legendary_1_7 - 9 - - - vlad_drakul_will_hunt_done - vlad_drakul_will_hunt - legendary_pack_boars_calydonian_dead - forester_legendary_1_8 - 10 - - - - forester_legendary_1_9 - 23 - 24 - - - - - forester_legendary_1_10 - 23 - 24 - - - forester_legendary_0_11 - 27 - - - forester_legendary_0_12 - 13 - 14 - - - forester_legendary_0_13 - 15 - - - forester_legendary_0_14 - 22 - - - forester_legendary_0_15 - 16 - 14 - - - forester_legendary_0_16 - 17 - - - forester_legendary_0_17 - 18 - 14 - - - forester_legendary_0_18 - 19 - - - - forester_legendary_0_19 - 20 - - - forester_legendary_0_20 - 21 - - - forester_legendary_0_21 - 7 - 8 - 2 - 3 - 4 - 11 - vlad_drakul_will_hunt - - - forester_legendary_0_22 - 7 - 8 - 2 - 3 - 4 - 11 - - - vlad_drakul_will_hunt_ready - vlad_drakul_will_hunt_done - forester_legendary_1_23 - 25 - - - vlad_drakul_will_hunt_time - vlad_drakul_will_hunt_done - forester_legendary_1_24 - 26 - - - forester_legendary_1_25 - 7 - 8 - 2 - 3 - 4 - 11 - - - forester_legendary_1_26 - 7 - 8 - 2 - 3 - 4 - 11 - - - forester_legendary_1_27 - - - - - - - - - - - vlad_drakul_will_hunt_done - forester_legendary_2_done - - - - forester_legendary_2_0 - 1 - - - forester_legendary_2_1 - 2 - 3 - 5 - 4 - - - dialogs_brotherhood.is_night_vlad_drakul - forester_legendary_2_2 - 7 - - - dialogs_brotherhood.is_day_vlad_drakul - forester_legendary_2_3 - 8 - - - forester_legendary_2_4 - 9 - - - forester_legendary_2_5 - 6 - - - forester_legendary_2_6 - 2 - 3 - 5 - 4 - - - forester_legendary_2_7 - dialogs_brotherhood.give_forester_hunt_vlad_drakul - dialogs_brotherhood.transfer_trenchoat_from_forester - forester_legendary_2_done - - - forester_legendary_2_8 - 2 - 3 - 5 - 4 - - - forester_legendary_2_9 - - - - - - - forester_news_legendary_3 - dialogs_brotherhood.is_has_trenchcoat_forester - - - forester_legendary_4_0 - give_forester_hunt_vlad_drakul_fail - 1 - - - forester_legendary_4_1 - dialogs_brotherhood.transfer_trenchcoat_to_forester - dialogs_brotherhood.vlad_drakul_task_reset - - - - - - legendary_bloodsucker_vlad_drakul_dead - forester_legendary_5_done - dialogs_brotherhood.is_has_trenchcoat_forester - - - forester_legendary_5_0 - give_forester_hunt_vlad_drakul_fail - 1 - - - forester_legendary_5_1 - forester_legendary_5_done - give_forester_hunt_vlad_drakul_done - dialogs_brotherhood.transfer_trenchcoat_to_forester - dialogs_brotherhood.drink_with_me - - - - - - - forester_legendary_info - all_legendary_dead - - - forester_legendary_3_0 - 1 - - - forester_legendary_3_1 - 2 - 3 - 4 - 5 - - - forester_legendary_3_2 - 6 - - - forester_legendary_3_3 - 7 - - - forester_legendary_3_4 - 8 - - - forester_legendary_3_5 - 10 - - - forester_legendary_3_6 - - 3 - 4 - 5 - - - forester_legendary_3_7 - 2 - - 4 - 5 - - - forester_legendary_3_8 - 2 - 3 - - 5 - - - - forester_legendary_3_10 - - - - - ---Vybegallo-- - - - vybegallo_start_dialog_done - - - vybegallo_start_0 - 1 - 2 - - - dialogs_brotherhood.is_has_package_vybegallo - vybegallo_start_1 - give_meet_vybegallo_quest_done - 111 - - - vybegallo_start_2 - 3 - - - vybegallo_start_3 - - - dialogs_brotherhood.transfer_package_to_vybegallo - vybegallo_start_111 - 112 - 113 - delievered_package_vybegallo - - - - vybegallo_start_112 - 114 - - - vybegallo_start_113 - 115 - - - vybegallo_start_114 - 5 - 6 - - - vybegallo_start_115 - 5 - 6 - - - vybegallo_start_4 - 5 - 6 - - - vybegallo_start_5 - 7 - - - vybegallo_start_6 - 8 - - - vybegallo_start_7 - 9 - 10 - vybegallo_snitch - - - vybegallo_start_8 - vybegallo_snitch - 9 - 10 - - - vybegallo_start_9 - 11 - - - vybegallo_start_10 - 12 - - - vybegallo_start_11 - dialogs_brotherhood.give_vybegallo_pseudogiant - vybegallo_start_dialog_done - vybegallo_quest_1 - - - - vybegallo_start_12 - vybegallo_start_dialog_done - vybegallo_start_time - - - - - - - vybegallo_start_time - vybegallo_start_time_done - - - vybegallo_time_0 - 1 - - - vybegallo_time_1 - 2 - 3 - 6 - - - vybegallo_start_9 - 4 - - - vybegallo_start_10 - 5 - - - vybegallo_start_11 - dialogs_brotherhood.give_vybegallo_pseudogiant - vybegallo_start_time_done - vybegallo_quest_1 - - - vybegallo_start_12 - - - sakharov_vybegallo_stop_vybegallo - vybegallo_2_8 - dialogs_brotherhood.transfer_sakharov_order_to_vybegallo - vybegallo_sakharov_order_done - 7 - - - vybegallo_2_9 - 8 - vybegallo_start_time_done - vybegallo_quest_1_done - - - vybegallo_2_10 - dialogs.break_dialog - - - - ---- Quest 1 --- - - vybegallo_quest_1 - vybegallo_quest_1_done - - - vybegallo_2_0 - 1 - - - vybegallo_2_1 - 2 - 3 - 4 - 41 - 42 - 71 - 8 - 5 - - - vybegallo_quest_1_pseudo_given - dialogs_brotherhood.is_has_eye_vybegallo - vybegallo_2_2 - dialogs_brotherhood.transfer_eye_to_vybegallo - vybegallo_quest_1_started - vybegallo_quest_1_pseudo_given - 7 - - - vybegallo_quest_1_pseudo_given - dialogs_brotherhood.is_has_hand_vybegallo - vybegallo_2_3 - dialogs_brotherhood.transfer_hand_to_vybegallo - vybegallo_quest_1_started - vybegallo_quest_1_pseudo_given - 7 - - - vybegallo_quest_1_pseudo_given - dialogs_brotherhood.is_has_hide_vybegallo - vybegallo_2_4 - dialogs_brotherhood.transfer_hide_to_vybegallo - vybegallo_quest_1_started - vybegallo_quest_1_pseudo_given - 7 - - - vybegallo_quest_1_fracture_given - dialogs_brotherhood.is_has_fracture_vybegallo - vybegallo_2_41 - dialogs_brotherhood.transfer_fracture_to_vybegallo - vybegallo_quest_1_started - vybegallo_quest_1_fracture_given - 7 - - - vybegallo_quest_1_bloodsucker_given - dialogs_brotherhood.is_has_bloodsucker_vybegallo - vybegallo_2_42 - dialogs_brotherhood.transfer_bloodsucker_to_vybegallo - vybegallo_quest_1_started - vybegallo_quest_1_bloodsucker_given - 7 - - - vybegallo_2_5 - 6 - - - vybegallo_2_6 - - - vybegallo_2_7 - 71 - 73 - - - vybegallo_quest_1_bloodsucker_given - vybegallo_quest_1_fracture_given - vybegallo_quest_1_pseudo_given - vybegallo_2_71 - 72 - - - vybegallo_2_72 - brotherhood_timer.vybegallo_help_satisfied_man - dialogs_brotherhood.transfer_reward_from_vybegallo_parts - vybegallo_quest_1_done - - - vybegallo_2_73 - 1 - - - - vybegallo_quest_1_done - sakharov_vybegallo_stop_vybegallo - dialogs_brotherhood.is_has_order_for_vybegallo - vybegallo_2_8 - dialogs_brotherhood.transfer_sakharov_order_to_vybegallo - vybegallo_sakharov_order_done - 9 - - - vybegallo_2_9 - vybegallo_quest_1_done - 10 - - - vybegallo_2_10 - dialogs.break_dialog - - - - - - - - vybegallo_request_help_satisfied_man - vybegallo_3_done - - - vybegallo_3_0 - give_meet_vybegallo_quest_done - 1 - - - - vybegallo_3_1 - 2 - - - vybegallo_3_2 - 3 - - - vybegallo_3_3 - 10 - 12 - 5 - 4 - 16 - - - - vybegallo_3_4 - 6 - - - vybegallo_3_5 - 7 - - - vybegallo_3_6 - 10 - 12 - 5 - 4 - 16 - vybegallo_satisfied_man_he - - - - vybegallo_3_7 - 8 - - - vybegallo_3_8 - 9 - - - vybegallo_3_9 - 10 - 12 - 5 - 4 - 16 - - - - vybegallo_satisfied_man_he - vybegallo_3_10 - 11 - - - - vybegallo_3_11 - 10 - 12 - 5 - 4 - 16 - - - vybegallo_satisfied_man_he - vybegallo_3_12 - 13 - - - vybegallo_3_13 - 14 - - - - vybegallo_3_14 - 15 - - - vybegallo_3_15 - 10 - 12 - 5 - 4 - 16 - - - vybegallo_3_16 - 17 - - - - vybegallo_3_17 - 18 - 20 - 22 - 23 - - - vybegallo_3_18 - 19 - - - vybegallo_3_19 - 20 - 22 - 23 - - - vybegallo_3_20 - 21 - - - - vybegallo_3_21 - 18 - 22 - 23 - - - vybegallo_3_22 - 24 - - - vybegallo_3_23 - 25 - - - - vybegallo_3_24 - vybegallo_3_done - - - vybegallo_3_25 - vybegallo_3_done - - - - - - - - - vybegallo_3_done - vybegallo_4_done - - - vybegallo_4_0 - 1 - - - vybegallo_4_1 - 2 - 3 - - - vybegallo_4_2 - 4 - - - vybegallo_4_3 - 5 - - - vybegallo_4_4 - dialogs_brotherhood.give_vybegallo_satisfied_man - vybegallo_4_done - - - - vybegallo_4_5 - - - - - - - satisfied_man_dead - vybegallo_5_done - - - vybegallo_5_0 - 1 - - - vybegallo_5_1 - 6 - 2 - - - vybegallo_5_2 - 3 - - - vybegallo_5_3 - 4 - - - vybegallo_5_4 - 5 - - - - vybegallo_5_5 - give_vybegallo_satisfied_man_done - dialogs_brotherhood.transfer_vybegallo_satisfied_man_prototype - 8 - 9 - - - vybegallo_5_6 - 7 - - - vybegallo_5_7 - give_vybegallo_satisfied_man_done - 9 - - - vybegallo_5_8 - dialogs.break_dialog - vybegallo_5_done - - - vybegallo_5_9 - dialogs.break_dialog - vybegallo_5_done - - - - - - - - - - vybegallo_snitch - sakharov_vybegallo_start - vybegallo_quest_1_done - - - - sakharov_vybegallo_start_0 - 1 - - - sakharov_vybegallo_start_1 - 2 - 6 - - - sakharov_vybegallo_start_2 - 3 - - - sakharov_vybegallo_start_3 - 4 - 6 - - - sakharov_vybegallo_start_4 - 5 - - - sakharov_vybegallo_start_5 - - - sakharov_vybegallo_start_6 - 7 - - - sakharov_vybegallo_start_7 - 8 - 10 - - - sakharov_vybegallo_start_8 - 9 - - - sakharov_vybegallo_start_9 - - - sakharov_vybegallo_start_10 - 101 - - - sakharov_vybegallo_start_101 - 102 - - - sakharov_vybegallo_start_102 - 11 - - - sakharov_vybegallo_start_11 - 12 - 13 - - - - sakharov_vybegallo_start_12 - 14 - - - sakharov_vybegallo_start_13 - 15 - - - sakharov_vybegallo_start_12 - sakharov_vybegallo_stop_vybegallo - sakharov_vybegallo_start - dialogs_brotherhood.give_sakharov_order_vybegallo_quest - dialogs_brotherhood.transfer_sakharov_order_vybegallo_to_actor - - - sakharov_vybegallo_start_13 - sakharov_vybegallo_start - - - - - - vybegallo_sakharov_order_done - sakharov_vybegallo_2_done - - - sakharov_vybegallo_2_0 - 1 - - - sakharov_vybegallo_2_1 - 2 - - - sakharov_vybegallo_2_2 - 3 - - - sakharov_vybegallo_2_3 - 4 - - - sakharov_vybegallo_2_4 - 5 - - - sakharov_vybegallo_2_5 - 6 - - - sakharov_vybegallo_2_6 - 7 - - - sakharov_vybegallo_2_7 - sakharov_vybegallo_2_done - give_sakharov_order_vybegallo_quest_done - dialogs_brotherhood.sakharov_vybegallo_1_info - - - - - - sakharov_vybegallo_2_done - sakharov_vybegallo_3_done - dialogs_brotherhood.is_has_vybegallo_order_mercenary - - - sakharov_vybegallo_3_0 - dialogs_brotherhood.transfer_vybegallo_order_mercenary - 1 - - - sakharov_vybegallo_3_1 - 2 - 3 - - - sakharov_vybegallo_3_2 - 4 - - - sakharov_vybegallo_3_3 - 5 - - - sakharov_vybegallo_3_4 - sakharov_vybegallo_3_done - dialogs_brotherhood.hiding_vybegallo - dialogs_brotherhood.give_vybegallo_must_die - - - sakharov_vybegallo_3_5 - sakharov_vybegallo_3_done - dialogs_brotherhood.transfer_hush_money_vybegallo - - - - - - sakharov_vybegallo_3_done - vybegallo_dead - sakharov_vybegallo_4_done - - - sakharov_vybegallo_4_0 - 1 - - - sakharov_vybegallo_4_1 - give_vybegallo_must_die_done - sakharov_vybegallo_4_done - - - - - - ----Sidorovich--- - --- take the railway bridge -- - - - sidorovich_railway_1_start - - - sidorovich_railway_1_0 - 1 - - - sidorovich_railway_1_1 - 2 - - - sidorovich_railway_1_2 - 3 - - - sidorovich_railway_1_3 - 4 - - - sidorovich_railway_1_4 - 5 - - - sidorovich_railway_1_5 - 6 - 8 - 10 - 15 - 12 - 21 - - - sidorovich_railway_1_6 - 7 - - - sidorovich_railway_1_7 - 6 - 8 - 10 - 12 - 15 - 21 - - - sidorovich_railway_1_8 - 9 - - - sidorovich_railway_1_9 - 6 - 8 - 10 - 12 - 15 - 21 - - - sidorovich_railway_1_10 - 11 - - - sidorovich_railway_1_11 - 6 - 8 - 10 - 12 - 15 - 21 - - - sidorovich_railway_1_12 - 13 - - - sidorovich_railway_1_13 - 14 - - - sidorovich_railway_1_14 - 5 - - - scouting_esc_smart_terrain_7_11_done - sidorovich_railway_assault_alternative - sidorovich_railway_1_15 - 16 - - - sidorovich_railway_1_16 - 17 - - - sidorovich_railway_1_17 - 18 - - - sidorovich_railway_1_18 - 19 - - - sidorovich_railway_1_19 - 20 - - - sidorovich_railway_1_20 - sidorovich_railway_assault_alternative - 6 - 8 - 10 - 12 - 21 - - - sidorovich_railway_1_21 - 22 - - - sidorovich_railway_1_22 - 23 - 24 - 25 - - - sidorovich_railway_1_23 - 27 - - - sidorovich_railway_1_24 - 28 - - - sidorovich_railway_1_25 - 26 - - - sidorovich_railway_1_26 - 6 - 8 - 10 - 15 - 12 - 21 - - - sidorovich_railway_1_27 - sidorovich_railway_1_start - - - - sidorovich_railway_1_28 - - - - - - sidorovich_railway_1_start - sidorovich_railway_2_done - - - sidorovich_railway_2_0 - 1 - - - sidorovich_railway_2_1 - 2 - 3 - 4 - 5 - 14 - - - sidorovich_railway_assault_alternative - sidorovich_railway_2_2 - 6 - - - sidorovich_railway_assault_alternative - sidorovich_railway_2_3 - 7 - - - sidorovich_railway_assault_alternative - sidorovich_railway_2_4 - 8 - - - sidorovich_railway_2_5 - 9 - - - sidorovich_railway_2_6 - 10 - 11 - - - sidorovich_railway_2_7 - 10 - 11 - - - sidorovich_railway_2_8 - 13 - 11 - - - sidorovich_railway_2_9 - - - - sidorovich_railway_2_10 - sidorovich_railway_assault_start - sidorovich_railway_2_done - dialogs_brotherhood.give_sidorovich_railway_assault - - - sidorovich_railway_2_11 - 12 - - - sidorovich_railway_2_12 - 2 - 3 - 4 - 5 - 14 - - - sidorovich_railway_2_10 - sidorovich_railway_2_done - dialogs_brotherhood.give_sidorovich_railway_assault_2 - - - scouting_esc_smart_terrain_7_11_done - sidorovich_railway_assault_alternative - sidorovich_railway_2_14 - 15 - - - sidorovich_railway_2_15 - 16 - - - sidorovich_railway_1_15 - 17 - - - sidorovich_railway_1_16 - 18 - - - sidorovich_railway_1_17 - 19 - - - sidorovich_railway_1_18 - 20 - - - sidorovich_railway_1_19 - 21 - - - sidorovich_railway_1_20 - sidorovich_railway_assault_alternative - 2 - 3 - 4 - 5 - - - - - - - - - assault_csky_leader_esc_5_7_start_dialog_done - sidorovich_railway_assault_start - - - assault_csky_leader_esc_5_7_start_dialog_1 - 2 - - - - assault_csky_leader_esc_5_7_start_dialog_2 - 3 - - - assault_csky_leader_esc_5_7_start_dialog_3 - 4 - - - assault_csky_leader_esc_5_7_start_dialog_4 - assault_csky_leader_esc_5_7_start_dialog_done - esc_railway_assault_ready - esc_railway_assault_ready - - - - - - assault_stalker_leader_esc_5_9_start_dialog_done - assault_csky_leader_esc_5_7_start_dialog_done - - - assault_stalker_leader_esc_5_9_start_dialog_1 - 2 - - - - assault_stalker_leader_esc_5_9_start_dialog_2 - 3 - - - assault_stalker_leader_esc_5_9_start_dialog_3 - 4 - - - assault_stalker_leader_esc_5_9_start_dialog_4 - 5 - - - assault_stalker_leader_esc_5_9_start_dialog_5 - 6 - - - assault_stalker_leader_esc_5_9_start_dialog_6 - 7 - 8 - - - assault_stalker_leader_esc_5_9_start_dialog_7 - 10 - - - dialogs_brotherhood.is_has_no_grenade_railway_assault - assault_stalker_leader_esc_5_9_start_dialog_8 - 9 - - - assault_stalker_leader_esc_5_9_start_dialog_9 - 10 - give_grenade_railway_assault - dialogs_brotherhood.transfer_grenade_railway_assault - - - assault_stalker_leader_esc_5_9_start_dialog_10 - assault_stalker_leader_esc_5_9_start_dialog_done - esc_railway_assault_go - dialogs.break_dialog - dialogs_brotherhood.send_railway_assault_message_1 - - - - - - - assault_csky_leader_esc_5_7_1_done - bandit_reinforcment_esc_6_8_dead - - - assault_csky_leader_esc_5_7_1_0 - 1 - - - assault_csky_leader_esc_5_7_1_1 - 2 - - - assault_csky_leader_esc_5_7_1_2 - 3 - - - assault_csky_leader_esc_5_7_1_3 - assault_csky_leader_esc_5_7_1_done - - - - - assault_stalker_leader_esc_5_9_1_done - bandit_reinforcment_esc_6_8_dead - - - assault_stalker_leader_esc_5_9_1_0 - 1 - - - assault_stalker_leader_esc_5_9_1_1 - 2 - - - assault_stalker_leader_esc_5_9_1_2 - 3 - - - assault_stalker_leader_esc_5_9_1_3 - assault_stalker_leader_esc_5_9_1_done - - - - - - - assault_stalker_leader_esc_5_9_2_done - bandit_guards_esc_6_8_dead - give_grenade_railway_assault - - - assault_stalker_leader_esc_5_9_2_0 - 1 - - - assault_stalker_leader_esc_5_9_2_1 - 2 - 3 - 4 - 8 - 5 - - - dialogs_brotherhood.is_has_vodka_for_grenade_assault_1 - assault_stalker_leader_esc_5_9_2_2 - 6 - dialogs_brotherhood.transfer_vodka_for_grenade_1 - - - dialogs_brotherhood.is_has_vodka_for_grenade_assault_2 - assault_stalker_leader_esc_5_9_2_3 - dialogs_brotherhood.transfer_vodka_for_grenade_2 - 6 - - - dialogs_brotherhood.is_has_vodka_for_grenade_assault_3 - assault_stalker_leader_esc_5_9_2_4 - dialogs_brotherhood.transfer_vodka_for_grenade_3 - 6 - - - assault_stalker_leader_esc_5_9_2_5 - 7 - - - assault_stalker_leader_esc_5_9_2_6 - assault_stalker_leader_esc_5_9_2_done - - dialogs_brotherhood.increase_stalker_goodwill - - - assault_stalker_leader_esc_5_9_2_7 - - - dialogs_brotherhood.is_has_vodka_for_grenade_assault_4 - assault_stalker_leader_esc_5_9_2_8 - dialogs_brotherhood.transfer_vodka_for_grenade_4 - 6 - - - - - - bandit_guards_esc_6_8_dead - bandit_reinforcment_esc_6_8_dead - sidorovich_railway_3_done - - - sidorovich_railway_3_0 - 1 - - - sidorovich_railway_3_1 - sidorovich_railway_3_done - esc_railway_assault_done - - - - - - bandit_guards_esc_6_8_dead - bandit_reinforcment_esc_7_11_dead - sidorovich_railway_4_done - - - sidorovich_railway_4_0 - 1 - - - sidorovich_railway_4_1 - sidorovich_railway_4_done - esc_railway_assault_done - - - - - - - - - - - xr_conditions.is_day - sasha_tolstoy_2_done - - - - sasha_tolstoy_1_0 - 1 - - - sasha_tolstoy_1_1 - - - - - - - - - sasha_tolstoy_2_done - dialogs_brotherhood.is_has_blackout_backpack - xr_conditions.is_night - - - sasha_tolstoy_2_0 - 1 - - - sasha_tolstoy_2_1 - 2 - - - sasha_tolstoy_2_2 - 3 - - - sasha_tolstoy_2_3 - 4 - - - sasha_tolstoy_2_4 - 5 - - - sasha_tolstoy_2_5 - 6 - 7 - - - sasha_tolstoy_2_6 - dialogs_brotherhood.drink_with_me - 8 - - - sasha_tolstoy_2_7 - 9 - - - sasha_tolstoy_2_8 - 10 - 11 - - - sasha_tolstoy_2_9 - - - - sasha_tolstoy_2_10 - dialogs_brotherhood.drink_with_me - 12 - - - sasha_tolstoy_2_11 - 9 - - - sasha_tolstoy_2_12 - 13 - dialogs_brotherhood.give_zakuski_drinking - - - sasha_tolstoy_2_13 - 14 - - - sasha_tolstoy_2_14 - 15 - - - sasha_tolstoy_2_15 - 16 - - - sasha_tolstoy_2_16 - 17 - - - sasha_tolstoy_2_17 - dialogs_brotherhood.drink_with_me - 18 - - - sasha_tolstoy_2_18 - 19 - - - sasha_tolstoy_2_19 - dialogs_brotherhood.drink_with_me - 20 - - - sasha_tolstoy_2_20 - 21 - dialogs_brotherhood.give_zakuski_drinking - - - sasha_tolstoy_2_21 - 22 - - - sasha_tolstoy_2_22 - 23 - 24 - 25 - - - sasha_tolstoy_2_23 - sasha_tolstoy_2_done - dialogs.break_dialog - brotherhood_timer.create_stash_1 - - - sasha_tolstoy_2_24 - sasha_tolstoy_2_done - dialogs.break_dialog - brotherhood_timer.create_stash_1 - - - sasha_tolstoy_2_25 - sasha_tolstoy_2_done - dialogs.break_dialog - brotherhood_timer.create_stash_1 - - - - - - - sasha_tolstoy_2_done - - - - sasha_tolstoy_3_0 - 1 - - - sasha_tolstoy_3_1 - 2 - - - sasha_tolstoy_3_2 - 3 - - - sasha_tolstoy_3_3 - - - - - - - - ------ Rush to the North ----- - - - - - - - - northern_rush_dialogs_trigger_done - fanat_training_back_to_village_done - fanatic_north_0_done - - - fanatic_north_0_0 - 1 - - - fanatic_north_0_1 - 2 - 8 - - - fanatic_north_0_2 - 3 - - - fanatic_north_0_3 - 4 - 6 - - - - fanatic_north_0_4 - 5 - - - fanatic_north_0_5 - fanatic_north_0_done - dialogs_brotherhood.give_task_fanat_rookie_training_1 - - - fanatic_north_0_6 - 7 - - - - fanatic_north_0_7 - - - - fanatic_north_0_8 - 9 - - - fanatic_north_0_9 - - - - - - - - ----- Smuggling/ Shlitzer - - - esc_railway_assault_done - - bh_shlitzer_start_done - - - bh_shlitzer_start_0 - 1 - 2 - - - bh_shlitzer_start_1 - 3 - - - bh_shlitzer_start_2 - 4 - - - bh_shlitzer_start_3 - 5 - 6 - - - bh_shlitzer_start_4 - 5 - 6 - - - bh_shlitzer_start_5 - 7 - - - bh_shlitzer_start_6 - 8 - - - bh_shlitzer_start_7 - 9 - - - bh_shlitzer_start_8 - 9 - - - bh_shlitzer_start_9 - bh_shlitzer_start_done - dialogs.break_dialog - - - - - - - bh_shlitzer_start_done - bh_shlitzer_init_done - bh_shlitzer_0_done - - - bh_shlitzer_0_0 - 1 - - - - bh_shlitzer_0_1 - 2 - - - bh_shlitzer_0_2 - 3 - - - bh_shlitzer_0_3 - 4 - 6 - 8 - - - bh_shlitzer_0_4 - 5 - - - - bh_shlitzer_0_5 - - 6 - 8 - 10 - 12 - - - bh_shlitzer_0_6 - 7 - - - bh_shlitzer_0_7 - 4 - - 8 - 10 - 12 - - - bh_shlitzer_0_8 - 9 - bh_shlitzer_0_plan - - - bh_shlitzer_0_9 - 4 - 6 - 10 - 12 - - - bh_shlitzer_0_plan - bh_shlitzer_0_10 - 11 - - - - bh_shlitzer_0_11 - bh_shlitzer_0_done - dialogs_brotherhood.give_shlitzer_smuggling_1 - bh_shlitzer_quest_1_accepted - brotherhood_timer.bh_shlitzer_fail_1 - - - bh_shlitzer_0_plan - bh_shlitzer_0_12 - 13 - - - bh_shlitzer_0_13 - bh_shlitzer_0_done - brotherhood_timer.bh_shlitzer_fail_1 - - - - - - bh_shlitzer_0_done - bh_badger_deal_done - - - bh_shlitzer_3_0 - 100 - - - - bh_shlitzer_3_100 - 1 - 3 - 9 - 11 - - - bh_shlitzer_fail_1 - bh_shlitzer_quest_1_accepted - bh_shlitzer_3_1 - 2 - - - - bh_shlitzer_3_2 - 9 - 11 - dialogs_brotherhood.give_shlitzer_smuggling_1 - bh_shlitzer_quest_1_accepted - - - bh_shlitzer_fail_1 - bh_shlitzer_quest_1_accepted - bh_shlitzer_3_3 - 4 - - - - bh_shlitzer_3_4 - 5 - 6 - - - bh_shlitzer_3_5 - 7 - - - bh_shlitzer_3_6 - 8 - - - bh_shlitzer_3_7 - dialogs_brotherhood.give_shlitzer_smuggling_2 - dialogs_brotherhood.transfer_shlitzer_smuggling_bag_1 - bh_badger_deal_done - - - bh_shlitzer_3_8 - - - - bh_shlitzer_3_9 - 10 - - - - bh_shlitzer_3_10 - 1 - 3 - - 11 - - - bh_shlitzer_3_11 - 12 - - - bh_shlitzer_3_12 - - - - - - - - bh_shlitzer_smuggling_done - - bh_badger_start_done - - - - - bh_badger_start_0 - 1 - dialogs_brotherhood.transfer_shlitzer_smuggling_bag_1 - - - - bh_badger_start_1 - dialogs.break_dialog - bh_badger_deal_done - bh_badger_start_done - - - - - - - bh_badger_deal_done - bh_shlitzer_1_done - - - bh_shlitzer_1_0 - 1 - dialogs_brotherhood.transfer_shlitzer_smuggling_bag_2 - give_shlitzer_smuggling_1_done - - - bh_shlitzer_1_1 - 2 - - - bh_shlitzer_1_2 - 3 - - - - bh_shlitzer_1_3 - bh_shlitzer_1_done - - - - - - bh_shlitzer_1_done - bh_shlitzer_2_done - - - bh_shlitzer_2_0 - 1 - - - - bh_shlitzer_2_1 - 2 - 3 - - - bh_shlitzer_2_2 - 4 - - - - bh_shlitzer_2_3 - 5 - - - bh_shlitzer_2_4 - bh_shlitzer_2_done - dialogs_brotherhood.give_shlitzer_smuggling_2 - dialogs_brotherhood.transfer_shlitzer_smuggling_bag_1 - - - bh_shlitzer_2_5 - - - - - - - - bh_ironchain_start_done - - - bh_ironchain_start_0 - 1 - 14 - bh_ironchain_deal_start - - - bh_ironchain_start_1 - 2 - - - - bh_ironchain_start_2 - 3 - 4 - - - - dialogs_brotherhood.is_has_shlitzer_bag_1 - bh_ironchain_start_3 - 5 - - - - bh_ironchain_start_4 - 6 - - - - bh_ironchain_start_5 - 7 - 8 - bh_ironchain_start_done - bh_ironchain_deal_done - dialogs_brotherhood.transfer_shlitzer_smuggling_bag_3 - dialogs_brotherhood.transfer_shlitzer_smuggling_case_1 - - - bh_ironchain_start_6 - 11 - 12 - - - bh_ironchain_start_7 - 9 - - - - bh_ironchain_start_8 - 10 - - - - bh_ironchain_start_9 - - - - - bh_ironchain_start_10 - dialogs_brotherhood.give_barman_scamlok_sad - - - - dialogs_brotherhood.is_has_shlitzer_bag_1 - bh_ironchain_start_11 - 13 - - - - bh_ironchain_start_12 - bh_ironchain_start_done - bh_ironchain_deal_gone_wrong - dialogs_brotherhood.change_faction_bh_ironchain - - - bh_ironchain_start_13 - 7 - 8 - bh_ironchain_start_done - bh_ironchain_deal_done - dialogs_brotherhood.transfer_shlitzer_smuggling_bag_3 - dialogs_brotherhood.transfer_shlitzer_smuggling_case_1 - - - bh_ironchain_start_14 - 15 - - - - bh_ironchain_start_15 - 3 - 4 - 16 - - - - bh_ironchain_start_16 - 17 - - - - bh_ironchain_start_17 - 3 - 4 - - - - - - - - - - - - - Start execution - 1 - - - - OK - dialogs_brotherhood.bh_smuggling_player_execution - - - - - - - diff --git a/mods/[DEV] Brotherhood/gamedata/configs/gameplay/dialogs_brotherhood_ac.xml b/mods/[DEV] Brotherhood/gamedata/configs/gameplay/dialogs_brotherhood_ac.xml deleted file mode 100644 index 736be055..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/gameplay/dialogs_brotherhood_ac.xml +++ /dev/null @@ -1,194 +0,0 @@ - - - - - - atomic_crusader_start - ac_charon_0_done - - - ac_charon_0_0 - 1 - - - ac_charon_0_1 - 2 - give_task_father_charon_quest_1_done - dialogs_brotherhood_ac.spawn_ac_blue_winter_init - dialogs_brotherhood_ac.spawn_ac_balthazar_init - - - ac_charon_0_2 - 3 - - - ac_charon_0_3 - ac_charon_0_done - - - - - - - - ac_charon_0_done - ac_blue_winter_0_done - - - ac_blue_winter_0_0 - 1 - - - ac_blue_winter_0_1 - 2 - dialogs_brotherhood_ac.give_task_blue_winter_quest_1 - dialogs_brotherhood_ac.transfer_money_to_actor_4000 - - - ac_blue_winter_0_2 - 3 - - - ac_blue_winter_0_3 - ac_blue_winter_0_done - - - - - - - - ac_blue_winter_0_done - ac_blue_winter_1_done - - - ac_blue_winter_1_0 - 1 - - - ac_blue_winter_1_1 - 2 - 4 - 7 - - - dialogs_brotherhood_ac.is_it_night_22_3_no - ac_blue_winter_1_2 - 3 - - - - ac_blue_winter_1_3 - 6 - - - - dialogs_brotherhood_ac.is_it_night_22_3_yes - ac_blue_winter_1_4 - 5 - - - ac_blue_winter_1_5 - 9 - - - - ac_blue_winter_1_6 - dialogs_brotherhood_ac.set_time_after_22h - dialogs_brotherhood_ac.set_ac_blue_winter_and_balthazar_as_companion_1 - dialogs.break_dialog - ac_blue_winter_1_done - - - ac_blue_winter_1_7 - 8 - - - - ac_blue_winter_1_8 - - - - - ac_blue_winter_1_6 - - dialogs_brotherhood_ac.set_ac_blue_winter_and_balthazar_as_companion_1 - dialogs.break_dialog - ac_blue_winter_1_done - - - - - - ac_blue_winter_1_done - ac_blue_winter_task_1_stage_3 - - - ac_blue_winter_2_0 - 1 - - - ac_blue_winter_2_1 - - - - - - - - ac_task_1_everyone_dead - ac_blue_winter_3_done - - - ac_blue_winter_3_0 - 1 - - - ac_blue_winter_3_1 - ac_blue_winter_3_done - dialogs_brotherhood_ac.dismiss_ac_blue_winter_and_balthazar_as_companion_1 - - - - - - - ac_blue_winter_3_done - ac_charon_1_done - - - ac_charon_0_0 - 1 - - - ac_charon_0_1 - give_task_blue_winter_quest_1_done - ac_charon_1_done - dialogs_brotherhood_ac.ac_spawn_pri_a25_guards - - - - - - - - - - - - - - - - - - - - - - - - - - - diff --git a/mods/[DEV] Brotherhood/gamedata/configs/gameplay/dialogs_brotherhood_ms.xml b/mods/[DEV] Brotherhood/gamedata/configs/gameplay/dialogs_brotherhood_ms.xml deleted file mode 100644 index 86284fcb..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/gameplay/dialogs_brotherhood_ms.xml +++ /dev/null @@ -1,1123 +0,0 @@ - - - - ---------------------------------------- -;Catilina's Stories from the Zone -;Market Share Questline -; ---------------------------------------- - - - - ----- Marlo and Chris---- - - market_share_the_beginning - marlo_stanfield_start_dialog_done - - - marlo_stanfield_start_dialog_0 - 1 - 2 - - - marlo_stanfield_start_dialog_1 - give_meet_marlo_chris_quest_1_done - 3 - - - marlo_stanfield_start_dialog_2 - - - dialogs_brotherhood.marlo_stanfield_start_dialog_3 - 4 - 5 - 41 - - - marlo_stanfield_start_dialog_4 - 6 - - - marlo_stanfield_start_dialog_41 - 42 - - - marlo_stanfield_start_dialog_42 - 4 - 5 - - - marlo_stanfield_start_dialog_5 - 7 - - - marlo_stanfield_start_dialog_6 - 8 - 10 - - - marlo_stanfield_start_dialog_7 - marlo_stanfield_start_dialog_done - dialogs_brotherhood.transfer_drinking_marlo_1 - - - marlo_stanfield_start_dialog_8 - 9 - - - marlo_stanfield_start_dialog_9 - 10 - - - marlo_stanfield_start_dialog_10 - 11 - - - marlo_stanfield_start_dialog_11 - marlo_stanfield_start_dialog_done - dialogs_brotherhood.transfer_drinking_marlo_1 - - - - - - dialogs_brotherhood.has_drinking_hawaiian_1 - marlo_stanfield_start_dialog_done - hawaiian_about_marlo_done - - - dialogs_brotherhood.transfer_drinking_hawaiian_1 - hawaiian_about_marlo_0 - 1 - - - hawaiian_about_marlo_1 - 2 - - - hawaiian_about_marlo_2 - 3 - - - hawaiian_about_marlo_3 - 4 - 5 - - - hawaiian_about_marlo_4 - 6 - - - hawaiian_about_marlo_5 - 7 - - - hawaiian_about_marlo_6 - 8 - - - hawaiian_about_marlo_7 - 8 - - - hawaiian_about_marlo_8 - 9 - - - hawaiian_about_marlo_9 - hawaiian_about_marlo_done - - - - - - - hawaiian_about_marlo_done - marlo_stanfield_0_done - - - marlo_stanfield_0_0 - 2 - - - - marlo_stanfield_0_2 - 3 - 4 - - - marlo_stanfield_0_3 - - 5 - - - marlo_stanfield_0_4 - 5 - - - marlo_stanfield_0_5 - 6 - 7 - - - marlo_stanfield_0_6 - 8 - - - - marlo_stanfield_0_7 - 71 - - - marlo_stanfield_0_71 - 9 - 10 - - - marlo_stanfield_0_8 - 9 - 10 - - - marlo_stanfield_0_9 - 11 - - - marlo_stanfield_0_10 - 12 - - - marlo_stanfield_0_11 - 13 - 14 - 15 - 16 - 17 - 18 - - - marlo_stanfield_0_12 - 25 - 26 - - - marlo_stanfield_0_13 - - 19 - - - marlo_stanfield_0_14 - 20 - - - marlo_stanfield_0_15 - 21 - - - marlo_stanfield_0_16 - 22 - - - - marlo_stanfield_0_17 - 23 - - - - marlo_stanfield_0_18 - 24 - - - marlo_stanfield_0_19 - - 14 - 15 - 16 - 17 - 18 - - - marlo_stanfield_0_20 - - 13 - 15 - 16 - 17 - 18 - - - marlo_stanfield_0_21 - 13 - 14 - 16 - 17 - 18 - - - marlo_stanfield_0_22 - 13 - 14 - 15 - - 17 - 18 - - - marlo_stanfield_0_23 - marlo_stanfield_0_done - marlo_stanfield_0_done_accept - - - marlo_stanfield_0_24 - marlo_stanfield_0_done - marlo_stanfield_0_done_refused - - - marlo_stanfield_0_25 - 27 - - - marlo_stanfield_0_26 - 28 - - - marlo_stanfield_0_27 - marlo_stanfield_0_done - - marlo_stanfield_0_done_refused - - - marlo_stanfield_0_28 - 13 - 14 - 15 - 16 - 17 - 18 - - - - - - - marlo_stanfield_0_done_accept - marlo_stanfield_1_done - - - marlo_stanfield_1_0 - 1 - - - marlo_stanfield_1_1 - 2 - - - marlo_stanfield_1_2 - 3 - - - marlo_stanfield_1_3 - 4 - 6 - 10 - 12 - 14 - 16 - - - marlo_stanfield_1_4 - 5 - - - marlo_stanfield_1_5 - - 6 - 10 - 12 - 14 - 16 - - - marlo_stanfield_1_6 - 7 - - - marlo_stanfield_1_7 - 8 - - - marlo_stanfield_1_8 - 9 - - - marlo_stanfield_1_9 - 4 - - 10 - 12 - 14 - 16 - - - marlo_stanfield_1_10 - 11 - - - marlo_stanfield_1_11 - 4 - 6 - - 12 - 14 - 16 - - - marlo_stanfield_1_12 - 13 - - - marlo_stanfield_1_13 - 4 - 6 - 10 - - 14 - 16 - - - marlo_stanfield_1_14 - 15 - - - marlo_stanfield_1_15 - 4 - 6 - 10 - 12 - - 16 - - - marlo_stanfield_1_16 - 17 - - - marlo_stanfield_1_17 - marlo_stanfield_1_done - - - - - - - marlo_stanfield_1_done - marlo_stanfield_2_done - - - marlo_stanfield_2_0 - 1 - - - marlo_stanfield_1_1 - 2 - - - marlo_stanfield_1_2 - 3 - - - marlo_stanfield_1_3 - 4 - 6 - 10 - 12 - 14 - 16 - - - marlo_stanfield_1_4 - 5 - - - marlo_stanfield_1_5 - - 6 - 10 - 12 - 14 - 16 - - - marlo_stanfield_1_6 - 7 - - - marlo_stanfield_1_7 - 8 - - - marlo_stanfield_1_8 - 9 - - - marlo_stanfield_1_9 - 4 - - 10 - 12 - 14 - 16 - - - marlo_stanfield_1_10 - 11 - - - marlo_stanfield_1_11 - 4 - 6 - - 12 - 14 - 16 - - - marlo_stanfield_1_12 - 13 - - - marlo_stanfield_1_13 - 4 - 6 - 10 - - 14 - 16 - - - marlo_stanfield_1_14 - 15 - - - marlo_stanfield_1_15 - 4 - 6 - 10 - 12 - - 16 - - - marlo_stanfield_2_16 - 17 - - - marlo_stanfield_2_17 - - - - - - - - market_share_the_beginning - marlo_stanfield_1_done - - - chris_partlow_start_dialog_0 - - - - - - ------ Sidorovich ------ - - - - sidorovich_marlo_chris_0_done - - - sidorovich_marlo_chris_0_0 - 2 - - - - sidorovich_marlo_chris_0_2 - 3 - - - sidorovich_marlo_chris_0_3 - 4 - - - sidorovich_marlo_chris_0_4 - 5 - 6 - - - marlo_stanfield_0_done_refused - sidorovich_marlo_chris_0_5 - dialogs_brotherhood.ms_sidorovich_beatup - - - marlo_stanfield_0_done_refused - sidorovich_marlo_chris_0_6 - dialogs_brotherhood.ms_sidorovich_beatup - - - - - ------ Quest 1 ------ - - - marlo_stanfield_1_done - chris_partlow_1_done - - - chris_partlow_1_0 - 1 - - - - chris_partlow_1_1 - 2 - - - chris_partlow_1_2 - 3 - - - chris_partlow_1_3 - 4 - 5 - - - chris_partlow_1_4 - 6 - - - - chris_partlow_1_5 - 7 - - - chris_partlow_1_6 - chris_partlow_1_done - dialogs_brotherhood.give_marlo_pda - brotherhood_npcs.zaton_mercenary_1_init - - - - chris_partlow_1_7 - - - - - - dialogs_brotherhood.is_has_mercenary_pda_marlo - chris_partlow_2_done - - - chris_partlow_2_0 - 1 - dialogs_brotherhood.transfer_mercenary_pda_to_chris - - - chris_partlow_2_1 - chris_partlow_2_done - give_marlo_pda_done - brotherhood_timer.market_share_quest_2 - - - - - - market_share_quest_2_init - chris_partlow_3_done - - - chris_partlow_3_0 - 1 - 11 - give_meet_marlo_chris_quest_2_done - - - xr_conditions.is_day - chris_partlow_3_11 - - - - xr_conditions.is_night - chris_partlow_3_1 - 2 - give_meet_marlo_chris_quest_2_done - - - chris_partlow_3_2 - 3 - - - chris_partlow_3_3 - 4 - - - chris_partlow_3_4 - 5 - - - chris_partlow_3_5 - 6 - - - chris_partlow_3_6 - chris_partlow_3_done - dialogs_brotherhood.give_intercept_courrier_1 - dialogs.break_dialog - market_share_block_random_quest - - - - - - - dialogs_brotherhood.is_has_mercenary_usb_marlo - chris_partlow_4_done - - - chris_partlow_4_0 - 1 - give_intercept_courrier_1_done - dialogs_brotherhood.transfer_mercenary_usb_to_chris - - - chris_partlow_4_1 - chris_partlow_4_done - dialogs_brotherhood.transfer_mercenary_usb_back - dialogs_brotherhood.transfer_broken_mercenary_pda_to_actor - dialogs_brotherhood.give_intercept_courrier_2 - - - - - - zaton_mercenary_1_start_dialog_done - - - zaton_mercenary_1_start_dialog_0 - 1 - - - zaton_mercenary_1_start_dialog_1 - 2 - - - zaton_mercenary_1_start_dialog_2 - - - zaton_mercenary_1_start_dialog_3 - zaton_mercenary_1_start_dialog_done - dialogs.break_dialog - - - - - - - dialogs_brotherhood.is_has_mercenary_usb_marlo - zaton_mercenary_2_start_dialog_done - - - zaton_mercenary_2_start_dialog_0 - 1 - - - zaton_mercenary_2_start_dialog_1 - 2 - - - zaton_mercenary_2_start_dialog_2 - 3 - - - zaton_mercenary_2_start_dialog_3 - 4 - - - zaton_mercenary_2_start_dialog_4 - 5 - - - zaton_mercenary_2_start_dialog_5 - 6 - dialogs_brotherhood.transfer_broken_mercenary_pda_from_actor - - - zaton_mercenary_2_start_dialog_6 - 7 - - - zaton_mercenary_2_start_dialog_7 - zaton_mercenary_2_start_dialog_done - dialogs_brotherhood.transfer_mercenary_usb_to_chris - zaton_mercenary_2_delivered - 8 - - - zaton_mercenary_2_start_dialog_8 - 10 - - - - zaton_mercenary_2_start_dialog_10 - 11 - - - zaton_mercenary_2_start_dialog_11 - 12 - - - zaton_mercenary_2_start_dialog_12 - 13 - - - zaton_mercenary_2_start_dialog_13 - dialogs_brotherhood.transfer_new_mercenary_pda_to_actor - - - - - - zaton_mercenary_2_delivered - chris_partlow_4bis_done - - - chris_partlow_4bis_0 - 1 - - - - chris_partlow_4bis_1 - chris_partlow_4bis_done - brotherhood_timer.market_share_quest_3 - market_share_block_random_quest - - - - ----- Quest 3 ----- - - - market_share_quest_3_init - chris_partlow_5_done - - - chris_partlow_5_0 - 1 - 11 - - - xr_conditions.is_day - chris_partlow_5_11 - - - - xr_conditions.is_night - chris_partlow_5_1 - 2 - give_meet_marlo_chris_quest_3_done - - - chris_partlow_5_2 - 3 - - - chris_partlow_5_3 - chris_partlow_5_done - dialogs_brotherhood.give_intercept_delivery_1 - - - - - - chris_partlow_5_done - chris_partlow_6_done - - - chris_partlow_6_0 - 1 - - - chris_partlow_6_1 - 2 - 3 - 4 - 5 - 6 - 7 - 11 - 8 - - - chris_mercenary_supply_1 - chris_partlow_6_2 - dialogs_brotherhood.is_has_chris_mercenary_supply_1 - dialogs_brotherhood.transfer_chris_mercenary_supply_1 - chris_mercenary_supply_1 - 9 - - - chris_mercenary_supply_2 - chris_partlow_6_2 - dialogs_brotherhood.is_has_chris_mercenary_supply_2 - dialogs_brotherhood.transfer_chris_mercenary_supply_2 - chris_mercenary_supply_2 - 9 - - - chris_mercenary_supply_3 - chris_partlow_6_2 - dialogs_brotherhood.is_has_chris_mercenary_supply_3 - dialogs_brotherhood.transfer_chris_mercenary_supply_3 - chris_mercenary_supply_3 - 9 - - - chris_mercenary_supply_4 - chris_partlow_6_2 - dialogs_brotherhood.is_has_chris_mercenary_supply_4 - dialogs_brotherhood.transfer_chris_mercenary_supply_4 - chris_mercenary_supply_4 - 9 - - - chris_mercenary_supply_5 - chris_partlow_6_2 - dialogs_brotherhood.is_has_chris_mercenary_supply_5 - dialogs_brotherhood.transfer_chris_mercenary_supply_5 - chris_mercenary_supply_5 - 9 - - - chris_mercenary_supply_6 - chris_partlow_6_2 - dialogs_brotherhood.is_has_chris_mercenary_supply_6 - dialogs_brotherhood.transfer_chris_mercenary_supply_6 - chris_mercenary_supply_6 - 9 - - - chris_partlow_6_3 - 10 - - - chris_partlow_6_4 - 2 - 3 - 4 - 5 - 6 - 7 - 11 - 8 - - - chris_partlow_6_5 - - - - chris_mercenary_supply_6 - chris_mercenary_supply_5 - chris_mercenary_supply_4 - chris_mercenary_supply_3 - chris_mercenary_supply_2 - chris_mercenary_supply_1 - chris_partlow_6_6 - 12 - - - chris_partlow_6_7 - chris_partlow_6_done - give_intercept_delivery_1_done - - - - - - jupiter_monk_start_dialog_done - - - jupiter_monk_start_dialog_0 - 1 - 2 - - - jupiter_monk_start_dialog_1 - 3 - - - jupiter_monk_start_dialog_2 - dialogs.break_dialog - - - jupiter_monk_start_dialog_3 - 4 - - - jupiter_monk_start_dialog_4 - dialogs.break_dialog - jupiter_monk_start_dialog_done - jupiter_mercenary_assault_go - - - - - ----Stage II--- ----Market Share Takeover--- - ---Marlo-- - - - marlo_stanfield_11_done - - - marlo_stanfield_11_0 - 1 - - - marlo_stanfield_11_1 - 2 - - - marlo_stanfield_11_2 - 3 - - - marlo_stanfield_11_3 - 4 - - - marlo_stanfield_11_4 - 5 - - - marlo_stanfield_11_5 - 6 - 8 - - - marlo_stanfield_11_6 - 7 - - - marlo_stanfield_11_7 - 8 - - - marlo_stanfield_11_8 - 9 - - - marlo_stanfield_11_9 - 10 - - - marlo_stanfield_11_10 - 11 - - - marlo_stanfield_11_11 - 18 - 12 - - - marlo_stanfield_11_12 - 13 - - - marlo_stanfield_11_13 - 14 - 15 - - - marlo_stanfield_11_14 - 16 - - - marlo_stanfield_11_15 - 17 - - - marlo_stanfield_11_16 - 6 - 8 - 18 - - - marlo_stanfield_11_17 - takeover_diplomatic_possibility - 22 - - - takeover_diplomatic_possibility - marlo_stanfield_11_18 - 19 - - - marlo_stanfield_11_19 - 24 - 20 - - - marlo_stanfield_11_20 - 21 - - - marlo_stanfield_11_21 - 6 - 8 - 18 - 22 - - - takeover_diplomatic_possibility - marlo_stanfield_11_22 - 23 - 20 - - - marlo_stanfield_11_23 - 25 - - - marlo_stanfield_11_24 - marlo_stanfield_11_done - dialogs_brotherhood.give_hostile_takeover_main - dialogs.break_dialog - - - marlo_stanfield_11_25 - marlo_stanfield_11_done - dialogs_brotherhood.give_hostile_takeover_main - dialogs_brotherhood.give_diplomatic_takeover_main - dialogs.break_dialog - - - - - - - - - - - - - - - - diff --git a/mods/[DEV] Brotherhood/gamedata/configs/gameplay/dialogs_brotherhood_nr.xml b/mods/[DEV] Brotherhood/gamedata/configs/gameplay/dialogs_brotherhood_nr.xml deleted file mode 100644 index bb31ef73..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/gameplay/dialogs_brotherhood_nr.xml +++ /dev/null @@ -1,2898 +0,0 @@ - - - -----to be done: alyosha_shyogolov_4 - add has_info from conversation before - - ----- Alyosha ----- - - - - - - - barkeep_north_0_0 - 1 - - - barkeep_north_0_1 - dialogs_brotherhood.change_faction_erast_test - - - - - - - - - - - Spring Ambush - 1 - - - - 1 for ambush 2 for coward - 2 - 3 - - - Ambush online - nr_ambush_init - - - Coward - nr_ambush_coward_init - - - - - - - - alyosha_shyogolov_retreat_1 - - - alyosha_shyogolov_4_0 - 1 - - - dialogs_brotherhood.alyosha_shyogolov_4_1 - 2 - - - alyosha_shyogolov_4_2 - 3 - - - alyosha_shyogolov_4_3 - 4 - - - alyosha_shyogolov_4_4 - alyosha_shyogolov_retreat_1 - dialogs.break_dialog - - - - - - - - - - Ready to meet? - 1 - - - Yes - dialogs_brotherhood.give_alyosha_shyogolov_trouble_4 - - - - - - - dialogs_brotherhood.is_night_alyosha - - - alyosha_shyogolov_6_0 - 2 - - - alyosha_shyogolov_6_1 - 1 - - - alyosha_shyogolov_6_2 - 3 - - - alyosha_shyogolov_6_3 - 4 - - - alyosha_shyogolov_6_4 - 5 - - - alyosha_shyogolov_6_5 - 6 - - - alyosha_shyogolov_6_6 - 7 - - - alyosha_shyogolov_6_7 - 8 - - - alyosha_shyogolov_6_8 - - 11 - 13 - 14 - 9 - 15 - 17 - - - alyosha_shyogolov_6_9 - 10 - - - alyosha_shyogolov_6_10 - 11 - 13 - 14 - 9 - 15 - 17 - - - alyosha_shyogolov_6_11 - 12 - - - alyosha_shyogolov_6_12 - 11 - 13 - 14 - 9 - 15 - 17 - - - alyosha_shyogolov_6_13 - 131 - - - alyosha_shyogolov_6_131 - 11 - 13 - 14 - 9 - 15 - 17 - - - alyosha_shyogolov_6_14 - 141 - - - alyosha_shyogolov_6_141 - 11 - 13 - 14 - 9 - 15 - 17 - - - alyosha_shyogolov_6_15 - 16 - - - alyosha_shyogolov_6_16 - teleport_erast - - - alyosha_shyogolov_6_17 - 18 - - - dialogs_brotherhood.alyosha_shyogolov_6_18 - 19 - - - alyosha_shyogolov_6_19 - 20 - - - alyosha_shyogolov_6_20 - 11 - 13 - 14 - 9 - 15 - - - - - - - dialogs_brotherhood.is_day_alyosha - - - alyosha_shyogolov_6_0 - 1 - - - alyosha_shyogolov_6_1 - - - - - - - - - ----- Ecologists corruption dialogues - - - alyosha_shyogolov_5_done - barter_povar_start - - - nr_spirit_corruption_0 - 1 - - - nr_spirit_corruption_1 - 2 - - - nr_spirit_corruption_2 - 3 - - - nr_spirit_corruption_3 - 4 - 6 - - - nr_spirit_corruption_4 - 5 - - - nr_spirit_corruption_5 - - - - nr_spirit_corruption_6 - 7 - - - nr_spirit_corruption_7 - nr_spirit_corruption_erast - - - - - - - bar_deactivate_radar_done - - - nr_ecologist_rydzyk_0_0 - 1 - - - nr_ecologist_rydzyk_0_1 - 2 - 4 - - - nr_ecologist_rydzyk_0_2 - 3 - - - nr_ecologist_rydzyk_0_3 - 4 - - - nr_ecologist_rydzyk_0_4 - 5 - - - nr_ecologist_rydzyk_0_5 - 6 - - - nr_ecologist_rydzyk_0_6 - 7 - - - nr_ecologist_rydzyk_0_7 - - - - - - - - bar_deactivate_radar_done - - - nr_ecologist_1_0_0 - 1 - - - nr_ecologist_1_0_1 - 2 - - - - nr_ecologist_1_0_2 - 3 - - - nr_ecologist_1_0_3 - - - - - - - bar_deactivate_radar_done - - - nr_ecologist_2_0_0 - 1 - - - nr_ecologist_2_0_1 - 2 - - - - nr_ecologist_2_0_2 - 3 - - - nr_ecologist_2_0_3 - - - - - - ----barkeep --- - - - northern_rush_dialogs_trigger_done - barman_north_0_done - - - - barkeep_north_0_0 - 1 - - - barkeep_north_0_1 - barman_north_0_done - dialogs_brotherhood.give_barman_brainscorcher_1 - - - - - - nr_scamlok_scammed_done - barkeep_scamlok_believe_0_done - nr_sorokin_done - - - barkeep_scamlok_believe_0 - 1 - - - barkeep_scamlok_believe_1 - 2 - - - barkeep_scamlok_believe_2 - 3 - - - barkeep_scamlok_believe_3 - 4 - - - barkeep_scamlok_believe_4 - 5 - - - barkeep_scamlok_believe_5 - barkeep_scamlok_believe_0_done - barkeep_confirm_scam - dialogs_brotherhood.give_barman_scamlok_sad - dialogs_brotherhood.scamlok_flees_1 - - - - - - nr_scamlok_start_dialog_done - barkeep_scamlok_scammer_0_done - nr_sorokin_done - nr_scamlok_scammed_done - - - barkeep_scamlok_scammer_0 - 1 - - - barkeep_scamlok_scammer_1 - 2 - - - barkeep_scamlok_scammer_2 - 3 - - - barkeep_scamlok_scammer_3 - 4 - - - barkeep_scamlok_scammer_4 - 5 - - - barkeep_scamlok_scammer_5 - barkeep_scamlok_scammer_0_done - dialogs_brotherhood.scamlok_flees_1 - barkeep_confirm_scam - - - - --- scamlok-- - - nr_sorokin_start_dialog_done - - - nr_sorokin_start_dialog_0 - 1 - 2 - 3 - 4 - - - - nr_sorokin_start_dialog_1 - 5 - - - nr_sorokin_start_dialog_2 - 6 - - - nr_sorokin_start_dialog_3 - 7 - - - nr_sorokin_start_dialog_4 - 8 - - - - nr_sorokin_start_dialog_5 - 9 - - - nr_sorokin_start_dialog_6 - 10 - - - nr_sorokin_start_dialog_7 - 10 - - - nr_sorokin_start_dialog_8 - 11 - - - - nr_sorokin_start_dialog_9 - 12 - - - nr_sorokin_start_dialog_10 - 13 - - - nr_sorokin_start_dialog_11 - 14 - - - nr_sorokin_start_dialog_12 - 15 - - - nr_sorokin_start_dialog_13 - 16 - - - nr_sorokin_start_dialog_14 - 161 - - - - nr_sorokin_start_dialog_15 - 17 - - - nr_sorokin_start_dialog_16 - 18 - - - nr_sorokin_start_dialog_161 - 19 - - - nr_sorokin_start_dialog_17 - nr_sorokin_start_dialog_done - dialogs_brotherhood.spawn_scamlok_1 - - - nr_sorokin_start_dialog_18 - nr_sorokin_start_dialog_done - dialogs_brotherhood.spawn_scamlok_1 - - - - nr_sorokin_start_dialog_19 - nr_sorokin_start_dialog_done - dialogs_brotherhood.spawn_scamlok_1 - - - - - - - - - nr_scamlok_start_dialog_done - nr_sorokin_done - - - nr_sorokin_0 - 1 - - - nr_sorokin_1 - 2 - 3 - 4 - 12 - - - nr_sorokin_2 - 5 - - - nr_sorokin_3 - 6 - - - nr_sorokin_4 - 7 - - - nr_sorokin_5 - nr_sorokin_done - nr_sorokin_quest_1 - dialogs_brotherhood.scamlok_flees_1 - - - nr_sorokin_6 - nr_sorokin_done - nr_sorokin_quest_1 - dialogs_brotherhood.scamlok_flees_1 - - - nr_sorokin_7 - 8 - 9 - - - nr_sorokin_8 - 10 - - - barkeep_confirm_scam - nr_sorokin_9 - 11 - - - nr_sorokin_10 - nr_sorokin_done - dialogs_brotherhood.scamlok_flees_1 - - - nr_sorokin_11 - nr_sorokin_done - - - nr_sorokin_12 - 13 - - - nr_sorokin_13 - - - - - nr_sorokin_quest_1 - nr_sorokin_1_done - - - nr_sorokin_1_0 - 1 - - - nr_sorokin_1_1 - 2 - 3 - - - nr_sorokin_1_2 - 4 - - - nr_sorokin_1_3 - 5 - - - nr_sorokin_1_4 - nr_sorokin_1_done - dialogs_axr_companion.become_actor_companion - dialogs_brotherhood.give_task_escort_sorokin_1 - - - nr_sorokin_1_5 - - - - - - - - sorokin_1_you_arrived - nr_sorokin_2_done - - - nr_sorokin_2_0 - 1 - - - nr_sorokin_2_1 - nr_sorokin_2_done - dialogs_brotherhood.give_money_escort_sorokin_1 - 2 - - - nr_sorokin_2_2 - 3 - - - nr_sorokin_2_3 - dialogs_axr_companion.remove_companions_from_squad - - - - - - - nr_sorokin_2_done - nr_hawaiian_scamlok_0_done - nr_sorokin_3_done - - - nr_sorokin_3_0 - 1 - - - nr_sorokin_3_1 - 2 - - - nr_sorokin_3_2 - 3 - - - nr_sorokin_3_3 - 4 - - - nr_sorokin_3_4 - 5 - - - nr_sorokin_3_5 - 6 - 7 - - - dialogs_brotherhood.is_has_sorokin_money_1 - nr_sorokin_3_6 - dialogs_brotherhood.give_back_money_escort_sorokin_1 - 8 - - - nr_sorokin_3_7 - 9 - - - nr_sorokin_3_8 - nr_sorokin_3_done - - - nr_sorokin_3_9 - nr_sorokin_3_done - - - - - - - nr_scamlok_scammed_done - nr_hawaiian_scamlok_0_done - barkeep_confirm_scam - - - nr_hawaiian_scamlok_0_0 - 1 - - - nr_hawaiian_scamlok_0_1 - 2 - - - nr_hawaiian_scamlok_0_2 - 3 - - - nr_hawaiian_scamlok_0_3 - 4 - - - nr_hawaiian_scamlok_0_4 - 5 - - - nr_hawaiian_scamlok_0_5 - 6 - - - nr_hawaiian_scamlok_0_6 - 7 - - - nr_hawaiian_scamlok_0_7 - 8 - - - nr_hawaiian_scamlok_0_8 - 9 - - - nr_hawaiian_scamlok_0_9 - nr_hawaiian_scamlok_0_done - - - - ---- Scamlok --- - - - - nr_scamlok_start_dialog_done - - - nr_scamlok_start_dialog_0 - 1 - 2 - 3 - - - nr_scamlok_start_dialog_1 - 4 - - - nr_scamlok_start_dialog_2 - 5 - - - nr_scamlok_start_dialog_3 - 6 - - - nr_scamlok_start_dialog_4 - 7 - 10 - - - nr_scamlok_start_dialog_5 - 71 - 11 - - - nr_scamlok_start_dialog_6 - 12 - - - nr_scamlok_start_dialog_7 - 8 - - - nr_scamlok_start_dialog_71 - 9 - - - nr_scamlok_start_dialog_8 - 10 - - - nr_scamlok_start_dialog_9 - 11 - - - nr_scamlok_start_dialog_10 - 13 - - - nr_scamlok_start_dialog_11 - 14 - - - nr_scamlok_start_dialog_12 - 15 - - - nr_scamlok_start_dialog_13 - 16 - 17 - - - nr_scamlok_start_dialog_14 - 16 - 17 - - - nr_scamlok_start_dialog_15 - 20 - 21 - - - nr_scamlok_start_dialog_16 - 22 - - - nr_scamlok_start_dialog_17 - 23 - - - nr_scamlok_start_dialog_18 - 22 - - - nr_scamlok_start_dialog_19 - 23 - - - nr_scamlok_believe - nr_scamlok_start_dialog_20 - 26 - - - nr_scamlok_start_dialog_21 - 27 - - - nr_scamlok_start_dialog_22 - 17 - - - nr_scamlok_start_dialog_23 - 24 - 25 - - - nr_scmalok_fee_question_1 - nr_scamlok_start_dialog_24 - 28 - - - nr_scmalok_fee_question_1 - nr_scamlok_start_dialog_24 - 281 - - - nr_scmalok_test_question_1 - nr_scamlok_start_dialog_25 - 29 - - - nr_scmalok_test_question_1 - nr_scamlok_start_dialog_25 - 291 - - - nr_scamlok_start_dialog_26 - 10 - 11 - - - nr_scamlok_start_dialog_17 - 38 - 37 - - - nr_scmalok_fee_question_1 - nr_scamlok_start_dialog_28 - 251 - - - nr_scmalok_fee_question_1 - nr_scamlok_start_dialog_281 - - 30 - 31 - 39 - - - nr_scmalok_test_question_1 - nr_scamlok_start_dialog_29 - 241 - - - nr_scmalok_test_question_1 - nr_scamlok_start_dialog_291 - - 30 - 31 - 39 - - - dialogs_brotherhood.is_has_scamlok_money_1 - nr_scmalok_test_question_1 - nr_scmalok_fee_question_1 - nr_scamlok_start_dialog_30 - 32 - dialogs_brotherhood.pay_scamlok_1 - nr_scamlok_scammed_done - dialogs_brotherhood.give_task_join_scamlok_1 - - - nr_scmalok_test_question_1 - nr_scmalok_fee_question_1 - nr_scamlok_start_dialog_31 - 33 - - - nr_scamlok_start_dialog_32 - nr_scamlok_start_dialog_done - - - nr_scamlok_start_dialog_33 - 30 - 35 - - - nr_scmalok_test_question_1 - nr_scmalok_fee_question_1 - dialogs_brotherhood.is_has_scamlok_money_1 - nr_scamlok_start_dialog_34 - 4 - - - nr_scamlok_start_dialog_35 - 36 - - - nr_scamlok_start_dialog_36 - nr_scamlok_start_dialog_done - - - nr_scamlok_start_dialog_37 - 371 - - - nr_scamlok_start_dialog_371 - nr_scamlok_start_dialog_done - nr_scamlok_scammer - - - nr_scamlok_start_dialog_38 - nr_scamlok_believe - 13 - - - nr_scamlok_believe - nr_scamlok_start_dialog_39 - 40 - - - nr_scamlok_start_dialog_40 - 44 - 41 - 42 - 43 - - - nr_scamlok_start_dialog_41 - 45 - - - nr_scamlok_start_dialog_42 - 46 - - - nr_scamlok_start_dialog_43 - 47 - - - nr_scamlok_start_dialog_44 - 48 - - - nr_scamlok_start_dialog_45 - 44 - 37 - - - nr_scamlok_start_dialog_46 - 44 - 37 - - - nr_scamlok_start_dialog_47 - 44 - 37 - - - nr_scamlok_start_dialog_48 - 49 - 50 - 51 - - - dialogs_brotherhood.is_has_scamlok_money_2 - nr_scamlok_start_dialog_49 - 32 - dialogs_brotherhood.pay_scamlok_2 - nr_scamlok_believe - nr_scamlok_scammed_done - dialogs_brotherhood.give_task_join_scamlok_1 - - - nr_scamlok_start_dialog_50 - 52 - - - nr_scamlok_start_dialog_51 - 36 - - - nr_scamlok_start_dialog_33 - 49 - 50 - - - - ----- Fanat training rookies ---- - - - fanatic_north_0_done - nr_iliaz_0_done - - - - nr_iliaz_0_0 - 1 - - - nr_iliaz_0_1 - 2 - 4 - - - dialogs_brotherhood.is_has_echo_fanatic_rookie_1 - dialogs_brotherhood.is_has_vodka_fanatic_rookie_1 - dialogs_brotherhood.is_has_container_fanatic_rookie_1 - dialogs_brotherhood.is_has_shotgun_fanatic_rookie_2 - nr_iliaz_0_2 - 3 - dialogs_brotherhood.transfer_rookie_ammo_fanatic_2 - dialogs_axr_companion.become_actor_companion - - - nr_iliaz_0_3 - nr_iliaz_0_done - - - nr_iliaz_0_4 - 5 - - - nr_iliaz_0_5 - - - - - - - - nr_iliaz_boar_squad_dead - nr_iliaz_1_done - - - - nr_iliaz_1_0 - 1 - - - nr_iliaz_1_1 - 2 - - - nr_iliaz_1_2 - 3 - - - nr_iliaz_1_3 - nr_iliaz_1_done - - - - - - - nr_iliaz_arrived_1 - nr_iliaz_2_done - dialogs_brotherhood.is_has_echo_fanatic_rookie_1 - dialogs_brotherhood.is_has_vodka_fanatic_rookie_1 - dialogs_brotherhood.is_has_container_fanatic_rookie_1 - - - - nr_iliaz_2_0 - 1 - dialogs_brotherhood.transfer_rookie_detector_fanatic_1 - - - nr_iliaz_2_1 - 2 - - - nr_iliaz_2_2 - 3 - - - nr_iliaz_2_3 - 4 - - - nr_iliaz_2_4 - 5 - dialogs_brotherhood.transfer_rookie_vodka_fanatic_3 - - - nr_iliaz_2_5 - 6 - - - nr_iliaz_2_6 - 7 - dialogs_brotherhood.transfer_rookie_container_fanatic_2 - - - nr_iliaz_2_7 - 8 - - - nr_iliaz_2_8 - 9 - - - nr_iliaz_2_9 - dialogs_axr_companion.remove_companions_from_squad - nr_iliaz_2_done - nr_ilyaz_artfiact_hunt_1 - - - - - - - nr_ilyaz_artifact_back - nr_iliaz_3_done - - - - nr_iliaz_3_0 - 1 - - - nr_iliaz_3_1 - 2 - 4 - - - nr_iliaz_3_2 - 3 - - - nr_iliaz_3_3 - 6 - - - dialogs_brotherhood.nr_iliaz_scam_money - nr_iliaz_3_4 - 5 - - - nr_iliaz_3_5 - 6 - dialogs_brotherhood.transfer_rookie_scam_fanatic_2 - - - nr_iliaz_3_6 - 7 - - - nr_iliaz_3_7 - nr_iliaz_3_done - dialogs_axr_companion.become_actor_companion - - - - - - - - nr_iliaz_arrived_2 - nr_iliaz_4_done - - - - nr_iliaz_4_0 - 1 - - - nr_iliaz_4_1 - nr_iliaz_4_done - dialogs_axr_companion.remove_companions_from_squad - - - - - - - - nr_bezsonik_start_dialog_done - - - - nr_bezsonik_start_dialog_0 - 1 - 3 - 9 - - - nr_bezsonik_start_dialog_1 - 2 - - - nr_bezsonik_start_dialog_2 - nr_bezsonik_start_dialog_done - dialogs_brotherhood.give_task_bezsonik_1 - - - nr_bezsonik_start_dialog_3 - 4 - - - - nr_bezsonik_start_dialog_4 - 5 - 7 - - - nr_bezsonik_start_dialog_5 - 6 - - - nr_bezsonik_start_dialog_6 - nr_bezsonik_start_dialog_done - dialogs_brotherhood.give_task_bezsonik_1 - bezsonik_dogs_reward - - - nr_bezsonik_start_dialog_7 - 8 - - - nr_bezsonik_start_dialog_8 - nr_bezsonik_start_dialog_done - nr_bezsonik_move - - - nr_bezsonik_start_dialog_9 - 10 - - - nr_bezsonik_start_dialog_10 - nr_bezsonik_start_dialog_done - nr_bezsonik_move - - - - - - - - pack_dogs_bezsonik_1_dead - nr_bezsonik_0_done - - - - nr_bezsonik_0_0 - 1 - - - dialogs_brotherhood.nr_bezsonik_0 - nr_bezsonik_0_done - dialogs_brotherhood.give_reward_nr_bezsonik_1 - 2 - - - nr_bezsonik_0_4 - nr_bezsonik_move - dialogs.break_dialog - - - - ------ Strange Meat - ---- Barka - --- Execution - - - - nr_execution_yanov_init_spawn - nr_barka_0_done - nr_dead_convict_1_squad_dead - - - nr_barka_0_0 - 1 - - - nr_barka_0_1 - nr_barka_0_done - 2 - - - nr_barka_0_2 - dialogs.break_dialog - - - - - - - nr_dead_convict_1_squad_dead - nr_barka_1_done - - - - nr_barka_1_0 - 1 - - - nr_barka_1_1 - nr_barka_1_done - - - - - - - - - ---- Hawaiian - - - bar_deactivate_radar_done - nr_hawaiian_0_done - - - - nr_hawaiian_0_0 - 1 - - - nr_hawaiian_0_1 - 2 - 4 - 6 - 12 - 14 - - 18 - - - nr_hawaiian_0_2 - 3 - - - nr_hawaiian_0_3 - - 4 - 6 - 12 - 14 - - 18 - - - nr_hawaiian_0_4 - 5 - - - nr_hawaiian_0_5 - 2 - - 6 - 12 - 14 - - 18 - - - nr_hawaiian_0_6 - 7 - - - nr_hawaiian_0_7 - 8 - 2 - 4 - - - 12 - 14 - - 18 - - - nr_hawaiian_0_8 - 9 - - - nr_hawaiian_0_9 - 10 - 2 - 4 - - - 12 - 14 - - 18 - - - nr_hawaiian_0_10 - 11 - - - nr_hawaiian_0_11 - 2 - 4 - - 12 - 14 - - 18 - - - nr_hawaiian_0_12 - 13 - - - nr_hawaiian_0_13 - 2 - 4 - 6 - - 14 - - 18 - - - nr_hawaiian_0_14 - 15 - - - nr_hawaiian_0_15 - - 16 - 2 - 4 - 6 - 12 - - 18 - - - nr_hawaiian_0_16 - 17 - - - nr_hawaiian_0_17 - 2 - 4 - 6 - 12 - - 18 - - - nr_hawaiian_0_18 - 19 - - - nr_hawaiian_0_19 - - - - - - - ---- Nitro - - - dialogs_brotherhood.is_has_yak_bullet - nr_nitro_barka_0_done - - - - nr_nitro_barka_0_0 - 1 - - - nr_nitro_barka_0_1 - 2 - 3 - - - dialogs_brotherhood.tambov_5000_money - nr_nitro_barka_0_2 - 4 - dialogs_brotherhood.transfer_yak_bullet_1 - - - nr_nitro_barka_0_3 - 5 - - - nr_nitro_barka_0_4 - dialogs_brotherhood.tambov_5000_money_pay - dialogs_brotherhood.transfer_yak_bullet_2 - 6 - - - nr_nitro_barka_0_5 - - - - nr_nitro_barka_0_6 - 7 - - - nr_nitro_barka_0_7 - 8 - - - nr_nitro_barka_0_8 - 9 - - - nr_nitro_barka_0_9 - 10 - - - nr_nitro_barka_0_10 - 11 - - - nr_nitro_barka_0_11 - 12 - 20 - - - dialogs_brotherhood.tambov_5000_money - nr_nitro_barka_0_12 - 13 - - - nr_nitro_barka_0_13 - dialogs_brotherhood.tambov_5000_money_pay - 14 - 16 - 18 - 22 - - - nr_nitro_barka_0_14 - 15 - - - nr_nitro_barka_0_15 - - 16 - 18 - 22 - - - nr_nitro_barka_0_16 - 17 - - - nr_nitro_barka_0_17 - 14 - - 18 - 22 - - - nr_nitro_barka_0_18 - 19 - - - nr_nitro_barka_0_19 - 14 - 16 - 18 - 22 - - - nr_nitro_barka_0_20 - 21 - - - nr_nitro_barka_0_21 - nr_nitro_barka_0_done - nr_nitro_barka_more_money - - - nr_nitro_barka_0_22 - 23 - - - nr_nitro_barka_0_23 - nr_nitro_barka_0_done - nr_nitro_barka_everything - - - - - - - dialogs_brotherhood.tambov_5000_money - nr_nitro_barka_1_done - nr_nitro_barka_more_money - - - nr_nitro_barka_1_0 - 13 - - - nr_nitro_barka_0_13 - dialogs_brotherhood.tambov_5000_money_pay - 14 - 16 - 18 - 22 - - - nr_nitro_barka_0_14 - 15 - - - nr_nitro_barka_0_15 - - 16 - 18 - 22 - - - nr_nitro_barka_0_16 - 17 - - - nr_nitro_barka_0_17 - 14 - - 18 - 22 - - - nr_nitro_barka_0_18 - 19 - - - nr_nitro_barka_0_19 - 14 - 16 - 18 - 22 - - - - nr_nitro_barka_0_22 - 23 - - - nr_nitro_barka_0_23 - nr_nitro_barka_1_done - nr_nitro_barka_everything - - - - - - - - - - ----- Gutalin - - - - bh_gutalin_start_dialog_done - - - - bh_gutalin_start_dialog_0 - 1 - - - bh_gutalin_start_dialog_1 - - 2 - - - bh_gutalin_start_dialog_2 - 3 - - - bh_gutalin_start_dialog_3 - bh_gutalin_start_dialog_done - dialogs.break_dialog - - - - - - - - bh_gutalin_relocation_init - sidorovich_gutalin_0_done - - - - sidorovich_gutalin_0 - 1 - - - sidorovich_gutalin_1 - - 2 - 3 - - - sidorovich_gutalin_2 - 4 - - - sidorovich_gutalin_3 - 5 - - - sidorovich_gutalin_4 - 6 - 7 - - - sidorovich_gutalin_5 - 6 - 7 - - - sidorovich_gutalin_6 - 8 - - - sidorovich_gutalin_7 - 9 - - - sidorovich_gutalin_8 - 10 - 11 - - - sidorovich_gutalin_9 - 10 - 11 - - - sidorovich_gutalin_10 - 12 - - - sidorovich_gutalin_11 - - 13 - - - sidorovich_gutalin_12 - sidorovich_gutalin_0_done - dialogs_brotherhood.give_task_bh_gutalin_1 - - - sidorovich_gutalin_13 - 14 - 15 - - - sidorovich_gutalin_14 - 16 - - - sidorovich_gutalin_15 - - 17 - - - sidorovich_gutalin_16 - sidorovich_gutalin_0_done - dialogs_brotherhood.give_task_bh_gutalin_1 - - - sidorovich_gutalin_17 - sidorovich_gutalin_0_done - - - - - - - - bh_gutalin_squad_dead - sidorovich_gutalin_1_done - - - - sidorovich_gutalin_1_0 - 1 - - - sidorovich_gutalin_1_1 - sidorovich_gutalin_1_done - give_task_bh_gutalin_1_done - - - - - - - - bh_gutalin_relocation_init - fanatic_gutalin_0_done - bh_gutalin_squad_dead - - - fanatic_gutalin_0 - 1 - - - fanatic_gutalin_1 - 2 - - - fanatic_gutalin_2 - 3 - - - fanatic_gutalin_3 - 4 - - - fanatic_gutalin_4 - 5 - - - fanatic_gutalin_5 - 6 - 8 - 10 - 12 - - - fanatic_gutalin_6 - 7 - - - fanatic_gutalin_7 - - 8 - 10 - 12 - - - fanatic_gutalin_8 - 9 - - - fanatic_gutalin_9 - 10 - 12 - - - fanatic_gutalin_10 - 11 - - - fanatic_gutalin_11 - 8 - 12 - - - fanatic_gutalin_12 - 13 - - - fanatic_gutalin_13 - fanatic_gutalin_0_done - - - - - - ----- Trapper - --- prelude quest 1 - - - bar_deactivate_radar_done - - - - trapper_intro_0_0 - 1 - - - trapper_intro_0_1 - 2 - 4 - 6 - - - trapper_intro_0_2 - 3 - - - trapper_intro_0_3 - 4 - 6 - trapper_intro_info_chimea - - - trapper_intro_0_4 - 5 - - - trapper_intro_0_5 - 2 - 6 - trapper_intro_info_lost_men - - - - trapper_intro_0_6 - 7 - - - trapper_intro_0_7 - - - - - - - trapper_intro_info_lost_men - trapper_missing_men_0_done - - - trapper_missing_men_0_0 - 1 - - - trapper_missing_men_0_1 - 2 - 4 - 6 - 8 - - - trapper_missing_men_1_ask - trapper_missing_men_1_ask - trapper_missing_men_0_2 - 3 - - - - trapper_missing_men_0_3 - dialogs_brotherhood.give_task_trapper_missing_hunter_1 - 4 - 6 - 8 - - - trapper_missing_men_2_ask - trapper_missing_men_2_ask - trapper_missing_men_0_4 - 5 - - - trapper_missing_men_0_5 - dialogs_brotherhood.give_task_trapper_missing_hunter_2 - 2 - - 6 - 8 - - - trapper_missing_men_3_ask - trapper_missing_men_3_ask - trapper_missing_men_0_6 - 7 - - - trapper_missing_men_0_7 - dialogs_brotherhood.give_task_trapper_missing_hunter_3 - 2 - 4 - - 8 - - - trapper_missing_men_0_8 - 9 - - - trapper_missing_men_0_9 - trapper_missing_men_0_done - - - - - - - trapper_missing_men_0_done - trapper_missing_men_1_done - - - trapper_missing_men_1_0 - 1 - - - trapper_missing_men_1_1 - 2 - 4 - 6 - 8 - 10 - 12 - 14 - 22 - - - trapper_missing_men_1_ask - trapper_missing_men_1_ask - trapper_missing_men_1_2 - 3 - - - - trapper_missing_men_1_3 - dialogs_brotherhood.give_task_trapper_missing_hunter_1 - 4 - - 6 - 8 - 10 - 12 - 14 - 22 - - - trapper_missing_men_2_ask - trapper_missing_men_2_ask - trapper_missing_men_1_4 - 5 - - - trapper_missing_men_1_5 - dialogs_brotherhood.give_task_trapper_missing_hunter_2 - 2 - - 6 - 8 - 10 - 12 - 14 - 22 - - - trapper_missing_men_3_ask - trapper_missing_men_3_ask - trapper_missing_men_1_6 - 7 - - - trapper_missing_men_1_7 - dialogs_brotherhood.give_task_trapper_missing_hunter_3 - 2 - 4 - - 8 - 10 - 12 - 14 - 22 - - - give_task_trapper_missing_hunter_1_all - give_task_trapper_missing_hunter_1_done - give_task_trapper_missing_hunter_1_done - trapper_missing_men_1_8 - 9 - - - trapper_missing_men_1_9 - 2 - 4 - 6 - - 10 - 12 - 14 - 22 - - - give_task_trapper_missing_hunter_2_all - give_task_trapper_missing_hunter_2_done - give_task_trapper_missing_hunter_2_done - trapper_missing_men_1_10 - 11 - - - trapper_missing_men_1_11 - 2 - 4 - 6 - 8 - - 12 - 14 - 22 - - - give_task_trapper_missing_hunter_3_mutants_dead - give_task_trapper_missing_hunter_3_done - give_task_trapper_missing_hunter_3_done - trapper_missing_men_1_12 - 13 - - - trapper_missing_men_1_13 - 2 - 4 - 6 - 8 - 10 - - 14 - 22 - - - give_task_trapper_missing_hunter_1_done - give_task_trapper_missing_hunter_2_done - give_task_trapper_missing_hunter_3_done - trapper_missing_men_1_14 - 15 - - - trapper_missing_men_1_15 - 16 - - - - trapper_missing_men_1_16 - 17 - dialogs_brotherhood.drink_with_me - - - trapper_missing_men_1_17 - 18 - - - trapper_missing_men_1_18 - 19 - dialogs_brotherhood.drink_with_me - - - trapper_missing_men_1_19 - 20 - - - trapper_missing_men_1_20 - 21 - dialogs_brotherhood.drink_with_me - - - trapper_missing_men_1_21 - 22 - trapper_missing_men_1_done - - - trapper_missing_men_1_22 - 23 - - - trapper_missing_men_1_23 - - - - - - - - - - - - - trapper_intro_info_chimea - trapper_chimera_0_done - - - - trapper_chimera_0_0 - 1 - - - trapper_chimera_0_1 - - 2 - - - trapper_chimera_0_2 - 3 - - - trapper_chimera_0_3 - 4 - - - trapper_chimera_0_4 - 5 - - - trapper_chimera_0_5 - - 6 - - - trapper_chimera_0_6 - 7 - - - trapper_chimera_0_7 - trapper_chimera_0_done - dialogs_brotherhood.give_task_trapper_chimera_1 - - - - --- giving quest 1 - - - dialogs_brotherhood.is_has_boar_meat_for_bait - trapper_chimera_1_done - trapper_chimera_0_done - - - trapper_chimera_1_0 - 1 - dialogs_brotherhood.transfer_boar_chimera_trapper - - - trapper_chimera_1_1 - dialogs_brotherhood.transfer_chimera_bait_trapper - 2 - - - trapper_chimera_1_2 - 3 - - - trapper_chimera_1_3 - 4 - - - trapper_chimera_1_4 - 5 - - - - trapper_chimera_1_5 - trapper_chimera_1_done - - - - --- quest 1 extra info - - - - trapper_chimera_1_dead - trapper_chimera_1_done - - - trapper_chimera_2_0 - 1 - - - - trapper_chimera_2_1 - - - - - - --- finishing quest 1 - - - - trapper_chimera_3_done - trapper_chimera_1_dead - - - trapper_chimera_3_0 - 1 - - - - trapper_chimera_3_1 - dialogs_brotherhood.drink_with_me - give_task_trapper_chimera_1_done - 2 - - - trapper_chimera_3_2 - 3 - - - - trapper_chimera_3_3 - 4 - 6 - - - trapper_chimera_3_4 - 5 - - - - trapper_chimera_3_5 - 20 - 8 - 9 - 10 - - - trapper_chimera_3_6 - 7 - - - - trapper_chimera_3_7 - 20 - 8 - 9 - 10 - - - trapper_chimera_3_8 - 11 - - - - trapper_chimera_3_9 - 16 - - - trapper_chimera_3_10 - 17 - - - - trapper_chimera_3_11 - 12 - 14 - - - trapper_chimera_3_12 - 13 - - - - trapper_chimera_3_13 - 20 - 10 - 18 - - - trapper_chimera_3_14 - 15 - - - - trapper_chimera_3_15 - trapper_chimera_3_done - - - trapper_chimera_3_16 - 20 - 10 - 18 - - - - trapper_chimera_3_17 - 20 - 8 - 9 - 18 - - - trapper_chimera_3_18 - 19 - - - - trapper_chimera_3_19 - trapper_chimera_3_done - - - dialogs_brotherhood.trapper_chimera_is_dead - trapper_chimera_3_20 - 21 - - - - trapper_chimera_3_21 - 8 - 9 - 10 - - - - - - --- extra bait - - - - dialogs_brotherhood.is_has_trapper_bait_no - trapper_chimera_1_done - - - trapper_chimera_4_0 - 1 - - - - trapper_chimera_4_1 - 2 - 4 - - - dialogs_brotherhood.is_has_boar_meat_for_bait - trapper_chimera_4_2 - dialogs_brotherhood.transfer_boar_chimera_trapper - 3 - - - - trapper_chimera_4_3 - dialogs_brotherhood.transfer_chimera_bait_trapper - - - trapper_chimera_4_4 - 5 - - - - trapper_chimera_4_5 - - - - - - --- quest 2 - - - dialogs_brotherhood.trapper_chimera_is_alive - dialogs_brotherhood.is_has_trapper_bait_yes - trapper_chimera_5_done - trapper_chimera_3_done - - - trapper_chimera_5_0 - 1 - - - - trapper_chimera_5_1 - - 2 - - - trapper_chimera_5_2 - 3 - - - - trapper_chimera_5_3 - 4 - - - - trapper_chimera_5_4 - 5 - - - - trapper_chimera_5_5 - 6 - 8 - 10 - 12 - 14 - - - trapper_chimera_5_6 - 7 - - - - trapper_chimera_5_7 - 8 - 10 - 12 - 14 - - - trapper_chimera_5_8 - 9 - - - - trapper_chimera_5_9 - 6 - 10 - 12 - 14 - - - trapper_chimera_5_10 - 11 - - - - trapper_chimera_5_11 - 6 - 8 - 12 - 14 - - - trapper_chimera_5_12 - 13 - - - - trapper_chimera_5_13 - trapper_chimera_5_done - dialogs_brotherhood.give_task_trapper_chimera_2 - dialogs_brotherhood.transfer_trapper_recording_device - - - trapper_chimera_5_14 - 15 - - - - trapper_chimera_5_15 - - - - - - - - - - dialogs_brotherhood.trapper_chimera_is_dead - dialogs_brotherhood.is_has_trapper_bait_yes - trapper_chimera_5_done - trapper_chimera_3_done - - - trapper_chimera_5_0_alt - 1 - - - - trapper_chimera_5_1_alt - - - - - - ---quest 2 extra info - - - - trapper_chimera_2_dead - trapper_chimera_5_done - - - trapper_chimera_6_0 - 1 - - - - trapper_chimera_6_1 - 2 - 4 - 6 - 8 - - - trapper_chimera_6_2 - 3 - - - - trapper_chimera_6_3 - 4 - 6 - 8 - - - trapper_chimera_6_4 - 5 - - - - trapper_chimera_6_5 - 2 - 6 - 8 - - - trapper_chimera_6_6 - 7 - - - - trapper_chimera_6_7 - 2 - 4 - 8 - - - trapper_chimera_6_8 - 9 - - - - trapper_chimera_6_9 - - - - - - ---quest 2 done - - - - trapper_chimera_7_done - trapper_chimera_record_set - - - trapper_chimera_7_0 - 1 - - - - trapper_chimera_7_1 - trapper_chimera_7_done - brotherhood_timer.trapper_chimera_2_recording - - - - - - - dialogs_brotherhood.is_has_recording_device - trapper_chimera_8_done - trapper_chimera_2_recording_done - - - trapper_chimera_8_0 - 1 - - - - trapper_chimera_8_1 - 2 - trapper_chimera_8_done - give_task_trapper_chimera_2_done - dialogs_brotherhood.transfer_radio_to_trapper - dialogs_brotherhood.drink_with_me - - - trapper_chimera_2_dead - trapper_chimera_8_2 - 3 - - - trapper_chimera_8_3 - dialogs_brotherhood.transfer_trapper_chimera_bounty_2 - - - - - - dialogs_brotherhood.is_has_recording_device_no - trapper_chimera_7_done - trapper_chimera_5_done - - - trapper_chimera_9_0 - 1 - - - - trapper_chimera_9_1 - - dialogs_brotherhood.transfer_trapper_recording_device - - - - - - - - - trapper_chimera_10_done - trapper_chimera_2_dead - - - trapper_chimera_10_0 - 1 - - - - trapper_chimera_10_1 - trapper_chimera_10_done - trapper_chimera_2_back - - - - - - - ------ Random Events - ----Sasha Baltun - - - - nr_sahsa_baltun_start_done - - - nr_sahsa_baltun_start_0 - 1 - 2 - - - nr_sahsa_baltun_barkeep_0_done - nr_sahsa_baltun_start_1 - 3 - - - nr_sahsa_baltun_barkeep_0_done - nr_sahsa_baltun_start_2 - 3 - - - - nr_sahsa_baltun_start_3 - nr_sahsa_baltun_start_done - - - - - - - - - nr_baltunov_init_speech - nr_sahsa_baltun_barkeep_0_done - - - nr_sahsa_baltun_barkeep_0 - 1 - - - dialogs_brotherhood.transfer_sasha_baltun_vodka - nr_sahsa_baltun_barkeep_1 - nr_sahsa_baltun_barkeep_0_done - - - - - - - - - - - - - diff --git a/mods/[DEV] Brotherhood/gamedata/configs/gameplay/npc_profile_brotherhood.xml b/mods/[DEV] Brotherhood/gamedata/configs/gameplay/npc_profile_brotherhood.xml deleted file mode 100644 index ced72caf..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/gameplay/npc_profile_brotherhood.xml +++ /dev/null @@ -1,255 +0,0 @@ -п»ї - - - - - vybegallo - - - - bellerophon - - - - sarpedon - - - - - hunter_orion - - - nr_sorokin - - - - - assault_stalker_leader_esc_5_9 - - - assault_csky_leader_esc_5_7 - - - - nr_scamlok - - - - - zaton_brokkr - - - zaton_eitri - - - marlo_Stanfield - - - chris_partlow - - - paranoia_man - - - zaton_mercenary_1 - - - zaton_mercenary_courrier_1 - - - zaton_mercenary_2 - - - - anna_morphine - - - - ecologist_sidorovich - - - - alyosha_shyogolov - - - nr_vova_bandit_1 - - - nr_pasha_bandit_2 - - - - bh_mozgotlen - - - - bh_rat_guards_naruchnik - - - - bh_rat_trap_leader - - - - erast_fandorin - - - - flavio_becca - - - - nr_ecologist_rydzyk - - - - nr_ecologist_1 - - - nr_ecologist_2 - - - nr_ecologist_3 - - - - nr_ambush_1 - - - nr_ambush_2 - - - nr_ambush_3 - - - nr_ambush_4 - - - nr_ambush_5 - - - - - - zaton_achilles - - - sasha_tolstoy - - - - dolg_vadim_bloodsucker - - - dolg_sergey_bloodsucker - - - dolg_sasha_bloodsucker - - - dolg_artyom_bloodsucker - - - dolg_ilya_bloodsucker - - - - jupiter_monk - - - - nr_iliaz - - - - butcher_tug_1 - - - - butcher_tug_2 - - - - - bh_gutalin - - - - - controller_victim_1 - - - - nr_dead_convict_2 - - - - nr_dead_convict_1 - - - - nr_executioner_2 - - - - nr_executioner_1 - - - nr_executioner_3 - - - - nr_lyoshik - - - - bh_badger - - - - bh_shlitzer - - - nr_bezsonik - - - - bh_ironchain - - - nr_trapper_missing_hunter_1 - - - nr_trapper_missing_hunter_2 - - - nr_trapper_missing_hunter_3 - - - nr_sasha_baltunov - - - nr_starik_murdered - - - - ----- Atomic Crusader ---- - - - ac_pri_medic_monolith - - - ac_blue_winter - - - ac_balthazar - - - ac_melchior - - - ac_caspar - - - diff --git a/mods/[DEV] Brotherhood/gamedata/configs/items/items/items_s_brotherhood.ltx b/mods/[DEV] Brotherhood/gamedata/configs/items/items/items_s_brotherhood.ltx deleted file mode 100644 index 61f6fe45..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/items/items/items_s_brotherhood.ltx +++ /dev/null @@ -1,461 +0,0 @@ -;;--;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; -;;--;;;;;;; Items for Stories from the Zone ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; -;;--;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; - -;;-- Section configs for 'cooking kits' - items which initiate the manual cooking UI. Kits are allowed to use other items as 'materials' boosting cooking efficiency. 19.10.2013 ponney68 - - -;;--==========================< Strange Sausage >============================= -[kolbasa_strange]:booster -$spawn = "food and drugs\kolbasa_strange" -visual = dynamics\devices\dev_kolbasa\dev_kolbasa.ogf -kind = i_food -description = st_kolbasa_strange_descr -cost = 437 -inv_name = st_kolbasa_strange -inv_name_short = st_kolbasa_strange -inv_weight = 0.328 -inv_grid_width = 1 -inv_grid_height = 1 -inv_grid_x = 2 -inv_grid_y = 63 -attach_angle_offset = 0.440521, 1.378287, -0.644026 -attach_position_offset = 0.104196, -0.010821, 0.076969 -attach_bone_name = bip01_r_hand -auto_attach = false -bone_name = bip01_r_hand -position_offset = 0.0,0.0,0.0 0.117 -angle_offset = 1.570790,1.570790,3.92699 -eat_health = -0.048 -eat_satiety = 0.732 -eat_sleepiness = 0.0192 -eat_thirstiness = 0.6 -use_sound = interface\inv_eat_paperwrap - -[kolbasa_strange_tried]:booster -$spawn = "food and drugs\kolbasa_strange" -visual = dynamics\devices\dev_kolbasa\dev_kolbasa.ogf -kind = i_food -description = st_kolbasa_strange_tried_descr -cost = 275 -inv_name = st_kolbasa_strange_tried -inv_name_short = st_kolbasa_strange_tried -inv_weight = 0.18 -inv_grid_width = 1 -inv_grid_height = 1 -inv_grid_x = 2 -inv_grid_y = 63 -attach_angle_offset = 0.440521, 1.378287, -0.644026 -attach_position_offset = 0.104196, -0.010821, 0.076969 -attach_bone_name = bip01_r_hand -auto_attach = false -bone_name = bip01_r_hand -position_offset = 0.0,0.0,0.0 0.117 -angle_offset = 1.570790,1.570790,3.92699 -eat_health = -0.048 -eat_satiety = 0.36 -eat_sleepiness = 0.0192 -eat_thirstiness = 0.6 -use_sound = interface\inv_eat_paperwrap - -[kolbasa_strange_unpacked]:kolbasa_strange -$spawn = "devices\monster_items\kolbasa_strange_unpacked" -kind = i_mutant_raw -visual = dynamics\zpf\raw_tushkano.ogf -inv_weight = 0.280 -inv_name = st_kolbasa_strange_unpacked -inv_name_short = st_kolbasa_strange_unpacked -description = st_kolbasa_strange_unpacked_description -inv_grid_x = 5 -inv_grid_y = 34 -cost = 330 -eat_health = -0.048 -eat_satiety = 0.48 -eat_sleepiness = 0.0192 -eat_thirstiness = 0.6 -use_sound = interface\inv_eat_mutant_food -repair_part_bonus = 0.01 -attach_angle_offset = 0.440521, 1.378287, -0.644026 -attach_position_offset = 0.104196, -0.010821, 0.076969 -attach_bone_name = bip01_r_hand -position_offset = 0.0,0.0,0.0 0.117 -angle_offset = 1.570790,1.570790,3.92699 - -[kolbasa_strange_tried_unpacked]:kolbasa_strange_tried -$spawn = "devices\monster_items\kolbasa_strange_unpacked" -kind = i_mutant_raw -visual = dynamics\zpf\raw_tushkano.ogf -inv_weight = 0.280 -inv_name = st_kolbasa_strange_tried_unpacked -inv_name_short = st_kolbasa_strange_tried_unpacked -description = st_kolbasa_strange_tried_unpacked_description -inv_grid_x = 5 -inv_grid_y = 34 -cost = 160 -eat_health = -0.048 -eat_satiety = 0.28 -eat_sleepiness = 0.0192 -eat_thirstiness = 0.6 -use_sound = interface\inv_eat_mutant_food -repair_part_bonus = 0.01 -attach_angle_offset = 0.440521, 1.378287, -0.644026 -attach_position_offset = 0.104196, -0.010821, 0.076969 -attach_bone_name = bip01_r_hand -position_offset = 0.0,0.0,0.0 0.117 -angle_offset = 1.570790,1.570790,3.92699 - -[kolbasa_strange_paper]:tch_quest -kind = i_quest -can_trade = false -quest_item = true -inv_grid_x = 0 -inv_grid_y = 14 -cost = 0 -visual = dynamics\equipments\quest\notes_letter_1.ogf -description = st_kolbasa_strange_paper_descr -inv_name = st_kolbasa_strange_paper_name -inv_name_short = st_kolbasa_strange_paper_name - - -[bullet_yak]:tch_quest -visual = dynamics\equipments\trade\ammo.ogf -description = st_bullet_yak_descr -inv_name = st_bullet_yak -inv_name_short = st_bullet_yak -inv_grid_width = 1 -inv_grid_height = 1 -inv_grid_x = 0 -inv_grid_y = 46 -cost = 0 -inv_weight = 0.13 -attach_angle_offset = -0.287979, 1.560923, 1.544060 -attach_position_offset = 0.096910, -0.013594, 0.107925 -attach_bone_name = bip01_r_hand -auto_attach = false -can_trade = false -kind = i_quest -quest_item = true - -[bullet_yak_identify]:tch_quest -visual = dynamics\equipments\trade\ammo.ogf -description = st_bullet_yak_identify_descr -inv_name = st_bullet_yak_identify -inv_name_short = st_bullet_yak_identify -inv_grid_width = 1 -inv_grid_height = 1 -inv_grid_x = 0 -inv_grid_y = 46 -cost = 0 -inv_weight = 0.13 -attach_angle_offset = -0.287979, 1.560923, 1.544060 -attach_position_offset = 0.096910, -0.013594, 0.107925 -attach_bone_name = bip01_r_hand -auto_attach = false -can_trade = false -kind = i_quest -quest_item = true - - -;;--==========================< Shlitzer Questline >============================= -[quest_package_shlitzer]:tch_quest - -kind = i_quest -visual = dynamics\equipments\trade\kit_hunt.ogf -story_id = quest_package_shlitzer -;quest_item = true -inv_weight = 15.42 -inv_grid_width = 2 -inv_grid_height = 2 -inv_grid_x = 4 -inv_grid_y = 77 -inv_name = quest_package_shlitzer_name -inv_name_short = quest_package_shlitzer_name -description = quest_package_shlitzer_desc -can_trade = false -cost = 0 - -[quest_package_shlitzer_2]:tch_quest - -kind = i_quest -visual = dynamics\equipments\blue_box.ogf -story_id = quest_package_shlitzer_2 -quest_item = true -inv_weight = 18.23 -inv_grid_width = 2 -inv_grid_height = 2 -inv_grid_x = 4 -inv_grid_y = 77 -inv_name = st_quest_package_shlitzer_2_name -inv_name_short = st_quest_package_shlitzer_2_name -description = st_quest_package_shlitzer_2_desc -can_trade = false -cost = 0 - -;;--==========================< Brotherhood Questline >============================= -[quest_package_vybegallo]:tch_quest -$spawn = "quest_items\quest_package_vybegallo" -kind = i_quest -visual = dynamics\equipments\trade\kit_hunt.ogf -story_id = quest_package_vybegallo -;quest_item = true -inv_weight = 5.42 -inv_grid_width = 2 -inv_grid_height = 2 -inv_grid_x = 4 -inv_grid_y = 77 -inv_name = quest_package_vybegallo_name -inv_name_short = quest_package_vybegallo_name -description = quest_package_vybegallo_desc -can_trade = false -cost = 0 - - - - - - - - ------ Market Share ----- - -[itm_pda_mercenary_1]:tch_quest - -kind = i_quest -visual = dynamics\devices\dev_pda\dev_pda.ogf -can_trade = false -quest_item = true -description = st_pda_mercenary_1_descr -inv_name = st_pda_mercenary_1_name -inv_name_short = st_pda_mercenary_1_name -cost = 0 -inv_grid_x = 7 -inv_grid_y = 3 -upgr_icon_path = ui\actor_items\ui_actor_items_1 -upgr_icon_x = 150 -upgr_icon_y = 0 -upgr_icon_width = 150 -upgr_icon_height = 100 - -[itm_usb_mercenary_1]:tch_quest -quest_item = true -can_trade = false -description = st_itm_usb_mercenary_1_descr -inv_grid_x = 8 -inv_grid_y = 3 -inv_name = st_itm_usb_mercenary_1_name -inv_name_short = st_itm_usb_mercenary_1_name -kind = i_device - -[ms_owl_documents_1]:tch_quest - -kind = i_quest -can_trade = false -quest_item = true -visual = dynamics\equipments\quest\notes_document_case_2.ogf -description = st_ms_owl_documents_1_desc -inv_name = st_ms_owl_documents_1_name -inv_name_short = st_ms_owl_documents_1_name -inv_weight = 0.5 -inv_grid_width = 2 -inv_grid_height = 1 -inv_grid_x = 2 -inv_grid_y = 15 -cost = 0 -story_id = ms_owl_documents_1 - -[quest_package_mercenary_1]:tch_quest - -kind = i_quest -visual = dynamics\equipments\blue_box.ogf -story_id = quest_package_mercenary_1 -quest_item = true -inv_weight = 15.42 -inv_grid_width = 2 -inv_grid_height = 2 -inv_grid_x = 4 -inv_grid_y = 77 -inv_name = st_quest_package_mercenary_name -inv_name_short = st_quest_package_mercenary_name -description = st_quest_package_mercenary_desc -can_trade = false -cost = 0 - -[quest_package_mercenary_2]:quest_package_mercenary_1 -story_id = quest_package_mercenary_2 -inv_weight = 16.21 - -[quest_package_mercenary_3]:quest_package_mercenary_1 -story_id = quest_package_mercenary_3 -inv_weight = 13.76 - -[quest_package_mercenary_4]:quest_package_mercenary_1 -story_id = quest_package_mercenary_4 -inv_weight = 20.65 - -[quest_package_mercenary_5]:quest_package_mercenary_1 -story_id = quest_package_mercenary_5 -inv_weight = 17.58 - -[quest_package_mercenary_6]:quest_package_mercenary_1 -story_id = quest_package_mercenary_6 -inv_weight = 18.79 - - - - - - -------Vybegallo------ - - - -[sakharov_order_vybegallo]:tch_quest -kind = i_quest -can_trade = false -quest_item = true -inv_grid_x = 0 -inv_grid_y = 14 -cost = 0 -visual = dynamics\equipments\trade\book1.ogf -description = st_sakharov_order_vybegallo_descr -inv_name = st_sakharov_order_vybegallo_name -inv_name_short = st_sakharov_order_vybegallo_name - -[vybegallo_order_mercenary]:tch_quest -kind = i_quest -can_trade = false -quest_item = true -inv_grid_x = 3 -inv_grid_y = 14 -cost = 0 -visual = dynamics\equipments\quest\notes_letter_1.ogf -description = st_vybegallo_order_mercenary_descr -inv_name = st_vybegallo_order_mercenary_name -inv_name_short = st_vybegallo_order_mercenary_name - -[af_grid_prototype]:af_base -$spawn = "artefacts\af_grid_up_s" -kind = i_attach -class = SCRPTART ; будет подпрыгивать -visual = dynamics\equipments\aa\frames -description = st_af_grid_prototype_descr -inv_name = st_af_grid_prototype_name -inv_name_short = st_af_grid_prototype_name -inv_weight = 1.00 -inv_grid_x = 2 -inv_grid_y = 19 -inv_grid_width = 1 -inv_grid_height = 1 -cost = 24800 ; 6200 -1icon_layer_x = 0 -1icon_layer_y = 0 -1icon_layer_scale = 1 -1icon_layer = tch_upgr_ico -jump_height = 0.0 -;particles = artefact\af_thermal_idle -det_show_particles = artefact\af_thermal_show -det_hide_particles = artefact\af_thermal_hide -particles_bone = joint2 -af_rank = 0 -lights_enabled = false -trail_light_color = 0.9,0.4,0.2 -trail_light_range = 2.0 -attach_angle_offset = 1.922,1.551,-0.740 -attach_position_offset = 0.15,0.002,0.25 -attach_bone_name = bip01_r_hand -auto_attach = false -;скорости увеличения (уменьшения) -health_restore_speed = 0 -radiation_restore_speed = 0 -satiety_restore_speed = 0 -power_restore_speed = 0 -bleeding_restore_speed = 0 -hit_absorbation_sect = af_grid_up_absorbation -additional_inventory_weight = 10.97 ;20.97 -additional_inventory_weight2 = 10.97 ;20.97 -artefact_activation_seq = af_activation_bold -repair_part_bonus = 0.11 -tier = 6 -[af_grid_up_s_absorbation] -burn_immunity = 0 ;коэффициенты иммунитета -strike_immunity = 0 -shock_immunity = -0.032 -wound_immunity = 0 -radiation_immunity = 0 -telepatic_immunity = 0.00862 ; 200 mT -chemical_burn_immunity = 0 -explosion_immunity = 0 -fire_wound_immunity = 0 - - - - - -------Trapper------ - -[radio_micro_quest]:tch_quest, booster -visual = dynamics\equipments\trade\radio.ogf -cost = 1770 -inv_name = st_radio_micro_quest -inv_name_short = st_radio_micro_quest -story_id = radio_micro_quest -class = WP_SCOPE -description = st_radio_micro_quest_descr -inv_weight = 0.4 -inv_grid_width = 1 -inv_grid_height = 1 -inv_grid_x = 5 -inv_grid_y = 42 -attach_angle_offset = 0.000000, -1.204452, -1.262921 -attach_position_offset = 0.081856, -0.035081, 0.011694 -attach_bone_name = bip01_l_hand -auto_attach = false -remove_after_use = false -tier = 3 - - -[quest_chimera_bait_brotherhood]:tch_quest -$spawn = "quest_items\quest_chimera_bait_brotherhood" -visual = dynamics\equipments\trade\kit_hunt.ogf -story_id = quest_chimera_bait_brotherhood -class = WP_SCOPE -story_id = quest_chimera_bait_brotherhood -inv_weight = 5.42 -inv_grid_width = 2 -inv_grid_height = 2 -inv_grid_x = 4 -inv_grid_y = 77 -inv_name = quest_chimera_bait_brotherhood_name -inv_name_short = quest_chimera_bait_brotherhood_name -description = quest_chimera_bait_brotherhood_desc -can_trade = false -cost = 0 - - - ---- random - -[nr_starik_murdered_diary]:tch_quest -can_trade = false -inv_grid_x = 0 -inv_grid_y = 14 -cost = 0 -visual = dynamics\equipments\trade\book1.ogf -description = st_nr_starik_murdered_diary_descr -inv_name = st_nr_starik_murdered_diary_name -inv_name_short = st_nr_starik_murdered_diary_name - - ---- Alyosha -[bh_mozgotlen_documents]:tch_quest -inv_grid_x = 0 -inv_grid_y = 14 -cost = 0 -visual = dynamics\equipments\trade\book1.ogf -description = st_bh_mozgotlen_documents_descr -inv_name = st_bh_mozgotlen_documents_name -inv_name_short = st_bh_mozgotlen_documents_name -kind = i_quest -can_trade = false -quest_item = true -cost = 0 \ No newline at end of file diff --git a/mods/[DEV] Brotherhood/gamedata/configs/items/outfits/o_z_brotherhood_outfits.ltx b/mods/[DEV] Brotherhood/gamedata/configs/items/outfits/o_z_brotherhood_outfits.ltx deleted file mode 100644 index d126b228..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/items/outfits/o_z_brotherhood_outfits.ltx +++ /dev/null @@ -1,58 +0,0 @@ - -;;--==========================< Brotherhood Questline >============================= -;-------------------------------------------------------------------------- - - - -[trenchcoat_green_outfit_brotherhood_forester]:outfit_base - - kind = i_quest - can_trade = false - quest_item = true - class = EQU_STLK - ef_equipment_type = 3 - visual = dynamics\outfit\bandit_commander_outfit - actor_visual = actors\stalker_bandit\stalker_bandit4b.ogf - npc_visual = actors\stalker_bandit\stalker_bandit4b.ogf - player_hud_section = actor_hud_bandit_trench - character_portrait = ui_inGame2_bandit_6d - full_icon_name = npc_icon_dolg_outfit - full_scale_icon = 8, 11 - - inv_name = st_trenchcoat_green_outfit_brotherhood_forester_name - inv_name_short = st_trenchcoat_green_outfit_brotherhood_forester_name - description = st_trenchcoat_green_outfit_brotherhood_forester_descr - inv_grid_x = 84 - inv_grid_y = 18 - upgr_icon_x = 1262 - upgr_icon_y = 511 - upgr_icon_width = 303 - upgr_icon_height = 166 - upgrades = up_gr_firstab_ps5_1, up_gr_seconab_ps5_1, up_gr_thirdab_ps5_1 - installed_upgrades = - upgrade_scheme = up_scheme_ps5_1 - - community = - kind = o_medium - cost = 45370 - inv_weight = 5 - additional_inventory_weight = 6 - additional_inventory_weight2 = 6 - artefact_count = 2 - immunities_sect = sect_trenchcoat_brown_outfit_immunities - repair_type = outfit_medium - ;repair_part_bonus = 0.21 - hit_fraction_actor = 0.45 - bones_koeff_protection = actor_armor_duty_suit - control_inertion_factor = 1.2 - power_loss = 0.05 - - burn_protection = 0.15 - shock_protection = 0.45 - radiation_protection = 0.0115 - chemical_burn_protection = 0.042 - telepatic_protection = 0.034 - strike_protection = 0.40 - explosion_protection = 0.5 - wound_protection = 0.45 - fire_wound_protection = 0.3 diff --git a/mods/[DEV] Brotherhood/gamedata/configs/items/settings/parts_brotherhood.ltx b/mods/[DEV] Brotherhood/gamedata/configs/items/settings/parts_brotherhood.ltx deleted file mode 100644 index 93d63709..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/items/settings/parts_brotherhood.ltx +++ /dev/null @@ -1,9 +0,0 @@ -;------------------------------------------------- - -; Comrade Catilina - Brotherhood -; -;-------------------------------------------------- - -[nor_parts_list] -kolbasa_strange= kolbasa_strange_unpacked, kolbasa_strange_paper, breadold -kolbasa_strange_tried = kolbasa_strange_tried_unpacked, kolbasa_strange_paper, breadold \ No newline at end of file diff --git a/mods/[DEV] Brotherhood/gamedata/configs/items/weapons/w_z_brotherhood.ltx b/mods/[DEV] Brotherhood/gamedata/configs/items/weapons/w_z_brotherhood.ltx deleted file mode 100644 index 5b8813df..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/items/weapons/w_z_brotherhood.ltx +++ /dev/null @@ -1,150 +0,0 @@ ---- maybe condition decay is too fast? it's 35 instead of 20 (og saiga12) - - - -;------------------------------------------------------------------------------------------------ -[wpn_saiga12s_mutanthammer]:wpn_saiga12s -parent_section = wpn_saiga12s_mutanthammer -GroupControlSection = spawn_group -discovery_dependency = -$npc = off -$prefetch = 8 -$spawn = "weapons\ak-74" -scheduled = off - -inv_name = st_wpn_saiga12s_mutanthammer_name -inv_name_short = st_wpn_saiga12s_mutanthammer_name -description = st_wpn_saiga12s_mutanthammer_descr - -kind = w_shotgun -inv_weight = 2.81 -cost = 41250 -repair_type = shotgun -weapon_class = shotgun - - - -condition_queue_shot_dec = 0.0035 -condition_shot_dec = 0.0035 - -[wpn_saiga12s_mutanthammer_hud]:wpn_saiga12s_hud -item_visual = anomaly_weapons\wpn_saiga\wpn_saiga12s_hud.ogf - -[wpn_saiga12s_mutanthammer_1p29]:wpn_saiga12s_mutanthammer -1icon_layer = 1p29 -1icon_layer_x = 71 -1icon_layer_y = -2 -inv_weight = 3.61 -hud = wpn_saiga12s_mutanthammer_1p29_hud -visual = dynamics\weapons\wpn_saiga\wpn_saiga12s_1p29.ogf -scope_status = 1 -scope_dynamic_zoom = off -scope_texture = wpn_crosshair_1p29 -scope_zoom_factor = 15 - -zoom_rotate_time = 0.3 - - -[wpn_saiga12s_mutanthammer_1p29_hud]:wpn_saiga12s_hud -item_visual = anomaly_weapons\wpn_saiga\wpn_saiga12s_1p29_hud.ogf - -[wpn_saiga12s_mutanthammer_kobra]:wpn_saiga12s_mutanthammer -1icon_layer = kobra -1icon_layer_x = 81 -1icon_layer_y = 0 -inv_weight = 3.21 - -hud = wpn_saiga12s_mutanthammer_kobra_hud -visual = dynamics\weapons\wpn_saiga\wpn_saiga12s_kobra.ogf - - -[wpn_saiga12s_mutanthammer_kobra_hud]:wpn_saiga12s_1p29_hud -item_visual = anomaly_weapons\wpn_saiga\wpn_saiga12s_kobra_hud.ogf - -[wpn_saiga12s_mutanthammer_ps01]:wpn_saiga12s_mutanthammer -1icon_layer = ps01 -1icon_layer_x = 48 -1icon_layer_y = 0 - -inv_weight = 3.41 - -scope_status = 1 -scope_dynamic_zoom = off -scope_texture = wpn_crosshair_pso1 -scope_zoom_factor = 15 -;------------------------------------------------------------------------------------------------ -SVD Cyclops -;------------------------------------------------------------------------------------------------ - -[wpn_svd_cyclops]:wpn_svd -parent_section = wpn_svd_cyclops -inv_name = st_wpn_svd_cyclops_name -inv_name_short = st_wpn_svd_cyclops_name -description = st_wpn_svd_cyclops_descr -inv_weight = 3.41 -cost = 50120 -hit_impulse = 45 -hit_power = 1.2, 1.2, 1.2, 1.2 -hit_type = fire_wound -fire_distance = 1150 -bullet_speed = 835 -rpm = 55 -rpm_empty_click = 200 - -[wpn_svd_cyclops_hud]:wpn_svd_hud -item_visual = anomaly_weapons\wpn_svd\wpn_svd_hud.ogf - -;------------------------------------------------------------------------------------------------ -[wpn_svd_cyclops_1p29]:wpn_svd_cyclops -1icon_layer = 1p29 -1icon_layer_x = 58 -1icon_layer_y = 8 - -inv_weight = 4.21 - -hud = wpn_svd_cyclops_1p29_hud -visual = dynamics\weapons\wpn_svd\wpn_svd_1p29.ogf - -scope_status = 1 -scope_texture = wpn_crosshair_1p29 -scope_zoom_factor = 15 - -zoom_rotate_time = 0.3 - - -[wpn_svd_cyclops_1p29_hud]:wpn_svd_1p29_hud -item_visual = anomaly_weapons\wpn_svd\wpn_svd_1p29_hud.ogf -;------------------------------------------------------------------------------------------------ -[wpn_svd_cyclops_kobra]:wpn_svd_cyclops -1icon_layer = kobra -1icon_layer_x = 64 -1icon_layer_y = 10 - -inv_weight = 3.82 - -hud = wpn_svd_cyclops_kobra_hud -visual = dynamics\weapons\wpn_svd\wpn_svd_kobra.ogf - -scope_status = 0 -scope_dynamic_zoom = off - -[wpn_svd_cyclops_kobra_hud]:wpn_svd_kobra_hud -item_visual = anomaly_weapons\wpn_svd\wpn_svd_kobra_hud.ogf - -;------------------------------------------------------------------------------------------------ -[wpn_svd_cyclops_ps01]:wpn_svd_cyclops -1icon_layer = ps01 -1icon_layer_x = 33 -1icon_layer_y = 9 - -inv_weight = 4.01 - -hud = wpn_svd_cyclops_pso1_hud - -scope_status = 1 -scope_dynamic_zoom = on -scope_texture = wpn_crosshair_pso1 -scope_zoom_factor = 15 - - -[wpn_svd_cyclops_pso1_hud]:wpn_svd_hud diff --git a/mods/[DEV] Brotherhood/gamedata/configs/misc/simulation_objects_props.ltx b/mods/[DEV] Brotherhood/gamedata/configs/misc/simulation_objects_props.ltx deleted file mode 100644 index 115be15e..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/misc/simulation_objects_props.ltx +++ /dev/null @@ -1,2677 +0,0 @@ -;-- NOTE: make sure all smarts here inhirit one of the base sections, they should have all properties - -[default] -base = 0 -territory = 0 -resource = 0 -surge = 0 -lair = 0 -actor = 0 -squad = 0 - -bandit = 0 -dolg = 0 -ecolog = 0 -freedom = 0 -killer = 0 -army = 0 -monolith = 0 -stalker = 0 -csky = 0 -zombied = 0 - -greh = 0 -isg = 0 -renegade = 0 - -greh_npc = 0 -army_npc = 0 - - -zoo_monster = 0 -monster = 0 -monster_predatory_day = 0 -monster_predatory_night = 0 -monster_vegetarian = 0 -monster_zombied_day = 0 -monster_zombied_night = 0 -monster_special = 0 - -army_heli = 0 -monolith_heli = 0 -killer_heli = 0 -stalker_heli = 0 -bandit_heli = 0 -csky_heli = 0 -freedom_heli = 0 -dolg_heli = 0 -ecolog_heli = 0 -renegade_heli = 0 -greh_heli = 0 -isg_heli = 0 - - -all = 0 -all_stalker = 0 -all_monster = 0 - -[default_resource]:default -resource = 1 -territory = 1 -ecolog = 1 -stalker = 1 -csky = 1 - -[default_base]:default -base = 1 - -[default_lair]:default -lair = 1 -territory = 1 -zoo_monster = 1 -monster = 1 -monster_predatory_day = 1 -monster_predatory_night = 1 -monster_vegetarian = 1 -monster_zombied_day = 1 -monster_zombied_night = 1 -monster_special = 1 - -[weak_lair]:default -lair = 1 -territory = 1 -zoo_monster = 1 -monster = 1 -monster_predatory_day = 1 -monster_predatory_night = 0 -monster_vegetarian = 1 -monster_zombied_day = 0 -monster_zombied_night = 0 -monster_special = 0 - -[default_territory]:default -territory = 1 -all = 1 - -[default_squad]:default -sim_avail = false -squad = 1 -all = 1 - -[actor]:default -sim_avail = true -actor = 1 -all = 1 - -;----------- << MARSH >> ------------ -;unique starting base -[mar_smart_terrain_base]:default_base -sim_avail = true -ecolog = 1 -stalker = 1 -surge = 1 -csky = 2 - -[mar_smart_terrain_doc]:default_base -sim_avail = false - -[mar_smart_terrain_doc_2]:default_base -sim_avail = false - -;--------- SIMULATION -------- -;NW fishing village, bandits -[mar_smart_terrain_3_3]:default_base -sim_avail = true -surge = 1 -bandit = 1 -renegade = 1 - -[mar_smart_terrain_3_7]:weak_lair -sim_avail = true -stalker = 1 -csky = 1 -ecolog = 1 - -[mar_smart_terrain_3_10]:weak_lair -sim_avail = true - -;NW village, military -[mar_smart_terrain_4_5]:weak_lair -sim_avail = true -surge = 1 -bandit = 1 -lair = 1 -stalker = 1 -renegade = 1 - -[mar_smart_terrain_4_7]:weak_lair -sim_avail = true -bandit = 1 -stalker = 1 -renegade = 1 - -;Center, pumping station -[mar_smart_terrain_5_8]:default_base -sim_avail = {+pump_station_defense_task_smart_reserved} false, true -ecolog = 1 -stalker = 1 -bandit = 1 -csky = 1 -killer = 1 -surge = 1 -renegade = 1 - -;South, fishing village -[mar_smart_terrain_5_12]:default_base -sim_avail = {+faction_base_defense_active} false, true -stalker = 1 -bandit = 1 -renegade = 1 -csky = 1 -surge = 1 -lair = 1 - - -[mar_smart_terrain_6_4]:weak_lair -sim_avail = true - -[mar_smart_terrain_6_7]:weak_lair -sim_avail = true - -[mar_smart_terrain_6_8]:weak_lair -sim_avail = true - -[mar_smart_terrain_6_10]:weak_lair -sim_avail = true - -;South watchtower -[mar_smart_terrain_6_11]:default_base -sim_avail = true -lair = 1 -csky = 1 -bandit = 1 -renegade = 1 -monster = 1 -monster_predatory_day = 1 -monster_predatory_night = 1 -monster_vegetarian = 1 - -[mar_smart_terrain_7_3]:weak_lair -sim_avail = true -bandit = 1 -renegade = 1 -stalker = 1 - -[mar_smart_terrain_7_7]:weak_lair -sim_avail = true - -[mar_smart_terrain_8_4]:weak_lair -sim_avail = true - -[mar_smart_terrain_8_8]:default_resource -sim_avail = true -lair = 1 -bandit = 1 -renegade = 1 -ecolog = 1 -stalker = 1 -csky = 1 -freedom = 1 - -[mar_smart_terrain_8_9]:weak_lair -sim_avail = true -stalker = 1 -csky = 1 -bandit = 1 -renegade = 1 - -;East temple -[mar_smart_terrain_8_11]:default_base -sim_avail = true -surge = 1 -bandit = 1 -renegade = 1 -stalker = 1 -csky = 1 - -;NE car repair, military -[mar_smart_terrain_10_5]:default_base -sim_avail = true -surge = 1 -army = 1 -army_heli = 1 - -[mar_smart_terrain_10_7]:weak_lair -sim_avail = true - -[mar_smart_terrain_10_10]:default_resource -sim_avail = true -lair = 1 -ecolog = 1 -stalker = 1 -csky = 1 - -[mar_smart_terrain_11_3]:default_resource -sim_avail = true -lair = 1 - -;NE village, exit1 to Escape -[mar_smart_terrain_11_11]:default_base -sim_avail = true -surge = 1 -stalker = 1 -bandit = 1 -renegade = 1 -csky = 1 -ecolog = 1 -killer = 1 -freedom = 1 -dolg = 1 - -;NE village, exit2 to Escape -[mar_smart_terrain_12_2]:default_resource -sim_avail = true -lair = 1 -base = 1 -surge = 1 -stalker = 1 -bandit = 1 -renegade = 1 -csky = 1 -ecolog = 1 - -;--------- << ESCAPE >> ---------------- -;--------- SIMULATION -------- -;sim smarties -;novice camp -[esc_smart_terrain_2_12]:default_base -sim_avail = true -surge = 1 -stalker = 1 -csky = 1 -ecolog = 1 -monolith = 0 -army = 0 -killer = 0 -lair = 1 - -;military base -[esc_smart_terrain_3_16]:default_base -sim_avail = true -surge = 1 -army_heli = 1 -army = 1 - -;car repair -[esc_smart_terrain_7_11]:default_base -sim_avail = true -surge = 1 -bandit = 1 -stalker = 1 - -;туннель -[esc_smart_terrain_4_9]:default_lair -sim_avail = true -surge = 1 -bandit = 1 -stalker = 1 - -;cordon-garbage building -[esc_smart_terrain_5_2]:default_base -sim_avail = true -surge = 1 -army_heli = 1 -army = 1 -stalker = 1 -bandit = 1 - -;farmhouse -[esc_smart_terrain_5_7]:default_base -sim_avail = true -surge = 1 -stalker = 1 -csky = 1 -bandit = 1 - -;mill -[esc_smart_terrain_5_9]:weak_lair -sim_avail = true -surge = 1 -bandit = 1 -freedom = 1 -killer = 1 - -;fox house -[esc_smart_terrain_6_6]:default_lair -sim_avail = true -surge = 1 -bandit = 1 -stalker = 1 - -[esc_smart_terrain_1_11]:default_resource -sim_avail = true -stalker = 1 -csky = 1 -ecolog = 1 - -[esc_smart_terrain_2_14]:weak_lair -sim_avail = true - -[esc_smart_terrain_3_7]:weak_lair -sim_avail = true -csky = 1 -stalker = 1 - -[esc_smart_terrain_4_11]:weak_lair -sim_avail = true -stalker = 1 -monster = 1 -monster_vegetarian = 1 - -[esc_smart_terrain_4_13]:weak_lair -sim_avail = true - -[esc_smart_terrain_5_12]:weak_lair -sim_avail = true -stalker = 1 - - -[esc_smart_terrain_5_4]:weak_lair -sim_avail = true - -[esc_smart_terrain_5_6]:weak_lair -sim_avail = true - -;ruined rail bridge -[esc_smart_terrain_6_8]:default_base -sim_avail = true -surge = 1 -all = 0 -army = 1 -bandit = 1 - -[esc_smart_terrain_8_10]:default_lair -sim_avail = true - -[esc_smart_terrain_8_9]:weak_lair -sim_avail = true -stalker = 1 - -[esc_smart_terrain_9_7]:default_lair -sim_avail = true - -[esc_smart_terrain_9_10]:weak_lair -sim_avail = true - - -;----------- << GARBAGE >> ------------ -;--------- SIMULATION -------- -;sim smarties - -;exit to Agroprom1 -[gar_smart_terrain_1_5]:weak_lair -sim_avail = true -surge = 1 -bandit = 1 - -;exit to Agroprom2 -[gar_smart_terrain_1_7]:weak_lair -sim_avail = true -bandit = 1 -dolg = 1 -stalker = 1 - -;camp near tunnel -[gar_smart_terrain_2_4]:weak_lair -sim_avail = true -surge = 1 -bandit = 1 - -;hangar -[gar_smart_terrain_3_5]:default_base -sim_avail = true -surge = 1 -stalker = 1 -dolg = 1 -csky = 1 - -[gar_smart_terrain_3_7]:default_resource -sim_avail = true -stalker = 1 -ecolog = 1 - -[gar_smart_terrain_4_2]:default_lair -sim_avail = true -stalker = 1 - -[gar_smart_terrain_4_5]:weak_lair -sim_avail = true -bandit = 1 - -;outpost to Bar -[gar_smart_terrain_5_2]:default_base -sim_avail = true -surge = 2 -stalker = 1 -dolg = 2 -freedom = 1 -csky = 1 -killer = 2 -bandit = 2 -;monolith = 1 - -[gar_smart_terrain_5_4]:weak_lair -sim_avail = true - -[gar_smart_terrain_5_5]:weak_lair -sim_avail = true -stalker = 1 - -[gar_smart_terrain_5_6]:default_lair -sim_avail = true -resource = 1 -stalker = 1 -bandit = 1 -ecolog = 1 - -[gar_smart_terrain_5_8]:weak_lair ;created by tronex, test -sim_avail = true -stalker = 1 -bandit = 1 - -[gar_smart_terrain_6_1]:weak_lair -sim_avail = true - -;ruined building -[gar_smart_terrain_6_3]:default_base -sim_avail = true -surge = 1 -stalker = 1 -csky = 1 - -[gar_smart_terrain_6_6]:default_lair -sim_avail = true - -[gar_smart_terrain_6_7]:default_lair -sim_avail = true -stalker = 1 -resource = 1 - -[gar_smart_terrain_7_4]:default_lair -sim_avail = true -;stalker = 1 - -[gar_smart_terrain_8_3]:weak_lair ;created by tronex, test -sim_avail = true -bandit = 1 -dolg = 1 - -[gar_smart_terrain_8_5]:default_lair -sim_avail = true - -;----------- << DARKSCAPE >> ------------ -;--------- SIMULATION -------- -;sim smarties -;farmhouse -[ds2_domik_st]:default_base -sim_avail = {+lttz_hb_spawned_ds_isg_leader_squad -lttz_hb_removed_ds_isg_leader_squad} false, true -surge = 1 -stalker = 1 -csky = 1 -bandit = 1 -renegade = 1 -dolg = 1 -killer = 1 - -;camp under rocks -[ds2_lager_st]:default_base -sim_avail = true -surge = 1 -bandit = 1 -renegade = 1 -freedom = 1 -stalker = 1 -killer = 1 -dolg = 1 - -[ds2_st_dogs]:default_lair -sim_avail = true - -[ds2_st_hoofs]:weak_lair -sim_avail = true - -[ds_boars_nest]:weak_lair -sim_avail = true - -[ds_deb1]:weak_lair -sim_avail = true -surge = 1 - -[ds_grverfer2]:weak_lair -sim_avail = true -surge = 1 -stalker = 1 - - -[ds_kem1]:weak_lair -sim_avail = true -surge = 1 - -;fuel station -[ds_kem2]:default_base -sim_avail = true -surge = 1 -;;army = 1 -army_heli = 1 - -[ds_kem3]:default_lair -sim_avail = true -surge = 1 -killer = 1 -bandit = 1 -renegade = 1 -stalker = 1 - -[ds_ptr]:weak_lair -sim_avail = true -surge = 1 -bandit = 1 -renegade = 1 -killer = 2 -stalker = 1 - -[ds_ptr2]:weak_lair -sim_avail = true -surge = 1 - -[ds_ptr3]:weak_lair -sim_avail = true -surge = 1 - -[ds_ptr4]:weak_lair -sim_avail = true -surge = 1 - - -;--------- SIMULATION -------- -;sim smarties -;exit to Yantar -[agr_smart_terrain_1_2]:default_lair -sim_avail = true -ecolog = 1 -stalker = 1 -csky = 1 - -[agr_smart_terrain_1_3]:default_lair -sim_avail = true -resource = 1 -ecolog = 1 -stalker = 1 -csky = 1 -freedom = 1 - -;bigger base, courtyard -[agr_smart_terrain_1_6]:default_base -sim_avail = true -surge = 1 -army = 1 -lair = 1 - -;bigger base, gate -[agr_smart_terrain_1_6_near_1]:default_base -sim_avail = true -surge = 1 -army = 1 - -;bigger base, inside building -[agr_smart_terrain_1_6_near_2]:default_base -sim_avail = true -surge = 1 -army = 1 -army_heli = 1 - -[agr_smart_terrain_2_2]:default_lair -sim_avail = true -dolg = 1 -stalker = 1 -csky = 1 -killer = 1 - -;smaller base, inside building -[agr_smart_terrain_4_4]:default_base -sim_avail = true -surge = 1 -stalker = 2 -csky = 1 -ecolog = 1 - -;smaller base, courtyard -[agr_smart_terrain_4_4_near_1]:default_base -sim_avail = true -surge = 1 -stalker = 1 -csky = 1 -ecolog = 1 -bandit = 1 -freedom = 1 - -;smaller base, hole in the fence -[agr_smart_terrain_4_4_near_2]:default_base -sim_avail = true -surge = 1 -stalker = 1 -csky = 1 -ecolog = 1 - -;smaller base, gate -[agr_smart_terrain_4_4_near_3]:default_base -sim_avail = true -surge = 1 -stalker = 1 -csky = 1 -ecolog = 1 -bandit = 1 -freedom = 1 - -[agr_smart_terrain_4_6]:default_lair -sim_avail = true -army = 1 - -[agr_smart_terrain_5_2]:default_lair -sim_avail = true -dolg = 1 -stalker = 1 - -;camp near tunnel -[agr_smart_terrain_5_3]:default_lair -sim_avail = true - -[agr_smart_terrain_5_4]:default_lair ;Created by Tronex, test -sim_avail = true - -[agr_smart_terrain_5_7]:default_lair -sim_avail = true -csky = 1 -dolg = 1 -stalker = 1 - -;tunnel -[agr_smart_terrain_6_4]:default_base -sim_avail = true -surge = 1 -stalker = 1 -ecolog = 1 -csky = 1 -zombied = 1 - -[agr_smart_terrain_6_6]:weak_lair ;Created by Tronex, test -sim_avail = true - -; camp at level changer to garbage -; TODO disable/replace bugged jobs -[agr_smart_terrain_7_4]:default_lair -sim_avail = false -stalker = 1 -army = 1 -bandit = 1 - -[agr_smart_terrain_7_5]:default_lair -sim_avail = true -army = 1 -dolg = 1 -stalker = 1 -csky = 1 -bandit = 1 - - -;--------- AGROPROM UNDERGROUND SMART TERRAINS -------- -[agr_u_bandits]:default_territory -sim_avail = {+agr_u_bandits_dead} true, false -lair = 1 -stalker = 1 -;army = 1 -bandit = 1 - -[agr_u_bloodsucker]:default_lair -sim_avail = {+agru_add_reward} true, false - -[agr_u_bloodsucker_2]:default_lair -sim_avail = {+agru_add_reward_1} true, false -territory = 1 -stalker = 1 -;army = 1 - -[agr_u_monsters]:default_lair -sim_avail = {+agru_controller_death} true, false - -[agr_u_soldiers]:default_territory -sim_avail = {+agr_u_soldiers_dead +agru_end_poltergeist_squad_dead} true, false - - -;----------- << DARK VALLEY >> ------------ -;--------- SIMULATION -------- -;sim smarties -;smaller base, x18 entrance building -[val_smart_terrain_1_2]:default_base -sim_avail = true -surge = 1 -army = 1 -army_heli = 1 - -; camp on hills between farm and central lake -[val_smart_terrain_3_0]:default_lair -sim_avail = true -bandit = 1 - -;south pig farm -[val_smart_terrain_4_0]:default_base -sim_avail = true -surge = 1 -stalker = 1 -ecolog = 1 -csky = 1 -dolg = 1 -killer = 1 -freedom = 1 -bandit = 1 -renegade = 1 - -;camp at northern level changer to to garbage -[val_smart_terrain_5_7]:default_lair -sim_avail = true -bandit = 1 - -;camp at southern level changer to to garbage -[val_smart_terrain_5_8]:default_lair -sim_avail = true -bandit = 1 - -;lair near level changer to meadow -[val_smart_terrain_5_10]:weak_lair -sim_avail = true - -;camp in front of west exit of bandit base -[val_smart_terrain_6_4]:weak_lair -sim_avail = {+faction_base_defense_active} false, true -bandit = 1 - -; cliff south of andit base -[val_smart_terrain_6_5]:default_lair -sim_avail = true - -;bigger base, SOC bandits, CS freedom, inside outer building -[val_smart_terrain_7_3]:default_base -sim_avail = true -surge = 1 -bandit = 2 - -;bigger base, SOC bandits, CS freedom, inside central building -[val_smart_terrain_7_4]:default_base -sim_avail = true -surge = 1 -bandit = 1 -lair = 1 - -;bigger base, SOC bandits, CS freedom, courtyard -[val_smart_terrain_7_5]:default_base -sim_avail = true -surge = 1 -bandit = 1 - -;north island in lake -[val_smart_terrain_7_8]:default_territory -sim_avail = true - -;camp near level changer to darkscape -[val_smart_terrain_7_11]:weak_lair -sim_avail = true -bandit = 1 - -[val_smart_terrain_8_6]:default_territory -sim_avail = true -bandit = 1 -stalker = 1 -killer = 1 -dolg = 1 -freedom = 1 -zoo_monster = 0 -monster = 0 -monster_predatory_day = 0 -monster_predatory_night = 0 -monster_vegetarian = 0 -monster_zombied_day = 0 -monster_zombied_night = 0 -monster_special = 0 - -[val_smart_terrain_8_7]:weak_lair -sim_avail = true - -;south island in lake -[val_smart_terrain_8_9]:default_lair -sim_avail = true - -[val_smart_terrain_9_10]:default_lair -sim_avail = true -resource = 1 -stalker = 1 -csky = 1 - -[val_smart_terrain_9_2]:default_lair -sim_avail = {+faction_base_defense_active} false, true - -[val_smart_terrain_9_4]:default_territory -sim_avail = true -surge = 1 -bandit = 1 -stalker = 1 -killer = 1 -dolg = 1 -freedom = 1 -zoo_monster = 0 -monster = 0 -monster_predatory_day = 0 -monster_predatory_night = 0 -monster_vegetarian = 0 -monster_zombied_day = 0 -monster_zombied_night = 0 -monster_special = 0 - -;camp near x-18 building -[val_smart_terrain_9_6]:default_territory -sim_avail = true -surge = 1 -bandit = 1 -stalker = 1 -killer = 1 -dolg = 1 -freedom = 1 - -;--------- LAB X-18 SMART TERRAINS -------- -[dar_angar]:default_lair -sim_avail = {+dar_military_scout_squad_killed} true, false -army = 1 -ecolog = 1 -stalker = 1 -territory = 1 - -[dar_control_poltergeist]:default_lair -sim_avail = {+dar_military_scout_squad_killed} true, false - -[dar_military_scout]:default_territory -sim_avail = false - -[dar_poltergeist_ring]:default_lair -sim_avail = false - -[dar_poltergeist_tele]:default_lair -sim_avail = false - -[dar_poltergeist_tele_round]:default_lair -sim_avail = false - -[dar_smart_snork]:default_lair -sim_avail = {+dar_military_scout_squad_killed} true, false -;army = 1 -ecolog = 1 -stalker = 1 -territory = 1 - - -;----------- << BAR >> ------------ -;--------- SIMULATION -------- -;sim smarties -[bar_zastava_dogs_lair]:default_lair -sim_avail = {+faction_base_defense_active} false, true -territory = 0 -dolg = 1 -stalker = 1 - -[bar_zastava_dogs_lair_2]:default_lair -sim_avail = {+faction_base_defense_active} false, true -territory = 0 -dolg = 1 -stalker = 1 - -[bar_dolg_bunker]:default_base -sim_avail = true -surge = 1 -dolg = 1 - -[bar_dolg_general]:default_base -sim_avail = true -surge = 1 -dolg = 1 - -[bar_visitors]:default_base -sim_avail = true -surge = 1 -stalker = 1 -csky = 1 -ecolog = 1 -dolg = 1 - -;unique smarties, sim after guards die -[bar_zastava]:default_base -sim_avail = {!squad_exist(bar_duty_security_squad_leader_squad)} true, false -surge = 1 -dolg = 1 -lair = 1 - -[bar_zastava_2]:default_base -sim_avail = {!squad_exist(bar_zastava_2_commander_squad)} true, false -surge = 1 -dolg = 1 -lair = 1 - -;----------- << ROSTOK (WILD TERRITORY) >> ------------ -;--------- SIMULATION -------- -;sim smarties -[ros_smart_killers1]:default_base -sim_avail = true -surge = 1 -killer = 2 -stalker = 1 -bandit = 1 -dolg = 2 - -[ros_smart_monster4]:default_lair -sim_avail = true -territory = 0 -resource = 1 -ecolog = 1 -stalker = 1 - -[ros_smart_monster5]:default_lair -sim_avail = true -territory = 0 -stalker = 1 -dolg = 1 -resource = 1 -ecolog = 1 - -[ros_smart_monster7]:weak_lair ;edited so rare monsters don't come here -sim_avail = true -territory = 1 -resource = 1 -ecolog = 1 -stalker = 1 - -[ros_smart_poltergeist2]:default_lair -sim_avail = true -territory = 0 - -[ros_smart_snork1]:default_lair -sim_avail = true -territory = 0 -dolg = 1 -stalker = 1 - -[ros_smart_stalker_killers1]:default_base -sim_avail = true -surge = 1 -killer = 1 - -[ros_smart_stalker1]:default_base -sim_avail = true -stalker = 1 -ecolog = 1 -csky = 1 -dolg = 1 - -;----------- << YANTAR >> ------------ -;--------- SIMULATION -------- -;sim smarties -[yan_smart_terrain_1_6]:default_lair -sim_avail = true -resource = 1 -ecolog = 1 -stalker = 1 -freedom = 1 -zombied = 1 - -;x-16 entrance yard, building -[yan_smart_terrain_2_4]:default_lair -sim_avail = true -territory = 1 -surge = 1 - -;x-16 entrance yard, gate -[yan_smart_terrain_2_5]:default_lair -sim_avail = true -territory = 1 -surge = 1 -resource = 1 -ecolog = 1 -stalker = 1 -freedom = 1 - -;x-16 entrance yard -[yan_smart_terrain_3_4]:default_lair -sim_avail = true -territory = 1 -surge = 1 - -;camp 2 near small tunnel -[yan_smart_terrain_3_6]:default_base -sim_avail = true -surge = 1 -stalker = 1 -ecolog = 1 -csky = 1 - -[yan_smart_terrain_4_2]:default_lair -sim_avail = true -ecolog = 1 -stalker = 1 -csky = 1 -freedom = 1 -resource = 1 - -[yan_smart_terrain_4_4]:default_lair -sim_avail = {+faction_base_defense_active} false, true -territory = 0 -zombied = 1 - -[yan_smart_terrain_4_5]:default_lair -sim_avail = true - -[yan_smart_terrain_5_3]:default_lair -sim_avail = true -territory = 1 -resource = 1 -ecolog = 1 -stalker = 1 -csky = 1 - -;camp near small tunnel -[yan_smart_terrain_5_5]:default_base -sim_avail = {+faction_base_defense_active} false, true -surge = 1 -stalker = 1 -ecolog = 1 -csky = 1 -zombied = 1 - -[yan_smart_terrain_6_2]:default_lair -sim_avail = {+faction_base_defense_active} false, true -territory = 0 -zombied = 1 -csky = 1 - -;scientist base -[yan_smart_terrain_6_4]:default_base -sim_avail = true -surge = 1 -stalker = 1 -ecolog = 1 -csky = 1 -zombied = 1 - -[yan_smart_terrain_zombi_spawn]:default_lair -sim_avail = true -territory = 1 -zombied = 1 - -[yan_smart_terrain_snork_u]:default_lair -sim_avail = {+yantar_tunnel_finish} true, false - - -;----------- << LAB X-16 SMARTIES >> ------------ -[x162_st_burer]:default_lair -sim_avail = {+yan_kill_brain_done} true, false -monolith = 1 -ecolog = 1 -stalker = 1 -army = 1 -territory = 1 - -[x162_st_gigant]:default_lair -sim_avail = {+yan_kill_brain_done} true, false -monolith = 1 -ecolog = 1 -stalker = 1 -army = 1 -territory = 1 - -[x162_st_snork]:default_lair -sim_avail = {+yan_kill_brain_done} true, false - -[x162_st_poltergeist]:default_lair -sim_avail = {+yan_kill_brain_done} true, false - - -;----------- << ARMY WAREHOUSES >> ------------ -;--------- SIMULATION -------- -[mil_smart_terrain_2_1]:default_lair -sim_avail = true - -;SOC bloodsuckers village, Freedom camp -[mil_smart_terrain_2_10]:default_base -sim_avail = true -surge = 1 -freedom = 5 -dolg = 5 -monolith = 1 -bandit = 1 - -;SOC merc outpost to Dead City -[mil_smart_terrain_2_2]:default_base -sim_avail = true -killer = 5 -stalker = 1 -bandit = 1 -csky = 1 -freedom = 1 -dolg = 1 -monolith = 0 - -;SOC empty farmhouse north -[mil_smart_terrain_2_4]:default_base -sim_avail = true -surge = 1 -stalker = 1 -ecolog = 1 -csky = 1 -freedom = 1 -dolg = 2 -killer = 2 -bandit = 1 -renegade = 1 - -[mil_smart_terrain_2_6]:default_lair -sim_avail = true -monolith = 1 - -;SOC Freedom outpost to Radar, barrier -[mil_smart_terrain_3_8]:default_base -sim_avail = true -freedom = 5 -dolg = 1 -monolith = 2 - -;SOC bloodsuckers village -[mil_smart_terrain_4_2]:default_lair -sim_avail = true -surge = 1 - -;SOC bloodsuckers village, water tower -[mil_smart_terrain_4_3]:default_lair -sim_avail = true -surge = 1 -freedom = 2 -stalker = 1 -resource = 1 - -[mil_smart_terrain_4_5]:default_base -sim_avail = true -surge = 1 -stalker = 1 -freedom = 5 -dolg = 2 -bandit = 1 -monolith = 1 - -[mil_smart_terrain_4_7]:default_lair -sim_avail = {+faction_base_defense_active} false, true -territory = 1 - -;SOC Freedom outpost to Radar, wagon -[mil_smart_terrain_4_8]:default_base -sim_avail = true -surge = 1 -stalker = 1 -freedom = 5 -dolg = 2 -bandit = 1 -monolith = 1 - -;SOC Freedom base, near kitchen -[mil_smart_terrain_7_10]:default_base -sim_avail = true -surge = 1 -;stalker = 1 -freedom = 5 -dolg = 0 -;bandit = 1 -monolith = 0 - -;SOC Freedom base, near sleep barracks -[mil_smart_terrain_7_12]:default_base -sim_avail = true -surge = 1 -;stalker = 1 -freedom = 5 -dolg = 0 -;bandit = 1 -monolith = 0 - -;SOC Duty farm -[mil_smart_terrain_7_4]:default_base -sim_avail = true -surge = 1 -stalker = 1 -freedom = 1 -dolg = 5 -bandit = 1 -monolith = 0 - -;SOC Freedom base, main -[mil_smart_terrain_7_7]:default_base -sim_avail = true -surge = 1 -;stalker = 1 -;csky = 1 -freedom = 5 -dolg = 0 -;bandit = 1 -monolith = 0 -;lair = 1 - -;SOC Freedom base, entrance -[mil_smart_terrain_7_8]:default_base -sim_avail = true -surge = 1 -;stalker = 1 -;ecolog = 1 -;csky = 1 -freedom = 5 -dolg = 0 -;bandit = 1 -monolith = 0 - -[mil_smart_terrain_8_3]:weak_lair -sim_avail = true -freedom = 1 -monolith = 0 - -;----------- << RED FOREST >> ------------ -;--------- SIMULATION -------- -;Limansk enterance -[red_bridge_bandit_smart_skirmish]:default_base ;mlr -sim_avail = true -;all = 1 - -;Stancia1 exit camp -[red_smart_terrain_3_1]:default_base -sim_avail = true - -;underground mine шахта -[red_smart_terrain_3_2]:default_resource -sim_avail = true -;lair = 1 -surge = 1 -greh = 1 - - -[red_smart_terrain_3_3]:default_lair -sim_avail = true - -;Camp near Forester's house - at red forest gate -[red_smart_terrain_4_2]:default_base -sim_avail = true -surge = 1 -all = 1 -army_heli = 1 - -[red_smart_terrain_4_3]:default_lair -sim_avail = true - -[red_smart_terrain_4_5]:default_lair -sim_avail = true -resource = 2 - -[red_smart_terrain_5_5]:default_lair -sim_avail = true - -[red_smart_terrain_5_6]:default_lair -sim_avail = true - -;deeper forest - anomaly field with weird rocks -[red_smart_terrain_6_3]:default_lair -sim_avail = true -resource = 2 -stalker = 1 -ecolog = 2 - -[red_smart_terrain_6_6]:default_lair -sim_avail = true - -;bridge - forest side -[red_smart_terrain_bridge]:default_base -sim_avail = true -surge = 1 -all = 1 - -;deeper forest - near T72 tank -[red_smart_terrain_monsters]:default_lair -sim_avail = true -resource = 2 - -;tunnel to deeper forest - little mine -[red_smart_terrain_monsters_2]:default_lair -sim_avail = true - -[red_smart_terrain_monsters_3]:default_lair -sim_avail = true - -;----------- << LIMANSK >> ------------ -;--------- SIMULATION -------- -;tunnel near Limansk-Red Forest lc -[lim_smart_terrain_1]:weak_lair ;trx edited -sim_avail = true -surge = 1 -stalker = 1 -csky = 1 -killer = 1 -bandit = 1 - -[lim_smart_terrain_10]:default_base -sim_avail = true -surge = 1 -stalker = 1 -csky = 1 -ecolog = 1 -monolith = 1 -killer = 1 -monolith_heli = 1 - -[lim_smart_terrain_3]:default_base -sim_avail = true -surge = 1 -stalker = 1 -csky = 1 -ecolog = 1 -killer = 1 - -[lim_smart_terrain_4]:default_base -sim_avail = true -resource = 1 -surge = 1 -stalker = 1 -csky = 1 -ecolog = 1 -monolith = 1 -killer = 1 -bandit = 1 - -[lim_smart_terrain_5]:default_base -sim_avail = true -surge = 1 -stalker = 1 -csky = 1 -ecolog = 1 -monolith = 1 -killer = 1 - - -[lim_smart_terrain_6]:default_base -sim_avail = true -surge = 1 -stalker = 1 -csky = 1 -monolith = 1 -monolith_heli = 1 - -[lim_smart_terrain_7]:default_lair -sim_avail = true - -[lim_smart_terrain_8]:default_lair -sim_avail = true - -;construction site -[lim_smart_terrain_9]:default_base -sim_avail = true -surge = 1 -stalker = 1 -csky = 1 -monolith = 1 -killer = 0 -monolith_heli = 1 - -;----------- << HOSPITAL >> ------------ -;--------- SIMULATION -------- -[katacomb_smart_terrain]:default_base -sim_avail = true -surge = 1 -monolith = 1 -monolith_heli = 1 - - -;----------- << DEAD CITY >> ------------ -;--------- SIMULATION -------- -[cit_bandits]:default_lair -sim_avail = true -surge = 1 -;bandit = 1 -;army = 1 -;killer = 1 -;monolith = 1 - -[cit_bandits_2]:default_lair -sim_avail = true - -[cit_kanaliz1]:default_lair -sim_avail = true - -[cit_kanaliz2]:default_lair -sim_avail = true - -[cit_killers]:default_base -sim_avail = true -surge = 1 -killer = 5 - -[cit_killers_2]:default_lair -sim_avail = true -killer = 1 - - -[cit_killers_vs_bandits]:default_base -sim_avail = true -lair = 1 -surge = 1 -bandit = 1 -army = 1 -killer = 2 -;monolith = 1 -zombied = 1 - -; bugged npc jobs/nothing in here, use only for mutants -[zombie_smart_ds_mlr_1]:default_lair -sim_avail = true - -; bugged npc jobs, use only for mutants -[zombie_smart_ds_mlr_2]:default_lair -sim_avail = true - -;----------- << RADAR >> ------------ -;--------- SIMULATION -------- -[rad2_loner_0000]:default_base -sim_avail = true -monolith = 1 - -[rad2_loner_0001]:default_base -sim_avail = true -surge = 1 -monolith = 1 - -[rad2_loner_0002]:default_base -sim_avail = true -monolith = 1 - -[rad2_prip_teleport]:default_base -sim_avail = true -surge = 1 -stalker = 1 -csky = 0 -ecolog = 0 -monolith = 1 -killer = 0 - -;bugged jobs, do not use -[rad2_rad_prip_road]:default -sim_avail = false - -[rad_after_valley]:default_lair -sim_avail = true -territory = 1 -zombied = 1 -[rad_antenna_camper]:default_base -sim_avail = true -surge = 1 - -[rad_antenna_monolith]:default_base -sim_avail = true -surge = 1 -monolith = 1 -monolith_heli = 1 - -[rad_antenna_patrol]:default_base -sim_avail = true -surge = 1 -monolith = 1 - -[rad_bloodsucker]:default_lair -sim_avail = true -monolith = 0 -zombied = 1 - -[rad_entrance]:weak_lair ;trx edited -sim_avail = true -surge = 1 -zombied = 1 - -[rad_pseudodogs]:default_lair -sim_avail = true -lair = 1 -zoo_monster = 1 -monster = 1 -monster_predatory_day = 1 -monster_predatory_night = 1 -monster_vegetarian = 1 -monster_zombied_day = 1 -monster_zombied_night = 1 -monster_special = 1 - -[rad_snork1]:default_lair -sim_avail = true -monolith = 0 -zombied = 1 - -[rad_snork2]:default_lair -sim_avail = true -monolith = 0 -zombied = 1 - -[rad_valley]:default_lair -sim_avail = true -surge = 1 -monolith = 0 -zombied = 1 - -[rad_valley_dogs]:default_base -sim_avail = true -zombied = 1 -monolith = 1 - -[rad_zombied1]:default_lair -sim_avail = true -monolith = 0 -zombied = 1 - -[rad_zombied2]:default_lair -sim_avail = true -surge = 1 -monolith = 0 -zombied = 1 - -; too close to level changer -[rad_freedom_vs_duty]:default -sim_avail = false - -;bugged jobs, do not use -[rad_rusty_forest_center]:default -sim_avail = false - -;----------- << BUNKER-LAB X-19 SMARTIES >> ------------ -[bun_krovosos_nest]:default_lair -sim_avail = true -territory = 1 - -[bun2_st_bloodsucker]:default_lair -sim_avail = {+bar_deactivate_radar_done} true, false -monolith = 1 -ecolog = 1 -stalker = 1 -;army = 1 -territory = 1 - -[bun2_tushkano_lair]:default_lair -sim_avail = {+bar_deactivate_radar_done} true, false -monolith = 1 -ecolog = 1 -stalker = 1 -;army = 1 -territory = 1 - - -;----------- << PRIPYAT >> ------------ -;--------- SIMULATION -------- -[pri_depot]:default_base -sim_avail = true -surge = 1 -monolith = 1 -monolith_heli = 1 - -;palace of culture, near pri_monolith, unsure if used of unported mlr stuff -;there's a special job for a special npc but dunno if it's ever used -; just in case, do not use until tested properly -[mlr_terrain]:default -sim_avail = false - -[pri_monolith]:default_base -sim_avail = true -surge = 1 - -[pri_smart_bloodsucker_lair1]:default_lair -sim_avail = true -territory = 1 -surge = 1 - -[pri_smart_controler_lair1]:default_lair -sim_avail = true -surge = 1 - -[pri_smart_controler_lair2]:default_lair -sim_avail = true -territory = 0 - -[pri_smart_giant_lair1]:default_lair -sim_avail = true -surge = 1 - -[pri_smart_monolith_stalker2]:default_lair -sim_avail = true - -[pri_smart_monolith_stalker3]:default_lair -sim_avail = true - -[pri_smart_monolith_stalker4]:default_lair -sim_avail = true - -[pri_smart_monolith_stalker6]:default_base -sim_avail = true -monolith = 1 -monolith_heli = 1 - -[pri_smart_monster_lair1]:default_lair -sim_avail = true -territory = 0 - -[pri_smart_neutral_stalker1]:default_base -sim_avail = true -stalker = 1 -dolg = 1 -freedom = 1 -ecolog = 1 -csky = 1 - -[pri_smart_pseudodog_lair1]:default_lair -sim_avail = true -territory = 0 - -[pri_smart_snork_lair1]:default_lair -sim_avail = true -surge = 1 - -[pri_smart_snork_lair2]:default_lair -sim_avail = true -territory = 0 - -[pri_smart_tushkano_lair1]:default_lair -sim_avail = true -surge = 1 - -; do not use, TODO some jobs to fix -[hotel_poless_smart_alife]:default_lair -sim_avail = false - -; do not use, snipers in inacessible buldings/roofs -; maybe useful for tasks or static squad but not for general use -; TODO also a couple of jobs to disable just in case (sitting on ground) -[monolith_snipers_smart_1_mlr]:default_lair -sim_avail = false - - -;----------- << STANCIA_1 >> ------------ -;--------- SIMULATION -------- -[aes_smart_terrain_monolit_blockpost]:default_base -sim_avail = true -monolith = 1 -monolith_heli = 1 - -[aes_smart_terrain_monolit_blockpost2]:default_lair -sim_avail = true - -[aes_smart_terrain_monolit_blockpost4]:default_base -sim_avail = true -surge = 1 -monolith = 1 -monolith_heli = 1 - -[aes_smart_terrain_monsters1]:default_lair -sim_avail = true -territory = 0 - -[aes_smart_terrain_monsters2]:default_lair -sim_avail = true -territory = 0 - -[aes_smart_terrain_monsters3]:default_lair -sim_avail = true - -[aes_smart_terrain_monsters4]:default_lair -sim_avail = true - -[aes_smart_terran_soldier]:default_base -sim_avail = true -army = 1 -army_heli = 1 - - -[aes_smart_terran_soldier2]:default_lair -sim_avail = true -all = 0 -army = 1 - -;----------- << SARCOFAG >> ------------ - -[sar_monolith_general]:default_territory -sim_avail = {+sar_secret_door_find} true, false -monolith = 1 -stalker = 1 -;army = 1 -ecolog = 1 -lair = 1 - -[sar_monolith_sklad]:default_territory -sim_avail = {+sar_secret_door_find} true, false -lair = 1 - -[sar_monolith_poltergeists]:default_lair -sim_avail = {+sar_secret_door_find} true, false - -[sar_monolith_bloodsuckers]:default_lair -sim_avail = {+sar_secret_door_find} true, false -monolith = 1 -stalker = 1 -;army = 1 -ecolog = 1 -territory = 1 - -;----------- << MONOLITH CONTROL >> ------------ -[sar_monolith_guard]:default_territory -sim_avail = {+sar_monolith_generator_find} true, false -monolith = 1 -stalker = 1 -;army = 1 -ecolog = 1 -lair = 1 - -[sar_monolith_zombies]:default_lair -sim_avail = {+sar_monolith_generator_find} true, false -monolith = 1 -stalker = 1 -;army = 1 -ecolog = 1 -territory = 1 - -;----------- << STANCIA_2 >> ------------ -;--------- SIMULATION -------- -[aes2_monolith_camp1]:default_base -sim_avail = true -monolith = 1 -monolith_heli = 1 - -[aes2_monolith_camp2]:default_base -sim_avail = true -monolith = 1 -monolith_heli = 1 - -[aes2_monolith_camp3]:default_base -sim_avail = true -monolith = 1 -monolith_heli = 1 - -[aes2_monolith_camp4]:default_base -sim_avail = true -monolith = 1 -monolith_heli = 1 - -[aes2_monolith_snipers_1]:default_lair -sim_avail = true - -[aes2_monolith_snipers_2]:default_lair -sim_avail = true - -[aes2_monolith_snipers_3]:default_lair -sim_avail = true - -[aes2_monsters1]:default_lair -sim_avail = true - -[aes2_monsters2]:default_lair -sim_avail = true - - -;----------- << GENERATORS >> ------------ -;--------- SIMULATION -------- -[gen_smart_terrain_lab_entrance]:default_base -sim_avail = true -surge = 1 -monolith = 1 -monolith_heli = 1 - -[gen_smart_terrain_cemetery]:default_lair -sim_avail = true - -[gen_smart_terrain_forest]:default_lair -sim_avail = true - -[gen_smart_terrain_junk]:default_lair -sim_avail = true - -[gen_smart_terrain_lab_entrance_2]:default_lair -sim_avail = true - -[gen_smart_terrain_military]:default_lair -sim_avail = true - -[gen_smart_terrain_urod]:default_lair -sim_avail = true - -;----------- << WARLAB >> ------------ -[warlab_common_consciousness_smart_terrain]:default_base -sim_avail = false - - -;-------------------------------------------------------------------------------- -;----------- << Zaton >> ------------ - -;base -[zat_stalker_base_smart]:default_base -sim_avail = true -surge = 1 -stalker = 1 -csky = 1 -dolg = 1 -monolith = 0 -bandit = 0 -renegade = 0 - -;no sim -[zat_medic_home_smart]:default_territory -sim_avail = false - -[zat_b7_stalker_raider]:default_territory -sim_avail = false - -;technical, but with sim available, surge too -[zat_b33]:default_lair -sim_avail = false - -[zat_a23_smart_terrain]:default_territory -sim_avail = false - -;surge -[zat_b7]:default_territory -sim_avail = true -surge = 1 - -[zat_b40_smart_terrain]:default_base -sim_avail = true -surge = 1 -killer = 1 - -[zat_b28]:default_lair -sim_avail = false -surge = 1 - -;!!! -[zat_b42_smart_terrain]:default_territory -sim_avail = true -surge = 1 -territory = 1 - -[zat_b18]:default -sim_avail = false -surge = 1 - -[zat_b101]:default_resource -sim_avail = true -surge = 1 -territory = 1 - -[zat_b38u]:default_territory -sim_avail = false - -[zat_b38]:default_territory -sim_avail = true -surge = 1 - -;regular smarts -[zat_b5_smart_terrain]:default_territory -sim_avail = true -surge = 1 - -[zat_b106_smart_terrain]:default_lair -sim_avail = true - -[zat_b52]:default_territory -sim_avail = true -territory = 1 - -[zat_b103_merc_smart]:default_territory -sim_avail = true -surge = 1 - -[zat_b104_zombied]:default_lair -sim_avail = true - -[zat_b14_smart_terrain]:default_resource -sim_avail = true - -[zat_b20_smart_terrain]:default_resource -sim_avail = true -territory = 1 - -[zat_b53]:default_resource -sim_avail = true -territory = 1 - -[zat_b12]:default_lair -sim_avail = true - -[zat_b54]:default_resource -sim_avail = true -territory = 1 - -[zat_b55]:default_resource -sim_avail = true -territory = 1 - -[zat_b100]:default_resource -sim_avail = true -surge = 1 - -[zat_b39]:default_resource -sim_avail = true -territory = 1 -lair = 1 - - -[zat_b56]:default_resource -sim_avail = true - -[zat_a1]:default_territory -sim_avail = true -territory = 1 - -;--------- SIMULATION -------- - -[zat_sim_1]:default_lair -sim_avail = true -territory = 1 - -[zat_sim_2]:default_territory -sim_avail = true -territory = 1 - -[zat_sim_3]:default_lair -sim_avail = true -territory = 1 - -[zat_sim_4]:default_lair -sim_avail = true -territory = 1 - -[zat_sim_5]:default_lair -sim_avail = true -territory = 1 - -[zat_sim_6]:default_territory -sim_avail = true -territory = 1 - -[zat_sim_7]:default_lair -sim_avail = true -territory = 1 - -[zat_sim_8]:default_lair -sim_avail = true -territory = 1 - -[zat_sim_9]:default_lair -sim_avail = true -territory = 1 - -[zat_sim_10]:default_lair -sim_avail = true -territory = 1 - -[zat_sim_11]:default_territory -sim_avail = true -territory = 1 - -[zat_sim_12]:default_territory -sim_avail = true -territory = 1 - -[zat_sim_13]:default_territory -sim_avail = true -territory = 1 - -[zat_sim_14]:default_lair -sim_avail = true -territory = 1 - -[zat_sim_15]:default_lair -sim_avail = true -territory = 1 - -[zat_sim_16]:default_lair -sim_avail = true -territory = 1 - -[zat_sim_17]:default_lair -sim_avail = true -territory = 1 - -[zat_sim_18]:default_lair -sim_avail = true -territory = 1 - -[zat_sim_19]:default_territory -sim_avail = true -territory = 1 - -[zat_sim_20]:default_lair -sim_avail = true -territory = 1 - -[zat_sim_21]:default_lair -sim_avail = true -territory = 1 - -[zat_sim_22]:default_lair -sim_avail = true -territory = 1 - -[zat_sim_23]:default_lair -sim_avail = true -territory = 1 - -[zat_sim_24]:default_lair -sim_avail = true -territory = 1 - -[zat_sim_25]:default_lair -sim_avail = true -territory = 1 - -[zat_sim_26]:default_lair -sim_avail = true -territory = 1 - -[zat_sim_27]:default_territory -sim_avail = true -territory = 1 - -[zat_sim_28]:default_territory -sim_avail = true - -[zat_sim_29]:default_territory -sim_avail = true - -[zat_sim_30]:default_territory -sim_avail = true - -;-------------------------------------------------------------------------------- -;----------- << Jupiter >> ------------ - -[jup_a10_smart_terrain]:default_base -sim_avail = true -surge = 1 -stalker = 1 -bandit = 1 -csky = 1 -dolg = 1 -freedom = 1 -renegade = 1 - -[jup_a12]:default_territory -sim_avail = true -surge = 1 -bandit = 2 -renegade = 1 - -[jup_a6]:default_base -sim_avail = true -surge = 1 -stalker = 1 -csky = 0 -ecolog = 1 -freedom = 1 -monolith = 0 -bandit = 0 -dolg = 0 - -[jup_b1]:default_territory -sim_avail = true -surge = 1 - -[jup_b19]:default_base -sim_avail = true -zombied = 1 - -[jup_b200]:default_base -sim_avail = true -surge = 1 -territory = 1 -stalker = 1 -bandit = 1 -csky = 1 -dolg = 1 -freedom = 1 - -[jup_b202]:default_territory -sim_avail = true - -[jup_b203]:default_territory -sim_avail = {+jup_b16_oasis_artifact_spawn} true, false -surge = 1 - -[jup_b204]:default_territory -sim_avail = true - -[jup_b205_smart_terrain]:default_lair -sim_avail = true -surge = 1 - -[jup_b206]:default_resource -sim_avail = true - -[jup_b207]:default_territory -sim_avail = true - -; pretty much overlaps jup_b208, do not use -[depo_terrain]:default -sim_avail = false - -[jup_b208]:default_territory -sim_avail = {+lttz_hb_isg_leader_in_jup -lttz_hb_leaving_jup_done} false, true -surge = 1 - -[jup_b209]:default_resource -sim_avail = true - -[jup_b211]:default_resource -sim_avail = true - -[jup_b212]:default_territory -sim_avail = true - -[jup_b25]:default_resource -sim_avail = true - -[jup_b32]:default_resource -sim_avail = true - -[jup_b4]:default_territory -sim_avail = true - -[jup_b41]:default_base -sim_avail = true -surge = 1 -stalker = 1 -bandit = 0 -csky = 1 -dolg = 0 -freedom = 0 -killer = 1 -ecolog = 1 -monolith = 0 - -[jup_b46]:default_territory -sim_avail = true - -[jup_b47]:default_territory -sim_avail = true - -[jup_b6_anom_2]:default_resource -sim_avail = true - -;technical - -[jup_b200_tushkan_smart_terrain]:default_lair -sim_avail = true - -[jup_b207_depot_attack]:default_territory -sim_avail = false - -[jup_b219]:default_territory -sim_avail = false - -[jup_b8_smart_terrain]:default_territory -sim_avail = false - -[jup_b205_smart_terrain_tushkano]:default_territory -sim_avail = true - -[jup_a12_merc]:default_territory -sim_avail = false - -[jup_a9]:default_lair -sim_avail = false - -;--------- SIMULATION -------- - -[jup_sim_1]:weak_lair -sim_avail = true - -[jup_sim_2]:default_lair ;edited -sim_avail = true - -[jup_sim_3]:default_lair -sim_avail = true - -[jup_sim_4]:weak_lair -sim_avail = true - -[jup_sim_5]:weak_lair -sim_avail = true - -[jup_sim_6]:default_territory -sim_avail = true - -[jup_sim_7]:weak_lair -sim_avail = true - -[jup_sim_8]:weak_lair -sim_avail = true - -[jup_sim_9]:default_lair -sim_avail = true - -[jup_sim_10]:weak_lair -sim_avail = true - -[jup_sim_11]:weak_lair -sim_avail = true - -[jup_sim_12]:default_lair -sim_avail = true - -[jup_sim_13]:weak_lair -sim_avail = true - -[jup_sim_14]:weak_lair -sim_avail = true - -[jup_sim_15]:default_lair -sim_avail = true - -[jup_sim_16]:weak_lair -sim_avail = true - -[jup_sim_17]:weak_lair -sim_avail = true -resource = 2 - -[jup_sim_18]:default_lair -sim_avail = true - -[jup_sim_19]:weak_lair -sim_avail = true - -[jup_sim_20]:weak_lair -sim_avail = true - -[jup_sim_21]:default_lair -sim_avail = true - -; --------------------------- Pripyat ------------------------------------ -; -------------------------------------------------------------------------- - -[pri_a15]:default_territory -sim_avail = true - -[pri_a16]:default_base -sim_avail = true -stalker = 1 -bandit = 1 -csky = 1 -dolg = 1 -freedom = 1 - -[pri_a17]:default_territory -sim_avail = true - -[pri_a18_smart_terrain]:default_base -sim_avail = true -surge = 1 -monolith = 0 - -[pri_a21_smart_terrain]:default_territory -sim_avail = true -surge = 1 - -[pri_a22_smart_terrain]:default_territory -sim_avail = true - -[pri_a25_smart_terrain]:default_territory -sim_avail = true - -[pri_b301]:default_resource -sim_avail = true -surge = 1 - -[pri_b302]:default_resource -sim_avail = true - -[pri_b303]:default_resource -sim_avail = true -surge = 1 - -[pri_b304]:default_territory -sim_avail = true -surge = 1 - -[pri_b306]:default_resource -sim_avail = true -surge = 1 - -[pri_b307]:default_resource -sim_avail = true - -[pri_b35_mercs]:default_territory -sim_avail = true -surge = 1 - -[pri_b36_smart_terrain]:default_territory -sim_avail = true -surge = 1 -zombied = 1 -monolith = 1 - -[pri_sim_1]:default_lair -sim_avail = true -surge = 1 - -[pri_sim_2]:default_lair -sim_avail = true - -[pri_sim_3]:default_lair -sim_avail = true - -[pri_sim_4]:default_lair -sim_avail = true - -[pri_sim_5]:default_lair -sim_avail = true - -[pri_sim_6]:default_lair -sim_avail = true - -[pri_sim_7]:default_lair -sim_avail = true - -[pri_sim_8]:default_lair -sim_avail = true - -[pri_sim_9]:default_lair -sim_avail = true - -[pri_sim_10]:default_lair -sim_avail = true - -[pri_sim_11]:default_lair -sim_avail = true - -[pri_sim_12]:default_lair -sim_avail = true - -[pri_b35_military]:default_territory -sim_avail = true -surge = 1 - -[pri_b305_dogs]:default_territory -sim_avail = false - -[pri_b304_monsters_smart_terrain]:default_territory -sim_avail = true - -[pri_a20]:default_territory -sim_avail = true - -[pri_a28_heli]:default_territory -sim_avail = true - -[pri_a28_base]:default_territory -sim_avail = true - -[pri_a28_shop]:default_territory -sim_avail = true - -[pri_a28_arch]:default_territory -sim_avail = true - -[pri_a28_school]:default_territory -sim_avail = true - -[pri_a28_evac]:default_territory -sim_avail = true - -;lab x8 building, bugged and overlapping jobs, do not use -[kbo_terrain]:default_territory -sim_avail = false - -;lab X-8 -[lx8_smart_terrain]:default_territory -sim_avail = {+lx8_actor_in_lab +actor_left_labx8} true, false -all = 1 -lair = 1 - - -;underpass -[pas_b400_elevator]:default_lair -sim_avail = {+actor_pass_jupiter_exit_find +actor_pass_pripyat_exit_find} true, false - -[pas_b400_track]:default_lair -sim_avail = {+actor_pass_jupiter_exit_find +actor_pass_pripyat_exit_find} true, false -all = 1 -territory = 1 - -[pas_b400_downstairs]:default_lair -sim_avail = {+actor_pass_jupiter_exit_find +actor_pass_pripyat_exit_find} true, false - -[pas_b400_tunnel]:default_lair -sim_avail = {+actor_pass_jupiter_exit_find +actor_pass_pripyat_exit_find} true, false - -[pas_b400_hall]:default_lair -sim_avail = {+actor_pass_jupiter_exit_find +actor_pass_pripyat_exit_find} true, false -all = 1 - -[pas_b400_way]:default_lair -sim_avail = {+actor_pass_jupiter_exit_find +actor_pass_pripyat_exit_find} true, false - -[pas_b400_canalisation]:default_lair -sim_avail = {+actor_pass_jupiter_exit_find +actor_pass_pripyat_exit_find} true, false - -[pas_b400_fake]:default_lair -sim_avail = {+actor_pass_jupiter_exit_find +actor_pass_pripyat_exit_find} true, false - - -;--<< TRUCKS CEMETERY >>-- - -[trc_sim_1]:default_base -sim_avail = true -lair = 1 -stalker = 1 -bandit = 1 -dolg = 1 -freedom = 1 -army = 1 - - -[trc_sim_2]:default_base -sim_avail = true -surge = 1 -stalker = 1 -bandit = 1 -dolg = 1 -freedom = 1 -army = 1 - -[trc_sim_3]:default_lair -sim_avail = true -dolg = 2 -zombied = 1 - -[trc_sim_4]:default_lair -sim_avail = true -ecolog = 1 -stalker = 1 -resource = 2 -csky = 1 -zombied = 1 - -[trc_sim_5]:default_lair -sim_avail = true -zombied = 1 - -[trc_sim_6]:default_lair -sim_avail = true -surge = 1 - -[trc_sim_7]:default_lair -sim_avail = true - -[trc_sim_8]:default_lair -sim_avail = true -resource = 2 -stalker = 1 -dolg = 1 -freedom = 1 -ecolog = 1 -csky = 1 -zombied = 1 - -[trc_sim_9]:default_lair -sim_avail = true - -[trc_sim_10]:default_lair -sim_avail = true -ecolog = 1 -stalker = 1 -resource = 1 -csky = 1 - -[trc_sim_11]:default_lair -sim_avail = true -zombied = 1 - -[trc_sim_12]:default_lair -sim_avail = true - -[trc_sim_13]:default_lair -sim_avail = true -resource = 1 -dolg = 1 -stalker = 1 -zombied = 1 - -[trc_sim_14]:default_lair -sim_avail = true -zombied = 1 - -[trc_sim_15]:default_lair -sim_avail = true - -[trc_sim_16]:default_lair -sim_avail = true - -[trc_sim_17]:default_lair -sim_avail = true -zombied = 1 - -[trc_sim_18]:default_base -sim_avail = true -stalker = 1 -zombied = 1 - -[trc_sim_19]:default_lair -sim_avail = true -zombied = 1 - -[trc_sim_20]:default_base -sim_avail = true -surge = 1 -bandit = 1 -renegade = 1 - -[trc_sim_21]:default_lair -sim_avail = true - - -;-- for MLR 6.2 -[pol_sim_1]:default -sim_avail = false - -[pol_smart_terrain_1_1]:default -sim_avail = false - -[pol_smart_terrain_1_2]:default -sim_avail = false - -[pol_smart_terrain_1_3]:default -sim_avail = false -resource = 1 - -[pol_smart_terrain_2_1]:default -sim_avail = false -zoo_monster = 1 -monster = 1 -monster_predatory_day = 1 -monster_predatory_night = 1 -monster_vegetarian = 1 -monster_zombied_day = 1 -monster_zombied_night = 1 -monster_special = 1 - -[pol_smart_terrain_2_2]:default -sim_avail = false -zoo_monster = 1 -monster = 1 -monster_predatory_day = 1 -monster_predatory_night = 1 -monster_vegetarian = 1 -monster_zombied_day = 1 -monster_zombied_night = 1 -monster_special = 1 - - -;-- for MLR 6.2 (disabled) TODO: fix squads can't build path to Meadow -;[pol_sim_1]:default_base -;sim_avail = true -;territory = 1 -; -;[pol_smart_terrain_1_1]:default_base -;sim_avail = true -;territory = 1 -;surge = 1 -;stalker = 1 -;bandit = 1 -;dolg = 1 -;freedom = 1 -;army = 1 -; -;[pol_smart_terrain_1_2]:default_base -;sim_avail = true -;territory = 1 -;surge = 1 -;stalker = 1 -;bandit = 1 -;dolg = 1 -;freedom = 1 -;army = 1 -; -;[pol_smart_terrain_1_3]:default_resource -;sim_avail = true -;territory = 1 -;surge = 1 -;stalker = 1 -;bandit = 1 -;dolg = 1 -;freedom = 1 -;army = 1 -; -;[pol_smart_terrain_2_1]:default_lair -;sim_avail = true -;territory = 1 -;surge = 1 -;stalker = 1 -;bandit = 1 -;dolg = 1 -;freedom = 1 -;army = 1 -; -;[pol_smart_terrain_2_2]:default_lair -;sim_avail = true -;territory = 1 -;surge = 1 -;stalker = 1 -;bandit = 1 -;dolg = 1 -;freedom = 1 -;army = 1 \ No newline at end of file diff --git a/mods/[DEV] Brotherhood/gamedata/configs/misc/squad_descr/squad_descr_brotherhood.ltx b/mods/[DEV] Brotherhood/gamedata/configs/misc/squad_descr/squad_descr_brotherhood.ltx deleted file mode 100644 index fae2607c..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/misc/squad_descr/squad_descr_brotherhood.ltx +++ /dev/null @@ -1,1153 +0,0 @@ -;-------------------------- -;-- Catilina's Stories from the Zone -;-- Special Characters -; -;-------------------------- - ---- Brotherhood --- - -[bellerophon_squad]:online_offline_group -faction = stalker -npc = bellerophon -npc_in_squad = 1, 1 -target_smart = {+relocation_bellerophon_1} yan_smart_terrain_6_4, {+relocation_ilya_1_init} agr_smart_terrain_4_4, gar_smart_terrain_3_5 -story_id = bellerophon_squad -on_death = %+bellerophon_dead% - -[sarpedon_squad]:online_offline_group -faction = stalker -npc = sarpedon -npc_in_squad = 1, 1 -target_smart = agr_smart_terrain_4_4 -story_id = sarpedon_squad -on_death = %+sarpedon_dead% - -[satisfied_man]:online_offline_group -faction = monster_special -npc = gigant_strong -npc_in_squad = 1, 1 -target_smart = actor -on_death = %+satisfied_man_dead% - -[bellerophon_chimera_1]:online_offline_group -faction = monster_special -npc = chimera_strong -npc_in_squad = 1, 1 -target_smart = actor -on_death = %+bellerophon_chimera_1_dead% - - ----- Trapper Quests ---- - -[trapper_chimera_1]:online_offline_group -faction = monster_special -npc = chimera_strong -story_id = trapper_chimera_1 -npc_in_squad = 1, 1 -logic = scripts\brotherhood\nr_trapper_chimera_1_logic.ltx -on_death = %+trapper_chimera_1_dead% - -[trapper_chimera_2]:online_offline_group -faction = monster_special -npc = chimera_strong -story_id = trapper_chimera_2 -npc_in_squad = 1, 1 -logic = scripts\brotherhood\nr_trapper_chimera_2_logic.ltx -on_death = %+trapper_chimera_2_dead% - - ----- Butcher Quests ----- - - -[pack_dogs_1]:online_offline_group -faction = monster_special -npc = dog_strong_black, dog_strong_bulterier, dog_strong_brown, dog_weak_white, dog_weak_white, dog_weak_red, dog_normal_white, dog_normal_white, dog_normal_bulterier, dog_normal_brown, pseudodog_grey_strong, pseudodog_weak -npc_in_squad = 12, 12 -target_smart = mar_smart_terrain_6_4 -on_death = %+pack_dogs_1_dead% - -[pack_boars_1]:online_offline_group -faction = monster_special -npc = boar_01a_hard, boar_01a_weak, boar_01a_weak, boar_strong, boar_normal -npc_in_squad = 5, 5 -target_smart = gar_smart_terrain_6_6 -on_death = %+pack_boars_1_dead% - -[pack_snorks_1]:online_offline_group -faction = monster_special -npc = snork_strong3, snork_normal3, snork_normal2, snork_weak3, snork_weak3 -npc_in_squad = 5, 5 -target_smart = gar_smart_terrain_1_7 -on_death = %+pack_snorks_1_dead% - -[pack_snorks_2]:online_offline_group -faction = monster_special -npc = snork_strong3, snork_normal3, snork_normal2, snork_weak3, snork_strong3, snork_strong3, snork_strong3, snork_weak3, snork_normal3, snork_normal2 -npc_in_squad = 10, 10 -target_smart = agr_smart_terrain_7_5 -on_death = %+pack_snorks_2_dead% - -[pack_snorks_smart_1]:online_offline_group -faction = monster_special -npc = snork_strong3, snork_normal3, snork_weak3 -npc_in_squad = 3, 3 - -[pack_snorks_smart_2_strong]:online_offline_group -faction = monster_special -npc = snork_strong3, snork_normal3, snork_weak3, snork_strong3, snork_normal3 -npc_in_squad = 5, 5 - -[pack_snorks_smart_3_weak]:online_offline_group -faction = monster_special -npc = snork_strong3, snork_strong3 -npc_in_squad = 2, 2 - - ---- Brotherhood Agroprom underground ---- -[hunter_orion_squad]:online_offline_group -faction = stalker -npc = hunter_orion -npc_in_squad = 1, 1 -story_id = hunter_orion_squad -on_death = %+hunter_orion_dead% - - -[pack_agru_mutants_1]:online_offline_group -faction = monster_special -npc = snork_strong3, snork_normal3, snork_strong3, snork_normal3, snork_normal2 -npc_in_squad = 5, 5 -target_smart = actor - - -[pack_agru_mutants_2]:online_offline_group -faction = monster_special -npc = bloodsucker_black_strong -npc_in_squad = 1, 1 -target_smart = actor - -[pack_agru_mutants_3]:online_offline_group -faction = monster_special -npc = snork_strong3, snork_normal3, snork_strong3, snork_strong3 -npc_in_squad = 4, 4 -target_smart = actor - -[pack_agru_mutants_4]:online_offline_group -faction = monster_special -npc = snork_strong3, snork_normal3, snork_strong3, snork_weak3, snork_normal3 -npc_in_squad = 5, 5 -target_smart = actor - -[pack_agru_controller_1]:online_offline_group -faction = monster_special -npc = m_controller_normal -npc_in_squad = 1, 1 -target_smart = agr_u_monsters -on_death = %+brotherhood_agru_controller_dead% - -[pack_agru_burer_1]:online_offline_group -faction = monster_special -npc = burer_normal -npc_in_squad = 1, 1 -target_smart = agr_u_monsters -on_death = %+pack_agru_burer_1_dead% - -[pack_agru_burer_2]:online_offline_group -faction = monster_special -npc = burer_normal -npc_in_squad = 1, 1 -target_smart = agr_u_monsters -on_death = %+pack_agru_burer_2_dead% - -[pack_agru_burer_3]:online_offline_group -faction = monster_special -npc = burer_normal -npc_in_squad = 1, 1 -target_smart = agr_u_monsters -on_death = %+pack_agru_burer_3_dead% - -[vybegallo_squad]:online_offline_group -faction = ecolog -npc = vybegallo -npc_in_squad = 1, 1 -story_id = vybegallo_squad -target_smart = {+vybegallo_hiding} agr_u_soldiers, agr_smart_terrain_4_4 -on_death = %+vybegallo_dead% - - - ----Dolg Butcher --- - -[pack_bloodsuckers_dolg_1]:online_offline_group -faction = monster_special -npc = bloodsucker_black_strong, bloodsucker_black_strong, bloodsucker_black_normal -npc_in_squad = 3, 3 -target_smart = mil_smart_terrain_4_2 -on_death = %+pack_bloodsuckers_dolg_1_dead% - -[pack_bloodsuckers_dolg_2]:online_offline_group -faction = monster_special -npc = bloodsucker_red_weak, bloodsucker_black_normal, bloodsucker_black_normal -npc_in_squad = 3, 3 -target_smart = mil_smart_terrain_4_3 -on_death = %+pack_bloodsuckers_dolg_2_dead% - -[pack_bloodsuckers_dolg_3]:online_offline_group -faction = monster_special -npc = bloodsucker_red_weak, bloodsucker_black_strong, bloodsucker_black_normal -npc_in_squad = 3, 3 -target_smart = mil_smart_terrain_2_10 -on_death = %+pack_bloodsuckers_dolg_3_dead% - - -[dolg_sergey_bloodsucker_squad]:online_offline_group -faction = dolg -npc = dolg_sergey_bloodsucker -npc_in_squad = 1, 1 - -[dolg_sasha_bloodsucker_squad]:online_offline_group -faction = dolg -npc = dolg_sasha_bloodsucker -npc_in_squad = 1, 1 - -[dolg_vadim_bloodsucker_squad]:online_offline_group -faction = dolg -npc = dolg_vadim_bloodsucker -npc_in_squad = 1, 1 - -[dolg_artyom_bloodsucker_squad]:online_offline_group -faction = dolg -npc = dolg_artyom_bloodsucker -npc_in_squad = 1, 1 -target_smart = bar_dolg_general - -[dolg_ilya_bloodsucker_og_squad]:online_offline_group -faction = dolg -npc = dolg_ilya_bloodsucker -target_smart = actor -story_id = dolg_ilya_bloodsucker_og_squad -on_death = %+dolg_ilya_squad_dead% - - - -[dolg_ilya_bloodsucker_squad]:online_offline_group -faction = dolg -npc = sim_default_duty_3, sim_default_duty_3 -npc_in_squad = 2, 2 -target_smart = actor -story_id = dolg_ilya_bloodsucker_squad - - - -[dolg_ilya_bloodsucker_2_squad]:online_offline_group -faction = dolg -npc_random = sim_default_duty_3, sim_default_duty_4, sim_default_duty_4, sim_default_duty_3 -npc_in_squad = 4, 4 -target_smart = actor -story_id = dolg_ilya_bloodsucker_2_squad - ----- Legendaries ---- - ----- Calydonian Boar ---- - -[legendary_pack_boars_1]:online_offline_group -faction = monster_special -npc_random = boar_01a_hard, boar_strong, boar_02a_hard, boar_02a_hard -npc_in_squad = 4, 4 -target_smart = mar_smart_terrain_7_7 -story_id = legendary_pack_boars_1 -on_death = %+legendary_pack_boars_1_dead% - -[legendary_pack_boars_2]:online_offline_group -faction = monster_special -npc = boar_01a_hard, boar_strong, boar_normal, boar_normal -npc_in_squad = 4, 4 -target_smart = mar_smart_terrain_6_7 -story_id = legendary_pack_boars_2 -on_death = %+legendary_pack_boars_2_dead% - -[legendary_pack_boars_3]:online_offline_group -faction = monster_special -npc = boar_strong, boar_01a_hard, boar_02a_hard -npc_in_squad = 3, 3 -target_smart = mar_smart_terrain_4_7 -story_id = legendary_pack_boars_3 -on_death = %+legendary_pack_boars_3_dead% - -[legendary_pack_boars_calydonian]:online_offline_group -faction = monster_special -npc = boar_calydonian -npc_in_squad = 1, 1 -target_smart = actor -story_id = legendary_pack_boars_calydonian -on_death = %+legendary_pack_boars_calydonian_dead% - -[legendary_pack_boars_calydonian_guard]:online_offline_group -faction = monster_special -npc = boar_calydonian_guard, boar_calydonian_guard, boar_calydonian_guard, boar_calydonian_guard -npc_in_squad = 4, 4 -target_smart = actor -story_id = legendary_pack_boars_calydonian_guard -on_death = %+legendary_pack_boars_calydonian_guard_dead% - -[legendary_pack_boars_reinf_1]:online_offline_group -faction = monster_special -npc = boar_01a_hard, boar_strong, boar_02a_hard, boar_02a_hard -npc_in_squad = 4, 4 -target_smart = actor -story_id = legendary_pack_boars_reinf_1 -on_death = %+legendary_pack_boars_reinf_1_dead% - -[legendary_pack_boars_reinf_2]:online_offline_group -faction = monster_special -npc = boar_01a_hard, boar_strong, boar_normal, boar_normal -npc_in_squad = 3, 3 -target_smart = actor -story_id = legendary_pack_boars_reinf_2 -on_death = %+legendary_pack_boars_reinf_2_dead% - -[legendary_pack_boars_reinf_3]:online_offline_group -faction = monster_special -npc = boar_strong, boar_01a_hard, boar_02a_hard, boar_strong, boar_strong -npc_in_squad = 5, 5 -target_smart = actor -story_id = legendary_pack_boars_reinf_3 -on_death = %+legendary_pack_boars_reinf_3_dead% - - - ----- Vlad and Drakul ---- - -[legendary_bloodsucker_1]:online_offline_group -faction = monster_special -npc = bloodsucker_black_strong -npc_in_squad = 1, 1 -target_smart = red_smart_terrain_monsters -on_death = %+legendary_bloodsucker_1_dead% - -[legendary_bloodsucker_2]:online_offline_group -faction = monster_special -npc = bloodsucker_black_strong -npc_in_squad = 1, 1 -target_smart = red_smart_terrain_monsters -on_death = %+legendary_bloodsucker_2_dead% - -[legendary_bloodsucker_3]:online_offline_group -faction = monster_special -npc = bloodsucker_black_strong -npc_in_squad = 1, 1 -target_smart = red_smart_terrain_monsters -on_death = %+legendary_bloodsucker_3_dead% - -[legendary_bloodsucker_4]:online_offline_group -faction = monster_special -npc = bloodsucker_red_strong -npc_in_squad = 1, 1 -target_smart = red_smart_terrain_monsters -on_death = %+legendary_bloodsucker_4_dead% - -[legendary_bloodsucker_v]:online_offline_group -faction = monster_special -npc = bloodsucker_vlad, bloodsucker_drakul -npc_in_squad = 2, 2 -target_smart = red_smart_terrain_monsters -on_death = %+legendary_bloodsucker_v_dead% - -[legendary_bloodsucker_d]:online_offline_group -faction = monster_special -npc = bloodsucker_drakul -npc_in_squad = 1, 1 -target_smart = red_smart_terrain_monsters -on_death = %+legendary_bloodsucker_d_dead% - -[legendary_bloodsucker_5]:online_offline_group -faction = monster_special -npc = bloodsucker_black_strong -npc_in_squad = 1, 1 -target_smart = red_smart_terrain_monsters -on_death = %+legendary_bloodsucker_5_dead% - -[legendary_bloodsucker_6]:online_offline_group -faction = monster_special -npc = bloodsucker_red_strong -npc_in_squad = 1, 1 -target_smart = red_smart_terrain_monsters -on_death = %+legendary_bloodsucker_6_dead% -----Sidorovich---- - -[bandit_guards_esc_6_8_basic]:online_offline_group -faction = bandit -npc_random = sim_default_bandit_1, sim_default_bandit_2, sim_default_bandit_3, sim_default_bandit_3, sim_default_bandit_3, sim_default_bandit_2, sim_default_bandit_1 -npc_in_squad = 5, 7 -target_smart = esc_smart_terrain_6_8 - -[bandit_guards_esc_6_8]:online_offline_group -faction = bandit -npc = sim_default_bandit_1, sim_default_bandit_2, sim_default_bandit_3, sim_default_bandit_3, sim_default_bandit_3, sim_default_bandit_2, sim_default_bandit_1 -npc_in_squad = 7, 7 -target_smart = esc_smart_terrain_6_8 -on_death = %+bandit_guards_esc_6_8_dead% - -[bandit_reinforcment_esc_6_8]:online_offline_group -faction = bandit -npc = sim_default_bandit_1, sim_default_bandit_1, sim_default_bandit_2, sim_default_bandit_2, sim_default_bandit_3 -npc_in_squad = 5, 5 -target_smart = esc_smart_terrain_7_11 -on_death = %+bandit_reinforcment_esc_6_8_dead% - -[bandit_reinforcment_esc_7_11]:online_offline_group -faction = bandit -npc = sim_default_bandit_1, sim_default_bandit_1, sim_default_bandit_2, sim_default_bandit_2, sim_default_bandit_3 -npc_in_squad = 5, 5 -target_smart = esc_smart_terrain_7_11 -on_death = %+bandit_reinforcment_esc_7_11_dead% - -[csky_assault_esc_5_7]:online_offline_group -faction = csky -npc = sim_default_csky_3, sim_default_csky_3, sim_default_csky_2 -npc_in_squad = 3 -target_smart = {+bandit_guards_esc_6_8_dead} esc_smart_terrain_6_8, esc_smart_terrain_5_7 - -[csky_assault_esc_5_7_leader]:online_offline_group -faction = csky -npc = assault_csky_leader_esc_5_7 -npc_in_squad = 1 -target_smart = {+castor_pollox_relocation_init} esc_smart_terrain_5_7,{+bandit_guards_esc_6_8_dead} esc_smart_terrain_6_8, esc_smart_terrain_5_7 - -[stalker_assault_esc_5_9]:online_offline_group -faction = stalker -npc = sim_default_stalker_2, sim_default_stalker_1, sim_default_stalker_1 -npc_in_squad = 3 -target_smart = {+bandit_guards_esc_6_8_dead} esc_smart_terrain_6_8, esc_smart_terrain_4_9 - -[stalker_assault_esc_5_9_leader]:online_offline_group -faction = stalker -npc = assault_stalker_leader_esc_5_9 -npc_in_squad = 1 -target_smart = {+castor_pollox_relocation_init} esc_smart_terrain_5_7,{+bandit_guards_esc_6_8_dead} esc_smart_terrain_6_8, esc_smart_terrain_4_9 - - -[csky_guards_esc_6_8]:online_offline_group -faction = csky -npc_random = sim_default_csky_3, sim_default_csky_2 -npc_in_squad = 2, 2 -target_smart = esc_smart_terrain_6_8 - -[stalker_guards_1_esc_6_8]:online_offline_group -faction = stalker -npc_random = sim_default_stalker_3, sim_default_stalker_2, sim_default_stalker_1 -npc_in_squad = 2, 2 -target_smart = esc_smart_terrain_6_8 - -[stalker_guards_2_esc_6_8]:online_offline_group -faction = stalker -npc_random = sim_default_stalker_3, sim_default_stalker_2, sim_default_stalker_1 -npc_in_squad = 2, 2 -target_smart = esc_smart_terrain_6_8 - - - ------ Fake Artifact ----- - - -[zaton_brokkr_squad]:online_offline_group -faction = ecolog -npc = zaton_brokkr -npc_in_squad = 1, 1 -story_id = zaton_brokkr_squad -target_smart = jup_b41 - -[zaton_eitri_squad]:online_offline_group -faction = ecolog -npc = zaton_eitri -npc_in_squad = 1, 1 -story_id = zaton_eitri_squad -target_smart = zat_stalker_base_smart - -[ecologist_sidorovich_squad]:online_offline_group -faction = ecolog -npc = ecologist_sidorovich -npc_in_squad = 1, 1 -story_id = ecologist_sidorovich_squad -target_smart = esc_smart_terrain_2_12 - -[bandit_debt_tambov_1]:online_offline_group -faction = bandit -npc_random = sim_default_bandit_2, sim_default_bandit_3, sim_default_bandit_3, sim_default_bandit_3, sim_default_bandit_4, sim_default_bandit_2 -npc_in_squad = 5, 5 -target_smart = val_smart_terrain_4_0 -on_death = %+bandit_debt_tambov_1_dead% - -[bandit_debt_tambov_2]:online_offline_group -faction = bandit -npc_random = sim_default_bandit_2, sim_default_bandit_3, sim_default_bandit_3, sim_default_bandit_3, sim_default_bandit_4, sim_default_bandit_2 -npc_in_squad = 5, 5 -target_smart = val_smart_terrain_4_0 -on_death = %+bandit_debt_tambov_2_dead% - - - - - - ----Market Share--- - -[marlo_stanfield_squad]:online_offline_group -faction = stalker -npc = marlo_stanfield -npc_in_squad = 1, 1 -story_id = marlo_stanfield_squad - -[chris_partlow_squad]:online_offline_group -faction = stalker -npc = chris_partlow -npc_in_squad = 1, 1 -story_id = chris_partlow_squad - -[zaton_mercenary_1_squad]:online_offline_group -faction = killer -npc = zaton_mercenary_1 -npc_in_squad = 1, 1 -story_id = zaton_mercenary_1_squad -target_smart = zat_b40_smart_terrain -on_death = %+zaton_mercenary_1_dead% - -[zaton_mercenary_courrier_1_squad]:online_offline_group -faction = killer -npc = zaton_mercenary_courrier_1, sim_default_killer_3, sim_default_killer_3 -npc_in_squad = 3, 3 -story_id = zaton_mercenary_courrier_1_squad -target_smart = jup_sim_2 -on_death = %+zaton_mercenary_courrier_1_dead =zaton_mercenary_courrier_deathrattle()% - -[zaton_mercenary_2_squad]:online_offline_group -faction = killer -npc = zaton_mercenary_2 -npc_in_squad = 1, 1 -story_id = zaton_mercenary_2_squad -target_smart = zat_b40_smart_terrain -on_death = %+zaton_mercenary_2_dead% - -[jupiter_mercenary_1_squad]:online_offline_group -faction = killer -npc = sim_default_killer_3, sim_default_killer_3, sim_default_killer_4, sim_default_killer_4, sim_default_killer_4, sim_default_killer_4 -npc_in_squad = 6, 6 -story_id = jupiter_mercenary_1_squad -target_smart = jup_b207 -on_death = %=spawn_reinforcment_mercenary_1 +jupiter_mercenary_1_squad_dead% - -[jupiter_mercenary_2_squad]:online_offline_group -faction = killer -npc = sim_default_killer_3, sim_default_killer_3, sim_default_killer_4, sim_default_killer_4, sim_default_killer_4, sim_default_killer_4 -npc_in_squad = 6, 6 -story_id = jupiter_mercenary_2_squad -target_smart = jup_b202 -on_death = %+jupiter_mercenary_2_squad_dead% - -[jupiter_stalker_assault_leader_squad]:online_offline_group -faction = stalker -npc = jupiter_monk -story_id = jupiter_stalker_assault_leader_squad -target_smart = jup_a6 - -[jupiter_stalker_assault_1_squad]:online_offline_group -faction = stalker -npc = sim_default_stalker_3, sim_default_stalker_4, sim_default_stalker_3, sim_default_stalker_4 -npc_in_squad = 4, 4 -story_id = jupiter_stalker_assault_1_squad -target_smart = jup_a6 - -[zaton_achilles_squad]:online_offline_group -faction = stalker -npc = zaton_achilles -npc_in_squad = 1, 1 -story_id = zaton_achilles_squad -target_smart = jup_b41 -on_death = %+zaton_achilles_dead% - ----Paranoia--- -[paranoia_man_squad]:online_offline_group -faction = stalker -npc = paranoia_man -npc_in_squad = 1, 1 -story_id = paranoia_man_squad - - - - - - ---- Morphine ---- -[anna_morphine_squad]:online_offline_group -faction = stalker -npc = anna_morphine -npc_in_squad = 1, 1 -story_id = anna_morphine_squad -target_smart = jup_a6 - - - ---- Alyosha Shyogolov --- - --- Quest 1 -- - -[alyosha_shyogolov_squad]:online_offline_group -faction = ecolog -npc = alyosha_shyogolov -npc_in_squad = 1, 1 -story_id = alyosha_shyogolov_squad -target_smart = {+relocated_alyosha_shyogolov_3} zat_stalker_base_smart, {+relocated_alyosha_shyogolov_2} jup_a9, {+relocated_alyosha_shyogolov_1} jup_a6, {+alyosha_shyogolov_1_you_arrived} agr_smart_terrain_4_4, agr_smart_terrain_6_4 -on_death = %+alyosha_shyogolov_dead% - -[shyogolov_pack_snorks_1]:online_offline_group -faction = monster_special -npc = snork_weak3, snork_weak3 -npc_in_squad = 2, 2 -target_smart = agr_smart_terrain_5_3 -on_death = %+shyogolov_pack_snorks_1_dead% - -[bh_mozgotlen_squad]:online_offline_group -faction = zombied -npc = bh_mozgotlen -npc_in_squad = 1, 1 -story_id = bh_mozgotlen_squad -target_smart = agr_smart_terrain_5_7 -on_death = %+bh_mozgotlen_squad_dead% - -[bh_mozgotlen_squad_2]:online_offline_group -faction = zombied -npc = sim_default_zombied_3, sim_default_zombied_1, sim_default_zombied_2 -npc_in_squad = 3, 3 -story_id = bh_mozgotlen_squad_2 -target_smart = agr_smart_terrain_5_7 - - -[bh_alyosha_zombie_squad_1]:online_offline_group -faction = zombied -npc_random = sim_default_zombied_2, sim_default_zombied_3, sim_default_zombied_4 -npc_in_squad = 3, 4 -target_smart = agr_smart_terrain_4_6 - -[bh_alyosha_zombie_squad_2]:online_offline_group -faction = zombied -npc_random = sim_default_zombied_2, sim_default_zombied_3, sim_default_zombied_4 -npc_in_squad = 3, 4 -target_smart = mar_smart_terrain_7_3 - --- Quest 2 -- - -[nr_bandits_1_squad]:online_offline_group -faction = bandit -npc = nr_vova_bandit_1, sim_default_bandit_3, sim_default_bandit_3, sim_default_bandit_4 -npc_in_squad = 4, 4 -target_smart = jup_sim_13 -on_death = %+nr_bandits_1_squad_dead% - -[nr_bandits_2_squad]:online_offline_group -faction = bandit -npc = nr_pasha_bandit_2, sim_default_bandit_3, sim_default_bandit_4 -npc_in_squad = 3, 3 -target_smart = jup_sim_13 -on_death = %+nr_bandits_2_squad_dead% - --- Quest 3 -- - -[erast_fandorin_squad]:online_offline_group -faction = stalker -npc = erast_fandorin -npc_in_squad = 1, 1 -target_smart = {+erast_fandorin_relocation_1} jup_b47, {+erast_fandorin_relocation_2} jup_b41, yan_smart_terrain_6_4 -story_id = erast_fandorin_squad -on_death = %+erast_fandorin_dead% - -[flavio_becca_squad]:online_offline_group -faction = ecolog -npc = flavio_becca -npc_in_squad = 1, 1 -target_smart = jup_b41 -story_id = flavio_becca_squad -on_death = %+flavio_becca_dead% - -[nr_ecologist_rydzyk_squad]:online_offline_group -faction = ecolog -npc = nr_ecologist_rydzyk -npc_in_squad = 1, 1 -target_smart = {+nr_ecologist_rydzyk_relocation_1} jup_b41, yan_smart_terrain_6_4 -story_id = nr_ecologist_rydzyk_squad -on_death = %+nr_ecologist_rydzyk_dead% - -[nr_ecologist_1_squad]:online_offline_group -faction = ecolog -npc = nr_ecologist_1 -npc_in_squad = 1, 1 -target_smart = {+nr_ecologist_1_relocation_1} jup_b41, yan_smart_terrain_6_4 -story_id = nr_ecologist_1_squad -on_death = %+nr_ecologist_1_dead% - -[nr_ecologist_2_squad]:online_offline_group -faction = ecolog -npc = nr_ecologist_2 -npc_in_squad = 1, 1 -target_smart = {+nr_ecologist_2_relocation_1} jup_b41, yan_smart_terrain_6_4 -story_id = nr_ecologist_2_squad -on_death = %+nr_ecologist_2_dead% - -[nr_ecologist_3_squad]:online_offline_group -faction = ecolog -npc = nr_ecologist_3 -npc_in_squad = 1, 1 -target_smart = jup_b41 -story_id = nr_ecologist_3_squad -on_death = %+nr_ecologist_3_dead% - - -[nr_ambush_squad_1]:online_offline_group -faction = army -npc = sim_default_military_4, sim_default_military_3, sim_default_military_2, sim_default_military_3, sim_default_military_4, sim_default_military_4 -npc_in_squad = 6, 6 -target_smart = actor -story_id = nr_ambush_squad_1 - -[nr_ambush_squad_2]:online_offline_group -faction = army -npc = sim_default_military_4, sim_default_military_4, sim_default_military_3, sim_default_military_3, sim_default_military_4, sim_default_military_4 -npc_in_squad = 6, 6 -target_smart = actor -story_id = nr_ambush_squad_2 - -[nr_ambush_squad_3]:online_offline_group -faction = army -npc = sim_default_military_4, sim_default_military_3, sim_default_military_3 -npc_in_squad = 3, 3 -target_smart = actor -story_id = nr_ambush_squad_3 - -[nr_ambush_squad_4]:online_offline_group -faction = army -npc = nr_ambush_1 -npc_in_squad = 1, 1 - -story_id = nr_ambush_squad_4 - -[nr_ambush_squad_5]:online_offline_group -faction = army -npc = nr_ambush_2 -npc_in_squad = 1, 1 - -story_id = nr_ambush_squad_5 - -[nr_ambush_squad_6]:online_offline_group -faction = army -npc = nr_ambush_3 -npc_in_squad = 1, 1 - -story_id = nr_ambush_squad_6 - -[nr_ambush_squad_7]:online_offline_group -faction = army -npc = nr_ambush_4 -npc_in_squad = 1, 1 - -story_id = nr_ambush_squad_7 - -[nr_ambush_squad_8]:online_offline_group -faction = army -npc = nr_ambush_5 -npc_in_squad = 1, 1 - -story_id = nr_ambush_squad_8 - - - - ------ Misc ---- - -[sasha_tolstoy_squad]:online_offline_group -faction = csky -npc = sasha_tolstoy -npc_in_squad = 1, 1 -story_id = sasha_tolstoy_squad -target_smart = mar_smart_terrain_base - -[nr_sorokin_squad]:online_offline_group -faction = stalker -npc = nr_sorokin -npc_in_squad = 1, 1 -story_id = nr_sorokin_squad -target_smart = {+sorokin_1_you_arrived} jup_a6, bar_visitors -on_death = %+nr_sorokin_dead% - -[nr_scamlok_squad]:online_offline_group -faction = stalker -npc = nr_scamlok -npc_in_squad = 1, 1 -story_id = nr_scamlok_squad -target_smart = bar_dolg_general -on_death = %+nr_scamlok_dead% - -[nr_iliaz_squad]:online_offline_group -faction = stalker -npc = nr_iliaz -npc_in_squad = 1, 1 -story_id = nr_iliaz_squad -target_smart = {+nr_ilyaz_artfiact_hunt_1} esc_smart_terrain_1_11, esc_smart_terrain_2_12 -on_death = %+nr_iliaz_squad_dead% - -[nr_iliaz_boar_squad]:online_offline_group -faction = monster_special -npc = boar_01a_weak, boar_01a_weak, boar_strong, boar_normal -npc_in_squad = 4, 4 -target_smart = esc_smart_terrain_5_12 -on_death = %+nr_iliaz_boar_squad_dead% - - ---- random events - -[bh_gutalin_squad]:online_offline_group -faction = stalker -npc = bh_gutalin -npc_in_squad = 1, 1 -story_id = bh_gutalin_squad -target_smart = {+bh_gutalin_relocation_init} esc_smart_terrain_2_12, {+bh_gutalin_start_dialog_done} gar_smart_terrain_5_2, actor -on_death = %+bh_gutalin_squad_dead% - -[nr_sasha_baltunov_squad]:online_offline_group -faction = stalker -npc = nr_sasha_baltunov -npc_in_squad = 1, 1 -story_id = nr_sasha_baltunov_squad -target_smart = bar_visitors -on_death = %+nr_sasha_baltunov_squad_dead% - -[nr_sasha_baltunov_squad_2]:online_offline_group -faction = stalker -npc = nr_sasha_baltunov -npc_in_squad = 1, 1 -story_id = nr_sasha_baltunov_squad_2 -target_smart = bar_visitors -on_death = %+nr_sasha_baltunov_squad_2_dead% - -[pack_random_controller_1]:online_offline_group -faction = monster_special -npc = m_controller_normal -npc_in_squad = 1, 1 -target_smart = jup_b203 -on_death = %+pack_random_controller_1_dead% - -[controller_victim_1_squad]:online_offline_group -faction = stalker -npc = controller_victim_1 -npc_in_squad = 1, 1 -target_smart = jup_b203 -on_death = %+controller_victim_1_squad_dead% - -[nr_bezsonik_squad]:online_offline_group -faction = freedom -npc = nr_bezsonik -npc_in_squad = 1, 1 -story_id = nr_bezsonik_squad -target_smart = mil_smart_terrain_7_12 -on_death = %+nr_bezsonik_dead% - -[pack_dogs_bezsonik_1]:online_offline_group -faction = monster_special -npc_random = dog_strong_black, dog_strong_bulterier, dog_strong_brown, dog_weak_white, dog_weak_white, dog_weak_red, dog_normal_white, dog_normal_white, dog_normal_bulterier, dog_normal_brown, pseudodog_grey_strong, pseudodog_weak -npc_in_squad = 6, 8 -target_smart = mil_smart_terrain_8_3 -on_death = %+pack_dogs_bezsonik_1_dead% - -[butcher_tug_1_squad]:online_offline_group -faction = stalker -npc = butcher_tug_1 -npc_in_squad = 1, 1 -story_id = butcher_tug_1_squad -target_smart = gar_smart_terrain_3_5 -on_death = %+butcher_tug_1_squad_dead% - -[butcher_tug_2_squad]:online_offline_group -faction = stalker -npc = butcher_tug_2 -npc_in_squad = 1, 1 -story_id = butcher_tug_2_squad -target_smart = gar_smart_terrain_3_5 -on_death = %+butcher_tug_2_squad_dead% - -[nr_dead_convict_1_squad]:online_offline_group -faction = stalker -npc = nr_dead_convict_1 -npc_in_squad = 1, 1 -target_smart = jup_a6 -story_id = nr_dead_convict_1_squad -on_death = %+nr_dead_convict_1_squad_dead -nr_execution_firing_1% - -[nr_dead_convict_2_squad]:online_offline_group -faction = freedom -npc = nr_dead_convict_2 -npc_in_squad = 1, 1 -target_smart = jup_a6 -story_id = nr_dead_convict_2_squad -on_death = %+nr_dead_convict_2_squad_dead% - -[nr_executioner_1_squad]:online_offline_group -faction = stalker -npc = nr_executioner_1 -npc_in_squad = 1, 1 -target_smart = jup_a6 -story_id = nr_executioner_1_squad -on_death = %+nr_executioner_1_squad_dead% - -[nr_executioner_2_squad]:online_offline_group -faction = stalker -npc = nr_executioner_2 -npc_in_squad = 1, 1 -target_smart = jup_a6 -story_id = nr_executioner_2_squad -on_death = %+nr_executioner_2_squad_dead% - -[nr_executioner_3_squad]:online_offline_group -faction = stalker -npc = nr_executioner_3 -npc_in_squad = 1, 1 -target_smart = jup_a6 -story_id = nr_executioner_3_squad -on_death = %+nr_executioner_3_squad_dead% - -[nr_lyoshik_squad]:online_offline_group -faction = freedom -npc = nr_lyoshik -npc_in_squad = 1, 1 -story_id = nr_lyoshik_squad -target_smart = mil_smart_terrain_7_12 -on_death = %+nr_lyoshik_squad_dead% - - -[bh_badger_squad]:online_offline_group -faction = army -relationship = {+bh_shlitzer_smuggling_done} neutral, enemy -npc = bh_badger -npc_in_squad = 1, 1 -story_id = bh_badger_squad -target_smart = esc_smart_terrain_3_16 -on_death = %+bh_badger_squad_dead% - -[bh_shlitzer_squad]:online_offline_group -faction = stalker -npc = bh_shlitzer -npc_in_squad = 1, 1 -story_id = bh_shlitzer_squad -target_smart = esc_smart_terrain_2_12 -on_death = %+bh_shlitzer_squad_dead% - -[bh_ironchain_squad]:online_offline_group -faction = stalker -npc = bh_ironchain -npc_in_squad = 1, 1 -relationship = {+bh_ironchain_deal_gone_wrong} enemy, neutral -story_id = bh_ironchain_squad -target_smart = esc_smart_terrain_6_6 -on_death = %+bh_ironchain_squad_dead% - -[bh_ironchain_2_squad]:online_offline_group -faction = bandit -npc = sim_default_bandit_1, sim_default_bandit_2, sim_default_bandit_3, sim_default_bandit_1 -npc_in_squad = 4, 4 -relationship = {+bh_ironchain_deal_gone_wrong} enemy, neutral -story_id = bh_ironchain_2_squad -target_smart = esc_smart_terrain_6_6 -on_death = %+bh_ironchain_2_squad_dead% - -[bh_lockdown_9_10_squad]:online_offline_group -faction = army -npc = sim_default_military_2, sim_default_military_2, sim_default_military_1, sim_default_military_3 -npc_in_squad = 4, 4 -target_smart = esc_smart_terrain_9_10 -story_id = bh_lockdown_9_10_squad -on_death = %+bh_lockdown_9_10_squad_dead% - -[bh_lockdown_3_7_squad]:online_offline_group -faction = army -npc = sim_default_military_2, sim_default_military_2, sim_default_military_1, sim_default_military_3 -npc_in_squad = 4, 4 -target_smart = esc_smart_terrain_3_7 -story_id = bh_lockdown_3_7_squad -on_death = %+bh_lockdown_3_7_squad_dead% - -[bh_lockdown_3_7_squad_2]:online_offline_group -faction = army -npc = sim_default_military_2, sim_default_military_2, sim_default_military_3 -npc_in_squad = 3, 3 -target_smart = esc_smart_terrain_3_7 -story_id = bh_lockdown_3_7_squad_2 -on_death = %+bh_lockdown_3_7_squad_2_dead% - -[bh_lockdown_5_2_squad]:online_offline_group -faction = army -npc = sim_default_military_2, sim_default_military_2, sim_default_military_3, sim_default_military_3 -npc_in_squad = 4, 4 -target_smart = esc_smart_terrain_5_2 -story_id = bh_lockdown_5_2_squad -on_death = %+bh_lockdown_5_2_squad_dead% - -[bh_lockdown_2_14_squad]:online_offline_group -faction = army -npc = sim_default_military_2, sim_default_military_2, sim_default_military_3, sim_default_military_3 -npc_in_squad = 4, 4 -target_smart = esc_smart_terrain_2_14 -story_id = bh_lockdown_2_14_squad -on_death = %+bh_lockdown_2_14_squad_dead% - -[bh_lockdown_6_8_squad]:online_offline_group -faction = army -npc = sim_default_military_2, sim_default_military_2, sim_default_military_3, sim_default_military_3 -npc_in_squad = 4, 4 -target_smart = esc_smart_terrain_6_8 -story_id = bh_lockdown_6_8_squad -on_death = %+bh_lockdown_6_8_squad_dead% - - -[bh_lockdown_execution_squad]:online_offline_group -faction = army -npc = sim_default_military_3 -npc_in_squad = 1, 1 -target_smart = esc_smart_terrain_3_16 -story_id = bh_lockdown_execution_squad -on_death = %+bh_lockdown_execution_squad_dead% - -[bh_lockdown_execution_squad_2]:online_offline_group -faction = army -npc = sim_default_military_2 -npc_in_squad = 1, 1 -target_smart = esc_smart_terrain_3_16 -story_id = bh_lockdown_execution_squad_2 -on_death = %+bh_lockdown_execution_squad_2_dead% - -[nr_trapper_missing_hunter_1_squad]:online_offline_group -faction = stalker -npc = nr_trapper_missing_hunter_1 -npc_in_squad = 1, 1 -target_smart = -story_id = nr_trapper_missing_hunter_1_squad -on_death = %+nr_trapper_missing_hunter_1_squad_dead% - -[nr_trapper_missing_hunter_2_squad]:online_offline_group -faction = stalker -npc = nr_trapper_missing_hunter_2 -npc_in_squad = 1, 1 -target_smart = -story_id = nr_trapper_missing_hunter_2_squad -on_death = %+nr_trapper_missing_hunter_2_squad_dead% - -[nr_trapper_missing_hunter_3_squad]:online_offline_group -faction = stalker -npc = nr_trapper_missing_hunter_3 -npc_in_squad = 1, 1 -target_smart = -story_id = nr_trapper_missing_hunter_3_squad -on_death = %+nr_trapper_missing_hunter_3_squad_dead% - -[pack_trapper_burer_1]:online_offline_group -faction = monster_special -npc = burer_normal -npc_in_squad = 1, 1 -target_smart = jup_b208 -on_death = %+pack_trapper_burer_1_dead% - -[pack_trapper_burer_2]:online_offline_group -faction = monster_special -npc = burer_normal -npc_in_squad = 1, 1 -target_smart = jup_b208 -on_death = %+pack_trapper_burer_2_dead% - -[pack_trapper_gigant_1]:online_offline_group -faction = monster_special -npc = gigant_strong -npc_in_squad = 1, 1 -target_smart = jup_b208 -on_death = %+pack_trapper_gigant_1_dead% - -[pack_trapper_bloodsucker_1]:online_offline_group -faction = monster_special -npc = bloodsucker_black_strong -npc_in_squad = 1, 1 -target_smart = actor -on_death = %+pack_trapper_bloodsucker_1_dead% - -[pack_trapper_bloodsucker_2]:online_offline_group -faction = monster_special -npc = bloodsucker_black_strong -npc_in_squad = 1, 1 -target_smart = actor -on_death = %+pack_trapper_bloodsucker_2_dead% - -[pack_trapper_controller_1]:online_offline_group -faction = monster_special -npc = m_controller_normal -npc_in_squad = 1, 1 -target_smart = actor -on_death = %+pack_trapper_controller_1_dead% - -[pack_trapper_snorks_1]:online_offline_group -faction = monster_special -npc = snork_strong3, snork_normal3,snork_strong3, snork_normal3 -npc_in_squad = 4, 4 -target_smart = actor -on_death = %+pack_trapper_snorks_1_dead% - - -[nr_starik_murder_bandit_1_squad]:online_offline_group -faction = bandit -npc = sim_default_bandit_2 -npc_in_squad = 1, 1 -story_id = nr_starik_murder_bandit_1_squad -target_smart = mar_smart_terrain_4_5 -on_death = %+nr_starik_murder_bandit_1_squad_dead% - -[nr_starik_murder_bandit_2_squad]:online_offline_group -faction = bandit -npc = sim_default_bandit_2 -npc_in_squad = 1, 1 -story_id = nr_starik_murder_bandit_2_squad -target_smart = mar_smart_terrain_4_5 -on_death = %+nr_starik_murder_bandit_2_squad_dead% - -[nr_starik_murdered_squad]:online_offline_group -faction = csky -npc = nr_starik_murdered -npc_in_squad = 1, 1 -story_id = nr_starik_murdered_squad -target_smart = mar_smart_terrain_4_5 -on_death = %+nr_starik_murdered_squad_dead% - ---- Like Rats in a Trap - -[bh_rat_guards_1_squad]:online_offline_group -faction = stalker -npc = sim_default_stalker_2, sim_default_stalker_2, sim_default_stalker_3, sim_default_stalker_2, sim_default_stalker_2 -npc_in_squad = 5, 5 -story_id = bh_rat_guards_1_squad -target_smart = agr_smart_terrain_4_4 -on_death = %+bh_rat_guards_1_squad_dead% - -[bh_rat_guards_2_squad]:online_offline_group -faction = stalker -npc = bh_rat_guards_naruchnik -npc_in_squad = 1, 1 -story_id = bh_rat_guards_2_squad -target_smart = agr_smart_terrain_4_4 -on_death = %+bh_rat_guards_2_squad_dead% - -[bh_agr_u_bandits_leader_squad]:online_offline_group -faction = bandit -npc = bh_rat_trap_leader -npc_in_squad = 1, 1 -story_id = bh_agr_u_bandits_leader_squad -target_smart = agr_u_bandits -on_death = %+bh_agr_u_bandits_leader_squad_dead% - -[bh_agr_u_bandits_1_squad]:online_offline_group -faction = bandit -npc = sim_default_bandit_2, sim_default_bandit_1, sim_default_bandit_1, sim_default_bandit_3, sim_default_bandit_3 -npc_in_squad = 5, 5 -story_id = bh_agr_u_bandits_1_squad -target_smart = agr_u_bandits -on_death = %+bh_agr_u_bandits_1_squad_dead% \ No newline at end of file diff --git a/mods/[DEV] Brotherhood/gamedata/configs/misc/squad_descr/squad_descr_brotherhood_ac.ltx b/mods/[DEV] Brotherhood/gamedata/configs/misc/squad_descr/squad_descr_brotherhood_ac.ltx deleted file mode 100644 index 87bf7bf9..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/misc/squad_descr/squad_descr_brotherhood_ac.ltx +++ /dev/null @@ -1,101 +0,0 @@ -;-------------------------- -;-- Catilina's Stories from the Zone -;-- Special Characters -; -;-------------------------- - ---- Atomic Crusader --- - ---- Special NPCs --- - -[ac_pri_medic_monolith_squad]:online_offline_group -faction = monolith -npc = ac_pri_medic_monolith -npc_in_squad = 1, 1 -target_smart = pri_monolith -story_id = ac_pri_medic_monolith_squad -on_death = %+ac_pri_medic_monolith_squad_dead% - - - -[ac_blue_winter_squad]:online_offline_group -faction = monolith -npc = ac_blue_winter -npc_in_squad = 1, 1 -target_smart = {+ac_task_3_active} pri_a21_smart_terrain, {+ac_blue_winter_3_done} pri_a25_smart_terrain, pri_monolith -story_id = ac_blue_winter_squad -on_death = %+ac_blue_winter_squad_dead% - -[ac_balthazar_squad]:online_offline_group -faction = monolith -npc = ac_balthazar -npc_in_squad = 1, 1 -target_smart = {+ac_task_3_active} pri_a21_smart_terrain, {+ac_blue_winter_3_done} pri_a25_smart_terrain, pri_monolith -story_id = ac_balthazar_squad -on_death = %+ac_balthazar_squad_dead% - - -[ac_caspar_squad]:online_offline_group -faction = monolith -npc = ac_caspar -npc_in_squad = 1, 1 -target_smart = {+ac_task_3_active} pri_a21_smart_terrain, {+ac_blue_winter_3_done} pri_a25_smart_terrain, pri_sim_3 -story_id = ac_caspar_squad -on_death = %+ac_caspar_squad_dead% - -[ac_melchior_squad]:online_offline_group -faction = monolith -npc = ac_melchior -npc_in_squad = 1, 1 -target_smart = {+ac_task_3_active} pri_a21_smart_terrain, {+ac_blue_winter_3_done} pri_a25_smart_terrain, pri_sim_3 -story_id = ac_melchior_squad -on_death = %+ac_melchior_squad_dead% - ---- NPCs - -[pri_ac_a25_guard_1]:online_offline_group -faction = monolith -npc = sim_default_monolith_3, sim_default_monolith_2, sim_default_monolith_3, sim_default_monolith_4 -npc_in_squad = 3, 4 -target_smart = pri_a25_smart_terrain -story_id = pri_ac_a25_guard_1 -on_death = %+pri_ac_a25_guard_1_dead% - -[pri_ac_a25_guard_2]:online_offline_group -faction = monolith -npc = sim_default_monolith_4, sim_default_monolith_3, sim_default_monolith_3, sim_default_monolith_4 -npc_in_squad = 3, 4 -target_smart = pri_a25_smart_terrain -story_id = pri_ac_a25_guard_2 -on_death = %+pri_ac_a25_guard_2_dead% - -[ac_task_3_stalker_squad]:online_offline_group -faction = stalker -npc = sim_default_stalker_4, sim_default_stalker_4, sim_default_stalker_4, sim_default_stalker_4 -npc_in_squad = 4 -story_id = ac_task_3_stalker_squad -target_smart = {+ac_task_3_pos_5} pri_b304_monsters_smart_terrain, pri_a16 - ---- Mutants - -[pack_ac_snorks_1]:online_offline_group -faction = monster_special -npc = snork_strong3, snork_normal3, snork_normal3 -npc_in_squad = 3, 3 -target_smart = pri_a25_smart_terrain -on_death = %+pack_ac_snorks_1_dead% - -[pack_ac_snorks_2]:online_offline_group -faction = monster_special -npc = snork_strong3, snork_normal3, snork_strong3 -npc_in_squad = 3, 3 -target_smart = pri_a25_smart_terrain -on_death = %+pack_ac_snorks_2_dead% - -[ac_pri_a25_poltergeist_1_squad]:online_offline_group -faction = monster -npc = m_poltergeist_normal_tele -npc_in_squad = 1, 1 -target_smart = pri_a25_smart_terrain -story_id = ac_pri_a25_poltergeist_1_squad -on_death = %+ac_pri_a25_poltergeist_1_squad_dead% \ No newline at end of file diff --git a/mods/[DEV] Brotherhood/gamedata/configs/misc/task/tm_brotherhood.ltx b/mods/[DEV] Brotherhood/gamedata/configs/misc/task/tm_brotherhood.ltx deleted file mode 100644 index 123e4019..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/misc/task/tm_brotherhood.ltx +++ /dev/null @@ -1,809 +0,0 @@ -;============================================================== -; -; TASKS PROVIDED FOR STORIES FROM THE ZONE (Name might be subject to changes) -; Anomaly 1.5.2. -; -; Made by: Catilina -; -;============================================================== -;------------------------------------------------------------------------------------------ -; Brotherhood QUESTLINES -;------------------------------------------------------------------------------------------ - - -[give_task_kill_pack_dogs_1] -icon = ui_inGame2_Laboratoriya_X8 -prior = 75 -storyline = false - -title = give_task_kill_pack_dogs_1_name -target = -descr = {+delievered_package_vybegallo} give_task_kill_pack_dogs_3_descr, {=actor_has_item(quest_package_vybegallo)} give_task_kill_pack_dogs_2_descr, give_task_kill_pack_dogs_1_descr -status_functor = give_task_kill_pack_dogs_1_status_f - -condlist_0 = {+butcher_1_done} complete -on_init = -on_complete = %=inc_faction_goodwill_to_actor(stalker:10) =inc_faction_goodwill_to_actor(csky:5)% - -[give_task_kill_pack_boars_1] -icon = ui_inGame2_Laboratoriya_X8 -prior = 75 -storyline = false - -title = give_task_kill_pack_boars_1_name -target = -descr = {+pack_boars_1_dead} give_task_kill_pack_boars_2_descr, give_task_kill_pack_boars_1_descr -status_functor = give_task_kill_pack_boars_1_status_f - -condlist_0 = {+butcher_2_done} complete -on_init = -on_complete = %=reward_money(5000) =reward_item(meat_boar_a) =inc_faction_goodwill_to_actor(stalker:25) =inc_faction_goodwill_to_actor(dolg:10)% - -[give_task_kill_pack_snorks_1] -icon = ui_inGame2_Laboratoriya_X8 -prior = 75 -storyline = false - -title = give_task_kill_pack_snorks_1_name -target = -descr = {+pack_snorks_1_dead} give_task_kill_pack_snorks_2_descr, give_task_kill_pack_snorks_1_descr -status_functor = give_task_kill_pack_snorks_1_status_f - -condlist_0 = {+butcher_3_done} complete -on_init = -on_complete = %=reward_money(5000) =reward_item(meat_flesh_a) =inc_faction_goodwill_to_actor(stalker:25) =inc_faction_goodwill_to_actor(dolg:10)% - -[give_task_kill_pack_snorks_2] -icon = ui_inGame2_Laboratoriya_X8 -prior = 75 -storyline = false - -title = give_task_kill_pack_snorks_2_name -target = -descr = {+bellerophon_2_done} give_task_kill_pack_snorks_2_3_descr, {+pack_snorks_2_dead -bellerophon_dead} give_task_kill_pack_snorks_2_2_descr, give_task_kill_pack_snorks_2_1_descr -status_functor = give_task_kill_pack_snorks_2_status_f - -condlist_0 = {+butcher_4_done} complete -on_init = -on_complete = %=reward_money(7000) =reward_item(meat_flesh_a) =inc_faction_goodwill_to_actor(stalker:25) =inc_faction_goodwill_to_actor(dolg:10)% - -[give_rescue_orion_quest] -icon = ui_inGame2_Laboratoriya_X8 -prior = 75 -storyline = false - -title = give_rescue_orion_quest_name -target = -descr = {+brotherhood_agru_controller_dead +bellerophon_dead} give_rescue_orion_quest_3_alt_descr, {+brotherhood_agru_controller_dead} give_rescue_orion_quest_3_descr, {+bellerophon_3_done} give_rescue_orion_quest_2_descr, {+bellerophon_dead} give_rescue_orion_quest_1_alt_descr, give_rescue_orion_quest_1_descr -status_functor = give_rescue_orion_quest_status_f - -condlist_0 = {+butcher_5_done} complete -on_init = %=spawn_hunter_orion_dead% -on_complete = %=inc_faction_goodwill_to_actor(stalker:80) =inc_faction_goodwill_to_actor(dolg:10)% - - - ;-------------; - ; Dolg Quests ; - ;-------------; -[give_meet_aspirin_quest_1] -icon = ui_iconsTotal_bar_crazy_veterans_quest -prior = 20 -storyline = false - -title = give_meet_aspirin_quest_1_name -target = -descr = give_meet_aspirin_quest_1_descr - -condlist_0 = {+give_meet_aspirin_quest_1_done} complete - -[give_meet_aspirin_quest_2] -icon = ui_iconsTotal_bar_crazy_veterans_quest -prior = 20 -storyline = false - -title = give_meet_aspirin_quest_2_name -target = -descr = give_meet_aspirin_quest_2_descr - -condlist_0 = {+give_meet_aspirin_quest_2_done} complete - -[give_meet_voronin_quest_1] -icon = ui_iconsTotal_bar_crazy_veterans_quest -prior = 20 -storyline = false - -title = give_meet_voronin_quest_1_name -target = -descr = give_meet_voronin_quest_1_descr - -condlist_0 = {+give_meet_voronin_quest_1_done} complete - -[give_dolg_bloodsucker_village_1] -icon = ui_inGame2_Laboratoriya_X8 -prior = 75 -storyline = false - -title = give_dolg_bloodsucker_village_1_name -target = -descr = {+give_dolg_bloodsucker_village_1_out_of_time} give_dolg_bloodsucker_village_1_3_descr, {+pack_bloodsuckers_dolg_1_all_dead} give_dolg_bloodsucker_village_1_2_descr, give_dolg_bloodsucker_village_1_1_descr -status_functor = give_dolg_bloodsucker_village_1_status_f - -condlist_0 = {+give_dolg_bloodsucker_village_1_done} complete -condlist_1 = {+give_dolg_bloodsucker_village_1_out_of_time} fail -on_init = %=clear_smart_terrain(mil_smart_terrain_4_2:true) =clear_smart_terrain(mil_smart_terrain_4_3:true) =clear_smart_terrain(mil_smart_terrain_2_10:true)% -on_complete = %=reward_money(8500) =inc_faction_goodwill_to_actor(dolg:120)% -on_fail = %+give_dolg_bloodsucker_village_1_fail% - -[give_dolg_bloodsucker_village_2] -icon = ui_inGame2_Laboratoriya_X8 -prior = 75 -storyline = false - -title = give_dolg_bloodsucker_village_2_name -target = -descr = {+bloodsucker_raid_has_killer_patch_fail} give_dolg_bloodsucker_village_2_3_descr, {+bloodsucker_raid_has_killer_patch_done} give_dolg_bloodsucker_village_2_2_descr, give_dolg_bloodsucker_village_2_1_descr -status_functor = give_dolg_bloodsucker_village_2_status_f - -condlist_0 = {+give_dolg_bloodsucker_village_2_done} complete -condlist_1 = {+give_dolg_bloodsucker_village_2_day} fail -on_init = %=clear_smart_terrain(mil_smart_terrain_4_2:true) =clear_smart_terrain(mil_smart_terrain_4_3:true) =clear_smart_terrain(mil_smart_terrain_2_10:true) =spawn_dolg_vadim_bloodsucker_dead =spawn_dolg_sasha_bloodsucker_dead =spawn_dolg_sergey_bloodsucker_dead% -on_complete = %=inc_faction_goodwill_to_actor(dolg:-110)% -on_fail = %=reward_money(4000)% - -[give_dolg_bloodsucker_village_3] -icon = ui_iconsTotal_bar_crazy_veterans_quest -prior = 140 -storyline = true - -title = give_dolg_bloodsucker_village_3_name -target = -descr = give_dolg_bloodsucker_village_3_1_descr -status_functor = give_dolg_bloodsucker_village_3_status_f - -on_init = %=clear_smart_terrain(mil_smart_terrain_8_3:true) =clear_smart_terrain(mil_smart_terrain_7_4:true)% -condlist_0 = {+dolg_ilya_bloodsucker_start_dialog_done} complete -on_complete = - - - - ;------------------; - ; Legendary Quests ; - ;------------------; - -[give_forester_hunt_vlad_drakul] -icon = ui_iconsTotal_bar_crazy_veterans_quest -prior = 140 -storyline = true - -title = give_forester_hunt_vlad_drakul_name -target = -descr = {+forester_news_legendary_3} give_forester_hunt_vlad_drakul_3_descr, {+legendary_bloodsucker_vlad_drakul_dead} give_forester_hunt_vlad_drakul_2_descr, give_forester_hunt_vlad_drakul_1_descr -status_functor = give_hunt_legendary_1_status_f - -on_init = -condlist_0 = {+give_forester_hunt_vlad_drakul_done} complete -condlist_1 = {+give_forester_hunt_vlad_drakul_fail} fail -on_complete = %=reward_item(vodka_quality) =inc_faction_goodwill_to_actor(stalker:75)% -on_fail = - -[give_butcher_legendary_1] -icon = ui_iconsTotal_bar_crazy_veterans_quest -prior = 140 -storyline = true - -title = give_butcher_legendary_1_name -target = -descr = {+legendary_pack_boars_calydonian_dead} give_butcher_legendary_1_2_descr, give_butcher_legendary_1_1_descr -status_functor = give_hunt_legendary_2_status_f - -on_init = -condlist_0 = {+give_butcher_legendary_1_done} complete -condlist_1 = {+player_fled_from_calydonian_boar} fail - -on_complete = %=reward_item(vodka_quality) =inc_faction_goodwill_to_actor(stalker:50) =inc_faction_goodwill_to_actor(csky:50) =reward_money(10000)% -on_fail = %=release_legendary_hunt_2()% - - - -;------------------------------------------------------------------------------------------ -; Doctor Alyosha Shyogolov QUESTLINES -;------------------------------------------------------------------------------------------ - -[give_alyosha_shyogolov_trouble_1] -icon = ui_iconsTotal_bar_crazy_veterans_quest -prior = 140 -storyline = true - -title = give_alyosha_shyogolov_trouble_1_name -target = -descr = {+alyosha_shyogolov_1_you_arrived} give_alyosha_shyogolov_trouble_1_3_descr, {+alyosha_shyogolov_1_go} give_alyosha_shyogolov_trouble_1_2_descr, give_alyosha_shyogolov_trouble_1_1_descr -status_functor = give_alyosha_shyogolov_trouble_1_status_f - -on_init = %=clear_smart_terrain(agr_smart_terrain_6_4:true) =create_squad(alyosha_shyogolov_squad:agr_smart_terrain_6_4) =clear_smart_terrain(agr_smart_terrain_5_3:true)% -condlist_0 = {+alyosha_shyogolov_0_new_done} complete -on_complete = - -[give_alyosha_shyogolov_trouble_2] -icon = ui_iconsTotal_bar_crazy_veterans_quest -prior = 140 -storyline = true - -title = give_alyosha_shyogolov_trouble_2_name -target = -descr = {=actor_has_item(bh_mozgotlen_documents)} give_alyosha_shyogolov_trouble_2_2_descr, give_alyosha_shyogolov_trouble_2_1_descr -status_functor = give_alyosha_shyogolov_trouble_2_status_f - -on_init = %=clear_smart_terrain(agr_smart_terrain_5_7:true) =clear_smart_terrain(agr_smart_terrain_4_6:true) =clear_smart_terrain(mar_smart_terrain_7_3:true)% -condlist_0 = {+give_alyosha_shyogolov_trouble_2_done} complete -on_complete = - - -[give_alyosha_shyogolov_trouble_3] -icon = ui_iconsTotal_bar_crazy_veterans_quest -prior = 140 -storyline = true - -title = give_alyosha_shyogolov_trouble_3_name -target = -descr = {+nr_bandits_squads_dead_1} give_alyosha_shyogolov_trouble_3_3_descr, {+alyosha_shyogolov_retreat_1} give_alyosha_shyogolov_trouble_3_2_descr, give_alyosha_shyogolov_trouble_3_1_descr -status_functor = give_alyosha_shyogolov_trouble_3_status_f - -on_init = %=clear_smart_terrain(jup_sim_13:true)% -condlist_0 = {+alyosha_shyogolov_trouble_3_done} complete -on_complete = - - - -[give_alyosha_shyogolov_trouble_4] -icon = ui_iconsTotal_bar_crazy_veterans_quest -prior = 140 -storyline = true - -title = give_alyosha_shyogolov_trouble_4_name -target = -descr = -status_functor = give_alyosha_shyogolov_trouble_4_status_f - -on_init = -condlist_0 = {+alyosha_shyogolov_trouble_4_done} complete -on_complete = - -[give_alyosha_shyogolov_trouble_5] -icon = ui_iconsTotal_bar_crazy_veterans_quest -prior = 140 -storyline = true - -title = give_alyosha_shyogolov_trouble_5_name -target = -descr = -status_functor = give_alyosha_shyogolov_trouble_5_status_f - -on_init = -condlist_0 = {+alyosha_shyogolov_trouble_5_done} complete -on_complete = -;------------------------------------------------------------------------------------------ -; Vybegallo QUESTLINES -;------------------------------------------------------------------------------------------ - -[give_vybegallo_pseudogiant] -icon = ui_icons_cordon22 -prior = 72 -storyline = false - -title = bring_pseudogiant_vybegallo_name -descr = bring_part_vybegallo_descr -target = - -condlist_0 = {+vybegallo_quest_1_done} complete -condlist_1 = {+vybegallo_sakharov_order_done} fail - -[give_meet_vybegallo_quest] -icon = ui_iconsTotal_bar_crazy_veterans_quest -prior = 20 -storyline = true - -title = give_meet_vybegallo_quest_name -target = -descr = give_meet_vybegallo_quest_descr - -condlist_0 = {+give_meet_vybegallo_quest_done} complete - - -[give_sakharov_order_vybegallo_quest] -icon = ui_iconsTotal_bar_crazy_veterans_quest -prior = 20 -storyline = true - -title = give_sakharov_order_vybegallo_quest_name -target = -descr = {+vybegallo_sakharov_order_done} give_sakharov_order_vybegallo_quest_2_descr, give_sakharov_order_vybegallo_quest_1_descr - -condlist_0 = {+give_sakharov_order_vybegallo_quest_done} complete -on_complete = %=spawn_vybegallo_order_mercenary =spawn_vybegallo_order_mercenary_2 =reward_item(medkit) =reward_item(antirad) =reward_money(1000)% - - -[give_vybegallo_must_die] -icon = ui_iconsTotal_bar_crazy_veterans_quest -prior = 99 -storyline = true - -title = give_vybegallo_must_die_name -target = -descr = {+vybegallo_dead} give_vybegallo_must_die_2_descr, give_vybegallo_must_die_1_descr - -condlist_0 = {+give_vybegallo_must_die_done} complete -on_complete = %=reward_item(af_cooler_up) =reward_money(7500)% - -[give_vybegallo_satisfied_man] -icon = ui_iconsTotal_bar_crazy_veterans_quest -prior = 99 -storyline = true - -title = give_vybegallo_satisfied_man_name -target = -descr = {+satisfied_man_dead} give_vybegallo_satisfied_man_2_descr, give_vybegallo_satisfied_man_1_descr -status_functor = give_vybegallo_satisfied_man_status_f - -condlist_0 = {+give_vybegallo_satisfied_man_done} complete -on_complete = %=reward_money(10000)% - - ;--------------------; - ; Bellerophon Quests ; - ;--------------------; -[give_task_bellerophon_chimera_1] -icon = ui_iconsTotal_bar_crazy_veterans_quest -prior = 90 -storyline = true - -title = give_task_bellerophon_chimera_1_name -target = -descr = {+bellerophon_chimera_1_dead} give_task_bellerophon_chimera_1_3_descr, {+bellerophon_7_done} give_task_bellerophon_chimera_1_2_descr, give_task_bellerophon_chimera_1_1_descr -status_functor = give_task_bellerophon_chimera_1_status_f - -condlist_0 = {+give_task_bellerophon_chimera_1_done} complete -condlist_1 = {+bellerophon_dead} fail -on_complete = - - ;--------------------; - ; Trapper Quests ; - ;--------------------; - -[give_task_trapper_chimera_1] -icon = ui_iconsTotal_bar_crazy_veterans_quest -prior = 90 -storyline = false - -title = give_task_trapper_chimera_1_name -target = -descr = {+trapper_chimera_1_dead} give_task_trapper_chimera_1_4_descr, {+trapper_chimera_1_init} give_task_trapper_chimera_1_3_descr, {+trapper_chimera_1_done} give_task_trapper_chimera_1_2_descr, give_task_trapper_chimera_1_1_descr -status_functor = give_task_trapper_chimera_1_status_f - -condlist_0 = {+give_task_trapper_chimera_1_done} complete -on_complete = %=reward_money(8750) =inc_faction_goodwill_to_actor(stalker:55) =inc_faction_goodwill_to_actor(freedom:15)% - -[give_task_trapper_chimera_2] -icon = ui_iconsTotal_bar_crazy_veterans_quest -prior = 90 -storyline = false - -title = give_task_trapper_chimera_2_name -target = -descr = {+trapper_chimera_2_dead} give_task_trapper_chimera_2_6_descr, {+trapper_chimera_2_recording_done_success} give_task_trapper_chimera_2_5_descr, {+trapper_chimera_7_done} give_task_trapper_chimera_2_4_descr, {+trapper_chimera_record_in_place} give_task_trapper_chimera_2_3_descr, {+trapper_chimera_2_init} give_task_trapper_chimera_2_2_descr, {+trapper_chimera_2_back} give_task_trapper_chimera_2_7_descr, give_task_trapper_chimera_2_1_descr -status_functor = give_task_trapper_chimera_2_status_f - -condlist_0 = {+give_task_trapper_chimera_2_done} complete -on_complete = %=inc_faction_goodwill_to_actor(stalker:55) =inc_faction_goodwill_to_actor(freedom:15)% - ---- Missing Hunters -[give_task_trapper_missing_hunter_1] -icon = ui_iconsTotal_bar_crazy_veterans_quest -prior = 90 -storyline = false - -title = give_task_trapper_missing_hunter_1_name -target = -descr = {+give_task_trapper_missing_hunter_1_all} give_task_trapper_missing_hunter_1_3_descr, {+trapper_missing_hunter_1_mutant_init} give_task_trapper_missing_hunter_1_2_descr, give_task_trapper_missing_hunter_1_1_descr -status_functor = give_task_trapper_missing_hunter_1_status_f - -condlist_0 = {+give_task_trapper_missing_hunter_1_done} complete -on_complete = %=reward_money(3750) =inc_faction_goodwill_to_actor(stalker:25) =inc_faction_goodwill_to_actor(freedom:15)% - - -[give_task_trapper_missing_hunter_2] -icon = ui_iconsTotal_bar_crazy_veterans_quest -prior = 90 -storyline = false - -title = give_task_trapper_missing_hunter_2_name -target = -descr = {+give_task_trapper_missing_hunter_2_all} give_task_trapper_missing_hunter_2_4_descr, {+give_task_trapper_missing_hunter_2_mutants_dead} give_task_trapper_missing_hunter_2_3_descr, {+give_task_trapper_missing_hunter_2_found} give_task_trapper_missing_hunter_2_2_descr, give_task_trapper_missing_hunter_2_1_descr -status_functor = give_task_trapper_missing_hunter_2_status_f - -condlist_0 = {+give_task_trapper_missing_hunter_2_done} complete -on_complete = %=reward_money(5750) =inc_faction_goodwill_to_actor(stalker:45) =inc_faction_goodwill_to_actor(freedom:25)% - - -[give_task_trapper_missing_hunter_3] -icon = ui_iconsTotal_bar_crazy_veterans_quest -prior = 90 -storyline = false - -title = give_task_trapper_missing_hunter_3_name -target = -descr = {+give_task_trapper_missing_hunter_3_mutants_dead} give_task_trapper_missing_hunter_3_3_descr, {+trapper_missing_hunter_3_mutant_init} give_task_trapper_missing_hunter_3_2_descr, give_task_trapper_missing_hunter_3_1_descr -status_functor = give_task_trapper_missing_hunter_3_status_f - -condlist_0 = {+give_task_trapper_missing_hunter_3_done} complete -on_complete = %=reward_money(4250) =inc_faction_goodwill_to_actor(stalker:25) =inc_faction_goodwill_to_actor(freedom:15)% -;------------------------------------------------------------------------------------------ -; Cordon QUESTLINES -;------------------------------------------------------------------------------------------ - -[give_sidorovich_railway_assault] -icon = ui_inGame2_Laboratoriya_X8 -prior = 75 -storyline = false - -title = give_sidorovich_railway_assault_name -target = -descr = {+bandit_reinforcment_esc_6_8_dead} give_sidorovich_railway_assault_5_descr, {+bandit_guards_esc_6_8_dead} give_sidorovich_railway_assault_4_descr, {+esc_railway_assault_go} give_sidorovich_railway_assault_3_descr, {+esc_railway_assault_ready} give_sidorovich_railway_assault_2_descr, give_sidorovich_railway_assault_1_descr -status_functor = give_sidorovich_railway_assault_status_f - - -condlist_0 = {+esc_railway_assault_done} complete -on_init = %=clear_smart_terrain(esc_smart_terrain_5_9:true) =clear_smart_terrain(esc_smart_terrain_4_9:true) =create_squad(csky_assault_esc_5_7:esc_smart_terrain_5_7) =create_squad(csky_assault_esc_5_7_leader:esc_smart_terrain_5_7) =clear_smart_terrain(esc_smart_terrain_6_8:true) =create_squad(bandit_guards_esc_6_8:esc_smart_terrain_6_8)% -on_complete = %=reward_money(3500) =inc_faction_goodwill_to_actor(stalker:25)% - -[give_sidorovich_railway_assault_2] -icon = ui_inGame2_Laboratoriya_X8 -prior = 75 -storyline = false - -title = give_sidorovich_railway_assault_2_name -target = -descr = {+bandit_guards_esc_6_8_dead +bandit_reinforcment_esc_7_11_dead} give_sidorovich_railway_assault_2_3_descr, {+bandit_reinforcment_esc_7_11_dead} give_sidorovich_railway_assault_2_2_descr, give_sidorovich_railway_assault_2_1_descr -status_functor = give_sidorovich_railway_assault_2_status_f - - -condlist_0 = {+esc_railway_assault_done} complete -on_init = %=clear_smart_terrain(esc_smart_terrain_7_11:true) =clear_smart_terrain(esc_smart_terrain_5_9:true) =clear_smart_terrain(esc_smart_terrain_4_9:true) =create_squad(csky_assault_esc_5_7:esc_smart_terrain_5_7) =create_squad(csky_assault_esc_5_7_leader:esc_smart_terrain_5_7) =clear_smart_terrain(esc_smart_terrain_6_8:true) =create_squad(bandit_guards_esc_6_8:esc_smart_terrain_6_8)% -on_complete = %=reward_money(5000) =inc_faction_goodwill_to_actor(stalker:50)% - -[give_task_bh_gutalin_1] -icon = ui_icons_cordon22 -prior = 80 -storyline = false - -title = give_task_bh_gutalin_1_name -descr = {+bh_gutalin_squad_dead} give_task_bh_gutalin_1_2_descr, give_task_bh_gutalin_1_1_descr -target = -status_functor = give_task_bh_gutalin_1_status_f - - -condlist_0 = {+give_task_bh_gutalin_1_done} complete -on_init = -on_complete = %=reward_money(2500) =reward_item(salmon) =reward_item(raisins) =reward_item(vodka_quality)% - -[give_shlitzer_smuggling_1] -icon = ui_icons_cordon22 -prior = 80 -storyline = false - -title = give_shlitzer_smuggling_1_name -descr = {+bh_badger_deal_done} give_shlitzer_smuggling_1_3_descr, {+bh_shlitzer_smuggling_done} give_shlitzer_smuggling_1_2_descr, give_shlitzer_smuggling_1_1_descr -target = -status_functor = give_shlitzer_smuggling_1_status_f - - -condlist_0 = {+give_shlitzer_smuggling_1_done} complete -condlist_1 = {+bh_shlitzer_fail_1} fail -on_init = %=create_squad(bh_badger_squad:esc_smart_terrain_3_16)% -on_complete = %=reset_bh_badger_logic% - -[give_shlitzer_smuggling_2] -icon = ui_icons_cordon22 -prior = 80 -storyline = false - -title = give_shlitzer_smuggling_2_name -descr = give_shlitzer_smuggling_2_1_descr -target = -status_functor = give_shlitzer_smuggling_2_status_f - - -condlist_0 = {+give_shlitzer_smuggling_2_done} complete -condlist_1 = -on_init = -on_complete = - -[give_shlitzer_smuggling_3] -icon = ui_icons_cordon22 -prior = 80 -storyline = false - -title = give_shlitzer_smuggling_3_name -descr = give_shlitzer_smuggling_3_1_descr -target = -status_functor = give_shlitzer_smuggling_3_status_f - - -condlist_0 = {+give_shlitzer_smuggling_3_done} complete -condlist_1 = -on_init = -on_complete = -;------------------------------------------------------------------------------------------ -; Marketshare QUESTLINES -;------------------------------------------------------------------------------------------ -[give_meet_marlo_chris_quest_1] -icon = ui_iconsTotal_bar_crazy_veterans_quest -prior = 100 -storyline = false - -title = give_meet_marlo_chris_quest_1_name -target = -descr = give_meet_marlo_chris_quest_1_descr - -condlist_0 = {+give_meet_marlo_chris_quest_1_done} complete - -[give_meet_marlo_chris_quest_2] -icon = ui_iconsTotal_bar_crazy_veterans_quest -prior = 100 -storyline = false - -title = give_meet_marlo_chris_quest_2_name -target = -descr = give_meet_marlo_chris_quest_2_descr - -condlist_0 = {+give_meet_marlo_chris_quest_2_done} complete - -[give_meet_marlo_chris_quest_3] -icon = ui_iconsTotal_bar_crazy_veterans_quest -prior = 100 -storyline = false - -title = give_meet_marlo_chris_quest_3_name -target = -descr = give_meet_marlo_chris_quest_3_descr - -condlist_0 = {+give_meet_marlo_chris_quest_3_done} complete - -[give_marlo_pda] -icon = ui_icons_cordon22 -prior = 80 -storyline = false - -title = give_marlo_pda_name -descr = {=actor_has_item(itm_pda_mercenary_1)} bring_pda_marlo_3_descr, {+zaton_mercenary_1_dead} bring_pda_marlo_2_descr, bring_pda_marlo_1_descr -target = - -condlist_0 = {+give_marlo_pda_done} complete -on_init = -on_complete = %=reward_item(light_repair_kit) =reward_item(toolkit_r5)% - -[give_intercept_courrier_1] -icon = ui_icons_cordon22 -prior = 80 -storyline = false - -title = give_intercept_courrier_1_name -descr = {=actor_has_item(itm_usb_mercenary_1)} bring_usb_marlo_2_descr, bring_usb_marlo_1_descr -target = - -condlist_0 = {+give_intercept_courrier_1_done} complete -on_init = %=clear_smart_terrain(jup_sim_2:true) =create_squad(zaton_mercenary_courrier_1_squad:jup_sim_2)% -on_complete = - -[give_intercept_courrier_2] -icon = ui_icons_cordon22 -prior = 80 -storyline = false - -title = give_intercept_courrier_2_name -descr = {+zaton_mercenary_2_delivered} bring_usb_marlo_2_2_descr, bring_usb_marlo_2_1_descr -target = - -condlist_0 = {+give_intercept_courrier_2_done} complete -on_init = %=create_squad(zaton_mercenary_2_squad:zat_b40_smart_terrain)% -on_complete = %=reward_money(7000)% - - - -[give_intercept_delivery_1] -icon = ui_icons_cordon22 -prior = 80 -storyline = false - -title = give_intercept_delivery_1_name -descr = {+jupiter_mercenary_1_squad_dead} give_intercept_delivery_1_2_descr, give_intercept_delivery_1_1_descr -target = - - -condlist_0 = {+give_intercept_delivery_1_done} complete -on_init = %=spawn_mercenary_supplies_1 =spawn_mercenary_supplies_2 =spawn_mercenary_supplies_3 =spawn_mercenary_supplies_4 =spawn_mercenary_supplies_5 =spawn_mercenary_supplies_6 =clear_smart_terrain(jup_b202:true) =clear_smart_terrain(jup_b207:true) =create_squad(jupiter_stalker_assault_leader_squad:jup_a6) =create_squad(jupiter_stalker_assault_1_squad:jup_a6) =create_squad(jupiter_mercenary_1_squad:jup_b207)% -on_complete = %=reward_money(7000)% - ----- Stage 2 ---- - -[give_hostile_takeover_main] -icon = ui_icons_cordon22 -prior = 80 -storyline = false - -title = give_hostile_takeover_main_name -descr = give_hostile_takeover_main_descr -target = - -condlist_0 = {+give_hostile_takeover_main_done} complete -on_init = -on_complete = - -[give_diplomatic_takeover_main] -icon = ui_icons_cordon22 -prior = 80 -storyline = false - -title = give_diplomatic_takeover_main_name -descr = give_diplomatic_takeover_main_descr -target = - -condlist_0 = {+give_diplomatic_takeover_main_done} complete -on_init = -on_complete = - - -;------------------------------------------------------------------------------------------ -; Fake Artifact QUESTLINES -;------------------------------------------------------------------------------------------ -[give_sidorovich_fake_artifact_1] -icon = ui_icons_cordon22 -prior = 80 -storyline = false - -title = give_sidorovich_fake_artifact_1_name -descr = give_sidorovich_fake_artifact_1_descr -target = - -condlist_0 = {+give_sidorovich_fake_artifact_done} complete -on_init = %=create_squad(ecologist_sidorovich_squad:esc_smart_terrain_2_12)% -on_complete = %=reward_money(25000)% - -[give_tambov_debt_1] -icon = ui_icons_cordon22 -prior = 80 -storyline = false - -title = give_tambov_debt_1_name -descr = give_tambov_debt_1_descr -target = - -condlist_0 = {+bandit_debt_tambov_1_dead} complete -on_init = %=clear_smart_terrain(val_smart_terrain_4_0:true) =create_squad(bandit_debt_tambov_1:val_smart_terrain_4_0)% -on_complete = %=tambov_debt_1_info()% - -[give_tambov_debt_2] -icon = ui_icons_cordon22 -prior = 80 -storyline = false - -title = give_tambov_debt_2_name -descr = {+bandit_debt_tambov_2_dead} give_tambov_debt_2_2_descr, give_tambov_debt_2_1_descr -target = {+bandit_debt_tambov_2_dead} ecologist_sidorovich - -condlist_0 = {+give_tambov_debt_2_done} complete -on_init = %=clear_smart_terrain(val_smart_terrain_4_0:true) =create_squad(bandit_debt_tambov_2:val_smart_terrain_4_0)% -on_complete = - - -;------------------------------------------------------------------------------------------ -; What a night QUESTLINES -;------------------------------------------------------------------------------------------ - -[give_what_a_night] -icon = ui_icons_cordon22 -prior = 80 -storyline = false - -title = give_what_a_night_name -descr = give_what_a_night_descr -target = - -condlist_0 = {+give_what_a_night_done} complete -on_init = %=spawn_blackout_knife =spawn_blackout_shotgun% -on_complete = - -[give_task_bezsonik_1] -icon = ui_icons_cordon22 -prior = 80 -storyline = false - -title = give_task_bezsonik_1_name -descr = {+pack_dogs_bezsonik_1_dead}give_task_bezsonik_1_2_descr, give_task_bezsonik_1_1_descr -target = -status_functor = give_task_bezsonik_1_status_f - - -condlist_0 = {+nr_bezsonik_0_done} complete -on_init = -on_complete = -;------------------------------------------------------------------------------------------ -; Rush to the North -;------------------------------------------------------------------------------------------ - -[give_task_fanat_rookie_training_1] -icon = ui_iconsTotal_bar_crazy_veterans_quest -prior = 20 -storyline = true - -title = give_task_fanat_rookie_training_1_name -target = -descr = {+nr_iliaz_3_done} give_task_fanat_rookie_training_1_7_descr, {+nr_ilyaz_artifact_back} give_task_fanat_rookie_training_1_6_descr, {+nr_iliaz_2_done} give_task_fanat_rookie_training_1_5_descr, {+nr_iliaz_arrived_1} give_task_fanat_rookie_training_1_4_descr, {+nr_iliaz_1_done} give_task_fanat_rookie_training_1_3_descr, {+nr_iliaz_0_done} give_task_fanat_rookie_training_1_2_descr, give_task_fanat_rookie_training_1_1_descr -status_functor = give_task_fanat_rookie_training_1_status_f - -condlist_0 = {+nr_iliaz_4_done} complete -condlist_1 = {+nr_iliaz_squad_dead} fail -on_complete = %=inc_faction_goodwill_to_actor(stalker:100)% - -[give_task_escort_sorokin_1] -icon = ui_iconsTotal_bar_crazy_veterans_quest -prior = 55 -storyline = true - -title = give_task_escort_sorokin_1_name -target = -descr = {+sorokin_1_you_arrived} give_task_escort_sorokin_1_2_descr, give_task_escort_sorokin_1_1_descr -status_functor = give_task_escort_sorokin_1_status_f - -on_init = -condlist_0 = {+nr_sorokin_2_done} complete -on_complete = -condlist_1 = {+nr_sorokin_dead} fail - -[give_task_join_scamlok_1] -icon = ui_iconsTotal_bar_crazy_veterans_quest -prior = 140 -storyline = true - -title = give_task_join_scamlok_1_name -target = -descr = {+nr_fool_you_arrived} give_task_join_scamlok_1_2_descr, give_task_join_scamlok_1_1_descr -status_functor = give_task_join_scamlok_1_status_f - -on_init = -condlist_0 = {+give_task_join_scamlok_1_done} complete -on_complete = - - ;--------------------; - ; Strange Meat ; - ;--------------------; -[give_task_nr_strange_meat] -icon = ui_iconsTotal_bar_crazy_veterans_quest -prior = 140 -storyline = true - -title = give_task_nr_strange_meat_name -target = -descr = give_task_nr_strange_meat_1_descr -status_functor = give_task_nr_strange_meat_status_f - -on_init = %=spawn_yak_dead% -condlist_0 = {+give_task_nr_strange_meat_done} complete -on_complete = - - ;--------------------; - ; Like Rats ina Trap ; - ;--------------------; - - -[give_like_rats_trap_1] -icon = ui_iconsTotal_bar_crazy_veterans_quest -prior = 75 -storyline = false - -title = give_like_rats_trap_1_name -target = -descr = give_like_rats_trap_1_1_descr -status_functor = give_like_rats_trap_1_status_f - -on_init = %=clear_smart_terrain(agr_u_bandits:true) =create_squad(bh_agr_u_bandits_leader_squad:agr_u_bandits) =create_squad(bh_agr_u_bandits_1_squad:agr_u_bandits)% -condlist_0 = {+give_like_rats_trap_1_done} complete -on_complete = \ No newline at end of file diff --git a/mods/[DEV] Brotherhood/gamedata/configs/misc/task/tm_brotherhood_ac.ltx b/mods/[DEV] Brotherhood/gamedata/configs/misc/task/tm_brotherhood_ac.ltx deleted file mode 100644 index fc663072..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/misc/task/tm_brotherhood_ac.ltx +++ /dev/null @@ -1,49 +0,0 @@ -;============================================================== -; -; TASKS PROVIDED FOR STORIES FROM THE ZONE (Name might be subject to changes) -; Anomaly 1.5.2. -; -; Made by: Catilina -; -;============================================================== -;------------------------------------------------------------------------------------------ -; Atomic Crusader QUESTLINES -;------------------------------------------------------------------------------------------ - -[give_task_father_charon_quest_1] -icon = ui_iconsTotal_bar_crazy_veterans_quest -prior = 20 -storyline = true - -title = give_task_father_charon_quest_1_name -target = -descr = give_task_father_charon_quest_1_descr - -condlist_0 = {+give_task_father_charon_quest_1_done} complete - -[give_task_blue_winter_quest_1] -icon = ui_iconsTotal_bar_crazy_veterans_quest -prior = 20 -storyline = true - -title = give_task_blue_winter_quest_1_name -target = -descr = {+ac_blue_winter_3_done} give_task_blue_winter_quest_1_5_descr, {+ac_task_1_everyone_dead} give_task_blue_winter_quest_1_4_descr, {+ac_blue_winter_task_1_stage_3} give_task_blue_winter_quest_1_3_descr, {+ac_blue_winter_1_done} give_task_blue_winter_quest_1_2_descr, give_task_blue_winter_quest_1_1_descr -status_functor = give_task_blue_winter_quest_1_status_f - -condlist_0 = {+give_task_blue_winter_quest_1_done} complete -on_complete = %=reward_money(3500)% - - -[give_task_blue_winter_quest_3] -icon = ui_iconsTotal_bar_crazy_veterans_quest -prior = 20 -storyline = true - -title = give_task_blue_winter_quest_3_name -target = -descr = give_task_blue_winter_quest_3_1_descr -status_functor = give_task_blue_winter_quest_3_status_f - -condlist_0 = {+give_task_blue_winter_quest_3_done} complete -on_complete = %=reward_money(3500)% diff --git a/mods/[DEV] Brotherhood/gamedata/configs/scripts/agroprom/smart/agr_smart_terrain_1_3.ltx b/mods/[DEV] Brotherhood/gamedata/configs/scripts/agroprom/smart/agr_smart_terrain_1_3.ltx deleted file mode 100644 index 7404f828..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/scripts/agroprom/smart/agr_smart_terrain_1_3.ltx +++ /dev/null @@ -1,27 +0,0 @@ -[smart_terrain] ;agr_smart_terrain_1_3 ;;аномалия, болото, деревянный домик. -squad_id = 2 -max_population = {+agr_snork_infestion} 2, 1 -respawn_params = respawn@agr_smart_terrain_1_3 -respawn_idle = 86400 - - - -[respawn@agr_smart_terrain_1_3] ;-- Type: spawn_all_weak -spawn_all_weak -spawn@snork_inf - - - -[spawn_all_weak] ;-- Zombies/Normal mutants - Rates of groups:(3 zombies + 1 tushkano + 3 dogs + 2 cats + 3 fleshes/boars) -spawn_squads = zombied_sim_squad_mix, simulation_zombie, simulation_mix_zombie, simulation_tushkano, simulation_dog, simulation_mix_dogs, simulation_pseudodog, simulation_cat, simulation_cat, simulation_mix_boar_flesh, simulation_flesh, simulation_boar ;--spawn-all-weak -spawn_num = 1 - -[spawn@snork_inf] -spawn_squads = pack_snorks_smart_1 -spawn_num = {+agr_snork_infestion} 1, 0 - - -[exclusive] -faction_base_defense_enemy1 = agroprom\agr_smart_terrain_1_3_smart_logic.ltx -faction_base_defense_enemy2 = agroprom\agr_smart_terrain_1_3_smart_logic.ltx -faction_base_defense_enemy3 = agroprom\agr_smart_terrain_1_3_smart_logic.ltx \ No newline at end of file diff --git a/mods/[DEV] Brotherhood/gamedata/configs/scripts/agroprom/smart/agr_smart_terrain_2_2.ltx b/mods/[DEV] Brotherhood/gamedata/configs/scripts/agroprom/smart/agr_smart_terrain_2_2.ltx deleted file mode 100644 index b4f5003d..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/scripts/agroprom/smart/agr_smart_terrain_2_2.ltx +++ /dev/null @@ -1,21 +0,0 @@ -[smart_terrain] -squad_id = 6 -max_population = {+agr_snork_infestion} 4, 3 -respawn_params = respawn@agr_smart_terrain_2_2 -respawn_idle = 86400 - - - -[respawn@agr_smart_terrain_2_2] ;-- Type: spawn_mutants_rare -spawn_mutants_rare -spawn@snork_inf - - - -[spawn_mutants_rare] -spawn_squads = simulation_fracture, simulation_lurker, simulation_snork, simulation_bloodsucker, simulation_psysucker ;--spawn-mutants-rare -spawn_num = 1 - -[spawn@snork_inf] -spawn_squads = pack_snorks_smart_1 -spawn_num = {+agr_snork_infestion} 1, 0 \ No newline at end of file diff --git a/mods/[DEV] Brotherhood/gamedata/configs/scripts/agroprom/smart/agr_smart_terrain_4_4.ltx b/mods/[DEV] Brotherhood/gamedata/configs/scripts/agroprom/smart/agr_smart_terrain_4_4.ltx deleted file mode 100644 index 6a0f684e..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/scripts/agroprom/smart/agr_smart_terrain_4_4.ltx +++ /dev/null @@ -1,37 +0,0 @@ -[smart_terrain]; agr_smart_terrain_4_4 -squad_id = 7 -max_population = 2 -respawn_params = respawn@agr_smart_terrain_4_4 -respawn_idle = 86400 - - - -[respawn@agr_smart_terrain_4_4] -spawn_stalker1 - - - -[spawn_stalker1] -spawn_squads = ecolog_sim_squad_advanced, duty_sim_squad_advanced -spawn_num = {~50}1, 0 - - - -[exclusive] -;----StfZ -sarpedon_logic = brotherhood\agroprom_logic.ltx -bellerophon_logic_2 = garbage\brotherhood_logic.ltx -alyosha_shyogolov_2 = brotherhood\agroprom_logic.ltx -vybegallo = brotherhood\agroprom_logic.ltx -bh_rat_guards_1 = brotherhood\agroprom_logic.ltx -bh_rat_guards_2 = brotherhood\agroprom_logic.ltx -bh_rat_guards_3 = brotherhood\agroprom_logic.ltx -bh_rat_guards_4 = brotherhood\agroprom_logic.ltx -bh_rat_guards_5 = brotherhood\agroprom_logic.ltx -bh_rat_guards_6 = brotherhood\agroprom_logic.ltx -;----StfZ -agr_smart_terrain_4_4_camp_work_1 = agroprom\agr_smart_terrain_4_4_smart_logic.ltx -agr_smart_terrain_4_4_camp_work_2 = agroprom\agr_smart_terrain_4_4_smart_logic.ltx -agr_smart_terrain_4_4_camp_work_3 = agroprom\agr_smart_terrain_4_4_smart_logic.ltx -agr_smart_terrain_4_4_camp_work_4 = agroprom\agr_smart_terrain_4_4_smart_logic.ltx -agr_smart_terrain_4_4_camp_work_5 = agroprom\agr_smart_terrain_4_4_smart_logic.ltx \ No newline at end of file diff --git a/mods/[DEV] Brotherhood/gamedata/configs/scripts/agroprom/smart/agr_smart_terrain_4_6.ltx b/mods/[DEV] Brotherhood/gamedata/configs/scripts/agroprom/smart/agr_smart_terrain_4_6.ltx deleted file mode 100644 index fb40c334..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/scripts/agroprom/smart/agr_smart_terrain_4_6.ltx +++ /dev/null @@ -1,31 +0,0 @@ -[smart_terrain] -squad_id = 11 -max_population = {+agr_snork_infestion} 4, 3 -respawn_params = respawn@agr_smart_terrain_4_6 -respawn_idle = 86400 - - - -[respawn@agr_smart_terrain_4_6] ;-- Type: spawn_all_weak + spawn_all_normal -spawn_all_weak -spawn_all_normal -spawn@snork_inf - - - -[spawn_all_weak] ;-- Zombies/Normal mutants - Rates of groups:(3 zombies + 1 tushkano + 3 dogs + 2 cats + 3 fleshes/boars) -spawn_squads = zombied_sim_squad_mix, simulation_zombie, simulation_mix_zombie, simulation_tushkano, simulation_dog, simulation_mix_dogs, simulation_pseudodog, simulation_cat, simulation_cat, simulation_mix_boar_flesh, simulation_flesh, simulation_boar ;--spawn-all-weak -spawn_num = 2 - -[spawn_all_normal] ;-- Zombies/Normal/Rare mutants - Rates of groups: [10:5](3 zombies + 3 dogs + 1 cats + 3 fleshes/boars + 1 + 1 + 1 + 1 + 1) -spawn_squads = zombied_sim_squad_mix, simulation_zombie_3_6, simulation_mix_zombie, simulation_mix_dogs, simulation_mix_dogs, simulation_pseudodog, simulation_cat, simulation_mix_boar_flesh, simulation_flesh, simulation_boar, simulation_fracture, simulation_lurker, simulation_snork, simulation_bloodsucker, simulation_psysucker ;--spawn-all-normal -spawn_num = 1 - -[spawn@snork_inf] -spawn_squads = pack_snorks_smart_3_weak -spawn_num = {+agr_snork_infestion} 1, 0 - -[exclusive] -faction_base_defense_enemy1 = agroprom\agr_smart_terrain_4_6_smart_logic.ltx -faction_base_defense_enemy2 = agroprom\agr_smart_terrain_4_6_smart_logic.ltx -faction_base_defense_enemy3 = agroprom\agr_smart_terrain_4_6_smart_logic.ltx \ No newline at end of file diff --git a/mods/[DEV] Brotherhood/gamedata/configs/scripts/agroprom/smart/agr_smart_terrain_5_2.ltx b/mods/[DEV] Brotherhood/gamedata/configs/scripts/agroprom/smart/agr_smart_terrain_5_2.ltx deleted file mode 100644 index 5aa93cf3..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/scripts/agroprom/smart/agr_smart_terrain_5_2.ltx +++ /dev/null @@ -1,25 +0,0 @@ -[smart_terrain] ;agr_smart_terrain_5_2 ;;лес-поляна на северо-востоке -squad_id = 12 -max_population = {+agr_snork_infestion} 3, 2 -respawn_params = respawn@agr_smart_terrain_5_2 -respawn_idle = 86400 - - - -[respawn@agr_smart_terrain_5_2] ;-- Type: c_2 -spawn_all_hard_c_2_1 -spawn_all_worst_c_2_2 -spawn@snork_inf - - -[spawn_all_hard_c_2_1] -spawn_squads = simulation_fracture, simulation_fracture, simulation_lurker, simulation_lurker_1_2, simulation_snork_2_3, simulation_snork_2_3, simulation_bloodsucker, simulation_bloodsucker_1_2, simulation_psysucker, simulation_chimera, simulation_psy_dog, simulation_poltergeist_tele, simulation_karlik, simulation_burer, simulation_controller ;--spawn-all-hard -spawn_num = {!actor_week_in_zone(2)} 1, {=actor_week_in_zone(2)} 0 - -[spawn_all_worst_c_2_2] -spawn_squads = simulation_chimera, simulation_gigant, simulation_psy_dog_squad, simulation_poltergeist, simulation_karlik, simulation_burer, simulation_controller ;--spawn-all-worst -spawn_num = {=actor_week_in_zone(2)} 1, {!actor_week_in_zone(2)} 0 - -[spawn@snork_inf] -spawn_squads = pack_snorks_smart_2_strong -spawn_num = {+agr_snork_infestion} 1, 0 \ No newline at end of file diff --git a/mods/[DEV] Brotherhood/gamedata/configs/scripts/agroprom/smart/agr_smart_terrain_5_4.ltx b/mods/[DEV] Brotherhood/gamedata/configs/scripts/agroprom/smart/agr_smart_terrain_5_4.ltx deleted file mode 100644 index 5c6e0695..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/scripts/agroprom/smart/agr_smart_terrain_5_4.ltx +++ /dev/null @@ -1,24 +0,0 @@ -[smart_terrain] -squad_id = 17 -max_population = {+agr_snork_infestion} 2, 1 -respawn_params = respawn@agr_smart_terrain_5_4 -respawn_idle = 172800 - - - -[respawn@agr_smart_terrain_5_4] -spawn_mutants_psy -spawn@snork_inf - -[spawn_mutants_psy] -spawn_squads = simulation_psy_dog, simulation_poltergeist_tele, simulation_karlik, simulation_burer, simulation_controller ;--spawn-mutants-psy -spawn_num = 1 - -[spawn@snork_inf] -spawn_squads = pack_snorks_smart_2_strong -spawn_num = {+agr_snork_infestion} 1, 0 - -[exclusive] -faction_base_defense_enemy1 = agroprom\agr_smart_terrain_1_3_smart_logic.ltx -faction_base_defense_enemy2 = agroprom\agr_smart_terrain_1_3_smart_logic.ltx -faction_base_defense_enemy3 = agroprom\agr_smart_terrain_1_3_smart_logic.ltx \ No newline at end of file diff --git a/mods/[DEV] Brotherhood/gamedata/configs/scripts/agroprom/smart/agr_smart_terrain_5_7.ltx b/mods/[DEV] Brotherhood/gamedata/configs/scripts/agroprom/smart/agr_smart_terrain_5_7.ltx deleted file mode 100644 index 6562a196..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/scripts/agroprom/smart/agr_smart_terrain_5_7.ltx +++ /dev/null @@ -1,25 +0,0 @@ -[smart_terrain] -squad_id = 14 -max_population = {+agr_snork_infestion} 3, 2 -respawn_params = respawn@agr_smart_terrain_5_7 -respawn_idle = 86400 - - - -[respawn@agr_smart_terrain_5_7] ;-- Type: spawn_all_weak + spawn_all_normal -spawn_all_weak -spawn_all_normal -spawn@snork_inf - - -[spawn_all_weak] ;-- Zombies/Normal mutants - Rates of groups:(3 zombies + 1 tushkano + 3 dogs + 2 cats + 3 fleshes/boars) -spawn_squads = zombied_sim_squad_mix, simulation_zombie, simulation_mix_zombie, simulation_tushkano, simulation_dog, simulation_mix_dogs, simulation_pseudodog, simulation_cat, simulation_cat, simulation_mix_boar_flesh, simulation_flesh, simulation_boar ;--spawn-all-weak -spawn_num = 1 - -[spawn_all_normal] ;-- Zombies/Normal/Rare mutants - Rates of groups: [10:5](3 zombies + 3 dogs + 1 cats + 3 fleshes/boars + 1 + 1 + 1 + 1 + 1) -spawn_squads = zombied_sim_squad_mix, simulation_zombie_3_6, simulation_mix_zombie, simulation_mix_dogs, simulation_mix_dogs, simulation_pseudodog, simulation_cat, simulation_mix_boar_flesh, simulation_flesh, simulation_boar, simulation_fracture, simulation_lurker, simulation_snork, simulation_bloodsucker, simulation_psysucker ;--spawn-all-normal -spawn_num = 1 - -[spawn@snork_inf] -spawn_squads = pack_snorks_smart_1 -spawn_num = {+agr_snork_infestion} 1, 0 \ No newline at end of file diff --git a/mods/[DEV] Brotherhood/gamedata/configs/scripts/agroprom/smart/agr_smart_terrain_6_4.ltx b/mods/[DEV] Brotherhood/gamedata/configs/scripts/agroprom/smart/agr_smart_terrain_6_4.ltx deleted file mode 100644 index 49fd836a..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/scripts/agroprom/smart/agr_smart_terrain_6_4.ltx +++ /dev/null @@ -1,26 +0,0 @@ -[smart_terrain] ;agr_smart_terrain_6_4 -squad_id = 15 -max_population = 2 -respawn_params = respawn@agr_smart_terrain_6_4 -respawn_idle = 86400 - - - -[respawn@agr_smart_terrain_6_4] -spawn_all_normal - - - -[spawn_all_normal] ;-- Zombies/Normal/Rare mutants - Rates of groups: [10:5](3 zombies + 3 dogs + 1 cats + 3 fleshes/boars + 1 + 1 + 1 + 1 + 1) -spawn_squads = zombied_sim_squad_mix, simulation_zombie_3_6, simulation_mix_zombie, simulation_mix_dogs, simulation_mix_dogs, simulation_pseudodog, simulation_cat, simulation_mix_boar_flesh, simulation_flesh, simulation_boar, simulation_fracture, simulation_lurker, simulation_snork, simulation_bloodsucker, simulation_psysucker ;--spawn-all-normal -spawn_num = 1 - - - -[exclusive] -alyosha_shyogolov = brotherhood\agroprom_logic.ltx -agr_smart_terrain_6_4_camp_work_1 = agroprom\agr_smart_terrain_6_4_smart_logic.ltx -agr_smart_terrain_6_4_camp_work_2 = agroprom\agr_smart_terrain_6_4_smart_logic.ltx -agr_smart_terrain_6_4_camp_work_3 = agroprom\agr_smart_terrain_6_4_smart_logic.ltx -agr_smart_terrain_6_4_camp_work_4 = agroprom\agr_smart_terrain_6_4_smart_logic.ltx -agr_smart_terrain_6_4_camp_work_5 = agroprom\agr_smart_terrain_6_4_smart_logic.ltx \ No newline at end of file diff --git a/mods/[DEV] Brotherhood/gamedata/configs/scripts/agroprom/smart/agr_smart_terrain_7_5.ltx b/mods/[DEV] Brotherhood/gamedata/configs/scripts/agroprom/smart/agr_smart_terrain_7_5.ltx deleted file mode 100644 index 599fa943..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/scripts/agroprom/smart/agr_smart_terrain_7_5.ltx +++ /dev/null @@ -1,20 +0,0 @@ -[smart_terrain] ;agr_smart_terrain_7_5 ;;Узкая нора снорков на холме у перехода на Свалку. -squad_id = 16 -max_population = {+agr_snork_infestion} 3, 2 -respawn_params = respawn@agr_smart_terrain_7_5 -respawn_idle = 86400 - - - -[respawn@agr_smart_terrain_7_5] ;-- Type: spawn_all_normal -spawn_all_normal -spawn@snork_inf - - -[spawn_all_normal] ;-- Zombies/Normal/Rare mutants - Rates of groups: [10:5](3 zombies + 3 dogs + 1 cats + 3 fleshes/boars + 1 + 1 + 1 + 1 + 1) -spawn_squads = zombied_sim_squad_mix, simulation_zombie_3_6, simulation_mix_zombie, simulation_mix_dogs, simulation_mix_dogs, simulation_pseudodog, simulation_cat, simulation_mix_boar_flesh, simulation_flesh, simulation_boar, simulation_fracture, simulation_lurker, simulation_snork, simulation_bloodsucker, simulation_psysucker ;--spawn-all-normal -spawn_num = 1 - -[spawn@snork_inf] -spawn_squads = pack_snorks_smart_2_strong -spawn_num = {+agr_snork_infestion} 1, 0 \ No newline at end of file diff --git a/mods/[DEV] Brotherhood/gamedata/configs/scripts/agroprom_underground/smart/agr_u_bandits.ltx b/mods/[DEV] Brotherhood/gamedata/configs/scripts/agroprom_underground/smart/agr_u_bandits.ltx deleted file mode 100644 index 69d08685..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/scripts/agroprom_underground/smart/agr_u_bandits.ltx +++ /dev/null @@ -1,20 +0,0 @@ -[smart_terrain] -squad_id = 1 -max_population = 1 - -[exclusive] -agr_u_bandits_squad_1 = agroprom_underground\agr_u_bandits_logic.ltx -agr_u_bandits_squad_2 = agroprom_underground\agr_u_bandits_logic.ltx -agr_u_bandits_squad_3 = agroprom_underground\agr_u_bandits_logic.ltx -agr_u_bandits_squad_4 = agroprom_underground\agr_u_bandits_logic.ltx -agr_u_bandits_squad_5 = agroprom_underground\agr_u_bandits_logic.ltx -agr_u_bandits_squad_6 = agroprom_underground\agr_u_bandits_logic.ltx -agr_u_bandits_squad_7 = agroprom_underground\agr_u_bandits_logic.ltx - - -bh_rat_trap_1 = brotherhood\agroprom_underground_logic.ltx -bh_rat_trap_2 = brotherhood\agroprom_underground_logic.ltx -bh_rat_trap_3 = brotherhood\agroprom_underground_logic.ltx -bh_rat_trap_4 = brotherhood\agroprom_underground_logic.ltx -bh_rat_trap_5 = brotherhood\agroprom_underground_logic.ltx -bh_rat_trap_6 = brotherhood\agroprom_underground_logic.ltx \ No newline at end of file diff --git a/mods/[DEV] Brotherhood/gamedata/configs/scripts/agroprom_underground/smart/agr_u_soldiers.ltx b/mods/[DEV] Brotherhood/gamedata/configs/scripts/agroprom_underground/smart/agr_u_soldiers.ltx deleted file mode 100644 index 732aad6e..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/scripts/agroprom_underground/smart/agr_u_soldiers.ltx +++ /dev/null @@ -1,32 +0,0 @@ -[smart_terrain] -squad_id = 5 -max_population = 2 -respawn_params = respawn@agr_u_soldiers -respawn_idle = 60000 -respawn_radius = 300 - -[respawn@agr_u_soldiers] -spawn_controller - -[spawn_controller] -spawn_squads = simulation_controller, simulation_psysucker, simulation_karlik, simulation_bur_5rat_day, simulation_contr_5zomb_weak -spawn_num = {+agru_add_reward_2} 1, 0 - -[exclusive] -agr_u_soldiers_controller = agroprom_underground\agr_u_soldiers_controller.ltx -agr_u_soldiers_squad_1 = agroprom_underground\agr_u_soldiers_logic.ltx -agr_u_soldiers_squad_2 = agroprom_underground\agr_u_soldiers_logic.ltx -agr_u_soldiers_squad_3 = agroprom_underground\agr_u_soldiers_logic.ltx -agr_u_soldiers_squad_4 = agroprom_underground\agr_u_soldiers_logic.ltx -agr_u_soldiers_squad_5 = agroprom_underground\agr_u_soldiers_logic.ltx -agr_u_soldiers_squad_6 = agroprom_underground\agr_u_soldiers_logic.ltx -agr_u_soldiers_squad_7 = agroprom_underground\agr_u_soldiers_logic.ltx -agr_u_soldiers_squad_8 = agroprom_underground\agr_u_soldiers_logic.ltx -; agru_end_poltergeist_squad_1 = agroprom_underground\agru_end_poltergeist_1.ltx -; agru_end_poltergeist_squad_2 = agroprom_underground\agru_end_poltergeist_2.ltx -; agru_end_poltergeist_squad_3 = agroprom_underground\agru_end_poltergeist_3.ltx -; agru_end_poltergeist_squad_4 = agroprom_underground\agru_end_poltergeist_4.ltx - -;----StfZ -vybegallo_2 = agroprom\vybegallo.ltx -;----StfZ diff --git a/mods/[DEV] Brotherhood/gamedata/configs/scripts/bar/bar_visitors_radio.ltx b/mods/[DEV] Brotherhood/gamedata/configs/scripts/bar/bar_visitors_radio.ltx deleted file mode 100644 index f6ad0145..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/scripts/bar/bar_visitors_radio.ltx +++ /dev/null @@ -1,9 +0,0 @@ -[logic] -active = ph_sound - -[ph_sound] -snd = {+sektor_gaza_kashey_done} bar_visitors_radio_2, bar_visitors_radio -looped = false -min_idle = 300 -max_idle = 500 -random = true \ No newline at end of file diff --git a/mods/[DEV] Brotherhood/gamedata/configs/scripts/bar/dolg_artyom_bloodsucker.ltx b/mods/[DEV] Brotherhood/gamedata/configs/scripts/bar/dolg_artyom_bloodsucker.ltx deleted file mode 100644 index 2488dfbc..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/scripts/bar/dolg_artyom_bloodsucker.ltx +++ /dev/null @@ -1,17 +0,0 @@ -[logic@dolg_artyom_bloodsucker] - suitable = {=check_npc_name(dolg_artyom_bloodsucker)} true - prior = 500 - active = beh@dolg_artyom_bloodsucker_job - -[beh@dolg_artyom_bloodsucker_job] - gather_items_enabled = false - behaviour_state = beh_move - - target = waypoint - 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 - - path_end = loop - pt1 = 100000,wounded_heavy | pos:212.5617980957,0.49726897478104,103.19502258301 look:212.55772590684,0.49726897478104,102.27910810709 - diff --git a/mods/[DEV] Brotherhood/gamedata/configs/scripts/bar/smart/bar_dolg_general.ltx b/mods/[DEV] Brotherhood/gamedata/configs/scripts/bar/smart/bar_dolg_general.ltx deleted file mode 100644 index 9023c0b1..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/scripts/bar/smart/bar_dolg_general.ltx +++ /dev/null @@ -1,33 +0,0 @@ -[smart_terrain] -squad_id = 2 -max_population = 4 -respawn_params = respawn@bar_dolg_general -respawn_idle = 60000 - -[respawn@bar_dolg_general] -spawn_duty@advanced -spawn_duty@veteran - -[spawn_duty@advanced] -spawn_squads = duty_sim_squad_advanced, duty_sim_squad_advanced, duty_sim_squad_novice -spawn_num = 2 - -[spawn_duty@veteran] -spawn_squads = duty_sim_squad_veteran -spawn_num = 1 - -[exclusive] -bar_dolg_general_animpoint_kamp1 = bar\bar_dolg_general_logic.ltx -bar_dolg_general_animpoint_kamp2 = bar\bar_dolg_general_logic.ltx -bar_dolg_general_animpoint_kamp3 = bar\bar_dolg_general_logic.ltx -bar_dolg_general_animpoint_kamp4 = bar\bar_dolg_general_logic.ltx -bar_dolg_general_zoneguard = bar\bar_dolg_general_logic.ltx -bar_dolg_general_petrenko = bar\bar_dolg_general_logic.ltx -;mlr -bar_dolg_medic = bar\bar_dolg_medic_logic.ltx -;mlr - -;SftZ -dolg_artyom_bloodsucker = bar\dolg_artyom_bloodsucker.ltx -nr_scamlok_1 = brotherhood\nr_bar_logic.ltx -;SftZ \ No newline at end of file diff --git a/mods/[DEV] Brotherhood/gamedata/configs/scripts/bar/smart/bar_visitors.ltx b/mods/[DEV] Brotherhood/gamedata/configs/scripts/bar/smart/bar_visitors.ltx deleted file mode 100644 index 60ce64fb..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/scripts/bar/smart/bar_visitors.ltx +++ /dev/null @@ -1,92 +0,0 @@ -[smart_terrain] -squad_id = 3 -max_population = 10 -min_population = 7 -respawn_params = respawn@bar_visitors -respawn_idle = 86400 - -[respawn@bar_visitors] -spawn_stalker@advanced -spawn_ecolog_base -spawn_csky_merc_base - -[spawn_stalker@advanced] -spawn_squads = stalker_sim_squad_veteran, stalker_sim_squad_advanced, stalker_sim_squad_advanced, stalker_sim_squad_advanced_3_4 -spawn_num = 2 - -[spawn_ecolog_base] -spawn_squads = ecolog_sim_squad_veteran, ecolog_sim_squad_advanced_1e_2es -spawn_num = 1 - -[spawn_csky_merc_base] -spawn_squads = csky_sim_squad_advanced, csky_sim_squad_veteran -spawn_num = 1 - - - - -[exclusive] -bar_informator_mlr = bar\bar_visitors_other_logic.ltx -guid_bar_stalker_navigator = bar\bar_visitors_other_logic.ltx -bar_barman = bar\bar_barman.ltx -bar_visitors_cardan_tech = bar\bar_visitors_cardan_logic.ltx - -bar_guard1 = bar\bar_guard1.ltx -bar_guard2 = bar\bar_guard2.ltx -bar_arena_manager = bar\bar_visitors_logic.ltx -bar_arena_guard = bar\bar_visitors_logic.ltx -bar_visitors_animp_01 = bar\bar_visitors_logic.ltx -bar_visitors_animp_02 = bar\bar_visitors_logic.ltx -bar_visitors_animp_03 = bar\bar_visitors_logic.ltx -bar_visitors_animp_04 = bar\bar_visitors_logic.ltx -bar_visitors_animp_05 = bar\bar_visitors_logic.ltx -bar_visitors_animp_06 = bar\bar_visitors_logic.ltx -bar_visitors_animp_07 = bar\bar_visitors_logic.ltx -bar_visitors_animp_08 = bar\bar_visitors_logic.ltx -bar_visitors_animp_09 = bar\bar_visitors_logic.ltx -bar_visitors_animp_10 = bar\bar_visitors_logic.ltx -bar_visitors_animp_11 = bar\bar_visitors_logic.ltx -bar_visitors_animp_12 = bar\bar_visitors_logic.ltx -bar_visitors_animp_13 = bar\bar_visitors_logic.ltx -bar_visitors_animp_14 = bar\bar_visitors_logic.ltx -bar_visitors_animp_15 = bar\bar_visitors_logic.ltx -bar_visitors_animp_16 = bar\bar_visitors_logic.ltx -bar_visitors_animp_17 = bar\bar_visitors_logic.ltx -bar_visitors_animp_18 = bar\bar_visitors_logic.ltx -bar_visitors_animp_19 = bar\bar_visitors_logic.ltx -;bar_visitors_animp_20 = bar\bar_visitors_logic.ltx -;bar_visitors_animp_21 = bar\bar_visitors_logic.ltx -;bar_visitors_animp_22 = bar\bar_visitors_logic.ltx -;bar_visitors_animp_23 = bar\bar_visitors_logic.ltx -;bar_visitors_animp_24 = bar\bar_visitors_logic.ltx -;bar_visitors_animp_25 = bar\bar_visitors_logic.ltx -;bar_visitors_animp_26 = bar\bar_visitors_logic.ltx -bar_visitors_animpoint_kamp1 = bar\bar_visitors_logic.ltx -bar_visitors_animpoint_kamp2 = bar\bar_visitors_logic.ltx -bar_visitors_animpoint_kamp3 = bar\bar_visitors_logic.ltx -bar_visitors_animpoint_kamp4 = bar\bar_visitors_logic.ltx -bar_visitors_animpoint_kamp5 = bar\bar_visitors_logic.ltx -bar_visitors_animpoint_kamp6 = bar\bar_visitors_logic.ltx -bar_visitors_animpoint_kamp7 = bar\bar_visitors_logic.ltx -bar_visitors_animpoint_kamp8 = bar\bar_visitors_logic.ltx -bar_visitors_animpoint_kamp9 = bar\bar_visitors_logic.ltx -bar_visitors_animp_arena_1 = bar\bar_visitors_logic.ltx -bar_visitors_animp_arena_2 = bar\bar_visitors_logic.ltx -bar_visitors_animp_arena_3 = bar\bar_visitors_logic.ltx -bar_visitors_animp_arena_4 = bar\bar_visitors_logic.ltx -bar_visitors_animp_arena_5 = bar\bar_visitors_logic.ltx -bar_visitors_animp_arena_6 = bar\bar_visitors_logic.ltx -bar_visitors_animp_arena_7 = bar\bar_visitors_logic.ltx -bar_visitors_animp_arena_8 = bar\bar_visitors_logic.ltx -bar_visitors_animp_arena_9 = bar\bar_visitors_logic.ltx -bar_visitors_animp_arena_10 = bar\bar_visitors_logic.ltx - -bar_visitors_beh_trade_job_1 = bar\bar_visitors_logic.ltx -bar_visitors_beh_tech_job_1 = bar\bar_visitors_cardan_logic.ltx - - ----- brotherhood ---- - -nr_sorokin = brotherhood\nr_bar_logic.ltx - -nr_sasha_baltunov = brotherhood\nr_bar_logic.ltx \ No newline at end of file diff --git a/mods/[DEV] Brotherhood/gamedata/configs/scripts/brotherhood/ac_pri_a25_logic.ltx b/mods/[DEV] Brotherhood/gamedata/configs/scripts/brotherhood/ac_pri_a25_logic.ltx deleted file mode 100644 index 6f4dfd4f..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/scripts/brotherhood/ac_pri_a25_logic.ltx +++ /dev/null @@ -1,120 +0,0 @@ -[logic@ac_melchior] -suitable = {=check_npc_name(ac_melchior)} true -active = beh@ac_melchior_1 -prior = 500 - -[logic@ac_caspar] -suitable = {=check_npc_name(ac_caspar)} true -active = beh@ac_caspar_1 -prior = 500 - -[logic@ac_balthazar] -suitable = {=check_npc_name(ac_balthazar)} true -active = beh@ac_balthazar_1 -prior = 500 - -[logic@ac_blue_winter] -suitable = {=check_npc_name(ac_blue_winter)} true -active = beh@ac_blue_winter_1 -prior = 500 - - - -[beh@nr_walk_base] - behaviour_state = beh_move - target = waypoint - path_end = loop - -[beh@ac_caspar_1]:beh@nr_walk_base - pt1 = 88860000,sit_ass | pos:-53.156787872314,4.2060189247131,-93.54833984375 look:-52.527411818504,4.2060189247131,-92.881023287773 - -[beh@ac_melchior_1]:beh@nr_walk_base - pt1 = 88860000,sit_ass | pos:-46.812149047852,4.2095527648926,-91.175514221191 look:-47.609451711178,4.2095527648926,-91.699980020523 - -[beh@ac_blue_winter_1]:beh@nr_walk_base - pt1 = 88860000,idle | pos:-45.612403869629,4.2090244293213,-96.229629516602 look:-46.410343647003,4.2090244293213,-95.707116961479 - -[beh@ac_balthazar_1]:beh@nr_walk_base - pt1 = 88860000,guard | pos:-47.417106628418,4.2109375,-96.689498901367 look:-47.38382839784,4.2109375,-95.768560349941 - - ---- Guards etc -[ac_monolith_guard_1] -suitable = {=npc_community(monolith)} true -active = beh@ac_monolith_guard_1 -prior = 65 - -[ac_monolith_guard_2] -suitable = {=npc_community(monolith)} true -active = beh@ac_monolith_guard_2 -prior = 60 - -[ac_monolith_guard_3] -suitable = {=npc_community(monolith)} true -active = beh@ac_monolith_guard_3 -prior = 60 - -[ac_monolith_guard_4] -suitable = {=npc_community(monolith)} true -active = beh@ac_monolith_guard_4 -prior = 60 - -[ac_monolith_guard_5] -suitable = {=npc_community(monolith)} true -active = beh@ac_monolith_guard_5 -prior = 60 - -[ac_monolith_guard_6] -suitable = {=npc_community(monolith)} true -active = beh@ac_monolith_guard_6 -prior = 60 - -[ac_monolith_guard_7] -suitable = {=npc_community(monolith)} true -active = beh@ac_monolith_guard_7 -prior = 60 - -[ac_monolith_guard_8] -suitable = {=npc_community(monolith)} true -active = beh@ac_monolith_guard_8 -prior = 60 - -[ac_monolith_guard_9] -suitable = {=npc_community(monolith)} true -active = beh@ac_monolith_guard_9 -prior = 60 - -[ac_monolith_guard_10] -suitable = {=npc_community(monolith)} true -active = beh@ac_monolith_guard_10 -prior = 60 - -[beh@ac_monolith_guard_1]:beh@nr_walk_base - pt1 = 88860000,guard | pos:-55.124950408936,-0.31158009171486,-86.411651611328 look:-54.401997089386,-0.31158009171486,-85.725204706192 - -[beh@ac_monolith_guard_2]:beh@nr_walk_base - pt1 = 88860000,guard | pos:-51.308391571045,4.2109022140503,-107.42497253418 look:-51.12967929244,4.2109022140503,-108.40771448612 - -[beh@ac_monolith_guard_3]:beh@nr_walk_base - pt1 = 88860000,guard | pos:-76.006576538086,4.2108345031738,-106.34118652344 look:-75.942655794322,4.2108345031738,-107.32756221294 - -[beh@ac_monolith_guard_4]:beh@nr_walk_base - pt1 = 88860000,guard | pos:-80.548179626465,4.2099604606628,-106.4580078125 look:-80.798495650291,4.2099604606628,-107.41092896461 - -[beh@ac_monolith_guard_5]:beh@nr_walk_base - pt1 = 88860000,guard | pos:-108.78719329834,4.2111105918884,-106.69918060303 look:-109.07465699315,4.2111105918884,-107.64432412386 - -[beh@ac_monolith_guard_6]:beh@nr_walk_base - pt1 = 88860000,sit_ass | pos:-105.23497009277,4.2096700668335,-98.749618530273 look:-105.2419191869,4.2096700668335,-99.705528020859 - -[beh@ac_monolith_guard_7]:beh@nr_walk_base - pt1 = 88860000,sit_ass | pos:-111.19422149658,4.211480140686,-99.175140380859 look:-110.43022841215,4.211480140686,-99.808866024017 - -[beh@ac_monolith_guard_8]:beh@nr_walk_base - pt1 = 88860000,guard | pos:-106.43014526367,4.2230815887451,-91.983108520508 look:-106.26966485381,4.2230815887451,-91.008910417557 - -[beh@ac_monolith_guard_9]:beh@nr_walk_base - pt1 = 88860000,guard | pos:-82.816474914551,0.84084087610245,-91.571136474609 look:-82.709020681679,0.84084087610245,-90.580922603607 - -[beh@ac_monolith_guard_10]:beh@nr_walk_base - pt1 = 88860000,guard | pos:-51.532276153564,4.2088332176208,-90.798927307129 look:-51.169595360756,4.2088332176208,-89.876153707504 \ No newline at end of file diff --git a/mods/[DEV] Brotherhood/gamedata/configs/scripts/brotherhood/ac_pri_monolith_smart_logic.ltx b/mods/[DEV] Brotherhood/gamedata/configs/scripts/brotherhood/ac_pri_monolith_smart_logic.ltx deleted file mode 100644 index 458c7fed..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/scripts/brotherhood/ac_pri_monolith_smart_logic.ltx +++ /dev/null @@ -1,35 +0,0 @@ -[logic@ac_pri_medic_monolith] - suitable = {=check_npc_name(ac_pri_medic_monolith)} true - prior = 500 - active = beh@ac_pri_medic_monolith_job - -[beh@ac_pri_medic_monolith_job] - behaviour_state = beh_move - combat_ignore_cond = true - combat_ignore_keep_when_attacked = true - invulnerable = true - target = waypoint - path_end = loop - pt1 = 88860000,idle | pos:-18.209903717041,0.094873189926147,205.48162841797 look:-19.19679582119,0.094873189926147,205.37820041925 - -[logic@ac_blue_winter] - suitable = {=check_npc_name(ac_blue_winter)} true - prior = 500 - active = beh@ac_blue_winter_job - -[beh@ac_blue_winter_job] - behaviour_state = beh_move - target = waypoint - path_end = loop - pt1 = 88860000,idle | pos:-22.748683929443,0.10391688346863,208.33767700195 look:-22.7534353761,0.10391688346863,207.34607470036 - -[logic@ac_balthazar] - suitable = {=check_npc_name(ac_balthazar)} true - prior = 500 - active = beh@ac_balthazar_job - -[beh@ac_balthazar_job] - behaviour_state = beh_move - target = waypoint - path_end = loop - pt1 = 88860000,idle | pos:-24.652282714844,0.098858118057251,208.2882232666 look:-24.643940897658,0.098858118057251,207.29735052586 diff --git a/mods/[DEV] Brotherhood/gamedata/configs/scripts/brotherhood/ac_pri_task_3_logic.ltx b/mods/[DEV] Brotherhood/gamedata/configs/scripts/brotherhood/ac_pri_task_3_logic.ltx deleted file mode 100644 index 569bd725..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/scripts/brotherhood/ac_pri_task_3_logic.ltx +++ /dev/null @@ -1,137 +0,0 @@ -[logic@ac_melchior] -suitable = {=check_npc_name(ac_melchior)} true -active = beh@ac_melchior_1 -prior = 500 - -[logic@ac_caspar] -suitable = {=check_npc_name(ac_caspar)} true -active = beh@ac_caspar_1 -prior = 500 - -[logic@ac_balthazar] -suitable = {=check_npc_name(ac_balthazar)} true -active = beh@ac_balthazar_1 -prior = 500 - -[logic@ac_blue_winter] -suitable = {=check_npc_name(ac_blue_winter)} true -active = beh@ac_blue_winter_1 -prior = 500 - - - -[logic@ac_stalker_squad_1] -suitable = {=target_squad_name(ac_task_3_stalker_squad)} true -active = beh@ac_task_3_stalker_squad_1_1 -prior = 500 - -[logic@ac_stalker_squad_2] -suitable = {=target_squad_name(ac_task_3_stalker_squad)} true -active = beh@ac_task_3_stalker_squad_2_1 -prior = 500 - -[logic@ac_stalker_squad_3] -suitable = {=target_squad_name(ac_task_3_stalker_squad)} true -active = beh@ac_task_3_stalker_squad_3_1 -prior = 500 - -[logic@ac_stalker_squad_4] -suitable = {=target_squad_name(ac_task_3_stalker_squad)} true -active = beh@ac_task_3_stalker_squad_4_1 -prior = 500 - - - -[beh@ac_stalker_base] - behaviour_state = beh_move - target = waypoint - walk_dist = 100 - jog_dist = 220 - - walk_anim = walk - jog_anim = walk - run_anim = walk - path_end = loop - -[beh@ac_stalker_base_2] - behaviour_state = beh_move - target = waypoint - path_end = loop - -[beh@ac_caspar_1]:beh@ac_stalker_base_2 - on_info = {+ac_task_3_convo} beh@ac_caspar_2 - pt1 = 88860000,guard | pos:-131.57495117188,-0.50764739513397,-199.29406738281 look:-131.51331664249,-0.50764739513397,-198.3104403615 - -[beh@ac_melchior_1]:beh@ac_stalker_base_2 - on_info = {+ac_task_3_convo} beh@ac_melchior_2 - pt1 = 88860000,guard | pos:-138.35227966309,-0.25803527235985,-211.60403442383 look:-139.25367939472,-0.25803527235985,-212.01028260589 - -[beh@ac_blue_winter_1]:beh@ac_stalker_base_2 - on_info = {+ac_task_3_convo} beh@ac_blue_winter_2 - pt1 = 88860000,guard | pos:-139.3289642334,-0.42204529047012,-204.6999206543 look:-138.76627629995,-0.42204529047012,-203.93811285496 - -[beh@ac_balthazar_1]:beh@ac_stalker_base_2 - on_info = {+ac_task_3_convo} beh@ac_balthazar_2 - pt1 = 88860000,guard | pos:-135.96295166016,-0.37012958526611,-198.35459899902 look:-136.93641990423,-0.37012958526611,-198.15424960852 - -[beh@ac_caspar_2]:beh@ac_stalker_base_2 - on_info = {+ac_task_3_checkpoint} beh@ac_task_3_stalker_squad_1_3 - pt1 = 88860000,guard | pos:-131.57495117188,-0.50764739513397,-199.29406738281 look:-131.51331664249,-0.50764739513397,-198.3104403615 - -[beh@ac_melchior_2]:beh@ac_stalker_base_2 - on_info = {+ac_task_3_checkpoint} beh@ac_task_3_stalker_squad_2_3 - pt1 = 88860000,guard | pos:-138.35227966309,-0.25803527235985,-211.60403442383 look:-139.25367939472,-0.25803527235985,-212.01028260589 - -[beh@ac_blue_winter_2]:beh@ac_stalker_base_2 - on_info = {+ac_task_3_checkpoint} beh@ac_task_3_stalker_squad_3_3 - pt1 = 88860000,guard | pos:-139.3289642334,-0.42204529047012,-204.6999206543 look:-138.76627629995,-0.42204529047012,-203.93811285496 - -[beh@ac_balthazar_2]:beh@ac_stalker_base_2 - on_info = {+ac_task_3_checkpoint} beh@ac_task_3_stalker_squad_4_3 - pt1 = 88860000,guard | pos:-135.96295166016,-0.37012958526611,-198.35459899902 look:-136.93641990423,-0.37012958526611,-198.15424960852 - - - -[beh@ac_task_3_stalker_squad_1_1]:beh@ac_stalker_base - on_info = {+ac_task_3_pos_2} beh@ac_task_3_stalker_squad_1_2 - pt1 = 100000,guard | pos:49.821727752686,-0.49124795198441,-177.17810058594 look:48.922289013863,-0.49124795198441,-176.75973108411 - -[beh@ac_task_3_stalker_squad_2_1]:beh@ac_stalker_base - on_info = {+ac_task_3_pos_2} beh@ac_task_3_stalker_squad_2_2 - pt1 = 100000,guard | pos:49.821727752686,-0.49124795198441,-177.17810058594 look:48.922289013863,-0.49124795198441,-176.75973108411 - -[beh@ac_task_3_stalker_squad_3_1]:beh@ac_stalker_base - on_info = {+ac_task_3_pos_2} beh@ac_task_3_stalker_squad_3_2 - pt1 = 100000,guard | pos:49.821727752686,-0.49124795198441,-177.17810058594 look:48.922289013863,-0.49124795198441,-176.75973108411 - -[beh@ac_task_3_stalker_squad_4_1]:beh@ac_stalker_base - on_info = {+ac_task_3_pos_2} beh@ac_task_3_stalker_squad_4_2 - pt1 = 100000,guard | pos:49.821727752686,-0.49124795198441,-177.17810058594 look:48.922289013863,-0.49124795198441,-176.75973108411 - -[beh@ac_task_3_stalker_squad_1_2]:beh@ac_stalker_base - on_info = {+ac_task_3_pos_3} beh@ac_task_3_stalker_squad_1_3 - pt1 = 100000,guard | pos:-7.3301563262939,-0.17000591754913,-182.1794128418 look:-8.0076661705971,-0.17000591754913,-182.91228997707 - -[beh@ac_task_3_stalker_squad_2_2]:beh@ac_stalker_base - on_info = {+ac_task_3_pos_3} beh@ac_task_3_stalker_squad_3_3 - pt1 = 100000,guard | pos:-7.3301563262939,-0.17000591754913,-182.1794128418 look:-8.0076661705971,-0.17000591754913,-182.91228997707 - -[beh@ac_task_3_stalker_squad_3_2]:beh@ac_stalker_base - on_info = {+ac_task_3_pos_3} beh@ac_task_3_stalker_squad_2_3 - pt1 = 100000,guard | pos:-7.3301563262939,-0.17000591754913,-182.1794128418 look:-8.0076661705971,-0.17000591754913,-182.91228997707 - -[beh@ac_task_3_stalker_squad_4_2]:beh@ac_stalker_base - on_info = {+ac_task_3_pos_3} beh@ac_task_3_stalker_squad_4_3 - pt1 = 100000,guard | pos:-7.3301563262939,-0.17000591754913,-182.1794128418 look:-8.0076661705971,-0.17000591754913,-182.91228997707 - -[beh@ac_task_3_stalker_squad_1_3]:beh@ac_stalker_base_2 - pt1 = 100000,guard | pos:-100.89275360107,0.4929051399231,-246.49229431152 look:-100.1578400135,0.4929051399231,-245.81716191769 - -[beh@ac_task_3_stalker_squad_2_3]:beh@ac_stalker_base_2 - pt1 = 100000,guard | pos:-96.78392791748,0.50106275081635,-250.90139770508 look:-96.205705225468,0.50106275081635,-250.08557683229 - -[beh@ac_task_3_stalker_squad_3_3]:beh@ac_stalker_base_2 - pt1 = 100000,guard | pos:-100.38987731934,0.49906086921692,-256.96508789063 look:-99.719907879829,0.49906086921692,-256.22272455692 - -[beh@ac_task_3_stalker_squad_4_3]:beh@ac_stalker_base_2 - pt1 = 100000,guard | pos:-106.4303817749,0.49242794513702,-253.03691101074 look:-105.83987349272,0.49242794513702,-252.23677414656 \ No newline at end of file diff --git a/mods/[DEV] Brotherhood/gamedata/configs/scripts/brotherhood/ac_task_pripyat_1_logic.ltx b/mods/[DEV] Brotherhood/gamedata/configs/scripts/brotherhood/ac_task_pripyat_1_logic.ltx deleted file mode 100644 index 534e386e..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/scripts/brotherhood/ac_task_pripyat_1_logic.ltx +++ /dev/null @@ -1,26 +0,0 @@ -[logic@ac_melchior] -suitable = {=check_npc_name(ac_melchior)} true -active = beh@ac_melchior_1 -prior = 500 - -[logic@ac_caspar] -suitable = {=check_npc_name(ac_caspar)} true -active = beh@ac_caspar_1 -prior = 500 - -[beh@nr_walk_base] - combat_ignore_cond = true - combat_ignore_keep_when_attacked = true - meet = no_meet - behaviour_state = beh_move - target = waypoint - path_end = loop - - - - -[beh@ac_caspar_1]:beh@nr_walk_base - pt1 = 88860000,guard | pos:-94.403129577637,-0.46183437108994,-52.664867401123 look:-94.450965367258,-0.46183437108994,-51.712814569473 - -[beh@ac_melchior_1]:beh@nr_walk_base - pt1 = 88860000,guard | pos:-96.955108642578,-0.46410083770752,-53.258888244629 look:-97.228635758162,-0.46410083770752,-52.309909939766 diff --git a/mods/[DEV] Brotherhood/gamedata/configs/scripts/brotherhood/agroprom_logic.ltx b/mods/[DEV] Brotherhood/gamedata/configs/scripts/brotherhood/agroprom_logic.ltx deleted file mode 100644 index 2001f66d..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/scripts/brotherhood/agroprom_logic.ltx +++ /dev/null @@ -1,136 +0,0 @@ - ---- Vybegallo - -[logic@vybegallo] - suitable = {=check_npc_name(vybegallo)} true - prior = 500 - active = beh@vybegallo_job - -[beh@vybegallo_job] - behaviour_state = beh_move - target = waypoint - path_end = loop - pt1 = 88860000,idle | pos:-0.96449947357178,2.4984850883484,5.1722574234009 look:-1.9572842717171,2.4984850883484,5.0705771446228 - -[logic@vybegallo_2] - suitable = {=check_npc_name(vybegallo)} true - prior = 500 - active = beh@vybegallo_job_2 - -[beh@vybegallo_job_2] - behaviour_state = beh_move - target = waypoint - walk_anim = patrol - combat_ignore_cond = {=actor_true_enemy =check_enemy_name(actor)} false, true - combat_ignore_keep_when_attacked = false - invulnerable = {!actor_true_enemy} true, false - path_end = loop - pt1 = 88860000,idle | pos:42.025260925293,10.499049186707,16.939895629883 look:42.941039323807,10.499049186707,17.068541884422 - ---- Alyosha - -[logic@alyosha_shyogolov] - suitable = {=check_npc_name(alyosha_shyogolov)} true - prior = 500 - active = beh@alyosha_shyogolov_job - -[beh@alyosha_shyogolov_job] - behaviour_state = beh_move - - target = waypoint - path_end = loop - pt1 = 88860000,guard | pos:252.66156005859,-0.2021781951189,76.431800842285 look:252.27964878082,-0.2021781951189,75.510967731476 - - -[logic@alyosha_shyogolov_2] - suitable = {=check_npc_name(alyosha_shyogolov)} true - prior = 500 - active = beh@alyosha_shyogolov_job_2 - -[beh@alyosha_shyogolov_job_2] - behaviour_state = beh_move - target = waypoint - path_end = loop - pt1 = 88860000,sit_ass_drink_vodka | pos:-6.3672633171082,7.4974012374878,4.344096660614 look:-5.3891610503197,7.4974012374878,4.4683983996511 - - ---- Sarpedon - -[logic@sarpedon_logic] - suitable = {=check_npc_name(sarpedon)} true - prior = 500 - active = beh@sarpedon_job - -[beh@sarpedon_job] - gather_items_enabled = false - behaviour_state = beh_move - target = waypoint - walk_anim = patrol - 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 - - path_end = loop - pt1 = 100000,sit_ass | pos:20.758554458618,0.15221303701401,11.817081451416 look:19.781954109669,0.15221303701401,11.732858784497 - - ---- Like Rats in a Trap - -[logic@bh_rat_guards_1] - suitable = {=target_squad_name(bh_rat_guards_1_squad)} true - prior = 500 - active = beh@bh_rat_guards_1_1_job - -[logic@bh_rat_guards_2] - suitable = {=target_squad_name(bh_rat_guards_1_squad)} true - prior = 500 - active = beh@bh_rat_guards_2_1_job - -[logic@bh_rat_guards_3] - suitable = {=target_squad_name(bh_rat_guards_1_squad)} true - prior = 500 - active = beh@bh_rat_guards_3_1_job - -[logic@bh_rat_guards_4] - suitable = {=check_npc_name(bh_rat_guards_naruchnik)} true - prior = 500 - active = beh@bh_rat_guards_4_1_job - -[logic@bh_rat_guards_5] - suitable = {=target_squad_name(bh_rat_guards_1_squad)} true - prior = 500 - active = beh@bh_rat_guards_5_1_job - -[logic@bh_rat_guards_6] - suitable = {=target_squad_name(bh_rat_guards_1_squad)} true - prior = 500 - active = beh@bh_rat_guards_6_1_job - -[beh@rat_guards_base] - meet = no_meet - behaviour_state = beh_move - target = waypoint - walk_anim = patrol - path_end = loop - -[beh@bh_rat_guards_1_1_job]:beh@rat_guards_base - pt1 = 100000,guard | pos:-39.03401184082,-0.0018443763256073,43.549373626709 look:-39.030780088622,-0.0018443763256073,42.550311863422 - -[beh@bh_rat_guards_2_1_job]:beh@rat_guards_base - pt1 = 100000,guard | pos:-73.328407287598,1.5947494506836,15.870664596558 look:-73.177272751927,1.5947494506836,14.899828910828 - -[beh@bh_rat_guards_3_1_job]:beh@rat_guards_base - pt1 = 100000,guard | pos:-75.507743835449,1.7313983440399,8.8472261428833 look:-75.153992801905,1.7313983440399,9.7309593558311 - -[beh@bh_rat_guards_4_1_job] - behaviour_state = beh_move - target = waypoint - walk_anim = patrol - path_end = loop - pt1 = 100000,guard | pos:-44.158550262451,-0.20010030269623,-5.9492511749268 look:-45.03028523922,-0.20010030269623,-5.4725189805031 - -[beh@bh_rat_guards_5_1_job]:beh@rat_guards_base - pt1 = 100000,guard | pos:-44.264957427979,-0.2002044916153,-8.7417984008789 look:-45.08905673027,-0.2002044916153,-8.1764976978302 - -[beh@bh_rat_guards_6_1_job]:beh@rat_guards_base - pt1 = 100000,guard | pos:-42.33907699585,-0.20185586810112,-4.5265274047852 look:-43.171230971813,-0.20185586810112,-3.9731520414352 \ No newline at end of file diff --git a/mods/[DEV] Brotherhood/gamedata/configs/scripts/brotherhood/agroprom_underground_logic.ltx b/mods/[DEV] Brotherhood/gamedata/configs/scripts/brotherhood/agroprom_underground_logic.ltx deleted file mode 100644 index cd260144..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/scripts/brotherhood/agroprom_underground_logic.ltx +++ /dev/null @@ -1,61 +0,0 @@ - ---- Like Rats in a Trap - -[logic@bh_rat_trap_1] - suitable = {=target_squad_name(bh_agr_u_bandits_1_squad)} true - prior = 500 - active = beh@bh_rat_trap_1_1_job - -[logic@bh_rat_trap_2] - suitable = {=target_squad_name(bh_agr_u_bandits_1_squad)} true - prior = 500 - active = beh@bh_rat_trap_2_1_job - -[logic@bh_rat_trap_3] - suitable = {=target_squad_name(bh_agr_u_bandits_1_squad)} true - prior = 500 - active = beh@bh_rat_trap_3_1_job - -[logic@bh_rat_trap_4] - suitable = {=target_squad_name(bh_agr_u_bandits_1_squad)} true - prior = 500 - active = beh@bh_rat_trap_4_1_job - -[logic@bh_rat_trap_5] - suitable = {=target_squad_name(bh_agr_u_bandits_1_squad)} true - prior = 500 - active = beh@bh_rat_trap_5_1_job - -[logic@bh_rat_trap_6] - suitable = {=target_squad_name(bh_agr_u_bandits_leader_squad)} true - prior = 500 - active = beh@bh_rat_trap_6_1_job - -[beh@rat_trap_base] - combat_ignore_cond = {+bh_rat_trap_wrong} false, true - combat_ignore_keep_when_attacked = {+bh_rat_trap_wrong_wrong} false, true - behaviour_state = beh_move - target = waypoint - walk_anim = patrol - path_end = loop - -[beh@rat_trap_base_squad]:beh@rat_trap_base - meet = no_meet - -[beh@bh_rat_guards_1_1_job]:beh@rat_trap_base_squad - pt1 = 100000,guard | pos:44.07649230957,1.7319798469543,153.73095703125 look:43.815874963999,1.7319798469543,154.68956172466 - -[beh@bh_rat_guards_2_1_job]:beh@rat_trap_base_squad - pt1 = 100000,guard | pos:44.055648803711,1.7313425540924,165.53575134277 look:43.855173543096,1.7313425540924,164.55952882767 - -[beh@bh_rat_guards_3_1_job]:beh@rat_trap_base_squad - pt1 = 100000,guard | pos:64.069473266602,1.7085797786713,166.49966430664 look:64.989323079586,1.7085797786713,166.86394071579 - -[beh@bh_rat_guards_4_1_job]:beh@rat_trap_base_squad - pt1 = 100000,guard | pos:59.699127197266,1.7820448875427,159.17863464355 look:60.470405995846,1.7820448875427,159.81399440765 - -[beh@bh_rat_guards_5_1_job]:beh@rat_trap_base_squad - pt1 = 100000,guard | pos:68.050651550293,1.7445890903473,150.92826843262 look:68.912640213966,1.7445890903473,150.44776770473 - -[beh@bh_rat_guards_6_1_job]:beh@rat_trap_base - pt1 = 100000,guard | pos:62.810642242432,1.7066581249237,159.26321411133 look:63.604858636856,1.7066581249237,159.87083989382 diff --git a/mods/[DEV] Brotherhood/gamedata/configs/scripts/brotherhood/brotherhood_jup_b203_zombied.ltx b/mods/[DEV] Brotherhood/gamedata/configs/scripts/brotherhood/brotherhood_jup_b203_zombied.ltx deleted file mode 100644 index 6f6d4d61..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/scripts/brotherhood/brotherhood_jup_b203_zombied.ltx +++ /dev/null @@ -1,13 +0,0 @@ ----Controller Ambush - - -[logic@primankov] - suitable = {=check_npc_name(controller_victim_1)} true - prior = 500 - active = beh@primankov_job - -[beh@primankov_job] - behaviour_state = beh_move - target = waypoint - path_end = loop - pt1 = 88860000,psy_pain | pos:-184.74633789063,0.75744158029556,-284.82553100586 look:-185.38510763645,0.75744158029556,-284.0565263629 diff --git a/mods/[DEV] Brotherhood/gamedata/configs/scripts/brotherhood/brotherhood_npc_nr_ambush_logic_1.ltx b/mods/[DEV] Brotherhood/gamedata/configs/scripts/brotherhood/brotherhood_npc_nr_ambush_logic_1.ltx deleted file mode 100644 index 9fb22487..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/scripts/brotherhood/brotherhood_npc_nr_ambush_logic_1.ltx +++ /dev/null @@ -1,14 +0,0 @@ -[logic] - -suitable = {=check_npc_name(nr_ambush_1)} true -prior = 500 -active = beh@general - - -[beh@general] -actor_dialogs = actor_dialogs -behavior_state = beh_wait -target = waypoint -path_end = loop -pt1 = 600000,guard | pos:355.57171630859,27.977787017822,-239.86022949219 look:354.57521551847,27.977787017822,-239.87518584915 - diff --git a/mods/[DEV] Brotherhood/gamedata/configs/scripts/brotherhood/brotherhood_npc_nr_ambush_logic_2.ltx b/mods/[DEV] Brotherhood/gamedata/configs/scripts/brotherhood/brotherhood_npc_nr_ambush_logic_2.ltx deleted file mode 100644 index dc7313d1..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/scripts/brotherhood/brotherhood_npc_nr_ambush_logic_2.ltx +++ /dev/null @@ -1,14 +0,0 @@ -[logic] - -suitable = {=check_npc_name(nr_ambush_2)} true -prior = 500 -active = beh@general - - -[beh@general] -actor_dialogs = actor_dialogs -behavior_state = beh_wait -target = waypoint -path_end = loop -pt1 = 600000,guard | pos:378.29794311523,27.978296279907,-235.07585144043 look:378.19198679924,27.978296279907,-236.06145858765 - diff --git a/mods/[DEV] Brotherhood/gamedata/configs/scripts/brotherhood/brotherhood_npc_nr_ambush_logic_3.ltx b/mods/[DEV] Brotherhood/gamedata/configs/scripts/brotherhood/brotherhood_npc_nr_ambush_logic_3.ltx deleted file mode 100644 index d8af0d1f..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/scripts/brotherhood/brotherhood_npc_nr_ambush_logic_3.ltx +++ /dev/null @@ -1,14 +0,0 @@ -[logic] - -suitable = {=check_npc_name(nr_ambush_3)} true -prior = 500 -active = beh@general - - -[beh@general] -actor_dialogs = actor_dialogs -behavior_state = beh_wait -target = waypoint -path_end = loop -pt1 = 600000,guard | pos:314.48291015625,34.592678070068,-237.58148193359 look:314.48143742932,34.592678070068,-238.57651388645 - diff --git a/mods/[DEV] Brotherhood/gamedata/configs/scripts/brotherhood/brotherhood_npc_nr_ambush_logic_4.ltx b/mods/[DEV] Brotherhood/gamedata/configs/scripts/brotherhood/brotherhood_npc_nr_ambush_logic_4.ltx deleted file mode 100644 index d3dfa8e0..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/scripts/brotherhood/brotherhood_npc_nr_ambush_logic_4.ltx +++ /dev/null @@ -1,14 +0,0 @@ -[logic] - -suitable = {=check_npc_name(nr_ambush_4)} true -prior = 500 -active = beh@general - - -[beh@general] -actor_dialogs = actor_dialogs -behavior_state = beh_wait -target = waypoint -path_end = loop -pt1 = 600000,guard | pos:331.10369873047,34.258598327637,-270.34857177734 look:331.10422963096,34.258598327637,-269.45186668634 - diff --git a/mods/[DEV] Brotherhood/gamedata/configs/scripts/brotherhood/brotherhood_npc_nr_ambush_logic_5.ltx b/mods/[DEV] Brotherhood/gamedata/configs/scripts/brotherhood/brotherhood_npc_nr_ambush_logic_5.ltx deleted file mode 100644 index a052ea80..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/scripts/brotherhood/brotherhood_npc_nr_ambush_logic_5.ltx +++ /dev/null @@ -1,14 +0,0 @@ -[logic] - -suitable = {=check_npc_name(nr_ambush_5)} true -prior = 500 -active = beh@general - - -[beh@general] -actor_dialogs = actor_dialogs -behavior_state = beh_wait -target = waypoint -path_end = loop -pt1 = 600000,guard | pos:316.77917480469,34.714248657227,-237.42193603516 look:316.78955564555,34.714248657227,-238.33095598221 - diff --git a/mods/[DEV] Brotherhood/gamedata/configs/scripts/brotherhood/esc_lockdown.ltx b/mods/[DEV] Brotherhood/gamedata/configs/scripts/brotherhood/esc_lockdown.ltx deleted file mode 100644 index e24727d5..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/scripts/brotherhood/esc_lockdown.ltx +++ /dev/null @@ -1,296 +0,0 @@ ----Army Lockdown - ------ Army ----esc_smart_terrain_2_14 - -[logic@lockdown_1] -suitable = {=target_squad_name(bh_lockdown_2_14_squad)} true -active = beh@lockdown_1 -prior = 500 - -[logic@lockdown_2] -suitable = {=target_squad_name(bh_lockdown_2_14_squad)} true -active = beh@lockdown_2 -prior = 500 - -[logic@lockdown_3] -suitable = {=target_squad_name(bh_lockdown_2_14_squad)} true -active = beh@lockdown_3 -prior = 500 - -[logic@lockdown_4] -suitable = {=target_squad_name(bh_lockdown_2_14_squad)} true -active = beh@lockdown_4 -prior = 500 - ----esc_smart_terrain_3_7 - - -[logic@lockdown_5] -suitable = {=target_squad_name(bh_lockdown_3_7_squad_2)} true -active = beh@lockdown_5 -prior = 500 - -[logic@lockdown_6] -suitable = {=target_squad_name(bh_lockdown_3_7_squad_2)} true -active = beh@lockdown_6 -prior = 500 - -[logic@lockdown_7] -suitable = {=target_squad_name(bh_lockdown_3_7_squad_2)} true -active = beh@lockdown_7 -prior = 500 - -[beh@base] -dont_keep_items = false -gather_items_enabled = true -help_wounded_enabled = false -corpse_detection_enabled = true -combat_ignore_keep_when_attacked = false -target = waypoint -path_end = loop - - - - -[beh@lockdown_1]:beh@base - pt1 = 88860000,guard | pos:-253.50274658203,-22.243406295776,-286.48861694336 look:-252.68155324459,-22.243406295776,-286.97953498363 - -[beh@lockdown_2]:beh@base - pt1 = 88860000,guard | pos:-257.00210571289,-22.425817489624,-290.72033691406 look:-256.19569432735,-22.425817489624,-291.25655472279 - -[beh@lockdown_3]:beh@base - pt1 = 88860000,guard | pos:-272.68029785156,-21.686435699463,-277.73001098633 look:-271.87927597761,-21.686435699463,-277.1834077239 - -[beh@lockdown_4]:beh@base - pt1 = 88860000,guard | pos:-272.31967163086,-21.689016342163,-272.48538208008 look:-273.20427548885,-21.689016342163,-272.92851692438 - -[beh@lockdown_5]:beh@base - pt1 = 88860000,guard | pos:-157.84831237793,-2.3343555927277,313.54577636719 look:-157.37061774731,-2.3343555927277,312.67782557011 - -[beh@lockdown_6]:beh@base - pt1 = 88860000,guard | pos:-151.16990661621,-3.0027039051056,314.77722167969 look:-150.75950548053,-3.0027039051056,313.8678458333 - -[beh@lockdown_7]:beh@base - pt1 = 88860000,guard | pos:-149.83219909668,-2.9718582630157,325.28405761719 look:-150.22746643424,-2.9718582630157,326.19464844465 - ----- Stalker village - -[logic@stalker_lockdown_1] -suitable = {+army_lockdown_active} true -active = beh@stalker_lockdown_1 -prior = 980 - -[logic@stalker_lockdown_2] -suitable = {+army_lockdown_active} true -active = beh@stalker_lockdown_2 -prior = 980 - -[logic@stalker_lockdown_3] -suitable = {+army_lockdown_active} true -active = beh@stalker_lockdown_3 -prior = 980 - -[logic@stalker_lockdown_4] -suitable = {+army_lockdown_active} true -active = beh@stalker_lockdown_4 -prior = 980 - -[logic@stalker_lockdown_5] -suitable = {+army_lockdown_active} true -active = beh@stalker_lockdown_5 -prior = 980 - -[logic@stalker_lockdown_6] -suitable = {+army_lockdown_active} true -active = beh@stalker_lockdown_6 -prior = 980 - -[logic@stalker_lockdown_7] -suitable = {+army_lockdown_active} true -active = beh@stalker_lockdown_7 -prior = 980 - -[logic@stalker_lockdown_8] -suitable = {+army_lockdown_active} true -active = beh@stalker_lockdown_8 -prior = 980 - -[logic@stalker_lockdown_9] -suitable = {+army_lockdown_active} true -active = beh@stalker_lockdown_9 -prior = 980 - -[logic@stalker_lockdown_10] -suitable = {+army_lockdown_active} true -active = beh@stalker_lockdown_12 -prior = 980 - -[logic@stalker_lockdown_11] -suitable = {=check_npc_name(esc_2_12_stalker_fanat) +army_lockdown_active} true -active = beh@stalker_lockdown_10 -prior = 990 - -[logic@stalker_lockdown_12] -suitable = {=check_npc_name(esc_2_12_stalker_wolf) +army_lockdown_active} true -active = beh@stalker_lockdown_11 -prior = 990 - -[logic@stalker_lockdown_13] -suitable = {+army_lockdown_active} true -active = beh@stalker_lockdown_13 -prior = 950 - -[logic@stalker_lockdown_14] -suitable = {+army_lockdown_active} true -active = beh@stalker_lockdown_14 -prior = 950 - -[logic@stalker_lockdown_15] -suitable = {+army_lockdown_active} true -active = beh@stalker_lockdown_15 -prior = 950 - - -[beh@stalker_base1] - behaviour_state = beh_move - target = waypoint - path_end = loop - -[beh@stalker_base]:beh@stalker_base1 - meet = no_meet - -[beh@stalker_lockdown_1]:beh@stalker_base - pt1 = 88860000,sit_ass | pos:-207.95452880859,-22.549293518066,-128.8483581543 look:-208.00271685794,-22.549293518066,-128.13234585524 - -[beh@stalker_lockdown_2]:beh@stalker_base - pt1 = 88860000,sit_ass | pos:-205.44612121582,-22.545961380005,-128.9239654541 look:-205.42265072837,-22.545961380005,-128.10926455259 - -[beh@stalker_lockdown_3]:beh@stalker_base - pt1 = 88860000,sit_ass | pos:-205.8454284668,-22.597984313965,-127.76307678223 look:-205.87773677707,-22.597984313965,-128.66031646729 - -[beh@stalker_lockdown_4]:beh@stalker_base - pt1 = 88860000,sit_ass | pos:-201.59928894043,-22.293748855591,-127.64914703369 look:-201.86054000258,-22.293748855591,-128.5975586772 - -[beh@stalker_lockdown_5]:beh@stalker_base - pt1 = 88860000,sit_ass | pos:-213.37600708008,-23.194629669189,-124.92739105225 look:-212.42892032862,-23.194629669189,-124.82814551145 - -[beh@stalker_lockdown_6]:beh@stalker_base - pt1 = 88860000,sit_ass | pos:-213.83331298828,-23.195550918579,-122.38076019287 look:-213.25867366791,-23.195550918579,-123.08557617664 - -[beh@stalker_lockdown_7]:beh@stalker_base - pt1 = 88860000,sit_ass | pos:-210.64294433594,-22.877895355225,-121.59774780273 look:-211.53942781687,-22.877895355225,-121.62897085957 - -[beh@stalker_lockdown_8]:beh@stalker_base - pt1 = 88860000,sit_ass | pos:-210.89395141602,-22.890514373779,-123.01245880127 look:-211.76965814829,-22.890514373779,-122.98198455572 - -[beh@stalker_lockdown_9]:beh@stalker_base - pt1 = 88860000,sit_ass | pos:-210.89686584473,-22.871044158936,-125.27816772461 look:-211.80926203728,-22.871044158936,-125.18921911716 - -[beh@stalker_lockdown_10]:beh@stalker_base1 - pt1 = 88860000,guard | pos:-210.65496826172,-23.193996429443,-129.35891723633 look:-210.78284063935,-23.193996429443,-130.34018409252 - -[beh@stalker_lockdown_11]:beh@stalker_base1 - pt1 = 88860000,guard | pos:-255.93208312988,-21.009017944336,-127.30093383789 look:-254.9332652092,-21.009017944336,-127.28773701284 - -[beh@stalker_lockdown_12]:beh@stalker_base - pt1 = 88860000,sit_ass | pos:-223.49008178711,-19.854181289673,-164.21601867676 look:-222.51131898165,-19.854181289673,-164.17487579584 - -[beh@stalker_lockdown_13]:beh@stalker_base - pt1 = 88860000,sit_ass | pos:-223.14724731445,-19.940927505493,-162.63453674316 look:-222.15914958715,-19.940927505493,-162.55491317064 - -[beh@stalker_lockdown_14]:beh@stalker_base - pt1 = 88860000,sit_ass | pos:-219.69844055176,-19.94252204895,-164.51547241211 look:-220.69499152899,-19.94252204895,-164.53103899769 - -[beh@stalker_lockdown_15]:beh@stalker_base - pt1 = 88860000,sit_ass | pos:-216.97019958496,-19.941274642944,-162.98168945313 look:-217.02342930436,-19.941274642944,-162.01859247684 - - ----Castor and Pollox -[logic@castor_lockdown_1] -suitable = {=check_npc_name(assault_csky_leader_esc_5_7)} true -active = beh@castor_lockdown_1 -prior = 600 - -[logic@pollox_lockdown_1] -suitable = {=check_npc_name(assault_stalker_leader_esc_5_9)} true -active = beh@pollox_lockdown_1 -prior = 600 - -[beh@castor_lockdown_1]:beh@stalker_base1 - pt1 = 88860000,idle | pos:5.9352240562439,0.86977106332779,295.33111572266 look:5.1028490662575,0.86977106332779,295.8562169075 - -[beh@pollox_lockdown_1]:beh@stalker_base1 - pt1 = 88860000,idle | pos:3.3982691764832,0.87022680044174,295.80453491211 look:4.3374879360199,0.87022680044174,295.50534999371 - - ---- execution - -[remark@general] -gather_items_enabled = false -help_wounded_enabled = false -corpse_detection_enabled = false -combat_ignore_cond = true -meet = no_meet -wounded = wounded@no_wound -use_camp = false -turn_on_campfire = false -invulnerable = true -combat_ignore_cond = true -combat_ignore_keep_when_attacked = true - -[beh@general] -behavior_state = beh_move -target = waypoint - -[logic@bh_execution_lockdown_1] -suitable = {=target_squad_name(bh_lockdown_execution_squad)} true -active = remark@bh_execution_lockdown_1 -prior = 600 - -[logic@bh_execution_lockdown_2] -suitable = {=target_squad_name(bh_lockdown_execution_squad_2)} true -active = remark@bh_execution_lockdown_3 -prior = 600 - -[logic@bh_execution_lockdown_3] -suitable = {=target_squad_name(bh_lockdown_execution_squad3)} true -active = beh@bh_execution_lockdown_3 -prior = 1 - -[beh@bh_execution_base] - behaviour_state = beh_move - meet = no_meet - - - target = waypoint - path_end = loop - -[beh@bh_execution_lockdown_1]:beh@bh_execution_base - pt1 = 88860000,threat | pos:-134.43222045898,-30.139472961426,-393.75299072266 look:-134.47776456922,-30.139472961426,-394.75123798847 - -[beh@bh_execution_lockdown_2]:beh@bh_execution_base - pt1 = 88860000,threat | pos:-137.74774169922,-30.139163970947,-393.99801635742 look:-137.35763055086,-30.139163970947,-394.91864162683 - -[beh@bh_execution_lockdown_3]:beh@bh_execution_base - pt1 = 88860000,guard_fire | pos:-140.60908508301,-40.138750076294,-345.00961303711 look:-137.08314865828,-30.138750076294,-395.85903972387 - -[remark@bh_execution_lockdown_1]:remark@general -anim = threat_na -target = story | actor -on_timer = 5 | remark@bh_execution_lockdown_2 - - -[remark@bh_execution_lockdown_2]:remark@general -anim = assault_fire -target = story | actor - -[remark@bh_execution_lockdown_3]:remark@general -anim = threat_na -target = story | actor -on_timer = 5 | remark@bh_execution_lockdown_4 - - -[remark@bh_execution_lockdown_4]:remark@general -anim = threat_fire -target = story | actor \ No newline at end of file diff --git a/mods/[DEV] Brotherhood/gamedata/configs/scripts/brotherhood/esc_smuggling_logic.ltx b/mods/[DEV] Brotherhood/gamedata/configs/scripts/brotherhood/esc_smuggling_logic.ltx deleted file mode 100644 index 37ac6013..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/scripts/brotherhood/esc_smuggling_logic.ltx +++ /dev/null @@ -1,57 +0,0 @@ ----Ironchain Gang - - -[logic@bh_ironchain_1] -suitable = {=target_squad_name(bh_ironchain_2_squad)} true -active = beh@bh_ironchain_1 -prior = 500 - -[logic@bh_ironchain_2] -suitable = {=target_squad_name(bh_ironchain_2_squad)} true -active = beh@bh_ironchain_2 -prior = 500 - -[logic@bh_ironchain_3] -suitable = {=target_squad_name(bh_ironchain_2_squad)} true -active = beh@bh_ironchain_3 -prior = 500 - -[logic@bh_ironchain_4] -suitable = {=target_squad_name(bh_ironchain_2_squad)} true -active = beh@bh_ironchain_4 -prior = 500 - -[logic@bh_ironchain_5] -suitable = {=check_npc_name(bh_ironchain)} true -active = beh@bh_ironchain_5 -prior = 500 - -[beh@base] -dont_keep_items = true -gather_items_enabled = false -help_wounded_enabled = false -corpse_detection_enabled = false -combat_ignore_keep_when_attacked = false -target = waypoint -path_end = loop -combat_ignore_cond = {+bh_ironchain_deal_gone_wrong} false, true -combat_ignore_keep_when_attacked = {+bh_ironchain_deal_gone_wrong} false, true - -[beh@gang]:beh@base -meet = no_meet - - -[beh@bh_ironchain_1]:beh@gang - pt1 = 88860000,guard | pos:140.30145263672,0.18399813771248,341.83569335938 look:141.26340097189,0.18399813771248,341.59942138195 - -[beh@bh_ironchain_2]:beh@gang - pt1 = 88860000,guard | pos:140.52110290527,0.21439450979233,337.41455078125 look:141.50974929333,0.21439450979233,337.30890928209 - -[beh@bh_ironchain_3]:beh@gang - pt1 = 88860000,guard | pos:133.84097290039,0.18276101350784,336.84924316406 look:133.87411888316,0.18276101350784,337.84488683939 - -[beh@bh_ironchain_4]:beh@gang - pt1 = 88860000,guard | pos:135.92878723145,0.18073549866676,342.07440185547 look:134.947881639,0.18073549866676,341.95935965329 - -[beh@bh_ironchain_5]:beh@base - pt1 = 88860000,guard | pos:134.19320678711,0.18283259868622,339.78994750977 look:133.19913303852,0.18283259868622,339.86729538441 \ No newline at end of file diff --git a/mods/[DEV] Brotherhood/gamedata/configs/scripts/brotherhood/great_marsh_random_logic.ltx b/mods/[DEV] Brotherhood/gamedata/configs/scripts/brotherhood/great_marsh_random_logic.ltx deleted file mode 100644 index c6830ddf..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/scripts/brotherhood/great_marsh_random_logic.ltx +++ /dev/null @@ -1,31 +0,0 @@ -[logic@nr_starik_murder_bandit_1] -suitable = {=target_squad_name(nr_starik_murder_bandit_1_squad) -nr_starik_1_interrupted} true -active = beh@nr_starik_murder_bandit_1 -prior = 500 - -[logic@nr_starik_murder_bandit_2] -suitable = {=target_squad_name(nr_starik_murder_bandit_2_squad) -nr_starik_1_interrupted} true -active = beh@nr_starik_murder_bandit_2 -prior = 500 - -[beh@nr_walk_base] - combat_ignore_cond = true - combat_ignore_keep_when_attacked = false - meet = meet - behaviour_state = beh_move - target = waypoint - walk_dist = 100 - jog_dist = 220 - - walk_anim = walk - jog_anim = walk - run_anim = walk - path_end = loop - - - - -[beh@nr_starik_murder_bandit_1]:beh@nr_walk_base - pt1 = 88860000,guard | pos:-41.259243011475,-1.13884806633,268.23779296875 look:-42.000157237053,-1.13884806633,267.92011845112 -[beh@nr_starik_murder_bandit_2]:beh@nr_walk_base - pt1 = 88860000,guard | pos:-43.523834228516,-1.2712132930756,268.31134033203 look:-43.092729508877,-1.2712132930756,267.55471074581 diff --git a/mods/[DEV] Brotherhood/gamedata/configs/scripts/brotherhood/military_checkpoint_logic.ltx b/mods/[DEV] Brotherhood/gamedata/configs/scripts/brotherhood/military_checkpoint_logic.ltx deleted file mode 100644 index c177f949..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/scripts/brotherhood/military_checkpoint_logic.ltx +++ /dev/null @@ -1,37 +0,0 @@ ----Badger - - -[logic@bh_badger] - suitable = {=check_npc_name(bh_badger)} true - prior = 500 - active = beh@bh_badger_1_job - -[beh@nr_ilyaz_base] - meet = meet - behaviour_state = beh_move - target = waypoint - walk_dist = 100 - jog_dist = 220 - - walk_anim = walk - jog_anim = walk - run_anim = walk - path_end = loop - - -[beh@bh_badger_1_job]:beh@nr_ilyaz_base - on_info = {+bh_badger_guard_dutz_on} beh@bh_badger_2_job - pt1 = 88860000,sit_ass | pos:-124.4213104248,-30.051345825195,-373.82867431641 look:-124.48068100959,-30.051345825195,-374.8169683218 - -[beh@bh_badger_2_job]:beh@nr_ilyaz_base - on_info = {-bh_badger_guard_dutz_on} beh@bh_badger_1_job - on_info2 = {+bh_badger_guard_dutz_on +bh_shlitzer_smuggling_done -bh_badger_deal_done} beh@bh_badger_3_job - pt1 = 88860000,guard | pos:-161,-30,-358 look:0.276,-0.092,0.957 - -[beh@bh_badger_3_job]:beh@nr_ilyaz_base - on_info = {+bh_badger_deal_done} beh@bh_badger_2_job - pt1 = 88860000,idle | pos:-241.95616149902,-30.707180023193,-353.70162963867 look:-241.61646446586,-30.707180023193,-352.78583979607 - - - - \ No newline at end of file diff --git a/mods/[DEV] Brotherhood/gamedata/configs/scripts/brotherhood/nr_alyosha_bandits.ltx b/mods/[DEV] Brotherhood/gamedata/configs/scripts/brotherhood/nr_alyosha_bandits.ltx deleted file mode 100644 index 0c0200b7..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/scripts/brotherhood/nr_alyosha_bandits.ltx +++ /dev/null @@ -1,43 +0,0 @@ -[logic@nr_alyosha_bandits_squad_1] -suitable = {=target_squad_name(nr_bandits_1_squad)} true -active = beh@nr_alyosha_bandits_assault -prior = 500 - -[logic@nr_alyosha_bandits_squad_2] -suitable = {=target_squad_name(nr_bandits_1_squad)} true -active = beh@nr_alyosha_bandits_assault -prior = 500 - -[logic@nr_alyosha_bandits_squad_3] -suitable = {=target_squad_name(nr_bandits_1_squad)} true -active = beh@nr_alyosha_bandits_assault -prior = 500 - -[logic@nr_alyosha_bandits_squad_4] -suitable = {=target_squad_name(nr_bandits_1_squad)} true -active = beh@nr_alyosha_bandits_assault -prior = 500 - -[logic@nr_alyosha_bandits_squad_5] -suitable = {=target_squad_name(nr_bandits_2_squad)} true -active = beh@nr_alyosha_bandits_assault -prior = 500 - -[logic@nr_alyosha_bandits_squad_6] -suitable = {=target_squad_name(nr_bandits_2_squad)} true -active = beh@nr_alyosha_bandits_assault -prior = 500 - -[logic@nr_alyosha_bandits_squad_7] -suitable = {=target_squad_name(nr_bandits_2_squad)} true -active = beh@nr_alyosha_bandits_assault -prior = 500 - - - -[beh@nr_alyosha_bandits_assault] - run_anim = rush - behaviour_state = beh_move - target = waypoint - path_end = loop - pt1 = 100000,idle | pos:-67.114974975586,3.663382768631,114.72267150879 look:-67.101200799458,3.663382768631,113.72375202179 \ No newline at end of file diff --git a/mods/[DEV] Brotherhood/gamedata/configs/scripts/brotherhood/nr_army_warehouse_logic.ltx b/mods/[DEV] Brotherhood/gamedata/configs/scripts/brotherhood/nr_army_warehouse_logic.ltx deleted file mode 100644 index 54ceb49c..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/scripts/brotherhood/nr_army_warehouse_logic.ltx +++ /dev/null @@ -1,46 +0,0 @@ ------ Mercenaries - - - -[logic@nr_bezsonik] - suitable = {=check_npc_name(nr_bezsonik)} true - prior = 500 - active = beh@nr_bezsonik_1_job - -[beh@nr_bezsonik_1_job] - behaviour_state = beh_move - target = waypoint - walk_anim = patrol - on_info = {+nr_bezsonik_move} beh@nr_bezsonik_2_job - path_end = loop - pt1 = 88860000,idle | pos:4.3408036231995,-8.8730173110962,3.7783288955688 look:3.5400252938271,-8.8730173110962,4.3764227628708 - - -[beh@nr_bezsonik_2_job] -behaviour_state = beh_move -target = waypoint -walk_anim = patrol -gather_items_enabled = false -help_wounded_enabled = false -corpse_detection_enabled = false -invulnerable = false -path_end = loop -pt1 = 88860000,sit_ass_drink_vodka | pos:20.051500320435,-7.3409280776978,16.539705276489 look:19.263518929482,-7.3409280776978,16.513776063919 - - -[logic@nr_lyoshik] - suitable = {=check_npc_name(nr_lyoshik)} true - prior = 500 - active = beh@nr_lyoshik_job - - -[beh@nr_lyoshik_job] -behaviour_state = beh_move -target = waypoint -walk_anim = patrol -gather_items_enabled = false -help_wounded_enabled = false -corpse_detection_enabled = false -invulnerable = false -path_end = loop -pt1 = 88860000,idle | pos:15.033114433289,-7.2893815040588,20.447532653809 look:15.054708955809,-7.2893815040588,21.447066128254 \ No newline at end of file diff --git a/mods/[DEV] Brotherhood/gamedata/configs/scripts/brotherhood/nr_bar_logic.ltx b/mods/[DEV] Brotherhood/gamedata/configs/scripts/brotherhood/nr_bar_logic.ltx deleted file mode 100644 index bdf06522..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/scripts/brotherhood/nr_bar_logic.ltx +++ /dev/null @@ -1,51 +0,0 @@ -[logic@nr_sorokin] - suitable = {=check_npc_name(nr_sorokin)} true - prior = 500 - active = beh@nr_sorokin_job - -[beh@nr_sorokin_job] - behaviour_state = beh_move - target = waypoint - path_end = loop - pt1 = 88860000,idle | pos:131.9454498291,-4.8244047164917,25.538990020752 look:132.94496375322,-4.8244047164917,25.533007382881 - -[logic@nr_scamlok_1] - suitable = {=check_npc_name(nr_scamlok)} true - prior = 500 - active = beh@nr_scamlok_job - -[beh@nr_scamlok_job] - behaviour_state = beh_move - target = waypoint - 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 - path_end = loop - pt1 = 88860000,idle | pos:109.44784545898,-0.012278616428375,127.16125488281 look:110.41980904341,-0.012278616428375,126.92711761594 - ----- Sasha Baltunov - -[logic@nr_sasha_baltunov] - suitable = {=check_npc_name(nr_sasha_baltunov)} true - prior = 500 - active = beh@nr_sasha_baltunov_1_job - - -[beh@nr_walk_base] - meet = meet - behaviour_state = beh_move - target = waypoint - walk_dist = 100 - jog_dist = 220 - - walk_anim = walk - jog_anim = walk - run_anim = walk - path_end = loop - -[beh@nr_sasha_baltunov_1_job]:beh@nr_walk_base - on_info = {+nr_sasha_baltunov_1_job_init} beh@nr_sasha_baltunov_2_job - pt1 = 88860000,idle | pos:125.42021179199,-4.3464636802673,28.191061019897 look:126.39852428436,-4.3464636802673,28.145230054855 - -[beh@nr_sasha_baltunov_2_job]:beh@nr_walk_base - pt1 = 88860000,idle | pos:127.67053985596,-4.8243117332458,23.232620239258 look:128.07066076994,-4.8243117332458,22.330782175064 \ No newline at end of file diff --git a/mods/[DEV] Brotherhood/gamedata/configs/scripts/brotherhood/nr_jupiter_a9_logic.ltx b/mods/[DEV] Brotherhood/gamedata/configs/scripts/brotherhood/nr_jupiter_a9_logic.ltx deleted file mode 100644 index 937e2167..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/scripts/brotherhood/nr_jupiter_a9_logic.ltx +++ /dev/null @@ -1,10 +0,0 @@ -[logic@alyosha_shyogolov_4] - suitable = {=check_npc_name(alyosha_shyogolov)} true - prior = 500 - active = beh@alyosha_shyogolov_4_job - -[beh@alyosha_shyogolov_4_job] - behaviour_state = beh_move - target = waypoint - path_end = loop - pt1 = 88860000,idle | pos:270.51989746094,27.592041015625,-222.35821533203 look:269.53373754025,27.592041015625,-222.51029442251 diff --git a/mods/[DEV] Brotherhood/gamedata/configs/scripts/brotherhood/nr_jupiter_b47_logic.ltx b/mods/[DEV] Brotherhood/gamedata/configs/scripts/brotherhood/nr_jupiter_b47_logic.ltx deleted file mode 100644 index 8ccc9704..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/scripts/brotherhood/nr_jupiter_b47_logic.ltx +++ /dev/null @@ -1,66 +0,0 @@ -[logic@nr_erast_fandorin_2] - suitable = {=check_npc_name(erast_fandorin)} true - prior = 500 - active = beh@nr_erast_fandorin_2_job - -[beh@nr_erast_fandorin_2_job] - behaviour_state = beh_move - target = waypoint - path_end = loop - pt1 = 88860000,idle | pos:337.31549072266,26.735898971558,-255.1216583252 look:336.32775199413,26.735898971558,-255.02598775178 - - -[logic@nr_ambush_1] - suitable = {=check_npc_name(nr_ambush_1)} true - prior = 500 - active = beh@nr_ambush_1_job - -[beh@nr_ambush_1_job] - behaviour_state = beh_move - target = waypoint - path_end = loop - pt1 = 88860000,guard | pos:355.57171630859,27.977787017822,-239.86022949219 look:354.57521551847,27.977787017822,-239.87518584915 - -[logic@nr_ambush_2] - suitable = {=check_npc_name(nr_ambush_2)} true - prior = 500 - active = beh@nr_ambush_2_job - -[beh@nr_ambush_2_job] - behaviour_state = beh_move - target = waypoint - path_end = loop - pt1 = 88860000,guard | pos:378.29794311523,27.978296279907,-235.07585144043 look:378.19198679924,27.978296279907,-236.06145858765 - -[logic@nr_ambush_3] - suitable = {=check_npc_name(nr_ambush_3)} true - prior = 500 - active = beh@nr_ambush_3_job - -[beh@nr_ambush_3_job] - behaviour_state = beh_move - target = waypoint - path_end = loop - pt1 = 88860000,guard | pos:314.48291015625,34.592678070068,-237.58148193359 look:314.48143742932,34.592678070068,-238.57651388645 - -[logic@nr_ambush_4] - suitable = {=check_npc_name(nr_ambush_4)} true - prior = 500 - active = beh@nr_ambush_4_job - -[beh@nr_ambush_4_job] - behaviour_state = beh_move - target = waypoint - path_end = loop - pt1 = 88860000,guard | pos:331.10369873047,34.258598327637,-270.34857177734 look:331.10422963096,34.258598327637,-269.45186668634 - -[logic@nr_ambush_5] - suitable = {=check_npc_name(nr_ambush_5)} true - prior = 500 - active = beh@nr_ambush_5_job - -[beh@nr_ambush_5_job] - behaviour_state = beh_move - target = waypoint - path_end = loop - pt1 = 88860000,guard | pos:316.77917480469,34.714248657227,-237.42193603516 look:316.78955564555,34.714248657227,-238.33095598221 diff --git a/mods/[DEV] Brotherhood/gamedata/configs/scripts/brotherhood/nr_jupiter_logic.ltx b/mods/[DEV] Brotherhood/gamedata/configs/scripts/brotherhood/nr_jupiter_logic.ltx deleted file mode 100644 index dbb8b88c..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/scripts/brotherhood/nr_jupiter_logic.ltx +++ /dev/null @@ -1,143 +0,0 @@ -[logic@nr_sorokin_2] - suitable = {=check_npc_name(nr_sorokin)} true - prior = 500 - active = beh@nr_sorokin_job - -[beh@nr_sorokin_job] - behaviour_state = beh_move - target = waypoint - path_end = loop - pt1 = 88860000,idle | pos:-43.189586639404,3.4878842830658,202.7116394043 look:-43.271250747144,3.4878842830658,201.74094808102 - - -[logic@alyosha_shyogolov_3] - suitable = {=check_npc_name(alyosha_shyogolov)} true - prior = 500 - active = beh@alyosha_shyogolov_3_job_1 - -[beh@alyosha_shyogolov_3_job_1] - behaviour_state = beh_move - on_info = {+alyosha_shyogolov_retreat_1} beh@alyosha_shyogolov_3_job_2 - 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 - target = waypoint - path_end = loop - pt1 = 88860000,guard | pos:-67.114974975586,3.663382768631,114.72267150879 look:-67.101200799458,3.663382768631,113.72375202179 - -[beh@alyosha_shyogolov_3_job_2] - meet = no_meet - behaviour_state = beh_move - on_info = {+nr_bandits_squads_dead_1} beh@alyosha_shyogolov_3_job_3 - 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 - target = waypoint - path_end = loop - pt1 = 88860000,idle | pos:-52.516330718994,3.487446308136,205.72317504883 look:-51.547375679016,3.487446308136,205.80064857006 - -[beh@alyosha_shyogolov_3_job_3] - - behaviour_state = beh_move - - 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 - target = waypoint - path_end = loop - pt1 = 88860000,idle | pos:-52.516330718994,3.487446308136,205.72317504883 look:-51.547375679016,3.487446308136,205.80064857006 - - -[logic@nr_dead_convict_1] - suitable = {=check_npc_name(nr_dead_convict_1)} true - prior = 500 - active = beh@nr_dead_convict_1_job - - -[beh@nr_dead_convict_1_job] - - behaviour_state = beh_move - meet = no_meet - combat_ignore_cond = true - combat_ignore_keep_when_attacked = true - - target = waypoint - path_end = loop - pt1 = 88860000,hands_up | pos:-53.964504241943,3.5118420124054,160.3719329834 look:-53.92770786956,3.5118420124054,159.37349265814 - --pt1 = 88860000,hands_up | pos:-55.452903747559,3.5291602611542,160.1261138916 look:-55.420926552266,3.5291602611542,159.1291744709 - -[logic@nr_dead_convict_2] - suitable = {=check_npc_name(nr_dead_convict_2)} true - prior = 500 - active = beh@nr_dead_convict_2_job - - -[beh@nr_dead_convict_2_job] - - behaviour_state = beh_move - meet = no_meet - combat_ignore_cond = true - combat_ignore_keep_when_attacked = true - - target = waypoint - path_end = loop - pt1 = 88860000,prisoner | pos:-58.915637969971,3.6456756591797,159.9506072998 look:-58.841192029417,3.6456756591797,158.96341890097 - -[logic@nr_executioner_1] - suitable = {=check_npc_name(nr_executioner_1) -nr_dead_convict_1_squad_dead} true - prior = 500 - active = beh@nr_executioner_1_job - -[logic@nr_executioner_2] - suitable = {=check_npc_name(nr_executioner_2) -nr_dead_convict_1_squad_dead} true - prior = 500 - active = beh@nr_executioner_2_job - -[logic@nr_executioner_3] - suitable = {=check_npc_name(nr_executioner_3)} true - prior = 500 - active = beh@nr_executioner_3_job - -[beh@nr_executione_base] - behaviour_state = beh_move - target = waypoint - walk_dist = 100 - jog_dist = 220 - - walk_anim = walk - jog_anim = walk - run_anim = walk - path_end = loop - -[beh@nr_executioner_1_job]:beh@nr_executione_base - on_info = {+nr_execution_firing_1} beh@nr_executioner_firing_1_job - meet = no_meet - pt1 = 88860000,threat | pos:-53.715953826904,3.45143699646,167.76420593262 look:-53.922115325928,3.45143699646,166.79867982864 - -[beh@nr_executioner_firing_1_job]:beh@nr_executione_base - - meet = no_meet - pt1 = 88860000,guard_fire | pos:-53.715953826904,3.45143699646,167.76420593262 look:-53.922115325928,3.45143699646,166.79867982864 - - -[beh@nr_executioner_2_job]:beh@nr_executione_base - on_info = {+nr_execution_firing_1} beh@nr_executioner_firing_2_job - meet = no_meet - pt1 = 88860000,threat | pos:-56.438800811768,3.4529418945313,168.19071960449 look:-56.335878804326,3.4529418945313,167.20485597849 - -[beh@nr_executioner_firing_2_job]:beh@nr_executione_base - - meet = no_meet - pt1 = 88860000,threat_fire | pos:-56.438800811768,3.4529418945313,168.19071960449 look:-56.335878804326,3.4529418945313,167.20485597849 - - - -[beh@nr_executioner_3_job]:beh@nr_executione_base - on_info = {+nr_dead_convict_1_squad_dead} beh@nr_executioner_3_2_job - combat_ignore_cond = true - combat_ignore_keep_when_attacked = true - pt1 = 88860000,guard | pos:-47.242031097412,3.4872958660126,161.45401000977 look:-48.236757516861,3.4872958660126,161.46631026175 - -[beh@nr_executioner_3_2_job]:beh@nr_executione_base - - pt1 = 88860000,idle | pos:-50.671684265137,3.4870896339417,187.31074523926 look:-50.674897092395,3.4870896339417,188.3059297204 \ No newline at end of file diff --git a/mods/[DEV] Brotherhood/gamedata/configs/scripts/brotherhood/nr_jupiter_mobilelab.ltx b/mods/[DEV] Brotherhood/gamedata/configs/scripts/brotherhood/nr_jupiter_mobilelab.ltx deleted file mode 100644 index e235f47c..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/scripts/brotherhood/nr_jupiter_mobilelab.ltx +++ /dev/null @@ -1,89 +0,0 @@ -[logic@erast_fandorin_2] - suitable = {=check_npc_name(erast_fandorin)} true - prior = 500 - active = beh@nr_erast_fandorin_2_job - -[logic@flavio_becca] - suitable = {=check_npc_name(flavio_becca)} true - prior = 500 - active = beh@flavio_becca_job_1 - -[logic@nr_ecologist_rydzyk] - suitable = {=check_npc_name(nr_ecologist_rydzyk)} true - prior = 500 - active = beh@nr_ecologist_rydzyk_job_1 - -[logic@nr_ecologist_1] - suitable = {=check_npc_name(nr_ecologist_1)} true - prior = 500 - active = beh@nr_ecologist_1_job_1 - -[logic@nr_ecologist_2] - suitable = {=check_npc_name(nr_ecologist_2)} true - prior = 500 - active = beh@nr_ecologist_2_job_1 - -[logic@nr_ecologist_3] - suitable = {=check_npc_name(nr_ecologist_3)} true - prior = 500 - active = beh@nr_ecologist_3_job_1 - - - -[beh@base] -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 -dont_keep_items = true -gather_items_enabled = false -help_wounded_enabled = false -corpse_detection_enabled = false -combat_ignore_keep_when_attacked = false -target = waypoint -path_end = loop -behaviour_state = beh_move - - - -[beh@flavio_becca_job_1]:beh@base - on_info = {+northern_rush_dialogs_trigger_done -nr_corruption_done !surge_started =is_night} beh@flavio_becca_job_2 - pt1 = 88860000,idle | pos:-219.03512573242,-3.5594117641449,79.986297607422 look:-218.10097187757,-3.5594117641449,79.936623685062 - -[beh@nr_ecologist_rydzyk_job_1]:beh@base - on_info = {+northern_rush_dialogs_trigger_done -nr_corruption_done !surge_started =is_night} beh@nr_ecologist_rydzyk_job_2 - pt1 = 88860000,idle | pos:-216.47917175293,-3.557053565979,79.757942199707 look:-217.44162404537,-3.557053565979,79.765188694 - -[beh@nr_ecologist_1_job_1]:beh@base - on_info = {+northern_rush_dialogs_trigger_done -nr_corruption_done !surge_started =is_night} beh@nr_ecologist_1_job_2 - pt1 = 88860000,idle | pos:-215.28471374512,-3.56827044487,75.60816192627 look:-216.28330546618,-3.56827044487,75.637223301455 - -[beh@nr_ecologist_2_job_1]:beh@base - on_info = {+northern_rush_dialogs_trigger_done -nr_corruption_done !surge_started =is_night} beh@nr_ecologist_2_job_2 - pt1 = 88860000,idle | pos:-213.26760864258,-3.5684111118317,68.279556274414 look:-213.26374466368,-3.5684111118317,69.278563261032 - -[beh@nr_ecologist_3_job_1]:beh@base - on_info = {+northern_rush_dialogs_trigger_done -nr_corruption_done !surge_started =is_night} beh@nr_ecologist_3_job_2 - pt1 = 88860000,idle | pos:-220.42057800293,-3.5371415615082,66.873374938965 look:-220.39999588579,-3.5371415615082,67.86948376894 - -[beh@flavio_becca_job_2]:beh@base - on_info = {!is_night} beh@flavio_becca_job_1 - pt1 = 88860000,sit_ass_drink_vodka | pos:-199.74822998047,-4.1867122650146,59.184242248535 look:-199.09686005116,-4.1867122650146,58.539527893066 - -[beh@nr_ecologist_rydzyk_job_2]:beh@base - on_info = {!is_night} beh@nr_ecologist_rydzyk_job_1 - pt1 = 88860000,sit_ass_drink_vodka | pos:-197.48492431641,-4.0895237922668,56.258228302002 look:-198.17211848497,-4.0895237922668,56.900286912918 - -[beh@nr_ecologist_1_job_2]:beh@base - on_info = {!is_night} beh@nr_ecologist_1_job_1 - pt1 = 88860000,sit_ass_guitar | pos:-198.02180480957,-4.3409023284912,60.582843780518 look:-198.61049228907,-4.3409023284912,59.887114226818 - -[beh@nr_ecologist_2_job_2]:beh@base - on_info = {!is_night} beh@nr_ecologist_2_job_1 - pt1 = 88860000,sit_ass_drink_vodka | pos:-196.62133789063,-4.300103187561,59.172569274902 look:-197.21002537012,-4.300103187561,58.476839780807 - -[beh@nr_ecologist_3_job_2]:beh@base - on_info = {!is_night} beh@nr_ecologist_3_job_1 - pt1 = 88860000,sit_ass_drink_vodka | pos:-199.2805480957,-4.0733647346497,57.096076965332 look:-198.7807956934,-4.0733647346497,57.950074791908 - -[beh@nr_erast_fandorin_2_job]:beh@base - pt1 = 88860000,guard | pos:-207.43057250977,-3.7736539840698,71.709953308105 look:-206.4928894639,-3.7736539840698,71.451419830322 \ No newline at end of file diff --git a/mods/[DEV] Brotherhood/gamedata/configs/scripts/brotherhood/nr_trapper_chimera_1_logic.ltx b/mods/[DEV] Brotherhood/gamedata/configs/scripts/brotherhood/nr_trapper_chimera_1_logic.ltx deleted file mode 100644 index a58f6615..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/scripts/brotherhood/nr_trapper_chimera_1_logic.ltx +++ /dev/null @@ -1,22 +0,0 @@ - -[section@squad] -target@base = jup_sim_21 - -[section@logic] -logic@trapper_chimera_1 - -[logic@base] -suitable = {=npc_squad_name(trapper_chimera_1)} true -monster_job = true - -[logic@trapper_chimera_1]:logic@base -active = mob_home@point_a - -[mob_home@base] -target = %=mutant_path()% -path_end = loop - -[mob_home@point_a]:mob_home@base -move_animation = run -wait_animation = sleep -pt1 = 88860000,idle | pos:-189.52851867676,3.3515679836273,394.25390625 look:-189.81469479203,3.3515679836273,393.30991244316 diff --git a/mods/[DEV] Brotherhood/gamedata/configs/scripts/brotherhood/nr_trapper_chimera_2_logic.ltx b/mods/[DEV] Brotherhood/gamedata/configs/scripts/brotherhood/nr_trapper_chimera_2_logic.ltx deleted file mode 100644 index b44683ad..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/scripts/brotherhood/nr_trapper_chimera_2_logic.ltx +++ /dev/null @@ -1,29 +0,0 @@ - -[section@squad] -target@base = jup_b205_smart_terrain_tushkano - -[section@logic] -logic@trapper_chimera_2 - -[logic@base] -suitable = {=npc_squad_name(trapper_chimera_2)} true -monster_job = true - -[logic@trapper_chimera_2]:logic@base -active = mob_home@point_a - -[mob_home@base] -target = %=mutant_path()% -path_end = loop - -[mob_home@point_a]:mob_home@base -move_animation = run -wait_animation = sleep -on_info = {+trapper_chimera_2_bait_active} mob_home@point_b -pt1 = 88860000,sleep | pos:-381.40188598633,2.6410093307495,2.5957698822021 look:-381.23918409646,2.6410093307495,1.855603158474 - -[mob_home@point_b]:mob_home@base -move_animation = run -wait_animation = sleep -on_info = {-trapper_chimera_2_bait_active} mob_home@point_a -pt1 = 88860000,sleep | pos:-290.74948120117,7.8559045791626,-3.1653161048889 look:-291.61963200569,7.8559045791626,-3.1996148824692 diff --git a/mods/[DEV] Brotherhood/gamedata/configs/scripts/brotherhood/nr_yantar_logic.ltx b/mods/[DEV] Brotherhood/gamedata/configs/scripts/brotherhood/nr_yantar_logic.ltx deleted file mode 100644 index 5e54fd64..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/scripts/brotherhood/nr_yantar_logic.ltx +++ /dev/null @@ -1,82 +0,0 @@ -[logic@erast_fandorin_1] - suitable = {=check_npc_name(erast_fandorin)} true - prior = 500 - active = beh@nr_erast_fandorin_job - - -[beh@nr_erast_fandorin_job] - - behaviour_state = beh_move - - 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, {=check_enemy_name(actor)} false, true - target = waypoint - path_end = loop - pt1 = 88860000,idle | pos:32.644733428955,-11.733076095581,-278.20062255859 look:32.635128381662,-11.733076095581,-277.2018494606 - -[logic@nr_ecologist_rydzyk] - suitable = {=check_npc_name(nr_ecologist_rydzyk)} true - prior = 500 - active = beh@nr_ecologist_rydzyk_job - - -[beh@nr_ecologist_rydzyk_job] - - behaviour_state = beh_move - - 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, {=check_enemy_name(actor)} false, true - target = waypoint - path_end = loop - pt1 = 88860000,idle | pos:34.447654724121,-11.879675865173,-247.45806884766 look:34.359435632825,-11.879675865173,-248.44870388508 - -[logic@nr_ecologist_1] - suitable = {=check_npc_name(nr_ecologist_1)} true - prior = 500 - active = beh@nr_ecologist_1_job - - -[beh@nr_ecologist_1_job] - - behaviour_state = beh_move - - 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, {=check_enemy_name(actor)} false, true - target = waypoint - path_end = loop - pt1 = 88860000,sit_ass | pos:24.628534317017,-11.879796981812,-241.63436889648 look:25.315167486668,-11.879796981812,-242.24102640152 - -[logic@nr_ecologist_2] - suitable = {=check_npc_name(nr_ecologist_2)} true - prior = 500 - active = beh@nr_ecologist_2_job - - -[beh@nr_ecologist_2_job] - - behaviour_state = beh_move - - 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, {=check_enemy_name(actor)} false, true - target = waypoint - path_end = loop - pt1 = 88860000,sit_ass | pos:27.540864944458,-11.88072013855,-240.82856750488 look:27.149089306593,-11.88072013855,-241.72887116671 - - -[logic@bellerophon_1] - suitable = {=check_npc_name(bellerophon)} true - prior = 500 - active = beh@bellerophon_job - - -[beh@bellerophon_job] - - behaviour_state = beh_move - - target = waypoint - path_end = loop - pt1 = 88860000,sit_ass | pos:30.001893997192,-11.701859474182,-278.17437744141 look:29.02092641592,-11.701859474182,-278.11900424957 \ No newline at end of file diff --git a/mods/[DEV] Brotherhood/gamedata/configs/scripts/brotherhood/nr_zaton_logic.ltx b/mods/[DEV] Brotherhood/gamedata/configs/scripts/brotherhood/nr_zaton_logic.ltx deleted file mode 100644 index 5fd78662..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/scripts/brotherhood/nr_zaton_logic.ltx +++ /dev/null @@ -1,16 +0,0 @@ - -[logic@alyosha_shyogolov_4] - suitable = {=check_npc_name(alyosha_shyogolov)} true - prior = 500 - active = beh@alyosha_shyogolov_4_job - -[beh@alyosha_shyogolov_4_job] - behaviour_state = beh_move - - 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 - target = waypoint - path_end = loop - pt1 = 88860000,idle | pos:126.01683807373,-7.3208603858948,190.79092407227 look:125.96493332088,-7.3208603858948,189.79253232479 - \ No newline at end of file diff --git a/mods/[DEV] Brotherhood/gamedata/configs/scripts/brotherhood/rookie_village_logic.ltx b/mods/[DEV] Brotherhood/gamedata/configs/scripts/brotherhood/rookie_village_logic.ltx deleted file mode 100644 index 091116ae..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/scripts/brotherhood/rookie_village_logic.ltx +++ /dev/null @@ -1,95 +0,0 @@ ----Iliaz - - -[logic@nr_ilyaz_1] - suitable = {=check_npc_name(nr_iliaz)} true - prior = 500 - active = beh@nr_ilyaz_1_job - -[beh@nr_ilyaz_1_job] - behaviour_state = beh_move - target = waypoint - path_end = loop - pt1 = 88860000,sit_ass | pos:-223.73385620117,-19.864381790161,-163.76029968262 look:-222.83070719242,-19.864381790161,-163.73320126534 - -[logic@nr_ilyaz_2] - suitable = {=check_npc_name(nr_iliaz)} true - prior = 500 - active = beh@nr_ilyaz_2_1_job - -[beh@nr_ilyaz_base] - behaviour_state = beh_move - target = waypoint - walk_dist = 100 - jog_dist = 220 - - walk_anim = walk - jog_anim = walk - run_anim = walk - path_end = loop - - -[beh@nr_ilyaz_2_1_job]:beh@nr_ilyaz_base - on_info = {+nr_ilyaz_point_1} beh@nr_ilyaz_2_2_job - pt1 = 88860000,idle | pos:-207.83670043945,-6.3246264457703,-17.561170578003 look:-208.74708759785,-6.3246264457703,-17.915091872215 - -[beh@nr_ilyaz_2_2_job]:beh@nr_ilyaz_base - - on_info = {-nr_ilyaz_point_1} beh@nr_ilyaz_2_1_job - pt1 = 88860000,idle | pos:-222.81701660156,-9.301365852356,-13.697906494141 look:-223.74275541306,-9.301365852356,-13.826462864876 - ---- Gutalin - -[logic@bh_gutalin] - suitable = {=check_npc_name(bh_gutalin)} true - prior = 500 - active = beh@bh_gutalin_1_job - -[beh@bh_gutalin_1_job]:beh@nr_ilyaz_base - 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, {=check_enemy_name(actor)} false, true - on_info = {+bh_gutalin_treasure} beh@bh_gutalin_2_job - on_info2 = {=surge_started} beh@bh_gutalin_3_job - path_end = loop - pt1 = 88860000, idle | pos:-206.23277282715,-19.894157409668,-136.4208984375 look:-206.13894728571,-19.894157409668,-137.39541238546 - -[beh@bh_gutalin_2_job] - behaviour_state = beh_move - target = waypoint - combat_ignore_cond = {=is_warfare} false, {=actor_true_enemy =check_enemy_name(actor)} false, true - combat_ignore_keep_when_attacked = false - invulnerable = {=is_warfare} false, {=check_enemy_name(actor)} false, true - on_info = {-bh_gutalin_treasure} beh@bh_gutalin_1_job - on_info2 = {=surge_started} beh@bh_gutalin_3_job - path_end = loop - pt1 = 88860000, idle | pos:-84.095733642578,-6.1258764266968,-19.095394134521 look:-83.593113720417,-6.1258764266968,-18.236057043076 - -[beh@bh_gutalin_3_job] - behaviour_state = beh_move - target = waypoint - on_info = {!surge_started} beh@bh_gutalin_1_job - path_end = loop - pt1 = 88860000, idle | pos:-205.84790039063,-22.546752929688,-127.0520401001 look:-205.49457913637,-22.546752929688,-127.95124852657 - - ---- Shlitzer - -[logic@bh_shlitzer] - suitable = {=check_npc_name(bh_shlitzer)} true - prior = 500 - active = beh@bh_shlitzer_1_job - -[beh@bh_shlitzer_1_job]:beh@nr_ilyaz_base - meet = meet - on_info = {+bh_shlitzer_start_done} beh@bh_shlitzer_2_job - pt1 = 88860000,idle | pos:-236.48327636719,-19.751678466797,-131.93586730957 look:-237.4260879159,-19.751678466797,-131.60787004232 - -[beh@bh_shlitzer_2_job]:beh@nr_ilyaz_base - meet = no_meet - on_info = {+bh_shlitzer_init_done} beh@bh_shlitzer_3_job - pt1 = 88860000,idle | pos:-240.43469238281,-20.030139923096,-157.60787963867 look:-240.48021929711,-20.030139923096,-156.61001259089 - -[beh@bh_shlitzer_3_job]:beh@nr_ilyaz_base - meet = meet - pt1 = 88860000,idle | pos:-240.43469238281,-20.030139923096,-157.60787963867 look:-240.48021929711,-20.030139923096,-156.61001259089 \ No newline at end of file diff --git a/mods/[DEV] Brotherhood/gamedata/configs/scripts/brotherhood/zaton_logic.ltx b/mods/[DEV] Brotherhood/gamedata/configs/scripts/brotherhood/zaton_logic.ltx deleted file mode 100644 index e66f3c3e..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/scripts/brotherhood/zaton_logic.ltx +++ /dev/null @@ -1,39 +0,0 @@ ------ Mercenaries - - - -[logic@zaton_mercenary_1] - suitable = {=check_npc_name(zaton_mercenary_1)} true - prior = 500 - active = beh@zaton_mercenary_1_job - -[beh@zaton_mercenary_1_job] - behaviour_state = beh_move - target = waypoint - walk_anim = patrol - on_info = {=surge_started} beh@surge - on_info2 = {=is_night} beh@drink_1 - path_end = loop - pt1 = 88860000,idle | pos:328.00573730469,38.341678619385,-403.95764160156 look:327.82991215587,38.341678619385,-402.97818154097 - -[beh@surge] -path_walk = surge_hide_1_walk ;guard_2_walk -path_look = surge_hide_1_look ;guard_2_look -on_info = {!surge_started} beh@zaton_mercenary_1_job -gather_items_enabled = false -help_wounded_enabled = false -corpse_detection_enabled = false -invulnerable = false - -[beh@drink_1] -behaviour_state = beh_move -target = waypoint -walk_anim = patrol -gather_items_enabled = false -help_wounded_enabled = false -corpse_detection_enabled = false -invulnerable = false -on_info = {=surge_started} beh@surge -on_info2 = {!is_night} beh@zaton_mercenary_1_job -path_end = loop -pt1 = 88860000,sit_ass_drink_vodka | pos:405.10650634766,33.405792236328,-439.54626464844 look:405.02811595798,33.405792236328,-438.55846887827 diff --git a/mods/[DEV] Brotherhood/gamedata/configs/scripts/brotherhood_agr_u_door_logic.ltx b/mods/[DEV] Brotherhood/gamedata/configs/scripts/brotherhood_agr_u_door_logic.ltx deleted file mode 100644 index 8f08186f..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/scripts/brotherhood_agr_u_door_logic.ltx +++ /dev/null @@ -1,32 +0,0 @@ -[logic] -active = ph_door@open - -[ph_door@locked] -locked = true -closed = true -snd_open_start = trader_door_locked -on_info = {+brotherhood_agru_controller_dead} ph_door@open - -[ph_door@close] -locked = false -closed = true -snd_open_start = trader_door_open_start -snd_close_start = trader_door_close_start -snd_close_stop = trader_door_close_stop -on_use = ph_door@open - - -[ph_door@open] -locked = false -closed = false -snd_open_start = trader_door_open_start -snd_close_start = trader_door_close_start -snd_close_stop = trader_door_close_stop -on_use = ph_door@close - - -[ph_door@free] -locked = false -closed = true -no_force = true -on_use = ph_door@open \ No newline at end of file diff --git a/mods/[DEV] Brotherhood/gamedata/configs/scripts/brotherhood_npc_control.ltx b/mods/[DEV] Brotherhood/gamedata/configs/scripts/brotherhood_npc_control.ltx deleted file mode 100644 index 620bbe9c..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/scripts/brotherhood_npc_control.ltx +++ /dev/null @@ -1,32 +0,0 @@ -[logic] -active = beh@general -post_combat_time = 0,0 -;====================== -; default logic -;====================== -[beh@general_no_companion] -sound_idle = state -behavior_state = beh_move -target = waypoint -walk_dist = 100 -jog_dist = 220 -wait_anim = guard -walk_anim = patrol -jog_anim = patrol -run_anim = panic -delay_anim = guard -meet = meet -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 -invulnerable = true - -[beh@general] -actor_dialogs = actor_dialogs -behavior_state = beh_wait -target = actor - - diff --git a/mods/[DEV] Brotherhood/gamedata/configs/scripts/brotherhood_npc_control_chris.ltx b/mods/[DEV] Brotherhood/gamedata/configs/scripts/brotherhood_npc_control_chris.ltx deleted file mode 100644 index a7beea38..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/scripts/brotherhood_npc_control_chris.ltx +++ /dev/null @@ -1,37 +0,0 @@ -[logic] -active = beh@general -post_combat_time = 0,0 -prior = 500 -;====================== -; default logic -;====================== -[beh@general_no_companion] -sound_idle = state -behavior_state = beh_move - -walk_dist = 100 -jog_dist = 220 -wait_anim = guard -walk_anim = patrol -jog_anim = patrol -run_anim = panic -delay_anim = guard -meet = meet -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 -invulnerable = true - -[beh@general] -actor_dialogs = actor_dialogs -behavior_state = beh_wait -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 -target = waypoint -path_end = loop -pt1 = 600000,guard | pos:-9.5265302658081,23.103614807129,245.18560791016 look:-10.16779088974,23.103614807129,245.9033485651 - diff --git a/mods/[DEV] Brotherhood/gamedata/configs/scripts/brotherhood_npc_control_marlo.ltx b/mods/[DEV] Brotherhood/gamedata/configs/scripts/brotherhood_npc_control_marlo.ltx deleted file mode 100644 index 7348461b..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/scripts/brotherhood_npc_control_marlo.ltx +++ /dev/null @@ -1,37 +0,0 @@ -[logic] -active = beh@general -post_combat_time = 0,0 -prior = 500 -;====================== -; default logic -;====================== -[beh@general_no_companion] -sound_idle = state -behavior_state = beh_move - -walk_dist = 100 -jog_dist = 220 -wait_anim = guard -walk_anim = patrol -jog_anim = patrol -run_anim = panic -delay_anim = guard -meet = meet -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 -invulnerable = true - -[beh@general] -actor_dialogs = actor_dialogs -behavior_state = beh_wait -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 -target = waypoint -path_end = loop -pt1 = 600000,guard | pos:-7.0992422103882,23.103616714478,245.94242858887 look:-8.0947472453117,23.103616714478,245.99538463727 - diff --git a/mods/[DEV] Brotherhood/gamedata/configs/scripts/brotherhood_npc_nr_ambush_logic_1.ltx b/mods/[DEV] Brotherhood/gamedata/configs/scripts/brotherhood_npc_nr_ambush_logic_1.ltx deleted file mode 100644 index 59ae24bb..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/scripts/brotherhood_npc_nr_ambush_logic_1.ltx +++ /dev/null @@ -1,14 +0,0 @@ -[logic] -active = beh@general - - -[beh@general] -actor_dialogs = actor_dialogs -behavior_state = beh_wait -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 -target = waypoint -path_end = loop -pt1 = 600000,guard | pos:-9.5265302658081,23.103614807129,245.18560791016 look:-10.16779088974,23.103614807129,245.9033485651 - diff --git a/mods/[DEV] Brotherhood/gamedata/configs/scripts/escape/ecologist_sidorovich.ltx b/mods/[DEV] Brotherhood/gamedata/configs/scripts/escape/ecologist_sidorovich.ltx deleted file mode 100644 index 61c7bd1c..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/scripts/escape/ecologist_sidorovich.ltx +++ /dev/null @@ -1,11 +0,0 @@ -[logic@ecologist_sidorovich] - suitable = {=check_npc_name(ecologist_sidorovich)} true - prior = 100 - active = beh@ecologist_sidorovich_job - -[beh@ecologist_sidorovich_job] - behaviour_state = beh_move - target = waypoint - path_end = loop - pt1 = 88860000,idle | pos:-217.42967224121,-19.940483093262,-167.43905639648 look:-218.35082358122,-19.940483093262,-167.48664008826 - \ No newline at end of file diff --git a/mods/[DEV] Brotherhood/gamedata/configs/scripts/escape/esc_6_8_railway_guard.ltx b/mods/[DEV] Brotherhood/gamedata/configs/scripts/escape/esc_6_8_railway_guard.ltx deleted file mode 100644 index 9c19fc50..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/scripts/escape/esc_6_8_railway_guard.ltx +++ /dev/null @@ -1,67 +0,0 @@ -[logic@esc_6_8_railway_guard_1] -suitable = {+bandit_guards_esc_6_8_dead} true, {+sidorovich_railway_assault_start =target_squad_name(bandit_guards_esc_6_8)} true, {-sidorovich_railway_assault_start =target_squad_name(bandit_guards_esc_6_8_basic)} true -active = beh@guard_1 -prior = 100 - -[logic@esc_6_8_railway_guard_2] -suitable = {+bandit_guards_esc_6_8_dead} true, {+sidorovich_railway_assault_start =target_squad_name(bandit_guards_esc_6_8)} true, {-sidorovich_railway_assault_start =target_squad_name(bandit_guards_esc_6_8_basic)} true -active = beh@guard_2 -prior = 100 - -[logic@esc_6_8_railway_guard_3] -suitable = {+bandit_guards_esc_6_8_dead} true, {+sidorovich_railway_assault_start =target_squad_name(bandit_guards_esc_6_8)} true, {-sidorovich_railway_assault_start =target_squad_name(bandit_guards_esc_6_8_basic)} true -active = beh@guard_3 -prior = 100 - -[logic@esc_6_8_railway_guard_4] -suitable = {+bandit_guards_esc_6_8_dead} true, {+sidorovich_railway_assault_start =target_squad_name(bandit_guards_esc_6_8)} true, {-sidorovich_railway_assault_start =target_squad_name(bandit_guards_esc_6_8_basic)} true -active = beh@guard_4 -prior = 100 - -[logic@esc_6_8_railway_guard_5] -suitable = {+bandit_guards_esc_6_8_dead} true, {+sidorovich_railway_assault_start =target_squad_name(bandit_guards_esc_6_8)} true, {-sidorovich_railway_assault_start =target_squad_name(bandit_guards_esc_6_8_basic)} true -active = beh@guard_5 -prior = 100 - -[logic@esc_6_8_railway_guard_6] -suitable = {+bandit_guards_esc_6_8_dead} true, {+sidorovich_railway_assault_start =target_squad_name(bandit_guards_esc_6_8)} true, {-sidorovich_railway_assault_start =target_squad_name(bandit_guards_esc_6_8_basic)} true -active = beh@guard_6 -prior = 100 - -[logic@esc_6_8_railway_guard_7] -suitable = {+sidorovich_railway_assault_start =target_squad_name(bandit_guards_esc_6_8)} true, {-sidorovich_railway_assault_start =target_squad_name(bandit_guards_esc_6_8_basic)} true -active = beh@guard_7 -prior = 100 - - - - - -[beh@base] -target = waypoint -path_end = loop -walk_dist = 0 -jog_dist = 0 -run_anim = patrol - - -[beh@guard_1]:beh@base -pt1 = 999999,guard | pos:66.513153076172,0.55428129434586,154.61851501465 look:66.534742185846,0.55428129434586,153.61877405643 - -[beh@guard_2]:beh@base -pt1 = 999999,guard | pos:45.955604553223,2.0588965415955,146.10258483887 look:46.253153413534,2.0588965415955,145.14877581596 - -[beh@guard_3]:beh@base -pt1 = 999999,guard | pos:66.596824645996,0.57818895578384,159.01934814453 look:66.986903965473,0.57818895578384,159.93991649151 - -[beh@guard_4]:beh@base -pt1 = 999999,guard | pos:57.583679199219,1.3971667289734,167.20544433594 look:57.411917537451,1.3971667289734,168.17577457428 - -[beh@guard_5]:beh@base -pt1 = 999999,guard | pos:58.874450683594,-0.27230915427208,149.22178649902 look:59.119143307209,-0.27230915427208,148.25220829248 - -[beh@guard_6]:beh@base -pt1 = 999999,guard | pos:50.634643554688,1.8462357521057,153.6019744873 look:50.646584953181,1.8462357521057,154.59752559662 - -[beh@guard_7]:beh@base -pt1 = 999999,guard | pos:60.778995513916,-0.64842540025711,151.97283935547 look:60.841007467359,-0.64842540025711,150.98021924496 \ No newline at end of file diff --git a/mods/[DEV] Brotherhood/gamedata/configs/scripts/escape/sidorovich_railway_assault.ltx b/mods/[DEV] Brotherhood/gamedata/configs/scripts/escape/sidorovich_railway_assault.ltx deleted file mode 100644 index 35321bf6..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/scripts/escape/sidorovich_railway_assault.ltx +++ /dev/null @@ -1,137 +0,0 @@ -[logic@csky_assault_esc_5_7_1] -suitable = {=check_npc_name(assault_csky_leader_esc_5_7)} true -active = beh@csky_leader -prior = 500 - -[logic@csky_assault_esc_5_7_2] -suitable = {=target_squad_name(csky_assault_esc_5_7)} true -active = beh@csky_1 -prior = 500 - -[logic@csky_assault_esc_5_7_3] -suitable = {=target_squad_name(csky_assault_esc_5_7)} true -active = beh@csky_2 -prior = 500 - -[logic@csky_assault_esc_5_7_4] -suitable = {=target_squad_name(csky_assault_esc_5_7)} true -active = beh@csky_3 -prior = 500 - - -[beh@base] -dont_keep_items = true -gather_items_enabled = false -help_wounded_enabled = false -corpse_detection_enabled = false -combat_ignore_keep_when_attacked = false -target = waypoint -path_end = loop - -[beh@csky]:beh@base -run_anim = rush -meet = no_meet - -[beh@csky_ldr]:beh@base -run_anim = rush - -[beh@csky_1]:beh@csky -pt1 = 999999,guard | pos:-0.97017461061478,0.57503372430801,270.77743530273 look:0.02721381187439,0.57503372430801,270.70910585672 -on_info = {+esc_railway_assault_go} beh@assault_railway -[beh@csky_2]:beh@csky -pt1 = 999999,guard | pos:-0.58207929134369,0.48372256755829,278.76675415039 look:0.41685009002686,0.48372256755829,278.75596022699 -on_info = {+esc_railway_assault_go} beh@assault_railway -[beh@csky_3]:beh@csky -pt1 = 999999,guard | pos:-0.57437670230865,0.47155845165253,276.30578613281 look:0.41855996847153,0.47155845165253,276.18726325035 -on_info = {+esc_railway_assault_go} beh@assault_railway -[beh@csky_leader]:beh@csky_ldr -pt1 = 999999,idle | pos:1.4632341861725,0.52213138341904,274.15490722656 look:2.4606368541718,0.52213138341904,274.15132021927 -on_info = {+esc_railway_assault_go} beh@assault_railway - - - - - - - - - -[logic@stalker_assault_esc_5_9_1] -suitable = {=check_npc_name(assault_stalker_leader_esc_5_9)} true -active = beh@stalker_leader -prior = 500 - -[logic@stalker_assault_esc_5_9_2] -suitable = {=target_squad_name(stalker_assault_esc_5_9)} true -active = beh@stalker_2 -prior = 500 - -[logic@stalker_assault_esc_5_9_3] -suitable = {=target_squad_name(stalker_assault_esc_5_9)} true -active = beh@stalker_3 -prior = 500 - -[logic@stalker_assault_esc_5_9_4] -suitable = {=target_squad_name(stalker_assault_esc_5_9)} true -active = beh@stalker_1 -prior = 500 - -[beh@stalker_1]:beh@csky -pt1 = 999999,guard | pos:-31.98127746582,2.3382940292358,83.832672119141 look:-32.093844458461,2.3382940292358,84.823195934296 -on_info = {+esc_railway_assault_go} beh@assault_railway_2 - -[beh@stalker_2]:beh@csky -pt1 = 999999,guard | pos:-31.75274848938,2.420392036438,81.387847900391 look:-31.865346722305,2.420392036438,82.378646731377 -on_info = {+esc_railway_assault_go} beh@assault_railway_2 - -[beh@stalker_3]:beh@csky -pt1 = 999999,guard | pos:-31.309297561646,2.4102694988251,78.398300170898 look:-31.383918277919,2.4102694988251,79.363494098186 -on_info = {+esc_railway_assault_go} beh@assault_railway_2 - -[beh@stalker_leader]:beh@csky_ldr -pt1 = 999999,guard | pos:-33.90230178833,2.3749706745148,81.457176208496 look:-34.014900021255,2.3749706745148,82.447975039482 -on_info = {+esc_railway_assault_go} beh@assault_railway_2 - -[beh@assault_railway]:beh@csky -pt1 = 999999,guard | pos:56.947010040283,1.0190920829773,156.9591217041 look:57.002121996135,1.0190920829773,155.96157598495 - -[beh@assault_railway_2]:beh@csky -pt1 = 999999,guard | pos:60.778995513916,-0.64842540025711,151.97283935547 look:60.841007467359,-0.64842540025711,150.98021924496 - - - - - -[logic@esc_bandit_reinforcment_railway_1] -suitable = {=target_squad_name(bandit_reinforcment_esc_6_8)} true -active = beh@bandit_1 -prior = 500 - -[logic@esc_bandit_reinforcment_railway_2] -suitable = {=target_squad_name(bandit_reinforcment_esc_6_8)} true -active = beh@bandit_1 -prior = 500 - -[logic@esc_bandit_reinforcment_railway_3] -suitable = {=target_squad_name(bandit_reinforcment_esc_6_8)} true -active = beh@bandit_1 -prior = 500 - -[logic@esc_bandit_reinforcment_railway_4] -suitable = {=target_squad_name(bandit_reinforcment_esc_6_8)} true -active = beh@bandit_1 -prior = 500 - -[logic@esc_bandit_reinforcment_railway_5] -suitable = {=target_squad_name(bandit_reinforcment_esc_6_8)} true -active = beh@bandit_1 -prior = 500 - - -[beh@bandit_1] - combat_ignore_cond = {!dist_to_beh(80)} true - run_anim = rush - behaviour_state = beh_move - target = waypoint - path_end = loop - pt1 = 100000,idle | pos:66.513153076172,0.55428129434586,154.61851501465 look:66.534742185846,0.55428129434586,153.61877405643 \ No newline at end of file diff --git a/mods/[DEV] Brotherhood/gamedata/configs/scripts/escape/smart/esc_smart_terrain_1_11.ltx b/mods/[DEV] Brotherhood/gamedata/configs/scripts/escape/smart/esc_smart_terrain_1_11.ltx deleted file mode 100644 index b5337700..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/scripts/escape/smart/esc_smart_terrain_1_11.ltx +++ /dev/null @@ -1,19 +0,0 @@ -[smart_terrain] -squad_id = 1 -max_population = 1 -respawn_params = respawn@esc_smart_terrain_1_11 -respawn_idle = 86400 - - - -[respawn@esc_smart_terrain_1_11] ;-- Type: spawn_all_weak -spawn_all_weak - - - -[spawn_all_weak] ;-- Zombies/Normal mutants - Rates of groups:(3 zombies + 1 tushkano + 3 dogs + 2 cats + 3 fleshes/boars) -spawn_squads = zombied_sim_squad_mix, simulation_zombie, simulation_mix_zombie, simulation_tushkano, simulation_dog, simulation_mix_dogs, simulation_pseudodog, simulation_cat, simulation_cat, simulation_mix_boar_flesh, simulation_flesh, simulation_boar ;--spawn-all-weak -spawn_num = 1 - -[exclusive] -nr_ilyaz_2 = brotherhood\rookie_village_logic.ltx \ No newline at end of file diff --git a/mods/[DEV] Brotherhood/gamedata/configs/scripts/escape/smart/esc_smart_terrain_2_12.ltx b/mods/[DEV] Brotherhood/gamedata/configs/scripts/escape/smart/esc_smart_terrain_2_12.ltx deleted file mode 100644 index e260151d..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/scripts/escape/smart/esc_smart_terrain_2_12.ltx +++ /dev/null @@ -1,69 +0,0 @@ -[smart_terrain];esc_smart_terrain_2_12 ;;дер.новичков -squad_id = 2 -max_population = 6 -respawn_params = respawn@esc_smart_terrain_2_12 -respawn_idle = 86400 - -[respawn@esc_smart_terrain_2_12] -spawn_stalker@advanced - -[spawn_stalker@advanced] -spawn_squads = stalker_sim_squad_novice, stalker_sim_squad_advanced -spawn_num = 3 - -[exclusive] -nr_ilyaz_1 = brotherhood\rookie_village_logic.ltx -bh_gutalin = brotherhood\rookie_village_logic.ltx -bh_shlitzer = brotherhood\rookie_village_logic.ltx -stalker_lockdown_1 = brotherhood\esc_lockdown.ltx -stalker_lockdown_2 = brotherhood\esc_lockdown.ltx -stalker_lockdown_3 = brotherhood\esc_lockdown.ltx -stalker_lockdown_4 = brotherhood\esc_lockdown.ltx -stalker_lockdown_5 = brotherhood\esc_lockdown.ltx -stalker_lockdown_6 = brotherhood\esc_lockdown.ltx -stalker_lockdown_7 = brotherhood\esc_lockdown.ltx -stalker_lockdown_8 = brotherhood\esc_lockdown.ltx -stalker_lockdown_9 = brotherhood\esc_lockdown.ltx -stalker_lockdown_10 = brotherhood\esc_lockdown.ltx -stalker_lockdown_11 = brotherhood\esc_lockdown.ltx -stalker_lockdown_12 = brotherhood\esc_lockdown.ltx -stalker_lockdown_13 = brotherhood\esc_lockdown.ltx -stalker_lockdown_14 = brotherhood\esc_lockdown.ltx -stalker_lockdown_15 = brotherhood\esc_lockdown.ltx - - - - -;esc_2_12_stalker_nimble = escape\esc_2_12_stalker_nimble.ltx -esc_2_12_stalker_fanat = escape\esc_2_12_stalker_fanat.ltx -esc_2_12_stalker_wolf = escape\esc_2_12_stalker_wolf.ltx -devushka = escape\devushka.ltx -walker_1 = escape\esc_smart_terrain_2_12_smart_logic.ltx -walker_2 = escape\esc_smart_terrain_2_12_smart_logic.ltx -walker_3 = escape\esc_smart_terrain_2_12_smart_logic.ltx -walker_4 = escape\esc_smart_terrain_2_12_smart_logic.ltx -walker_5 = escape\esc_smart_terrain_2_12_smart_logic.ltx -guard_1 = escape\esc_smart_terrain_2_12_smart_logic.ltx -guard_2 = escape\esc_smart_terrain_2_12_smart_logic.ltx -guard_3 = escape\esc_smart_terrain_2_12_smart_logic.ltx -guard_4 = escape\esc_smart_terrain_2_12_smart_logic.ltx -esc_smart_terrain_2_12_camp_work_1 = escape\esc_smart_terrain_2_12_smart_logic.ltx -esc_smart_terrain_2_12_camp_work_2 = escape\esc_smart_terrain_2_12_smart_logic.ltx -esc_smart_terrain_2_12_camp_work_3 = escape\esc_smart_terrain_2_12_smart_logic.ltx -esc_smart_terrain_2_12_camp_work_4 = escape\esc_smart_terrain_2_12_smart_logic.ltx -esc_smart_terrain_2_12_camp_work_5 = escape\esc_smart_terrain_2_12_smart_logic.ltx -esc_smart_terrain_2_12_camp_work_6 = escape\esc_smart_terrain_2_12_smart_logic.ltx -esc_smart_terrain_2_12_camp_work_7 = escape\esc_smart_terrain_2_12_smart_logic.ltx -esc_smart_terrain_2_12_camp_work_8 = escape\esc_smart_terrain_2_12_smart_logic.ltx -esc_smart_terrain_2_12_camp_work_9 = escape\esc_smart_terrain_2_12_smart_logic.ltx -esc_smart_terrain_2_12_surge_work_1 = escape\esc_smart_terrain_2_12_smart_logic.ltx -esc_smart_terrain_2_12_surge_work_2 = escape\esc_smart_terrain_2_12_smart_logic.ltx -esc_smart_terrain_2_12_surge_work_3 = escape\esc_smart_terrain_2_12_smart_logic.ltx -esc_smart_terrain_2_12_surge_work_4 = escape\esc_smart_terrain_2_12_smart_logic.ltx -esc_smart_terrain_2_12_surge_work_5 = escape\esc_smart_terrain_2_12_smart_logic.ltx -esc_smart_terrain_2_12_surge_work_6 = escape\esc_smart_terrain_2_12_smart_logic.ltx -esc_smart_terrain_2_12_surge_work_7 = escape\esc_smart_terrain_2_12_smart_logic.ltx -esc_smart_terrain_2_12_surge_work_8 = escape\esc_smart_terrain_2_12_smart_logic.ltx -esc_smart_terrain_2_12_surge_work_9 = escape\esc_smart_terrain_2_12_smart_logic.ltx -esc_smart_terrain_2_12_surge_work_10 = escape\esc_smart_terrain_2_12_smart_logic.ltx -esc_smart_terrain_2_12_surge_work_11 = escape\esc_smart_terrain_2_12_smart_logic.ltx \ No newline at end of file diff --git a/mods/[DEV] Brotherhood/gamedata/configs/scripts/escape/smart/esc_smart_terrain_2_14.ltx b/mods/[DEV] Brotherhood/gamedata/configs/scripts/escape/smart/esc_smart_terrain_2_14.ltx deleted file mode 100644 index 96dde5e5..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/scripts/escape/smart/esc_smart_terrain_2_14.ltx +++ /dev/null @@ -1,20 +0,0 @@ -[smart_terrain];esc_smart_terrain_2_14 -squad_id = 3 -max_population = 1 -respawn_params = respawn@esc_smart_terrain_2_14 -respawn_idle = 86400 - -[respawn@esc_smart_terrain_2_14] ;-- Type: spawn_all_weak -spawn_all_weak - - - -[spawn_all_weak] ;-- Zombies/Normal mutants - Rates of groups:(3 zombies + 1 tushkano + 3 dogs + 2 cats + 3 fleshes/boars) -spawn_squads = zombied_sim_squad_mix, simulation_zombie, simulation_mix_zombie, simulation_tushkano, simulation_dog, simulation_mix_dogs, simulation_pseudodog, simulation_cat, simulation_cat, simulation_mix_boar_flesh, simulation_flesh, simulation_boar ;--spawn-all-weak -spawn_num = 1 - -[exclusive] -lockdown_1 = brotherhood\esc_lockdown.ltx -lockdown_2 = brotherhood\esc_lockdown.ltx -lockdown_3 = brotherhood\esc_lockdown.ltx -lockdown_4 = brotherhood\esc_lockdown.ltx \ No newline at end of file diff --git a/mods/[DEV] Brotherhood/gamedata/configs/scripts/escape/smart/esc_smart_terrain_3_16.ltx b/mods/[DEV] Brotherhood/gamedata/configs/scripts/escape/smart/esc_smart_terrain_3_16.ltx deleted file mode 100644 index ebb3e310..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/scripts/escape/smart/esc_smart_terrain_3_16.ltx +++ /dev/null @@ -1,37 +0,0 @@ -[smart_terrain];esc_smart_terrain_3_16 ;;юж. КПП -squad_id = 4 -max_population = 4 -respawn_params = respawn@esc_smart_terrain_3_16 -respawn_idle = 86400 - - -[respawn@esc_smart_terrain_3_16] -spawn_military_special -spawn_military_special_2 - -[spawn_military_special] -spawn_squads = esc_smart_terrain_3_16_military_mlr_squad -spawn_num = {!squad_name_exist(esc_smart_terrain_3_16_military_mlr_squad)} 1, 0 - -[spawn_military_special_2] -spawn_squads = esc_smart_terrain_3_16_military_mlr_patrol -spawn_num = {!squad_name_exist(esc_smart_terrain_3_16_military_mlr_patrol)} 1, 0 - - -[exclusive] -;mlr -esc_3_16_military_trader = escape\esc_3_16_military_trader_logic.ltx -army_south_mechan_mlr = escape\esc_3_16_military_mechan_logic.ltx -;mlr -esc_smart_terrain_3_16_camp_work_1 = escape\esc_smart_terrain_3_16_smart_logic.ltx -esc_smart_terrain_3_16_camp_work_2 = escape\esc_smart_terrain_3_16_smart_logic.ltx -esc_smart_terrain_3_16_camp_work_3 = escape\esc_smart_terrain_3_16_smart_logic.ltx -esc_smart_terrain_3_16_camp_work_4 = escape\esc_smart_terrain_3_16_smart_logic.ltx -esc_smart_terrain_3_16_camp_work_5 = escape\esc_smart_terrain_3_16_smart_logic.ltx -esc_smart_terrain_3_16_minigunner_excl = escape\esc_smart_terrain_3_16_smart_logic.ltx - - -bh_badger = brotherhood\military_checkpoint_logic.ltx -bh_execution_lockdown_1 = brotherhood\esc_lockdown.ltx -bh_execution_lockdown_2 = brotherhood\esc_lockdown.ltx -bh_execution_lockdown_3 = brotherhood\esc_lockdown.ltx \ No newline at end of file diff --git a/mods/[DEV] Brotherhood/gamedata/configs/scripts/escape/smart/esc_smart_terrain_3_7.ltx b/mods/[DEV] Brotherhood/gamedata/configs/scripts/escape/smart/esc_smart_terrain_3_7.ltx deleted file mode 100644 index 4e059df7..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/scripts/escape/smart/esc_smart_terrain_3_7.ltx +++ /dev/null @@ -1,21 +0,0 @@ -[smart_terrain] -squad_id = 5 -max_population = 1 -respawn_params = respawn@esc_smart_terrain_3_7 -respawn_idle = 86400 - - - -[respawn@esc_smart_terrain_3_7] ;-- Type: spawn_all_weak -spawn_all_weak - - - -[spawn_all_weak] ;-- Zombies/Normal mutants - Rates of groups:(3 zombies + 1 tushkano + 3 dogs + 2 cats + 3 fleshes/boars) -spawn_squads = zombied_sim_squad_mix, simulation_zombie, simulation_mix_zombie, simulation_tushkano, simulation_dog, simulation_mix_dogs, simulation_pseudodog, simulation_cat, simulation_cat, simulation_mix_boar_flesh, simulation_flesh, simulation_boar ;--spawn-all-weak -spawn_num = 1 - -[exclusive] -lockdown_5 = brotherhood\esc_lockdown.ltx -lockdown_6 = brotherhood\esc_lockdown.ltx -lockdown_7 = brotherhood\esc_lockdown.ltx diff --git a/mods/[DEV] Brotherhood/gamedata/configs/scripts/escape/smart/esc_smart_terrain_4_9.ltx b/mods/[DEV] Brotherhood/gamedata/configs/scripts/escape/smart/esc_smart_terrain_4_9.ltx deleted file mode 100644 index 3cf22491..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/scripts/escape/smart/esc_smart_terrain_4_9.ltx +++ /dev/null @@ -1,30 +0,0 @@ -[smart_terrain] -squad_id = 10 -max_population = 1 -respawn_params = respawn@esc_smart_terrain_4_9 -respawn_idle = 86400 - - - -[respawn@esc_smart_terrain_4_9] ;-- Type: c_1 -spawn_all_weak_c_1_1 -spawn_all_normal_c_1_2 - - - -[spawn_all_weak_c_1_1] -spawn_squads = zombied_sim_squad_mix, simulation_zombie, simulation_mix_zombie, simulation_tushkano, simulation_dog, simulation_mix_dogs, simulation_pseudodog, simulation_cat, simulation_cat, simulation_mix_boar_flesh, simulation_flesh, simulation_boar ;--spawn-all-weak -spawn_num = {!actor_week_in_zone(1)} 1, {=actor_week_in_zone(1)} 0 - -[spawn_all_normal_c_1_2] -spawn_squads = zombied_sim_squad_mix, simulation_zombie_3_6, simulation_mix_zombie, simulation_mix_dogs, simulation_mix_dogs, simulation_pseudodog, simulation_cat, simulation_mix_boar_flesh, simulation_flesh, simulation_boar, simulation_fracture, simulation_lurker, simulation_snork, simulation_bloodsucker, simulation_psysucker ;--spawn-all-normal -spawn_num = {=actor_week_in_zone(1)} 1, {!actor_week_in_zone(1)} 0 - - -[exclusive] -;---- StfZ -stalker_assault_esc_5_9_1 = escape\sidorovich_railway_assault.ltx -stalker_assault_esc_5_9_2 = escape\sidorovich_railway_assault.ltx -stalker_assault_esc_5_9_3 = escape\sidorovich_railway_assault.ltx -stalker_assault_esc_5_9_4 = escape\sidorovich_railway_assault.ltx -;---- Stfz \ No newline at end of file diff --git a/mods/[DEV] Brotherhood/gamedata/configs/scripts/escape/smart/esc_smart_terrain_5_7.ltx b/mods/[DEV] Brotherhood/gamedata/configs/scripts/escape/smart/esc_smart_terrain_5_7.ltx deleted file mode 100644 index 96ef0484..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/scripts/escape/smart/esc_smart_terrain_5_7.ltx +++ /dev/null @@ -1,43 +0,0 @@ -[smart_terrain];esc_smart_terrain_5_7 ;;ферма 2 хлева и механик -squad_id = 15 -max_population = 3 -respawn_params = respawn@esc_smart_terrain_5_7 -respawn_idle = 86400 - -[respawn@esc_smart_terrain_5_7] -spawn_stalker@advanced -spawn_stalker@csky - -[spawn_stalker@advanced] -spawn_squads = stalker_sim_squad_novice, stalker_sim_squad_advanced -spawn_num = 3 - -[spawn_stalker@csky] -spawn_squads = csky_sim_squad_novice, ecolog_sim_squad_novice -spawn_num = {~20} 1, 0 - - -[exclusive] -;---- StfZ -csky_assault_esc_5_7_1 = escape\sidorovich_railway_assault.ltx -csky_assault_esc_5_7_2 = escape\sidorovich_railway_assault.ltx -csky_assault_esc_5_7_3 = escape\sidorovich_railway_assault.ltx -csky_assault_esc_5_7_4 = escape\sidorovich_railway_assault.ltx -castor_lockdown_1 = brotherhood\esc_lockdown.ltx -pollox_lockdown_2 = brotherhood\esc_lockdown.ltx -;---- Stfz - -esc_smart_terrain_5_7_camp_work_1 = escape\esc_smart_terrain_5_7_smart_logic.ltx -esc_smart_terrain_5_7_camp_work_2 = escape\esc_smart_terrain_5_7_smart_logic.ltx -esc_smart_terrain_5_7_camp_work_3 = escape\esc_smart_terrain_5_7_smart_logic.ltx -esc_smart_terrain_5_7_camp_work_4 = escape\esc_smart_terrain_5_7_smart_logic.ltx -esc_smart_terrain_5_7_camp_work_5 = escape\esc_smart_terrain_5_7_smart_logic.ltx -esc_smart_terrain_5_7_camp_work_6 = escape\esc_smart_terrain_5_7_smart_logic.ltx -esc_smart_terrain_5_7_camp_work_7 = escape\esc_smart_terrain_5_7_smart_logic.ltx -esc_smart_terrain_5_7_camp_work_8 = escape\esc_smart_terrain_5_7_smart_logic.ltx - -esc_smart_terrain_5_7_loner_mechanic = escape\esc_smart_terrain_5_7_smart_logic.ltx -esc_main_base_trader_mlr = escape\esc_smart_terrain_5_7_smart_logic.ltx - -esc_smart_terrain_5_7_beh_trade_job_1 = escape\esc_smart_terrain_5_7_smart_logic.ltx -esc_smart_terrain_5_7_beh_tech_job_1 = escape\esc_smart_terrain_5_7_smart_logic.ltx \ No newline at end of file diff --git a/mods/[DEV] Brotherhood/gamedata/configs/scripts/escape/smart/esc_smart_terrain_6_6.ltx b/mods/[DEV] Brotherhood/gamedata/configs/scripts/escape/smart/esc_smart_terrain_6_6.ltx deleted file mode 100644 index cfae6915..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/scripts/escape/smart/esc_smart_terrain_6_6.ltx +++ /dev/null @@ -1,23 +0,0 @@ -[smart_terrain] -squad_id = 17 -max_population = 1 -respawn_params = respawn@esc_smart_terrain_6_6 -respawn_idle = 172800 - - - -[respawn@esc_smart_terrain_6_6] -spawn_special - - - -[spawn_special] -spawn_squads = simulation_bloodsucker_2weak, simulation_snork_2_3, simulation_psysucker_1_2, simulation_lurker_1_2, simulation_psy_dog_squad, simulation_karlik, simulation_poltergeist, simulation_controller, simulation_burer -spawn_num = {=actor_week_in_zone(4)} 1, 0 - -[exclusive] -bh_ironchain_1 = brotherhood\esc_smuggling_logic.ltx -bh_ironchain_2 = brotherhood\esc_smuggling_logic.ltx -bh_ironchain_3 = brotherhood\esc_smuggling_logic.ltx -bh_ironchain_4 = brotherhood\esc_smuggling_logic.ltx -bh_ironchain_5 = brotherhood\esc_smuggling_logic.ltx \ No newline at end of file diff --git a/mods/[DEV] Brotherhood/gamedata/configs/scripts/escape/smart/esc_smart_terrain_6_8.ltx b/mods/[DEV] Brotherhood/gamedata/configs/scripts/escape/smart/esc_smart_terrain_6_8.ltx deleted file mode 100644 index 0647fc66..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/scripts/escape/smart/esc_smart_terrain_6_8.ltx +++ /dev/null @@ -1,41 +0,0 @@ -[smart_terrain];esc_smart_terrain_6_8 ;;îáðóøåííûé ìîñò -squad_id = 18 -max_population = 3 -respawn_idle = 66400 -respawn_params = respawn@esc_smart_terrain_6_8 - - -[respawn@esc_smart_terrain_6_8] -spawn@squad_1 -spawn@squad_2 -spawn@squad_3 -spawn@general - -[spawn@squad_1] -spawn_squads = csky_guards_esc_6_8 -spawn_num = {+esc_railbridge_taken !squad_exist(csky_guards_esc_6_8)} 1, 0 - -[spawn@squad_2] -spawn_squads = stalker_guards_1_esc_6_8 -spawn_num = {+esc_railbridge_taken !squad_exist(stalker_guards_1_esc_6_8)} 1, 0 - -[spawn@squad_3] -spawn_squads = stalker_guards_2_esc_6_8 -spawn_num = {+esc_railbridge_taken !squad_exist(stalker_guards_2_esc_6_8)} 1, 0 - -[spawn@general] -spawn_squads = bandit_guards_esc_6_8_basic -spawn_num = {-esc_railbridge_taken} 1, 0 - - - -[exclusive] -;----StfZ -esc_6_8_railway_guard_1 = escape\esc_6_8_railway_guard.ltx -esc_6_8_railway_guard_2 = escape\esc_6_8_railway_guard.ltx -esc_6_8_railway_guard_3 = escape\esc_6_8_railway_guard.ltx -esc_6_8_railway_guard_4 = escape\esc_6_8_railway_guard.ltx -esc_6_8_railway_guard_5 = escape\esc_6_8_railway_guard.ltx -esc_6_8_railway_guard_6 = escape\esc_6_8_railway_guard.ltx -esc_6_8_railway_guard_7 = escape\esc_6_8_railway_guard.ltx -;----StfZ \ No newline at end of file diff --git a/mods/[DEV] Brotherhood/gamedata/configs/scripts/escape/smart/esc_smart_terrain_7_11.ltx b/mods/[DEV] Brotherhood/gamedata/configs/scripts/escape/smart/esc_smart_terrain_7_11.ltx deleted file mode 100644 index 0357e403..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/scripts/escape/smart/esc_smart_terrain_7_11.ltx +++ /dev/null @@ -1,33 +0,0 @@ -[smart_terrain] -squad_id = 19 -max_population = 3 -respawn_params = respawn@esc_smart_terrain_7_11 -respawn_idle = 86400 - - - -[respawn@esc_smart_terrain_7_11] -spawn_bandit@advanced - - -[spawn_bandit@advanced] -spawn_squads = bandit_sim_squad_novice, bandit_sim_squad_advanced -spawn_num = 2 - - - -[exclusive] -esc_smart_terrain_7_11_camp_work_1 = escape\esc_smart_terrain_7_11_smart_logic.ltx -esc_smart_terrain_7_11_camp_work_2 = escape\esc_smart_terrain_7_11_smart_logic.ltx -esc_smart_terrain_7_11_camp_work_3 = escape\esc_smart_terrain_7_11_smart_logic.ltx -esc_smart_terrain_7_11_camp_work_4 = escape\esc_smart_terrain_7_11_smart_logic.ltx -esc_smart_terrain_7_11_camp_work_5 = escape\esc_smart_terrain_7_11_smart_logic.ltx - - -;----StfZ -esc_bandit_reinforcment_railway_1 = escape\sidorovich_railway_assault.ltx -esc_bandit_reinforcment_railway_2 = escape\sidorovich_railway_assault.ltx -esc_bandit_reinforcment_railway_3 = escape\sidorovich_railway_assault.ltx -esc_bandit_reinforcment_railway_4 = escape\sidorovich_railway_assault.ltx -esc_bandit_reinforcment_railway_5 = escape\sidorovich_railway_assault.ltx -;----StfZ \ No newline at end of file diff --git a/mods/[DEV] Brotherhood/gamedata/configs/scripts/garbage/brotherhood_logic.ltx b/mods/[DEV] Brotherhood/gamedata/configs/scripts/garbage/brotherhood_logic.ltx deleted file mode 100644 index 2a29a70b..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/scripts/garbage/brotherhood_logic.ltx +++ /dev/null @@ -1,69 +0,0 @@ -[logic@bellerophon_logic] - suitable = {=check_npc_name(bellerophon)} true - prior = 500 - active = beh@bellerophon_job - -[beh@bellerophon_job] - gather_items_enabled = false - behaviour_state = beh_move - target = waypoint - walk_anim = patrol - 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 - - path_end = loop - pt1 = 100000,sit_ass_drink_vodka | pos:-95.646942138672,0.71350866556168,-3.8548483848572 look:-95.672554219142,0.71350866556168,-2.9741134643555 - -[logic@bellerophon_logic_2] - suitable = {=check_npc_name(bellerophon)} true - prior = 500 - active = beh@bellerophon_job_2 - -[beh@bellerophon_job_2] - gather_items_enabled = false - behaviour_state = beh_move - target = waypoint - walk_anim = patrol - 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 - - path_end = loop - pt1 = 100000,sit_ass_drink_vodka | pos:20.758554458618,0.15221303701401,11.817081451416 look:19.781954109669,0.15221303701401,11.732858784497 - - - -[logic@butcher_tug_1_logic] - suitable = {=check_npc_name(butcher_tug_1)} true - prior = 500 - active = beh@butcher_tug_1_1_job - -[beh@butcher_tug_1_1_job] - gather_items_enabled = false - behaviour_state = beh_move - target = waypoint - walk_anim = patrol - 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 - - path_end = loop - pt1 = 100000,idle | pos:-98.773048400879,0.71849876642227,-1.2279287576675 look:-99.749850034714,0.71849876642227,-1.2511473894119 - -[logic@butcher_tug_2_logic] - suitable = {=check_npc_name(butcher_tug_2)} true - prior = 500 - active = beh@butcher_tug_2_1_job - -[beh@butcher_tug_2_1_job] - gather_items_enabled = false - behaviour_state = beh_move - target = waypoint - walk_anim = patrol - 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 - - path_end = loop - pt1 = 100000,idle | pos:-98.735130310059,0.7244935631752,-3.1979916095734 look:-99.103618651628,0.7244935631752,-2.3070219755173 \ No newline at end of file diff --git a/mods/[DEV] Brotherhood/gamedata/configs/scripts/garbage/smart/gar_smart_terrain_3_5.ltx b/mods/[DEV] Brotherhood/gamedata/configs/scripts/garbage/smart/gar_smart_terrain_3_5.ltx deleted file mode 100644 index 4f9584ed..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/scripts/garbage/smart/gar_smart_terrain_3_5.ltx +++ /dev/null @@ -1,24 +0,0 @@ -[smart_terrain] -squad_id = 5 -max_population = 3 -respawn_idle = 86400 - -faction_controlled = stalker, bandit -faction_respawn_num = 2 -default_faction = stalker - -[exclusive] -hunter_gar_trader_logic = garbage\gar_smart_terrain_3_5_smart_logic.ltx -gar_smart_terrain_3_5_beh_trade_1 = garbage\gar_smart_terrain_3_5_smart_logic.ltx -gar_smart_terrain_3_5_camp_work_2 = garbage\gar_smart_terrain_3_5_smart_logic.ltx -gar_smart_terrain_3_5_camp_work_3 = garbage\gar_smart_terrain_3_5_smart_logic.ltx -gar_smart_terrain_3_5_camp_work_4 = garbage\gar_smart_terrain_3_5_smart_logic.ltx -gar_smart_terrain_3_5_camp_work_5 = garbage\gar_smart_terrain_3_5_smart_logic.ltx -gar_smart_terrain_3_5_camp_work_6 = garbage\gar_smart_terrain_3_5_smart_logic.ltx - - -;----StfZ -bellerophon_logic = garbage\brotherhood_logic.ltx -butcher_tug_1_logic = garbage\brotherhood_logic.ltx -butcher_tug_2_logic = garbage\brotherhood_logic.ltx -;----StfZ \ No newline at end of file diff --git a/mods/[DEV] Brotherhood/gamedata/configs/scripts/jupiter/jup_b205_smart_terrain_tushkano.ltx b/mods/[DEV] Brotherhood/gamedata/configs/scripts/jupiter/jup_b205_smart_terrain_tushkano.ltx deleted file mode 100644 index 271500b8..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/scripts/jupiter/jup_b205_smart_terrain_tushkano.ltx +++ /dev/null @@ -1,32 +0,0 @@ -[smart_terrain];jup_b205_smart_terrain_tushkano -;arrive_dist = 1000 -squad_id = 48 -max_population = 1 -respawn_params = respawn@jup_b205_smart_terrain_tushkano -respawn_idle = 259200 - -[respawn@jup_b205_smart_terrain_tushkano] -spawn_trapper_chimera -spawn_normal_chimera - -[spawn_trapper_chimera] -spawn_squads = trapper_chimera_2 -spawn_num = {-give_task_trapper_chimera_2_done !squad_exist(trapper_chimera_2)} 1, 0 - - -[spawn_normal_chimera] -spawn_squads = simulation_chimera -spawn_num = {+give_task_trapper_chimera_2_done !squad_exist(simulation_chimera)} 1, 0 - - - -[exclusive] -tushkano_work_01 = jupiter\jup_b205_evil_tushkano.ltx -tushkano_work_02 = jupiter\jup_b205_evil_tushkano.ltx -tushkano_work_03 = jupiter\jup_b205_evil_tushkano.ltx -tushkano_work_04 = jupiter\jup_b205_evil_tushkano.ltx -tushkano_work_05 = jupiter\jup_b205_evil_tushkano.ltx -tushkano_work_06 = jupiter\jup_b205_evil_tushkano.ltx -tushkano_work_07 = jupiter\jup_b205_evil_tushkano.ltx -tushkano_work_08 = jupiter\jup_b205_evil_tushkano.ltx - diff --git a/mods/[DEV] Brotherhood/gamedata/configs/scripts/jupiter/jupiter_monk.ltx b/mods/[DEV] Brotherhood/gamedata/configs/scripts/jupiter/jupiter_monk.ltx deleted file mode 100644 index 7b272629..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/scripts/jupiter/jupiter_monk.ltx +++ /dev/null @@ -1,151 +0,0 @@ -[logic@jupiter_monk] - suitable = {=check_npc_name(jupiter_monk)} true - prior = 500 - active = beh@jupiter_monk_job - -[beh@base_1] - combat_ignore_cond = true - combat_ignore_keep_when_attacked = true - invulnerable = true - - - -[beh@jupiter_monk_job]:beh@base_1 - run_anim = rush - on_info = {+jupiter_mercenary_assault_go} beh@jupiter_monk_assault - behaviour_state = beh_move - target = waypoint - path_end = loop - pt1 = 100000,idle | pos:-46.106330871582,3.4867804050446,199.37236022949 look:-45.110081613064,3.4867804050446,199.39352643304 - -[beh@jupiter_monk_assault] - combat_ignore_cond = {!dist_to_beh(80)} true - run_anim = rush - behaviour_state = beh_move - target = waypoint - path_end = loop - pt1 = 100000,idle | pos:148.66848754883,1.1857712268829,217.58020019531 look:147.73004955053,1.1857712268829,217.23507833481 - -[logic@jupiter_stalker_assault_1] -suitable = {=target_squad_name(jupiter_stalker_assault_1_squad)} true -active = beh@jupiter_stalker_assault_job_1 -prior = 500 - -[logic@jupiter_stalker_assault_2] -suitable = {=target_squad_name(jupiter_stalker_assault_1_squad)} true -active = beh@jupiter_stalker_assault_job_2 -prior = 500 - -[logic@jupiter_stalker_assault_3] -suitable = {=target_squad_name(jupiter_stalker_assault_1_squad)} true -active = beh@jupiter_stalker_assault_job_3 -prior = 500 - -[logic@jupiter_stalker_assault_4] -suitable = {=target_squad_name(jupiter_stalker_assault_1_squad)} true -active = beh@jupiter_stalker_assault_job_4 -prior = 500 - -[beh@jupiter_stalker_assault_job_1]:beh@base_1 - run_anim = rush - behaviour_state = beh_move - target = waypoint - on_info = {+jupiter_mercenary_assault_go} beh@jupiter_stalker_assault_go_1 - path_end = loop - pt1 = 100000,idle | pos:-46.474960327148,3.4870412349701,196.08959960938 look:-45.48581725359,3.4870412349701,196.1988914609 - -[beh@jupiter_stalker_assault_job_2]:beh@base_1 - run_anim = rush - behaviour_state = beh_move - target = waypoint - on_info = {+jupiter_mercenary_assault_go} beh@jupiter_stalker_assault_go_2 - path_end = loop - pt1 = 100000,idle | pos:-48.031265258789,3.4879033565521,195.95745849609 look:-47.040500760078,3.4879033565521,196.04049598426 - -[beh@jupiter_stalker_assault_job_3]:beh@base_1 - run_anim = rush - behaviour_state = beh_move - target = waypoint - on_info = {+jupiter_mercenary_assault_go} beh@jupiter_stalker_assault_go_3 - path_end = loop - pt1 = 100000,idle | pos:-48.205368041992,3.4880321025848,198.15892028809 look:-47.214603543282,3.4880321025848,198.24195777625 - -[beh@jupiter_stalker_assault_job_4]:beh@base_1 - run_anim = rush - behaviour_state = beh_move - target = waypoint - on_info = {+jupiter_mercenary_assault_go} beh@jupiter_stalker_assault_go_4 - path_end = loop - pt1 = 100000,idle | pos:-48.375778198242,3.4881393909454,200.25389099121 look:-47.385013699532,3.4881393909454,200.33692847937 - - -[beh@jupiter_stalker_assault_go_1] - combat_ignore_cond = {!dist_to_beh(80)} true - run_anim = rush - behaviour_state = beh_move - target = waypoint - path_end = loop - pt1 = 100000,guard | pos:143.21426391602,1.1840810775757,212.08804321289 look:142.24247145653,1.1840810775757,212.32130029798 - -[beh@jupiter_stalker_assault_go_2] - combat_ignore_cond = {!dist_to_beh(80)} true - run_anim = rush - behaviour_state = beh_move - target = waypoint - path_end = loop - pt1 = 100000,guard | pos:135.09172058105,1.3675675392151,221.7939453125 look:134.12838965654,1.3675675392151,221.53200998902 - -[beh@jupiter_stalker_assault_go_3] - combat_ignore_cond = {!dist_to_beh(80)} true - run_anim = rush - behaviour_state = beh_move - target = waypoint - path_end = loop - pt1 = 100000,guard | pos:138.81401062012,1.3904740810394,213.62519836426 look:137.90040069818,1.3904740810394,213.21862828732 - -[beh@jupiter_stalker_assault_go_4] - combat_ignore_cond = {!dist_to_beh(80)} true - run_anim = rush - behaviour_state = beh_move - target = waypoint - path_end = loop - pt1 = 100000,guard | pos:142.30421447754,1.1840717792511,220.81008911133 look:141.41638469696,1.1840717792511,220.35097572207 - -[logic@jupiter_mercenary_2_squad_1] - suitable = {=check_squad_section(jupiter_mercenary_2_squad)} true - prior = 140 - active = beh@jupiter_mercenary_2_squad - - [logic@jupiter_mercenary_2_squad_2] - suitable = {=check_squad_section(jupiter_mercenary_2_squad)} true - prior = 140 - active = beh@jupiter_mercenary_2_squad - -[logic@jupiter_mercenary_2_squad_3] - suitable = {=check_squad_section(jupiter_mercenary_2_squad)} true - prior = 140 - active = beh@jupiter_mercenary_2_squad - -[logic@jupiter_mercenary_2_squad_4] - suitable = {=check_squad_section(jupiter_mercenary_2_squad)} true - prior = 140 - active = beh@jupiter_mercenary_2_squad - -[logic@jupiter_mercenary_2_squad_5] - suitable = {=check_squad_section(jupiter_mercenary_2_squad)} true - prior = 140 - active = beh@jupiter_mercenary_2_squad - -[logic@jupiter_mercenary_2_squad_6] - suitable = {=check_squad_section(jupiter_mercenary_2_squad)} true - prior = 140 - active = beh@jupiter_mercenary_2_squad - - -[beh@jupiter_mercenary_2_squad] - - run_anim = rush - behaviour_state = beh_move - target = waypoint - path_end = loop - pt1 = 100000,idle | pos:143.21426391602,1.1840810775757,212.08804321289 look:142.24247145653,1.1840810775757,212.32130029798 \ No newline at end of file diff --git a/mods/[DEV] Brotherhood/gamedata/configs/scripts/jupiter/smart/jup_a6.ltx b/mods/[DEV] Brotherhood/gamedata/configs/scripts/jupiter/smart/jup_a6.ltx deleted file mode 100644 index f438c08c..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/scripts/jupiter/smart/jup_a6.ltx +++ /dev/null @@ -1,117 +0,0 @@ -[smart_terrain] -def_restr = jup_a6_sr_noweap -safe_restr = jup_a6_sr_light -smart_control = smart_control -squad_id = 4 -max_population = 8 -respawn_params = respawn@jup_a6 -;arrive_dist = 75 -respawn_idle = 345600 - - -[respawn@jup_a6] -spawn_stalker@advanced -spawn_stalker@master - -[spawn_stalker@advanced] -spawn_squads = stalker_sim_squad_advanced, ecolog_sim_squad_advanced, freedom_sim_squad_advanced -spawn_num = {+bar_deactivate_radar_done} 2, 0 - -[spawn_stalker@master] -spawn_squads = stalker_sim_squad_veteran, freedom_sim_squad_veteran -spawn_num = {+bar_deactivate_radar_done} 2, 0 - -[smart_control] -noweap_zone = jup_a6_sr_noweap -ignore_zone = jup_a6_sr_light -alarm_start_sound = jup_a6_base_alarm -alarm_stop_sound = jup_a6_base_relax - -[exclusive] -;----StfZ -alyosha_shyogolov_3 = brotherhood\nr_jupiter_logic.ltx -nr_sorokin_2 = brotherhood\nr_jupiter_logic.ltx -nr_dead_convict_1 = brotherhood\nr_jupiter_logic.ltx -nr_dead_convict_2 = brotherhood\nr_jupiter_logic.ltx - -nr_executioner_1 = brotherhood\nr_jupiter_logic.ltx -nr_executioner_2 = brotherhood\nr_jupiter_logic.ltx -nr_executioner_3 = brotherhood\nr_jupiter_logic.ltx - -jupiter_monk = jupiter\jupiter_monk.ltx -jupiter_stalker_assault_1 = jupiter\jupiter_monk.ltx -jupiter_stalker_assault_2 = jupiter\jupiter_monk.ltx -jupiter_stalker_assault_3 = jupiter\jupiter_monk.ltx -jupiter_stalker_assault_4 = jupiter\jupiter_monk.ltx -;----StfZ -; still exists in CoC -;mlr -zat_a2_stalker_mechanic = jupiter\zat_a2_stalker_mechanic.ltx -jup_b43_stalker_assistant_yanov1 = jupiter\jup_b43_stalker_assistant1.ltx -;mlr -jup_a6_army_degtyarev = jupiter\jup_a6_army_degtyarev.ltx -jup_a6_freedom_leader = jupiter\jup_a6_freedom_leader.ltx -jup_a6_important_npc_1 = jupiter\jup_a6_freedom_trader_ashot.ltx -jup_b217_stalker_tech = jupiter\jup_b217_stalker_tech.ltx -;jup_b10_stalker_drunk = jupiter\jup_b10_stalker_drunk.ltx -stalker_medik = jupiter\jup_b202_stalker_medic.ltx -stalker_barmen = jupiter\jup_b202_stalker_barmen.ltx -jup_b220_trapper = jupiter\jup_b220_trapper.ltx -jup_b19_freedom_yar = jupiter\jup_b19_freedom_yar.ltx - -jup_a6_animp_01 = jupiter\jup_a6_logic.ltx -jup_a6_animp_02 = jupiter\jup_a6_logic.ltx -jup_a6_animp_03 = jupiter\jup_a6_logic.ltx -jup_a6_animp_04 = jupiter\jup_a6_logic.ltx -jup_a6_animp_09 = jupiter\jup_a6_logic.ltx -jup_a6_animp_10 = jupiter\jup_a6_logic.ltx -jup_a6_animp_11 = jupiter\jup_a6_logic.ltx -jup_a6_animp_15 = jupiter\jup_a6_logic.ltx -jup_a6_animp_16 = jupiter\jup_a6_logic.ltx -jup_a6_animp_17 = jupiter\jup_a6_logic.ltx -jup_a6_animp_18 = jupiter\jup_a6_logic.ltx -jup_a6_animp_91 = jupiter\jup_a6_logic.ltx -jup_a6_animp_92 = jupiter\jup_a6_logic.ltx -jup_a6_animp_93 = jupiter\jup_a6_logic.ltx -jup_a6_animp_05 = jupiter\jup_a6_logic.ltx -jup_a6_animp_06 = jupiter\jup_a6_logic.ltx -jup_a6_animp_07 = jupiter\jup_a6_logic.ltx -jup_a6_animp_08 = jupiter\jup_a6_logic.ltx -jup_a6_animp_12 = jupiter\jup_a6_logic.ltx -jup_a6_animp_13 = jupiter\jup_a6_logic.ltx -jup_a6_animp_14 = jupiter\jup_a6_logic.ltx -jup_a6_animp_19 = jupiter\jup_a6_logic.ltx -jup_a6_animp_20 = jupiter\jup_a6_logic.ltx -jup_a6_animp_21 = jupiter\jup_a6_logic.ltx -;mlr -jup_a6_animp_22 = jupiter\jup_a6_logic.ltx -jup_a6_animp_23 = jupiter\jup_a6_logic.ltx -;mlr -jup_a6_duty_guarder = jupiter\jup_a6_logic.ltx -jup_a6_duty_guard = jupiter\jup_a6_logic.ltx -jup_a6_freedom_guarder = jupiter\jup_a6_logic.ltx -jup_a6_animp_freedom_guard = jupiter\jup_a6_logic.ltx - -jup_a6_beh_trade_job_1 = jupiter\jup_b202_stalker_barmen.ltx -jup_a6_beh_tech_job_1 = jupiter\jup_b217_stalker_tech.ltx - -;----unused -;jup_a12_stalker_assaulter = jupiter\jup_a12_stalker_assaulter.ltx -;jup_a12_stalker_diplomat = jupiter\jup_a12_stalker_diplomat.ltx -;jup_a12_stalker_prisoner_base = jupiter\jup_a12_stalker_prisoner.ltx -;zat_b7_duty_illicit_dealer = jupiter\jup_b207_zat_b7_duty_illicit_dealer.ltx -;zat_b215_stalker_guide_jupiter = jupiter\zat_b215_stalker_guide_jupiter.ltx -;jup_b43_stalker_assistant_yanov = jupiter\jup_b43_stalker_assistant.ltx - - -;jup_b221_duty_01 = jupiter\jup_b221_duty.ltx -;jup_b221_duty_02 = jupiter\jup_b221_duty.ltx -;jup_b221_duty_03 = jupiter\jup_b221_duty.ltx - -;jup_b25_flint = jupiter\jup_b25_freedom_flint.ltx -;jup_b25_listener_01 = jupiter\jup_b25_freedom_flint.ltx -;jup_b25_listener_02 = jupiter\jup_b25_freedom_flint.ltx - -;jup_b221_freedom_01 = jupiter\jup_b221_freedom.ltx -;jup_b221_freedom_02 = jupiter\jup_b221_freedom.ltx -;jup_b221_freedom_03 = jupiter\jup_b221_freedom.ltx \ No newline at end of file diff --git a/mods/[DEV] Brotherhood/gamedata/configs/scripts/jupiter/smart/jup_a9.ltx b/mods/[DEV] Brotherhood/gamedata/configs/scripts/jupiter/smart/jup_a9.ltx deleted file mode 100644 index 14ba8134..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/scripts/jupiter/smart/jup_a9.ltx +++ /dev/null @@ -1,17 +0,0 @@ -[smart_terrain] -squad_id = 40 -max_population = 3 -respawn_params = respawn@jup_a9 - -[respawn@jup_a9] -spawn_a9_dogs - -[spawn_a9_dogs] -spawn_squads = jup_a9_dogs_normal -spawn_num = 1 - - - -[exclusive] -;----StfZ -alyosha_shyogolov_4 = brotherhood\nr_jupiter_a9_logic.ltx \ No newline at end of file diff --git a/mods/[DEV] Brotherhood/gamedata/configs/scripts/jupiter/smart/jup_b202.ltx b/mods/[DEV] Brotherhood/gamedata/configs/scripts/jupiter/smart/jup_b202.ltx deleted file mode 100644 index 400c2f36..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/scripts/jupiter/smart/jup_b202.ltx +++ /dev/null @@ -1,25 +0,0 @@ -[smart_terrain] -squad_id = 10 -max_population = 1 -;arrive_dist = 80 -respawn_params = respawn@jup_b202 -respawn_idle = 86400 - -[respawn@jup_b202] -spawn_isg - -[spawn_isg] -spawn_squads = isg_sim_squad_novice, isg_sim_squad_advanced, isg_sim_squad_veteran -spawn_num = {+isg_entered_the_zone} 1, 0 - -[exclusive] -;SftZ -jupiter_mercenary_2_squad_1 = jupiter\jupiter_monk.ltx -jupiter_mercenary_2_squad_2 = jupiter\jupiter_monk.ltx -jupiter_mercenary_2_squad_3 = jupiter\jupiter_monk.ltx -jupiter_mercenary_2_squad_4 = jupiter\jupiter_monk.ltx -jupiter_mercenary_2_squad_5 = jupiter\jupiter_monk.ltx -jupiter_mercenary_2_squad_6 = jupiter\jupiter_monk.ltx -;StfZ -;jup_b202_stalker_snag_wounded = jupiter\jup_b202_snag_wounded.ltx -;jup_b202_stalker_bandit = jupiter\jup_b202_snag_wounded.ltx \ No newline at end of file diff --git a/mods/[DEV] Brotherhood/gamedata/configs/scripts/jupiter/smart/jup_b203.ltx b/mods/[DEV] Brotherhood/gamedata/configs/scripts/jupiter/smart/jup_b203.ltx deleted file mode 100644 index 08390f2c..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/scripts/jupiter/smart/jup_b203.ltx +++ /dev/null @@ -1,37 +0,0 @@ -[smart_terrain] -squad_id = 11 -max_population = 3 -respawn_params = respawn@jup_b203 -respawn_idle = 60000 - - -[respawn@jup_b203] -spawn_zombied - -[spawn_zombied] -spawn_squads = zombied_sim_squad_novice, zombied_sim_squad_advanced, zombied_sim_squad_advanced, zombied_sim_squad_veteran -spawn_num = 2 - -[exclusive] -work_1 = jupiter\jup_b203_zombied.ltx -work_2 = jupiter\jup_b203_zombied.ltx -work_3 = jupiter\jup_b203_zombied.ltx -work_4 = jupiter\jup_b203_zombied.ltx -work_5 = jupiter\jup_b203_zombied.ltx -work_6 = jupiter\jup_b203_zombied.ltx - -tushkano_1 = jupiter\jup_b203_tushkano_tunnel.ltx -tushkano_2 = jupiter\jup_b203_tushkano_tunnel.ltx -tushkano_3 = jupiter\jup_b203_tushkano_tunnel.ltx -tushkano_4 = jupiter\jup_b203_tushkano_room_1.ltx -tushkano_5 = jupiter\jup_b203_tushkano_room_1.ltx -tushkano_6 = jupiter\jup_b203_tushkano_room_2.ltx -tushkano_7 = jupiter\jup_b203_tushkano_room_2.ltx -tushkano_8 = jupiter\jup_b203_tushkano_room_3.ltx -tushkano_9 = jupiter\jup_b203_tushkano_room_3.ltx -tushkano_10 = jupiter\jup_b203_tushkano_room_3.ltx -tushkano_11 = jupiter\jup_b203_tushkano_ghost.ltx -tushkano_12 = jupiter\jup_b203_tushkano_ghost.ltx - - -primankov = brotherhood\brotherhood_jup_b203_zombied.ltx \ No newline at end of file diff --git a/mods/[DEV] Brotherhood/gamedata/configs/scripts/jupiter/smart/jup_b41.ltx b/mods/[DEV] Brotherhood/gamedata/configs/scripts/jupiter/smart/jup_b41.ltx deleted file mode 100644 index d63286fe..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/scripts/jupiter/smart/jup_b41.ltx +++ /dev/null @@ -1,42 +0,0 @@ -[smart_terrain] -def_restr = jup_b41_sr_noweap -safe_restr = jup_b41_sr_light -smart_control = smart_control -squad_id = 58 -max_population = 4 -;arrive_dist = 65 - -[smart_control] -noweap_zone = jup_b41_sr_noweap -ignore_zone = jup_b41_sr_light -alarm_start_sound = jup_b41_base_alarm -alarm_stop_sound = jup_b41_base_relax - -[exclusive] -flavio_becca = brotherhood\nr_jupiter_mobilelab.ltx -nr_ecologist_rydzyk = brotherhood\nr_jupiter_mobilelab.ltx -nr_ecologist_1 = brotherhood\nr_jupiter_mobilelab.ltx -nr_ecologist_2 = brotherhood\nr_jupiter_mobilelab.ltx -nr_ecologist_3 = brotherhood\nr_jupiter_mobilelab.ltx -erast_fandorin_2 = brotherhood\nr_jupiter_mobilelab.ltx - -jup_b6_scientist_tech = jupiter\jup_b6_scientist_tech.ltx -jup_b6_scientist_nuclear_physicist = jupiter\jup_b6_scientist_nuclear_physicist.ltx -jup_b6_scientist_biochemist = jupiter\jup_b6_scientist_biochemist.ltx -jup_b43_stalker_assistant = jupiter\jup_b43_stalker_assistant.ltx -jup_b218_army_sokolov = jupiter\jup_b218_army_sokolov.ltx - -jup_b1_stalker_1_home = jupiter\jup_b41_stalkers.ltx -jup_b1_stalker_2_home = jupiter\jup_b41_stalkers.ltx -jup_b1_stalker_3_home = jupiter\jup_b41_stalkers.ltx -jup_b1_stalker_4_home = jupiter\jup_b41_stalkers.ltx - -jup_b1_stalker_2_pro = jupiter\jup_b41_stalkers.ltx -jup_b1_stalker_3_pro = jupiter\jup_b41_stalkers.ltx -jup_b1_stalker_4_pro = jupiter\jup_b41_stalkers.ltx - -jup_b47_bunker_guard_01 = jupiter\jup_b47_bunker_guard.ltx -jup_b47_bunker_guard_02 = jupiter\jup_b47_bunker_guard.ltx -jup_b47_bunker_guard_03 = jupiter\jup_b47_bunker_guard.ltx -jup_b47_bunker_guard_04 = jupiter\jup_b47_bunker_guard.ltx -jup_b47_bunker_guard_05 = jupiter\jup_b47_bunker_guard.ltx diff --git a/mods/[DEV] Brotherhood/gamedata/configs/scripts/jupiter/smart/jup_b47.ltx b/mods/[DEV] Brotherhood/gamedata/configs/scripts/jupiter/smart/jup_b47.ltx deleted file mode 100644 index a0277d90..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/scripts/jupiter/smart/jup_b47.ltx +++ /dev/null @@ -1,21 +0,0 @@ -[smart_terrain] -squad_id = 26 -max_population = 1 -;arrive_dist = 80 - -[exclusive] - -;----StfZ -nr_erast_fandorin_2 = brotherhood\nr_jupiter_b47_logic.ltx -nr_ambush_1 = brotherhood\nr_jupiter_b47_logic.ltx -nr_ambush_2 = brotherhood\nr_jupiter_b47_logic.ltx -nr_ambush_3 = brotherhood\nr_jupiter_b47_logic.ltx -nr_ambush_4 = brotherhood\nr_jupiter_b47_logic.ltx -nr_ambush_5 = brotherhood\nr_jupiter_b47_logic.ltx - - -;jup_a9_dog_01 = jupiter\jup_a9_dogs.ltx -;jup_a9_dog_02 = jupiter\jup_a9_dogs.ltx -;jup_a9_dog_03 = jupiter\jup_a9_dogs.ltx -;jup_a9_dog_04 = jupiter\jup_a9_dogs.ltx -;jup_a9_dog_05 = jupiter\jup_a9_dogs.ltx \ No newline at end of file diff --git a/mods/[DEV] Brotherhood/gamedata/configs/scripts/jupiter/smart/jup_sim_13.ltx b/mods/[DEV] Brotherhood/gamedata/configs/scripts/jupiter/smart/jup_sim_13.ltx deleted file mode 100644 index 5b805fa1..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/scripts/jupiter/smart/jup_sim_13.ltx +++ /dev/null @@ -1,31 +0,0 @@ -[smart_terrain] -squad_id = 33 -max_population = 1 -respawn_params = respawn@jup_sim_13 -respawn_idle = 43200 - - - -[respawn@jup_sim_13] ;-- Type: c_1 -spawn_all_weak_c_1_1 -spawn_all_normal_c_1_2 - - - -[spawn_all_weak_c_1_1] -spawn_squads = zombied_sim_squad_mix, simulation_zombie, simulation_mix_zombie, simulation_tushkano, simulation_dog, simulation_mix_dogs, simulation_pseudodog, simulation_cat, simulation_cat, simulation_mix_boar_flesh, simulation_flesh, simulation_boar ;--spawn-all-weak -spawn_num = {!actor_week_in_zone(1)} 1, {=actor_week_in_zone(1)} 0 - -[spawn_all_normal_c_1_2] -spawn_squads = zombied_sim_squad_mix, simulation_zombie_3_6, simulation_mix_zombie, simulation_mix_dogs, simulation_mix_dogs, simulation_pseudodog, simulation_cat, simulation_mix_boar_flesh, simulation_flesh, simulation_boar, simulation_fracture, simulation_lurker, simulation_snork, simulation_bloodsucker, simulation_psysucker ;--spawn-all-normal -spawn_num = {=actor_week_in_zone(1)} 2, {!actor_week_in_zone(1)} 0 - -[exclusive] - -nr_alyosha_bandits_squad_1 = brotherhood\nr_alyosha_bandits.ltx -nr_alyosha_bandits_squad_2 = brotherhood\nr_alyosha_bandits.ltx -nr_alyosha_bandits_squad_3 = brotherhood\nr_alyosha_bandits.ltx -nr_alyosha_bandits_squad_4 = brotherhood\nr_alyosha_bandits.ltx -nr_alyosha_bandits_squad_5 = brotherhood\nr_alyosha_bandits.ltx -nr_alyosha_bandits_squad_6 = brotherhood\nr_alyosha_bandits.ltx -nr_alyosha_bandits_squad_7 = brotherhood\nr_alyosha_bandits.ltx \ No newline at end of file diff --git a/mods/[DEV] Brotherhood/gamedata/configs/scripts/jupiter/smart/jup_sim_2.ltx b/mods/[DEV] Brotherhood/gamedata/configs/scripts/jupiter/smart/jup_sim_2.ltx deleted file mode 100644 index 0404c9c4..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/scripts/jupiter/smart/jup_sim_2.ltx +++ /dev/null @@ -1,26 +0,0 @@ -[smart_terrain] -squad_id = 40 -max_population = 1 -respawn_params = respawn@jup_sim_2 -respawn_idle = 86400 - - - -[respawn@jup_sim_2] ;-- Type: c_2 -spawn_all_hard_c_2_1 -spawn_all_worst_c_2_2 - - - -[spawn_all_hard_c_2_1] -spawn_squads = simulation_fracture, simulation_fracture, simulation_lurker, simulation_lurker_1_2, simulation_snork_2_3, simulation_snork_2_3, simulation_bloodsucker, simulation_bloodsucker_1_2, simulation_psysucker, simulation_chimera, simulation_psy_dog, simulation_poltergeist_tele, simulation_karlik, simulation_burer, simulation_controller ;--spawn-all-hard -spawn_num = {!actor_week_in_zone(2)} 1, {=actor_week_in_zone(2)} 0 - -[spawn_all_worst_c_2_2] -spawn_squads = simulation_chimera, simulation_gigant, simulation_psy_dog_squad, simulation_poltergeist, simulation_karlik, simulation_burer, simulation_controller ;--spawn-all-worst -spawn_num = {=actor_week_in_zone(2)} 1, {!actor_week_in_zone(2)} 0 - - -[exclusive] - -zaton_mercenary_courrier_1 = jupiter\zaton_mercenary_courrier_1.ltx \ No newline at end of file diff --git a/mods/[DEV] Brotherhood/gamedata/configs/scripts/jupiter/zaton_mercenary_courrier_1.ltx b/mods/[DEV] Brotherhood/gamedata/configs/scripts/jupiter/zaton_mercenary_courrier_1.ltx deleted file mode 100644 index 5106eea5..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/scripts/jupiter/zaton_mercenary_courrier_1.ltx +++ /dev/null @@ -1,12 +0,0 @@ -[logic@zaton_mercenary_courrier_1] - suitable = {=check_squad_section(zaton_mercenary_courrier_1_squad)} true - prior = 140 - active = beh@zaton_mercenary_courrier_1 - -[beh@zaton_mercenary_courrier_1] - behaviour_state = beh_move - target = waypoint - walk_anim = patrol - path_end = loop - pt1 = 88860000,sit_ass_drink_vodka | pos:-200.16650390625,3.4895832538605,-438.90258789063 look:-200.71887111664,3.4895832538605,-438.0819221139 - diff --git a/mods/[DEV] Brotherhood/gamedata/configs/scripts/marsh/sasha_tolstoy.ltx b/mods/[DEV] Brotherhood/gamedata/configs/scripts/marsh/sasha_tolstoy.ltx deleted file mode 100644 index e1b5faa7..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/scripts/marsh/sasha_tolstoy.ltx +++ /dev/null @@ -1,25 +0,0 @@ -[logic@sasha_tolstoy] - suitable = {=check_npc_name(sasha_tolstoy)} true - prior = 500 - active = beh@sasha_tolstoy_job - -[beh@sasha_tolstoy_job] - on_info = {=is_night} beh@drink_1 - behaviour_state = beh_move - target = waypoint - path_end = loop - pt1 = 88860000,idle | pos:-176.64476013184,1.8341355323792,-283.72021484375 look:-175.71662169695,1.8341355323792,-283.34909519553 - - -[beh@drink_1] -behaviour_state = beh_move -target = waypoint -walk_anim = patrol -gather_items_enabled = false -help_wounded_enabled = false -corpse_detection_enabled = false -invulnerable = false -on_info = {!is_night} beh@sasha_tolstoy_job -path_end = loop -pt1 = 88860000,drink_vodka_stand | pos:-135.14944458008,1.3462958335876,-273.25628662109 look:-135.18375352025,1.3462958335876,-274.2086712122 - diff --git a/mods/[DEV] Brotherhood/gamedata/configs/scripts/marsh/smart/mar_smart_terrain_4_5.ltx b/mods/[DEV] Brotherhood/gamedata/configs/scripts/marsh/smart/mar_smart_terrain_4_5.ltx deleted file mode 100644 index a6c62eb6..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/scripts/marsh/smart/mar_smart_terrain_4_5.ltx +++ /dev/null @@ -1,22 +0,0 @@ -[smart_terrain];mar_smart_terrain_4_5 ;;затопленный хутор с водонапорной башней -squad_id = 10 -max_population = 1 -respawn_params = respawn@mar_smart_terrain_4_5 -respawn_idle = 86400 - -[respawn@mar_smart_terrain_4_5] -spawn_rats - -[spawn_rats] -spawn_squads = zatop_hutor_tushkano_mar_smart_terrain_4_5 -spawn_num = {!squad_exist(zatop_hutor_tushkano_mar_smart_terrain_4_5)} 1, 0 - -[exclusive] -mar_smart_terrain_4_5_camp_work_1 = marsh\mar_smart_terrain_4_5_smart_logic.ltx -mar_smart_terrain_4_5_camp_work_2 = marsh\mar_smart_terrain_4_5_smart_logic.ltx -mar_smart_terrain_4_5_camp_work_3 = marsh\mar_smart_terrain_4_5_smart_logic.ltx -mar_smart_terrain_4_5_camp_work_4 = marsh\mar_smart_terrain_4_5_smart_logic.ltx -mar_smart_terrain_4_5_camp_work_5 = marsh\mar_smart_terrain_4_5_smart_logic.ltx - -nr_starik_murder_bandit_1 = brotherhood\great_marsh_random_logic.ltx -nr_starik_murder_bandit_2 = brotherhood\great_marsh_random_logic.ltx \ No newline at end of file diff --git a/mods/[DEV] Brotherhood/gamedata/configs/scripts/marsh/smart/mar_smart_terrain_base.ltx b/mods/[DEV] Brotherhood/gamedata/configs/scripts/marsh/smart/mar_smart_terrain_base.ltx deleted file mode 100644 index 42fe1e8d..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/scripts/marsh/smart/mar_smart_terrain_base.ltx +++ /dev/null @@ -1,66 +0,0 @@ -[smart_terrain];mar_smart_terrain_base -squad_id = 25 -max_population = 5 -respawn_params = respawn@mar_smart_terrain_base -respawn_idle = 86400 -;arrive_dist = 100000 - - -[respawn@mar_smart_terrain_base] -spawn_stalker@novice -spawn_stalker@advanced -spawn_stalker@veteran - - - -[spawn_stalker@novice] -spawn_squads = csky_sim_squad_novice -spawn_num = 2 - -[spawn_stalker@advanced] -spawn_squads = csky_sim_squad_novice, csky_sim_squad_advanced -spawn_num = 1 - -[spawn_stalker@veteran] -spawn_squads = csky_sim_squad_advanced, csky_sim_squad_veteran -spawn_num = 1 - - - -[exclusive] -sasha_tolstoy = marsh\sasha_tolstoy.ltx -marsh_doctor = marsh\mar_smart_terrain_base_doctor.ltx -dog_doctor = marsh\mar_smart_terrain_base_dog_doctor.ltx -mar_base_stalker_barmen = marsh\mar_base_stalker_barmen.ltx -mar_base_owl_stalker_trader = marsh\mar_base_owl_stalker_trader.ltx -mar_base_stalker_tech = marsh\mar_base_stalker_tech.ltx -guard_1 = marsh\mar_smart_terrain_base_smart_logic.ltx -guard_2 = marsh\mar_smart_terrain_base_smart_logic.ltx -mar_base_animpoint_kamp1 = marsh\mar_smart_terrain_base_smart_logic.ltx -mar_base_animpoint_kamp2 = marsh\mar_smart_terrain_base_smart_logic.ltx -mar_base_animpoint_kamp3 = marsh\mar_smart_terrain_base_smart_logic.ltx -mar_base_animpoint_kamp4 = marsh\mar_smart_terrain_base_smart_logic.ltx -;mlr -guid_marsh_mlr = marsh\guid_marsh_mlr.ltx -mar_base_animpoint_kamp5 = marsh\mar_smart_terrain_base_smart_logic.ltx -mar_base_animpoint_kamp6 = marsh\mar_smart_terrain_base_smart_logic.ltx -mar_base_animpoint_kamp7 = marsh\mar_smart_terrain_base_smart_logic.ltx -mar_base_animpoint_kamp8 = marsh\mar_smart_terrain_base_smart_logic.ltx -mar_base_animpoint_kamp9 = marsh\mar_smart_terrain_base_smart_logic.ltx -mar_base_animpoint_kamp10 = marsh\mar_smart_terrain_base_smart_logic.ltx -mar_base_animpoint_kamp11 = marsh\mar_smart_terrain_base_smart_logic.ltx -;mlr -mar_smart_terrain_base_surge_work_1 = marsh\mar_smart_terrain_base_smart_logic.ltx -mar_smart_terrain_base_surge_work_2 = marsh\mar_smart_terrain_base_smart_logic.ltx -mar_smart_terrain_base_surge_work_3 = marsh\mar_smart_terrain_base_smart_logic.ltx -mar_smart_terrain_base_surge_work_4 = marsh\mar_smart_terrain_base_smart_logic.ltx -mar_smart_terrain_base_surge_work_5 = marsh\mar_smart_terrain_base_smart_logic.ltx -mar_smart_terrain_base_surge_work_6 = marsh\mar_smart_terrain_base_smart_logic.ltx -mar_smart_terrain_base_stalker_guide_marsh = marsh\mar_smart_terrain_base_stalker_guide_marsh.ltx -real_marsh_doctor = marsh\mar_smart_terrain_base_real_marsh_doctor.ltx -faction_base_defense_enemy1 = marsh\mar_smart_terrain_base_smart_logic.ltx -faction_base_defense_enemy2 = marsh\mar_smart_terrain_base_smart_logic.ltx -faction_base_defense_enemy3 = marsh\mar_smart_terrain_base_smart_logic.ltx - -mar_smart_terrain_base_beh_trade_job_1 = marsh\mar_base_owl_stalker_trader.ltx -mar_smart_terrain_base_beh_tech_job_1 = marsh\mar_base_stalker_tech.ltx \ No newline at end of file diff --git a/mods/[DEV] Brotherhood/gamedata/configs/scripts/military/smart/mil_smart_terrain_7_12.ltx b/mods/[DEV] Brotherhood/gamedata/configs/scripts/military/smart/mil_smart_terrain_7_12.ltx deleted file mode 100644 index bb66d8c6..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/scripts/military/smart/mil_smart_terrain_7_12.ltx +++ /dev/null @@ -1,20 +0,0 @@ -[smart_terrain] -squad_id = 13 -max_population = 4 -respawn_params = respawn@mil_smart_terrain_7_12 -respawn_idle = 86400 - - - -[respawn@mil_smart_terrain_7_12] -spawn_freedom@advanced - - - -[spawn_freedom@advanced] -spawn_squads = freedom_sim_squad_advanced, freedom_sim_squad_advanced, freedom_sim_squad_novice -spawn_num = 2 - -[exclusive] -nr_bezsonik = brotherhood\nr_army_warehouse_logic.ltx -nr_lyoshik = brotherhood\nr_army_warehouse_logic.ltx \ No newline at end of file diff --git a/mods/[DEV] Brotherhood/gamedata/configs/scripts/pripyat/pri_b304_dynamic_doors_doubled_1.ltx b/mods/[DEV] Brotherhood/gamedata/configs/scripts/pripyat/pri_b304_dynamic_doors_doubled_1.ltx deleted file mode 100644 index d22bdbf6..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/scripts/pripyat/pri_b304_dynamic_doors_doubled_1.ltx +++ /dev/null @@ -1,17 +0,0 @@ -[logic] -active = ph_door@close - -[ph_door@close] -locked = false -closed = true -tip_open = tip_door_open -on_info = %+pri_b304_big_door1_closed% -on_info2 = {+pri_b304_big_door_open} ph_door@open -on_use = {+pri_b304_big_door2_closed} ph_door@open %+pri_b304_big_door1_open% - -[ph_door@open] -locked = false -closed = false -tip_close = tip_door_close -on_info = %-pri_b304_big_door1_closed% -on_use = ph_door@close %-pri_b304_big_door1_open -pri_b304_big_door2_open -pri_b304_big_door_open% \ No newline at end of file diff --git a/mods/[DEV] Brotherhood/gamedata/configs/scripts/pripyat/pri_b304_dynamic_doors_doubled_2.ltx b/mods/[DEV] Brotherhood/gamedata/configs/scripts/pripyat/pri_b304_dynamic_doors_doubled_2.ltx deleted file mode 100644 index e46b24ad..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/scripts/pripyat/pri_b304_dynamic_doors_doubled_2.ltx +++ /dev/null @@ -1,17 +0,0 @@ -[logic] -active = ph_door@close - -[ph_door@close] -locked = false -closed = true -tip_open = tip_door_open -on_info = %+pri_b304_big_door2_closed% -on_info2 = {+pri_b304_big_door_open} ph_door@open -on_use = {+pri_b304_big_door1_closed} ph_door@open %+pri_b304_big_door2_open% - -[ph_door@open] -locked = false -closed = false -tip_close = tip_door_close -on_info = %-pri_b304_big_door2_closed% -on_use = ph_door@close %-pri_b304_big_door1_open -pri_b304_big_door2_open -pri_b304_big_door_open% \ No newline at end of file diff --git a/mods/[DEV] Brotherhood/gamedata/configs/scripts/pripyat/smart/pri_a16.ltx b/mods/[DEV] Brotherhood/gamedata/configs/scripts/pripyat/smart/pri_a16.ltx deleted file mode 100644 index 4ead5403..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/scripts/pripyat/smart/pri_a16.ltx +++ /dev/null @@ -1,46 +0,0 @@ -[smart_terrain] -def_restr = pri_a16_sr_noweap -safe_restr = pri_surge_hide_a16; pri_a16_sr_light -smart_control = smart_control -squad_id = 26 -max_population = 3 -respawn_params = respawn@pri_a16 -;arrive_dist = 65 - -[respawn@pri_a16] -spawn_stalker - -[spawn_stalker] -spawn_squads = stalker_sim_squad_advanced, stalker_sim_squad_advanced, stalker_sim_squad_veteran -;spawn_num = {+pri_a28_actor_in_zone_stay} 2, 0 -spawn_num = {+bar_deactivate_radar_done} 2, 0 - -[smart_control] -noweap_zone = pri_a16_sr_noweap -ignore_zone = pri_surge_hide_a16; pri_a16_sr_light -alarm_start_sound = {-pri_b305_fifth_cam_end} pri_a16_base_alarm, nil -alarm_stop_sound = {-pri_b305_fifth_cam_end} pri_a16_base_relax, nil - -[exclusive] -pri_a16_camp_work_1 = pripyat\pri_a16_smart_logic_mlr.ltx -;pri_a16_camp_work_2 = pripyat\pri_a16_smart_logic_mlr.ltx -;pri_a16_camp_work_4 = pripyat\pri_a16_smart_logic_mlr.ltx -pri_a16_camp_work_6 = pripyat\pri_a16_smart_logic_mlr.ltx -pri_a16_camp_work_7 = pripyat\pri_a16_smart_logic_mlr.ltx -pri_a16_camp_work_8 = pripyat\pri_a16_smart_logic_mlr.ltx -pri_a16_camp_work_9 = pripyat\pri_a16_smart_logic_mlr.ltx -trader_pri_a15_mlr = pripyat\pri_a15_mlr.ltx -;pri_a16_mech_mlr = pripyat\pri_a15_mlr.ltx -;-- LTTZ -lost_stalker_strelok = pripyat\pri_a16_ll_stalker_strelok_team.ltx -stalker_stitch = pripyat\pri_a16_ll_stalker_strelok_team.ltx -pri_a16_stalker_rogue = pripyat\pri_a16_ll_stalker_strelok_team.ltx -pri_a16_stalker_strelok = pripyat\pri_a16_stalker_strelok_team.ltx -pri_a16_stalker_rogue_oa = pripyat\pri_a16_stalker_strelok_team.ltx -pri_a16_stalker_stitch_oa = pripyat\pri_a16_stalker_strelok_team.ltx - - -ac_stalker_squad_1 = brotherhood\ac_pri_task_3_logic.ltx -ac_stalker_squad_2 = brotherhood\ac_pri_task_3_logic.ltx -ac_stalker_squad_3 = brotherhood\ac_pri_task_3_logic.ltx -ac_stalker_squad_4 = brotherhood\ac_pri_task_3_logic.ltx \ No newline at end of file diff --git a/mods/[DEV] Brotherhood/gamedata/configs/scripts/pripyat/smart/pri_a25_smart_terrain.ltx b/mods/[DEV] Brotherhood/gamedata/configs/scripts/pripyat/smart/pri_a25_smart_terrain.ltx deleted file mode 100644 index 0619b5a8..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/scripts/pripyat/smart/pri_a25_smart_terrain.ltx +++ /dev/null @@ -1,49 +0,0 @@ -[smart_terrain] -squad_id = 21 -max_population = 1 -respawn_params = respawn@pri_a25 - -[respawn@pri_a25] -spawn_polter -spawn_monolith_1 -spawn_monolith_2 - -[spawn_polter] -spawn_squads = simulation_poltergeist_tele -;spawn_num = {+pri_a25_rfi_source_eliminated} 1, 0 -spawn_num = {+ac_task_1_everyone_dead} 0, 1 - -[spawn_monolith_1] -spawn_squads = pri_ac_a25_guard_1 -spawn_num = {+give_task_blue_winter_quest_1_done} 1, 0 - -[spawn_monolith_2] -spawn_squads = pri_ac_a25_guard_2 -spawn_num = {+give_task_blue_winter_quest_1_done} 1, 0 - - -[exclusive] -pri_a25_poltergeist_1 = pripyat\pri_a25_poltergeist.ltx -pri_a25_poltergeist_2 = pripyat\pri_a25_poltergeist.ltx -pri_a25_poltergeist_3 = pripyat\pri_a25_poltergeist.ltx -pri_a25_base_medic = pripyat\pri_a25_base_medic.ltx -pri_a25_rogue = pripyat\pri_a25_rogue.ltx -;pri_a18_rogue = pripyat\pri_a18_rogue.ltx - - - -ac_blue_winter = brotherhood\ac_pri_a25_logic.ltx -ac_balthazar = brotherhood\ac_pri_a25_logic.ltx -ac_melchior = brotherhood\ac_pri_a25_logic.ltx -ac_caspar = brotherhood\ac_pri_a25_logic.ltx - -ac_monolith_guard_1 = brotherhood\ac_pri_a25_logic.ltx -ac_monolith_guard_2 = brotherhood\ac_pri_a25_logic.ltx -ac_monolith_guard_3 = brotherhood\ac_pri_a25_logic.ltx -ac_monolith_guard_4 = brotherhood\ac_pri_a25_logic.ltx -ac_monolith_guard_5 = brotherhood\ac_pri_a25_logic.ltx -ac_monolith_guard_6 = brotherhood\ac_pri_a25_logic.ltx -ac_monolith_guard_7 = brotherhood\ac_pri_a25_logic.ltx -ac_monolith_guard_8 = brotherhood\ac_pri_a25_logic.ltx -ac_monolith_guard_9 = brotherhood\ac_pri_a25_logic.ltx -ac_monolith_guard_10 = brotherhood\ac_pri_a25_logic.ltx \ No newline at end of file diff --git a/mods/[DEV] Brotherhood/gamedata/configs/scripts/pripyat/smart/pri_b304_monsters_smart_terrain.ltx b/mods/[DEV] Brotherhood/gamedata/configs/scripts/pripyat/smart/pri_b304_monsters_smart_terrain.ltx deleted file mode 100644 index 4e35f735..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/scripts/pripyat/smart/pri_b304_monsters_smart_terrain.ltx +++ /dev/null @@ -1,10 +0,0 @@ -[smart_terrain] ;pri_b304_monsters_smart_terrain -squad_id = 4 -max_population = 2 -spawn_point = pri_b304_monsters_smart_terrain_spawn - -[exclusive] -ac_stalker_squad_1 = brotherhood\ac_pri_task_3_logic.ltx -ac_stalker_squad_2 = brotherhood\ac_pri_task_3_logic.ltx -ac_stalker_squad_3 = brotherhood\ac_pri_task_3_logic.ltx -ac_stalker_squad_4 = brotherhood\ac_pri_task_3_logic.ltx \ No newline at end of file diff --git a/mods/[DEV] Brotherhood/gamedata/configs/scripts/pripyat/smart/pri_monolith.ltx b/mods/[DEV] Brotherhood/gamedata/configs/scripts/pripyat/smart/pri_monolith.ltx deleted file mode 100644 index 7c5284b7..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/scripts/pripyat/smart/pri_monolith.ltx +++ /dev/null @@ -1,31 +0,0 @@ -[smart_terrain] -squad_id = 2 -max_population = 6 -respawn_params = respawn@pri_monolith -respawn_idle = 345600 - - - -[respawn@pri_monolith] -spawn_monolith - -[spawn_monolith] -spawn_squads = monolith_sim_squad_advanced, monolith_sim_squad_advanced, monolith_sim_squad_veteran -spawn_num = 4 - -[exclusive] -prayer_1 = pripyat\pri_monolith_smart_logic.ltx -prayer_2 = pripyat\pri_monolith_smart_logic.ltx -prayer_3 = pripyat\pri_monolith_smart_logic.ltx -prayer_4 = pripyat\pri_monolith_smart_logic.ltx -prayer_5 = pripyat\pri_monolith_smart_logic.ltx -monolith_eidolon = pripyat\monolith_eidolon.ltx -pri_monolith_monolith_trader = pripyat\pri_monolith_smart_logic.ltx -pri_monolith_monolith_mechanic = pripyat\pri_monolith_smart_logic.ltx - - - ----SftZ - Atomic Crusader --- -ac_pri_medic_monolith = brotherhood\ac_pri_monolith_smart_logic.ltx -ac_blue_winter = brotherhood\ac_pri_monolith_smart_logic.ltx -ac_balthazar = brotherhood\ac_pri_monolith_smart_logic.ltx \ No newline at end of file diff --git a/mods/[DEV] Brotherhood/gamedata/configs/scripts/pripyat/smart/pri_sim_3.ltx b/mods/[DEV] Brotherhood/gamedata/configs/scripts/pripyat/smart/pri_sim_3.ltx deleted file mode 100644 index bdbdc570..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/scripts/pripyat/smart/pri_sim_3.ltx +++ /dev/null @@ -1,17 +0,0 @@ -[smart_terrain] -squad_id = 8 -max_population = 1 -respawn_params = respawn@pri_sim_9 -respawn_idle = 60000 - - -[respawn@pri_sim_9] -spawn_controller - -[spawn_controller] -spawn_squads = simulation_controller -spawn_num = 1 - -[exclusive] -ac_melchior = brotherhood\ac_task_pripyat_1_logic.ltx -ac_caspar = brotherhood\ac_task_pripyat_1_logic.ltx \ No newline at end of file diff --git a/mods/[DEV] Brotherhood/gamedata/configs/scripts/yantar/smart/yan_smart_terrain_6_4.ltx b/mods/[DEV] Brotherhood/gamedata/configs/scripts/yantar/smart/yan_smart_terrain_6_4.ltx deleted file mode 100644 index 66b17dfa..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/scripts/yantar/smart/yan_smart_terrain_6_4.ltx +++ /dev/null @@ -1,57 +0,0 @@ -[smart_terrain] ;бункер ученых -squad_id = 13 -max_population = 8 -respawn_params = respawn@yan_smart_terrain_6_4 -respawn_idle = 30000 - - - -[respawn@yan_smart_terrain_6_4] -spawn_ecolog -spawn_ecolog2 - -[spawn_ecolog] -spawn_squads = ecolog_sim_squad_advanced, ecolog_sim_squad_veteran, ecolog_sim_squad_advanced_1e_2ls, ecolog_sim_squad_advanced_1e_2es -spawn_num = 2 - -[spawn_ecolog2] -spawn_squads = ecolog_sim_squad_advanced_1e_1ls_1ss, ecolog_sim_squad_advanced_2e_2ls_1ss, ecolog_sim_squad_veteran, ecolog_sim_squad_advanced_2e_2ls_1ss -spawn_num = 2 - - -[exclusive] -;mlr -mechanic_army_yan_mlr = yantar\mechanic_army_yan_mlr_logic.ltx -yan_povar_army_mlr = yantar\yan_povar_army_mlr.ltx -yan_smart_terrain_6_4_camp_work_1 = yantar\yan_smart_terrain_6_4_smart_logic.ltx -yan_smart_terrain_6_4_camp_work_2 = yantar\yan_smart_terrain_6_4_smart_logic.ltx -;mlr -yan_saharov = yantar\yan_saharov.ltx -yan_kruglov = yantar\yan_scientists.ltx -yan_semenov = yantar\yan_scientists.ltx -yan_vasiliev = yantar\yan_scientists.ltx -yan_bunker_guards = yantar\yan_scientists.ltx -yan_smart_terrain_6_4_zombie_wave_1 = yantar\yan_smart_terrain_6_4_smart_logic.ltx -yan_smart_terrain_6_4_zombie_wave_2 = yantar\yan_smart_terrain_6_4_smart_logic.ltx -yan_smart_terrain_6_4_zombie_wave_3 = yantar\yan_smart_terrain_6_4_smart_logic.ltx -yan_smart_terrain_6_4_zombie_wave_4 = yantar\yan_smart_terrain_6_4_smart_logic.ltx -yan_smart_terrain_6_4_zombie_wave_5 = yantar\yan_smart_terrain_6_4_smart_logic.ltx -yan_smart_terrain_6_4_zombie_wave_6 = yantar\yan_smart_terrain_6_4_smart_logic.ltx -yan_smart_terrain_6_4_zombie_wave_7 = yantar\yan_smart_terrain_6_4_smart_logic.ltx -yan_smart_terrain_6_4_zombie_wave_8 = yantar\yan_smart_terrain_6_4_smart_logic.ltx -yan_smart_terrain_6_4_zombie_wave_9 = yantar\yan_smart_terrain_6_4_smart_logic.ltx -yan_smart_terrain_6_4_zombie_wave_10 = yantar\yan_smart_terrain_6_4_smart_logic.ltx -yan_smart_terrain_6_4_zombie_wave_11 = yantar\yan_smart_terrain_6_4_smart_logic.ltx -yan_smart_terrain_6_4_zombie_wave_12 = yantar\yan_smart_terrain_6_4_smart_logic.ltx -yan_smart_terrain_6_4_zombie_wave_13 = yantar\yan_smart_terrain_6_4_smart_logic.ltx -yan_smart_terrain_6_4_zombie_wave_14 = yantar\yan_smart_terrain_6_4_smart_logic.ltx -yan_smart_terrain_6_4_zombie_wave_15 = yantar\yan_smart_terrain_6_4_smart_logic.ltx - - - -;mlr -erast_fandorin_1 = brotherhood\nr_yantar_logic.ltx -nr_ecologist_rydzyk = brotherhood\nr_yantar_logic.ltx -nr_ecologist_1 = brotherhood\nr_yantar_logic.ltx -nr_ecologist_2 = brotherhood\nr_yantar_logic.ltx -bellerophon_1 = brotherhood\nr_yantar_logic.ltx \ No newline at end of file diff --git a/mods/[DEV] Brotherhood/gamedata/configs/scripts/zaton/smart/zat_b40_smart_terrain.ltx b/mods/[DEV] Brotherhood/gamedata/configs/scripts/zaton/smart/zat_b40_smart_terrain.ltx deleted file mode 100644 index 7c09e48c..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/scripts/zaton/smart/zat_b40_smart_terrain.ltx +++ /dev/null @@ -1,40 +0,0 @@ -[smart_terrain];zat_b40_smart_terrain -squad_id = 38 -max_population = 5 -respawn_params = respawn@zat_b40_smart_terrain -respawn_idle = 86400 - - - -[respawn@zat_b40_smart_terrain] -spawn_killer@advanced -spawn_killer@advanced2 - - - -[spawn_killer@advanced] -spawn_squads = merc_sim_squad_advanced, merc_sim_squad_novice -spawn_num = 2 - -[spawn_killer@advanced2] -spawn_squads = merc_sim_squad_advanced -spawn_num = 2 - - - -[exclusive] -zaton_mercenary_1 = brotherhood\zaton_logic.ltx -zaton_mercenary_2 = zaton\zaton_mercenary_2.ltx -zat_stancia_trader_merc = zaton\zat_stancia_mlr_logic.ltx -zat_stancia_mech_merc = zaton\zat_stancia_mlr_logic.ltx -zat_b40_guard_leader_01 = zaton\zat_b40_mercs.ltx -zat_b40_guard_leader_02 = zaton\zat_b40_mercs.ltx -;leave this for sim - killers only -zat_b40_guard_01 = zaton\zat_b40_mercs.ltx -zat_b40_guard_02 = zaton\zat_b40_mercs.ltx -zat_b40_guard_03 = zaton\zat_b40_mercs.ltx -zat_b40_guard_04 = zaton\zat_b40_mercs.ltx -zat_b40_guard_05 = zaton\zat_b40_mercs.ltx -zat_b40_guard_06 = zaton\zat_b40_mercs.ltx -zat_b40_guard_07 = zaton\zat_b40_mercs.ltx -zat_b40_guard_08 = zaton\zat_b40_mercs.ltx \ No newline at end of file diff --git a/mods/[DEV] Brotherhood/gamedata/configs/scripts/zaton/smart/zat_stalker_base_smart.ltx b/mods/[DEV] Brotherhood/gamedata/configs/scripts/zaton/smart/zat_stalker_base_smart.ltx deleted file mode 100644 index df95afe2..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/scripts/zaton/smart/zat_stalker_base_smart.ltx +++ /dev/null @@ -1,78 +0,0 @@ -[smart_terrain];zat_stalker_base_smart -squad_id = 1 -def_restr = zat_a2_sr_noweap -safe_restr = zat_a2_sr_light -smart_control = smart_control -respawn_params = respawn@zat_stalker_base_smart -max_population = 6 -;arrive_dist = 65 -respawn_idle = 86400 - - -[respawn@zat_stalker_base_smart] -spawn_stalker@master - -[spawn_stalker@master] -spawn_squads = stalker_sim_squad_veteran, stalker_sim_squad_advanced -spawn_num = {~50}2, 0 - -[smart_control] -noweap_zone = zat_a2_sr_noweap -ignore_zone = zat_a2_sr_light -alarm_start_sound = zat_a2_base_alarm -alarm_stop_sound = zat_a2_base_relax - -[exclusive] -alyosha_shyogolov_4 = brotherhood\nr_zaton_logic.ltx - -zat_tech_mlr = zaton\zat_tech_mlr_logic.ltx -zat_a2_stalker_barmen = zaton\zat_a2_stalker_barmen.ltx -;zat_a2_stalker_mechanic = zaton\zat_a2_stalker_mechanic.ltx -zat_b30_owl_stalker_trader = zaton\zat_b30_owl_stalker_trader.ltx -zat_a2_stalker_nimble = zaton\zat_a2_stalker_nimble.ltx -zat_b29_stalker_rival = zaton\zat_b29_stalkers_rivals.ltx -;zat_b7_bandit_boss_sultan = zaton\zat_b7_bandit_boss_sultan.ltx -zat_b7_stalker_raider_leader = zaton\zat_b7_stalker_raider.ltx -zat_b215_stalker_guide_zaton = zaton\zat_b215_stalker_guide_zaton.ltx -zat_b106_stalker_gonta = zaton\zat_b106_stalker_gonta.ltx -zat_b106_stalker_garmata = zaton\zat_b106_stalker_garmata.ltx -zat_b106_stalker_crab = zaton\zat_b106_stalker_crab.ltx -zat_b7_stalker_victim_leader = zaton\zat_a2_logic.ltx -zat_b14_stalker = zaton\zat_b14_stalker_1_base.ltx -zat_b38_stalker_medic = zaton\zat_b38_stalker_medic.ltx -;generic jobs -zat_a2_guarder_1 = zaton\zat_a2_logic.ltx -zat_a2_guarder_2 = zaton\zat_a2_logic.ltx -zat_a2_guarder_3 = zaton\zat_a2_logic.ltx -zat_a2_guarder_4 = zaton\zat_a2_logic.ltx -zat_a2_guarder_5 = zaton\zat_a2_logic.ltx -zat_a2_guarder_6 = zaton\zat_a2_logic.ltx -zat_a2_animp_1 = zaton\zat_a2_logic.ltx -zat_a2_animp_2 = zaton\zat_a2_logic.ltx -zat_a2_animp_3 = zaton\zat_a2_logic.ltx -zat_a2_animp_4 = zaton\zat_a2_logic.ltx -zat_a2_animp_5 = zaton\zat_a2_logic.ltx -zat_a2_animp_6 = zaton\zat_a2_logic.ltx -zat_a2_animp_7 = zaton\zat_a2_logic.ltx -zat_a2_animp_8 = zaton\zat_a2_logic.ltx -zat_a2_animp_9 = zaton\zat_a2_logic.ltx -zat_a2_animp_10 = zaton\zat_a2_logic.ltx -zat_a2_animp_11 = zaton\zat_a2_logic.ltx -zat_a2_animp_12 = zaton\zat_a2_logic.ltx -zat_a2_animp_13 = zaton\zat_a2_logic.ltx -zat_a2_animp_14 = zaton\zat_a2_logic.ltx -zat_a2_animp_15 = zaton\zat_a2_logic.ltx -zat_a2_animp_16 = zaton\zat_a2_logic.ltx -zat_a2_animp_17 = zaton\zat_a2_logic.ltx -zat_a2_animp_18 = zaton\zat_a2_logic.ltx -zat_a2_animp_19 = zaton\zat_a2_logic.ltx -zat_a2_animp_20 = zaton\zat_a2_logic.ltx -zat_a2_animp_21 = zaton\zat_a2_logic.ltx -zat_a2_animp_22 = zaton\zat_a2_logic.ltx -stalker_rogue = zaton\stalker_rogue.ltx -;test jobs -zat_a2_barmen_trade = zaton\zat_a2_logic_addon.ltx -zat_a2_mechanic_trade = zaton\zat_a2_logic_addon.ltx - -zat_stalker_base_smart_beh_trade_job_1 = zaton\zat_b30_owl_stalker_trader.ltx -zat_stalker_base_smart_beh_tech_job_1 = zaton\zat_tech_mlr_logic.ltx diff --git a/mods/[DEV] Brotherhood/gamedata/configs/scripts/zaton/zaton_achilles.ltx b/mods/[DEV] Brotherhood/gamedata/configs/scripts/zaton/zaton_achilles.ltx deleted file mode 100644 index 4fb81fdc..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/scripts/zaton/zaton_achilles.ltx +++ /dev/null @@ -1,11 +0,0 @@ -[logic@zaton_achilles] - suitable = {=check_npc_name(zaton_achilles)} true - prior = 500 - active = beh@zaton_achilles_job - -[beh@zaton_achilles_job] - behaviour_state = beh_move - target = waypoint - path_end = loop - pt1 = 88860000,guard | pos:124.7912902832,-7.3214173316956,180.63876342773 look:125.72229331732,-7.3214173316956,180.92397964001 - \ No newline at end of file diff --git a/mods/[DEV] Brotherhood/gamedata/configs/scripts/zaton/zaton_eitri.ltx b/mods/[DEV] Brotherhood/gamedata/configs/scripts/zaton/zaton_eitri.ltx deleted file mode 100644 index 7769514e..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/scripts/zaton/zaton_eitri.ltx +++ /dev/null @@ -1,11 +0,0 @@ -[logic@zaton_eitri] - suitable = {=check_npc_name(zaton_eitri)} true - prior = 100 - active = beh@zaton_eitri_job - -[beh@zaton_eitri_job] - behaviour_state = beh_move - target = waypoint - path_end = loop - pt1 = 88860000,idle | pos:137.37091064453,-7.3407878875732,177.73092651367 look:136.46004533768,-7.3407878875732,178.14130082726 - \ No newline at end of file diff --git a/mods/[DEV] Brotherhood/gamedata/configs/scripts/zaton/zaton_mercenary_2.ltx b/mods/[DEV] Brotherhood/gamedata/configs/scripts/zaton/zaton_mercenary_2.ltx deleted file mode 100644 index 02ed5969..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/scripts/zaton/zaton_mercenary_2.ltx +++ /dev/null @@ -1,24 +0,0 @@ -[logic@zaton_mercenary_2] - suitable = {=check_npc_name(zaton_mercenary_2)} true - prior = 500 - active = beh@zaton_mercenary_2_job - -[beh@zaton_mercenary_2_job] - behaviour_state = beh_move - target = waypoint - walk_anim = patrol - gather_items_enabled = false - on_info = {=surge_started} beh@surge - path_end = loop - pt1 = 600000,guard | pos:344.61651611328,33.242767333984,-400.94937133789 look:344.66410562769,33.242767333984,-399.95866900682 - pt2 = 9000,smoking_stand | pos:344.61651611328,33.242767333984,-400.94937133789 look:344.66410562769,33.242767333984,-399.95866900682 - -[beh@surge] -path_walk = surge_hide_1_walk ;guard_2_walk -path_look = surge_hide_1_look ;guard_2_look -on_info = {!surge_started} beh@zaton_mercenary_2_job -gather_items_enabled = false -help_wounded_enabled = false -corpse_detection_enabled = false -invulnerable = false - diff --git a/mods/[DEV] Brotherhood/gamedata/configs/system.ltx b/mods/[DEV] Brotherhood/gamedata/configs/system.ltx deleted file mode 100644 index 280378a3..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/system.ltx +++ /dev/null @@ -1,1386 +0,0 @@ -#include "defines.ltx" -#include "prefetch\prefetch_single.ltx" - -#include "creatures\monsters.ltx" -#include "creatures\stalkers.ltx" -#include "creatures\helicopter.ltx" -#include "creatures\game_relations.ltx" - -; Items -#include "items\item_base.ltx" - -#include "creatures\actor.ltx" -#include "creatures\actor_hud_hand_animations.ltx" -#include "zones\zones.ltx" -#include "misc\postprocess.ltx" -#include "misc\bridge.ltx" -#include "plugins\achievements.ltx" -#include "misc\radiation_counter.ltx" -#include "models\dynamic_objects.ltx" -#include "misc\m_online_offline_group.ltx" -#include "misc\squad_descr\squad_descr.ltx" -#include "misc\effectors.ltx" -#include "external.ltx" - -#include "mp\mp_actor.ltx" -#include "mp\team_logo.ltx" -#include "mp\weapons_mp\ammo_mp.ltx" -#include "mp\weapons_mp\weapons_mp.ltx" -#include "mp\weapons_mp\outfit_mp.ltx" -#include "mp\weapons_mp\items_mp.ltx" - -;Game types -#include "mp\SoundMessages\mp_snd_messages.ltx" -#include "mp\SoundMessages\ahunt_snd_messages.ltx" -#include "mp\SoundMessages\cta_snd_messages.ltx" -#include "mp\SoundMessages\dm_snd_messages.ltx" -#include "mp\SoundMessages\tdm_snd_messages.ltx" -#include "mp\private_defines.ltx" -#include "mp\deathmatch_game.ltx" -#include "mp\teamdeathmatch_game.ltx" -#include "mp\artefacthunt_game.ltx" -#include "mp\capturetheartefact_game.ltx" -#include "mp\anticheat_active_params.ltx" - -#include "evaluation.ltx" -#include "fonts.ltx" -#include "alife.ltx" -#include "creatures\spawn_sections.ltx" -#include "extracontent.ltx" -#include "localization.ltx" -#include "smart_cover.ltx" -#include "models\awr_dynamic_objects.ltx" ; AWR - -#include "vehicles.ltx" - -[smart_terrain] -GroupControlSection = -$spawn = "ai\smart_terrain" -;$prefetch = 4 -$def_sphere = 2 -class = SMRTTRRN -script_binding = bind_smart_terrain.bind -shape_transp_color = 100, 100, 180, 60 ;0x1800FF00 -shape_edge_color = 32, 32, 32, 255 ;0xFF202020 - -[zone_pick_dof] -near = -1500.0 -far = 10.0 - -[sound] -occlusion_scale = 0.4 -snd_collide_min_volume = 0.1 -snd_collide_max_volume = 200. - -[demo_record] -speed0 = 0.3 -speed1 = 3.0 -speed2 = 15.0 -speed3 = 60.0 -ang_speed0 = 0.1 -ang_speed1 = 0.5 -ang_speed2 = 7.0 -ang_speed3 = 2.0 - -[texture_desc] -files = ui_npc_unique, ui_npc_unique_2, ui_npc_unique_3 - -[info_portions] -files = info_portions, info_upgrades, info_alife_switch, info_yantar, info_katacomb, info_escape, info_zaton, info_jupiter, info_pripyat - -[dialogs] -files = dialogs, dialogs_agroprom, dialogs_agroprom_underground, dialogs_yantar, dialogs_marsh, dialogs_redforest, dialogs_katacomb, dialogs_escape, dialogs_bar, dialogs_zaton, dialogs_jupiter, dialogs_pripyat, dialogs_darkvalley, dialogs_deadcity, dialogs_garbage, dialogs_military, dialogs_truck, dialogs_warlab, dialogs_minigames, dialogs_mlr, dialogs_mlr_arena, dialogs_lostzone_ll, dialogs_lostzone_ms, dialogs_lostzone_oa, dialogs_lostzone_hb, dialogs_brotherhood, dialogs_brotherhood_ms, dialogs_brotherhood_nr, dialogs_brotherhood_ac - -[encyclopedia] -files = encyclopedia_infos - -[profiles] -files = npc_profile, npc_profile_mlr, npc_profile_lostzone, npc_profile_brotherhood -specific_characters_files = character_desc_general, character_desc_marsh, character_desc_agroprom, character_desc_agroprom_underground, character_desc_darkvalley, character_desc_bar, character_desc_escape, character_desc_red_forest, character_desc_yantar, character_desc_military, character_desc_deadcity, character_desc_katacomb, character_desc_zaton, character_desc_pripyat, character_desc_jupiter, character_desc_underpass, character_desc_sarcofag, character_desc_warlab, character_desc_garbage, character_desc_darkscape, character_desc_truck, character_desc_lostzone_ll, character_desc_lostzone_ms, character_desc_lostzone_oa, character_desc_lostzone_hb, character_desc_brotherhood, character_desc_brotherhood_ac - - -;------------------------------------------------------------------ -;-- Inventory slots -;------------------------------------------------------------------ -;New in Anomaly (ported from CoC 1.5): You can have as many slots as you want, simply create slot_active_* and slot_persistent_* for it in sequential order -;Set slot_persistent_* = false to treat actor inventory as a 'slot'. Setting highlight_equipped = true in the item section will highlight equipped items in inventory -[inventory] -take_dist = 2 ; not used at all -max_weight = 35 -max_ruck = 92 -max_belt = 5 ;16 - -slot_persistent_1 = false ;knife -slot_active_1 = true - -slot_persistent_2 = false ;weapon 1 -slot_active_2 = true - -slot_persistent_3 = false ;weapon 2 -slot_active_3 = true - -slot_persistent_4 = false ;grenades -slot_active_4 = true - -slot_persistent_5 = false ;binocular -slot_active_5 = true - -slot_persistent_6 = true ;bolt -slot_active_6 = true - -slot_persistent_7 = false ;outfit -slot_active_7 = false - -slot_persistent_8 = false ;true ;pda -slot_active_8 = true - -slot_persistent_9 = false ;true ;detector -slot_active_9 = false - -slot_persistent_10 = false ;true ;torch -slot_active_10 = false - -slot_persistent_11 = false ;artefact -slot_active_11 = true - -slot_persistent_12 = false ;helmet -slot_active_12 = false - -slot_persistent_13 = false ;backpack -slot_active_13 = false - -slot_persistent_14 = true ;script animation -slot_active_14 = true - - -;------------------------------------------------------------------ -;-- Items kinds and inventory sorter -;------------------------------------------------------------------ -[item_kind_order] -w_sniper = 1 -w_rifle = 1 -w_smg = 1 -w_shotgun = 1 -w_pistol = 1 -w_melee = 1 -w_misc = 1 -w_base = 1 -w_explosive = 1 -o_heavy = 2 -o_sci = 2 -o_medium = 2 -o_light = 2 -o_helmet = 2 -i_backpack = 2 -i_arty = 3 -i_arty_junk = 3 -i_arty_cont = 3 -i_device = 4 -i_tool = 5 -i_repair = 5 -i_kit = 5 -i_medical = 6 -i_food = 7 -i_drink = 7 -i_mutant_cooked = 7 -i_mutant_raw = 7 -i_letter = 8 -i_quest = 8 -w_ammo = 9 -i_mutant_belt = 10 -i_mutant_part = 10 -i_misc = 11 -i_upgrade = 12 -i_part = 13 - -[button_sort_settings] -button_amount = 8 -hotkeys = true - -[button_sort_tab_1] -kinds = s_all - -[button_sort_tab_2] -kinds = w_base, w_pistol, w_shotgun, w_smg, w_rifle, w_sniper, w_explosive, w_melee, w_misc - -[button_sort_tab_3] -kinds = o_light, o_medium, o_sci, o_heavy, o_helmet, i_backpack - -[button_sort_tab_4] -kinds = w_ammo - -[button_sort_tab_5] -kinds = i_arty, i_arty_junk, i_arty_cont, i_mutant_belt, i_mutant_part - -[button_sort_tab_6] -kinds = i_device, i_tool, i_repair, i_upgrade, i_kit, i_attach - -[button_sort_tab_7] -kinds = i_mutant_raw, i_mutant_cooked, i_food, i_drink, i_medical - -[button_sort_tab_8] -kinds = i_misc, i_letter, i_part, i_quest - - -;------------------------------------------------------------------ -[lights_hanging_lamp] -GroupControlSection = spawn_group -$spawn = "physics\hanging lamp" -class = SO_HLAMP -script_binding = bind_dynamic_light.init - - -[lights_signal_light] -GroupControlSection = spawn_group -$spawn = "physics\signal_light" -class = SO_HLAMP -script_binding = bind_signal_light.init - - -[search_light] -GroupControlSection = spawn_group -$spawn = "physics\search light" -class = O_SEARCH -cform = skeleton -visual = dynamics\light\projector.ogf -script_binding = bind_physic_object.init - -[explosion_marks] -wallmarks = wm\wm_grenade -dist = 0.5 ;2.4 ; -size = 0.6 ;0.4 ; -max_count = 5 - -[bloody_marks] -wallmarks = wm\wm_blood_1,wm\wm_blood_2,wm\wm_blood_3,wm\wm_blood_4,wm\wm_blood_5,wm\wm_blood_6,wm\wm_blood_7,wm\wm_blood_8,wm\wm_blood_9,wm\wm_blood_10,wm\wm_blood_11,wm\wm_blood_1_1,wm\wm_blood_1_2,wm\wm_blood_1_3,wm\wm_blood_1_4,wm\wm_blood_1_5 -dist = 8.0 ;2.0 ;2.4 ;(м) max расстољние отлета крови -max_size = 0.6 ;0.4 ;(м)радиус пљтна при хите силой nominal hit по большому объекту (по маленькому *0.5) -min_size = 0.3 ;0.07 ;(м)минимальнvй радиус пљтна -nominal_hit = 0.50 ;величина номинального хита, при котором разлетаетсљ максимум крови (max_size) - -;капли крови - -blood_drops = wm\wm_blood_drop_1,wm\wm_blood_drop_2,wm\wm_blood_drop_3,wm\wm_blood_drop_4 -start_blood_size = 0.5 ;размер ранv чтоб начала капать кровь -stop_blood_size = 0.25 ;размер ранv чтоб кровь остановилась (должно бvть меньше start_blood_size) - -blood_drop_time = 0.2 ;OBSOLETE -blood_drop_time_min = 1.5 ; -blood_drop_time_max = 2.5 ; -blood_drop_size = 0.2 ;размер капли (м) крови, котораљ упала - - -[entity_fire_particles] -fire_particles = damage_fx\burn_creatures -start_burn_size = 0.0003 ;размер ожега после которого начать играть партиклv огнљ -stop_burn_size = 0.0001 ;размер ожега после которого остановить партиклv -min_burn_time = 10000 ;минимальное времљ отvгрvша партиклов (даже если рана уже зажила) - -[hud_cursor] -;все размерv в процентах от длинv экрана -cross_length = 0.0010 ;0.0015 -min_radius = 0.0 -max_radius = 0.0 -radius_lerp_speed = 0.08 -cross_color = 0.7,0.7,0.7,0.5 -disp_scale = 0.08 - -[hud_hitmark] -hit_mark_texture = ui\ui_hud_hit_mark ; ui\ui_empty -grenade_mark_texture = ui\ui_hud_grenade_mark - -;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; -;; inventory items -;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; - - -[document] -GroupControlSection = spawn_group -;discovery_dependency = -$spawn = "documents\document 01" -;$prefetch = 32 -class = II_DOC -cform = skeleton -visual = dynamics\equipments\item_document_1.ogf - -inv_name = Document -inv_name_short = Document -inv_weight = 1 ;0.2 - -inv_grid_width = 1 -inv_grid_height = 1 -inv_grid_x = 0 -inv_grid_y = 0 -cost = 0 - - - - -[spectator] -$player = on -class = SPECT - - -[??tg_event] -class = EVENT - -[actor_firsteye_cam] -lim_pitch = -1.5, 1.5 -lim_yaw = 0, 0 -rot_speed = 3.14, 3.14, 0 - -[actor_ladder_cam] -lim_pitch = -1.5, 1.5 -lim_yaw = -1.0, 1.0 -rot_speed = 3.14, 3.14, 0 - -[actor_free_cam] -;---------------- -lim_pitch = -1.5, 1.5 -lim_yaw = 0, 0 -lim_zoom = 0.4, 10 -rot_speed = 3.14, 1.0, 10 - -[actor_look_cam] -lim_pitch = -0.7, 1 -lim_yaw = 0, 0 -lim_zoom = 1, 5 -rot_speed = 3.14, 6.28, 10 - -[actor_look_cam_psp] -lim_pitch = -0.7, 1 -lim_yaw = 0, 0 -lim_zoom = 1, 5 -rot_speed = 2, 2, 2 -offset = 0.5,0.2,-1.1 -autoaim_speed_y = 0.5, 3.14 ;min,max speed -autoaim_speed_x = 0.5, 3.14 - -[mounted_weapon_cam] -lim_pitch = -0.5, 0.5 -lim_yaw = -1.0, 1.0 -rot_speed = 3.14, 1.0, 0 - -[holder_entity_object_cam] -lim_pitch = -0.5, 0.5 -lim_yaw = -2.0, 2.0 -lim_zoom = 5, 7 -rot_speed = 3.14, 1.0, 0 - -[car_firsteye_cam] -lim_pitch = -0.5, 0.3 -lim_yaw = -2.0, 2.0 -rot_speed = 3.14, 1.0, 0 - -[car_free_cam] -lim_pitch = -1, 1.56 ;0, 1.56 -lim_yaw = 0, 0 ;0, 0 -lim_zoom = 5, 10 ;1, 7 -rot_speed = 3.14, 1.0, 10 ;3.14, 1.0, 10 - -[car_look_cam] -lim_pitch = 0, 1.56 -lim_yaw = 0 , 0 -lim_zoom = 5, 7 -rot_speed = 25, 1.0, 10 - -[heli_free_cam] -lim_pitch = -1.5, 1.5 -lim_yaw = 0, 0 -lim_zoom = 5, 25 -rot_speed = 3.14, 1.0, 10 - -[heli_front_cam] -;lim_yaw = -0.01,0.01 -lim_pitch = -1.2, 1.2 -lim_yaw = -1.5, 1.5 -rot_speed = 3.14, 1.5, 0 - -[heli_look_cam] -lim_pitch = 0, 1.56 -lim_yaw = 0, 0 -lim_zoom = 5, 15 -rot_speed = 3.14, 1.0, 10 - -[interface] -font_game = font_game -font_small = font_small - - -[graph_point] -class = AI_GRAPH -$spawn = "ai\graph point" - -;----------------------------------------------------------------- -; Trade -;----------------------------------------------------------------- -[trade] -;коэффициентv изменениљ ценv при торговле в зависимости от отношениљ к персонажу -;линейно апроксимируітсљ между значениљ -buy_price_factor_hostile = 1 ;коэффициент покупки при goodwill = -100 -buy_price_factor_friendly = 1 ;коэффициент покупки при goodwill = 100 -sell_price_factor_hostile = 1 ;коэффициент покупки при goodwill = -100 -sell_price_factor_friendly = 1 ;коэффициент покупки при goodwill = 100 - - - -;----------------------------------------------------------------- - -[spawn_group_zone] -GroupControlSection = spawn_group_zone -$spawn = "ai\group zone" ; option for Level Editor -class = AI_SPGRP - -[spawn_group] -GroupControlSection = spawn_group -$spawn = "ai\spawn group" ; option for Level Editor -class = AI_SPGRP - -[level_changer] -GroupControlSection = -$spawn = "ai\level changer" -;$prefetch = 4 -class = LVL_CHNG -script_binding = bind_level_changer.bind - -shape_transp_color = 255, 255, 255, 100 -shape_edge_color = 32, 32, 32, 255 - -[script_zone] -GroupControlSection = -$spawn = "ai\script zone" -;$prefetch = 4 -class = SCRIPTZN -script_binding = xr_zones.bind - -[physics] -object_damage_factor = 1.2f - -;***************************************** -; ++=+іLT+і- Lі+= -;***************************************** -[stalker_names_stalker] -name_cnt = 123 ; 104 -last_name_cnt = 836 ; 600 - -[stalker_names_bandit] -name_cnt = 55 ; 38 -last_name_cnt = 281 ; 182 - -[stalker_names_science] -name_cnt = 22 ; 15 -last_name_cnt = 36 ; 29 - -[stalker_names_private] -name_cnt = 2 -last_name_cnt = 244 ; 200 - -[stalker_names_sergeant] -name_cnt = 2 -last_name_cnt = 244 ; 200 - -[stalker_names_senior_sergeant] -name_cnt = 2 -last_name_cnt = 200 - -[stalker_names_lieutenant] -name_cnt = 3 -last_name_cnt = 245 ; 200 - -[stalker_names_captain] -name_cnt = 1 -last_name_cnt = 245 ; 200 - - -[script_object] -GroupControlSection = spawn_group -$spawn = "script\script object" ; option for Level Editor -$npc = on ; option for Level Editor -; $prefetch = 32 ; -Scheduled = on ; option for ALife Simulator -Human = off ; option for ALife Simulator -cform = skeleton ; collision class -class = SCRPTOBJ ; AI class - -;параметрv показvваниљ входљих сообений PDA в главном мені -[maingame_ui] -pda_msgs_max_show_time = 20000 -info_msgs_max_show_time = 10000 -snd_new_contact = detectors\contact_1 -snd_new_contact1 = detectors\contact_8 - -[hud_sound] -hud_sound_vol_k = 1. -hud_step_sound_vol_k = 0.7 - -[attachable_item] -GroupControlSection = spawn_group -discovery_dependency = -$spawn = "equipment\attachable_item" -cform = skeleton -class = II_ATTCH -cost = 100 -inv_name = "Attachable item" -inv_name_short = "Attachable item" -inv_weight = .5 -inv_grid_width = 2 -inv_grid_height = 1 -inv_grid_x = 16 -inv_grid_y = 12 -attach_angle_offset = 0, -3.14, 1.6 -attach_position_offset = 0.105, 0.00, 0.085 -attach_bone_name = bip01_head - -[new_attachable_item] -GroupControlSection = spawn_group -discovery_dependency = -$spawn = "equipment\new_attachable_item" -cform = skeleton -class = II_BTTCH -cost = 100 -inv_name = "Attachable item" -inv_name_short = "Attachable item" -inv_weight = .5 -inv_grid_width = 2 -inv_grid_height = 1 -inv_grid_x = 16 -inv_grid_y = 12 -attach_angle_offset = 0, -3.14, 1.6 -attach_position_offset = 0.105, 0.00, 0.085 -attach_bone_name = bip01_head - -[hand_radio]:identity_immunities -GroupControlSection = spawn_group -discovery_dependency = -$spawn = "equipment\hand_radio" -cform = skeleton -class = II_ATTCH -visual = dynamics\devices\dev_fmradio\dev_fmradio.ogf -cost = 0 -inv_name = "hand_radio" -inv_name_short = "hand_radio" -inv_weight = .5 -inv_grid_width = 2 -inv_grid_height = 1 -inv_grid_x = 14 -inv_grid_y = 7 -attach_angle_offset = -1.5708,0.1919,3.1416 ;устанавливаетсљ в радианах Angle*PI/180 -attach_position_offset = 0.075, 0.066, 0.023 -attach_bone_name = bip01_l_hand -auto_attach = false -anim_item = true - -; рация для правой руки -[hand_radio_r]:identity_immunities -GroupControlSection = spawn_group -discovery_dependency = -$spawn = "equipment\hand_radio_r" -cform = skeleton -class = II_ATTCH -visual = dynamics\devices\dev_fmradio\dev_fmradio.ogf -cost = 0 -inv_name = "hand_radio" -inv_name_short = "hand_radio" -inv_weight = .5 -inv_grid_width = 2 -inv_grid_height = 1 -inv_grid_x = 14 -inv_grid_y = 7 -attach_angle_offset = 1.571,0.75,0.0 ;устанавливаетсљ в радианах Angle*PI/180 -attach_position_offset = 0.015, -0.084, 0.023 -attach_bone_name = bip01_r_hand -auto_attach = false - - -[anim_knife]:hand_radio -visual = dynamics\weapons\wpn_knife\wpn_knife.ogf -inv_name = st_knife -inv_name_short = st_knife -inv_grid_width = 2 -inv_grid_height = 1 -inv_grid_x = 18 -inv_grid_y = 9 -attach_angle_offset = 0.35, -1.8, -1.3 -attach_position_offset = 0.1, 0.03, 0.02 -attach_bone_name = bip01_r_hand - -[anim_binoc]:hand_radio -visual = dynamics\devices\dev_binoculars\dev_binoculars.ogf -inv_name = st_binocular_name -inv_name_short = st_binocular_name -inv_grid_width = 2 -inv_grid_height = 1 -inv_grid_x = 14 -inv_grid_y = 9 -attach_angle_offset = 3.080506,-1.493053,-1.202040 ;устанавливаетсЯ в радианах Angle*PI/180 -attach_position_offset = 0.080000,0.021273,0.100000 -attach_bone_name = bip01_r_hand -auto_attach = false - -[breakable_object] -class = O_BRKBL -remove_time = 10 ;after remove_time seconds object will be removed after it is breaked -hit_break_threthhold = 0. ;weapon impact can stand breakable_object -collision_break_threthhold = 2000.f ;collision impact can stand breakable_object -immunity_factor = 1.3 ;hit power multiplier - -[climable_object] -class = O_CLMBL - -[zone_team_base] -$spawn = "network\team base" -class = Z_TEAMBS -GroupControlSection = spawn_group_zone - -[multiplayer_skins] -stalker_killer_head_1 = 0,380 -stalker_killer_antigas = 128,380 -stalker_killer_head_3 = 256,380 -stalker_killer_mask = 384,380 -stalker_killer_exoskeleton = 512,380 -stalker_sci_killer = 640,380 -stalker_killer_military = 768,380 - -stalker_sv_balon_10 = 0,705 -stalker_sv_hood_9 = 128,705 -stalker_sv_rukzak_3 = 256,705 -stalker_sv_rukzak_2 = 384,705 -stalker_sv_exoskeleton = 512,705 -stalker_sci_svoboda = 640,705 -stalker_sv_military = 768,705 - -[main_ingame_indicators_thresholds] -radiation = 0.1,0.25,0.4,0.55,0.7 -wounds = 0.01,0.2,0.4,0.6,0.8 -jammed = 0.5,0.6,0.7,0.8,0.9 -starvation = 0.5,0.6,0.7,0.8,0.9 -fatigue = 0.3,0.6,0.7,0.8,0.9 - -[tutorial_conditions_thresholds] -max_power = 0.75 -power = 0.1 -bleeding = 0.4 -satiety = 0.5 -radiation = 0.1 -weapon_jammed = 0.9 -psy_health = 0.5 - -[squad_manager] -schedule_min = 1 -schedule_max = 999 - -[agent_manager] -schedule_min = 100 -schedule_max = 1000 - -[custom_script_object] -GroupControlSection = spawn_group -discovery_dependency = -$spawn = "scripts\custom_object" -cform = skeleton -class = NW_ATTCH -visual = dynamics\devices\dev_fmradio\dev_fmradio.ogf -cost = 0 -inv_name = "custom_script_object" -inv_name_short = "custom_script_object" -inv_weight = .5 -inv_grid_width = 2 -inv_grid_height = 1 -inv_grid_x = 16 -inv_grid_y = 12 -attach_angle_offset = 0, 0, 0 -attach_position_offset = 0.08, 0.04, 0.03 -attach_bone_name = bip01_r_hand - -[ph_skeleton_object] -class = P_SKELET -remove_time = 120 - -[script] -current_server_entity_version = 12 - -[space_restrictor] -GroupControlSection = spawn_group_restrictor -$spawn = "ai\space_restrictor" -;$prefetch = 64 -class = SPC_RS_S -script_binding = bind_restrictor.bind - -shape_transp_color = 0, 255, 0, 24 -shape_edge_color = 32, 32, 32, 255 - - - -[camp_zone] -GroupControlSection = spawn_group_restrictor -$spawn = "ai\camp" -$prefetch = 16 -$def_sphere = 2 -class = SPC_RS_S -script_binding = bind_camp.bind - -shape_transp_color = 0, 0, 255, 24 -shape_edge_color = 32, 32, 32, 255 - - - -[anomal_zone]:space_restrictor -GroupControlSection = spawn_group_zone -$spawn = "ai\anomal_zone" -$def_sphere = 2 -$prefetch = 16 -script_binding = bind_anomaly_zone.bind - -shape_transp_color = 240, 217, 182, 58 -shape_edge_color = 32, 32, 32, 255 - - -[collision_damage] -bonce_damage_factor_for_objects = 1. - -[pkm_visual_memory] -min_view_distance = 1 ;0.4 ; коэффициент, которvй множитсљ на eye_range, в зависимости от угла -max_view_distance = 1 ;0.8 ; коэффициент, которvй множитсљ на eye_range, в зависимости от угла -visibility_threshold = 50 ;150.0 ; значение, при достижении суммой которого объект считаетсљ видимvм -always_visible_distance = 1 ;0.1 -time_quant = 0.00001 -decrease_value = 0.1 ; значение, на которое уменьшаетсљ вес, если объект попал в фрустум, но отсЈксљ по каким-то причинам -velocity_factor = 0.5 -luminocity_factor = 0.5 ; фактор освеениљ (только длљ LктЈра) -transparency_threshold = 0.4 ; -view_fov_deg = 90 -view_aspect = 1 -view_far_plane = 100 - -[details] -swing_normal_amp1 = .1 -swing_normal_amp2 = .05 -swing_normal_rot1 = 30.0 -swing_normal_rot2 = 1.0 -swing_normal_speed = 2.0 -; fast -swing_fast_amp1 = 0.35 ;0.25 -swing_fast_amp2 = .20 ;0.15 -swing_fast_rot1 = 5 -swing_fast_rot2 = .5 ;0.75 -swing_fast_speed = 0.5 ;1 - -[ph_capture_visuals] -;Список объектов которvе можно таскать. - -;NPC -actors\stalker_bandit\stalker_bandit_1 = -actors\stalker_bandit\stalker_bandit_2 = -actors\stalker_bandit\stalker_bandit_3 = -actors\stalker_bandit\stalker_bandit_3_face_1 = -actors\stalker_bandit\stalker_bandit_3_face_2 = -actors\stalker_bandit\stalker_bandit_3_mask = -actors\stalker_bandit\stalker_bandit_4 = -actors\stalker_dolg\stalker_dolg_1 = -actors\stalker_dolg\stalker_dolg_2 = -actors\stalker_dolg\stalker_dolg_2_face_1 = -actors\stalker_dolg\stalker_dolg_2_face_2 = -actors\stalker_dolg\stalker_dolg_2_mask = -actors\stalker_dolg\stalker_dolg_3 = -actors\stalker_dolg\stalker_dolg_4 = -actors\stalker_freedom\stalker_freedom_1 = -actors\stalker_freedom\stalker_freedom_2 = -actors\stalker_freedom\stalker_freedom_2_face_1 = -actors\stalker_freedom\stalker_freedom_2_face_2 = -actors\stalker_freedom\stalker_freedom_2_mask = -actors\stalker_freedom\stalker_freedom_3 = -actors\stalker_freedom\stalker_freedom_4 = -actors\stalker_hero\stalker_hero_1 = -actors\stalker_hero\stalker_hero_stc_strelok = -actors\stalker_lesnik\stalker_lesnik_1 = -actors\stalker_merc\stalker_merc_2 = -actors\stalker_merc\stalker_merc_4 = -actors\stalker_monolith\stalker_monolith_1 = -actors\stalker_monolith\stalker_monolith_2 = -actors\stalker_monolith\stalker_monolith_3 = -actors\stalker_monolith\stalker_monolith_4 = -actors\stalker_nebo\stalker_nebo_1 = -actors\stalker_nebo\stalker_nebo_2 = -actors\stalker_nebo\stalker_nebo_2_face_1 = -actors\stalker_nebo\stalker_nebo_2_face_2 = -actors\stalker_nebo\stalker_nebo_2_face_3 = -actors\stalker_nebo\stalker_nebo_2_mask = -actors\stalker_nebo\stalker_nebo_3 = -actors\stalker_neutral\stalker_neutral_1 = -actors\stalker_neutral\stalker_neutral_2 = -actors\stalker_neutral\stalker_neutral_2_face_1 = -actors\stalker_neutral\stalker_neutral_2_face_2 = -actors\stalker_neutral\stalker_neutral_2_mask = -actors\stalker_neutral\stalker_neutral_3 = -actors\stalker_neutral\stalker_neutral_4 = -actors\stalker_soldier\stalker_soldier_1 = -actors\stalker_soldier\stalker_soldier_2 = -actors\stalker_soldier\stalker_soldier_2_face_1 = -actors\stalker_soldier\stalker_soldier_3 = -actors\stalker_soldier\stalker_soldier_4 = -actors\stalker_trader\stalker_trader_1 = -actors\stalker_ucheniy\stalker_ucheniy_1 = -actors\stalker_zombied\stalker_zombied_1 = -actors\stalker_zombied\stalker_zombied_2 = -actors\stalker_zombied\stalker_zombied_3 = -actors\stalker_zombied\stalker_zombied_4 = - -;Monsters -monsters\controller\controller_1 = -monsters\controller\controller_2 = -monsters\controller\controller_3 = -monsters\controller\controller_4 = -monsters\controller\controller_dead = -monsters\crow\crow = -monsters\dog\dog = -monsters\dog\dog_bulterier = -monsters\dog\dog_bulterier_dead = -monsters\dog\dog_dead = -monsters\dog\dog_red = -monsters\dog\dog_red_dead = -monsters\dog\dog_white = -monsters\dog\dog_white_dead = -monsters\flesh\flesh = -monsters\flesh\flesh_dead = -monsters\flesh\flesh_strong = -monsters\krovosos\krovosos = -monsters\krovosos\krovosos_dead = -monsters\krovosos\krovosos_strong = -monsters\krovosos\krovosos_strong_xray = -monsters\krovosos\krovosos_xray = -monsters\mutant_boar\mutant_boar = -monsters\mutant_boar\mutant_boar_dead = -monsters\mutant_boar\mutant_boar_strong = -monsters\poltergeist\poltergeist = -monsters\poltergeist\poltergeist_dead = -monsters\poltergeist\poltergeist_strong = -monsters\pseudodog\pseudodog = -monsters\pseudodog\pseudodog_dead = -monsters\pseudodog\pseudodog_grey = -monsters\pseudodog\pseudodog_grey_dead = -monsters\rat\rat_1 = -monsters\snork\snork = -monsters\snork\snork_dead = -monsters\tushkano\tushkano = -monsters\tushkano\tushkano_dead = - -;objects -dynamics\balon\balon_01 = -dynamics\balon\balon_02 = -dynamics\balon\balon_02a = -dynamics\balon\bidon = -dynamics\balon\bochka_close_1 = -dynamics\balon\bochka_close_2 = -dynamics\balon\bochka_close_3 = -dynamics\balon\bochka_close_4 = -dynamics\balon\bochka_fuel = -dynamics\balon\kanistra = - -dynamics\box\box_1a = -dynamics\box\box_1b = -dynamics\box\box_1c = -dynamics\box\box_metall_01 = -dynamics\box\box_wood_01 = -dynamics\box\expl_dinamit = -dynamics\box\part\box_metall_01_part_1 = -dynamics\box\part\box_metall_01_part_2 = -dynamics\box\part\box_wood_01_part_1 = -dynamics\box\part\box_wood_01_part_2 = -dynamics\box\part\box_wood_01_part_3 = -dynamics\box\part\box_wood_01_part_4 = -dynamics\box\part\box_wood_01_part_5 = -dynamics\box\part\box_wood_01_part_6 = -dynamics\box\part\box_wood_01_part_7 = - -dynamics\dead_body\skelet_crash = -dynamics\dead_body\skelet_crash_monster = -dynamics\dead_body\vertel_boar = - -dynamics\el_tehnika\disel_generator = -dynamics\el_tehnika\komp_blok = -dynamics\el_tehnika\komp_klava = -dynamics\el_tehnika\komp_monitor = -dynamics\el_tehnika\komp_monitor_screen_1 = -dynamics\el_tehnika\krisagenerator = -dynamics\el_tehnika\lab_primary_switcher = -dynamics\el_tehnika\notebook = -dynamics\el_tehnika\priemnik_gorizont = -dynamics\el_tehnika\rupor = -dynamics\el_tehnika\table_lamp_01 = -dynamics\el_tehnika\transiver = -dynamics\el_tehnika\tv_1 = -dynamics\el_tehnika\ventilator_01 = -dynamics\el_tehnika\ventilator_02 = -dynamics\el_tehnika\ventilator_03 = -dynamics\el_tehnika\ventilator_04 = -dynamics\el_tehnika\ventilator_05 = - -dynamics\light\light_altar = - -dynamics\equipment_cache\equipment_box_01_case = -dynamics\equipment_cache\equipment_box_02_case = -dynamics\equipment_cache\equipment_cross_1_case = -dynamics\equipment_cache\equipment_cross_2_case = -dynamics\equipment_cache\equipment_cross_3_case = -dynamics\equipment_cache\equipment_electric_box_01_case = -dynamics\equipment_cache\equipment_electric_box_02_case = -dynamics\equipment_cache\equipment_hatch_01_case = -dynamics\equipment_cache\equipment_hatch_02_case = -dynamics\equipment_cache\equipment_instrument_case_01_case = -dynamics\equipment_cache\equipment_pipe_01_case = -dynamics\equipment_cache\equipment_pipe_02_case = -dynamics\equipment_cache\equipment_pipe_valve_01_case = -dynamics\equipment_cache\equipment_rucksack_01_case = -dynamics\equipment_cache\equipment_rucksack_02_case = -dynamics\equipment_cache\equipment_seif_01_case = -dynamics\equipment_cache\equipment_seif_02_case = -dynamics\equipment_cache\equipment_seif_03_case = -dynamics\equipment_cache\equipment_trees_log_01_case = -dynamics\equipment_cache\equipment_trees_stump_01_case = -dynamics\equipment_cache\equipment_zaz968_case = - -dynamics\equipments\documents_1 = -dynamics\equipments\documents_2 = -dynamics\equipments\documents_3 = -dynamics\equipments\documents_4 = -dynamics\equipments\documents_5 = -dynamics\equipments\documents_6 = -dynamics\equipments\documents_7 = -dynamics\equipments\documents_8 = -dynamics\equipments\documents_9 = - -dynamics\fence\wood_fence_1 = -dynamics\fence\wood_fence_2 = -dynamics\fence\wood_fence_3 = -dynamics\fence\wood_fence_4 = -dynamics\fence\wood_fence_5 = -dynamics\fence\wooden_board_01 = -dynamics\fence\wooden_board_02 = -dynamics\fence\wooden_board_03 = -dynamics\fence\wooden_board_04 = - -dynamics\firestation\fire_vedro = -dynamics\firestation\ognetushitel = - -dynamics\kitchen_room\bottle_3l = -dynamics\kitchen_room\curtains = -dynamics\kitchen_room\freezer = -dynamics\kitchen_room\kitchen_bludo = -dynamics\kitchen_room\kitchen_kastrula = -dynamics\kitchen_room\kitchen_kastrula_up = -dynamics\kitchen_room\kitchen_krujka = -dynamics\kitchen_room\kitchen_lojka = -dynamics\kitchen_room\kitchen_miska = -dynamics\kitchen_room\kitchen_tarelka1 = -dynamics\kitchen_room\kitchen_tarelka2 = -dynamics\kitchen_room\teapot_1 = - -dynamics\medical_object\kolyaska_01 = -dynamics\medical_object\kolyaska_01_braked = -dynamics\medical_object\kolyaska_wheel_01_braked = -dynamics\medical_object\med_stolik_01 = -dynamics\medical_object\wheel_litter_01 = -dynamics\medical_object\wheel_litter_01_braked = - -dynamics\scene_objects\hospital\hospital_arka_1 = -dynamics\scene_objects\hospital\hospital_arka_2 = -dynamics\scene_objects\hospital\hospital_arka_3 = -dynamics\scene_objects\hospital\hospital_arka_4 = -dynamics\scene_objects\hospital\hospital_arka_5 = -dynamics\scene_objects\hospital\hospital_debris_01 = -dynamics\scene_objects\hospital\hospital_fence_01 = -dynamics\scene_objects\hospital\hospital_wooden_board_01 = -dynamics\scene_objects\hospital\hospital_wooden_board_02 = -dynamics\scene_objects\hospital\part\hospital_arka_1_part_1 = -dynamics\scene_objects\hospital\part\hospital_arka_2_part_1 = -dynamics\scene_objects\hospital\part\hospital_arka_3_part_1 = -dynamics\scene_objects\hospital\part\hospital_arka_4_part_1 = -dynamics\scene_objects\hospital\part\hospital_arka_5_part_1 = -dynamics\scene_objects\hospital\part\hospital_debris_01_part_01 = -dynamics\scene_objects\hospital\part\hospital_debris_01_part_02 = -dynamics\scene_objects\hospital\part\hospital_debris_01_part_03 = -dynamics\scene_objects\hospital\part\hospital_debris_01_part_04 = -dynamics\scene_objects\hospital\part\hospital_debris_01_part_05 = -dynamics\scene_objects\hospital\part\hospital_debris_01_part_06 = -dynamics\scene_objects\hospital\part\hospital_fence_part_01 = -dynamics\scene_objects\hospital\part\hospital_fence_part_02 = -dynamics\scene_objects\hospital\part\hospital_fence_part_03 = -dynamics\scene_objects\hospital\part\hospital_fence_part_04 = -dynamics\scene_objects\hospital\part\hospital_fence_part_05 = -dynamics\scene_objects\hospital\part\hospital_wooden_board_01_part_01 = -dynamics\scene_objects\hospital\part\hospital_wooden_board_01_part_02 = -dynamics\scene_objects\hospital\part\hospital_wooden_board_01_part_03 = -dynamics\scene_objects\hospital\part\hospital_wooden_board_01_part_04 = -dynamics\scene_objects\hospital\part\hospital_wooden_board_01_part_05 = -dynamics\scene_objects\hospital\part\hospital_wooden_board_02_part_01 = -dynamics\scene_objects\hospital\part\hospital_wooden_board_02_part_02 = -dynamics\scene_objects\hospital\part\hospital_wooden_board_02_part_03 = -dynamics\scene_objects\hospital\part\hospital_wooden_board_02_part_04 = -dynamics\scene_objects\hospital\part\hospital_wooden_board_02_part_05 = -dynamics\scene_objects\hospital\part\hospital_wooden_board_02_part_06 = - -dynamics\wood_doski\wood_doska1 = -dynamics\wood_doski\wood_stolb1 = -dynamics\wood_doski\wood_stolb_fixed = - -dynamics\workshop_room\banka_kraski_1 = -dynamics\workshop_room\kanistra_02 = -dynamics\workshop_room\lopata = -dynamics\workshop_room\tiski = -dynamics\workshop_room\vedro_01 = -dynamics\workshop_room\ventil_01 = -;Alundaio -dynamics\equipments\mattress02 = - -;COP Variation Mod - -actors\stalker_bandit\stalker_band_2_mask = -actors\stalker_bandit\stalker_band2a_mask = -actors\stalker_bandit\stalker_bandit_a = -actors\stalker_bandit\stalker_bandita1 = -actors\stalker_bandit\stalker_bandita2 = -actors\stalker_bandit\stalker_bandita3 = -actors\stalker_bandit\stalker_bandit_1_mask = -actors\stalker_bandit\stalker_bandit1a_mask = -actors\stalker_bandit\stalker_bandit1b_mask = -actors\stalker_bandit\stalker_bandit1c_mask = -actors\stalker_bandit\stalker_bandit1a = -actors\stalker_bandit\stalker_bandit1b = -actors\stalker_bandit\stalker_bandit1c = -actors\stalker_bandit\stalker_bandit_2_mask = -actors\stalker_bandit\stalker_bandit2a_mask = -actors\stalker_bandit\stalker_bandit_2a = -actors\stalker_bandit\stalker_bandit2a_old = -actors\stalker_bandit\stalker_bandit_2a_merc = -actors\stalker_bandit\stalker_bandit_2a_gp5 = -actors\stalker_bandit\stalker_bandit2a = -actors\stalker_bandit\stalker_bandit3a = -actors\stalker_bandit\stalker_bandit3b = -actors\stalker_bandit\stalker_bandit3c = -actors\stalker_bandit\stalker_bandit4a = -actors\stalker_bandit\stalker_bandit4b = -actors\stalker_bandit\stalker_bandit4c = -actors\stalker_bandit\stalker_bandit5a = -actors\stalker_bandit\stalker_bandit5b = -actors\stalker_bandit\stalker_bandit5c = -actors\stalker_bandit\stalker_bandit5d = -actors\stalker_dolg\stalker_dolg1a = -actors\stalker_dolg\stalker_dolg1b = -actors\stalker_dolg\stalker_dolg1c = -actors\stalker_dolg\stalker_dolg1d = -actors\stalker_dolg\stalker_dolg_2_old = -actors\stalker_dolg\stalker_dolg_2_mas2 = -actors\stalker_dolg\stalker_dolg_2_mas3 = -actors\stalker_dolg\stalker_dolg_2_mas4 = -actors\stalker_dolg\stalker_dolg2a = -actors\stalker_dolg\stalker_dolg2a_mask = -actors\stalker_dolg\stalker_dolg2a_mas2 = -actors\stalker_dolg\stalker_dolg2a_mas3 = -actors\stalker_dolg\stalker_dolg2a_mas4 = -actors\stalker_dolg\stalker_dolg2a_old = -actors\stalker_dolg\stalker_dolg3a = -actors\stalker_dolg\stalker_dolg3b = -actors\stalker_dolg\stalker_dolg4a = -actors\stalker_dolg\stalker_dolg4b = -actors\stalker_dolg\stalker_dolg4c = -actors\stalker_dolg\stalker_dolgexo_4 = -actors\stalker_dolg\stalker_dolgexo4a = -actors\stalker_dolg\stalker_dolgexo4b = -actors\stalker_dolg\stalker_dolgexo4c = -actors\stalker_freedom\stalker_free_0 = -actors\stalker_freedom\stalker_free0a = -actors\stalker_freedom\stalker_freedom1a = -actors\stalker_freedom\stalker_freedom_2_old = -actors\stalker_freedom\stalker_freedom_2_mas2 = -actors\stalker_freedom\stalker_freedom_2_mas3 = -actors\stalker_freedom\stalker_freedom_2_mas4 = -actors\stalker_freedom\stalker_freedom2a = -actors\stalker_freedom\stalker_freedom2a_mask = -actors\stalker_freedom\stalker_freedom2a_mas2 = -actors\stalker_freedom\stalker_freedom2a_mas3 = -actors\stalker_freedom\stalker_freedom2a_mas4 = -actors\stalker_freedom\stalker_freedom2a_old = -actors\stalker_freedom\stalker_freedom2b = -actors\stalker_freedom\stalker_freedom2b_mask = -actors\stalker_freedom\stalker_freedom2b_mas2 = -actors\stalker_freedom\stalker_freedom2b_mas3 = -actors\stalker_freedom\stalker_freedom2b_mas4 = -actors\stalker_freedom\stalker_freedom3a = -actors\stalker_freedom\stalker_freedom4a = -actors\stalker_freedom\stalker_freedom4b = -actors\stalker_freedom\stalker_freedom_5 = -actors\stalker_freedom\stalker_freedom5a = -actors\stalker_freedom\stalker_freedom5b = -actors\stalker_merc\stalker_merc_sun1 = -actors\stalker_merc\stalker_merc_sun1_merc = -actors\stalker_merc\stalker_merc_sun1_old = -actors\stalker_merc\stalker_merc2a = -actors\stalker_merc\stalker_merc2b = -actors\stalker_merc\stalker_merc2c = -actors\stalker_merc\stalker_mercenary3 = -actors\stalker_merc\stalker_mercenary4 = -actors\stalker_merc\stalker_merc4a = -actors\stalker_merc\stalker_mercexo_4 = -actors\stalker_merc\stalker_mercexo4a = -actors\stalker_monolith\stalker_monolith_2_old = -actors\stalker_monolith\stalker_monolith2a_old = -actors\stalker_monolith\stalker_monolith2b_old = -actors\stalker_monolith\stalker_monolith1 = -actors\stalker_monolith\stalker_monolith1b = -actors\stalker_monolith\stalker_monolith2 = -actors\stalker_monolith\stalker_monolith2_gp5 = -actors\stalker_monolith\stalker_monolith3a = -actors\stalker_monolith\stalker_monolith3b = -actors\stalker_monolith\stalker_monolith4a = -actors\stalker_monolith\stalker_monolith4b = -actors\stalker_neutral\stalker_neutral_0 = -actors\stalker_neutral\stalker_neutral0a = -actors\stalker_neutral\stalker_neutral0b = -actors\stalker_neutral\stalker_neutral0c = -actors\stalker_neutral\stalker_neutral0d = -actors\stalker_neutral\stalker_neutral0e = -actors\stalker_neutral\stalker_neutral0f = -actors\stalker_neutral\stalker_neutral0g = -actors\stalker_neutral\stalker_neutral1a = -actors\stalker_neutral\stalker_neutral1b = -actors\stalker_neutral\stalker_neutral1c = -actors\stalker_neutral\stalker_neutral1d = -actors\stalker_neutral\stalker_neutral1e = -actors\stalker_neutral\stalker_neutral1f = -actors\stalker_neutral\stalker_neutral_a = -actors\stalker_neutral\stalker_neutrala1 = -actors\stalker_neutral\stalker_neutrala2 = -actors\stalker_neutral\stalker_neutrala3 = -actors\stalker_neutral\stalker_neutrala4 = -actors\stalker_neutral\stalker_neutrala5 = -actors\stalker_neutral\stalker_neutrala6 = -actors\stalker_neutral\stalker_neutral_1_mas2 = -actors\stalker_neutral\stalker_neutral1a_mas2 = -actors\stalker_neutral\stalker_neutral1b_mas2 = -actors\stalker_neutral\stalker_neutral1c_mas2 = -actors\stalker_neutral\stalker_neutral1d_mas2 = -actors\stalker_neutral\stalker_neutral1e_mas2 = -actors\stalker_neutral\stalker_neutral1f_mas2 = -actors\stalker_neutral\stalker_neutral_1_mask = -actors\stalker_neutral\stalker_neutral1a_mask = -actors\stalker_neutral\stalker_neutral1b_mask = -actors\stalker_neutral\stalker_neutral1c_mask = -actors\stalker_neutral\stalker_neutral1d_mask = -actors\stalker_neutral\stalker_neutral1e_mask = -actors\stalker_neutral\stalker_neutral1f_mask = -actors\stalker_neutral\stalker_neutral_1_gas = -actors\stalker_neutral\stalker_neutral1a_gas = -actors\stalker_neutral\stalker_neutral1b_gas = -actors\stalker_neutral\stalker_neutral1c_gas = -actors\stalker_neutral\stalker_neutral1d_gas = -actors\stalker_neutral\stalker_neutral1e_gas = -actors\stalker_neutral\stalker_neutral1f_gas = -actors\stalker_neutral\stalker_neutral_2_mas2 = -actors\stalker_neutral\stalker_neutral_2_mas3 = -actors\stalker_neutral\stalker_neutral_2_merc = -actors\stalker_neutral\stalker_neutral_2_gp5 = -actors\stalker_neutral\stalker_neutral_2mask1 = -actors\stalker_neutral\stalker_neutral_2mask2 = -actors\stalker_neutral\stalker_neutral_2_old = -actors\stalker_neutral\stalker_neutral2a = -actors\stalker_neutral\stalker_neutral2a_mask = -actors\stalker_neutral\stalker_neutral2a_mas2 = -actors\stalker_neutral\stalker_neutral2a_mas3 = -actors\stalker_neutral\stalker_neutral2a_merc = -actors\stalker_neutral\stalker_neutral2a_gp5 = -actors\stalker_neutral\stalker_neutral2amask1 = -actors\stalker_neutral\stalker_neutral2amask2 = -actors\stalker_neutral\stalker_neutral2a_old = -actors\stalker_neutral\stalker_neutral2b = -actors\stalker_neutral\stalker_neutral2b_mask = -actors\stalker_neutral\stalker_neutral2b_mas2 = -actors\stalker_neutral\stalker_neutral2b_mas3 = -actors\stalker_neutral\stalker_neutral2b_merc = -actors\stalker_neutral\stalker_neutral2b_gp5 = -actors\stalker_neutral\stalker_neutral2bmask1 = -actors\stalker_neutral\stalker_neutral2bmask2 = -actors\stalker_neutral\stalker_neutral2b_old = -actors\stalker_neutral\stalker_neutral2c = -actors\stalker_neutral\stalker_neutral2c_mask = -actors\stalker_neutral\stalker_neutral2c_mas2 = -actors\stalker_neutral\stalker_neutral2c_mas3 = -actors\stalker_neutral\stalker_neutral2c_merc = -actors\stalker_neutral\stalker_neutral2c_gp5 = -actors\stalker_neutral\stalker_neutral2cmask1 = -actors\stalker_neutral\stalker_neutral2cmask2 = -actors\stalker_neutral\stalker_neutral2c_old = -actors\stalker_neutral\stalker_neutral2d = -actors\stalker_neutral\stalker_neutral2d_mask = -actors\stalker_neutral\stalker_neutral2d_mas2 = -actors\stalker_neutral\stalker_neutral2d_mas3 = -actors\stalker_neutral\stalker_neutral2d_merc = -actors\stalker_neutral\stalker_neutral2d_gp5 = -actors\stalker_neutral\stalker_neutral2dmask1 = -actors\stalker_neutral\stalker_neutral2dmask2 = -actors\stalker_neutral\stalker_neutral2d_old = -actors\stalker_neutral\stalker_neutral2e = -actors\stalker_neutral\stalker_neutral2e_mask = -actors\stalker_neutral\stalker_neutral2e_mas2 = -actors\stalker_neutral\stalker_neutral2e_mas3 = -actors\stalker_neutral\stalker_neutral2e_merc = -actors\stalker_neutral\stalker_neutral2e_gp5 = -actors\stalker_neutral\stalker_neutral2emask1 = -actors\stalker_neutral\stalker_neutral2emask2 = -actors\stalker_neutral\stalker_neutral2e_old = -actors\stalker_neutral\stalker_neutral2f = -actors\stalker_neutral\stalker_neutral2f_mask = -actors\stalker_neutral\stalker_neutral2f_mas2 = -actors\stalker_neutral\stalker_neutral2f_mas3 = -actors\stalker_neutral\stalker_neutral2f_merc = -actors\stalker_neutral\stalker_neutral2f_gp5 = -actors\stalker_neutral\stalker_neutral2fmask1 = -actors\stalker_neutral\stalker_neutral2fmask2 = -actors\stalker_neutral\stalker_neutral2f_old = -actors\stalker_neutral\stalker_neutral2g = -actors\stalker_neutral\stalker_neutral2g_mask = -actors\stalker_neutral\stalker_neutral2g_mas2 = -actors\stalker_neutral\stalker_neutral2g_mas3 = -actors\stalker_neutral\stalker_neutral2g_merc = -actors\stalker_neutral\stalker_neutral2g_gp5 = -actors\stalker_neutral\stalker_neutral2gmask1 = -actors\stalker_neutral\stalker_neutral2gmask2 = -actors\stalker_neutral\stalker_neutral2g_old = -actors\stalker_neutral\stalker_neutral3a = -actors\stalker_neutral\stalker_neutral3b = -actors\stalker_neutral\stalker_neutral4a = -actors\stalker_neutral\stalker_neutral4b = -actors\stalker_zombied\stalker_zombied_1_face1 = -actors\stalker_zombied\stalker_zombied_1_face2 = -actors\stalker_zombied\stalker_zombied1a = -actors\stalker_zombied\stalker_zombied1a_face1 = -actors\stalker_zombied\stalker_zombied1a_face2 = -actors\stalker_zombied\stalker_zombied1b = -actors\stalker_zombied\stalker_zombied1b_face1 = -actors\stalker_zombied\stalker_zombied1b_face2 = -actors\stalker_zombied\stalker_zombied1c = -actors\stalker_zombied\stalker_zombied1c_face1 = -actors\stalker_zombied\stalker_zombied1c_face2 = -actors\stalker_zombied\stalker_zombied1d = -actors\stalker_zombied\stalker_zombied1d_face1 = -actors\stalker_zombied\stalker_zombied1d_face2 = -actors\stalker_zombied\stalker_zombied1e = -actors\stalker_zombied\stalker_zombied1e_face1 = -actors\stalker_zombied\stalker_zombied1e_face2 = -actors\stalker_zombied\stalker_zombied1f = -actors\stalker_zombied\stalker_zombied1f_face1 = -actors\stalker_zombied\stalker_zombied1f_face2 = -actors\stalker_zombied\stalker_zombied1g = -actors\stalker_zombied\stalker_zombied1g_face1 = -actors\stalker_zombied\stalker_zombied1g_face2 = -actors\stalker_zombied\stalker_zombied1h = -actors\stalker_zombied\stalker_zombied1h_face1 = -actors\stalker_zombied\stalker_zombied1h_face2 = -actors\stalker_zombied\stalker_zombied1i = -actors\stalker_zombied\stalker_zombied1i_face1 = -actors\stalker_zombied\stalker_zombied1i_face2 = -actors\stalker_zombied\stalker_zombied1j = -actors\stalker_zombied\stalker_zombied1j_face1 = -actors\stalker_zombied\stalker_zombied1j_face2 = -actors\stalker_zombied\stalker_zombied_2_face1 = -actors\stalker_zombied\stalker_zombied_2_face2 = -actors\stalker_zombied\stalker_zombied2a = -actors\stalker_zombied\stalker_zombied2a_face1 = -actors\stalker_zombied\stalker_zombied2a_face2 = -actors\stalker_zombied\stalker_zombied2b = 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-actors\stalker_zombied\stalker_zombied_merecenary2c_face3 = -actors\stalker_zombied\stalker_zombied_bandit_2_face1 = -actors\stalker_zombied\stalker_zombied_bandit_2_face2 = -actors\stalker_zombied\stalker_zombied_bandit_2_face3 = -actors\stalker_zombied\stalker_zombied_bandit2a_face1 = -actors\stalker_zombied\stalker_zombied_bandit2a_face2 = -actors\stalker_zombied\stalker_zombied_bandit2a_face3 = -actors\stalker_soldier\stalker_soldier_5 = -actors\stalker_soldier\stalker_soldier_3_beret = -actors\stalker_soldier\stalker_soldier3a_beret = -monsters\snork\snork2 = -monsters\snork\snork3 = -monsters\snork\snork4 = -monsters\snork\snork5 = -monsters\snork\snorkdead2 = -monsters\snork\snorkdead3 = -monsters\snork\snorkdead4 = -monsters\snork\snorkdead5 = -monsters\burer\burer2 = -monsters\burer\burer2_dead = diff --git a/mods/[DEV] Brotherhood/gamedata/configs/text/eng/st_characters_brotherhood.xml b/mods/[DEV] Brotherhood/gamedata/configs/text/eng/st_characters_brotherhood.xml deleted file mode 100644 index 87d0c1d0..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/text/eng/st_characters_brotherhood.xml +++ /dev/null @@ -1,268 +0,0 @@ - - - - - - Amvrosiy Vybegallo - - - - Bellerophon - - - - Sarpedon - - - - - Orion - - - - Sorokin - - - - Strelok - - - - Pollux - - - Castor - - - Brokkr - - - Eitri - - - Marlo Stanfield - - - Chris Partlow - - - Poprishchin - - - Lt. Harald Virtanen - - - Lt. Aivar Kuusk - - - Jan Baran - - - - Monk - - - - Anna Kirillovna - - - - - Andrey Tambov - - - - - Alyosha Shyogolov - - - - Christos Mozgotlen - - - - Naruchnik - - - - Horseshoe Anton - - - - - Vova the Flea - - - Pasha the Brawler - - - - Erast Fandorin - - - Flavio Becca - - - Yuri Sherbakov - - - Semyon Rogozin - - - Lev Babachenko - - - Viktor Shupak - - - Ilya Fedorov - - - - - - - - Achilles - - - - Larik - - - - Vadim Bondar - - - - Sergey Shevchenko - - - - Sasha Ponomarenko - - - Artyom Semenov - - - Ilya Kovalyov - - - - Iliaz - - - Bezsonik - - - - Gutalin - - - - Ramzan - - - - Galin - - - - Primankov - - - - Akhat - - - Tacker - - - Mizinets - - - Barka - - - - Yak - - - - - Lyoshik - - - - Badger - - - Shlitzer - - - - Maksim Ironchain - - - - Seryoga Lesun - - - - Fasan Bedovy - - - - Andrey Lopast - - - - - Sasha Baltunov - - - - Ded Tryasina - - - - - - - - - - - - - - - - ----- Atomic Crusader ---- - - - Praxagoras - - - - Blue Winter - - - - Balthazar - - - Melchior - - - - Caspar - - - - - - - - \ No newline at end of file diff --git a/mods/[DEV] Brotherhood/gamedata/configs/text/eng/st_dialogs_brotherhood.xml b/mods/[DEV] Brotherhood/gamedata/configs/text/eng/st_dialogs_brotherhood.xml deleted file mode 100644 index 48ec24df..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/text/eng/st_dialogs_brotherhood.xml +++ /dev/null @@ -1,2824 +0,0 @@ - - -----Stories from the Zone---- - ----Butcher--- - --- Bellerophon - - Who is the Nosorog guy on the floor? - - - Bellerophon? He joined us a couple of weeks ago - I'm training him in the art of hunting, and he became quite efficent in it. - Well, he already has some experience, you see, technically he's military, but he got screwed over by hierarchy. They ordered him to kill a Chimera - alone. Quite a story to be honest, worthy of a greek drama. - - - - [Stolichnaya] I have a bottle, do you want to tell me the story? - - - Sure mate. Get cosy and take a sip. Here. \n \nWell where to start? I'm a Podpolkovnik... well I was a Podpolkovnik in the SSO. Now I'm only a Lieutenant... I was about to be promoted to Polkovnik for outstanding service for the Fatherland. - But before the ceremony there was the annual Old New Year celebration. Not the strash kind for basic Ivans but for the higher brass. Well the General was there too, and his wife. You have to understand, that guy is what? 60 years old, and his wife, well she was in her twenties. - You understand? No, I didn't sleep with her, but we will get to that part. Even though it wasn't an Ivan event, we got torched - normal no? It's the Old New Year after all. During the dinner I saw her looking at me all-the-time. And I understood "shit that's a bad omen.". - - - - Another glass? - - - My friend, you can read my eyes.\n \nWell there I was, that girl eating me with her eyes. And I have to admit, she was exactly my kind of girl! But I knew that if I did anything, I would be screwed, so I resorted to the old forbidden technique. - You know it? I know it's a risky one, but if you can control yourself for long enough it always works. So basically, you get super drunk - then every girl will loose interest. - So I was hammering away, shot after shot.\n \nAfter a couple of hours my plan was almost perfect - almost. At some point I went to the toilet and she followed me. When I stepped out she stood before me and glued her mouth to mine. - I needed some time to understand what was happening - when I did I pushed her away. Didn't help, she jumped right back to my mouth. So I did the best I could think of - I slapped her. - - - Damn! - - - Yeah! Trouble is, at that moment two other officers entered the hallway. She was quicker to recover her wits, well she was also less drunk... well she started to scream that I tried to push myself on her and as she refused I tried to force her. - You can imagine the situation! And considering that we are talking about the Generals wife, even if they believed me, that never could be the official version! So I was tried before the military courts, but instead of dismissing me and throwing me into prison, for some reason I was send here. - Very strange, right? Well not that this place couldn't be seen as punishment, but nevertheless. So I arrived and - hey, you want another glass? - - - Sure. - - - So I arrived here and the lads were some proper lads - they welcomed me with a bottle and they took heart at my sorrows. After a couple of days, Major Kuznetsov ordered me to him and gave me a mission: - apparently there is a Chimera somewhere in Yantar making some trouble for the Ecologists, and he ordered me to kill it - alone! No squad, no support, I'm supposed to do it on my own! My friend, I never heard about such an animal before, and when I joined back with the lads, they were shocked! - Turns out that it's probably the deadliest animal around here! Well that's when they gifted me this armor - fine lads I can tell you! But that didn't solve my problem yet, and as I didn't have any experience hunting mutants, I came to Butcher in order to learn the ropes of the business. - - - Why didn't you kill it yet? - - - I would have tried, but there is this psy field in the industrial parts of Yantar, and I don't manage to get inside without my brain melting like lava. - - - Can't the Ecologists provide you with a protection helmet? - - - Apparently not, they say they ran out of stock. Well, there is this guy, Spirit I belive, who says that they are supposed to have some left, but I don't know, that guy was visibly drunk when he told me that. - - - Sounds like they want you dead mate. - - - The lads were telling me the same, but that can't be true. I mean, I'm a good fighter, why kill me when I can be useful? - - - Kuznetsov cleary wants you dead. Why don't you run away? - - - I'm a soldier my friend. I don't run away, I complete my mission. Besides, where should I run to? I would be tried for desertion - that's a death sentence. - - - You know what? Fuck Kuznetsov - I like you and I'll help you. I'm going to turn off that fucking machine, and then we'll go hunt the Chimera together! - - - Wow that's super cool of you. Cheers to that mate! - - - - - I desactivated the miracle machine - we can go hunt your chimera. - - - That's great my friend! But first I want to see through this snork problem for Butcher. I owe it to him. When it's finished we'll take care of the Chimera. - - - - The miracle machine is down - we can go hunt your chimera. - - - Thanks a lot my friend! Meet me in the Yantar bunker, we'll move out from there during the night. - - - - Are you ready to hunt? - - - I feel nervous but yeah, I'm ready. What about you? - - - I'm ready. Shall we go? - - - I have a bottle of Stolya ready for afterwards. Lead the way, I'm right behind you. - - - I'm ready. Shall we go? - - - Butcher told me that Chimeras are night creatures - we should set out during the night in order to catch it out in the open. - - - Not yet - I still need to make some preparations. - - - Alright - come find me in the night when you're ready. - - - - We killed the beast! - - - Yes indeed! Damn my heart is racing like crazy! Let's get back to the Lab - then we can get drunk! - - - - We are back! - - - Yes we are! Take this, we'll drink to our successful hunt! - - - What are you doing now? - - - Now that we killed the beast, my task is done! I'll go back and report to Kuznetsov... well after I recover from my hangover hahaha. And then we will see! - - - Do you think Kuznetsov will be content? As I understand the situation, he wanted you dead? - - - We'll see about that... but I accomplished my mission, so that should count for something, no? \n \nCome on my friend, another glass! To friendship! Let Kuznetsov be the worry of tomorrow! - ---Quest1 now 3-- - - - You said there was a lost cargo? - - - Yeah - a scientist, Vybegallo, over in Agroprom contacted me because his order got lost in the marshes. A substantial food delivery apparently - the smell probably attracted a dogs - and the delivery guy decided his life was more important than the job and threw the cargo to them in order to distract the pack. Everything happened quite fast, so he doesn't remember the exact size of that pack, but he said there were a shit ton of them, so I guess there should be a dozen. - \n \nDo you think you can recover the package and deliver it to that scientist? - - - Sure, I’m up for it. - - - Thanks, but I’m not ready yet. - - - Alright. According to his report he got jumped by them near an old construction site. The guy made his way past the Pump Station and kept the village with the water tower to his left, and the mechanic's yard to his right. Your job is to recover the package, there is no bounty on the dogs. - If you found the package, deliver it to Vybegallo, he is somewhere in the Agroprom factory. - - - No problem, come back later. - - - - About your lost package. - - - Yes, are you ready? - - - - I delivered the package. - - - Well done! Keep the reward money, you deserve it. If you're ready, the snork problem requires some more attention. - - --- Quest 2 -- - - - Do you have some special jobs for me? - - - I heard of some of your exploits, you seem like the capable kind… \n \nYou see, Duty pays me to keep the road from Cordon to Rostok free from particularly dangerous mutant threats – the sort the rookies wouldn’t be able to handle. You know, good for business and so on. Luckily the really dangerous mutants are rather rare in these parts. - \n \n Most of the times my problems here are rather that packs of animals grow to a threatening number - and exactly such a problem emerged. A sow gave birth to a litter of piglets a couple of months ago, reports vary on their number. Some say three, others believe to have seen six. - Be as it may, I need you to put and end to them before the piglets grow to adult boars – I don’t need to tell you what a problem that would be. So what do you say? - - - Consider it done. - - - I need some time to prepare. - - - That’s the spirit! They inhabit the small wood in the south eastern sector, behind the Witches Jelly anomaly. Here take these, they should come in handy! Come see me when they’re dead, I’ll have put some vodka put to the side for you. - - - No problem, come see me when you’re ready! - - - - Concerning that job. - - - Are you ready to take on the boars? - - - - The boars are no more. - - - Well done! Here, have some booze and some food – on the house! And of course, a reward for your troubles. Have a rest and if you want more work – there is something urgent. - - - --- Quest 3 -- - - - You said there was an urgent task? - - - Indeed. \n \n A group of snorks got lost and wandered over here from Agroprom. This happens sometimes, but in the past it always was one or two who found a way here - this time the reports talk about four! We can't let them dwell there, they pose too large a threat to the rookies. So what do you say? - - - They are as good as dead. - - - I need some time to prepare. - - - Alright! They took up residence south west from here,near the southern path to Agroprom... Here take this, they should come in handy! Come see me when they’re dead, we'll raise a glass to your deeds! - - - No problem, come see me when you’re ready! - - - - Concerning that job. - - - Are you ready to take on the snorks? - - - - The snorks are dead. - - - Well done! Here, have a drink and some food. Here, have a smoke too. And of course, a reward for your troubles. Have a rest and come see me - I have a job for you concerning some lost cargo in the Swamp. - - - - --- Quest 4 -- - - - You said you wanted to talk to me about the snork problem? - - - Yes. \n \nYou see, this snork incursion worries me. It sometimes happened in the past, but never in these numbers! I've been thinking, probably the snork population in Agroprom grew too much and that's the reason why they come over in larger numbers now... Can you have a look and if my suspicion is right - cull them? - - - I will take a look. - - - I need some time to prepare. - - - Alright! Don't go alone, Bellerophon over there will accompany you - fear not he's a capable fighter. Travel over to Agroprom, if my suspicions are true, they should be somewhere between the southern and the northern path to Garbage. - There is a hill there, chances are good that's where you'll find them. Take this, you will need it. - - - No problem, come see me when you’re ready! - - - - Concerning that job. - - - Are you ready to cull the snork population? - - - - The snorks are dead. - - - What a shame! A great man left our lives... Let's raise a glas to him! Was the the snork situation that bad over there? - - - Horrible! We killed at least ten snorks! It was a massacre... - - - Ten of these pieces of shit? Fuck... good that I send both you and Bellerophon to take care of the problem... We will have to keep an eye on this situation - this is very strange. - \n \nThanks for your help! Take a rest, and if you feel able to do some work again, go meet Aspirin, the Duty medic. He contacted me, seems they need some discrete help. - - - - The snorks are dead. Sadly fell Bellerophon fell during the battle. - - - Well done! Here, have a drink and a bite. So tell me, how is the snork situation over there? - - - You were right, we killed at least ten snorks! It was a massacre, I'm glad we made it out alive! - - - Ten of these pieces of shit? Fuck... I should have send more men with you... We will have to keep an eye on this situation - this is very strange. - \n \nThanks for your help! Take a rest, and if you feel able to do some work again, go meet Aspirin, the Duty medic. He contacted me, seems they need some discrete help. - ----- Quest 5 ---- - - Butcher: My friend, we need your urgent help. Bellerophon has been wounded in Agroprom and the other hunter, Orion, is missing in action. Please, go as soon as possible to Agroprom and find Bellerophon in the factory - he will be able to give you details. - - - - Butcher: My friend, we need your urgent help. Sarpedon has been wounded in Agroprom and the other hunter, Orion, is missing in action. Please, go as soon as possible to Agroprom and find Sarpedon in the factory - he will be able to give you details. - - - - I got your message, what is going on? - - - Good that you're here - Bellerophon set off with another hunter, Orion, to find the cause of that Snork infestation. They were able to trace it back to the Agroprom Underground - - apparently something in there drives the Snorks out. Both of them undertook the mission to explore the Underground, but Bellerophon got wounded. They returned, but Orion set off again... young fool... that was yesterday and since then we haven't heard of him. - I now this is a lot to ask, but can you go down there and check the situation out? We expect the worst, but we can't leave a brother behind. \n \nWould you be ready for such an undertaking? - - - Yes, of course, I'll head over there now. - - - I don't know, that sounds very dangerous. I will have to think about it. - - - Great! Find Bellerophon, he is recovering from his wounds in the Agroprom Factory. And here, take this - you will need it. - - - Understandable - but I'm afraid to insist on the urgency of this matter. Go find Bellerophon if you believe you're up to it. - - - - I got your message, what is going on? - - - Good that you're here - Sarpedon set off with another hunter, Orion, to find the cause of that Snork infestation. They were able to trace it back to the Agroprom Underground - - apparently something in there drives the Snorks out. Both of them undertook the mission to explore the Underground, but Sarpedon got wounded. They returned, but Orion set off again... young fool... that was yesterday and since then we haven't heard of him. - I now this is a lot to ask, but can you go down there and check the situation out? We expect the worst, but we can't leave a brother behind. \n \nWould you be ready for such an undertaking? - - - Yes, of course, I'll head over there now. - - - I don't know, that sounds very dangerous. I will have to think about it. - - - Great! Find Sarpedon, he is recovering from his wounds in the Agroprom Factory. And here, take this - you will need it. - - - Understandable - but I'm afraid to insist on the urgency of this matter. Go find Sarpedon if you believe you're up to it. - - ---- Bellerophon --- - - Hello Stalker, how can I help you? - - - Hello, who are you? - - - I'm Bellerophon and somewhat new here... well not exactly, but it's complicated. - - - Where did you get the Nosorog? - - - Well technically I'm military, so... well some mates gave it to me when I left for my mission. - - - You're military? What are you doing here? - - - Well yes, but don't worry, I don't have any animosity towards you. Why I'm here? Well that's a long story and not necessary my favourite one. - - - I have time. - - - Alright, I don't want to push you. - - - I believe we need some Stolya for that. If you can find a bottle, I'll tell you the story. - - - Yeah, that's more a story to be told with a bottle of Stolya. If you ever find one, I can tell you the story. - - - - Are you ready to go hunt some snorks? - - - Yeah, Butcher told me to give you a hand. Lead the way, I'm behind you. - - - - That was brutal! - - - Yeah, I never saw that many Snorks in one spot! This is very very strange - I will have to investigate. Thanks a lot for your help - you're quite good at this! - - - - - I got the message from Butcher, what is going on? - - - Good that you're here - we ran into some trouble and I'm wounded... I will make it, don't worry, but I'm incapacitated. I came here with another hunter - Orion, a young blood, to find the cause of that Snork infestation. We noticed that during the night, a lot of these bastards came pouring out of the Underground. - There is something down there that drives them out - something nefarious... We went down there and it was brutal... our heads began to hurt and suddenly we were surrounded by Snorks and I got bitten in the arm and leg - luckily Orion was there to carry me out! But... that fool went back! I begged him to wait, but he was eager, how young people are! - Shit, and now I haven't heard of him. My friend, please go down there and find him! I would like to come with you, but my leg won't carry me. - - - Don't worry, I'll find Orion and bring him back here! - - - I don't know, I don't think I'm ready to head down there yet! - - - I know I could count on you! And here, take this - I'm afraid you might need it. - - - Understandable - but please hurry! And here, take this - if you're ready to go down there, I'm afraid you might need it. - - - - I found Orion... - - - I understand... What got him? - - - I... I'm not sure. There is a huge room underneath, with some machinery... and there was a Controller ... and Burers who tried to protect him! - - - A Controller? You don't say... did he take up residence there and pushed out the Snorks? - - - I don't know man... but he had an army surrounding him. - - - This place will never stop to confuse me. You know what, it's time for you to speak to Forester. After what you did here for us, you deserve to become part of our guild. I'm sure Butcher will vouch for you too! Go see him, and tell him what you saw down under. - I'll stay here for a while to recover and keep an eye on the situation. I'll find you later. - - - Guild? - - - Yeah man, a guild - or how Forester likes to call it, a Brotherhood. Go see him, he'll be able to explain all of this much better than I can. - - - - - ---- Butcher Legendary --- - - - Forester told me about the Calydonian Boar. What do you know about him? - - - Did he now? And let me guess, you want to hunt him? - - - Maybe. - - - Hunting that boar is a dangerous undertaking - much more so than anything you hunted until now. -He took the lifes of many hunters of great reputation: Sigurd One-Eye, Boris the Blade and Irontooth Aslan to name a few. Those who survived did so by running away - like me. - - - So you faced him? What is your story? - - - During the time I'm here, I pursued many different occupations, anything that payed money to be frank - a bit like you if I'm not mistaken. Of some activites I'm more proud than others. -After some time, I found out that from all the possible jobs in the Zone, hunting was most to my liking. You see, I was good at it and hunting mutants tends to not make you enemies here. -I rapidly made a name for myself, and - in my hybris - started to seek out mutants "normal" hunters didn't dare to face. -One evening I shared the campfire with some Clear Sky guys who told me about a rumor amongst their hunters that there is a patron saint of the boars in the Great Marshes and that I should avoid to hunt them in order not to attract his ire. - - - The Calydonian Boar? - - - Exactly - although back then he didn't carry that name yet. \n \nI dismissed it as an urban legend, but one week later I met a stalker who swore that he saw the beast! He told me how he was hunting boars in the heart of the Great Marshes. - After killing off an especially large pack of them, according to his own account, the ground started to shake and out of the bushes came charging four immense boars, and leading them a dreadful one! The guy was wise, as he understood that facing him would spell his doom. - So he ran away. \n \nOf course my curiosity was sparked, and I started to make inquiries in the marshes. I found some other survivors and all told me the same story. - - - So you sought him out? How? - - - It turns out that contrary to the urban legend, the Calydonian boar only protects his own tribe! A huge tribe to be sure, but only them. - So I waited until an abnormal large pack of them was sighted and I started to kill them. Sure enough, the ground suddenly began to shake and out came charging four huge boars with the Calydonian one leading them! - What a sight! A dreadful boar! — He has burning, bloodshot eyes which seemed coals of living fire, a rough neck which was knotted with stiff muscles, and thick-set with bristles like sharp spikes. - A seething froth dripped on his shoulders, and his tusks were like that of an elephant! - Discordant roars reverberated from his hideous jaws! It seemed like lightning — belched forth from his horrid throat — and was scorching the green ground! - - - What a dreadful picture! - - - Indeed it was... I still shiver from the mere thought of it. \n \nAfter my initial shock I started blasting with my trusted Saiga! Pumped magazines of lead into them while dodging their charges! His companions dropped alright, although it seemed to me that other boars rushed in to replace them. - But the Calydonian one, my god, that beast took the lead like Bellerophon drinks Vodka - even after twelve shots they don't waver. I understood that I came unprepared and I took off faster than a dog having stolen a sausage. - - - Forester mentionned that you faced him off twice? - - - Yes... my pride was hurt, but I still had enough left to blinden me to the reality that is this boar. After having run off I could only think about how to kill that devil. So I put together a team - in the end we were four. Peleus, Eurytion and Sigurd! - Sadly, the hunt was a disaster! Sigurd fell the first - a boar blindsided him and he was trampled, his missing eye spelling his doom. In the resulting confusion Peleus made a terrible mistake and shot Eurytion while trying to cover him! Horrible fate struck us! \n \nI rushed to Eurytion to save him, but I dropped my guard... I heard a horrible shriek, and when I turned around I saw the Calydonian Boar charging me! - I failed to jump out of his way in time... it felt like he ripped my leg off, but it "only" crushed every single bone in it. Luckily Peleus managed to distract it and managed to carry me off to savety. - Obviously I'm not able to walk properly anymore - that's also the reason why I no longer hunt and content myself with staying here. - - - That boar seems to be quite the force of nature... - - - What happened to Peleus? - - - It quite certainly is... do you understand why you should refrain from hunting it? - - - He was devastated that he killed Eurytion... after he cured me back to the living he left for the north and went missing. His son went after him, but by then Peleus already found his demise... Achilles only found his corpse. - - - I understand the danger, but I want to continue where you left off. Can you tell me how to find him? - - - Yes, maybe I still need to gather some experience before going after him... - - - Alright. I have to admit that you have quite a talent for the hunt! And you're unafraid as if you were a cat with nine lives! I'll give the word out to my friends to keep a look out for the Calydonian Boar's tribe. - When they find his pack I will write you, but it can take some days! Until then I suggest you prepare - remember, you have to be swift on your feet and you need to have enough firepower to wrangle him and his brethren to death! And remember - running away is always an option. - - - I agree! Don't rush this! There are easier ways to make money here than to hunt him. - - - - The ground trembles and the air is filled with angry growls. The Calydonian Boar seeks revenge for his fallen brethren. - - - - I was unprepared for the Calydonian Boar. Next time I'll come back with more firepower. I should talk to Butcher to keep an eye out for that beast. - - - - Butcher: My friends tell me that there is an unusual amount of boars roaming about in the heart of the marshes. The hunting season is open. - - - Butcher: You will find them between the Pump Station, the Village ruins and the Machine Yard. - - - Butcher: They are split into three groups. - - - Butcher: Remember: he will fight for them, and they will fight for him! Good luck! - - - - About the Calydonian Boar. - - - Yes? - - - I decided I'm ready to hunt it. - - - Can you tell me the story again how you faced the boar? - - - Do you have any advise for hunting him? - - - Take only the very essentials for the fight! You need to be able to dodge not only his charges, but that of his companions too! And you will need a shit ton of ammunition! And remember - running away is always an option. - - - Let's talk about something else. - - - Alright. - - - I want to try again. This time the Calydonian Boar will find his demise. - - - Alright Hunter! I'll give the word out to my friends to keep a look out for the Calydonian Boar's tribe. Make your preparations in the meantime. - - - - You were right, that Boar was too much. I had to flee! - - - You made the right decision to run away. You can always attempt it later. - - - - I did it! I killed that beast! - - - Tremendous work! Stalkers will tell your tale for a very long time! Let's drink to that! - - - Let's drink! - - - I have to admit, I didn't thought it feasible! But here you are! Damn, son! Here take this - I no longer need it and I think you will make better use of it. My old hunting rifle, Cyclops!\n \nAnd, yes of course! - There is a bounty on that damn boar, although only few Stalkers payed into it believing that it was more legend than truth... well either way, here is the money! - ---- Hunter Duty --- - - - Butcher told me you might have a job for me. - - - Ah right! Thanks for coming. - - - No problem, how can I help? - - - Right. To make it short, the boys here have some trouble on their hands. Voronin recently went to a meeting with Sakharov and Kuznetsov to discuss some general matters. During that meeting, Sakharov asked Voronin to help them by clearing the Bloodsucker Village, a proposition Kuznetsov apparently laughed at, saying Duty wasn't able to manage that and he proposed the help of his soldiers instead. - Voronin took that very badly, and started to boast about our boys capabilities. Nothing bad at defending the honour of our soldiers, but he lost any touch to reality and promised Sakharov to clear out the Bloodsucker Village for them. Problem is, he wants to do it overnight in order for the Ecologists to show up in the morning and find a safe village... Over fucking night! Can you imagine? - He wants to show off in front of the military, you understand - and this asshole doesn't care about the fact that some of them won't survive the night. \n \nOf course the boys are less than enthusiastic to lose their lifes for the General's ego, they are soldiers after all, no Spetsnaz. - So they came to me, and I promised to see what I can do - I thought of Butcher and asked if he couldn't send us an experiencied hunter who is up to the job. Of course you need to be discrete, Vornonin can't know anything about this. - - - I'm all ears. - - - Clearing out the Bloodsucker Village during night? That's suicide! - - - "We are not to reason why, we are but to do and die." Orders are orders, I don't condone insubordination! - - - I'm glad to hear that, it is always nice to talk to professionals. Of course we don't expect you doing it for free, the boys will pitch in to reward you for your help! - They even managed to bribe Mangun to give them a nightvision device - so you won't have to go in blind like a mole. So you're in? - - - Yes it's tough, but think about it - if someone can do it, it's certainly you! Butcher told me about your skills hunting mutants - that's more than I can say about our boys. Of course we don't expect you doing it for free, the boys will pitch in to reward you for your help! - They even managed to bribe Mangun to give them a nightvision device - so you won't have to go in blind like a mole. Will you help us? - - - I understand the need for a soldier to follow orders of his superiors, but this is objectively not a sane mission! These are actual people being send for a mission they haven't trained for! Think of it! You on the other hand have experience in these matters, - at least Butcher told me that you are skilled in hunting mutants. And of course we don't expect you doing it for free, the boys will pitch in to reward you for your help! - They even managed to bribe Mangun to give them a nightvision device - so you won't have to go in blind like a mole. So you're in? - - - Alright, I will do it. - - - I can do it, but I want Voronin to know it was me! - - - I need some time to think about it. - - - No way, they can do it themselves! - - - God bless you. Come see me the night you want to do it, I'll give you the nightvision device and warn the boys they should pretend to leave for the raid. - - - That's not possible, Voronin wants it to be the guys designated by him. Can you not do it for them? - - - Alright, but please don't take too long, Voronin grows impatient. - - - Are you sure? Think about it, the guys would really appreciate it! - - - - About the Bloodsucker Village. - - - Yeah? Are you up to it? - - - - Yeah? Did you change your mind? - - - I decided, I will certainly not do it! - - - *Sigh* A shame, I had high hopes for you, but alright... I'll ask Butcher if he can send me someone else... - - - - About the Bloodsucker Village. - - - Yes, what about it? - - - I am ready. - - - I am ready. - - - I am not ready yet. - - - Good to hear that, come see me this night before you set off. - - - Perfect. Here is your nightvision device - I also packed some batteries so that you won't find yourself in the middle of night without juice. Take these medics too, hopefully you won't need them, but better safe than sorry. - You have to finish this before sunrise! Before the Ecologists will set off! Good hunting Stalker, and thanks for helping us out! - - - Alright, come see me when you are ready. - - - - The job is done. - - - Excellent work! I knew you would pull through! - - - - I'm sorry, I couldn't get the job done in time. - - - Don't worry Stalker! We will get some scolding from Voronin, but at least no life is lost. - - - - - What happened in the Bloodsucker Village? - - - You ratted us out, that's what happened. Why? - - - I believe in following orders. - - - I wanted to see what would happen. - - - I did it for the money. - - - You're an asshole. You could simply have ignored this and we would have hired someone else - instead three of our boys are dead and Artyom is in a critical condition. - - - You wanted to see what would happen? Three dead - one wounded - that's what would happen! You're an asshole - get lost. - - - For the money? You're an asshole - your greed cost the life of our boys! - - - - What happened to the guy on the floor? - - - Artyom - a collateral of your ratting. Artyom is the only survivor - he managed to run away when everything went to shit. - - - Will he make it? - - - Probably yeah, I managed to stabilize him. But he still is in great pain and he seems to be badly traumatized - he has panic fits and I have to give him Morphine in order to calm him down. - - - I'm sorry for what happened. - - - Humpf. Your regret will not bring back Vadim, Sasha and Sergey, but at least you admit to your fault. - - - Don't try to pin this on me. - - - Fuck off asshole, this is your fault. - - - - I need to tell you something. - - - What are you waiting for, speak up! - - - Your men tried to pay me to clear the Bloodsucker village for them. - - - Nothing. - - - What? Why? - - - Then stop wasting my time. - - - They are afraid to do it - they say that they are not trained for such a night mission. - - - These cowards... I will beat bravery into them - thanks for telling me! - - - It was me who cleared the Bloodsucker Village - your men payed me to do the job in their stead. - - - What? Why? - - - They were too afraid to do it - they said that they are not trained for such a night mission. - - - These cowards... I will beat bravery into them - thanks for telling me! - Here have a "fee" to keep your mouth shut, we can't have this disgrace be known in the Zone. - - - - You wanted to see me? - - - Yes... I'm afraid that the mission failed. Of the four men I send only one made it back - badly wounded and out of his mind. - We barely got anything out of him, but it seems that it went to shit the moment they set foot into that Village. - - - What happened? - - - Artyom wasn't able to give a full report... from what I understood, they didn’t follow protocol and separated which resulted in a mission failure. - He's with Aspirin at the moment, maybe you can get something out of him. - - - What do you want me to do about the situation? - - - No one can know about this failure and my men refuse to go back to that Village during night. - I need someone to sneak into the village during night and swap the fallen men's Duty patch with Mercenary ones... - - - What? Are you fucking kidding me? - - - Understandable. - - - Not at all, this is vital for the reputation of Duty - we can not be allowed to show weakness! - - - I'm glad that we are on the same page - the reputation of Duty is after all paramount. - - - Can you not simply recover their bodies? - - - Out of question! That would draw too much attention to the failure - I cannot allow it! - - - But these man died in the line of duty! You have to recover them! - - - These men knew for what they signed up. Besides, the reputation of Duty is larger than the memory of a few men. - - - Why Mercenary patches? - - - Isn't it obvious? To make it look as if some Mercenaries dressed as Duty soldiers in order to bypass Rostok without unnecessary attention, but got caught in the Bloodsucker Village. - - - Alright, I will help you clean up the evidence. - - - I have to think about it. - - - I don't want to be involved in this. - - - - Good. Prepare for the mission and come see me during the night before you set off. - - - Then do it fast, the more time passes the more people will notice. - - - Are you sure? I'm ready to pay a good price for this, let's say 20.000 roubles? - - - For that price I can do it. - - - No forget it. - - - Good. Prepare for the mission and come see me during the night before you set off. - - - Think about it. - - - - About the mission. - - - Yes? - - - I am ready. Tell me about the details. - - - Perfect. The mission is rather simple, you find the bodies of Vadim, Sergey and Sasha and replace their Duty patch with these ones. But be careful to finsih the job before sunrise, we can't have anyone seeing you. - - - I need some more time. - - - Alright, but please hurry up. - - - I have changed my mind - I will assist you with your cover up... - - - Alright, good to hear! Come see me when you are ready. - - - Nothing. - - - Okay...? - - - I am ready, tell me about the details. - - - Good, come see me during the night beofre setting of. - - - - It is done. - - - Excellent work Stalker - now no one will be able to pin anything on Duty. Here is your reward - I hope I can count on your discretion. - - - - It is done. - - - You mean you failed - there is chatter about a Stalker fumbling with Duty bodies in the Bloodsucker village. Here some compensation, but I believe it's also in your best interest to keept your failure secret. - - - - - Voronin: Stalker, we have a problem on our hands. Please come see me as soon as possible! - - - Aspirin: Stalker, come see me - we have a job proposition for you. - - - Aspirin: Stalker, come see me - we got a problem for which we need your help. - - - Yo guys, there is a Stalker looting... Duty soldiers? Dead Duty soldiers in the Bloodsucker Village? What are they doing there? - - - - - - You said you have a job offer. - - - Yes - the boys want to get vengeance on these Bloodsuckers and considering that you have... - experience with that Village, they would like you to join them on their expedition. - - - So you're not taking it badly that I told Voronin and accepted his job? - - - Well... obviously that was not very cool of you - we could have hired someone else who would have done it instead of you. - But... I - We understand that the Zone is not very conductive for morals and that people like you are here for... their personal gains. - Water under the Bridge, you didn't kill Sasha, Sergey and Vadim, these fucking Bloodsuckers did it... now we would like to hire you for payback. - A lot of money Stalker, the boys didn't clutch their wallets in order to get payback. - - - No bad feelings about Artyom? - - - Artyom, yes, that was - to be frank - quite stupid of you to give him that much morphine. Poor Artyom... He didn't deserve to die like this. - But life goes on ... let's not talk about Artyom, yes? His death is still very painfull to me. - - - What is the plan? Isn't a night raid too dangerous? - - - No night raid needed Stalker, the plan is quite different. We bought all the explosives we could get our hands on, and we will set them up in different locations of the village showing Bloodsucker activity. - When they creep out during the night, we will blow them up like firework! - - - Alright, I'm in. - - - I have to think about it. - - - No, I think I will not help you out. - - - We are glad to hear that! Come see me when you're ready, and I tell you the details! - - - Alright, but please hurry! The boys are getting restless waiting for their vengeance. - - - Are you sure? There is a lot of money to be made and the job is quite easy if I dare to say so. - - - Let me think about it. - - - No, my answer is final. - - - Alright, take your time. - - - Please consider the job offer! We will be waiting if you change your mind. - - - - About the payback mission. - - - Yes? - - - I am ready. Tell me about the details. - - - Good, very good. Ilya Kovalyov is your contact person - you will meet him in Army Warehouse in the farm south of the path leading here. - Wait for him there - he will explain the rest of the mission to you. - - - I need some more time. - - - Alright, but please hurry up. - - - I have changed my mind - I will assist you taking vengeance on these Bloodsuckers. - - - Alright, the boys will be happy to hear that! Come see me when you are ready. - - - Nothing. - - - Okay...? - - - - You asshole set me up! - - - Fuck you, you deserve it asshole! - - - Your friends were about to kill me! - - - I told them to only fuck you up, but I can't blame them for hating your guts. Now fuck off asshole! - - - - - Good day asshole. - - - What? What is your problem? - - - Was it not enough for you to rat us out? - Did you have to accept Voronin's request and let our boys lie abandoned in that fucking Village while everyone is supposed to pretend they are mercenaries? - - - Relax, it was not personal, only business. - - - Aspirin told us to give you a good beating, but you don't deserve that. This is for the boys. - - - Woah what are you doing? - - - What? And Artyom? Did you have to kill that poor soul? You're scum! - - - I - it was not my intention! - - - - Ah ah ah... it hurts... please help me... - - - - Artyom, I need to ask you something. - - - Ah ah ah... - - - Where can I find the bodies of the other soldiers? - - - Ah ah ah... my leg, it hurts. Mother please! I want to go home... - - - [Morphine] Here take the morphine, it will help with the pain. Can you remember what happened during that night? - - - Aaaaah... fuck... \n \n... \n \nWhere am I, what happened? - - - Relax, you're back in the base. I need you to remember what happened during the raid. - - - What? The raid? ... Yes the raid ... \n \n ... \n \nfuck the raid ... it was a massacer, we should never have gone into that Village. We entered from the south-west, and everything was quiet - we even made it across the dirt road without incident... - But when we approached the wooden house everything... everything... oh my god Vadim! Vadim! Aaaaah!!! - - - Relax Artyom, relax! Tell me what happened next? - - - I believe that is enough... rest well Artyom. - - - Vadim! Aaah it hurts... Vadim!!! Sergey!!! Mother!!! HELP! - - - [Morphine] Here take the morphine... Artyom, what happened after Vadim died? - - - Aaaaah... \n \n ... \n \nWhat? Ah yes... after the Bloodsucker slaughtered Vadim we turned around and ran for our lifes... Sergey was first ... faster than Sasha and me ... he ran into the first house he saw... \n \n ... \n \n - We heard ... we heard a horrible screach ... followed by a scream! They got Sasha ... they got Sasha... oh my god, why? Why? Ohhhhhhh... - - - Artyom relax! We are nearly done Artyom! What happened next? - - - Aaaaah!!! They're everywhere! Help! Please help! - - - [Morphine] Here some more morphine... Artyom, we nearly finished, what happened after Sergey died? - - - Oh... aaaaah... \n \n ... \n \n yes the raid... we ... we didn't follow Sergey into that ... house. Sasha went totally mad ... went off towards the heart of the village... I... didn't think ... followed him ... we ... ran ... until we ... north of village... - There we found... a house ... empty... we rested... yes rested ... I'm tired ... I need to rest ... - - - Artyom! Artyom!!! Don't fall asleep!!! Artyom, wake up!!! - - ------- Forester ------- - - [Mutanthammer] I found this gun on Orion. - - - Ah yes, the Mutanthammer. I remember this gun, it was me who modified it! - Mainly I fluted the barrel and replaced some of it's components with a lighter material to cut off some weight. Of course it also comes with a downside - the gun will wear faster than a standard Saiga. - Took me some time, but I'm really proud of it. So you're the new owner - I hope it will serve you well! Here, let me clean it for you and repair it in order to make it pristine again. - - - Thank you! - - - No problem! \n \n...\n \n Here, as good as new! Good hunting with it! - - - - What's the story behind that Bloodsucker trophy? - - - Oh that's Moloch - the brother of Vlad and Drakul. - - - Moloch? Vlad? Drakul? Since when do mutants have names? - - - Since I gave a name to these mutants. Of course they are not any Bloodsuckers - they are very ancient beings... they've been around since the earlier days of the Zone - and around here, being old means something. - - - Vlad and Drakul? That doesn't sound very original for Bloodsuckers? - - - I don't care if it's original, what matters to me is that it suits them. Besides, if you believe you're more creative - find a mutant deserving a name and prove it. - - - Brothers? How do you know? - - - I don't know - but for me they are brothers. I met them together - here in this forest. The first Bloodsuckers I've ever seen, I didn't know that such devils could even exist... but they do... - - - What is the story behind them? - - - Where to begin? From where they came - I don't know... But I still remember the first time I met them. It was not long after the second great explosion, the one which created this hell. - I picked up a distress radio call of survivors - a military scout squad which got lost in the Zaton swamps. Apparently their commander walked into a Vortex and with him their only map got shredded. - Imagine giving only one map for a whole squad - but it seems some things didn't change since the old days. Nevertheless, I found the two survivors and promised to lead them back to their headquarters - back in the days the Military still had a presence in the Army Warehouses. - We reached this forest at dusk - I wanted to overnight at this complex, but these boys were eager to rejoin their base. Nowadays, crossing the forest at night would mean certain death, but you know back then most of these mutants were quite rare and didn't yet reach the southern parts of the Zone. - So we made a compromise - we were to take a rest and have something to eat and continue our journey after having warmed our bellies with food and our spirit with vodka. We entered the forest to gather some firewood and cooked some meat on a clearing. I don't know what attracted them - the smell of food or maybe the laughter... - I left the fireplace to take a piss while the two soldiers continued fooling around. When returned to the fire I saw one of them lying on the ground - hissing from laughter I thought... it was only when I stood next to him that I noticed the blood gurgling out of his throat. I looked up - the other stood there with wide eyes and behind him... - I don't know which of the brothers it was, but that was the first Bloodsucker I saw in my life. I didn't understand - I simply froze. That's when I felt tentacles grapling around my neck - strong and hot was that grip! I wasn't thinking - I grabbed a piece of burning wood and struck behind me! - The Bloodsucker immediately let go of me, and I scrambled off, running for my life! That's how I met Moloch, Vlad and Drakul! - - - - Damn... but you managed to shoot Moloch? How did that happen? - - - I met the brothers many times since then! At first I shunned that forest, until I noticed that they are night creatures. I started to track them, gather informations on this new danger lurking in my wood. I tried to lay traps - the first worked but I wasn't able to capitalise on it, but the brothers also learned and started to avoid them. - Sometimes I managed to wound one - sometimes they managed to wound me. I tried to find their lair by following their foodsteps - to no avail, I never found the exact location. This continued until one day, some bandits tried to jump me. They tried to extort me - I refused. It escalated and they ended up dead - except one! He was wounded and out cold - bleeding to death. - So I decided not to let a good corpse go to waste and I carried him into the forest as bait. I tied him to a tree and waited in ambush for the brothers. And sure enough they came - surrounding that poor fellow. Yes, it was not right for me to do that to a fellow man - to expose him to such horros without giving him a fighting chance... But back then I thought it was a good idea. - While they were gulping on their easy prey, I took aim and patiently waiting for my shot. And I shot - it went right through Moloch's heart. Vlad and Drakul screached up in fright and took off - and I took my trophy. \n \n - Since then I never saw them again, they retreated deep into the forest and rarely come out anymore - they let most of their hunting be done by their conspecifics. - - - Tell me where to find them - I will hunt them! - - - I believe that is enough - I still want to be able to sleep. - - - Then you are a fool! They mean certain death - don't be so rash as to believe you'll be able to master them! - - - They are mutants, Forester, you don't honestly believe they stopped killing, do you? They have to be destroyed - especially if they are as dangerous as you say! - - - You're right - patience is in order. We have to wait for an opportune moment. - - - Of course I don't believe they stopped murdering - but it's not your duty putting an end to them! Maybe I wasn't clear enough - they are not your normal Bloodsuckers, they are much worse. They are like a force of nature - we have to live with them. - - - I protest - I have proven myself, I'm a capable hunter! I faced and mastered many terrors here - I can do it. - - - I know - you're valant and your skills are great! But this is an order of magnitude which you haven't faced yet - you're overestimating your own strenght - you're rash and want to hurry and this makes you prone to mistakes. - Don't ask of me to be guilty of your death - keep your strength for other mutants, don't waste away your life. - - - Forester, have trust in younger people! At some point they have to be stopped, and our chances are better if you would help instead of trying to shelter me. Tell me, how to prepare and I will! - - - Aah, young people... so overconfident. You don't understand - you will not only face them, but also their brethren! \n \n... \n \nBut I can see it in your eyes, you're determined. - Tell you what, bring me the hearts of five Bloodsuckers, and I'll tell you how to find them... at least you will have experience facing these devils... - - - I will not disappoint you! Consider it done. - - - Be careful out there young Stalker! - - - Yes, I'm glad you're seeing reason. - - - Well said, let's turn our minds to more pleasant things. - - - - About Vlad and Drakul. - - - What is it? - - - I want to hunt them. - - - Tell me the story again how you first met them. - - - Tell me the story again how you shot Moloch. - - - It was not long after the second great explosion, the one which created this hell. - I picked up a distress radio call of survivors - a military scout squad which got lost in the Zaton swamps. Apparently their commander walked into a Vortex and with him their only map got shredded. - Imagine giving only one map for a whole squad - but it seems some things didn't change since the old days. Nevertheless, I found the two survivors and promised to lead them back to their headquarters - back in the days the Military still had a presence in the Army Warehouses. - We reached this forest at dusk - I wanted to overnight at this complex, but these boys were eager to rejoin their base. Nowadays, crossing the forest at night would mean certain death, but you know back then most of these mutants were quite rare and didn't yet reach the southern parts of the Zone. - So we made a compromise - we were to take a rest and have something to eat and continue our journey after having warmed our bellies with food and our spirit with vodka. We entered the forest to gather some firewood and cooked some meat on a clearing. I don't know what attracted them - the smell of food or maybe the laughter... - I left the fireplace to take a piss while the two soldiers continued fooling around. When returned to the fire I saw one of them lying on the ground - hissing from laughter I thought... it was only when I stood next to him that I noticed the blood gurgling out of his throat. I looked up - the other stood there with wide eyes and behind him... - I don't know which of the brothers it was, but that was the first Bloodsucker I saw in my life. I didn't understand - I simply froze. That's when I felt tentacles grapling around my neck - strong and hot was that grip! I wasn't thinking - I grabbed a piece of burning wood and struck behind me! - The Bloodsucker immediately let go of me, and I scrambled off, running for my life! That's how I met Moloch, Vlad and Drakul! - - - I started to track the brothers, gather informations on this new danger lurking in my wood. I tried to lay traps - the first worked but I wasn't able to capitalise on it, but the brothers also learned and started to avoid them. - Sometimes I managed to wound one - sometimes they managed to wound me. I tried to find their lair by following their foodsteps - to no avail, I never found the exact location. This continued until one day, some bandits tried to jump me. They tried to extort me - I refused. It escalated and they ended up dead - except one! He was wounded and out cold - bleeding to death. - So I decided not to let a good corpse go to waste and I carried him into the forest as bait. I tied him to a tree and waited in ambush for the brothers. And sure enough they came - surrounding that poor fellow. Yes, it was not right for me to do that to a fellow man - to expose him to such horros without giving him a fighting chance... But back then I thought it was a good idea. - While they were gulping on their easy prey, I took aim and patiently waiting for my shot. And I shot - it went right through Moloch's heart. Vlad and Drakul screached up in fright and took off - and I took my trophy. - - - [Bloodsucker Hearts] I brought proof that I'm able to hunt Bloodsuckers. - - - I killed the Calydonian Boar! And Vlad and Drakul will meet the same fate if you tell me where to find them. - - - Impressive... I'm reluctant to tell you this, but I believe a promise is a promise... So listen carefully - their lair is deep in the forest to the east of here - in the proximity of an old soviet tank. Where exactly - I don't know but that doesn't matter. - You will have to bait them out, and I believe to know how to do it but you won't like it... You will have to dress my old overcoat - it's the one I had while I was hunting them in the old days, it will have my smell and they will believe that it's me who dares to meet them. - It's old - so don't expect good protection... I did some repairs and added two fasteners so you can use two attachments - so choose wisely! And of course you will have to do it during the night, when they feel confident in the protection the dark provides - else they will not dare to affront "me"... - \n \nAre you still up to it? - - - Impressive... I might have underestimated your skill and experience! I'm reluctant to tell you this, but you might be ready... Alright, so listen carefully - their lair is deep in the forest to the east of here - in the proximity of an old soviet tank. Where exactly - I don't know but that doesn't matter. - You will have to bait them out, and I believe to know how to do it but you won't like it... You will have to dress my old overcoat - it's the one I had while I was hunting them in the old days, it will have my smell and they will believe that it's me who dares to meet them. - It's old - so don't expect good protection... I did some repairs and added two fasteners so you can use two attachments - so choose wisely! And of course you will have to do it during the night, when they feel confident in the protection the dark provides - else they will not dare to affront "me"... - \n \nAre you still up to it? - - - I believe that is enough. - - - Yes, I still am. - - - To be honest I have to think about it... - - - Alright, then come see me the night you want to set out - shortly after sunset. Prepare for a prolonged battle, it's very likely that you will have to affront their brethren too! Stock up on shells, medicine and so on. Don't underestimate this. - - - There is no shame in being afraid of mortal danger! Take your time to think about it! - - - Alright, let's talk about something else. - - - - - - About the hunt for Vlad and Drakul. - - - What is it? - - - I am ready for the hunt. - - - I am ready for the hunt. - - - I need more time. - - - Can you tell me about the plan again? - - - Sure, listen carefully: You will have to do it during the night, when they feel confident in the protection the dark provides. Their lair is deep in the forest to the east of here - in the proximity of an old soviet tank. Where exactly - I don't know but that doesn't matter. - You will have to bait them out, and I believe to know how to do it but you won't like it... You will have to adone my old overcoat - it's the one I had while I was hunting them in the old days, it will have my smell and they will believe that it's me who dares to meet them. - It's old - so don't expect good protection... I did some repairs and added two fasteners so you can use two attachments - so choose wisely! And I have the strong suspicion that you will not only have to face them, but their brethren too! - - - Alright, I see you're adamant. Here is the coat - you will not have to wear it on your way there, but try to put it on shortly before reaching the tank. Do you remember the way? It's deep in the forest, - east of here, but to reach it you have to pass through an old mine tunnel a bit to the south. After passing it you turn north again an you walk for quite some time. The tank is hidden by a small hill - ready yourself there and approach the tank carefully. - I'm not sure how they will react, but maybe they will send some of their brethren first to tire you out. Remember - you have to do it by night! If the sun rises, they will retreat. You will need to set out shortly after sunset...\n \nNow good luck young Stalker - may the night be in your favour. - - - Very good. Come see me after shortly after sunset - I'll give you the coat then. - - - No problem - you know you don't have to do this. Let's talk about something else. - - - - Are there other named mutants? - - - Yes there are... there is the Calydonian Boar. Butcher named him, the scourge of any hunter in the Great Swamp region. Then there is Moby Dick - the white Pseudogiant. Gonta is intimately acquainted to him. Finally there is Chyort - the Chimera male. - Evasive fucker - the only known survivor is Trapper. - - - Tell me more about the Calydonian Boar. - - - Tell me more about Moby Dick. - - - Tell me more about Chyort. - - - Thank you for these informations. - - - He's the patron saint of any boar in the Great Swamp - many hunters are known to have died by his tusks when they hunted for his brethren. His hide is said to be as thick as scales of Zmei Gorynich. Butcher tried to hunt him in the past - according to him he met that beast twice - and twice that boar shrugged off his shotgun blasts as it were nothing! - - - Moby Dick - Gonta's nemesis. He carries that name because he's large as a whale - and an albino! That Pseudogiant killed his childhood friend, and since then Gonta is hunting him, and for years he eluded his vengeance. - - - Yes, Chyort... the devil himself. They say one strike would be enough to even cleave Sidorovich in half! Not that I ever met Sidorovich, but according to the rumors, it sounds like quite a feat! No one knows where his lair is, but he sometimes wanders into different regions to either eat or procreate! - Trapper says that the stronger Chimeras are his offspring - considering the amount of strong chimeras, you can imagine that Chyort's hunger for flesh is only surpassed by his lust. - - - No problem, I hope this will serve as a cautionary tale - don't fuck with these mutants! - - - - I didn't manage to kill the Bloodsuckers in time - dawn was upon me. - - - Don't worry young Stalker, the most important is that you're still alive! You will have another chance another night. Come see me if you wish to give it another shot. - - - - Good news! Vlad and Drakul won't hunt these forests anymore! - - - Excellent! Great work! You did a great deed tonight! Let's drink to your accomplishment! - - - - Forester: You are getting close to their hunting spot. - - - Forester: My wounds start aching again, Vlad and Drakul are coming out of their hiding. Good luck Stalker! - - - Forester: You managed to kill the younger Bloodsuckers, but the sun is already rising and Vlad and Drakul will not dare to fight during the day. You will have to try another time. Come see me. - - - Forester: Remember that you have to confront the brothers on their own territory. You might need to get closer to the tank again. - - ----- Doctor Alyosha Shyogolov ---- - - - Alyosha Shyogolov: Emergency! I request help of any nearby Stalker. I'm Doctor Alyosha Shyogolov - I'm surrounded by a horde of Snorks in the Agroprom Train tunnel. I request emergency extradition by any nearby Stalker. - - - Alyosha Shyogolov: This is an Emergency! I request urgent help. I'm Doctor Alyosha Shyogolov - I'm surrounded by a horde of Snorks in the Agroprom Train tunnel. Please, they are getting closer. - - - Alyosha Shyogolov: I'm Doctor Alyosha Shyogolov - I'm surrounded by a horde of Snorks in the Agroprom Train tunnel. Make haste - they have trapped me! - - - - A-a-are they gone? - - - Who? - - - The Snorks of course! - - - I guess so - I only saw a couple at the entrance, but I have no idea where the others went. - - - Ah, I must have scarred them off! You're welcome! - - - Right... Are you Alyosha? - - - Doctor Alyosha Shyogolov - for you Doctor Shyogolov - proper etiquette has to be kept after all, even in such a forsaken place like this. - - - Alright ... Doctor Shyogolov, what are you doing here? - - - Whatever Alyosha, what are you doing here? - - - I was on an expedition for Sakharov concerning the recovery of a very important document for our research! We are scientists after all. Suddenly I heard a terrible screech and I turned around - a horde of Snorks! I immediately retreated into the tunnel to fend them off. - - - I will allow these familiarities, considering we fought together and forged a bond in blood together. - I was on an expedition for Sakharov concerning the recovery of a very important document for our research! We are scientists after all. Suddenly I heard a terrible screech and I turned around - a horde of Snorks! I immediately retreated into the tunnel to fend them off. - - - Hmm, alright. What would you consider to be an appropriate reward for my troubles? - - - For your troubles? You just said that there were no Snorks outsides! - - - Ah I see. I'll be on my way then, I lost enough time with you - good luck with your mutant samples. - - - What the fuck? You were begging on the channels for help! - - - Wait! Considering your altruistic - although unrequired - inclination to help me, I will return the favor! - I'll be escorting you back to the Agroprom Factories! - - - Begging for help? Me? I protest: Doctor Alyosha Shyogolov never calls for backup! I was simply informing the other Stalkers not to get close in order to not be caught in the crossfire - like any professional would do. - \n \nBut you're right, considering your altruistic - although unrequired - inclination to help me, I will return the favor! - I'll be escorting you back to the Agroprom Factories! - - - Ehm, that's kind of you, but I don't need to go there. - - - Alright, I wanted to go there either way. - - - I insist! The Zone is dangerous out there - you'll be safer with my trusted Nosorog and Scar as your companions. - - - I see... well then let's get going, I don't have all day. - - - Excellent! Lead the way! - - - - - Seems that we arrived. - - - Indeed, now that you reached safety you won't need my help anymore. - - - Right... well good luck in the future. - - - Wait! I just noticed, my Nosorog suit was damaged while escorting you here! Ah what a shame, now I can't go on an fullfil Sakharov's order... - - - For real? How did that happen? - - - No idea, probably one of the Snorks damaged an hydraulic pump while I was fighting them off... - - - Hmm, I don't see anyting wrong with your suit... - - - Of course not, this is not a Primus after all! And what do you know about Nosorogs?! Luckily I always carry tools for an emergency repair with me, but that will take some time... Do you know what? - Maybe you can recover the documents while I proceed with the repairs? - - - Will you pay me this time? - - - Of course I will repay you for your troubles! Don't worry! - - - Alright, where can I find these documents? - - - In the possession of Mozgotlen... or what is left of him. You see, he was member of an expedition to the Great Swamps when an Emission hit. The poor guy didn't make it to a safeplace and turned into a zombie. - Shame I wasn't there, on my watch nobody would have suffered such a fate. But what can I do, I cannot be everywhere and once, now can I? Nevertheless, the guy turned zombie and walked off... with the possession he was carrying. You will have to recover it! He has a Sapphire suit, so he should stand out! - - - Alright, and where can I find him? - - - Ah right, I forgot not everyone is as an experienced tracker as I am. \n \nHis PDA continued to work and we were able to see his movement from the Great Swamp to this sector, but then the PDA became static. - I would advise you to check the region between south of here and the Great Swamps. He should be somewhere - and with him the documents. Don't fret my friend, a zombie's aim is even worse than yours! I would have been glad to show you how it is done, but you know - my will is strong, but my armor is weak. - - - Whatever, as long as the pay is fine. - - - The pay? Ah, you mean the reward. Don't worry, it will be invaluable. Now excuse me, I need to find some Stalkers whom I can regale with my tales. - - - - I found your documents. - - - Marvelous! I knew a mere zombie wouldn't stop you! You're made out of harder wood - not yet an equal to my natural prowess, but you're on the best way to become one. - - - Yes, sure... what about the payment? - - - Yes of course! Let me give you an invaluable insight into my knowledge! Listen: \n \nConfidence is a key tool in every Stalker’s arsenal. Confidence leads to opportunity. It makes a Stalker take that impossible shot. Makes us accept the hardest missions, reach farther into an anomaly field for artifacts, or lure an angry bloodsucker from a den. - Confidence makes me venture out on an easy bandit extermination without even needing to wear my Nosorog. Makes me tell about my achievements while sitting on a throne of my enemies. - - - I'm listening... - - - What the fuck? Are you kidding me? I want money not a story. - - - Stalkers who are content to defend their little corner of the Zone will be safe, but they will inevitably rarely venture beyond that little corner. - Brave Stalkers can, and will, do incredible things. Strelok himself found the strength to take on the entire Zone and defeat the C-Consciousness, all while suffering the effects of trauma-induced amnesia. - Of course, that could have just been started because Sidorovich reportedly threatened to break Strelok’s kneecaps for not paying him back in Roubles for saving his life. We may never know. - - - Alright, thank you! That was very interesting. - - - What the fuck? This is not payment! - - - Nice story, but where is the money? - - - Thanks, I plan to write it down some day. Maybe give it a catchy title, like "The Stalkers Testament" or something like that. - - - My pupil, don't you realise it? This knowledge is invaluable, it's worth more than mere money! Stalkers would kill to get their hands on this! - Maybe you're still to green behind your ears to realise what gift I just made you... don't worry, I have a forgiving nature, I won't hold a grudge! - \n \nAlas we have to finish our conversation now - I must make preparation for my expedition back to the bunker. - - ---- Vybegallo and the Scientists--- - ---Quest 1-- - -- Vybegallo- - - - What to you want? I'm busy! - - - Greetings Vybegallo. I got your Tuna Bag. - - - Nothing. - - - Then might I ask you to not stand in the way of science? - - - Ah marvelous! Thank you mon cher! Science will not forget your contribution to progress! I believe a reward is in order. - - - Thanks. Why is that much tuna important to science? - - - Thanks. I'll be on my way then. - - - That's food for my satis... no that doesn't concern you, mon cher. But yes ... maybe you can help me out? You work with Butcher, right? So you must be a hunter too... - Well, very well... you can be discrete, right? - - - Yes, yes ... ah wait, wait mon cher! Maybe you can help me out? You work with Butcher, right? So you must be a hunter too... - Well, very well... you can be discrete, right? - - - Ah yes, so you work with Butcher? Well, very well... you can be discrete, right? - - - Yes of course. - - - I don't like the direction this is going. What do you want? - - - Excellent! You see mon cher, I need some mutant parts - for scientific reasons of course! For the sake of progress, mon cher. - I would need two fracture hands, one Bloodsucker heart and a sample from a Pseudogiant, doesn't matter what, a hand, an eye, it's hide. Bring it to me and I'll compensate you for your troubles. Let's say... 10.000 for everything? What do you say? - - - Mon cher, why this attitude? I'm a scientist, a man dedicated to science! I need some mutant parts - for strictly scientific reasons of course! For the sake of progress, mon cher. - I would need two fracture hands, one Bloodsucker heart and a sample from a Pseudogiant, doesn't matter what, a hand, an eye, it's hide. Bring it to me and I'll compensate you for your troubles. Let's say... 10.000 for everything? - - - Alright, I see what I can do. - - - I don't know, I have to think about it. - - - Perfect! - - - Think, but don't take too long, time is of an essence for me! - - - - Concerning that job. - - - Oui mon cher, will you help science out? - - - - - About your mutant parts. - - - Oui mon cher? Did you find something? - - - - I found a pseudogiant eye. - - - I found a pseudogiant hand. - - - I found a pseudogiant hide. - - - I found the fracture hands. - - - I found the Bloodsucker heart. - - - No I have to look further. - - - What are you waiting for? - - - This is marvellous, mon cher! Your contribution to science will not be forgotten! - - - I believe that was everything. Can you hand me the finders fee? - - - Absolutely mon cher! Here take this, for your troubles! - - - About the other parts. - - - I've talked to your collegues Vybegallo. This letter is for you. - - - Wha-what? What did you do? What did you tell them? What is this??? \n \n...\n \nHow dare he! The tsarist gendarmerie did not frighten me, and Sakharov will not frighten me!! \n \n And you, you traitor!!! You rat!!! Out of my sight!!! - - - ... - - - - You wanted to see me? - - - Yes mon cher, we... we have a problem. My experiment was on the way to become a tremendous success, oui mon cher, truly a scientific revolution! But... - - - ...but? - - - But he's not there anymore! I went down to check upon him, and he's gone! - - - "He"? - - - What happened, did someone steal your experiment? - - - Yes, the Partially Satisfied Man - the necessary intermediary to the Fully Satisfied Man! Ah, imagine a man who is able to satisfy all his needs by himself! - Wouldn't that be a scientific marvel mon cher? \n \n And now he's gone! - - - An eventuality which should not be ruled out, but... I rather believe he broke out... Maybe I didn't give him enough food? - - - Broke out? How is that possible? - - - How it is possible? By being a colossal scientific success mon cher, that's how it is possible! - - - Is "he" dangerous? - - - Barely mon cher, barely. But we cannot allow him to run off, that would attract unwarranted attention... n'est-ce pas? - - - What exactly is "he"? - - - The Partially Satisfied Man, mon cher! You need to pay attention when I'm telling you about this! - - - No I mean, what is he really? What does he look like? - - - Difficult to say, I never saw him after he hatched... He should probably resemble me, as he has part of my DNA? But these are details mon cher, don't bother about it! - - - What do you want me to do about it? - - - Mon cher, it's with a heavy heart that I have to ask you to liquidate my experiment. - What a shame, what a loss for science! But we cannot allow him to run off - that would only attract unnecessary attention to my experiments! - You wouldn't believe how reactionary some of my collegues are. But at least I should be able to gather his remains in order to conduct further experiments - progress cannot be stopped, n'est-ce pas mon cher? - - - Where can I find "him"? - - - He should still be somewhere in the Underground. - - - What is the pay? - - - Always so materialistic! But yes, don't worry about the pay - it will be more than enough. - - - Alright, I'll do it. - - - I have to think about it. - - - Excellent mon cher, excellent! Make your preparations and come see me before setting off! - - - Then hurry up mon cher, time is running out! - - - - About your "experiment". - - - What is it, mon cher? - - - I'm ready to set out. - - - I need more time. - - - Excellent! Don't make him suffer! - - - Then hurry up mon cher, time is running out! - - - - I killed your "experiment". - - - Marvellous, excellent work mon cher! - - - You didn't fucking tell me that you were breeding a fucking Pseudogiant! - - - Ah very interesting, so the Pseudogiant DNA took the overhand? This is extraordinary! It was only supposed to improve his resilience in this climate, but the Pseudogiant took completely over? - - - What the fuck are you doing? There are enough dangers in the Zone - why are you creating new ones? - - - Mon cher, this is scientific progress! Some risks have to be taken! Marie Curie took risks for humankind - Yuri Gagarin too! The list is long, mon cher! Now we know more, and we won't repeat the mistakes! Consider it a scientific success! - But I see that you're new to the scientific method - and I believe that I owe you a reward. Take this! I... borrowed it from the institute after a disagreement. It's a prototype - but I believe it should be quite useful to... more practical oriented people. Thank you very much mon cher! - - - Yes, now please give me the money. - - - Straight to the point as always. Alright, here are the funds. Enjoy - and thank you for helping me... cover up this incident! - - - Fuck you - don't contact me again. - - - ... - - - - - --the others- - - Do you know a fellow scientist called "Vybegallo"? - - - Vybegallo? Well, yes I know him… is there something with him? - - - No, I only met him recently. - - - Okay… did he tell you something? - - - No, we barely spoke. - - - Alright… Please tell me if you know something about what he is up to. He himself is not dangerous, but his scientific research on the other hand… My advice to you, don’t get caught up in his dealings. - - - He asked me to help him with his science experiment. - - - He asked you for help? No offence, but you don’t look like a lab assistant. Why would Vybegallo need a Stalker? - - - He asked me to find some artifact for him. - - - An artifact? This seems unusual for him, but maybe he finally found a normal research topic… - - - He asked me to find some mutant parts for him. - - - - What... what kind of mutant parts? - - - - Fracture, Bloodsucker and Pseudogiant parts. Why? - - - - What? This is horrible!!! \n \n… \n \nYou see, years ago Vybegallo got into his head to create the “ideal man” – or the “fully satisfied man” as he calls it, but his experiments were one disaster after another. I'm not talking about the ethical aspects, my god, although they are bad enough. His first version, the fully unsatisfied man, was a miserable creature who dwindled away under our very eyes... But Vybegallo was not discouraged and continued his experiments. - \n \nAfter one especially egregious attempt which nearly cost the life of half his department, his research institute kicked him out. But Vybegallo somehow managed to pull some strings and wound up here! I’m afraid he didn’t give up on this experiment… Who knows what he will unleash? \n \nI implore you, don’t help him out! \n \n No this is not enough, here take this order to him and make him understand that he has to cease any dangerous experiments immediately. I don’t know how much he promised you, I can’t put much on the table at the moment, but I will find some reward. \n\nWill you help us out? - - - Sure, I will deliver the letter and not help him out any further. - - - No deal, I honour my contracts. - - - Thanks I appreciate it. - - - You fool. - - - - I brought the order to Vybegallo. - - - And? How did he take it? - - - Not very well, he screamed something about the tsarist gendarmerie and that you won't frighten him. - - - I feared as much... Nevertheless thanks for your help, here your reward: it's not much but I hope it can help you out there. - - - What will you do about Vybegallo? - - - I don't know, I have to council with the director... \n \nIn the meantime I'll send a global message to everyone that Vybegallo is under sanction and that whoever trades in mutant parts with him will be excluded from any business with us. - - - Sanctioned? Does that work here? - - - To be honest, no. The largest traders will maybe refrein from doing business with him, but individual Stalkers don't give a shit about sanctions. But we have to do something, and it will make at least some people think twice about working with him. - - - - Attention! Important announcement: \n \nThe scientist Amvrosiy Vybegallo is under sanction! \n \nAnyone who is caught trading with him in mutant parts will be sanctioned too! - - - - I found this in the mercenary base in Zaton. [Pseudogiant parts order] - - - What is it? \n \n...\n \nThat shit head. \n \nListen to me; what I tell you now is off the record, noone will acknowledge this: I talked to the director and he agrees with me, Vybegallo has to stopped By.All.Means! He sanctioned the liquidation of Vybegallo if he continues his dangerous experiment. Well this is it! - I ask you - no I insist: kill Vybegallo. He cannot continue doing his experiments. \n \nI understand that you are a Stalker and won't do it for free. I can mobilise some funds for this and let go of some highly sofisticated devices. So what do you say? - - - Amvrosiy Vybegallo will sleep with the snorks. - - - No way, I am not an assassin. - - - Thank you. Remember, we never had this conversation. - - - I understand. Remember, we never had this conversation. - - - - Vybegallo is no more. - - - I don't know what you're talking about. - - - - Vybegallo: Mon cher, we might have a problem on our hands... Can you come urgently? - - - - ----- Sidorovich---- - - I need some money Sidorovich, do you have a better paying job to offer? - - - You’re in luck, I’m indeed hiring some guns at the moment… I’m putting together a team to take back the railway bridge crossing. - - - What happened? - - - The bandits recently reinforced that crossing and are asking for quite a high bribe to let people pass – very bad for business. - - - An assault? What’s the plan? - - - We will effectuate a pincer movement. Cold send a squad over to help out, under the leadership of a certain “Castor”, they should arrive soon at the northern farm. - My team will gather at the mill under the leadership of Pollux. \n\nYou will take on the role of messenger – you’ll first need to bypass the railway bridge to make contact with Castor and check if they are ready for the assault. - If they are ready, you return to the Mill where Castor will wait. If everyone is in place, tell Castor that the assault can begin. \n\nAny questions? - - - Why do I need to make contact in person. Can’t we use the PDA messenger to communicate with the Clear Sky squad? - - - Are you aware that to render PDA communication secure is a complicated procedure? You would have to exchange encryption and decryption keys manually - a huge hazzle. - Surprise is primordial in this assault – the PDA stays silent until the very moment the assault begins. \n\nAny other questions? - - - How do I bypass the railway bridge unseen? - - - You really are a rookie… well there is a small underway to the west of the bridge and the mill. It’s small, badly lit and a little dangerous but will suit our needs perfectly. \n\nAny other questions? - - - How much are you willing to pay? - - - Considering that you are a rookie, you get a rookies pay. \n\nAny other question? - - - About the plan. - - - Yes, do you have any questions? - - - Can you tell me the plan again? - - - What about the vehicle park to the east of the bridge? Won’t the bandits come in reinforcement? - - - That is very possible, and the reason why the assault has to be over as quick as possible. If the bandits send reinforcement, you beat them off. - - - Can we not make a diversionary attack on the vehicle park? - - - I like that idea, but we don’t have enough manpower to make such an attack. The plan stays, we overwhelm the bridge defences and dig in our heels if they send reinforcement. - - - What if I take on the vehicle park by myself? - - - Damn dude, did you watch too many movies? This is not Rambo! But if you really want to prove yourself, be my guest. \n\nAny other questions? - - - No other questions. - - - Alright, so what do you say? Are you in? - - - I’m in! - - - I need some time to think about it. - - - I have some more questions. - - - Alright, better now than later. Ask away. - - - Alright! Gear up, and come see me if you’re ready! - - - Alright. Think about it, but hurry, Clear Sky is on their way. - - - - About the Railway Bridge assault. - - - Yes, tell me? - - - I am ready. Tell me what to do. - - - I am ready. I'll take part in the main assault. - - - I am ready. I'll make the diversionary attack on the vehicle park. - - - I need more time. - - - Alright. Let me remind you of your task so you don't fuck it up. You are to bypass the bandit forces and establish contact with Castor, the leader of the Clear Sky forces, in the northern village. - If he's there, you're to return back to the mill and report to Pollux, my guy. If everything is in place, you're to take part in the assault. \n \nEverything clear? - - - Alright. Let me remind you of your task so you don't fuck it up. You are to bypass the bandit forces and establish contact with Castor, the leader of the Clear Sky forces, in the northern village. - If he's there, you're to return back to the mill and report to Pollux, my guy. If everything is in place, you're to take part in the assault. \n \nEverything clear? - - - Are you sure? If that's how you want it, be my guest. It certainly will help the assault. I'll tell Pollux to send someone else to establish contact with Clear Sky. Is everything else clear? - - - Alright, but get moving, we don't have much time left! Remember, suprise is of essence! - - - Everything clear. I'm on my way. - - - Wait! I changed my mind. - - - Better now than later. What is it? - - - About the plan. - - - What is it? - - - - The assault has been a success, the railway is ours. - - - Good job! That checkpoint is of tremendous importance for our safety and our local economy. You deserve your reward Stalker! Here! - I recommend you to spend it here, to support your local business. I got tremendous deals for you, have a look! - - - The assault has been a success, the railway is ours. - - - Good job! Your diversionary attack was indeed of great help! Now that the checkpoint is ours, our safety and that of our local economy is guarded. You deserve your reward Stalker! Here! - I recommend you to spend it here, to support your local business. I got tremendous deals for you, have a look! - - - - - - Let's fuck those bandits up! URRRAAAAAAAA!!!!! - - - URRRAAAAAAAA!!!!! - - - - - Get lost Stalker, we're occupied. - - - Are you the guys Cold send in order to assault the railway bridge? - - - Yes we are - and you're the messenger? As you can see we're ready, I hope you guys too. So tell me, can we begin, can we get this over with? - - - Yeah, I'll join up with the guys on the other side and we'll give the sign. - - - Alright, we'll be waiting. - - - - What a fight, I'm glad you made it! - - - Yeah, that was quite tough. Thanks for the help! - - - What are you going to do? - - - I have orders to guard this checkpoint. - - - - Who are you? - - - I am the guy Sidorovich sent as a messenger. - - - Good. Is the Clear Sky squad in place? - - - They are. When does the rest of our guys arrive? - - - This is all there is. Sidorovich tends to be “frugal” in his hiring. - - - Fuck. At least the guys from Clear Sky came prepared… - - - Yeah those guys are reliable. Let us hope we will catch these banditfuckers with their pants down. The plan is easy; we approach – throw our grenades and assault. Are you ready? - - - Yes I’m ready. - - - Grenades? I don’t have any… - - - Shit mate, who comes to an assault without grenades? Here take this one – pay me a drink when we survived this bullshit. \n\nWell, enough chatting, we have to earn our pay now. Ready? - - - Let’s go! - - - - What a fight! We made it! - - - Yeah mate, that was crazy! I'm glad to see you made it! - - - Yeah man, I'm glad to see you to! What will you do? - - - I'll stay here and guard the passage. - - - - Hey mate, I wanted to thank you for the grenade you gave me. - - - No problem, I'm sure the bandits would disagree. - - - [Zone Vodka] Here, this is for you. - - - [Nemiroff] Here, this is for you. - - - [Putinka] Here, this is for you. - - - [Stolichnaya] Here, this is for you. - - - Wait, I'll get a drink to thank you! - - - That's mighty cool of you to remember, I will remember this. - - - No problem mate. - ----- What a Night ---- - - - Hey man, how you're doing? - - - Horrible, my head is splitting itself. - - - - - Hey man, how you're doing? - - - I'm doing formidable my friend, do you want a shot? - - - You seem to be in high spirit, what happened? - - - God smiled upon me my friend, my financial worries are no more! - - - Congrats! - - - Here have a drink with me! - - - Sure let it flow! - - - Nah, I'm fine. - - - Aaaah... \n \n C'mon, between the first and the second, the break is short! - - - You don't want, as you want. - - - I can only agree with you! - - - Thanks, but I don't want to become drunk. - - - Here have some meat to chase the burn. - - - Thanks. So tell me, what happened? - - - You won't believe it! Yesterday I was drinking with the boys and we played some cards. My luck turned bad and I lost all my money to Andrey. - So, this morning I set out in order to make my money back - I figured if I managed to hunt some Flesh or Boars, I could sell their parts for some good money. I set off a bit later int the morning, but - the sun was heavy, so I decided to take a short rest in the shadow of the old Church: I had a few bites and some sips of Vodka - to fight my headache, you understand? - Suddenly I heard some guys talking behind the wall, what a foul language, you can't imagine! Fuck, I thought, tongues like this only grow on these Renegade Gopniks, - so I took my feet into my hands and ran away to the north. Luckily they didn't see me, so my skin was safe... might have forgotten my bottle though now that I think of it. - Fuck it! I bypassed the cemetery and made my way to the pond - - I figured that maybe I might catch some of these pigs watering. Aah, my friend, my intuition was right, there were two pigs taking a rest on the shore. - I snuck up and BAM - shot and missed. My hands were probably still shaky from yesterday evening... doesn't matter! The two pigs squeal up, taking off in the direction of the burned farmstead. - I lunch myself in pursuit, but I gave those two such a fright that one run straight into the flame anomaly! The pillar engulfed him immediatly, roasting him on the spot. - I cursed the heavens, impossible to make money of that pile of ashes now I thought. But then I noticed it... the pig probably kicked a Flame while running through the anomaly, - and the artifact landed outside, ripe for the taking! Can you imagine it? - - - Incredible! What luck! - - - Indeed, indeed! Let's have a drink to that! - - - Let's drink! - - - Ah my friend, I quite enjoy drinking with you! Let's have another one, to friendship! - - - I like drinking with you too! To friendship! - - - Here my friend, have a bite. - - - Alright, my turn to propose a toast! - - - Let it hear! - - - Our will shall not break, we drank, drink and will drink again! - - - To you, to us, to xcvb! - - - God is not stupid, he loves fives! - - - - Dude, what the fuck, what happened last night? I woke up in Khuyevo Kukuyevo! - - - Yeah man, you were fucking blasted, hahaha! We caroused quite hard, hahaha. I went back to the camp to get some more booze, but on my return you were gone. - - - So what happened yesterday? - - - Ah, that my friend only the Author knows. You'll have to wait until he remembers... - - - - - - Here is your CD. - - - My man! - - - - ----- Rush to the North and Brainscorcher reactions ------ - - - Hey Fanatic, how are you doing? - - - To be honest, I'm overwhelmed with all these new rookies. Ever since you disabled the Brain Scorcher, more and more people are flocking to the Zone. - That's not meant as a reproach, you did well to turn that off. Sidorovich is of course esctatic about all the new business opportunities and cheap labour, but I still have to try and train them. - There only are so many of them, and they rapidly loose patience and don't want to wait until I have time for them. - - - I can help if you want to? - - - You can? That would be great! You know the drill, right? Go shoot some boars, and then show them how to find artifacts! And, ehm, would it trouble you to provide the supplies for them too? - It's not a lot, some 20 buckshots, an Echo detector, a Empty Container and a bottle Nemiroff? - - - Sure Fanatic, the same you provided me. - - - Thank you very much! Your apprentice will be Iliaz, he's quartering in the brick house on the other side of the street. - - - What? I'm not a charity. - - - Ehm, okay... well don't bother then. - - - Damn, good luck with that. - - - Well, thanks... - - - - Hey Ilyaz, Fanatic send me to show you some basic skills to survive here. - - - That's very kind of you Stalker! Where do we start? - - - First some hunting would be in order. There are some boars east of here, we'll hunt them together. - - - Alright, I'll be right behind you. - - - Wait here, I still need to make some preparations. - - - No problem, I'll wait here. - - - - You see, the boars charge you and you have to dodge them and get some shots in. - - - I see. What's next? - - - Next we'll go artifact hunting. There is an anomaly not far from here, a bit north west from the village. - - - Alright, I'm behind you. - - - - We arrived. Here is a detector which shows you the presence of an artifact. The faster the beeping, the closer you are. - - - Okay. - - - You have bolts right? You throw them to see if there is an anomaly in front of you. - - - Yeah, I have some. - - - Here is some Vodka. Anomalies are often radiated, or even worse. When you're back to my position, you finish this bottle. It helps. - - - Understood. - - - Finally, here is a container. If you find an artifact, you'll put it inside this. This will nullify the radiation of the artifact. - - - Alright. - - - Now go and try your luck. - - - Ay ay Stalker. - - - - Why didn't you go all the way in? - - - I saw this glimmering under the metal structure over there! Isn't that an Artifact? - - - What? That's a Stoneflower! You lucky bastard! You can either sell it to Sidorovich for some fast cash, or hang onto it and sell it to the Ecologists, they will pay much better. - - - Understood! Thanks for the tip! - - - [Lie] Ah, no luck. That artifact is worthless. But as you're new, I'll take it off your hands for 1000 roubles. - - - Alright... I guess that's better than nothing. - - - We should go back to the village now. - - - Alright, I'll follow you. - - - - We are back at the village. I hope I helped you a bit! - - - Very much so! Thank you! - - - ----- Shlitzer - - - And Stalker, are you happy with your pay? - - - - Did the man in the bunker scam you Stalker? - - - He send me on an assault for only 2.000 roubles. - - - No, he payed me well. - - - Ha! Of course he did. Sidorovich taking advantage of rookies like you, a story as old as the Zone itself. But you know, not everyone here pays that miserably. - I might have a proposition for you if you're interested. - - - That would be the first time he would pay anyone well. Maybe you don't know the worth of your labour yet... - If you want to find out, I might have a proposition for you. - - - I'm always interested in some work. - - - I don't know. - - - Good, good. But let's not talk here. Follow me. - - - If you come to a decision, find me in the there to my left. - - - ... - - - - What kind of work do you propose? - - - That of the sensitive kind - discretion will be necessary. But I also pay accordingly. Can you be discrete? - - - Depends. What is it you want me to do? - - - I know a soldier at the Southern Checkpoint, he goes by the nickname Badger. We sometimes exchange favours, and recently he managed to get his hands on some weapons and ammunition - I want you to meet him and take delivery of the goods. - He has the night shift this week, so it has to happen during the next days. - - - Why does this require discretion? - - - Because Sidorovich does not tolerate business with the Army in his back. He has some friends among the officers there who also like to take a cut - unnecessary expenses. - But I like to cut out the middle-men - it's more profitable. - - - Why don't you do it yourself? - - - Because it's dangerous! If any other guard sees you, they will open fire! But don't worry, I will compensate the risks you take. And besides, if you stick to the plan, there should be no real danger. - - - What is the plan? - - - The plan is rather simple, but requires some balls. As I said, my contact has guard duty from midnight to 4 a.m. and as such he cannot leave his post except to piss, which he will do when you give him the signal. - On the road leading to the checkpoint you'll see a jeep wreckage - when you reach it you'll have to flash your torch three times in rapid succession! Don't worry if you mess it up, wait a bit and do it again. - The guard will be looking out for such a signal and when he sees it he'll come down and meet you at the most western part of the fence, to he right of the checkpoint. - Be carefull though when approaching it - there might be some soldiers lingering in the vicinity. He'll throw you the package, and you come back with it and I'll give you 8.000 roubles - simple as that! \n \nWhat do you say? - - - Alright, sounds good. - - - Great! Remember, you have five days to do it. - - - Sounds rather risky... I have to think about it. - - - Alright, but time is running out. Don't take too long. - - - - About your job. - - - Yes? - - - I'll do it. - - - Great! But it has to be soon or else my guy is not on guard duty anymore. - - - I'll do it. - - - You fool, I had to find someone else or my guy wouldn't be on guard duty anymore! \n \nBut if you're seeking work, there is another task I can use your help. - I need someone to bring the supplies to a buyer - does it sound as something you can do? - - - Alright, I can do it now. - - - I have to think about it. - - - Good. Here, take the bag and bring it to a guy called "Maksim Ironchain" - don't shit your pants at that name, if you stick to the deal you have nothing to fear. You will find him in the Abandoned Farmstead, east of the Farm. - He will give you a case, which you will bring back to me. - - - Then think about it fast, or else I will have to find someone else to do it. - - - Can you remind me the plan again? - - - - The plan is rather simple, but requires some balls. As I said, Badger has guard duty from midnight to 4 a.m. and as such he cannot leave his post except to piss, which he will do when you give him the signal. - On the road leading to the checkpoint you'll see a jeep wreckage - when you reach it you'll have to flash your torch three times in rapid succession! Don't worry if you mess it up, wait a bit and do it again. - The guard will be looking out for such a signal and when he sees it he'll come down and meet you at the most western part of the fence, to he right of the checkpoint. - Be carefull though when approaching it - there might be some soldiers lingering in the vicinity. He'll throw you the package, and you come back with it and I'll give you 8.000 roubles - simple as that! - - - That's all. - - - Alright. - - - - You're a friend of Shlitz? Here - catch the bag! - - - Remind him to pay me fast - I have some palms to grease here, they already become impatient. - - - And now go - quickly! - - - - - Here is your package. - - - Perfect! Your money Stalker! Nice doing business with you. - - - Badger reminds you to pay him in the coming days - he has some palms to grease. - - - Yes, of course! But first we need to sell this stuff in order to get the necessary liquidities. I might need your help to do it - of course you'll be paid! Take some rest and come see me when you're ready. - - - - You said you had another job? - - - Yes! I need you to bring the bag to a buyer! A guy called "Maksim Ironchain" - don't shit your pants at that name, if you stick to the deal you have nothing to fear. You will find him in the Abandoned Farmstead, east of the Farm. - He will give you a case, which you will bring back to me. It's as easy as it sounds! Can you do it? - - - Alright, I can do it now. - - - I have to think about it. - - - Perfect. Take the bag and bring me back the case! - - - Then think about it fast, or else I will have to find someone else to do it. - - - - You're Shlitzer's guy? Do you have the bag? - - - Yeah. Do you have the case? - - - Of course. So what are we waiting for? Are we doing it? - - - Sure. Let's do it. - - - I don't think so. - - - You see! That was quite easy hahaha. No reason to be so tense. \n \nOne moment Stalker, you seem to be familiar. Aren't you one of the Stalkers which took back the railway bridge? - - - Don't be stupid. We won't hesitate gunning you down. - - - No, you are confusing me with someone else. - - - What about it? Got a problem with that? - - - Are you sure? ... Don't worry about it - now goodbye Stalker, maybe until next time! - - - Relax Stalker hahaha. You did me a big favour - you eliminated my competition! Here, a sign of my appreciation! Now goodbye Stalker, maybe until next time! - - - I was only kidding. Here, catch the bag. Now give me the case! - - - Fuck you! - - - You have a strange sense of humour Stalker...\n \nOne moment, you seem to be familiar. Aren't you one of the Stalkers which took back the railway bridge? - - - But... you guys are bandits! - - - And what of it? Don't tell me you're shitting your pants hahaha! Now, let's do it, we don't have all day. - - - What will you do with the weapons? - - - What a stupid question. Don't abuse my patience Stalker, are we doing the deal or not? - - - - Where the fuck you think you're going? Kill him! - - - - I got your - - - - What??? What the fuck??? Who is the moron who did this? - - - Damn! No brains but a lot of balls... - - - Fuck! Are we now stuck here? - - - Looks like it... better to lay low for a while... - - - Shit! - - - What??? What the fuck??? Who is the moron who did this? - - - - - Sidorovich: %s !!!! Into my office!!! NOW!!!!! - - - - ---- Like Rats in a Trap - - - Careful Stalker! There a bandits trapped down there! - - - Go see our leader Naruchnik if you want to know more. - - - We want to parley Stalker! - - - Holster your weapon or we will shoot! - - - - - - - - - - diff --git a/mods/[DEV] Brotherhood/gamedata/configs/text/eng/st_dialogs_brotherhood_ac.xml b/mods/[DEV] Brotherhood/gamedata/configs/text/eng/st_dialogs_brotherhood_ac.xml deleted file mode 100644 index 48d3bd60..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/text/eng/st_dialogs_brotherhood_ac.xml +++ /dev/null @@ -1,180 +0,0 @@ - - -----Stories from the Zone---- - ---- Atomic Crusader --- - - You wanted to speak to me, Father? - - - Yes young Brother, I decided to assign you to Blue Winter's chapter. Report to your Brother upstairs, he will fill you in about the details. - And remember, the Monolith is always watching. - - - Alright Father. - - - For the Monolith. - - - - Father Charon sends me. - - - Good, welcome Brother! I am Blue Winter, and our chapter is a reconnaissance unit. You will meet the other Brothers of our chapter shortly, but first I want to brief you on our mission. - \nFather Charon wants to take back the Kindergarten in the Outskirts in order to use it as a forward base. Our chapter has been assigned this task, and our Brothers Melchior and Caspar are already there scouting out the building. - Accodring to them, the building is a mutant den at the moment, so prepare for such an encounter. We will do it during the night, in order to take the enemies of the Monolith by surprise - they shall only know our intentions when we already have a foothold there. - \n \nI got the authorisation to allow you an advance in order to supply yourself. Prepare for the mission, we will set out at nightfall. - - - Understood. - - - Very well Brother. Prepare and find me, we will wait together for nightfall. In the meantime you can already get acquainted with our Borther Balthazar here, the pillar of our chapter. - He fills out the position of fire support. - - - - About our mission. - - - Yes? - - - I am ready. - - - Very well, let's wait together for the night. Then, when the sun is down, we set out. You will lead the way, Brother. - - - I am ready. - - - The night already set in, let's move out. Lead the way, Brother. - - - For the Monolith. - - - I still need to do some preparations. - - - Alright. - - - - Blue Winter: What is your report? - - - Melchior: A couple of snorks and a Poltergeist. No enemy activity. - - - Blue Winter: Alright, that should be manageable. - - - Blue Winter: Melchior and Caspar, you stay outside and guard the entrance. - - - Blue Winter: Balthazar and %s, you come with me. - - - Blue Winter: Brother %s, you take point. - - - Blue Winter: For the Monolith! - - - - How do we reach our Brothers? - - - When we are at the Outskirts we approach the Kindergaten from the north. We'll have to bypass the Vulcano anomaly and then our Borthers should wait for us close to our target. - - - - That seems to have been all of them. - - - Indeed. Excellent work Brother! You did great on our first mission. I want you to have the honour to report this victory to Father Charon, he will send further troops to fortify our position here. - Use the opportunity to stock up on supplies, and when you are ready, come see me and I will give you your next mission briefing. - - - - Father, our chapter has succesfully claimed the Kindergarten for the Monolith. - - - Excellent work Brother! I will immediatly give the order to send more troops there. Here some money to stock up on supplies. \n \nNow go and spread the glory of the Monolith! - - - - - - - I see four Stalkers leaving their base. They look like serious guys, armed to the teeth. - - - Good job Brother! Keep an eye on them and keep me informed about their intentions. - - - They passed the apartment complex and seem to turn south. - - - Good! So no need to alarm the troops. - - - I'll soon loose sight of them! - - - Brother Melchior is already on the job. Keep your position and wait for instructions. - - - I just saw them entering the Department Store. - - - Excellent job Brothers! That's an excellent place to surprise them - I have a plan. - - - Brother %s, come join our squad. We will wait for you to the south of the Kindergarten, between the Grocery Store and the apartment buildings. - - - I reached the exit of the tunnel! - - - Perfect. We launch our attack, you take them from behind! For the Monolith! - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - diff --git a/mods/[DEV] Brotherhood/gamedata/configs/text/eng/st_dialogs_brotherhood_ms.xml b/mods/[DEV] Brotherhood/gamedata/configs/text/eng/st_dialogs_brotherhood_ms.xml deleted file mode 100644 index d1a04590..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/text/eng/st_dialogs_brotherhood_ms.xml +++ /dev/null @@ -1,663 +0,0 @@ - - -----Stories from the Zone---- -------Market Share --------- - - - My friend, we have been keeping an eye on you and we are impressed. Come see us in Yanov, in the tower north of the train station. We have a proposition for you which you will like. - - - - Yo, what's up? - - - I got your message. What do you want? - - - Nothing. - - - So you're %s. Good to finally meet you. - - - How do you know? - - - I wouldn't stand here today without the help of xcvb, NLTP-Ashes, GhenTuong, RavenAscendant, igigog and demonized. - - - I appreciate this. Now back to the question. - - - Who is asking? - - - Me and my man Chris over there followed your work, and we are fans of your work ethic. We want to propose a collab. - - - Not of the trusting kind are you? Don’t worry, I get you, distrust makes you live longer. - \n \nKnow what? Have a drink on us in the station and ask about Marlo Stanfield and Chris Partlow - people will fill you in. - - - A collab? What is the goal? - - - The goal is money and power of course - what else is there to be wanted? The way to achieve it? That's the juicy part. - - - I've never heard of you - why should we work together? - - - Haven't heard of me - yet - you mean. Don't worry, that will change. - \n \nKnow what? Have a drink on us in the station and ask about Marlo Stanfield and Chris Partlow - people will fill you in. - - - - - - - Yo, talk to my man Marlo first. - - - - - - - Do you know some Stalkers by the name of “Marlo Stanfield” and “Chris Partlow”? - - - I do... some serious guys, made a name for themselves two years ago. Violent guys too - and that means something here. - - - Can you be more specific about them? - - - I only saw them a couple of times when they passed through so I didn't have any close dealings with them, but I heard some stories. I assume that - they started off like normal guys - bribed their way past the checkpoint and started to do some minor work here and there. The first time their name rang out was two years ago, some bandits were making trouble in Zaton and - Sidorovich recruited them amongst others to put them back in place. Story goes that there was a traitor amongst the group which lead them into an ambush - those who weren't killed were taken as hostage, among them Marlo and Chris. - The problem was, they didn't have money on the side to pay off the ransom money - so they send word to Sidorovich to pay the ransom with their mission wage. Well you know Sidorovich - of course he refused. - - - Why? - - - Of course. - - - Officially he said that he doesn't make deals with bandits. But lowkey, he figured if the bandits killed them, he wouldn't have to pay at all. In the end Marlo and Chris were left for dead. - But luck was on their side: one evening they managed to break free and to flee, and as you can imagine the story doesn't end here. Marlo and Chris swore revenge: they returned and exerted terrible vengeance! - People say that their former jailors were horribly mutilated and each one had carved on his forehead: "Marlo doesn't forget". - - - I see you know Sidorovich. \n \nIn the end Marlo and Chris were left for dead. - But luck was on their side: one evening they managed to break free and to flee, and as you can imagine the story doesn't end here. Marlo and Chris swore revenge: they returned and exerted terrible vengeance! - People say that their former jailors were horribly mutilated and each one had carved on his forehead: "Marlo doesn't forget". - - - And since then? - - - Well this episode made quite a furor back in the days! They became prime muscle: you needed an escort? Marlo and Chris. Someone was bothering you? - Marlo and Chris. Someone didn't pay their debt? Marlo and Chris. \n \nI don't know why you're asking, but my advise: don't fuck with them. - - - - - I asked around about you. - - - And, did you like what you were hearing? - - - Depends. What is your proposition? - - - Not really, you sound like brutes. But tell me nevertheless. - - - We are not that different you and us. We are always working for someone else and his pockets - yes we get paid but in the end it's them who are profiting from our work, it's them who gain in influence and importance. - If you're someone's dog - you'll always be a dog. A fierce dog maybe, even a feared one, but there's no respect for the dog himself - only for the dog's owner. I don't know about you, but I've had enough. That's the reason why we propose you a joint-venture. - - - I'm all ears. - - - I've got no problems with working for other people. - - - - You...??? \n \nEhm alright, maybe this will change your mind. First, how do you feel about Sidorovich? - - - Aight. First, how do you feel about Sidorovich? - - - Sidorovich? Fuck that greedy pig – the guy got rich by scamming rookies and leeching off the misery in the Zone! - - - Sidorovich? I like him, he's my mentor. Why? - - - Very well. So I believe you will not have any qualms with what I'm about to propose: \n \nFor too long Sidorovich monopolised trade in the Zone! But he has become complacent and the gip of his fat hand becomes weaker and the control will slip out of his hand. We are not only going to put a stop to that - we are taking over his business! - \n \nSo this is my proposition: Chris, you and me, we form a partnership on equal terms and together we fuck Sidorovich out of his business in order to become the new power in the Zone. Chris and me already have tied connections here and on the outside - all that we need is a first show of our abilities in order to convince them to bet on us instead of the lame horse. - Think of it as a start-up! The chess board is already set up and we are playing white. \n \nWhat do you say? Do you want to toil further for them, or do you want to make your own destiny? - - - What? You like him? - - - This sounds very interesting, but can you tell me more about your plan? - - - I need some time to think about it. - - - This sounds like madness. - - - Sidorovich will never give up his business. - - - Alright, count me in. - - - Thanks for considering me, but I don't want anything to do with this. - - - I'm afraid that I can't do that. I need to know if you're with us or not - only then will I tell you the plan. - - - I'm afraid that this is not a proposition which affords the luxury to think about - you have to decide now. - - - Madness? No. Ambitious? Absolutely! In order to win at his game you have to be bold and grab the reins of your own destiny. - - - And we are not about to ask him nicely, but to grab it out of his fat hand. - - - I knew you would. - - - Then fuck off and run back to your life as a dog. - - - Yes I do - he has been nothing but a father to me. I'm absolutely loyal to him. - - - I'm joking, I hate that greedy fuck. - - - Then fuck off and return to your master you bitch. - - - Damn, for a moment you had me believing it. Very well. So I believe you will not have any qualms with what I'm about to propose: \n \nFor too long Sidorovich monopolised trade in the Zone! But he has become complacent and the gip of his fat hand becomes weaker and the control will slip out of his hand. We are not only going to put a stop to that - we are taking over his business! - \n \nSo this is my proposition: Chris, you and me, we form a partnership on equal terms and together we fuck Sidorovich out of his business in order to become the new power in the Zone. Chris and me already have tied connections here and on the outside - all that we need is a first show of our abilities in order to convince them to bet on us instead of the lame horse. - Think of it as a start-up! The chess board is already set up and we are playing white. \n \nWhat do you say? Do you want to toil further for them, or do you want to make your own destiny? - - - - So, can you now tell me the plan? - - - Of course. In order for the plan to work, we first need to prepare for the confrontation. We only need one thing in order to start: we need funds you see - and gear. Now there are two ways we can go about this: the first one would be to pay the gold price. - Now that would be quite expensive - we estimate 100.000 for each of us three. I have to tell you, I'm not a big fan of that option. \n \nThe second one is my favourite: we rip it off the mercenaries! - - - Rip off the mercenaries? How do you want to do that? - - - We have been observing them for quite some time now. You know their base in Zaton? Well it can function quite autonomously, but every once in a moon they too need to be resupplied - and this resupply has to come from their main base. - We figured out their protocol for supplying their base in Zaton. You see, the mercenaries are not your basic gopnik, they are highly organised! Only few people have the necessary clearance to use the organisation channels, and we arleady managed to get make a copy of a PDA with access to them. - The problem is, they have an extra layer of security - they heavily use encryption and they change the key each time one of their devices have been compromised. So in order to be warned in advance when they make they resupply their base, we need the decryption key without their knowledge. - \n \nNow we come to the juicy part: if they want to change the key they cannot send it over the channels - they have to do it physically. So they send a courrier who brings the encryption key in person to their base in Zaton. That's when we strike! We intercept the key, make a copy and then deliver it to them. That way we will know when the next resupply is scheduled! - - - How do we trigger the encryption key delivery procedure? - - - We need to steal one of the devices with the necessary security clearance. They will no longer use the old encryption key out of fear that their conversations are not private anymore! We already have our victim! Chris can tell you the details of this stage! - - - How do we intercept the key without them noticing? - - - A friend will tell us when the courrier sets off! He will pass through Yanov, that's the moment we will strike. When you have the key, you'll bring it to us and Chris will make a copy. After that comes a tricky play: you'll have to disguise yourself as a mercenary and make the delivery! Make sure you find a mercenary outfit before that stage! \n \nAfter delivering the encryption key, we can listen in on their conversations. - - - Won't they be suspicious if the courrier never makes it back to the main base? - - - I see you're a sharp one. Don't worry about it, the Zone is a dangerous place. While you're making the delivery, I'll have my guys snatch the body of the courrier and drop in off somewhere where danger is abundant. It will look like he died on his way back - and they won't care as long as it happend after he delivered the key. - - - Why all this hazzle? Can we not simply have spies looking out for signs of an imminent resupply? - - - You see, the mercenaries have this nasty habit of doing it during the night - exactly to prefent such a thing. We need to know it in advance: without our ears in the channel, we won't know in advance where and when the transfer would take place and it would be impossible to organise an interception. - - - Why do we need the supplies so much? - - - The next stage in our plan is quite... resource intensive. Believe me, we need these supplies. - - - What is the next stage? After we have the necessary supplies? - - - I'm afraid I cannot tell you yet - see, I like you, but I need to know that you're 100% in this. - - - Alright, how do we get started? - - - If you want to do it the viking way, talk to Chris. He will coordinate this stage. If you prefer to make your money work, you can always talk to me - I'll make the necessary arrangments. - - - - Can you tell me the plan again? - - - Thanks, that all. - - - No problem. - - - ----- Quest 1 ----- - - How do we get started? - - - Your target is an officer called "Harald Virtanen". He is stationed at the Zaton Waste Processing Station: you have to kill him and steal his PDA. - - - How should I do that? There are at least a dozen of heavily armed mercenaries stationed at that place? - - - Don't worry - we already have a plan. It's no coincidence that Harald is our target - it seems that the guy is an alcoholic and sneaks out during night to get his buzz, the perfect time to strike! - His favourite drinking spot is a garage in the south east corner of the compound. The plan is thus easy: sneak up on him and kill him - if you're lucky the patrols won't notice. - If they do, well grab his PDA and run - but whatever you do, don't kill the other mercenaries! We need them alive! And a word of warning, if you try to disguise yourself as a mercenary, don't! They won't be fooled twice. - While you're at it - if you still haven't found a mercenary outfit, maybe you can also "borrow" his - he won't need it anymore. - \n \nAre you ready? - - - Yes. - - - No, I will need some time preparing. - - - Alright - remember to take his PDA or else everything will be for nothing. - - - Alright - make your preparations. - - - - I got the PDA. - - - Well done! Now we have to wait - I will send you a message when they are doing their move. In the meantime take a rest and get ready for the next stage: repair your costume and stock up on ammo. Here, I managed to get you a repair kit for a light outfit and a gun. - - - - - What do you want? Can't you see I'm occupied? - - - Marlo and Chris send their greetings. - - - What the fuck are you talking about? - - - ... - - ---- Quest 2 part 1 ---- - - Chris Partlow: My man - the courriers are getting ready to depart. Come see me now! - - - - Jan Baran: Urgent Stalker ambushed usweareattackkkkkkkkkkkkkkkkkkkkkkkkkkkkk - - - - Are the courriers on their way? - - - Very soon - they should make camp this night here in Yanov. Come back this night for confirmation. - - - They are: they left their base this morning and travelled from Limansk to Yanov using their secret path. They should arrive soon and will look for a place to camp overnight - that's when you will strike. - - - Do you know where they will camp? - - - No, we were not able to find out their plans. It should be somewhere close to where their path emerges, somewhere around the Bandit camp in the South-West. It won't be in the open, so look for any buildings or structures giving shelter. - - - Why don't they stay at the bandit camp over night? - - - Would you sleep with a dozen gopniks around you? That's unnecessary trouble - you don't know if you're going to wake up with all your money - or teeths. - - - Alright - I will be on my way then. - - - - Yo Chris, I got the USB. They were making camp in the tunnel south of here. Here take the USB and make a copy! - - - Excellent work! Alright, let me make a copy \n \n...\n \nHere, take the USB. Now deliver it to an officer called "Aivar Kuusk". He should be somwhere inside the Waste Processing Station. Take this broken PDA too - if they ask you why you didn't write show it to them.\n \n - Don't forget your Mercenary suit! Remember: no stupid movement like running or jumping - and don't wave your weapon around! I hope your suit and helmet are repaired - and don't forget to take a weapon with you which is used by these assholes. Go in, deliver the USB and get out. We will take care of the corpses. - - - - - I delievered the USB! Did you take care of the bodies? - - - Fuck yes! You're really THE man, do you know that! Yes, the bodies have been taken care off - now we only need to wait for the resupply! - ---- Quest 2 part 2 ---- - - - What do you want? Who are you? - - - I am the courrier - I bring you USB stick with the encryption key for this section. I believe you're the officer responsaible? - - - You're the courrier? We thought you were dead? We were about to send out a scouting squad. - - - My comrades are dead - I managed to escape. - - - You managed to escape? But why didn't you tell us that you're out there? - - - During my escape my PDA broke - it probably happend when I fell down. - - - Damn soldier, what can I say? I'm glad you made it out. Yes I'm the responsible officer, you can hand me the key. - - - Perfect. I'll be on my way back then. - - - Wait! Don't you want to rest here? - - - - Not really sir, I just want to get back to safety. And I'm afraid that I don't consider this place to be safe. - - - I can provide you with an escort? - - - No thank you sir, I believe that my last escort was the reason we were discovered. I think I'm better on my own. - - - Well alright. At least take this - you'll need it. - - ----- Quest 3 ----- - - Chris Partlow: My man - it's about to happen. Gear up for a heavy fight and come see me - it's about to become real. - - - - - I got your message about the handover. - - - Yeah they are on their way. The resupply is planned to happen this night - come back then! - - - Yeah, the mercenaries from Dead City are about to arrive. They'll set up camp at the car fortress on the other side of the street - to the east from here. The others from Zaton are also on their way so you'll have to act fast. - - - Alright. What's the plan? - - - I gathered some of our guys - they are waiting at the Yanov Station for you. The main guy is Monk - find him and then proceed to the assault. I'll keep an eye on you from here and warn you if the Mercenaries from Zaton are getting close. There should be six supply crates - bring them to me, and we are golden. Good luck - give those assholes hell! - - - - Chris Partlow: Watch out, I see a squad of Mercenaries to the north of you! That's the guys from Zaton - take a defensive position! - - - - - - About those supply crates. - - - You got them? - - - [Supply crate] Yeah man, here take it. - - - I have to go back for the rest. - - - My man! - - - Aight. - - - That was the last one! - - - Excellent work! You're a real soldier - Marlo agrees. Have a rest, and if you're ready come see Marlo - he'll tell you about the next stage. [Next missions in a future update] - - - - - - Yo you're Marlo's guy. What's the word, are we crashing their party? - - - Yeah, we can go. - - - Wait, I'll be back shortly. - - - Alright men, let's roll out! - - - ... - - -----Stage 4---- ----Takeover--- ---Marlo-- - - - So, what is the next stage in your plan? - - - Now my friend we take over the Skadovsk. - - - The Skadovsk? Why? - - - The Skadovsk is the key to the north - most Loners here sell and buy from Beard and Owl. Until now Sidorovich and Beard had a deal: Beard, and with him the Skadovsk, trade with Sidorovich - he gets the artifacts and they get weapons, money and men in exchange. - If we own the Skadovsk, the north belongs to us - and Sidorovich will lose a huge source of financial revenues thus weakening his position. And what is most important - it's ripe for the taking. - - - How do you plan to take it over? - - - You see, Beard is under a lot of pressure - Monolith activities are growing and their raids become more frequent. He can only protect with difficulty the Stalkers there and people are getting restless. - Sidorovich on the other hands tries to cheap out on support - he only sends the bare minimum citing difficult supply lines as an excuse. - If we increase their difficulties, the support for Beard and Sidorovich will drop and we swoop in offering protection and supplies taking the Skadovsk for us - Beard will have no choice. - - - How do you know all of this? - - - We already made a proposition to Owl to co-op - let's say he's quite enthusiastic about this takeover. He told us about the weak points we can exploit - he's also your main contact partner during this operation. - - - How do you plan on increasing the pressure on Beard? - - - Beard mostly relies on two Stalkers for protecting the Skadovsk: Spartacus and Achilles. Both of them are fearsome warriors and they enjoy the popularity and support of many Loners in the north . men who are ready to fight with them. - If both of them die, Beard will have lost most of his military powerbase and he will be forced to accept our protection. -\n \nIn the same time, we will increase hostile activity in Zaton through the bandits - we will pay some of them to make trouble in Zaton, thus increasing pressure on Beard to accept our protection. - - - Will killing Spartacus and Achilles not make us extremly unpopular with the Skadovsk? - - - Yes - that is why you cannot kill them outright: you will have to arrange an accident or do it in disguise. We cannot be linked to these assassinations! Talk to Owl for the details, he should have an idea how to get them. - - - Isn't the Zone harsh enough, do we now need to kill fellow Loners? - - - Are you a moron? Or some fucking pacifistic idealist? Do you think Sidorovich achieved his influence by asking nicely? Only because you are not able to see the violence does not mean it is not there! - The Zone is not a fucking birthday party, it's ride or die here - you have to be willing to fight for your place, because the next motherfucker will not think twice about putting a bullet in your brain. - - - Relax, I understand - you're right. - - - All I'm saying is that there might be another way. Let me at least try to convince Beard that working with us is better for him and the Skadovsk. Besides - it's also good for business, more men on our side. - - - Maybe you're not so stupid after all. Do you have another question or can we proceed with business? - - - You're a fucking moron. \n \n... \n \nFine, but don't fuck it up! It will be harder if they know that we're coming for them! - - - Alright, where do we begin? - - - Go see Owl - he will tell you what to do. We'll stay in touch if there is anything coming up. - - - Wait, I have a question. - - - What is it? - - - Alright, where do we begin? - - - How should I know? But if you change your mind and want to go with our plan - go see Owl. - - - Alright, I'll head to the Skadovsk now. - - - Alright, I'll head to the Skadovsk now. - - - - - - - Several centuries ago, the Pope decreed that all the Jews had to convert to Catholicism or leave Italy. - There was a huge outcry from the Jewish community, so the Pope offered a deal. He'd have a religious debate with the leader of the Jewish community. - If the Jews won, they could stay in Italy; if the Pope won, they'd have to convert or leave. - The Jewish people met and picked an aged and wise Rabbi to represent them in the debate. - However, as the Rabbi spoke no Italian, and the Pope spoke no Hebrew, they agreed that it would be a 'silent' debate. - On the chosen day, the Pope and the Rabbi sat opposite each other. \n -The Pope raised his hand and showed three fingers. \n -The Rabbi looked back and raised one finger. \n -Next, the Pope waved his finger around his head. The Rabbi pointed to the ground where he sat. \n -The Pope brought out a communion wafer and a chalice of wine. \n -The Rabbi pulled out an apple. \n -With that, the Pope stood up and declared himself beaten and said that the Rabbi was too clever. The Jews could stay in Italy! -Later the cardinals met with the Pope and asked him what had happened. The Pope said, 'First I held up three fingers to represent the Trinity. -He responded by holding up a single finger to remind me there is still only one God common to both our beliefs.' -'Then, I waved my finger around my head to show him that God was all around us. -He responded by pointing to the ground to show that God was also right here with us.' -'Finally, I pulled out the wine and wafer to show that God absolves us of all our sins. -He pulled out an apple to remind me of the original sin.' 'He bested me at every move and I could not continue!' \n - -Meanwhile, the Jewish community gathered to ask the Rabbi how he had won. -'I don't have a clue!!!' the Rabbi said. 'First, he told me that we had three days to get out of Italy, so I gave him the finger.' -Then he tells me that the whole country would be cleared of Jews, so I told him that we were staying right here.' -And then what?' asked a woman. Who knows...' said the Rabbi. 'He took out his lunch, so I took out mine!' - - - Hahahaha - - - Not very funny. - - - Ah it's great to drink with a man who understands humor. - - - That's because you have a potato instead of a heart my friend. Don't worry, one day I'll make you smile. - - - - ------- Sidorovich ------- - - - Bad news Sidorovich, there is a conspiracy afoot against you. - - - WHAT??? Who is plotting against me? - - - Two Stalkers - Marlo and Chris. They tried to recruit me to take part. - - - Fuck! I should have killed them when I had the occasion... Well spill it out, what do they plan? - - - I don't know, I told them to fuck off when I heard you were the target. - - - They didn't tell me yet, only that you're the final goal. All I know is their plan to steal weapons from the Mercenaries. - - - You fool! I appreciate your loyalty but I need inside ears and eyes, not a public show of support! You should have feigned interest in order to find out more! - - - Sneaky fuckers, they are carefull... Very well! You did good coming to me, your loyalty is appreciated! Here a token of my gratitude - now go back to those snakes and find out more... - - - But can you not simply have them assassinated? - - - My friend, as much as I like your fidelity, as much I have to wonder about your lack of a sense for intruige. Of course I cannot strike them down, at least not for now! -I know nothing of their exact plans, and what I mean by that, I know nothing about the true size of this conspiracy! I need to know if they have allies, I need to know where they see a weakness of mine! -For that I need an inside man! \n \nA shame that you told them to fuck off, they won't trust you if you go back now... we need to find a way to get you back into their trust... \n \nAh yes, yes, I know the way! We'll stage a public affront - an humilation so to speak! - - - Sneaky fuckers, they are carefull... Very well! You did good coming to me, your loyalty is appreciated! Here a token of my gratitude! - - - But can you not simply have them assassinated? - - - - - - - - - - diff --git a/mods/[DEV] Brotherhood/gamedata/configs/text/eng/st_dialogs_brotherhood_nr.xml b/mods/[DEV] Brotherhood/gamedata/configs/text/eng/st_dialogs_brotherhood_nr.xml deleted file mode 100644 index 9b61e2a2..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/text/eng/st_dialogs_brotherhood_nr.xml +++ /dev/null @@ -1,1715 +0,0 @@ - - -----Stories from the Zone---- - - ----- Northern Rush---- - - - You seem to have a full-house here? - - - And all thanks to you! By disabling the Brainscorcher you opened up the north for anyone who dares to go! - You triggered a rush for the north - and people gather here to buy supplies before setting off! Here, a drink on the house - you deserved it! \n \n - If you're looking to make some money, now is a great opportunity! Prices are soaring, I hope you don't need any supplies as demand is huge at the moment. - - - - ----- Scamlok ---- - --- Barman -- - - - - Hey, I just met Strelok! - - - Strelok? Here? Are you sure? - - - Yes! And he is gathering a team to reach the Wishgranter! The participation fee was a bit steep, but it will be worth it. - - - Strelok who is recruiting strangers? For a fee? Hahahaha \n \nYou got scammed my friend. Strelok would never do that! - - - ... - - - The Zone is full of scammers, it can happen to anyone... but I have to say, you belong to the more naive ones - Strelok asking for money, hahaha. \n \nDon't be sad, here a drink on the house. - - - - Hey, I just met a man saying he is Strelok. - - - Strelok? Here? What did he want? - - - He said that he is gathering a team to reach the Wishgranter! Was asking for 10000 roubles particitpation fee... - - - Ah a scammer. Happens sometimes that a man comes around pretending to be Strelok. The true one would never trust strangers and ask them money. I hope you didn't give him anything? - - - No, I was not feeling it. - - - Well done. I'll warn the customers and have my guys look for that imposter. - - - - - - - - Hello Stalker, you look experienced! - - - I just took down the Brain Scorcher, of course I'm experienced! - - - You could say that... - - - What makes you say that? - - - No, I'm still a rookie learning the ropes. - - - DDDDAMN! You're the guy! It's an honour meeting you! I'm Sorokin! \n \nAre you also here to join Strelok? - - - Nice to meet you! I'm Sorokin. I'm looking for the services of an experienced Stalker such as you. I need to go to Yanov Station, could you help me? - I'm somewhat new here, so I don't have a team... yet, but I have money! It would mean a lot, I have a golden opportunity which I can't miss. - - - Of course the gear, but most of all your expression. I'm Sorokin, nice to meet you! \n \nListen, I need an experienced Stalker to bring me to Yanov Station. I'm somewhat new here, so I don't have a team yet, but I have money! - It would mean a lot, I have a golden opportunity which I can't miss. Are you interested? - - - Oh, me too! i thought with all your gear, you looked like a veteran. \n \nI'm Sorkin, nice to meet you! Are you also here to find a guide to Yanov? - - - Strelok? Have you seen him? Where is he? - - - Why do you need to go to Yanov? - - - - Yanov? Maybe, at some point. Why are you asking? - - - Well... I'm not supposed to tell this to anyone, but I guess you're a hero of the Zone now. - Yes, I've met him. He doesn't want to attract attention, but yes he's here, in Rostok! He's putting together a team! You should meet him! I'm sure that you're the perfect candidate. - - - - ... Ok, I'm not supposed to tell this, but considering you're a veteran you'd make a great addition to the team. I suppose you know who Strelok is? - - - ... Ok, I'm not supposed to tell this, but as we're both new here we have to stick together. Do you know who is Strelok? - - - Where is he? - - - - Of course I know who he is. - - - Of course I know who he is. - - - I'll tell you, but remember me, and please take me with you to Yanov! He's in the hangar north of the Arena. - - - Of course. Well he's recruiting at the moment for a huge mission to the heart of the Zone. The Wishgranter, can you believe it? - There are trials and so on, but that shouldn't be a problem for you! Come see me before you go though, I want to join you! I'll pay of course, that's not a problem. You'll find him in the hangar north of the Arena. - - - Of course, the guy is legend, right? Well he's recruiting at the moment for a huge mission to the heart of the Zone. The Wishgranter, can you believe it? - There are trials though and an entry fee... But if you go, take me with you! I'm sure we'd make a great team! You'll find him in the hangar north of the Arena. - - - - Hey man, about the expedition... - - - Did you meet Strelok? He's great, right? And? Will you join us? Will you take me with you to Yanov? - - - Yes I will join the expedition, and I'll bring you to Yanov with me. - - - No I won't join the expedition, but I can bring you to Yanov nevertheless. - - - I hate to break it to you, but that guy wasn't Strelok... - - - - Great! Tell me when you're ready to leave, I already am! - - - Oh...alright, you certainly have your reasons...but thanks for escorting me to Yanov! Tell me when you're ready to leave, I already am! - - - What? How... how do you know? - - - That guy was super sketchy, he certainly was a scammer. - - - I talked to the barkeeper, he told me that there is no chance that the guy was legit. - - - What? No fucking way, you're trying to cut me out in order to have less competition! Fuck you, I thought I could trust you! I'll find another way to go to Yanov! - - - What? I mean... if the barkeeper is convinced... Fuck, this is horrible! I... I took a loan in order to join Strelok, I mean, whoever that was... Fuck, I'm screwed! - - - I need some time. - - - Alright, but don't take too long, Strelok won't be waiting for us! - - - - About the escort to Yanov. - - - Yes, are you ready, can we leave? - - - We can leave. - - - I need some more time to prepare. - - - Alright, you lead the way! - - - Alright, but don't take too long, Strelok won't be waiting for us! - - - - We arrived. - - - Thanks alot! Here is the money. I'll have a rest at the bar. - - - Alright, I'll ask around if someone saw Strelok. - - - See you soon! - - - - I just talked to Hawaiian, apparently the guy we met wasn't Strelok. - - - How would he know? - - - Well, he says that Strelok would not organise a team out of strangers and ask them to pay. Hawaiian thinks that we got scammed. - - - That... that cannot be! But the guy fitted the description of him? - - - Hawaiian made a valid point, everyone knows Strelok's gear and could dress the same... - - - Fuck! Oh no! I'm fucked!!! I ... - I ... I made a loan to pay my fee! I ... I am fucked! - - - [8.000 roubles] Sorry mate... Here, I can give you the money back you paid me... - - - Sorry mate... Seems like we have been scammed... - - - Th-thanks... I guess that helps out a bit... but I still owe that creditshark 50.000 roubles... even if I sell everything I have, I will never reach that sort of money... - - - Fuck... - - - - - What do you want? - - - Strelok? I've been looking for you! - - - Strelok? I've heard that you're putting together a team. - - - Are you really Strelok? - - - Pssht, not so loud! No need to attract the attention of whole Rostok! \n \nSo, you have been looking for me? Why? And how did you find me? - - - Pssht, not so loud! No need to attract the attention of whole Rostok! \n \nWhy are you asking about a team? - - - If you need to ask, you don't need to know. - - - What is the problem? - - - What is the problem? - - - Why? Because I'm Strelok! My enemies seek me, even my admires bother me! You have no idea how tedious it is to operate here when everyone tries to get something from you. - \n \nBut answer my question, you have been looking for me? Why? And how did you find me? - - - Why? Because I'm Strelok! My enemies seek me, even my admires bother me! You have no idea how tedious it is to operate here when everyone tries to get something from you. - \n \nWhy are you asking about a team? - - - I want to find the Wishgranter - Sidorovich told me you've done it before. I thought you were somewhere north of here, I even disabled the Brainscorcher in order to find you. And now, by coincidence, a guy at the bar told me where to find you. Can you help me get there? - - - A guy at the bar told me. He also told me that you want to go to the Wishgranter. Is it true? - - - I mean, I never met you, how do I know it's you? - - - The Wishgranter? You're in luck, that is indeed where I'm planning to go. I'm putting together a team for exactly that purpose - you wish to join me? - - - I told them to keep quiet about me and the team. Who was it? \n\n Ah fuck it, doesn't matter. - Yes, I'm gathering a team, and yes - we're going after the Wishgranter. Are you interested? - - - Hmm, you're new here? Alright, see this tattoo? I'm the guy you're looking for. What is it you want? - - - Don't you already have a team? Why do you need strangers? - - - Of course I'm interested - when do we leave? - - - Don't you already have a team? Why do you need strangers? - - - Of course I'm interested - when do we leave? - - - Alright, I believe you. - - - But... - - - Of course I already have a team - the most grizzled veterans you could imagine... but finding the Wishgranter is no walk in the park. - We need more people, and that's why I'm here to recruit candidates. \n\nMaybe you'd make a good fit? - - - Not so fast. You see, this enterprise is no walk in the park - I'm here to find worthy men and not rookies. So there will be a test and a fee. - - - A fee? - - - A test? - - - Then tell me, what do you want? - - - No "but"! Either you accept it or you fuck off. In the end, remember, you came to me, not the other way around! - - - Yes a fee. We need supplies, weapons and armor to assault the CNPP. I know some guys who sell premium stuff, but it also comes with a premium price. - So, everyone who wishes to join has to put 10.000 roubles in the pot. - - - Yes a fee. We need supplies, weapons and armor to assault the CNPP. I know some guys who sell premium stuff, but it also comes with a premium price. - So, everyone who wishes to join has to put 10.000 roubles in the pot. \n\nWhat do you say? You seem to be perfect for the job, I'm sure you'll make the cut. - - - Of course. I cannot take rookies with me, so there will be a test in order to weed out the weak and unreliable. - The first test is to reach Yanov Station to the north. There we will proceed to further tests to see if you're worthy to join our final assault. - - - Of course. I cannot take rookies with me, so there will be a test in order to weed out the weak and unreliable. - The first test is to reach Yanov Station to the north. There we will proceed to further tests to see if you're worthy to join our final assault. - \n\nWhat do you say? You seem to be perfect for the job, I'm sure you'll make the cut. - - - [10.000 roubles] Count me in! - - - I don't know, I need time to think. - - - Excellent, I knew you would not miss such an opportunity! Keep this conversation quiet - I don't want everyone to know my plans. See you in Yanov! - - - I hate to break it to you, but there is no time to think about it. I will leave in the next hours, this is your last opportunity to grab the occasion of your life! - - - Count me in! - - - Then I have to refuse. - - - Get lost poor fool, you missed the opportunity of your life. - - - Go fuck yourself. - - - Fuck you, Tushkan fodder. - - - Relax, I believe you! I was looking for you for a long time - I want to go to the Wishgranter with you! - - - I don't know... are you really Strelok? - - - What the fuck? Of course I'm Strelok! The Marked One who disabled not only the Brainscorcher, but also the Kaymanov emitter! Here, do you see this tattoo? - - - A tattoo? What does a tattoo have to do with Strelok? - - - I found a stash of yours - can you tell me where you hid it? - - - Can you show me your Psi-helmet? - - - I'm sorry - of course I believe you. I want to come with you. - - - Wh-what? You don't know shit about me, and yet you dare to question me? Fuck off fool! - - - What a moronic question, I have stashes all over the Zone - why would I tell you the location of even one of them? Fuck off scammer! - - - Are you trying to mug me for my Psi-helmet? Fuck off thief! - - - Alright, I forgive you. But for your insolence, you pay double! - - - [20.000 roubles] All right, here is the money! - - - I need time to gather the money. - - - I changed my mind, I won't join. - - - - Hawaiian, did you see Strelok around? - - - Strelok? Not since quite some time. Why? - - - I was supposed to meet him here. He is putting together a team and the first step of the trial was to join him in this Trainstation. - - - Is that so? You might want to talk to the guy over there, Osyol, he is also looking for... Strelok... and he told me the same story... Did you also pay "Strelok" 10.000 roubles? - - - Yes. Why? - - - *Sigh* Then I'll tell you the same I told Osyol - I think you have been scammed. I highly doubt that the person who you were talking to was Strelok, as I can't see Strelok hiring strangers and asking them money. - - - Shit! Are you sure? - - - I've been around here for quite some time, and what you and the other guy are telling me simply doesn't sound like Strelok. On top of that, Strelok is not here so... - - - But he looked like the description of Strelok? - - - Strelok is quite the legend around here, everyone knows the description. Likely, someone who resembles him decided to impersonate him and scam unsuspecting rookies... Sorry that it happened to you. - - - --------- Alyosha --------- - - - Alyosha Shyogolov: Warning to all Bandits, Delinquents, Miscreants, Freebooters and scum of that sort! Dr. Alyosha Shyogolov is in town - beware! I advise you to cease with your ways or feel my ire! - - - Vova the Flea: Who the fuck are you? - - - Alyosha Shyogolov: Dr Alyosha Shyogolov you illiterate gopnik! An elite member of the Ecologists! - - - Pasha the Brawler: Did you confuse the shores, Alyosha Khuiyolov? - - - Alyosha Shyogolov: What? How dare you, you keyboard warrior! You don't know who you're insulting! - - - Vova the Flea: Indeed I never heard of you Yebolov. - - - Alyosha Shyogolov: Don't fuck around, or you'll find out how it is to eat worm shit! - - - Pasha the Brawler: Well come on, answer for your bazar! - - - Alyosha Shyogolov: I'm not afraid of you, you scum! Let's meet on the field south of the Station! Bring your friends, I'll teach all of you not to fuck with Dr Alyosha Shygolov! - - - Pasha the Brawler: Come on Vova, gather your boys and let's teach this shithead a lesson! - - - Vova the Flea: He'll regret the day his father met his mother. - - - Pasha the Brawler: Where are you Khuiyolov? We're here! - - - - Alyosha Shyogolov: Hey mate, I'm over here! Right behind the wall of this ruin! - - - - Alyosha, what the fuck are you doing? - - - Ah, %s, great that you are here! I knew someone would not stay indifferent to how they were talking to me! Can you believe it? - - - Alyosha, this is madness! You cannot provoke these gopniks in such a way! We have to leave, now! - - - Hmm, you're right, this is madness! This is by far beneath me! These gopniks are not worth my time, I have much more important problmes to solve which are worthy of my rank! - \n\nGood that you are here, I'll delegate this bagatelle to you, while I'm putting my talents to better use! Find me at the Station when you finished with these worms! - - - Alyosha, wait that's not what I meant! I'm... - - - - What the fuck Alyosha? - - - Ah, you're back! I see you're still high on that adrenaline! Well, I need you too calm down rapidly, you have to be cool headed to understand the complexity of the situation I'm about to explain you. - - - Not so fast. - - - - Did you really find the fence? - - - Silence my friend, not here! Meet me at the small guard house near the eastern entry of the Jupiter Factory complex tonight at 22 o'clock! Then I'll explain everything! - - - Why do you sound surprised? Of course I did! I made him come out of his mousehole right into our little trap! - - - What is your plan? - - - The plan is simple but efficient! You're going to meet him under the bridge, and when you verified that he has the goods, you put him under arrest! - The signal for me will be "In the name of the law, you're under arrest!". I'll wait in the background, if he tries to run away I'll cut off his path! - - - Why me? I thought I was the backup? It's your plan, you should meet him! - - - I gave him your name of course, he is expecting you! If he sees me approaching he will think that there is something fishy and he'll run away. - - - WHAT? Why the FUCK did you do that? Why did you involve my name? - - - My man, isn't it obvious? I couldn't give my name, no one would believe that I - Dr Alyosha Shyogolov would be able to do such a thing! - I had to use your name, considering that you're of a more... pragmatic reputation! - - - What if this is a trap and he's going to rob us? - - - Bullshit! The guy is a corrupt scientist, most likely some poor clerk, not some gangster. Besides, I will be there, if it is a trap one glimpse of my Nosorog will make them scatter like pigeons. - - - Let's assume everything goes according to your plan - what would be next? - - - First we proceed to an interrogation - of course only when we catch him alive that is. If he dies during the arrest, things are more complicated... - We'll need to search his corpse and hope we'll find something pointing us to any potential associates or loot. - - - What if he runs or resists? - - - I don't think he will - I believe he's some clerk who is more afraid of you than you of him. But if he does something, the priority is of course to catch him alive - lethal force is only to be used if no other means are possible. - If he runs we have to pursue him - I'll be waiting in an opportune place to cut him off. - - - How did you bait him out? - - - That was the product of my devilish plan, although quite simple! I got the word around that you were looking to buy some "surplus" supplies from the Ecologist stock! - Discreetly of course, so that it would only find the way to the right ears for such an underhanded endeavour, and it did! Only after a couple of days I got a message on my burner PDA (which I passed as yours) and we set up this meeting! - - - Alright, I'll be the bait. But don't fuck it up, get into a good position to cut him off if he's running. - - - Perfect! Don't be afraid, you know you can count on me! Remember, the signal is "In the name of the law, you're under arrest!" - - - Fuck this, I won't play the bait in your stupid plan. - - - I'm afraid this is impossible, not when we have the fence right under our nose! What do you think should I tell in the future when someone is asking why the guy was not caught even though we had him right under our fingers? - Do you really want me to tell them "Sorry, but %s was too proud to help me catch this asshole"? Can you imagine what people would think of you? \n\nBesides, think of the glory (and the reward) when we catch him! Sakharov will be so happy, you'll be able to ask anything! - - - So you plan to throw me under the bus if I don't help you? You don't leave me any choice asshole. Fine, I'll do it. - - - My man, relax, that's only the tension before a big catch speaking, not you. Don't fret, I'll be right there to intervene when something goes sideways. - - - ------ Northern Rush - comms - - Erast Fandorin: Attention! The Stalker %s is wanted for criminal conspiracy to steal state property! He is to be turned in immediatly! Any Stalker providing safe harbour or any assistance to him will be regarded as co-conspirator. - - - Colonel Masahiro Sibata: Attention! The Stalker %s is wanted for criminal conspiracy to steal state property! He is to be turned in immediatly! Any Stalker providing safe harbour or any assistance to him will be regarded as co-conspirator. - - - Erast Fandorin: He tries to run away! Men, seize him! - - - Fuck, I need to run! - - - I made it out! But fucking hell, I'm in deep shit! - - - - Fuck my life, I cannot go back to the Ecologists without proving my innocence! - - - I need to find a way to exonerate myself! - - - Maybe there is someone who knows more about this shit than fucking Alyosha. I should look for help. - - - - FUUUUUUUCK!!!! - ------ Northern Rush - Corruption - other dialogue - ----Spirit - - There is alot of talk about corruption among the Ecologists... - - - And why are you talking to me about it? - - - Well, I know about your inclination to trade stuff you don't own. - - - What is that supposed to mean? Do you suspect me? Do I need to remind you that it's the Lab in Yanov being problematic, and I'm sitting here talking with you? - - - How convenient for you... But only the muscle needs to be in Yanov, not the brain... - - - Fuck you. - - - No, but you know the saying: "It takes a thief to catch a thief". I'd like some informations. - Apparently the situation got really worse in Yanov after the reinforcment. Do you know anyone suspicious who got transferred around the time following the desactivation of the Brainscorcher? - - - Hmm, yeah... there was that one guy, Erast I believe he's called. He was a new comer, always asking if we knew a way to make some fast money. - Shortly after he arrived they send him north - maybe that's the guy you're looking for? - ----Rydzik - - What are you doing here? - - - Working. I'm organizing supply for the Yanov Station - our boys are cut off and we need to help them out somehow. - - - They are cut off? Why? - - - Are you new around here? The Brain Scorcher is active again and will fry any brain that tries to cross the Red Forest. - - - How are you resupplying them? - - - That's the tough part. In the past helicopters were an easy option if we were careful enough to scan the anomalies beforehand. - Now it's either the Red Forest or the Mercenaries route. For the Red Forest we have to give expensive equipment to our guys and he path has become very dangerous these past few weeks. - Another option are the Mercenaries by bringing it through their routes, but they ask an enormous amount of money. - All of this is a huge drain on our resources... some more budget cuts will be needed, or else we won't be able to send anything up north anymore... - - - Why are you not evacuating your northern bunker? - - - And abandon everything we build up this far? No, the situation is bad but not desperate. - - ---- Ecologist 1 - - - What are you doing here? - - - Waiting for the Brain Scorcher to be turned off I suppose. - Me and my friend have been hired to replace some guys in the Yanov Bunker, but as we arrived to the Zone, these guys from Monolith managed to take back their Radar outpost and turned their infernal machine back on. - A shame too, they promised us a good payroll to work that deep in the Zone, but as we are stuck here they barely give us anything. - It's not our fault that we have to sit on our asses, waiting for the Machine to go down. - - - They don't have any jobs for you here? - - - We are not the only ones waiting for the way to be free again, there is a surplus of manpower sitting around here at the moment. - Besides, I'm neither a scientist nor a fighter, I'm a maintenance guy. Not much I can really do here. - - ---- Ecologist 2 - - - What are you doing here? - - - Drinking and waiting for the sunset I guess? I have been hired to go up north, promised me a shitton of money too for going that far. - Now we can't go, the Brainfryer is in the way, and I don't get the northern premium. Even worse, they are cutting our wages! Some fucking budget cuts apparently in order to supply our boys up north, but I'm also a living person! - I also need some money to survive. Well at least I can sit on my ass and enjoy my drink - sure is better than being cut off from the rest of the world. - - - They don't have any jobs for you here? - - - I wish, that would allow me to earn more! But no, not much to do for someone of my experience. And I am sure as hell not going out there to dig around in mud risking my life! - I signed up for an indoor job. - ---------- Strange Meat -------- - - - Barka: Akhat, you are sentenced to death for your crimes. Any last words? - - - Akhat: And who are the judges? You? No one here is innocent! - - - Akhat: What happened to Jester's cans Mizinets? Did you get a cut for distracting him Tacker? - - - Barka: Enough! - - - Akhat: And you, how did you survive Barka? What happened to Yak? - - - Akhat: Eaten by dogs? Or eaten by... - - - Barka: I said enough! Go meet your maker Akhat, you will not be missed. - - - - What is going on? - - - Stay out of this Stalker. - - - ... - - - - Why did you shoot him? - - - He murdered a Stalker in cold blood in order to steal his food. We cannot tolerate thiefs and murderers among our community, especially not in times like these. - - - - - - How was the situation here, cut off from the rest of the Zone? - - - You mean the Siege? Honestly, quite bad. Monolith reactivating the Brainscorcher took us by surprise and we weren't sufficiently prepared such that we were lacking in everything. - Mostly we got our food from Trapper and his men - weapons and supplies we either had to scavenge or craft ourselves with our limited capabilities. - But even that became very difficult after some time: the wildlife made the territory very difficult to operate in. - - - What about resupply from the south? - - - Occasionally a Stalker who had a psy protection helmet made it through and brought us some stuff... But these became rarer and rarer. Mostly because the routes became more dangerous as less Stalkers walk them... - that and the precarious situation here makes people more dangerous... murders and theft were rampant, and if someone with a helmet made it here, well... he became a prime target for a Stalker who wished to leave. - Well that and the Monolith and mutants which made the path through the Red Forest very difficult to cross. - \n \nLuckily all that is over now... well for the most part. - - - What about the Ecologists? - - - The Ecologists? Well they were well provisioned and in the beginning they were inclined to help us. But when it became clear that the Siege would not last weeks but months, there was an incident... -Some Stalkers marched down to the Mobile Lab with guns and demanded that the Ecologists turn over their Psy Protection Helmets. The situation got out of hands and the Ecologists gunned most of them down. -Since then they shut down acces to the Mobile Lab, and reopened it only after the Brainscorcher was turned off... - - - What about the Bandits? - - - I don't know much about their situation, but I do believe they had it worse than us. You know, bandits tend to live day by day. - Nevertheless, banditry became rampant! It became very dangerous to wander to far south, as they would murder anyone on sight. - They still hold the Southern Checkpoint and make supply from the south difficult... - - - If the situation was bad for the bandits, how come they are still so numerous? - - - Many Stalkers here turned to the bandit lifestyle during the Siege... - - - Why do you not dislodge the bandits from the Southern Checkpoint? - - - You have to ask Ashot, he is managing security here. - - - What about the Mercenaries? - - - The Mercenaries were quiet during the Siege, they likely had as much trouble resupplying as everyone else here. They also had a deal with the Skadvosk - the Skadvosk supplied them with food and they supplied the Skadovsk with weaponry. - - - What about the Skadovsk? - - - The Skadovsk was much more lucky than we were. They got resupplied shortly before the Brainscorcher went up again and apparently they found some Monolith supply stashes. - They mostly used their supplies to trade with the Mercenaries who were sitting on too much weaponry and too little food. - But this does not mean that they had an easy time - quite on the contrary, the constant attacks by Monolith were very hard on them. - - - Couldn't the Skadvosk have helped you during the Siege? - - - They could yes, they could... listen, I don't want to blame them, they also had to make choices - the situation was difficult for everyone. - And they also had to fight of the Monolith - thanks to the Skadovsk we didn't have that problem too. - But yes, they introduced a strict rationing policy and forbade trading with us, which I think was uncalled for. Luckily some Stalkers from there broke the policy and sold us some food - for an exorbitant price sure - but food was food. - I understand them. - - - Let's change the topic. - - - I agree. - - - - I just saw Stalkers execute a man. - - - Ah yes... Akhat... sad story. Before this disaster he was quite a nice guy - always ready to share what he had. But then the hunger got to him and he lost his nerves - strangled a Stalker for his food. - Fucking shit, the day before the Brainscorcher was turned off, can you imagine? Had he only endured a bit longer... As soon as we found out he had to be executed, there is no way around it. - - - In his last words he accused the others of being no better than him. - - - Eh... you see, the athmosphere here was that of general mistrust and suspicion. - - - - This... tasted very strange... - - - This definitely tasted very strange... I should not eat more of it. - - - - - [Unusual Meat] What is with this meat? From which animal is it? - - - I don't know and I don't care. Probably it's best not to know. Can't expect gourmet food now, can you? - - - - I talked to Hermann! Your meat is human meat! - - - What? You're fucking kidding right? You're pulling my leg? - - - Absolutely not. You can ask Hermann to confirm. - - - No, no, I'm believing you... Fuck! How is this possible? \n \nNo word to anyone about this Stalker, we... we need to keep this quiet. If anyone would know that I was selling human meat! Fuck! \n\nPeople would believ I did this on purpose! - You... You belive me right? I didn't know, you understand that, right? I would never sell something like that!!! - - - Relax Hawaiian, I believe you. - - - I don't know Hawaiian, maybe you could convince me by showing your good will *open hands*. - - - I don't know Hawaiian, this seems very strange to me. - - - I knew you would! Listen Stalker, we need to solve this! - - - I don't know Hawaiian, maybe you could convince me by showing your good will *open hands*. - - - I don't know Hawaiian, this seems very strange to me. - - - - - - - --- Nitro - - [Yak's bullet] Can you identify this bullet? - - - For 5.000 roubles I can. - - - [5.000 roubles] What can you tell me? - - - Maybe later. - - - Luckily it didn't get too deformed. It's a 7.62x51 ball, not very common. Mostly used for some snipers or assault rifles, like the Galil, FAL or SCAR. - - - As you wish. - - - Interesting. Do you know if Barka has such a gun? - - - Barka? No, Barka trusts in soviet weaponry. Are you looking for a murderer? - - - Maybe I am. Is there someone around here who uses such weapons? Or maybe a faction which could use it? - - - No... most of the guys around here are my customers and no one uses it now, and the few who did changed to more common calibers because the ammo was unfindable. - As for factions, Freedom has some of these rifles, although not around here. I think the Mercenaries have it sometimes too? Monolith - maybe, I don't know their arsenal very well. Bandits? Could have looted it from a victim. - - - Do you remember anyone using such a caliber in the last month? - - - Damn, you really want to find that guy! My memory is a bit weak at the moment, why don't you come back later when it recovers? - - - [5.000 roubles] Maybe this will help your memory? - - - It certainly does, although I'm not sure it will help you. The caliber was never very popular, most weapons using it have equivalents with more abundant ammo. Nevertheless, there were few people using it, let me think... - \n \nYes, there was that one Stalker, one of Trapper's hunters - Fasan was his name. Left one day to hunt or scavenge and never came back - his GA3 probably ran out of ammo. Then there was that one guy, a Freedom fellow - Lyoshik. - Swore by his Galil, but after an expediation I never saw him with it again. Finally there was that guy from the Skadovsk, a trader - didn't tell us his name. He was very proud about his SCAR - bragged all the time about how good a deal he made with the Mercenaries. One day he came back without it and didn't want to tell what happened to his prized possession. - Didn't bragg around either - someone must have fucked him up.\n \nThat's all of them I think. Are you satisfied? - - - Where did Fasan go? - - - Shit, what do I know? Ask Trapper, he worked with him! - - - Where can I find Lyoshik? - - - Lyoshik left as soon as the Brainscorcher went down. Where to? I don't know. Ask Ashot, he should know. - - - Where can I find this trader? - - - What do I know? The Skadovsk? Ask Hawaiian, he always dealt with him. - - - I'll be back when you recovered your wits. - - - Depends on the weight of your pockets. - - - That would be all. - - - Jeez, you certainly got your moneys worth. Well good luck finding your person, hope he is worth your trouble. - - - - [5.000 roubles] Does this will help you remember your customers? - ---- Trapper - - How was it being cut off from the South? - - - Quite hard... The Zone never was a hospitable place, and these months showed us how precarious our situation here really is. - I lost good Stalkers to the Zone - preventable deaths I do believe. But the lack of food, supplies and men made us took risks which we wouldn't have taken otherwise... - And with each day we were cut off, the Zone grew more hostile and we grew weaker... mutants populated areas again which formerly were firmly in our hands, and it became increasingly harder to compete, such that in the end, we had to avoid these areas entierly. - Nevertheless, many of my men showed bravery and faced the dangers in order to bring back some food for their fellow men, knowing that they might not return. - It brings me great sorrow that I cannot find some the bodies of my missing hunters and give them the burrial they deserve. - - - What kind of competition are you talking about? - - - Chimeras! Yes, the devils spawn... We are troubled by three of them... One of them is lurking around in the northern parts, although we don't know where exactly that one has it's lair... very slippery bastard. - \nAnother one took up residence in the Volkhov complex to the south west, but I have special plans for her, so don't kill that one! - \nAnd the third, well the third is the Devil himself. Killed my friend Fox... \nWe need to get rid of them, one at the time, but they are though beasts which require a lot of preparation and we have other pressing matters on our hands. - - - Why can you not find some bodies? - - - Mainly because we have other priorities now - we need to rebuild our lifes here, and for that I need every man I have. You see, the problem with my missing men is twofold: - \nWe don't know eactly where they are and something killed them which was neither a dog nor a boar. - They were experiences hunters and they would not have succumbed easily. So in order to find them we would need to form large search parties, and I simply lack the men for that. - - - I have another question. - - - Sure, what do you want to know? - - ---- Missing Men - - - I can help you find your missing men. - - - Such help would be hugely appreciated! I only need to know their location, my men can bring back the corpses later. I have three missing men: Seryoga Lesun, Fasan Bedovy and Andrey Lopast. - - - Where did Seryoga Lesun leave for? - - - Seryoga left for the Cement Factory three weeks ago and never came back. Some of my men went looking after him when he failed to return in three days, but were not able to find him. - - - Where did Fasan Bedovy leave for? - - - Fasan was very bold and went to the east, intending to explore some of the tunnels in the hope to find some supplies. We tried to dissuade him but he always was very stubborn. - Sadly he never returned, and none of my men dared to go after him. - - - Where did Andrey Lopast leave for? - - - Andrey went to the west and wanted to scavenge around Kopachy. He too never returned, and my men failed to find his corpse... - - - I will look out for them. - - - My sincere thanks Stalker, this means alot for me! I will talk to my men, we should be able to gather some money in order to reward you for your troubbles! But be careful, these men died by something which still might be there! - - - - About your missing men. - - - Yes? - - - Where did Seryoga Lesun leave for? - - - Seryoga left for the Cement Factory three weeks ago and never came back. Some of my men went looking after him when he failed to return in three days, but were not able to find him. - - - Where did Fasan Bedovy leave for? - - - Fasan was very bold and went to the east, intending to explore some of the tunnels in the hope to find some supplies. We tried to dissuade him but he always was very stubborn. - Sadly he never returned, and none of my men dared to go after him. - - - Where did Andrey Lopast leave for? - - - Andrey went to the west and wanted to scavenge around Kopachy. He too never returned, and my men failed to find his corpse... - - - I found Seryoga Lesun. He died in the canalization under the Cement Factory by the hand of Bloodsuckers. - - - Damn what a place to find your death... thanks Stalker! We will make sure that he will lie in an appropriate place. - - - I found Fasan Bedovy. He died in the Train Deposit near the Eastern Tunnels. He had no chance - there was a Pseudogiant and Burers. - - - Fasan was a great hunter and he faced impossible odds. If Valhalla exists, he earned his place amongst the warriors... My respect that you managed to kill these mutants. - - - I found Andrey Lopast. He lies in one of the other house ruins. A controller and some snorks got him. - - - Poor Andrey... one can only imagine the pain he went through for us... My thanks Stalker, we will take care of his body. - - - I believe that I found all your men. - - - You did, and for that we are grateful! Let's drink a toast to my men! They died doing what was right, and we should honor them for that! - - - To Seryoga! - - - May his bones rest in peace. - - - To Fasan! - - - May he drink in Valhalla! - - - To Andrey! - - - May he find peace where the mortal world failed him! - - - Now we have to turn to the world of the living. - - - I agree. - ---- Chimeras - - - I want to help you with your Chimera problems. - - - Glad to hear it. So the first step is rather a simple one: we need to assemble the bait. - - - The bait? - - - Yes, the bait! You see, during our time on our own we adapted our hunting strategies. Instead of hunting the predator, we attract them to a place of our choosings - a trap! -The bait itself is rather simple: we fill a backpack with some boar meat and attach a sound device with a recording of boar grunting. -A Chimera in the vicinity will catch the smell and sound. The Chimera of course will approach the bait - and will stumble into your trap. - - - What do you need for the bait? - - - From you I will need boar meat - lots of it! I will take care of the backpack and the electronics and I'll fashion the bait out of it. - - - Alright, I will gather the meat. - - - Perfect. Come see me when you're ready. - - - - - [Boar Meat] I gathered the meat. - - - Nice! Give me a minute. \n \n... \n \nThere, it's done! You will see, it's rather easy to use. -Simply drop it to the ground and it will do all the work for you! Maybe a word of caution, if you still didn't know it - Chimeras are rapid bastards! -After setting up the bait you don't have a lot of time to set up, so I would advise you to placing it after having done all your preparations! - - - Understood. So where can I find this Chimera? - - - Your target has chosen the northern parts as it's hunting grounds, close to the Cooling tower! I already know the perfect spot to set up the trap, so listen carefully! -\n \nOn the northern side of the cooling tower is a small area enclosed by a fence. There is a gate opening to the north - place the bait inside this area in front of the gate! -You will be able to take position on either side of the complex - there are stairs leading up to higher positions! \n \nUnderstood? - - - Understood. - - - Alright. Remember, Chimeras are nocturnal predators, so prepare yourself for a night hunt. And try to bring back the bait, we can use it later... \n \nGood hunt Stalker! - - - - Can you remind me of the spot for the bait? - - - Of course. On the northern side of the cooling tower is a small area enclosed by a fence. There is a gate opening to the north - place the bait inside this area in front of the gate! -You will be able to take position on either side of the complex - there are stairs leading up to higher positions! - - - - Your hunting competitor is dead! - - - Good job Stalker, good job! Let's have a drink in order to celebrate this! \n \nAnd of course the bounty on the Chimera! - - - So what about the other Chimera? - - - That will be more tricky, but before we begin - were you able to recover the bait? - - - Yes. - - - Excellent. Hold onto it until the mission. I will explain to you the plan in detail before the mission, but the essence is this: -\n \nI asked you to spare the Chimera because I needed something from her in order to hunt down Chyort - and I need you to spare her a bit longer. Chyort, as you may have understood, is a skirt chaser. -Your job will not be to kill the Chimera, at least not for now, but to plant a recording device in her lair in order to record her... well her mating calls. And that's where the bait comes into play. -You will setup the bait outside of her lair, and while she is out, you sneak inside and plant the recording device. We wait a day, and then you can kill her and recover the device. - - - No. - - - Then I'm afraid you will have to gather some boar meat again before proceeding to the next step. But the essence of your mission will be this: -\n \nI asked you to spare the Chimera because I needed something from her in order to hunt down Chyort - and I need you to spare her a bit longer. Chyort, as you may have understood, is a skirt chaser. -Your job will not be to kill the Chimera, at least not for now, but to plant a recording device in her lair in order to record her... well her mating calls. And that's where the bait comes into play. -You will setup the bait outside of her lair, and while she is out, you sneak inside and plant the recording device. We wait a day, and then you can kill her and recover the device. - - - ... This is madness. - - - That sounds risky, but it might work. - - - Why cannot we use the bait for Chyort instead of... this plan? - - - Madness, I understand why you think that, but it's our only plan in order to attract Chyort! If you don't want to do it I understand completely. - - - No, I'll do it. - - - Excellent! Make your preparations and most important - don't kill the Chimera in the Volkhov Complex! - - - I'm not comfortable with the plan... - - - No problem! If you change your opinion, you know where to find me. - - - Of course it will work! Make your preparations and most important - don't kill the Chimera in the Volkhov Complex! - - - Ah that old devil is much to shrewd to walk into our bait! Believe me, only the prospect of humping will make him drop any caution! - - - I'll take my leave and prepare. - - - You do that! I'll see you when you're ready. And don't forget the bait! - - - Ehm, I might already have killed that Chimera... - - - Damn! Well that only delays our plan but doesn't alter it. I'll have my spies watch that place, at some point a new Chimera will choose it as it's lair. - Come see me in a couple of days - maybe there will be a new resident. In the meantime you can prepare for the task. - - - - Can you fashion me a new bait? - - - Of course, do you have the meat? - - - [Boar meat] Sure. - - - Excellent! I will prepare the bait! \n \n... \n \nThere, it's done! - - - Not yet. - - - Then come back when you have it. - - - - [Trapper's bait] I'm ready for the mission. - - - Alright my friend! So listen carefully to the plan! \n \nThe lair of the Chimera female is inside the Volhov complex to the south west of here. My scouts report that her precise "sleeping chamber" is in the room to the right of the garage! That's where you need to drop the recording device! -The recording device works like the bait, you only need to drop it on the ground. Now the neat part is that on the left side of the garage are stairs which lead outside with and exit to the left of the barracks! That's your way in! - - - Noted. Where should I set up the bait? - - - We believe that the optimal spot to place the bait is the eastern entry to the Complex, next to the checkpoint! It is on the opposite site of the stairs and should give you precious seconds in order to place the recording device. -You will have a bit of time before the Chimera catches the sent of the bait, and a bit more for her to eat it. Nevertheless, you have to be fast - very fast. - - - Alright. Anything else? - - - Yes. The Volkhov complex is also a hotspot for Zombies and other mutants. It would be in your best interest to clean the complex before baiting the Chimera - obviously silently in order not to attract the Chimera before it's needed. -I would advise a long range rifle with silencer. On the other hand, you also need to be swift on your feets, so don't pack what you don't need. Any questions? - - - Where is the lair again? - - - The lair of the Chimera female is inside the Volhov complex to the south east of here. My scouts report that her precise "sleeping chamber" is in the room to the right of the garage! That's where you need to drop the recording device! - - - Where is my entrance again? - - - To the left of the barracks are stairs which lead to the garage. - - - Where should I place the bait again? - - - The optimal spot to place the bait is the eastern entry to the Complex, next to the checkpoint! - - - Alright. I'm ready to leave! - - - Excellent! Here is the recording device! Now remember, the bait will only work at night as Chimeras are nocturnal creatures! And above everything else - don't kill the Chimera! - - - I need some more time. - - - No problem! Come find me when you're ready! - - - - [Trapper's bait] I'm ready for the mission. - - - Good, but we still need to wait for a new Chimera female to take residence there. Come see me in a couple of days. - - - - - - Can you remind me of the plan again? - - - Of course! What do you want to know? - - - Where is the lair again? - - - The lair of the Chimera female is inside the Volhov complex to the south east of here. My scouts report that her precise "sleeping chamber" is in the room to the right of the garage! That's where you need to drop the recording device! - - - Where is my entrance again? - - - To the left of the barracks are stairs which lead to the garage. - - - Where should I place the bait again? - - - The optimal spot to place the bait is the eastern entry to the Complex, next to the checkpoint! - - - Alright, that's all. - - - Weidmannsheil! - - - - It is done! - - - Excellent! Now we have to wait a day. I'll send you a message when you can recover the device! - - - - [Recording device] I recovered the device! - - - Excellent, most excellent! Let's have a drink to the demise of Chyort! - - - I also killed the Chimera. Was there a bounty on her? - - - Of course - there is always a bounty on a dead Chimera. - - - - I lost the device... - - - Ok no problem, we can start again. - - - - I killed the Chimera... - - - Fuck! Well now we have to wait until a new Chimera sets up her lair again... I will send you a message when my scouts report a new resident. - - - - Trapper: I believe we waited long enough. You can recover the recording now. - - - - - - Trapper: The lair is inhabited again. We can proceed with the plan. - - - Trapper: I believe something went wrong with the recording. We have to start anew. - - ------ - - - ----- Random Events - ---- Controller Ambush - - - Someone: Please help! I'm inside the building! - - - Someone: Stalker, please help me! I'm in terrible pain! - - - Someone: I beg you, please come help me! - - - Someone: Stalker, the pain! Please come help! - - ----- Sasha Baltun - - Sasha Baltunov: Listen here boys, I'm paying a round! Barkeep, hand out the bottles! - - - Everyone: Hurrah! - - - Did you get your bottle Stalker? - - - Not yet, but I will, thanks! That's quite nice of you! - - - I did, thanks! That's quite nice of you! - - - Well I struck gold today, I'm a rich man now! I finally can leave this place, but before I want to have a fucking party! - No more shivering in the cold, no more ducking under bullets, no more mutants trying to rip open my belly! I'm fucking free! - - - - Can I have the bottle please? - - - Here you go Stalker. - - - - Shit, is that not the guy who gave out a round of booze? - - ----- Murder of Starik - - - Someone: You moron, you killed him! - - - Someone else: Not my fault! He should have talked! - - - Someone: And now he cannot talk at all! - - - Someone: How shall we find out where he hid his stash now? - - - Someone else: Maybe he has a clue in his pockets? - - - - Someone: Shush, someone is outside! - ----- Bezsnoik - - - - Stalker, I cannot sleep with these fucking dogs howling! Can you take them out for me? They are driving me crazy! I'll give you 5.000 roubles. - - - Sure, no problem. - - - Great! Be quick about it, I want to catch some sleep before the sun is rising. From what it sounds like, they should be to the west of here, near the path to the Truck Cemetery. - - - Not for 5.000 roubles. - - - Dude, 5.000 roubles for a couple of dogs is more than fair pay. Ok, listen, I'll throw in some food and booze. Will that cut it? - - - Deal. - - - Great! Be quick about it, I want to catch some sleep before the sun is rising. From what it sounds like, they should be to the west of here, near the path to the Truck Cemetery. - - - No. - - - Ah fuck it, I'll find someone else to do the job. - - - No, I'm not interested. - - - Ah fuck it, I'll find someone else to do the job. - - - - The dogs are dead. - - - Great! Here is your cash. Now let me go back to sleep. - - - Great! Here is your reward! Now let me go back to sleep. - - - You took your fucking time Stalker! The sun will rise soon. Here is some cash for your troubles, but obviously I cannot pay you in full. - - - ... - - - - - Freedom guy: Hey Stalker! Yes you! Do you want to earn some quick cash? - - ---- Gutalin - - - Stalker: Stalker! Turn back! Save yourself from this sinful lands! - - - - Gutalin: For the white steed is saddled and his rider has put his foot in the stirrup. And the prayers of those who have sold themselves to Satan are in vain. - - - Gutalin: You, children of man who were seduced by the devil, who play with the devil’s toys, who dig up Satan’s treasures -- I say unto you: you are blind! - - - Gutalin: Awake, you bastards, before it’s too late! Trample the devil’s trinkets! - - - Gutalin: Awake, blind ones, you’re falling into the pit and taking others with you. - - - - My brother! You still have time to repent! Turn back and leave the Zone, this place put on earth by Satan himself in order to tempt us! Nothing good will come from here! Believe me, I know, I've seen! - - - What happened? - - - I tell you, these Satan's toys, these .. Artifacts ...they are not here to help us, no, they are here to tempt us! I've seen what they makes to people... what they make people do... - How the greed fills their hearts and how it makes them turn on their brothers! \n \n... \n \nI have to warn them... I have to save the lambs from the temptation, or there will be another Schuhart... \n \nTurn back now and save your soul Stalker! - - - ... - - - - - I see that you have a preacher now. - - - Don't get me started. That man is spoiling my business! Fucking asshole, a friend of him gets killed and now everyone has to go back home? \n \nHe's scaring away all the manpower I need. - \n \nBut do you know what is the worst? - - - No? - - - Let me guess... he doesn't take bribes? - - - The madman fucking buys Artifacts and fucking burries them! The toys of Satan he says! Can you imagine!!! - He gets fucking donations from some loosers, and then buys Artifacts for a premium price!!! AND - FUCKING - BURRIES THEM! \n \nNo, I cannot live with him, he has to go... - - - Aaargh, if only he would! No, he doesn't take any, and he fucks up my business! - \n \nThe madman fucking buys Artifacts and fucking burries them! The toys of Satan he says! Can you imagine!!! He gets fucking donations from some loosers, and then buys Artifacts for a premium price!!! - AND - FUCKING - BURRIES THEM! \n \nNo, I cannot live with him, he has to go... - - - Such is life. - - - Is this ... a contract? - - - No, fuck life! Listen to me... that man has to go... I will pay you well if he doesn't bother me anymore... if you understand my drift... - - - My friend, it is... if for some reason this... if Gutalin finds his early demise... I would be very grateful. - - - I understand. Consider the problem resolved. - - - I don't care, he's your problem. - - - Good. Take care of him, and you will dine like a king! - - - My friend, don't you see? He's a threat to our lifestyle! He has to... take a vacation. - - - Alright, I understand. - - - No Sidorovich, he is your problem, not mine. I don't want anything to do with it. - - - My man! Take care of him, and you will dine like a king! - - - Urgh, there is no loyalty in this place! Fine, go!!! I will take care of the problem myself. - - - - Gutalin uttered his last sermon. - - - Excellent! No longer will the ears of Stalker be poisoned by his words. Here Stalker! I believe I promised you a royal feast? - Ah, some money is also in order. But don't go spend it in some knock-off thrift shop - I'm sure you will find something to your liking in my hand picked assortment. Our economy is suffering after all. - - - - - You have a preacher now? - - - Yeah... he is a bit peculiar, but he doesn't harm anyone. The man in the bunker is less happy about it though. - - - What is Sidorovich's problem? - - - Well you see, Gutalin here is trying to convince rookies to turn back and save their souls and bodies. - Much to the dislike of Sidorovich who would prefer to employ these men... and pay them accordingly. - But to be honest, only few men turn around and go home, most people here a desperate and don't have much of a choice. - \n \nI believe Sidorovich's problem is more of a philosophical nature. - - - How so? - - - Our preacher here buys Artifacts from Stalkers wishing to leave without haggling... and burries them during the night. - And not to make staches no, he simply wants them gone, or how he puts it "return the seed to their father". You can see how that conflicts with Sidorovich's approach. - - - No shit? - - - No shit. - - - Where does he get the money from? - - - Mostly donations. You see, even though his methods are a bit eccentric, many veterans have symphaty for his ideas - we all lost part of our soul here. - So there are Stalkers who would preserve others from doing the same, and some try to attone for their sins by supporting him. - - - Does no one try to follow him when he burries the Artifacts? - - - It's not exactly common knowledge. But yeah, some did but lost track of him in the dark. And he doesn't return twice to the same location, he obviously is no fool. - - - Let's change the topic. - - - Alright. - - - - - - - - - - diff --git a/mods/[DEV] Brotherhood/gamedata/configs/text/eng/st_items_brotherhood.xml b/mods/[DEV] Brotherhood/gamedata/configs/text/eng/st_items_brotherhood.xml deleted file mode 100644 index cbea67ed..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/text/eng/st_items_brotherhood.xml +++ /dev/null @@ -1,198 +0,0 @@ - - - - - - ---- Hunters - - - Bag of Tuna Conserves - - - Heavy bag, filled with Tuna Conserves. Vybegallo will be happy. - - - - Saiga-12S "Mutanthammer" - - - A modified version of the Saiga-12S. Someone etched "Mutanthammer" on the side.\n \n - %c[ui_gray_2]ATTACHMENTS: \n - %c[d_purple] • %c[ui_gray_2] EKP-8-02 Kobra, 1P29, PSO-1 scopes\n - %c[d_purple] • %c[ui_gray_2] PBS-1\n \n - - ---- Strange Kolbosa --- - - Pack of unusual meat - - - A package containing something looking like the usual pack of old meat: old bread and some smelly meat of unknown origin wrapped in scribbled paper. You don't recognise the look and smell...\n \n - %c[ui_gray_3]PROPERTIES:\n - %c[d_red] • %c[ui_gray_2] low quality\n - - - - Unusual meat - - - Smelly meat of unknown origin. You don't recognise the look and smell...\n \n - %c[ui_gray_3]PROPERTIES:\n - %c[d_red] • %c[ui_gray_2] low quality\n - - - - Scribbled paper - - - Smirched paper which was wrapped around the unusual meat. Something was written on it, but you don't recognise much. - - - - Bullet inside Yak - - - I found this bullet inside Yak's torso. Seems he was murdered. - - - - Bullet inside Yak - - - I found this bullet inside Yak's torso. Seems he was murdered. Nitro identified it as a 7.62x51 ball bullet. - - - - ----- Market Share - - - USB decryption key - - - The encryption and decryption key for the new mercenary communication encryption. - - - - Lt. Harald Virtanen's PDA - - - PDA of Lt. Harald Virtanen with the decryption key for the mercenary's communication. \n \nWill be obsolete soon. - - - - A strongly worded order from Sakharov telling Vybegallo to stop his experiments immediatly. - - - Sakharov's cease order to Vybegallo - - - - Mission description - - - A scientist recently contacted us with an urgent order for some Pseudogiant parts. Organise a hunting party and send the parts to Dushman - he takes a keen interest in the success of the mission, so don't screw it up! Take some experencied guys with you! And no word about it, discretion is of essence. - - - - Prototype Titanium Grid - - - A prototype version of the titanium grid. \nInstead of simply carrying a backpack secured by a pair of shoulder straps, one can attach it to the suit by means of a titanium grid, which optimises your carrying capabilities. The prototype grid is made of titanium which is the material of choice due to its light weight and high durability, and some external elements are made of plastic in order to attain desired flexibility while sprinting. The whole construction is equipped with a system of straps and webbing to provide a high degree of adjustability. This quality design allows the shoulder straps to be adjusted up or down so as to make wearing a backpack comfortable regardless of one's torso size. A single grid replaces only the main framework of your backpack, but it's possible to use more grids to further improve your carrying capabilities. Grids are created from very high quality titanium, thus disassembled grid can be used as an effective combat outfit or helmet repair supplement.\n \n - %c[ui_gray_2]PROPERTIES:\n - %c[d_cyan] • %c[ui_gray_2] everyday item\n - %c[d_cyan] • %c[ui_gray_2] high quality\n - %c[d_cyan] • %c[ui_gray_2] effectiveness of mult. units is stackable\n - - - - - [Documents for Owl] - - - [to be done: proper name and description] - - - - - Forester's old Trenchcoat - - - Forester's old trenchcoat. According to Forester, the coat was never washed and should smell strongly like him (in fact one could say it stinks). \n \n - With the coat I should be able to attract Vlad and Drakul. - - - - - - Supplies cache - - - A cache of supplies from the mercenaries. Chris will be happy to lay his hands on all these weapons and ammo. - - - - - Trapper's Chimera Bait - - - A bag filled with boar meat and a radio playing a boar's grunts. This should attract the Chimera. - - - Trapper's recording device - - - The radio has a microphone build into it. Works by dropping it to the ground. - - - - Shlitzer's bag - - - A bag filled with weapons and ammunition. - - - - Ironchain's case - - - A heavy - closed case. I should bring it to Shlitzer. - - - - - Ded Tryasina's Diary - - - Last entry: \n \nYesterday was a success. Some poor Stalker got mauled by dogs and he had some interesting stuff on him. - Sadly I could not take everything with me and I hid the rest. Seems appropriate that the dead are guarding a dead man's belongings. - - - - - SVD 'Cyclops' - - - Butcher's old hunting rifle - a modified version of the SVD. \n \n - %c[ui_gray_2]ATTACHMENTS: \n - %c[d_purple] • %c[ui_gray_2] EKP-8-02 Kobra, 1P29, PSO-1 scopes\n - %c[d_purple] • %c[ui_gray_2] KZRZP suppressor (after modification)\n \n - - - - Temperature measurement - - - Charts recording different temperatures of an anomaly. Is this the document Alyosha was talking about? - - - - - - - - - diff --git a/mods/[DEV] Brotherhood/gamedata/configs/text/eng/st_quests_brotherhood.xml b/mods/[DEV] Brotherhood/gamedata/configs/text/eng/st_quests_brotherhood.xml deleted file mode 100644 index a25718ea..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/text/eng/st_quests_brotherhood.xml +++ /dev/null @@ -1,668 +0,0 @@ - - - - - - - ---- Cordon ---- - - Bloody Railway Bridge - - - Sidorovich hired me to take part in the assault on the railway bridge. - I have to make contact with the Clear Sky leader "Castor" at the northern farm. - - - Sidorovich hired me to take part in the assault on the railway bridge. - The Clear Sky squad is in place, I have to go back to the mill and find the Loner squad under "Pollux". - - - Everyone is in place, time to assault the Railway Bridge! - - - We took back the Railway Bridge, now we have to beat back the bandit reinforcement! - - - We took back the Railway Bridge and the bandit reinforcment is defeated. I should report back to Sidorovich to report our victory. - - - - Bloody Railway Bridge: Diversion - - - Sidorovich hired me to take part in the assault on the railway bridge. - I am to assault the vehicle part to the east and eliminate the bandits there. - - - I eliminated the bandits in the vehicle park. I should go see if the guys need assistance with the railway bridge. - - - I eliminated the bandits in the vehicle park and the assault on the railway bridge has been a success. I should report back to Sidorovich. - - ----Brotherhood---- - - - Lost in transit - - - I have to recover a package lost to a pack of dogs. It should be in the Great Swamp, near an old construction site. - The delivery guy made his way past the Pump Station and kept the village with the water tower to his left, and the village the military sometimes uses to his right. - - - I found the package. I should bring it to Vybegallo in Agroprom, somewhere in the factory. - - - I delivered the package. I should report back to Butcher. - - - - No future for a boar - - - There is a herd of boars in the wood, behind the Witches Jelly anomaly in the south eastern part of the sector. Butcher wants them dead. - - - I should report to Butcher and tell him that his problem is solved. - - - - Lost snorks - - - There is a group of snorks to the south west of the train hangar close to the southern path to Agroprom. Butcher wants them dead. - - - I should report to Butcher and tell him that his problem is solved. - - - - The great culling - - - Butcher wants me to check if the snork population in Agroprom on the border to Garbage has grown too large. He told me to take Bellerophon with me. The snorks might be on the hill between the two passages to Garbage. - - - The snorks are dead - I should return with Bellerophon to the Train Hangar and talk to him. - - - I should report to Butcher and tell him that the snorks shouldn't be a problem anymore. - - - - Lost during a Hunt - - - I got an urgent help request from Butcher - a hunter called "Orion" is lost and Bellerophon is wounded and waiting in the Agroprom Factory. I should go help them. - - - I got an urgent help request from Butcher - a hunter called "Orion" is lost and Sarpedon is wounded and waiting in the Agroprom Factory. I should go help them. - - - Orion is lost somwhere in the Agroprom Underground. I should go find him and kill whatever causes all this trouble. - - - I killed the Controller who was behind the Snork infestation. Sadly Orion is dead. I should report back to Bellerophon. - - - I killed the Controller who was behind the Snork infestation. Sadly Orion is dead. I should report back to Sarpedon. - - - - ----- Duty Hunter ---- - - A potential client: Aspirin - - - Butcher said Aspirin, the Duty Medic, might have a job for me. I should go see him. - - - - Come see me: Aspirin - - - Aspirin wrote me that he might have a job for me. I should go see him. - - - - Come see me: Voronin - - - Voronin wrote me that he has a problem. I should go see him. - - - - Evicting the tenants - - - Aspirin wants me to kill all Bloodsuckers in the Bloodsucker Village. I have to do it before sunrise. - - - I believed I killed all the Bloodsuckers. I should go back to Aspirin. - - - I believed I killed all the Bloodsuckers, but the sun is already up. - - - - - - - Cleaning up - - - Voronin wants me to replace the Duty patches with Mercenary ones on the dead soldiers in the Bloodsucker village. - - - I replaced all the Duty patches with Mercenary ones. I should report back to Voronin. - - - I replaced all the Duty patches with Mercenary ones, but I wasn't able to do it before sunrise. I should report back to Voronin. - - - - Payback! - - - The Duty soldiers want to take vengeance on the Blooduscker. I should meet their squad in Army Warehouse in the farmstead south of the path to Rostok. - - ------ Bellerophon ---- - - - Bellerophon: a beast in the night - - - Bellerophon told me to meet him in the Yantar bunker. From there we will set out to kill his Chimera - - - We need to find the Chimera. It should lurk somewhere in the north among the industrial parts of Yantar - - - We killed the Chimera. I should lead Bellerophon back to the bunker - - - - ------- Trapper ------ - - - Unfair competition - - - Trapper asked me to gather 6 boar chops in order to fashion a bait for the Chimera. - - - Trapper asked me to kill a Chimera for him. I have to set up the bait, north of the cooling tower, inside the enclosure in front of the gate. I should recognise the spot. - - - The bait is set. Now I have to wait and pray. - - - The Chimera is dead. I should report back to Trapper. - - - - This is the spot Trapper told me. I should drop the bait here. - - - This is the spot Trapper told me, but it's not night. - - - - Taping for the Discovery Channel - - - A Chimera took up residence in the Volkhov Complex. I have to use the bait in order to lure her out and then sneak inside and set up the recording device. - The bait should be placed on the eastern entry to the Complex, next to the checkpoint. I should recognise the spot. And the Chimera has to stay alive! - - - The bait is set! I don't have a lot of time - the recorder has to be placed. - - - The recorder is in place. I should report back to Trapper. - - - Now we wait for the Chimera to fill the tape. - - - I can recover the tape. The Chimera does not need to survive. - - - I killed the Chimera by accident. I should tell Trapper about it. - - - Apparently there is a Chimera in the Volkhov complex again. The mission can continue. I have to set a new bait. The bait should be placed on the eastern entry to the Complex, next to the checkpoint. I should recognise the spot. And the Chimera has to stay alive! - - ----- Legendary Hunts ---- - - - - The Great Hunt: From Dusk till Dawn - - - I'm about to hunt Vlad and Drakul - the Bloodsucker brothers. They will only fight me during the night and I have to wear Forester's old coat. - Their lair is somwhere near an old tank. I first have to go through and old mine tunnel and then north east, deep into the forest. - - - Vlad and Drakul are dead. I should go see Forester to bring him the news. - - - The sun has risen and I failed to kill Vlad and Drakul today. I should go back to Forester. - - - - The Great Hunt: Boar Hunting Season - - - Butcher wrote me that the hunting season for the Calydonian Boar is open. - To attract him, I should kill all the boars I find in the middle of the marshes - between the Pump Station, the village with the water tower and the machine yard the military sometimes uses. - - - The Calydonian Boar is dead. I should bring the news to Butcher. - - ----- Alyosha Shyogolov---- - - A cry for help - - - An Ecologist called "Alyosha Shyogolov" is besieged by Snorks in the Agroprom train tunnel. He is calling for help. - - - Accompany Alyosha Shyogolov to the Agroprom Factory. - - - Tell Alyosha Shyogolov that you arrived. - - - - A matter of recovery - - - Alyosha Shyogolov tasked me to recover some important documents from an Ecologist turned Zombie. He should be somewhere in southern Agroprom or northern Great Swamps. - - - I think I found the documents. I should bring them back to Alyosha in Agroprom. - - - - Alyosha Shygolov: Making Trouble - - - Alyosha Shyogolov is making trouble with some bandits. He told them to meet him to the south of the Yanov Station. I should hurry to intervene. - - - I have to fight off the bandits Alyosha picked a fight with. - - - I fought the bandits off. I should find Alyosha at the Station. - - - ---- Vybegallo --- - - - Meet Vybegallo: science gone too far? - - - Vybegallo requested my urgent help. I should go see him. - - - - Science breaking free - - - Vybegallo's experiment broke out and is lurking somewhere in the Agroprom Underground. Find and liquidate "him". - - - Vybegallo's experiment is dead. I should go see him. - - - - Vybegallo: for science! - - - Vybegallo wants me to find him some mutant parts: two fracture hands, one bloodsucker heart and a pseudogiant body part: either an eye, an hand or it's hide - - - - Vybegallo: for science? - - - Sakharov explained to me the danger of Vybegallo's experiments and he want me to bring him a cease order. - - - I brought the order to Vybegallo who didn't take the news lightly. I should go see Sakharov. - - - Tu quoque mon cher? - - - Sakharov wants Vybegallo dead. This mission is off the books, I have to be careful. - - - Vybegallo is dead, I should report to Sakharov. - - - ------ Market Share----- - - An invitation - - - Someone wants to meet me in Yanov, in the tower north of the train station. - - - - Market Share - The courriers - - - The courriers are about to set off. I should join Chris as soon as possible. - - - - Market Share - The resupply - - - The resupply is about to happen. I should join Chris as soon as possible. - - - - Startup - Corporate Spying - - - Harald Virtanen is dead and I have his PDA. I should bring it to Chris. - - - Harald Virtanen is dead. I have to pick up his PDA now. - - - Chris wants me to kill a mercenary called "Harald Virtanen" in the Waste Processing Station. \n \nAllegedly he likes to sneak out to have a drink late night, somewhere around the garages in the east-southern part of the compound. - - - - Startup - Unforseen Impediment - - - I got the USB. I should bring it to Chris now. - - - Chris wants me to intercept the mercenary courrier. They will seek shelter somewhere in the south western part of Yanov - I should look for building or structures there. - - - - Startup - Fake CV - - - I have to disguise myself as a Mercenary, infiltrate their base in Zaton and deliver the USB to an officer called "Aivar Kuusk". - - - I managed to fool the mercenaries. I should report back to Chris and thell him that everything is going as planned. - - - - Startup - Asset Interception - - - The mercenaries will hand over supplies to their northern outpost in the car fortress to the east of the Yanov Station. Monk and his squad will assist me - they're waiting in the Yanov Station for me. - - - The guards are dead - I should bring Chris the supply crates. - - - ----Fake Artifact--- - - - The Forgery - - - Sidorovich got scammed - find out who forged the fake [Artifact] - - - - - - - - - - A debt unpaid - - - Take care of the bandits who Tambov owes money. They are waiting for him in the pig farm, in the south western part of Dark Valley. - - - - - - A debt unpaid - - - Take care of the bandits who Tambov owes money. They are waiting for him in the pig farm, in the south western part of Dark Valley. - - - The bandits are dead - I have to return to Tambov to get my money. - - ------ What a Night ----- - - - What a night - what happend? - - - I woke up in fucking no-where - what happend last night? - - ------ Rush to the North - - - Training the rookies - - - Fanatic asked me to train a rookie called Iliaz. He is in the brick house across Fanatic. I should bring him 20 buckshots, one Nemiroff, one Echo Detector and an Artifact container. - - - First I will show him how to hunt. There are boars to the east of the village. - - - Now I will show him how to find artifacts. I should bring him north of the anomaly field next to the village. - - - We arrived at the location. I should explain to Iliaz how to hunt for artifacts. - - - Iliaz set out to find an artifact. I should wait until he get's back. - - - Iliaz made his way back. I should speak to him. - - - Iliaz mastered the challenges. I should bring him back to the village. - - - - - Escort to Yanov - - - Sorokin asked you to escort him to Yanov Station. - - - Tell Sorokin that you arrived at your destination. - - - - Gathering a team - - - Strelok is gathering a team. The first test is to reach Yanov Station and find him there. - - - I reached Yanov Station. I should try to find Strelok. - - - - Howling in the Night - - - Bezsonik wants me to kill a pack of dogs. They should be to the west of the base, close to the path to the Truck Cemetery. - - - I killed the dogs. I should go back to Bezsonik - - - - - Strange Meat - - - Hawaiian wants me to find the culprit behind the strange meat. I will have to take my own notes. - - - - - It Fell of the Back of a Truck - - - Shlitzer wants me to take delivery of some supplies - I only have 5 days for it. I have to give the signal to Badger who is on guard duty from midnight to 4am. The signal is three short flashes with a flashlight next to the Jeep wreackage. - - - I gave the signal to Badger. Now he will meet me on the western end of the fence. - - - I took delivery of the bag. I should bring it to Shlitzer. - - - - - That is one. - - - That is two. - - - Three - that should have been the signal. - - - I somehow messed up the signal. I should wait a bit and start again. - - - - Pecunia non olet - - - - - Lost during the hunt: Seryoga Lesun - - - I'm helping Trapper find hunters who died during their hunt and liquidate their killer. Seryoga went to the Cement Factory - I should search the vicinity. - - - I found Seryoga's body. Now I have to eliminate his killer. - - - I found Seryoga's body and liquidated his killers. I should report back to Trapper. - - - - Lost during the hunt: Fasan Bedovy - - - I'm helping Trapper find hunters who died during their hunt and liquidate their killer. Fasan went to the Eastern tunnels - I should search the vicinity. - - - I found Fasan's body. Now I have to eliminate his killer. - - - I liquidated Fasan's killers. Now I have to find his body. - - - I found Fasan's body and liquidated his killers. I should report back to Trapper. - - - Lost during the hunt: Andrey Lopast - - - I'm helping Trapper find hunters who died during their hunt and liquidate their killer. Andrey went to the Kopachy - I should search the vicinity. - - - I found Andrey's body. Now I have to eliminate his killer. - - - I found Andrey's body and liquidated his killers. I should report back to Trapper. - - - - The unwanted preacher - - - Sidorovich wants Gutalin gone. - - - Gutalin will preach no longer. Sidorovich will be happy to hear it. - - - - - - - - - - - - - - - - - - - - - --------------------------- ------ Atomic Crusader ---- --------------------------- - - Meet your Father - - - I should report to Father Charon. - - - - The spearhead of the Monolith - - - My chapter has been assigned the retaking of the Kindergarten. I should prepare and find Blue Winter to wait for nightfall. - - - We set out to join our Brothers Melchior and Caspar. They should be waiting north of the Kindergarten. - - - Clear the Kindergarten with Blue Winter and Balthazar. - - - The Kindergarden is cleared. I should talk to Blue Winter. - - - Blue Winter has given me the honour to report our victory to Father Charon. - - - - - - diff --git a/mods/[DEV] Brotherhood/gamedata/configs/text/rus/st_characters_brotherhood.xml b/mods/[DEV] Brotherhood/gamedata/configs/text/rus/st_characters_brotherhood.xml deleted file mode 100644 index 7ccdab8a..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/text/rus/st_characters_brotherhood.xml +++ /dev/null @@ -1,234 +0,0 @@ - - - - - - Амврозий Выбегалло - - - - Беллерофон - - - - Сапредон - - - - - Орион - - - - Сорокин - - - - Стрелок - - - - Поллукс - - - Кастор - - - Броккр - - - Эйтри - - - Марло Стэнфилд - - - Крис Партлоу - - - Поприщин - - - Лт. Харальд Виртанен - - - Лт. Айвар Кууск - - - Ян Баран - - - - Монах - - - - Анна Кирилловна - - - - - Андрей Тамбов - - - - - Алёша Щеглов - - - Вова Блоха - - - Паша Дебошир - - - - Эраст Фандорин - - - Флавио Бекка - - - Юрий Щербаков - - - Семён Рогозин - - - Лев Бабаченко - - - Виктор Шупак - - - Илья Федоров - - - - - - - - Ахиллес - - - - Ларик - - - - Вадим Бондарь - - - - Сергей Шевченко - - - - Саша Пономаренко - - - Артем Семёнов - - - Илья Ковалев - - - - Илиаз - - - Безсоник - - - - Гуталин - - - - Рамзан - - - - Галин - - - - Приманков - - - - Ахат - - - Такер - - - Мизинец - - - Барка - - - - Як - - - - - Лёшик - - - - Барсук - - - Шлитцар - - - - Максим Железная цепь - - - - Серёга Лесун - - - - Фасан Бедовый - - - - Андрей Лопасть - - - Саша Балтунов - - - - Дед Трясина - - ----- Atomic Crusader ---- - - - Praxagoras - - - - Blue Winter - - - - Balthazar - - - Melchior - - - - Caspar - - - - diff --git a/mods/[DEV] Brotherhood/gamedata/configs/text/rus/st_dialogs_brotherhood.xml b/mods/[DEV] Brotherhood/gamedata/configs/text/rus/st_dialogs_brotherhood.xml deleted file mode 100644 index 65e9135b..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/text/rus/st_dialogs_brotherhood.xml +++ /dev/null @@ -1,2662 +0,0 @@ - - -----Stories from the Zone---- - ----Мясник--- - --- Беллерофон - - Кто этот мужик в "Носороге" на полу? - - - Беллерофон? Он присоединился к нам пару недель назад - я обучаю его искусству охоты, и он стал довольно хорош в этом. Ну, у него уже есть кое-какой опыт, понимаешь, технически он военный, но иерархия его поимела. Они приказали ему убить химеру - в одиночку. Честно говоря, история, достойная греческой драмы. - - - - [Столичная] У меня есть бутылка, не хочешь рассказать мне историю? - - - Конечно, приятель. Устраивайся поудобнее и выпей. Вот. \n \nС чего бы начать? Я подполковник... ну, я был подполковником в CСО. Теперь я всего лишь лейтенант... За выдающиеся заслуги перед Отечеством меня собирались повысить до полковника. Но перед церемонией состоялось ежегодное празднование Старого Нового года. Не для простых Иванов, а для высшего начальства. Генерал тоже был там, и его жена. Ты должен понимать, что этому мужику сколько? 60 лет, а его жене, ну, ей было лет двадцать. Ты понял? Нет, я с ней не спал, но до этого мы еще дойдем. Хоть это был и не Иванов праздник, мы были в ударе - нормально, нет? Это же Старый Новый год, в конце концов. Во время ужина я постоянно видел, что она смотрит на меня. И я понял: "Чёрт, это плохая примета". - - - Ещё рюмку? - - - Мой друг, ты можешь читать по моим глазам.\n \nНу вот, я был там, эта девушка, пожирающая меня глазами. И должен признать, что она была как раз в моём вкусе! Но я знал, что если я что-нибудь сделаю, то мне конец, поэтому я прибег к старому запретному приему. Знаешь? Я понимал, что это рискованно, но если ты можешь контролировать себя достаточно долго, это всегда срабатывает. В общем, если ты напьёшься до беспамятства, то все девушки потеряют к тебе интерес. Ну я и отбивался, шот за шотом. \n \nЧерез пару часов мой план был почти идеален - почти. В какой-то момент я пошёл в туалет, и она последовала за мной. Когда я вышел, она встала передо мной и прильнула своим ртом к моему. Мне нужно было время, чтобы понять, что происходит - когда я осознал это, я оттолкнул её. Не помогло, она снова бросилась обратно на меня. Тогда я сделал лучшее, что мог придумать, - дал ей пощёчину. - - - Да уж! - - - Ага! Беда в том, что в этот момент в коридор вошли ещё два офицера. Она быстрее пришла в себя, к тому же была менее пьяна... в общем, она начала кричать, что я пытался надавить на неё, а так как она отказывалась, я пытался её заставить. Ты можешь себе представить ситуацию! А если учесть, что речь идёт о жене генерала, то даже если бы они мне поверили, это никогда не могло быть официальной версией! Итак, я предстал перед военным трибуналом, но вместо того, чтобы уволить и бросить в тюрьму, меня почему-то отправили сюда. Очень странно, правда? Не то чтобы это место можно было рассматривать как наказание, но всё же. Итак, я пришел и - эй, хочешь еще рюмку? - - - Конечно. - - - И вот я прибыл сюда, а парни местные оказались настоящими мужиками - встретили меня с бутылкой и прониклись моими горестями. Через пару дней майор Кузнецов приказал привести меня к себе и дал задание: Очевидно, где-то на Янтаре есть Химера, доставляющая неприятности Экологам, и он приказал мне убить её - одному! Ни отряда, ни поддержки, я должен сделать это сам! Друг мой, я никогда раньше не слышал о таком звере, и когда я вернулся к парням, они были в шоке! Оказалось, что это, пожалуй, самое смертоносное животное в Зоне! Тогда-то они и подарили мне эту броню - отличные парни, скажу я тебе! Но это всё ещё не решало моей проблемы, и, поскольку у меня не было опыта охоты на мутантов, я пришёл к Мяснику, чтобы научиться тонкостям этого дела. - - - Почему ты ещё не убил её? - - - Я бы попытался, но в промышленных районах Янтаря есть пси-поле, и мне не удастся попасть внутрь, так чтобы мои мозги не расплавились, как лава. - - - Разве Экологи не могут снабдить тебя защитным шлемом? - - - Как оказалось, нет, они говорят, что у них закончились запасы. Ну, есть один парень, Дух, которому я верю, говорит, что у них якобы что-то осталось , но я не уверен, этот парень был заметно пьян, когда рассказывал мне об этом. - - - Похоже, они хотят твоей смерти, дружище. - - - Мужики говорили мне то же самое, но это не может быть правдой. Я имею в виду, что я хороший боец, зачем убивать меня, если я могу быть полезен? - - - Кузнецов явно хочет твоей смерти. Почему бы тебе не сбежать? - - - Я солдат, мой друг. Я не убегаю, я выполняю свою миссию. Да и куда мне бежать? Меня бы судили за дезертирство - это смертный приговор. - - - Знаешь что? К черту Кузнецова - ты мне нравишься, и я тебе помогу. Я выключу эту грёбаную машину, и мы вместе пойдём охотиться на Химеру! - - - Вау, это очень круто с твоей стороны. Выпьем за это, друг! - - - - - Я выключил Излучатель - мы можем пойти поохотиться на твою Химеру. - - - Это замечательно, друг мой! Но сначала я хочу разобраться с этой проблемой со Снорками для Мясника. Я в долгу перед ним. Когда всё будет готово, мы займемся Химерой. - - - - Излучатель выключен - мы можем идти охотиться на твою Химеру. - - - Большое спасибо, друг мой! Встретимся в Бункере на Янтаре, мы выдвинемся оттуда ночью. - - - - Ты готов к охоте? - - - Я нервничаю, но да, я готов. А ты? - - - Я готов. Пойдём? - - - У меня есть бутылка "Столи" на потом. Веди, я прямо за тобой. - - - Я готов. Пойдём? - - - Мясник сказал мне, что Химеры - ночные существа, и мы должны отправляться после заката, чтобы подловить её на открытом месте. - - - Пока нет - мне ещё нужно подготовиться. - - - Ладно - найди меня ночью, когда будешь готов. - - - - Мы убили чудище! - - - Определённо! Чёрт, у меня сердце колотится как сумасшедшее! Давай вернёмся к Бункеру - тогда мы сможем выпить за это! - - - - Мы вернулись! - - - Да, это так! Бери, мы пьём за нашу удачную охоту! - - - Что будешь делать теперь? - - - Теперь, когда мы убили чудище, моя задача выполнена! Я вернусь и доложу Кузнецову... ну, после того, как отойду от похмелья, хахаха. А там мы посмотрим! - - - Как ты думаешь, Кузнецов будет доволен? Насколько я понимаю ситуацию, он хотел твоей смерти? - - - Увидим... но я выполнил своё задание, так что это должно что-то значить, нет? \n \nДавай, друг мой, ещё по рюмке! За дружбу! Пусть Кузнецов будет проблемой завтрашнего дня! - - ---Quest1 now 3-- - - - Ты сказал, что пропал груз? - - - Да - учёный Выбегалло, на Агропроме, связался со мной, потому что его заказ затерялся на болотах. По всей видимости, доставляли партию продовольствия - запах, веротяно, привлёк собак и курьер решил, что его жизнь важнее работы, и скинул груз, чтобы отвлечь стаю. Всё произошло довольно быстро, так что он не помнит точного размера этой стаи, но он сказал, что их было дохрена, так что, думаю, их должно быть дюжина.\n \nКак ты думаешь, сможешь найти посылку и доставить её этому учёному? - - - Конечно, я готов к этому. - - - Спасибо, но я ещё не готов. - - - Хорошо. Согласно его рассказу, они набросились на него возле старой стройки. Парень прошёл мимо Насосной Станции и держал путь в деревню с водонапорной башней слева от себя, а Механизаторский двор, который иногда используют военные - справа. Твоя задача - вернуть посылку, за собак плата не предусмотрена. Как найдёшь посылку, доставь его Выбегалло, он находится где-то на территории завода на Агропроме. - - - Без проблем, приходи позже. - - - - Касательно твоей потерянной посылки. - - - Да, ты готов? - - - - Я доставил посылку. - - - Молодец! Оставь деньги себе, ты их заслужил. Если готов, то проблема со Снорками требует дополнительного внимания. - - --- Quest 2 -- - - - Есть ли у тебя какая-то особая работа для меня? - - - Я слышал о некоторых твоих подвигах, ты кажешься способным человеком...\n \nВидишь ли, "Долг" платит мне за то, чтобы держать дорогу от Кордона до Ростка свободной от особо опасных мутантов - таких, с которыми новички не смогут справиться. Понимаешь, это полезно для бизнеса и так далее. К счастью, по-настоящему опасные мутанты в этих краях встречаются довольно редко. \n \nЧаще всего мои проблемы здесь заключаются в том, что стаи животных увеличиваются до угрожающего количества - и вот возникла именно такая проблема. Пару месяцев назад одна свиноматка родила поросят, о количестве которых сообщается по-разному. Одни говорят о трех, другие считают, что их было шесть. Как бы то ни было, мне нужно, чтобы ты покончил с ними до того, как поросята вырастут до взрослых хряков - не мне тебе говорить, какой это будет проблемой. Что скажешь? - - - Считай, что дело сделано. - - - Мне нужно время на подготовку. - - - Вот это дух! Они обитают в небольшом лесу на юго-востоке, за аномалией "Газировка". Возьми, они должны пригодиться! Приходи ко мне, когда они умрут, я налью в сторонку тебе немного водки. - - - Нет проблем, приходи ко мне, когда будешь готов! - - - - По поводу этой работы. - - - Ты готов повозиться с кабанами? - - - - Кабанов больше нет. - - - Отлично! Вот, возьми выпивку и еду - за счёт заведения! И, конечно, вознаграждение за труды. Отдыхай, а если хочешь ещё поработать - есть срочное дело. - - - --- Quest 3 -- - - - Ты сказал, что есть срочное задание? - - - Действительно. \n \nГруппа Снорков заплутала и забрела сюда с Агропрома. Такое иногда случается, но раньше дорогу сюда находили один или двое, а в этот раз в отчётах говорится о четырёх! Мы не можем допустить, чтобы они рыскали здесь, Снорки представляют слишком большую угрозу для новичков. Так что скажешь? - - - Они всё равно что мертвы. - - - Мне нужно время на подготовку. - - - Хорошо! Они поселились к юго-западу отсюда, возле южного пути на Агропром... Возьми, должно пригодиться! Приходи ко мне, когда они умрут, мы поднимем рюмки за твои подвиги! - - - Нет проблем, приходи ко мне, когда будешь готов! - - - - Что касается этой работы. - - - Ты готов расправиться со Снорками? - - - - Снорки мертвы. - - - Молодец! Вот, выпей и поешь. На, покурить тоже. И, конечно, награда за твои труды. Отдохни и приходи ко мне - у меня есть для тебя работа, связанная с потерянным грузом на Болоте. - - - - --- Quest 4 -- - - - Ты сказал, что хочешь поговорить со мной о проблеме со Снорками? - - - Да. \n \nВидишь ли, это нашествие Снорков меня беспокоит. В прошлом такое иногда случалось, но никогда в таких количествах! Я тут подумал, что, возможно, популяция Снорков на Агропроме слишком разрослась, и поэтому они и приходят сюда в больших количествах... Можешь ли ты взглянуть и, если мои подозрения верны, избавиться от них? - - - Я посмотрю. - - - Мне нужно время, чтобы подготовиться. - - - Хорошо! Не иди в одиночку, тебя будет сопровождать Беллерофон - не бойся, он способный боец. Отправляйтесь на Агропром, если мои подозрения верны, они должны быть где-то между южным и северным путем на Свалку. Там есть холм, и велика вероятность, что именно там вы их и найдете. Возьмите это, оно вам пригодится. - - - Без проблем, приходи ко мне, когда будешь готов! - - - - Что касается работы. - - - Готов сокращать популяцию Снорков? - - - - Снорки мертвы. - - - Какой позор! Из нашей жизни ушел великий человек... Давай поднимем за него рюмки! Неужели ситуация со Снорками там была настолько плоха? - - - Ужас! Мы убили по меньшей мере десять Снорков! Это была резня... - - - Десять таких тварей? Чёрт... хорошо, что я послал и тебя, и Беллерофона, разобраться с этой проблемой... Нам придется следить за ситуацией - это очень странно. \n \nСпасибо за помощь! Отдохни, и если почувствуешь, что снова можешь работать, встреться с Аспирином, дежурным медиком "Долга" на Ростке. Он связался со мной, похоже, им нужна срочная помощь. - - - - Снорки мертвы. К сожалению, Беллерофон погиб во время боя. - - - Молодцы! Вот, выпейте и закусите. Расскажите мне, как там обстоят дела со Снорками? - - - Ты был прав, мы убили по меньшей мере десять Снорков! Это была резня, я рад, что мы выбрались живыми! - - - Десять таких тварей? Чёрт... Надо было послать с вами больше людей... Нам придётся следить за ситуацией - это очень странно. \n \nСпасибо за помощь! Отдохни, и если почувствуешь, что снова можешь работать, встреться с Аспирином, дежурным медиком "Долга" на Ростке. Он связался со мной, похоже, им нужна срочная помощь. - - ----- Quest 5 ---- - - - Мясник: Друг мой, нам нужна твоя срочная помощь. Беллерофон был ранен на Агропроме, а другой охотник, Орион, пропал без вести. Пожалуйста, как можно скорее отправляйся на Агропром и найди Беллерофона на заводе - он сможет рассказать тебе подробности. - - - - Мясник: Друг мой, нам нужна твоя срочная помощь. Сарпедон был ранен на Агропроме, а другой охотник, Орион, пропал без вести. Пожалуйста, как можно скорее отправляйся на Агропром и найди Сарпедона на заводе - он сможет рассказать тебе подробности. - - - - Я получил твоё сообщение, что стряслось? - - - Хорошо, что ты пришёл - Беллерофон вместе с другим охотником, Орионом, отправился на поиски причины нашествия Снорков. Им удалось отследить его до Подземелья Агропрома - видимо, что-то там выгоняет Снорков на поверхность. Оба они отправились исследовать Подземелье, но Беллерофон был ранен. Они вернулись, но Орион снова ринулся туда... горячая голова... это было вчера, и с тех пор мы ничего о нем не слышали. Я, конечно, многого прошу, но не мог бы ты спуститься туда и проверить ситуацию? Мы ожидаем худшего, но мы не можем бросить брата. \n \nТы готов к такому делу? - - - Да, конечно, я отправлюсь туда прямо сейчас. - - - Не знаю, звучит очень опасно. Мне нужно будет подумать об этом. - - - Отлично! Найди Беллерофона, он оправляется от ран на Заводе Агропрома. И вот, возьми это - оно тебе понадобится. - - - Понятно, но я боюсь настаивать на срочности этого дела. Отправляйся на поиски Беллерофона, если считаешь, что готов. - - - - Я получил твоё сообщение, что стряслось? - - - Хорошо, что ты пришёл - Сарпедон вместе с другим охотником, Орионом, отправился на поиски причины нашествия Снорков. Им удалось отследить его до Подземелья Агропрома - видимо, что-то там вытесняет Снорков на поверхность. Оба они отправились исследовать Подземелье, но Беллерофон был ранен. Они вернулись, но Орион снова ринулся туда... горячая голова... это было вчера, и с тех пор мы ничего о нем не слышали. Я, конечно, многого прошу, но не мог бы ты спуститься туда и проверить ситуацию? Мы ожидаем худшего, но мы не можем бросить брата. \n \nТы готов к такому делу? - - - Да, конечно, я отправлюсь туда прямо сейчас. - - - Не знаю, звучит очень опасно. Мне нужно будет подумать об этом. - - - Отлично! Найди Сарпедона, он оправляется от ран на заводе Агропрома. И вот, возьми это - оно тебе понадобится. - - - Понятно, но я боюсь настаивать на срочности этого дела. Отправляйся на поиски Сарпедона, если считаешь, что готов. - - ---- Bellerophon --- - - Привет, Сталкер, чем могу помочь? - - - Привет, а ты кто? - - - Я Беллерофон, и я здесь недавно... ну, не совсем, но это сложно. - - - Откуда у тебя "Носорог"? - - - Ну, технически я военный, так что... ну, определенные товарищи подарили мне его, когда я отправлялся на своё задание. - - - Ты военный? Что ты здесь делаешь? - - - Ну да, но не беспокойся, я не испытываю к тебе никакой неприязни. Почему я здесь? Ну, это долгая история, и не самая любимая. - - - У меня есть время. - - - Ладно, я не хочу давить на тебя. - - - Думаю, для этого нам нужна "Столя". Если ты найдешь бутылку, я расскажу тебе историю. - - - Да, это похоже на историю, которую можно рассказать за бутылкой "Столи". Если ты умудришься найти такую, я расскажу её тебе. - - - - Ты готов поохотиться на Cнорков? - - - Да, Мясник сказал, чтобы я тебе помог. Веди, я за тобой. - - - - Это было люто! - - - Да, я никогда не видел столько Снорков в одном месте! Это очень странно - мне придётся провести расследование. Большое спасибо за помощь - у тебя неплохо получается! - - - - - Я получил сообщение от Мясника, что случилось? - - - Хорошо, что ты пришёл - у нас возникли проблемы, и я ранен... Я выкарабкаюсь, не волнуйся, но я недееспособен. Я пришёл сюда с другим охотником - Орионом, молодой кровью, чтобы найти причину нашествия Снорков. Мы заметили, что ночью из Подземелья вышло множество этих ублюдков. Там внизу есть что-то, что выгоняет их - что-то гнусное... Мы спустились туда, и это было ужасно... у нас начали болеть головы, и вдруг нас окружили Снорки, а меня укусили за руку и ногу - к счастью, Орион был рядом, чтобы вынести меня! Но... этот дурак вернулся обратно! Я просил его подождать, но он рвался вперед, как молодёж! Черт, и теперь я о нём ничего не слышу. Друг мой, пожалуйста, отправляйся туда и отыщи его! Я бы хотел пойти с тобой, но моя нога меня не держит. - - - Не волнуйся, я найду Ориона и верну его! - - - Не знаю, мне кажется, я ещё не готов отправляться туда! - - - Я знал, что могу на тебя рассчитывать! Вот, возьми - боюсь, тебе это понадобится. - - - Понятно - но, пожалуйста, поторопись! И вот, возьми это - если ты готов спуститься туда, боюсь, оно может тебе понадобиться. - - - - Я нашёл Ориона... - - - Я понимаю... Что настигло его? - - - Я... Я не уверен. Там внизу есть огромная комната с какими-то механизмами... и там был Контролёр... и Бюреры, которые пытались его защитить! - - - Контролёр? Ты имеешь ввиду... он поселился там и прогнал всех Снорков? - - - Я не знаю... но его окружала целая армия. - - - Это место никогда не перестанет меня удивлять... Знаешь что, пора тебе поговорить с Лесником. После того, что ты для нас сделал, ты заслуживаешь стать частью нашей гильдии. Уверен, Мясник тоже за тебя поручится! Иди к нему и расскажи, что ты видел под землёй. Я останусь здесь на некоторое время, чтобы прийти в себя и следить за ситуацией. Я найду тебя позже. - - - Гильдия? - - - Да, гильдия - или, как любит называть её Лесник, Братство. Сходи к нему, он сможет объяснить всё это гораздо лучше, чем я. - - - - - ---- Butcher Legendary --- - - - Лесник рассказал мне о Калидонском вепре. Что ты знаешь о нём? - - - Он знает? И позволь мне угадать, ты хочешь на него поохотиться? - - - Возможно. - - - Охота на этого вепря - опасное дело, гораздо более опасное, чем всё, на что ты охотился до сих пор. -Он забрал жизни многих охотников с отличной репутацией: Сигурда Одноглазого, Бориса Лезвие, Аслана Железнозубого и многих других. Те, кому удалось выжить, сбежали - как я. - - - Так ты сталкивался с ним? Какова твоя история? - - - За то время, что я нахожусь в Зоне, чем я только не занимался, всё, что приносило деньги, если быть откровенным - примерно как ты, если я не ошибаюсь. Некоторыми занятиями я горжусь больше, чем другими. Через некоторое время я понял, что из всех возможных работ в Зоне мне больше всего по душе охота. Видишь ли, я был хорош в этом деле, а охота на мутантов, как правило, не наживает здесь врагов. Я быстро сделал себе имя и - в своём hybris - начал выискивать мутантов, с которыми "обычные" охотники не решались бы столкнуться. Однажды вечером я сидел у костра с ребятами из "Чистого неба", которые рассказали мне, что среди их охотников ходят слухи о том, что на Больших Болотах есть святой покровитель кабанов и что я должен избегать охоты на них, чтобы не навлечь на себя его гнев. - - - Калидонский вепрь? - - - Именно так - хотя тогда он ещё не носил это имя. \n \nЯ отнёсся к этому как к байке, но через неделю я встретил Сталкера, который поклялся, что видел зверя! Он рассказал мне, как охотился на кабанов в самом сердце Больших Болот. После убийства крупной стаи, по его собственным словам, земля затряслась, и из кустов вылетело четыре огромных кабана, а за ними - грозный вепрь! Парень был умён, так как понимал, что стычка с ним сулит ему верную гибель. И он убежал. \n \nКонечно, моё любопытство разгорелось, и я начал наводить справки на Болотах. Я смог найти ещё несколько выживших, и все они рассказали мне одну и ту же историю. - - - Так ты его отыскал? И как же? - - - Оказывается, вопреки байкам, Калидонский вепрь защищает только своё "племя"! Огромное, конечно, "племя", но только его. Поэтому я дождался, пока не появится поистине огромное стадо кабанов, и начал их отстреливать. Как ни странно, земля вдруг задрожала, и из нее выскочило четыре огромных кабана, во главе которых стоял Калидонец! Что за зрелище! Пугающий зверь! - У него горящие, налитые кровью глаза, казавшиеся углями живого огня, грубая шея, перетянутая мощными мышцами, и густая щетина, похожая на заточенные шипы. По его плечам стекала кипящая пена, а бивни были как у слона! Из его отвратительных челюстей вырывался оглушающий рев! Казалось, что из его ужасной глотки извергается молния и испепеляет землю! - - - Какая жуткая картина! - - - Да, это было так... У меня до сих пор мурашки от одной мысли об этом. \n \nШок прошёл и я начал стрелять из верной "Сайги"! Высаживая в них целые магазины, попутно уворачиваясь от разъяренного зверя! Его собратья полегли, хотя мне показалось, что на их место бросились другие кабаны. Но Калидонец, боже мой, этот зверь взял верх, как Беллерофон пьет водку - даже после двенадцати рюмок не дрогнет. Я понял, что пришел неподготовленным, и рванул с места быстрее, чем собака, укравшая колбасу. - - - Лесник упоминал, что ты дважды с ним встречался? - - - Да... моя гордость была задета, но у меня еще оставалось достаточно сил, чтобы не замечать действительности, которой является этот вепрь. После побега я мог думать только о том, как убить этого дьявола. Я собрал отряд - в итоге нас оказалось четверо. Я, Пелей, Эвритион и Сигурд! К сожалению, охота обернулась катастрофой! Первым пал Сигурд - вепрь сбил его с ног и растоптал, а отсутствующий глаз предрешил его гибель. В возникшей суматохе Пелей допустил ужасную ошибку и выстрелил в Эвритона, пытаясь его прикрыть! Ужасная судьба постигла нас! \n \nЯ кинулся к Эвритону, чтобы спасти его, но потерял бдительность... Я услышал ужасающий рёв и, обернувшись, увидел, что на меня несется Калидонский вепрь! Я не успел вовремя отскочить в сторону... По ощущениям тогда казалось что оторвал мне ногу, но "всего лишь" раздробил все кости до единой. К счастью, Пелею удалось отвлечь его и отнести меня в безопасное место. Очевидно, я уже не в состоянии нормально передвигаться - это тоже причина, по которой я больше не охочусь и довольствуюсь тем, что остаюсь здесь. - - - Этот кабан, похоже, прямо стихийное бедствие... - - - Что случилось с Пелеем? - - - Это совершенно точно... Ты понимаешь, почему тебе следует отказаться от охоты на него? - - - Он был опустошён тем, что убил Эвритона... После того как он вылечил меня, он ушёл на Север и пропал без вести. Его сын отправился за ним, но к тому времени Пелей уже нашёл свою кончину... Ахиллес нашёл только его останки. - - - Я осознаю опасность, но я хочу продолжить с того места, где ты закончил. Ты можешь рассказать мне, как его найти? - - - Да, вероятно, мне ещё нужно набраться опыта, прежде чем отправляться за ним... - - - Хорошо. Должен признать, что у тебя неплохой талант к охоте! И ты не боишься, словно кошка с девятью жизнями! Я передам своим друзьям, чтобы они присматривали за "племенем" Калидонца. Когда они найдут его стадо, я напишу тебе, но это может занять некоторое время! А пока я предлагаю тебе подготовиться - помни, ты должен быть очень проворным и иметь достаточно огневой мощи, чтобы завалить его и его собратьев! И помни - побег всегда остается вариантом. - - - Я согласен! Не стоит торопиться! Есть более простые способы заработка, чем охота на него. - - - - Земля содрогается, а воздух наполняется злобным рычанием. Калидонский вепрь мстит за своих павших сородичей. - - - - Я не был достаточно подготовлен к встрече с Калидонским вепрем. В следующий раз я приду с большим калибром. Надо поговорить с Мясником, чтобы он присматривал за этим чудищем. - - - - Мясник: Мои друзья говорят, что в центре Болот бродит необычайное количество кабанов. Сезон охоты открыт. - - - Мясник: Ты сможешь найти их между Насосной станцией, руинами деревни и Механизаторским двором. - - - Мясник: Они разделились на три группы. - - - Мясник: Помни: он будет бороться за них, а они будут бороться за него! Удачи! - - - - О Калидонском вепре. - - - Да? - - - Я решил, что готов к охоте на него. - - - Не мог бы ты повторить историю о том, как ты столкнулся с Калидонцом? - - - Есть ли у тебя какие-нибудь советы по охоте на него? - - - Бери только самое необходимое для боя! Тебе нужно будет уворачиваться не только от него, но и от его сородичей! Ещё тебе понадобится дохренище боеприпасов! И помни - бегство - это всегда вариант. - - - Давай поговорим о чем-нибудь другом. - - - Ладно. - - - Я хочу попробовать ещё раз. На этот раз Калидонский вепрь встретит свою гибель. - - - Хорошо, Охотник! Я передам своим друзьям, чтобы они следили за стадом Калидонского вепря. А ты тем временем займись подготовкой. - - - - Ты был прав, этот кабан - это слишком. Я был вынужден спасаться бегством! - - - Ты принял верное решение сбежать. Ты всегда можешь попытаться позже. - - - Я сделал это! Я убил это чудище! - - - Потрясающая работа! Сталкеры будут обсуждать твою историю очень долго! Давай выпьем за это! - - - Давай выпьем! - - - Должен признаться, я не думал, что это осуществимо! Но вот ты здесь! Чёрт возьми, парень! Вот, держи - мне она больше без надобности, и мне кажется, ты найдешь ей лучшее применение. Моя старая охотничья винтовка, Циклоп! \n \nИ, да, конечно! За этого чёртова вепря назначена награда, хотя лишь несколько Сталкеров скинулись за неё, полагая, что это скорее легенда, чем правда... что ж, в любом случае, вот деньги! - - ---- Охотник по долгу--- - - - Мясник сказал, что у тебя может быть для меня работа. - - - Ах, да! Спасибо, что пришёл. - - - Нет проблем, как я могу помочь? - - - Верно. Если коротко, то у ребят возникли проблемы. Недавно Воронин отправился на встречу с Сахаровым и Кузнецовым, чтобы обсудить общие вопросы. Во время этой встречи Сахаров попросил Воронина помочь им зачистить Деревню Кровососов, на что Кузнецов, видимо, посмеялся, сказав, что Долг не в состоянии справиться с этой задачей и предлагает вместо этого воспользоваться помощью его солдат. Воронин воспринял это очень остро и начал кичиться способностями наших бойцов. Ничего плохого в защите чести наших солдат нет, но он потерял всякую связь с реальностью и пообещал Сахарову зачистить для них Деревню Кровососов. Проблема в том, что он хочет сделать это за одну ночь, чтобы Экологи успели явиться утром и застать безопасную деревню... За чёртову ночь! Представляешь? Он хочет покрасоваться перед военными, понимаешь, и этому козлу плевать на то, что некоторые из них не переживут эту ночь. \n \nКонечно, парни не в восторге от того, что теряют свои жизни ради самолюбия генерала, они же обычные солдаты, а не спецназ. Поэтому они пришли ко мне, и я пообещал посмотреть, что можно сделать, - я вспомнил о Мяснике и спросил, не может ли он прислать нам опытного охотника, который справится с этой работой. Конечно, ты должен быть осторожен, Ворнонин не должен ничего об этом знать. - - - Я весь во внимании. - - - Зачистить Деревню кровососов за ночь? Это самоубийство! - - - "Мы не должны рассуждать почему, мы должны только делать и умирать". Приказ есть приказ, я не одобряю неподчинения! - - - Я рад это слышать, всегда приятно общаться с профессионалами. Конечно, мы не ожидаем, что ты сделаешь это за бесплатно, парни скинутся, чтобы вознаградить тебя за помощь! Им даже удалось подкупить Петренко, чтобы им дали ПНВ - так что тебе не придётся идти вслепую, как кроту. Ну что, ты в деле? - - - Да, это тяжело, но подумай - если кто-то и может это сделать, то уж точно ты! Мясник рассказывал мне о твоих навыках охоты на мутантов - это больше, чем я могу сказать о наших парнях. Конечно, мы не ожидаем, что ты сделаешь это за бесплатно, парни скинутся, чтобы вознаградить тебя за помощь! Им даже удалось подкупить Петренко, чтобы им дали ПНВ - так что тебе не придется идти вслепую, как кроту. Ты поможешь нам? - - - Я понимаю, что солдату необходимо выполнять приказы начальства, но это объективно не самая разумная операция! Это реальные люди, которых отправляют на задание, к которому они не готовились! Вдумайся в это! С другой стороны, у тебя есть опыт в таких делах, по крайней мере, Мясник сказал мне, что ты умеешь охотиться на мутантов. Конечно, мы не ожидаем, что ты сделаешь это за бесплатно, парни скинутся, чтобы вознаградить тебя за помощь! Им даже удалось подкупить Петренко, чтобы им дали ПНВ- так что тебе не придется идти вслепую, как кроту. Ну что, ты в деле? - - - Ладно, я сделаю это. - - - Я могу это сделать, но я хочу, чтобы Воронин знал, что это я! - - - Мне нужно время, чтобы обдумать это. - - - Ни за что, они сами справятся! - - - Храни тебя Бог. Приходи ко мне ночью, когда решишь приступать, я дам тебе ПНВ и передам парням, что они должны притвориться уходящими в рейд. - - - Это исключено, Воронин хочет, чтобы это были назначенные им бойцы. Ты не можешь сделать это ради них? - - - Хорошо, только, прошу, не затягивай, Воронин становится нетерпеливым. - - - Ты уверен? Подумай об этом, парни будут тебе очень благодарны! - - - - О Деревне Кровососов. - - - Да? Ты готов? - - - - Да? Ты передумал?? - - - Я решил, что точно не буду этого делать! - - - *Вздох* Жаль, я возлагал на тебя большие надежды, но ладно... Я спрошу у Мясника, может ли он прислать кого-нибудь другого... - - - - О Деревне Кровососов. - - - Да,что? - - - Я готов. - - - Я готов. - - - Я ещё не готов. - - - Рад это слышать, приходи ко мне сегодня ночью, прежде чем отправишься в путь. - - - Прекрасно. Вот твой ПНВ - я также положил несколько батареек, чтобы ты не оказался посреди ночи без заряда. Возьми и эти медикаменты, надеюсь, они тебе не понадобятся, но лучше перестраховаться, чем потом жалеть. Ты должен управиться до рассвета! Прежде чем Экологи придут! Удачной охоты, Сталкер, и спасибо, что выручаешь нас! - - - Хорошо, приходи ко мне, когда будешь готов. - - - Задача выполнена. - - - Отличная работа! Я знал, что ты справишься! - - - Я сожалею, но я не смог закончить работу вовремя. - - - Не волнуйся, Сталкер! Воронин нас отругает, но, по крайней мере, ни одна жизнь не пропадёт. - - - - - Что случилось в Деревне Кровососов? - - - Ты сдал нас, вот что произошло. Почему? - - - Я верю в то, что надо выполнять приказы. - - - Я хотел увидеть, что произойдёт. - - - Я сделал это ради денег. - - - Ты - сволочь. Ты мог бы просто проигнорировать это, и мы бы наняли кого-нибудь другого - вместо этого трое наших ребят погибли, а Артем в критическом состоянии. - - - Ты хотел увидеть, что произойдёт? Трое убитых, один раненый - вот что будет! Мразь - проваливай. - - - Из-за денег? Ты мудак - твоя жадность стоила жизни нашим парням! - - - - Что случилось с парнем на полу? - - - Артём - итог твоего предательства. Артём - единственный выживший - он успел сбежать, когда всё пошло наперекосяк. - - - Выживет ли он? - - - Наверное, да, мне удалось стабилизировать его состояние. Но ему все еще очень плохо, и, похоже, он сильно травмирован - у него случаются панические приступы, и мне приходится давать ему морфий, чтобы успокоить его. - - - Я сожалею о том, что произошло. - - - Хмф. Твоё раскаяние не вернет Вадима, Сашу и Сергея, но ты хотя бы признал свою вину. - - - Не пытайся свалить это на меня. - - - Пошел на хрен, козёл, это всё твоя вина. - - - - Я должен тебе кое-что рассказать. - - - Чего же ты ждёшь, говори! - - - Твои люди пытались заплатить мне, чтобы я очистил для них Деревню Кровососов. - - - Ничего. - - - Что? Зачем? - - - Тогда перестань тратить моё время. - - - Они боятся это делать - говорят, что не обучены для подобных ночных рейдов. - - - Эти трусы... Я вдолблю им храбрость - спасибо, что сказал! - - - Это я очистил Деревню Кровососов - твои люди заплатили мне, чтобы я выполнил работу вместо них. - - - Что? Зачем? - - - Они побоялись это делать - говорили, что не обучены для подобных ночных рейдов. - - - Эти трусы... Я вдолблю им храбрость - спасибо, что сказал. У нас тут есть "гонорар" за твоё молчание, мы не можем допустить, чтобы об этом позоре узнали в Зоне. - - - - Ты хотел видеть меня? - - - Да... Боюсь, что миссия провалилась. Из четырех человек, которых я послал, вернулся только один - тяжело раненный и потерявший рассудок. Мы почти ничего от него не добились, но, похоже, все пошло к чертям, как только они вошли в эту Деревню. - - - Что произошло? - - - Артем не смог предоставить полный отчет... насколько я понял, они не соблюли протокол и разделились, что привело к провалу миссии. Сейчас он с Аспирином, может быть, тебе удастся что-нибудь от него узнать. - - - Что ты хочешь, чтобы я сделал с этой ситуацией? - - - Никто не должен узнать об этом провале, и мои люди отказываются возвращаться в ту Деревню ночью. Мне нужно, чтобы кто-то прокрался ночью в Деревню и подменил нашивки "Долг" погибших на нашивки Наёмников... - - - Что? Ты, чёрт возьми, издеваешься? - - - Имеет смысл. - - - Вовсе нет, это жизненно важно для репутации "Долга" - нельзя допустить, чтобы мы продемонстрировали слабость! - - - Я рад, что мы на одной волне - репутация "Долга", в конце концов, имеет первостепенное значение. - - - Разве вы не можете просто вернуть их тела? - - - Не может быть и речи! Это привлечет слишком много лишнего внимания к провалу - я не могу этого допустить! - - - Но эти люди погибли при исполнении служебных обязанностей! Ты должен вернуть их! - - - Они знали, на что подписывались. Кроме того, репутация "Долга" важнее, чем память о нескольких людях. - - - Почему именно на нашивки Наёмников? - - - Разве это не очевидно? Чтобы всё выглядело так, будто несколько Наёмников переоделись в солдат "Долга", для прохода через Росток без лишнего внимания, но попались в Деревне Кровососов. - - - Хорошо, я помогу тебе скрыть улики. - - - Мне нужно подумать об этом. - - - Я не хочу быть вовлечённым во всё это. - - - - Хорошо. Подготовься к миссии и зайди ко мне ночью, прежде чем приступишь к работе. - - - Тогда сделай это быстро, чем больше времени пройдёт, тем больше людей заметит. - - - Ты уверен? Я готов заплатить за это хорошую сумму, скажем, 20.000 рублей? - - - За такую цену я смогу это сделать. - - - Нет, забудь об этом. - - - Хорошо. Подготовься к миссии и зайди ко мне ночью, прежде чем приступишь к работе. - - - Подумай об этом. - - - - О миссии. - - - Да? - - - Я готов. Расскажи мне о деталях. - - - Отлично. Задание довольно простое, найди тела Вадима, Сергея и Саши и замени их нашивки "Долг" на эти. Но постарайся закончить дело до рассвета, мы не должны допустить, чтобы тебя кто-то увидел. - - - Мне нужно ещё немного времени. - - - Хорошо, но, пожалуйста, поторопись. - - - Я передумал - я помогу тебе с сокрытием. - - - Хорошо, рад слышать! Приходи ко мне, когда будешь готов. - - - Ничего. - - - Ладно...? - - - Я готов, расскажи мне о деталях. - - - Хорошо, приходи ко мне вечером перед заходом солнца. - - - - Сделано. - - - Отличная работа, Сталкер - теперь никто не сможет ничего свалить на "Долг". Вот твоя награда - надеюсь, я могу рассчитывать на твоё благоразумие. - - - - Сделано. - - - В смысле провалено - пошёл слух о Сталкере, который возится с трупами "Долга" в Деревне Кровососов. Вот кое-какая компенсация, но я полагаю, что в твоих же интересах сохранить этот провал в тайне. - - - - Воронин: Сталкер, у нас проблема. Пожалуйста, зайди ко мне как можно скорее! - - - Аспирин: Сталкер, зайди ко мне - у нас есть для тебя предложение о работе. - - - Аспирин: Сталкер, зайди ко мне - у нас есть проблема, для решения которой нам нужна твоя помощь. - - - Эй, народ, тут Сталкер мародёрит... Долговцев? Тела долговцев в Деревне Кровососов? Что они там делают? - - - - - - Ты сказал, что у тебя есть предложение о работе. - - - Да, парни хотят отомстить этим Кровососам, и, учитывая, что у тебя есть... опыт работы с этой Деревней, они хотели бы, чтобы ты присоединился к ним в их экспедиции. - - - Значит, вы не обижаетесь, что я рассказал Воронину и согласился на его работу? - - - Ну... очевидно, это было не очень мужски с твоей стороны - мы могли бы нанять кого-нибудь другого, кто сделал бы это вместо тебя. Но... Я... Мы понимаем, что Зона не слишком благоприятна для морали и что такие, как ты, находятся здесь ради... личной выгоды. Было и прошло, ты не убивал Сашу, Сергея и Вадима, это сделали эти долбаные Кровососы... теперь мы хотим нанять тебя, чтобы отомстить. Много денег Сталкер, ребята не поскупились, чтобы отыграться. - - - Никакой неприязни по поводу Артёма? - - - Артём, да, это было, честно говоря, довольно глупо с твоей стороны - давать ему столько морфия. Бедный Артём... Он не заслуживал такой смерти. Но жизнь продолжается... Давай не будем говорить об нём, да? Его смерть до сих пор очень болезненна для меня. - - - Каков план? Не слишком ли опасен ночной рейд? - - - Нет надобности в ночном рейде, Сталкер, план совершенно иной. Мы скупили всю взрывчатку, которая только могла попасть к нам в руки, и теперь расставим ее в разных местах деревни, демонстрируя активность кровососов. Когда они выскочат ночью, мы их подорвем, как фейерверк! - - - Хорошо, я в деле. - - - Я должен подумать об этом. - - - Нет, думаю, я не стану вам помогать. - - - Мы рады это слышать! Приходи ко мне, когда будешь готов, и я расскажу тебе все подробности! - - - Хорошо, но, пожалуйста, побыстрее! Парни уже заскучали в ожидании возмездия. - - - Ты уверен? Здесь можно выручить кучу денег, и работа вполне легкая, если я осмелюсь так выразиться. - - - Дайте мне подумать. - - - Нет, мой ответ окончательный. - - - Хорошо, не торопись. - - - Пожалуйста, подумай над предложением о работе! Мы будем ждать, если ты передумаешь. - - - - О миссии с отомщением. - - - Да? - - - Я готов. Расскажи мне о деталях. - - - Хорошо, очень хорошо. Илья Ковалёв - твой связной, ты встретишь его на Армейских Складах на хуторе к югу от тропы, ведущей сюда. Жди его там - он объяснит тебе остальную часть задания. - - - Мне нужно еще немного времени. - - - Ладно, но, пожалуйста, поспеши. - - - Я передумал - я помогу вам отомстить этим Кровососам. - - - Хорошо, парни будут рады это услышать! Приходи ко мне, когда будешь готов. - - - Ничего. - - - Ладно...? - - - - Ты, козёл, подставил меня! - - - Пошёл ты, ты заслужил это, сволочь! - - - Твои дружки собирались убить меня! - - - Я сказал им, чтобы они только отмудохали тебя, но я не могу винить их за то, что они ненавидят тебя до глубины души. А теперь проваливай, скотина! - - - - - Добрый день, урод. - - - Что? В чём твоя проблема? - - - Тебе недостаточно было сдать нас? Неужели тебе надо было соглашаться с просьбой Воронина и позволить нашим парням лежать брошенными в этой грёбаной Деревне, пока все делают вид, что они Наёмники? - - - Расслабься, ничего личного, только бизнес. - - - Аспирин велел нам хорошенько тебя избить, но ты и этого не заслуживаешь. Это будет по детски. - - - Что ты творишь? - - - Что? И Артём? Обязательно было губить эту бедную душу? Ты подонок! - - - Я... это не входило в мои намерения! - - - - А-а-а... больно... пожалуйста, помогите... - - - Артём, мне нужно узнать у тебя кое-что. - - - А-а-а... - - - Где я могу найти тела остальных солдат? - - - А-а-а-а... моя нога, она болит. Мама, пожалуйста! Я хочу домой. - - - [Морфин] На, прими морфин, он поможет справиться с болью. Ты можешь вспомнить, что произошло за ту ночь? - - - Ааааа... чёрт... \n \n... \n \nГде я, что случилось? - - - Успокойся, ты вернулся на базу. Мне нужно, чтобы ты вспомнил, что произошло во время рейда. - - - Что? Рейд? ... Да, рейд... \n \n... \n \nк чёрту рейд... это была резня, нам не следовало заходить в эту Деревню. Мы вошли с юго-запада, и все было тихо - мы даже пересекли грунтовку без происшествий... Но когда мы подошли к деревянному дому, все... все... о боже, Вадим! Вадим! Аааааа!!! - - - Успокойся, Артем, успокойся! Скажи, что было дальше? - - - Полагаю, что этого достаточно... отдыхай, Артём. - - - Вадим! Аааа, больно... Вадим!!! Сергей!!! Мама!!! ПОМОГИТЕ! - - - [Морфий] Вот возьми морфий... Артём, что случилось после смерти Вадима? - - - Ааааа... \n \n... \n \nЧто? Ах да... После того, как Кровосос расправился с Вадимом, мы развернулись и побежали спасаться... Сергей был первым... быстрее нас с Сашей... он забежал в первый попавшийся дом... \n \n... \n \nМы услышали... мы услышали ужасный визг... а затем крик! Они схватили Сашу... они схватили Сашу... Боже мой, почему? Почему? Охххххх... - - - Артём, успокойся! Мы почти закончили Артём! Что случилось потом? - - - Аааааа!!! Они повсюду! Помогите! Пожалуйста, помогите! - - - [Морфий] Вот еще немного морфия... Артём, мы почти закончили, что произошло после смерти Сергея? - - - О... аааа... \n \n... \n \nда рейд... мы... мы не пошли за Сергеем в этот... дом. Саша совсем с ума сошел... ушел в самый центр деревни... Я... не думая... последовал за ним... мы... бежали... пока не... на север деревни... Там мы нашли... дом... пустой... мы отдыхали... да отдыхали... Я устал... Мне нужно отдохнуть... - - - Артём! Артём!!! Не спи!!! Артём, просыпайся!!! - - ------- Forester ------- - - - [Охотник на мутантов] Я нашёл этот ствол у Ориона. - - - Ах да, "Охотник на мутантов". Я помню этот дробовик, это я его модифицировал! В основном я сделал рифление ствола и заменил некоторые детали на более лёгкие, чтобы снизить вес. Конечно, это имеет и обратную сторону - изнашиваться дробовик будет быстрее если сравнивать с обычной "Сайги". Это заняло у меня некоторое время, но я очень горжусь им. Так что ты новый владелец - надеюсь, он будет служить тебе долго! Позволь мне почистить и отремонтировать оружие, чтобы оно сново стало как новым. - - - Спасибо! - - - Без проблем! \n \n...\n \nВот, как новенький! Удачной охоты с ним! - - - - Что за история стоит за трофеем Кровососа? - - - О, это Молох - брат Влада и Дракула. - - - Молох? Влад? Дракул? С каких это пор у мутантов есть имена? - - - С тех пор как я дал имя этим мутантам. Конечно, это не какие-нибудь Кровососы - это очень древние твари... они существуют ещё с тех времен, когда Зона только зарождалась, а быть старым здесь - это что-то да значит. - - - Влад и Дракул? Для Кровососов это звучит не очень оригинально? - - - Мне всё равно, оригинальны ли они, главное, чтобы они им подходили. Кроме того, если ты считаешь себя более творческим - найди мутанта, заслуживающего имени, и докажи это. - - - Братья? Откуда ты знаешь? - - - Я не знаю, но для меня они братья. Я встретил их вместе - здесь, в этом лесу. Первые Кровососы, которых я видел, я не знал, что такие дьяволы вообще могут существовать... но они существуют... - - - Какая история связана с ними? - - - Откуда бы начать? Откуда они взялись - я не знаю... Но я до сих пор помню, как впервые встретил их. Это было вскоре после второго большого взрыва, того самого, что породил этот ад. Я принял сигнал бедствия от выживших - отряда военных разведчиков, заблудившихся в болотах на Затоне. Видимо, их командир попал в воронку, а вместе с ним и их единственная карта. Представь себе, что на весь отряд даётся всего одна карта - но, похоже, кое-что не изменилось с тех давних времен. Тем не менее я нашёл двух выживших и пообещал отвести их в расположение - в те времена военные ещё имели своё присутствие на Армейских Складах. Мы добрались до этого леса уже в сумерках - я хотел заночевать в этом комплексе, но эти парни стремились вернуться на свою базу. В наше время ночной переход через лес означал бы верную смерть, но ты же знаешь, что в те времена большинство этих мутантов были довольно редкими и еще не добрались до южных районов Зоны. Поэтому мы пошли на компромисс - передохнуть, перекусить и продолжить путь, согрев животы едой, а дух - водкой. Мы зашли в лес, чтобы набрать дров и приготовить на поляне мясо. Не знаю, что их привлекло - запах еды или, может быть, смех... Я отошёл от костра, чтобы отлить, пока двое солдат продолжали дурачиться. Вернувшись к огню, я увидел, что один из них лежит на земле - как мне показалось, шипя от смеха... И только когда я встал рядом с ним, я заметил, что из его горла хлещет кровь. Я поднял голову - второй стоял с широко раскрытыми глазами, а за ним... Не знаю, кто из братьев это был, но это был первый Кровосос, которого я увидел в своей жизни. Я ничего не понял - просто замер. И тут я почувствовал, как щупальца обхватывают мою шею - сильная и горячая была хватка! Недолго думая, я схватил кусок горящего полена и ударил сзади себя! Кровосос тут же отпустил меня, и я бросился бежать, спасая свою жизнь! Так я познакомился с Молохом, Владом и Дракулом! - - - Чёрт... но тебе удалось застрелить Молоха? Как это получилось? - - - С тех пор я встречал братьев много раз! Поначалу я сторонился этого леса, пока не заметил, что они - ночные существа. Я начал выслеживать их, собирать информацию об этой новой опасности, затаившейся в моём лесу. Я пробовал ставить ловушки - первая сработала, но я не смог извлечь из неё выгоду, братья вскоре наловчились и стали избегать их. Иногда мне удавалось ранить одного из них - иногда им удавалось ранить меня. Я пытался найти их логово по их "пищевым" следам - безуспешно, точного местоположения я так и не нашёл. Так продолжалось до тех пор, пока однажды на меня не попытались напасть бандиты. Они пытались вымогать у меня деньги - я отказался. Ситуация обострилась, и в итоге они погибли - кроме одного! Он был ранен и лежал без сознания - истекая кровью. Я решил не оставлять хороший труп без внимания и отнес его в лес в качестве приманки. Я привязал его к дереву и стал ждать братьев в засаде. И они пришли, окружив беднягу. Да, нехорошо было так поступать с беднягой - подвергать его таким ужасам, не давая ему шанса на спасение... Но тогда мне казалось, что это хорошая идея. Пока они пожирали свою легкую добычу, я прицелился и терпеливо ждал своего выстрела. И я выстрелил - пуля попала прямо в сердце Молоха. Влад и Дракул испуганно вскрикнули и унеслись прочь - а я забрал свой трофей. \n \nС тех пор я больше никогда их не видел, они ушли глубоко в лес и больше не выходят - большую часть охоты они поручают своим сородичам. - - - Скажи мне, где их найти - я начну охоту за ними! - - - Я считаю, что этого достаточно - я все ещё хочу нормально спать. - - - Тогда ты дурак! Они сулят верную смерть - не стоит так опрометчиво полагать, что сможешь управиться с ними! - - - Они мутанты, Лесник, ты же не веришь, что они перестали убивать? Их нужно уничтожить - особенно если они так опасны, как ты говоришь! - - - Ты прав - нужно запастись терпением. Мы должны дождаться подходящего момента. - - - Конечно, я не верю, что они перестали убивать, но ведь не твоя забота - покончить с ними! Может быть, я недостаточно ясно выразился - это не обычные Кровососы, они гораздо хуже. Они как стихийное бедствие - мы должны уживаться с ними. - - - Я протестую - я уже доказал, что я способный охотник! Я сталкивался со многими ужасами здесь и справился с ними - я могу это сделать. - - - Я знаю - ты храбр, и твои навыки высоки! Но это порядок величины, с которым ты ещё не сталкивался - ты переоцениваешь свои силы - ты опрометчив и хочешь торопиться, а это делает тебя склонным к ошибкам. Не проси меня быть виновным в твоей смерти - оставь свои силы для других мутантов, не трать свою жизнь впустую. - - - Лесник, имей веру в молодняк! В какой-то момент их нужно остановить, и у нас больше шансов, если ты поможешь, а не будешь пытаться ограждать меня. Скажи мне, как подготовиться, и я начну! - - - Эх, молодёжь... такая самоуверенная. Ты не понимаешь - тебе предстоит столкнуться не только с ними, но и с их сородичами! \n \n... \n \nНо я вижу это по твоим глазам, ты полон решимости. Вот что, принеси мне сердца пяти Кровососов, и я расскажу тебе, как их найти... По крайней мере, у тебя будет опыт встречи с этими дьяволами.... - - - Я не разочарую тебя! Считай, что дело сделано. - - - Будь осторожен, юный Сталкер! - - - Да, я рад, что ты понимаешь. - - - Хорошо сказано, давай отвлечёмся на более приятные вещи. - - - - О Владе и Дракуле. - - - Что такое? - - - Я хочу поохотиться на них. - - - Можешь повторить историю о том, как ты впервые встретил их. - - - Напомни мне историю о том, как ты застрелил Молоха. - - - Это было вскоре после второго большого взрыва, того самого, что породил этот ад. Я принял сигнал бедствия от выживших - отряда военных разведчиков, заблудившихся в болотах на Затоне. Видимо, их командир попал в воронку, а вместе с ним и их единственная карта. Представь себе, что на весь отряд даётся всего одна карта - но, похоже, кое-что не изменилось с тех давних времен. Тем не менее я нашёл двух выживших и пообещал отвести их в расположение - в те времена военные ещё имели своё присутствие на Армейских Складах. Мы добрались до этого леса уже в сумерках - я хотел заночевать в этом комплексе, но эти парни стремились вернуться на свою базу. В наше время ночной переход через лес означал бы верную смерть, но ты же знаешь, что в те времена большинство этих мутантов были довольно редкими и еще не добрались до южных районов Зоны. Поэтому мы пошли на компромисс - передохнуть, перекусить и продолжить путь, согрев животы едой, а дух - водкой. Мы зашли в лес, чтобы набрать дров и приготовить на поляне мясо. Не знаю, что их привлекло - запах еды или, может быть, смех... Я отошёл от костра, чтобы отлить, пока двое солдат продолжали дурачиться. Вернувшись к огню, я увидел, что один из них лежит на земле - как мне показалось, шипя от смеха... И только когда я встал рядом с ним, я заметил, что из его горла хлещет кровь. Я поднял голову - второй стоял с широко раскрытыми глазами, а за ним... Не знаю, кто из братьев это был, но это был первый Кровосос, которого я увидел в своей жизни. Я ничего не понял - просто замер. И тут я почувствовал, как щупальца обхватывают мою шею - сильная и горячая была хватка! Недолго думая, я схватил кусок горящего полена и ударил сзади себя! Кровосос тут же отпустил меня, и я бросился бежать, спасая свою жизнь! Так я познакомился с Молохом, Владом и Дракулом! - - - Я начал выслеживать их, собирать информацию об этой новой опасности, затаившейся в моём лесу. Я пробовал ставить ловушки - первая сработала, но я не смог извлечь из неё выгоду, братья вскоре наловчились и стали избегать их. Иногда мне удавалось ранить одного из них - иногда им удавалось ранить меня. Я пытался найти их логово по их "пищевым" следам - безуспешно, точного местоположения я так и не нашёл. Так продолжалось до тех пор, пока однажды на меня не попытались напасть бандиты. Они пытались вымогать у меня деньги - я отказался. Ситуация обострилась, и в итоге они погибли - кроме одного! Он был ранен и лежал без сознания - истекая кровью. Я решил не оставлять хороший труп без внимания и отнес его в лес в качестве приманки. Я привязал его к дереву и стал ждать братьев в засаде. И они пришли, окружив беднягу. Да, нехорошо было так поступать с беднягой - подвергать его таким ужасам, не давая ему шанса на спасение... Но тогда мне казалось, что это хорошая идея. Пока они пожирали свою легкую добычу, я прицелился и терпеливо ждал своего выстрела. И я выстрелил - пуля попала прямо в сердце Молоха. Влад и Дракул испуганно вскрикнули и унеслись прочь - а я забрал свой трофей. - - - [Сердца Кровососов] Я принёс доказательства того, что могу охотиться на кровососов. - - - Я убил Калидонского вепря! И Влада с Дракулом постигнет та же участь, если ты скажешь мне, где их найти. - - - Впечатляет... Мне не хочется рассказывать тебе об этом, но я считаю, что обещание есть обещание... Так что слушай внимательно - их логово находится глубоко в лесу к востоку отсюда - в непосредственной близости от старого советского танка. Где именно - я не знаю, но это и не важно. Тебе придётся их выманивать, и я, кажется, знаю, как это сделать, но тебе это не понравится... Ты должен будешь надеть мой старый плащ - тот, что был у меня, когда я охотился на них в те давние времена, он будет иметь мой запах, и они поверят, что это я осмелился встретиться с ними. Он старый - так что не рассчитывай на хорошую защиту... Я провёл ремонт и добавил два крепления, так что ты сможешь использовать две модуля- так что выбирай с умом! И, конечно, делать это нужно ночью, когда они чувствуют себя уверенно под защитой темноты - иначе они не осмелятся напасть на "меня"... \n \Ты всё ещё в настроении? - - - Впечатляет... Возможно, я недооценил твоё мастерство и опыт! Мне не хочется рассказывать тебе об этом, но я считаю, что обещание есть обещание... Так что слушай внимательно - их логово находится глубоко в лесу к востоку отсюда - в непосредственной близости от старого советского танка. Где именно - я не знаю, но это и не важно. Тебе придётся их выманивать, и я, кажется, знаю, как это сделать, но тебе это не понравится... Ты должен будешь надеть мой старый плащ - тот, что был у меня, когда я охотился на них в те давние времена, он будет иметь мой запах, и они поверят, что это я осмелился встретиться с ними. Он старый - так что не рассчитывай на хорошую защиту... Я провёл ремонт и добавил два крепления, так что ты сможешь использовать две модуля- так что выбирай с умом! И, конечно, делать это нужно ночью, когда они чувствуют себя уверенно под защитой темноты - иначе они не осмелятся напасть на "меня"... \n \Ты всё ещё в настроении? - - - Я считаю, что этого достаточно. - - - Всё ещё да. - - - Честно говоря, я должен обдумать это... - - - Хорошо, тогда приходи ко мне вечером, когда захочешь приступать - вскоре после захода солнца. Приготовься к затяжному бою, вполне вероятно, что тебе придётся сражаться и с их собратиями! Запасайся патронами, медикаментами и прочим. Не стоит так недооценивать это всё. - - - Нет ничего постыдного в том, чтобы опасаться смертельной опасности! Не торопись и подумай об -этом! - - - Ладно, давай поговорим о чём-нибудь другом. - - - - - - Об охоте на Влада и Дракула. - - - Что такое? - - - Я готов к охоте. - - - Я готов к охоте. - - - Мне нужно больше времени. - - - Не мог бы ты ещё раз рассказать мне о плане? - - - Конечно, слушай внимательно: Тебе придётся делать это ночью, когда они будут уверены в защите, которую обеспечивает темень. Их логово находится глубоко в лесу к востоку отсюда - в непосредственной близости от старого советского танка. Где именно - я не знаю, но это и не важно. Тебе придётся их выманивать, и я, кажется, знаю, как это сделать, но тебе это не понравится... Ты должен будешь надеть мой старый плащ - тот, что был у меня, когда я охотился на них в те давние времена, он будет иметь мой запах, и они поверят, что это я осмелился встретиться с ними. Он старый - так что не рассчитывай на хорошую защиту... Я провёл ремонт и добавил два крепления, так что ты сможешь использовать две модуля- так что выбирай с умом! И у меня есть сильное подозрение, что тебе придётся столкнуться не только с ними, но и с их собратьями! - - - Ладно, я вижу, ты непреклонен. Вот плащ - тебе не придётся носить его по дороге туда, но постарайся надеть его незадолго до того, как доберёшься до танка. Ты помнишь дорогу? Он находится глубоко в лесу, к востоку отсюда, но чтобы добраться до него, нужно пройти через старый туннель шахты немного южнее. Пройдя его, ты снова повернешь на север и будешь идти еще какое-то время. Танк скрыт небольшим холмом - подготовся и осторожно подойдите к нему. Не знаю, как они отреагируют, но, возможно, сначала пошлют кого-нибудь из своих собратьев, чтобы утомить тебя. Помни - делать это нужно ночью! Если взойдет солнце, они отступят. Поэтому тебе нужно будет отправиться в путь вскоре после захода солнца...\n \nА теперь удачи тебе, юный Сталкер - пусть ночь будет благосклонна к тебе. - - - Очень хорошо. Приходи ко мне вскоре после заката - тогда я передам тебе плащ. - - - Нет проблем - ты же знаешь, что тебе не нужно этого делать. Давай обсудим что-нибудь другое. - - - - Есть ли другие именитые мутанты? - - - Да, есть... есть Калидонский вепрь. Мясник назвал его бичом любого охотника в районе Больших Болот. Потом Моби Дик - белый Псевдогигант. Гонта близко знаком с ним. Наконец, есть Чёрт - самец Химеры. Неуловимый ублюдок - единственный известный выживший - Зверобой. - - - Расскажи мне больше о Калидонском вепре. - - - Расскажи мне больше о Моби Дике. - - - Расскажи мне больше о Чёрте. - - - Спасибо за эту информацию. - - - Он покровитель всех кабанов на Больших Болотах - известно, что многие охотники погибли от его бивней, когда охотились на его сородичей. Поговаривают, что его шкура по толщине не уступает чешуе Змея Горыныча. Мясник пытался охотиться на него в прошлом - по его словам, он встречался с этим зверем дважды - и дважды этот кабан как ни в чем не бывало игнорировал выстрелы из дробовика! - - - Моби Дик - заклятый враг Гонты. Его так зовут, потому что он большой, как кит, и к тому же альбинос! Этот Псевдогигант убил его друга детства, и с тех пор Гонта охотится за ним, и вот уже много лет он ускользает от его мести. - - - Да, Чёрт... дьявол во плоти. Говорят, одного удара хватит, чтобы даже Сидоровича пополам разрубить! Не то чтобы я встречал Сидоровича лично, но, судя по слухам, это очень похоже на подвиг! Никто не знает, где находится его логово, но он иногда забредает в разные регионы, чтобы поесть или размножиться! Зверобой говорит, что самые сильные Химеры - это его отпрыски - учитывая количество сильных Химер, можно предположить, что голод Чёрта по мясу превосходит только его похоть. - - - Без проблем, надеюсь, это послужит предостережением - не стоит связываться с этими мутантами! - - - - Я не успел убить Кровососов - наступил рассвет. - - - Не переживай, юный Сталкер, главное, что ты остался жив! У тебя будет ещё один шанс в другую ночь. Приходи ко мне, если захочешь повторить попытку. - - - - Хорошие новости! Влад и Дракул больше не будут охотиться в этих лесах! - - - Превосходно! Отличная работа! Ты совершил сегодня великий подвиг! Давай выпьем за твоё достижение! - - - - Лесник: Ты приближаешься к их охотничьим угодьям. - - - Лесник: Мои раны снова начинают ныть, Влад и Дракул выбираются из своих убежищ. Удачи, Сталкер! - - - Лесник: Тебе удалось убить младших Кровососов, но солнце уже всходит, а Влад и Дракул не решатся сражаться днём. Придётся попробовать в другой раз. Приходи ко мне. - - - Лесник: Помни, что ты должен столкнуться с братьями на их собственной территории. Вероятно, тебе понадобится вернуться ближе к танку. - - - ----- Доктор Алёша Щеглов---- - - - Алёша Щеглов: Срочно! Прошу помощи у любого находящегося поблизости Сталкера. Я Доктор Алёша Щеглов - я окружён ордой Снорков в Ж/Д тоннеле на Агропроме. Прошу помощи любого Сталкера, находящегося поблизости. - - - Алёша Щеглов: Это чрезвычайная ситуация! Я прошу срочной помощи. Я доктор Алёша Щеглов - я окружён ордой Снорков в Ж/Д тоннеле на Агропроме. Прошу, они всё ближе. - - - Алёша Щеглов: Я доктор Алёша Щеглов - я окружён ордой Снорков в Ж/Д тоннеле на Агропроме. Прошу поторопитесь - они загнали меня в ловушку! - - - - О-о-они ушли? - - - Кто? - - - Снорки, конечно же! - - - Похоже на то - я видел только парочку у входа, но понятия не имею, куда делись остальные. - - - Ах, я, должно быть, их напугал! Не за что! - - - Так... Ты Алёша? - - - Доктор Алёша Щеглов - для вас Доктор Щеглов - в конце концов, этикет должен соблюдаться, даже в таком богом забытом месте, как это. - - - Ладно... Доктор Щеглов, что вы здесь делаете? - - - В любом случае, Алёша, что ты здесь делаешь? - - - Я был в экспедиции для Сахарова по поиску очень важного для нашего исследования документа! Мы же учёные, в конце концов. Вдруг я услышал жуткий визг и обернулся - орда Снорков! Я тут же отступил в туннель, чтобы отбиться от них. - - - Я допущу эту фамильярность, учитывая, что мы вместе сражались и скрепили кровные узы. Я был в экспедиции для Сахарова по поиску очень важного для нашего исследования документа! Мы же учёные, в конце концов. Вдруг я услышал жуткий визг и обернулся - орда Снорков! Я тут же отступил в туннель, чтобы отбиться от них. - - - Хм, хорошо. Что бы вы сочли достойной наградой за мои хлопоты? - - - За твои проблемы? Ты только что сказал, что снаружи нет Снорков! - - - Ясно. Тогда я пойду, я потерял достаточно времени с вами - удачи с вашими образцами мутантов. - - - Какого хрена? Ты умолял о помощи по всем каналам! - - - Подожди! Учитывая твоё альтруистическое - хотя и необязательное - желание помочь мне, я отплачу тебе тем же! Я провожу тебя обратно до Завода Агропрома! - - - Умолял о помощи? Я? Я протестую: Доктор Алёша Щеглов никогда не вызывает подмогу! Я просто предупредил Сталкеров, чтобы они не приближались, для предовтращения попадания под перекрёстный огонь - как поступил бы любой профессионал. \n \nНо ты прав, учитывая твоё альтруистическое - хотя и необязательное - желание помочь мне, я отплачу тебе тем же! Я провожу тебя обратно до Завода Агропрома! - - - Эм, это очень любезно с твоей стороны, но мне не нужно туда идти. - - - Ладно, я хотел пойти туда в любом случае. - - - Я настаиваю! В Зоне опасно - с моими верными спутниками "Носорогом" и SCAR'ом ты будешь в большей безопасности. - - - Понятно... Ну тогда пойдём, у меня нет целого дня. - - - Превосходно! Веди за собой! - - - - - Кажется, мы прибыли. - - - Действительно, теперь, когда ты достиг безопасного места, моя помощь тебе больше не понадобится. - - - Верно... Что ж, удачи в будущем. - - - Погоди! Я только что заметил, что мой "Носорог" был повреждён, пока я сопровождал тебя сюда! Какая жалость, теперь я не смогу выполнить поручение Сахарова... - - - Cерьёзно? Как это произошло? - - - Без понятия, возможно, один из Снорков повредил гидравлический насос, пока я отбивался от них... - - - Хм, я не вижу ничего такого в твоём костюме... - - - Конечно, нет, это же не Примус, что ты знаешь о "Носорогах"?! К счастью, я всегда ношу с собой набор для экстренного ремонта. Но это займёт некоторое время... Знаешь что? Возможно, ты сможешь достать документы, пока я буду заниматься ремонтом? - - - Заплатишь ли ты мне на этот раз? - - - Конечно, я отплачу тебе за твои хлопоты! Не беспокойся! - - - Ладно, где я могу найти эти документы? - - - Во владении Мозготлена... или того, что от него осталось. Он участвовал в экспедиции на Великие Болота, когда произошёл Выброс. Бедняга не успел добраться до безопасного места и превратился в зомби. - Жаль, что меня там не было, при мне никого бы не постигла такая участь. Но что поделать, я не могу быть везде и сразу, не так ли? Тем не менее парень превратился в зомби и ушёл... с тем, что было у него. Тебе придётся вернуть их! На нём был комбинезон "Сапфир", так что он должен выделяться! - - - Хорошо, и где я могу его найти? - - - Ах да, я забыл, что не все такие умелые следопыты, как я. \n \nЕго КПК продолжал работать, и мы зафиксировали его передвижение от Великих Болот до этого сектора, но затем КПК стал статичным. Я бы посоветовал тебе проверить район между югом отсюда и Великими Болотами. Он должен быть где-то там - и вместе с ним документы. Не волнуйся, друг мой, зомби целятся даже хуже, чем ты! Я бы с удовольствием показал тебе, как это делается, но сам знаешь - воля моя сильна, а доспехи слабы. - - - Всё равно, лишь бы оплата была хорошей. - - - Плата? А, ты имеешь в виду награду. Не волнуйся, она будет бесценна. А теперь прошу меня извинить, мне нужно найти несколько Сталкеров, которым я мог бы поведать свои истории. - - - - Я нашёл твои документы. - - - Великолепно! Я знал, что простой зомби тебя не остановит! Ты сделан из более прочного дерева - пока ещё не равен моей природной доблести, но ты на лучшем пути к тому, чтобы стать таковым. - - - Да, конечно... А что насчёт оплаты? - - - Да, конечно! Позволь мне поделиться с тобой бесценными знаниями! Слушай: \n \nУверенность - ключевой инструмент в арсенале любого Сталкера. Уверенность приводит к возможности. Она заставляет Сталкера сделать тот невозможный выстрел. Заставляет браться за самые трудные задания, пробираться дальше в аномальное поле за артефактами или выманивать разъяренного Кровососа из логова. Уверенность в себе заставляет меня отважиться на лёгкое истребление бандитов, даже не надевая "Носорог". Уверенность заставляет меня рассказывать о своих достижениях, сидя на троне моих врагов. - - - Я слушаю... - - - Что за хрень? Ты что, издеваешься? Мне нужны деньги, а не история. - - - Сталкеры, которые довольствуются тем, что защищают свой маленький уголок Зоны, будут в безопасности, но они неизбежно редко будут выходить за пределы этого уголка. Храбрые же Сталкеры могут и хотят совершать невероятные вещи. Сам Стрелок нашёл в себе силы одолеть всю Зону и победить "О-сознание", при этом страдая от последствий амнезии, вызванной травмой. Конечно, все это могло начаться из-за того, что Сидорович, по слухам, грозился переломать Стрелку коленные чашечки за то, что тот не расплатился с ним рублями за спасение жизни. Но мы этого никогда не узнаем. - - - Ну что ж, спасибо! Это было очень интересно. - - - Что за хрень? Это не оплата! - - - Отличная история, но где деньги? - - - Спасибо, я планирую когда-нибудь записать её. Может быть, дам ей броское название, например "Завет Сталкеров" или что-то в этом духе. - - - Ученик мой, неужели ты не понимаешь? Эти знания бесценны, они стоят больше, чем обычные деньги! Сталкеры убили бы, чтобы заполучить их! Может быть, ты ещё не понял, какой подарок я тебе сделал... Не волнуйся, у меня всепрощающая натура, я не держу зла! \n \nУвы, мы должны закончить нашу беседу - мне пора готовиться к экспедиции в бункер. - - - - ----Выбегалло и Учёные--- - ---Квест 1-- - --Выбегалло- - - - Что вы хотите? Я занят! - - - Здравствуй, Выбегалло. Я заполучил твою сумку с тунцом. - - - Ничего. - - - Тогда могу ли я попросить вас не стоять на пути науки? - - - Чудесно! Спасибо тебе, mon cher! Наука не забудет твоего вклада в прогресс! Я думаю, что награда будет как раз кстати. - - - Спасибо. Почему такое количество тунца важно для науки? - - - Спасибо. Тогда я пойду. - - - Это корм для моего Удов... Нет, это вас не касается, mon cher. Но да... может, вы можете мне помочь? Вы ведь работаете с Мясником, верно? Значит, вы тоже охотник... Что ж, очень хорошо... Вы можете быть осторожным, верно? - - - Да, да... Подожди, подожди, mon cher! Может, вы можете мне помочь? Вы ведь работаете с Мясником, верно? Значит, вы тоже охотник... Что ж, очень хорошо... Вы можете быть осторожным, верно? - - - Ах да, так вы работаете с Мясником? Что ж, очень хорошо... Вы можете быть осторожным, верно? - - - Да, конечно. - - - Мне не по душе куда это движется. Чего ты хочешь? - - - Отлично! Видишь ли, mon cher, мне нужны некоторые части мутантов - разумеется, в научных целях! Во имя прогресса, mon cher. Мне нужны две руки Излома, одно сердце Кровососа и образец Псевдогиганта, неважно что, лапа, глаз или шкура. Принесите их мне, и я вознагражу вас за хлопоты. Скажем... 10.000 за всё? Что скажете? - - - Mon cher, почему такое отношение? Я учёный, человек, посвятивший себя науке! Мне нужны части мутантов - разумеется, по строго научным причинам! Во имя прогресса, mon cher. Мне нужны две руки Излома, одно сердце Кровососа и образец Псевдогиганта, неважно что, лапа, глаз или шкура. Принесите их мне, и я вознагражу вас за хлопоты. Скажем... 10.000 за всё? Что скажете? - - - Ладно, посмотрю, что я могу сделать. - - - Я не знаю, мне нужно подумать об этом. - - - Отлично! - - - Подумайте, но не затягивайте, время для меня очень важно! - - - - Что касается работы. - - - Oui mon cher, поможете ли вы науке? - - - - - О твоих частях мутантов. - - - Oui mon cher? Вы что-то нашли? - - - - Я добыл глаз Псевдогиганта. - - - Я добыл лапу Псевдогиганта. - - - Я добыл шкуру Псеводогиганта. - - - Я добыл руки Изломов. - - - Я добыл сердце Кровососа. - - - Нет, мне нужно искать дальше. - - - Чего вы ждете? - - - Это изумительно, mon cher! Ваш вклад в науку не будет забыт! - - - Думаю, это было всё. Можешь вручить мне вознаграждение за поиски? - - - Безусловно, mon cher! Возьмите это, за ваши хлопоты! - - - О других частях. - - - Я поговорил с твоими коллегами, Выбегалло. Это письмо для тебя. - - - Что? Что вы сделали? Что вы им сказали? Что это??? \n \n...\n \nКак он смеет! Меня не пугала царская жандармерия, и Сахаров меня не испугает! \n\nА ты, предатель!!! Крыса!!! Прочь с глаз моих!!! - - - ... - - - - Ты хотел меня видеть? - - - Да, mon cher, мы... у нас проблема. Мой эксперимент был на пути, чтобы стать огромным успехом, oui mon cher, действительно научной революцией! Но... - - - ...но? - - - Но его там больше нет! Я спустился, чтобы проверить его, и он пропал! - - - "Он"? - - - Что случилось, кто-то украл твой эксперимент? - - - Да, Частично Удовлетворённый Человек - необходимый посредник для Полностью Удовлетворённого Человека! Ах, представьте себе человека, который способен сам удовлетворить все свои потребности! Разве это не было бы научным чудом, mon cher? \n \nИ теперь он пропал! - - - Вероятность, которую не следует исключать, но... Я скорее поверю, что он сбежал... Может быть, я недостаточно кормил его? - - - Сбежал? Как это возможно? - - - Как это возможно? Благодаря колоссальному научному успеху, mon cher, вот как это возможно! - - - "Он" опасен? - - - Едва ли, mon cher, едва. Но мы не можем позволить ему сбежать, это привлекло бы ненужное внимание... n'est-ce pas? - - - Что именно такое "Он"? - - - Частично Удовлетворённый Человек, mon cher! Тебе нужно быть слушать, когда я рассказывал об этом! - - - Нет, я имею в виду, что он на самом деле? Как он выглядит? - - - Трудно сказать, я никогда не видел его после того, как он вылупился... Вероятно, он должен напоминать меня, поскольку у него есть часть моей ДНК? Но это детали, mon cher, не беспокойся об этом! - - - И что ты хочешь, чтобы я с этим сделал? - - - Mon cher, с тяжёлым сердцем я вынужден просить вас завершить мой эксперимент. Какой позор, какая потеря для науки! Но мы не можем позволить ему сбежать - это только привлекло бы ненужное внимание к моим экспериментам! Вы бы не поверили, насколько реакционны некоторые из моих коллег. Но, по крайней мере, я смогу собрать его останки, чтобы провести дальнейшие эксперименты - прогресс невозможно остановить, n'est-ce pas mon cher? - - - Где я могу найти "Его"? - - - Он всё еще должен быть где-то в Подземелье. - - - Какова плата? - - - Всегда такой меркантильный! Но да, не беспокойтесь о оплате - её будет более чем достаточно. - - - Хорошо, я сделаю это. - - - Я должен подумать об этом. - - - Превосходно, mon cher, превосходно! Подготовтесь и зайдите ко мне перед убытием! - - - Тогда поторопись, mon cher, время на исходе! - - - - Касательно твоего "эксперимента". - - - Что такое, mon cher? - - - Я готов отправляться. - - - Мне нужно больше времени. - - - Превосходно! Не заставляйте его страдать! - - - Тогда поторопись, mon cher, время на исходе! - - - - Я убил твой "эксперимент". - - - Чудесная, превосходная работа, mon cher! - - - Ты, блядь, не говорил мне, что разводишь грёбанных Псевдогигантов! - - - Ах, очень интересно, значит, ДНК Псевдогиганта взяла верх? Это невероятно! Предполагалось, что это только улучшит его устойчивость в этом климате, но его ДНК полностью вытеснила остальные части? - - - Какого хрена ты творишь? В Зоне и так достаточно опасностей - зачем ты создаёшь новые? - - - Mon cher, это научный прогресс! Приходится идти на некоторые риски! Мария Кюри рисковала ради человечества - Юрий Гагарин тоже! Список длинный, mon cher! Теперь мы знаем больше и не повторим ошибок! Считайте это научным успехом! Но я вижу, что вы новичок в научном методе - и я считаю, что должен вознаградить вас. Возьмите это! Я... позаимствовал это в институте после разногласий. Это прототип - но я считаю, что он должен быть весьма полезен... более практичным людям. Большое вам спасибо, mon cher! - - - Да, а теперь, пожалуйста, отдай мне деньги. - - - Как всегда, сразу к делу. Хорошо, вот средства. Наслаждайтесь - и спасибо, что помогли мне... скрыть этот инцидент! - - - К чёрту тебя - не связывайся со мной больше. - - - ... - - --the others- - - - Знаете ли вы учёного по имени "Выбегалло"? - - - Выбегалло? Ну, да, я его знаю... С ним что-то не так? - - - Нет, я познакомился с ним совсем недавно. - - - Ладно... Он вам что-нибудь рассказывал? - - - Нет, мы практически не разговаривали. - - - Хорошо... Пожалуйста, сообщите мне, если вам что-то известно о том, что он задумал. Сам он не опасен, но его научные исследования... Мой вам совет, не ввязывайтесь в его дела. - - - Он попросил меня помочь ему с научным экспериментом. - - - Он попросил вас о помощи? Не обижайтесь, но вы не похожи на лаборанта. Зачем Выбегалло понадобился Сталкер? - - - Он попросил меня найти для него артефакт. - - - Артефакт? Это выглядит необычно для него, но, возможно, он наконец-то нашёл нормальную область для исследований... - - - Он попросил меня найти для него части мутантов. - - - - Что... что за части мутантов? - - - - Излома, Кровососа и Псевдогиганта. Зачем? - - - - Что? Это ужасно!!! \n \n ... \n \nВидите ли, много лет назад Выбегалло взбрело в голову создать "идеального человека" - или "полностью удовлетворённого человека", как он это называет, но его эксперименты терпели одну катастрофу за другой. Я не говорю об этических аспектах, боже мой, хотя и они достаточно ужасны. Его первая версия, полностью неудовлетворённый человек, была жалким созданием, которое угасало на наших глазах... Но Выбегалло не унывал и продолжал свои эксперименты. \n \nПосле одной особенно вопиющей попытки, едва не стоившей жизни половине его отдела, исследовательский институт выгнал его. Но Выбегалло каким-то образом ухитрился потянуть за ниточки и оказался здесь! Боюсь, он не отказался от этого эксперимента... Кто знает, что он выпустит? \n \nЯ умоляю вас, не помогайте ему! \n \nНет, этого недостаточно, вот отнесите ему этот приказ и дайте понять, что он должен немедленно прекратить все свои опасные эксперименты. Я не знаю, сколько он вам пообещал, сейчас я не могу много заплатить, но я найду вознаграждение. \n \nВы поможете нам? - - - Конечно, я передам письмо и впредь перестану ему помогать. - - - Никакой сделки, я выполняю свои контракты. - - - Спасибо, я очень ценю это. - - - Дурак. - - - - Я передал распоряжение Выбегалло. - - - И? Как он это воспринял? - - - Не очень хорошо, он кричал что-то о царской жандармерии и о том, что вы его не испугаете. - - - Я так и боялся... Тем не менее, спасибо за помощь, вот ваше вознаграждение: это не много, но я надеюсь, что это сможет вам пригодится. - - - Что вы собираетесь делать с Выбегалло? - - - Я не знаю, мне нужно посоветоваться с директором... \n \nТем временем я отправлю всем глобальное сообщение, что Выбегалло находится под санкциями и любой кто будет торговать с ним будет лишён возможности вести с нами какие-либо дела. - - - Санкции? Это работает здесь? - - - Если честно, нет. Крупнейшие торговцы, возможно, откажутся вести с ним дела, но отдельным сталкерам на санкции плевать. Но мы должны что-то сделать, и это по крайней мере заставит некоторых людей дважды подумать о сотрудничестве с ним. - - - - Внимание! Важное объявление: \n \nУченый Амвросий Выбегалло попал под санкции! \n \nВсе, кто будет пойман на торговле с ним частями мутантов, также будут подвергнуты санкциям! - - - - Я нашел это на базе Наёмников на Затоне. [Заказ частей Псевдогиганта] - - - Что это? \n \n...\n \nЭта дрянная голова... \n \nСлушайте меня, то, что я вам скажу, не подлежит огласке, никто не должен узнать об этом: Я говорил с директором, и он согласен со мной, Выбегалло должен быть остановлен Любыми Средствами! Он санкционировал устранение Выбегалло, если тот продолжит свой опасный эксперимент. Ну вот и всё! Я прошу вас - нет, я настаиваю: убейте Выбегалло. Он не может продолжать свои эксперименты. \n \nЯ понимаю, что вы Сталкер и не сделаете это за бесплатно. Я могу мобилизовать для этого некоторые средства и предоставить в ваше распоряжение несколько очень продвинутых устройств. И так, что вы скажете? - - - Амвросий Выбегалло будет спать со Снорками. - - - Ни за что, я не убийца. - - - Спасибо. Помните, у нас никогда не было этого разговора. - - - Я понимаю. Помните, у нас никогда не было этого разговора. - - - - Выбегалло больше нет. - - - Я не знаю, о чем вы говорите. - - - - Выбегалло: Mon cher, возможно, у нас проблема... Вы можете срочно прийти? - - ----- Sidorovich---- - - - Мне нужны деньги, Сидорович, можешь предложить более оплачиваемую работу? - - - Тебе повезло, мне как раз нужно несколько вооружённых людей... Я собираю группу для захвата перехода под железнодорожным мостом. - - - Что случилось? - - - Бандиты недавно укрепились на этом переходе и просят довольно высокую плату за проход - очень вредно для бизнеса. - - - Получатеся штурм? Каков план? - - - Мы будем действовать по принципу "клещей". Холод высылает отряд на помощь, под руководством некоего Кастора, они должны скоро прибыть на Свиноферму. Моя команда соберется у Элеватора под руководством Поллукса. \n \nТебе предстоит взять на себя роль связного - сначала нужно обойти железнодорожный мост, чтобы установить контакт с Кастором и проверить, готовы ли они к нападению. Если они готовы, возвращайся к Элеватору, где тебя будет ждать Поллукс. Если все на месте, пердай ему, что штурм можно начинать. \n \nЕсть вопросы? - - - Почему я должен вступать в контакт лично. Разве мы не можем использовать КПК для связи с отрядом "Чистого неба"? - - - Ты в курсе, что обеспечение защищённой связи через КПК - сложная процедура? Тебе придется вручную обмениваться ключами шифрования и дешифрования - это очень хлопотно. Неожиданность играет первостепенную роль в этом нападении - КПК молчит до самого момента начала нападения. \n \nЕщё вопросы? - - - Как мне незаметно миновать железнодорожный мост? - - - Ты действительно новичок... Ладно, к западу от моста и Элеватора есть туннель. Он небольшой, плохо освещённый и немного опасный, но вполне подойдет для наших нужд. \n \nЕсть ещё вопросы? - - - Сколько ты готов заплатить? - - - Учитывая, что ты новичок, ты получишь оплату новичка. \n \nЕсть ещё вопросы? - - - Касательно плана. - - - Да, о чём хочешь спросить? - - - Можешь рассказать мне план ещё раз? - - - А как насчет АТП к востоку от моста? Не придут ли Бандиты с подкреплением? - - - Это вполне возможно, и именно поэтому штурм нужно закончить как можно быстрее. Если Бандиты пришлют подкрепление, вы должны будете перебить их. - - - Может, устроим диверсию на АТП? - - - Мне нравится эта идея, но у нас недостаточно людей для такой атаки. План остается без изменений, мы сламливаем оборону моста и закрепляемся, если они пришлют подмогу. - - - Что если я возьмусь за АТП в одиночку? - - - Чёрт, парень, ты насмотрелся фильмов? Это тебе не Рэмбо! Но если ты действительно хочешь доказать свою правоту, то ладно. \n \nЕсть ещё вопросы? - - - Больше вопросов нет. - - - Ладно, что скажешь? Ты в деле? - - - Я с вами! - - - Мне нужно время, чтобы подумать об этом. - - - У меня есть ещё несколько вопросов. - - - Хорошо, лучше сейчас, чем потом. Спрашивай. - - - Отлично! Приготовься, и приходи ко мне, как будешь готов! - - - Хорошо. Подумай об этом, но поторопись, Чистонебовцы уже в пути. - - - - О штурме железнодорожного моста. - - - Да, говори? - - - Я готов. Скажи мне, что делать. - - - Я готов. Я приму участие в главном штурме. - - - Я готов. Я проведу отвлекающую атаку на АТП. - - - Мне нужно больше времени. - - - Хорошо. Позволь мне напомнить тебе о твоей задаче, чтобы ты её не запорол. Ты должен обойти силы Бандитов и установить контакт с Кастором, лидером сил "Чистого неба", на Свиноферме. Если он там, возвращайся к Элеватору и доложи Поллуксу, моему человеку. Если всё будет в порядке, ты примешь участие в штурме. \n \nВсё ясно? - - - Хорошо. Позволь мне напомнить тебе о твоей задаче, чтобы ты её не запорол. Ты должен обойти силы Бандитов и установить контакт с Кастором, лидером сил "Чистого неба", на Свиноферме. Если он там, возвращайся к Элеватору и доложи Поллуксу, моему человеку. Если всё будет в порядке, ты примешь участие в штурме. \n \nВсё ясно? - - - Ты уверен? Если ты так хочешь, то будь по-твоему. Это, безусловно, поможет нападению. Я скажу Поллуксу, чтобы он послал кого-нибудь ещё для установления контакта с "Чистым Небом". Всё остальное ясно? - - - Договорились, но поторопись, у нас осталось не так много времени! Помни, эффект неожиданности очень важен! - - - Всё ясно. Я уже в отправляюсь. - - - Подожди! Я передумал. - - - Лучше сейчас, чем потом. Что такое? - - - О плане. - - - Что? - - - - Штурм прошёл успешно, переход наш. - - - Отличная работа! Эта точка имеет огромное значение для нашей безопасности и местной экономики. Ты заслужил свою награду, Сталкер! Вот! Я рекомендую тебе потратить деньги здесь, чтобы поддержать местный бизнес. У меня есть для тебя отличные предложения, посмотри! - - - >Штурм прошёл успешно, переход наш. - - - Отличная работа! Эта точка имеет огромное значение для нашей безопасности и местной экономики. Ты заслужил свою награду, Сталкер! Вот! Я рекомендую тебе потратить деньги здесь, чтобы поддержать местный бизнес. У меня есть для тебя отличные предложения, посмотри! - - - - - - Давайте вздрючим этих бандитов! УРРРААА!!! - - - УРРРААА!!! - - - - - Проваливай, Сталкер, мы заняты. - - - Вы те, кого Холод послал на штурм железнодорожного моста? - - - Да, так и есть, а ты - связной? Как видишь, мы готовы, надеюсь, вы тоже. Так что скажи мне, можем ли мы начать, можем ли мы закончить с этим? - - - Да, я присоединюсь к парням на другой стороне, и мы подадим знак. - - - Хорошо, мы будем ждать. - - - - Какой бой, я рад, что ты справился! - - - Да, это было довольно тяжело. Спасибо за помощь! - - - Что вы собираетесь делать? - - - У меня приказ охранять эту точку. - - - - Кто ты такой? - - - Я тот самый парень, которого Сидорович назначил связным. - - - Здорово. Отряд "Чистого неба" на месте? - - - Они готовы. Когда прибудут остальные наши? - - - Это всё, что есть. Сидорович склонен быть "экономным" в найме. - - - Чёрт. По крайней мере, отряд "Чистого неба" пришёл подготовленным... - - - Да, эти парни надёжные. Будем надеяться, что нам удастся поймать этих бандитских ублюдков со спущенными штанами. План прост: подходим - бросаем гранаты и нападаем. Ты готов? - - - Да, я готов. - - - Гранаты? У меня их нет... - - - Чёрт, приятель, кто же приходит на штурм без гранат? Возьми вот эту - заплатишь мне за выпивку, когда мы справимся с этим дерьмом. \n \nНу, хватит болтать, теперь мы должны отработать свои деньги. Готовы? - - - Вперёд! - - - - Какой бой! Мы сделали это! - - - Да, приятель, это было безумие! Я рад, что ты справился! - - - Да, мужик, я рад тебя увидеть целым! Что ты будешь делать? - - - Я останусь здесь и буду охранять проход. - - - - Эй, дружище, я хотел поблагодарить тебя за гранату, которую ты мне дал. - - - Без проблем, уверен, бандиты не согласятся. - - - [Водка в фляжке] Вот, это тебе. - - - [Немирофф] Вот, это тебе. - - - [Путинка] Вот, это тебе. - - - [Столичная] Вот, это тебе. - - - Подожди, я выпью в знак благодарности! - - - Это очень здорово, что ты не забыл, я запомню это. - - - Без проблем, друг. - - ----- What a Night ---- - - - Эй, мужик, как дела? - - - Ужасно, голова раскалывается. - - - Эй, мужик, как дела? - - - Отлично, справляюсь, хочешь выпить? - - - Кажется, ты в приподнятом настроении, что случилось? - - - Бог улыбнулся мне, мой друг, мои финансовые трудности исчезли! - - - Поздравляю! - - - Вот, выпей со мной! - - - Конечно, пусть всё идёт своим чередом! - - - Не, я пас. - - - Аааа... \n \nДавай, между первой и второй, перерывчик небольшой! - - - Не хочешь, как хочешь. - - - Могу лишь согласиться с тобой! - - - Спасибо, но я не хочу напиваться. - - - Вот, немного мяса, чтобы закусить. - - - Спасибо. Так расскажешь мне, что случилось? - - - Ты не поверишь! Вчера я выпивал с ребятами и мы играли в карты. Мне не повезло, и я проиграл Андрею все свои деньги. Поэтому сегодня утром я собрался в путь, чтобы вернуть свои деньги - решил, что если мне удастся поохотиться на Плотей или Кабанов, то я смогу продать их части за хорошие деньги. Отправился я в путь уже чуть позже утра, но солнце сильно палило, и решил немного отдохнуть в тени старой Церкви: Я перекусил и выпил несколько глотков водки - чтобы побороть головную боль, понимаешь? Вдруг я услышал, как за стеной разговаривают какие-то парни - какая нецензурная брань, ты даже представить себе не можешь! Блин, мне казалось, что такие языки растут только у этих гопников-ренегатов, поэтому взял ноги в руки и побежал на север. К счастью, они меня не заметили, так что моя шкура была в безопасности... Хотя, если подумать, я мог забыть свою бутылку. К чёрту! Я миновал кладбище и направился к пруду - думал, что, может быть, застану там свиней на водопое. Ааа, друг мой, моя интуиция не подвела: на берегу отдыхали две свиньи. Я подкрался и БАМ - выстрелил и промахнулся. Мои руки, вероятно, все ещё тряслись со вчерашнего вечера... неважно! Свиньи взвизгнули и унеслись в сторону Сгоревшей Деревни. Ну и пустился в погоню, но так напугал этих двоих, что одна забежала прямо в огненную аномалию! Столб мгновенно поглотил её, поджарив на месте. Я проклинал небеса, думая, что из этой кучки пепла уже ничего не выйдет. Но тут я заметил... видимо, свинья, пробегая через аномалию, пнула "Пламя", и артефакт оказался снаружи, готовый к тому чтобы его забрали! Ты можешь себе это представить? - - - Невероятно! Какая удача! - - - В самом деле, в самом деле! Давай выпьем за это! - - - Давай выпьем! - - - Ах, друг мой, мне очень нравится пить с тобой! Ну что ж, давай выпьем ещё по одной, за дружбу!! - - - Мне тоже нравится пить с тобой! За дружбу! - - - Вот, друг, закуси.. - - - Ладно, моя очередь произносить тост! - - - Давай послушаем! - - - Наша воля не сломается, мы пили, пьём и будем пить! - - - За тебя, за нас, за xcvb! - - - Бог не дурак, он любит пятёрки! - - - - Чувак, какого хрена, что случилось прошлой ночью? Я проснулся в Хуево-Кукуево! - - - Да, мужик, ты был просто охренен, хахаха! Мы здорово повеселились, хахаха. Я вернулся в лагерь, чтобы взять ещё выпивки, но когда я вернулся, тебя уже не было. - - - Что же произошло вчера? - - - Ах, это, мой друг, знает только Автор. Тебе придётся подождать, пока он вспомнит... - - - - - - Вот твой диск. - - - Мужик! - - - - ----- Rush to the North and Brainscorcher reactions ------ - - - Привет, Фанат, как поживаешь? - - - Честно говоря, я ошарашен всеми этими новичками. С тех пор как ты отключил "Выжигатель мозгов", в Зону стекается все больше и больше людей. Это не в упрек, ты правильно сделал, что отключил его. Сидорович, конечно, в восторге от новых возможностей для бизнеса и дешевой рабочей силы, но мне всё равно приходится стараться обучать их. Их так много, и они быстро теряют терпение и не хотят ждать, пока у меня появится на них время. - - - Я могу помочь, если хочешь? - - - Ты можешь? Это было бы здорово! Ты ведь знаешь, как это делается? Пойди подстрели кабанов, а потом покажи им, как искать артефакты! И, э-э-э, тебя не затруднит обеспечить их всем необходимым? Это не так уж и много - 20 картечи, детектор "Отклик", пустой контейнер и бутылка "Немирофф"? - - - Конечно, Фанатик, то же самое, что ты дал мне. - - - Большое спасибо! Твоим учеником будет Илиаз, он рамзестился в кирпичном доме на другой стороне улицы.. - - - Что? Я не благотворительный фонд. - - - Эмм, ладно... тогда не утруждайся. - - - Черт, удачи тебе. - - - Ну, спасибо... - - - - Привет, Илиаз, Фанат прислал меня показать тебе несколько основных навыков, чтобы выживать здесь. - - - Очень любезно с твоей стороны, Сталкер! С чего начнем? - - - Сначала нужно немного поохотиться. К востоку отсюда есть несколько кабанов, мы пойдем на них вместе. - - - Хорошо, я буду прямо за тобой. - - - Подожди здесь, мне еще нужно кое-что подготовить. - - - Нет проблем, я буду ждать здесь. - - - - Смотри, кабаны разебагются в твою сторону, а тебе надо увернутся и выстрелить в них. - - - Понял. Что дальше? - - - Далее мы отправимся на поиски артефактов. Недалеко отсюда, немного северо-западнее деревни, есть аномалия. - - - Хорошо, я за тобой. - - - - Мы прибыли. Вот детектор, который показывает наличие артефакта. Чем быстрее сигнал, тем ближе вы находитесь. - - - Хорошо. - - - У тебя ведь есть болты? Ты кидаешь их, чтобы проверить, нет ли перед тобой аномалии. - - - Да, у меня есть немного. - - - Вот тебе водка. Аномалии часто фонят, а то и хуже. Когда вернешься на мою позицию, допей эту бутылку. Это поможет. - - - Понял. - - - Наконец про контейнер. Если ты находишь артефакт, то поместите его сюда. Это сведет на нет излучение артефакта. - - - Ладно. - - - А теперь иди и попытай счастья. - - - Ай-ай, Сталкер. - - - - Почему ты не обошёл всё место? - - - Я увидел это, мерцающее под металлической конструкцией вон там! Разве это не артефакт? - - - Что? Это Каменный цветок! Ты везучий ублюдок! Ты можешь либо продать его Сидоровичу за быстрые деньги, либо придержать и продать Экологам, они заплатят гораздо больше. - - - Понятно! Спасибо за совет! - - - [Ложь] А, не повезло. Этот артефакт ничего не стоит. Но поскольку ты новичок, я возьму его у тебя за 1000 рублей. - - - Ладно... Думаю, это лучше, чем ничего. - - - Нам пора возвращаться в деревню. - - - Хорошо, я последую за тобой. - - - - Мы вернулись в деревню. Надеюсь, я хоть немного помог тебе! - - - Очень! Спасибо! - - - ----- Shlitzer - - - And Stalker, are you happy with your pay? - - - - Did the man in the bunker scam you Stalker? - - - He send me on an assault for only 2.000 roubles. - - - No, he payed me well. - - - Ha! Of course he did. Sidorovich taking advantage of rookies like you, a story as old as the Zone itself. But you know, not everyone here pays that miserably. - I might have a proposition for you if you're interested. - - - That would be the first time he would pay anyone well. Maybe you don't know the worth of your labour yet... - If you want to find out, I might have a proposition for you. - - - I'm always interested in some work. - - - I don't know. - - - Good, good. But let's not talk here. Follow me. - - - If you come to a decision, find me in the there to my left. - - - ... - - - - What kind of work do you propose? - - - That of the sensitive kind - discretion will be necessary. But I also pay accordingly. Can you be discrete? - - - Depends. What is it you want me to do? - - - I know a soldier at the Southern Checkpoint, he goes by the nickname Badger. We sometimes exchange favours, and recently he managed to get his hands on some weapons and ammunition - I want you to meet him and take delivery of the goods. - He has the night shift this week, so it has to happen during the next days. - - - Why does this require discretion? - - - Because Sidorovich does not tolerate business with the Army in his back. He has some friends among the officers there who also like to take a cut - unnecessary expenses. - But I like to cut out the middle-men - it's more profitable. - - - Why don't you do it yourself? - - - Because it's dangerous! If any other guard sees you, they will open fire! But don't worry, I will compensate the risks you take. And besides, if you stick to the plan, there should be no real danger. - - - What is the plan? - - - The plan is rather simple, but requires some balls. As I said, my contact has guard duty from midnight to 4 a.m. and as such he cannot leave his post except to piss, which he will do when you give him the signal. - On the road leading to the checkpoint you'll see a jeep wreckage - when you reach it you'll have to flash your torch three times in rapid succession! Don't worry if you mess it up, wait a bit and do it again. - The guard will be looking out for such a signal and when he sees it he'll come down and meet you at the most western part of the fence, to he right of the checkpoint. - Be carefull though when approaching it - there might be some soldiers lingering in the vicinity. He'll throw you the package, and you come back with it and I'll give you 8.000 roubles - simple as that! \n \nWhat do you say? - - - Alright, sounds good. - - - Great! Remember, you have five days to do it. - - - Sounds rather risky... I have to think about it. - - - Alright, but time is running out. Don't take too long. - - - - About your job. - - - Yes? - - - I'll do it. - - - Great! But it has to be soon or else my guy is not on guard duty anymore. - - - I'll do it. - - - You fool, I had to find someone else or my guy wouldn't be on guard duty anymore! \n \nBut if you're seeking work, there is another task I can use your help. - I need someone to bring the supplies to a buyer - does it sound as something you can do? - - - Alright, I can do it now. - - - I have to think about it. - - - Good. Here, take the bag and bring it to a guy called "Maksim Ironchain" - don't shit your pants at that name, if you stick to the deal you have nothing to fear. You will find him in the Abandoned Farmstead, east of the Farm. - He will give you a case, which you will bring back to me. - - - Then think about it fast, or else I will have to find someone else to do it. - - - Can you remind me the plan again? - - - - The plan is rather simple, but requires some balls. As I said, Badger has guard duty from midnight to 4 a.m. and as such he cannot leave his post except to piss, which he will do when you give him the signal. - On the road leading to the checkpoint you'll see a jeep wreckage - when you reach it you'll have to flash your torch three times in rapid succession! Don't worry if you mess it up, wait a bit and do it again. - The guard will be looking out for such a signal and when he sees it he'll come down and meet you at the most western part of the fence, to he right of the checkpoint. - Be carefull though when approaching it - there might be some soldiers lingering in the vicinity. He'll throw you the package, and you come back with it and I'll give you 8.000 roubles - simple as that! - - - That's all. - - - Alright. - - - - You're a friend of Shlitz? Here - catch the bag! - - - Remind him to pay me fast - I have some palms to grease here, they already become impatient. - - - And now go - quickly! - - - - - Here is your package. - - - Perfect! Your money Stalker! Nice doing business with you. - - - Badger reminds you to pay him in the coming days - he has some palms to grease. - - - Yes, of course! But first we need to sell this stuff in order to get the necessary liquidities. I might need your help to do it - of course you'll be paid! Take some rest and come see me when you're ready. - - - - You said you had another job? - - - Yes! I need you to bring the bag to a buyer! A guy called "Maksim Ironchain" - don't shit your pants at that name, if you stick to the deal you have nothing to fear. You will find him in the Abandoned Farmstead, east of the Farm. - He will give you a case, which you will bring back to me. It's as easy as it sounds! Can you do it? - - - Alright, I can do it now. - - - I have to think about it. - - - Perfect. Take the bag and bring me back the case! - - - Then think about it fast, or else I will have to find someone else to do it. - - - - You're Shlitzer's guy? Do you have the bag? - - - Yeah. Do you have the case? - - - Of course. So what are we waiting for? Are we doing it? - - - Sure. Let's do it. - - - I don't think so. - - - You see! That was quite easy hahaha. No reason to be so tense. \n \nOne moment Stalker, you seem to be familiar. Aren't you one of the Stalkers which took back the railway bridge? - - - Don't be stupid. We won't hesitate gunning you down. - - - No, you are confusing me with someone else. - - - What about it? Got a problem with that? - - - Are you sure? ... Don't worry about it - now goodbye Stalker, maybe until next time! - - - Relax Stalker hahaha. You did me a big favour - you eliminated my competition! Here, a sign of my appreciation! Now goodbye Stalker, maybe until next time! - - - I was only kidding. Here, catch the bag. Now give me the case! - - - Fuck you! - - - You have a strange sense of humour Stalker...\n \nOne moment, you seem to be familiar. Aren't you one of the Stalkers which took back the railway bridge? - - - But... you guys are bandits! - - - And what of it? Don't tell me you're shitting your pants hahaha! Now, let's do it, we don't have all day. - - - What will you do with the weapons? - - - What a stupid question. Don't abuse my patience Stalker, are we doing the deal or not? - - - - Where the fuck you think you're going? Kill him! - - - - I got your - - - - What??? What the fuck??? Who is the moron who did this? - - - Damn! No brains but a lot of balls... - - - Fuck! Are we now stuck here? - - - Looks like it... better to lay low for a while... - - - Shit! - - - What??? What the fuck??? Who is the moron who did this? - - - - - Sidorovich: %s !!!! Into my office!!! NOW!!!!! - - - - - - - - diff --git a/mods/[DEV] Brotherhood/gamedata/configs/text/rus/st_dialogs_brotherhood_ac.xml b/mods/[DEV] Brotherhood/gamedata/configs/text/rus/st_dialogs_brotherhood_ac.xml deleted file mode 100644 index 48d3bd60..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/text/rus/st_dialogs_brotherhood_ac.xml +++ /dev/null @@ -1,180 +0,0 @@ - - -----Stories from the Zone---- - ---- Atomic Crusader --- - - You wanted to speak to me, Father? - - - Yes young Brother, I decided to assign you to Blue Winter's chapter. Report to your Brother upstairs, he will fill you in about the details. - And remember, the Monolith is always watching. - - - Alright Father. - - - For the Monolith. - - - - Father Charon sends me. - - - Good, welcome Brother! I am Blue Winter, and our chapter is a reconnaissance unit. You will meet the other Brothers of our chapter shortly, but first I want to brief you on our mission. - \nFather Charon wants to take back the Kindergarten in the Outskirts in order to use it as a forward base. Our chapter has been assigned this task, and our Brothers Melchior and Caspar are already there scouting out the building. - Accodring to them, the building is a mutant den at the moment, so prepare for such an encounter. We will do it during the night, in order to take the enemies of the Monolith by surprise - they shall only know our intentions when we already have a foothold there. - \n \nI got the authorisation to allow you an advance in order to supply yourself. Prepare for the mission, we will set out at nightfall. - - - Understood. - - - Very well Brother. Prepare and find me, we will wait together for nightfall. In the meantime you can already get acquainted with our Borther Balthazar here, the pillar of our chapter. - He fills out the position of fire support. - - - - About our mission. - - - Yes? - - - I am ready. - - - Very well, let's wait together for the night. Then, when the sun is down, we set out. You will lead the way, Brother. - - - I am ready. - - - The night already set in, let's move out. Lead the way, Brother. - - - For the Monolith. - - - I still need to do some preparations. - - - Alright. - - - - Blue Winter: What is your report? - - - Melchior: A couple of snorks and a Poltergeist. No enemy activity. - - - Blue Winter: Alright, that should be manageable. - - - Blue Winter: Melchior and Caspar, you stay outside and guard the entrance. - - - Blue Winter: Balthazar and %s, you come with me. - - - Blue Winter: Brother %s, you take point. - - - Blue Winter: For the Monolith! - - - - How do we reach our Brothers? - - - When we are at the Outskirts we approach the Kindergaten from the north. We'll have to bypass the Vulcano anomaly and then our Borthers should wait for us close to our target. - - - - That seems to have been all of them. - - - Indeed. Excellent work Brother! You did great on our first mission. I want you to have the honour to report this victory to Father Charon, he will send further troops to fortify our position here. - Use the opportunity to stock up on supplies, and when you are ready, come see me and I will give you your next mission briefing. - - - - Father, our chapter has succesfully claimed the Kindergarten for the Monolith. - - - Excellent work Brother! I will immediatly give the order to send more troops there. Here some money to stock up on supplies. \n \nNow go and spread the glory of the Monolith! - - - - - - - I see four Stalkers leaving their base. They look like serious guys, armed to the teeth. - - - Good job Brother! Keep an eye on them and keep me informed about their intentions. - - - They passed the apartment complex and seem to turn south. - - - Good! So no need to alarm the troops. - - - I'll soon loose sight of them! - - - Brother Melchior is already on the job. Keep your position and wait for instructions. - - - I just saw them entering the Department Store. - - - Excellent job Brothers! That's an excellent place to surprise them - I have a plan. - - - Brother %s, come join our squad. We will wait for you to the south of the Kindergarten, between the Grocery Store and the apartment buildings. - - - I reached the exit of the tunnel! - - - Perfect. We launch our attack, you take them from behind! For the Monolith! - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - diff --git a/mods/[DEV] Brotherhood/gamedata/configs/text/rus/st_dialogs_brotherhood_ms.xml b/mods/[DEV] Brotherhood/gamedata/configs/text/rus/st_dialogs_brotherhood_ms.xml deleted file mode 100644 index 33172a09..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/text/rus/st_dialogs_brotherhood_ms.xml +++ /dev/null @@ -1,629 +0,0 @@ - - -----Stories from the Zone---- -------Market Share --------- - - - Друг мой, мы следили за тобой и впечатлены. Приходи к нам на Янов, в башню к северу от вокзала. У нас есть для тебя предложение, которое тебе наверняка понравится. - - - - Йо, как дела? - - - Я получил твоё сообщение. Что тебе нужно? - - - Ничего. - - - Значит, ты %s. Рад наконец-то познакомиться. - - - Откуда ты знаешь? - - - Я бы не стоял здесь сегодня без помощи xcvb, NLTP-Ashes, GhenTuong, RavenAscendant, igigog и demonized. - - - Я ценю это. Теперь вернёмся к вопросу. - - - Кто спрашивает? - - - Я и мой друг Крис следили за твоей работой, и мы фанаты твоей профессиональной этики. Мы хотим предложить сотрудничество. - - - А ты не из доверчивых, да? Не волнуйся, я тебя понимаю, недоверие помогает прожить дольше. \n \nЗнаешь что? Выпей с нами на станции и спроси про Марло Стэнфилда и Криса Партлоу - люди тебе всё расскажут. - - - Сотрудничество? Какова цель? - - - Разумеется, целью являются деньги и власть - чего ещё желать? А как этого достичь? Это самая интересная часть. - - - Я никогда о тебе не слышал - почему мы должны работать вместе? - - - Ты имеешь в виду, что ЕЩЁ не слышали обо мне. Не волнуйся. \n \nЗнаешь что? Выпей с нами на станции и спроси про Марло Стэнфилда и Криса Партлоу - люди тебе всё расскажут. - - - - - - - Йо, сначала поговори с моим другом Марло. - - - - - - - Знаешь ли ты неких Сталкеров по имени "Марло Стэнфилд" и "Крис Партлоу"? - - - Я знаю... серьёзные парни, заявили о себе два года назад. К тому же жёстокие ребята - а это здесь кое-что значит. - - - Не мог бы ты рассказать о них поподробнее? - - - Я видел их всего пару раз, когда они проходили мимо, так что близко с ними не общался, но наслышан о некоторых историях. Предполагаю, что они начинали как обычные парни - давали взятки за проход через КПП и брались за мелкую работу то тут, то там. Впервые их имена прозвучали два года назад - какие-то бандиты устраивали разборки на Затоне, и Сидорович нанял их в числе прочих, чтобы поставить на место. Рассказывают, что среди группы был предатель, который завёл их в засаду - тех, кого не убили, взяли в заложники, среди них были Марло и Крис. Проблема в том, что у них не было денег, чтобы заплатить выкуп, поэтому они отправили Сидоровичу весточку, чтобы тот заплатил выкуп из их жалования за миссию. Ну ты же знаешь Сидоровича - конечно, он отказался. - - - Почему? - - - Конечно. - - - Официально он сказал, что не заключает сделок с бандитами. Но втайне он решил, что если бандиты убьют их, то ему вообще не придется платить. В итоге Марло и Крис были оставлены умирать. Но удача была на их стороне: в один из вечеров им удалось сбежать на свободу, и, как понимаешь, история на этом не закончилась. Марло и Крис поклялись отомстить: они вернулись и свершили страшную месть! Поговаривают, что их бывшие тюремщики были ужасно изуродованы, а на лбу у каждого из них была вырезана надпись: "Марло не забывает". - - - Смотрю, ты знаком с Сидоровичем. \n \nВ итоге Марло и Крис были оставлены умирать. Но удача была на их стороне: в один из вечеров им удалось сбежать на свободу, и, как понимаешь, история на этом не закончилась. Марло и Крис поклялись отомстить: они вернулись и свершили страшную месть! Поговаривают, что их бывшие тюремщики были ужасно изуродованы, а на лбу у каждого из них была вырезана надпись: "Марло не забывает". - - - И что с тех пор? - - - В те дни этот эпизод произвёл настоящий фурор! Они стали главной фигурой: вам нужен эскорт? Марло и Крис. Вас кто-то доставал? Марло и Крис. Кто-то не заплатил долг? Марло и Крис. \n \nНе знаю, зачем ты спрашиваешь, но мой совет: не связывайся с ними. - - - - - Я поспрашивал о вас. - - - И понравилось ли тебе то, что ты услышал? - - - Зависит от обстоятельств. Что вы предлагаете? - - - Не совсем, вы похожи на громил. Но тем не менее расскажите мне. - - - Мы с тобой не такие уж разные. Мы всегда работаем на кого-то другого и на его карманы - да, нам платят, но в конечном итоге именно они получают прибыль от нашей работы, именно они приобретают влияние и значимость. Если ты чья-то собака - ты всегда будешь собакой. Может быть, свирепой собакой, может, даже внушающей страх, но уважения к самой собаке не будет - только к её хозяину. Не знаю, что насчёт тебя, а я уже сыт по горло. Именно поэтому мы предлагаем тебе совместное предложение. - - - Я весь во внимании. - - - У меня нет проблем с работой на других людей. - - - - Ты...??? \n \nЛадно, может быть, это заставит тебя передумать. Во-первых, твоё отношение к Сидоровичу? - - - Ладно. Во-первых, твоё отношение к Сидоровичу? - - - Сидорович? К черту эту жадную свинью - мужик разбогател, обманывая новичков и наживаясь на бедах в Зоне! - - - Сидорович? Он мне нравится, он мой ментор. А что? - - - Очень хорошо. Так что, думаю, у тебя не возникнет никаких проблем с тем, что я собираюсь предложить: \n \nСлишком долго Сидорович монополизировал торговлю в Зоне! Но он стал самодовольным, хватка его жирной руки слабеет, и контроль ускользает из его рук. Мы не только положим этому конец, но и возьмем его бизнес в свои руки! \n \nВот моё предложение: Крис, ты и я, мы заключаем равноправное партнёрство и вместе выметаем Сидоровича из его бизнеса, чтобы стать новой властью в Зоне. У нас с Крисом уже есть налаженные связи здесь и вовне - нам нужно только продемонстрировать свои способности, чтобы убедить их поставить на нас, а не на хромую лошадь. Думай об этом как о стартапе! Шахматная доска уже готова, и мы играем белыми. \n \nЧто скажешь? Хочешь ли ты и дальше работать на них или хочешь сам вершить свою судьбу? - - - Что? Он тебе нравится? - - - Звучит очень интересно, но не мог бы ты поподробнее объяснить мне свой план? - - - Мне нужно время, чтобы всё обдумать. - - - Это звучит как безумие. - - - Сидорович никогда не расстанется со своим бизнесом. - - - Хорошо, считай, что я в деле. - - - Спасибо, что рассмотрели меня, но я не хочу иметь с этим никаких дел. - - - Боюсь, что я не могу этого сделать. Мне нужно знать, с нами ты или нет - только тогда я расскажу тебе о плане. - - - Боюсь, что это не то предложение, которое допускает роскошь размышлений - тебе придётся решать сейчас. - - - Безумие? Нет. Амбициозно? Конечно! Чтобы победить в его игре, нужно быть смелым и взять бразды правления своей судьбой в собственные руки. - - - И мы не собираемся просить его по-хорошему, а выхватываем из его жирной руки. - - - Я знал, что так и будет. - - - Тогда проваливай и возвращайся к своей собачьей жизни. - - - Да, это так - он был для меня как отец. Я абсолютно предан ему. - - - Я шучу, я ненавижу этого жадного ублюдка. - - - Тогда проваливай и возвращайся к своему хозяину, сука. - - - Чёрт, на мгновение ты заставил меня поверить в это. Очень хорошо. Так что, думаю, у тебя не возникнет никаких проблем с тем, что я собираюсь предложить: \n \nСлишком долго Сидорович монополизировал торговлю в Зоне! Но он стал самодовольным, хватка его жирной руки слабеет, и контроль ускользает из его рук. Мы не только положим этому конец, но и возьмем его бизнес в свои руки! \n \nВот моё предложение: Крис, ты и я, мы заключаем равноправное партнёрство и вместе выметаем Сидоровича из его бизнеса, чтобы стать новой властью в Зоне. У нас с Крисом уже есть налаженные связи здесь и вовне - нам нужно только продемонстрировать свои способности, чтобы убедить их поставить на нас, а не на хромую лошадь. Думай об этом как о стартапе! Шахматная доска уже готова, и мы играем белыми. \n \nЧто скажешь? Хочешь ли ты и дальше работать на них или хочешь сам вершить свою судьбу? - - - - Итак, теперь вы можете рассказать мне о плане? - - - Конечно. Чтобы план сработал, нам нужно сначала подготовиться к конфронтации. Нам нужно только одно, чтобы начать: нам нужны средства как понимаешь - и снаряжение. Есть два варианта: первый - заплатить за это баснословную цену . Это будет довольно дорого - по нашим подсчётам, 100.000 на каждого из нас троих. Должен сказать, что я не очень жалую этот вариант. \n \nВторой вариант - мой любимый: мы украдём снаряжение у Наёмников! - - - Ограбить Наёмников? Как вы хотите это провернуть? - - - Мы наблюдаем за ними уже довольно долгое время. Знаешь их базу на Затоне? Ну, она может функционировать вполне самостоятельно, но время от времени им тоже требуется пополнение запасов - и это пополнение должно поступать с их главной базы. Мы выяснили их протокол снабжения базы на Затоне. Понимаешь, Наёмники - это не обычные гопники, они очень хорошо организованы! Только несколько человек имеют необходимый допуск к использованию каналов организации, и нам удалось сделать копию КПК с доступом к ним. Проблема в том, что у них есть дополнительный уровень безопасности - они активно используют шифрование и меняют ключ каждый раз, когда одно из их устройств оказывается взломанным. Поэтому, чтобы заранее предупредить их о пополнении запасов на базе, нам нужен ключ к расшифровке без их ведома. \n \nТеперь перейдем к самому интересному: если им нужно сменить ключ, они не могут отправить его с помощью каналов связи - им нужно сделать это физически. Поэтому они посылают курьера, который лично доставляет ключ шифрования на их базу на Затоне. И тогда мы наносим удар! Мы перехватываем ключ, делаем копию и доставляем её им. Таким образом, мы узнаём, когда планируется следующее поступление припасов! - - - Как запустить процесс доставки ключа шифрования? - - - Нам нужно украсть одно из устройств с необходимым допуском. Они перестанут использовать старый ключ шифрования, опасаясь, что их разговоры перестали быть приватными! У нас уже есть жертва! Крис может рассказать тебе подробности этого этапа! - - - Как нам перехватить ключ, чтобы они не узнали? - - - Друг скажет нам, когда отправится курьер! Он будет проходить через Янов, в этот момент мы и ударим. Когда ключ будет у вас, ты принесёшь его нам, а Крис сделает копию. После этого начнется хитрый спектакль: тебе придётся замаскироваться под Наёмника и доставить ключ! Убедитесь, что нашёл экипировку наёмника до этого этапа! \n \nПосле доставки ключа шифрования мы сможем подслушать их разговоры. - - - Не возникнут ли у них подозрения, если курьер так и не вернётся на главную базу? - - - Я вижу, ты сообразительный. Не волнуйся, Зона - опасное место. Пока ты будешь заниматься доставкой, я прикажу своим людям выкрасть тело курьера и подбросить его куда-нибудь, где много опасностей. Это будет выглядеть так, будто он умер на обратном пути - и им будет всё равно, лишь бы это произошло после того, как он доставил ключ. - - - К чему вся эта шумиха? Разве нельзя просто приставить шпионов, которые будут следить за признаками скорого обновления запасов? - - - Видишь ли, у Наёмников есть скверная привычка делать это ночью - именно для того, чтобы предотвратить подобное. Нам нужно знать об этом наперёд: не имея ушей в канале, мы не узнаем предварительно, где и когда будет происходить передача, и организовать перехват будет невозможно. - - - Почему мы так нуждаемся в припасах? - - - Следующий этап нашего плана довольно... ресурсозатратный. Поверь мне, нам нужны эти запасы. - - - Каков следующий этап? После того, как у нас появятся необходимые запасы? - - - Боюсь, я пока не могу тебе рассказать - пойми, ты мне нравишься, но мне нужно знать, что ты на сто процентов в в деле. - - - Итак, с чего начнём? - - - Если ты хочешь сделать это по-викингски, обсуди с Крисом. Он будет координировать этот этап. Если ты предпочитаешь, чтобы твои деньги работали за тебя, ты всегда можешь обратиться ко мне - я сделаю все необходимые приготовления. - - - - Можешь ещё раз рассказать мне план? - - - Спасибо, это всё. - - - Нет проблем. - - ----- Quest 1 ---- - - - С чего начнём? - - - Твоя цель - офицер по имени "Харальд Виртанен". Он находится на Станции переработки в Затоне: тебе нужно убить его и выкрасть его КПК. - - - И как же я должен это сделать? Ведь в этом месте находится по меньшей мере дюжина хорошо вооруженных Наёмников? - - - Не переживай - у нас уже есть план. Харальд не случайно стал нашей мишенью - похоже, он алкоголик и тайком выбирается на улицу по ночам, чтобы выпить - идеальное время для нападения! Его любимое место - гараж в юго-восточном углу комплекса. План прост: подкрасться к нему и убить - если повезёт, патрульные ничего не заметят. Если же заметят, хватай его КПК и беги - но что бы ты ни делал, не убивай других Наёмников! Они нужны нам живыми! И ещё одно предупреждение: если ты попытаешься замаскироваться под Наёмника, не вздумай! Дважды их не проведёшь. Если ты до сих пор не нашёл экипировку Наёмника, то, возможно, ты сможешь "позаимствовать" у цели - она ему уже не понадобится. \n \nГотов? - - - Да. - - - Нет, мне нужно время на подготовку. - - - Хорошо, не забудь забрать его КПК, иначе всё будет напрасно. - - - Ладно, делай свои приготовления. - - - - Я достал КПК. - - - Отлично! Осталось только подождать - я напишу тебе, когда они сделают свой ход. А пока отдыхай и готовься к следующему этапу: отремонтируй свой костюм и запасись патронами. Вот, мне удалось раздобыть для тебя ремонтный набор для лёгких костюмов и оружия. - - - - - Что тебе надо? Разве ты не видишь, что я занят? - - - Марло и Крис передают привет. - - - О чем ты, чёрт возьми, говоришь? - - - ... - - ---- Quest 2 part 1 --- - - - Крис Партлоу: Приятель, курьеры готовятся к отъезду. Загляни ко мне! - - - - Ян Баран: Срочно! Сталкер устроил засаду, мы атакованы... - - - - Курьеры уже в пути? - - - Уже очень скоро - они должны разбить лагерь этой ночью здесь, на Янове. Возвращайся этой ночью для подтверждения. - - - Так и есть: сегодня утром они покинули свою базу и отправились из Лиманска на Янов по своей тайной тропе. Скоро они прибудут и будут искать место для ночлега - вот тогда-то ты и нанесёшь удар. - - - Ты знаешь, где они разобьют лагерь? - - - Нет, нам не удалось выяснить их планы. Это должно быть где-то поблизости от места их перехода, где-то в районе лагеря Бандитов на юго-западе. Вряд ли это будет на открытой местности, так что ищи любые здания или сооружения, дающие укрытие. - - - Почему они не останутся на ночь в лагере Бандитов? - - - А ты бы заснул с десятком гопников под боком? Это лишние проблемы - никогда не знаешь, проснёшься ли ты со всеми своими деньгами - или зубами. - - - Хорошо, тогда я отправлюсь. - - - - Йо, Крис, я получил USB. Они разбили лагерь в туннеле к югу отсюда. Вот, держи USB и сделай копию! - - - Отличная работа! Хорошо, давай я сделаю копию \n \n...\n \nВот, возьми USB. Теперь доставь его офицеру по имени "Айвар Кууск". Он должен быть где-то на Станции переработки. Прихвати и этот сломанный КПК - если тебя спросят, почему ты не отписал, покажи его.\n \nНе забудь про свой костюм Наёмника! Запомни: никаких идиотских телодвижений вроде бега или прыжков - и не размахивай оружием! Надеюсь, твои костюм и шлем отремонтированы - и не забудь взять с собой оружие, которое используют эти козлы. Заходишь, передаёшь USB и уходишь. Мы позаботимся о трупах. - - - - - Я доставил USB! Вы разобрались с телами? - - - Охренеть! Ты НАСТОЯЩИЙ мужик, ты знаешь об этом! Да, с телами закончили - теперь осталось дождаться прибытия припасов! - - ---- Quest 2 part 2 --- - - - Чего ты хочешь? Кто ты такой? - - - Я курьер - я доставил вам USB-накопитель с ключом шифрования для этого участка. Я полагаю, вы ответственный офицер? - - - Ты курьер? Мы думали, что ты мёртв? Уже собирались послать отряд на разведку. - - - Мои товарищи погибли - мне же удалось спастись. - - - Тебе удалось спастись? Но почему ты не сказал нам где находишься? - - - Во время бегства у меня разбился КПК - вероятно, это произошло, при падении. - - - Проклятье солдат, что я могу сказать? Я рад, что ты выжил. Да, я ответственный офицер, можешь передать мне ключ. - - - Прекрасно. Тогда я уже буду возвращаться. - - - Погоди! Не хочешь ли ты передохнуть здесь? - - - - Не особо, сэр, я лишь хочу вернуться в безопасное место. И боюсь, что не назову это место безопасным. - - - Я могу предоставить тебе эскорт? - - - Нет, спасибо, сэр, я считаю, что мой прошлый эскорт стал причиной нашего обнаружения. Думаю, мне лучше быть одному. - - - Ну что ж, хорошо. Возьми хотя бы это - тебе пригодится. - - ----- Quest 3 ---- - - - Крис Партлоу: Чувак, это вот-вот произойдёт. Готовься к серьезному бою и загляни ко мне - это скоро произойдет. - - - - - Я получил твоё сообщение о передаче. - - - Да, они уже в пути. Планируется, что пополнение запасов произойдет этой ночью - тогда и возвращайся! - - - Да, Наёмники из Мёртвого города вот-вот прибудут. Они разобьют лагерь на Стоянке на другой стороне дороги - к востоку отсюда. Остальные с Затона тоже уже в пути, так что нужно действовать быстро. - - - Хорошо. Что за план? - - - Я собрал нескольких наших парней - они ждут тебя на станции Янов. Главный из них - Монах - найди его, а после переходи к штурму. Я буду следить за вами отсюда и предупреждать, если Наёмники с Затона будут приближаться. Там должно быть шесть ящиков с припасами - принесите их мне, и мы в выигрыше. Удачи - задайте этим засранцам жару! - - - - Крис Партлоу: Осторожно, я вижу отряд Наёмников к северу от вас! Это парни с Затона - займите оборонительную позицию! - - - - - - Об этих ящиках с припасами. - - - Они у тебя? - - - [Ящик с припасами] Да, чувак, вот, возьми. - - - Я должен вернуться за остальным. - - - Мужик! - - - Хорошо. - - - Это был последний! - - - Отличная работа! Ты настоящий солдат - соглашается Марло. Отдыхай, а если будешь готов, приходи к Марло - он расскажет тебе о следующем этапе. [Следующие миссии в будущем обновлении] - - - - - - Йо, ты же человек Марло. Что слышно, мы вломились на их вечеринку? - - - Да, мы можем начинать. - - - Погоди, я скоро вернусь. - - - Итак, ребята, выходим! - - - ... - - -----Stage 4---- ----Takeover--- ---Marlo-- - - - Итак, какой следующий этап вашего плана? - - - Теперь, мой друг, мы захватим "Скадовск". - - - "Скадовск"? Зачем? - - - "Скадовск" - ключ к северу: большинство Одиночек здесь продают и покупают у Бороды и Филина. До сих пор у Сидоровича и Бороды была сделка: Борода, а вместе с ним и "Скадовск", торгуют с Сидоровичем - он получает артефакты, а они - оружие, деньги и людей в обмен. Если мы завладеем Скадовском, то север будет принадлежать нам - и Сидорович лишится огромного источника денежных поступлений, ослабив тем самым свои позиции. И что самое главное - он уже готов к захвату. - - - Как вы планируете им распорядиться? - - - Видишь ли, Бороде приходится нелегко - активность "Монолита" растет, и их рейды становятся все более регулярными. Он может лишь с трудом защищать Сталкеров, и люди начинают беспокоиться. С другой стороны, Сидорович старается экономить на помощи - он посылает лишь самый минимум, ссылаясь на сложности с поставками, как на предлог. Если мы увеличим их количество, поддержка Бороды и Сидоровича снизится, и мы нагрянем с предложением защиты и снабжения, забрав "Скадовск" себе - у Бороды не останется выбора. - - - Откуда вы всё это знаете? - - - Мы уже предложили Филину сотрудничество - скажем так, он с большим энтузиазмом отнёсся к этому захвату. Он также рассказал нам о слабых местах, которыми мы можем воспользоваться - он же твой основной контактный партнёр во время этой операции. - - - Как вы планируете надовить на Бороду? - - - В защите "Скадовска" Борода полагается в основном на двух Сталкеров: Спартака и Ахиллеса. Оба они - грозные воины и пользуются популярностью и поддержкой многих Одиночек на севере, готовых сражаться вместе с ними. Если они оба погибнут, Борода потеряет большую часть своей военной мощи и будет вынужден принять нашу защиту. \n \nВ это же время мы усилим вражескую активность на Затоне через бандитов - мы заплатим некоторым из них, чтобы они устроили беспорядки, тем самым усилив давление на Бороду, чтобы он принял нашу защиту. - - - Не приведёт ли убийство Спартака и Ахилла к тому, что мы станем крайне непопулярными на Скадовске? - - - Да, именно по этой причине их нельзя убить в открытую: придётся подстроить несчастный случай или сделать это под прикрытием. Мы не можем быть связаны с этими убийствами! За подробностями обратись к Филину, он должен знать, как их достать. - - - Разве Зона не достаточно сурова, неужели теперь нам нужно убивать собратьев-одиночек? - - - Ты что, идиот? Или, блин, пацифист-идеалист? Думаешь, Сидорович добился своего влияния тем, что вежливо попросил? Если ты не замечаешь насилия, это не значит, что его нет! Зона - это не сраный день рождения, здесь всё решается на лету - ты должен быть готов сражаться за своё место, потому что следующий ублюдок не задумываясь всадит тебе пулю в мозги. - - - Расслабься, я понял - ты прав. - - - Я лишь хочу сказать, что может существовать другой путь. По крайней мере, позволь мне попытаться убедить Бороду, что сотрудничество с нами будет лучше и для него, и для "Скадовска". Кроме того, это и для бизнеса полезно, больше людей будет на нашей стороне. - - - Может быть, ты все-таки не такой уж и глупый. У тебя есть ещё вопрос или мы можем приступать к делу? - - - Ты несчастный идиот. \n \n... \n \nХорошо, только не облажайся! Будет сложнее, если они узнают, что мы идём за ними! - - - Итак, с чего мы начнём? - - - Иди к Филину - он подскажет тебе, что делать. Мы будем поддерживать связь, на случай если что-то произойдёт. - - - Погоди, у меня вопрос. - - - Что такое? - - - Итак, с чего мы начнём? - - - Откуда мне знать? Но если ты передумаешь и захочешь следовать нашему плану - иди к Филину. - - - Хорошо, я отправлюсь на "Скадовск". - - - Хорошо, я отправлюсь на "Скадовск". - - - - - - - Несколько веков назад Папа Римский постановил, что все евреи должны перейти в католичество или покинуть Италию. Еврейская община была крайне возмущена, поэтому Папа предложил сделку. Он должен был провести религиозный диспут с лидером еврейской общины. Если побеждали евреи, они могли остаться в Италии, а если побеждал Папа, они должны были обратиться в христианство или покинуть страну. Евреи собрались и выбрали пожилого и мудрого раввина, который должен был представлять их на дебатах. Но поскольку раввин не говорил по-итальянски, а Папа - на иврите, они договорились, что это будут "немые" дебаты. В выбранный день Папа и раввин сели друг напротив друга. \n -Папа поднял руку и показал три пальца. \n -Раввин оглянулся и поднял один палец. \n -Затем Папа помахал пальцем вокруг своей головы. Раввин указал на землю, где он сидел. \n -Папа принес облатку для причастия и потир с вином. \n -Раввин достал яблоко. \n -После этого Папа встал, объявил себя побежденным и сказал, что раввин был слишком умён. Евреи могут остаться в Италии! -Позже кардиналы встретились с Папой и спросили его, что произошло. Папа сказал: 'Сначала я поднял три пальца, чтобы изобразить Троицу' -'В ответ он поднял один палец, чтобы напомнить мне, что есть только один Бог, общий для обеих наших верований'. -'Затем я помахал пальцем вокруг головы, чтобы показать ему, что Бог находится вокруг нас. -В ответ он указал на землю, чтобы показать, что Бог также находится здесь, рядом с нами'. -'Наконец, я достал вино и облатку, чтобы показать, что Бог отпускает нам все грехи'. -Он вытащил яблоко, чтобы напомнить мне о первородном грехе". Он превосходил меня в каждом движении, и я не мог продолжать!' \n - -Тем временем еврейская община собралась, чтобы спросить раввина, как он победил. -'Я понятия не имею!!!' - сказал раввин. 'Сначала он сказал мне, что у нас есть три дня, чтобы выбраться из Италии, и я показал ему палец' -'Потом он сказал мне, что вся страна будет очищена от евреев, и я сказал ему, что мы останемся здесь' -А что потом?" - спросила женщина. 'Кто знает...' - сказал раввин. 'Он достал свой обед, и я достал свой!' - - - АХАХАХА. - - - Несмешно. - - - Здорово пить с человеком, который понимает юмор. - - - Это потому, что у тебя вместо сердца картошка, приятель. Не волнуйся, однажды я заставлю тебя улыбнуться. - - - - ------- Sidorovich ------- - - - Плохие новости, Сидорович, против тебя готовится заговор. - - - ЧТО??? Кто замышляет против меня? - - - Два Сталкера - Марло и Крис. Они попытались завербовать меня для участия. - - - Твою мать! Надо было прикончить их, когда была возможность... Ну, выкладывай, что они планируют? - - - Не знаю, я сказал им отвалить, когда узнал, что ты - цель. - - - Они не сказали мне ничего, только то, что ты - финальная цель. Всё, что я знаю - это их план выкрасть оружие у Наёмников. - - - Ты дурак! Я ценю твою преданность, но мне нужны уши и глаза, а не публичная демонстрация поддержки! Ты должен был притвориться заинтересованным, чтобы выяснить подробности! - - - Коварные ублюдки, они осторожны... Очень хорошо! Ты молодец, что пришёл ко мне, твоя преданность оценена! Вот тебе знак моей благодарности - а теперь возвращайся к этим змеюкам и узнай побольше... - - - Но разве ты не можешь просто заказать их убийство? - - - Друг мой, насколько мне по душе твоя верность, настолько же я вынужден удивляться отсутствию у тебя чувства интриги. Разумеется, я не могу уничтожить их, по крайней мере пока! Я ничего не знаю об их точных планах, и, что я имею в виду, я ничего не знаю об истинных масштабах этого заговора! Мне нужно знать, есть ли у них союзники, нужно знать, где они увидели мою слабину! Для этого мне нужен человек изнутри! \n \nЖаль, что ты сказал им отвалить, они не будут доверять тебе, если ты вернёшься... Мы должны найти способ вернуть тебя в их доверие... \n \nАх, да, да, я знаю способ! Мы устроим публичное оскорбление - так сказать, унижение! - - - Хитрые ублюдки, они осторожны... Очень хорошо! Ты молодец, что пришел ко мне, твоя преданность оценена! Вот знак моей благодарности! - - - Но разве ты не можешь просто заказать их убийство? - - - - - - - - - - diff --git a/mods/[DEV] Brotherhood/gamedata/configs/text/rus/st_dialogs_brotherhood_nr.xml b/mods/[DEV] Brotherhood/gamedata/configs/text/rus/st_dialogs_brotherhood_nr.xml deleted file mode 100644 index 7aa3971d..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/text/rus/st_dialogs_brotherhood_nr.xml +++ /dev/null @@ -1,1574 +0,0 @@ - - -----Stories from the Zone---- - - ----- Северная лихорадка ---- - - - Похоже, у тебя здесь полный аншлаг? - - - И всё благодаря тебе! Отключив "Выжигатель", ты открыл Север для всех, кто осмелится отправиться в путь! Ты спровоцировал лихорадку - и люди собираются здесь, чтобы купить припасы перед путешествием! Выпьем за счет заведения - ты это заслужил! \n \nЕсли ты хочешь подзаработать, сейчас отличная возможность! Цены взлетели, надеюсь, ты не нуждаешься в припасах, так как спрос сейчас огромный. - - ----- Лжестрелок ---- - --- Бармен -- - - - Эй, я только что встретил Стрелка! - - - Стрелок? Здесь? Ты уверен? - - - Да! И он собирает команду, чтобы добраться до "Исполнителя Желаний"! Плата за участие была немного великовата, но оно того стоит. - - - Стрелок, который набирает незнакомцев? За определенную плату? Хахахахаха \n \nТебя надули, друг мой. Стрелок никогда бы так не поступил! - - - ... - - - В Зоне полно мошенников, это может случиться с каждым... но я должен сказать, что ты принадлежишь к более наивным - Стрелок просит денег, хахаха. \n \nНе грусти, выпей за счёт заведения. - - - - Эй, я только что встретил человека, который говорит, что он Стрелок. - - - Стрелок? Здесь? Чего он хотел? - - - Он сказал, что собирает команду, чтобы добраться до "Исполнителя Желаний"! Просил 10000 рублей за участие... - - - А, мошенник. Бывает, что приходит человек, выдающий себя за Стрелка. Настоящий никогда бы не стал доверять незнакомцам и просить у них денег. Надеюсь, ты ничего ему не отдал? - - - Нет, я не был уверен. - - - Молодец. Я предупрежу клиентов и попрошу своих парней поискать этого самозванца. - - - - - - - - Здравствуй, Сталкер, ты выглядишь опытным! - - - Я только что отключил "Выжигатель мозгов", разумеется, я опытен! - - - Можно сказать, что... - - - Почему ты так говоришь? - - - Нет, я ещё новичок, осваивающийся на новом месте. - - - Твою же...! Ты тот самый парень! Для меня большая честь познакомиться с тобой! Я Сорокин! \n \nТы также хочешь присоединиться к Стрелку? - - - Приятно познакомиться! Я Сорокин. Я ищу услуги такого опытного Cталкера, как ты. Мне нужно попасть на станцию Янов, не мог бы ты мне помочь? Я здесь совсем недавно, поэтому у меня нет команды... пока что, но у меня есть деньги! Это многое бы значило, у меня есть идеальная возможность, которую я не могу упустить. - - - Конечно, снаряжение, но больше всего - твоё выражение лица. Я Сорокин, приятно познакомиться! \n \nВыслушай, мне нужен опытный Сталкер, чтобы довести меня до станции Янов. Я здесь недавно, поэтому у меня ещё нет команды, но у меня есть деньги! Это будет многое значить, у меня есть идеальная возможность, которую я не могу упустить. Ты заинтересован? - - - О, я тоже! Я подумал, что со всем своим снаряжением ты выглядишь как ветеран. \n \nЯ Соркин, приятно познакомиться! Ты тоже здесь, чтобы найти проводника на Янов? - - - Стрелок? Ты его видел? Где он? - - - Зачем тебе нужно попасть на Янов? - - - Янов? Может быть, в какой-то момент. Почему ты спрашиваешь? - - - Ну... Я не должен никому об этом говорить, но, похоже, ты теперь герой Зоны. Да, я его встретил. Он не хочет привлекать к себе внимание, но да, он здесь, на Ростоке! Он собирает отряд! Ты должен с ним встретиться! Я уверен, что ты идеальный кандидат. - - - ... Ладно, я не должен об этом говорить, но, учитывая, что ты ветеран, ты будешь отличным дополнением к группе. Полагаю, ты знаешь, кто такой Стрелок? - - - ... Ладно, я не должен об этом говорить, но раз уж мы оба здесь новички, то должны держаться вместе. Ты знаешь, кто такой Стрелок? - - - Где он? - - - - Конечно, я знаю, кто он такой. - - - Конечно, я знаю, кто он такой. - - - Я скажу тебе, но запомни меня и, прошу, возьми меня с собой на Янов! Он в ангаре к северу от Арены. - - - Конечно. Сейчас он набирает людей для масштабной экспедиции в самое сердце Зоны. К "Исполнителю желаний", представляешь? Там будет отбор и прочее, но это не должно стать для тебя проблемой! Но перед тем как идти, загляни ко мне, я хочу присоединиться к тебе! Я, разумеется, заплачу, это не проблема. Ты найдёшь его в ангаре к северу от Арены. - - - Конечно, этот мужик - легенда, верно? В данный момент он набирает людей для огромной экспедиции в самое сердце Зоны. К "Исполнителю желаний", ты можешь в это поверить? Правда, там есть отбор и вступительный взнос... Но если пойдёшь, возьми меня с собой! Уверен, из нас получится отличная команда! Ты найдешь его в ангаре к северу от Арены. - - - - Эй, мужик, насчёт экспедиции... - - - Ты встретился со Стрелоком? Он потрясающий, правда? И? Ты присоединишься к нам? Возьмёшь меня с собой в Янов? - - - Да, я присоединюсь к экспедиции, и возьму тебя с собой на Янов. - - - Нет, я не буду участвовать в экспедиции, тем не менее, я могу довести тебя до Янова. - - - Не хочу тебя огорчать, но этот тип не Стрелок... - - - - Отлично! Сообщи мне, когда ты будешь готов отправляться, я уже готов! - - - Ох... ладно, у тебя, конечно, есть свои причины... но спасибо, что сопроводишь меня до Янова! Сообщи мне, когда будешь готов отправляться, я уже готов! - - - Что? Как... откуда ты знаешь? - - - Этот тип был очень подозрительным, он определенно был мошенником. - - - Я разговаривал с барменом, и он сказал мне, что нет никаких шансов, что парень был настоящим. - - - Что? Ни хрена подобного, ты пытаешься избавиться от меня, чтобы у тебя было меньше конкурентов! Да пошёл ты, я думал, что могу тебе доверять! Я найду другой способ добраться до Янова! - - - Что? Я имею в виду... если бармен убежден... Чёрт, это ужасно! Я... я взял кредит, чтобы присоединиться к Стрелку, в смысле, кем бы он ни был... Чёрт, я в полной заднице! - - - Мне нужно немного времени. - - - Ладно, только не затягивай, Стрелок не будет нас ждать! - - - - О сопровождении до Янова. - - - Да, ты готов, мы можем отправляться? - - - Да, можем отправляться. - - - Мне нужно ещё немного времени, чтобы подготовиться. - - - Хорошо, указывай дорогу! - - - Ладно, только не затягивай, Стрелок не будет нас ждать! - - - - Мы прибыли. - - - Большое спасибо! Вот деньги. Я отдохну в баре. - - - Ладно, я поспрашиваю, не видел ли кто-нибудь Стрелка. - - - До встречи! - - - - Я только что говорил с Гавайцем, и, судя по всему, тип, с которым мы встречались, был не Стрелок. - - - Откуда ему знать? - - - Он говорит, что Стрелок не стал бы собирать команду из незнакомцев и просить их платить. Гаваец думает, что нас просто надули. - - - Этого... этого не может быть! Но он же подходил под описание? - - - Гаваец сделал верное замечание, все знают какое у Стрелка снаряжение и можно одеться так же... - - - Блядь! О нет! Я в жопе!!! Я... - я... я взял кредит, чтобы оплатить свой гонорар! Я... я в полной жопе! - - - [8.000 рублей] Сочувствую, приятель... Вот, я могу вернуть тебе деньги, которые ты мне заплатил... - - - Извини, приятель... Похоже, нас развели... - - - Спа-спасибо... Думаю, это немного поможет... но я все ещё должен буду этому ростовщику 50.000 рублей... даже если я продам всё, что у меня есть, я никогда не смогу достать такую сумму... - - - Чёрт... - - - - - Чего ты хочешь? - - - Стрелок? Я искал тебя! - - - Стрелок? Я слышал, что ты собираешь группу. - - - Ты правда Стрелок? - - - Шшш, не так громко! Не нужно привлекать внимание целого Ростока! \n \nТак ты искал меня? Зачем? И как ты меня нашёл? - - - Шшш, не так громко! Не нужно привлекать внимание целого Ростока! \n \nПочему ты спрашиваешь о группе? - - - Если тебе нужно спросить, ты не должен знать. - - - В чём проблема? - - - В чём проблема? - - - Почему? Потому что я - Стрелок! Мои враги ищут меня, даже мои поклонники докучают мне! Ты даже не представляешь, как утомительно работать здесь, когда каждый пытается что-то от тебя заполучить. \n \nНо ответь на вопросы: ты искал меня? Почему? И как ты меня нашёл? - - - Почему? Потому что я - Стрелок! Мои враги ищут меня, даже мои поклонники докучают мне! Ты даже не представляешь, как утомительно работать здесь, когда каждый пытается что-то от тебя заполучить.\n \nПочему ты спрашиваешь о группе? - - - Я хочу найти "Исполнитель желаний" - Сидорович сказал мне, что ты уже делал это раньше. Думал, что ты где-то к северу отсюда, даже отключил "Выжигатель мозгов", чтобы найти тебя. А теперь, по случайному совпадению, один парень в баре сказал мне, где тебя искать. Можешь помочь мне добраться туда? - - - Парень в баре рассказал мне. Он также сказал, что ты хочешь дойти до "Исполнителя желаний". Это правда? - - - Я ведь никогда тебя не встречал, откуда мне знать, что это ты? - - - "Исполнитель желаний"? Тебе повезло, я действительно планирую добраться до него. Я собираю группу именно для этой цели - желаешь присоединиться? - - - Я просил их молчать обо мне и нашей группе. Кто это был? \n \nА, к чёрту, уже не важно. Да, я собираю отряд, и да - мы идем за "Исполнителем желаний". Тебе интересно? - - - Ты здесь новенький? Хорошо, видишь эту татуировку? Я тот, кого ты ищешь. Что тебе нужно? - - - Разве у тебя уже нет своей команды? Зачем тебе незнакомцы? - - - Конечно я заинтересован - когда мы отправляемся? - - - Разве у тебя уже нет своей команды? Зачем тебе незнакомцы? - - - Конечно я заинтересован - когда мы отправляемся? - - - Ладно, я верю тебе. - - - Но... - - - Конечно, у меня уже есть группа - самые закалённые ветераны, каких только можно себе представить... но поиск "Исполнителя желаний" - это не прогулка по парку. Нам нужно больше людей, и именно поэтому я здесь, чтобы подобрать кандидатов. \n \nВозможно, мы с тобой хорошо сработаемся? - - - Не так быстро. Видишь ли, это дело не прогулка по парку - я здесь, чтобы найти достойных людей, а не новичков. Поэтому придется пройти тест и заплатить. - - - Плата? - - - Тест? - - - Тогда скажи мне, чего ты хочешь? - - - Никаких "но"! Либо ты принимаешь это, либо катишься в задницу. В конце концов, помни, ты пришёл ко мне, а не наоборот! - - - Да, плата. Нам нужны припасы, оружие и броня для штурма ЧАЭС. Я знаю нескольких парней, которые продают премиум-вещи, но они также имеют премиум-цену. Так что каждый, кто хочет присоединиться, должен выложить в банк 10.000 рублей. - - - Да, плата. Нам нужны припасы, оружие и броня для штурма ЧАЭС. Я знаю нескольких парней, которые продают премиум-вещи, но они также имеют премиум-цену. Так что каждый, кто хочет присоединиться, должен выложить в банк 10.000 рублей \n \nЧто скажешь? Ты кажется идеально подходишь для этой работы, я уверен, что ты пройдёшь отбор. - - - Конечно. Я не могу брать с собой новичков, поэтому будет проведен тест, чтобы отсеять слабых и ненадёжных. Первое испытание - добраться до станции Янов на севере. Там мы проведем дальнейшие тесты, чтобы понять, заслуживаешь ли ты присоединиться к нашему финальному штурму. - - - Конечно. Я не могу брать с собой новичков, поэтому будет проведен тест, чтобы отсеять слабых и ненадёжных. Первое испытание - добраться до станции Янов на севере. Там мы проведем дальнейшие тесты, чтобы понять, заслуживаешь ли ты присоединиться к нашему финальному штурму. \n \nЧто скажешь? Ты кажется идеально подходишь для этой работы, я уверен, что ты пройдёшь отбор. - - - [10.000 рублей] Рассчитывай на меня! - - - Я не знаю, мне нужно время подумать. - - - Отлично, я знал, что ты не упустишь такой шанс! Держи этот разговор в тайне - я не хочу, чтобы все узнали о моих планах. До встречи на Янове! - - - Мне не хочется тебя огорчать, но времени на раздумья уже нет. Я ухожу в ближайшие часы, и это твоя последняя возможность ухватиться за шанс всей твоей жизни! - - - Я с вами! - - - Тогда я вынужден отказаться. - - - Проваливай, несчастный дурак, ты упустил шанс всей своей жизни. - - - Иди на хрен. - - - Пошёл ты, корм для Тушканов. - - - Расслабься, я тебе верю! Я давно тебя искал - я хочу отправиться с тобой к "Исполнителю желаний"! - - - Я не знаю... ты правда Стрелок? - - - Что за хрень? Конечно, я Стрелок! Меченый, который отключил не только "Выжигатель мозгов", но и излучатель Кайманова! Вот, видишь эту татуировку? - - - Татуировка? Какое отношение татуировка имеет к Стрелку? - - - Я нашёл твой тайник - не подскажешь, где ты его держишь? - - - Можешь показать мне свой пси-шлем? - - - Прости, конечно, я тебе верю. Я хочу пойти с тобой. - - - Ч-что? Ты ни черта обо мне не знаешь и ещё смеешь меня допрашивать? Проваливай, дурак! - - - Что за идиотский вопрос, у меня тайники по всей Зоне - зачем мне говорить тебе о местонахождении хотя бы одного из них? Отвали мошенник! - - - Ты пытаешься ограбить меня ради моего пси-шлема? Отвали вор! - - - Ладно, я прощаю тебя. Но за свою дерзость ты заплатишь в двойном объёме! - - - [20.000 рублей] Хорошо, вот деньги! - - - Мне нужно время, чтобы собрать сумму. - - - Я передумал, я не буду присоединяться. - - - - Гаваец, ты не видел Стрелка? - - - Стрелок? С некоторых пор нет. А что? - - - Я должен был встретиться с ним здесь. Он собирает группу, и первым этапом испытания было присоединиться к нему на этой станции. - - - Правда? Тебе стоит поговорить вон с тем парнем, Осёл, он тоже ищет... Стрелка... и он рассказал мне ту же историю... Ты тоже заплатил "Стрелку" 10.000 рублей? - - - Да. А что? - - - *Вздох* Тогда я скажу тебе то же самое, что и Ослу - я думаю, что вас развели. Я очень сомневаюсь, что человек, с которым вы разговаривали, был Стрелком, так как я не могу представить, чтобы Стрелок нанимал незнакомцев и просил у них денег. - - - Дерьмо! Ты уверен? - - - Я здесь уже довольно давно, и то, что ты и другой парень рассказываете мне, просто не похоже на Стрелка. Кроме того, Стрелка здесь нет, так что... - - - Но он же вполне подходил под описание Стрелка? - - - Стрелок - настоящая легенда, все знают его облик. Вероятно, кто-то, похожий на него, решил выдать себя за него и обмануть ничего не подозревающих новичков... Сожалею, что это случилось с тобой. - - - --------- Алёша --------- - - - Алёша Щеглов: Внимание всем Бандитам, Преступникам, Негодяям, Халявщикам и прочей мрази! Доктор Алёша Щёголев в городе - берегитесь! Советую вам прекратить свои деяния или испытайте на себе мой гнев! - - - Вова Блоха: Ты кто, блядь, такой? - - - Алёша Щеглов: Доктор Алёша Щеглов ты безграмотный гопник! Элитный член Экологов! - - - Паша Дебошир: Ты берега попутал, Алёша Хуйолов? - - - Алёша Щеглов: Что? Да как ты смеешь, воин клавиатуры! Ты даже не подозреваешь, кого ты оскорбляешь! - - - Вова Блоха: Действительно, я никогда не слышал о тебе, Еблов. - - - Алёша Щеглов: Не выделывайся, а то узнаешь, каково это - есть дерьмо червей! - - - Паша Дебошир: Ну давай, отвечай за свой базар! - - - Алёша Щеглов: Я тебя не боюсь, подлец! Давай встретимся на поле к югу от Станции! Зови друзей, я научу всех вас не связываться с доктором Алёшей Щегловым! - - - Паша Дебошир: Давай, Вова, собирай своих ребят и проучим этого говнюка! - - - Вова Блоха: Он будет жалеть о том дне, когда его отец встретил его мать. - - - Паша Дебошир: Ты где Хуйлов? Мы здесь! - - - - Алёша Щеглов: Эй, приятель, я здесь! Прямо за стеной этих руин! - - - - Алёша, что за хрень ты вытворяешь? - - - Ах, %s, здорово, что ты здесь! Я знал, что кто-то не останется равнодушным к тому, как со мной разговаривают! Представляешь? - - - Алёша, это безумие! Ты не можешь так провоцировать этих гопников! Мы должны уходить, сейчас же! - - - Хм, ты прав, это безумие! Это гораздо ниже моего достоинства! Эти гопники не заслуживают моего времени, у меня есть куда более важные проблемы, которые достойны моего ранга! \n \nХорошо, что ты здесь, я делегирую тебе эту багатель, пока я нахожу своим талантам лучшее применение! Разыщи меня на станции, когда закончишь с этими червями! - - - Алёша, погоди, я не это имел в виду! Я... - - - - Что за хрень, Алёша? - - - А, ты вернулся! Я вижу, ты все ещё под кайфом от адреналина! Так вот, мне нужно, чтобы ты остыл, надо быть хладнокровным, чтобы понять всю сложность ситуации, которую я тебе сейчас объясню. - - - Не так быстро. - - - - Ты действительно нашёл скупщика? - - - Тише, друг мой, не здесь! Встретимся сегодня в 22 часа в будке охраны у восточного входа в комплекс фабрики "Юпитер"! Тогда я всё объясню! - - - Почему ты удивляешься? Конечно же я смог! Я заставил его вылезти из своей мышиной норы прямо в нашу маленькую ловушку! - - - Каков твой план? - - - План прост, но действенен! Ты встретишь его под мостом, а когда удостоверишься, что у него есть товар, заключишь его под арест! Сигналом для меня будет "Именем закона, вы арестованы!". Я буду выжидать на расстоянии, и если он попытается убежать, я перекрою ему путь! - - - Почему я? Мне казалось что, я запасной вариант? Это твой план, ты и должен с ним встречаться! - - - Я, разумеется, назвал ему твоё имя, и поэтому он ожидает увидеть тебя! Если он поймет, что приближаюсь я, то решит, что здесь что-то нечисто, и сбежит. - - - ЧТО? На кой хрен ты это сделал? Зачем ты использовал моё имя? - - - Дружище, разве это не очевидно? Я не мог назвать свое имя, никто бы не поверил, что я - сам доктор Алёша Щеглов - способен на подобное! Пришлось назвать твоё имя, учитывая, что у тебя более... прагматичная репутация! - - - А что, если это ловушка и он собирается нас ограбить? - - - Чушь собачья! Этот тип - продажный учёный, скорее всего, какой-нибудь несчастный клерк, а не бандит. Кроме того, я буду там, если это ловушка, то один взгляд на мой "Носорог" заставит их переполошиться. - - - Допустим, что всё идет по плану - а дальше что? - - - Сначала мы приступим к допросу - разумеется, только если захватим его живым. Если он умрёт во время ареста, дело осложнится... Нам придётся обыскать его труп и надеяться, что мы найдём что-нибудь, что укажет нам на возможных сообщников или добычу. - - - А если он сбежит или будет сопротивляться? - - - Не думаю, что он так поступит - полагаю, это какой-нибудь клерк, который боится тебя больше, чем ты его. Но если он что-то предпримет, приоритетной задачей, конечно, будет поймать его живым - летальная сила должна применяться только в том случае, если другие способы невозможны. Если он сбежит, нам придётся его преследовать - я буду ждать в подходящем месте, чтобы перерезать ему путь. - - - Как ты его выманил? - - - Это был плод моего дьявольского плана, хотя и довольно незатейливого! Я пустил слух, что ты хочешь купить "лишние" материалы со склада Экологов! Разумеется, незаметно, чтобы информация попала только в нужные для такого подлого дела уши, и она попала! Только через пару дней я получил сообщение на свой КПК (который я выдал за твой), и мы договорились о встрече! - - - Хорошо, я буду приманкой. Только не облажайся, займи хорошую позицию, чтобы подрезать его, если он побежит. - - - Отлично! Не бойся, ты же знаешь, что можешь на меня рассчитывать! Помни, что сигнал - "Именем закона, вы арестованы!". - - - К черту всё это, я не стану играть роль приманки в твоем дурацком плане. - - - Боюсь, это исключено, не тогда, когда скупщик у нас под носом! Как ты думаешь, что я должен сказать в будущем, когда кто-нибудь спросит, почему парня не поймали, хотя он был у нас под носом? Ты действительно хоччешь, чтобы я сказал им: "Извините, но %s был слишком горд, чтобы помочь мне поймать этого засранца"? Представляешь, что о тебе подумают? \n \nКроме того, подумай о славе (и награде), когда мы его поймаем! Сахаров будет так счастлив, что ты сможешь просить его о чём угодно! - - - Значит, ты планируешь переложить ответственность на меня, если я не стану тебе помогать? Ты не оставляешь мне выбора, козёл. Ладно, я сделаю это. - - - Дружище, расслабься, это даёт знать о себе напряжение перед большим уловом. Не переживай, я буду рядом, чтобы вмешаться, если что-то пойдёт не так. - - ------ Northern Rush - comms - - - Эраст Фандорин: Внимание! Сталкер %s разыскивается за преступный сговор с целью кражи государственного имущества! Он подлежит немедленному задержанию! Любой Сталкер, предоставивший ему убежище или оказавший любую помощь, будет рассматриваться как соучастник. - - - Полковник Масахиро Сибата: Внимание! Сталкер %s разыскивается по обвинению в преступном сговоре с целью кражи государственного имущества! Он должен быть немедленно задержан! Любой Сталкер, предоставивший ему убежище или оказавший любую помощь, будет рассматриваться как соучастник. - - - Эраст Фандорин: Он пытается бежать! Люди, схватить его! - - - Чёрт, мне нужно бежать! - - - Я смог выбраться! Но, чёрт возьми, я в полном дерьме! - - - - К чёрту мою жизнь, я не могу вернуться к Экологам, не доказав свою невиновность! - - - Мне нужно найти способ оправдать себя! - - - Может, есть кто-то, кто разбирается в этом дерьме лучше, чем грёбаный Алёша. Я должен поискать помощь. - - - - БЛЯДЬ!!! - - ------ Northern Rush - Corruption - other dialogue - - - Так много разговоров о коррупции среди Экологов... - - - И почему ты говоришь об этом мне? - - - Ну, я знаю о твоей склонности к торговле вещами, которые тебе не принадлежат. - - - Что это значит? Ты меня подозреваешь? Надо ли напомнить тебе, что это Бункер на Янове вызывает проблемы, а я сижу здесь и разговариваю с тобой? - - - Как удобно для тебя... Но только мышцы должны быть на Янове, а не мозги... - - - Иди ты. - - - Нет, но ты знаешь поговорку: "Чтобы поймать вора, нужен вор". Я хотел бы получить некоторую информацию. Судя по всему, после переброски подкрепления, ситуация на Янове сильно ухудшилась. Ты знаешь кого-нибудь подозрительного, кого перевели примерно в то же время, когда отключили "Выжигатель"? - - - Хм, да... был один такой, Эраст, кажется, его звали. Он был новеньким и всегда спрашивал, не знаем ли мы способа быстро заработать. Вскоре после его приезда его отправили на Север - может, это тот парень, которого ты разыскиваешь? - - - ---------- Strange Meat -------- - - - Барка: Ахат, ты приговорён к смерти за свои преступления. Последние слова? - - - Ахат: А судьи кто? Ты? Здесь нет невиновных! - - - Ахат: Что случилось с банками Шута Мизинец? Ты получил долю за то, что отвлек его, Такер? - - - Барка: Достаточно! - - - Ахат: А ты, как ты выжил Барка? Что случилось с Яком? - - - Ахат: Съеден собаками? Или съеден... - - - Барка: Я сказал, хватит! Отправляйся к своему творцу Ахат, по тебе не будут скучать. - - - - Что происходит? - - - Не вмешивайся в это Сталкер. - - - ... - - - - Почему ты застрелил его? - - - Он хладнокровно убил Сталкера, чтобы украсть его еду. Мы не можем мириться с ворами и убийцами в нашем обществе, особенно в такие времена, как сейчас. - - - - - - Как здесь обстояли дела, будучи отрезанными от остальной Зоны? - - - Ты имеешь в виду Осаду? Честно говоря, довольно скверно. "Монолит", активировав "Выжигатель мозгов", застал нас врасплох, и мы не были в достаточной мере подготовлены, так что нам не хватало буквально всего. В основном мы получали еду от Зверобоя и его людей, а оружие и припасы приходилось либо добывать, либо мастерить самим с нашими ограниченными возможностями. Но даже это стало очень трудно спустя некоторое время: живность сделала территорию очень сложной для работы. - - - А как же пополнение с юга? - - - Изредка Cталкер, у которого был шлем пси-защиты, пробивался и приносил нам вещи... Но случалось это всё реже и реже. В основном потому, что маршруты становились опаснее, так как по ним ходило все меньше Сталкеров... да и сама нестабильная ситуация здесь делала людей дикими... убийства и воровство процветали, а если кто-то в шлеме добирался сюда, что ж... он становился главной мишенью для Сталкера, который желал убраться отсюда. Ну и про Монолит с мутантами не забываем, которые делали путь через Рыжий лес очень трудным. \n \nК счастью, всё это уже позади... ну, по большей части. - - - А что насчёт Экологов? - - - Экологи? Ну, их всегда хорошо снабжали, и поначалу они были склонны к оказанию нам помощи. Но когда стало ясно, что осада продлится не недели, а месяцы, произошёл инцидент... Несколько Сталкеров пришли к Мобильной лаборатории с оружием и потребовали от Экологов отдать им шлемы пси-защиты. Ситуация вышла из-под контроля, и Экологи перестреляли большинство из них. С тех пор доступ в Мобильную лабораторию был закрыт, а открыли её только после того, как отключили "Выжигатель"... - - - А как же Бандиты? - - - Я мало что знаю об их положении, но полагаю, что им пришлось хуже, чем нам. Ведь бандиты живут изо дня в день. Тем не менее, бандитизм приобрел угрожающие масштабы! Стало очень опасно забредать далеко на юг, потому что они убивали любого на месте. Они до сих пор удерживают Южный блокпост и затрудняют снабжение... - - - Если ситуация для бандитов была плохой, почему их до сих пор так много? - - - Во время осады многие Сталкеры здесь подались в бандиты... - - - Почему бы вам не выбить бандитов с Южного блокпоста? - - - Спроси у Ашота, это он отвечает за безопасность. - - - А с Наёмниками что? - - - Во время осады Наёмники вели себя тихо, скорее всего, у них были такие же проблемы с приапасами, как и у всех остальных здесь. У них также была сделка со "Скадвоском" - "Скадвоск" поставлял им еду, а они "Скадовску" - оружие. - - - Как "Скадовск"? - - - "Скадовску" повезло гораздо больше, чем нам. Они успели пополнить запасы незадолго до того, как "Выжигатель" снова включился, и, судя по всему, обнаружили несколько тайников с припасами "Монолита". В основном они использовали свои запасы для торговли с Наёмниками, у которых было слишком много оружия и слишком мало еды. Но это не значит, что им было легко - наоборот, постоянные атаки "Монолита" были очень тяжелы для них. - - - Разве "Скадвоск" не мог помочь вам во время Осады? - - - Они могли, да, они могли... Слушай, я не хочу их винить, им тоже приходилось делать выбор - ситуация была сложной для всех. А ещё им пришлось сражаться с "Монолитом" - благодаря "Скадовску" у нас не было и этой проблемы. Но да, они ввели строгую политику нормирования и запретили торговать с нами, что, на мой взгляд, было неуместно. К счастью, несколько Сталкеров оттуда нарушили эту политику и продали нам немного еды - по завышенной цене, конечно - но еда есть еда. Я могу понять их. - - - Давай сменим тему. - - - Я согласен. - - - - Я только что стал свидетелем того, как Сталкеры казнили человека. - - - Ах да... Ахат... грустная история. До этой напасти он был неплохим парнем - всегда готов поделиться тем, что у него есть. Но потом голод взял своё, и он сорвался - задушил Сталкера ради еды. Чёртово дерьмо, за день до отключения "Выжигателя", представляешь? Если бы он потерпел ещё немного... Как только мы об этом узнали, его пришлось казнить, тут уж ничего не поделаешь. - - - В своих последних словах он обвинил остальных в том, что они ничем не лучше его. - - - Эх... видишь ли, здесь царила атмосфера всеобщего недоверия и настороженности. - - - - Это... очень странно на вкус... - - - На вкус это было очень странно... Мне не следует больше это есть. - - - - - [Необычное мясо] Что это за мясо? Из какого животного оно? - - - Я не знаю, и мне всё равно. Наверное, лучше и не знать. Не стоит ждать изысканных блюд, не так ли? - - - - Я говорил с Германом! Твоё мясо - это человеческое мясо! - - - Что? Ты, блядь, шутишь, да? Морочишь мне голову? - - - Абсолютно нет. Ты можешь попросить Германа подтвердить. - - - Нет, нет, я тебе верю... Чёрт! Как такое возможно? \n \nНикому ни слова об этом Сталкере, мы... мы должны держать это в секрете. Если бы кто-нибудь узнал, что я продаю человеческое мясо! Блядь! \n \nЕсли бы кто-то поверил, что я сделал это специально! Ты... Ты ведь веришь мне? Я не мог знать, ты же понимаешь, да? Я бы никогда не продал ничего подобного!!! - - - Расслабься, Гаваец, я тебе верю. - - - Ну не знаю Гаваец, может быть, ты сможешь убедить меня, показав свою доброжелательность *раскрывает руки*. - - - Я не знаю Гаваец, это выглядит очень странно для меня. - - - Я так и знал! Послушай, Сталкер, нам нужно решить эту проблему! - - - Ну не знаю Гаваец, может быть, ты сможешь убедить меня, показав свою доброжелательность *раскрывает руки*. - - - Я не знаю Гаваец, это выглядит очень странно для меня. - - - - - - - --- Nitro - - [Пуля Яка] Ты можешь распознать эту пулю? - - - За 5.000 рублей могу. - - - [5.000 рублей] И что ты можешь мне сказать? - - - Возможно, позже. - - - К счастью, она не сильно деформировалась. Это патрон 7,62х51, не очень распространённый. В основном используется в снайперских и штурмовых винтовок, таких как Galil, FAL или SCAR. - - - Как пожелаешь. - - - Интересно. А ты не знаешь, есть ли у Барки такой ствол? - - - Барка? Нет, Барка полагается на советское оружие. Ты разыскиваешь убийцу? - - - Может, и так. Есть ли здесь кто-нибудь, кто использует такое оружие? Или, быть может, группировка, которая могла бы его использовать? - - - Нет... большинство здешних парней - мои клиенты, и сейчас никто такое не использует, а те, кто использовал, перешли на более распространённые калибры, потому что патроны к ним найти невозможно. Что касается группировок, то у "Свободы" есть несколько таких винтовок, но не здесь. Думаю, у Наёмников они тоже иногда бывают? "Монолит" - возможно, но я не очень хорошо знаю их арсенал. Бандиты? Могли спереть у жертвы. - - - Ты помнишь, чтобы кто-то использовал такой калибр за последний месяц? - - - Чёрт, ты действительно хочешь найти этого парня! Моя память сейчас немного подводит, почему бы тебе не вернуться позже, когда она придёт в норму? - - - [5.000 рублей] Может быть, это поможет вспомнить? - - - Безусловно, это так, хотя я не уверен, что это тебе поможет. Такой калибр никогда не был очень популярен, у большинства оружия, использующего его, есть аналоги с более распространёнными патронами. Тем не менее, людей, использующих его, было немного...\n \nДа, был один Сталкер, один из охотников Зверобоя - Фазан его звали. Однажды он ушёл на охоту или в поиски добычи и больше не вернулся - наверное, закончились патроны. А ещё был один парень из "Свободы" - Лёшик. Клялся своим Galil'ом, но после уговоров я больше не видел его с ним. Наконец, был тот парень со "Скадовска", торговец - он не назвал нам своего имени. Он очень гордился своим SCAR'ом - все время хвастался, что заключил выгодную сделку с Наёмниками. Однажды он вернулся без него и не захотел рассказывать, что случилось с его дорогой вещью. Он тоже не особо этим хвастался - должно быть, кто-то его облапошил.\n \nВот, пожалуй, и всё. Ты доволен? - - - Куда делся Фазан? - - - Блин, да что я знаю? Спроси Зверобоя, он с ним работал! - - - Где найти Лёшика? - - - Лёшик ушёл сразу же, как только "Выжигатель" был отключён. Куда? Не знаю. Спроси у Ашота, он должен знать. - - - Где я могу найти этого торговца? - - - Что я знаю? "Скадовск"? Спроси Гавайца, он всегда с ними вёл дела. - - - Я вернусь, когда ты опомнишься. - - - Зависит от веса твоих карманов. - - - Это было бы всё. - - - Боже, ты, конечно, не пожалел своих денег. Желаю удачи в поисках твоего человека, надеюсь, он стоит твоих хлопот. - - - - [5.000 рублей] Поможет ли это тебе вспомнить своих клиентов? - - ---- Зверобой --- - - - Каково это - быть отрезанным от Юга? - - - Достаточно тяжко... Зона никогда не была гостеприимным местом, и эти месяцы наглядно показали, насколько шатко наше положение здесь на самом деле. Я потерял в Зоне хороших Сталкеров - смерти, которые можно было предотвратить,как мне кажется. Но нехватка еды, припасов и людей заставляла нас идти на риск, на который мы бы не пошли в ином случае... И с каждым днём, что мы были отрезаны, Зона становилась всё более враждебной, а мы всё слабее... Мутанты снова заполонили территории, которые раньше были в наших руках, и бороться с ними становилось каждый раз труднее, так что в конце концов мы вынуждены были полностью избегать этих мест. Тем не менее многие из моих людей проявляли храбрость и шли навстречу опасностям, чтобы принести немного еды для своих товарищей, зная, что они могут не вернуться. Мне очень жаль, что я не могу найти тела моих пропавших охотников и дать им достойное погребение. - - - О какой борьбе ты говоришь? - - - Химеры! Да, дьявольские отродья... Нас беспокоят три из них... Одна из них затаилась в северных районах, хотя мы не знаем, где именно у нее логово... очень скользкая тварь. - \nЕщё одна поселилась в комплексе "Волхов" на юго-западе, но у меня на неё особые планы, так что не убивай её! - \nА третий, ну, третий - это сам Чёрт. Убил моего друга Лиса... \nМы должны избавиться от них, по одному, но они - звери, требующие длительной подготовки, а у нас есть другие неотложные заботы. - - - Почему ты не можешь найти несколько тел? - - - В основном потому, что у нас сейчас другие приоритеты - нам нужно заново отстраивать нашу жизнь здесь, а для этого мне нужен каждый имеющийся у меня человек. Понимаешь, проблема с моими пропавшими людьми двоякая: - \nМы не знаем, где именно они погибли, и их убило что-то, что не было ни собакой, ни кабаном. Они были опытными охотниками и так просто не сдались бы. Чтобы отыскать их, нам придётся сформировать большие поисковые отряды, а у меня попросту нет людей для этого. - - - У меня есть ещё вопрос. - - - Конечно, что ты хочешь знать? - - ---- Пропавший человек --- - - - Я могу помочь найти твоих пропавших людей. - - - Такая помощь будет очень признательна! Мне нужно знать только их местоположение, мои люди могут принести трупы позже. У меня пропали три человека: Серёга Лесун, Фазан Бедовый и Андрей Лопасть. - - - Куда отправился Серёга Лесун? - - - Серёга ушёл на Цементный завод три недели назад и не возвращался. Несколько моих людей отправились на его поиски, когда он не вернулся через три дня, но так и не смогли его найти. - - - Куда ушёл Фазан Бедовый? - - - Фазан был очень смелым и отправился на восток, намереваясь исследовать некоторые туннели в надежде найти припасы. Мы пытались отговорить его, но он всегда был очень упрям. К сожалению, он так и не вернулся, и никто из моих людей не решился отправиться за ним. - - - Куда направился Андрей Лопасть? - - - Андрей отправился на запад и хотел пошарить в окрестностях Копачей. Он тоже так и не вернулся, и моим людям не удалось найти его труп... - - - Я разыщу их. - - - Искренняя благодарность, Сталкер, это очень важно для меня! Я поговорю со своими людьми, мы сможем собрать немного денег, чтобы вознаградить тебя за твои труды! Но будь осторожен, эти люди погибли от чего-то, что все ещё может быть там! - - - - О твоих пропавших людях. - - - Да? - - - Куда отправился Серёга Лесун? - - - Серёга ушёл на Цементный завод три недели назад и не возвращался. Несколько моих людей отправились на его поиски, когда он не вернулся через три дня, но так и не смогли его найти. - - - Куда ушёл Фазан Бедовый? - - - Фазан был очень смелым и отправился на восток, намереваясь исследовать некоторые туннели в надежде найти припасы. Мы пытались отговорить его, но он всегда был очень упрям. К сожалению, он так и не вернулся, и никто из моих людей не решился отправиться за ним. - - - Куда направился Андрей Лопасть? - - - Андрей отправился на запад и хотел пошарить в окрестностях Копачей. Он тоже так и не вернулся, и моим людям не удалось найти его труп... - - - Я нашёл Серёгу Лесуна. Он погиб в подвале Цементного завода от рук Кровососов. - - - Чёрт возьми, какое место чтобы найти свою смерть... спасибо Сталкер! Мы позаботимся о том, чтобы он покоился в подходящем месте. - - - Я нашёл Фазана Бедового. Он погиб в Депо поездов у Восточных туннелей. У него не было шансов - там были Псевдогигант и Бюреры. - - - Фазан был отличным охотником, и ему пришлось столкнуться с невозможными трудностями. Если Вальгалла существует, он заслужил своё место среди воинов... Я уважаю тебя за то, что ты смог расправиться с этими мутантам. - - - Я нашёл Андрея Лопасть. Он лежит в одном из развалин дома. Контролёр и несколько Снорков достали его. - - - Бедный Андрей... можно только представить, через какую боль он прошёл ради нас... Спасибо, Сталкер, мы позаботимся о его теле. - - - Я думаю, что нашёл всех твоих людей. - - - Так и есть, и мы благодарны тебе! Давай выпьем за моих людей! Они погибли, делая то, что было правильно, и мы должны почтить их за это! - - - За Серёгу! - - - Пусть его кости покоятся с миром. - - - За Фазана! - - - Да будет он пить в Вальгалле! - - - За Андрея! - - - Пусть он обретет покой там, где смертный мир его подвёл! - - - Теперь нам нужно обратиться к миру живых. - - - Я согласен. - - ---- Химеры --- - - - Я хочу помочь тебе с твоими проблемами с Химерами. - - - Приятно это слышать. Итак, первый шаг довольно прост: нам нужно подготовить приманку. - - - Приманку? - - - Да, приманка! Понимаешь, за время нашего самостоятельного существования мы адаптировали наши охотничьи стратегии. Вместо того чтобы охотиться на хищника, мы заманиваем его в выбранное нами место - в ловушку! Сама приманка довольно проста: мы набиваем рюкзак мясом кабана и прикрепляем к нему звуковое устройство с записью его хрюканья. Находящаяся поблизости Химера уловит запах со звуком, и, конечно же, направится к приманке - и угодит в нашу ловушку. - - - Что тебе нужно для приманки? - - - От тебя мне нужно мясо кабана - и много! Я позабочусь о рюкзаке с электроникой и смастерю из этого приманку. - - - Хорошо, я соберу мясо. - - - Прекрасно. Заходи ко мне, когда будешь готов. - - - - - [Мясо кабана] Я собрал мясо. - - - Хорошо! Дай мне минутку. \n \n... \n \nВот, готово! Ты поймешь, что пользоваться этим устройством очень просто. Просто положи его на землю, и он сделает всю работу за тебя! И ещё одно предостережение, если ты до сих пор этого не знал: Химеры - стремительные сволочи! После размещения приманки у тебя будет не так много времени, поэтому я бы посоветовал размещать её уже после того, как сделаешь все свои приготовления! - - - Всё понятно. Так где я могу найти эту Химеру? - - - Твоя цель выбрала для охоты северные районы, недалеко от Градирни! Я уже знаю идеальное место для ловушки, так что слушай внимательно! \n \nНа северной стороне Градирни есть небольшая территория, огороженная забором. Там есть ворота, выходящие на север - размести приманку в этом месте перед воротами! Ты сможешь занять позицию по обе стороны от комплекса - там есть лестницы, ведущие на более высокую позицию! \n \nПонятно? - - - Понятно. - - - Хорошо. Помни, что Химеры - ночные хищники, так что приготовься к ночной охоте. И постарайся вернуть приманку, мы сможем воспользоваться ею позже... \n \nХорошей охоты Сталкер! - - - - Можешь напомнить мне место для приманки? - - - Конечно. На северной стороне Градирни есть небольшая территория, огороженная забором. Там есть ворота, выходящие на север - размести приманку в этом месте перед воротами! Ты сможешь занять позицию по обе стороны от комплекса - там есть лестницы, ведущие на более высокую позицию! - - - - Твой конкурент по охоте мёртв! - - - Хорошая работа Сталкер, хорошая работа! Давай выпьем в честь этого! \n \nИ, конечно же, награда за Химеру! - - - А что насчёт другой Химеры? - - - Это будет посложнее, но прежде чем мы приступим к делу - удалось ли тебе вернуть приманку? - - - Да. - - - Превосходно. Пока придержи её. Я подробно объясню тебе план до начала миссии, но смысл таков: \n \nЯ просил тебя пощадить Химеру, потому что мне нужно кое-что от неё, дабы выследить Черта - и мне нужно, чтобы ты пощадил её ещё раз. Черт, как ты уже понял, охотится за юбками. Твоя задача - не убить химеру, по крайней мере пока, а установить в её логове записывающее устройство, чтобы записать её... ну, её брачные призывы. И вот тут-то в дело вступает приманка. Ты установишь приманку возле логова, а пока её нет, проберёшься внутрь и установишь записывающее устройство. Мы подождём день, а потом ты можешь убить Химеру и забрать устройство. - - - Нет. - - - Тогда, боюсь, придётся снова добыть немного кабаньего мяса, прежде чем приступить к следующему шагу. Но суть твоей миссии будет заключаться в следующем: \n \nЯ просил тебя пощадить Химеру, потому что мне нужно кое-что от неё, дабы выследить Черта - и мне нужно, чтобы ты пощадил её ещё раз. Черт, как ты уже понял, охотится за юбками. Твоя задача - не убить химеру, по крайней мере пока, а установить в её логове записывающее устройство, чтобы записать её... ну, её брачные призывы. И вот тут-то в дело вступает приманка. Ты установишь приманку возле логова, а пока её нет, проберёшься внутрь и установишь записывающее устройство. Мы подождём день, а после ты сможешь убить Химеру и забрать устройство. - - - ... Это безумие. - - - Звучит рискованно, но может сработать. - - - Почему мы не можем использовать приманку для Черта вместо... этого плана? - - - Безумие, я понимаю, почему ты так думаешь, но это наш единственный план, чтобы привлечь Черта! Если ты не хочешь этого делать, я полностью понимаю. - - - Нет, я сделаю это. - - - Отлично! Подготовься и самое главное - не убивай Химеру в комплексе "Волхов"! - - - Мне не нравится этот план... - - - Нет проблем! Если ты поменяешь своё решение, ты знаешь, где меня найти. - - - Конечно же это сработает! Подготовься и главное - не убей Химеру в комплексе "Волхов"! - - - Ах, этот старый дьявол слишком проницателен, чтобы клюнуть на нашу приманку! Поверь мне, только перспектива побаловаться заставит его отбросить всякую осторожность! - - - Я ухожу для подоготовки. - - - Сделай это! Увидимся, когда ты будешь готов. И не забудь про приманку! - - - Эм, возможно, я уже убил эту Химеру... - - - Проклятье! Что ж, это лишь отсрочит наш план, но не изменит его. Я прикажу своим разведчикам следить за этим местом, и в какой-то момент новая Химера выберет его своим логовом. Загляни ко мне через пару дней - может, там появится новый жилец. А пока ты можешь готовиться к задаче. - - - - Сможешь изготовить мне новую приманку? - - - Да, у тебя есть мясо? - - - [Мясо кабана] Конечно. - - - Отлично! Я подготовлю приманку! \n \n... \n \nВот, готово! - - - Пока нет. - - - Тогда возвращайся, когда добудешь его. - - - - [Trapper's bait] I'm ready for the mission. - - - Ладно, мой друг! Внимательно слушай план! \n\nЛогово самки Химеры находится в комплексе "Волхов", к юго-западу отсюда. Мои разведчики докладывают, что её драгоценная "спальная палата" находится в комнате справа от гаража! Там и нужно оставить записывающее устройство! -Устройство работает так же, как и приманка, только его нужно положить на землю. Теперь самое главное: слева от гаража есть лестница, которая ведет наружу и выходит слева от казармы! Это и есть твой путь внутрь! - - - Отметил. Где я должен разместить приманку? - - - Мы считаем, что оптимальным местом для размещения приманки является восточный вход в комплекс, рядом с КПП! Он расположен на противоположной площадке от лестницы и должен дать тебе драгоценные секунды, чтобы разместить записывающее устройство. -У тебя будет немного времени, прежде чем Химера поймает посланную приманку, и ещё немного, чтобы она её сожрала. Тем не менее ты должен быть быстрым - очень быстрым. - - - Хорошо. Что-нибудь ещё? - - - Да. Комплекс "Волхов" также является злачным местом для зомби и других мутантов. В твоих же интересах зачистить комплекс перед приманиванием Химеры - разумеется, бесшумно, чтобы не привлечь тварь раньше времени. -Я бы посоветовал тебе дальнобойную винтовку с глушителем. В то же время ты должен быть быстрым на ногу, поэтому не бери с собой то, что не понадобится. Вопросы? - - - Повтори, где находится логово? - - - Логово самки Химеры находится в комплексе "Волхов", к юго-западу отсюда. Мои разведчики докладывают, что её драгоценная "спальная палата" находится в комнате справа от гаража! Там и нужно оставить записывающее устройство! - - - Напомни, где мой вход? - - - Слева от казармы находится лестница, ведущая в гараж. - - - Ещё раз, где я должен разместить приманку? - - - Оптимальное место для размещения приманки - восточный вход в комплекс, рядом с КПП! - - - Хорошо. Я готов идти! - - - Отлично! Вот записывающее устройство! Теперь запомни, что приманка будет работать только ночью, так как Химеры - ночные существа! И самое главное - не убивай её! - - - Мне нужно ещё немного времени. - - - Без проблем! Найди меня, когда будешь готов! - - - - [Приманка Зверобоя] Я готов к заданию. - - - Отлично, но нам ещё нужно дождаться, когда там обоснуется новая самка Химеры. Приходи ко мне через пару дней. - - - - - - Можешь напомнить мне план ещё раз? - - - Конечно! Что ты хочешь знать? - - - Повтори, где находится логово? - - - Логово самки Химеры находится в комплексе "Волхов", к юго-западу отсюда. Мои разведчики докладывают, что её драгоценная "спальная палата" находится в комнате справа от гаража! Там и нужно оставить записывающее устройство! - - - Напомни, где мой вход? - - - Слева от казармы находится лестница, ведущая в гараж. - - - Ещё раз, где я должен разместить приманку? - - - The optimal spot to place the bait is the eastern entry to the Complex, next to the checkpoint! - - - Alright, that's all. - - - Weidmannsheil! - - - - It is done! - - - Оптимальное место для размещения приманки - восточный вход в комплекс, рядом с КПП! - - - - [Записывающее устройство] Я вернул устройство! - - - Превосходно, просто превосходно! Давай выпьем за гибель Черта! - - - Я также убил Химеру. За неё была награда? - - - Конечно, за мёртвую Химеру всегда есть награда. - - - - Я потерял устройство... - - - Нет проблем, мы можем начать заново. - - - - Я убил Химеру... - - - Чёрт! Что ж, теперь нам придется ждать, пока новая Химера снова не устроит своё логово... Я пришлю тебе сообщение, когда мои разведчики сообщат о новом постояльце. - - - - Зверобой: Думаю, мы прождали достаточно долго. Теперь ты можешь вернуть запись. - - - - - - Зверобой: Логово снова обитаемо. Мы можем приступать к плану. - - - Зверобой: Кажется, что-то пошло не так с записью. Мы должны всё начинать сначала. - - ----- Случайные ивенты ---- - ---- Засада Контролёра --- - - - Кто-то: Пожалуйста, помогите! Я внутри здания! - - - Кто-то: Сталкер, пожалуйста, помоги мне! Мне ужасно больно! - - - Кто-то: Умоляю тебя, прошу, помоги мне! - - - Кто-то: Сталкер, боль! Пожалуйста, приди на помощь! - - ----- Саша Балтун - - - Саша Балтунов: Слушайте, парни, я плачу за раунд! Бармен, подай бутылки! - - - Все: Ура! - - - Ты получил свою бутылку Сталкер? - - - Пока нет, но обязательно получу, спасибо! Это очень приятно с твоей стороны! - - - Да, спасибо! Это очень приятно с твоей стороны! - - - Ну, сегодня я нашёл золотую жилу, теперь я богатый человек! Наконец-то я могу покинуть это место, но прежде я хочу устроить грёбаную вечеринку! Больше не нужно дрожать от холода, больше не нужно прятаться от пуляь, больше никаких мутантов, пытающихся вспороть мой живот! Я, блядь, свободен! - - - - Можно мне бутылку, пожалуйста? - - - Держи, Сталкер. - - - - Чёрт, это не тот парень, который раздавал выпивку? - - ----- Murder of Starik - - - Кто-то: Ты, кретин, ты убил его! - - - Кто-то другой: Это не моя вина! Он должен был заговорить! - - - Кто-то: А теперь он вообще не может говорить! - - - Кто-то: Как мы теперь узнаем, где он спрятал свой тайник? - - - Кто-то другой: Может, подсказка у него в карманах? - - - - Кто-то: Тихо, снаружи кто-то есть! - - - ----- Безсонник ---- - - - Сталкер, я не могу спать под завывания этих долбаных собак! Можешь их приструнить? Они сводят меня с ума! Я дам тебе 5.000 рублей. - - - Конечно, без проблем. - - - Отлично! Поторопись, я хочу выспаться до восхода солнца. Судя по всему, они должны быть к западу отсюда, возле дороги на Кладбище техники. - - - Не за 5.000 рублей. - - - Чувак, 5.000 рублей за пару собак - это более чем достойная плата. Ладно, слушай, я накину немного еды и выпивки. Этого хватит? - - - Договорились. - - - Отлично! Поторопись, я хочу выспаться до восхода солнца. Судя по всему, они должны быть к западу отсюда, возле дороги на Кладбище техники. - - - Нет. - - - А к чёрту, я найду кого-нибудь другого, кто возьмётся за эту работу. - - - Нет, мне не интересно. - - - А к чёрту, я найду кого-нибудь другого, кто возьмётся за эту работу. - - - - Собаки мертвы. - - - Отлично! Вот твои деньги. А теперь позволь мне снова лечь спать. - - - Отлично! Вот твоя награда! А теперь позволь мне снова лечь спать. - - - Ты не торопился, Сталкер! Скоро взойдёт солнце. Вот немного денег за твои хлопоты, но, очевидно, я не смогу заплатить тебе полную сумму. - - - ... - - - - - Свободовец: Эй, Сталкер! Да ты! Хочешь заработать немного лёгких денег? - - --- Гуталин -- - - - Сталкер: Сталкер! Поверни обратно! Спаси себя от этих грешных земель! - - - Гуталин: Ибо белый конь осёдлан, и его всадник вставил ноги в стремя. И молитвы тех, кто продал себя Сатане, тщетны. - - - Гуталин: Вы, дети человека обольщенного дьяволом, играющие с дьявольскими безделушками, ищущие сокровища Сатаны, - говорю вам: вы слепы! - - - Гуталин: Проснитесь, вы мерзавцы, пока не стало слишком поздно! Растопчите дьявольские побрякушки! - - - Гуталин: Проснитесь, слепцы, вы проваливаетесь в яму и тащите за собой окружающих. - - - - Брат мой! У тебя еще есть время покаяться! Поверни назад и покинь Зону, это место, созданное на земле самим Сатаной, чтобы искушать нас! Ничего хорошего отсюда не выйдет! Поверь мне, я знаю, я видел! - - - Что случилось? - - - Я говорю тебе, эти игрушки Сатаны, эти... Артефакты... они здесь не для того, чтобы помочь нам, нет, они здесь для того, чтобы извращать нас! Я видел, что они делают с людьми... что они заставляют их делать... Как жадность наполняет их сердца и как она заставляет их ополчиться на братьев своих! \n \n... \n \nЯ должен предупредить их... Я должен спасти ягнят от искушения, иначе будет ещё один Шухарт... \n \nОтступи и спаси свою душу Сталкер! - - - ... - - - - - Я вижу, у вас теперь есть проповедник. - - - Не начинай. Этот тип портит мне бизнес! Чёртов кретин, его друга убили, и теперь все должны вернуться домой? \n \nОн отпугивает всю нужную мне рабочую силу. \n \nНо знаешь, что хуже всего? - - - Нет? - - - Дай угадаю... он не берёт взятки? - - - Безумец, твою мать, покупает артефакты и, блядь, закапывает их! Игрушки Сатаны, говорит он! Представляешь!!! Он получает охрененные пожертвования от каких-то лохов, а потом покупает артефакты по заоблачной цене!!! И - БЛЯДЬ - ЗАКАПЫВАЕТ ИХ! \n \nНет, я не могу с ним жить, он должен исчезнуть... - - - Аааргх, если бы он только мог! Нет, он ничего не берёт, и портит мне бизнес! \n \nБезумец, твою мать, покупает артефакты и, блядь, закапывает их! Игрушки Сатаны, говорит он! Представляешь!!! Он получает охрененные пожертвования от каких-то лохов, а потом покупает артефакты по заоблачной цене!!! И - БЛЯДЬ - ЗАКАПЫВАЕТ ИХ! \n \nНет, я не могу с ним жить, он должен исчезнуть... - - - Такова жизнь. - - - Это что... контракт? - - - Нет, к чёрту жизнь! Слушай меня... этот человек должен исчезнуть... Я хорошо заплачу тебе, если он больше не будет меня беспокоить... если ты понимаешь, к чему я клоню... - - - Друг мой, это... если по какой-то причине ... если Гуталин найдет свою раннюю смерть... я буду очень благодарен. - - - Я понимаю. Считай, что проблема решена. - - - Мне всё равно, он - твоя проблема. - - - Хорошо. Позаботься о нем, и ты будешь ужинать как король! - - - Мой друг, разве ты не видишь? Он угрожает нашему образу жизни! Он должен... взять отпуск. - - - Ладно, я понял. - - - Нет, Сидорович, это твоя проблема, а не моя. Я не хочу иметь с ним ничего общего. - - - Вот это мой человек! Позаботься о нём, и ты будешь ужинать как король! - - - Тьфу, здесь не от кого ожидать верности! Отлично, проваливай!!! Я сам разберусь с этой проблемой. - - - - Гуталин произнёс свою последнюю проповедь. - - - Отлично! Впредь уши Сталкеров не будут отравлены его словами. Сюда, Сталкер! Кажется, я обещал тебе королевский пир? Ну и деньги тоже не помешают. Но не стоит тратить их в каком-нибудь захудалом магазинчике - я уверен, что в моем отобранном вручную ассортименте ты найдёшь что-нибудь по вкусу. В конце концов, наша экономика пострадала. - - - - - У вас появился проповедник? - - - Да... он немного своеобразен, но никому не вредит. А вот человеку в бункере это нравится меньше. - - - В чем проблема Сидоровича? - - - Понимаешь, Гуталин пытается убедить новичков отступить и спасти свои души и тела. К большому недовольству Сидоровича, который предпочел бы нанять этих людей... и платить им соответственно. Но, по правде говоря, лишь немногие разворачиваются и уходят домой, большинство людей здесь отчаявшиеся и не имеют особого выбора. \n \nЯ считаю, что проблема Сидоровича носит скорее философский характер. - - - Это как? - - - Наш проповедник покупает артефакты у Сталкеров, желающих уйти, не торгуясь... и закапывает их на ночь. И не для того, чтобы делать тайники, нет, он просто хочет, чтобы они исчезли, или, как он выражается, "вернуть семя отцу своему". Ты видишь, как это противоречит подходу Сидоровича. - - - Без шуток? - - - Без шуток. - - - Откуда у него деньги? - - - В основном пожертвования. Знаешь, несмотря на то, что его методы несколько эксцентричны, многие ветераны с пониманием относятся к его идеям - мы все потеряли здесь часть своей души. Поэтому есть Сталкеры, которые хотят уберечь других от того же, а некоторые пытаются искупить свои грехи, поддерживая его. - - - Никто не пытался проследить за ним, когда он закапывает артефакты? - - - Это не совсем общеизвестно. Но да, некоторые так и решили поступить, но потеряли его след в потёмках. И он не возвращается дважды в одно и то же место, он точно не дурак. - - - Давай сменим тему. - - - Хорошо. - - - - - - - - - - - - - - - diff --git a/mods/[DEV] Brotherhood/gamedata/configs/text/rus/st_items_brotherhood.xml b/mods/[DEV] Brotherhood/gamedata/configs/text/rus/st_items_brotherhood.xml deleted file mode 100644 index bed31af5..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/text/rus/st_items_brotherhood.xml +++ /dev/null @@ -1,204 +0,0 @@ - - - - - - ---- Охотники --- - - - Сумка с консервами из тунца - - - Тяжелая сумка, наполненная консервами из тунца. Выбегалло будет счастлив. - - - - Сайга-12С "Охотник на мутантов" - - - Модифицированная версия Сайги-12С. Кто-то выгравировал на боку надпись "Охотник на мутантов".\n \n - %c[ui_gray_2]Модули: \n - %c[d_purple] • %c[ui_gray_2] ЭКП-8-02 Кобра, 1П29, ПСО-1 прицелы\n - %c[d_purple] • %c[ui_gray_2] ПБС-1\n \n - - ---- Странная Колбаса --- - - - Упаковка необычного мяса - - - В пакете что-то похожее на обычную упаковку старого мяса: старый хлеб и какое-то пахучее мясо неизвестного происхождения, завернутое в исписанную бумагу. Вы не узнаете ни вида, ни запаха...\n \n - %c[ui_gray_3]PROPERTIES:\n - %c[d_red] • %c[ui_gray_2] Низкое качество\n - - - - Необычное мясо - - - Пахучее мясо неизвестного происхождения. Вы не узнаете ни вида, ни запаха...\n \n - %c[ui_gray_3]PROPERTIES:\n - %c[d_red] • %c[ui_gray_2] Низкое качество\n - - - - Исписанная бумага - - - Потрепанная бумага, в которую было завернуто необычное мясо. На ней было что-то написано, но вы мало что поняли. - - - - Пуля попавшая в Яка - - - Я достал эту пулю из тела Яка. Похоже, его застрелили. - - - - Пуля попавшая в Яка - - - Я достал эту пулю из тела Яка. Похоже, его застрелили. Нитро определил, что это оболочечная пуля со свинцовым сердечником калибра 7,62х51. - - - - ----- Доля рынка ---- - - - USB-ключ для дешифровки - - - Ключ шифровки и дешифровки для новой кодировки связи Наёмников. - - - - КПК лейтенанта Харальда Виртанена - - - КПК лейтенанта Харальда Виртанена с ключом дешифровки связи Наёмников. \n \nВ скором времени устареет. - - - - Приказ Сахарова в резкой форме, предписывающий Выбегалло немедленно прекратить эксперименты. - - - Приказ Сахарова о прекращении деятельности Выбегалло. - - - - Описание задания - - - Недавно к нам обратился учёный со срочным заказом на части тела Псевдогиганта. Сформируйте охотничий отряд и отправьте части Душману - он очень заинтересован в успехе миссии, так что не облажайтесь! Возьмите с собой опытных людей! И ни слова об этом, осторожность превыше всего. - - - - Прототип титановой решетки - - - Прототип титановой сетки. \nИ вместо того, чтобы просто носить рюкзак, закрепленный парой плечевых ремней, можно прикрепить его к костюму с помощью титановой сетки, что оптимизирует возможности переноски. Сетка прототипа изготовлена из титана, который является наиболее предпочтительным материалом из-за его легкого веса и высокой прочности, а некоторые внешние элементы сделаны из пластика, чтобы добиться необходимой гибкости во время спринта. Вся конструкция оснащена системой ремней и тесьмы, обеспечивающих высокую степень регулировки. Качественная конструкция позволяет регулировать плечевые ремни вверх или вниз, чтобы ношение рюкзака было комфортным независимо от размера туловища. Одна сетка заменяет только основной каркас рюкзака, но можно использовать несколько сеток, чтобы еще больше расширить возможности переноски. Сетки создаются из титана очень высокого качества, поэтому в разобранном виде сетку можно использовать как эффективное боевое снаряжение или дополнение для ремонта шлема.\n \n - %c[ui_gray_2]СВОЙСТВА:\n - %c[d_cyan] • %c[ui_gray_2] повседневный предмет\n - %c[d_cyan] • %c[ui_gray_2] высокое качество\n - %c[d_cyan] • %c[ui_gray_2] Эффективность нескольких устройств можно суммировать\n - - - - - [Документы для Филина] - - - [to be done: proper name and description] - - - - - Старый плащ Лесника - - - Старый плащ Лесника. По словам Лесника, плащ никогда не стирался и должен сильно пахнуть им (можно сказать, что он провонял). \n \nС помощью этого плаща я смогу привлечь Влада и Дракула. - - - - - - Ящик с припасами - - - Ящик с припасами Наёмников. Крис будет рад заполучить всё это оружие и боеприпасы. - - - - - Наживка для Химер от Зверобоя - - - Сумка, наполненная мясом кабана, и радиоприёмник, воспроизводящий хрюканье. Это должно привлечь Химеру. - - - Записывающее устройство Зверобоя - - - В радиоприемник встроен микрофон. Работает, если бросить его на землю. - - - - Shlitzer's bag - - - A bag filled with weapons and ammunition. - - - - Ironchain's case - - - A heavy - closed case. I should bring it to Shlitzer. - - - - Дневник Деда Трясины - - - Последняя запись: \n \nВчерашний день был удачным. Одного бедного Сталкера растерзали собаки, а у него было много интересных вещей. К сожалению, я не смог забрать все с собой и спрятал остальное. Кажется уместным, что мёртвые охраняют вещи мертвеца. - - - - СВД 'Циклоп' - - - Старая охотничья винтовка Мясника - модифицированная версия СВД. \n \n - %c[ui_gray_2]Модули: \n - %c[d_purple] • %c[ui_gray_2] ЭКП-8-02 Кобра, 1П29, ПСО-1 прицелы\n - %c[d_purple] • %c[ui_gray_2] КЗРПЗ глушитель (после модификации)\n \n - - - - Температурные измерения - - - Графики, фиксирующие различные температуры аномалии. Это тот документ, о котором говорил Алёша? - - - - - - - - - - - - - - - - - - diff --git a/mods/[DEV] Brotherhood/gamedata/configs/text/rus/st_quests_brotherhood.xml b/mods/[DEV] Brotherhood/gamedata/configs/text/rus/st_quests_brotherhood.xml deleted file mode 100644 index 355d0f28..00000000 --- a/mods/[DEV] Brotherhood/gamedata/configs/text/rus/st_quests_brotherhood.xml +++ /dev/null @@ -1,680 +0,0 @@ - - - - - - - ---- Cordon ---- - - - Чёртов железнодорожный мост - - - Сидорович нанял меня для участия в штурме перехода под Ж/Д мостом. Я должен связаться с лидером отряда "Чистого неба" Кастором на Свиноферме. - - - Сидорович нанял меня для участия в штурме перехода под Ж/Д мостом. Отряд "Чистого неба" на месте, осталось посетить Элеватор и найти отряд Одиночек под командованием Поллукса. - - - Все на месте, пора штурмовать переход! - - - Мы отбили проход через Ж/Д мост, теперь нужно отразить подкрепление Бандитов! - - - Мы отбили проход через Ж/Д мост, а подкрепление Бандитов разгромлено. Я должен доложить Сидоровичу о нашей победе. - - - - Чёртов железнодорожный мост: Диверсия - - - Сидорович нанял меня для участия в штурме перехода под Ж/Д мостом. Мне предстоит штурмовать АТП на востоке и уничтожить Бандитов там. - - - Я уничтожил Бандитов на АТП. Надо проверить, не нужна ли ребятам помощь с переходом. - - - Я уничтожил бандитов на АТП, а штурм Ж/Д моста прошёл успешно. Надо доложить об этом Сидоровичу. - - - ----Братство---- - - - Потеряно в пути - - - Мне нужно вернуть посылку, утерянную из-за стаи собак. Она должна быть на Болоте, возле старой стройплощадки. -Курьер прошёл мимо Насосной станции, держа слева от себя деревню с водонапорной башней, а справа - Механизаторский двор, который иногда используют военные. - - - Я нашёл посылку. Я должен отнести её Выбегалло на Агропром, куда-то на территорию Завода. - - - Я доставил посылку. Мне надо сообщить об этом Мяснику. - - - - У кабана нет будущего - - - В лесу, за аномалией "Газировка" в юго-восточной части Свалки, появилось стадо кабанов. Мясник хочет их смерти. - - - Я должен доложить Мяснику что его проблема решена. - - - - Заблудившиеся Снорки - - - К юго-западу от Ж/Д Ангара, недалеко от южного пути на Агропром, находится группа Снорков. Мясник хочет их смерти. - - - Я должен доложить Мяснику что его проблема решена. - - - - Великое сокращение - - - Мясник хочет, чтобы я проверил, не слишком ли разрослась популяция Снорков на Агропроме на границе со Свалкой. Он велел мне взять с собой Беллерофона. Снорки могут находиться на холме между двумя проходами в сторону Свалки. - - - Снорки мертвы - я должен вернуться с Беллерофоном в Ж/Д Ангар и поговорить с ним. - - - Я должен доложить Мяснику что Снорки больше не должны быть проблемой. - - - - Потерянный на Oхоте - - - Я получил срочную просьбу о помощи от Мясника - охотник по имени Орион потерялся, а Беллерофон ранен и ждёт на Заводе на Агропроме. Я должен помочь им. - - - Я получил срочную просьбу о помощи от Мясника - охотник по имени Орион потерялся, а Сарпедон ранен и ждет на Заводе на Агропроме. Я должен помочь им. - - - Орион заблудился где-то в Подземелье Агропрома. Я должен найти его и убить то, что создало все эти проблемы. - - - Я убил Контролёра, который стоял за нашествием Снорков. К сожалению, Орион мёртв. Я должен рассказать об этом Беллерофону. - - - Я убил Контролёра, который стоял за нашествием Снорков. К сожалению, Орион мертв. Я должен рассказать об этом Сарпедону. - - - - ----- Duty Hunter ---- - - Потенциальный клиент: Аспирин - - - Мясник сказал, что у Аспирина, медика "Долга", может найтись для меня работа. Мне надо встретиться с ним. - - - - Приходите ко мне: Аспирин - - - Аспирин написал мне, что у него может быть для меня работа. Мне надо увидеться с ним. - - - - Приходите ко мне: Воронин - - - Воронин написал мне, что у него есть проблема. Мне надо встретиться с ним. - - - - Выселение жильцов - - - Аспирин хочет, чтобы я убил всех Кровососов в Деревне Кровососов. Я должен сделать это до восхода солнца. - - - Кажется, что я убил всех Кровососов. Мне надо вернуться к Аспирину. - - - Кажется, что я убил всех Кровососов, но солнце уже взошло. - - - - - - - Уборка - - - Воронин хочет, чтобы я заменил нашивки "Долга" на нашивки Наёмников на телах бойцов в Деревне Кровососов. - - - Я заменил все нашивки "Долга" на нашивки Наёмников. Я должен доложить об этом Воронину. - - - Я заменил все нашивки "Долга" на нашивки Наёмников, но не успел сделать это до рассвета. Я должен доложить об этом Воронину. - - - - Расплата! - - - Бойцы "Долга" хотят отомстить Кровососам. Я должен встретиться с их отрядом на Армейских Cкладах в хуторе к югу от дороги на Росток. - - ------ Bellerophon ---- - - - Беллерофон: зверь в ночи - - - Беллерофон просил меня встретиться с ним в Бункере на Янтаре. Оттуда мы направимся убивать его Химеру. - - - Нам нужно найти Химеру. Она должна скрываться где-то на севере, в промышленных районах Янтаря. - - - Мы убили Химеру. Я должен сопроводить Беллерофона обратно в Бункер. - - - - ------- Trapper ------ - - - Нечестная конкуренция - - - Зверобой попросил меня собрать 6 штук мяса Кабанов, чтобы сделать приманку для Химеры. - - - Зверобой попросил меня убить для него Химеру. Я должен разместить приманку к северу от Градирни, в ограждении перед воротами. Я должен узнать это место. - - - Наживка заброшена. Теперь мне остаётся ждать и молиться. - - - Химера мертва. Я должен сообщить об этом Зверобою. - - - - Это то место, о котором мне говорил Ловец. Я должен оставить приманку здесь. - - - Это то место, о котором мне говорил Зверобой, но ночь ещё не наступила. - - - - Съёмки для канала Discovery - - - В комплексе "Волхов" поселилась Химера. Мне нужно воспользоваться приманкой, чтобы выманить её, а затем пробраться внутрь и установить записывающее устройство. Приманка должна быть размещена на восточном входе в комплекс, рядом с КПП. Я должен узнать это место. И при этом Химера должна остаться в живых! - - - Приманка заброшена! У меня мало времени - записывающее устройство необходимо установить. - - - Записывающее устройство на месте. Я должен сообщить об этом Зверобою. - - - Теперь мы ждём, когда Химера заполнит кассету. - - - Я могу возваращать запись. Химере не обязательно оставаться в живых. - - - Я случайно убил Химеру. Я должен рассказать об этом Зверобою. - - - По всей видимости, в комплексе "Волхов" снова обитает Химера. Миссия может быть продолжена. Нужно разместить новую приманку. Приманка должна быть размещена на восточном входе в комплекс, рядом с КПП. Я должен узнать это место. И при этом Химера должна остаться в живых! - - ----- Legendary Hunts ---- - - - - Великая охота: От заката до рассвета - - - Мне предстоит охота на Влада и Дракула - братьев-кровососов. Они будут сражаться со мной только ночью, и мне придётся надеть старый плащ Лесника. Их логово находится где-то возле старого танка. Сначала мне нужно пройти через старый Туннель, а затем на северо-восток, вглубь леса. - - - Влад и Дракул мертвы. Я должен встретиться с Лесником и сообщить ему эту новость. - - - Солнце уже взошло, а мне так и не удалось убить Влада и Дракула. Мне нужно вернуться к Леснику. - - - - Великая охота: сезон охоты на кабана - - - Мясник сообщил мне, что сезон охоты на Калидонского вепря открыт. Чтобы привлечь его, я должен убить всех кабанов, которых найду в центре Болот - между Насосной станцией, деревней с водонапорной башней и машинным двором, который иногда используют военные. - - - Калидонский вепрь мёртв. Я должен сообщить эту новость Мяснику. - - ----- Alyosha Shyogolov---- - - - Крик о помощи - - - Эколог по имени Алёша Щеглов осаждён Снорками в Ж/Д тонеле на Агропроме. Он отчянно зовёт на помощь. - - - Сопроводите Алёшу Щеглова до Завода Агропрома. - - - Сообщите Алёше Щеглову, что вы дошли до нужного места. - - - - Вопрос возвращения - - - Алеша Щеглов доверил мне забрать несколько важных документов у Эколога, превратившегося в Зомби. Он должен находиться где-то на юге Агропрома или на севере Великих Болот. - - - Кажется, я нашёл документы. Я должен вернуть их Алёше на Агропром. - - - - - Алёша Щеглов: Создавая проблемы - - - Алёша Щеглов затеял разборки с каким-то бандитами. Он передал им, чтобы они встретились с ним к югу от станции Янов. Я должен поторопиться и вмешаться. - - - Мне нужно отбиться от бандитов, с которыми Алёша затеял драку. - - - Я справился с бандитами. Я должен найти Алёшу на станции. - - - ---- Vybegallo --- - - - Выбегалло: наука зашла слишком далеко? - - - Выбегалло попросил меня о срочной помощи. Я должен его навестить. - - - - Наука вырывается на свободу - - - Эксперимент Выбегалло вырвался наружу и скрывается где-то в Подземелье Агропрома. Найдите и ликвидируйте "Его". - - - Эксперимент Выбегалло мёртв. Я должен встретиться с ним. - - - - Выбегалло: ради науки! - - - Выбегалло хочет, чтобы я нашёл ему части мутантов: две руки Излома, одно сердце Кровососа и часть тела Псевдогиганта: глаз, лапу или шкуру. - - - - Выбегалло: ради науки? - - - Сахаров объяснил мне опасность экспериментов Выбегалло и хотел, чтобы я передал ему распоряжение о прекращении их проведения. - - - Я передал приказ Выбегалло, который отнёсся к этому несерьезно. Я должен вернуться к Сахарову. - - - Tu quoque mon cher? - - - Сахаров хочет смерти Выбегалло. Это неофициальное задание, я должен быть осторожен. - - - Выбегалло мёртв, мне надо доложить об этом Сахарову. - - - ------ Market Share----- - - Приглашение - - - Кто-то хочет встретиться со мной на Янове, в башне к северу от железнодорожного вокзала. - - - - Доля рынка - Курьеры - - - Курьеры вот-вот отправятся в путь. Я должен присоединиться к Крису как можно скорее. - - - - Доля рынка - Пополнение - - - Пополнение запасов вот-вот состоится. Я должен присоединиться к Крису как можно скорее. - - - - Стартап - корпоративный шпионаж - - - Харальд Виртанен мёртв, а я заполучил его КПК. Я должен отнести его Крису. - - - Харальд Виртанен мёртв. Теперь мне нужно забрать его КПК. - - - Крис хочет, чтобы я убил Наёмника по имени "Харальд Виртанен" на станции переработки отходов. \n \nПо слухам, он любит тайком выпивать поздно вечером, где-то в районе гаражей в восточно-южной части комплекса. - - - - Стартап - непредвиденные сложности - - - Я получил USB. Теперь мне нужно отнести его Крису. - - - Крис хочет, чтобы я перехватил курьера Наёмников. Они будут искать убежище где-то в юго-западной части Янова - мне следует поискать там здание или строения. - - - - Стартап - фальшивое резюме - - - Я должен замаскироваться под Наёмника, проникнуть на их базу на Затоне и доставить USB офицеру по имени "Айвар Кууск". - - - Мне удалось одурачить Наёмников. Надо доложить Крису, что всё проходит по плану. - - - - Стартап - перехват активов - - - Наёмники передадут припасы на свой северный форпост на Парковке к востоку от станции Янов. Монах и его отряд помогут мне - они ждут меня на станции Янов. - - - Охранники мертвы - я должен принести Крису ящики с припасами. - - - ----Fake Artifact--- - - - Подделка - - - Сидоровича обманули - узнайте, кто подделал липовый [Артефакт] - - - - - - - - - - Неоплаченный долг - - - Разберитесь с бандитами, которым Тамбов задолжал деньги. Они ждут его на Свиноферме, в юго-западной части Тёмной долины. - - - - - - Неоплаченный долг - - - Разберитесь с бандитами, которым Тамбов задолжал деньги. Они поджидают его на Свиноферме, в юго-западной части Тёмной долины. - - - Бандиты мертвы - я должен вернуться к Тамбову, чтобы получить свои деньги. - - ------ What a Night ----- - - - Что за ночь - что случилось? - - - Я проснулся в чёртовом нигде - что случилось прошлой ночью? - - ------ Rush to the North - - - Тренировка новичков - - - Фанат попросил меня обучить новичка по имени Илиаз. Он находится в кирпичном доме напротив Фаната. Я должен принести ему 20 патронов дроби, одну бытулку Немирофф, один детектор "Отклик" и контейнер для артефактов. - - - Сначала я покажу ему, азы охоты. К востоку от деревни водятся кабаны. - - - Теперь я расскажу ему, как находить артефакты. Я должен отвести Илиаза к аномалии "Мясорубка". - - - Мы прибыли на место. Я должен объяснить Илиазу, как охотиться за артефактами. - - - Мы прибыли на место. Я должен объяснить Илиазу, как охотиться за артефактами. - - - Илиаз вернулся обратно. Я должен поговорить с ним. - - - Илиаз справился с трудностями. Я должен привести его обратно в деревню. - - - - - Сопровождение до Янова - - - Сорокин попросил вас проводить его до станции Янов. - - - Скажите Сорокину, что вы прибыли в пункт назначения. - - - - Собирая команду - - - Стрелок собирает команду. Первое испытание - добраться до станции Янов и найти его там. - - - Я добрался до станции Янов. Я должен попытаться найти Стрелка. - - - - Вой в ночи - - - Безсонник хочет, чтобы я убил стаю собак. Они должны быть к западу от базы, недалеко от тропы к Кладбищу техники. - - - Я убил собак. Я должен вернуться к Безсоннику. - - - - - Странное мясо - - - Гаваец хочет, чтобы я отыскал стоящего за появлением странного мяса. Мне предстоит сделать собственные выводы. - - - - - It Fell of the Back of a Truck - - - Shlitzer wants me to take delivery of some supplies - I only have 5 days for it. I have to give the signal to Badger who is on guard duty from midnight to 4am. The signal is three short flashes with a flashlight next to the Jeep wreackage. - - - I gave the signal to Badger. Now he will meet me on the western end of the fence. - - - I took delivery of the bag. I should bring it to Shlitzer. - - - - - That is one. - - - That is two. - - - Three - that should have been the signal. - - - I somehow messed up the signal. I should wait a bit and start again. - - - - Pecunia non olet - - - - - Пропал на охоте: Серёга Лесун - - - Я помогаю Зверобою отыскать охотников, погибших во время охоты, и ликвидировать их убийцу. Серёга отправился на Цементный завод - надо прочесать окрестности. - - - Я нашел тело Серёги. Теперь мне нужно ликвидировать его убийцу. - - - Я нашёл тело Серёги и ликвидировал его убийц. Я должен сообщить Зверобою. - - - - Пропал на охоте: Фазан Бедовый - - - Я помогаю Зверобою отыскать охотников, погибших во время охоты, и ликвидировать их убийцу. Фазан отправился в Восточные туннели - надо прочесать окрестности. - - - Я нашёл тело Фазана. Теперь я должен уничтожить его убийцу. - - - Я ликвидировал убийц Фазана. Теперь я должен найти его тело. - - - Я нашёл тело Фазана и ликвидировал его убийц. Я должен сообщить Зверобою. - - - Пропал на охоте: Андрей Лопасть - - - Я помогаю Зверобою отыскать охотников, погибших во время охоты, и ликвидировать их убийцу. Андрей отправился к Копачам - надо прочесать окрестности. - - - Я нашёл тело Андрея. Теперь мне нужно уничтожить его убийцу. - - - Я нашёл тело Андрея и ликвидировал его убийц. Я должен сообщить Зверобою. - - - - Непрошеный проповедник - - - Сидорович хочет, чтобы Гуталин исчез. - - - Гуталин больше не будет проповедовать. Сидорович будет рад это услышать. - - --------------------------- ------ Atomic Crusader ---- --------------------------- - - Meet your Father - - - I should report to Father Charon. - - - - The spearhead of the Monolith - - - My chapter has been assigned the retaking of the Kindergarten. I should prepare and find Blue Winter to wait for nightfall. - - - We set out to join our Brothers Melchior and Caspar. They should be waiting north of the Kindergarten. - - - Clear the Kindergarten with Blue Winter and Balthazar. - - - The Kindergarden is cleared. I should talk to Blue Winter. - - - Blue Winter has given me the honour to report our victory to Father Charon. - - - - --------------------------- ------ Atomic Crusader ---- --------------------------- - - Meet your Father - - - I should report to Father Charon. - - - - The spearhead of the Monolith - - - My chapter has been assigned the retaking of the Kindergarten. I should prepare and find Blue Winter to wait for nightfall. - - - We set out to join our Brothers Melchior and Caspar. They should be waiting north of the Kindergarten. - - - Clear the Kindergarten with Blue Winter and Balthazar. - - - The Kindergarden is cleared. I should talk to Blue Winter. - - - Blue Winter has given me the honour to report our victory to Father Charon. - - - - - - - - diff --git a/mods/[DEV] Brotherhood/gamedata/scripts/actor_effects.script b/mods/[DEV] Brotherhood/gamedata/scripts/actor_effects.script deleted file mode 100644 index 17ae5522..00000000 --- a/mods/[DEV] Brotherhood/gamedata/scripts/actor_effects.script +++ /dev/null @@ -1,1896 +0,0 @@ - -local ini_eff = ini_file("plugins\\actor_effects.ltx") -local snd_cam = sound_object([[interface\inv_camera]]) - -local device = device -local string = string -local math = math - -local last_slot = 0 -local last_det = 0 -local weapon_hidden = 0 -local cam_dist = 0 -local can_shoot = true -local autohide = ui_options.get("video/hud/autohide_stamina_bar") - -local RENDERER = get_console_cmd(0,"renderer") -local STATIC_LIGHT = 'renderer_r1' -local IS_R1 = (RENDERER == STATIC_LIGHT) -local STATIC_VINGETTE = false -- for +R2 - if true, it will draw vingette instead of relying on r2_mask_control -local STATIC_MASK = true -- For R1 - if true, it will ignore distortion shader and use old mask overlay - -local detector_was_active = false - -local allow_states = { - [0] = true, -- Idle - [4] = true, -- Bore - [9] = true -- Empty -} - -local opt = {} -function init_settings() - local n = 0 - local tbl = {} - - opt.radiation_ppe_threshold = ini_eff:r_float_ex("settings","radiation_ppe_threshold") or 0.45 - opt.cam_dist = ini_eff:r_float_ex("settings","cam_dist") or 4 - - opt.speed = {} - n = ini_eff:line_count("settings_speed") - for i=0,n-1 do - local result, id, value = ini_eff:r_line_ex("settings_speed",i,"","") - if id and value then - opt.speed[id] = tonumber(value) - end - end - - opt.health = {} - opt.health.level1 = ini_eff:r_float_ex("settings_health","level1") - opt.health.level2 = ini_eff:r_float_ex("settings_health","level2") - opt.health.little_delta = ini_eff:r_float_ex("settings_health","little_delta") - opt.health.little_ppe = ini_eff:r_string_ex("settings_health","little_ppe") or "amk_shoot.ppe" - opt.health.middle_delta = ini_eff:r_float_ex("settings_health","middle_delta") - opt.health.middle_anm = parse_list(ini_eff,"settings_health","middle_anm") - opt.health.middle_snd = parse_list(ini_eff,"settings_health","middle_snd") - opt.health.huge_delta = ini_eff:r_float_ex("settings_health","huge_delta") - opt.health.huge_ppe = ini_eff:r_string_ex("settings_health","huge_ppe") or "total_recall.ppe" - opt.health.huge_anm = parse_list(ini_eff,"settings_health","huge_anm") - opt.health.huge_snd = parse_list(ini_eff,"settings_health","huge_snd") - opt.health.drop_wnp_prob = ini_eff:r_float_ex("settings_health","drop_wnp_prob") - opt.health.no_drop_wnp = parse_list(ini_eff,"settings_health","no_drop_wnp",true) - opt.health.injury_snd = {} - local injury_snd = parse_list(ini_eff,"settings_health","injury_snd") - for i=1,#injury_snd do - for k,v in string.gmatch(injury_snd[i], "([%w_%-%s%.]+)=([%w_%-%s%.]+)") do - opt.health.injury_snd[k] = tonumber(v) - end - end - - opt.helmets = {} - n = ini_eff:line_count("settings_helm") - for i=0,n-1 do - local result, id, value = ini_eff:r_line_ex("settings_helm",i,"","") - if id and value then - empty_table(tbl) - tbl = parse_list(ini_eff,"settings_helm",id) - - opt.helmets[id] = {} - opt.helmets[id].hud = tbl[1] or "hud_gas" - opt.helmets[id].breakable = (tbl[2] == "true") and true or false - opt.helmets[id].blurs = tbl[3] and tonumber(tbl[3]) or 2.5 - opt.helmets[id].respi = (tbl[4] == "true") and true or false - end - end - - opt.helmets_vingette = {} - n = ini_eff:line_count("settings_helm_vingette") - for i=0,n-1 do - local result, id, value = ini_eff:r_line_ex("settings_helm_vingette",i,"","") - if id and value then - opt.helmets_vingette[id] = tonumber(value) - end - end - - opt.helmets_reflect = {} - n = ini_eff:line_count("settings_helm_reflection") - for i=0,n-1 do - local result, id, value = ini_eff:r_line_ex("settings_helm_reflection",i,"","") - if id then - opt.helmets_reflect[id] = true - end - end - - opt.helmets_con = {} - n = ini_eff:line_count("settings_helm_con") - for i=0,n-1 do - local result, id, value = ini_eff:r_line_ex("settings_helm_con",i,"","") - if id and value then - empty_table(tbl) - tbl = parse_list(ini_eff,"settings_helm_con",id) - - opt.helmets_con[id] = {} - opt.helmets_con[id].con = tbl[1] and tonumber(tbl[1]) or 0 - opt.helmets_con[id].hud = tbl[2] - opt.helmets_con[id].fx = tbl[3] and tonumber(tbl[3]) or 0 - end - end -end -function init_main_settings() - opt.enable_animations = ui_options.get("video/player/animations") - opt.enable_shoot_effects = ui_options.get("video/player/shoot_effects") - opt.enable_mask_hud = ui_options.get("video/player/mask_hud") - opt.enable_breathing_sound = ui_options.get("sound/environment/breathing_sound") - opt.enable_breathing_fog = ui_options.get("video/player/breathing_fog") - opt.enable_radiation_effect = ui_options.get("video/player/radiation_effect") - opt.enable_blood_splash = ui_options.get("video/player/blood_splash") - opt.enable_bleed_effect = ui_options.get("video/player/bleed_effect") - opt.enable_hit_impact_effect = true --axr_main.config:r_value("mm_fx_options","enable_hit_impact_effect",1,true) - opt.enable_item_swap_animation = ui_options.get("video/player/item_swap_animation") - opt.enable_visor_reflection = ui_options.get("video/player/visor_reflection") -end - -local wpn_fx = {} -local function parse_anims(sec) - local sec_p = ini_sys:r_string_ex(sec,"parent_section") or sec - - if wpn_fx[sec_p] and (sec ~= sec_p) then - wpn_fx[sec] = wpn_fx[sec_p] - - elseif ini_eff:section_exist(sec_p) then - local tbl = {} - - -- parse strength - tbl.s = {} - local s = ini_eff:r_string_ex(sec_p,"s") - local _s = str_explode(s,",") - for i=1,#_s do - tbl.s[#tbl.s + 1] = tonumber(_s[i]) - end - - -- parse strength randomizer - tbl.r = ini_eff:r_float_ex(sec_p,"r") - - -- parse anm - tbl.e = {} - local e = ini_eff:r_string_ex(sec_p,"e") - local _e = str_explode(e,",") - for i=1,#_e do - local __e = str_explode(_e[i],":") - for j=1,#__e do - __e[j] = tonumber(__e[j]) - end - tbl.e[#tbl.e + 1] = __e - end - - -- parse ppe - tbl.p = {} - local p = ini_eff:r_string_ex(sec_p,"p") - if p and p ~= "" then - for k,v in string.gmatch(p, "([%w_%-%s%.]+)=([%w_%-%s%.]+)") do - tbl.p[k] = tonumber(v) - end - end - - if (not wpn_fx[sec_p]) and (sec ~= sec_p) then - wpn_fx[sec_p] = tbl - end - - wpn_fx[sec] = tbl - --utils_data.print_table(wpn_fx[sec]) - - else - wpn_fx[sec] = true - --printf("not recoil effect for [%s]", sec) - end -end - - --------------------------------------------------------------- --- Trigger --------------------------------------------------------------- -local torch_anm_state = 0 -local torch_anm_start = 0 -local torch_anm_time = 0 -local torch_anm_state_dbg = 0 -local mc_anm_state = 0 -local mc_anm_start = 0 -local mc_anm_time_1 = 0 -local mc_anm_time_2 = 0 -local mc_anm_state_dbg = 0 -local torch_anm_sec = "anim_headlamp" -local mc_anm_sec = "anim_mask_clean" -local snd_headlamp = sound_object('interface\\inv_torch') -local snd_gasmask = sound_object('interface\\inv_mask_clean_3') -local hqt_hide_anm_speed = 3.5 -- Weapon hide speed -local hqt_grenade_slot = 4 -local hqt_last_slot -local hqt_state = 0 -local hide_hand_speed = 1.5 - -function allow_animation() - return (torch_anm_state == 0 and mc_anm_state == 0 and hqt_state == 0 and game.hud_motion_allowed() and (not game.only_movekeys_allowed()) and actor_menu.get_last_mode() == 0 and (not IsMoveState("mcClimb"))) -end - -local lowered_anm_kinds = { - ["w_sniper"] = true, - ["w_rifle"] = true, - ["w_smg"] = true, - ["w_shotgun"] = true, -} - -local lowered_anm_classes = { - ["WP_VAL"] = true, - ["WP_AK74"] = true, - ["WP_LR300"] = true, - ["WP_BM16"] = true, - ["WP_SVD"] = true, - ["WP_SVU"] = true, - ["WP_GROZA"] = true, - ["WP_ASHTG"] = true, - ["WP_ASHTG"] = true, - ["WP_SHOTG"] = true, - ["WP_RG6"] = true, - ["WP_RPG7"] = true, - ["D_PDA"] = true, -} - -function Hit_TorchToggle() - - -- Check if headlamp is equipped. No need for battery check - if (not allow_animation()) or (not item_device.can_toggle_torch()) then - return - end - - local weapon_zoomed = axr_main.weapon_is_zoomed and (not (IsPistol(db.actor:active_item(),nil)) or db.actor:active_detector()) - local det_active = db.actor:active_detector() or nil - local det_hide_time = 0 - local new_speed = 0 - local anm_name = "script\\headlamp.anm" - local anm_additional_length = 0.45 - - if (db.actor:active_item()) then - local itm = db.actor:active_item() - local hud = ini_sys:r_string_ex(itm:section(),"hud") or "hud_base" - local name = ini_sys:r_string_ex(hud,"gasmask_anm") - if (name) then - anm_name = name - else - local kind = ini_sys:r_string_ex(itm:section(),"kind") or nil - local class = ini_sys:r_string_ex(itm:section(),"class") or nil - if ((kind and lowered_anm_kinds[kind]) or (class and lowered_anm_classes[class])) then - anm_name = "script\\lower.anm" - anm_additional_length = 0.8 - end - end - - if (not det_active and weapon_zoomed) then - if (get_console():get_bool("wpn_aim_toggle")) then - level.press_action(bind_to_dik(key_bindings.kWPN_ZOOM)) - else - level.release_action(bind_to_dik(key_bindings.kWPN_ZOOM)) - end - end - end - - if (det_active) then - if (weapon_zoomed) then - det_active:switch_state(2) - det_hide_time = (det_active:play_hud_motion("anm_zoom_hide_fast", true, 3, 1, 0) / 1000) - - if (get_console():get_bool("wpn_aim_toggle")) then - level.press_action(bind_to_dik(key_bindings.kWPN_ZOOM)) - else - level.release_action(bind_to_dik(key_bindings.kWPN_ZOOM)) - end - else - det_hide_time = (det_active:play_hud_motion("anm_hide_fast", true, 3, 2, 0) / 1000) + 0.1 - end - - if (det_hide_time == 0) then - det_hide_time = (det_active:play_hud_motion("anm_hide", true, 3, 3.5, 0) / 1000) + 0.1 - end - - game.play_hud_anm(anm_name, 0, 0.25, 1, false) - end - - local function torch_toggle_anim_fast() - local time_g = time_global() - - if (torch_anm_state == 1) then - game.play_hud_motion(1, torch_anm_sec, "anm_switch", true, 0.75) - level.add_cam_effector("camera_effects\\headlamp\\headlamp.anm", 7539, false, "", 0, false) - torch_anm_start = time_g - torch_anm_state = 2 - - elseif (torch_anm_state == 2) and (time_g > torch_anm_start + torch_anm_time - 350) then - snd_headlamp:play(db.actor,0,sound_object.s2d) - item_device.toggle_torch() - torch_anm_state = 3 - - elseif (torch_anm_state == 3) and (time_g > torch_anm_start + torch_anm_time + 1) then - torch_anm_state = 0 - torch_anm_start = 0 - torch_anm_state_dbg = 0 - game.only_allow_movekeys(false) - game.set_actor_allow_ladder(true) - RemoveTimeEvent(0, "play_torch_toggle") - end - - if DEV_DEBUG and (torch_anm_state_dbg ~= torch_anm_state) then - torch_anm_state_dbg = torch_anm_state - --printf("- Torch animation | state reached: %s - time: %s", torch_anm_state, time_g) - end - - return false - end - - local function torch_toggle_anim() - local time_g = time_global() - - if (torch_anm_state == 1) then - if (det_active) then - det_active:switch_state(3) - db.actor:force_hide_detector() - else - game.play_hud_anm(anm_name, 0, 1, 1, false) - end - - game.play_hud_motion(1, mc_anm_sec, "anm_hide_hand", true, hide_hand_speed) - new_speed = game.set_hud_anm_time(anm_name, ((torch_anm_time + mc_anm_time_1) / 1000) + anm_additional_length) - torch_anm_start = time_g - torch_anm_state = 2 - - elseif (torch_anm_state == 2) and (time_g > torch_anm_start + mc_anm_time_1 - 10) then - game.play_hud_motion(1, torch_anm_sec, "anm_switch", true, 1) - level.add_cam_effector("camera_effects\\headlamp\\headlamp.anm", 7539, false, "", 0, false) - torch_anm_state = 3 - - elseif (torch_anm_state == 3) and (time_g > torch_anm_start + mc_anm_time_1 + torch_anm_time - 550) then - snd_headlamp:play(db.actor,0,sound_object.s2d) - item_device.toggle_torch() - torch_anm_state = 4 - - elseif (torch_anm_state == 4) and (time_g > torch_anm_start + mc_anm_time_1 + torch_anm_time + 15) then - if (new_speed) then game.play_hud_anm(anm_name, 2, new_speed, 1, false, true) end - if (det_active) then db.actor:show_detector(true) end - torch_anm_state = 5 - - elseif (torch_anm_state == 5) and (time_g > torch_anm_start + mc_anm_time_1 + torch_anm_time + (anm_additional_length * 1000 + 100)) then - torch_anm_state = 0 - torch_anm_start = 0 - torch_anm_state_dbg = 0 - game.only_allow_movekeys(false) - game.set_actor_allow_ladder(true) - RemoveTimeEvent(0, "play_torch_toggle") - end - - if DEV_DEBUG and (torch_anm_state_dbg ~= torch_anm_state) then - torch_anm_state_dbg = torch_anm_state - --printf("- Torch animation | state reached: %s - time: %s", torch_anm_state, time_g) - end - - return false - end - - torch_anm_state = 1 - game.only_allow_movekeys(true) - game.set_actor_allow_ladder(false) - - if (not db.actor:active_item() and not det_active) then - CreateTimeEvent(0, "play_torch_toggle", det_hide_time, torch_toggle_anim_fast) - else - CreateTimeEvent(0, "play_torch_toggle", det_hide_time, torch_toggle_anim) - end -end - -function Hit_MaskCleaning() - - -- Check if mask overlay is ON - if (not allow_animation()) or (not is_mask_on()) then - return - end - - local weapon_zoomed = axr_main.weapon_is_zoomed and (not (IsPistol(db.actor:active_item(),nil)) or db.actor:active_detector()) - local det_active = db.actor:active_detector() or nil - local det_hide_time = 0 - local new_speed = 0 - local anm_name = "script\\gasmask.anm" - local anm_additional_length = 0.45 - - if (db.actor:active_item()) then - local itm = db.actor:active_item() - local hud = ini_sys:r_string_ex(itm:section(),"hud") or "hud_base" - local name = ini_sys:r_string_ex(hud,"gasmask_anm") - if (name) then - anm_name = name - else - local kind = ini_sys:r_string_ex(itm:section(),"kind") or nil - local class = ini_sys:r_string_ex(itm:section(),"class") or nil - if ((kind and lowered_anm_kinds[kind]) or (class and lowered_anm_classes[class])) then - anm_name = "script\\lower.anm" - anm_additional_length = 0.75 - end - end - - if (not det_active and weapon_zoomed) then - if (get_console():get_bool("wpn_aim_toggle")) then - level.press_action(bind_to_dik(key_bindings.kWPN_ZOOM)) - else - level.release_action(bind_to_dik(key_bindings.kWPN_ZOOM)) - end - end - end - - if (det_active) then - if (weapon_zoomed) then - det_active:switch_state(2) - det_hide_time = (det_active:play_hud_motion("anm_zoom_hide_fast", true, 3, 1, 0) / 1000) - - if (get_console():get_bool("wpn_aim_toggle")) then - level.press_action(bind_to_dik(key_bindings.kWPN_ZOOM)) - else - level.release_action(bind_to_dik(key_bindings.kWPN_ZOOM)) - end - else - det_hide_time = (det_active:play_hud_motion("anm_hide_fast", true, 3, 2, 0) / 1000) + 0.1 - end - - if (det_hide_time == 0) then - det_hide_time = (det_active:play_hud_motion("anm_hide", true, 3, 3.5, 0) / 1000) + 0.1 - end - - game.play_hud_anm(anm_name, 0, 0.25, 1, false) - end - - local function mask_cleaning_anim_fast() - local time_g = time_global() - - if (mc_anm_state == 1) then - game.play_hud_motion(1, mc_anm_sec, "anm_wipe", false, 1) - snd_gasmask:play(db.actor,0,sound_object.s2d) - level.add_cam_effector("camera_effects\\weapon\\gasmask_swipe1.anm", 7538, false, "", 0, false) - mc_anm_start = time_g - mc_anm_state = 2 - - elseif (mc_anm_state == 2) and (time_g > mc_anm_start + mc_anm_time_2 - 400) then - level_environment.droplets_reset() - mc_anm_state = 3 - - elseif (mc_anm_state == 3) and (time_g > mc_anm_start + mc_anm_time_2 + 1) then - mc_anm_state = 0 - mc_anm_start = 0 - mc_anm_state_dbg = 0 - game.only_allow_movekeys(false) - game.set_actor_allow_ladder(true) - RemoveTimeEvent(0, "play_mask_cleaning") - - end - - if DEV_DEBUG and (mc_anm_state_dbg ~= mc_anm_state) then - mc_anm_state_dbg = mc_anm_state - --printf("- Gasmask wipe animation | state reached: %s - time: %s", mc_anm_state, time_g) - end - - return false - end - - local function mask_cleaning_anim() - local time_g = time_global() - - if (mc_anm_state == 1) then - if (det_active) then - det_active:switch_state(3) - db.actor:force_hide_detector() - else - game.play_hud_anm(anm_name, 0, 1, 1, false) - end - - game.play_hud_motion(1, mc_anm_sec, "anm_hide_hand", true, hide_hand_speed) - new_speed = game.set_hud_anm_time(anm_name, ((mc_anm_time_1 + mc_anm_time_2) / 1000) + anm_additional_length) - mc_anm_start = time_g - mc_anm_state = 2 - - elseif (mc_anm_state == 2) and (time_g > mc_anm_start + mc_anm_time_1 - 10) then - game.play_hud_motion(1, mc_anm_sec, "anm_wipe", false, 1) - snd_gasmask:play(db.actor,0,sound_object.s2d) - level.add_cam_effector("camera_effects\\weapon\\gasmask_swipe1.anm", 7538, false, "", 0, false) - mc_anm_state = 3 - - elseif (mc_anm_state == 3) and (time_g > mc_anm_start + mc_anm_time_1 + mc_anm_time_2 - 400) then - level_environment.droplets_reset() - mc_anm_state = 4 - - elseif (mc_anm_state == 4) and (time_g > mc_anm_start + mc_anm_time_1 + mc_anm_time_2 + 15) then - if (new_speed) then game.play_hud_anm(anm_name, 2, new_speed, 1, false, true) end - if (det_active) then db.actor:show_detector(true) end - mc_anm_state = 5 - - elseif (mc_anm_state == 5) and (time_g > mc_anm_start + mc_anm_time_1 + mc_anm_time_2 + (anm_additional_length * 1000 + 100)) then - mc_anm_state = 0 - mc_anm_start = 0 - mc_anm_state_dbg = 0 - game.only_allow_movekeys(false) - game.set_actor_allow_ladder(true) - RemoveTimeEvent(0, "play_mask_cleaning") - end - - if DEV_DEBUG and (mc_anm_state_dbg ~= mc_anm_state) then - mc_anm_state_dbg = mc_anm_state - --printf("- Gasmask wipe animation | state reached: %s - time: %s", mc_anm_state, time_g) - end - - return false - end - - mc_anm_state = 1 - game.only_allow_movekeys(true) - game.set_actor_allow_ladder(false) - - if (not db.actor:active_item() and not det_active) then - CreateTimeEvent(0, "play_mask_cleaning", det_hide_time, mask_cleaning_anim_fast) - else - CreateTimeEvent(0, "play_mask_cleaning", det_hide_time, mask_cleaning_anim) - end -end - -function Hit_GrenadeQuickthrow() -- Rezy - if (not allow_animation()) - or (not db.actor:item_in_slot(hqt_grenade_slot)) - or db.actor:get_current_holder() ~= nil - then - return - end - - local weapon_zoomed = axr_main.weapon_is_zoomed and (not (IsPistol(db.actor:active_item(),nil)) or db.actor:active_detector()) - local firekey = bind_to_dik(key_bindings.kWPN_FIRE) - local switch_delay = 0 - local wpn - local det_active = db.actor:active_detector() or nil - - hqt_last_slot = db.actor:active_slot() - - if (weapon_zoomed) then - if (get_console():get_bool("wpn_aim_toggle")) then - level.press_action(bind_to_dik(key_bindings.kWPN_ZOOM)) - else - level.release_action(bind_to_dik(key_bindings.kWPN_ZOOM)) - end - end - - if (hqt_last_slot == hqt_grenade_slot) then - level.press_action(firekey) - return - elseif (hqt_last_slot ~= 0) then - wpn = db.actor:active_item() - if wpn then - local state = wpn:get_state() - if (state ~= 0 and state ~= 1 and state ~= 2) then return end - switch_delay = (wpn:play_hud_motion("anm_hide", true, 3, hqt_hide_anm_speed, 0) / 1000) - end - end - - if (det_active) then - local det_hide_time = (det_active:play_hud_motion("anm_hide_fast", true, 3, 2, 0) / 1000) - - if (det_hide_time == 0) then det_hide_time = (det_active:play_hud_motion("anm_hide", true, 3, hqt_hide_anm_speed, 0) / 1000) end - - if (det_hide_time > switch_delay) then switch_delay = det_hide_time end - end - - local function switch_to_throw() - - local grn = db.actor:item_in_slot(hqt_grenade_slot) - if (not grn) then - game.only_allow_movekeys(false) - game.set_actor_allow_ladder(true) - hqt_state = 0 - if (db.actor:active_slot() ~= hqt_last_slot) then - db.actor:activate_slot(hqt_last_slot) - end - return true - end - - if hqt_state == 1 then - if det_active then - det_active:switch_state(3) - db.actor:force_hide_detector() - end - db.actor:activate_slot(hqt_grenade_slot) - if wpn then wpn:switch_state(3) end - hqt_state = 2 - elseif hqt_state == 2 and db.actor:active_slot() == hqt_grenade_slot then - grn:switch_state(0) - hqt_state = 3 - elseif hqt_state == 3 and grn:get_state() == 0 then - level.press_action(firekey) - hqt_state = 4 - elseif hqt_state == 4 and (grn:get_state() == 1 or grn:get_state() == 2) then - grn:switch_state(3) - hqt_state = 5 - elseif hqt_state == 5 then - if (db.actor:active_slot() ~= hqt_last_slot) then - db.actor:activate_slot(hqt_last_slot) - if grn then grn:switch_state(3) end - end - - if (det_active) then - db.actor:show_detector(true) - det_active:switch_state(1) - end - - game.only_allow_movekeys(false) - game.set_actor_allow_ladder(true) - hqt_state = 0 - return true - end - end - - hqt_state = 1 - - game.only_allow_movekeys(true) - game.set_actor_allow_ladder(false) - - CreateTimeEvent(0, "switch_to_throw", switch_delay, switch_to_throw) -end - --- This should fix being stuck if a burer attacks you during grenade quickthrow -local function burer_on_before_weapon_drop(burer,wpn,flags) - if (hqt_state ~= 0) then - flags.ret_value = false - end -end - --------------------------------------------------------------- --- Update --------------------------------------------------------------- -local swap_last_id = nil -local swap_last_det_st = nil -local swap_last_wep_st = nil -local weapon_classes = { - ["D_PDA"] = "low", - ["II_BOLT"] = "low", - ["WP_KNIFE"] = "low", - ["WP_BINOC"] = "low", - ["G_F1"] = "low", - ["G_F1_S"] = "low", - ["G_RGD5_S"] = "low", - ["WP_PM"] = "low", - ["WP_HPSA"] = "low", - ["WP_USP45"] = "low", - ["WP_VAL"] = "med", - ["WP_AK74"] = "med", - ["WP_LR300"] = "med", - ["WP_BM16"] = "med", - ["WP_SVD"] = "med", - ["WP_SVU"] = "med", - ["WP_GROZA"] = "med", - ["WP_ASHTG"] = "med", - ["WP_ASHTG"] = "med", - ["WP_SHOTG"] = "med", - ["WP_RG6"] = "strong", - ["WP_RPG7"] = "strong" -} -function Update_ItemSwap(actor) - if (not opt.enable_item_swap_animation) then - return - end - - -- - local detector = actor:active_detector() - if detector then - local det_state = detector:get_state() - if (not swap_last_det_st) then swap_last_det_st = det_state end - if (det_state ~= swap_last_det_st) then - if (det_state ==1) or (det_state == 2) then - local rand = math.random(1,4) - level.add_cam_effector("camera_effects\\switch\\low" .. rand .. ".anm", 23233, false, '', 0, false) - end - swap_last_det_st = det_state - end - end - -- - - local wpn = actor:active_item() - if wpn then - local wpn_id = wpn:id() - if (not swap_last_id) then swap_last_id = wpn_id end - - --local se_wpn = alife_object(wpn_id) - local wpn_class = ini_sys:r_string(wpn:section(), "class") - - if weapon_classes[wpn_class] then - local effect_type = weapon_classes[wpn_class] - local state = wpn:get_state() - if not swap_last_wep_st then swap_last_wep_st = state end - if state ~= swap_last_wep_st then - if (state == 1) or (state == 2) then - local rand = math.random(1,4) - level.add_cam_effector("camera_effects\\switch\\" .. effect_type .. rand .. ".anm", 23232, false, '', 0, false) - end - swap_last_wep_st = state - end - swap_last_id = wpn_id - end - else - swap_last_id = 0 - end -end - -local function actor_on_weapon_lower(wpn) - if wpn then - local rand = math.random(1,4) - level.add_cam_effector("camera_effects\\switch\\low" .. rand .. ".anm", 23231, false, '') - end -end - -local function actor_on_weapon_raise(wpn) - if wpn then - local rand = math.random(1,4) - level.add_cam_effector("camera_effects\\switch\\low" .. rand .. ".anm", 23231, false, '') - end -end - -local time_disabled = 0 -local animation_start = false -local item_in_use = {} -local item_not_in_use = true -function Update_Animations(actor) - if item_not_in_use then - return - end - - local in_use = 0 - for tg_m, t in pairs(item_in_use) do - in_use = in_use + 1 - local remov = true - local tg = time_global() - tonumber(tg_m) - - -- time frame of an action has been reached -> excute then clear action - for milli, action in pairs(t) do - remov = false - if (tg > milli) then - assert(loadstring(action))() - item_in_use[tg_m][milli] = nil - --actor:give_game_news(tostring(tg), action, "ui_iconsTotal_grouping", 0, 5000, 0) - end - end - - -- no action is left? -> clear the fx from the table - if remov then - in_use = in_use - 1 - item_in_use[tg_m] = nil - end - end - item_not_in_use = (in_use == 0) -end - - -local rad_removed -function Update_Rad(actor) - if (not opt.enable_radiation_effect) then - if (not rad_removed) then - rad_removed = true - level.remove_pp_effector(2020) - end - return - end - rad_removed = false - - local radiation = actor.radiation - if (radiation > 0) then - if (radiation > opt.radiation_ppe_threshold) then - level.add_pp_effector("radiation.ppe", 2020, true) - else - level.remove_pp_effector(2020) - end - level.set_pp_effector_factor(2020, radiation) - if (math.random() < radiation) then - radiation = (radiation > 0.5) and (math.random() < radiation/1.3) and "click3" or math.random(8) - local snd = sound_object("detectors\\geiger_" .. radiation) - snd:play(actor, 0, sound_object.s2d) - end - end -end - - -local curr_hud -local helm_con -local helm_fog = 0 -local helm_hud_pre = "" -local helm_curr -local helm_off = false -local helm_respi_state = false -local helm_removed -local helm_fx = {0.0,0.0,0.0,0.0} -- Shaders -local helm_fx_old = {false,false,false,false} -local helm_r1_vingette = "hud_vingette" -function Update_Mask(actor) - if (not opt.enable_mask_hud) then - if (not helm_removed) then - helm_removed = true - exec_console_cmd("r2_mask_control 0.0,0.0,0.0,0.0") - HUD_mask(false, false, false) - end - return - end - helm_removed = false - - helm_fx[1] = 0.0 - helm_fx[2] = 0.0 - helm_fx[3] = 0.0 - helm_fx[4] = 0.0 - local helm_hud, helm_name, helm_respi - - -- Get helmet hud info - local helmet = actor:alive() and (actor:item_in_slot(12) or actor:get_current_outfit()) - if helmet and (not helm_off) then - local sec = helmet:section() - if opt.helmets[sec] then - helm_con = "blue1" - - if (opt.helmets[sec].breakable) then - local cond = helmet:condition() - for i=1,10 do - local idx = "_" .. tostring(i) - if (opt.helmets_con[idx].con < cond) then - helm_con = opt.helmets_con[idx].hud - helm_fx[1] = opt.helmets_con[idx].fx - break - end - end - end - helm_hud_pre = STATIC_MASK and opt.helmets[sec].hud or "hud_gas" - helm_fog = opt.helmets[sec].blurs - helm_hud = helm_hud_pre .. "_" .. helm_con - helm_respi = opt.helmets[sec].respi - helm_name = helmet:name() - - helm_fx[2] = opt.helmets_vingette[helm_hud_pre] or 0.0 - helm_fx[3] = opt.enable_visor_reflection and opt.helmets_reflect[helm_hud_pre] and 1.0 or 0.0 - helm_fx[4] = 1.0 - end - end - - -- Set mask HUD on/off - if helm_off then - helm_fx[1] = 0.0 - helm_fx[2] = 0.0 - helm_fx[3] = 0.0 - helm_fx[4] = 0.0 - HUD_mask(false, false, false) - else - HUD_mask(helm_hud, helm_name, helm_respi) - end - - -- Set distortion, vingette, reflection effect for +R2 - if (not IS_R1) and ((helm_fx[1] ~= helm_fx_old[1]) or (helm_fx[2] ~= helm_fx_old[2]) or (helm_fx[3] ~= helm_fx_old[3]) or (helm_fx[4] ~= helm_fx_old[4])) then - helm_fx_old[1] = helm_fx[1] - helm_fx_old[2] = helm_fx[2] - helm_fx_old[3] = helm_fx[3] - helm_fx_old[4] = helm_fx[4] - exec_console_cmd("r2_mask_control " .. tostring(helm_fx[1]) .. "," .. tostring(helm_fx[2]) .. "," .. tostring(helm_fx[3]) .. "," .. tostring(helm_fx[4])) - end -end - - -local fog_removed -function Update_Fog(actor) - if (not opt.enable_breathing_fog) then - if (not fog_removed) then - fog_removed = true - HUD_fog(false) - end - return - end - fog_removed = false - - if curr_hud and (helm_fog > 0) and not string.find(curr_hud,"_red3") then - local stretchy = 0.65/(math.floor(device().height/device().width*1000)/1000) - if (stretchy < 1) then - stretchy = 1 - end - local rect = {x = 0, y = -(stretchy-1)*300, w = 1024, h = 768*stretchy} - HUD_fog(true, actor, rect) - else - HUD_fog(false) - end -end - -local health_play = 0 -local snd_tg = 0 -local actor_speed = {x=0, y=0, z=0} -local actor_speed_time = 0 -function Update_Breathing(actor) - if (not opt.enable_breathing_sound) then - return - end - - --local cam_dist = actor:bone_position("bip01_head"):distance_to_sqr(device().cam_pos) - local pos = actor:position() - local speed = (pos.x - actor_speed.x)^2 + (pos.y - actor_speed.y)^2 + (pos.z - actor_speed.z)^2 - actor_speed.x = pos.x - actor_speed.y = pos.y - actor_speed.z = pos.z - - if (speed > opt.speed.mini) then - actor_speed_time = actor_speed_time + opt.speed.inc - elseif actor_speed_time > opt.speed.dec then - actor_speed_time = actor_speed_time - opt.speed.dec - end - actor_speed_time = math.min(32, actor_speed_time + actor.bleeding * opt.speed.k_bleed) - - if is_respi_on() then - play_sound_breath_mask(actor) - else - play_sound_breath(actor) - end -end - - -local bleed_set = false -local bleed_rad_eff = false -local bleed_1_tg = 0 -local bleed_2 = false -local bleed_removed -function Update_Bleeding(actor) - if (not opt.enable_bleed_effect) then - if (not bleed_removed) then - bleed_removed = true - level.remove_pp_effector(2012) - level.remove_pp_effector(2013) - level.remove_pp_effector(2015) - end - return - end - bleed_removed = false - - if (actor.health < 0.21) and (bleed_set ~= true) then - level.add_pp_effector("alcohol.ppe",2012,true) - bleed_set = true - end - if (actor.health > 0.20) and (bleed_set ~= false) then - level.remove_pp_effector(2012) - bleed_set = false - end - if (actor.radiation > 0.3) and (bleed_rad_eff ~= true) then - level.add_pp_effector("alcohol.ppe",2013,true) - bleed_rad_eff = true - end - if (actor.radiation == 0) and (bleed_rad_eff ~= false) then - level.remove_pp_effector(2013) - bleed_rad_eff = false - end - if (actor.bleeding > 0.5) and (actor.health < 0.2) and bleed_1_tg < time_global() then - level.add_pp_effector("deimos1.ppe",2014,false) - bleed_1_tg = time_global() + math.random(4000,10000) - end - if (actor.bleeding > 0.5) and (actor.power < 0.25) and (bleed_2 ~= true) then - level.add_cam_effector("camera_effects\\pripyat_horror.anm",1001,false, "") - level.add_pp_effector("snd_shock.ppe",2015,true) - bleed_2 = true - end - if (actor.bleeding < 0.2) or (actor.power > 0.7) and (bleed_2 ~= false) then - level.remove_pp_effector(2015) - bleed_2 = false - end -end - - -local actor_last_health = 0 -local blood_tg = 0 -local blood_tg_b = 0 -local blood_state = "no" -local blood_count = 0 -function Update_Blood(actor) - local hud = get_hud() - if opt.enable_blood_splash and actor:alive() and (not ui_disabled) then - local current_health = math.floor(actor.health*100) - local tg = time_global() - if (tg > blood_tg) then - if (blood_state == "stopit") then - if hud:GetCustomStatic("hud_blood" .. blood_count) then - hud:RemoveCustomStatic("hud_blood" .. blood_count) - end - blood_count = blood_count - 1 - if (blood_count == 0) then - blood_state = "no" - end - blood_tg = time_global()+110 - else - if (actor_last_health ~= 0) and (actor_last_health > current_health) and (actor.radiation < 0.12) then - if (current_health < math.random(100)) then - blood_state = "yes" - end - level.add_pp_effector("bloody.ppe",2010,false) - end - if (blood_state == "yes") then - blood_tg = time_global() + math.random(500,2000) - else - blood_tg = time_global() + math.random(2000,5000) - end - actor_last_health = current_health - end - end - if (tg > blood_tg_b) and (blood_state == "yes") then - blood_tg_b = time_global() + 130 - blood_count = blood_count + 1 - hud:AddCustomStatic("hud_blood" .. blood_count) - if (blood_count == 4) then - blood_state = "stopit" - end - end - else - for i=1,4 do - if hud:GetCustomStatic("hud_blood" .. i) then - hud:RemoveCustomStatic("hud_blood" .. i) - end - end - end -end - - -local prev_health = 0 -local impact_snd, impact_cam -local impact_removed -function Update_Impact(actor) - if (not opt.enable_hit_impact_effect) then - if (not impact_removed) then - impact_removed = true - level.remove_pp_effector(2011) - level.remove_pp_effector(2016) - end - return - end - impact_removed = false - - if (prev_health > (actor.health + 0.05)) then - level.add_pp_effector(opt.health.little_ppe ,2011, false) - level.set_pp_effector_factor(2011,(prev_health - actor.health)*100) - if (prev_health > (actor.health + 0.2)) then - if (prev_health > (actor.health + 0.5)) then - level.add_pp_effector(opt.health.huge_ppe, 2016, false) - level.set_pp_effector_factor(2016,(prev_health - actor.health)*100) - impact_cam = opt.health.huge_anm - impact_snd = opt.health.huge_snd - else - impact_cam = opt.health.middle_anm - impact_snd = opt.health.middle_snd - end - - -- play impact cam effect - if (#impact_cam > 0) and (not shott) then - level.add_cam_effector("camera_effects\\" .. impact_cam[math.random(#impact_cam)] .. ".anm", 999, false, "", 0, false) - end - - -- play impact sound effect - if (#impact_snd > 0) then - local snd_obj = sound_object("actor\\" .. impact_snd[math.random(#impact_snd)]) - snd_obj:play(actor,0,sound_object.s2d) - end - - -- drop player's active item - if (math.random() < (prev_health - actor.health)/2.5) then - local active_item = actor:active_item() - if active_item and (not opt.health.no_drop_wnp[active_item:section()]) then - actor:drop_item(active_item) - end - end - end - end - - prev_health = actor.health -end - ---[[ -local ammo_current = -1 -function Update_Shooting(actor) - if (not opt.enable_shoot_effects) then - return - end - - local active_item = actor:active_item() - local wpn = utils_item.item_is_fa(active_item) and active_item - if wpn then - local sec = wpn:section() - - if (not wpn_fx[sec]) then - parse_anims(sec) - end - - if (wpn_fx[sec] == true) then - return - end - - local ammo_in_mag = wpn:get_ammo_in_magazine() - if (ammo_current ~= ammo_in_mag) and (wpn:get_state() == 5) then - shoot_effect(sec) - ammo_current = ammo_in_mag - end - end -end ---]] - -function Update_Shooting(obj, wpn, ammo_elapsed, grenade_elapsed, ammo_type, grenade_type) - if (obj:id() ~= AC_ID) then - return - end - - if (not opt.enable_shoot_effects) then - return - end - - local wpn_obj = utils_item.item_is_fa(wpn) and wpn - if wpn_obj then - local sec = wpn_obj:section() - - if (not wpn_fx[sec]) then - parse_anims(sec) - end - - if (wpn_fx[sec] == true) then - return - end - - shoot_effect(sec) - - --printf("Shooting effect played for [%s]", sec) - end -end - - - -local bar_hp_check = true -local bar_hp_old = true -local bar_hp_new = true -local bar_hp_first = true -local bar_hp_trigger = 0.95 -function Update_HealthHUD(actor) - -- Autohide disabled - if (not autohide) then - if bar_hp_check then - bar_hp_check = false - local maingameui = ActorMenu.get_maingame() - if (maingameui and maingameui.m_ui_hud_states) then - maingameui.m_ui_hud_states.m_ui_health_bar_show = true - end - end - return - - elseif bar_hp_first then - bar_hp_first = false - local maingameui = ActorMenu.get_maingame() - if (maingameui and maingameui.m_ui_hud_states) then - maingameui.m_ui_hud_states.m_ui_health_bar_show = true - end - - else - bar_hp_new = true --(actor.health < bar_hp_trigger) - if (bar_hp_old ~= bar_hp_new) then - local maingameui = ActorMenu.get_maingame() - if (maingameui and maingameui.m_ui_hud_states) then - maingameui.m_ui_hud_states.m_ui_health_bar_show = bar_hp_new - end - end - end -end - -local bar_pwr_check = true -local bar_pwr_old = true -local bar_pwr_new = true -local bar_pwr_first = true -local bar_pwr_trigger = 0.95 -function Update_StaminaHUD(actor) - -- Autohide disabled - if (not autohide) then - if bar_pwr_check then - bar_pwr_check = false - local maingameui = ActorMenu.get_maingame() - if (maingameui and maingameui.m_ui_hud_states) then - maingameui.m_ui_hud_states.m_ui_stamina_bar_show = true - end - end - return - - elseif bar_pwr_first then - bar_pwr_first = false - local maingameui = ActorMenu.get_maingame() - if (maingameui and maingameui.m_ui_hud_states) then - maingameui.m_ui_hud_states.m_ui_stamina_bar_show = true - end - - else - bar_pwr_new = (actor.power < bar_pwr_trigger) - if (bar_pwr_old ~= bar_pwr_new) then - bar_pwr_old = bar_pwr_new - local maingameui = ActorMenu.get_maingame() - if (maingameui and maingameui.m_ui_hud_states) then - maingameui.m_ui_hud_states.m_ui_stamina_bar_show = bar_pwr_new - end - end - end -end - - --------------------------------------------------------------- --- HUD --------------------------------------------------------------- -local fogs -local fog_val = 0 -- level of fogging from 0 to 1 -local fog_tg = 0 -- last update time -local fog_cycle = 0 -- start time of the last breath cycle (exhale) -local fog_last_phase = 0 -local zbias = Frect():set(0,0,1024,1024) -function HUD_fog(enabled, actor, rect) - local hud = get_hud() - - -- Gather breathing fog textures for the first time if they not defined - if (not fogs) then - fogs = {} - for i=1,4 do - local pht = {} - for ii = 1,10 do - local static = "hud_blur" .. i .. "_" .. ii - hud:AddCustomStatic(static) - pht[ii] = hud:GetCustomStatic(static):wnd() - end - fogs[i] = pht - end - end - - -- Gather breathing fog for the first time if it's not defined - if (not enabled) then - for i,t in ipairs(fogs) do - for ii,st in ipairs(t) do - st:SetWndRect(Frect():set(0,0,0,0)) - end - end - fog_val = 0 - fog_cycle = time_global() - fog_last_phase = 0 - return - end - - -- Cycles depending on the power of breathing: 0->1->0 0->1->2->4->5->0 0->1->2->3->4->5->0 5->4->3->4->5 4->3->4 - local power = actor.power - local period = 1.0 + (power * power * 1.0) -- current respiratory rate from 30 to 120 cycles per minute - local expirt = 0.3 - local delta = (time_global() - fog_tg)/1000 -- delta in seconds - local phase = (time_global() - fog_cycle)/1000 -- phase of the respiratory cycle in seconds. - fog_tg = time_global() - if phase > period then - phase = phase%period - fog_cycle = fog_tg-phase*1000 - end - if (fog_last_phase > phase) then - fog_last_phase = 0 - end - local blurdelta = delta * -0.7 -- ventilation operation - if (fog_last_phase < expirt) and (phase < expirt) then - blurdelta = blurdelta + (phase - fog_last_phase)*helm_fog - elseif (fog_last_phase < expirt) then - blurdelta = blurdelta + (expirt - fog_last_phase)*helm_fog - end - fog_last_phase = phase - fog_val = fog_val + blurdelta - if (fog_val > 0.999) then - fog_val = 0.999 - elseif (fog_val < 0) then - fog_val = 0 - end - local tm = math.floor(fog_val*3) - local tmn = (tm+1) - local v = fog_val*3-math.floor(fog_val*3) - v = 1-v - local v1 = 1-v - local n1 = math.ceil(v*10) - local n2 = math.ceil(v1*10) - for i=1,4 do - for ii=1,10 do - if (i == tm and ii == n1) then - fogs[tm][n1]:SetWndRect(Frect():set(rect.x, rect.y, rect.w, rect.h)) - fogs[tm][n1]:SetTextureRect(Frect():set(zbias.x1/4, zbias.y1/4, zbias.x2/4, zbias.y2/4)) - elseif (i == tmn and ii == n2) then - fogs[tmn][n2]:SetWndRect(Frect():set(rect.x, rect.y, rect.w, rect.h)) - fogs[tmn][n2]:SetTextureRect(Frect():set(zbias.x1/4, zbias.y1/4, zbias.x2/4, zbias.y2/4)) - else - fogs[i][ii]:SetWndRect(Frect():set(0,0,0,0)) - end - end - end -end - - -local mask_first_try = true -function HUD_mask(helm_hud, helm_name, helm_respi) - local hud = get_hud() - local actor_pos = db.actor:bone_position("bip01_head") - - if (not helm_hud) or (cam_dist > opt.cam_dist) then - if IS_R1 then -- Distortion/Mask UI - local wchud = hud:GetCustomStatic(curr_hud) - if wchud then - hud:RemoveCustomStatic(curr_hud) - end - end - - if (IS_R1 and (not STATIC_MASK)) or STATIC_VINGETTE then -- Vingette - local wchud = hud:GetCustomStatic(helm_r1_vingette) - if wchud then - hud:RemoveCustomStatic(helm_r1_vingette) - end - end - curr_hud = nil - mask_first_try = true - helm_respi_state = false - - elseif (helm_hud ~= curr_hud) then - if IS_R1 then -- Distortion/Mask UI - if curr_hud then - hud:RemoveCustomStatic(curr_hud) - end - - hud:AddCustomStatic(helm_hud) - end - - if (IS_R1 and (not STATIC_MASK)) or STATIC_VINGETTE then -- Vingette - local wchud = hud:GetCustomStatic(helm_r1_vingette) - if (not wchud) then - hud:AddCustomStatic(helm_r1_vingette) - end - end - - if string.find(helm_hud, helm_hud_pre) then - if (not mask_first_try) and (helm_con ~= "blue2") and (helm_con ~= "blue1") and (helm_name == helm_curr) then - local snd_obj = sound_object("material\\glass\\glass_fall03hl") - snd_obj:play(db.actor,0,sound_object.s2d) - end - if mask_first_try then - mask_first_try = false - end - end - - helm_curr = helm_name - curr_hud = helm_hud - helm_respi_state = helm_respi - end -end - - --------------------------------------------------------------- --- Utilities --------------------------------------------------------------- -function play_item_fx(name) - if (not opt.enable_animations) then - return - end - - if (not ini_eff:section_exist(tostring(name) or 'INVALID_ARG')) then - printf("~WARNING actor_effects.play_item_fx | item animation [%s] doesn't exist!", name) - return - - end - - if (time_global() > time_disabled) and animation_start then - local tg = tostring(time_global()) - item_not_in_use = false - item_in_use[tg] = {} - - local n = ini_eff:line_count(name) - for i=0,n-1 do - local result, id, value = ini_eff:r_line_ex(name,i,"","") - id = id and tonumber(id) - if id and value then - item_in_use[tg][id] = value - end - end - end -end - -function play_continuous_effect(period) - - --if (not opt.enable_animations) then return end - - local tot = 0 - local one_p = 5600 --3801 - local num = math.ceil(period/one_p) - - if (time_global() > time_disabled) then - local tg = tostring(time_global()) - item_not_in_use = false - item_in_use[tg] = {} - item_in_use[tg][0] = "actor_effects.use_weapon(0)" - item_in_use[tg][1] = "xr_effects.disable_ui_inventory(db.actor, nil)" - item_in_use[tg][2] = "xr_effects.disable_ui_lite_with_imput(db.actor, nil)" - item_in_use[tg][550] = "level.add_cam_effector('camera_effects\\\\item_use.anm', 8053, false,'')" - tot = 550 - for i=1,num-1 do - tot = tot + one_p - item_in_use[tg][tot] = "level.add_cam_effector('camera_effects\\\\item_use.anm', 8053, false,'')" - end - tot = tot + one_p - item_in_use[tg][tot] = "xr_effects.enable_ui_lite(db.actor, nil)" - item_in_use[tg][tot + 1399] = "xr_effects.enable_imput(db.actor, nil)" - item_in_use[tg][tot + 1999] = "actor_effects.use_weapon(1)" - end -end - -local breath_sound = 0 -local gas_play = 0 -function play_sound_breath_mask(actor) - local tg = time_global() - if (tg > snd_tg) then - gas_play = gas_play + 1 - if (gas_play > 8) then - gas_play = 1 - end - breath_sound = sound_object("actor\\gas_breath_" .. tostring((actor.health > 0.2) and math.ceil((1.01 - actor.power)*3 + actor_speed_time/8) or 8) .. "_" .. gas_play) - snd_tg = tg + breath_sound:length()*1.25 - breath_sound:play(actor, 0, sound_object.s2d) - breath_sound.volume = (cam_dist > opt.cam_dist) and 0 or (1 - cam_dist/opt.cam_dist) * 0.5 - end -end - -local run_play = 0 -function play_sound_breath(actor) - local tg = time_global() - local health = actor.health - - if (tg < snd_tg) or (health < 0) then - return - end - - if (health > opt.health.level2) then - if (actor_speed_time > opt.speed.time_mini) or (actor.power < opt.speed.stamina) or (run_play == 1) then - run_play = run_play + 1 - if (run_play > 2) then - run_play = 1 - end - breath_sound = sound_object("actor\\run_" .. math.ceil(3*actor_speed_time/44) .. "_" .. run_play) - breath_sound:play(actor, 0, sound_object.s2d) - breath_sound.volume = (cam_dist > opt.cam_dist) and 0 or (1 - cam_dist/opt.cam_dist) - snd_tg = tg+breath_sound:length()*1.15 - else - run_play = 2 - end - return - end - - if (health <= opt.health.level1) then - health = 1 - if (math.random() < 0.1) then - health_play = 0 - else - health_play = health_play + 1 - if (health_play > 4) then - health_play = 1 - end - end - else - health = 2 - health_play = health_play+1 - if (health_play > 4) then - health_play = 1 - end - end - - snd_tg = tg + (opt.health.injury_snd["_"..health.."_"..health_play] or 4000) - breath_sound = sound_object("actor\\health_" .. health .. "_" .. health_play) - breath_sound:play(actor, 0, sound_object.s2d) - breath_sound.volume = (cam_dist > opt.cam_dist) and 0 or (1 - cam_dist/opt.cam_dist) -end - - -local shotc = 1 -local shott = 0 -local fov_r = 1 -function shoot_effect(sect) - --printf("-SHOOT") - - if shott and (shott < time_global()) then - shotc = 1 - shott = nil - end - - local anims = {} - local s = wpn_fx[sect].s - local sc = #s - - if sc > 1 then - if wpn_fx[sect].r == 1 then - s = s[math.random(#s)] - elseif wpn_fx[sect].r == 2 then - if shotc == 1 then - s = s[1] - else - s = s[math.random(2,#s)] - end - else - sc = shotc <= sc and shotc or (sc > 2 and math.random(sc-1,sc)) or sc - s = s[sc] - end - else - s = s[1] - end --- local cnt, r = math.modf(s*fov_r) --- if r ~=0 then --- s = math.max(1, cnt - 1) --- end - for i,v in pairs(wpn_fx[sect].e) do - local cnt,r = math.modf(v[1]*fov_r) - if r ~= 0 and cnt > 4 then --fmb - cnt = cnt-cnt*math.random(0,r*100)/100 --fmb - cnt,r = math.modf(cnt) - end - - if r ~= 0 and math.random() < r then - cnt = cnt+1 - end - - if cnt > 0 then - table.insert(anims,{e = i,d = v[2] or math.random(0,1),c = cnt}) - end - end - for i,a in ipairs(anims) do - local n = string.format([[shoot\s%s_e%s_%s.anm]],s,a.e,a.d) - for ii=1,a.c do - level.add_cam_effector(n,math.random(5000,8000),false,"") - end - end - for k,v in pairs(wpn_fx[sect].p) do - local eid = math.random(5000,8000) - level.add_pp_effector(string.format([[shoot\%s_s%s.ppe]],k,s), eid, false) - if v > 0 then - level.set_pp_effector_factor(eid,v) - end - end - shotc = shotc+1 - shott = time_global()+100 -end - - -function switch_helm() - helm_off = not helm_off -end - -function is_respi_on() - return helm_respi_state -end - -function is_mask_on() - return curr_hud -end - -function is_animations_on() - return opt.enable_animations -end - -function set_animations(state) - opt.enable_animations = state and true or false -end - -function clear_mask_hud() - HUD_mask(false, false, false) -end - -function reset_idle_anim(wpn, empty) - if wpn then - wpn:switch_state(0) - end - - -- TODO: rebind keys - can_shoot = true - return true -end - -function actor_can_shoot(state) - can_shoot = state -end - -function disable_effects_timer(n) - time_disabled = time_global() + n -end - -function use_helmet() - switch_helm() -end - -function use_weapon(f) - local hidden = weapon_hidden - weapon_hidden = weapon_hidden + f * 2 - 1 - if weapon_hidden == 0 then - db.actor:restore_weapon() - elseif hidden == 0 then - db.actor:hide_weapon() - end -end - -function toggle_active_slot(f) - if (f == 0) then - last_slot = db.actor:active_slot() - db.actor:activate_slot(0) - else - db.actor:activate_slot(last_slot) - end -end - -function toggle_hud_autohide(state) - autohide = state - bar_hp_check = true - bar_pwr_check = true -end - - --------------------------------------------------------------- --- Callbacks --------------------------------------------------------------- -local tg_acon = 0 -local tg_acon_step = 180 -local tg_hud = 50 -local tg_hud_step = 120 -local tg_bleed = 100 -local tg_bleed_step = 400 -local function actor_on_update() - local actor = db.actor - if (not actor) then - return - end - - local tg = time_global() - cam_dist = actor:bone_position("bip01_head"):distance_to_sqr(device().cam_pos) - - if (tg > tg_bleed) then - tg_bleed = tg + tg_bleed_step - Update_Bleeding(actor) - end - - if (tg > tg_acon) then - tg_acon = tg + tg_acon_step - - Update_Breathing(actor) - Update_Rad(actor) - end - - if (tg > tg_hud) then - tg_hud = tg + tg_hud_step - Update_Blood(actor) - Update_Mask(actor) - end - - Update_Fog(actor) - - Update_Impact(actor) - Update_ItemSwap(actor) - Update_Animations(actor) - --Update_Shooting(actor) - Update_HealthHUD(actor) - Update_StaminaHUD(actor) -end - -local function on_key_release(key) - animation_start = true - local bind = dik_to_bind(key) - - -- Clean Mask - if (bind == key_bindings.kCAM_ZOOM_IN) then - Hit_MaskCleaning() - - -- Toggle Torch - elseif (bind == key_bindings.kTORCH) then - Hit_TorchToggle() - - -- Grenade Quickthrow - elseif (bind == key_bindings.kCUSTOM19) then - Hit_GrenadeQuickthrow() - - -- Toggle HUD - elseif (bind == key_bindings.kCUSTOM6) then - local val = not (get_console_cmd(1,"hud_draw")) - local toggl = val and "on" or "off" - exec_console_cmd("hud_draw " .. toggl) - - -- Toggle item animations - elseif (bind == key_bindings.kCAM_ZOOM_OUT) then - local old_state = opt.enable_animations and true or false - local new_state = not old_state - - ui_options.set("video/player/animations", new_state) - opt.enable_animations = new_state - - if new_state then - xr_sound.set_sound_play(AC_ID, "pda_tips") - else - xr_sound.set_sound_play(AC_ID, "pda_alarm") - end - - local str = new_state and "st_toggle_animation_on" or "st_toggle_animation_off" - actor_menu.set_msg(2, game.translate_string(str)) - - -- Screenshot - elseif (bind == key_bindings.kSCREENSHOT) then - snd_cam:play(db.actor,0,sound_object.s2d) - - -- PDA Map - elseif (bind == key_bindings.kCUSTOM20) then - local pda_menu = ActorMenu.get_pda_menu() - local pda3d = get_console_cmd(1,"g_3d_pda") - if not (pda_menu:IsShown()) and db.actor:item_in_slot(8) then - if (pda3d) then - db.actor:activate_slot(8) - else - pda_menu:ShowDialog(true) - end - - pda_menu:SetActiveSubdialog("eptTasks") - elseif (pda_menu:IsShown()) then - if (pda3d) then - db.actor:activate_slot(0) - else - pda_menu:HideDialog() - end - end - end -end - -local ruck_last_outfit = -1 -local ruck_last_helmet = -1 -local ruck_last_backpack = -1 -local function actor_item_to_ruck(obj) - local id = obj:id() - local play_anm = false - - if (id == ruck_last_outfit) then - ruck_last_outfit = -1 - play_anm = true - elseif (id == ruck_last_helmet) then - ruck_last_helmet = -1 - play_anm = true - --elseif (id == ruck_last_backpack) then - --ruck_last_backpack = -1 - --play_anm = true - end - - if play_anm and (not has_alife_info("BAR_ARENA_FIGHT")) then - if IsOutfit(obj) then - play_item_fx("outfit") - elseif IsHeadgear(obj) then - play_item_fx("helm") - elseif IsItem("backpack", nil, obj) then - play_item_fx("outfit") - end - end -end - -local function actor_item_to_slot(obj) - if (not has_alife_info("BAR_ARENA_FIGHT")) then - if IsOutfit(obj) then - ruck_last_backpack = obj:id() - play_item_fx("outfit") - elseif IsHeadgear(obj) then - ruck_last_backpack = obj:id() - play_item_fx("helm") - elseif IsItem("backpack", nil, obj) then - ruck_last_backpack = obj:id() - play_item_fx("outfit") - elseif opt.enable_animations then - local rand = math.random(1,4) - level.add_cam_effector("camera_effects\\switch\\low" .. rand .. ".anm", 23234, false,'', 0, false) - end - end -end - -local function actor_on_item_use(obj) - play_item_fx(obj:section()) -end - -local last_wpn_snd_empty = {nil, "$no_sound", 1} -local tg_snd_empty = 0 -local critical_wpn_con = 0.014 -local delay_snd_empty = 300 -- ms -local function actor_on_weapon_before_fire(flags) - local tg = time_global() - - local obj_wpn = db.actor:active_item() - if obj_wpn and IsWeapon(obj_wpn) and (not IsMelee(obj_wpn)) then - local con = obj_wpn:condition() - if (con <= critical_wpn_con) then - local sec = obj_wpn:section() - - -- Cache - if (sec ~= last_wpn_snd_empty[1]) then - -- Reset - last_wpn_snd_empty[1] = sec - last_wpn_snd_empty[2] = "$no_sound" - last_wpn_snd_empty[3] = 1 - - -- Get empty sound - local snd = ini_sys:r_string_ex(sec,"snd_empty") - if snd and (snd ~= "") then - snd = str_explode(snd,",") - last_wpn_snd_empty[2] = snd[1] - last_wpn_snd_empty[3] = snd[2] or 1 - end - end - - -- Play empty clip sound - if (last_wpn_snd_empty[2] ~= "$no_sound") and (tg > tg_snd_empty) then - utils_obj.play_sound( last_wpn_snd_empty[2], last_wpn_snd_empty[3] or 1 ) - tg_snd_empty = tg + delay_snd_empty - end - - -- Don't shoot - flags.ret_value = false - end - end - - if (not can_shoot) then - flags.ret_value = false - end -end - -local function actor_on_first_update() - -- Enable mini-map - minimap_enabled = ui_options.get("video/hud/show_minimap") - local maingameui = ActorMenu.get_maingame() - if (maingameui and maingameui.UIZoneMap) then - maingameui.UIZoneMap.disabled = not minimap_enabled - maingameui.UIMotionIcon:Show(maingameui.UIZoneMap.disabled == false) - end - - init_main_settings() - --disable_effects_timer(5000) - if db.actor then - ruck_last_outfit = db.actor:item_in_slot(7) and db.actor:item_in_slot(7):id() or -1 - ruck_last_helmet = db.actor:item_in_slot(12) and db.actor:item_in_slot(12):id() or -1 - ruck_last_backpack = db.actor:item_in_slot(13) and db.actor:item_in_slot(13):id() or -1 - - if (detector_was_active) then - db.actor:show_detector() - end - end - - --utils_data.print_table(opt) - - --Animation stuff - game.only_allow_movekeys(false) - game.set_actor_allow_ladder(true) - game.stop_all_hud_anms() - game.stop_hud_motion() - - mc_anm_time_1 = game.get_motion_length(mc_anm_sec, "anm_hide_hand", hide_hand_speed) - mc_anm_time_2 = game.get_motion_length(mc_anm_sec, "anm_wipe", 1) - torch_anm_time = game.get_motion_length(torch_anm_sec, "anm_switch", 1) -end - -local function save_state(m_data) - - if (not db.actor) then - return - end - - m_data.detector_was_active = db.actor:active_detector() and true or false -end - -local function load_state(m_data) - - detector_was_active = m_data.detector_was_active -end - -function on_game_start() - init_settings() - - RegisterScriptCallback("on_key_release",on_key_release) - RegisterScriptCallback("actor_item_to_slot",actor_item_to_slot) - RegisterScriptCallback("actor_item_to_ruck",actor_item_to_ruck) - RegisterScriptCallback("actor_on_item_drop",actor_item_to_ruck) - RegisterScriptCallback("actor_on_item_use",actor_on_item_use) - RegisterScriptCallback("actor_on_weapon_before_fire",actor_on_weapon_before_fire) - RegisterScriptCallback("actor_on_weapon_lower",actor_on_weapon_lower) - RegisterScriptCallback("actor_on_weapon_raise",actor_on_weapon_raise) - RegisterScriptCallback("actor_on_update",actor_on_update) - RegisterScriptCallback("actor_on_first_update",actor_on_first_update) - RegisterScriptCallback("actor_on_weapon_fired",Update_Shooting) - RegisterScriptCallback("burer_on_before_weapon_drop",burer_on_before_weapon_drop) - RegisterScriptCallback("on_option_change",init_main_settings) - RegisterScriptCallback("save_state",save_state) - RegisterScriptCallback("load_state",load_state) -end diff --git a/mods/[DEV] Brotherhood/gamedata/scripts/brotherhood_npcs.script b/mods/[DEV] Brotherhood/gamedata/scripts/brotherhood_npcs.script deleted file mode 100644 index 325477f2..00000000 --- a/mods/[DEV] Brotherhood/gamedata/scripts/brotherhood_npcs.script +++ /dev/null @@ -1,474 +0,0 @@ ----remove spawn zaton_mercenary_1_squad - - - - -local HI = has_alife_info -local GI = give_info -local DI = disable_info -function NI(str) - return not (has_alife_info(str)) -end -local spawn_squad = dialogs_brotherhood.spawn_squad -------- GENERAL Functions -------- -function actor_on_first_update() - marlo_stanfield_init() - chris_partlow_init() - ---flavio_becca_init() - ---nr_ecologist_rydzyk_init() - ---nr_ecologist_1_init() - ---nr_ecologist_2_init() - ---nr_ecologist_3_init() - vybegallo_init() - sasha_tolstoy_init() - bellerophon_init() - ---erast_fandorin_init() - ---ac_pri_medic_monolith_init() -end - - - -function on_game_start() - RegisterScriptCallback("actor_on_first_update",actor_on_first_update) - RegisterScriptCallback("npc_on_net_spawn", npc_on_net_spawn_1) - RegisterScriptCallback("npc_on_net_spawn", npc_on_net_spawn_2) - RegisterScriptCallback("npc_on_net_spawn", npc_on_net_spawn_3) - RegisterScriptCallback("npc_on_net_spawn", npc_on_net_spawn_4) - RegisterScriptCallback("npc_on_net_spawn", npc_on_net_spawn_5) - RegisterScriptCallback("npc_on_net_spawn", npc_on_net_spawn_6) - RegisterScriptCallback("npc_on_net_spawn", npc_on_net_spawn_7) -end - -function ac_pri_medic_monolith_init() - if (NI("ac_pri_medic_monolith_init")) then - local pos_1 = vector():set( -14.302313804626,0.84455877542496,198.07749938965 ) - if not (get_story_se_object("ac_pri_medic_monolith_squad")) then - local se_squad = spawn_squad("ac_pri_medic_monolith_squad", pos_1, 85652, 2985) - end - if (get_story_se_object("ac_pri_medic_monolith_squad")) then - GI("ac_pri_medic_monolith_init") - end - end -end - -function marlo_stanfield_init() - if HI("bar_deactivate_radar_done") then - if (NI("marlo_stanfield_init")) then - if not (get_story_se_object("marlo_stanfield")) then - local pos = vector():set( -7.0992422103882,23.103616714478,245.94242858887 ) - local se_obj = alife_create( "marlo_stanfield", pos, 703991, 4556 ) - - - end - if (get_story_se_object("marlo_stanfield")) then - GI("marlo_stanfield_init") - end - end - end -end - -function chris_partlow_init() - if HI("bar_deactivate_radar_done") then - if (NI("chris_partlow_init")) then - if not (get_story_se_object("chris_partlow")) then - local pos = vector():set( -9.5265302658081,23.103614807129,245.18560791016 ) - local se_obj = alife_create( "chris_partlow", pos, 699550, 4556 ) - - end - if (get_story_se_object("chris_partlow")) then - GI("chris_partlow_init") - end - end - end -end - -function bellerophon_init() - if (NI("bellerophon_init")) then - if not (get_story_se_object("bellerophon_squad")) then - local smart = SIMBOARD.smarts_by_names["gar_smart_terrain_3_5"] - local squad = SIMBOARD:create_squad(smart,"bellerophon_squad") - end - if (get_story_se_object("bellerophon_squad")) then - GI("bellerophon_init") - end - end -end -function erast_fandorin_init() - if (NI("erast_fandorin_init")) then - if not (get_story_se_object("erast_fandorin_squad")) then - local smart = SIMBOARD.smarts_by_names["yan_smart_terrain_6_4"] - local squad = SIMBOARD:create_squad(smart,"erast_fandorin_squad") - end - if (get_story_se_object("erast_fandorin_squad")) then - GI("erast_fandorin_init") - end - end -end - -function flavio_becca_init() - if (NI("flavio_becca_init")) then - if not (get_story_se_object("flavio_becca_squad")) then - local smart = SIMBOARD.smarts_by_names["jup_b41"] - local squad = SIMBOARD:create_squad(smart,"flavio_becca_squad") - end - if (get_story_se_object("flavio_becca_squad")) then - GI("flavio_becca_init") - end - end -end - -function nr_ecologist_rydzyk_init() - if (NI("nr_ecologist_rydzyk_init")) then - if not (get_story_se_object("nr_ecologist_rydzyk_squad")) then - local smart = SIMBOARD.smarts_by_names["yan_smart_terrain_6_4"] - local squad = SIMBOARD:create_squad(smart,"nr_ecologist_rydzyk_squad") - end - if (get_story_se_object("nr_ecologist_rydzyk_squad")) then - GI("nr_ecologist_rydzyk_init") - end - end -end - -function nr_ecologist_1_init() - if (NI("nr_ecologist_1_init")) then - if not (get_story_se_object("nr_ecologist_1_squad")) then - local smart = SIMBOARD.smarts_by_names["yan_smart_terrain_6_4"] - local squad = SIMBOARD:create_squad(smart,"nr_ecologist_1_squad") - end - if (get_story_se_object("nr_ecologist_1_squad")) then - GI("nr_ecologist_1_init") - end - end -end - -function nr_ecologist_2_init() - if (NI("nr_ecologist_2_init")) then - if not (get_story_se_object("nr_ecologist_2_squad")) then - local smart = SIMBOARD.smarts_by_names["yan_smart_terrain_6_4"] - local squad = SIMBOARD:create_squad(smart,"nr_ecologist_2_squad") - end - if (get_story_se_object("nr_ecologist_2_squad")) then - GI("nr_ecologist_2_init") - end - end -end - -function nr_ecologist_3_init() - if (NI("nr_ecologist_3_init")) then - if not (get_story_se_object("nr_ecologist_3_squad")) then - local smart = SIMBOARD.smarts_by_names["jup_b41"] - local squad = SIMBOARD:create_squad(smart,"nr_ecologist_3_squad") - end - if (get_story_se_object("nr_ecologist_3_squad")) then - GI("nr_ecologist_3_init") - end - end -end - -function sasha_tolstoy_init() - if (NI("sasha_tolstoy_init")) then - if not (get_story_se_object("sasha_tolstoy_squad")) then - local smart = SIMBOARD.smarts_by_names["mar_smart_terrain_base"] - local squad = SIMBOARD:create_squad(smart,"sasha_tolstoy_squad") - end - if (get_story_se_object("sasha_tolstoy_squad")) then - GI("sasha_tolstoy_init") - end - end -end - -function vybegallo_init() - if (NI("vybegallo_init")) then - if not (get_story_se_object("vybegallo_squad")) then - local smart = SIMBOARD.smarts_by_names["agr_smart_terrain_4_4"] - local squad = SIMBOARD:create_squad(smart,"vybegallo_squad") - end - if (get_story_se_object("vybegallo_squad")) then - GI("vybegallo_init") - end - end -end - - -function zaton_mercenary_1_init() - if (NI("zaton_mercenary_1_init")) then - if not (get_story_se_object("zaton_mercenary_1_squad")) then - local smart = SIMBOARD.smarts_by_names["zat_b40_smart_terrain"] - local squad = SIMBOARD:create_squad(smart,"zaton_mercenary_1_squad") - end - if (get_story_se_object("zaton_mercenary_1_squad")) then - GI("zaton_mercenary_1_init") - end - end -end - - -function npc_on_net_spawn_1(npc,se_obj) - local chris_partlow = get_story_object("chris_partlow") - if chris_partlow and npc:id() == chris_partlow:id() then - setup_npc_logic_brotherhood_1() - end -end - -function npc_on_net_spawn_2(npc,se_obj) - local marlo_stanfield = get_story_object("marlo_stanfield") - if marlo_stanfield and npc:id() == marlo_stanfield:id() then - setup_npc_logic_brotherhood_2() - end -end - -function setup_npc_logic_brotherhood_1() - - local npc = get_story_object("chris_partlow") - npc:give_info_portion("npc_not_move") - - - local ltx_name = "scripts\\brotherhood_npc_control_chris.ltx" - local ltx = ini_file(ltx_name) - if not (ltx) then - log("ERROR: do not have access to scripts\\brotherhood_npc_control_chris.ltx! Make sure you installed properly!") - return - end - - local id = npc:id() - local sim = alife() - local se_npc = sim:object(id) - local unreg_id = se_npc and se_npc.m_smart_terrain_id - if (unreg_id and unreg_id ~= 65535) then - local unreg = sim:object(unreg_id) - if (unreg) then - unreg:unregister_npc(se_npc) - end - end - - xr_logic.configure_schemes(npc, ltx, ltx_name, modules.stype_stalker, loaded and st.loaded_section_logic or "logic", "") - - local section = loaded and st.loaded_active_section or xr_logic.determine_section_to_activate(npc, ltx, "logic", db.actor) - xr_logic.activate_by_section(npc, ltx, section, "", loaded) - --printf("setup complete") - -end - -function setup_npc_logic_brotherhood_2() - - local npc = get_story_object("marlo_stanfield") - npc:give_info_portion("npc_not_move") - - - local ltx_name = "scripts\\brotherhood_npc_control_marlo.ltx" - local ltx = ini_file(ltx_name) - if not (ltx) then - log("ERROR: do not have access to scripts\\brotherhood_npc_control.ltx! Make sure you installed properly!") - return - end - - local id = npc:id() - local sim = alife() - local se_npc = sim:object(id) - local unreg_id = se_npc and se_npc.m_smart_terrain_id - if (unreg_id and unreg_id ~= 65535) then - local unreg = sim:object(unreg_id) - if (unreg) then - unreg:unregister_npc(se_npc) - end - end - - xr_logic.configure_schemes(npc, ltx, ltx_name, modules.stype_stalker, loaded and st.loaded_section_logic or "logic", "") - - local section = loaded and st.loaded_active_section or xr_logic.determine_section_to_activate(npc, ltx, "logic", db.actor) - xr_logic.activate_by_section(npc, ltx, section, "", loaded) - --printf("setup complete") - -end - -function npc_on_net_spawn_3(npc,se_obj) - local nr_ambush_1 = get_story_object("nr_ambush_1") - if nr_ambush_1 and npc:id() == nr_ambush_1:id() then - setup_nr_ambush_logic_brotherhood_1() - end -end -function npc_on_net_spawn_4(npc,se_obj) - local nr_ambush_2 = get_story_object("nr_ambush_2") - if nr_ambush_2 and npc:id() == nr_ambush_2:id() then - setup_nr_ambush_logic_brotherhood_2() - end -end -function npc_on_net_spawn_5(npc,se_obj) - local nr_ambush_3 = get_story_object("nr_ambush_3") - if nr_ambush_3 and npc:id() == nr_ambush_3:id() then - setup_nr_ambush_logic_brotherhood_3() - end -end -function npc_on_net_spawn_6(npc,se_obj) - local nr_ambush_4 = get_story_object("nr_ambush_4") - if nr_ambush_4 and npc:id() == nr_ambush_4:id() then - setup_nr_ambush_logic_brotherhood_4() - end -end -function npc_on_net_spawn_7(npc,se_obj) - local nr_ambush_5 = get_story_object("nr_ambush_5") - if nr_ambush_5 and npc:id() == nr_ambush_5:id() then - setup_nr_ambush_logic_brotherhood_5() - end -end - - -function setup_nr_ambush_logic_brotherhood_1() - - local npc = get_story_object("nr_ambush_1") - npc:give_info_portion("npc_not_move") - - - local ltx_name = "scripts\\brotherhood\\brotherhood_npc_nr_ambush_logic_1.ltx" - local ltx = ini_file(ltx_name) - if not (ltx) then - log("ERROR: do not have access to scripts\\brotherhood\\brotherhood_npc_nr_ambush_logic_1! Make sure you installed properly!") - return - end - - local id = npc:id() - local sim = alife() - local se_npc = sim:object(id) - local unreg_id = se_npc and se_npc.m_smart_terrain_id - if (unreg_id and unreg_id ~= 65535) then - local unreg = sim:object(unreg_id) - if (unreg) then - unreg:unregister_npc(se_npc) - end - end - - xr_logic.configure_schemes(npc, ltx, ltx_name, modules.stype_stalker, loaded and st.loaded_section_logic or "logic", "") - - local section = loaded and st.loaded_active_section or xr_logic.determine_section_to_activate(npc, ltx, "logic", db.actor) - xr_logic.activate_by_section(npc, ltx, section, "", loaded) - --printf("setup complete") - -end - -function setup_nr_ambush_logic_brotherhood_2() - - local npc = get_story_object("nr_ambush_2") - npc:give_info_portion("npc_not_move") - - - local ltx_name = "scripts\\brotherhood\\brotherhood_npc_nr_ambush_logic_2.ltx" - local ltx = ini_file(ltx_name) - if not (ltx) then - log("ERROR: do not have access to scripts\\brotherhood_npc_nr_ambush_logic.ltx! Make sure you installed properly!") - return - end - - local id = npc:id() - local sim = alife() - local se_npc = sim:object(id) - local unreg_id = se_npc and se_npc.m_smart_terrain_id - if (unreg_id and unreg_id ~= 65535) then - local unreg = sim:object(unreg_id) - if (unreg) then - unreg:unregister_npc(se_npc) - end - end - - xr_logic.configure_schemes(npc, ltx, ltx_name, modules.stype_stalker, loaded and st.loaded_section_logic or "logic", "") - - local section = loaded and st.loaded_active_section or xr_logic.determine_section_to_activate(npc, ltx, "logic", db.actor) - xr_logic.activate_by_section(npc, ltx, section, "", loaded) - --printf("setup complete") - -end - -function setup_nr_ambush_logic_brotherhood_3() - - local npc = get_story_object("nr_ambush_3") - npc:give_info_portion("npc_not_move") - - - local ltx_name = "scripts\\brotherhood\\brotherhood_npc_nr_ambush_logic_3.ltx" - local ltx = ini_file(ltx_name) - if not (ltx) then - log("ERROR: do not have access to scripts\\brotherhood_npc_nr_ambush_logic.ltx! Make sure you installed properly!") - return - end - - local id = npc:id() - local sim = alife() - local se_npc = sim:object(id) - local unreg_id = se_npc and se_npc.m_smart_terrain_id - if (unreg_id and unreg_id ~= 65535) then - local unreg = sim:object(unreg_id) - if (unreg) then - unreg:unregister_npc(se_npc) - end - end - - xr_logic.configure_schemes(npc, ltx, ltx_name, modules.stype_stalker, loaded and st.loaded_section_logic or "logic", "") - - local section = loaded and st.loaded_active_section or xr_logic.determine_section_to_activate(npc, ltx, "logic", db.actor) - xr_logic.activate_by_section(npc, ltx, section, "", loaded) - --printf("setup complete") - -end - -function setup_nr_ambush_logic_brotherhood_4() - - local npc = get_story_object("nr_ambush_4") - npc:give_info_portion("npc_not_move") - - - local ltx_name = "scripts\\brotherhood\\brotherhood_npc_nr_ambush_logic_4.ltx" - local ltx = ini_file(ltx_name) - if not (ltx) then - log("ERROR: do not have access to scripts\\brotherhood_npc_nr_ambush_logic.ltx! Make sure you installed properly!") - return - end - - local id = npc:id() - local sim = alife() - local se_npc = sim:object(id) - local unreg_id = se_npc and se_npc.m_smart_terrain_id - if (unreg_id and unreg_id ~= 65535) then - local unreg = sim:object(unreg_id) - if (unreg) then - unreg:unregister_npc(se_npc) - end - end - - xr_logic.configure_schemes(npc, ltx, ltx_name, modules.stype_stalker, loaded and st.loaded_section_logic or "logic", "") - - local section = loaded and st.loaded_active_section or xr_logic.determine_section_to_activate(npc, ltx, "logic", db.actor) - xr_logic.activate_by_section(npc, ltx, section, "", loaded) - --printf("setup complete") - -end - -function setup_nr_ambush_logic_brotherhood_5() - - local npc = get_story_object("nr_ambush_5") - npc:give_info_portion("npc_not_move") - - - local ltx_name = "scripts\\brotherhood\\brotherhood_npc_nr_ambush_logic_5.ltx" - local ltx = ini_file(ltx_name) - if not (ltx) then - log("ERROR: do not have access to scripts\\brotherhood_npc_nr_ambush_logic.ltx! Make sure you installed properly!") - return - end - - local id = npc:id() - local sim = alife() - local se_npc = sim:object(id) - local unreg_id = se_npc and se_npc.m_smart_terrain_id - if (unreg_id and unreg_id ~= 65535) then - local unreg = sim:object(unreg_id) - if (unreg) then - unreg:unregister_npc(se_npc) - end - end - - xr_logic.configure_schemes(npc, ltx, ltx_name, modules.stype_stalker, loaded and st.loaded_section_logic or "logic", "") - - local section = loaded and st.loaded_active_section or xr_logic.determine_section_to_activate(npc, ltx, "logic", db.actor) - xr_logic.activate_by_section(npc, ltx, section, "", loaded) - --printf("setup complete") - -end \ No newline at end of file diff --git a/mods/[DEV] Brotherhood/gamedata/scripts/brotherhood_timer.script b/mods/[DEV] Brotherhood/gamedata/scripts/brotherhood_timer.script deleted file mode 100644 index a9c53ad3..00000000 --- a/mods/[DEV] Brotherhood/gamedata/scripts/brotherhood_timer.script +++ /dev/null @@ -1,682 +0,0 @@ ---- Original Author(s) : xcvb, ComradeCatilina ---- Edited : NLTP_ASHES ---- Date : 15/05/2023 ---- ---- Timer script for Brotherhood. Courtesy of xcvb - --- --------------------------------------------------------------------------------------------------------------------- --- Constants, global variables and imported functions --- --------------------------------------------------------------------------------------------------------------------- - --- Imported functions -local HI = has_alife_info -local GI = give_info -local DI = disable_info -local NI = function(str) return not (has_alife_info(str)) end -local ctime_to_t = utils_data.CTime_to_table -local ctime_from_t = utils_data.CTime_from_table - --- Variables -local time_to_poof_1 -local time_to_poof_2 -local time_to_poof_3 -local time_to_poof_4 -local time_to_poof_5 -local time_to_poof_6 -local time_to_poof_7 -local time_to_poof_8 -local time_to_poof_9 -local time_to_poof_10 -local time_to_poof_11 -local time_to_poof_12 -local time_to_poof_13 -local time_to_poof_14 -local time_to_poof_15 -local time_to_poof_16 -local time_to_poof_17 -local time_to_poof_18 -local time_to_poof_19 -local time_to_poof_20 -local time_to_poof_21 -local time_to_poof_22 - -local tmr_1 = 0 -local tmr_2 = 0 -local tmr_3 = 0 -local tmr_4 = 0 -local tmr_5 = 0 -local tmr_6 = 0 -local tmr_7 = 0 -local tmr_8 = 0 -local tmr_9 = 0 -local tmr_10 = 0 -local tmr_11 = 0 -local tmr_12 = 0 -local tmr_13 = 0 -local tmr_14 = 0 -local tmr_15 = 0 -local tmr_16 = 0 -local tmr_17 = 0 -local tmr_18 = 0 -local tmr_19 = 0 -local tmr_20 = 0 -local tmr_21 = 0 -local tmr_22 = 0 - --- --------------------------------------------------------------------------------------------------------------------- --- General functions --- --------------------------------------------------------------------------------------------------------------------- - --- Alyosha Karmov --- Help 1 - -function alyosha_shyogolov_help_random() - if not time_to_poof_1 then - time_to_poof_1 = ctime_to_t(game.get_game_time()) - end -end - -function actor_on_update_1() - local poof_timer_1 = 86400 - local tg = time_global() - if tg < tmr_1 then return end - tmr_1 = tg + 1000 - - local cur_time = game.get_game_time() - if time_to_poof_1 and cur_time:diffSec(ctime_from_t(time_to_poof_1)) > poof_timer_1 then - DI("help_alyosha_shyogolov_random") - time_to_poof_1 = nil - end - -end - --- What a night --- Time 2 - -function create_stash_1() - if not time_to_poof_2 then - time_to_poof_2 = ctime_to_t(game.get_game_time()) - end -end - -function actor_on_update_2() - local poof_timer_2 = 0.5 - local tg = time_global() - if tg < tmr_2 then return end - tmr_2 = tg + 1000 - - local cur_time = game.get_game_time() - if time_to_poof_2 and cur_time:diffSec(ctime_from_t(time_to_poof_2)) > poof_timer_2 then - dialogs_brotherhood.create_stash_and_transfer_items() - dialogs_brotherhood.blackout_drink() - dialogs_brotherhood.give_what_a_night() - this.blackout_drink_time() - time_to_poof_2 = nil - end -end - --- Time 3 - -function blackout_drink_time() - if not time_to_poof_3 then - time_to_poof_3 = ctime_to_t(game.get_game_time()) - end -end - -function actor_on_update_3() - local poof_timer_3 = 1 - local tg = time_global() - if tg < tmr_3 then return end - tmr_3 = tg + 1000 - - local cur_time = game.get_game_time() - if time_to_poof_3 and cur_time:diffSec(ctime_from_t(time_to_poof_3)) > poof_timer_3 then - dialogs_brotherhood.blackout_teleportation() - time_to_poof_3 = nil - end -end - --- Time 4 and 5 --- Calydonian Boar Hunting Season - -function butcher_legendary_hunting_season_1() - if not time_to_poof_7 then - time_to_poof_7 = ctime_to_t(game.get_game_time()) - end -end - -function actor_on_update_7() - local poof_timer_7 = math.random(4500,200000) - local tg = time_global() - if tg < tmr_7 then return end - tmr_7 = tg + 1000 - - local cur_time = game.get_game_time() - if time_to_poof_7 and cur_time:diffSec(ctime_from_t(time_to_poof_7)) > poof_timer_7 then - news_manager.send_tip(db.actor, game.translate_string("st_butcher_legendary_hunting_season_1"), 0, "stalker", 11000, 1) - dialogs_brotherhood.give_butcher_legendary_1() - time_to_poof_7 = nil - end -end - -function dolg_bloodsucker_voronin_1() - if not time_to_poof_4 then - time_to_poof_4 = ctime_to_t(game.get_game_time()) - end -end - -function actor_on_update_4() - local poof_timer_4 = 86400 - local tg = time_global() - if tg < tmr_4 then return end - tmr_4 = tg + 1000 - - local cur_time = game.get_game_time() - if time_to_poof_4 and cur_time:diffSec(ctime_from_t(time_to_poof_4)) > poof_timer_4 then - news_manager.send_tip(db.actor, game.translate_string("st_dolg_voronin_bloodsucker_news_0"), 0, "dolg", 11000, 1) - dialogs_brotherhood.give_meet_voronin_quest_1() - dialogs_brotherhood.spawn_artyom_bloodsucker_wounded() - GI("voronin_bloodsucker_botched_start") - time_to_poof_4 = nil - end -end - --- Dolg snitches get stitches - -function dolg_bloodsucker_aspirin_1() - if not time_to_poof_5 then - time_to_poof_5 = ctime_to_t(game.get_game_time()) - end -end - -function actor_on_update_5() - local poof_timer_5 = 86400 - local tg = time_global() - if tg < tmr_5 then return end - tmr_5 = tg + 1000 - - local cur_time = game.get_game_time() - if time_to_poof_5 and cur_time:diffSec(ctime_from_t(time_to_poof_5)) > poof_timer_5 then - news_manager.send_tip(db.actor, game.translate_string("st_dolg_aspirin_bloodsucker_news_0"), 0, "dolg", 11000, 1) - dialogs_brotherhood.give_meet_aspirin_quest_2() - GI("meet_aspirin_snitches_stitches") - time_to_poof_5 = nil - end -end - -function dolg_bloodsucker_aspirin_2() - if not time_to_poof_6 then - time_to_poof_6 = ctime_to_t(game.get_game_time()) - end -end - --- Dolg Aspirin quest 2 - -function actor_on_update_6() - local poof_timer_6 = 86400 - local tg = time_global() - if tg < tmr_6 then return end - tmr_6 = tg + 1000 - - local cur_time = game.get_game_time() - if time_to_poof_6 and cur_time:diffSec(ctime_from_t(time_to_poof_6)) > poof_timer_6 then - news_manager.send_tip(db.actor, game.translate_string("st_dolg_aspirin_bloodsucker_news_1"), 0, "dolg", 11000, 1) - dialogs_brotherhood.give_meet_aspirin_quest_2() - time_to_poof_6 = nil - end -end - --- Vybegallo Satisfied Man - -function vybegallo_help_satisfied_man() - if not time_to_poof_8 then - time_to_poof_8 = ctime_to_t(game.get_game_time()) - end -end - -function actor_on_update_8() - local poof_timer_8 = 86400*7 - local tg = time_global() - if tg < tmr_8 then return end - tmr_8 = tg + 1000 - - local cur_time = game.get_game_time() - if time_to_poof_8 and cur_time:diffSec(ctime_from_t(time_to_poof_8)) > poof_timer_8 then - if NI("vybegallo_dead") then - news_manager.send_tip(db.actor, game.translate_string("st_vybegallo_help_satisfied_man_info"), 0, "ecolog", 11000, 1) - dialogs_brotherhood.give_meet_vybegallo_quest() - GI("vybegallo_request_help_satisfied_man") - end - time_to_poof_8 = nil - end -end - --- Brotherhood Quest 5 - -function butcher_brotherhood_help() - if not time_to_poof_9 then - time_to_poof_9 = ctime_to_t(game.get_game_time()) - end -end - -function actor_on_update_9() - local poof_timer_9 = 86400*3 - local tg = time_global() - if tg < tmr_9 then return end - tmr_9 = tg + 1000 - - local cur_time = game.get_game_time() - if time_to_poof_9 and cur_time:diffSec(ctime_from_t(time_to_poof_9)) > poof_timer_9 then - if NI("bellerophon_dead") then - news_manager.send_tip(db.actor, game.translate_string("st_butcher_5_help_info"), 0, "stalker", 11000, 1) - dialogs_brotherhood.give_rescue_orion_quest() - dialogs_brotherhood.relocation_ilya_1() - GI("butcher_5_help") - elseif HI("bellerophon_dead") then - news_manager.send_tip(db.actor, game.translate_string("st_butcher_5_alt_help_info"), 0, "stalker", 11000, 1) - dialogs_brotherhood.give_rescue_orion_quest() - GI("butcher_5_help") - dialogs_brotherhood.spawn_sarpedon() - end - time_to_poof_9 = nil - end -end - ---- Market Share Quests --- - - - --- An ominous invitation-- - - -function market_share_beginning_1() - if not time_to_poof_10 then - time_to_poof_10 = ctime_to_t(game.get_game_time()) - end -end - -function actor_on_update_10() - local poof_timer_10 = 56400 - local tg = time_global() - if tg < tmr_10 then return end - tmr_10 = tg + 1000 - - local cur_time = game.get_game_time() - if time_to_poof_10 and cur_time:diffSec(ctime_from_t(time_to_poof_10)) > poof_timer_10 then - news_manager.send_tip(db.actor, game.translate_string("st_marlo_chris_invitation_info"), 0, "stalker", 11000, 1) - dialogs_brotherhood.give_meet_marlo_chris_quest_1() - - GI("market_share_the_beginning") - time_to_poof_10 = nil - end -end - --- The courriers are on their way -- - - -function market_share_quest_2() - if not time_to_poof_11 then - time_to_poof_11 = ctime_to_t(game.get_game_time()) - end -end - -function actor_on_update_11() - local poof_timer_11 = 86400 - local tg = time_global() - if tg < tmr_11 then return end - tmr_11 = tg + 1000 - - local cur_time = game.get_game_time() - if time_to_poof_11 and cur_time:diffSec(ctime_from_t(time_to_poof_11)) > poof_timer_11 then - news_manager.send_tip(db.actor, game.translate_string("st_chris_key_interception_info"), 0, "stalker", 11000, 1) - dialogs_brotherhood.give_meet_marlo_chris_quest_2() - - GI("market_share_quest_2_init") - time_to_poof_11 = nil - end -end - --- The resupply is on their way -- - -function market_share_quest_3() - if not time_to_poof_12 then - time_to_poof_12 = ctime_to_t(game.get_game_time()) - end -end - -function actor_on_update_12() - local poof_timer_12 = 86400*3 - local tg = time_global() - if tg < tmr_12 then return end - tmr_12 = tg + 1000 - - local cur_time = game.get_game_time() - if time_to_poof_12 and cur_time:diffSec(ctime_from_t(time_to_poof_12)) > poof_timer_12 then - news_manager.send_tip(db.actor, game.translate_string("st_chris_asset_interception_info"), 0, "stalker", 11000, 1) - dialogs_brotherhood.give_meet_marlo_chris_quest_3() - - GI("market_share_quest_3_init") - time_to_poof_12 = nil - end -end - ---- Timer 13 NOT USED --- - -function calydonian_boar_reinforcment_init() - if not time_to_poof_13 then - time_to_poof_13 = ctime_to_t(game.get_game_time()) - end -end - -function actor_on_update_13() - local poof_timer_13 = 10 - local tg = time_global() - if tg < tmr_13 then return end - tmr_13 = tg + 1000 - - local cur_time = game.get_game_time() - if time_to_poof_13 and cur_time:diffSec(ctime_from_t(time_to_poof_13)) > poof_timer_13 then - - GI("calydonian_boar_reinforcment_init") - time_to_poof_13 = nil - end -end - - ---- Timer 14 reset Bezsonik timer - -function bezsonik_init_random() - if not time_to_poof_14 then - time_to_poof_14 = ctime_to_t(game.get_game_time()) - end -end - -function actor_on_update_14() - local poof_timer_14 = 80000 - local tg = time_global() - if tg < tmr_14 then return end - tmr_14 = tg + 1000 - - local cur_time = game.get_game_time() - if time_to_poof_14 and cur_time:diffSec(ctime_from_t(time_to_poof_14)) > poof_timer_14 then - DI("nr_bezsonik_init_random") - time_to_poof_14 = nil - end - -end - ---- Timer 15 reset Butcher Timer - -function butcher_troubble_init_random() - if not time_to_poof_15 then - time_to_poof_15 = ctime_to_t(game.get_game_time()) - end -end - -function actor_on_update_15() - local poof_timer_15 = 80000 - local tg = time_global() - if tg < tmr_15 then return end - tmr_15 = tg + 1000 - - local cur_time = game.get_game_time() - if time_to_poof_15 and cur_time:diffSec(ctime_from_t(time_to_poof_15)) > poof_timer_15 then - DI("butcher_troubble_init_random") - time_to_poof_15 = nil - end - -end - ---- Timer 16 reset Gutalin Timer - -function meet_gutalin_init_random() - if not time_to_poof_16 then - time_to_poof_16 = ctime_to_t(game.get_game_time()) - end -end - -function actor_on_update_16() - local poof_timer_16 = 80000 - local tg = time_global() - if tg < tmr_16 then return end - tmr_16 = tg + 1000 - - local cur_time = game.get_game_time() - if time_to_poof_16 and cur_time:diffSec(ctime_from_t(time_to_poof_16)) > poof_timer_16 then - DI("meet_gutalin_init_random") - time_to_poof_16 = nil - end - -end - ---- Timer 17 Trapper Chimera 2 recroding - -function trapper_chimera_2_recording() - if not time_to_poof_17 then - time_to_poof_17 = ctime_to_t(game.get_game_time()) - end -end - -function actor_on_update_17() - local poof_timer_17 = 100 - local tg = time_global() - if tg < tmr_17 then return end - tmr_17 = tg + 1000 - - local cur_time = game.get_game_time() - if time_to_poof_17 and cur_time:diffSec(ctime_from_t(time_to_poof_17)) > poof_timer_17 then - GI("trapper_chimera_2_recording_done") - - time_to_poof_17 = nil - end - -end - ---- Timer 18 Calydonian Boar spawns - -function butcher_calydonian_init() - if not time_to_poof_18 then - time_to_poof_18 = ctime_to_t(game.get_game_time()) - end -end - -function actor_on_update_18() - - local poof_timer_18 = math.random(50000,100000) - local tg = time_global() - if tg < tmr_18 then return end - tmr_18 = tg + 1000 - - local cur_time = game.get_game_time() - if time_to_poof_18 and cur_time:diffSec(ctime_from_t(time_to_poof_18)) > poof_timer_18 then - GI("butcher_calydonian_init") - news_manager.send_tip(db.actor, game.translate_string("st_butcher_legendary_hunting_season_1"), 0, "stalker", 11000, 1) - news_manager.send_tip(db.actor, game.translate_string("st_butcher_legendary_hunting_season_2"), 5, "stalker", 11000, 1) - news_manager.send_tip(db.actor, game.translate_string("st_butcher_legendary_hunting_season_3"), 10, "stalker", 11000, 1) - news_manager.send_tip(db.actor, game.translate_string("st_butcher_legendary_hunting_season_4"), 15, "stalker", 11000, 1) - time_to_poof_18 = nil - end - -end - ----- reset Controller Ambush random event - -function nr_primakov_random() - if not time_to_poof_19 then - time_to_poof_19 = ctime_to_t(game.get_game_time()) - end -end - -function actor_on_update_19() - local poof_timer_19 = 24000 - local tg = time_global() - if tg < tmr_19 then return end - tmr_19 = tg + 1000 - - local cur_time = game.get_game_time() - if time_to_poof_19 and cur_time:diffSec(ctime_from_t(time_to_poof_19)) > poof_timer_19 then - DI("nr_primankov_random") - time_to_poof_19 = nil - end - -end - ----- Shlitzer 1 Fail - -function bh_shlitzer_fail_1() - if not time_to_poof_20 then - time_to_poof_20 = ctime_to_t(game.get_game_time()) - end -end - -function actor_on_update_20() - local poof_timer_20 = 518400 - local tg = time_global() - if tg < tmr_20 then return end - tmr_20 = tg + 1000 - - local cur_time = game.get_game_time() - if time_to_poof_20 and cur_time:diffSec(ctime_from_t(time_to_poof_20)) > poof_timer_20 then - if NI("bh_badger_smuggling_transfer_done") then - - GI("bh_shlitzer_fail_1") - end - time_to_poof_20 = nil - end - -end - ---- Baltun random reset - -function nr_baltunov_init_random() - if not time_to_poof_21 then - time_to_poof_21 = ctime_to_t(game.get_game_time()) - end -end - -function actor_on_update_21() - local poof_timer_21 = 24000 - local tg = time_global() - if tg < tmr_21 then return end - tmr_21 = tg + 1000 - - local cur_time = game.get_game_time() - if time_to_poof_21 and cur_time:diffSec(ctime_from_t(time_to_poof_21)) > poof_timer_21 then - DI("nr_baltunov_init_random") - time_to_poof_21 = nil - end - -end - ---- Murdered Starik random reset - -function nr_starik_1_init_random() - if not time_to_poof_22 then - time_to_poof_22 = ctime_to_t(game.get_game_time()) - end -end - -function actor_on_update_22() - local poof_timer_22 = 24000 - local tg = time_global() - if tg < tmr_22 then return end - tmr_22 = tg + 1000 - - local cur_time = game.get_game_time() - if time_to_poof_22 and cur_time:diffSec(ctime_from_t(time_to_poof_22)) > poof_timer_22 then - DI("nr_starik_1_init_random") - time_to_poof_22 = nil - end - -end --- --------------------------------------------------------------------------------------------------------------------- --- Data persistence --- --------------------------------------------------------------------------------------------------------------------- - ---- Function used to store information in the save file. ---- @param m_data table ---- @return nil -function save_state(m_data) - m_data.time_to_poof_1 = time_to_poof_1 - m_data.time_to_poof_2 = time_to_poof_2 - m_data.time_to_poof_3 = time_to_poof_3 - m_data.time_to_poof_4 = time_to_poof_4 - m_data.time_to_poof_5 = time_to_poof_5 - m_data.time_to_poof_6 = time_to_poof_6 - m_data.time_to_poof_7 = time_to_poof_7 - m_data.time_to_poof_8 = time_to_poof_8 - m_data.time_to_poof_9 = time_to_poof_9 - m_data.time_to_poof_10 = time_to_poof_10 - m_data.time_to_poof_11 = time_to_poof_11 - m_data.time_to_poof_12 = time_to_poof_12 - m_data.time_to_poof_13 = time_to_poof_13 - m_data.time_to_poof_14 = time_to_poof_14 - m_data.time_to_poof_15 = time_to_poof_15 - m_data.time_to_poof_16 = time_to_poof_16 - m_data.time_to_poof_17 = time_to_poof_17 - m_data.time_to_poof_18 = time_to_poof_18 - m_data.time_to_poof_19 = time_to_poof_19 - m_data.time_to_poof_20 = time_to_poof_20 - m_data.time_to_poof_21 = time_to_poof_21 - m_data.time_to_poof_22 = time_to_poof_22 -end - ---- Function used to load information stored in the save file. ---- @param m_data table ---- @return nil -function load_state(m_data) - time_to_poof_1 = m_data.time_to_poof_1 - time_to_poof_2 = m_data.time_to_poof_2 - time_to_poof_3 = m_data.time_to_poof_3 - time_to_poof_4 = m_data.time_to_poof_4 - time_to_poof_5 = m_data.time_to_poof_5 - time_to_poof_6 = m_data.time_to_poof_6 - time_to_poof_7 = m_data.time_to_poof_7 - time_to_poof_8 = m_data.time_to_poof_8 - time_to_poof_9 = m_data.time_to_poof_9 - time_to_poof_10 = m_data.time_to_poof_10 - time_to_poof_11 = m_data.time_to_poof_11 - time_to_poof_12 = m_data.time_to_poof_12 - time_to_poof_13 = m_data.time_to_poof_13 - time_to_poof_14 = m_data.time_to_poof_14 - time_to_poof_15 = m_data.time_to_poof_15 - time_to_poof_16 = m_data.time_to_poof_16 - time_to_poof_17 = m_data.time_to_poof_17 - time_to_poof_18 = m_data.time_to_poof_18 - time_to_poof_19 = m_data.time_to_poof_19 - time_to_poof_20 = m_data.time_to_poof_20 - time_to_poof_21 = m_data.time_to_poof_21 - time_to_poof_22 = m_data.time_to_poof_22 -end - --- --------------------------------------------------------------------------------------------------------------------- --- Callbacks registration --- --------------------------------------------------------------------------------------------------------------------- - ---- Function used to register callbacks. ---- @return nil -function on_game_start() - RegisterScriptCallback("save_state", save_state) - RegisterScriptCallback("load_state", load_state) - - RegisterScriptCallback("actor_on_update", actor_on_update_1) - RegisterScriptCallback("actor_on_update", actor_on_update_2) - RegisterScriptCallback("actor_on_update", actor_on_update_3) - RegisterScriptCallback("actor_on_update", actor_on_update_4) - RegisterScriptCallback("actor_on_update", actor_on_update_5) - RegisterScriptCallback("actor_on_update", actor_on_update_6) - RegisterScriptCallback("actor_on_update", actor_on_update_7) - RegisterScriptCallback("actor_on_update", actor_on_update_8) - RegisterScriptCallback("actor_on_update", actor_on_update_9) - RegisterScriptCallback("actor_on_update", actor_on_update_10) - RegisterScriptCallback("actor_on_update", actor_on_update_11) - RegisterScriptCallback("actor_on_update", actor_on_update_12) - RegisterScriptCallback("actor_on_update", actor_on_update_13) - RegisterScriptCallback("actor_on_update", actor_on_update_14) - RegisterScriptCallback("actor_on_update", actor_on_update_15) - RegisterScriptCallback("actor_on_update", actor_on_update_16) - RegisterScriptCallback("actor_on_update", actor_on_update_17) - RegisterScriptCallback("actor_on_update", actor_on_update_18) - RegisterScriptCallback("actor_on_update", actor_on_update_19) - RegisterScriptCallback("actor_on_update", actor_on_update_20) -end \ No newline at end of file diff --git a/mods/[DEV] Brotherhood/gamedata/scripts/dialogs_brotherhood.script b/mods/[DEV] Brotherhood/gamedata/scripts/dialogs_brotherhood.script deleted file mode 100644 index 99c7c754..00000000 --- a/mods/[DEV] Brotherhood/gamedata/scripts/dialogs_brotherhood.script +++ /dev/null @@ -1,2356 +0,0 @@ - -------- GENERAL Functions -------- -local HI = has_alife_info -local GI = give_info -local DI = disable_info -function NI(str) - return not (has_alife_info(str)) -end -function on_game_start() - RegisterScriptCallback("actor_on_item_use", use_item_strange_meat_1) - RegisterScriptCallback("actor_on_item_use", use_item_strange_meat_1_2) - RegisterScriptCallback("actor_on_item_use", use_item_strange_meat_2) - RegisterScriptCallback("actor_on_item_use", use_item_strange_meat_2_2) - RegisterScriptCallback("actor_on_item_use", use_item_radio_micro_quest) - -end -------- NLTP-Ashes scripts ------- ---- Function used to spawn a simulation squad, at a given point in space. ---- @param sec string ---- @param pos vector ---- @param lvid number ---- @param gvid number ---- @param smart cse_alife_smart_zone ---- @return cse_alife_online_offline_group -function spawn_squad(sec,pos,lvid,gvid,smart) - if not validate_params({sec,pos,lvid,gvid,"spawn_squad"}) then return end - - local squad = alife_create(sec, pos, lvid, gvid) - if squad then - squad:create_npc(smart, pos, lvid, gvid) - - if smart then - SIMBOARD:assign_squad_to_smart(squad, smart.id) - else - SIMBOARD:assign_squad_to_smart(squad) - end - - for k in squad:squad_members() do - local se_obj = k.object or k.id and alife_object(k.id) - if (se_obj) then - SIMBOARD:setup_squad_and_group(se_obj) - SendScriptCallback("squad_on_npc_creation",squad,se_obj,smart) - end - end - - - - return squad - else - printf("![Brotherhood] ERROR | Utils | Failed to create squad (%s)",sec) - return - end -end - ---- Function used to check if all necessary parameters were correctly passed to a function. ---- Last element of the table has to be the name of the function calling validate_params. ---- Use like this : 'if not validate_params({param_1,param_1,"my_function"}) then return end' ---- @param params table ---- @return boolean -function validate_params(params) - local index = 1 - for i,_ in pairs(params) do - if i ~= index then - printf("![WG] ERROR | Utils | Missing argument no %s for '%s()'!",index,params[#params]) - return false - end - index = index + 1 - end - return true -end - - - - - -function poluchit_po_litsu(actor, npc) - npc:force_set_goodwill(-5000, actor) -end - - - -function give_task(name) - task_manager.get_task_manager():give_task(name) -end - --------Stories from the Zone -------- - ------- Brotherhood rewards ------ -function transfer_brotherhood_reward_1(first_speaker, second_speaker) - dialogs.relocate_item_section_to_actor(first_speaker, second_speaker, "bottle_metal", 1) -end - -function transfer_brotherhood_reward_2(first_speaker, second_speaker) - dialogs.relocate_item_section_to_actor(first_speaker, second_speaker, "cigar2", 1) -end - - ----- Bellerophon Quests ---- - -function give_task_bellerophon_chimera_1() - dialogs_brotherhood.give_task('give_task_bellerophon_chimera_1') -end - -function relocation_bellerophon_1() - local squad = get_story_se_object("bellerophon_squad") - local pos = vector():set( 30.001893997192,-11.701859474182,-278.17437744141 ) - if (pos and squad) then - TeleportSquad(squad,pos,79573,2281) - - GI("relocation_bellerophon_1") - end -end - -function transfer_stolya_for_bellerophon(first_speaker, second_speaker) - dialogs.relocate_item_section_from_actor(first_speaker, second_speaker, "vodka_quality", 1) -end -------Butcher Quest 1 (now 3) ------ - -function give_task_kill_pack_dogs_1() - dialogs_brotherhood.give_task('give_task_kill_pack_dogs_1') -end - -function is_has_package_vybegallo() - if db.actor:object("quest_package_vybegallo") then - return true - end - return false -end - -function transfer_package_to_vybegallo(first_speaker, second_speaker) - dialogs.relocate_item_section_from_actor(first_speaker, second_speaker, "quest_package_vybegallo") - dialogs.relocate_money_to_actor(first_speaker, second_speaker, 7500) -end - - -------Butcher Quest 2 ------ - -function give_task_kill_pack_boars_1() - dialogs_brotherhood.give_task('give_task_kill_pack_boars_1') -end - -function transfer_grenades_boars(first_speaker, second_speaker) - dialogs.relocate_item_section_to_actor(first_speaker, second_speaker, "grenade_f1", 2) -end - -------Butcher Quest 3 ------ - -function give_task_kill_pack_snorks_1() - dialogs_brotherhood.give_task('give_task_kill_pack_snorks_1') -end - -function transfer_bandage_snorks(first_speaker, second_speaker) - dialogs.relocate_item_section_to_actor(first_speaker, second_speaker, "bandage") -end - -------Butcher Quest 4 ------ - -function give_task_kill_pack_snorks_2() - dialogs_brotherhood.give_task('give_task_kill_pack_snorks_2') -end - -function give_meet_vybegallo_quest() - dialogs_brotherhood.give_task('give_meet_vybegallo_quest') -end - -function transfer_bandages_snorks(first_speaker, second_speaker) - dialogs.relocate_item_section_to_actor(first_speaker, second_speaker, "bandage", 2) -end - - -function relocation_ilya_1() - local squad = get_story_se_object("bellerophon_squad") - local pos = vector():set( 20.758554458618,0.15221303701401,11.817081451416 ) - if (pos and squad) then - TeleportSquad(squad,pos,217755,1026) - - GI("relocation_ilya_1_init") - end -end ----- Butcher Quest 5 ---- - -function give_rescue_orion_quest() - dialogs_brotherhood.give_task('give_rescue_orion_quest') -end - -function transfer_supplies_agru_controller(first_speaker, second_speaker) - dialogs.relocate_item_section_to_actor(first_speaker, second_speaker, "bandage", 2) - dialogs.relocate_item_section_to_actor(first_speaker, second_speaker, "ammo_12x70_buck", 2) - dialogs.relocate_item_section_to_actor(first_speaker, second_speaker, "medkit_scientic", 1) -end - -function transfer_supplies_agru_controller_2(first_speaker, second_speaker) - dialogs.relocate_item_section_to_actor(first_speaker, second_speaker, "drug_psy_blockade", 2) -end - -function xr_effects.spawn_hunter_orion_dead() - local pos = vector():set( 112.4231262207,-6.9253225326538,-34.570152282715 ) - local se_obj = alife_create( "hunter_orion", pos, 9264, 3727 ) - if (se_obj) then - se_obj:kill() - end - if ( not se_obj ) then - printe("!ERROR: unable to spawn hunter_orion" ) - end -end - -function spawn_sarpedon() - local smart_2 = SIMBOARD.smarts_by_names["agr_smart_terrain_4_4"] - local squad = SIMBOARD:create_squad(smart_2,"sarpedon_squad") -end - ------- Trapper Quests ------ - ---- Chimera 1 - -function give_task_trapper_chimera_1() - dialogs_brotherhood.give_task('give_task_trapper_chimera_1') -end - -function is_has_boar_meat_for_bait() - local cnt = utils_item.get_amount(db.actor, "mutant_part_boar_chop") - if (cnt >= 6) then - return true - end - return false -end - -function give_task_trapper_chimera_2() - dialogs_brotherhood.give_task('give_task_trapper_chimera_2') -end - - -function transfer_boar_chimera_trapper(first_speaker, second_speaker) - dialogs.relocate_item_section_from_actor(first_speaker, second_speaker, "meat_boar", 6) -end - -function transfer_chimera_bait_trapper(first_speaker, second_speaker) - dialogs.relocate_item_section_to_actor(first_speaker, second_speaker, "quest_chimera_bait_brotherhood") -end - -function transfer_trapper_recording_device(first_speaker, second_speaker) - dialogs.relocate_item_section_to_actor(first_speaker, second_speaker, "radio_micro_quest") -end - -function is_has_trapper_bait_no() - if db.actor:object("quest_chimera_bait_brotherhood") then - return false - end - return true -end - -function is_has_trapper_bait_yes() - if db.actor:object("quest_chimera_bait_brotherhood") then - return true - end - return false -end - -function trapper_chimera_is_dead() - local obj = get_story_se_object("trapper_chimera_2") - - if HI("trapper_chimera_2_dead") then - - if obj then - - local commander = alife_object(obj:commander_id()) - - if commander and commander:alive() then - - DI("trapper_chimera_2_dead") - return false - else - return true - end - end - - elseif NI("trapper_chimera_2_dead") then - - return false - end - - -end - -function trapper_chimera_is_alive() - local obj = get_story_se_object("trapper_chimera_2") - - if HI("trapper_chimera_2_dead") then - - if obj then - - local commander = alife_object(obj:commander_id()) - - if commander and commander:alive() then - DI("trapper_chimera_2_dead") - return true - else - return false - end - end - elseif NI("trapper_chimera_2_dead") then - - return true - end - -end - -function is_has_recording_device() - if db.actor:object("radio_micro_quest") then - return true - end - return false -end - -function is_has_recording_device_no() - if db.actor:object("radio_micro_quest") then - return false - end - return true -end - -function transfer_trapper_chimera_bounty_2(first_speaker, second_speaker) - dialogs.relocate_money_to_actor(first_speaker, second_speaker, 10000) -end - -function transfer_radio_to_trapper(first_speaker, second_speaker) - dialogs.relocate_item_section_from_actor(first_speaker, second_speaker, "radio_micro_quest") -end - - -function reset_trapper_chimera_2() - DI("trapper_chimera_3_init_timed") - DI("trapper_chimera_2_init_timed") - DI("trapper_chimera_2_recording_done") - DI("trapper_chimera_record_in_place") - DI("trapper_chimera_3_init") - DI("trapper_chimera_2_init") - DI("trapper_chimera_record_set") -end - ---- Trapper Missing hunters --- - --- Hunter 1 -- - -function give_task_trapper_missing_hunter_1() - dialogs_brotherhood.give_task('give_task_trapper_missing_hunter_1') -end -function give_task_trapper_missing_hunter_2() - dialogs_brotherhood.give_task('give_task_trapper_missing_hunter_2') -end -function give_task_trapper_missing_hunter_3() - dialogs_brotherhood.give_task('give_task_trapper_missing_hunter_3') -end - ------ Butcher Legendary ---- - -function give_butcher_legendary_1() - dialogs_brotherhood.give_task('give_butcher_legendary_1') -end - -function pseudo_dynamic_spawn_legendary_1() - - - - local pos = db.actor:position() - - local smart_1 = SIMBOARD.smarts_by_names["mar_smart_terrain_7_7"] ---north east - smart 1 - local smart_2 = SIMBOARD.smarts_by_names["mar_smart_terrain_6_7"] ---north west - smart 2 - local smart_3 = SIMBOARD.smarts_by_names["mar_smart_terrain_4_7"] ---south - smart 3 - - local smrt_1 = SIMBOARD.smarts[smart_1.id] - local smrt_2 = SIMBOARD.smarts[smart_2.id] - local smrt_3 = SIMBOARD.smarts[smart_3.id] - - local dist_1 = (db.actor:position():distance_to(smart_1.position)) - local dist_2 = (db.actor:position():distance_to(smart_2.position)) - local dist_3 = (db.actor:position():distance_to(smart_3.position)) - - local distance = 10 - - local pos_1 = vector():set( 229.9093170166,0.73001974821091,172.14596557617 ) --- smart 1 south - local pos_2 = vector():set( 193.70741271973,0.87180489301682,108.35623168945 ) --- samrt 1 east - local pos_3 = vector():set( 71.255294799805,0.83956271409988,102.07247924805 ) --- smart 2 North - local pos_4 = vector():set( 59.722770690918,0.56484937667847,145.73992919922 ) --- smart 2 west - local pos_5 = vector():set( -42.557529449463,0.49137985706329,118.64920043945 ) --- smart 3 east - local pos_6 = vector():set( -34.978141784668,0.53491681814194,164.68092346191 ) --- samrt 3 south - - local dyst_1 = (pos:distance_to(pos_1)) - local dyst_2 = (pos:distance_to(pos_2)) - local dyst_3 = (pos:distance_to(pos_3)) - local dyst_4 = (pos:distance_to(pos_4)) - local dyst_5 = (pos:distance_to(pos_5)) - local dyst_6 = (pos:distance_to(pos_6)) - - - if (dist_1 < dist_2) and (dist_1 < dist_3) then --- smart 1 - - if (dyst_1 < dyst_2) and (dyst_1 > distance) then --- dyst 1 trigger - spawn_legendary_calydonian_boar_1() - - elseif (dyst_1 < dyst_2) and (dyst_1 < distance) then --- dyst 2 trigger - spawn_legendary_calydonian_boar_2() - - elseif (dyst_2 < dyst_1) and (dyst_2 > distance) then --- dyst 2 trigger - spawn_legendary_calydonian_boar_2() - - elseif (dyst_2 < dyst_1) and (dyst_2 < distance) then --- dyst 1 trigger - spawn_legendary_calydonian_boar_1() - end - elseif (dist_2 < dist_1) and (dist_2 < dist_3) then ---smart 2 - - if (dyst_3 < dyst_4) and (dyst_3 > distance) then --- dyst 3 trigger - spawn_legendary_calydonian_boar_3() - - elseif (dyst_3 < dyst_4) and (dyst_3 < distance) then --- dyst 4 trigger - spawn_legendary_calydonian_boar_4() - - elseif (dyst_4 < dyst_3) and (dyst_4 > distance) then --- dyst 4 trigger - spawn_legendary_calydonian_boar_4() - - elseif (dyst_4 < dyst_3) and (dyst_4 < distance) then --- dyst 3 trigger - spawn_legendary_calydonian_boar_3() - end - elseif (dist_3 < dist_1) and (dist_3 < dist_2) then - - if (dyst_5 < dyst_6) and (dyst_5 > distance) then --- dyst 5 trigger - spawn_legendary_calydonian_boar_5() - - elseif (dyst_5 < dyst_6) and (dyst_5 < distance) then --- dyst 6 trigger - spawn_legendary_calydonian_boar_6() - - elseif (dyst_6 < dyst_5) and (dyst_6 > distance) then --- dyst 6 trigger - spawn_legendary_calydonian_boar_6() - - elseif (dyst_6 < dyst_5) and (dyst_6 < distance) then --- dyst 5 trigger - spawn_legendary_calydonian_boar_5() - end - - end - -end - -function spawn_legendary_calydonian_boar_1() - local pos_1 = vector():set( 229.9093170166,0.73001974821091,172.14596557617 ) --- smart 1 south - - local lvid_1 = 283409 - - - local gvid_1 = 220 - - if NI("legendary_boar_calydonian_spawned") then - news_manager.send_tip(db.actor, game.translate_string("st_calydonian_boar_spawned_1"), 0, "communication", 11000, 1) - local se_squad_1 = spawn_squad("legendary_pack_boars_calydonian", pos_1, lvid_1, gvid_1) - local se_squad_2 = spawn_squad("legendary_pack_boars_calydonian_guard", pos_1, lvid_1, gvid_1) - GI("legendary_boar_calydonian_spawned") - - return - end - if HI("legendary_pack_boars_calydonian_guard_dead") and NI("legendary_pack_boars_calydonian_dead") and NI("legendary_boar_reinforcment_1_spawned") then - local se_squad_3 = spawn_squad("legendary_pack_boars_reinf_1", pos_1, lvid_1, gvid_1) - GI("legendary_boar_reinforcment_1_spawned") - end - - if HI("legendary_pack_boars_reinf_1_dead") and NI("legendary_pack_boars_calydonian_dead") and NI("legendary_boar_reinforcment_2_spawned") then - local se_squad_4 = spawn_squad("legendary_pack_boars_reinf_2", pos_1, lvid_1, gvid_1) - GI("legendary_boar_reinforcment_2_spawned") - end - if HI("legendary_pack_boars_reinf_2_dead") and NI("legendary_pack_boars_calydonian_dead") and NI("legendary_boar_reinforcment_3_spawned") then - local se_squad_5 = spawn_squad("legendary_pack_boars_reinf_3", pos_1, lvid_1, gvid_1) - GI("legendary_boar_reinforcment_3_spawned") - end - -end -function spawn_legendary_calydonian_boar_2() - - local pos_2 = vector():set( 193.70741271973,0.87180489301682,108.35623168945 ) --- samrt 1 east - - local lvid_2 = 257374 - - - local gvid_2 = 349 - - if NI("legendary_boar_calydonian_spawned") then - news_manager.send_tip(db.actor, game.translate_string("st_calydonian_boar_spawned_1"), 0, "communication", 11000, 1) - local se_squad_1 = spawn_squad("legendary_pack_boars_calydonian", pos_2, lvid_2, gvid_2) - local se_squad_2 = spawn_squad("legendary_pack_boars_calydonian_guard", pos_2, lvid_2, gvid_2) - GI("legendary_boar_calydonian_spawned") - - return - end - if HI("legendary_pack_boars_calydonian_guard_dead") and NI("legendary_pack_boars_calydonian_dead") and NI("legendary_boar_reinforcment_1_spawned") then - local se_squad_3 = spawn_squad("legendary_pack_boars_reinf_1", pos_2, lvid_2, gvid_2) - GI("legendary_boar_reinforcment_1_spawned") - end - - if HI("legendary_pack_boars_reinf_1_dead") and NI("legendary_pack_boars_calydonian_dead") and NI("legendary_boar_reinforcment_2_spawned") then - local se_squad_4 = spawn_squad("legendary_pack_boars_reinf_2", pos_2, lvid_2, gvid_2) - GI("legendary_boar_reinforcment_2_spawned") - end - if HI("legendary_pack_boars_reinf_2_dead") and NI("legendary_pack_boars_calydonian_dead") and NI("legendary_boar_reinforcment_3_spawned") then - local se_squad_5 = spawn_squad("legendary_pack_boars_reinf_3", pos_2, lvid_2, gvid_2) - GI("legendary_boar_reinforcment_3_spawned") - end - -end -function spawn_legendary_calydonian_boar_3() - local pos_3 = vector():set( 71.255294799805,0.83956271409988,102.07247924805 ) --- smart 2 North - - local lvid_3 = 180674 - - local gvid_3 = 112 - - if NI("legendary_boar_calydonian_spawned") then - news_manager.send_tip(db.actor, game.translate_string("st_calydonian_boar_spawned_1"), 0, "communication", 11000, 1) - local se_squad_1 = spawn_squad("legendary_pack_boars_calydonian", pos_3, lvid_3, gvid_3) - local se_squad_2 = spawn_squad("legendary_pack_boars_calydonian_guard", pos_3, lvid_3, gvid_3) - GI("legendary_boar_calydonian_spawned") - - return - end - if HI("legendary_pack_boars_calydonian_guard_dead") and NI("legendary_pack_boars_calydonian_dead") and NI("legendary_boar_reinforcment_1_spawned") then - local se_squad_3 = spawn_squad("legendary_pack_boars_reinf_1", pos_3, lvid_3, gvid_3) - GI("legendary_boar_reinforcment_1_spawned") - end - - if HI("legendary_pack_boars_reinf_1_dead") and NI("legendary_pack_boars_calydonian_dead") and NI("legendary_boar_reinforcment_2_spawned") then - local se_squad_4 = spawn_squad("legendary_pack_boars_reinf_2", pos_3, lvid_3, gvid_3) - GI("legendary_boar_reinforcment_2_spawned") - end - if HI("legendary_pack_boars_reinf_2_dead") and NI("legendary_pack_boars_calydonian_dead") and NI("legendary_boar_reinforcment_3_spawned") then - local se_squad_5 = spawn_squad("legendary_pack_boars_reinf_3", pos_3, lvid_3, gvid_3) - GI("legendary_boar_reinforcment_3_spawned") - end -end -function spawn_legendary_calydonian_boar_4() - - local pos_4 = vector():set( 59.722770690918,0.56484937667847,145.73992919922 ) --- smart 2 west - - local lvid_4 = 174270 - - local gvid_4 = 112 - if NI("legendary_boar_calydonian_spawned") then - news_manager.send_tip(db.actor, game.translate_string("st_calydonian_boar_spawned_1"), 0, "communication", 11000, 1) - local se_squad_1 = spawn_squad("legendary_pack_boars_calydonian", pos_4, lvid_4, gvid_4) - local se_squad_2 = spawn_squad("legendary_pack_boars_calydonian_guard", pos_4, lvid_4, gvid_4) - GI("legendary_boar_calydonian_spawned") - - return - end - if HI("legendary_pack_boars_calydonian_guard_dead") and NI("legendary_pack_boars_calydonian_dead") and NI("legendary_boar_reinforcment_1_spawned") then - local se_squad_3 = spawn_squad("legendary_pack_boars_reinf_1", pos_4, lvid_4, gvid_4) - GI("legendary_boar_reinforcment_1_spawned") - end - - if HI("legendary_pack_boars_reinf_1_dead") and NI("legendary_pack_boars_calydonian_dead") and NI("legendary_boar_reinforcment_2_spawned") then - local se_squad_4 = spawn_squad("legendary_pack_boars_reinf_2", pos_4, lvid_4, gvid_4) - GI("legendary_boar_reinforcment_2_spawned") - end - if HI("legendary_pack_boars_reinf_2_dead") and NI("legendary_pack_boars_calydonian_dead") and NI("legendary_boar_reinforcment_3_spawned") then - local se_squad_5 = spawn_squad("legendary_pack_boars_reinf_3", pos_4, lvid_4, gvid_4) - GI("legendary_boar_reinforcment_3_spawned") - end - -end - -function spawn_legendary_calydonian_boar_5() - local pos_5 = vector():set( -42.557529449463,0.49137985706329,118.64920043945 ) --- smart 3 east - local lvid_5 = 120939 - - local gvid_5 = 69 - - if NI("legendary_boar_calydonian_spawned") then - news_manager.send_tip(db.actor, game.translate_string("st_calydonian_boar_spawned_1"), 0, "communication", 11000, 1) - local se_squad_1 = spawn_squad("legendary_pack_boars_calydonian", pos_5, lvid_5, gvid_5) - local se_squad_2 = spawn_squad("legendary_pack_boars_calydonian_guard", pos_5, lvid_5, gvid_5) - GI("legendary_boar_calydonian_spawned") - - return - end - if HI("legendary_pack_boars_calydonian_guard_dead") and NI("legendary_pack_boars_calydonian_dead") and NI("legendary_boar_reinforcment_1_spawned") then - local se_squad_3 = spawn_squad("legendary_pack_boars_reinf_1", pos_5, lvid_5, gvid_5) - GI("legendary_boar_reinforcment_1_spawned") - end - - if HI("legendary_pack_boars_reinf_1_dead") and NI("legendary_pack_boars_calydonian_dead") and NI("legendary_boar_reinforcment_2_spawned") then - local se_squad_4 = spawn_squad("legendary_pack_boars_reinf_2", pos_5, lvid_5, gvid_5) - GI("legendary_boar_reinforcment_2_spawned") - end - if HI("legendary_pack_boars_reinf_2_dead") and NI("legendary_pack_boars_calydonian_dead") and NI("legendary_boar_reinforcment_3_spawned") then - local se_squad_5 = spawn_squad("legendary_pack_boars_reinf_3", pos_5, lvid_5, gvid_5) - GI("legendary_boar_reinforcment_3_spawned") - end - -end - -function spawn_legendary_calydonian_boar_6() - - local pos_6 = vector():set( -34.978141784668,0.53491681814194,164.68092346191 ) --- samrt 3 south - - local lvid_6 = 125376 - - local gvid_6 = 70 - - - if NI("legendary_boar_calydonian_spawned") then - news_manager.send_tip(db.actor, game.translate_string("st_calydonian_boar_spawned_1"), 0, "communication", 11000, 1) - local se_squad_1 = spawn_squad("legendary_pack_boars_calydonian", pos_6, lvid_6, gvid_6) - local se_squad_2 = spawn_squad("legendary_pack_boars_calydonian_guard", pos_6, lvid_6, gvid_6) - GI("legendary_boar_calydonian_spawned") - - return - end - if HI("legendary_pack_boars_calydonian_guard_dead") and NI("legendary_pack_boars_calydonian_dead") and NI("legendary_boar_reinforcment_1_spawned") then - local se_squad_3 = spawn_squad("legendary_pack_boars_reinf_1", pos_6, lvid_6, gvid_6) - GI("legendary_boar_reinforcment_1_spawned") - end - - if HI("legendary_pack_boars_reinf_1_dead") and NI("legendary_pack_boars_calydonian_dead") and NI("legendary_boar_reinforcment_2_spawned") then - local se_squad_4 = spawn_squad("legendary_pack_boars_reinf_2", pos_6, lvid_6, gvid_6) - GI("legendary_boar_reinforcment_2_spawned") - end - if HI("legendary_pack_boars_reinf_2_dead") and NI("legendary_pack_boars_calydonian_dead") and NI("legendary_boar_reinforcment_3_spawned") then - local se_squad_5 = spawn_squad("legendary_pack_boars_reinf_3", pos_6, lvid_6, gvid_6) - GI("legendary_boar_reinforcment_3_spawned") - end - -end - -function reset_legendary_hunt_2() - - DI("legendary_pack_boars_1_spawned") - DI("legendary_pack_boars_2_spawned") - DI("legendary_pack_boars_3_spawned") - DI("legendary_pack_boars_1_dead") - DI("legendary_pack_boars_2_dead") - DI("legendary_pack_boars_3_dead") - DI("legendary_boar_calydonian_spawned") - DI("legendary_pack_boars_calydonian_guard_dead") - DI("legendary_boar_reinforcment_1_spawned") - DI("legendary_pack_boars_reinf_1_dead") - DI("legendary_boar_reinforcment_2_spawned") - DI("legendary_pack_boars_reinf_2_dead") - DI("legendary_boar_reinforcment_3_spawned") - DI("legendary_pack_boars_reinf_3_dead") - DI("player_fled_from_calydonian_boar") - -end - -function xr_effects.release_legendary_hunt_2() - - local squad_1 = get_story_se_object("legendary_pack_boars_1") - local squad_2 = get_story_se_object("legendary_pack_boars_2") - local squad_3 = get_story_se_object("legendary_pack_boars_3") - local squad_4 = get_story_se_object("legendary_pack_boars_calydonian_guard") - local squad_5 = get_story_se_object("legendary_pack_boars_reinf_1") - local squad_6 = get_story_se_object("legendary_pack_boars_reinf_2") - local squad_7 = get_story_se_object("legendary_pack_boars_reinf_3") - local squad_8 = get_story_se_object("legendary_pack_boars_calydonian") - - if (squad_1) then - alife_release(squad_1) - end - if (squad_2) then - alife_release(squad_2) - end - if (squad_3) then - alife_release(squad_3) - end - if (squad_4) then - alife_release(squad_4) - end - if (squad_5) then - alife_release(squad_5) - end - if (squad_6) then - alife_release(squad_6) - end - if (squad_7) then - alife_release(squad_7) - end - if (squad_8) then - alife_release(squad_8) - end - -end - -function transfer_reward_legendary_boar_1(first_speaker, second_speaker) - dialogs.relocate_item_section_to_actor(first_speaker, second_speaker, "wpn_svd_cyclops") -end - - - - ----- Alyosha Shyogolov ---- -function give_alyosha_shyogolov_trouble_1() - dialogs_brotherhood.give_task('give_alyosha_shyogolov_trouble_1') -end - -function set_alyosha_shyogolov_as_companion_1(a,b) - local squad = get_story_squad("alyosha_shyogolov_squad") - - axr_companions.add_special_squad(squad) - -end - -function dismiss_alyosha_shyogolov_as_companion_1(a,b) - local squad = get_story_squad("alyosha_shyogolov_squad") - - if NI("alyosha_shyogolov_0_done") then - axr_companions.dismiss_special_squad(squad) - end -end - -function give_alyosha_shyogolov_trouble_2() - dialogs_brotherhood.give_task('give_alyosha_shyogolov_trouble_2') -end - -function is_has_bh_mozgotlen_documents() - if db.actor:object("bh_mozgotlen_documents") then - return true - end - return false -end - -function transfer_bh_mozgotlen_documents_1(first_speaker, second_speaker) - dialogs.relocate_item_section_from_actor(first_speaker, second_speaker, "bh_mozgotlen_documents") -end - - -function give_alyosha_shyogolov_trouble_3() - dialogs_brotherhood.give_task('give_alyosha_shyogolov_trouble_3') -end - -function give_alyosha_shyogolov_trouble_4() - dialogs_brotherhood.give_task('give_alyosha_shyogolov_trouble_4') -end - -function give_alyosha_shyogolov_trouble_5() - dialogs_brotherhood.give_task('give_alyosha_shyogolov_trouble_5') -end - ---- Quest 3 - -function relocation_alyosha_1() - local squad = get_story_se_object("alyosha_shyogolov_squad") - local pos = vector():set( -67.114974975586,3.663382768631,114.72267150879 ) - if (pos and squad) then - TeleportSquad(squad,pos,608040,4599) - - DI("alyosha_shyogolov_1_you_arrived") - GI("relocated_alyosha_shyogolov_1") - end -end - -function relocation_nr_ecologist_rydzyk_1() - local squad = get_story_se_object("nr_ecologist_rydzyk_squad") - local pos = vector():set( -216.47917175293,-3.557053565979,79.757942199707 ) - if (pos and squad) then - TeleportSquad(squad,pos,350794,4531) - - GI("nr_ecologist_rydzyk_relocation_1") - end -end -function relocation_nr_ecologist_1() - local squad = get_story_se_object("nr_ecologist_1_squad") - local pos = vector():set( -215.28471374512,-3.56827044487,75.60816192627 ) - if (pos and squad) then - TeleportSquad(squad,pos,351965,4531) - - GI("nr_ecologist_1_relocation_1") - end -end -function relocation_nr_ecologist_2() - local squad = get_story_se_object("nr_ecologist_2_squad") - local pos = vector():set( -213.26760864258,-3.5684111118317,68.279556274414 ) - if (pos and squad) then - TeleportSquad(squad,pos,355482,4531) - - GI("nr_ecologist_2_relocation_1") - end -end ---- Quest 4 - -function alyosha_shyogolov_4_1(speaker, listener) - return string.format(game.translate_string("alyosha_shyogolov_4_1"), alife():actor():character_name()) -end - -function alyosha_shyogolov_6_18(speaker, listener) - return string.format(game.translate_string("alyosha_shyogolov_6_18"), alife():actor():character_name()) -end - - - -function is_night_alyosha() - local hrs = level.get_time_hours() - if (hrs >= 22) and (hrs < 24) then - return true - end - return false -end -function is_day_alyosha() - local hrs = level.get_time_hours() - if (hrs >= 0) and (hrs < 22) then - return true - end - return false -end - - -function relocation_alyosha_2() - local squad = get_story_se_object("alyosha_shyogolov_squad") - local pos = vector():set( 270.51989746094,27.592041015625,-222.35821533203 ) - if (pos and squad) then - TeleportSquad(squad,pos,1164066,4693) - - DI("relocated_alyosha_shyogolov_1") - GI("relocated_alyosha_shyogolov_2") - end -end -function relocation_alyosha_3() - local squad = get_story_se_object("alyosha_shyogolov_squad") - local pos = vector():set( 126.01683807373,-7.3208603858948,190.79092407227 ) - if (pos and squad) then - TeleportSquad(squad,pos,1182909,4457) - - DI("relocated_alyosha_shyogolov_2") - GI("relocated_alyosha_shyogolov_3") - end -end - -function change_faction_erast_1() - - - local npc = get_story_se_object("erast_fandorin") - local convert = level.object_by_id(npc.id) - local squad = get_story_se_object("erast_fandorin_squad") - - - convert:set_character_community("army", 0, 0 ) - db.actor:set_community_goodwill("ecolog", -2000) -end - -function change_faction_erast_2() - - - local npc = get_story_se_object("erast_fandorin") - local convert = level.object_by_id(npc.id) - local squad = get_story_se_object("erast_fandorin_squad") - - convert:set_character_community("ecolog", 0, 0 ) - -end - - -function relocation_erast_fandorin_1() - local squad = get_story_se_object("erast_fandorin_squad") - local pos = vector():set( 337.31549072266,26.735898971558,-255.1216583252 ) - if (pos and squad) then - TeleportSquad(squad,pos,1254956,4694) - - GI("erast_fandorin_relocation_1") - end -end -function relocation_erast_fandorin_2() - local squad = get_story_se_object("erast_fandorin_squad") - local pos = vector():set( -207.43057250977,-3.7736539840698,71.709953308105 ) - if (pos and squad) then - TeleportSquad(squad,pos,366212,4486) - DI("erast_fandorin_relocation_1") - GI("erast_fandorin_relocation_2") - end -end - -function nr_ambush_release() - - local squad_1 = get_story_se_object("nr_ambush_squad_1") - local squad_2 = get_story_se_object("nr_ambush_squad_2") - local squad_3 = get_story_se_object("nr_ambush_squad_3") - local squad_4 = get_story_se_object("nr_ambush_squad_4") - local squad_5 = get_story_se_object("nr_ambush_squad_5") - local squad_6 = get_story_se_object("nr_ambush_squad_6") - local squad_7 = get_story_se_object("nr_ambush_squad_7") - local squad_8 = get_story_se_object("nr_ambush_squad_8") - local squad_9 = get_story_se_object("erast_fandorin_squad") - - if (squad_1) then - alife_release(squad_1) - end - if (squad_2) then - alife_release(squad_2) - end - if (squad_3) then - alife_release(squad_3) - end - if (squad_4) then - alife_release(squad_4) - end - if (squad_5) then - alife_release(squad_5) - end - if (squad_6) then - alife_release(squad_6) - end - if (squad_7) then - alife_release(squad_7) - end - if (squad_8) then - alife_release(squad_8) - end - if (squad_9) then - if HI("erast_fandorin_dead") then - alife_release(squad_9) - elseif NI("erast_fandorin_dead") then - relocation_erast_fandorin_2() - end - end - - news_manager.send_tip(db.actor, game.translate_string("Squads should release"), 1, "ecolog", 11000, 1) -end - - - ----- Dolg Butcher ---- -function give_meet_aspirin_quest_1() - dialogs_brotherhood.give_task('give_meet_aspirin_quest_1') -end - -function give_meet_aspirin_quest_2() - dialogs_brotherhood.give_task('give_meet_aspirin_quest_2') -end - -function give_meet_voronin_quest_1() - dialogs_brotherhood.give_task('give_meet_voronin_quest_1') -end - -function give_dolg_bloodsucker_village_1() - dialogs_brotherhood.give_task('give_dolg_bloodsucker_village_1') -end - -function transfer_dolg_bloodsucker_village_raid_1(first_speaker, second_speaker) - dialogs.relocate_item_section_to_actor(first_speaker, second_speaker, "batteries_dead", 2) - dialogs.relocate_item_section_to_actor(first_speaker, second_speaker, "device_torch_nv_1") - dialogs.relocate_item_section_to_actor(first_speaker, second_speaker, "medkit") - dialogs.relocate_item_section_to_actor(first_speaker, second_speaker, "drug_coagulant", 2) -end - ----Dolg Hunter botched --- - -function give_dolg_bloodsucker_village_2() - dialogs_brotherhood.give_task('give_dolg_bloodsucker_village_2') -end - -function spawn_artyom_bloodsucker_wounded() - local smart_2 = SIMBOARD.smarts_by_names["bar_dolg_general"] - local squad = SIMBOARD:create_squad(smart_2,"dolg_artyom_bloodsucker_squad") -end - -function xr_effects.spawn_dolg_sergey_bloodsucker_dead() - local pos = vector():set( -281.60269165039,-22.027982711792,193.5417175293 ) - local se_obj = alife_create( "dolg_sergey_bloodsucker", pos, 55874, 2029 ) - if (se_obj) then - se_obj:kill() - end - if ( not se_obj ) then - printe("!ERROR: unable to spawn dolg_sergey_bloodsucker" ) - end -end - -function xr_effects.spawn_dolg_vadim_bloodsucker_dead() - local pos = vector():set( -228.06121826172,-21.856832504272,210.08169555664 ) - local se_obj = alife_create( "dolg_vadim_bloodsucker", pos, 95993, 2055 ) - if (se_obj) then - se_obj:kill() - end - if ( not se_obj ) then - printe("!ERROR: unable to spawn dolg_vadim_bloodsucker" ) - end -end - -function xr_effects.spawn_dolg_sasha_bloodsucker_dead() - local pos = vector():set( -300.43096923828,-22.203056335449,290.10729980469 ) - local se_obj = alife_create( "dolg_sasha_bloodsucker", pos, 81237, 2058 ) - if (se_obj) then - se_obj:kill() - end - if ( not se_obj ) then - printe("!ERROR: unable to spawn dolg_sasha_bloodsucker" ) - end -end - -function transfer_dolg_bloodsucker_village_killer_patches(first_speaker, second_speaker) - dialogs.relocate_item_section_to_actor(first_speaker, second_speaker, "killer_patch", 3) -end - -function transfer_dolg_bloodsucker_village_botched_money_1(first_speaker, second_speaker) - dialogs.relocate_money_to_actor(first_speaker, second_speaker, 15000) -end - -function transfer_dolg_bloodsucker_village_botched_money_2(first_speaker, second_speaker) - dialogs.relocate_money_to_actor(first_speaker, second_speaker, 20000) -end - --- Dolg Hunter payback -- - - -function give_dolg_bloodsucker_village_3() - dialogs_brotherhood.give_task('give_dolg_bloodsucker_village_3') -end - -function transfer_morphine_to_artyom(first_speaker, second_speaker) - dialogs.relocate_item_section_from_actor(first_speaker, second_speaker, "morphine") -end - -function is_has_moprhine_artyom() - if db.actor:object("morphine") then - return true - end - return false -end - -function artyom_bloodsucker_overdose() - local npc = get_story_object("dolg_artyom_bloodsucker") - if npc then - npc:kill(npc) - end -end - -function poluchit_po_ebala(actor, npc, p) - - local squad = get_story_squad("dolg_ilya_bloodsucker_squad") - local commander = alife_object(squad:commander_id()) - if squad == nil then - printf("There is no squad with id[%s]", tostring(story_id)) - return - end - - squad:set_squad_relation("enemy") - commander:force_set_goodwill(-5000, actor) - npc:force_set_goodwill(-5000, actor) -end -function poluchit_po_ebala_2(actor, npc, p) - - local squad = get_story_squad("dolg_ilya_bloodsucker_2_squad") - local commander = alife_object(squad:commander_id()) - if squad == nil then - printf("There is no squad with id[%s]", tostring(story_id)) - return - end - - squad:set_squad_relation("enemy") - commander:force_set_goodwill(-5000, actor) - npc:force_set_goodwill(-5000, actor) -end - -----Forester ---- - -function is_has_mutanthammer_actor() - if db.actor:object("wpn_saiga12s_mutanthammer") then - return true - end - return false -end - - -function transfer_mutanthammer_to_forester(first_speaker, second_speaker) - dialogs.relocate_item_section_from_actor(first_speaker, second_speaker, "wpn_saiga12s_mutanthammer") -end - -function transfer_mutanthammer_from_forester(first_speaker, second_speaker) - dialogs.relocate_item_section_to_actor(first_speaker, second_speaker, "wpn_saiga12s_mutanthammer") -end - ----- Legendary Mutants ---- - ---- Vlad and Drakul --- - -function is_has_bloodsucker_hearts_10() - local cnt = utils_item.get_amount(db.actor, "mutant_part_heart_bloodsucker") - if (cnt >= 5) then - return true - end - return false -end - -function is_night_vlad_drakul() - local hrs = level.get_time_hours() - if (hrs >= 21) or (hrs < 1) then - return true - end - return false -end - -function is_day_vlad_drakul() - local hrs = level.get_time_hours() - if (hrs >= 1) and (hrs < 21) then - return true - end - return false -end - -function vlad_drakul_task_reset() - DI("forester_news_legendary_1") - DI("forester_news_legendary_2") - DI("hunt_vlad_drakul_1_init") - DI("legendary_bloodsucker_1_dead") - - DI("forester_news_legendary_3") - DI("give_forester_hunt_vlad_drakul_fail") - - DI("forester_legendary_2_done") -end - -function give_forester_hunt_vlad_drakul() - dialogs_brotherhood.give_task('give_forester_hunt_vlad_drakul') -end - -function is_has_trenchcoat_forester() - if db.actor:object("trenchcoat_green_outfit_brotherhood_forester") then - return true - end - return false -end - -function transfer_trenchcoat_to_forester(first_speaker, second_speaker) - dialogs.relocate_item_section_from_actor(first_speaker, second_speaker, "trenchcoat_green_outfit_brotherhood_forester") -end - -function transfer_trenchoat_from_forester(first_speaker, second_speaker) - dialogs.relocate_item_section_to_actor(first_speaker, second_speaker, "trenchcoat_green_outfit_brotherhood_forester") -end - -function is_has_trenchcoat_forester_on() - if db.actor:item_in_slot(7) ~= nil and db.actor:item_in_slot(7):section() == "trenchcoat_green_outfit_brotherhood_forester" then - return true - end - return false -end - ----- Vybegallo ---- - - ---- Quest 1 -- - - -function give_vybegallo_pseudogiant() - dialogs_brotherhood.give_task('give_vybegallo_pseudogiant') -end - -function is_has_eye_vybegallo() - if db.actor:object("mutant_part_pseudogigant_eye") then - return true - end - return false -end - -function transfer_eye_to_vybegallo(first_speaker, second_speaker) - dialogs.relocate_item_section_from_actor(first_speaker, second_speaker, "mutant_part_pseudogigant_eye") - -end - -function is_has_hand_vybegallo() - if db.actor:object("mutant_part_pseudogigant_hand") then - return true - end - return false -end - -function transfer_hand_to_vybegallo(first_speaker, second_speaker) - dialogs.relocate_item_section_from_actor(first_speaker, second_speaker, "mutant_part_pseudogigant_hand") -end - -function is_has_hide_vybegallo() - if db.actor:object("hide_pseudogiant") then - return true - end - return false -end - -function transfer_hide_to_vybegallo(first_speaker, second_speaker) - dialogs.relocate_item_section_from_actor(first_speaker, second_speaker, "hide_pseudogigant") -end - - -function is_has_fracture_vybegallo() -local cnt = utils_item.get_amount(db.actor, "mutant_part_fracture_hand") - if (cnt >= 2) then - return true - end - return false -end - -function transfer_fracture_to_vybegallo(first_speaker, second_speaker) - dialogs.relocate_item_section_from_actor(first_speaker, second_speaker, "mutant_part_fracture_hand", 2) -end - -function is_has_bloodsucker_vybegallo() - if db.actor:object("mutant_part_heart_bloodsucker") then - return true - end - return false -end - -function transfer_bloodsucker_to_vybegallo(first_speaker, second_speaker) - dialogs.relocate_item_section_from_actor(first_speaker, second_speaker, "mutant_part_heart_bloodsucker") -end - -function transfer_reward_from_vybegallo_parts(first_speaker, second_speaker) - dialogs.relocate_money_to_actor(first_speaker, second_speaker, 10000) -end - - - - - -function give_sakharov_order_vybegallo_quest() - dialogs_brotherhood.give_task('give_sakharov_order_vybegallo_quest') -end - -function is_has_order_for_vybegallo() - if db.actor:object("sakharov_order_vybegallo") then - return true - end - return false -end - - -function transfer_sakharov_order_vybegallo_to_actor(first_speaker, second_speaker) - dialogs.relocate_item_section_to_actor(first_speaker, second_speaker, "sakharov_order_vybegallo") -end - -function transfer_sakharov_order_to_vybegallo(first_speaker, second_speaker) - dialogs.relocate_item_section_from_actor(first_speaker, second_speaker, "sakharov_order_vybegallo") -end - -function hiding_vybegallo() - local squad = get_story_se_object("vybegallo_squad") - local pos = vector():set( 42.025260925293,10.499049186707,16.939895629883 ) - if (pos and squad) then - TeleportSquad(squad,pos,3591,3715) - - GI("vybegallo_hiding") - end -end - -function give_vybegallo_satisfied_man() - dialogs_brotherhood.give_task('give_vybegallo_satisfied_man') -end -function transfer_vybegallo_satisfied_man_prototype(first_speaker, second_speaker) - dialogs.relocate_item_section_to_actor(first_speaker, second_speaker, "af_grid_prototype") -end - ----in news_tips_icons Sakharov is written Saharov--- -function sakharov_vybegallo_1_info() - news_manager.send_tip(db.actor, game.translate_string("st_sakharov_vybegallo_1_info"), 3, "saharov", 11000, 1) -end - -function xr_effects.spawn_vybegallo_order_mercenary() - local pos = vector():set( 348.31338500977,34.241146087646,-398.91174316406 ) - alife():create('vybegallo_order_mercenary', pos, 1546321, 4138) -end - -function xr_effects.spawn_vybegallo_order_mercenary_2() - local pos = vector():set( -33.994609832764,2.2611196041107,37.711166381836 ) - alife():create('vybegallo_order_mercenary', pos, 112749, 2391) -end - -function is_has_vybegallo_order_mercenary() - if db.actor:object("vybegallo_order_mercenary") then - return true - end - return false -end - -function transfer_vybegallo_order_mercenary(first_speaker, second_speaker) - dialogs.relocate_item_section_from_actor(first_speaker, second_speaker, "vybegallo_order_mercenary") -end - -function transfer_hush_money_vybegallo(first_speaker, second_speaker) - dialogs.relocate_money_to_actor(first_speaker, second_speaker, 5000) -end - -function give_vybegallo_must_die() - dialogs_brotherhood.give_task('give_vybegallo_must_die') -end ----- Escape ---- - ----Sidorovich--- - -function give_sidorovich_railway_assault() - dialogs_brotherhood.give_task('give_sidorovich_railway_assault') -end - -function transfer_grenade_railway_assault(first_speaker, second_speaker) - dialogs.relocate_item_section_to_actor(first_speaker, second_speaker, "grenade_f1") -end - -function is_has_no_grenade_railway_assault() - if db.actor:object("grenade_f1") or db.actor:object("grenade_rgd5") then - return false - end - return true -end - -function is_has_vodka_for_grenade_assault_1() - if db.actor:object("bottle_metal") then - return true - end - return false -end -function is_has_vodka_for_grenade_assault_2() - if db.actor:object("vodka") then - return true - end - return false -end -function is_has_vodka_for_grenade_assault_3() - if db.actor:object("vodka2") then - return true - end - return false -end - -function is_has_vodka_for_grenade_assault_4() - if db.actor:object("vodka_quality") then - return true - end - return false -end - -function transfer_vodka_for_grenade_1(first_speaker, second_speaker) - dialogs.relocate_item_section_from_actor(first_speaker, second_speaker, "bottle_metal", 1) - xr_effects.inc_faction_goodwill_to_actor(db.actor, nil, {"stalker", 5}) -end - -function transfer_vodka_for_grenade_2(first_speaker, second_speaker) - dialogs.relocate_item_section_from_actor(first_speaker, second_speaker, "vodka", 1) - xr_effects.inc_faction_goodwill_to_actor(db.actor, nil, {"stalker", 10}) -end - -function transfer_vodka_for_grenade_3(first_speaker, second_speaker) - dialogs.relocate_item_section_from_actor(first_speaker, second_speaker, "vodka2", 1) - xr_effects.inc_faction_goodwill_to_actor(db.actor, nil, {"stalker", 15}) -end - -function transfer_vodka_for_grenade_4(first_speaker, second_speaker) - dialogs.relocate_item_section_from_actor(first_speaker, second_speaker, "vodka_quality", 1) - xr_effects.inc_faction_goodwill_to_actor(db.actor, nil, {"stalker", 30}) -end - - -function send_railway_assault_message_1() - news_manager.send_tip(db.actor, game.translate_string("st_assault_railway_info_1"), 1, "stalker", 11000, 1) - news_manager.send_tip(db.actor, game.translate_string("st_assault_railway_info_2"), 4, "csky", 11000, 1) -end - -function give_sidorovich_railway_assault_2() - dialogs_brotherhood.give_task('give_sidorovich_railway_assault_2') -end - - --- Fake Artifact-- - -function transfer_fake_artifact_1(first_speaker, second_speaker) - dialogs.relocate_item_section_to_actor(first_speaker, second_speaker, "af_gold_fish_fake_1") -end - -function is_has_fake_artifact_1() - if db.actor:object("af_gold_fish_fake_1") then - return true - end - return false -end - -function transfer_fake_artifact_2(first_speaker, second_speaker) - dialogs.relocate_item_section_from_actor(first_speaker, second_speaker, "af_gold_fish_fake_1") -end - -function transfer_fake_artifact_3(first_speaker, second_speaker) - dialogs.relocate_item_section_to_actor(first_speaker, second_speaker, "af_gold_fish_fake_2_lead_box") -end - - -function give_sidorovich_fake_artifact_1() - dialogs_brotherhood.give_task('give_sidorovich_fake_artifact_1') -end - -function transfer_money_sidorovich_bribe(first_speaker, second_speaker) - dialogs.relocate_money_to_actor(first_speaker, second_speaker, 10000) -end - -function give_tambov_debt_1() - dialogs_brotherhood.give_task('give_tambov_debt_1') -end - -function xr_effects.tambov_debt_1_info() - news_manager.send_tip(db.actor, game.translate_string("st_tambov_debt_1_info"), 3, "default", 11000, 1) - news_manager.send_tip(db.actor, game.translate_string("st_tambov_debt_2_info"), 6, "ecolog", 11000, 1) -end - ----- Shlitzer - -function give_shlitzer_smuggling_1() - dialogs_brotherhood.give_task('give_shlitzer_smuggling_1') -end - -function transfer_money_shlitzer_reward(first_speaker, second_speaker) - dialogs.relocate_money_to_actor(first_speaker, second_speaker, 8000) -end - - -function transfer_shlitzer_smuggling_bag_1(first_speaker, second_speaker) - dialogs.relocate_item_section_to_actor(first_speaker, second_speaker, "quest_package_shlitzer") - -end - - -function transfer_shlitzer_smuggling_bag_2(first_speaker, second_speaker) - dialogs.relocate_item_section_from_actor(first_speaker, second_speaker, "quest_package_shlitzer") - dialogs.relocate_money_to_actor(first_speaker, second_speaker, 8000) -end - -function transfer_shlitzer_smuggling_bag_3(first_speaker, second_speaker) - dialogs.relocate_item_section_from_actor(first_speaker, second_speaker, "quest_package_shlitzer") -end - -function give_shlitzer_smuggling_2() - dialogs_brotherhood.give_task('give_shlitzer_smuggling_2') -end - -function transfer_shlitzer_smuggling_case_1(first_speaker, second_speaker) - dialogs.relocate_item_section_to_actor(first_speaker, second_speaker, "quest_package_shlitzer_2") - -end -function transfer_shlitzer_smuggling_case_2(first_speaker, second_speaker) - dialogs.relocate_item_section_from_actor(first_speaker, second_speaker, "quest_package_shlitzer_2") - -end - -function is_has_shlitzer_bag_1() - if db.actor:object("quest_package_shlitzer") then - return true - end - return false -end -function is_has_shlitzer_case_1() - if db.actor:object("quest_package_shlitzer_2") then - return true - end - return false -end - -function change_faction_bh_ironchain() - - local npc = get_story_se_object("bh_ironchain") - local convert = level.object_by_id(npc.id) - - convert:set_character_community("bandit", 0, 0 ) - - local squad = get_story_squad("bh_ironchain_2_squad") - local commander = alife_object(squad:commander_id()) - if squad == nil then - printf("There is no squad with id[%s]", tostring(story_id)) - return - end - - squad:set_squad_relation("enemy") - commander:force_set_goodwill(-5000, actor) - npc:force_set_goodwill(-5000, actor) -end - -function give_shlitzer_smuggling_3() - dialogs_brotherhood.give_task('give_shlitzer_smuggling_3') -end - -function xr_effects.reset_bh_badger_logic() - DI("bh_shlitzer_smuggling_done") - DI("bh_shlitzer_smuggling_start") - DI("bh_shlitzer_smuggling_1") - DI("bh_shlitzer_smuggling_2") - DI("bh_shlitzer_smuggling_3") - DI("bh_shlitzer_smuggling_4") - DI("bh_badger_deal_done") - news_manager.send_tip(db.actor, game.translate_string("Reset works, don't forget to delete this"), nil, "communication", 6000) -end - -function relocation_pollox_and_castor() - local squad = get_story_se_object("csky_assault_esc_5_7_leader") - local squad_2 = get_story_se_object("stalker_assault_esc_5_9_leader") - local pos_1 = vector():set( 5.9352240562439,0.86977106332779,295.33111572266 ) - local pos_2 = vector():set( 3.3982691764832,0.87022680044174,295.80453491211 ) - - if (pos_1 and squad) then - TeleportSquad(squad,pos_1,309330,442) - - end - if (pos_2 and squad_2) then - TeleportSquad(squad_2,pos_2,306528,446) - - end - GI("castor_pollox_relocation_init") -end -function bh_smuggling_player_execution() - - local pos_1 = vector():set( -134.43222045898,-30.139472961426,-393.75299072266 ) --- exec 1 - local pos_2 = vector():set( -137.74774169922,-30.139163970947,-393.99801635742 ) --- exec 2 - - local se_squad = spawn_squad("bh_lockdown_execution_squad", pos_1, 120479, 373) - local se_squad_2 = spawn_squad("bh_lockdown_execution_squad_2", pos_2, 116478, 373) - - - local out_position = vector():set( -135.63259887695,-30.247434616089,-399.60668945313 ) - db.actor:set_actor_position(out_position) - - -end - -function give_tambov_debt_2() - dialogs_brotherhood.give_task('give_tambov_debt_2') -end -function transfer_money_tambov(first_speaker, second_speaker) - dialogs.relocate_money_to_actor(first_speaker, second_speaker, 10000) -end - -function tambov_5000_money(first_speaker, second_speaker) - return first_speaker:money() >= 5000 -end -function tambov_5000_money_pay(first_speaker, second_speaker) - dialogs.relocate_money_from_actor(first_speaker, second_speaker, 5000) -end -function tambov_17500_money(first_speaker, second_speaker) - return first_speaker:money() >= 17500 -end -function tambov_17500_money_pay(first_speaker, second_speaker) - dialogs.relocate_money_from_actor(first_speaker, second_speaker, 17500) -end - - ---- Sakharov and other scientists --- -function sakharov_fake_artifact_money_pay(first_speaker, second_speaker) - dialogs.relocate_money_from_actor(first_speaker, second_speaker, 10000) -end - -function sakharov_fake_artifact_has_money(first_speaker, second_speaker) - return first_speaker:money() >= 10000 -end - -function is_has_fake_artifact_2() - if db.actor:object("af_gold_fish_fake_2_lead_box") then - return true - end - return false -end - -function transfer_fake_artifact_box_1(first_speaker, second_speaker) - dialogs.relocate_item_section_from_actor(first_speaker, second_speaker, "af_gold_fish_fake_2_lead_box") -end ------Market Share ----- -function give_meet_marlo_chris_quest_1() - dialogs_brotherhood.give_task('give_meet_marlo_chris_quest_1') -end - -function give_meet_marlo_chris_quest_2() - dialogs_brotherhood.give_task('give_meet_marlo_chris_quest_2') -end - -function give_meet_marlo_chris_quest_3() - dialogs_brotherhood.give_task('give_meet_marlo_chris_quest_3') -end - -function marlo_stanfield_start_dialog_3(speaker, listener) - return string.format(game.translate_string("marlo_stanfield_start_dialog_3"), alife():actor():character_name()) -end - -function transfer_drinking_marlo_1(first_speaker, second_speaker) - dialogs.relocate_money_to_actor(first_speaker, second_speaker, 2000) -end - -function has_drinking_hawaiian_1(first_speaker, second_speaker) - return first_speaker:money() >= 2000 -end - -function transfer_drinking_hawaiian_1(first_speaker, second_speaker) - dialogs.relocate_money_from_actor(first_speaker, second_speaker, 2000) -end - - - -function ms_sidorovich_beatup(first_speaker, second_speaker) - local actor = dialogs.who_is_actor(first_speaker, second_speaker) - - if (actor.health < 0.1) then - local hit_power_ms = 0.01 - local h = hit() - h.direction = VEC_ZERO - h.draftsman = actor - h.type = hit.shock - h:bone("bip01_spine") - h.power = hit_power_ms - h.impulse = 0.001 - actor:hit(h) - - elseif (actor.health >= 0.1) and (actor.health < 0.15) then - local hit_power_ms = 0.07 - local h = hit() - h.direction = VEC_ZERO - h.draftsman = actor - h.type = hit.shock - h:bone("bip01_spine") - h.power = hit_power_ms - h.impulse = 0.001 - actor:hit(h) - - elseif (actor.health >= 0.15) and (actor.health < 0.25) then - local hit_power_ms = 0.1 - local h = hit() - h.direction = VEC_ZERO - h.draftsman = actor - h.type = hit.shock - h:bone("bip01_spine") - h.power = hit_power_ms - h.impulse = 0.001 - actor:hit(h) - - elseif (actor.health >= 0.25) and (actor.health < 0.5) then - local hit_power_ms = 0.2 - local h = hit() - h.direction = VEC_ZERO - h.draftsman = actor - h.type = hit.shock - h:bone("bip01_spine") - h.power = hit_power_ms - h.impulse = 0.001 - actor:hit(h) - - elseif (actor.health >= 0.5) and (actor.health < 0.75) then - local hit_power_ms = 0.3 - local h = hit() - h.direction = VEC_ZERO - h.draftsman = actor - h.type = hit.shock - h:bone("bip01_spine") - h.power = hit_power_ms - h.impulse = 0.001 - actor:hit(h) - - elseif (actor.health >= 0.75) then - local hit_power_ms = 0.4 - local h = hit() - h.direction = VEC_ZERO - h.draftsman = actor - h.type = hit.shock - h:bone("bip01_spine") - h.power = hit_power_ms - h.impulse = 0.001 - actor:hit(h) - - end - - - -end ----Start Up--- - -function give_marlo_pda() - dialogs_brotherhood.give_task('give_marlo_pda') -end - -function is_has_mercenary_pda_marlo() - if db.actor:object("itm_pda_mercenary_1") then - return true - end - return false -end - -function transfer_mercenary_pda_to_chris(first_speaker, second_speaker) - dialogs.relocate_item_section_from_actor(first_speaker, second_speaker, "itm_pda_mercenary_1") -end - -function give_intercept_courrier_1() - dialogs_brotherhood.give_task('give_intercept_courrier_1') -end - -function xr_effects.zaton_mercenary_courrier_deathrattle() - news_manager.send_tip(db.actor, game.translate_string("st_zaton_mercenary_courrier_deathrattle_info"), 0, "killer", 11000, 1) - -end - -function is_has_mercenary_usb_marlo() - if db.actor:object("itm_usb_mercenary_1") then - return true - end - return false -end - -function transfer_broken_mercenary_pda_to_actor(first_speaker, second_speaker) - dialogs.relocate_item_section_to_actor(first_speaker, second_speaker, "broken_pda") -end - -function transfer_broken_mercenary_pda_from_actor(first_speaker, second_speaker) - dialogs.relocate_item_section_from_actor(first_speaker, second_speaker, "broken_pda") -end - -function transfer_new_mercenary_pda_to_actor(first_speaker, second_speaker) - dialogs.relocate_item_section_to_actor(first_speaker, second_speaker, "device_pda_1") -end - -function transfer_mercenary_usb_to_chris(first_speaker, second_speaker) - dialogs.relocate_item_section_from_actor(first_speaker, second_speaker, "itm_usb_mercenary_1") -end - -function transfer_mercenary_usb_back(first_speaker, second_speaker) - dialogs.relocate_item_section_to_actor(first_speaker, second_speaker, "itm_usb_mercenary_1") -end - -function give_intercept_courrier_2() - dialogs_brotherhood.give_task('give_intercept_courrier_2') -end - -function give_intercept_delivery_1() - dialogs_brotherhood.give_task('give_intercept_delivery_1') -end - -function xr_effects.spawn_reinforcment_mercenary_1() - local smart = SIMBOARD.smarts_by_names["jup_b202"] - local squad = SIMBOARD:create_squad(smart,"jupiter_mercenary_2_squad") - news_manager.send_tip(db.actor, game.translate_string("st_chris_asset_interception_info_2"), 2, "stalker", 11000, 1) -end - -function xr_effects.spawn_mercenary_supplies_1() - local pos = vector():set( 157.05603027344,1.2640976905823,218.27989196777 ) - local se_obj = alife_create("quest_package_mercenary_1", pos, 983812, 4493 ) - if ( not se_obj ) then - printe("!ERROR: unable to spawn quest_package_mercenary_1" ) - end -end - -function xr_effects.spawn_mercenary_supplies_2() - local pos = vector():set( 158.90191650391,1.2653551101685,218.26203918457 ) - local se_obj = alife_create("quest_package_mercenary_2", pos, 987409, 4493 ) - if ( not se_obj ) then - printe("!ERROR: unable to spawn quest_package_mercenary_2" ) - end -end - -function xr_effects.spawn_mercenary_supplies_3() - local pos = vector():set( 160.69065856934,1.2892243862152,218.36166381836 ) - local se_obj = alife_create("quest_package_mercenary_3", pos, 991009, 4493 ) - if ( not se_obj ) then - printe("!ERROR: unable to spawn quest_package_mercenary_3" ) - end -end - -function xr_effects.spawn_mercenary_supplies_4() - local pos = vector():set( 157.33737182617,1.2653121948242,215.8713684082 ) - local se_obj = alife_create("quest_package_mercenary_4", pos, 984999, 4493 ) - if ( not se_obj ) then - printe("!ERROR: unable to spawn quest_package_mercenary_4" ) - end -end - -function xr_effects.spawn_mercenary_supplies_5() - local pos = vector():set( 159.13275146484,1.2654616832733,216.0887298584 ) - local se_obj = alife_create("quest_package_mercenary_5", pos, 987406, 4493 ) - if ( not se_obj ) then - printe("!ERROR: unable to spawn quest_package_mercenary_5" ) - end -end - -function xr_effects.spawn_mercenary_supplies_6() - local pos = vector():set( 160.92427062988,1.2653577327728,216.09620666504 ) - local se_obj = alife_create("quest_package_mercenary_6", pos, 991006, 4493 ) - if ( not se_obj ) then - printe("!ERROR: unable to spawn quest_package_mercenary_6" ) - end -end - -function is_has_chris_mercenary_supply_1() - if db.actor:object("quest_package_mercenary_1") then - return true - end - return false -end - -function is_has_chris_mercenary_supply_2() - if db.actor:object("quest_package_mercenary_2") then - return true - end - return false -end - -function is_has_chris_mercenary_supply_3() - if db.actor:object("quest_package_mercenary_3") then - return true - end - return false -end - -function is_has_chris_mercenary_supply_4() - if db.actor:object("quest_package_mercenary_4") then - return true - end - return false -end - -function is_has_chris_mercenary_supply_5() - if db.actor:object("quest_package_mercenary_5") then - return true - end - return false -end - -function is_has_chris_mercenary_supply_6() - if db.actor:object("quest_package_mercenary_6") then - return true - end - return false -end - -function transfer_chris_mercenary_supply_1(first_speaker, second_speaker) - dialogs.relocate_item_section_from_actor(first_speaker, second_speaker, "quest_package_mercenary_1") -end - -function transfer_chris_mercenary_supply_2(first_speaker, second_speaker) - dialogs.relocate_item_section_from_actor(first_speaker, second_speaker, "quest_package_mercenary_2") -end -function transfer_chris_mercenary_supply_3(first_speaker, second_speaker) - dialogs.relocate_item_section_from_actor(first_speaker, second_speaker, "quest_package_mercenary_3") -end -function transfer_chris_mercenary_supply_4(first_speaker, second_speaker) - dialogs.relocate_item_section_from_actor(first_speaker, second_speaker, "quest_package_mercenary_4") -end -function transfer_chris_mercenary_supply_5(first_speaker, second_speaker) - dialogs.relocate_item_section_from_actor(first_speaker, second_speaker, "quest_package_mercenary_5") -end -function transfer_chris_mercenary_supply_6(first_speaker, second_speaker) - dialogs.relocate_item_section_from_actor(first_speaker, second_speaker, "quest_package_mercenary_6") -end ---- Owl documents --- - -function xr_effects.spawn_ms_owl_documents_1() - local pos = vector():set( 447.71743774414,32.602996826172,-455.80853271484 ) - alife():create('ms_owl_documents_1', pos, 1427937, 4700) -end - -function is_has_ms_owl_documents_1_owl() - if db.actor:object("ms_owl_documents_1") then - return true - end - return false -end - -function transfer_ms_owl_documents_1_to_owl(first_speaker, second_speaker) - dialogs.relocate_item_section_from_actor(first_speaker, second_speaker, "ms_owl_documents_1") -end - - - - -function give_hostile_takeover_main() - dialogs_brotherhood.give_task('give_hostile_takeover_main') -end - -function give_diplomatic_takeover_main() - dialogs_brotherhood.give_task('give_diplomatic_takeover_main') -end - - - - - - - - - - - - - - - - ---- What a Night --- - - -function give_what_a_night() - dialogs_brotherhood.give_task('give_what_a_night') -end - - -function create_stash_and_transfer_items() --- courtesy of xcvb - local se_obj = alife_create("inv_backpack", db.actor:position(), db.actor:level_vertex_id(), db.actor:game_vertex_id()) - if se_obj then - local txt = strformat(game.translate_string("st_itm_stash_of_character"), db.actor:character_name()) - level.map_add_object_spot_ser(se_obj.id, "treasure", txt) - - local m_data = alife_storage_manager.get_state() - if not (m_data.player_created_stashes) then - m_data.player_created_stashes = {} - end - - local bp = db.actor:item_in_slot(13) - m_data.player_created_stashes[se_obj.id] = bp:section() - alife_release_id(bp:id()) - - CreateTimeEvent("transfer_to_bp_e", "transfer_to_bp_a", 0.5, transf_itms, se_obj.id) - end - -end - -function transf_itms(stash_id) --- courtesy of xcvb - local stash = level.object_by_id(stash_id) - if stash then - - local function itr(_, itm) - if not (string.find(itm:section(), "outfit")) then - db.actor:transfer_item(itm, stash) - end - end - - db.actor:iterate_inventory(itr, db.actor) - end - - return true -end - - - -function blackout_drink() - - xr_effects.disable_ui_only(db.actor, nil) - level.add_cam_effector("camera_effects\\surge_02.anm", 10, false, "bind_stalker_ext.anabiotic_callback") - level.add_pp_effector("surge_fade.ppe", 11, false) - - _G.mus_vol = get_console_cmd(2,"snd_volume_music") - _G.amb_vol = get_console_cmd(2,"snd_volume_eff") - exec_console_cmd("snd_volume_music 0") - exec_console_cmd("snd_volume_eff 0") - level.change_game_time(0,10,0) - surge_manager.get_surge_manager().time_forwarded = true - psi_storm_manager.get_psi_storm_manager().time_forwarded = true - level_weathers.get_weather_manager():forced_weather_change() - -end - -function blackout_teleportation() - local out_position = vector():set( 293.83453369141,0.39302235841751,25.673402786255 ) - db.actor:set_actor_position(out_position) -end - -function xr_effects.spawn_blackout_knife() - local pos = vector():set( 290.24829101563,0.66161745786667,24.540012359619 ) - alife():create('wpn_knife3', pos, 328476, 189) -end - -function xr_effects.spawn_blackout_shotgun() - local pos = vector():set( 297.06683349609,-0.20075908303261,24.5491065979 ) - alife():create('wpn_bm16', pos, 333148, 189) -end - -function drink_with_me() - level.add_cam_effector("camera_effects\\drunk.anm", 10, false, "bind_stalker_ext.anabiotic_callback") -end - - -function give_zakuski_drinking(first_speaker, second_speaker) - dialogs.relocate_item_section_to_actor(first_speaker, second_speaker, "sausage") -end - -function is_has_blackout_backpack() - - if db.actor:item_in_slot(13) ~= nil then - return true - end - return false -end - - ------ Rush to the North ---- - -function give_barman_brainscorcher_1(first_speaker, second_speaker) - dialogs.relocate_item_section_to_actor(first_speaker, second_speaker, "vodka_quality", 1) - xr_effects.inc_faction_goodwill_to_actor(db.actor, nil, {"stalker", 25}) -end - ---- Scamlok --- - -function spawn_scamlok_1() - local smart_2 = SIMBOARD.smarts_by_names["bar_dolg_general"] - local squad = SIMBOARD:create_squad(smart_2,"nr_scamlok_squad") -end - -function is_has_scamlok_money_1(first_speaker, second_speaker) - return first_speaker:money() >= 10000 -end - -function is_has_scamlok_money_2(first_speaker, second_speaker) - return first_speaker:money() >= 20000 -end - -function pay_scamlok_1(first_speaker, second_speaker) - dialogs.relocate_money_from_actor(first_speaker, second_speaker, 10000) -end - -function pay_scamlok_2(first_speaker, second_speaker) - dialogs.relocate_money_from_actor(first_speaker, second_speaker, 20000) -end - -function give_barman_scamlok_sad(first_speaker, second_speaker) - dialogs.relocate_item_section_to_actor(first_speaker, second_speaker, "vodka", 1) -end - -function scamlok_flees_1() - local squad_1 = get_story_se_object("nr_scamlok_squad") - if (squad_1) then - alife_release(squad_1) - end -end - -function give_task_join_scamlok_1() - dialogs_brotherhood.give_task('give_task_join_scamlok_1') -end - -function give_task_escort_sorokin_1() - dialogs_brotherhood.give_task('give_task_escort_sorokin_1') -end - - -function give_money_escort_sorokin_1(first_speaker, second_speaker) - dialogs.relocate_money_to_actor(first_speaker, second_speaker, 8000) -end - -function give_back_money_escort_sorokin_1(first_speaker, second_speaker) - dialogs.relocate_money_from_actor(first_speaker, second_speaker, 8000) - xr_effects.inc_faction_goodwill_to_actor(db.actor, nil, {"stalker", 10}) -end - -function is_has_sorokin_money_1(first_speaker, second_speaker) - return first_speaker:money() >= 8000 -end ---- Fanatic --- - -function give_task_fanat_rookie_training_1() - dialogs_brotherhood.give_task('give_task_fanat_rookie_training_1') -end - -function is_has_echo_fanatic_rookie_1() - if db.actor:object("detector_simple") then - return true - end - return false -end - -function is_has_vodka_fanatic_rookie_1() - if db.actor:object("vodka") then - return true - end - return false -end - -function is_has_container_fanatic_rookie_1() - if db.actor:object("lead_box") then - return true - end - return false -end - -function is_has_shotgun_fanatic_rookie_2() - local cnt = utils_item.get_amount(db.actor, "ammo_12x70_buck") - if (cnt >= 20) then - return true - end - return false -end - -function transfer_rookie_detector_fanatic_1(first_speaker, second_speaker) - dialogs.relocate_item_section_from_actor(first_speaker, second_speaker, "detector_simple") - -end - -function transfer_rookie_ammo_fanatic_2(first_speaker, second_speaker) - - dialogs.relocate_item_section_from_actor(first_speaker, second_speaker, "ammo_12x70_buck", 2) - -end - -function transfer_rookie_vodka_fanatic_3(first_speaker, second_speaker) - - dialogs.relocate_item_section_from_actor(first_speaker, second_speaker, "vodka") - -end - -function transfer_rookie_container_fanatic_2(first_speaker, second_speaker) - dialogs.relocate_item_section_from_actor(first_speaker, second_speaker, "lead_box") - -end - -function nr_iliaz_scam_money(first_speaker, second_speaker) - return first_speaker:money() >= 1000 -end - -function transfer_rookie_scam_fanatic_2(first_speaker, second_speaker) - dialogs.relocate_money_from_actor(first_speaker, second_speaker, 1000) - dialogs.relocate_item_section_to_actor(first_speaker, second_speaker, "af_cristall_flower_lead_box") - xr_effects.inc_faction_goodwill_to_actor(db.actor, nil, {"stalker", -150}) -end - - ------ Strange Meat ------ -function give_task_nr_strange_meat() - dialogs_brotherhood.give_task('give_task_nr_strange_meat') -end - - -function is_has_strange_meat() - if db.actor:object("kolbasa_strange") then - return true - end - return false -end - -function is_has_strange_meat_unpacked() - if db.actor:object("kolbasa_strange_unpacked") then - return true - end - return false -end - -function is_has_strange_meat_tried() - if db.actor:object("kolbasa_strange_tried") then - return true - end - return false -end - -function is_has_strange_meat_tried_unpacked() - if db.actor:object("kolbasa_strange_tried_unpacked") then - return true - end - return false -end - -function is_has_yak_bullet() - if db.actor:object("bullet_yak") then - return true - elseif db.actor:object("bullet_yak_identify") then - return true - end - return false -end - -function is_has_yak_bullet_2() - if db.actor:object("bullet_yak_identify") then - return true - end - return false -end - -function transfer_yak_bullet_1(first_speaker, second_speaker) - dialogs.relocate_item_section_from_actor(first_speaker, second_speaker, "bullet_yak") - -end - -function transfer_yak_bullet_2(first_speaker, second_speaker) - dialogs.relocate_item_section_to_actor(first_speaker, second_speaker, "bullet_yak_identify") -end - -function xr_effects.spawn_yak_dead() - local pos = vector():set( -149.38208007813,-23.090442657471,-182.3323059082 ) - local se_obj = alife_create( "nr_dead_convict_2", pos, 644285, 4444 ) - if (se_obj) then - se_obj:kill() - end - if ( not se_obj ) then - printe("!ERROR: unable to spawn nr_dead_convict_2" ) - end -end - -function use_item_strange_meat_1(obj, _, cf) --- curtesy of NLTP Ashes - if (obj:section() ~= "kolbasa_strange") then return end - - GI("nr_tasted_strange_meat") - news_manager.send_tip(db.actor, game.translate_string("st_strange_meat_taste_1"), nil, "communication", 6000) - - alife_create_item("kolbasa_strange_tried", db.actor) -end - - -function use_item_strange_meat_1_2(obj, _, cf) - if (obj:section() ~= "kolbasa_strange_tried") then return end - - news_manager.send_tip(db.actor, game.translate_string("st_strange_meat_taste_2"), nil, "communication", 6000) - -end - -function use_item_strange_meat_2(obj, _, cf) - if (obj:section() ~= "kolbasa_strange_unpacked") then return end - - GI("nr_tasted_strange_meat") - news_manager.send_tip(db.actor, game.translate_string("st_strange_meat_taste_1"), nil, "communication", 6000) - - alife_create_item("kolbasa_strange_tried_unpacked", db.actor) -end - -function use_item_strange_meat_2_2(obj, _, cf) - if (obj:section() ~= "kolbasa_strange_tried_unpacked") then return end - - news_manager.send_tip(db.actor, game.translate_string("st_strange_meat_taste_2"), nil, "communication", 6000) - -end - -function use_item_radio_micro_quest(obj, _, cf) - if (obj:section() ~= "radio_micro_quest") then return end - - news_manager.send_tip(db.actor, game.translate_string("st_strange_meat_taste_2"), nil, "communication", 6000) - -end - - - ----- Bezsonik ---- - -function give_task_bezsonik_1() - dialogs_brotherhood.give_task('give_task_bezsonik_1') -end -function nr_bezsonik_0(speaker, listener) - if HI("bezsonik_dogs_sleep") and NI("bezsonik_dogs_reward") then - return string.format(game.translate_string("nr_bezsonik_0_1")) - - end - if HI("bezsonik_dogs_sleep") and HI("bezsonik_dogs_reward") then - return string.format(game.translate_string("nr_bezsonik_0_2")) - - end - if HI("bezsonik_dogs_nosleep") then - return string.format(game.translate_string("nr_bezsonik_0_3")) - - end -end - -function give_reward_nr_bezsonik_1(first_speaker, second_speaker) - if HI("bezsonik_dogs_sleep") and NI("bezsonik_dogs_reward") then - dialogs.relocate_money_to_actor(first_speaker, second_speaker, 5000) - end - if HI("bezsonik_dogs_sleep") and HI("bezsonik_dogs_reward") then - dialogs.relocate_money_to_actor(first_speaker, second_speaker, 5000) - dialogs.relocate_item_section_to_actor(first_speaker, second_speaker, "vodka2") - dialogs.relocate_item_section_to_actor(first_speaker, second_speaker, "kolbasa") - end - if HI("bezsonik_dogs_nosleep") then - dialogs.relocate_money_to_actor(first_speaker, second_speaker, 2000) - end - -end - -------Random events ----- ---- Gutalin - - -function relocation_bh_gutalin() - local squad = get_story_se_object("bh_gutalin_squad") - local pos = vector():set( -206.23277282715,-19.894157409668,-136.4208984375 ) - if (pos and squad) then - TeleportSquad(squad,pos,46472,453) - - GI("bh_gutalin_relocation_init") - end -end - -function give_task_bh_gutalin_1() - dialogs_brotherhood.give_task('give_task_bh_gutalin_1') -end - ---- Primakov - -function nr_primakov_turn() - - local npc = get_story_se_object("controller_victim_1") - local convert = level.object_by_id(npc.id) - - convert:set_character_community("zombied", 0, 0 ) - -end - -function nr_dead_convict_1_turn() - - local npc = get_story_se_object("nr_dead_convict_1") - local convert = level.object_by_id(npc.id) - - convert:set_character_community("bandit", 0, 0 ) - -end - - -function nr_dead_convict_2_turn() - - local npc = get_story_se_object("nr_dead_convict_2") - local convert = level.object_by_id(npc.id) - - convert:set_character_community("bandit", 0, 0 ) - -end - -function transfer_sasha_baltun_vodka(first_speaker, second_speaker) - dialogs.relocate_item_section_to_actor(first_speaker, second_speaker, "vodka2") -end -function relocation_nr_sasha_baltun_murder() - local squad = get_story_se_object("nr_sasha_baltunov_squad") - local pos = vector():set( 115.9564666748,-0.0015365779399872,49.205066680908 ) - if (pos and squad) then - TeleportSquad(squad,pos,33791,1759) - - GI("nr_baltunov_init_murder") - - end -end - -function nr_sasha_baltun_murder() - local squad = get_story_squad("nr_sasha_baltunov_squad") - if squad and squad.commander_id then - for m in squad:squad_members() do - local se_npc = alife_object(m.id) - if se_npc and se_npc:alive() then - se_npc:kill() - GI("nr_baltunov_init_murder_done") - end - end - end -end - ---- Like Rats in a trap -function give_like_rats_trap_1() - dialogs_brotherhood.give_task('give_like_rats_trap_1') -end - -function bh_intimidate_check_1() - local rank = db.actor:character_rank() - local intimidate_value = ((rank/100) + math.random(1, 50)) - - if intimidate_value >= 121 then - - else - - end -end - -function bh_persuade_check_1() - local reputation = db.actor:character_reputation() - local reputation_value = ((reputation/10) +math.random(1, 50)) - - if reputation_value >= 131 then - - else - - end - -end \ No newline at end of file diff --git a/mods/[DEV] Brotherhood/gamedata/scripts/dialogs_brotherhood_ac.script b/mods/[DEV] Brotherhood/gamedata/scripts/dialogs_brotherhood_ac.script deleted file mode 100644 index 3732fd97..00000000 --- a/mods/[DEV] Brotherhood/gamedata/scripts/dialogs_brotherhood_ac.script +++ /dev/null @@ -1,151 +0,0 @@ - -------- GENERAL Functions -------- -local HI = has_alife_info -local GI = give_info -local DI = disable_info -function NI(str) - return not (has_alife_info(str)) -end - -local spawn_squad = dialogs_brotherhood.spawn_squad - -function give_task(name) - task_manager.get_task_manager():give_task(name) -end - ---- money conditions and effects - - -function transfer_money_to_actor_4000(first_speaker, second_speaker) - dialogs.relocate_money_to_actor(first_speaker, second_speaker, 4000) -end - ---- time conditions and effects - - -function set_time_after_22h() - local hrs = level.get_time_hours() - local zeit = (22 - hrs) - if hrs > 0 and hrs < 22 then - level.change_game_time(0,zeit,0) - end -end - -function is_it_night_22_3_yes() - local hrs = level.get_time_hours() - if (hrs >= 22) or (hrs < 3) then - return true - end - return false -end -function is_it_night_22_3_no() - local hrs = level.get_time_hours() - if (hrs >= 22) or (hrs < 3) then - return false - end - return true -end - --------Stories from the Zone -------- - - -function give_task_father_charon_quest_1() - dialogs_brotherhood_ac.give_task('give_task_father_charon_quest_1') -end - -function spawn_ac_blue_winter_init() - if (NI("ac_blue_winter_init")) then - local pos_1 = vector():set( -13.764570236206,0.84513801336288,201.52365112305 ) - if not (get_story_se_object("ac_blue_winter_squad")) then - local se_squad = spawn_squad("ac_blue_winter_squad", pos_1, 85657, 2985) - end - if (get_story_se_object("ac_blue_winter_squad")) then - GI("ac_blue_winter_init") - end - end -end -function spawn_ac_balthazar_init() - if (NI("ac_balthazar_init")) then - local pos_1 = vector():set( -14.980568885803,0.84502762556076,204.65113830566 ) - if not (get_story_se_object("ac_balthazar_squad")) then - local se_squad = spawn_squad("ac_balthazar_squad", pos_1, 84928, 2985) - end - if (get_story_se_object("ac_balthazar_squad")) then - GI("ac_balthazar_init") - end - end -end - -function give_task_blue_winter_quest_1() - dialogs_brotherhood_ac.give_task('give_task_blue_winter_quest_1') -end - -function set_ac_blue_winter_and_balthazar_as_companion_1(a,b) - local squad = get_story_squad("ac_blue_winter_squad") - local squad_2 = get_story_squad("ac_balthazar_squad") - axr_companions.add_special_squad(squad) - axr_companions.add_special_squad(squad_2) -end - -function ac_spawn_pri_a25_guards() - local smart = SIMBOARD.smarts_by_names["pri_a25_smart_terrain"] - local squad_1 = SIMBOARD:create_squad(smart,"pri_ac_a25_guard_1") -end - -function dismiss_ac_blue_winter_and_balthazar_as_companion_1(a,b) - local squad = get_story_squad("ac_blue_winter_squad") - local squad_2 = get_story_squad("ac_balthazar_squad") - axr_companions.dismiss_special_squad(squad) - axr_companions.dismiss_special_squad(squad_2) -end - - - - -function give_task_blue_winter_quest_3() - dialogs_brotherhood_ac.give_task('give_task_blue_winter_quest_3') -end - -function ac_task_3_blue_winter_relocation() - local squad = get_story_se_object("ac_blue_winter_squad") - local pos = vector():set( -131.57495117188,-0.50764739513397,-199.29406738281 ) - if (pos and squad) then - TeleportSquad(squad,pos,67093,4888) - GI("relocated_ac_task_3_blue_winter") - GI("ac_task_3_active") - end - -end - -function ac_task_3_balthazar_relocation() - local squad = get_story_se_object("ac_balthazar_squad") - local pos = vector():set( -138.35227966309,-0.25803527235985,-211.60403442383 ) - if (pos and squad) then - TeleportSquad(squad,pos,61814,4888) - GI("relocated_ac_task_3_balthazar") - GI("ac_task_3_active") - end - -end - -function ac_task_3_melchior_relocation() - local squad = get_story_se_object("ac_melchior_squad") - local pos = vector():set( -139.3289642334,-0.42204529047012,-204.6999206543 ) - if (pos and squad) then - TeleportSquad(squad,pos,61274,4888) - GI("relocated_ac_task_3_melchior") - GI("ac_task_3_active") - end - -end - -function ac_task_3_caspar_relocation() - local squad = get_story_se_object("ac_caspar_squad") - local pos = vector():set( -135.96295166016,-0.37012958526611,-198.35459899902 ) - if (pos and squad) then - TeleportSquad(squad,pos,63912,4888) - GI("relocated_ac_task_3_caspar") - GI("ac_task_3_active") - end - -end \ No newline at end of file diff --git a/mods/[DEV] Brotherhood/gamedata/scripts/parts_brotherhood_inject.script b/mods/[DEV] Brotherhood/gamedata/scripts/parts_brotherhood_inject.script deleted file mode 100644 index 92902764..00000000 --- a/mods/[DEV] Brotherhood/gamedata/scripts/parts_brotherhood_inject.script +++ /dev/null @@ -1,49 +0,0 @@ ----Custom parts inject for Brotherhood - -cached_r_string_ex = itms_manager.ini_parts.r_string_ex -cached_parse_list = _G.parse_list -parts_custom = {} -parts_custom_ini = { - ["nor_parts_list"] = ini_file_ex("items\\settings\\parts_brotherhood.ltx") -} - -itms_manager.ini_parts.r_string_ex = function(self, s, k) - --printf("Override [%s] [%s]", s, k) - return parts_custom[s] and parts_custom[s][k] or cached_r_string_ex(self, s, k) -end - -_G.parse_list = function(ini, key, val, convert) - if parts_custom[key] then - --printf("Override [%s] [%s]", key, val) - local str = parts_custom[key][val] - local t = str and str ~= "" and str_explode(str,",") or {} - if (convert and #t > 0) then - local l = {} - for i=1,#t do - l[t[i]] = true - end - return l - end - return t - end - return cached_parse_list(ini, key, val, convert) -end - -function collect_parts(ini, t) - local sections = ini:get_sections() - parts_custom[t] = {} - for _, section in pairs(sections) do - --printf("Section: [%s]", section) - local _section = ini:collect_section(section) - for k, v in pairs(_section) do - --printf("Inserted into [%s]: [%s], [%s]", t, k, v) - parts_custom[t][k] = v - end - end -end - -function on_game_start() - for section, ini in pairs(parts_custom_ini) do - collect_parts(ini, section) - end -end \ No newline at end of file diff --git a/mods/[DEV] Brotherhood/gamedata/scripts/task_brotherhood.script b/mods/[DEV] Brotherhood/gamedata/scripts/task_brotherhood.script deleted file mode 100644 index abbd95d2..00000000 --- a/mods/[DEV] Brotherhood/gamedata/scripts/task_brotherhood.script +++ /dev/null @@ -1,3824 +0,0 @@ - -------- GENERAL Functions -------- -local HI = has_alife_info -local GI = give_info -local DI = disable_info -local spawn_squad = dialogs_brotherhood.spawn_squad - - -function NI(str) - return not (has_alife_info(str)) -end - -function on_game_start() - RegisterScriptCallback("actor_on_update",actor_on_update) -end - - -function actor_on_update() - scouting_esc_smart_terrain_7_11_init() - trigger_northern_rush_init() - help_alyosha_shyogolov_init() - ---help_alyosha_shyogolov_2_init() - - nr_bezsonik_init() - - meet_gutalin_init() - nr_primankov_init() - nr_baltunov_init() - bh_starik_1_init() - ---bh_like_rats_trap_init() - ---nr_execution_yanov_init() - - ---bh_meet_shlitzer() - - ---print_pos() - ---test_pos_reach() -end - -function print_pos() - local se_obj_1 = get_story_se_object("quest_chimera_bait_brotherhood") - local obj_1 = se_obj_1 and level.object_by_id(se_obj_1.id) - if (obj_1) then - printf("Item Pos %s", obj_1:position()) - printf("Item Lvid %s", obj_1:level_vertex_id()) - printf("Item Gvid %s", obj_1:game_vertex_id()) - - end - - -end - -function test_pos_reach() - local pos_1 = vector():set( 51.08812713623,2.2247929573059,158.54913330078 ) --- underground 4 (2 in init) from stairs under - local pos_2 = vector():set( 66.219718933105,1.74422955513,153.49101257324 ) --- underground 4 (2 in init) from stairs under - local pos_3 = vector():set( 66.016708374023,1.7425618171692,164.57917785645 ) --- underground 4 (2 in init) from stairs under - local dist_1 = 9.8 - local dist_2 = 13 - local dist_3 = 14 - local knife = db.actor:item_in_slot(1) - local weapon_1 = db.actor:item_in_slot(2) - local weapon_2 = db.actor:item_in_slot(3) - local weapon_3 = db.actor:item_in_slot(4) - - - if (db.actor:position():distance_to(pos_1) < dist_1) then - - if knife and knife:get_state() == 0 then - news_manager.send_tip(db.actor, game.translate_string("Inside 1 knife"), 1, "ecolog", 11000, 1) - elseif weapon_1 and weapon_1:get_state() == 0 then - news_manager.send_tip(db.actor, game.translate_string("Inside 1 weapon 1"), 1, "ecolog", 11000, 1) - elseif weapon_2 and weapon_2:get_state() == 0 then - news_manager.send_tip(db.actor, game.translate_string("Inside 1 weapon 2"), 1, "ecolog", 11000, 1) - elseif weapon_3 and weapon_3:get_state() == 0 then - news_manager.send_tip(db.actor, game.translate_string("Inside 1 weapon 3"), 1, "ecolog", 11000, 1) - else - news_manager.send_tip(db.actor, game.translate_string("Inside 1 10"), 1, "ecolog", 11000, 1) - end - - end - if (db.actor:position():distance_to(pos_2) < dist_2) then - if knife and knife:get_state() == 0 then - news_manager.send_tip(db.actor, game.translate_string("Inside 2 knife"), 1, "ecolog", 11000, 1) - elseif weapon_1 and weapon_1:get_state() == 0 then - news_manager.send_tip(db.actor, game.translate_string("Inside 2 weapon 1"), 1, "ecolog", 11000, 1) - elseif weapon_2 and weapon_2:get_state() == 0 then - news_manager.send_tip(db.actor, game.translate_string("Inside 2 weapon 2"), 1, "ecolog", 11000, 1) - elseif weapon_3 and weapon_3:get_state() == 0 then - news_manager.send_tip(db.actor, game.translate_string("Inside 2 weapon 3"), 1, "ecolog", 11000, 1) - else - news_manager.send_tip(db.actor, game.translate_string("Inside 2 10"), 1, "ecolog", 11000, 1) - end - end - if (db.actor:position():distance_to(pos_3) < dist_3) then - if knife and knife:get_state() == 0 then - news_manager.send_tip(db.actor, game.translate_string("Inside 3 knife"), 1, "ecolog", 11000, 1) - elseif weapon_1 and weapon_1:get_state() == 0 then - news_manager.send_tip(db.actor, game.translate_string("Inside 3 weapon 1"), 1, "ecolog", 11000, 1) - elseif weapon_2 and weapon_2:get_state() == 0 then - news_manager.send_tip(db.actor, game.translate_string("Inside 3 weapon 2"), 1, "ecolog", 11000, 1) - elseif weapon_3 and weapon_3:get_state() == 0 then - news_manager.send_tip(db.actor, game.translate_string("Inside 3 weapon 3"), 1, "ecolog", 11000, 1) - else - news_manager.send_tip(db.actor, game.translate_string("Inside 3 10"), 1, "ecolog", 11000, 1) - end - end -end - - -function bh_icon_test() - dynamic_news_helper.send_tip(string.format(game.translate_string("C"), alife():actor():character_name()), "Sidorovich A", 5, 10, "ui_inGame2_sid", nil, "Sidorovich B") - ---news_manager.send_tip(db.actor, string.format(game.translate_string("C"), alife():actor():character_name()), 0, "Sidorovich", 11000, "ui_inGame2_sid") - ---dynamic_news_helper.send_tip(msg, se, 5, 10, npc_1:character_icon(), nil, "npc") -end - -function test_dynamic_spawn3() - local pos_1 = vector():set( -150.18804931641,-7.0104246139526,-30.537698745728 ) --- Andrey Corpse - local pos_2 = vector():set( -168.97549438477,-4.5473079681396,-16.890596389771 ) --- Controller - local pos_3 = vector():set( -178.7262878418,-6.3177428245544,-35.88325881958 ) --- Snorks - local pos_4 = vector():set( -158.80000305176,-4.9637117385864,-49.565902709961 ) --- Snorks - - - if (db.actor:item_in_slot(9) ~= nil) and (db.actor:item_in_slot(9):section() == "device_flashlight") then - - local torch = db.actor:item_in_slot(9) - - if torch:get_state() == 3 then - news_manager.send_tip(db.actor, game.translate_string("ACTIVE"), 1, "ecolog", 11000, 1) - local actor_dir = device().cam_dir - - local pos_1_dir = vec_sub(pos_1,db.actor:position()) - local pos_2_dir = vec_sub(pos_2,db.actor:position()) - local pos_3_dir = vec_sub(pos_3,db.actor:position()) - local pos_4_dir = vec_sub(pos_4,db.actor:position()) - local yaw1 = yaw_degree3d(actor_dir, pos_1_dir) - local yaw2 = yaw_degree3d(actor_dir, pos_2_dir) - local yaw3 = yaw_degree3d(actor_dir, pos_3_dir) - local yaw4 = yaw_degree3d(actor_dir, pos_4_dir) - --printf("YAW %s", tostring(yaw)) - if yaw1 < 35 then - news_manager.send_tip(db.actor, game.translate_string("1"), 1, "ecolog", 11000, 1) - elseif yaw2 < 35 then - news_manager.send_tip(db.actor, game.translate_string("2"), 1, "ecolog", 11000, 1) - elseif yaw3 < 35 then - news_manager.send_tip(db.actor, game.translate_string("3"), 1, "ecolog", 11000, 1) - elseif yaw4 < 35 then - news_manager.send_tip(db.actor, game.translate_string("4"), 1, "ecolog", 11000, 1) - else - news_manager.send_tip(db.actor, game.translate_string("NONE"), 1, "ecolog", 11000, 1) - end - end - end -end -function scouting_esc_smart_terrain_7_11_init() - if NI("scouting_esc_smart_terrain_7_11_done") then - local dist = 110 - local smart = SIMBOARD.smarts_by_names["esc_smart_terrain_7_11"] - if smart and smart.online then - local smrt = SIMBOARD.smarts[smart.id] - if smrt and (db.actor:position():distance_to(smart.position) < dist) then - GI("scouting_esc_smart_terrain_7_11_done") - - end - end - end -end - -function trigger_northern_rush_init() - if NI("trigger_northern_rush_init_done") then - if NI("atomic_crusader_start") then - if HI("bar_deactivate_radar_done") then - GI("northern_rush_dialogs_trigger_done") - nr_sorokin_init() - GI("trigger_northern_rush_init_done") - brotherhood_timer.market_share_beginning_1() - end - end - end -end - - - -function nr_sorokin_init() - if (NI("nr_sorokin_init")) then - if not (get_story_se_object("nr_sorokin_squad")) then - local smart = SIMBOARD.smarts_by_names["bar_visitors"] - local squad = SIMBOARD:create_squad(smart,"nr_sorokin_squad") - end - if (get_story_se_object("nr_sorokin_squad")) then - GI("nr_sorokin_init") - end - end -end - -function trigger_greed_and_betrayal_init() - local pos_1 = vector():set(129.0233001709,-1.4414930343628,39.330234527588 ) - local pos_2 = vector():set(122.13143920898,-3.4335956573486,34.101249694824 ) - local pos_3 = vector():set(130.765625,-4.8255987167358,22.945343017578 ) - local pos_4 = vector():set(-168.56024169922,-0.0014378130435944,89.404853820801 ) - if NI("trigger_greed_and betrayal_done") then - - - - end -end - - -function help_alyosha_shyogolov_init() - if (NI("help_alyosha_shyogolov_init")) then - if level.name() == "l03_agroprom" then - if (NI("help_alyosha_shyogolov_random")) then - local dist = 200 - local smart = SIMBOARD.smarts_by_names["agr_smart_terrain_5_3"] - if smart and smart.online then - local smrt = SIMBOARD.smarts[smart.id] - if smrt and (db.actor:position():distance_to(smart.position) > dist) then - if (math.random(75) < 25) then - - news_manager.send_tip(db.actor, game.translate_string("st_shyogolov_trouble_1_info"), 2, "ecolog", 11000, 1) - dialogs_brotherhood.give_alyosha_shyogolov_trouble_1() - news_manager.send_tip(db.actor, game.translate_string("st_shyogolov_trouble_2_info"), 25, "ecolog", 11000, 1) - news_manager.send_tip(db.actor, game.translate_string("st_shyogolov_trouble_3_info"), 50, "ecolog", 11000, 1) - GI("help_alyosha_shyogolov_init") - - else - - - GI("help_alyosha_shyogolov_random") - brotherhood_timer.alyosha_shyogolov_help_random() - - end - end - end - end - end - end -end - -function help_alyosha_shyogolov_2_init() - local dist = 200 - - local smart = SIMBOARD.smarts_by_names["jup_sim_13"] - local smart_2 = SIMBOARD.smarts_by_names["jup_a6"] - - local smrt = SIMBOARD.smarts[smart.id] - local smrt_2 = SIMBOARD.smarts[smart_2.id] - - if NI("corruption_relocation_init") then - if HI("bar_deactivate_radar_done") then - dialogs_brotherhood.relocation_nr_ecologist_rydzyk_1() - dialogs_brotherhood.relocation_nr_ecologist_1() - dialogs_brotherhood.relocation_nr_ecologist_2() - - GI("corruption_relocation_init") - end - end - - - if NI("help_alyosha_shyogolov_2_init") then - if HI("alyosha_shyogolov_0_done") then - - if smart and smart.online and smart_2 and smart_2.online then - - if smrt and (db.actor:position():distance_to(smart.position) > dist) and smrt_2 and (db.actor:position():distance_to(smart_2.position) > dist) then - - news_manager.send_tip(db.actor, game.translate_string("st_alyosha_making_trouble_1"), 1, "ecolog", 11000, 1) - news_manager.send_tip(db.actor, game.translate_string("st_alyosha_making_trouble_2"), 7, "bandit", 11000, 1) - news_manager.send_tip(db.actor, game.translate_string("st_alyosha_making_trouble_3"), 12, "ecolog", 11000, 1) - news_manager.send_tip(db.actor, game.translate_string("st_alyosha_making_trouble_4"), 16, "bandit", 11000, 1) - news_manager.send_tip(db.actor, game.translate_string("st_alyosha_making_trouble_5"), 20, "ecolog", 11000, 1) - news_manager.send_tip(db.actor, game.translate_string("st_alyosha_making_trouble_6"), 24, "bandit", 11000, 1) - news_manager.send_tip(db.actor, game.translate_string("st_alyosha_making_trouble_7"), 28, "ecolog", 11000, 1) - news_manager.send_tip(db.actor, game.translate_string("st_alyosha_making_trouble_8"), 32, "bandit", 11000, 1) - news_manager.send_tip(db.actor, game.translate_string("st_alyosha_making_trouble_9"), 36, "ecolog", 11000, 1) - news_manager.send_tip(db.actor, game.translate_string("st_alyosha_making_trouble_10"), 38, "bandit", 11000, 1) - news_manager.send_tip(db.actor, game.translate_string("st_alyosha_making_trouble_11"), 40, "bandit", 11000, 1) - - - dialogs_brotherhood.give_alyosha_shyogolov_trouble_3() - - GI("help_alyosha_shyogolov_2_init") - - - end - end - end - end -end ---- Brotherhood 1 and 2 --- - -function task_status_functor.give_task_kill_pack_boars_1_status_f(tsk,task_id) - if (NI("task_kill_pack_boars_1_init")) then - if not (get_story_se_object("pack_boars_1")) then - local dist = 110 - local smart = SIMBOARD.smarts_by_names["gar_smart_terrain_6_6"] - if smart and smart.online then - xr_effects.clear_smart_terrain(nil,nil,{"gar_smart_terrain_6_6","true"}) - local smrt = SIMBOARD.smarts[smart.id] - if smrt and (db.actor:position():distance_to(smart.position) < dist) then - - local smart = SIMBOARD.smarts_by_names["gar_smart_terrain_6_6"] - local squad = SIMBOARD:create_squad(smart,"pack_boars_1") - - GI("task_kill_pack_boars_1_init") - return - end - end - end - end -end - -function task_status_functor.give_task_kill_pack_snorks_1_status_f(tsk,task_id) - if (NI("task_kill_pack_snorks_1_init")) then - if not (get_story_se_object("pack_snorks_1")) then - local dist = 100 - local smart = SIMBOARD.smarts_by_names["gar_smart_terrain_1_7"] - if smart and smart.online then - xr_effects.clear_smart_terrain(nil,nil,{"gar_smart_terrain_1_7","true"}) - local smrt = SIMBOARD.smarts[smart.id] - if smrt and (db.actor:position():distance_to(smart.position) < dist) then - - local smart = SIMBOARD.smarts_by_names["gar_smart_terrain_1_7"] - local squad = SIMBOARD:create_squad(smart,"pack_snorks_1") - - GI("task_kill_pack_snorks_1_init") - return - end - end - end - end -end ---- Brotherhood 3 Vybegallo --- - -function task_status_functor.give_task_kill_pack_dogs_1_status_f(tsk,task_id) - if (NI("task_kill_pack_dogs_1_init")) then - if not (get_story_se_object("pack_dogs_1")) then - local dist = 100 - local smart = SIMBOARD.smarts_by_names["mar_smart_terrain_6_4"] - if smart and smart.online then - xr_effects.clear_smart_terrain(nil,nil,{"mar_smart_terrain_6_4","true"}) - local smrt = SIMBOARD.smarts[smart.id] - if smrt and (db.actor:position():distance_to(smart.position) < dist) then - - local smart = SIMBOARD.smarts_by_names["mar_smart_terrain_6_4"] - local squad = SIMBOARD:create_squad(smart,"pack_dogs_1") - xr_effects.spawn_vybegallo_bag() - xr_effects.spawn_vybegallo_trail_1() - xr_effects.spawn_vybegallo_trail_2() - xr_effects.spawn_vybegallo_trail_3() - xr_effects.spawn_vybegallo_trail_4() - GI("task_kill_pack_dogs_1_init") - return - end - end - end - end -end - -function xr_effects.spawn_vybegallo_bag() - local pos = vector():set( 93.233978271484,1.3431987762451,336.99731445313 ) - local se_obj = alife_create( "quest_package_vybegallo", pos, 194271, 84 ) - if ( not se_obj ) then - printe("!ERROR: unable to spawn quest_package_vybegallo" ) - end -end - -function xr_effects.spawn_vybegallo_trail_1() - local pos = vector():set( 94.755432128906,1.3435776233673,334.9592590332 ) - local se_obj = alife_create( "conserva", pos, 195061, 84 ) - if ( not se_obj ) then - printe("!ERROR: unable to spawn quest_package_vybegallo_trail_1" ) - end -end - -function xr_effects.spawn_vybegallo_trail_2() - local pos = vector():set( 98.814163208008,1.2621808052063,335.21612548828 ) - local se_obj = alife_create( "conserva", pos, 197280, 84 ) - if ( not se_obj ) then - printe("!ERROR: unable to spawn quest_package_vybegallo_trail_2" ) - end -end - -function xr_effects.spawn_vybegallo_trail_3() - local pos = vector():set( 102.38217163086,1.2957384586334,338.11456298828 ) - local se_obj = alife_create( "conserva", pos, 199367, 84 ) - if ( not se_obj ) then - printe("!ERROR: unable to spawn quest_package_vybegallo_trail_3" ) - end -end - -function xr_effects.spawn_vybegallo_trail_4() - local pos = vector():set( 105.27380371094,1.1134397983551,336.060546875 ) - local se_obj = alife_create( "conserva", pos, 201262, 84 ) - if ( not se_obj ) then - printe("!ERROR: unable to spawn quest_package_vybegallo_trail_4" ) - end -end - -function task_status_functor.give_alyosha_shyogolov_trouble_1_status_f(tsk,task_id) - if (tsk.stage == 0) then - - if (NI("alyosha_shyogolov_trouble_1_init")) then - - if not (get_story_se_object("shyogolov_pack_snorks_1")) then - - local dist = 100 - local smart = SIMBOARD.smarts_by_names["agr_smart_terrain_5_3"] - if smart and smart.online then - - xr_effects.clear_smart_terrain(nil,nil,{"agr_smart_terrain_5_3","true"}) - local smrt = SIMBOARD.smarts[smart.id] - if smrt and (db.actor:position():distance_to(smart.position) < dist) then - - local smart = SIMBOARD.smarts_by_names["agr_smart_terrain_5_3"] - local squad = SIMBOARD:create_squad(smart,"shyogolov_pack_snorks_1") - tsk.stage = 1 - GI("alyosha_shyogolov_trouble_1_init") - return - end - end - end - end - end - if (tsk.stage == 1) then - - if HI("alyosha_shyogolov_1_go") then - - local dist = 25 - local smart = SIMBOARD.smarts_by_names["agr_smart_terrain_4_4"] - if smart and smart.online then - - local smrt = SIMBOARD.smarts[smart.id] - if smrt and (db.actor:position():distance_to(smart.position) < dist) then - GI("alyosha_shyogolov_1_you_arrived") - - return - end - end - end - end -end - -function task_status_functor.give_alyosha_shyogolov_trouble_2_status_f(tsk,task_id) - local smart_1 = SIMBOARD.smarts_by_names["agr_smart_terrain_5_7"] - local smrt_1 = SIMBOARD.smarts[smart_1.id] - local smart_2 = SIMBOARD.smarts_by_names["agr_smart_terrain_4_6"] - local smrt_2 = SIMBOARD.smarts[smart_2.id] - local smart_3 = SIMBOARD.smarts_by_names["mar_smart_terrain_7_3"] - local smrt_3 = SIMBOARD.smarts[smart_3.id] - local dist = 80 - local npc = get_story_se_object("bh_mozgotlen_squad") - - - - if (tsk.stage == 0) then - if smrt_1 and (db.actor:position():distance_to(smart_1.position) < dist) then - if NI("bh_mozgotlen_squad_1_init") then - local squad = SIMBOARD:create_squad(smart_1,"bh_mozgotlen_squad") - local squad = SIMBOARD:create_squad(smart_1,"bh_mozgotlen_squad_2") - GI("bh_mozgotlen_squad_1_init") - end - end - if smrt_2 and (db.actor:position():distance_to(smart_2.position) < dist) then - if NI("bh_mozgotlen_squad_2_init") then - local squad = SIMBOARD:create_squad(smart_2,"bh_alyosha_zombie_squad_1") - GI("bh_mozgotlen_squad_2_init") - end - end - if smrt_3 and (db.actor:position():distance_to(smart_3.position) < dist) then - if NI("bh_mozgotlen_squad_3_init") then - local squad = SIMBOARD:create_squad(smart_3,"bh_alyosha_zombie_squad_2") - GI("bh_mozgotlen_squad_3_init") - end - end - if npc then - local commander = alife_object(npc:commander_id()) - if NI("bh_mozgotlen_document_spawn") then - alife_create_item("bh_mozgotlen_documents", commander) - GI("bh_mozgotlen_document_spawn") - end - - end - end -end - - - -function task_status_functor.give_alyosha_shyogolov_trouble_3_status_f(tsk,task_id) - - local smart = SIMBOARD.smarts_by_names["jup_sim_13"] - local smrt = SIMBOARD.smarts[smart.id] - local dist = 20 - - if (tsk.stage == 0) then - if smrt and (db.actor:position():distance_to(smart.position) < dist) then - if NI("alyosha_making_trouble_shout") then - news_manager.send_tip(db.actor, game.translate_string("st_alyosha_making_trouble_13"), 1, "ecolog", 11000, 1) - GI("alyosha_making_trouble_shout") - end - end - if NI("relocated_alyosha_shyogolov_1") then - dialogs_brotherhood.relocation_alyosha_1() - end - if HI("alyosha_shyogolov_retreat_1") then - tsk.stage = 1 - end - end - if (tsk.stage == 1) then - if NI("alyosha_shyogolov_bandit_init") then - local squad = SIMBOARD:create_squad(smart,"nr_bandits_1_squad") - local squad_2 = SIMBOARD:create_squad(smart,"nr_bandits_2_squad") - news_manager.send_tip(db.actor, game.translate_string("st_alyosha_making_trouble_12"), 5, "bandit", 11000, 1) - GI("alyosha_shyogolov_bandit_init") - tsk.stage = 2 - end - end - if (tsk.stage == 2) then - - if HI("nr_bandits_1_squad_dead") and HI("nr_bandits_2_squad_dead") then - - GI("nr_bandits_squads_dead_1") - - - end - end -end - -function task_status_functor.give_alyosha_shyogolov_trouble_4_status_f(tsk,task_id) - - local dist = 40 - local dist_2 = 100 - - local smart_1 = SIMBOARD.smarts_by_names["jup_a9"] - local smart_2 = SIMBOARD.smarts_by_names["jup_b47"] - - - local smrt_1 = SIMBOARD.smarts[smart_1.id] - local smrt_2 = SIMBOARD.smarts[smart_2.id] - - local spawn_squad = dialogs_brotherhood.spawn_squad - if (tsk.stage == 0) then ---- enables conversation with Erast, but needs better detecting if disguised or not - - - if db.actor:character_community() == "actor_ecolog" then - - GI("nr_erast_enable_corruption_discussion") - else - DI("nr_erast_enable_corruption_discussion") - end - - - end - - if (tsk.stage == 1) then ---- clear the smarts - news_manager.send_tip(db.actor, game.translate_string("Stage1"), 1, "ecolog", 11000, 1) - if smart_1 and smart_1.online and smart_2 and smart_2.online then - if smrt_1 and (db.actor:position():distance_to(smart_1.position) < dist) then - news_manager.send_tip(db.actor, game.translate_string("Stage 1.1"), 1, "ecolog", 11000, 1) - xr_effects.clear_smart_terrain(nil,nil,{"jup_a9","true"}) - xr_effects.clear_smart_terrain(nil,nil,{"jup_b47","true"}) - - tsk.stage = 2 - return - end - end - - end - - if (tsk.stage == 2) then ---- teleport NPCs - - if smrt_1 and (db.actor:position():distance_to(smart_1.position) < dist) then - news_manager.send_tip(db.actor, game.translate_string("Stage 2"), 1, "ecolog", 11000, 1) - if NI("relocated_alyosha_shyogolov_2") then - - dialogs_brotherhood.relocation_alyosha_2() - - - end - if HI("teleport_erast") then - if NI("erast_fandorin_relocation_1") then - dialogs_brotherhood.relocation_erast_fandorin_1() - tsk.stage = 3 - return - end - end - end - end - - if (tsk.stage == 3) then ---- spring the ambush - if HI("nr_ambush_init") then - if NI("spawn_amry_test_1") then - - - local squad_1 = SIMBOARD:create_squad(smart_2,"nr_ambush_squad_1") - local squad_2 = SIMBOARD:create_squad(smart_2,"nr_ambush_squad_3") - local squad_3 = SIMBOARD:create_squad(smart_1,"nr_ambush_squad_2") - - local pos_1 = vector():set( 355.57171630859,27.977787017822,-239.86022949219 ) - local pos_2 = vector():set( 378.29794311523,27.978296279907,-235.07585144043 ) - local pos_3 = vector():set( 314.48291015625,34.592678070068,-237.58148193359 ) - local pos_4 = vector():set( 331.10369873047,34.258598327637,-270.34857177734 ) - local pos_5 = vector():set( 316.77917480469,34.714248657227,-237.42193603516 ) - - - local se_squad_1 = spawn_squad("nr_ambush_squad_4", pos_1, 1281744, 4694) - local se_squad_2 = spawn_squad("nr_ambush_squad_5", pos_2, 1314488, 4787) - local se_squad_3 = spawn_squad("nr_ambush_squad_6", pos_3, 1221970, 4694) - local se_squad_4 = spawn_squad("nr_ambush_squad_7", pos_4, 1245499, 4694) - local se_squad_5 = spawn_squad("nr_ambush_squad_8", pos_5, 1225743, 4694) - - dialogs_brotherhood.change_faction_erast_1() - - - if NI("relocated_alyosha_shyogolov_3") then - - dialogs_brotherhood.relocation_alyosha_3() - CreateTimeEvent("nr_blank_1","nr_blank_1", 1, nr_corruption_self_1) - end - - GI("spawn_amry_test_1") - tsk.stage = 4 - end - end - if HI("nr_ambush_coward_init") then ---- if the player tries to run away before finishing the dialogue - - local dist_4 = 3 - local pos = vector():set( 337.31549072266,26.735898971558,-255.1216583252 ) - - if NI("spawn_amry_test_1") then - - if (db.actor:position():distance_to(pos) > dist_4) then - - news_manager.send_tip(db.actor, game.translate_string("nr_corruption_coward_1"), 0, "army", 11000, 1) - - local squad_1 = SIMBOARD:create_squad(smart_2,"nr_ambush_squad_1") - local squad_2 = SIMBOARD:create_squad(smart_2,"nr_ambush_squad_3") - local squad_3 = SIMBOARD:create_squad(smart_1,"nr_ambush_squad_2") - - local pos_1 = vector():set( 355.57171630859,27.977787017822,-239.86022949219 ) - local pos_2 = vector():set( 378.29794311523,27.978296279907,-235.07585144043 ) - local pos_3 = vector():set( 314.48291015625,34.592678070068,-237.58148193359 ) - local pos_4 = vector():set( 331.10369873047,34.258598327637,-270.34857177734 ) - local pos_5 = vector():set( 316.77917480469,34.714248657227,-237.42193603516 ) - - - local se_squad_1 = spawn_squad("nr_ambush_squad_4", pos_1, 1281744, 4694) - local se_squad_2 = spawn_squad("nr_ambush_squad_5", pos_2, 1314488, 4787) - local se_squad_3 = spawn_squad("nr_ambush_squad_6", pos_3, 1221970, 4694) - local se_squad_4 = spawn_squad("nr_ambush_squad_7", pos_4, 1245499, 4694) - local se_squad_5 = spawn_squad("nr_ambush_squad_8", pos_5, 1225743, 4694) - - dialogs_brotherhood.change_faction_erast_1() - - - if NI("relocated_alyosha_shyogolov_3") then - - CreateTimeEvent("nr_blank_1","nr_blank_1", 1, nr_corruption_self_1) - dialogs_brotherhood.relocation_alyosha_3() - - end - - - GI("spawn_amry_test_1") - tsk.stage = 4 - end - end - end - end - - if (tsk.stage == 4) then ---- flee and clean the mess - - - - if smrt_2 and (db.actor:position():distance_to(smart_2.position) > dist_2) then - if NI("nr_ambush_cleaned") then - dialogs_brotherhood.nr_ambush_release() - - if NI("nr_corruption_self_init") then - - if HI("erast_fandorin_dead") then - news_manager.send_tip(db.actor, string.format(game.translate_string("nr_corruption_army_1"), alife():actor():character_name()), 0, "army", 11000, 1) - elseif NI("erast_fandorin_dead") then - news_manager.send_tip(db.actor, string.format(game.translate_string("nr_corruption_army_0"), alife():actor():character_name()), 0, "army", 11000, 1) - dialogs_brotherhood.relocation_erast_fandorin_2() - dialogs_brotherhood.change_faction_erast_2() - end - - CreateTimeEvent("nr_blank_2","nr_blank_2", 5, nr_corruption_self_2) - - CreateTimeEvent("nr_blank_3","nr_blank_3", 10, nr_corruption_self_3) - - CreateTimeEvent("nr_blank_4","nr_blank_4", 15, nr_corruption_self_4) - - CreateTimeEvent("nr_blank_5","nr_blank_5", 20, nr_corruption_self_5) - - CreateTimeEvent("nr_blank_6","nr_blank_6", 25, nr_corruption_self_6) - - GI("nr_corruption_self_init") - end - GI("nr_ambush_cleaned") - return - end - end - - end - -end - -function nr_corruption_self_1() - if NI("nr_corruption_self_1")then - actor_menu.set_msg(1, game.translate_string("nr_corruption_self_1"), 4) - GI("nr_corruption_self_1") - return true - end -end -function nr_corruption_self_2() - if NI("nr_corruption_self_2")then - actor_menu.set_msg(1, game.translate_string("nr_corruption_self_2"), 4) - GI("nr_corruption_self_2") - return true - end -end -function nr_corruption_self_3() - if NI("nr_corruption_self_3")then - actor_menu.set_msg(1, game.translate_string("nr_corruption_self_3"), 4) - GI("nr_corruption_self_3") - return true - end -end -function nr_corruption_self_4() - if NI("nr_corruption_self_4")then - actor_menu.set_msg(1, game.translate_string("nr_corruption_self_4"), 4) - dialogs_brotherhood.give_alyosha_shyogolov_trouble_5() - GI("alyosha_shyogolov_trouble_4_done") - GI("nr_corruption_self_4") - return true - end -end -function nr_corruption_self_5() - if NI("nr_corruption_self_5")then - actor_menu.set_msg(1, game.translate_string("nr_corruption_self_5"), 4) - GI("nr_corruption_self_5") - return true - end -end -function nr_corruption_self_6() - if NI("nr_corruption_self_6")then - actor_menu.set_msg(1, game.translate_string("nr_corruption_self_6"), 4) - GI("nr_corruption_self_6") - return true - end -end - -function task_status_functor.give_alyosha_shyogolov_trouble_5_status_f(tsk,task_id) - - if (gameplay_disguise.is_disguise ~= nil) then - if db.actor:character_community() == "actor_ecolog" then - - db.actor:set_community_goodwill("ecolog", 2000) - end - else - - db.actor:set_community_goodwill("army", 2000) - - end - -end - ----- Vybegallo ---- -function task_status_functor.give_vybegallo_satisfied_man_status_f(tsk,task_id) - if (tsk.stage == 0) then - if (NI("task_kill_satisfied_man_init")) then - if not (get_story_se_object("satisfied_man")) then - local dist = 27 - local smart = SIMBOARD.smarts_by_names["agr_u_bloodsucker_2"] - if smart and smart.online then - - local smrt = SIMBOARD.smarts[smart.id] - if smrt and (db.actor:position():distance_to(smart.position) < dist) then - - local smart = SIMBOARD.smarts_by_names["agr_u_bloodsucker_2"] - local squad = SIMBOARD:create_squad(smart,"satisfied_man") - - GI("task_kill_satisfied_man_init") - return - end - end - end - end - - - end -end - ---- Brotherhood 4 --- -function task_status_functor.give_task_kill_pack_snorks_2_status_f(tsk,task_id) - if (tsk.stage == 0) then - if (NI("task_kill_pack_snorks_2_init")) then - if not (get_story_se_object("pack_snorks_2")) then - local dist = 100 - local smart = SIMBOARD.smarts_by_names["agr_smart_terrain_7_5"] - if smart and smart.online then - xr_effects.clear_smart_terrain(nil,nil,{"agr_smart_terrain_7_5","true"}) - local smrt = SIMBOARD.smarts[smart.id] - if smrt and (db.actor:position():distance_to(smart.position) < dist) then - - local smart = SIMBOARD.smarts_by_names["agr_smart_terrain_7_5"] - local squad = SIMBOARD:create_squad(smart,"pack_snorks_2") - tsk.stage = 1 - GI("task_kill_pack_snorks_1_init") - return - end - end - end - end - end - if (tsk.stage == 1) then - if HI("pack_snorks_2_dead") then - local dist = 50 - local smart = SIMBOARD.smarts_by_names["gar_smart_terrain_3_5"] - if smart and smart.online then - local smrt = SIMBOARD.smarts[smart.id] - if smrt and (db.actor:position():distance_to(smart.position) < dist) then - GI("butcher_ilya_back_home") - end - end - end - end -end - ----- Cordon - - ---- Railway Assault --- - -function task_status_functor.give_sidorovich_railway_assault_status_f(tsk,task_id) - if (tsk.stage == 0) then - if HI("assault_csky_leader_esc_5_7_start_dialog_done") then - xr_effects.clear_smart_terrain(nil,nil,{"esc_smart_terrain_4_9","true"}) - xr_effects.clear_smart_terrain(nil,nil,{"esc_smart_terrain_5_9","true"}) - if (NI("railway_assault_stalker_init")) then - - if not (get_story_se_object("stalker_assault_esc_5_9")) then - - local smart = SIMBOARD.smarts_by_names["esc_smart_terrain_4_9"] - local squad = SIMBOARD:create_squad(smart,"stalker_assault_esc_5_9") - local squad_2 = SIMBOARD:create_squad(smart,"stalker_assault_esc_5_9_leader") - GI("railway_assault_stalker_init") - tsk.stage = 1 - return - end - end - end - end - if (tsk.stage == 1) then - - local dist = 75 - local smart = SIMBOARD.smarts_by_names["esc_smart_terrain_6_8"] - if smart and smart.online then - local smrt = SIMBOARD.smarts[smart.id] - if smrt and (db.actor:position():distance_to(smart.position) < dist) then - if (NI("railway_assault_bandit_ref_init")) then - if not (get_story_se_object("bandit_reinforcment_esc_6_8")) then - - local smart_2 = SIMBOARD.smarts_by_names["esc_smart_terrain_7_11"] - local squad = SIMBOARD:create_squad(smart_2,"bandit_reinforcment_esc_6_8") - GI("railway_assault_bandit_ref_init") - tsk.stage = 2 - return - end - end - end - end - end - if (tsk.stage == 2) then - if HI("bandit_guards_esc_6_8_dead") and HI("bandit_reinforcment_esc_6_8_dead") then - GI("esc_railbridge_taken") - end - end -end - - -function task_status_functor.give_sidorovich_railway_assault_2_status_f(tsk,task_id) - if (tsk.stage == 0) then - local dist = 150 - local smart = SIMBOARD.smarts_by_names["esc_smart_terrain_7_11"] - if smart and smart.online then - local smrt = SIMBOARD.smarts[smart.id] - if smrt and (db.actor:position():distance_to(smart.position) < dist) then - xr_effects.clear_smart_terrain(nil,nil,{"esc_smart_terrain_7_11","true"}) - if NI("bandit_reinforcment_esc_7_11") then - local smart = SIMBOARD.smarts_by_names["esc_smart_terrain_7_11"] - local squad = SIMBOARD:create_squad(smart,"bandit_reinforcment_esc_7_11") - GI("bandit_reinforcment_esc_7_11") - tsk.stage = 1 - return - end - end - end - end - if (tsk.stage == 1) then - local dist = 50 - local smart = SIMBOARD.smarts_by_names["esc_smart_terrain_7_11"] - if smart and smart.online then - local smrt = SIMBOARD.smarts[smart.id] - if smrt and (db.actor:position():distance_to(smart.position) < dist) then - xr_effects.clear_smart_terrain(nil,nil,{"esc_smart_terrain_4_9","true"}) - xr_effects.clear_smart_terrain(nil,nil,{"esc_smart_terrain_5_9","true"}) - tsk.stage = 2 - return - end - end - end - if (tsk.stage == 2) then - if NI("railway_assault_stalker_init") then - local smart = SIMBOARD.smarts_by_names["esc_smart_terrain_4_9"] - local squad = SIMBOARD:create_squad(smart,"stalker_assault_esc_5_9") - local squad_2 = SIMBOARD:create_squad(smart,"stalker_assault_esc_5_9_leader") - GI("railway_assault_stalker_init") - GI("esc_railway_assault_go") - dialogs_brotherhood.send_railway_assault_message_1() - tsk.stage = 3 - return - end - end - if (tsk.stage == 3) then - if HI("bandit_guards_esc_6_8_dead") and HI("bandit_reinforcment_esc_7_11_dead") then - GI("esc_railbridge_taken") - end - end -end - ---- Shlitzer -function bh_meet_shlitzer() - - - if NI("bh_shlitzer_init_done") then - - - local pos_1 = vector():set( -236.48327636719,-19.751678466797,-131.93586730957 ) --- meet shlitzer - local pos_2 = vector():set( -240.43469238281,-20.030139923096,-157.60787963867 ) --- go to house - local pos_6 = vector():set( -124.4213104248,-30.051345825195,-373.82867431641 ) --- guard house/Badger spawn - local dist_1 = 10 - local dist_2 = 1 - local npc = get_story_se_object("bh_shlitzer_squad") - - - - if HI("esc_railway_assault_done") then - - - - if NI("bh_shlitzer_spawn_done") then - local se_squad = spawn_squad("bh_shlitzer_squad", pos_1, 21333, 508) - - GI("bh_shlitzer_spawn_done") - end - - if (db.actor:position():distance_to(pos_1) < dist_1) then - - if NI("bh_shlitzer_greeting") then - actor_menu.set_msg(1, game.translate_string("bh_shlitzer_greeting"), 10) - GI("bh_shlitzer_greeting") - end - end - if npc and (npc.position:distance_to(pos_2) < dist_2) then - - GI("bh_shlitzer_init_done") - - end - end - end -end - -function task_status_functor.give_shlitzer_smuggling_1_status_f(tsk,task_id) - - - --- item states - --- state 0 = using - --- state 1 = putting out - --- state 2 = putting in - --- state 3 = not using - - local hrs = level.get_time_hours() - - - local pos_3 = vector():set( -150.56283569336,-30.771974563599,-277.30380249023 ) --- jeep wreackage - local pos_4 = vector():set( -168.28816223145,-25.436302185059,-352.47952270508 ) --- guard tower - local pos_5 = vector():set( -241.95616149902,-30.707180023193,-353.70162963867 ) --- fence - local pos_6 = vector():set( -124.4213104248,-30.051345825195,-373.82867431641 ) --- guard house - - local dist_1 = 6 - local dist_2 = 2 - local npc = get_story_se_object("bh_badger_squad") - local commander = alife_object(npc:commander_id()) - if (hrs >= 23) or (hrs < 5) then - - GI("bh_badger_guard_dutz_on") - - else - - DI("bh_badger_guard_dutz_on") - - end - - - - if (tsk.stage == 0) then - - if (hrs >= 0) and (hrs < 4) then - - if (db.actor:position():distance_to(pos_3) < dist_1) then - - if (db.actor:item_in_slot(9) ~= nil) and (db.actor:item_in_slot(9):section() == "device_flashlight") then - - local torch = db.actor:item_in_slot(9) - - if torch:get_state() == 3 then - - GI("bh_shlitzer_smuggling_start") - - end - - if HI("bh_shlitzer_smuggling_start") and NI("bh_shlitzer_smuggling_1") and torch:get_state() == 0 then - - news_manager.send_tip(db.actor, game.translate_string("st_bh_shlitzer_smuggling_1"), nil, "communication", 6000) - - CreateTimeEvent("bh_shlitzer_smuggling_init","bh_shlitzer_smuggling_init", 7,bh_shlitzer_smuggling_init_timer) - GI("bh_shlitzer_smuggling_1") - end - if HI("bh_shlitzer_smuggling_1") and NI("bh_shlitzer_smuggling_2") then - if torch:get_state() == 3 or torch:get_state() == 2 then - - GI("bh_shlitzer_smuggling_2") - end - end - if HI("bh_shlitzer_smuggling_2") and NI("bh_shlitzer_smuggling_3") and torch:get_state() == 0 then - news_manager.send_tip(db.actor, game.translate_string("st_bh_shlitzer_smuggling_2"), nil, "communication", 6000) - GI("bh_shlitzer_smuggling_3") - end - if HI("bh_shlitzer_smuggling_3") and NI("bh_shlitzer_smuggling_4") then - if torch:get_state() == 3 or torch:get_state() == 2 then - - GI("bh_shlitzer_smuggling_4") - end - end - if HI("bh_shlitzer_smuggling_4") and NI("bh_shlitzer_smuggling_done") and torch:get_state() == 0 then - - news_manager.send_tip(db.actor, game.translate_string("st_bh_shlitzer_smuggling_3"), nil, "communication", 6000) - GI("bh_shlitzer_smuggling_done") - tsk.stage = 1 - return - end - - end - end - end - end - if (tsk.stage == 1) then - - if (db.actor:position():distance_to(pos_5) < dist_2) and npc and (npc.position:distance_to(pos_5) < dist_2) then - if NI("bh_badger_greeting_1") then - actor_menu.set_msg(1, game.translate_string("st_bh_badger_start_0"), 10) - CreateTimeEvent("bh_badger_greeting_2_init","bh_badger_greeting_2_init", 4,bh_badger_greeting_2_init_timer) - CreateTimeEvent("bh_badger_greeting_3_init","bh_badger_greeting_3_init", 8,bh_badger_greeting_3_init_timer) - GI("bh_badger_greeting_1") - end - end - - end -end - -function bh_shlitzer_smuggling_init_timer() - if NI("bh_shlitzer_smuggling_done") then - DI("bh_shlitzer_smuggling_start") - DI("bh_shlitzer_smuggling_1") - DI("bh_shlitzer_smuggling_2") - DI("bh_shlitzer_smuggling_3") - DI("bh_shlitzer_smuggling_4") - news_manager.send_tip(db.actor, game.translate_string("st_bh_shlitzer_smuggling_4"), nil, "communication", 6000) - return true - end - - return true -end - -function bh_badger_greeting_2_init_timer() - actor_menu.set_msg(1, game.translate_string("st_bh_badger_start_1"), 10) - local se_item = alife_create_item("quest_package_shlitzer", db.actor) - return true -end -function bh_badger_greeting_3_init_timer() - actor_menu.set_msg(1, game.translate_string("st_bh_badger_start_2"), 10) - GI("bh_badger_deal_done") - return true -end - -function task_status_functor.give_shlitzer_smuggling_2_status_f(tsk,task_id) - - local smart_1 = SIMBOARD.smarts_by_names["esc_smart_terrain_6_6"] - local smrt_1 = SIMBOARD.smarts[smart_1.id] - local dist_1 = 70 - local dist_2 = 2 - local npc = get_story_se_object("bh_ironchain_squad") - - if (tsk.stage == 0) then - if smrt_1 and (db.actor:position():distance_to(smart_1.position) < dist_1) then - if NI("bh_ironchain_init") then - - xr_effects.clear_smart_terrain(nil,nil,{"esc_smart_terrain_6_6","true"}) - - - local squad = SIMBOARD:create_squad(smart_1,"bh_ironchain_squad") - local squad_2 = SIMBOARD:create_squad(smart_1,"bh_ironchain_2_squad") - - GI("bh_ironchain_init") - tsk.stage = 1 - end - end - end - if (tsk.stage == 1) then - if HI("bh_ironchain_deal_start") and NI("bh_ironchain_deal_done") then - if (npc.position:distance_to(db.actor:position()) > dist_2) then - if NI("bh_ironchain_deal_gone_wrong") then - GI("bh_ironchain_deal_gone_wrong") - actor_menu.set_msg(1, game.translate_string("st_bh_ironchain_deal_gone_wrong"), 10) - dialogs_brotherhood.change_faction_bh_ironchain() - end - end - end - if HI("bh_ironchain_deal_done") then - tsk.stage = 2 - end - end - if (tsk.stage == 2) then - if NI("bh_ironchain_2_squad_dead") and NI("bh_ironchain_squad_dead") then - if smrt_1 and (db.actor:position():distance_to(smart_1.position) > dist_1) then - xr_effects.clear_smart_terrain(nil,nil,{"esc_smart_terrain_6_6","true"}) - end - - end - end -end - -function task_status_functor.give_shlitzer_smuggling_3_status_f(tsk,task_id) - - local hrs = level.get_time_hours() - - local pos_2 = vector():set( -240.43469238281,-20.030139923096,-157.60787963867 ) --- go to house - local pos_3 = vector():set( -150.56283569336,-30.771974563599,-277.30380249023 ) --- jeep wreackage - local pos_4 = vector():set( -168.28816223145,-25.436302185059,-352.47952270508 ) --- guard tower - local pos_5 = vector():set( -241.95616149902,-30.707180023193,-353.70162963867 ) --- fence - local pos_6 = vector():set( -124.4213104248,-30.051345825195,-373.82867431641 ) --- guard house - - local dist_1 = 6 - local dist_2 = 2 - local dist_3 = 30 - - - if (hrs >= 23) or (hrs < 5) then - - GI("bh_badger_guard_dutz_on") - - else - - DI("bh_badger_guard_dutz_on") - - end - - if (tsk.stage == 0) then - - if (hrs >= 0) and (hrs < 4) then - - if (db.actor:position():distance_to(pos_3) < dist_1) then - - if (db.actor:item_in_slot(9) ~= nil) and (db.actor:item_in_slot(9):section() == "device_flashlight") then - - local torch = db.actor:item_in_slot(9) - - if torch:get_state() == 3 then - - GI("bh_shlitzer_smuggling_start") - - end - - if HI("bh_shlitzer_smuggling_start") and NI("bh_shlitzer_smuggling_1") and torch:get_state() == 0 then - - news_manager.send_tip(db.actor, game.translate_string("st_bh_shlitzer_smuggling_1"), nil, "communication", 6000) - - CreateTimeEvent("bh_shlitzer_smuggling_init","bh_shlitzer_smuggling_init", 7,bh_shlitzer_smuggling_init_timer) - GI("bh_shlitzer_smuggling_1") - end - if HI("bh_shlitzer_smuggling_1") and NI("bh_shlitzer_smuggling_2") then - if torch:get_state() == 3 or torch:get_state() == 2 then - - GI("bh_shlitzer_smuggling_2") - end - end - if HI("bh_shlitzer_smuggling_2") and NI("bh_shlitzer_smuggling_3") and torch:get_state() == 0 then - news_manager.send_tip(db.actor, game.translate_string("st_bh_shlitzer_smuggling_2"), nil, "communication", 6000) - GI("bh_shlitzer_smuggling_3") - end - if HI("bh_shlitzer_smuggling_3") and NI("bh_shlitzer_smuggling_4") then - if torch:get_state() == 3 or torch:get_state() == 2 then - - GI("bh_shlitzer_smuggling_4") - end - end - if HI("bh_shlitzer_smuggling_4") and NI("bh_shlitzer_smuggling_done") and torch:get_state() == 0 then - - news_manager.send_tip(db.actor, game.translate_string("st_bh_shlitzer_smuggling_3"), nil, "communication", 6000) - GI("bh_shlitzer_smuggling_done") - tsk.stage = 1 - return - end - - end - end - end - end - if (tsk.stage == 1) then - if HI("bh_badger_squad_dead") then - if (db.actor:character_community() == "actor_stalker") then - - tsk.stage = 2 - - elseif (db.actor:character_community() == "actor_bandit") or (db.actor:character_community() == "actor_renegade") then - tsk.stage = 2 - elseif (db.actor:character_community() == "actor_ecolog") or (db.actor:character_community() == "actor_dolg") or (db.actor:character_community() == "actor_army") then - tsk.stage = 2 - elseif (db.actor:character_community() == "actor_monolith") or (db.actor:character_community() == "actor_freedom") or (db.actor:character_community() == "actor_killer") then - tsk.stage = 2 - else - tsk.stage = 2 - end - end - end - if (tsk.stage == 2) then - if HI("bh_badger_squad_dead") and (db.actor:position():distance_to(pos_5) > dist_3) then - - if NI("castor_pollox_relocation_init") then - dialogs_brotherhood.relocation_pollox_and_castor() - end - - if HI("castor_pollox_relocation_init") and NI("bh_army_lockdown_init") then - xr_effects.clear_smart_terrain(nil,nil,{"esc_smart_terrain_2_14","true"}) - xr_effects.clear_smart_terrain(nil,nil,{"esc_smart_terrain_3_7","true"}) - xr_effects.clear_smart_terrain(nil,nil,{"esc_smart_terrain_5_2","true"}) - xr_effects.clear_smart_terrain(nil,nil,{"esc_smart_terrain_9_10","true"}) - xr_effects.clear_smart_terrain(nil,nil,{"esc_smart_terrain_6_8","true"}) - GI("bh_army_lockdown_init") - end - if HI("bh_army_lockdown_init") and NI("bh_army_lockdown_init_2") then - - local squad = SIMBOARD:create_squad("esc_smart_terrain_9_10","bh_lockdown_9_10_squad") - local squad_2 = SIMBOARD:create_squad("esc_smart_terrain_5_2","bh_lockdown_5_2_squad") - local squad_3 = SIMBOARD:create_squad("esc_smart_terrain_3_7","bh_lockdown_3_7_squad") - local squad_4 = SIMBOARD:create_squad("esc_smart_terrain_3_7","bh_lockdown_3_7_squad_2") - local squad_5 = SIMBOARD:create_squad("esc_smart_terrain_2_14","bh_lockdown_2_14_squad") - local squad_6 = SIMBOARD:create_squad("esc_smart_terrain_6_8","bh_lockdown_6_8_squad") - end - end - end - - - if (tsk.stage == 3) then - - - end - - news_manager.send_tip(db.actor, string.format(game.translate_string("st_bh_shlitzer_sidorovich_0"), alife():actor():character_name()), 0, "stalker", 11000, 1) - ---send_tip(actor, news_id, timeout, sender, showtime, sender_id) -end ---- Dolg Hunter --- - -function task_status_functor.give_dolg_bloodsucker_village_2_status_f(tsk,task_id) - local npc_1 = get_story_object("dolg_vadim_bloodsucker") - local npc_2 = get_story_object("dolg_sasha_bloodsucker") - local npc_3 = get_story_object("dolg_sergey_bloodsucker") - - local dist_2 = 30 - - local smart_1 = SIMBOARD.smarts_by_names["mil_smart_terrain_4_2"] - local smart_2 = SIMBOARD.smarts_by_names["mil_smart_terrain_4_3"] - local smart_3 = SIMBOARD.smarts_by_names["mil_smart_terrain_2_10"] - - local smrt_1 = SIMBOARD.smarts[smart_1.id] - local smrt_2 = SIMBOARD.smarts[smart_2.id] - local smrt_3 = SIMBOARD.smarts[smart_3.id] - - local hrs = level.get_time_hours() - if (tsk.stage == 0) then - if smart_1 and smart_1.online and smart_2 and smart_2.online and smart_3 and smart_3.online then - if smrt_1 and (db.actor:position():distance_to(smart_1.position) < dist_2) then - - if NI("bloodsucker_village_1_spawned") then - - local squad = SIMBOARD:create_squad(smart_1,"pack_bloodsuckers_dolg_1") - GI("bloodsucker_village_1_spawned") - - return - end - - elseif smrt_2 and (db.actor:position():distance_to(smart_2.position) < dist_2) then - - if NI("bloodsucker_village_2_spawned") then - - local squad = SIMBOARD:create_squad(smart_2,"pack_bloodsuckers_dolg_2") - GI("bloodsucker_village_2_spawned") - - return - end - elseif smrt_3 and (db.actor:position():distance_to(smart_3.position) < dist_2) then - - if NI("bloodsucker_village_3_spawned") then - - local squad = SIMBOARD:create_squad(smart_3,"pack_bloodsuckers_dolg_3") - GI("bloodsucker_village_3_spawned") - - return - end - - end - end - if npc_1 and npc_1:object("killer_patch") and npc_2 and npc_2:object("killer_patch") and npc_3 and npc_3:object("killer_patch") then - - if (hrs >= 5) and (hrs < 21) then - give_info("bloodsucker_raid_has_killer_patch_fail") - news_manager.send_tip(db.actor, game.translate_string("st_freedom_voronin_bloodsucker_news_0"), 0, "freedom", 11000, 1) - - else - give_info("bloodsucker_raid_has_killer_patch_done") - - return - end - - end - end -end - -function task_status_functor.give_dolg_bloodsucker_village_1_status_f(tsk,task_id) - - local dist = 500 - local dist_2 = 30 - - local smart_1 = SIMBOARD.smarts_by_names["mil_smart_terrain_4_2"] - local smart_2 = SIMBOARD.smarts_by_names["mil_smart_terrain_4_3"] - local smart_3 = SIMBOARD.smarts_by_names["mil_smart_terrain_2_10"] - - local smrt_1 = SIMBOARD.smarts[smart_1.id] - local smrt_2 = SIMBOARD.smarts[smart_2.id] - local smrt_3 = SIMBOARD.smarts[smart_3.id] - - local hrs = level.get_time_hours() - - if (tsk.stage == 0) then - if smart_1 and smart_1.online and smart_2 and smart_2.online and smart_3 and smart_3.online then - if smrt_1 and (db.actor:position():distance_to(smart_1.position) < dist) then - - xr_effects.clear_smart_terrain(nil,nil,{"mil_smart_terrain_4_2","true"}) - xr_effects.clear_smart_terrain(nil,nil,{"mil_smart_terrain_4_3","true"}) - xr_effects.clear_smart_terrain(nil,nil,{"mil_smart_terrain_2_10","true"}) - tsk.stage = 1 - return - end - end - end - if (tsk.stage == 1) then - if smrt_1 and (db.actor:position():distance_to(smart_1.position) < dist_2) then - - if NI("bloodsucker_village_1_spawned") then - - local squad = SIMBOARD:create_squad(smart_1,"pack_bloodsuckers_dolg_1") - GI("bloodsucker_village_1_spawned") - - return - end - - elseif smrt_2 and (db.actor:position():distance_to(smart_2.position) < dist_2) then - - if NI("bloodsucker_village_2_spawned") then - - local squad = SIMBOARD:create_squad(smart_2,"pack_bloodsuckers_dolg_2") - GI("bloodsucker_village_2_spawned") - - return - end - elseif smrt_3 and (db.actor:position():distance_to(smart_3.position) < dist_2) then - - if NI("bloodsucker_village_3_spawned") then - - local squad = SIMBOARD:create_squad(smart_3,"pack_bloodsuckers_dolg_3") - GI("bloodsucker_village_3_spawned") - - return - end - - end - if HI("bloodsucker_village_1_spawned") and HI("bloodsucker_village_2_spawned") and HI("bloodsucker_village_3_spawned") then - - tsk.stage = 2 - return - end - end - if (tsk.stage == 2) then - if HI("pack_bloodsuckers_dolg_1_dead") and HI("pack_bloodsuckers_dolg_2_dead") and HI("pack_bloodsuckers_dolg_3_dead") then - if (hrs >= 21) or (hrs < 5) then - give_info("pack_bloodsuckers_dolg_1_all_dead") - return - else - give_info("give_dolg_bloodsucker_village_1_out_of_time") - return - end - end - end -end - -function task_status_functor.give_dolg_bloodsucker_village_3_status_f(tsk,task_id) - if (tsk.stage == 0) then - - local dist = 50 - local smart = SIMBOARD.smarts_by_names["mil_smart_terrain_7_4"] - if smart and smart.online then - local smrt = SIMBOARD.smarts[smart.id] - if smrt and (db.actor:position():distance_to(smart.position) < dist) then - if NI("dolg_artyom_bloodsucker_0_done") then - if (NI("dolg_ilya_bloodsucker_init")) then - if not (get_story_se_object("dolg_ilya_bloodsucker_squad")) then - - local smart_2 = SIMBOARD.smarts_by_names["mil_smart_terrain_8_3"] - local squad = SIMBOARD:create_squad(smart_2,"dolg_ilya_bloodsucker_og_squad") - local squad_2 = SIMBOARD:create_squad(smart_2,"dolg_ilya_bloodsucker_squad") - GI("dolg_ilya_bloodsucker_init") - return - end - end - else - if (NI("dolg_ilya_bloodsucker_init")) then - if not (get_story_se_object("dolg_ilya_bloodsucker_2_squad")) then - - local smart_2 = SIMBOARD.smarts_by_names["mil_smart_terrain_8_3"] - local squad = SIMBOARD:create_squad(smart_2,"dolg_ilya_bloodsucker_og_squad") - local squad_2 = SIMBOARD:create_squad(smart_2,"dolg_ilya_bloodsucker_2_squad") - GI("dolg_ilya_bloodsucker_init") - return - end - end - end - end - end - end -end - ------ Bellerophon Quests ----- - -function task_status_functor.give_task_bellerophon_chimera_1_status_f(tsk,task_id) - local dist = 10 - local dist_2 = 25 - - local pos_1 = vector():set(33.515865325928,0.076751172542572,-39.296714782715 ) - local pos_2 = vector():set(25.73078918457,0.046717882156372,19.807271957397 ) - local pos_3 = vector():set(-14.096794128418,0.13558429479599,5.6727747917175 ) - local pos_4 = vector():set(-10.063064575195,0.11458736658096,-24.969347000122 ) - local pos_5 = vector():set(13.057991981506,0.042427986860275,-55.789348602295 ) - - local smart_1 = SIMBOARD.smarts_by_names["yan_smart_terrain_6_4"] - local smrt_1 = SIMBOARD.smarts[smart_1.id] - - local hrs = level.get_time_hours() - - if (tsk.stage == 0) then - if level.name() == "l08_yantar" then - - if NI("relocation_bellerophon_1") then - dialogs_brotherhood.relocation_bellerophon_1() - end - if HI("bellerophon_7_done") then - tsk.stage = 1 - end - end - end - - - if (tsk.stage == 1) then - - if (hrs >= 21) or (hrs < 5) then - if (db.actor:position():distance_to(pos_1) < dist) then - if NI("bellerophon_chimera_spawn_1") then - local se_squad = spawn_squad("bellerophon_chimera_1", pos_4, 62058, 2217) - - GI("bellerophon_chimera_spawn_1") - tsk.stage = 2 - end - end - if (db.actor:position():distance_to(pos_2) < dist) then - if NI("bellerophon_chimera_spawn_1") then - local se_squad = spawn_squad("bellerophon_chimera_1", pos_3, 60051, 2193) - - GI("bellerophon_chimera_spawn_1") - tsk.stage = 2 - end - end - if (db.actor:position():distance_to(pos_5) < dist) then - if NI("bellerophon_chimera_spawn_1") then - local se_squad = spawn_squad("bellerophon_chimera_1", pos_4, 62058, 2217) - - GI("bellerophon_chimera_spawn_1") - tsk.stage = 2 - end - end - end - end - if (tsk.stage == 2) then - if HI("bellerophon_chimera_1_dead") then - if smrt_1 and (db.actor:position():distance_to(smart_1.position) < dist_2) then - - GI("bellerophon_back_buncker_1") - end - end - end -end - ----- Trapper Quests ---- - -function task_status_functor.give_task_trapper_chimera_1_status_f(tsk,task_id) - - local se_obj = get_story_se_object("quest_chimera_bait_brotherhood") - local obj = se_obj and level.object_by_id(se_obj.id) - local dist_1 = 2 - local dist_2 = 5 - local dist_3 = 100 - local smart_1 = SIMBOARD.smarts_by_names["jup_sim_21"] - local smrt_1 = SIMBOARD.smarts[smart_1.id] - local smart_2 = SIMBOARD.smarts_by_names["jup_b46"] - local smrt_2 = SIMBOARD.smarts[smart_2.id] - local pos = vector():set( -189.52851867676,3.3515679836273,394.25390625 ) - local hrs = level.get_time_hours() - - if (tsk.stage == 0) then - if (hrs >= 21) or (hrs < 5) then - if smrt_1 and (db.actor:position():distance_to(smart_2.position) < dist_3) then - xr_effects.clear_smart_terrain(nil,nil,{"jup_b46","true"}) - xr_effects.clear_smart_terrain(nil,nil,{"jup_sim_21","true"}) - if (obj) then - if (obj:position():distance_to(pos) < dist_2) then - if NI("trapper_chimera_1_init") then - CreateTimeEvent("nr_trapper_blank_1","nr_trapper_blank_1", 10, nr_trapper_chimera_1_spawn) - tsk.stage = 1 - GI("trapper_chimera_1_init") - end - - end - end - end - end - if (db.actor:position():distance_to(pos) < dist_1) then - if (hrs >= 21) or (hrs < 5) then - actor_menu.set_msg(1, game.translate_string("nr_trapper_chimera_1_info"), 1) - else - actor_menu.set_msg(1, game.translate_string("nr_trapper_chimera_2_info"), 1) - end - end - end - if (tsk.stage == 1) then - return - end -end - - -function nr_trapper_chimera_1_spawn() - local smart_1 = SIMBOARD.smarts_by_names["jup_sim_21"] - local smrt_1 = SIMBOARD.smarts[smart_1.id] - if NI("trapper_chimera_1_init_timed") then - local squad = SIMBOARD:create_squad(smart_1,"trapper_chimera_1") - GI("trapper_chimera_1_init_timed") - return true - end - -end - - -function task_status_functor.give_task_trapper_chimera_2_status_f(tsk,task_id) - - local se_obj_1 = get_story_se_object("quest_chimera_bait_brotherhood") - local se_obj_2 = get_story_se_object("radio_micro_quest") - - local npc = get_story_se_object("trapper_chimera_2") - local squad_1 = get_story_se_object("jup_b205_monster_04_squad") - - - - - local obj_1 = se_obj_1 and level.object_by_id(se_obj_1.id) - local obj_2 = se_obj_2 and level.object_by_id(se_obj_2.id) - - local dist_1 = 2 - local dist_2 = 5 - local dist_3 = 50 - - local pos_1 = vector():set( -381.40188598633,2.6410093307495,2.5957698822021 ) - local pos_2 = vector():set( -290.74948120117,7.8559045791626,-3.1653161048889 ) - - local smart_1 = SIMBOARD.smarts_by_names["jup_b205_smart_terrain_tushkano"] - local smrt_1 = SIMBOARD.smarts[smart_1.id] - - local hrs = level.get_time_hours() - - - - if (tsk.stage == 0) then - - if (db.actor:position():distance_to(pos_2) < dist_1) then - if (hrs >= 21) or (hrs < 5) then - actor_menu.set_msg(1, game.translate_string("nr_trapper_chimera_1_info"), 1) - else - actor_menu.set_msg(1, game.translate_string("nr_trapper_chimera_2_info"), 1) - end - end - - if (hrs >= 21) or (hrs < 5) then - - if smrt_1 and (db.actor:position():distance_to(smart_1.position) < dist_3) then --- releases the burer - - if (squad_1) then - alife_release(squad_1) - end - - end - if (obj_1) then - if (obj_1:position():distance_to(pos_2) < dist_2) then - - if NI("trapper_chimera_2_init") then - - - CreateTimeEvent("nr_trapper_blank_2","nr_trapper_blank_2", 10, nr_trapper_chimera_2_bait) - tsk.stage = 1 - GI("trapper_chimera_2_init") - - end - - end - end - - end - end - - if (tsk.stage == 1) then - - if (npc.position:distance_to(pos_2) < dist_2) then - - if NI("trapper_chimera_3_init") then - - alife_release_id(obj_1:id()) --- destroy the bait - - CreateTimeEvent("nr_trapper_blank_3","nr_trapper_blank_3", 45, nr_trapper_chimera_3_bait) - tsk.stage = 2 - GI("trapper_chimera_3_init") - end - end - - if (db.actor:position():distance_to(pos_1) < dist_1) then - - actor_menu.set_msg(1, game.translate_string("nr_trapper_chimera_1_info"), 1) - - end - end - if (tsk.stage == 2) then - - if (db.actor:position():distance_to(pos_1) < dist_1) then - - actor_menu.set_msg(1, game.translate_string("nr_trapper_chimera_1_info"), 1) - - end - if (obj_2) then - if (obj_2:position():distance_to(pos_1) < dist_2) then - - GI("trapper_chimera_record_in_place") - - if NI("trapper_chimera_2_dead") then - if (npc.position:distance_to(pos_1) < dist_2) then - GI("trapper_chimera_record_set") - tsk.stage = 3 - - - end - end - - end - end - end - if (tsk.stage == 3) then - if HI("trapper_chimera_2_recording_done") then - if (obj_2:position():distance_to(pos_1) < dist_2) and (npc.position:distance_to(pos_1) < dist_2) then - news_manager.send_tip(db.actor, game.translate_string("st_trapper_chimera_2_recording_done"), 0, "stalker", 11000, 1) - GI("trapper_chimera_2_recording_done_success") - tsk.stage = 4 - else - news_manager.send_tip(db.actor, game.translate_string("st_trapper_chimera_recover_failed"), 0, "stalker", 11000, 1) - tsk.stage = 0 - dialogs_brotherhood.reset_trapper_chimera_2() - alife_release_id(obj_2:id()) --- destroy the recorder - end - end - end - if (tsk.stage == 4) then - - - end - if HI("trapper_chimera_10_done") then - if npc then - - local commander = alife_object(npc:commander_id()) - - if commander and commander:alive() then - news_manager.send_tip(db.actor, game.translate_string("st_trapper_chimera_2_chimera_back"), 0, "stalker", 11000, 1) - DI("trapper_chimera_10_done") - DI("trapper_chimera_2_dead") - GI("trapper_chimera_2_back") - dialogs_brotherhood.reset_trapper_chimera_2() - - if NI("trapper_chimera_2_recording_done_success") then - tsk.stage = 0 - end - end - end - end -end - -function nr_trapper_chimera_2_bait() - - if NI("trapper_chimera_2_init_timed") then - - GI("trapper_chimera_2_bait_active") - GI("trapper_chimera_2_init_timed") - return true - end - -end -function nr_trapper_chimera_3_bait() - - if NI("trapper_chimera_3_init_timed") then - - DI("trapper_chimera_2_bait_active") - GI("trapper_chimera_3_init_timed") - return true - - end - -end - - - - - -function task_status_functor.give_task_trapper_missing_hunter_1_status_f(tsk,task_id) - - local pos_1 = vector():set( 365.19027709961,-5.8573417663574,362.37469482422 ) --- Lesun corpse - local pos_2 = vector():set( 383.57675170898,-5.8499975204468,382.04071044922 ) --- Bloodsucker 1 - local pos_3 = vector():set( 362.181640625,-4.8819522857666,386.53329467773 ) --- Bloodsucker 2 - - local dist_1 = 2 - - if (tsk.stage == 0) then - - if NI("trapper_missing_hunter_1_init") then - - local se_squad = spawn_squad("nr_trapper_missing_hunter_1_squad", pos_1, 1296707, 4756) - xr_effects.kill_squad(nil,nil,{"nr_trapper_missing_hunter_1_squad"}) - - GI("trapper_missing_hunter_1_init") - - tsk.stage = 1 - end - end - - if (tsk.stage == 1) then - - if level.name() == "jupiter" then - if (db.actor:position():distance_to(pos_1) < dist_1) then - - if NI("trapper_missing_hunter_1_mutant_init") then - local se_squad_2 = spawn_squad("pack_trapper_bloodsucker_1", pos_2, 1322932, 4811) - local se_squad_3 = spawn_squad("pack_trapper_bloodsucker_2", pos_3, 1292260, 4756) - - GI("trapper_missing_hunter_1_mutant_init") - - end - end - end - if HI("pack_trapper_bloodsucker_1_dead") and HI("pack_trapper_bloodsucker_2_dead") then - GI("give_task_trapper_missing_hunter_1_all") - - end - - end - -end - -function task_status_functor.give_task_trapper_missing_hunter_2_status_f(tsk,task_id) - - local pos_1 = vector():set( 423.30490112305,9.9538507461548,-86.548324584961 ) --- trigger - local pos_2 = vector():set( 414.94821166992,9.8523788452148,-120.08416748047 ) --- Fasan corpse - local pos_3 = vector():set( 423.58679199219,9.9551553726196,-72.242469787598 ) --- Burer 1 - local pos_4 = vector():set( 416.53118896484,9.8503370285034,-110.60095214844 ) --- Pseudogiant - local pos_5 = vector():set( 391.01727294922,4.4709033966064,-114.56340026855 ) --- Burer 2 - local smart_1 = SIMBOARD.smarts_by_names["jup_b208"] - local smrt_1 = SIMBOARD.smarts[smart_1.id] - local dist_1 = 2 - local dist_2 = 30 - - if (tsk.stage == 0) then - if smrt_1 and (db.actor:position():distance_to(smart_1.position) < dist_2) then - xr_effects.clear_smart_terrain(nil,nil,{"jup_b208","true"}) - tsk.stage = 1 - end - end - if (tsk.stage == 1) then - if level.name() == "jupiter" then - if (db.actor:position():distance_to(pos_1) < dist_1) then - if NI("trapper_missing_hunter_2_init") then - - local se_squad = spawn_squad("nr_trapper_missing_hunter_2_squad", pos_2, 1371645, 4823) - xr_effects.kill_squad(nil,nil,{"nr_trapper_missing_hunter_2_squad"}) - - GI("trapper_missing_hunter_2_init") - - tsk.stage = 2 - end - end - end - end - - if (tsk.stage == 2) then - if NI("trapper_missing_hunter_2_mutant_init") then - local se_squad_3 = spawn_squad("pack_trapper_burer_1", pos_3, 1384994, 4825) - local se_squad_4 = spawn_squad("pack_trapper_gigant_1", pos_4, 1374021, 4823) - local se_squad_5 = spawn_squad("pack_trapper_burer_2", pos_5, 1333053, 4677) - GI("trapper_missing_hunter_2_mutant_init") - - - end - if HI("pack_trapper_burer_1_dead") and HI("pack_trapper_burer_2_dead") and HI("pack_trapper_gigant_1_dead") then - GI("give_task_trapper_missing_hunter_2_mutants_dead") - end - if (db.actor:position():distance_to(pos_2) < dist_1) then - - GI("give_task_trapper_missing_hunter_2_found") - - end - - if HI("give_task_trapper_missing_hunter_2_mutants_dead") and HI("give_task_trapper_missing_hunter_2_found") then - GI("give_task_trapper_missing_hunter_2_all") - end - - end - -end - -function task_status_functor.give_task_trapper_missing_hunter_3_status_f(tsk,task_id) - - local pos_1 = vector():set( -317.50521850586,-3.5592434406281,181.98251342773 ) --- Andrey Corpse - local pos_2 = vector():set( -354.77172851563,-0.72435384988785,173.37098693848 ) --- Controller - local pos_3 = vector():set( -306.46594238281,-1.8311321735382,171.57833862305 ) --- Snorks - - - local dist_1 = 2 - - if (tsk.stage == 0) then - if level.name() == "jupiter" then - - if NI("trapper_missing_hunter_3_init") then - - local se_squad = spawn_squad("nr_trapper_missing_hunter_3_squad", pos_1, 177898, 4527) - xr_effects.kill_squad(nil,nil,{"nr_trapper_missing_hunter_3_squad"}) - - GI("trapper_missing_hunter_3_init") - - tsk.stage = 1 - end - - end - end - - if (tsk.stage == 1) then - if (db.actor:position():distance_to(pos_1) < dist_1) then - if NI("trapper_missing_hunter_3_mutant_init") then - local se_squad_3 = spawn_squad("pack_trapper_controller_1", pos_2, 116265, 4527) - local se_squad_4 = spawn_squad("pack_trapper_snorks_1", pos_3, 196742, 4742) - - GI("trapper_missing_hunter_3_mutant_init") - - - end - end - if HI("pack_trapper_controller_1_dead") and HI("pack_trapper_snorks_1_dead") then - GI("give_task_trapper_missing_hunter_3_mutants_dead") - end - - - end - -end ----- Legendary Hunt ----- - ---- Calydonian Boar --- - - -function task_status_functor.give_hunt_legendary_2_status_f(tsk,task_id) - - local dist = 60 - local dist_2 = 50 - local dist_3 = 75 - local dist_4 = 300 - local dist_5 = 15 - local smart_1 = SIMBOARD.smarts_by_names["mar_smart_terrain_7_7"] - local smart_2 = SIMBOARD.smarts_by_names["mar_smart_terrain_6_7"] - local smart_3 = SIMBOARD.smarts_by_names["mar_smart_terrain_4_7"] - - local smrt_1 = SIMBOARD.smarts[smart_1.id] - local smrt_2 = SIMBOARD.smarts[smart_2.id] - local smrt_3 = SIMBOARD.smarts[smart_3.id] - - - - if (tsk.stage == 0) then - printe("Control Boar 1") - - - if smart_1 and smart_1.online and smart_2 and smart_2.online and smart_3 and smart_3.online then - printe("Control Boar 2") - - - if smrt_1 and (db.actor:position():distance_to(smart_1.position) < dist) then - if NI("legendary_pack_boars_1_spawned") then - - local squad = SIMBOARD:create_squad(smart_1,"legendary_pack_boars_1") - GI("legendary_pack_boars_1_spawned") - - tsk.stage = 1 - return - end - - elseif smrt_2 and (db.actor:position():distance_to(smart_2.position) < dist) then - - if NI("legendary_pack_boars_2_spawned") then - - local squad = SIMBOARD:create_squad(smart_2,"legendary_pack_boars_2") - GI("legendary_pack_boars_2_spawned") - - tsk.stage = 2 - return - end - - elseif smrt_3 and (db.actor:position():distance_to(smart_3.position) < dist) then - - if NI("legendary_pack_boars_3_spawned") then - - local squad = SIMBOARD:create_squad(smart_3,"legendary_pack_boars_3") - GI("legendary_pack_boars_3_spawned") - - tsk.stage = 3 - return - end - - - end - - end - - end - - if (tsk.stage == 1) then --- smart_1 already spawned - - if HI("legendary_pack_boars_1_dead") then - - if smrt_2 and (db.actor:position():distance_to(smart_2.position) < dist_2) then - - if NI("legendary_pack_boars_2_spawned") then - - local squad = SIMBOARD:create_squad(smart_2,"legendary_pack_boars_2") - GI("legendary_pack_boars_2_spawned") - - tsk.stage = 4 - return - end - - elseif smrt_3 and (db.actor:position():distance_to(smart_3.position) < dist_2) then - - if NI("legendary_pack_boars_3_spawned") then - - local squad = SIMBOARD:create_squad(smart_3,"legendary_pack_boars_3") - GI("legendary_pack_boars_3_spawned") - - tsk.stage = 5 - return - end - - end - - elseif (db.actor:position():distance_to(smart_1.position) > dist_4) then - news_manager.send_tip(db.actor, game.translate_string("st_calydonian_boar_fleed_1"), 0, "communication", 11000, 1) - GI("player_fled_from_calydonian_boar") - return - - end - end - - if (tsk.stage == 2) then --- smart_2 already spawned - - if HI("legendary_pack_boars_2_dead") then - - if smrt_1 and (db.actor:position():distance_to(smart_1.position) < dist_2) then - - if NI("legendary_pack_boars_2_spawned") then - - local squad = SIMBOARD:create_squad(smart_1,"legendary_pack_boars_1") - GI("legendary_pack_boars_1_spawned") - - tsk.stage = 4 - return - end - - elseif smrt_3 and (db.actor:position():distance_to(smart_3.position) < dist_2) then - - if NI("legendary_pack_boars_3_spawned") then - - local squad = SIMBOARD:create_squad(smart_3,"legendary_pack_boars_3") - GI("legendary_pack_boars_3_spawned") - - tsk.stage = 6 - return - end - - end - - elseif (db.actor:position():distance_to(smart_1.position) > dist_4) then - news_manager.send_tip(db.actor, game.translate_string("st_calydonian_boar_fleed_1"), 0, "communication", 11000, 1) - GI("player_fled_from_calydonian_boar") - return - - end - - end - - if (tsk.stage == 3) then --- smart_3 already spawned - - if HI("legendary_pack_boars_3_dead") then - - if smrt_2 and (db.actor:position():distance_to(smart_2.position) < dist_2) then - - if NI("legendary_pack_boars_2_spawned") then - - local squad = SIMBOARD:create_squad(smart_2,"legendary_pack_boars_2") - GI("legendary_pack_boars_2_spawned") - - tsk.stage = 6 - return - end - - elseif smrt_1 and (db.actor:position():distance_to(smart_1.position) < dist_2) then - - if NI("legendary_pack_boars_1_spawned") then - - local squad = SIMBOARD:create_squad(smart_1,"legendary_pack_boars_1") - GI("legendary_pack_boars_1_spawned") - - tsk.stage = 5 - return - end - - end - - elseif (db.actor:position():distance_to(smart_1.position) > dist_4) then - news_manager.send_tip(db.actor, game.translate_string("st_calydonian_boar_fleed_1"), 0, "communication", 11000, 1) - GI("player_fled_from_calydonian_boar") - return - - end - - end - - if (tsk.stage == 4) then --- smart_1 and smart_2 spawned - - if HI("legendary_pack_boars_1_dead") and HI("legendary_pack_boars_2_dead") then - - if smrt_3 and (db.actor:position():distance_to(smart_3.position) < dist_2) then - - if NI("legendary_pack_boars_3_spawned") then - - local squad = SIMBOARD:create_squad(smart_3,"legendary_pack_boars_3") - GI("legendary_pack_boars_3_spawned") - - tsk.stage = 7 - return - end - end - - elseif (db.actor:position():distance_to(smart_1.position) > dist_4) then - news_manager.send_tip(db.actor, game.translate_string("st_calydonian_boar_fleed_1"), 0, "communication", 11000, 1) - GI("player_fled_from_calydonian_boar") - return - - end - end - - if (tsk.stage == 5) then --- smart_1 and smart_3 spawned - - if HI("legendary_pack_boars_1_dead") and HI("legendary_pack_boars_3_dead") then - - if smrt_2 and (db.actor:position():distance_to(smart_2.position) < dist_2) then - - if NI("legendary_pack_boars_2_spawned") then - - local squad = SIMBOARD:create_squad(smart_2,"legendary_pack_boars_2") - GI("legendary_pack_boars_2_spawned") - - tsk.stage = 7 - return - end - end - elseif (db.actor:position():distance_to(smart_1.position) > dist_4) then - news_manager.send_tip(db.actor, game.translate_string("st_calydonian_boar_fleed_1"), 0, "communication", 11000, 1) - GI("player_fled_from_calydonian_boar") - return - - end - end - - if (tsk.stage == 6) then --- smart_2 and smart_3 spawned - - if HI("legendary_pack_boars_2_dead") and HI("legendary_pack_boars_3_dead") then - - if smrt_1 and (db.actor:position():distance_to(smart_1.position) < dist_2) then - - if NI("legendary_pack_boars_1_spawned") then - - local squad = SIMBOARD:create_squad(smart_1,"legendary_pack_boars_1") - GI("legendary_pack_boars_1_spawned") - - tsk.stage = 7 - return - end - end - elseif (db.actor:position():distance_to(smart_1.position) > dist_4) then - news_manager.send_tip(db.actor, game.translate_string("st_calydonian_boar_fleed_1"), 0, "communication", 11000, 1) - GI("player_fled_from_calydonian_boar") - return - - end - end - if (tsk.stage == 7) then --- smart_1 and smart_2 and smart_3 spawned - - - if HI("legendary_pack_boars_2_dead") and HI("legendary_pack_boars_1_dead") and HI("legendary_pack_boars_3_dead") then - if NI("legendary_boar_calydonian_spawned") then - - dialogs_brotherhood.pseudo_dynamic_spawn_legendary_1() - tsk.stage = 8 - return - end - - local npc = get_story_se_object("legendary_pack_boars_calydonian") - elseif npc and (npc.position:distance_to(db.actor:position()) > dist_3) then - news_manager.send_tip(db.actor, game.translate_string("st_calydonian_boar_fleed_1"), 0, "communication", 11000, 1) - GI("player_fled_from_calydonian_boar") - return - - end - end - - if (tsk.stage == 8) then --- when the guard of the Calydonian boar dies spawn reinforcment - - if HI("legendary_pack_boars_calydonian_guard_dead") and NI("legendary_pack_boars_calydonian_dead") then - - if NI("legendary_boar_reinforcment_1_spawned") then - dialogs_brotherhood.pseudo_dynamic_spawn_legendary_1() - tsk.stage = 9 - return - end - - local npc = get_story_se_object("legendary_pack_boars_calydonian") - elseif npc and (npc.position:distance_to(db.actor:position()) > dist_3) then - news_manager.send_tip(db.actor, game.translate_string("st_calydonian_boar_fleed_1"), 0, "communication", 11000, 1) - GI("player_fled_from_calydonian_boar") - return - - - elseif HI("legendary_pack_boars_calydonian_dead") then - tsk.stage = 12 - news_manager.send_tip(db.actor, game.translate_string("Calydonian Boar is dead"), 0, "stalker", 11000, 1) - - end - end - - if (tsk.stage == 9) then --- when the reinforcment_1 of the Calydonian boar dies spawn reinforcment_2 - - if HI("legendary_pack_boars_reinf_1_dead") and NI("legendary_pack_boars_calydonian_dead") then - - if NI("legendary_boar_reinforcment_2_spawned") then - dialogs_brotherhood.pseudo_dynamic_spawn_legendary_1() - tsk.stage = 10 - return - end - - local npc = get_story_se_object("legendary_pack_boars_calydonian") - elseif npc and (npc.position:distance_to(db.actor:position()) > dist_3) then - news_manager.send_tip(db.actor, game.translate_string("st_calydonian_boar_fleed_1"), 0, "communication", 11000, 1) - GI("player_fled_from_calydonian_boar") - return - - - elseif HI("legendary_pack_boars_calydonian_dead") then - tsk.stage = 12 - news_manager.send_tip(db.actor, game.translate_string("Calydonian Boar is dead"), 0, "stalker", 11000, 1) - - end - end - - if (tsk.stage == 10) then --- when the reinforcment_2 of the Calydonian boar dies spawn reinforcment_3 - - if HI("legendary_pack_boars_reinf_2_dead") and NI("legendary_pack_boars_calydonian_dead") then - - if NI("legendary_boar_reinforcment_3_spawned") then - dialogs_brotherhood.pseudo_dynamic_spawn_legendary_1() - tsk.stage = 11 - return - end - - local npc = get_story_se_object("legendary_pack_boars_calydonian") - elseif npc and (npc.position:distance_to(db.actor:position()) > dist_3) then - news_manager.send_tip(db.actor, game.translate_string("st_calydonian_boar_fleed_1"), 0, "communication", 11000, 1) - GI("player_fled_from_calydonian_boar") - return - - - elseif HI("legendary_pack_boars_calydonian_dead") then - tsk.stage = 12 - news_manager.send_tip(db.actor, game.translate_string("Calydonian Boar is dead"), 0, "stalker", 11000, 1) - - end - end - - if (tsk.stage == 11) then --- when the reinforcment_3 of the Calydonian boar dies no reinforcment - - if HI("legendary_pack_boars_calydonian_dead") then - tsk.stage = 12 - news_manager.send_tip(db.actor, game.translate_string("Calydonian Boar is dead"), 0, "stalker", 11000, 1) - - local npc = get_story_se_object("legendary_pack_boars_calydonian") - elseif npc and (npc.position:distance_to(db.actor:position()) > dist_3) then - news_manager.send_tip(db.actor, game.translate_string("st_calydonian_boar_fleed_1"), 0, "communication", 11000, 1) - GI("player_fled_from_calydonian_boar") - return - - end - - end - - if (tsk.stage == 12) then --- when the Calydonian boar dies - - return - - end -end - - - - - - - -function task_status_functor.give_hunt_legendary_1_status_f(tsk,task_id) - - local dist = 70 - local dist_2 = 15 - local dist_3 = 30 - local spawn_squad = dialogs_brotherhood.spawn_squad - local smart = SIMBOARD.smarts_by_names["red_smart_terrain_monsters"] - local smrt = SIMBOARD.smarts[smart.id] - local hrs = level.get_time_hours() - - - - local pos_1 = vector():set( 186.6668548584,0.79058438539505,90.37654876709 ) - local pos_2 = vector():set( 255.88650512695,-0.52286732196808,63.478019714355 ) - local pos_3 = vector():set( 221.20915222168,1.4110627174377,24.584827423096 ) - local pos_4 = vector():set( 238.7276763916,2.0450139045715,96.016990661621 ) - - if (tsk.stage == 0) then - - - if (hrs >= 21) or (hrs < 5) then - - if smart and smart.online then - - if smrt and (db.actor:position():distance_to(smart.position) < dist) then - if NI("forester_news_legendary_1") then - - news_manager.send_tip(db.actor, game.translate_string("st_forester_legendary_1_info"), 0, "stalker", 11000, 1) - - GI("forester_news_legendary_1") - end - if smrt and (db.actor:position():distance_to(smart.position) < dist_2) then - - if db.actor:item_in_slot(7) ~= nil and db.actor:item_in_slot(7):section() == "trenchcoat_green_outfit_brotherhood_forester" then - - if (NI("hunt_vlad_drakul_1_init")) then - - - local se_squad_1 = spawn_squad("legendary_bloodsucker_1", pos_1, 122161, 2775) - local se_squad_2 = spawn_squad("legendary_bloodsucker_2", pos_2, 153543, 2842) - local se_squad_3 = spawn_squad("legendary_bloodsucker_3", pos_3, 138640, 2829) - local se_squad_4 = spawn_squad("legendary_bloodsucker_4", pos_4, 146467, 2850) - - GI("hunt_vlad_drakul_1_init") - tsk.stage = 1 - return - - end - end - end - - end - end - end - end - if (tsk.stage == 1) then - - if HI("legendary_bloodsucker_1_dead") and HI("legendary_bloodsucker_2_dead") and HI("legendary_bloodsucker_3_dead") and HI("legendary_bloodsucker_4_dead") then - - if (hrs >= 21) or (hrs < 5) then - - - - if smart and smart.online then - - if smrt and (db.actor:position():distance_to(smart.position) < dist_3) then - - if db.actor:item_in_slot(7) ~= nil and db.actor:item_in_slot(7):section() == "trenchcoat_green_outfit_brotherhood_forester" then - - if (NI("hunt_vlad_drakul_2_init")) then - - if NI("forester_news_legendary_2") then - - news_manager.send_tip(db.actor, game.translate_string("st_forester_legendary_2_info"), 0, "stalker", 11000, 1) - GI("forester_news_legendary_2") - end - - local se_squad_5 = spawn_squad("legendary_bloodsucker_v", pos_2, 153543, 2842) - local se_squad_6 = spawn_squad("legendary_bloodsucker_5", pos_1, 122161, 2775) - local se_squad_7 = spawn_squad("legendary_bloodsucker_d", pos_4, 146467, 2850) - local se_squad_8 = spawn_squad("legendary_bloodsucker_6", pos_3, 138640, 2829) - - GI("hunt_vlad_drakul_2_init") - tsk.stage = 2 - return - - end - end - - elseif smrt and (db.actor:position():distance_to(smart.position) > dist_3) then - - if NI("forester_news_legendary_4") then - - news_manager.send_tip(db.actor, game.translate_string("st_forester_legendary_4_info"), 0, "stalker", 11000, 1) - GI("forester_news_legendary_4") - end - end - end - - else - if NI("forester_news_legendary_3") then - news_manager.send_tip(db.actor, game.translate_string("st_forester_legendary_3_info"), 0, "stalker", 11000, 1) - GI("forester_news_legendary_3") - end - end - end - end - if (tsk.stage == 2) then - if HI("legendary_bloodsucker_d_dead") and HI("legendary_bloodsucker_v_dead") then - GI("legendary_bloodsucker_vlad_drakul_dead") - end - end -end - -function task_status_functor.give_rescue_orion_quest_status_f(tsk,task_id) - - local pos_1 = vector():set(26.031335830688,-8.2342977523804,143.26322937012 ) - local pos_2 = vector():set(16.905651092529,-8.2306518554688,122.2557220459 ) - local pos_3 = vector():set(14.258852958679,-8.2303371429443,123.04223632813 ) - - local pos_5 = vector():set(84.709777832031,-16.126983642578,66.559776306152 ) - - local pos_6 = vector():set(87.101875305176,-16.129384994507,64.91136932373 ) - local pos_7 = vector():set(71.884750366211,-16.126708984375,94.465553283691 ) - local pos_8 = vector():set(29.322734832764,-8.2383699417114,100.76599121094 ) - local pos_9 = vector():set(47.349697113037,-8.2361946105957,103.71166992188 ) - local pos_10 = vector():set(29.101696014404,-8.2312469482422,80.914306640625 ) - - local pos_11 = vector():set(18.270523071289,-8.2423601150513,66.437576293945 ) - local pos_12 = vector():set(45.599113464355,4.2125010490417,12.874862670898 ) - local pos_13 = vector():set(41.886127471924,3.7325174808502,2.285183429718 ) - local pos_14 = vector():set(10.946595191956,-8.2365570068359,90.858016967773 ) - local pos_15 = vector():set(108.85188293457,-11.439143180847,52.803562164307 ) - - local pos_16 = vector():set(108.54220581055,-7.7326726913452,38.519180297852) - local pos_17 = vector():set(103.87827301025,-7.6534037590027,38.086296081543 ) - local pos_18 = vector():set(113.21655273438,-7.7315864562988,38.295310974121 ) - - local pos_20 = vector():set(79.766120910645,-7.9560108184814,-18.753499984741 ) - - local pos_21 = vector():set(112.30296325684,-7.7722730636597,-52.072357177734) - local pos_22 = vector():set(138.6630859375,-7.7427062988281,-24.461986541748 ) - local pos_23 = vector():set(112.4231262207,-6.9253225326538,-34.570152282715 ) - local pos_24 = vector():set(110.73091888428,-7.9594664573669,5.9682545661926 ) - local pos_25 = vector():set(108.39345550537,-7.7746415138245,1.4874260425568 ) - - local pos_26 = vector():set(116.1070022583,-6.9230275154114,-0.30516818165779 ) - local pos_27 = vector():set(110.04892730713,-7.7252421379089,13.748426437378 ) - - local pos_4 = vector():set(13.428091049194,-8.23570728302,100.07263183594 ) - local pos_19 = vector():set(8.1462268829346,-8.2311153411865,98.834182739258 ) - - - local spawn_squad = dialogs_brotherhood.spawn_squad - local smart = SIMBOARD.smarts_by_names["agr_u_monsters"] - local smrt = SIMBOARD.smarts[smart.id] - - local dist_1 = 4 - local dist_2 = 2 - local dist_3 = 1 - - - if (tsk.stage == 0) then - - if level.name() == "l03u_agr_underground" then --spawns common mutants if on the Agroprom Underground level - - if (db.actor:position():distance_to(pos_1) < dist_1) then - if NI("orion_spawn_2") then - local se_squad_2 = spawn_squad("pack_agru_mutants_1", pos_2, 2056, 3673) - - GI("orion_spawn_2") - end - end - if (db.actor:position():distance_to(pos_4) < dist_2) then - if NI("orion_spawn_19") then - if HI("orion_spawn_2") then - local se_squad_19 = spawn_squad("pack_agru_mutants_2", pos_19, 1040, 3622) - - GI("orion_spawn_19") - end - end - end - if (db.actor:position():distance_to(pos_7) < dist_2) then - if NI("orion_spawn_5") then - local se_squad_5 = spawn_squad("pack_agru_mutants_3", pos_5, 6716, 3650) - - GI("orion_spawn_5") - end - end - if (db.actor:position():distance_to(pos_8) < dist_1) then - if NI("orion_spawn_9") then - local se_squad_9 = spawn_squad("pack_agru_mutants_2", pos_9, 4195, 3629) - - GI("orion_spawn_9") - end - if NI("orion_spawn_10") then - local se_squad_10 = spawn_squad("pack_agru_mutants_2", pos_10, 2714, 3658) - - GI("orion_spawn_10") - end - end - if (db.actor:position():distance_to(pos_11) < dist_1) then - if NI("orion_spawn_10") then - local se_squad_10 = spawn_squad("pack_agru_mutants_2", pos_10, 2714, 3658) - - GI("orion_spawn_10") - end - end - if (db.actor:position():distance_to(pos_12) < dist_2) then - if NI("orion_spawn_13") then - local se_squad_13 = spawn_squad("pack_agru_mutants_2", pos_13, 3585, 3716) - - GI("orion_spawn_13") - end - end - if (db.actor:position():distance_to(pos_14) < dist_1) then - if NI("orion_spawn_2") then - local se_squad_2 = spawn_squad("pack_agru_mutants_1", pos_2, 2056, 3673) - - GI("orion_spawn_2") - end - end - if (db.actor:position():distance_to(pos_15) < dist_2) then - if NI("agru_orion_mutants_1_init") then - xr_effects.clear_smart_terrain(nil,nil,{"agr_u_monsters","true"}) - local se_squad_16 = spawn_squad("pack_agru_mutants_1", pos_16, 8598, 3727) - GI("agru_orion_mutants_1_init") - tsk.stage = 1 - return - end - end - - end - end - if (tsk.stage == 1) then - if (NI("give_task_kill_controller_1_init")) then - if (db.actor:position():distance_to(pos_27) < dist_2) then --trigger for Burer and Orion spawn - if NI("orion_spawn_27") then - local se_squad_20 = spawn_squad("pack_agru_burer_1", pos_20, 6338, 3727) - local se_squad_21 = spawn_squad("pack_agru_burer_2", pos_21, 9143, 3724) - local se_squad_22 = spawn_squad("pack_agru_burer_3", pos_22, 11555, 3727) - - GI("orion_spawn_27") - end - tsk.stage = 2 - GI("give_task_kill_controller_1_init") - return - - - end - end - end - if (tsk.stage == 2) then - if HI("pack_agru_burer_1_dead") and HI("pack_agru_burer_2_dead") and HI("pack_agru_burer_3_dead")then - if (db.actor:position():distance_to(pos_23) < dist_3) then - if NI("orion_spawn_24") then - local se_squad_24 = spawn_squad("pack_agru_controller_1", pos_24, 8967, 3727) - local se_squad_25 = spawn_squad("pack_agru_burer_1", pos_25, 8552, 3727) - local se_squad_26 = spawn_squad("pack_agru_burer_1", pos_26, 9760, 3727) - GI("orion_spawn_24") - end - end - - end - if HI("brotherhood_agru_controller_dead") then - DI("agr_snork_infestion") - return - end - - - end -end - -function task_status_functor.give_rpg_missile_in_the_sky_status_f(tsk,task_id) - if (tsk.stage == 0) then - printe("Control RPG in the sky running") - if level.name() == "l01_escape" then - printe("Control RPG in the sky on level") - if (is_empty(db.heli)) then - printe("Control RPG in the sky spawning heli") - local pos = vector():set( -25.020586013794,-12.214082717896,-117.88251495361 ) - local heli_se = alife_create("helicopter",pos,268396,555) - tsk.stage = 1 - else - printe("Control RPG in the sky heli already spawned") - tsk.stage = 1 - end - end - end - if (tsk.stage == 1) then - printe("Control RPG in the sky task stage 1") - - end -end - ------- Northern Rush ----- - ----- Fanatic ---- - -function task_status_functor.give_task_fanat_rookie_training_1_status_f(tsk,task_id) - - - - local npc = get_story_se_object("nr_iliaz_squad") - local squad_1 = get_story_se_object("nr_iliaz_boar_squad") - - - - local dist_1 = 2 - local dist_2 = 10 - local dist_3 = 50 - local dist_4 = 25 - local dist_5 = 3 - - local pos_1 = vector():set( -207.83670043945,-6.3246264457703,-17.561170578003 ) - local pos_2 = vector():set( -222.81701660156,-9.301365852356,-13.697906494141 ) - local pos_3 = vector():set( -235.4893951416,-13.486360549927,-14.958400726318 ) - local pos_4 = vector():set( -223.73385620117,-19.864381790161,-163.76029968262 ) - - local smart_1 = SIMBOARD.smarts_by_names["esc_smart_terrain_5_12"] - local smrt_1 = SIMBOARD.smarts[smart_1.id] - local smart_2 = SIMBOARD.smarts_by_names["esc_smart_terrain_2_12"] - local smrt_2 = SIMBOARD.smarts[smart_1.id] - - - - - if (tsk.stage == 0) then - if NI("nr_iliaz_squad_init") then - local se_squad = spawn_squad("nr_iliaz_squad", pos_4, 31839, 454) - GI("nr_iliaz_squad_init") - end - - if HI("nr_iliaz_0_done") then - tsk.stage = 1 - end - - end - if (tsk.stage == 1) then - - if smrt_1 and (db.actor:position():distance_to(smart_1.position) < dist_3) then ---clears boar smart and spawns the boars - if NI("nr_iliaz_boar_squad_init") then - xr_effects.clear_smart_terrain(nil,nil,{"esc_smart_terrain_5_12","true"}) - - - GI("nr_iliaz_boar_squad_init") - end - if HI("nr_iliaz_boar_squad_init") and NI("nr_iliaz_boar_spawn") then - local squad = SIMBOARD:create_squad(smart_1,"nr_iliaz_boar_squad") - GI("nr_iliaz_boar_spawn") - end - end - - if HI("nr_iliaz_1_done") then - tsk.stage = 2 - return - end - end - if (tsk.stage == 2) then - - - if (db.actor:position():distance_to(pos_1) < dist_2) then - - GI("nr_iliaz_arrived_1") - - end - - - if (npc.position:distance_to(pos_1) < dist_1) then - - GI("nr_ilyaz_point_1") - end - if (npc.position:distance_to(pos_2) < dist_1) then - - CreateTimeEvent("nr_ilyaz_blank_1","nr_ilyaz_blank_1", 5, nr_ilyaz_1_init) - GI("nr_ilyaz_point_2") - tsk.stage = 3 - end - - - end - if (tsk.stage == 3) then - if (npc.position:distance_to(pos_2) < dist_1) then - - end - if (npc.position:distance_to(pos_1) < dist_5) then - tsk.stage = 4 - GI("nr_ilyaz_artifact_back") - end - - end - if (tsk.stage == 4) then - - if smrt_2 and (db.actor:position():distance_to(smart_2.position) < dist_4) then - GI("nr_iliaz_arrived_2") - DI("nr_ilyaz_artfiact_hunt_1") - end - - end - -end - -function nr_ilyaz_1_init() - - if NI("nr_ilyaz_1_init_timed") then - - DI("nr_ilyaz_point_1") - GI("nr_ilyaz_1_init_timed") - return true - end - -end - ----- Scamlok ---- -function task_status_functor.give_task_join_scamlok_1_status_f(tsk,task_id) - if (tsk.stage == 0) then - - - local dist = 25 - local smart = SIMBOARD.smarts_by_names["jup_a6"] - if smart and smart.online then - - local smrt = SIMBOARD.smarts[smart.id] - if smrt and (db.actor:position():distance_to(smart.position) < dist) then - GI("nr_fool_you_arrived") - - return - end - end - end - if HI("nr_hawaiian_scamlok_0_done") or HI("barkeep_confirm_scam") then - GI("give_task_join_scamlok_1_done") - end - -end - - -function task_status_functor.give_task_escort_sorokin_1_status_f(tsk,task_id) - if (tsk.stage == 0) then - - - local dist = 25 - local smart = SIMBOARD.smarts_by_names["jup_a6"] - if smart and smart.online then - - local smrt = SIMBOARD.smarts[smart.id] - if smrt and (db.actor:position():distance_to(smart.position) < dist) then - GI("sorokin_1_you_arrived") - - return - end - end - end - -end - ------ Bezsonik ---- -function nr_bezsonik_init() - local dist = 3 - local dist_2 = 15 - local hrs = level.get_time_hours() - local smart = SIMBOARD.smarts_by_names["mil_smart_terrain_7_12"] - local smrt = SIMBOARD.smarts[smart.id] - local pos_1 = vector():set( -6.8887801170349,-6.1277666091919,65.943511962891 ) - local pos_2 = vector():set( -6.7903175354004,-6.0532302856445,44.868602752686 ) - local pos_3 = vector():set( -6.7579164505005,-6.1126184463501,86.457405090332 ) - local pos_4 = vector():set( 4.3408036231995,-8.8730173110962,3.7783288955688 ) - - if (NI("nr_bezsonik_init")) then - if level.name() == "l07_military" then - if (hrs >= 20) and (hrs < 24) then - if (NI("nr_bezsonik_init_random")) then - if (db.actor:position():distance_to(pos_1) < dist) then - GI("bezsonik_1") - - end - if HI("bezsonik_1") and (db.actor:position():distance_to(pos_2) < dist) then - - if (math.random(50) < 25) then - if NI("nr_bezsonik_init") then - local squad = SIMBOARD:create_squad(smart,"nr_bezsonik_squad") - GI("nr_bezsonik_init") - end - else - brotherhood_timer.bezsonik_init_random() - GI("nr_bezsonik_init_random") - DI("bezsonik_1") - end - - end - - if HI("bezsonik_1") and (db.actor:position():distance_to(pos_3) < dist) then - - DI("bezsonik_1") - - end - end - end - end - end - if HI("nr_bezsonik_init") then - if (db.actor:position():distance_to(pos_4) < dist_2) then - if NI("nr_bezsonik_shout") then - actor_menu.set_msg(1, game.translate_string("nr_bezsonik_info"), 10) - GI("nr_bezsonik_shout") - end - end - - end - -end - -function task_status_functor.give_task_bezsonik_1_status_f(tsk,task_id) - - local smart = SIMBOARD.smarts_by_names["mil_smart_terrain_8_3"] - local smrt = SIMBOARD.smarts[smart.id] - local hrs = level.get_time_hours() - - - if (tsk.stage == 0) then - - - local dist = 80 - - if smart and smart.online then - - - if smrt and (db.actor:position():distance_to(smart.position) < dist) then - xr_effects.clear_smart_terrain(nil,nil,{"mil_smart_terrain_8_3","true"}) - tsk.stage = 1 - return - end - end - end - if (tsk.stage == 1) then - if NI("bezsonik_dogs_init") then - local squad = SIMBOARD:create_squad(smart,"pack_dogs_bezsonik_1") - GI("bezsonik_dogs_init") - end - if HI("pack_dogs_bezsonik_1_dead") then - if (hrs >= 20) or (hrs < 3) then - GI("bezsonik_dogs_sleep") - tsk.stage = 2 - else - GI("bezsonik_dogs_nosleep") - tsk.stage = 2 - end - end - end - if (tsk.stage == 2) then - - return - end -end - - - ----- Butcher Trouble ---- - -function butcher_troubble_init() - local dist = 3 - local dist_2 = 5 - local dist_3 = 2 - - local pos_1 = vector():set( -113.33467102051,0.59587639570236,8.8507452011108 ) - local pos_2 = vector():set( -105.58847045898,0.96052712202072,4.7404828071594 ) - local pos_3 = vector():set( -98.773048400879,0.71849876642227,-1.2279287576675 ) - local pos_4 = vector():set( -98.735130310059,0.7244935631752,-3.1979916095734 ) - local pos_5 = vector():set( -82.451950073242,0.96916776895523,3.7255098819733 ) - local pos_6 = vector():set( -91.589393615723,0.96841841936111,3.613053560257 ) - local pos_7 = vector():set( -70.399047851563,0.96921545267105,4.7191781997681 ) - local pos_8 = vector():set( -107.49711608887,1.0145883560181,14.611536026001 ) - local pos_9 = vector():set( -142.93444824219,0.62204450368881,9.111102104187 ) - - if (NI("butcher_troubble_init")) then - if level.name() == "l02_garbage" then - - if (NI("butcher_troubble_init_random")) then - if (db.actor:position():distance_to(pos_1) < dist) then --- approach from west - GI("butcher_troubble_1") - - end - if HI("butcher_troubble_1") and (db.actor:position():distance_to(pos_2) < dist) then - - if (math.random(24) < 25) then - if NI("butcher_troubble_init") then - local se_squad_1 = spawn_squad("butcher_tug_1_squad", pos_3, 101729, 726) - local se_squad_2 = spawn_squad("butcher_tug_2_squad", pos_4, 101727, 726) - GI("butcher_troubble_init") - end - else - brotherhood_timer.butcher_troubble_init_random() - GI("butcher_troubble_init_random") - DI("butcher_troubble_1") - end - - end - - if HI("butcher_troubble_1") and (db.actor:position():distance_to(pos_8) < dist_2) then - - DI("butcher_troubble_1") - - end - if HI("butcher_troubble_1") and (db.actor:position():distance_to(pos_9) < dist_2) then - - DI("butcher_troubble_1") - - end - - if (db.actor:position():distance_to(pos_5) < dist) then --- approach from east - GI("butcher_troubble_2") - - end - if HI("butcher_troubble_2") and (db.actor:position():distance_to(pos_6) < dist) then - - if (math.random(24) < 25) then - if NI("butcher_troubble_init") then - local se_squad_1 = spawn_squad("butcher_tug_1_squad", pos_3, 101729, 726) - local se_squad_2 = spawn_squad("butcher_tug_2_squad", pos_4, 101727, 726) - GI("butcher_troubble_init") - end - else - brotherhood_timer.butcher_troubble_init_random() - GI("butcher_troubble_init_random") - DI("butcher_troubble_2") - end - - end - - if HI("butcher_troubble_2") and (db.actor:position():distance_to(pos_7) < dist_2) then - - DI("butcher_troubble_2") - - end - - end - - end - end - if HI("butcher_troubble_init") then - - if NI("butcher_troubble_shout") then - actor_menu.set_msg(1, game.translate_string("butcher_troubble_info_1"), 4) - GI("butcher_troubble_shout") - end - if (db.actor:position():distance_to(pos_3) < dist_3) then --- interrupt the conversation - - GI("butcher_troubble_interrupt") - - end - - end - -end - - - ----- Gutalin ---- - local brotherhood_artifact_table = { - - "af_dragon_eye", - "af_ameba_mica", - "af_ameba_slime", - "af_ameba_slug", - "af_baloon", - "af_blood", - "af_compass", - "af_cristall", - "af_cristall_flower", - "af_drops", - "af_dummy_battery", - "af_dummy_dummy", - "af_dummy_glassbeads", - "af_dummy_pellicle", - "af_dummy_spring", - "af_electra_flash", - "af_electra_moonlight", - "af_electra_sparkler", - "af_eye", - "af_fire", - "af_fireball", - "af_fuzz_kolobok", - "af_glass", - "af_gold_fish", - "af_gravi", - "af_ice", - "af_medusa", - "af_mincer_meat", - "af_night_star", - "af_oasis_heart", - "af_quest_b14_twisted", - "af_rusty_kristall", - "af_rusty_sea", - "af_rusty_thorn", - "af_soul", - "af_vyvert", - "jup_b1_half_artifact", - "af_monolith", - "af_cocoon", - "af_cell", - "af_fountain", - "af_spaika", - "af_signet", - "af_repei", - "af_bat", - "af_sun", - "af_ear", - "af_chelust", - "af_atom", - "af_lighthouse", - "af_fire_loop", - "af_zhelch", - "af_sandstone", - "af_kislushka", - "af_black_angel", - "af_grapes", - "af_skull_miser", - "af_star_phantom", - "af_medallion", - "af_peas", - "af_generator", - "af_fonar", - "af_tapeworm", - "af_moh", - "af_serofim", - "af_elektron", - "af_kogot", - "af_ball", - "af_black_spray", - "af_bracelet", - "af_empty", - "af_full_empty", - "af_itcher", - "af_lobster_eyes", - "af_pin", - "af_ring", - "af_sponge", - "af_death_lamp", - "af_misery_bread_lead_box", - "af_medusa_lead_box", - "af_cristall_flower_lead_box", - "af_night_star_lead_box", - "af_vyvert_lead_box", - "af_gravi_lead_box", - "af_gold_fish_lead_box", - "af_cristall_lead_box", - "af_fireball_lead_box", - "af_dummy_glassbeads_lead_box", - "af_eye_lead_box", - "af_fire_lead_box", - "af_blood_lead_box", - "af_mincer_meat_lead_box", - "af_soul_lead_box", - "af_fuzz_kolobok_lead_box", - "af_baloon_lead_box", - "af_glass_lead_box", - "af_electra_sparkler_lead_box", - "af_electra_flash_lead_box", - "af_electra_moonlight_lead_box", - "af_dummy_battery_lead_box", - "af_dummy_dummy_lead_box", - "af_ice_lead_box", - "af_compass_lead_box", - "af_oasis_heart_lead_box", - "jup_b1_half_artifact_lead_box", - "af_quest_b14_twisted_lead_box", - "af_black_spray_lead_box", - "af_bracelet_lead_box", - "af_death_lamp_lead_box", - "af_empty_lead_box", - "af_full_empty_lead_box", - "af_itcher_lead_box", - "af_lobster_eyes_lead_box", - "af_pin_lead_box", - "af_ring_lead_box", - "af_sponge_lead_box", - } - - -function meet_gutalin_init() - local dist = 3 - local dist_2 = 12 - local dist_3 = 20 - local dist_4 = 1 - - local pos_1 = vector():set( 225.18710327148,-0.011421859264374,13.123934745789 ) - local pos_2 = vector():set( 224.59652709961,-0.01020672917366,17.893041610718 ) - local pos_3 = vector():set( 223.60771179199,-0.010213196277618,-3.2195067405701 ) - local pos_4 = vector():set( 239.3835144043,-0.011857271194458,3.8250217437744 ) - local pos_5 = vector():set( 215.75396728516,-0.0045666992664337,44.321727752686 ) - - local pos_6 = vector():set( -206.23277282715,-19.894157409668,-136.4208984375 ) - - local npc = get_story_se_object("bh_gutalin_squad") - - local smart = SIMBOARD.smarts_by_names["bar_visitors"] - local smrt = SIMBOARD.smarts[smart.id] - - - - if NI("meet_gutalin_done") then - - if (NI("meet_gutalin_init")) then --- meeting Gutalin - - if level.name() == "l05_bar" then - - if (NI("meet_gutalin_init_random")) then - if (db.actor:position():distance_to(pos_1) < dist) then --- initial point - GI("meet_gutalin_init_1") - - end - if HI("meet_gutalin_init_1") and (db.actor:position():distance_to(pos_2) < dist) then --- trigger meeting - - if (math.random(100) < 25) then - if NI("meet_gutalin_init") then - - local se_squad_1 = spawn_squad("bh_gutalin_squad", pos_5, 54199, 1764) - GI("meet_gutalin_init") - end - else - brotherhood_timer.meet_gutalin_init_random() - GI("meet_gutalin_init_random") - DI("meet_gutalin_init_1") - end - - end - - if HI("meet_gutalin_init_1") and (db.actor:position():distance_to(pos_3) < dist) then --- wipe - - DI("meet_gutalin_init_1") - - end - if HI("meet_gutalin_init_1") and (db.actor:position():distance_to(pos_4) < dist) then --- wipe - - DI("meet_gutalin_init_1") - - end - - end - - end - end - if HI("meet_gutalin_init") then - if npc then - if (npc.position:distance_to(db.actor:position()) < dist_2) then - - if NI("meet_gutalin_shout") then - actor_menu.set_msg(1, game.translate_string("meet_gutalin_info_1"), 4) - GI("meet_gutalin_shout") - end - - end - end - end - if HI("bh_gutalin_start_dialog_done") and NI("bh_gutalin_relocation_init") then --- teleport Gutalin to Cordon - - if smrt and (db.actor:position():distance_to(smart.position) < dist_3) then - - dialogs_brotherhood.relocation_bh_gutalin() - - end - end - - if HI("bh_gutalin_relocation_init") and (level.name() == "l01_escape") then - if npc then - if (npc.position:distance_to(db.actor:position()) < dist_2) and (npc.position:distance_to(pos_6) < dist_4) then - - - - - if NI("meet_gutalin_preaching") then - local rand = math.random(1,4) - - if (rand == 1) then - - actor_menu.set_msg(1, game.translate_string("meet_gutalin_info_2"), 8) - GI("meet_gutalin_preaching") - CreateTimeEvent("bh_gutalin_blank_1","bh_gutalin_blank_1", 14, bh_gutalin_1_init) - - elseif (rand == 2) then - actor_menu.set_msg(1, game.translate_string("meet_gutalin_info_3"), 8) - GI("meet_gutalin_preaching") - CreateTimeEvent("bh_gutalin_blank_1","bh_gutalin_blank_1", 14, bh_gutalin_1_init) - - elseif (rand == 3) then - actor_menu.set_msg(1, game.translate_string("meet_gutalin_info_4"), 8) - GI("meet_gutalin_preaching") - CreateTimeEvent("bh_gutalin_blank_1","bh_gutalin_blank_1", 14, bh_gutalin_1_init) - - elseif (rand == 4) then - actor_menu.set_msg(1, game.translate_string("meet_gutalin_info_5"), 8) - GI("meet_gutalin_preaching") - CreateTimeEvent("bh_gutalin_blank_1","bh_gutalin_blank_1", 14, bh_gutalin_1_init) - - - end - end - end - end - end - - end -end - -function bh_gutalin_1_init() - - DI("meet_gutalin_preaching") - return true - -end - -function task_status_functor.give_task_bh_gutalin_1_status_f(tsk,task_id) - - local npc = get_story_object("bh_gutalin") - local squad = get_story_se_object("bh_gutalin_squad") - local hrs = level.get_time_hours() - local dist_1 = 3 - local pos_1 = vector():set( -84.095733642578,-6.1258764266968,-19.095394134521 ) - - - - if (hrs >= 22) then - if npc then - for i, v in ipairs(brotherhood_artifact_table) do - - if npc:object(v) ~= nil then - GI("bh_gutalin_treasure") - - end - end - end - end - if squad and (squad.position:distance_to(pos_1) < dist_1) then - - CreateTimeEvent("bh_gutalin_burry_treasure_1","bh_gutalin_burry_treasure_1", 6, bh_gutalin_burry_treasure_1) - - end - if HI("bh_gutalin_squad_dead") then - GI("meet_gutalin_done") - - end - -end - -function bh_gutalin_burry_treasure_1() - local npc = get_story_object("bh_gutalin") - - for i, v in ipairs(brotherhood_artifact_table) do - item = npc:object(v) - if item then - npc:drop_item(item) - end - end - - DI("bh_gutalin_treasure") - return true - -end - - - ----- random events - ---- Controller ambush - -function nr_primankov_init() - - local smart = SIMBOARD.smarts_by_names["jup_b203"] - local smrt = SIMBOARD.smarts[smart.id] - - local dist_1 = 25 - local dist_2 = 15 - local dist_3 = 1 - - local pos_1 = vector():set( -190.61285400391,0.75813418626785,-278.00579833984 ) - local pos_2 = vector():set( -188.34548950195,0.96719044446945,-272.51498413086 ) - local pos_3 = vector():set( -184.74633789063,0.75744158029556,-284.82553100586 ) - - if NI("nr_primankov_init") then - - if level.name() == "jupiter" then - - if NI("market_share_block_random_quest") then - - if smart and smart.online then - - if smrt and (db.actor:position():distance_to(smart.position) < dist_1) then - - if NI("nr_primankov_random") then - - if NI("nr_primakov_spawn_1") then - - if (math.random(75) < 25) then - - xr_effects.clear_smart_terrain(nil,nil,{"jup_b203","true"}) - local se_squad_1 = spawn_squad("controller_victim_1_squad", pos_3, 403174, 4704) - GI("nr_primakov_spawn_1") - - - else - - brotherhood_timer.nr_primakov_random() - GI("nr_primankov_random") - end - end - end - - if HI("nr_primakov_spawn_1") then - - if NI("nr_primakov_ambush") then - - if (db.actor:position():distance_to(pos_1) < dist_3) then --- trigger ambush - - dialogs_brotherhood.nr_primakov_turn() - local se_squad_2 = spawn_squad("pack_random_controller_1", pos_2, 397277, 4704) - GI("nr_primakov_ambush") - GI("nr_primankov_init") - end - end - if NI("nr_primakov_ambush") then --- cry for help - - if NI("nr_primakov_help") then - - local rand = math.random(1,4) - - if (rand == 1) then - - actor_menu.set_msg(1, game.translate_string("nr_primakov_help_1"), 8) - GI("nr_primakov_help") - CreateTimeEvent("nr_primakov_help","nr_primakov_help", 8, nr_primakov_help_init) - - elseif (rand == 2) then - actor_menu.set_msg(1, game.translate_string("nr_primakov_help_2"), 8) - GI("nr_primakov_help") - CreateTimeEvent("nr_primakov_help","nr_primakov_help", 8, nr_primakov_help_init) - - elseif (rand == 3) then - actor_menu.set_msg(1, game.translate_string("nr_primakov_help_3"), 8) - GI("nr_primakov_help") - CreateTimeEvent("nr_primakov_help","nr_primakov_help", 8, nr_primakov_help_init) - - elseif (rand == 4) then - actor_menu.set_msg(1, game.translate_string("nr_primakov_help_4"), 8) - GI("nr_primakov_help") - CreateTimeEvent("nr_primakov_help","nr_primakov_help", 8, nr_primakov_help_init) - - - end - end - end - - end - - end - end - end - end - end -end - -function nr_primakov_help_init() - - DI("nr_primakov_help") - return true - -end - ---- Jupiter execution - -function nr_execution_yanov_init() - - local smart = SIMBOARD.smarts_by_names["jup_a6"] - local smrt = SIMBOARD.smarts[smart.id] - - local dist_1 = 25 - local dist_2 = 15 - local dist_3 = 15 - - local pos_1 = vector():set( -53.964504241943,3.5118420124054,160.3719329834 ) --- convict 1 - --local pos_1 = vector():set( -55.452903747559,3.5291602611542,160.1261138916 ) --- convict 1 old pos - local pos_2 = vector():set( -58.915637969971,3.6456756591797,159.9506072998 ) --- convict 2 - local pos_3 = vector():set( -53.715953826904,3.45143699646,167.76420593262 ) --- executioner 1 - local pos_4 = vector():set( -56.438800811768,3.4529418945313,168.19071960449 ) --- executioner 2 - local pos_5 = vector():set( -47.242031097412,3.4872958660126,161.45401000977 ) --- executioner 3 - - if NI("nr_execution_yanov_init") then - - if level.name() == "jupiter" then - - if NI("nr_execution_yanov_init_spawn") then - - --local se_squad_1 = spawn_squad("nr_dead_convict_1_squad", pos_1, 627190, 4494) --old pos - local se_squad_1 = spawn_squad("nr_dead_convict_1_squad", pos_1, 629310, 4494) - local se_squad_3 = spawn_squad("nr_executioner_1_squad", pos_3, 629320, 4494) - local se_squad_4 = spawn_squad("nr_executioner_2_squad", pos_4, 624937, 4494) - local se_squad_5 = spawn_squad("nr_executioner_3_squad", pos_5, 640837, 4494) - GI("nr_execution_yanov_init_spawn") - - end - if (db.actor:position():distance_to(pos_1) < dist_3) then --- init execution - if NI("nr_execution_yanov_1_init") then - actor_menu.set_msg(1, game.translate_string("st_nr_execution_0"), 8) - CreateTimeEvent("nr_execution_yanov_st_1","nr_execution_yanov_st_1", 4,nr_execution_yanov_dialogue_1) - CreateTimeEvent("nr_execution_yanov_st_2","nr_execution_yanov_st_2", 8,nr_execution_yanov_dialogue_2) - CreateTimeEvent("nr_execution_yanov_st_3","nr_execution_yanov_st_3", 12,nr_execution_yanov_dialogue_3) - CreateTimeEvent("nr_execution_yanov_st_4","nr_execution_yanov_st_4", 14,nr_execution_yanov_dialogue_4) - CreateTimeEvent("nr_execution_yanov_st_5","nr_execution_yanov_st_5", 18,nr_execution_yanov_dialogue_5) - CreateTimeEvent("nr_execution_yanov_st_6","nr_execution_yanov_st_6", 20,nr_execution_yanov_dialogue_6) - - ---CreateTimeEvent("nr_execution_yanov_1","nr_execution_yanov_1", 20.5, nr_execution_yanov_1_execute) - - GI("nr_execution_yanov_1_init") - end - end - - end - end -end - -function nr_execution_yanov_1_execute() - GI("nr_execution_firing_1") - -- dialogs_brotherhood.nr_dead_convict_1_turn() - return true -end - - -function nr_execution_yanov_dialogue_1() - - local pos_1 = vector():set( -53.964504241943,3.5118420124054,160.3719329834 ) --- convict 1 - local dist_3 = 20 - - if (db.actor:position():distance_to(pos_1) < dist_3) then - actor_menu.set_msg(1, game.translate_string("st_nr_execution_1"), 8) - end - return true -end -function nr_execution_yanov_dialogue_2() - local pos_1 = vector():set( -53.964504241943,3.5118420124054,160.3719329834 ) --- convict 1 - local dist_3 = 20 - if (db.actor:position():distance_to(pos_1) < dist_3) then - actor_menu.set_msg(1, game.translate_string("st_nr_execution_2"), 8) - end - return true -end -function nr_execution_yanov_dialogue_3() - local pos_1 = vector():set( -53.964504241943,3.5118420124054,160.3719329834 ) --- convict 1 - local dist_3 = 20 - if (db.actor:position():distance_to(pos_1) < dist_3) then - actor_menu.set_msg(1, game.translate_string("st_nr_execution_3"), 8) - end - return true -end -function nr_execution_yanov_dialogue_4() - local pos_1 = vector():set( -53.964504241943,3.5118420124054,160.3719329834 ) --- convict 1 - local dist_3 = 20 - if (db.actor:position():distance_to(pos_1) < dist_3) then - actor_menu.set_msg(1, game.translate_string("st_nr_execution_4"), 8) - end - return true -end -function nr_execution_yanov_dialogue_5() - local pos_1 = vector():set( -53.964504241943,3.5118420124054,160.3719329834 ) --- convict 1 - local dist_3 = 20 - if (db.actor:position():distance_to(pos_1) < dist_3) then - actor_menu.set_msg(1, game.translate_string("st_nr_execution_5"), 8) - end - return true -end -function nr_execution_yanov_dialogue_6() - local pos_1 = vector():set( -53.964504241943,3.5118420124054,160.3719329834 ) --- convict 1 - local dist_3 = 20 - if (db.actor:position():distance_to(pos_1) < dist_3) then - actor_menu.set_msg(1, game.translate_string("st_nr_execution_6"), 8) - end - GI("nr_execution_firing_1") - return true -end - -function task_status_functor.give_task_nr_strange_meat_status_f(tsk,task_id) - - --- pos Lyoshik - local pos_1 = vector():set( 15.033114433289,-7.2893815040588,20.447532653809 ) - - if NI("nr_strange_meat_spawn_init") then --- spawn NPCs - - local se_squad_1 = spawn_squad("nr_lyoshik_squad", pos_1, 305953, 2165) - - GI("nr_strange_meat_spawn_init") - - end - - -end - ---- Sasha Baltunov - - -function nr_baltunov_init() - local pos_1 = vector():set( 133.56050109863,-4.825080871582,27.625020980835 ) --- trigger - local pos_2 = vector():set( 122.6502456665,-4.3441872596741,31.141521453857 ) --- spawn - local pos_3 = vector():set( 125.42021179199,-4.3464636802673,28.191061019897 ) --- speech - local pos_4 = vector():set( 127.67053985596,-4.8243117332458,23.232620239258 ) ---bar - local pos_5 = vector():set( 115.9564666748,-0.0015365779399872,49.205066680908 ) ---murder - local dist_1 = 3 - local dist_2 = 2 - local dist_3 = 50 - local npc = get_story_se_object("nr_sasha_baltunov_squad") - local smart = SIMBOARD.smarts_by_names["bar_visitors"] - local smrt = SIMBOARD.smarts[smart.id] - - if NI("nr_baltunov_init") then - if level.name() == "l05_bar" then - if (NI("nr_baltunov_init_random")) then - if (db.actor:position():distance_to(pos_1) < dist_1) then --- trigger spawn - if (math.random(100) < 10) then - if NI("nr_baltunov_spawn") then - - local se_squad_1 = spawn_squad("nr_sasha_baltunov_squad", pos_2, 34993, 1740) - GI("nr_baltunov_spawn") - GI("nr_baltunov_init_random") - end - else - brotherhood_timer.nr_baltunov_init_random() - GI("nr_baltunov_init_random") - - end - - end - end - if npc and (npc.position:distance_to(pos_3) < dist_2) then - if NI("nr_baltunov_init_speech") then - actor_menu.set_msg(1, game.translate_string("st_nr_sahsa_baltun_round_1"), 8) - CreateTimeEvent("nr_baltunov_init_1","nr_baltunov_init_1", 4, nr_baltunov_round_init) - GI("nr_baltunov_init_speech") - - end - end - - if HI("nr_sasha_baltunov_1_job_init") then - if smrt and (db.actor:position():distance_to(smart.position) > dist_3) then - if NI("nr_baltunov_init_murder") then - - xr_effects.spawn_nr_sasha_baltun_murder_weapon() - dialogs_brotherhood.relocation_nr_sasha_baltun_murder() - dialogs_brotherhood.nr_sasha_baltun_murder() - end - end - end - - if HI("nr_baltunov_init_murder") then - if (db.actor:position():distance_to(pos_5) < dist_1) then - actor_menu.set_msg(1, game.translate_string("st_nr_sahsa_baltun_murder_1"), 8) - GI("nr_baltunov_init") - end - end - end - end -end - -function nr_baltunov_round_init() - actor_menu.set_msg(1, game.translate_string("st_nr_sahsa_baltun_round_2"), 8) - GI("nr_sasha_baltunov_1_job_init") - return true -end - -function xr_effects.spawn_nr_sasha_baltun_murder_weapon() - local pos = vector():set( 116.98554229736,-0.0014335215091705,49.7780418396 ) - local se_obj = alife_create( "wpn_knife2", pos, 34072, 1759 ) - if ( not se_obj ) then - printe("!ERROR: unable to spawn murder weapon" ) - end -end - -function bh_starik_1_init() - - if NI("nr_starik_1_init") then - - if level.name() == "k00_marsh" then - local pos_1 = vector():set( -41.169841766357,-1.2703860998154,268.60656738281 ) --- bandit 1 - local pos_2 = vector():set( -43.523834228516,-1.2712132930756,268.31134033203 ) --- badnit 2 - local pos_3 = vector():set( -42.306156158447,-0.81166511774063,267.18487548828 ) --- Corpse - local pos_4 = vector():set( -41.992389678955,1.0363459587097,276.58703613281 ) --- trigger - - local dist_1 = 10 - local dist_2 = 2 - - if (NI("nr_starik_1_init_random")) then - if (db.actor:position():distance_to(pos_4) < dist_1) then --- trigger spawn - if (math.random(65) < 25) then - if NI("nr_starik_1_spawn") then - - local se_squad_1 = spawn_squad("nr_starik_murder_bandit_1_squad", pos_1, 121773, 76) - local se_squad_2 = spawn_squad("nr_starik_murder_bandit_2_squad", pos_2, 120618, 76) - local se_squad_3 = spawn_squad("nr_starik_murdered_squad", pos_3, 121371, 76) - xr_effects.kill_squad(nil,nil,{"nr_starik_murdered_squad"}) - xr_effects.spawn_nr_starik_murdered_stash() - GI("nr_starik_1_spawn") - GI("nr_starik_1_init_random") - end - else - brotherhood_timer.nr_starik_1_init_random() - GI("nr_starik_1_init_random") - - end - - - - end - end - if HI("nr_starik_1_spawn") then - if NI("nr_starik_1_talk_init") then - actor_menu.set_msg(1, game.translate_string("st_nr_starik_murder_1"), 8) - CreateTimeEvent("nr_starik_1_talk_init_1","nr_starik_1_talk_init_1", 4, nr_starik_1_talk_init_1) - CreateTimeEvent("nr_starik_1_talk_init_2","nr_starik_1_talk_init_2", 8, nr_starik_1_talk_init_2) - CreateTimeEvent("nr_starik_1_talk_init_3","nr_starik_1_talk_init_3", 12, nr_starik_1_talk_init_3) - CreateTimeEvent("nr_starik_1_talk_init_4","nr_starik_1_talk_init_4", 16, nr_starik_1_talk_init_4) - GI("nr_starik_1_talk_init") - end - end - if NI("nr_starik_1_interrupted") then - if (db.actor:position():distance_to(pos_4) < dist_2) then --- trigger spawn - actor_menu.set_msg(1, game.translate_string("st_nr_starik_murder_interrupted"), 8) - GI("nr_starik_1_interrupted") - GI("nr_starik_1_init") - end - end - - end - end -end -function nr_starik_1_talk_init_1() - local dist_1 = 10 - local pos_4 = vector():set( -41.992389678955,1.0363459587097,276.58703613281 ) --- trigger - if (db.actor:position():distance_to(pos_4) < dist_1) then --- trigger spawn - if NI("nr_starik_1_interrupted") then - actor_menu.set_msg(1, game.translate_string("st_nr_starik_murder_2"), 8) - end - end - return true -end -function nr_starik_1_talk_init_2() - local dist_1 = 10 - local pos_4 = vector():set( -41.992389678955,1.0363459587097,276.58703613281 ) --- trigger - if (db.actor:position():distance_to(pos_4) < dist_1) then --- trigger spawn - if NI("nr_starik_1_interrupted") then - actor_menu.set_msg(1, game.translate_string("st_nr_starik_murder_3"), 8) - end - end - return true -end -function nr_starik_1_talk_init_3() - local dist_1 = 10 - local pos_4 = vector():set( -41.992389678955,1.0363459587097,276.58703613281 ) --- trigger - if (db.actor:position():distance_to(pos_4) < dist_1) then --- trigger spawn - if NI("nr_starik_1_interrupted") then - actor_menu.set_msg(1, game.translate_string("st_nr_starik_murder_4"), 8) - end - end - return true -end -function nr_starik_1_talk_init_4() - local dist_1 = 10 - local pos_4 = vector():set( -41.992389678955,1.0363459587097,276.58703613281 ) --- trigger - if (db.actor:position():distance_to(pos_4) < dist_1) then --- trigger spawn - if NI("nr_starik_1_interrupted") then - actor_menu.set_msg(1, game.translate_string("st_nr_starik_murder_5"), 8) - end - end - return true -end - -function xr_effects.spawn_nr_starik_murdered_stash() - local pos = vector():set( 350.34912109375,8.1314964294434,-74.197410583496 ) - local se_obj_1 = alife_create( "wpn_colt1911", pos, 366421, 45 ) - local se_obj_2 = alife_create( "itm_advancedkit", pos, 366421, 45 ) - local se_obj_3 = alife_create( "detector_advanced", pos, 366421, 45 ) - local se_obj_4 = alife_create( "adrenalin", pos, 366421, 45 ) - if ( not se_obj_1 ) or ( not se_obj_2 ) or ( not se_obj_3 ) or ( not se_obj_4 ) then - printe("!ERROR: unable to spawn starik stash" ) - end - - if se_obj_1 then - CreateTimeEvent("comradecatilina", "waiting_for_the_game_object", 0, function(id) - local obj = level.object_by_id(id) - if obj then - obj:set_condition(1 - (math.random(25, 45)/100)) - return true - end - end, se_obj_1.id) - else - printf("!ERROR | Failed to spawn my_section !") - end -end - - -function bh_like_rats_trap_init() - - - if NI("bh_like_rats_trap_init") then - - local pos_1 = vector():set( -39.03401184082,-0.0018443763256073,43.549373626709 ) --- above ground 1 - local pos_2 = vector():set( -75.507743835449,1.7313983440399,8.8472261428833 ) --- above ground 2 - local pos_3 = vector():set( 76.103713989258,3.7150104045868,128.13946533203 ) --- underground 1 - local pos_4 = vector():set( 35.715763092041,-8.2353734970093,157.6732635498 ) --- underground 2 - - local dist_1 = 150 - local dist_2 = 5 - local smart = SIMBOARD.smarts_by_names["agr_smart_terrain_4_4"] - local smrt = SIMBOARD.smarts[smart.id] - - local knife = db.actor:item_in_slot(1) - local weapon_1 = db.actor:item_in_slot(2) - local weapon_2 = db.actor:item_in_slot(3) - local weapon_3 = db.actor:item_in_slot(4) - - if level.name() == "l03_agroprom" then --- if first meeting Naruchnik - news_manager.send_tip(db.actor, game.translate_string("RATS 1"), 0, "stalker", 11000, 1) - if smart and smart.online then - if smrt and (db.actor:position():distance_to(smart.position) < dist_1) then - news_manager.send_tip(db.actor, game.translate_string("RATS 2"), 0, "stalker", 11000, 1) - if NI("bh_rat_guards_spawn") then - news_manager.send_tip(db.actor, game.translate_string("RATS Spawn"), 0, "stalker", 11000, 1) - local squad_1 = SIMBOARD:create_squad(smart,"bh_rat_guards_1_squad") - local squad_2 = SIMBOARD:create_squad(smart,"bh_rat_guards_2_squad") - GI("bh_rat_guards_spawn") - end - end - end - if (db.actor:position():distance_to(pos_1) < dist_2) then - if NI("give_like_rats_trap_1_init") then - if NI("bh_rats_trap_guards_shout") then - actor_menu.set_msg(1, game.translate_string("st_bh_like_rats_in_trap_0"), 8) - CreateTimeEvent("bh_rats_trap_guards_shout_1","bh_rats_trap_guards_shout_1", 4, bh_rats_trap_guards_shout_1) - end - dialogs_brotherhood.give_like_rats_trap_1() - GI("give_like_rats_trap_1_init") - GI("bh_like_rats_trap_init") - end - elseif (db.actor:position():distance_to(pos_2) < dist_2) then - if NI("give_like_rats_trap_1_init") then - if NI("bh_rats_trap_guards_shout") then - actor_menu.set_msg(1, game.translate_string("st_bh_like_rats_in_trap_0"), 8) - CreateTimeEvent("bh_rats_trap_guards_shout_1","bh_rats_trap_guards_shout_1", 4, bh_rats_trap_guards_shout_1) - end - dialogs_brotherhood.give_like_rats_trap_1() - GI("give_like_rats_trap_1_init") - GI("bh_like_rats_trap_init") - end - end - - end - if level.name() == "l03u_agr_underground" then --- if first meeting the bandits - - if (db.actor:position():distance_to(pos_1) < dist_2) then - if NI("give_like_rats_trap_1_init") then - if NI("bh_rats_trap_bandits_shout") then - actor_menu.set_msg(1, game.translate_string("st_bh_like_rats_in_trap_2"), 8) - CreateTimeEvent("bh_rats_trap_bandits_shout_1","bh_rats_trap_bandits_shout_1", 4, bh_rats_trap_bandits_shout_1) - end - dialogs_brotherhood.give_like_rats_trap_1() - GI("give_like_rats_trap_1_init") - GI("bh_like_rats_trap_init") - end - elseif (db.actor:position():distance_to(pos_2) < dist_2) then - if NI("give_like_rats_trap_1_init") then - if NI("bh_rats_trap_bandits_shout") then - actor_menu.set_msg(1, game.translate_string("st_bh_like_rats_in_trap_2"), 8) - CreateTimeEvent("bh_rats_trap_bandits_shout_1","bh_rats_trap_bandits_shout_1", 4, bh_rats_trap_bandits_shout_1) - end - dialogs_brotherhood.give_like_rats_trap_1() - GI("give_like_rats_trap_1_init") - GI("bh_like_rats_trap_init") - end - end - end - end -end - -function bh_rats_trap_bandits_shout_1() - actor_menu.set_msg(1, game.translate_string("st_bh_like_rats_in_trap_3"), 8) - return true -end -function bh_rats_trap_guards_shout_1() - actor_menu.set_msg(1, game.translate_string("st_bh_like_rats_in_trap_1"), 8) - return true -end - -function task_status_functor.give_like_rats_trap_1_status_f(tsk,task_id) - - local pos_1 = vector():set( 76.488876342773,4.210268497467,180.86875915527 ) --- under ground 1 from couloir - local pos_2 = vector():set( 38.165634155273,1.7712228298187,158.65428161621 ) --- under ground 2 from stairs - local pos_3 = vector():set( 76.103713989258,3.7150104045868,128.13946533203 ) --- underground 3 (1 in init) from electro - local pos_4 = vector():set( 35.715763092041,-8.2353734970093,157.6732635498 ) --- underground 4 (2 in init) from stairs under - - local dist_1 = 150 - local dist_2 = 5 - local smart = SIMBOARD.smarts_by_names["agr_smart_terrain_4_4"] - local smrt = SIMBOARD.smarts[smart.id] - - if (tsk.stage == 0) then - if NI("bh_rat_guards_spawn") then - local squad_1 = SIMBOARD:create_squad(smart,"bh_rat_guards_1_squad") - local squad_2 = SIMBOARD:create_squad(smart,"bh_rat_guards_2_squad") - GI("bh_rat_guards_spawn") - end - if level.name() == "l03u_agr_underground" then --- if first meeting the bandits - - if (db.actor:position():distance_to(pos_1) < dist_2) then - if NI("give_like_rats_trap_2_init") then - if NI("bh_rats_trap_bandits_shout_2") then - actor_menu.set_msg(1, game.translate_string("st_bh_like_rats_in_trap_2"), 8) - CreateTimeEvent("bh_rats_trap_bandits_shout_2","bh_rats_trap_bandits_shout_2", 4, bh_rats_trap_bandits_shout_1) - end - - GI("give_like_rats_trap_2_init") - - end - elseif (db.actor:position():distance_to(pos_2) < dist_2) then - if NI("give_like_rats_trap_2_init") then - if NI("bh_rats_trap_bandits_shout_2") then - actor_menu.set_msg(1, game.translate_string("st_bh_like_rats_in_trap_2"), 8) - CreateTimeEvent("bh_rats_trap_bandits_shout_2","bh_rats_trap_bandits_shout_2", 4, bh_rats_trap_bandits_shout_1) - end - - GI("give_like_rats_trap_2_init") - - end - elseif (db.actor:position():distance_to(pos_3) < dist_2) then - if NI("give_like_rats_trap_2_init") then - if NI("bh_rats_trap_bandits_shout_2") then - actor_menu.set_msg(1, game.translate_string("st_bh_like_rats_in_trap_2"), 8) - CreateTimeEvent("bh_rats_trap_bandits_shout_2","bh_rats_trap_bandits_shout_2", 4, bh_rats_trap_bandits_shout_1) - end - - GI("give_like_rats_trap_2_init") - - end - elseif (db.actor:position():distance_to(pos_4) < dist_2) then - if NI("give_like_rats_trap_2_init") then - if NI("bh_rats_trap_bandits_shout_2") then - actor_menu.set_msg(1, game.translate_string("st_bh_like_rats_in_trap_2"), 8) - CreateTimeEvent("bh_rats_trap_bandits_shout_2","bh_rats_trap_bandits_shout_2", 4, bh_rats_trap_bandits_shout_1) - end - - GI("give_like_rats_trap_2_init") - - end - end - end - - end - - -end \ No newline at end of file diff --git a/mods/[DEV] Brotherhood/gamedata/scripts/task_brotherhood_ac.script b/mods/[DEV] Brotherhood/gamedata/scripts/task_brotherhood_ac.script deleted file mode 100644 index 8f922fe1..00000000 --- a/mods/[DEV] Brotherhood/gamedata/scripts/task_brotherhood_ac.script +++ /dev/null @@ -1,334 +0,0 @@ - -------- GENERAL Functions -------- -local HI = has_alife_info -local GI = give_info -local DI = disable_info - -local spawn_squad = dialogs_brotherhood.spawn_squad - - -function NI(str) - return not (has_alife_info(str)) -end - -function on_game_start() - RegisterScriptCallback("actor_on_update",actor_on_update) - RegisterScriptCallback("actor_on_first_update",actor_on_first_update) -end - -function actor_on_update() - -end -function actor_on_first_update() - ---atomic_crusader_start() -end - -function atomic_crusader_start() - if NI("atomic_crusader_start") then - if get_actor_true_community() == "monolith" then - GI("atomic_crusader_start") - dialogs_brotherhood_ac.give_task_father_charon_quest_1() - - end - end -end - -function task_status_functor.give_task_blue_winter_quest_1_status_f(tsk,task_id) - - local pos_1 = vector():set( -94.356330871582,-0.46535187959671,-53.193744659424 ) --- caspar - local pos_2 = vector():set( -96.955108642578,-0.46410083770752,-53.258888244629 ) ---melchior - local pos_3 = vector():set( -56.787971496582,2.5227835178375,-96.418365478516 ) --- snorks 1 trigger - local pos_4 = vector():set( -50.74377822876,4.2098917961121,-101.90814208984 ) --- snorks 1 - local pos_5 = vector():set( -75.341384887695,4.2088317871094,-91.308197021484 ) --- snorks 2 trigger - local pos_6 = vector():set( -80.527206420898,4.2104706764221,-105.93899536133 ) --- snorks 2 - local pos_7 = vector():set( -99.864273071289,0.84025031328201,-91.754333496094 ) ---poltergeist trigger - local pos_8 = vector():set( -107.9713973999,4.2113361358643,-101.23147583008 ) ---poltergeist spawn - - local npc = get_story_se_object("ac_blue_winter_squad") - - local dist_1 = 7 - local dist_2 = 3 - - local smart = SIMBOARD.smarts_by_names["pri_sim_3"] - - if (tsk.stage == 0) then - if HI("ac_blue_winter_1_done") then - if level.name() == "pripyat" then - xr_effects.clear_smart_terrain(nil,nil,{"pri_a25_smart_terrain","true"}) - xr_effects.clear_smart_terrain(nil,nil,{"pri_sim_9","true"}) - xr_effects.clear_smart_terrain(nil,nil,{"pri_b307","true"}) - xr_effects.clear_smart_terrain(nil,nil,{"pri_sim_3","true"}) - xr_effects.clear_smart_terrain(nil,nil,{"pri_sim_5","true"}) - xr_effects.clear_smart_terrain(nil,nil,{"pri_sim_7","true"}) - xr_effects.clear_smart_terrain(nil,nil,{"pri_a22_smart_terrain","true"}) - tsk.stage = 1 - end - end - end - if (tsk.stage == 1) then - if NI("ac_melchior_caspar_spawn_init") then - local squad_1 = SIMBOARD:create_squad(smart,"ac_caspar_squad") - local squad_2 = SIMBOARD:create_squad(smart,"ac_melchior_squad") - GI("ac_melchior_caspar_spawn_init") - tsk.stage = 2 - end - end - if (tsk.stage == 2) then - if npc and (npc.position:distance_to(pos_2) < dist_1) then - if NI("st_ac_task_1_init") then - actor_menu.set_msg(1, game.translate_string("st_ac_task_1_0"), 10) - CreateTimeEvent("st_ac_task_1_init_1","st_ac_task_1_init_1", 4,st_ac_task_1_init_1) - CreateTimeEvent("st_ac_task_1_init_2","st_ac_task_1_init_2", 8,st_ac_task_1_init_2) - CreateTimeEvent("st_ac_task_1_init_3","st_ac_task_1_init_3", 12,st_ac_task_1_init_3) - CreateTimeEvent("st_ac_task_1_init_4","st_ac_task_1_init_4", 16,st_ac_task_1_init_4) - CreateTimeEvent("st_ac_task_1_init_5","st_ac_task_1_init_5", 20,st_ac_task_1_init_5) - CreateTimeEvent("st_ac_task_1_init_6","st_ac_task_1_init_6", 24,st_ac_task_1_init_6) - GI("st_ac_task_1_init") - tsk.stage = 3 - end - end - end - if (tsk.stage == 3) then - if HI("ac_blue_winter_task_1_stage_3") then - - if (db.actor:position():distance_to(pos_3) < dist_2) then - if NI("ac_blue_winter_task_1_spawn_init_1") then - local se_squad_3 = spawn_squad("pack_ac_snorks_1", pos_4, 138716, 4947) - local se_squad_4 = spawn_squad("ac_pri_a25_poltergeist_1_squad", pos_8, 85234, 4948) - GI("ac_blue_winter_task_1_spawn_init_1") - end - - end - if (db.actor:position():distance_to(pos_5) < dist_2) then - if NI("ac_blue_winter_task_1_spawn_init_2") then - local se_squad_5 = spawn_squad("pack_ac_snorks_2", pos_6, 109339, 4948) - GI("ac_blue_winter_task_1_spawn_init_2") - end - end - if HI("ac_blue_winter_task_1_spawn_init_2") and HI("ac_blue_winter_task_1_spawn_init_1") then - tsk.stage = 4 - - end - end - end - if (tsk.stage == 4) then - if HI("pack_ac_snorks_1_dead") and HI("pack_ac_snorks_2_dead") and HI("ac_pri_a25_poltergeist_1_squad_dead") then - GI("ac_task_1_everyone_dead") - - end - end -end - -function st_ac_task_1_init_1() - actor_menu.set_msg(1, game.translate_string("st_ac_task_1_1"), 10) - return true -end -function st_ac_task_1_init_2() - actor_menu.set_msg(1, game.translate_string("st_ac_task_1_2"), 10) - return true -end -function st_ac_task_1_init_3() - actor_menu.set_msg(1, game.translate_string("st_ac_task_1_3"), 10) - return true -end -function st_ac_task_1_init_4() - actor_menu.set_msg(1,string.format(game.translate_string("st_ac_task_1_4"), alife():actor():character_name()), 10) - - return true -end -function st_ac_task_1_init_5() - actor_menu.set_msg(1, string.format(game.translate_string("st_ac_task_1_5"), alife():actor():character_name()), 10) - GI("ac_blue_winter_task_1_stage_3") - return true -end -function st_ac_task_1_init_6() - actor_menu.set_msg(1, game.translate_string("st_ac_task_1_6"), 10) - return true -end - - - - -function task_status_functor.give_task_blue_winter_quest_1_status_f(tsk,task_id) - - local pos_1 = vector():set( 65.763290405273,14.580019950867,-133.64477539063 ) --- trigger - local pos_2 = vector():set( 49.821727752686,-0.49124795198441,-177.17810058594 ) --- path 1 - local pos_3 = vector():set( -7.3301563262939,-0.17000591754913,-182.1794128418 ) --- path 2 - local pos_4 = vector():set( 141.32060241699,-0.096420645713806,-176.77297973633 ) --- spawn squad - - local pos_5 = vector():set( -100.89275360107,0.4929051399231,-246.49229431152 ) --- destination - - local pos_6 = vector():set( -116.92031860352,-7.8898968696594,-232.40341186523 ) --- trigger assault - - local pos_7 = vector():set( -99.864273071289,0.84025031328201,-91.754333496094 ) ---poltergeist trigger - local pos_8 = vector():set( -107.9713973999,4.2113361358643,-101.23147583008 ) ---poltergeist spawn - - local dist_1 = 3 - local dist_2 = 5 - local dist_3 = 20 - local dist_4 = 10 - - local npc = get_story_se_object("ac_task_3_stalker_squad") - - local name = alife():actor():character_name() - local se = strformat("%s",name) - - local squad = get_story_se_object("ac_blue_winter_squad") - local commander_id = squad and squad:commander_id() - local commander = commander_id and db.storage[commander_id] and db.storage[commander_id].object - - local squad_2 = get_story_se_object("ac_melchior_squad") - local commander_id_2 = squad_2 and squad_2:commander_id() - local commander_2 = commander_id_2 and db.storage[commander_id_2] and db.storage[commander_id_2].object - - if (tsk.stage == 0) then - - if NI("ac_task_3_smart_clear") then - xr_effects.clear_smart_terrain(nil,nil,{"pri_a28_shop","true"}) - xr_effects.clear_smart_terrain(nil,nil,{"pri_a28_base","true"}) - xr_effects.clear_smart_terrain(nil,nil,{"pri_a15","true"}) - xr_effects.clear_smart_terrain(nil,nil,{"pri_b305_dogs","true"}) - xr_effects.clear_smart_terrain(nil,nil,{"pri_b35_military","true"}) - xr_effects.clear_smart_terrain(nil,nil,{"pri_b35_mercs","true"}) - xr_effects.clear_smart_terrain(nil,nil,{"pri_sim_5","true"}) - xr_effects.clear_smart_terrain(nil,nil,{"pri_b304_monsters_smart_terrain","true"}) - GI("ac_task_3_smart_clear") - end - - - if (db.actor:position():distance_to(pos_1) < dist_1) then - CreateTimeEvent("ac_task_3_spawn_1","ac_task_3_spawn_1", 5,ac_task_3_spawn_init) - tsk.stage = 1 - end - end - - if (tsk.stage == 1) then - if HI("ac_task_3_spawn_init") then - if NI("ac_task_3_spawn_done") then - - local se_squad = spawn_squad("ac_task_3_stalker_squad", pos_4, 370570, 4922) - GI("ac_task_3_spawn_done") - tsk.stage = 2 - end - end - end - if (tsk.stage == 2) then - if NI("ac_task_3_sight_1") then - if npc and (npc.position:distance_to(pos_2) < dist_4) then - local actor_dir = device().cam_dir - local npc_dir = vec_sub(npc:position(),db.actor:position()) - local yaw = yaw_degree3d(actor_dir, npc_dir) - - if yaw < 35 then - dynamic_news_helper.send_tip(game.translate_string("st_ac_task_3_0"), se, 0, 10, db.actor:character_icon(), nil, "npc") - dynamic_news_helper.send_tip(game.translate_string("st_ac_task_3_1"), commander:character_name(), 5, 10, commander:character_icon(), nil, "npc" ) - GI("ac_task_3_sight_1") - end - end - end - - if npc and (npc.position:distance_to(pos_2) < dist_2) then - GI("ac_task_3_pos_2") - tsk.stage = 3 - end - end - if (tsk.stage == 3) then - if NI("ac_task_3_sight_2") then - if npc and (npc.position:distance_to(pos_3) < dist_2) then - local actor_dir = device().cam_dir - local npc_dir = vec_sub(npc:position(),db.actor:position()) - local yaw = yaw_degree3d(actor_dir, npc_dir) - - if yaw < 35 then - dynamic_news_helper.send_tip(game.translate_string("st_ac_task_3_2"), se, 0, 10, db.actor:character_icon(), nil, "npc") - dynamic_news_helper.send_tip(game.translate_string("st_ac_task_3_3"), commander:character_name(), 5, 10, commander:character_icon(), nil, "npc" ) - dynamic_news_helper.send_tip(game.translate_string("st_ac_task_3_4"), se, 10, 10, db.actor:character_icon(), nil, "npc") - dynamic_news_helper.send_tip(game.translate_string("st_ac_task_3_5"), commander:character_name(), 15, 10, commander:character_icon(), nil, "npc" ) - GI("ac_task_3_sight_2") - end - end - end - - if npc and (npc.position:distance_to(pos_3) < dist_2) then - GI("ac_task_3_pos_3") - tsk.stage = 4 - end - end - if (tsk.stage == 4) then - if NI("ac_task_3_sight_3") then - if npc and (npc.position:distance_to(pos_5) < dist_2) then - local actor_dir = device().cam_dir - local npc_dir = vec_sub(npc:position(),db.actor:position()) - local yaw = yaw_degree3d(actor_dir, npc_dir) - - if yaw < 35 then - dynamic_news_helper.send_tip(game.translate_string("st_ac_task_3_6"), commander_2:character_name(), 0, 10, commander_2:character_icon(), nil, "npc" ) - dynamic_news_helper.send_tip(game.translate_string("st_ac_task_3_7"), commander:character_name(), 5, 10, commander:character_icon(), nil, "npc" ) - dynamic_news_helper.send_tip(string.format(game.translate_string("st_ac_task_3_8"), alife():actor():character_name()), commander:character_name(), 7, 10, commander:character_icon(), nil, "npc" ) - - GI("ac_task_3_sight_3") - end - end - end - if npc and (npc.position:distance_to(pos_5) < dist_3) then - GI("ac_task_3_pos_5") - tsk.stage = 5 - end - end - if (tsk.stage == 5) then - CreateTimeEvent("ac_task_3_reloc_1","ac_task_3_reloc_1", 15,ac_task_3_reloc_init) - - xr_effects.clear_smart_terrain(nil,nil,{"pri_a21_smart_terrain","true"}) - xr_effects.clear_smart_terrain(nil,nil,{"pri_sim_8","true"}) - xr_effects.clear_smart_terrain(nil,nil,{"pri_sim_11","true"}) - xr_effects.clear_smart_terrain(nil,nil,{"pri_b305_dogs","true"}) - xr_effects.clear_smart_terrain(nil,nil,{"pri_sim_4","true"}) - xr_effects.clear_smart_terrain(nil,nil,{"pri_sim_5","true"}) - - tsk.stage = 6 - end - if (tsk.stage == 6) then - if HI("ac_task_3_reloc_init") then - if NI("relocated_ac_task_3_blue_winter") then - dialogs_brotherhood_ac.ac_task_3_blue_winter_relocation() - end - if NI("relocated_ac_task_3_balthazar") then - dialogs_brotherhood_ac.ac_task_3_balthazar_relocation() - end - if NI("relocated_ac_task_3_melchior") then - dialogs_brotherhood_ac.ac_task_3_melchior_relocation() - end - if NI("relocated_ac_task_3_caspar") then - dialogs_brotherhood_ac.ac_task_3_caspar_relocation() - end - end - if HI("ac_task_3_convo") then - tsk.stage = 7 - end - end - if (tsk.stage == 7) then - if (db.actor:position():distance_to(pos_6) < dist_1) then - if NI("ac_task_3_sight_4") then - dynamic_news_helper.send_tip(game.translate_string("st_ac_task_3_9"), se, 0, 10, db.actor:character_icon(), nil, "npc") - dynamic_news_helper.send_tip(game.translate_string("st_ac_task_3_10"), commander:character_name(), 5, 10, commander:character_icon(), nil, "npc" ) - - CreateTimeEvent("ac_task_3_assault_1","ac_task_3_assault_1", 5,ac_task_3_assault_init) - GI("ac_task_3_sight_4") - end - end - end -end - - -function ac_task_3_spawn_init() - GI("ac_task_3_spawn_init") - return true -end -function ac_task_3_reloc_init() - GI("ac_task_3_reloc_init") - return true -end -function ac_task_3_assault_init() - GI("ac_task_3_checkpoint") - return true -end \ No newline at end of file diff --git a/mods/[DEV] Brotherhood/gamedata/scripts/xr_brotherhood.script b/mods/[DEV] Brotherhood/gamedata/scripts/xr_brotherhood.script deleted file mode 100644 index bf0e2c68..00000000 --- a/mods/[DEV] Brotherhood/gamedata/scripts/xr_brotherhood.script +++ /dev/null @@ -1,32 +0,0 @@ ----Custom conditions for Stories from the Zone - - -function on_game_start() - RegisterScriptCallback("actor_on_first_update", actor_on_first_update) -end - - - - -function actor_on_first_update() - for i = 1, 65534 do - local se_obj = alife_object(i) - -- make sure its on agroprom ug level and door name matches - local lid = se_obj and game_graph():vertex(se_obj.m_game_vertex_id):level_id() - local lname_fits = lid and alife():level_name(lid) and alife():level_name(lid) == "l03u_agr_underground" - if lname_fits and se_obj:name() == "kat_physic_object_0013" then - local data = utils_stpk.get_physic_data(se_obj) - data.custom_data = [[ -[collide] -ignore_static -ignore_small_objects - -[logic] -cfg = scripts\brotherhood_agr_u_door_logic.ltx -]] - utils_stpk.set_physic_data(data, se_obj) - return - end - end -end - diff --git a/mods/[DEV] Brotherhood/gamedata/scripts/xr_logic_ex.script b/mods/[DEV] Brotherhood/gamedata/scripts/xr_logic_ex.script deleted file mode 100644 index cf35f88c..00000000 --- a/mods/[DEV] Brotherhood/gamedata/scripts/xr_logic_ex.script +++ /dev/null @@ -1,1317 +0,0 @@ ---- Original Author(s) : GhenTuong ---- Edited : N/A ---- Date : 15/07/2022 ---- License : Proprietary ---- ---- Extension script for xr_logic.script. - - - ---[[---------------------------------------------------------------------------------------------------- - Conditions -------------------------------------------------------------------------------------------------------]] -xr_conditions.dist_to_beh = function(actor,npc,p) - local st = npc and db.storage[npc:id()] - local dt = st and st.beh and st.beh.desired_target - if (dt and (st.active_section == dt.active_section) and dt.position) then - return p and p[1] and npc:position():distance_to_sqr(dt.position) < p[1]*p[1] - end - return false -end - -xr_conditions.reach_beh = function(actor,npc,p) - local st = npc and db.storage[npc:id()] - local dt = st and st.beh and st.beh.desired_target - if (dt and (st.active_section == dt.active_section) and dt.level_vertex_id and (dt.level_vertex_id == npc:level_vertex_id())) then - return true - end - return false -end - -xr_conditions.npc_squad_name = function(actor,npc,p) - local squad = get_object_squad(npc) - if (p and p[1] and squad and string.find(squad:section_name(),p[1])) then - return true - end - return false -end - -xr_conditions.enemy_squad = function(enemy,npc,p) - local squad = get_object_squad(enemy) - if (p and p[1] and squad and string.find(squad:section_name(),p[1])) then - return true - end - return false -end - -xr_conditions.check_squad_section = function(actor,squad,p) - if (p and p[1] and squad and string.find(squad:section_name(),p[1])) then - return true - end - return false -end -xr_effects.squad_self_release = function(actor,squad,p) - return squad and squad.id and alife_release(squad) -end - -xr_conditions.check_time_speech = function(actor,npc,p) - local st = db.storage[npc:id()] - local dt = st and st.beh and st.beh.desired_target - if not (dt and dt.speech_delay_until) then - return true - end - if (dt.speech_delay_until < time_global()) then - return true - end - return false -end - -xr_effects.speech = function(actor,npc,p) - local se = npc and (type(npc.id) == "function") and alife_object(npc:id()) - se = se or (npc and (type(npc.id) == "number") and alife_object(npc.id)) - local name = se and se:character_name() - local text = p and p[1] and game.translate_string(p[1]) - if (name and text) then - dynamic_news_helper.send_tip(text,name,nil,15,"ui_npc_duty_girl_msg_image",nil,"npc") - if (tonumber(p[2])) then - local st = db.storage[npc:id()] - local dt = st and st.beh and st.beh.desired_target - if (dt) then - dt.speech_delay_until = time_global() + tonumber(p[2]) * 1000 - end - end - end -end - - -function get_waypoint(npc,section,pt) - local st = npc and db.storage[npc:id()] - if (st and st.ini and (section or st.active_section) and pt and tostring(pt)) then - local str = st.ini:r_string_ex(section or st.active_section,tostring(pt)) - if (str) then - for s in string.gmatch(str,"pos:(%A+)") do - local v = str_explode(s,",") - if (tonumber(v[1]) and tonumber(v[2]) and tonumber(v[3])) then - return vector():set(tonumber(v[1]),tonumber(v[2]),tonumber(v[3])) - end - end - end - end -end - -function set_position(actor,npc,p) - local pos = p and p[1] and p[2] and get_waypoint(npc,p[1],p[2]) - if (pos) then - npc:set_npc_position(pos) - end -end ---[[---------------------------------------------------------------------------------------------------- - Stalker state -------------------------------------------------------------------------------------------------------]] -function state_idle(actor,npc,p) - local new_state = p and p[1] - local state = npc and state_mgr.get_state(npc) - if (new_state and state and (new_state ~= state)) then - state_mgr.set_state(npc,new_state) - end -end - - ---[[---------------------------------------------------------------------------------------------------- - Movement -------------------------------------------------------------------------------------------------------]] -local function validate(npc,vid) - if (vid and vid < 4294967295 and npc:accessible(vid) and vid ~= npc:level_vertex_id()) then - return db.used_level_vertex_ids[vid] == nil or db.used_level_vertex_ids[vid] == npc:id() - end - return false -end - -local function lmove(npc,vid,st) - if (vid == nil or vid >= 4294967295) then - return - end - - if (db.used_level_vertex_ids[vid] == npc:id()) then - npc:set_dest_level_vertex_id(vid) - return vid - end - - if (st.vid) then - db.used_level_vertex_ids[st.vid] = nil - end - - if not (npc:accessible(vid)) then - local vtemp = VEC_ZERO - vid, vtemp = npc:accessible_nearest(vid and level.vertex_position(vid) or npc:position(), vtemp ) - end - - db.used_level_vertex_ids[vid] = npc:id() - st.vid = vid - - npc:set_dest_level_vertex_id(vid) - return vid -end - ---[[---------------------------------------------------------------------------------------------------- - Animpoints -------------------------------------------------------------------------------------------------------]] -local campfire_state_tbl = { - idle = {director = {"", "_eat_bread", "_eat_kolbasa", "_drink_vodka", "_drink_energy", "_weapon", "_roast_kolbasa", "_roast_kolbasa_bred", "_roast_bred", "_sleep", "_use_pda"}, listener = {"", "_eat_bread", "_eat_kolbasa", "_drink_vodka", "_drink_energy", "_weapon", "_roast_kolbasa", "_roast_kolbasa_bred", "_roast_bred", "_sleep", "_use_pda"}}, - harmonica = {director = {"_harmonica"}, listener = {"", "_eat_bread", "_eat_kolbasa", "_drink_vodka", "_drink_energy", "_weapon", "_roast_kolbasa", "_roast_kolbasa_bred", "_roast_bred", "_sleep", "_use_pda"}}, - guitar = {director = {"_guitar"}, listener = {"", "_eat_bread", "_eat_kolbasa", "_drink_vodka", "_drink_energy", "_weapon", "_roast_kolbasa", "_roast_kolbasa_bred", "_roast_bred", "_sleep", "_use_pda"}}, - story = {director = {"", "_weapon"}, listener = {"", "_eat_bread", "_eat_kolbasa", "_drink_vodka", "_drink_energy", "_weapon", "_roast_kolbasa", "_roast_kolbasa_bred", "_roast_bred", "_sleep", "_use_pda"}}, -} - -local state_sit_all = {"animpoint_sit","animpoint_sit_ass","animpoint_sit_knee"} - -function xr_effects.animpoint(actor,npc) - local st = npc and db.storage[npc:id()] - local beh = st and st.beh - if not (beh) then - return - end - local dt = beh.desired_target - - if not (dt and (st.active_section == dt.active_section) and (dt.custom_logic == "animpoint")) then - local index = next_pt_index(npc) - dt = load_animpoint(npc,index) - end - - if (dt and dt.wait_delay and (dt.wait_delay < time_global())) then - local index = next_pt_index(npc) - dt = load_animpoint(npc,index) - end - - if not (dt.level_vertex_id) then - printf("GhenTuong: animpoint %s | %s",st.active_section,dt.level_vertex_id) - return - end - - if (st.beh.use_camp and dt.animpoint) then - -- Move to camp - if (npc:level_vertex_id() ~= dt.level_vertex_id) then - npc:set_path_type(game_object.level_path) - npc:set_desired_direction() - beh.assist_point = utils_obj.send_to_nearest_accessible_vertex(npc,dt.level_vertex_id,"xr_custom.animpoint") - set_moving_state(npc) - return - end - - -- Get camp - if not (beh.camp) then - beh.camp = sr_camp.get_current_camp(dt.position) - end - if (beh.camp and not beh.in_camp) then - beh.camp:register_npc(npc:id()) - beh.in_camp = true - end - - if not (dt.approved_actions and (#dt.approved_actions > 0)) then - local is_in_camp = beh.camp ~= nil - local p = {"animpoint_sit_ass","animpoint_sit_knee","animpoint_sit"} - dt.description_name = p[math.random(#p)] - dt.avail_actions = xr_animpoint_predicates.associations[dt.description_name] - - if (dt.avail_actions) then - local lst = {} - for k,v in pairs(dt.avail_actions) do - if (v.predicate(npc:id(),is_in_camp) == true) then - lst[#lst+1] = v - end - end - dt.approved_actions = lst - - for k,v in pairs(dt.approved_actions) do - printf("GhenTuong: load_campfire_actions [%s] %s is_in_camp %s %s",npc:name(),dt.active_section,is_in_camp,v and v.name) - end - else - return - end - end - - local tmp_actions = {} - local num = 0 - - local camp_action, is_director = beh.camp and beh.camp:get_camp_action(npc:id()) - if not (camp_action) then - printf("GhenTuong: [%s] %s no camp",npc:name(),dt.active_section) - return - end - - local tbl = nil - if (is_director) then - tbl = campfire_state_tbl[camp_action].director - dt.__dtimer = time_global() - else - dt.__dtimer = (not dt.__dtimer and time_global() + math.random(10000,15000)) or dt.__dtimer - if (dt.current_action and time_global() < dt.__dtimer) then - return - end - tbl = campfire_state_tbl[camp_action].listener - end - - local found = false - for k,v in pairs(dt.approved_actions) do - for i = 1, #tbl do - if (dt.description_name .. tbl[i] == v.name) then - num = num + 1 - tmp_actions[num] = v.name - found = true - end - end - end - - if not (found) then - num = num + 1 - tmp_actions[num] = dt.description_name - end - - dt.current_action = tmp_actions[math.random(num)] - - for k,v in pairs(tmp_actions) do - printf("GhenTuong: animpoint load campfire action %s %s",dt.active_section,v) - end - - local cur_state = state_mgr.get_state(npc) - local new_state = dt.current_action - if (cur_state and new_state and (cur_state ~= new_state)) then - local anim_pos = dt.animpoint and vector():set(dt.animpoint) - local anim_dir = dt.direction and vector():set(dt.direction) - state_mgr.set_state(npc,new_state,nil,nil,nil,{animation_position = anim_pos, animation_direction = anim_dir}) - end - return - end - - if (dt.animpoint) then - local cur_state = state_mgr.get_state(npc) - local new_state = nil - - if (dt.delay_animation and string.find(dt.delay_animation,"@random")) then - if (dt.random_animation == nil) then - local str = str_explode(dt.delay_animation,"@") - local state_base = tostring(str[1]) - state_base = (string.find(state_base,"animpoint_sit_all") and state_sit_all[math.random(#state_sit_all)]) or state_base - - local p = {"guitar","harmonica","roast","weapon"} - local function check_state_exception(state_con,state) - for k,v in pairs(p) do - if (string.find(state,v) and not string.find(state_con,v)) then - return false - end - end - return true - end - - local state_list = {} - local t = xr_animpoint_predicates.associations[state_base] - if (t) then - for k,v in pairs(t) do - if (v.name and check_state_exception(dt.delay_animation,tostring(v.name))) then - state_list[#state_list+1] = tostring(v.name) - end - end - end - - if (#state_list == 0) then - printf("GhenTuong: xr_logic_ex can not find %s %s",dt.active_section,dt.delay_animation) - return - end - dt.random_animation = state_list[math.random(#state_list)] - end - new_state = dt.random_animation - else - new_state = dt.delay_animation - end - - if not (cur_state and new_state) then - return - end - - if ((cur_state == new_state) and (npc:position():distance_to_sqr(dt.animpoint) < 0.8)) then - if (dt.delay) then - if not (dt.wait_delay) then - dt.wait_delay = time_global() + dt.delay - end - end - - if (dt.sound_idle) then - xr_sound.set_sound_play(npc:id(),dt.sound_idle) - end - return - end - - if (npc:level_vertex_id() ~= dt.level_vertex_id) then - npc:set_path_type(game_object.level_path) - npc:set_desired_direction() - beh.assist_point = utils_obj.send_to_nearest_accessible_vertex(npc,dt.level_vertex_id,"xr_custom.animpoint") - set_moving_state(npc) - return - end - - if (cur_state == new_state) then - if (dt.delay) then - if not (dt.wait_delay) then - dt.wait_delay = time_global() + dt.delay - end - end - - if (dt.sound_idle) then - xr_sound.set_sound_play(npc:id(),dt.sound_idle) - end - return - end - - local reach_state = "animpoint_reach_ex" - - if (cur_state ~= new_state) and (cur_state ~= reach_state) then - local anim_pos = dt.animpoint and vector():set(dt.animpoint) - local anim_dir = dt.direction and vector():set(dt.direction) - state_mgr.set_state(npc,reach_state,{turn_end_func = function() return end},nil,{look_dir = anim_dir},{animation_position = anim_pos}) - end - - if (cur_state == reach_state) and not (st.callback and st.callback.turn_end_func) then - local anim_pos = dt.animpoint and vector():set(dt.animpoint) - local anim_dir = dt.direction and vector():set(dt.direction) - --local look_pos = dt.look_position and vector():set(dt.look_position) - state_mgr.set_state(npc,new_state,nil,nil,nil,{animation_position = anim_pos, animation_direction = anim_dir}) - end - return - end - - if (npc:level_vertex_id() ~= dt.level_vertex_id) then - npc:set_path_type(game_object.level_path) - npc:set_desired_direction() - beh.assist_point = utils_obj.send_to_nearest_accessible_vertex(npc,dt.level_vertex_id,"xr_custom.animpoint") - set_moving_state(npc) - return - end - - local cur_state = state_mgr.get_state(npc) - local new_state = dt.delay_animation - if not (cur_state and new_state) then - return - end - - if (cur_state == new_state) then - if (dt.delay) then - if not (dt.wait_delay) then - dt.wait_delay = time_global() + dt.delay - end - end - - if (dt.sound_idle) then - xr_sound.set_sound_play(npc:id(),dt.sound_idle) - end - return - end - - local look_pos = dt.look_position and vector():set(dt.look_position) - state_mgr.set_state(npc,new_state,nil,nil,{look_position = look_pos}) -end - -function load_animpoint(npc,index) - local st = npc and db.storage[npc:id()] - local str = st and st.beh and st.ini and st.active_section and st.ini:r_string_ex(st.active_section,"pt" .. index) - if not (str) then - return {} - end - - local dt = {} - dt.active_section = tostring(st.active_section) - dt.custom_logic = "animpoint" - dt.path_index = tonumber(index) - - for s in string.gmatch(str,"pos:(%A+)") do - local p = str_explode(s,",") - dt.position = vector():set(tonumber(p[1]),tonumber(p[2]),tonumber(p[3])) - dt.level_vertex_id = dt.position and level.vertex_id(vector():set(dt.position.x,dt.position.y+0.5,dt.position.z)) - end - - if (string.find(str,"animpoint:pos")) then - dt.animpoint = dt.position and vector():set(dt.position) - else - for s in string.gmatch(str,"animpoint:(%A+)") do - local p = str_explode(s,",") - dt.animpoint = vector():set(tonumber(p[1]),tonumber(p[2]),tonumber(p[3])) - end - end - - for s in string.gmatch(str,"dir:(%A+)") do - local p = str_explode(s,",") - dt.direction = tonumber(p[1]) and vector_rotate_y(vector():set(0,0,1),tonumber(p[1])):normalize() - end - - local pos = dt.animpoint and vector():set(dt.animpoint) or dt.position and vector():set(dt.position) - local dir = dt.direction and vector():set(dt.direction) - if (pos and dir) then - dt.look_position = vector():set(pos.x + 10*dir.x, pos.y, pos.z + 10*dir.z) - end - - if not (dt.direction and dt.look_position) then - for s in string.gmatch(str,"look:(%A+)") do - local p = str_explode(s,",") - dt.look_position = vector():set(tonumber(p[1]),tonumber(p[2]),tonumber(p[3])) - end - if (pos and dt.look_position) then - dt.direction = vector():set(dt.look_position):sub(pos):normalize() - end - end - - local pt = str_explode(str,"|") - pt = pt[1] and str_explode(pt[1],",") - - if (pt) then - if (pt[1] and (pt[1] ~= "") and (pt[1] ~= "nil")) then - dt.delay = tonumber(pt[1]) - end - - if (pt[2] and (pt[2] ~= "") and (pt[2] ~= "nil")) then - dt.delay_animation = tostring(pt[2]) - end - - if (pt[3] and (pt[3] ~= "") and (pt[3] ~= "nil")) then - dt.sound_idle = tostring(pt[3]) - end - end - - st.beh.desired_target = dt - return st.beh.desired_target -end - -function next_pt_index(npc) - local st = npc and db.storage[npc:id()] - local dt = st and st.beh and st.beh.desired_target - local index = (dt and (st.active_section == dt.active_section) and tonumber(dt.path_index) or 0) + 1 - if (st.ini and st.active_section and st.ini:r_string_ex(st.active_section,"pt" .. index)) then - return index - end - return 1 -end - -function set_moving_state(npc) - local beh = db.storage[npc:id()] and db.storage[npc:id()].beh - if not (beh) then return end - - local t = time_global() - if (beh.keep_state_until and t < beh.keep_state_until) then - return - end - beh.keep_state_until = t + 500 - - local new_state = beh.run_animation - local dist_w = tonumber(xr_logic.pick_section_from_condlist(db.actor, npc, beh.walk_dist) or 5) or 5 - local dist_j = tonumber(xr_logic.pick_section_from_condlist(db.actor, npc, beh.jog_dist) or 10) or 10 - - local pos = vector():set(npc:position()) - local d = beh.desired_target and beh.desired_target.position and pos:distance_to_sqr(beh.desired_target.position) - - if (beh.assist_point == nil or beh.assist_point == npc:level_vertex_id()) then - new_state = beh.wait_animation - elseif ((dist_w ~= 0) and d and (d < dist_w*dist_w)) then - new_state = beh.walk_animation - elseif ((dist_j ~= 0) and d and (d > dist_j*dist_j)) then - new_state = beh.jog_animation - end - - state_mgr.set_state(npc,new_state,nil,nil,nil,{fast_set = true,animation = true}) -end - - - ---[[---------------------------------------------------------------------------------------------------- - Campfire -------------------------------------------------------------------------------------------------------]] -local storage_camp = {} - -function generate_campfire_point(smart_name,campfire_name) - local function itr(obj) - local cf = {} - local pos = obj:position() - local dir = obj:direction() - if (pos and dir) then - - end - - if (storage_camp[smart_name] == nil) then - storage_camp[smart_name] = {} - end - storage_camp[smart_name][campfire_name] = cf - end - - if (db.campfire_table_by_smart_names[smart_name]) then - for _,k in pairs(db.campfire_table_by_smart_names[smart_name]) do - if (k.object and (k.object:name() == campfire_name)) then - itr(camp) - break - end - end - end -end - -function xr_effects.beh_campfire(actor,npc) - local st = npc and db.storage[npc:id()] - if not (st and st.beh) then - return - end - - local dt = st and st.beh and st.beh.desired_target - - if not (dt and (st.active_section == dt.active_section) and (dt.custom_logic == "beh_campfire")) then - dt = load_beh_campfire(npc,index) - end - - if not (dt and dt.smart_name and dt.campfire_name) then - return - end -end - -function load_beh_campfire(npc,st) - local ini = st.ini - local section = st.active_scheme - if not (ini and section and ini:section_exist(section)) then - return - end - - local dt = {} - dt.active_section = tostring(st.active_section) - dt.custom_logic = "beh_campfire" - dt.smart_name = ini:r_string_ex(section,"smart") - dt.campfire_name = ini:r_string_ex(section,"campfire") - - st.beh.desired_target = dt - return st.beh.desired_target -end - - ---[[---------------------------------------------------------------------------------------------------- - Mutants -------------------------------------------------------------------------------------------------------]] -local mutant_state_move = { - ["walk"] = move.walk_fwd, - ["run"] = move.run_fwd, - ["steal"] = move.steal, -} - -local mutant_state_wait = { - ["stand"] = anim.stand_idle, - ["lie"] = anim.lie_idle, - ["sleep"] = anim.sleep, -} - -function xr_effects.mutant_path(actor,npc,p) - local st = npc and db.storage[npc:id()] - if not (st and st.beh) then - return - end - - local dt = st and st.beh and st.beh.desired_target - - if not (dt and (st.active_section == dt.active_section) and (dt.custom_logic == "mutant_path")) then - dt = mutant_load_path(npc) - end - - if not (dt.level_vertex_id and dt.position) then - return - end - - if (npc:get_enemy()) then - if (npc:clsid() == clsid.bloodsucker_s) then - npc:release_stand_sleep_animation() - end - return - end - - xr_logic.mob_capture(npc,true) - - local t = time_global() - if (dt.keep_state_until and t < dt.keep_state_until) then - return - end - dt.keep_state_until = t + 1000 - - --local squad = get_object_squad(npc) - --printf("GhenTuong: mutant_path current_action = %s | assigned_target_id = %s",squad.current_action,squad.assigned_target_id) - - if (npc:level_vertex_id() ~= dt.level_vertex_id) then - local state = xr_logic.pick_section_from_condlist(db.actor,npc,dt.move_animation) - local new_state = (state and mutant_state_move[state]) or mutant_state_move["walk"] - action(npc,move(new_state,dt.level_vertex_id,dt.position),cond(cond.move_end)) - - if (npc:clsid() == clsid.bloodsucker_s) then - npc:release_stand_sleep_animation() - end - --printf("GhenTuong: mutant_path %s %s",npc:name(),dt.position:distance_to_sqr(npc:position())) - return - end - - if (dt.look_position) then - local state = xr_logic.pick_section_from_condlist(db.actor,npc,dt.wait_animation) - if (state == "bloodsucker_sleep") then - local rot_y = vector_angle_diff(npc:direction(),dt.direction) - if (rot_y and rot_y < 10) then - if not (dt.force_stand_sleep_animation_index) then - dt.force_stand_sleep_animation_index = math.random(0,1) - end - npc:force_stand_sleep_animation(dt.force_stand_sleep_animation_index) - return - end - action(npc,anim(mutant_state_wait["stand"],0),look(look.point,dt.look_position),cond(cond.look_end)) - return - end - - if (npc:clsid() == clsid.bloodsucker_s) then - npc:release_stand_sleep_animation() - end - local new_state = (state and mutant_state_wait[state]) or mutant_state_wait["stand"] - action(npc,anim(new_state,0),look(look.point,dt.look_position),cond(cond.look_end)) - end -end - -function mutant_load_path(npc) - local st = npc and db.storage[npc:id()] - local str = st and st.beh and st.ini and st.active_section and st.ini:r_string_ex(st.active_section,"pt1") - if not (str) then - return {} - end - - local dt = {} - dt.active_section = tostring(st.active_section) - dt.custom_logic = "mutant_path" - - dt.move_animation = st.ini:r_string_to_condlist(st.active_section,"move_animation","walk") - dt.wait_animation = st.ini:r_string_to_condlist(st.active_section,"wait_animation","stand") - - for s in string.gmatch(str,"smart:(%S+)") do - local smart = SIMBOARD.smarts_by_names[s] - dt.position = smart and vector():set(smart.position) - dt.level_vertex_id = smart and tonumber(smart.m_level_vertex_id) - end - - for s in string.gmatch(str,"sound:(%S+)") do - dt.sound = tostring(s) - end - - for s in string.gmatch(str,"pos:(%A+)") do - local p = str_explode(s,",") - if (tonumber(p[1]) and tonumber(p[2]) and tonumber(p[3])) then - dt.level_vertex_id = level.vertex_id(vector():set(tonumber(p[1]),tonumber(p[2])+0.5,tonumber(p[3]))) - dt.position = dt.level_vertex_id and vector():set(level.vertex_position(dt.level_vertex_id)) - end - end - - for s in string.gmatch(str,"dir:(%A+)") do - local p = str_explode(s,",") - if (tonumber(p[1]) and tonumber(p[2]) and tonumber(p[3])) then - dt.direction = vector():set(tonumber(p[1]),tonumber(p[2]),tonumber(p[3])):normalize() - elseif (tonumber(p[1])) then - dt.direction = vector_rotate_y(vector():set(0,0,1),tonumber(p[1])):normalize() - end - local pos = vector():set(dt.position) - local dir = vector():set(dt.direction) - dt.look_position = pos and dir and vector():set(pos.x + 10*dir.x, pos.y, pos.z + 10*dir.z) - end - - if not (dt.position) then - printf("GhenTuong: %s [%s] no dt.position",st.ini_filename,st.active_section) - end - if not (dt.level_vertex_id) then - printf("GhenTuong: %s [%s] no dt.level_vertex_id",st.ini_filename,st.active_section) - end - if not (dt.look_position) then - printf("GhenTuong: %s [%s] no dt.look_position",st.ini_filename,st.active_section) - end - --[[ - printf("GhenTuong: mutant_load_path %s ", dt.level_vertex_id) - printf("GhenTuong: mutant_load_path %s ", dt.position) - printf("GhenTuong: mutant_load_path %s ", dt.look_position) - --]] - st.beh.desired_target = dt - return st.beh.desired_target -end - -function vector_angle_diff(dir1,dir2) - if (dir1 and dir2) then - local v1 = -math.deg(math.atan2(dir1.x,dir1.z)) - local v2 = -math.deg(math.atan2(dir2.x,dir2.z)) - return math.abs(math.min(math.abs(v1-v2),360-math.abs(v1)-math.abs(v2))) - end -end - ---[[---------------------------------------------------------------------------------------------------- - Main -------------------------------------------------------------------------------------------------------]] -local storage_set_position = {} -local storage_logic = {} -local storage_squad = {} - -function squad_on_update(squad) - if not (squad and ini_sys:line_exist(squad:section_name(),"logic")) then - return - end - if (axr_companions.companion_squads and axr_companions.companion_squads[squad.id]) then - return - end - - local ini_name = ini_sys:r_string_ex(squad:section_name(),"logic") - - if not (storage_squad[ini_name] or load_storage_squad(ini_name)) then - return - end - squad_target_update(squad,storage_squad[ini_name]) - - if not (storage_logic[ini_name] or load_storage_logic(ini_name)) then - return - end - --printf("GhenTuong: squad_on_update %s",squad:section_name()) - for k in squad:squad_members() do - local st = k and db.storage[k.id] - if (st) then - local npc = st.object or level.object_by_id(k.id) - if (npc and npc:alive()) then - npc_logic_update(npc,st,squad,ini_name,storage_logic[ini_name]) - end - end - end -end - -function load_storage_squad(ini_name) - local ini = ini_file(ini_name) - if not (ini) then - printf("GhenTuong: xr_logic_ex | load_storage_squad file %s doesn't exist.",ini_name) - return false - end - - local tbl = {} - - if (ini:section_exist("section@squad")) then - local n = ini:line_count("section@squad") - local t = 0 - for k=0,n-1 do - local r,i,v = ini:r_line("section@squad",k) - if (i and v) then - if (string.find(i,"target")) then - t = t + 1 - tbl[t] = {} - tbl[t].condlist = ini:r_string_to_condlist("section@squad",i) - tbl[t].teleport = string.find(i,"@") and true or false - --printf("GhenTuong: xr_logic_ex load_storage_squad | %s = %s",i,v) - end - end - end - tbl.target_num = t - - if (ini:line_exist("section@squad","condlist")) then - tbl.condlist = ini:r_string_to_condlist("section@squad","condlist") - end - end - - storage_squad[ini_name] = tbl - return true -end - -function load_storage_logic(ini_name) - local ini = ini_file(ini_name) - if not (ini) then - printf("GhenTuong: xr_logic_ex | load_storage_logic file %s doesn't exist.",ini_name) - return false - end - - local tbl = {} - - - if (ini:section_exist("section@logic")) then - local n = ini:line_count("section@logic") - for k=0,n-1 do - local result,i,v = ini:r_line("section@logic",k) - if (i and (i ~= "") and (i ~= "nil") and ini:section_exist(i) and string.find(i,"logic")) then - tbl[i] = {} - tbl[i].prior = ini:r_float_ex(i,"prior") or 0 - tbl[i].logic = ini:r_string_to_condlist(i,"suitable","true") - --printf("GhenTuong: xr_logic_ex load_storage_logic | section@logic %s ",i) - end - end - end - - storage_logic[ini_name] = tbl - return true -end - -function squad_target_update(squad,tbl) - if (tbl.condlist) then - xr_logic.pick_section_from_condlist(db.actor,squad,tbl.condlist) - end - - local new_target = nil - local offline_teleport = false - - if (tbl.target_num) then - for i=1,tbl.target_num,1 do - local k = tbl[i] - local target = k and k.condlist and xr_logic.pick_section_from_condlist(db.actor,squad,k.condlist) - if (target and (target ~= "") and (target ~= "nil")) then - new_target = target - offline_teleport = k.teleport and true - break - end - end - end - - if (new_target) then - local obj = nil - - if (false) then - elseif (new_target == "self") then - if (squad.scripted_target ~= squad.id) then - squad.scripted_target = tonumber(squad.id) - end - obj = squad - elseif (SIMBOARD.smarts_by_names[new_target]) then - if (squad.scripted_target ~= new_target) then - squad.scripted_target = new_target - end - obj = SIMBOARD.smarts_by_names[new_target] - else - local se_obj = get_story_se_object(new_target) - if (se_obj and se_obj.id) then - if (squad.scripted_target ~= se_obj.id) then - squad.scripted_target = tonumber(se_obj.id) - end - obj = se_obj - end - end - - if (offline_teleport and (squad.online ~= true)) then - if (obj and not simulation_objects.is_on_the_same_level(squad,obj)) then - local pos = obj.position - local vid = obj.m_level_vertex_id - local gid = obj.m_game_vertex_id - if (pos and vid and gid) then - TeleportSquad(squad,pos,vid,gid) - printf("GhenTuong: squad_target_update teleport [%s] %s %s",squad:name(),new_target,squad.scripted_target) - end - end - end - - --printf("GhenTuong: xr_logic_ex | squad_target_update [%s] %s %s",squad:name(),new_target,squad.scripted_target) - end -end - -function npc_logic_update(npc,st,squad,ini_name,tbl) - if (npc:has_info("npcx_is_companion")) then - --printf("GhenTuong: npc_logic_update squad isn't companion but npc is? [%s]",npc:name()) - return - end - - local npc_id = npc:id() - - -- Keep using current logic if it is still valid. - local using = st.section_logic and tbl[st.section_logic] - local check = using and (xr_logic.pick_section_from_condlist(db.actor,npc,using.logic) == "true") - - -- Choose new logic - local new_logic = check and tostring(st.section_logic) or "" - local new_prior = check and tonumber(using.prior) or -1 - - -- Case of save/load - if not (using) then - for i,v in pairs(tbl) do - if (v.own_id == npc_id) then - check = xr_logic.pick_section_from_condlist(db.actor,npc,v.logic) == "true" - new_logic = check and tostring(i) or "" - new_prior = check and tonumber(v.prior) or -1 - --printf("GhenTuong: xr_logic_ex | re-use [%s] %s %s",npc:name(),new_logic,new_prior) - break - end - end - end - - for i,v in pairs(tbl) do - if ((v.prior > new_prior) and (xr_logic.pick_section_from_condlist(db.actor,npc,v.logic) == "true")) then - local k = v.own_id and (v.own_id ~= npc_id) and db.storage[v.own_id] - if not (k and k.object and k.object:alive() and k.section_logic and (k.section_logic == i)) then - new_logic = tostring(i) - new_prior = tonumber(v.prior) - end - end - end - - --printf("GhenTuong: xr_logic_ex | npc_logic_update [%s] %s %s",npc:name(),st.section_logic,st.active_section) - if (new_logic and (new_logic ~= st.section_logic) and (new_logic ~= "") and (new_logic ~= "nil") and tbl[new_logic]) then - printf("GhenTuong: xr_logic_ex | old logic [%s] %s %s",npc:name(),st.section_logic,st.active_section) - tbl[new_logic].own_id = npc_id - npc_switch_new_logic(npc,ini_name,new_logic) - end -end - -function npc_switch_new_logic(npc,ini_name,new_logic) - local ini = ini_file(ini_name) - local cls = npc.clsid and npc:clsid() - local sty = (IsStalker(nil,cls) and 0) or (IsMonster(nil,cls) and 1) or nil - --Active scheme section - xr_logic.configure_schemes(npc,ini,ini_name,sty,new_logic,"") - local new_section = xr_logic.determine_section_to_activate(npc,ini,new_logic,db.actor) - xr_logic.activate_by_section(npc,ini,new_section,"",false) - - printf("GhenTuong: xr_logic_ex | new logic [%s] %s %s %s",npc:name(),ini_name,new_logic,new_section) -end - -function npc_on_net(npc,se_obj) - if not (npc:alive()) then - return - end - - local squad = get_object_squad(npc) - - if (squad and axr_companions.companion_squads and axr_companions.companion_squads[squad.id]) then - return - end - - if (npc:has_info("npcx_is_companion")) then - --printf("GhenTuong: npc_on_net squad isn't companion but npc is? [%s]",npc:name()) - return - end - - if (squad and ini_sys:line_exist(squad:section_name(),"logic")) then - local ini_name = ini_sys:r_string_ex(squad:section_name(),"logic") - - if not (storage_squad[ini_name] or load_storage_squad(ini_name)) then - return - end - squad_target_update(squad,storage_squad[ini_name]) - - if not (storage_logic[ini_name] or load_storage_logic(ini_name)) then - return - end - - --Force squad to update target so don't fuck up my scheme setting for npc. - local script_target_id = squad:get_script_target() - if (script_target_id) then - squad:specific_update(script_target_id) - else - squad:generic_update() - end - - local st = db.storage[npc:id()] - if (st) then - npc_logic_update(npc,st,squad,ini_name,storage_logic[ini_name]) - end - end - -- For smart exclusive logic too. Not only my custom squad logic. - npc_set_position(npc,se_obj,squad) -end - -function npc_set_position(npc,se_obj,squad) - local id = se_obj.id - local st = db.storage[id] - local ini = st.ini - local section_logic = st.section_logic - local active_section = st.active_section - - if not (ini and section_logic and active_section and ini:line_exist(section_logic,"net_spawn")) then - return - end - - if (db.spawned_vertex_by_id[id]) then - db.spawned_vertex_by_id[id] = nil - end - if (db.offline_objects[id] and db.offline_objects[id].level_vertex_id) then - db.offline_objects[id].level_vertex_id = nil - end - - local target = xr_logic.pick_section_from_condlist(db.actor,npc,ini:r_string_to_condlist(section_logic,"net_spawn","nil")) - if not (target and (target ~= "") and (target ~= "nil")) then - return - end - - local pos = nil - - if (false) then - elseif (target == "actor") then - pos = db.actor:position() - elseif (SIMBOARD.smarts_by_names[target]) then - pos = vector():set(SIMBOARD.smarts_by_names[target].position) - elseif (ini:line_exist(active_section,target)) then - local str = ini:r_string(active_section,target) - if (string.find(str,"pos:")) then - for s in string.gmatch(str,"pos:(%A+)") do - local p = str_explode(s,",") - if (tonumber(p[1]) and tonumber(p[1]) and tonumber(p[1])) then - pos = vector():set(tonumber(p[1]),tonumber(p[2]),tonumber(p[3])) - end - end - end - end - - if (storage_set_position[npc:name()]) then - --printf("GhenTuong: npc_set_position skip [%s]",npc:name()) - return - end - storage_set_position[npc:name()] = true - - npc:set_npc_position(pos) - --printf("GhenTuong: npc_set_position [%s] %s",npc:name(),pos) -end - -function ignore_smart_job(npc) - local story_id = npc and (type(npc.id) == "number") and get_story_object_id(npc.id) - if (story_id and (string.find(story_id,"esc_2_12_stalker_trader") or string.find(story_id,"red_forester_tech"))) then - return false - end - - local squad = npc and get_object_squad(npc) - if (squad and ini_sys:line_exist(squad:section_name(),"logic")) then - return true - end - - return false -end - -function monster_on_update(npc,st) - if not (st and st.ini and st.active_section and st.ini:line_exist(st.active_section,"target")) then - return - end - if not (db.actor and npc and npc:alive()) then - return - end - if not (st.beh and st.beh.target and (st.beh.active_section == st.active_section)) then - st.beh = {} - st.beh.active_section = tostring(st.active_section) - st.beh.target = st.ini:r_string_to_condlist(st.active_section,"target","nil") - end - xr_logic.pick_section_from_condlist(db.actor,npc,st.beh.target) -end - -function npc_on_before_hit(npc,shit,bone_id,flags) - local st = npc and db.storage[npc:id()] - if not (st and st.ini and st.active_section and st.ini:line_exist(st.active_section,"before_hit")) then - return - end - local str = st.ini:r_string_ex(st.active_section,"before_hit") - if (str) then - if string.find(str,"invulnerable") then - if (tonumber(npc.health) < 1) then - npc:set_health_ex(1) - end - flags.ret_value = false - return - end - - if string.find(str,"@") then - local p = str_explode(str,"@") - if (p and #p == 2) then - local v = _G[tostring(p[1])][tostring(p[2])](npc,shit,bone_id,flags) - - if (tostring(v) and string.find(tostring(v),"invulnerable")) then - if (tonumber(npc.health) < 1) then - npc:set_health_ex(1) - end - flags.ret_value = false - end - end - end - end -end - -function npc_on_eval_danger(npc,flags) - local st = npc and db.storage[npc:id()] - if not (st and (st.active_scheme == "beh")) then - return - end - - local con = st.ini and st.active_section and st.ini:r_string_to_condlist(st.active_section,"danger_ignore") - if (con) then - if (xr_logic.pick_section_from_condlist(db.actor,npc,con) == "true") then - flags.ret_value = false - return - end - end -end - -local storage_smart = {} - -function smart_terrain_on_update(smart) - if not (smart and smart.ini and smart.ini:section_exist("on_changing_level")) then - return - end - - if (storage_smart[smart:name()]) then - return - end - storage_smart[smart:name()] = true - - local n = smart.ini:line_count("on_changing_level") - for k=0,n-1 do - local r,i,v = smart.ini:r_line("on_changing_level",k) - if (i and v and string.find(i,"on_info")) then - --printf("smart_terrain_on_update %s",smart:name()) - local con = smart.ini:r_string_to_condlist("on_changing_level",i,"nil") - xr_logic.pick_section_from_condlist(db.actor,smart,con) - end - end -end - -function save_state(m_data) - m_data.xr_logic_ex_storage_set_position = storage_set_position - m_data.xr_logic_ex_storage_logic = storage_logic - m_data.xr_logic_ex_storage_smart = storage_smart -end - -function load_state(m_data) - storage_set_position = m_data.xr_logic_ex_storage_set_position or {} - storage_logic = m_data.xr_logic_ex_storage_logic or {} - storage_smart = m_data.xr_logic_ex_storage_smart or {} -end - -function on_level_changing() - storage_set_position = {} - storage_logic = {} - storage_smart = {} -end - ---[[---------------------------------------------------------------------------------------------------- - Registers -------------------------------------------------------------------------------------------------------]] -function on_game_start() - RegisterScriptCallback("save_state",save_state) - RegisterScriptCallback("load_state",load_state) - RegisterScriptCallback("squad_on_update",squad_on_update) - RegisterScriptCallback("on_level_changing",on_level_changing) - RegisterScriptCallback("monster_on_update",monster_on_update) - RegisterScriptCallback("npc_on_net_spawn",npc_on_net) - RegisterScriptCallback("monster_on_net_spawn",npc_on_net) - RegisterScriptCallback("npc_on_before_hit",npc_on_before_hit) - RegisterScriptCallback("monster_on_before_hit",npc_on_before_hit) - - RegisterScriptCallback("npc_on_eval_danger",npc_on_eval_danger) - - RegisterScriptCallback("smart_terrain_on_update",smart_terrain_on_update) -end ---[[---------------------------------------------------------------------------------------------------- - States -------------------------------------------------------------------------------------------------------]] -function add_states() - return { - animpoint_reach_ex = { weapon = "strapped", - movement = nil, - mental = nil, - bodystate = nil, - animstate = nil, - animation = nil, - direction = CSightParams.eSightTypeAnimationDirection - } - } -end - -copy_table(state_lib.states, add_states()) - ---[[---------------------------------------------------------------------------------------------------- - Overrides -------------------------------------------------------------------------------------------------------]] -function xr_combat_ignore.ignore_enemy_by_overrides(obj,enemy,no_check_job) - if not (enemy) then - return true - end - - if (IsStalker(obj)) then - if (enemy:section() == "mar_smart_terrain_doc_dog" or enemy:section() == "mar_smart_terrain_base_dog_doctor") then - return true - end - end - - local id = obj:id() - local ene_id = enemy:id() - - local st = db.storage[id] and db.storage[id].overrides - - -- This skips enemy_ignore of obj when enemy doesn't have overrides, considered a bug. - -- Ex: enemy that doesn't have logic at all, enemy squad on moving to a smart terrain. - --if not (st) then - -- return false - --end - - -- combat_ignore_cond from custom data logic - local ignore = st and st.combat_ignore and xr_logic.pick_section_from_condlist(enemy, obj, st.combat_ignore.condlist) - if (ignore == "true") then - --obj:enable_memory_object(enemy,false) - return true - end - - -- enemy_ignore_cond override from custom data logic - -- if this is true then npc will IGNORE combat with this specific enemy - local ene_st = db.storage[ene_id] and db.storage[ene_id].overrides - if (ene_st) then - ignore = ene_st.enemy_ignore and xr_logic.pick_section_from_condlist(enemy, obj, ene_st.enemy_ignore.condlist) - if (ignore == "true") then - --obj:enable_memory_object(enemy,false) - return true - end - end - - -- Ignore enemies because of no_combat_job - if (no_check_job ~= true) and (st and st.no_combat_job and xr_logic.pick_section_from_condlist(enemy, obj, st.no_combat_job.condlist) == "true") then - return true - end - - return false -end - -function xr_combat_camper.action_shoot:initialize() - action_base.initialize(self) - self.st.camper_combat_action = true - xr_sound.set_sound_play(self.object:id(),"fight_enemy") -end - -function xr_combat_camper.action_shoot:execute() - action_base.execute(self) - local new_state = "hide_fire" - local st = db.storage[self.object:id()] - if (st and st.ini and st.active_section and st.ini:line_exist(st.active_section,"combat_camper_state_fire")) then - new_state = st.ini:r_string_ex(st.active_section,"combat_camper_state_fire") - end - state_mgr.set_state(self.object,new_state,nil,nil,{look_object = self.object:best_enemy()},{fast_set = true}) - xr_sound.set_sound_play(self.object:id(),"fight") -end - -function xr_combat_camper.action_look_around:reset() - self.forget_time = device():time_global() + 30000 - self.change_dir_time = device():time_global() + 15000 - - -- если врага мы ещё не видели вообще, то всё равно повернуться к нему - if not self.st.last_seen_pos and self.object:best_enemy() ~= nil then - self.st.last_seen_pos = self.object:best_enemy():position() - end - - local new_state = "hide" - local st = db.storage[self.object:id()] - if (st and st.ini and st.active_section and st.ini:line_exist(st.active_section,"combat_camper_state_look")) then - new_state = st.ini:r_string_ex(st.active_section,"combat_camper_state_look") - end - state_mgr.set_state(self.object,new_state,nil,nil,{look_position = self.st.last_seen_pos}) -end - -function xr_combat_camper.action_look_around:execute() - action_base.execute(self) - - if (self.forget_time < device():time_global()) then --- self.object:enable_memory_object( self.object:best_enemy(), false ) - self.st.last_seen_pos = nil - return - end - - if (self.change_dir_time < device():time_global()) then - self.change_dir_time = device():time_global() + math.random(2000,4000) - - local ang = math.random(0,120) - 60 - local dir = self.st.last_seen_pos and vector():set(self.st.last_seen_pos):sub(self.object:position()):normalize() - dir = dir and vector_rotate_y(dir,ang):normalize() - dir = dir and vector():set(dir.x * 10, dir.y * 10, dir.z * 10) - - local new_state = "hide" - local st = db.storage[self.object:id()] - if (st and st.ini and st.active_section and st.ini:line_exist(st.active_section,"combat_camper_state_look")) then - new_state = st.ini:r_string_ex(st.active_section,"combat_camper_state_look") - end - state_mgr.set_state(self.object,new_state,nil,nil,{look_position = dir and self.object:position():add(dir)},{fast_set = true}) - end -end \ No newline at end of file diff --git a/mods/[DEV] Configuration Files/gamedata/configs/axr_options.ltx b/mods/[DEV] Configuration Files/gamedata/configs/axr_options.ltx index d9d454d2..8adb803a 100644 --- a/mods/[DEV] Configuration Files/gamedata/configs/axr_options.ltx +++ b/mods/[DEV] Configuration Files/gamedata/configs/axr_options.ltx @@ -1,70 +1,1221 @@ +[character_creation] + new_game_difficulty = + new_game_economy = + new_game_faction = + new_game_loadout = + new_game_map = + new_game_money = + new_game_story_mode = + new_game_test = + +[global_keybinds] + debug_demo_record = DIK_NUMPAD0 + [mcm] + mcm/key_wrapper/kb_grp_common/cam_1_enable = false mcm/key_wrapper/kb_grp_common/cam_1_key = -1 + mcm/key_wrapper/kb_grp_common/cam_2_enable = false mcm/key_wrapper/kb_grp_common/cam_2_key = -1 + mcm/key_wrapper/kb_grp_common/cam_3_enable = false mcm/key_wrapper/kb_grp_common/cam_3_key = -1 + mcm/key_wrapper/kb_grp_common/custom17_enable = false mcm/key_wrapper/kb_grp_common/custom17_key = -1 + mcm/key_wrapper/kb_grp_common/custom6_enable = false mcm/key_wrapper/kb_grp_common/custom6_key = -1 + mcm/key_wrapper/kb_grp_common/pause_enable = false mcm/key_wrapper/kb_grp_common/pause_key = -1 + mcm/key_wrapper/kb_grp_common/quick_load_enable = false mcm/key_wrapper/kb_grp_common/quick_load_key = -1 + mcm/key_wrapper/kb_grp_common/quick_save_enable = false mcm/key_wrapper/kb_grp_common/quick_save_key = -1 + mcm/key_wrapper/kb_grp_common/screenshot_enable = false mcm/key_wrapper/kb_grp_common/screenshot_key = -1 + mcm/key_wrapper/kb_grp_companions/custom18_enable = false mcm/key_wrapper/kb_grp_companions/custom18_key = -1 + mcm/key_wrapper/kb_grp_companions/custom1_enable = false mcm/key_wrapper/kb_grp_companions/custom1_key = -1 + mcm/key_wrapper/kb_grp_companions/custom2_enable = false mcm/key_wrapper/kb_grp_companions/custom2_key = -1 + mcm/key_wrapper/kb_grp_companions/custom3_enable = false mcm/key_wrapper/kb_grp_companions/custom3_key = -1 + mcm/key_wrapper/kb_grp_companions/custom4_enable = false mcm/key_wrapper/kb_grp_companions/custom4_key = -1 + mcm/key_wrapper/kb_grp_companions/custom5_enable = false mcm/key_wrapper/kb_grp_companions/custom5_key = -1 + mcm/key_wrapper/kb_grp_inventory/cam_zoom_in_enable = false mcm/key_wrapper/kb_grp_inventory/cam_zoom_in_key = -1 + mcm/key_wrapper/kb_grp_inventory/cam_zoom_out_enable = false mcm/key_wrapper/kb_grp_inventory/cam_zoom_out_key = -1 + mcm/key_wrapper/kb_grp_inventory/custom14_enable = false mcm/key_wrapper/kb_grp_inventory/custom14_key = -1 + mcm/key_wrapper/kb_grp_inventory/drop_enable = false mcm/key_wrapper/kb_grp_inventory/drop_key = -1 + mcm/key_wrapper/kb_grp_inventory/inventory_enable = false mcm/key_wrapper/kb_grp_inventory/inventory_key = -1 + mcm/key_wrapper/kb_grp_inventory/night_vision_enable = false mcm/key_wrapper/kb_grp_inventory/night_vision_key = -1 + mcm/key_wrapper/kb_grp_inventory/quick_use_1_enable = false mcm/key_wrapper/kb_grp_inventory/quick_use_1_key = -1 + mcm/key_wrapper/kb_grp_inventory/quick_use_2_enable = false mcm/key_wrapper/kb_grp_inventory/quick_use_2_key = -1 + mcm/key_wrapper/kb_grp_inventory/quick_use_3_enable = false mcm/key_wrapper/kb_grp_inventory/quick_use_3_key = -1 + mcm/key_wrapper/kb_grp_inventory/quick_use_4_enable = false mcm/key_wrapper/kb_grp_inventory/quick_use_4_key = -1 + mcm/key_wrapper/kb_grp_inventory/show_detector_enable = false mcm/key_wrapper/kb_grp_inventory/show_detector_key = -1 + mcm/key_wrapper/kb_grp_inventory/torch_enable = false mcm/key_wrapper/kb_grp_inventory/torch_key = -1 + mcm/key_wrapper/kb_grp_movement/accel_enable = false mcm/key_wrapper/kb_grp_movement/accel_key = 151 + mcm/key_wrapper/kb_grp_movement/crouch_enable = false mcm/key_wrapper/kb_grp_movement/crouch_key = 46 + mcm/key_wrapper/kb_grp_movement/llookout_enable = false mcm/key_wrapper/kb_grp_movement/llookout_key = 16 + mcm/key_wrapper/kb_grp_movement/rlookout_enable = false mcm/key_wrapper/kb_grp_movement/rlookout_key = 18 + mcm/key_wrapper/kb_grp_movement/sprint_toggle_enable = false mcm/key_wrapper/kb_grp_movement/sprint_toggle_key = 42 + mcm/key_wrapper/kb_grp_pda/active_jobs_enable = false mcm/key_wrapper/kb_grp_pda/active_jobs_key = -1 + mcm/key_wrapper/kb_grp_pda/custom10_enable = false mcm/key_wrapper/kb_grp_pda/custom10_key = -1 + mcm/key_wrapper/kb_grp_pda/custom11_enable = false mcm/key_wrapper/kb_grp_pda/custom11_key = -1 + mcm/key_wrapper/kb_grp_pda/custom12_enable = false mcm/key_wrapper/kb_grp_pda/custom12_key = -1 + mcm/key_wrapper/kb_grp_pda/custom16_enable = false mcm/key_wrapper/kb_grp_pda/custom16_key = -1 + mcm/key_wrapper/kb_grp_pda/custom20_enable = false mcm/key_wrapper/kb_grp_pda/custom20_key = -1 + mcm/key_wrapper/kb_grp_pda/custom7_enable = false mcm/key_wrapper/kb_grp_pda/custom7_key = -1 + mcm/key_wrapper/kb_grp_pda/custom8_enable = false mcm/key_wrapper/kb_grp_pda/custom8_key = -1 + mcm/key_wrapper/kb_grp_pda/custom9_enable = false mcm/key_wrapper/kb_grp_pda/custom9_key = -1 + mcm/key_wrapper/kb_grp_pda/scores_enable = false mcm/key_wrapper/kb_grp_pda/scores_key = -1 + mcm/key_wrapper/kb_grp_weapons/custom13_enable = false mcm/key_wrapper/kb_grp_weapons/custom13_key = -1 + mcm/key_wrapper/kb_grp_weapons/custom15_enable = false mcm/key_wrapper/kb_grp_weapons/custom15_key = -1 + mcm/key_wrapper/kb_grp_weapons/custom19_enable = false mcm/key_wrapper/kb_grp_weapons/custom19_key = -1 + mcm/key_wrapper/kb_grp_weapons/next_slot_enable = false mcm/key_wrapper/kb_grp_weapons/next_slot_key = -1 + mcm/key_wrapper/kb_grp_weapons/prev_slot_enable = false mcm/key_wrapper/kb_grp_weapons/prev_slot_key = -1 + mcm/key_wrapper/kb_grp_weapons/safemode_enable = false mcm/key_wrapper/kb_grp_weapons/safemode_key = -1 + mcm/key_wrapper/kb_grp_weapons/wpn_1_enable = false mcm/key_wrapper/kb_grp_weapons/wpn_1_key = -1 + mcm/key_wrapper/kb_grp_weapons/wpn_2_enable = false mcm/key_wrapper/kb_grp_weapons/wpn_2_key = -1 + mcm/key_wrapper/kb_grp_weapons/wpn_3_enable = false mcm/key_wrapper/kb_grp_weapons/wpn_3_key = -1 + mcm/key_wrapper/kb_grp_weapons/wpn_4_enable = false mcm/key_wrapper/kb_grp_weapons/wpn_4_key = -1 + mcm/key_wrapper/kb_grp_weapons/wpn_5_enable = false mcm/key_wrapper/kb_grp_weapons/wpn_5_key = -1 + mcm/key_wrapper/kb_grp_weapons/wpn_6_enable = false mcm/key_wrapper/kb_grp_weapons/wpn_6_key = -1 + mcm/key_wrapper/kb_grp_weapons/wpn_firemode_next_enable = false mcm/key_wrapper/kb_grp_weapons/wpn_firemode_next_key = -1 + mcm/key_wrapper/kb_grp_weapons/wpn_firemode_prev_enable = false mcm/key_wrapper/kb_grp_weapons/wpn_firemode_prev_key = -1 + mcm/key_wrapper/kb_grp_weapons/wpn_func_enable = false mcm/key_wrapper/kb_grp_weapons/wpn_func_key = -1 + mcm/key_wrapper/kb_grp_weapons/wpn_next_enable = false mcm/key_wrapper/kb_grp_weapons/wpn_next_key = -1 + mcm/key_wrapper/kb_grp_weapons/wpn_reload_enable = false mcm/key_wrapper/kb_grp_weapons/wpn_reload_key = -1 mcm/mcm_log/debug_logging2 = false - session_id = 1 - session_start = 1710908023000 + session_id = 3 + session_start = 1711330619000 [options] + alife/dynamic_news/bounty_news = true + alife/dynamic_news/companions_news = true + alife/dynamic_news/cycle_of_companions_news = 240 + alife/dynamic_news/cycle_of_random_news = 240 + alife/dynamic_news/cycle_of_special_news = 240 + alife/dynamic_news/cycle_of_task_news = 300 + alife/dynamic_news/death_mutant_news = true + alife/dynamic_news/death_report_news = false + alife/dynamic_news/death_stalker_news = true + alife/dynamic_news/dumb_zombie_news = true + alife/dynamic_news/factions_report_news = true + alife/dynamic_news/found_artifact_news = true + alife/dynamic_news/found_dead_news = true + alife/dynamic_news/generic_death_news = false + alife/dynamic_news/heli_call_news = true + alife/dynamic_news/kill_wounded_news = true + alife/dynamic_news/loot_news = true + alife/dynamic_news/message_duration = 10 + alife/dynamic_news/nearby_activity_news = true + alife/dynamic_news/random_msg_news = true + alife/dynamic_news/reaction_news = true + alife/dynamic_news/surge_news = true + alife/dynamic_news/time_news = true + alife/dynamic_news/weather_news = true + alife/dynamic_news/zone_activity_news = true + alife/event/emission_frequency = 24 + alife/event/psi_storm_frequency = 24 + alife/general/alife_mutant_pop = 0.75 + alife/general/alife_stalker_pop = 0.5 + alife/general/dynamic_anomalies = true alife/general/excl_dist = 75 + alife/general/offline_combat = full + alife/warfare/army/base_count_modifier = 0 + alife/warfare/army/base_priority = 10 + alife/warfare/army/expansion_aggression = 50 + alife/warfare/army/flag_priority = 1 + alife/warfare/army/ignore_empty_targets = false + alife/warfare/army/is_being_targeted_priority = 2 + alife/warfare/army/keep_last_base = false + alife/warfare/army/linked_level_targeting = true + alife/warfare/army/lvl_jupiter_priority = 0 + alife/warfare/army/lvl_jupiter_underground_priority = 0 + alife/warfare/army/lvl_k00_marsh_priority = 0 + alife/warfare/army/lvl_k01_darkscape_priority = 0 + alife/warfare/army/lvl_k02_trucks_cemetery_priority = 0 + alife/warfare/army/lvl_l01_escape_priority = 0 + alife/warfare/army/lvl_l02_garbage_priority = 0 + alife/warfare/army/lvl_l03_agroprom_priority = 0 + alife/warfare/army/lvl_l04_darkvalley_priority = 0 + alife/warfare/army/lvl_l05_bar_priority = 0 + alife/warfare/army/lvl_l06_rostok_priority = 0 + alife/warfare/army/lvl_l07_military_priority = 0 + alife/warfare/army/lvl_l08_yantar_priority = 0 + alife/warfare/army/lvl_l09_deadcity_priority = 0 + alife/warfare/army/lvl_l10_limansk_priority = 0 + alife/warfare/army/lvl_l10_radar_priority = 0 + alife/warfare/army/lvl_l10_red_forest_priority = 0 + alife/warfare/army/lvl_l11_hospital_priority = 0 + alife/warfare/army/lvl_l11_pripyat_priority = 0 + alife/warfare/army/lvl_l12_stancia_2_priority = 0 + alife/warfare/army/lvl_l12_stancia_priority = 0 + alife/warfare/army/lvl_l12u_control_monolith_priority = 0 + alife/warfare/army/lvl_l12u_sarcofag_priority = 0 + alife/warfare/army/lvl_l13_generators_priority = 0 + alife/warfare/army/lvl_pripyat_priority = 0 + alife/warfare/army/lvl_zaton_priority = 0 + alife/warfare/army/max_faction_respawn = 90 + alife/warfare/army/max_invasion_depart_time = 30 + alife/warfare/army/max_invasion_size = 2.5 + alife/warfare/army/max_patrol_rest_time = 240 + alife/warfare/army/max_patrol_squads = 2 + alife/warfare/army/max_patrol_time = 240 + alife/warfare/army/max_random_patrol_time = 180 + alife/warfare/army/max_random_patrols = 15 + alife/warfare/army/max_random_squad_count = 3 + alife/warfare/army/max_resurgence_wait_time = 120 + alife/warfare/army/max_smart_targets_per_base = 2 + alife/warfare/army/min_faction_respawn = 15 + alife/warfare/army/min_invasion_depart_time = 5 + alife/warfare/army/min_invasion_size = 1 + alife/warfare/army/min_patrol_rest_time = 60 + alife/warfare/army/min_patrol_squads = 1 + alife/warfare/army/min_patrol_time = 60 + alife/warfare/army/min_random_patrol_time = 30 + alife/warfare/army/min_random_squad_count = 1 + alife/warfare/army/min_resurgence_wait_time = 30 + alife/warfare/army/night_activity_chance = 50 + alife/warfare/army/offline_power_multiplier = 1 + alife/warfare/army/participate_in_warfare = true + alife/warfare/army/patrol_hunt_chance = 50 + alife/warfare/army/random_patrols = false + alife/warfare/army/random_spawn_entries = 1 + alife/warfare/army/random_squad_count = false + alife/warfare/army/resource_count_modifier = 0 + alife/warfare/army/resource_priority = 5 + alife/warfare/army/spawn_on_new_game = true + alife/warfare/army/target_faction_stronger_priority = 1 + alife/warfare/army/target_faction_weaker_priority = 0 + alife/warfare/army/target_on_same_level_priority = 100 + alife/warfare/army/target_resource_priority = 0 + alife/warfare/army/target_stronger_priority = 1 + alife/warfare/army/target_weaker_priority = 0 + alife/warfare/army/territory_priority = -5 + alife/warfare/azazel/actor_faction_dist_mult = 1 + alife/warfare/azazel/actor_faction_max_respawn_dist = 0 + alife/warfare/azazel/actor_faction_min_respawn_dist = 0 + alife/warfare/azazel/ally_dist_mult = 1 + alife/warfare/azazel/ally_max_respawn_dist = 0 + alife/warfare/azazel/ally_min_respawn_dist = 0 + alife/warfare/azazel/companion_dist_mult = 1 + alife/warfare/azazel/companion_max_respawn_dist = 0 + alife/warfare/azazel/companion_min_respawn_dist = 0 + alife/warfare/azazel/enemy_dist_mult = 1 + alife/warfare/azazel/enemy_respawn_max_dist = 0 + alife/warfare/azazel/enemy_respawn_min_dist = 0 + alife/warfare/azazel/neutral_dist_mult = 1 + alife/warfare/azazel/neutral_respawn_max_dist = 0 + alife/warfare/azazel/neutral_respawn_min_dist = 0 + alife/warfare/azazel/respawn_as_actor_faction = true + alife/warfare/azazel/respawn_as_allies = false + alife/warfare/azazel/respawn_as_companions = true + alife/warfare/azazel/respawn_as_enemies = false + alife/warfare/azazel/respawn_as_nearest = true + alife/warfare/azazel/respawn_as_neutrals = false + alife/warfare/azazel/state = true + alife/warfare/bandit/base_count_modifier = 0 + alife/warfare/bandit/base_priority = 10 + alife/warfare/bandit/expansion_aggression = 50 + alife/warfare/bandit/flag_priority = 1 + alife/warfare/bandit/ignore_empty_targets = false + alife/warfare/bandit/is_being_targeted_priority = 2 + alife/warfare/bandit/keep_last_base = false + alife/warfare/bandit/linked_level_targeting = true + alife/warfare/bandit/lvl_jupiter_priority = 0 + alife/warfare/bandit/lvl_jupiter_underground_priority = 0 + alife/warfare/bandit/lvl_k00_marsh_priority = 0 + alife/warfare/bandit/lvl_k01_darkscape_priority = 0 + alife/warfare/bandit/lvl_k02_trucks_cemetery_priority = 0 + alife/warfare/bandit/lvl_l01_escape_priority = 0 + alife/warfare/bandit/lvl_l02_garbage_priority = 0 + alife/warfare/bandit/lvl_l03_agroprom_priority = 0 + alife/warfare/bandit/lvl_l04_darkvalley_priority = 0 + alife/warfare/bandit/lvl_l05_bar_priority = 0 + alife/warfare/bandit/lvl_l06_rostok_priority = 0 + alife/warfare/bandit/lvl_l07_military_priority = 0 + alife/warfare/bandit/lvl_l08_yantar_priority = 0 + alife/warfare/bandit/lvl_l09_deadcity_priority = 0 + alife/warfare/bandit/lvl_l10_limansk_priority = 0 + alife/warfare/bandit/lvl_l10_radar_priority = 0 + alife/warfare/bandit/lvl_l10_red_forest_priority = 0 + alife/warfare/bandit/lvl_l11_hospital_priority = 0 + alife/warfare/bandit/lvl_l11_pripyat_priority = 0 + alife/warfare/bandit/lvl_l12_stancia_2_priority = 0 + alife/warfare/bandit/lvl_l12_stancia_priority = 0 + alife/warfare/bandit/lvl_l12u_control_monolith_priority = 0 + alife/warfare/bandit/lvl_l12u_sarcofag_priority = 0 + alife/warfare/bandit/lvl_l13_generators_priority = 0 + alife/warfare/bandit/lvl_pripyat_priority = 0 + alife/warfare/bandit/lvl_zaton_priority = 0 + alife/warfare/bandit/max_faction_respawn = 90 + alife/warfare/bandit/max_invasion_depart_time = 30 + alife/warfare/bandit/max_invasion_size = 2.5 + alife/warfare/bandit/max_patrol_rest_time = 240 + alife/warfare/bandit/max_patrol_squads = 2 + alife/warfare/bandit/max_patrol_time = 240 + alife/warfare/bandit/max_random_patrol_time = 180 + alife/warfare/bandit/max_random_patrols = 15 + alife/warfare/bandit/max_random_squad_count = 3 + alife/warfare/bandit/max_resurgence_wait_time = 120 + alife/warfare/bandit/max_smart_targets_per_base = 2 + alife/warfare/bandit/min_faction_respawn = 15 + alife/warfare/bandit/min_invasion_depart_time = 5 + alife/warfare/bandit/min_invasion_size = 1 + alife/warfare/bandit/min_patrol_rest_time = 60 + alife/warfare/bandit/min_patrol_squads = 1 + alife/warfare/bandit/min_patrol_time = 60 + alife/warfare/bandit/min_random_patrol_time = 30 + alife/warfare/bandit/min_random_squad_count = 1 + alife/warfare/bandit/min_resurgence_wait_time = 30 + alife/warfare/bandit/night_activity_chance = 50 + alife/warfare/bandit/offline_power_multiplier = 1 + alife/warfare/bandit/participate_in_warfare = true + alife/warfare/bandit/patrol_hunt_chance = 50 + alife/warfare/bandit/random_patrols = false + alife/warfare/bandit/random_spawn_entries = 1 + alife/warfare/bandit/random_squad_count = false + alife/warfare/bandit/resource_count_modifier = 0 + alife/warfare/bandit/resource_priority = 5 + alife/warfare/bandit/spawn_on_new_game = true + alife/warfare/bandit/target_faction_stronger_priority = 1 + alife/warfare/bandit/target_faction_weaker_priority = 0 + alife/warfare/bandit/target_on_same_level_priority = 100 + alife/warfare/bandit/target_resource_priority = 0 + alife/warfare/bandit/target_stronger_priority = 1 + alife/warfare/bandit/target_weaker_priority = 0 + alife/warfare/bandit/territory_priority = -5 + alife/warfare/csky/base_count_modifier = 0 + alife/warfare/csky/base_priority = 10 + alife/warfare/csky/expansion_aggression = 50 + alife/warfare/csky/flag_priority = 1 + alife/warfare/csky/ignore_empty_targets = false + alife/warfare/csky/is_being_targeted_priority = 2 + alife/warfare/csky/keep_last_base = false + alife/warfare/csky/linked_level_targeting = true + alife/warfare/csky/lvl_jupiter_priority = 0 + alife/warfare/csky/lvl_jupiter_underground_priority = 0 + alife/warfare/csky/lvl_k00_marsh_priority = 0 + alife/warfare/csky/lvl_k01_darkscape_priority = 0 + alife/warfare/csky/lvl_k02_trucks_cemetery_priority = 0 + alife/warfare/csky/lvl_l01_escape_priority = 0 + alife/warfare/csky/lvl_l02_garbage_priority = 0 + alife/warfare/csky/lvl_l03_agroprom_priority = 0 + alife/warfare/csky/lvl_l04_darkvalley_priority = 0 + alife/warfare/csky/lvl_l05_bar_priority = 0 + alife/warfare/csky/lvl_l06_rostok_priority = 0 + alife/warfare/csky/lvl_l07_military_priority = 0 + alife/warfare/csky/lvl_l08_yantar_priority = 0 + alife/warfare/csky/lvl_l09_deadcity_priority = 0 + alife/warfare/csky/lvl_l10_limansk_priority = 0 + alife/warfare/csky/lvl_l10_radar_priority = 0 + alife/warfare/csky/lvl_l10_red_forest_priority = 0 + alife/warfare/csky/lvl_l11_hospital_priority = 0 + alife/warfare/csky/lvl_l11_pripyat_priority = 0 + alife/warfare/csky/lvl_l12_stancia_2_priority = 0 + alife/warfare/csky/lvl_l12_stancia_priority = 0 + alife/warfare/csky/lvl_l12u_control_monolith_priority = 0 + alife/warfare/csky/lvl_l12u_sarcofag_priority = 0 + alife/warfare/csky/lvl_l13_generators_priority = 0 + alife/warfare/csky/lvl_pripyat_priority = 0 + alife/warfare/csky/lvl_zaton_priority = 0 + alife/warfare/csky/max_faction_respawn = 90 + alife/warfare/csky/max_invasion_depart_time = 30 + alife/warfare/csky/max_invasion_size = 2.5 + alife/warfare/csky/max_patrol_rest_time = 240 + alife/warfare/csky/max_patrol_squads = 2 + alife/warfare/csky/max_patrol_time = 240 + alife/warfare/csky/max_random_patrol_time = 180 + alife/warfare/csky/max_random_patrols = 15 + alife/warfare/csky/max_random_squad_count = 3 + alife/warfare/csky/max_resurgence_wait_time = 120 + alife/warfare/csky/max_smart_targets_per_base = 2 + alife/warfare/csky/min_faction_respawn = 15 + alife/warfare/csky/min_invasion_depart_time = 5 + alife/warfare/csky/min_invasion_size = 1 + alife/warfare/csky/min_patrol_rest_time = 60 + alife/warfare/csky/min_patrol_squads = 1 + alife/warfare/csky/min_patrol_time = 60 + alife/warfare/csky/min_random_patrol_time = 30 + alife/warfare/csky/min_random_squad_count = 1 + alife/warfare/csky/min_resurgence_wait_time = 30 + alife/warfare/csky/night_activity_chance = 50 + alife/warfare/csky/offline_power_multiplier = 1 + alife/warfare/csky/participate_in_warfare = true + alife/warfare/csky/patrol_hunt_chance = 50 + alife/warfare/csky/random_patrols = false + alife/warfare/csky/random_spawn_entries = 1 + alife/warfare/csky/random_squad_count = false + alife/warfare/csky/resource_count_modifier = 0 + alife/warfare/csky/resource_priority = 5 + alife/warfare/csky/spawn_on_new_game = true + alife/warfare/csky/target_faction_stronger_priority = 1 + alife/warfare/csky/target_faction_weaker_priority = 0 + alife/warfare/csky/target_on_same_level_priority = 100 + alife/warfare/csky/target_resource_priority = 0 + alife/warfare/csky/target_stronger_priority = 1 + alife/warfare/csky/target_weaker_priority = 0 + alife/warfare/csky/territory_priority = -5 + alife/warfare/dolg/base_count_modifier = 0 + alife/warfare/dolg/base_priority = 10 + alife/warfare/dolg/expansion_aggression = 50 + alife/warfare/dolg/flag_priority = 1 + alife/warfare/dolg/ignore_empty_targets = false + alife/warfare/dolg/is_being_targeted_priority = 2 + alife/warfare/dolg/keep_last_base = false + alife/warfare/dolg/linked_level_targeting = true + alife/warfare/dolg/lvl_jupiter_priority = 0 + alife/warfare/dolg/lvl_jupiter_underground_priority = 0 + alife/warfare/dolg/lvl_k00_marsh_priority = 0 + alife/warfare/dolg/lvl_k01_darkscape_priority = 0 + alife/warfare/dolg/lvl_k02_trucks_cemetery_priority = 0 + alife/warfare/dolg/lvl_l01_escape_priority = 0 + alife/warfare/dolg/lvl_l02_garbage_priority = 0 + alife/warfare/dolg/lvl_l03_agroprom_priority = 0 + alife/warfare/dolg/lvl_l04_darkvalley_priority = 0 + alife/warfare/dolg/lvl_l05_bar_priority = 0 + alife/warfare/dolg/lvl_l06_rostok_priority = 0 + alife/warfare/dolg/lvl_l07_military_priority = 0 + alife/warfare/dolg/lvl_l08_yantar_priority = 0 + alife/warfare/dolg/lvl_l09_deadcity_priority = 0 + alife/warfare/dolg/lvl_l10_limansk_priority = 0 + alife/warfare/dolg/lvl_l10_radar_priority = 0 + alife/warfare/dolg/lvl_l10_red_forest_priority = 0 + alife/warfare/dolg/lvl_l11_hospital_priority = 0 + alife/warfare/dolg/lvl_l11_pripyat_priority = 0 + alife/warfare/dolg/lvl_l12_stancia_2_priority = 0 + alife/warfare/dolg/lvl_l12_stancia_priority = 0 + alife/warfare/dolg/lvl_l12u_control_monolith_priority = 0 + alife/warfare/dolg/lvl_l12u_sarcofag_priority = 0 + alife/warfare/dolg/lvl_l13_generators_priority = 0 + alife/warfare/dolg/lvl_pripyat_priority = 0 + alife/warfare/dolg/lvl_zaton_priority = 0 + alife/warfare/dolg/max_faction_respawn = 90 + alife/warfare/dolg/max_invasion_depart_time = 30 + alife/warfare/dolg/max_invasion_size = 2.5 + alife/warfare/dolg/max_patrol_rest_time = 240 + alife/warfare/dolg/max_patrol_squads = 2 + alife/warfare/dolg/max_patrol_time = 240 + alife/warfare/dolg/max_random_patrol_time = 180 + alife/warfare/dolg/max_random_patrols = 15 + alife/warfare/dolg/max_random_squad_count = 3 + alife/warfare/dolg/max_resurgence_wait_time = 120 + alife/warfare/dolg/max_smart_targets_per_base = 2 + alife/warfare/dolg/min_faction_respawn = 15 + alife/warfare/dolg/min_invasion_depart_time = 5 + alife/warfare/dolg/min_invasion_size = 1 + alife/warfare/dolg/min_patrol_rest_time = 60 + alife/warfare/dolg/min_patrol_squads = 1 + alife/warfare/dolg/min_patrol_time = 60 + alife/warfare/dolg/min_random_patrol_time = 30 + alife/warfare/dolg/min_random_squad_count = 1 + alife/warfare/dolg/min_resurgence_wait_time = 30 + alife/warfare/dolg/night_activity_chance = 50 + alife/warfare/dolg/offline_power_multiplier = 1 + alife/warfare/dolg/participate_in_warfare = true + alife/warfare/dolg/patrol_hunt_chance = 50 + alife/warfare/dolg/random_patrols = false + alife/warfare/dolg/random_spawn_entries = 1 + alife/warfare/dolg/random_squad_count = false + alife/warfare/dolg/resource_count_modifier = 0 + alife/warfare/dolg/resource_priority = 5 + alife/warfare/dolg/spawn_on_new_game = true + alife/warfare/dolg/target_faction_stronger_priority = 1 + alife/warfare/dolg/target_faction_weaker_priority = 0 + alife/warfare/dolg/target_on_same_level_priority = 100 + alife/warfare/dolg/target_resource_priority = 0 + alife/warfare/dolg/target_stronger_priority = 1 + alife/warfare/dolg/target_weaker_priority = 0 + alife/warfare/dolg/territory_priority = -5 + alife/warfare/ecolog/base_count_modifier = 0 + alife/warfare/ecolog/base_priority = 10 + alife/warfare/ecolog/expansion_aggression = 50 + alife/warfare/ecolog/flag_priority = 1 + alife/warfare/ecolog/ignore_empty_targets = false + alife/warfare/ecolog/is_being_targeted_priority = 2 + alife/warfare/ecolog/keep_last_base = false + alife/warfare/ecolog/linked_level_targeting = true + alife/warfare/ecolog/lvl_jupiter_priority = 0 + alife/warfare/ecolog/lvl_jupiter_underground_priority = 0 + alife/warfare/ecolog/lvl_k00_marsh_priority = 0 + alife/warfare/ecolog/lvl_k01_darkscape_priority = 0 + alife/warfare/ecolog/lvl_k02_trucks_cemetery_priority = 0 + alife/warfare/ecolog/lvl_l01_escape_priority = 0 + alife/warfare/ecolog/lvl_l02_garbage_priority = 0 + alife/warfare/ecolog/lvl_l03_agroprom_priority = 0 + alife/warfare/ecolog/lvl_l04_darkvalley_priority = 0 + alife/warfare/ecolog/lvl_l05_bar_priority = 0 + alife/warfare/ecolog/lvl_l06_rostok_priority = 0 + alife/warfare/ecolog/lvl_l07_military_priority = 0 + alife/warfare/ecolog/lvl_l08_yantar_priority = 0 + alife/warfare/ecolog/lvl_l09_deadcity_priority = 0 + alife/warfare/ecolog/lvl_l10_limansk_priority = 0 + alife/warfare/ecolog/lvl_l10_radar_priority = 0 + alife/warfare/ecolog/lvl_l10_red_forest_priority = 0 + alife/warfare/ecolog/lvl_l11_hospital_priority = 0 + alife/warfare/ecolog/lvl_l11_pripyat_priority = 0 + alife/warfare/ecolog/lvl_l12_stancia_2_priority = 0 + alife/warfare/ecolog/lvl_l12_stancia_priority = 0 + alife/warfare/ecolog/lvl_l12u_control_monolith_priority = 0 + alife/warfare/ecolog/lvl_l12u_sarcofag_priority = 0 + alife/warfare/ecolog/lvl_l13_generators_priority = 0 + alife/warfare/ecolog/lvl_pripyat_priority = 0 + alife/warfare/ecolog/lvl_zaton_priority = 0 + alife/warfare/ecolog/max_faction_respawn = 90 + alife/warfare/ecolog/max_invasion_depart_time = 30 + alife/warfare/ecolog/max_invasion_size = 2.5 + alife/warfare/ecolog/max_patrol_rest_time = 240 + alife/warfare/ecolog/max_patrol_squads = 2 + alife/warfare/ecolog/max_patrol_time = 240 + alife/warfare/ecolog/max_random_patrol_time = 180 + alife/warfare/ecolog/max_random_patrols = 15 + alife/warfare/ecolog/max_random_squad_count = 3 + alife/warfare/ecolog/max_resurgence_wait_time = 120 + alife/warfare/ecolog/max_smart_targets_per_base = 2 + alife/warfare/ecolog/min_faction_respawn = 15 + alife/warfare/ecolog/min_invasion_depart_time = 5 + alife/warfare/ecolog/min_invasion_size = 1 + alife/warfare/ecolog/min_patrol_rest_time = 60 + alife/warfare/ecolog/min_patrol_squads = 1 + alife/warfare/ecolog/min_patrol_time = 60 + alife/warfare/ecolog/min_random_patrol_time = 30 + alife/warfare/ecolog/min_random_squad_count = 1 + alife/warfare/ecolog/min_resurgence_wait_time = 30 + alife/warfare/ecolog/night_activity_chance = 50 + alife/warfare/ecolog/offline_power_multiplier = 1 + alife/warfare/ecolog/participate_in_warfare = true + alife/warfare/ecolog/patrol_hunt_chance = 50 + alife/warfare/ecolog/random_patrols = false + alife/warfare/ecolog/random_spawn_entries = 1 + alife/warfare/ecolog/random_squad_count = false + alife/warfare/ecolog/resource_count_modifier = 0 + alife/warfare/ecolog/resource_priority = 5 + alife/warfare/ecolog/spawn_on_new_game = true + alife/warfare/ecolog/target_faction_stronger_priority = 1 + alife/warfare/ecolog/target_faction_weaker_priority = 0 + alife/warfare/ecolog/target_on_same_level_priority = 100 + alife/warfare/ecolog/target_resource_priority = 0 + alife/warfare/ecolog/target_stronger_priority = 1 + alife/warfare/ecolog/target_weaker_priority = 0 + alife/warfare/ecolog/territory_priority = -5 + alife/warfare/freedom/base_count_modifier = 0 + alife/warfare/freedom/base_priority = 10 + alife/warfare/freedom/expansion_aggression = 50 + alife/warfare/freedom/flag_priority = 1 + alife/warfare/freedom/ignore_empty_targets = false + alife/warfare/freedom/is_being_targeted_priority = 2 + alife/warfare/freedom/keep_last_base = false + alife/warfare/freedom/linked_level_targeting = true + alife/warfare/freedom/lvl_jupiter_priority = 0 + alife/warfare/freedom/lvl_jupiter_underground_priority = 0 + alife/warfare/freedom/lvl_k00_marsh_priority = 0 + alife/warfare/freedom/lvl_k01_darkscape_priority = 0 + alife/warfare/freedom/lvl_k02_trucks_cemetery_priority = 0 + alife/warfare/freedom/lvl_l01_escape_priority = 0 + alife/warfare/freedom/lvl_l02_garbage_priority = 0 + alife/warfare/freedom/lvl_l03_agroprom_priority = 0 + alife/warfare/freedom/lvl_l04_darkvalley_priority = 0 + alife/warfare/freedom/lvl_l05_bar_priority = 0 + alife/warfare/freedom/lvl_l06_rostok_priority = 0 + alife/warfare/freedom/lvl_l07_military_priority = 0 + alife/warfare/freedom/lvl_l08_yantar_priority = 0 + alife/warfare/freedom/lvl_l09_deadcity_priority = 0 + alife/warfare/freedom/lvl_l10_limansk_priority = 0 + alife/warfare/freedom/lvl_l10_radar_priority = 0 + alife/warfare/freedom/lvl_l10_red_forest_priority = 0 + alife/warfare/freedom/lvl_l11_hospital_priority = 0 + alife/warfare/freedom/lvl_l11_pripyat_priority = 0 + alife/warfare/freedom/lvl_l12_stancia_2_priority = 0 + alife/warfare/freedom/lvl_l12_stancia_priority = 0 + alife/warfare/freedom/lvl_l12u_control_monolith_priority = 0 + alife/warfare/freedom/lvl_l12u_sarcofag_priority = 0 + alife/warfare/freedom/lvl_l13_generators_priority = 0 + alife/warfare/freedom/lvl_pripyat_priority = 0 + alife/warfare/freedom/lvl_zaton_priority = 0 + alife/warfare/freedom/max_faction_respawn = 90 + alife/warfare/freedom/max_invasion_depart_time = 30 + alife/warfare/freedom/max_invasion_size = 2.5 + alife/warfare/freedom/max_patrol_rest_time = 240 + alife/warfare/freedom/max_patrol_squads = 2 + alife/warfare/freedom/max_patrol_time = 240 + alife/warfare/freedom/max_random_patrol_time = 180 + alife/warfare/freedom/max_random_patrols = 15 + alife/warfare/freedom/max_random_squad_count = 3 + alife/warfare/freedom/max_resurgence_wait_time = 120 + alife/warfare/freedom/max_smart_targets_per_base = 2 + alife/warfare/freedom/min_faction_respawn = 15 + alife/warfare/freedom/min_invasion_depart_time = 5 + alife/warfare/freedom/min_invasion_size = 1 + alife/warfare/freedom/min_patrol_rest_time = 60 + alife/warfare/freedom/min_patrol_squads = 1 + alife/warfare/freedom/min_patrol_time = 60 + alife/warfare/freedom/min_random_patrol_time = 30 + alife/warfare/freedom/min_random_squad_count = 1 + alife/warfare/freedom/min_resurgence_wait_time = 30 + alife/warfare/freedom/night_activity_chance = 50 + alife/warfare/freedom/offline_power_multiplier = 1 + alife/warfare/freedom/participate_in_warfare = true + alife/warfare/freedom/patrol_hunt_chance = 50 + alife/warfare/freedom/random_patrols = false + alife/warfare/freedom/random_spawn_entries = 1 + alife/warfare/freedom/random_squad_count = false + alife/warfare/freedom/resource_count_modifier = 0 + alife/warfare/freedom/resource_priority = 5 + alife/warfare/freedom/spawn_on_new_game = true + alife/warfare/freedom/target_faction_stronger_priority = 1 + alife/warfare/freedom/target_faction_weaker_priority = 0 + alife/warfare/freedom/target_on_same_level_priority = 100 + alife/warfare/freedom/target_resource_priority = 0 + alife/warfare/freedom/target_stronger_priority = 1 + alife/warfare/freedom/target_weaker_priority = 0 + alife/warfare/freedom/territory_priority = -5 + alife/warfare/general/actor_influence_weight = 250 + alife/warfare/general/actor_support_enemy_rank_weight = 0 + alife/warfare/general/actor_support_reward_influence = 0.2 + alife/warfare/general/actor_support_reward_money = 500 + alife/warfare/general/advanced_squad_price = 10000 + alife/warfare/general/all_out_war = false + alife/warfare/general/auto_capture = true + alife/warfare/general/auto_capture_max_distance = 50 + alife/warfare/general/auto_capture_wait_time = 15 + alife/warfare/general/debug_logging = false + alife/warfare/general/disable_smart_pop_cap = false + alife/warfare/general/enable_mutant_offline_combat = true + alife/warfare/general/enemy_base_boost = 0 + alife/warfare/general/enemy_new_game_bonus = false + alife/warfare/general/enemy_resource_boost = 0 + alife/warfare/general/fog_of_war = true + alife/warfare/general/fog_of_war_distance = 100 + alife/warfare/general/heli_price = 75000 + alife/warfare/general/hide_smarts = false + alife/warfare/general/hide_underground_smarts = true + alife/warfare/general/hide_unfriendly_squads = true + alife/warfare/general/monster_max_faction_respawn = 30 + alife/warfare/general/monster_max_squads_per_level = 5 + alife/warfare/general/monster_min_faction_respawn = 5 + alife/warfare/general/novice_squad_price = 1000 + alife/warfare/general/purge_zone_on_emission = false + alife/warfare/general/purge_zone_percentage = 50 + alife/warfare/general/random_monster_chance = 50 + alife/warfare/general/random_stalker_chance = 50 + alife/warfare/general/random_starting_character = false + alife/warfare/general/random_starting_locations = false + alife/warfare/general/veteran_squad_price = 50000 + alife/warfare/general/zombies_act_as_faction = false + alife/warfare/greh/base_count_modifier = 0 + alife/warfare/greh/base_priority = 10 + alife/warfare/greh/expansion_aggression = 50 + alife/warfare/greh/flag_priority = 1 + alife/warfare/greh/ignore_empty_targets = false + alife/warfare/greh/is_being_targeted_priority = 2 + alife/warfare/greh/keep_last_base = false + alife/warfare/greh/linked_level_targeting = true + alife/warfare/greh/lvl_jupiter_priority = 0 + alife/warfare/greh/lvl_jupiter_underground_priority = 0 + alife/warfare/greh/lvl_k00_marsh_priority = 0 + alife/warfare/greh/lvl_k01_darkscape_priority = 0 + alife/warfare/greh/lvl_k02_trucks_cemetery_priority = 0 + alife/warfare/greh/lvl_l01_escape_priority = 0 + alife/warfare/greh/lvl_l02_garbage_priority = 0 + alife/warfare/greh/lvl_l03_agroprom_priority = 0 + alife/warfare/greh/lvl_l04_darkvalley_priority = 0 + alife/warfare/greh/lvl_l05_bar_priority = 0 + alife/warfare/greh/lvl_l06_rostok_priority = 0 + alife/warfare/greh/lvl_l07_military_priority = 0 + alife/warfare/greh/lvl_l08_yantar_priority = 0 + alife/warfare/greh/lvl_l09_deadcity_priority = 0 + alife/warfare/greh/lvl_l10_limansk_priority = 0 + alife/warfare/greh/lvl_l10_radar_priority = 0 + alife/warfare/greh/lvl_l10_red_forest_priority = 0 + alife/warfare/greh/lvl_l11_hospital_priority = 0 + alife/warfare/greh/lvl_l11_pripyat_priority = 0 + alife/warfare/greh/lvl_l12_stancia_2_priority = 0 + alife/warfare/greh/lvl_l12_stancia_priority = 0 + alife/warfare/greh/lvl_l12u_control_monolith_priority = 0 + alife/warfare/greh/lvl_l12u_sarcofag_priority = 0 + alife/warfare/greh/lvl_l13_generators_priority = 0 + alife/warfare/greh/lvl_pripyat_priority = 0 + alife/warfare/greh/lvl_zaton_priority = 0 + alife/warfare/greh/max_faction_respawn = 90 + alife/warfare/greh/max_invasion_depart_time = 30 + alife/warfare/greh/max_invasion_size = 2.5 + alife/warfare/greh/max_patrol_rest_time = 240 + alife/warfare/greh/max_patrol_squads = 2 + alife/warfare/greh/max_patrol_time = 240 + alife/warfare/greh/max_random_patrol_time = 180 + alife/warfare/greh/max_random_patrols = 15 + alife/warfare/greh/max_random_squad_count = 3 + alife/warfare/greh/max_resurgence_wait_time = 120 + alife/warfare/greh/max_smart_targets_per_base = 2 + alife/warfare/greh/min_faction_respawn = 15 + alife/warfare/greh/min_invasion_depart_time = 5 + alife/warfare/greh/min_invasion_size = 1 + alife/warfare/greh/min_patrol_rest_time = 60 + alife/warfare/greh/min_patrol_squads = 1 + alife/warfare/greh/min_patrol_time = 60 + alife/warfare/greh/min_random_patrol_time = 30 + alife/warfare/greh/min_random_squad_count = 1 + alife/warfare/greh/min_resurgence_wait_time = 30 + alife/warfare/greh/night_activity_chance = 50 + alife/warfare/greh/offline_power_multiplier = 1 + alife/warfare/greh/participate_in_warfare = true + alife/warfare/greh/patrol_hunt_chance = 50 + alife/warfare/greh/random_patrols = false + alife/warfare/greh/random_spawn_entries = 1 + alife/warfare/greh/random_squad_count = false + alife/warfare/greh/resource_count_modifier = 0 + alife/warfare/greh/resource_priority = 5 + alife/warfare/greh/spawn_on_new_game = true + alife/warfare/greh/target_faction_stronger_priority = 1 + alife/warfare/greh/target_faction_weaker_priority = 0 + alife/warfare/greh/target_on_same_level_priority = 100 + alife/warfare/greh/target_resource_priority = 0 + alife/warfare/greh/target_stronger_priority = 1 + alife/warfare/greh/target_weaker_priority = 0 + alife/warfare/greh/territory_priority = -5 + alife/warfare/isg/base_count_modifier = 0 + alife/warfare/isg/base_priority = 10 + alife/warfare/isg/expansion_aggression = 50 + alife/warfare/isg/flag_priority = 1 + alife/warfare/isg/ignore_empty_targets = false + alife/warfare/isg/is_being_targeted_priority = 2 + alife/warfare/isg/keep_last_base = false + alife/warfare/isg/linked_level_targeting = true + alife/warfare/isg/lvl_jupiter_priority = 0 + alife/warfare/isg/lvl_jupiter_underground_priority = 0 + alife/warfare/isg/lvl_k00_marsh_priority = 0 + alife/warfare/isg/lvl_k01_darkscape_priority = 0 + alife/warfare/isg/lvl_k02_trucks_cemetery_priority = 0 + alife/warfare/isg/lvl_l01_escape_priority = 0 + alife/warfare/isg/lvl_l02_garbage_priority = 0 + alife/warfare/isg/lvl_l03_agroprom_priority = 0 + alife/warfare/isg/lvl_l04_darkvalley_priority = 0 + alife/warfare/isg/lvl_l05_bar_priority = 0 + alife/warfare/isg/lvl_l06_rostok_priority = 0 + alife/warfare/isg/lvl_l07_military_priority = 0 + alife/warfare/isg/lvl_l08_yantar_priority = 0 + alife/warfare/isg/lvl_l09_deadcity_priority = 0 + alife/warfare/isg/lvl_l10_limansk_priority = 0 + alife/warfare/isg/lvl_l10_radar_priority = 0 + alife/warfare/isg/lvl_l10_red_forest_priority = 0 + alife/warfare/isg/lvl_l11_hospital_priority = 0 + alife/warfare/isg/lvl_l11_pripyat_priority = 0 + alife/warfare/isg/lvl_l12_stancia_2_priority = 0 + alife/warfare/isg/lvl_l12_stancia_priority = 0 + alife/warfare/isg/lvl_l12u_control_monolith_priority = 0 + alife/warfare/isg/lvl_l12u_sarcofag_priority = 0 + alife/warfare/isg/lvl_l13_generators_priority = 0 + alife/warfare/isg/lvl_pripyat_priority = 0 + alife/warfare/isg/lvl_zaton_priority = 0 + alife/warfare/isg/max_faction_respawn = 90 + alife/warfare/isg/max_invasion_depart_time = 30 + alife/warfare/isg/max_invasion_size = 2.5 + alife/warfare/isg/max_patrol_rest_time = 240 + alife/warfare/isg/max_patrol_squads = 2 + alife/warfare/isg/max_patrol_time = 240 + alife/warfare/isg/max_random_patrol_time = 180 + alife/warfare/isg/max_random_patrols = 15 + alife/warfare/isg/max_random_squad_count = 3 + alife/warfare/isg/max_resurgence_wait_time = 120 + alife/warfare/isg/max_smart_targets_per_base = 2 + alife/warfare/isg/min_faction_respawn = 15 + alife/warfare/isg/min_invasion_depart_time = 5 + alife/warfare/isg/min_invasion_size = 1 + alife/warfare/isg/min_patrol_rest_time = 60 + alife/warfare/isg/min_patrol_squads = 1 + alife/warfare/isg/min_patrol_time = 60 + alife/warfare/isg/min_random_patrol_time = 30 + alife/warfare/isg/min_random_squad_count = 1 + alife/warfare/isg/min_resurgence_wait_time = 30 + alife/warfare/isg/night_activity_chance = 50 + alife/warfare/isg/offline_power_multiplier = 1 + alife/warfare/isg/participate_in_warfare = true + alife/warfare/isg/patrol_hunt_chance = 50 + alife/warfare/isg/random_patrols = false + alife/warfare/isg/random_spawn_entries = 1 + alife/warfare/isg/random_squad_count = false + alife/warfare/isg/resource_count_modifier = 0 + alife/warfare/isg/resource_priority = 5 + alife/warfare/isg/spawn_on_new_game = true + alife/warfare/isg/target_faction_stronger_priority = 1 + alife/warfare/isg/target_faction_weaker_priority = 0 + alife/warfare/isg/target_on_same_level_priority = 100 + alife/warfare/isg/target_resource_priority = 0 + alife/warfare/isg/target_stronger_priority = 1 + alife/warfare/isg/target_weaker_priority = 0 + alife/warfare/isg/territory_priority = -5 + alife/warfare/killer/base_count_modifier = 0 + alife/warfare/killer/base_priority = 10 + alife/warfare/killer/expansion_aggression = 50 + alife/warfare/killer/flag_priority = 1 + alife/warfare/killer/ignore_empty_targets = false + alife/warfare/killer/is_being_targeted_priority = 2 + alife/warfare/killer/keep_last_base = false + alife/warfare/killer/linked_level_targeting = true + alife/warfare/killer/lvl_jupiter_priority = 0 + alife/warfare/killer/lvl_jupiter_underground_priority = 0 + alife/warfare/killer/lvl_k00_marsh_priority = 0 + alife/warfare/killer/lvl_k01_darkscape_priority = 0 + alife/warfare/killer/lvl_k02_trucks_cemetery_priority = 0 + alife/warfare/killer/lvl_l01_escape_priority = 0 + alife/warfare/killer/lvl_l02_garbage_priority = 0 + alife/warfare/killer/lvl_l03_agroprom_priority = 0 + alife/warfare/killer/lvl_l04_darkvalley_priority = 0 + alife/warfare/killer/lvl_l05_bar_priority = 0 + alife/warfare/killer/lvl_l06_rostok_priority = 0 + alife/warfare/killer/lvl_l07_military_priority = 0 + alife/warfare/killer/lvl_l08_yantar_priority = 0 + alife/warfare/killer/lvl_l09_deadcity_priority = 0 + alife/warfare/killer/lvl_l10_limansk_priority = 0 + alife/warfare/killer/lvl_l10_radar_priority = 0 + alife/warfare/killer/lvl_l10_red_forest_priority = 0 + alife/warfare/killer/lvl_l11_hospital_priority = 0 + alife/warfare/killer/lvl_l11_pripyat_priority = 0 + alife/warfare/killer/lvl_l12_stancia_2_priority = 0 + alife/warfare/killer/lvl_l12_stancia_priority = 0 + alife/warfare/killer/lvl_l12u_control_monolith_priority = 0 + alife/warfare/killer/lvl_l12u_sarcofag_priority = 0 + alife/warfare/killer/lvl_l13_generators_priority = 0 + alife/warfare/killer/lvl_pripyat_priority = 0 + alife/warfare/killer/lvl_zaton_priority = 0 + alife/warfare/killer/max_faction_respawn = 90 + alife/warfare/killer/max_invasion_depart_time = 30 + alife/warfare/killer/max_invasion_size = 2.5 + alife/warfare/killer/max_patrol_rest_time = 240 + alife/warfare/killer/max_patrol_squads = 2 + alife/warfare/killer/max_patrol_time = 240 + alife/warfare/killer/max_random_patrol_time = 180 + alife/warfare/killer/max_random_patrols = 15 + alife/warfare/killer/max_random_squad_count = 3 + alife/warfare/killer/max_resurgence_wait_time = 120 + alife/warfare/killer/max_smart_targets_per_base = 2 + alife/warfare/killer/min_faction_respawn = 15 + alife/warfare/killer/min_invasion_depart_time = 5 + alife/warfare/killer/min_invasion_size = 1 + alife/warfare/killer/min_patrol_rest_time = 60 + alife/warfare/killer/min_patrol_squads = 1 + alife/warfare/killer/min_patrol_time = 60 + alife/warfare/killer/min_random_patrol_time = 30 + alife/warfare/killer/min_random_squad_count = 1 + alife/warfare/killer/min_resurgence_wait_time = 30 + alife/warfare/killer/night_activity_chance = 50 + alife/warfare/killer/offline_power_multiplier = 1 + alife/warfare/killer/participate_in_warfare = true + alife/warfare/killer/patrol_hunt_chance = 50 + alife/warfare/killer/random_patrols = false + alife/warfare/killer/random_spawn_entries = 1 + alife/warfare/killer/random_squad_count = false + alife/warfare/killer/resource_count_modifier = 0 + alife/warfare/killer/resource_priority = 5 + alife/warfare/killer/spawn_on_new_game = true + alife/warfare/killer/target_faction_stronger_priority = 1 + alife/warfare/killer/target_faction_weaker_priority = 0 + alife/warfare/killer/target_on_same_level_priority = 100 + alife/warfare/killer/target_resource_priority = 0 + alife/warfare/killer/target_stronger_priority = 1 + alife/warfare/killer/target_weaker_priority = 0 + alife/warfare/killer/territory_priority = -5 + alife/warfare/monolith/base_count_modifier = 0 + alife/warfare/monolith/base_priority = 10 + alife/warfare/monolith/expansion_aggression = 50 + alife/warfare/monolith/flag_priority = 1 + alife/warfare/monolith/ignore_empty_targets = false + alife/warfare/monolith/is_being_targeted_priority = 2 + alife/warfare/monolith/keep_last_base = false + alife/warfare/monolith/linked_level_targeting = true + alife/warfare/monolith/lvl_jupiter_priority = 0 + alife/warfare/monolith/lvl_jupiter_underground_priority = 0 + alife/warfare/monolith/lvl_k00_marsh_priority = 0 + alife/warfare/monolith/lvl_k01_darkscape_priority = 0 + alife/warfare/monolith/lvl_k02_trucks_cemetery_priority = 0 + alife/warfare/monolith/lvl_l01_escape_priority = 0 + alife/warfare/monolith/lvl_l02_garbage_priority = 0 + alife/warfare/monolith/lvl_l03_agroprom_priority = 0 + alife/warfare/monolith/lvl_l04_darkvalley_priority = 0 + alife/warfare/monolith/lvl_l05_bar_priority = 0 + alife/warfare/monolith/lvl_l06_rostok_priority = 0 + alife/warfare/monolith/lvl_l07_military_priority = 0 + alife/warfare/monolith/lvl_l08_yantar_priority = 0 + alife/warfare/monolith/lvl_l09_deadcity_priority = 0 + alife/warfare/monolith/lvl_l10_limansk_priority = 0 + alife/warfare/monolith/lvl_l10_radar_priority = 0 + alife/warfare/monolith/lvl_l10_red_forest_priority = 0 + alife/warfare/monolith/lvl_l11_hospital_priority = 0 + alife/warfare/monolith/lvl_l11_pripyat_priority = 0 + alife/warfare/monolith/lvl_l12_stancia_2_priority = 0 + alife/warfare/monolith/lvl_l12_stancia_priority = 0 + alife/warfare/monolith/lvl_l12u_control_monolith_priority = 0 + alife/warfare/monolith/lvl_l12u_sarcofag_priority = 0 + alife/warfare/monolith/lvl_l13_generators_priority = 0 + alife/warfare/monolith/lvl_pripyat_priority = 0 + alife/warfare/monolith/lvl_zaton_priority = 0 + alife/warfare/monolith/max_faction_respawn = 90 + alife/warfare/monolith/max_invasion_depart_time = 30 + alife/warfare/monolith/max_invasion_size = 2.5 + alife/warfare/monolith/max_patrol_rest_time = 240 + alife/warfare/monolith/max_patrol_squads = 2 + alife/warfare/monolith/max_patrol_time = 240 + alife/warfare/monolith/max_random_patrol_time = 180 + alife/warfare/monolith/max_random_patrols = 15 + alife/warfare/monolith/max_random_squad_count = 3 + alife/warfare/monolith/max_resurgence_wait_time = 120 + alife/warfare/monolith/max_smart_targets_per_base = 2 + alife/warfare/monolith/min_faction_respawn = 15 + alife/warfare/monolith/min_invasion_depart_time = 5 + alife/warfare/monolith/min_invasion_size = 1 + alife/warfare/monolith/min_patrol_rest_time = 60 + alife/warfare/monolith/min_patrol_squads = 1 + alife/warfare/monolith/min_patrol_time = 60 + alife/warfare/monolith/min_random_patrol_time = 30 + alife/warfare/monolith/min_random_squad_count = 1 + alife/warfare/monolith/min_resurgence_wait_time = 30 + alife/warfare/monolith/night_activity_chance = 50 + alife/warfare/monolith/offline_power_multiplier = 1 + alife/warfare/monolith/participate_in_warfare = true + alife/warfare/monolith/patrol_hunt_chance = 50 + alife/warfare/monolith/random_patrols = false + alife/warfare/monolith/random_spawn_entries = 1 + alife/warfare/monolith/random_squad_count = false + alife/warfare/monolith/resource_count_modifier = 0 + alife/warfare/monolith/resource_priority = 5 + alife/warfare/monolith/spawn_on_new_game = true + alife/warfare/monolith/target_faction_stronger_priority = 1 + alife/warfare/monolith/target_faction_weaker_priority = 0 + alife/warfare/monolith/target_on_same_level_priority = 100 + alife/warfare/monolith/target_resource_priority = 0 + alife/warfare/monolith/target_stronger_priority = 1 + alife/warfare/monolith/target_weaker_priority = 0 + alife/warfare/monolith/territory_priority = -5 + alife/warfare/renegade/base_count_modifier = 0 + alife/warfare/renegade/base_priority = 10 + alife/warfare/renegade/expansion_aggression = 50 + alife/warfare/renegade/flag_priority = 1 + alife/warfare/renegade/ignore_empty_targets = false + alife/warfare/renegade/is_being_targeted_priority = 2 + alife/warfare/renegade/keep_last_base = false + alife/warfare/renegade/linked_level_targeting = true + alife/warfare/renegade/lvl_jupiter_priority = 0 + alife/warfare/renegade/lvl_jupiter_underground_priority = 0 + alife/warfare/renegade/lvl_k00_marsh_priority = 0 + alife/warfare/renegade/lvl_k01_darkscape_priority = 0 + alife/warfare/renegade/lvl_k02_trucks_cemetery_priority = 0 + alife/warfare/renegade/lvl_l01_escape_priority = 0 + alife/warfare/renegade/lvl_l02_garbage_priority = 0 + alife/warfare/renegade/lvl_l03_agroprom_priority = 0 + alife/warfare/renegade/lvl_l04_darkvalley_priority = 0 + alife/warfare/renegade/lvl_l05_bar_priority = 0 + alife/warfare/renegade/lvl_l06_rostok_priority = 0 + alife/warfare/renegade/lvl_l07_military_priority = 0 + alife/warfare/renegade/lvl_l08_yantar_priority = 0 + alife/warfare/renegade/lvl_l09_deadcity_priority = 0 + alife/warfare/renegade/lvl_l10_limansk_priority = 0 + alife/warfare/renegade/lvl_l10_radar_priority = 0 + alife/warfare/renegade/lvl_l10_red_forest_priority = 0 + alife/warfare/renegade/lvl_l11_hospital_priority = 0 + alife/warfare/renegade/lvl_l11_pripyat_priority = 0 + alife/warfare/renegade/lvl_l12_stancia_2_priority = 0 + alife/warfare/renegade/lvl_l12_stancia_priority = 0 + alife/warfare/renegade/lvl_l12u_control_monolith_priority = 0 + alife/warfare/renegade/lvl_l12u_sarcofag_priority = 0 + alife/warfare/renegade/lvl_l13_generators_priority = 0 + alife/warfare/renegade/lvl_pripyat_priority = 0 + alife/warfare/renegade/lvl_zaton_priority = 0 + alife/warfare/renegade/max_faction_respawn = 90 + alife/warfare/renegade/max_invasion_depart_time = 30 + alife/warfare/renegade/max_invasion_size = 2.5 + alife/warfare/renegade/max_patrol_rest_time = 240 + alife/warfare/renegade/max_patrol_squads = 2 + alife/warfare/renegade/max_patrol_time = 240 + alife/warfare/renegade/max_random_patrol_time = 180 + alife/warfare/renegade/max_random_patrols = 15 + alife/warfare/renegade/max_random_squad_count = 3 + alife/warfare/renegade/max_resurgence_wait_time = 120 + alife/warfare/renegade/max_smart_targets_per_base = 2 + alife/warfare/renegade/min_faction_respawn = 15 + alife/warfare/renegade/min_invasion_depart_time = 5 + alife/warfare/renegade/min_invasion_size = 1 + alife/warfare/renegade/min_patrol_rest_time = 60 + alife/warfare/renegade/min_patrol_squads = 1 + alife/warfare/renegade/min_patrol_time = 60 + alife/warfare/renegade/min_random_patrol_time = 30 + alife/warfare/renegade/min_random_squad_count = 1 + alife/warfare/renegade/min_resurgence_wait_time = 30 + alife/warfare/renegade/night_activity_chance = 50 + alife/warfare/renegade/offline_power_multiplier = 1 + alife/warfare/renegade/participate_in_warfare = true + alife/warfare/renegade/patrol_hunt_chance = 50 + alife/warfare/renegade/random_patrols = false + alife/warfare/renegade/random_spawn_entries = 1 + alife/warfare/renegade/random_squad_count = false + alife/warfare/renegade/resource_count_modifier = 0 + alife/warfare/renegade/resource_priority = 5 + alife/warfare/renegade/spawn_on_new_game = true + alife/warfare/renegade/target_faction_stronger_priority = 1 + alife/warfare/renegade/target_faction_weaker_priority = 0 + alife/warfare/renegade/target_on_same_level_priority = 100 + alife/warfare/renegade/target_resource_priority = 0 + alife/warfare/renegade/target_stronger_priority = 1 + alife/warfare/renegade/target_weaker_priority = 0 + alife/warfare/renegade/territory_priority = -5 + alife/warfare/stalker/base_count_modifier = 0 + alife/warfare/stalker/base_priority = 10 + alife/warfare/stalker/expansion_aggression = 50 + alife/warfare/stalker/flag_priority = 1 + alife/warfare/stalker/ignore_empty_targets = false + alife/warfare/stalker/is_being_targeted_priority = 2 + alife/warfare/stalker/keep_last_base = false + alife/warfare/stalker/linked_level_targeting = true + alife/warfare/stalker/lvl_jupiter_priority = 0 + alife/warfare/stalker/lvl_jupiter_underground_priority = 0 + alife/warfare/stalker/lvl_k00_marsh_priority = 0 + alife/warfare/stalker/lvl_k01_darkscape_priority = 0 + alife/warfare/stalker/lvl_k02_trucks_cemetery_priority = 0 + alife/warfare/stalker/lvl_l01_escape_priority = 0 + alife/warfare/stalker/lvl_l02_garbage_priority = 0 + alife/warfare/stalker/lvl_l03_agroprom_priority = 0 + alife/warfare/stalker/lvl_l04_darkvalley_priority = 0 + alife/warfare/stalker/lvl_l05_bar_priority = 0 + alife/warfare/stalker/lvl_l06_rostok_priority = 0 + alife/warfare/stalker/lvl_l07_military_priority = 0 + alife/warfare/stalker/lvl_l08_yantar_priority = 0 + alife/warfare/stalker/lvl_l09_deadcity_priority = 0 + alife/warfare/stalker/lvl_l10_limansk_priority = 0 + alife/warfare/stalker/lvl_l10_radar_priority = 0 + alife/warfare/stalker/lvl_l10_red_forest_priority = 0 + alife/warfare/stalker/lvl_l11_hospital_priority = 0 + alife/warfare/stalker/lvl_l11_pripyat_priority = 0 + alife/warfare/stalker/lvl_l12_stancia_2_priority = 0 + alife/warfare/stalker/lvl_l12_stancia_priority = 0 + alife/warfare/stalker/lvl_l12u_control_monolith_priority = 0 + alife/warfare/stalker/lvl_l12u_sarcofag_priority = 0 + alife/warfare/stalker/lvl_l13_generators_priority = 0 + alife/warfare/stalker/lvl_pripyat_priority = 0 + alife/warfare/stalker/lvl_zaton_priority = 0 + alife/warfare/stalker/max_faction_respawn = 90 + alife/warfare/stalker/max_invasion_depart_time = 30 + alife/warfare/stalker/max_invasion_size = 2.5 + alife/warfare/stalker/max_patrol_rest_time = 240 + alife/warfare/stalker/max_patrol_squads = 2 + alife/warfare/stalker/max_patrol_time = 240 + alife/warfare/stalker/max_random_patrol_time = 180 + alife/warfare/stalker/max_random_patrols = 15 + alife/warfare/stalker/max_random_squad_count = 3 + alife/warfare/stalker/max_resurgence_wait_time = 120 + alife/warfare/stalker/max_smart_targets_per_base = 2 + alife/warfare/stalker/min_faction_respawn = 15 + alife/warfare/stalker/min_invasion_depart_time = 5 + alife/warfare/stalker/min_invasion_size = 1 + alife/warfare/stalker/min_patrol_rest_time = 60 + alife/warfare/stalker/min_patrol_squads = 1 + alife/warfare/stalker/min_patrol_time = 60 + alife/warfare/stalker/min_random_patrol_time = 30 + alife/warfare/stalker/min_random_squad_count = 1 + alife/warfare/stalker/min_resurgence_wait_time = 30 + alife/warfare/stalker/night_activity_chance = 50 + alife/warfare/stalker/offline_power_multiplier = 1 + alife/warfare/stalker/participate_in_warfare = true + alife/warfare/stalker/patrol_hunt_chance = 50 + alife/warfare/stalker/random_patrols = false + alife/warfare/stalker/random_spawn_entries = 1 + alife/warfare/stalker/random_squad_count = false + alife/warfare/stalker/resource_count_modifier = 0 + alife/warfare/stalker/resource_priority = 5 + alife/warfare/stalker/spawn_on_new_game = true + alife/warfare/stalker/target_faction_stronger_priority = 1 + alife/warfare/stalker/target_faction_weaker_priority = 0 + alife/warfare/stalker/target_on_same_level_priority = 100 + alife/warfare/stalker/target_resource_priority = 0 + alife/warfare/stalker/target_stronger_priority = 1 + alife/warfare/stalker/target_weaker_priority = 0 + alife/warfare/stalker/territory_priority = -5 + alife/warfare/zombied/base_count_modifier = 0 + alife/warfare/zombied/base_priority = 10 + alife/warfare/zombied/expansion_aggression = 50 + alife/warfare/zombied/flag_priority = 1 + alife/warfare/zombied/ignore_empty_targets = false + alife/warfare/zombied/is_being_targeted_priority = 2 + alife/warfare/zombied/keep_last_base = false + alife/warfare/zombied/linked_level_targeting = true + alife/warfare/zombied/lvl_jupiter_priority = 0 + alife/warfare/zombied/lvl_jupiter_underground_priority = 0 + alife/warfare/zombied/lvl_k00_marsh_priority = 0 + alife/warfare/zombied/lvl_k01_darkscape_priority = 0 + alife/warfare/zombied/lvl_k02_trucks_cemetery_priority = 0 + alife/warfare/zombied/lvl_l01_escape_priority = 0 + alife/warfare/zombied/lvl_l02_garbage_priority = 0 + alife/warfare/zombied/lvl_l03_agroprom_priority = 0 + alife/warfare/zombied/lvl_l04_darkvalley_priority = 0 + alife/warfare/zombied/lvl_l05_bar_priority = 0 + alife/warfare/zombied/lvl_l06_rostok_priority = 0 + alife/warfare/zombied/lvl_l07_military_priority = 0 + alife/warfare/zombied/lvl_l08_yantar_priority = 0 + alife/warfare/zombied/lvl_l09_deadcity_priority = 0 + alife/warfare/zombied/lvl_l10_limansk_priority = 0 + alife/warfare/zombied/lvl_l10_radar_priority = 0 + alife/warfare/zombied/lvl_l10_red_forest_priority = 0 + alife/warfare/zombied/lvl_l11_hospital_priority = 0 + alife/warfare/zombied/lvl_l11_pripyat_priority = 0 + alife/warfare/zombied/lvl_l12_stancia_2_priority = 0 + alife/warfare/zombied/lvl_l12_stancia_priority = 0 + alife/warfare/zombied/lvl_l12u_control_monolith_priority = 0 + alife/warfare/zombied/lvl_l12u_sarcofag_priority = 0 + alife/warfare/zombied/lvl_l13_generators_priority = 0 + alife/warfare/zombied/lvl_pripyat_priority = 0 + alife/warfare/zombied/lvl_zaton_priority = 0 + alife/warfare/zombied/max_faction_respawn = 90 + alife/warfare/zombied/max_invasion_depart_time = 30 + alife/warfare/zombied/max_invasion_size = 2.5 + alife/warfare/zombied/max_patrol_rest_time = 240 + alife/warfare/zombied/max_patrol_squads = 2 + alife/warfare/zombied/max_patrol_time = 240 + alife/warfare/zombied/max_random_patrol_time = 180 + alife/warfare/zombied/max_random_patrols = 15 + alife/warfare/zombied/max_random_squad_count = 3 + alife/warfare/zombied/max_resurgence_wait_time = 120 + alife/warfare/zombied/max_smart_targets_per_base = 2 + alife/warfare/zombied/min_faction_respawn = 15 + alife/warfare/zombied/min_invasion_depart_time = 5 + alife/warfare/zombied/min_invasion_size = 1 + alife/warfare/zombied/min_patrol_rest_time = 60 + alife/warfare/zombied/min_patrol_squads = 1 + alife/warfare/zombied/min_patrol_time = 60 + alife/warfare/zombied/min_random_patrol_time = 30 + alife/warfare/zombied/min_random_squad_count = 1 + alife/warfare/zombied/min_resurgence_wait_time = 30 + alife/warfare/zombied/night_activity_chance = 50 + alife/warfare/zombied/offline_power_multiplier = 1 + alife/warfare/zombied/participate_in_warfare = true + alife/warfare/zombied/patrol_hunt_chance = 50 + alife/warfare/zombied/random_patrols = false + alife/warfare/zombied/random_spawn_entries = 1 + alife/warfare/zombied/random_squad_count = false + alife/warfare/zombied/resource_count_modifier = 0 + alife/warfare/zombied/resource_priority = 5 + alife/warfare/zombied/spawn_on_new_game = true + alife/warfare/zombied/target_faction_stronger_priority = 1 + alife/warfare/zombied/target_faction_weaker_priority = 0 + alife/warfare/zombied/target_on_same_level_priority = 100 + alife/warfare/zombied/target_resource_priority = 0 + alife/warfare/zombied/target_stronger_priority = 1 + alife/warfare/zombied/target_weaker_priority = 0 + alife/warfare/zombied/territory_priority = -5 + gameplay/backpack_travel/on_combat = false + gameplay/backpack_travel/on_damage = false + gameplay/backpack_travel/on_emission = false + gameplay/backpack_travel/on_overweight = false + gameplay/backpack_travel/state = false + gameplay/backpack_travel/time = false + gameplay/disguise/active_item = true + gameplay/disguise/active_item_factor = 1 + gameplay/disguise/backpack = true + gameplay/disguise/backpack_factor = 1 + gameplay/disguise/distance = true + gameplay/disguise/distance_factor = 5 + gameplay/disguise/helmet = true + gameplay/disguise/helmet_factor = 1 + gameplay/disguise/inventory = true + gameplay/disguise/inventory_factor = 1 + gameplay/disguise/outfit = true + gameplay/disguise/outfit_factor = 1 + gameplay/disguise/speed = true + gameplay/disguise/speed_factor = 1 + gameplay/disguise/state = true + gameplay/disguise/stay_time = true + gameplay/disguise/stay_time_factor = 20 + gameplay/disguise/weapon = true + gameplay/disguise/weapon_factor = 1 + gameplay/fast_travel/long_names = false + gameplay/fast_travel/on_combat = false + gameplay/fast_travel/on_damage = false + gameplay/fast_travel/on_emission = false + gameplay/fast_travel/on_overweight = false + gameplay/fast_travel/state = 0 + gameplay/fast_travel/time = false + gameplay/fast_travel/visit_message = false + gameplay/general/corpse_max_count = 5 + gameplay/general/corpse_min_dist = 75 + gameplay/general/hardcore_ai_aim = false + gameplay/general/outfit_portrait = true + gameplay/general/release_dropped_items = true + other/autosave_timer_new = 0 other/debug_hud = false + other/debug_map_hud = false + sound/environment/ambient_volume = 1 + sound/environment/breathing_sound = true + sound/environment/helmet_rain_sound = true + sound/environment/wind_sound = true + sound/general/caption = none + sound/radio/display_tracks = false + sound/radio/emission_intereferences = true + sound/radio/playlist_name_1 = OST + sound/radio/underground_intereferences = true + video/hud/autohide_stamina_bar = true + video/hud/show_minimap = false + video/hud/show_slots = true + video/night/brightness = slight + video/player/animations = true + video/player/bleed_effect = true + video/player/blood_splash = false + video/player/breathing_fog = true + video/player/hit_impact_effect = false + video/player/item_swap_animation = true + video/player/mask_hud = true + video/player/radiation_effect = true + video/player/rain_droplets = true + video/player/shoot_effects = false + video/player/visor_reflection = true + video/weather/clear_occurrence = 3 + video/weather/cloudy_occurrence = 2 + video/weather/foggy_occurrence = 2 + video/weather/partly_occurrence = 3 + video/weather/rain_occurrence = 3 + video/weather/storm_occurrence = 3 [temp] rspec_default = true diff --git a/mods/[DEV] EGUI Main Menu Replacer/gamedata/textures/logoSTALKER.dds b/mods/[DEV] EGUI Main Menu Replacer/gamedata/textures/logoSTALKER.dds deleted file mode 100644 index 0c3c5b42..00000000 --- a/mods/[DEV] EGUI Main Menu Replacer/gamedata/textures/logoSTALKER.dds +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:0a37e01c297839a053e57c0d01871d95e2e5f53026eb4cb7d103184aa9d92872 -size 583808 diff --git a/mods/[DEV] EGUI Main Menu Replacer/gamedata/textures/logoSTALKER.psd b/mods/[DEV] EGUI Main Menu Replacer/gamedata/textures/logoSTALKER.psd deleted file mode 100644 index 2668d107..00000000 Binary files a/mods/[DEV] EGUI Main Menu Replacer/gamedata/textures/logoSTALKER.psd and /dev/null differ diff --git a/mods/[DEV] EGUI Main Menu Replacer/meta.ini b/mods/[DEV] EGUI Main Menu Replacer/meta.ini deleted file mode 100644 index 0a76c935..00000000 --- a/mods/[DEV] EGUI Main Menu Replacer/meta.ini +++ /dev/null @@ -1,26 +0,0 @@ -[General] -category="18," -newestVersion= -ignoredVersion= -version= -installationFile= -repository=Nexus -gameName=stalkeranomaly -modid=-1 -comments= -notes= -nexusDescription= -url= -hasCustomURL=false -nexusFileStatus=1 -lastNexusQuery= -lastNexusUpdate= -nexusLastModified=2024-03-14T09:13:50Z -nexusCategory=0 -converted=false -validated=false -color=@Variant(\0\0\0\x43\0\xff\xff\0\0\0\0\0\0\0\0) -tracked=0 - -[installedFiles] -size=0 diff --git a/mods/[DEV] Weapon Repositions/gamedata/configs/mod_system_elegant_weapon_repositions.ltx b/mods/[DEV] Weapon Repositions/gamedata/configs/mod_system_elegant_weapon_repositions.ltx deleted file mode 100644 index 5bbc6a4a..00000000 --- a/mods/[DEV] Weapon Repositions/gamedata/configs/mod_system_elegant_weapon_repositions.ltx +++ /dev/null @@ -1,2332 +0,0 @@ -![wpn_ak5c_bas_aim_low_hud] - aim_hud_offset_pos = -0.060487, 0.037474, -0.051361 - aim_hud_offset_pos_16x9 = -0.060487, 0.037474, -0.051361 - aim_hud_offset_rot = 0.024823, 0.036863, -0.072004 - aim_hud_offset_rot_16x9 = 0.024823, 0.036863, -0.072004 - hands_orientation = 2.019987, 1.20545, -3.481631 - hands_orientation_16x9 = 2.019987, 1.20545, -3.481631 - hands_position = 0.018267, -0.034475, 0.126227 - hands_position_16x9 = 0.018267, -0.034475, 0.126227 - lowered_hud_offset_pos = 0.184744, 0.042425, -0.050558 - lowered_hud_offset_pos_16x9 = 0.184744, 0.042425, -0.050558 - lowered_hud_offset_rot = -0.01694, -0.895315, 0.458319 - lowered_hud_offset_rot_16x9 = -0.01694, -0.895315, 0.458319 - -![wpn_ak5c_bas_aimpoint_hud] - aim_hud_offset_pos = -0.060808, 0.023402, -0.051361 - aim_hud_offset_pos_16x9 = -0.060808, 0.023402, -0.051361 - aim_hud_offset_rot = 0.031214, 0.039096, -0.072004 - aim_hud_offset_rot_16x9 = 0.031214, 0.039096, -0.072004 - hands_orientation = 2.019987, 1.20545, -3.481631 - hands_orientation_16x9 = 2.019987, 1.20545, -3.481631 - hands_position = 0.018267, -0.034475, 0.126227 - hands_position_16x9 = 0.018267, -0.034475, 0.126227 - lowered_hud_offset_pos = 0.184744, 0.042425, -0.050558 - lowered_hud_offset_pos_16x9 = 0.184744, 0.042425, -0.050558 - lowered_hud_offset_rot = -0.01694, -0.895315, 0.458319 - lowered_hud_offset_rot_16x9 = -0.01694, -0.895315, 0.458319 - -![wpn_ak5c_bas_compm4s_hud] - aim_hud_offset_pos = -0.061285, 0.020348, -0.051361 - aim_hud_offset_pos_16x9 = -0.061285, 0.020348, -0.051361 - aim_hud_offset_rot = 0.020563, 0.037927, -0.072004 - aim_hud_offset_rot_16x9 = 0.020563, 0.037927, -0.072004 - hands_orientation = 2.019987, 1.20545, -3.481631 - hands_orientation_16x9 = 2.019987, 1.20545, -3.481631 - hands_position = 0.018267, -0.034475, 0.126227 - hands_position_16x9 = 0.018267, -0.034475, 0.126227 - lowered_hud_offset_pos = 0.184744, 0.042425, -0.050558 - lowered_hud_offset_pos_16x9 = 0.184744, 0.042425, -0.050558 - lowered_hud_offset_rot = -0.01694, -0.895315, 0.458319 - lowered_hud_offset_rot_16x9 = -0.01694, -0.895315, 0.458319 - -![wpn_ak5c_bas_d0cter_hud] - aim_hud_offset_pos = -0.060117, 0.035479, -0.051361 - aim_hud_offset_pos_16x9 = -0.060117, 0.035479, -0.051361 - aim_hud_offset_rot = 0.022835, 0.036964, -0.068667 - aim_hud_offset_rot_16x9 = 0.022835, 0.036964, -0.068667 - hands_orientation = 2.019987, 1.20545, -3.481631 - hands_orientation_16x9 = 2.019987, 1.20545, -3.481631 - hands_position = 0.018267, -0.034475, 0.126227 - hands_position_16x9 = 0.018267, -0.034475, 0.126227 - lowered_hud_offset_pos = 0.184744, 0.042425, -0.050558 - lowered_hud_offset_pos_16x9 = 0.184744, 0.042425, -0.050558 - lowered_hud_offset_rot = -0.01694, -0.895315, 0.458319 - lowered_hud_offset_rot_16x9 = -0.01694, -0.895315, 0.458319 - -![wpn_ak5c_bas_deltapoint_hud] - aim_hud_offset_pos = -0.059259, 0.02923, -0.051361 - aim_hud_offset_pos_16x9 = -0.059259, 0.02923, -0.051361 - aim_hud_offset_rot = 0.019782, 0.033503, -0.072004 - aim_hud_offset_rot_16x9 = 0.019782, 0.033503, -0.072004 - hands_orientation = 2.019987, 1.20545, -3.481631 - hands_orientation_16x9 = 2.019987, 1.20545, -3.481631 - hands_position = 0.018267, -0.034475, 0.126227 - hands_position_16x9 = 0.018267, -0.034475, 0.126227 - lowered_hud_offset_pos = 0.184744, 0.042425, -0.050558 - lowered_hud_offset_pos_16x9 = 0.184744, 0.042425, -0.050558 - lowered_hud_offset_rot = -0.01694, -0.895315, 0.458319 - lowered_hud_offset_rot_16x9 = -0.01694, -0.895315, 0.458319 - -![wpn_ak5c_bas_e0t2_hud] - aim_hud_offset_pos = -0.061067, 0.01969, -0.051361 - aim_hud_offset_pos_16x9 = -0.061067, 0.01969, -0.051361 - aim_hud_offset_rot = 0.020066, 0.039098, -0.072004 - aim_hud_offset_rot_16x9 = 0.020066, 0.039098, -0.072004 - hands_orientation = 2.019987, 1.20545, -3.481631 - hands_orientation_16x9 = 2.019987, 1.20545, -3.481631 - hands_position = 0.018267, -0.034475, 0.126227 - hands_position_16x9 = 0.018267, -0.034475, 0.126227 - lowered_hud_offset_pos = 0.184744, 0.042425, -0.050558 - lowered_hud_offset_pos_16x9 = 0.184744, 0.042425, -0.050558 - lowered_hud_offset_rot = -0.01694, -0.895315, 0.458319 - lowered_hud_offset_rot_16x9 = -0.01694, -0.895315, 0.458319 - -![wpn_ak5c_bas_ekp8_18_hud] - aim_hud_offset_pos = -0.05953, 0.012159, -0.051361 - aim_hud_offset_pos_16x9 = -0.05953, 0.012159, -0.051361 - aim_hud_offset_rot = 0.010409, 0.033509, -0.072004 - aim_hud_offset_rot_16x9 = 0.010409, 0.033509, -0.072004 - hands_orientation = 2.019987, 1.20545, -3.481631 - hands_orientation_16x9 = 2.019987, 1.20545, -3.481631 - hands_position = 0.018267, -0.034475, 0.126227 - hands_position_16x9 = 0.018267, -0.034475, 0.126227 - lowered_hud_offset_pos = 0.184744, 0.042425, -0.050558 - lowered_hud_offset_pos_16x9 = 0.184744, 0.042425, -0.050558 - lowered_hud_offset_rot = -0.01694, -0.895315, 0.458319 - lowered_hud_offset_rot_16x9 = -0.01694, -0.895315, 0.458319 - -![wpn_ak5c_bas_gauss_sight_hud] - aim_hud_offset_pos = -0.061122, 0.029652, -0.046384 - aim_hud_offset_pos_16x9 = -0.061122, 0.029652, -0.046384 - aim_hud_offset_rot = 0.020208, 0.042984, -0.0757 - aim_hud_offset_rot_16x9 = 0.020208, 0.042984, -0.0757 - hands_orientation = 2.019987, 1.20545, -3.481631 - hands_orientation_16x9 = 2.019987, 1.20545, -3.481631 - hands_position = 0.018267, -0.034475, 0.126227 - hands_position_16x9 = 0.018267, -0.034475, 0.126227 - lowered_hud_offset_pos = 0.184744, 0.042425, -0.050558 - lowered_hud_offset_pos_16x9 = 0.184744, 0.042425, -0.050558 - lowered_hud_offset_rot = -0.01694, -0.895315, 0.458319 - lowered_hud_offset_rot_16x9 = -0.01694, -0.895315, 0.458319 - -![wpn_ak5c_bas_hud] - aim_hud_offset_pos = -0.061179, 0.045781, -0.051361 - aim_hud_offset_pos_16x9 = -0.061179, 0.045781, -0.051361 - aim_hud_offset_rot = 0.020066, 0.039098, -0.059932 - aim_hud_offset_rot_16x9 = 0.020066, 0.039098, -0.059932 - hands_orientation = 2.019987, 1.20545, -3.481631 - hands_orientation_16x9 = 2.019987, 1.20545, -3.481631 - hands_position = 0.018267, -0.034475, 0.126227 - hands_position_16x9 = 0.018267, -0.034475, 0.126227 - lowered_hud_offset_pos = 0.184744, 0.042425, -0.050558 - lowered_hud_offset_pos_16x9 = 0.184744, 0.042425, -0.050558 - lowered_hud_offset_rot = -0.01694, -0.895315, 0.458319 - lowered_hud_offset_rot_16x9 = -0.01694, -0.895315, 0.458319 - -![wpn_ak5c_bas_kemper_hud] - aim_hud_offset_pos = -0.060751, 0.027016, -0.051361 - aim_hud_offset_pos_16x9 = -0.060751, 0.027016, -0.051361 - aim_hud_offset_rot = 0.040879, 0.038085, -0.064548 - aim_hud_offset_rot_16x9 = 0.040879, 0.038085, -0.064548 - hands_orientation = 2.019987, 1.20545, -3.481631 - hands_orientation_16x9 = 2.019987, 1.20545, -3.481631 - hands_position = 0.018267, -0.034475, 0.126227 - hands_position_16x9 = 0.018267, -0.034475, 0.126227 - lowered_hud_offset_pos = 0.184744, 0.042425, -0.050558 - lowered_hud_offset_pos_16x9 = 0.184744, 0.042425, -0.050558 - lowered_hud_offset_rot = -0.01694, -0.895315, 0.458319 - lowered_hud_offset_rot_16x9 = -0.01694, -0.895315, 0.458319 - -![wpn_ak5c_bas_leupold_hud] - aim_hud_offset_pos = -0.060806, 0.020334, -0.051361 - aim_hud_offset_pos_16x9 = -0.060806, 0.020334, -0.051361 - aim_hud_offset_rot = 0.020066, 0.039098, -0.070228 - aim_hud_offset_rot_16x9 = 0.020066, 0.039098, -0.070228 - hands_orientation = 2.019987, 1.20545, -3.481631 - hands_orientation_16x9 = 2.019987, 1.20545, -3.481631 - hands_position = 0.018267, -0.034475, 0.126227 - hands_position_16x9 = 0.018267, -0.034475, 0.126227 - lowered_hud_offset_pos = 0.171515, 0.029416, -0.050558 - lowered_hud_offset_pos_16x9 = 0.171515, 0.029416, -0.050558 - lowered_hud_offset_rot = -0.01694, -0.895315, 0.458319 - lowered_hud_offset_rot_16x9 = -0.01694, -0.895315, 0.458319 - -![wpn_ak5c_bas_marchf_hud] - aim_hud_offset_pos = -0.060489, 0.01947, -0.051361 - aim_hud_offset_pos_16x9 = -0.060489, 0.01947, -0.051361 - aim_hud_offset_rot = 0.020066, 0.039098, -0.072362 - aim_hud_offset_rot_16x9 = 0.020066, 0.039098, -0.072362 - hands_orientation = 2.019987, 1.20545, -3.481631 - hands_orientation_16x9 = 2.019987, 1.20545, -3.481631 - hands_position = 0.018267, -0.034475, 0.126227 - hands_position_16x9 = 0.018267, -0.034475, 0.126227 - lowered_hud_offset_pos = 0.184744, 0.042425, -0.050558 - lowered_hud_offset_pos_16x9 = 0.184744, 0.042425, -0.050558 - lowered_hud_offset_rot = -0.01694, -0.895315, 0.458319 - lowered_hud_offset_rot_16x9 = -0.01694, -0.895315, 0.458319 - -![wpn_ak5c_bas_mepro_hud] - aim_hud_offset_pos = -0.061338, 0.015495, -0.051361 - aim_hud_offset_pos_16x9 = -0.061338, 0.015495, -0.051361 - aim_hud_offset_rot = 0.020492, 0.037981, -0.072004 - aim_hud_offset_rot_16x9 = 0.020492, 0.037981, -0.072004 - hands_orientation = 2.019987, 1.20545, -3.481631 - hands_orientation_16x9 = 2.019987, 1.20545, -3.481631 - hands_position = 0.018267, -0.034475, 0.126227 - hands_position_16x9 = 0.018267, -0.034475, 0.126227 - lowered_hud_offset_pos = 0.184744, 0.042425, -0.050558 - lowered_hud_offset_pos_16x9 = 0.184744, 0.042425, -0.050558 - lowered_hud_offset_rot = -0.01694, -0.895315, 0.458319 - lowered_hud_offset_rot_16x9 = -0.01694, -0.895315, 0.458319 - -![wpn_ak5c_bas_pn23_hud] - aim_hud_offset_pos = -0.060761, 0.009174, -0.061308 - aim_hud_offset_pos_16x9 = -0.060761, 0.009174, -0.061308 - aim_hud_offset_rot = 0.020066, 0.039098, -0.072004 - aim_hud_offset_rot_16x9 = 0.020066, 0.039098, -0.072004 - hands_orientation = 2.019987, 1.20545, -3.481631 - hands_orientation_16x9 = 2.019987, 1.20545, -3.481631 - hands_position = 0.018267, -0.034475, 0.126227 - hands_position_16x9 = 0.018267, -0.034475, 0.126227 - lowered_hud_offset_pos = 0.184744, 0.042425, -0.050558 - lowered_hud_offset_pos_16x9 = 0.184744, 0.042425, -0.050558 - lowered_hud_offset_rot = -0.01694, -0.895315, 0.458319 - lowered_hud_offset_rot_16x9 = -0.01694, -0.895315, 0.458319 - -![wpn_ak5c_bas_point_aimpro_hud] - aim_hud_offset_pos = -0.06102, 0.015854, -0.051361 - aim_hud_offset_pos_16x9 = -0.06102, 0.015854, -0.051361 - aim_hud_offset_rot = 0.023971, 0.037767, -0.072004 - aim_hud_offset_rot_16x9 = 0.023971, 0.037767, -0.072004 - hands_orientation = 2.019987, 1.20545, -3.481631 - hands_orientation_16x9 = 2.019987, 1.20545, -3.481631 - hands_position = 0.018267, -0.034475, 0.126227 - hands_position_16x9 = 0.018267, -0.034475, 0.126227 - lowered_hud_offset_pos = 0.184744, 0.042425, -0.050558 - lowered_hud_offset_pos_16x9 = 0.184744, 0.042425, -0.050558 - lowered_hud_offset_rot = -0.01694, -0.895315, 0.458319 - lowered_hud_offset_rot_16x9 = -0.01694, -0.895315, 0.458319 - -![wpn_ak5c_bas_rakurs_hud] - aim_hud_offset_pos = -0.060648, 0.030011, -0.051361 - aim_hud_offset_pos_16x9 = -0.060648, 0.030011, -0.051361 - aim_hud_offset_rot = 0.020066, 0.039098, -0.072004 - aim_hud_offset_rot_16x9 = 0.020066, 0.039098, -0.072004 - hands_orientation = 2.019987, 1.20545, -3.481631 - hands_orientation_16x9 = 2.019987, 1.20545, -3.481631 - hands_position = 0.018267, -0.034475, 0.126227 - hands_position_16x9 = 0.018267, -0.034475, 0.126227 - lowered_hud_offset_pos = 0.184744, 0.042425, -0.050558 - lowered_hud_offset_pos_16x9 = 0.184744, 0.042425, -0.050558 - lowered_hud_offset_rot = -0.01694, -0.895315, 0.458319 - lowered_hud_offset_rot_16x9 = -0.01694, -0.895315, 0.458319 - -![wpn_ak5c_bas_rmr_hud] - aim_hud_offset_pos = -0.060808, 0.033985, -0.051361 - aim_hud_offset_pos_16x9 = -0.060808, 0.033985, -0.051361 - aim_hud_offset_rot = 0.020066, 0.039098, -0.072004 - aim_hud_offset_rot_16x9 = 0.020066, 0.039098, -0.072004 - hands_orientation = 2.019987, 1.20545, -3.481631 - hands_orientation_16x9 = 2.019987, 1.20545, -3.481631 - hands_position = 0.018267, -0.034475, 0.126227 - hands_position_16x9 = 0.018267, -0.034475, 0.126227 - lowered_hud_offset_pos = 0.184744, 0.042425, -0.050558 - lowered_hud_offset_pos_16x9 = 0.184744, 0.042425, -0.050558 - lowered_hud_offset_rot = -0.01694, -0.895315, 0.458319 - lowered_hud_offset_rot_16x9 = -0.01694, -0.895315, 0.458319 - -![wpn_ak5c_bas_specter_hud] - aim_hud_offset_alt_pos = -0.060259, 0.003337, -0.029151 - aim_hud_offset_alt_pos_16x9 = -0.060259, 0.003337, -0.029151 - aim_hud_offset_alt_rot = 0.027353, 0.036585, -0.069677 - aim_hud_offset_alt_rot_16x9 = 0.027353, 0.036585, -0.069677 - aim_hud_offset_pos = -0.060538, 0.023899, -0.069136 - aim_hud_offset_pos_16x9 = -0.060538, 0.023899, -0.069136 - aim_hud_offset_rot = 0.020066, 0.039098, -0.072004 - aim_hud_offset_rot_16x9 = 0.020066, 0.039098, -0.072004 - hands_orientation = 2.019987, 1.20545, -3.481631 - hands_orientation_16x9 = 2.019987, 1.20545, -3.481631 - hands_position = 0.018267, -0.034475, 0.126227 - hands_position_16x9 = 0.018267, -0.034475, 0.126227 - lowered_hud_offset_pos = 0.184744, 0.042425, -0.050558 - lowered_hud_offset_pos_16x9 = 0.184744, 0.042425, -0.050558 - lowered_hud_offset_rot = -0.01694, -0.895315, 0.458319 - lowered_hud_offset_rot_16x9 = -0.01694, -0.895315, 0.458319 - -![wpn_fal_aus] - strap_position = -0.26, -0.11, 0 - -![wpn_fal_aus_hud] - aim_hud_offset_alt_pos = -0.070177, -0.017119, 0 - aim_hud_offset_alt_pos_16x9 = -0.070177, -0.017119, 0 - aim_hud_offset_alt_rot = 0, 0.004061, 0.427368 - aim_hud_offset_alt_rot_16x9 = 0, 0.004061, 0.427368 - aim_hud_offset_pos = -0.040093, 0.017673, -0.065707 - aim_hud_offset_pos_16x9 = -0.040093, 0.017673, -0.065707 - aim_hud_offset_rot = 0.00176, 0.007309, -0.076822 - aim_hud_offset_rot_16x9 = 0.00176, 0.007309, -0.076822 - hands_orientation = -0.328253, -0.999104, -10.052333 - hands_orientation_16x9 = -0.328253, -0.999104, -10.052333 - hands_position = -0.035088, 0.009477, 0.012847 - hands_position_16x9 = -0.035088, 0.009477, 0.012847 - lowered_hud_offset_pos = 0.028223, 0.007393, 0 - lowered_hud_offset_pos_16x9 = 0.028223, 0.007393, 0 - lowered_hud_offset_rot = 0.1, -0.8, 0.522409 - lowered_hud_offset_rot_16x9 = 0.1, -0.8, 0.522409 - -![wpn_pk_siber] - position = -0.016, -0.005, -0.02 - -![wpn_pk_siber_hud] - aim_hud_offset_alt_pos = 0.062239, -0.000486, 0 - aim_hud_offset_alt_pos_16x9 = 0.062239, -0.000486, 0 - aim_hud_offset_pos = -0.021834, 0.058916, 0.042481 - aim_hud_offset_pos_16x9 = -0.021834, 0.058916, 0.042481 - aim_hud_offset_rot = 0.031591, 0.017686, -0.084806 - aim_hud_offset_rot_16x9 = 0.031591, 0.017686, -0.084806 - hands_orientation = 0.994134, 1.780601, -4.369054 - hands_orientation_16x9 = 0.994134, 1.780601, -4.369054 - hands_position = 0.026045, -0.052436, 0.04065 - hands_position_16x9 = 0.026045, -0.052436, 0.04065 - lowered_hud_offset_pos = 0.014778, 0.025762, 0 - lowered_hud_offset_pos_16x9 = 0.014778, 0.025762, 0 - lowered_hud_offset_rot = 0.1, -0.8, 0.388 - lowered_hud_offset_rot_16x9 = 0.1, -0.8, 0.388 - -![wpn_pkm_siber] - position = -0.016, -0.005, -0.02 - -![wpn_pkm_siber_hud] - aim_hud_offset_alt_pos = 0.062239, -0.000486, 0 - aim_hud_offset_alt_pos_16x9 = 0.062239, -0.000486, 0 - aim_hud_offset_pos = -0.021834, 0.058916, 0.042481 - aim_hud_offset_pos_16x9 = -0.021834, 0.058916, 0.042481 - aim_hud_offset_rot = 0.031591, 0.017686, -0.084806 - aim_hud_offset_rot_16x9 = 0.031591, 0.017686, -0.084806 - hands_orientation = 0.994134, 1.780601, -4.369054 - hands_orientation_16x9 = 0.994134, 1.780601, -4.369054 - hands_position = 0.026205, -0.054992, 0.040721 - hands_position_16x9 = 0.026205, -0.054992, 0.040721 - lowered_hud_offset_pos = 0.014778, 0.025762, 0 - lowered_hud_offset_pos_16x9 = 0.014778, 0.025762, 0 - lowered_hud_offset_rot = 0.1, -0.8, 0.388 - lowered_hud_offset_rot_16x9 = 0.1, -0.8, 0.388 - -![wpn_pkp_siber] - position = -0.016, -0.005, -0.02 - -![wpn_pkp_siber_1p59] - position = -0.016, -0.005, -0.02 - -![wpn_pkp_siber_1p59_hud] - aim_hud_offset_alt_pos = -0.047214, 0.085035, 0 - aim_hud_offset_alt_pos_16x9 = -0.047214, 0.085035, 0 - aim_hud_offset_alt_rot = 0.033231, 0.018246, -0.083632 - aim_hud_offset_alt_rot_16x9 = 0.033231, 0.018246, -0.083632 - aim_hud_offset_pos = -0.021834, 0.058916, 0.042481 - aim_hud_offset_pos_16x9 = -0.021834, 0.058916, 0.042481 - aim_hud_offset_rot = 0.031591, 0.017686, -0.084806 - aim_hud_offset_rot_16x9 = 0.031591, 0.017686, -0.084806 - hands_orientation = 0.994134, 1.780601, -4.369054 - hands_orientation_16x9 = 0.994134, 1.780601, -4.369054 - hands_position = 0.053784, -0.079582, 0.040721 - hands_position_16x9 = 0.053784, -0.079582, 0.040721 - lowered_hud_offset_pos = 0.014778, 0.025762, 0 - lowered_hud_offset_pos_16x9 = 0.014778, 0.025762, 0 - lowered_hud_offset_rot = 0.1, -0.8, 0.388 - lowered_hud_offset_rot_16x9 = 0.1, -0.8, 0.388 - -![wpn_pkp_siber_1p76] - position = -0.016, -0.005, -0.02 - -![wpn_pkp_siber_1p76_hud] - aim_hud_offset_alt_pos = -0.047267, 0.08539, 0 - aim_hud_offset_alt_pos_16x9 = -0.047267, 0.08539, 0 - aim_hud_offset_alt_rot = 0.033231, 0.018246, -0.083632 - aim_hud_offset_alt_rot_16x9 = 0.033231, 0.018246, -0.083632 - aim_hud_offset_pos = -0.034587, 0.054371, 0.042481 - aim_hud_offset_pos_16x9 = -0.034587, 0.054371, 0.042481 - aim_hud_offset_rot = 0.023365, 0.018485, -0.084806 - aim_hud_offset_rot_16x9 = 0.023365, 0.018485, -0.084806 - hands_orientation = 0.994134, 1.780601, -4.369054 - hands_orientation_16x9 = 0.994134, 1.780601, -4.369054 - hands_position = 0.053784, -0.079582, 0.040721 - hands_position_16x9 = 0.053784, -0.079582, 0.040721 - lowered_hud_offset_pos = 0.014778, 0.025762, 0 - lowered_hud_offset_pos_16x9 = 0.014778, 0.025762, 0 - lowered_hud_offset_rot = 0.1, -0.8, 0.388 - lowered_hud_offset_rot_16x9 = 0.1, -0.8, 0.388 - -![wpn_pkp_siber_1pn93] - position = -0.016, -0.005, -0.02 - -![wpn_pkp_siber_1pn93_hud] - aim_hud_offset_alt_pos = -0.047214, 0.085035, 0 - aim_hud_offset_alt_pos_16x9 = -0.047214, 0.085035, 0 - aim_hud_offset_alt_rot = 0.033231, 0.018246, -0.083632 - aim_hud_offset_alt_rot_16x9 = 0.033231, 0.018246, -0.083632 - aim_hud_offset_pos = -0.025514, 0.041941, 0.086942 - aim_hud_offset_pos_16x9 = -0.025514, 0.041941, 0.086942 - aim_hud_offset_rot = 0.031591, 0.017686, -0.084806 - aim_hud_offset_rot_16x9 = 0.031591, 0.017686, -0.084806 - hands_orientation = 0.994134, 1.780601, -4.369054 - hands_orientation_16x9 = 0.994134, 1.780601, -4.369054 - hands_position = 0.053784, -0.079582, 0.040721 - hands_position_16x9 = 0.053784, -0.079582, 0.040721 - lowered_hud_offset_pos = 0.014778, 0.025762, 0 - lowered_hud_offset_pos_16x9 = 0.014778, 0.025762, 0 - lowered_hud_offset_rot = 0.1, -0.8, 0.388 - lowered_hud_offset_rot_16x9 = 0.1, -0.8, 0.388 - -![wpn_pkp_siber_1pn93n2_1gs] - position = -0.016, -0.005, -0.02 - -![wpn_pkp_siber_1pn93n2_1gs_hud] - aim_hud_offset_alt_pos = -0.047214, 0.085035, 0 - aim_hud_offset_alt_pos_16x9 = -0.047214, 0.085035, 0 - aim_hud_offset_alt_rot = 0.033231, 0.018246, -0.083632 - aim_hud_offset_alt_rot_16x9 = 0.033231, 0.018246, -0.083632 - aim_hud_offset_pos = -0.020611, 0.057567, 0.067436 - aim_hud_offset_pos_16x9 = -0.020611, 0.057567, 0.067436 - aim_hud_offset_rot = 0.031591, 0.017686, -0.084806 - aim_hud_offset_rot_16x9 = 0.031591, 0.017686, -0.084806 - hands_orientation = 0.994134, 1.780601, -4.369054 - hands_orientation_16x9 = 0.994134, 1.780601, -4.369054 - hands_position = 0.053784, -0.079582, 0.040721 - hands_position_16x9 = 0.053784, -0.079582, 0.040721 - lowered_hud_offset_pos = 0.014778, 0.025762, 0 - lowered_hud_offset_pos_16x9 = 0.014778, 0.025762, 0 - lowered_hud_offset_rot = 0.1, -0.8, 0.388 - lowered_hud_offset_rot_16x9 = 0.1, -0.8, 0.388 - -![wpn_pkp_siber_ekp8_02] - position = -0.016, -0.005, -0.02 - -![wpn_pkp_siber_ekp8_02_hud] - aim_hud_offset_alt_pos = -0.019701, 0.009457, 0 - aim_hud_offset_alt_pos_16x9 = -0.019701, 0.009457, 0 - aim_hud_offset_alt_rot = 0.033231, 0.018246, -0.083632 - aim_hud_offset_alt_rot_16x9 = 0.033231, 0.018246, -0.083632 - aim_hud_offset_pos = 0.004562, -0.00336, 0.042481 - aim_hud_offset_pos_16x9 = 0.004562, -0.00336, 0.042481 - aim_hud_offset_rot = 0.016538, 0.014221, -0.084806 - aim_hud_offset_rot_16x9 = 0.016538, 0.014221, -0.084806 - hands_orientation = 0.347727, -0.749279, -4.369054 - hands_orientation_16x9 = 0.347727, -0.749279, -4.369054 - hands_position = 0.010213, -0.017724, 0.040721 - hands_position_16x9 = 0.010213, -0.017724, 0.040721 - lowered_hud_offset_pos = 0.014778, 0.025762, 0 - lowered_hud_offset_pos_16x9 = 0.014778, 0.025762, 0 - lowered_hud_offset_rot = 0.1, -0.8, 0.388 - lowered_hud_offset_rot_16x9 = 0.1, -0.8, 0.388 - -![wpn_pkp_siber_hud] - aim_hud_offset_alt_pos = 0.062239, -0.000486, 0 - aim_hud_offset_alt_pos_16x9 = 0.062239, -0.000486, 0 - aim_hud_offset_pos = -0.021834, 0.058916, 0.042481 - aim_hud_offset_pos_16x9 = -0.021834, 0.058916, 0.042481 - aim_hud_offset_rot = 0.031591, 0.017686, -0.084806 - aim_hud_offset_rot_16x9 = 0.031591, 0.017686, -0.084806 - hands_orientation = 0.994134, 1.780601, -4.369054 - hands_orientation_16x9 = 0.994134, 1.780601, -4.369054 - hands_position = 0.026205, -0.054992, 0.040721 - hands_position_16x9 = 0.026205, -0.054992, 0.040721 - lowered_hud_offset_pos = 0.014778, 0.025762, 0 - lowered_hud_offset_pos_16x9 = 0.014778, 0.025762, 0 - lowered_hud_offset_rot = 0.1, -0.8, 0.388 - lowered_hud_offset_rot_16x9 = 0.1, -0.8, 0.388 - -![wpn_pkp_siber_kobra] - position = -0.016, -0.005, -0.02 - -![wpn_pkp_siber_kobra_hud] - aim_hud_offset_alt_pos = -0.008556, 0.018413, 0 - aim_hud_offset_alt_pos_16x9 = -0.008556, 0.018413, 0 - aim_hud_offset_alt_rot = -0.011434, 0.005463, -0.083632 - aim_hud_offset_alt_rot_16x9 = -0.011434, 0.005463, -0.083632 - aim_hud_offset_pos = 0.005682, -0.012886, 0.042481 - aim_hud_offset_pos_16x9 = 0.005682, -0.012886, 0.042481 - aim_hud_offset_rot = -0.040855, -0.004639, -0.084806 - aim_hud_offset_rot_16x9 = -0.040855, -0.004639, -0.084806 - hands_orientation = 0.347727, -0.749279, -4.369054 - hands_orientation_16x9 = 0.347727, -0.749279, -4.369054 - hands_position = 0.010213, -0.017724, 0.040721 - hands_position_16x9 = 0.010213, -0.017724, 0.040721 - lowered_hud_offset_pos = 0.014778, 0.025762, 0 - lowered_hud_offset_pos_16x9 = 0.014778, 0.025762, 0 - lowered_hud_offset_rot = 0.1, -0.8, 0.388 - lowered_hud_offset_rot_16x9 = 0.1, -0.8, 0.388 - -![wpn_pkp_siber_okp] - position = -0.016, -0.005, -0.02 - -![wpn_pkp_siber_okp_hud] - aim_hud_offset_alt_pos = -0.008556, 0.018413, 0 - aim_hud_offset_alt_pos_16x9 = -0.008556, 0.018413, 0 - aim_hud_offset_alt_rot = -0.011434, 0.005463, -0.083632 - aim_hud_offset_alt_rot_16x9 = -0.011434, 0.005463, -0.083632 - aim_hud_offset_pos = 0.006642, 0.00283, 0.042481 - aim_hud_offset_pos_16x9 = 0.006642, 0.00283, 0.042481 - aim_hud_offset_rot = 0.013698, 0.011718, -0.084806 - aim_hud_offset_rot_16x9 = 0.013698, 0.011718, -0.084806 - hands_orientation = 0.347727, -0.749279, -4.369054 - hands_orientation_16x9 = 0.347727, -0.749279, -4.369054 - hands_position = 0.010213, -0.017724, 0.040721 - hands_position_16x9 = 0.010213, -0.017724, 0.040721 - lowered_hud_offset_pos = 0.014778, 0.025762, 0 - lowered_hud_offset_pos_16x9 = 0.014778, 0.025762, 0 - lowered_hud_offset_rot = 0.1, -0.8, 0.388 - lowered_hud_offset_rot_16x9 = 0.1, -0.8, 0.388 - -![wpn_pkp_siber_pka] - position = -0.016, -0.005, -0.02 - -![wpn_pkp_siber_pka_hud] - aim_hud_offset_alt_pos = -0.008556, 0.018413, 0 - aim_hud_offset_alt_pos_16x9 = -0.008556, 0.018413, 0 - aim_hud_offset_alt_rot = -0.011434, 0.005463, -0.083632 - aim_hud_offset_alt_rot_16x9 = -0.011434, 0.005463, -0.083632 - aim_hud_offset_pos = 0.011134, 0.000191, 0.042481 - aim_hud_offset_pos_16x9 = 0.011134, 0.000191, 0.042481 - aim_hud_offset_rot = 0.00887, 0.014328, -0.084806 - aim_hud_offset_rot_16x9 = 0.00887, 0.014328, -0.084806 - hands_orientation = 0.347727, -0.749279, -4.369054 - hands_orientation_16x9 = 0.347727, -0.749279, -4.369054 - hands_position = 0.010213, -0.017724, 0.040721 - hands_position_16x9 = 0.010213, -0.017724, 0.040721 - lowered_hud_offset_pos = 0.014778, 0.025762, 0 - lowered_hud_offset_pos_16x9 = 0.014778, 0.025762, 0 - lowered_hud_offset_rot = 0.1, -0.8, 0.388 - lowered_hud_offset_rot_16x9 = 0.1, -0.8, 0.388 - -![wpn_pkp_siber_usp1] - position = -0.016, -0.005, -0.02 - -![wpn_pkp_siber_usp1_hud] - aim_hud_offset_alt_pos = -0.008556, 0.018413, 0 - aim_hud_offset_alt_pos_16x9 = -0.008556, 0.018413, 0 - aim_hud_offset_alt_rot = -0.011434, 0.005463, -0.083632 - aim_hud_offset_alt_rot_16x9 = -0.011434, 0.005463, -0.083632 - aim_hud_offset_pos = 0.001317, -0.017067, 0.042481 - aim_hud_offset_pos_16x9 = 0.001317, -0.017067, 0.042481 - aim_hud_offset_rot = 0.016538, 0.014221, -0.084806 - aim_hud_offset_rot_16x9 = 0.016538, 0.014221, -0.084806 - hands_orientation = 0.347727, -0.749279, -4.369054 - hands_orientation_16x9 = 0.347727, -0.749279, -4.369054 - hands_position = 0.010213, -0.017724, 0.040721 - hands_position_16x9 = 0.010213, -0.017724, 0.040721 - lowered_hud_offset_pos = 0.004917, -0.013199, 0 - lowered_hud_offset_pos_16x9 = 0.004917, -0.013199, 0 - lowered_hud_offset_rot = 0.1, -0.8, 0.388 - lowered_hud_offset_rot_16x9 = 0.1, -0.8, 0.388 - -![wpn_rpk74_16] - fire_point = 0, 0, 0.656 - position = -0.026, 0, -0.02 - -![wpn_rpk74_16_aimpoint] - fire_point = 0, 0, 0.656 - position = -0.026, 0, -0.02 - -![wpn_rpk74_16_aimpoint_hud] - aim_hud_offset_alt_pos = -0.081173, -0.030466, 0 - aim_hud_offset_alt_pos_16x9 = -0.081173, -0.030466, 0 - aim_hud_offset_alt_rot = 0.024174, 0.004801, 0.343456 - aim_hud_offset_alt_rot_16x9 = 0.024174, 0.004801, 0.343456 - aim_hud_offset_pos = -0.074719, 0.019315, -0.046431 - aim_hud_offset_pos_16x9 = -0.074719, 0.019315, -0.046431 - aim_hud_offset_rot = 0.00843, 0.033148, -0.074799 - aim_hud_offset_rot_16x9 = 0.00843, 0.033148, -0.074799 - hands_orientation = 1.852709, 0.456665, -4.34065 - hands_orientation_16x9 = 1.852709, 0.456665, -4.34065 - hands_position = 0.015148, -0.016001, -0.215 - hands_position_16x9 = 0.015148, -0.016001, -0.215 - item_position = 0.004395, 2.5e-05, -0.000207 - lowered_hud_offset_pos = 0.01243, 0.021619, 0 - lowered_hud_offset_pos_16x9 = 0.01243, 0.021619, 0 - lowered_hud_offset_rot = 0.1, -0.8, 0.498939 - lowered_hud_offset_rot_16x9 = 0.1, -0.8, 0.498939 - -![wpn_rpk74_16_compm4s] - fire_point = 0, 0, 0.656 - position = -0.026, 0, -0.02 - -![wpn_rpk74_16_compm4s_hud] - aim_hud_offset_alt_pos = -0.081173, -0.030466, 0 - aim_hud_offset_alt_pos_16x9 = -0.081173, -0.030466, 0 - aim_hud_offset_alt_rot = 0.024174, 0.004801, 0.343456 - aim_hud_offset_alt_rot_16x9 = 0.024174, 0.004801, 0.343456 - aim_hud_offset_pos = -0.075303, 0.021303, -0.046431 - aim_hud_offset_pos_16x9 = -0.075303, 0.021303, -0.046431 - aim_hud_offset_rot = 0.00843, 0.033148, -0.074799 - aim_hud_offset_rot_16x9 = 0.00843, 0.033148, -0.074799 - hands_orientation = 1.852709, 0.456665, -4.34065 - hands_orientation_16x9 = 1.852709, 0.456665, -4.34065 - hands_position = 0.015148, -0.016001, -0.215 - hands_position_16x9 = 0.015148, -0.016001, -0.215 - item_position = 0.004395, 2.5e-05, -0.000207 - lowered_hud_offset_pos = 0.01243, 0.021619, 0 - lowered_hud_offset_pos_16x9 = 0.01243, 0.021619, 0 - lowered_hud_offset_rot = 0.1, -0.8, 0.498939 - lowered_hud_offset_rot_16x9 = 0.1, -0.8, 0.498939 - -![wpn_rpk74_16_deltapoint] - fire_point = 0, 0, 0.656 - position = -0.026, 0, -0.02 - -![wpn_rpk74_16_deltapoint_hud] - aim_hud_offset_alt_pos = -0.081173, -0.030466, 0 - aim_hud_offset_alt_pos_16x9 = -0.081173, -0.030466, 0 - aim_hud_offset_alt_rot = 0.024174, 0.004801, 0.343456 - aim_hud_offset_alt_rot_16x9 = 0.024174, 0.004801, 0.343456 - aim_hud_offset_pos = -0.075676, 0.030108, -0.046431 - aim_hud_offset_pos_16x9 = -0.075676, 0.030108, -0.046431 - aim_hud_offset_rot = 0.00843, 0.033148, -0.074799 - aim_hud_offset_rot_16x9 = 0.00843, 0.033148, -0.074799 - hands_orientation = 1.852709, 0.456665, -4.34065 - hands_orientation_16x9 = 1.852709, 0.456665, -4.34065 - hands_position = 0.015148, -0.016001, -0.215 - hands_position_16x9 = 0.015148, -0.016001, -0.215 - item_position = 0.004395, 2.5e-05, -0.000207 - lowered_hud_offset_pos = 0.01243, 0.021619, 0 - lowered_hud_offset_pos_16x9 = 0.01243, 0.021619, 0 - lowered_hud_offset_rot = 0.1, -0.8, 0.498939 - lowered_hud_offset_rot_16x9 = 0.1, -0.8, 0.498939 - -![wpn_rpk74_16_e0t2] - fire_point = 0, 0, 0.656 - position = -0.026, 0, -0.02 - -![wpn_rpk74_16_e0t2_hud] - aim_hud_offset_alt_pos = -0.081173, -0.030466, 0 - aim_hud_offset_alt_pos_16x9 = -0.081173, -0.030466, 0 - aim_hud_offset_alt_rot = 0.024174, 0.004801, 0.343456 - aim_hud_offset_alt_rot_16x9 = 0.024174, 0.004801, 0.343456 - aim_hud_offset_pos = -0.074347, 0.01967, -0.046431 - aim_hud_offset_pos_16x9 = -0.074347, 0.01967, -0.046431 - aim_hud_offset_rot = 0.00843, 0.033148, -0.074799 - aim_hud_offset_rot_16x9 = 0.00843, 0.033148, -0.074799 - hands_orientation = 1.852709, 0.456665, -4.34065 - hands_orientation_16x9 = 1.852709, 0.456665, -4.34065 - hands_position = 0.015148, -0.016001, -0.215 - hands_position_16x9 = 0.015148, -0.016001, -0.215 - item_position = 0.004395, 2.5e-05, -0.000207 - lowered_hud_offset_pos = 0.01243, 0.021619, 0 - lowered_hud_offset_pos_16x9 = 0.01243, 0.021619, 0 - lowered_hud_offset_rot = 0.1, -0.8, 0.498939 - lowered_hud_offset_rot_16x9 = 0.1, -0.8, 0.498939 - -![wpn_rpk74_16_ekp8_18] - fire_point = 0, 0, 0.656 - position = -0.026, 0, -0.02 - -![wpn_rpk74_16_ekp8_18_hud] - aim_hud_offset_alt_pos = -0.081173, -0.030466, 0 - aim_hud_offset_alt_pos_16x9 = -0.081173, -0.030466, 0 - aim_hud_offset_alt_rot = 0.024174, 0.004801, 0.343456 - aim_hud_offset_alt_rot_16x9 = 0.024174, 0.004801, 0.343456 - aim_hud_offset_pos = -0.07568, 0.011146, -0.046431 - aim_hud_offset_pos_16x9 = -0.07568, 0.011146, -0.046431 - aim_hud_offset_rot = 0.007649, 0.032296, -0.074799 - aim_hud_offset_rot_16x9 = 0.007649, 0.032296, -0.074799 - hands_orientation = 1.852709, 0.456665, -4.34065 - hands_orientation_16x9 = 1.852709, 0.456665, -4.34065 - hands_position = 0.015148, -0.016001, -0.215 - hands_position_16x9 = 0.015148, -0.016001, -0.215 - item_position = 0.004395, 2.5e-05, -0.000207 - lowered_hud_offset_pos = 0.01243, 0.021619, 0 - lowered_hud_offset_pos_16x9 = 0.01243, 0.021619, 0 - lowered_hud_offset_rot = 0.1, -0.8, 0.498939 - lowered_hud_offset_rot_16x9 = 0.1, -0.8, 0.498939 - -![wpn_rpk74_16_gauss_sight] - fire_point = 0, 0, 0.656 - position = -0.026, 0, -0.02 - -![wpn_rpk74_16_gauss_sight_hud] - aim_hud_offset_pos = -0.074932, 0.030974, -0.016583 - aim_hud_offset_pos_16x9 = -0.074932, 0.030974, -0.016583 - aim_hud_offset_rot = 0.00843, 0.033148, -0.074799 - aim_hud_offset_rot_16x9 = 0.00843, 0.033148, -0.074799 - hands_orientation = 1.852709, 0.456665, -4.34065 - hands_orientation_16x9 = 1.852709, 0.456665, -4.34065 - hands_position = 0.015148, -0.016001, -0.215 - hands_position_16x9 = 0.015148, -0.016001, -0.215 - item_position = 0.004395, 2.5e-05, -0.000207 - lowered_hud_offset_pos = 0.01243, 0.021619, 0 - lowered_hud_offset_pos_16x9 = 0.01243, 0.021619, 0 - lowered_hud_offset_rot = 0.1, -0.8, 0.498939 - lowered_hud_offset_rot_16x9 = 0.1, -0.8, 0.498939 - -![wpn_rpk74_16_hud] - aim_hud_offset_pos = -0.075782, 0.0412, -0.046431 - aim_hud_offset_pos_16x9 = -0.075782, 0.0412, -0.046431 - aim_hud_offset_rot = 0.00843, 0.033148, -0.074799 - aim_hud_offset_rot_16x9 = 0.00843, 0.033148, -0.074799 - hands_orientation = 1.852709, 0.456665, -4.34065 - hands_orientation_16x9 = 1.852709, 0.456665, -4.34065 - hands_position = 0.015148, -0.016001, -0.215 - hands_position_16x9 = 0.015148, -0.016001, -0.215 - item_position = 0.004395, 2.5e-05, -0.000207 - lowered_hud_offset_pos = 0.01243, 0.021619, 0 - lowered_hud_offset_pos_16x9 = 0.01243, 0.021619, 0 - lowered_hud_offset_rot = 0.1, -0.8, 0.498939 - lowered_hud_offset_rot_16x9 = 0.1, -0.8, 0.498939 - -![wpn_rpk74_16_kemper] - fire_point = 0, 0, 0.656 - position = -0.026, 0, -0.02 - -![wpn_rpk74_16_kemper_hud] - aim_hud_offset_alt_pos = -0.081173, -0.030466, 0 - aim_hud_offset_alt_pos_16x9 = -0.081173, -0.030466, 0 - aim_hud_offset_alt_rot = 0.024174, 0.004801, 0.343456 - aim_hud_offset_alt_rot_16x9 = 0.024174, 0.004801, 0.343456 - aim_hud_offset_pos = -0.074719, 0.019315, -0.046431 - aim_hud_offset_pos_16x9 = -0.074719, 0.019315, -0.046431 - aim_hud_offset_rot = 0.00843, 0.033148, -0.074799 - aim_hud_offset_rot_16x9 = 0.00843, 0.033148, -0.074799 - hands_orientation = 1.852709, 0.456665, -4.34065 - hands_orientation_16x9 = 1.852709, 0.456665, -4.34065 - hands_position = 0.015148, -0.016001, -0.215 - hands_position_16x9 = 0.015148, -0.016001, -0.215 - item_position = 0.004395, 2.5e-05, -0.000207 - lowered_hud_offset_pos = 0.01243, 0.021619, 0 - lowered_hud_offset_pos_16x9 = 0.01243, 0.021619, 0 - lowered_hud_offset_rot = 0.1, -0.8, 0.498939 - lowered_hud_offset_rot_16x9 = 0.1, -0.8, 0.498939 - -![wpn_rpk74_16_leupold] - fire_point = 0, 0, 0.656 - position = -0.026, 0, -0.02 - -![wpn_rpk74_16_leupold_hud] - aim_hud_offset_alt_pos = -0.084795, -0.046089, 0 - aim_hud_offset_alt_pos_16x9 = -0.084795, -0.046089, 0 - aim_hud_offset_alt_rot = 0.024174, 0.004801, 0.343456 - aim_hud_offset_alt_rot_16x9 = 0.024174, 0.004801, 0.343456 - aim_hud_offset_pos = -0.074771, 0.019528, -0.046431 - aim_hud_offset_pos_16x9 = -0.074771, 0.019528, -0.046431 - aim_hud_offset_rot = 0.00843, 0.033148, -0.074799 - aim_hud_offset_rot_16x9 = 0.00843, 0.033148, -0.074799 - hands_orientation = 1.852709, 0.456665, -4.34065 - hands_orientation_16x9 = 1.852709, 0.456665, -4.34065 - hands_position = 0.015148, -0.016001, -0.215 - hands_position_16x9 = 0.015148, -0.016001, -0.215 - item_position = 0.004395, 2.5e-05, -0.000207 - lowered_hud_offset_pos = 0.01243, 0.021619, 0 - lowered_hud_offset_pos_16x9 = 0.01243, 0.021619, 0 - lowered_hud_offset_rot = 0.1, -0.8, 0.498939 - lowered_hud_offset_rot_16x9 = 0.1, -0.8, 0.498939 - -![wpn_rpk74_16_marchf] - fire_point = 0, 0, 0.656 - position = -0.026, 0, -0.02 - -![wpn_rpk74_16_marchf_hud] - aim_hud_offset_alt_pos = -0.081173, -0.030466, 0 - aim_hud_offset_alt_pos_16x9 = -0.081173, -0.030466, 0 - aim_hud_offset_alt_rot = 0.024174, 0.004801, 0.343456 - aim_hud_offset_alt_rot_16x9 = 0.024174, 0.004801, 0.343456 - aim_hud_offset_pos = -0.074452, 0.022723, -0.046431 - aim_hud_offset_pos_16x9 = -0.074452, 0.022723, -0.046431 - aim_hud_offset_rot = 0.00843, 0.033148, -0.074799 - aim_hud_offset_rot_16x9 = 0.00843, 0.033148, -0.074799 - hands_orientation = 1.852709, 0.456665, -4.34065 - hands_orientation_16x9 = 1.852709, 0.456665, -4.34065 - hands_position = 0.015148, -0.016001, -0.215 - hands_position_16x9 = 0.015148, -0.016001, -0.215 - item_position = 0.004395, 2.5e-05, -0.000207 - lowered_hud_offset_pos = 0.01243, 0.021619, 0 - lowered_hud_offset_pos_16x9 = 0.01243, 0.021619, 0 - lowered_hud_offset_rot = 0.1, -0.8, 0.498939 - lowered_hud_offset_rot_16x9 = 0.1, -0.8, 0.498939 - -![wpn_rpk74_16_mepro] - fire_point = 0, 0, 0.656 - position = -0.026, 0, -0.02 - -![wpn_rpk74_16_mepro_hud] - aim_hud_offset_alt_pos = -0.081173, -0.030466, 0 - aim_hud_offset_alt_pos_16x9 = -0.081173, -0.030466, 0 - aim_hud_offset_alt_rot = 0.024174, 0.004801, 0.343456 - aim_hud_offset_alt_rot_16x9 = 0.024174, 0.004801, 0.343456 - aim_hud_offset_pos = -0.075676, 0.017043, -0.046431 - aim_hud_offset_pos_16x9 = -0.075676, 0.017043, -0.046431 - aim_hud_offset_rot = 0.00843, 0.033148, -0.074799 - aim_hud_offset_rot_16x9 = 0.00843, 0.033148, -0.074799 - hands_orientation = 1.852709, 0.456665, -4.34065 - hands_orientation_16x9 = 1.852709, 0.456665, -4.34065 - hands_position = 0.015148, -0.016001, -0.215 - hands_position_16x9 = 0.015148, -0.016001, -0.215 - item_position = 0.004395, 2.5e-05, -0.000207 - lowered_hud_offset_pos = 0.01243, 0.021619, 0 - lowered_hud_offset_pos_16x9 = 0.01243, 0.021619, 0 - lowered_hud_offset_rot = 0.1, -0.8, 0.498939 - lowered_hud_offset_rot_16x9 = 0.1, -0.8, 0.498939 - -![wpn_rpk74_16_pn23] - fire_point = 0, 0, 0.656 - position = -0.026, 0, -0.02 - -![wpn_rpk74_16_pn23_hud] - aim_hud_offset_alt_pos = -0.089325, -0.05483, 0 - aim_hud_offset_alt_pos_16x9 = -0.089325, -0.05483, 0 - aim_hud_offset_alt_rot = 0.019197, 0.038931, 0.343456 - aim_hud_offset_alt_rot_16x9 = 0.019197, 0.038931, 0.343456 - aim_hud_offset_pos = -0.074875, 0.010073, -0.058518 - aim_hud_offset_pos_16x9 = -0.074875, 0.010073, -0.058518 - aim_hud_offset_rot = 0.00843, 0.033148, -0.074799 - aim_hud_offset_rot_16x9 = 0.00843, 0.033148, -0.074799 - hands_orientation = 1.852709, 0.456665, -4.34065 - hands_orientation_16x9 = 1.852709, 0.456665, -4.34065 - hands_position = 0.015148, -0.016001, -0.215 - hands_position_16x9 = 0.015148, -0.016001, -0.215 - item_position = 0.004395, 2.5e-05, -0.000207 - lowered_hud_offset_pos = 0.012963, -0.002555, 0 - lowered_hud_offset_pos_16x9 = 0.012963, -0.002555, 0 - lowered_hud_offset_rot = 0.1, -0.8, 0.498939 - lowered_hud_offset_rot_16x9 = 0.1, -0.8, 0.498939 - -![wpn_rpk74_16_point_aimpro] - fire_point = 0, 0, 0.656 - position = -0.026, 0, -0.02 - -![wpn_rpk74_16_point_aimpro_hud] - aim_hud_offset_alt_pos = -0.081173, -0.030466, 0 - aim_hud_offset_alt_pos_16x9 = -0.081173, -0.030466, 0 - aim_hud_offset_alt_rot = 0.024174, 0.004801, 0.343456 - aim_hud_offset_alt_rot_16x9 = 0.024174, 0.004801, 0.343456 - aim_hud_offset_pos = -0.075039, 0.018463, -0.046431 - aim_hud_offset_pos_16x9 = -0.075039, 0.018463, -0.046431 - aim_hud_offset_rot = 0.00843, 0.033148, -0.074799 - aim_hud_offset_rot_16x9 = 0.00843, 0.033148, -0.074799 - hands_orientation = 1.852709, 0.456665, -4.34065 - hands_orientation_16x9 = 1.852709, 0.456665, -4.34065 - hands_position = 0.015148, -0.016001, -0.215 - hands_position_16x9 = 0.015148, -0.016001, -0.215 - item_position = 0.004395, 2.5e-05, -0.000207 - lowered_hud_offset_pos = 0.01243, 0.021619, 0 - lowered_hud_offset_pos_16x9 = 0.01243, 0.021619, 0 - lowered_hud_offset_rot = 0.1, -0.8, 0.498939 - lowered_hud_offset_rot_16x9 = 0.1, -0.8, 0.498939 - -![wpn_rpk74_16_rakurs] - fire_point = 0, 0, 0.656 - position = -0.026, 0, -0.02 - -![wpn_rpk74_16_rakurs_hud] - aim_hud_offset_alt_pos = -0.081173, -0.030466, 0 - aim_hud_offset_alt_pos_16x9 = -0.081173, -0.030466, 0 - aim_hud_offset_alt_rot = 0.024174, 0.004801, 0.343456 - aim_hud_offset_alt_rot_16x9 = 0.024174, 0.004801, 0.343456 - aim_hud_offset_pos = -0.074827, 0.03197, -0.053541 - aim_hud_offset_pos_16x9 = -0.074827, 0.03197, -0.053541 - aim_hud_offset_rot = 0.008643, 0.03203, -0.074799 - aim_hud_offset_rot_16x9 = 0.008643, 0.03203, -0.074799 - hands_orientation = 1.852709, 0.456665, -4.34065 - hands_orientation_16x9 = 1.852709, 0.456665, -4.34065 - hands_position = 0.015148, -0.016001, -0.215 - hands_position_16x9 = 0.015148, -0.016001, -0.215 - item_position = 0.004395, 2.5e-05, -0.000207 - lowered_hud_offset_pos = 0.01243, 0.021619, 0 - lowered_hud_offset_pos_16x9 = 0.01243, 0.021619, 0 - lowered_hud_offset_rot = 0.1, -0.8, 0.498939 - lowered_hud_offset_rot_16x9 = 0.1, -0.8, 0.498939 - -![wpn_rpk74_16_specter] - fire_point = 0, 0, 0.656 - position = -0.026, 0, -0.02 - -![wpn_rpk74_16_specter_hud] - aim_hud_offset_alt_pos = -0.074769, -0.001185, -0.02133 - aim_hud_offset_alt_pos_16x9 = -0.074769, -0.001185, -0.02133 - aim_hud_offset_alt_rot = 0.012649, 0.032518, -0.073226 - aim_hud_offset_alt_rot_16x9 = 0.012649, 0.032518, -0.073226 - aim_hud_offset_pos = -0.074931, 0.023433, -0.054252 - aim_hud_offset_pos_16x9 = -0.074931, 0.023433, -0.054252 - aim_hud_offset_rot = 0.00843, 0.033148, -0.074799 - aim_hud_offset_rot_16x9 = 0.00843, 0.033148, -0.074799 - hands_orientation = 1.852709, 0.456665, -4.34065 - hands_orientation_16x9 = 1.852709, 0.456665, -4.34065 - hands_position = 0.015148, -0.016001, -0.215 - hands_position_16x9 = 0.015148, -0.016001, -0.215 - item_position = 0.004395, 2.5e-05, -0.000207 - lowered_hud_offset_pos = 0.01243, 0.021619, 0 - lowered_hud_offset_pos_16x9 = 0.01243, 0.021619, 0 - lowered_hud_offset_rot = 0.1, -0.8, 0.498939 - lowered_hud_offset_rot_16x9 = 0.1, -0.8, 0.498939 - -![wpn_abakan_n] - strap_position = -0.26, -0.11, 0 - -![wpn_abakan_n_1p76] - strap_position = -0.26, -0.11, 0 - -![wpn_abakan_n_1p76_hud] - aim_hud_offset_alt_pos = -0.073657, 0.067202, -0.019186 - aim_hud_offset_alt_pos_16x9 = -0.073657, 0.067202, -0.019186 - aim_hud_offset_alt_rot = 0.016829, 0.017539, -0.093847 - aim_hud_offset_alt_rot_16x9 = 0.016829, 0.017539, -0.093847 - aim_hud_offset_pos = -0.067305, 0.014732, -0.028177 - aim_hud_offset_pos_16x9 = -0.067305, 0.014732, -0.028177 - aim_hud_offset_rot = -0.00067, 0.009543, -0.098529 - aim_hud_offset_rot_16x9 = -0.00067, 0.009543, -0.098529 - fire_point = 0.002, -0.0035, 0.412998 - gl_hud_offset_pos = -0.038568, -0.181152, -0.2 - gl_hud_offset_pos_16x9 = -0.038568, -0.181152, -0.2 - gl_hud_offset_rot = -0.441538, 0.052303, 0.0649 - gl_hud_offset_rot_16x9 = -0.441538, 0.052303, 0.0649 - hands_orientation = 0.911028, 0.571263, -5.432767 - hands_orientation_16x9 = 0.911028, 0.571263, -5.432767 - hands_position = 0.067427, -0.003578, -0.302434 - hands_position_16x9 = 0.067427, -0.003578, -0.302434 - item_position = 0.000797, -0.000156, -8e-05 - lowered_hud_offset_pos = 0.018401, 0.009118, 0 - lowered_hud_offset_pos_16x9 = 0.018401, 0.009118, 0 - lowered_hud_offset_rot = 0.04098, -0.868267, 0.587104 - lowered_hud_offset_rot_16x9 = 0.04098, -0.868267, 0.587104 - -![wpn_abakan_n_1p78gs] - strap_position = -0.26, -0.11, 0 - -![wpn_abakan_n_1p78gs_hud] - aim_hud_offset_alt_pos = -0.0767, 0.071687, -0.019186 - aim_hud_offset_alt_pos_16x9 = -0.0767, 0.071687, -0.019186 - aim_hud_offset_alt_rot = 0.016829, 0.017539, -0.093847 - aim_hud_offset_alt_rot_16x9 = 0.016829, 0.017539, -0.093847 - aim_hud_offset_pos = -0.07265, 0.024319, -0.028177 - aim_hud_offset_pos_16x9 = -0.07265, 0.024319, -0.028177 - aim_hud_offset_rot = 0.012964, 0.009119, -0.098529 - aim_hud_offset_rot_16x9 = 0.012964, 0.009119, -0.098529 - fire_point = 0.002, -0.0035, 0.412998 - gl_hud_offset_pos = -0.038568, -0.181152, -0.2 - gl_hud_offset_pos_16x9 = -0.038568, -0.181152, -0.2 - gl_hud_offset_rot = -0.441538, 0.052303, 0.0649 - gl_hud_offset_rot_16x9 = -0.441538, 0.052303, 0.0649 - hands_orientation = 0.983564, 0.559885, -5.432767 - hands_orientation_16x9 = 0.983564, 0.559885, -5.432767 - hands_position = 0.071046, -0.007404, -0.277407 - hands_position_16x9 = 0.071046, -0.007404, -0.277407 - item_position = 0.000797, -0.000156, -8e-05 - lowered_hud_offset_pos = 0.018614, -0.00431, 0 - lowered_hud_offset_pos_16x9 = 0.018614, -0.00431, 0 - lowered_hud_offset_rot = 0.04098, -0.868267, 0.488255 - lowered_hud_offset_rot_16x9 = 0.04098, -0.868267, 0.488255 - -![wpn_abakan_n_1pn93] - strap_position = -0.26, -0.11, 0 - -![wpn_abakan_n_1pn93_hud] - aim_hud_offset_alt_pos = -0.074778, 0.087378, -0.019186 - aim_hud_offset_alt_pos_16x9 = -0.074778, 0.087378, -0.019186 - aim_hud_offset_alt_rot = 0.016829, 0.017539, -0.093847 - aim_hud_offset_alt_rot_16x9 = 0.016829, 0.017539, -0.093847 - aim_hud_offset_pos = -0.057376, 0.043357, -0.028177 - aim_hud_offset_pos_16x9 = -0.057376, 0.043357, -0.028177 - aim_hud_offset_rot = 0.02688, 0.006501, -0.098529 - aim_hud_offset_rot_16x9 = 0.02688, 0.006501, -0.098529 - fire_point = 0.002, -0.0035, 0.412998 - gl_hud_offset_pos = -0.038568, -0.181152, -0.2 - gl_hud_offset_pos_16x9 = -0.038568, -0.181152, -0.2 - gl_hud_offset_rot = -0.441538, 0.052303, 0.0649 - gl_hud_offset_rot_16x9 = -0.441538, 0.052303, 0.0649 - hands_orientation = 0.911028, 0.571263, -5.432767 - hands_orientation_16x9 = 0.911028, 0.571263, -5.432767 - hands_position = 0.070408, -0.02382, -0.302434 - hands_position_16x9 = 0.070408, -0.02382, -0.302434 - item_position = 0.000797, -0.000156, -8e-05 - lowered_hud_offset_pos = 0.018401, 0.009118, 0 - lowered_hud_offset_pos_16x9 = 0.018401, 0.009118, 0 - lowered_hud_offset_rot = 0.04098, -0.868267, 0.587104 - lowered_hud_offset_rot_16x9 = 0.04098, -0.868267, 0.587104 - -![wpn_abakan_n_1pn93n2_1gs] - strap_position = -0.26, -0.11, 0 - -![wpn_abakan_n_1pn93n2_1gs_hud] - aim_hud_offset_alt_pos = -0.074778, 0.087378, -0.019186 - aim_hud_offset_alt_pos_16x9 = -0.074778, 0.087378, -0.019186 - aim_hud_offset_alt_rot = 0.016829, 0.017539, -0.093847 - aim_hud_offset_alt_rot_16x9 = 0.016829, 0.017539, -0.093847 - aim_hud_offset_pos = -0.053923, 0.04891, -0.028177 - aim_hud_offset_pos_16x9 = -0.053923, 0.04891, -0.028177 - aim_hud_offset_rot = 0.012964, 0.009119, -0.098529 - aim_hud_offset_rot_16x9 = 0.012964, 0.009119, -0.098529 - fire_point = 0.002, -0.0035, 0.412998 - gl_hud_offset_pos = -0.038568, -0.181152, -0.2 - gl_hud_offset_pos_16x9 = -0.038568, -0.181152, -0.2 - gl_hud_offset_rot = -0.441538, 0.052303, 0.0649 - gl_hud_offset_rot_16x9 = -0.441538, 0.052303, 0.0649 - hands_orientation = 0.911028, 0.571263, -5.432767 - hands_orientation_16x9 = 0.911028, 0.571263, -5.432767 - hands_position = 0.070408, -0.02382, -0.302434 - hands_position_16x9 = 0.070408, -0.02382, -0.302434 - item_position = 0.000797, -0.000156, -8e-05 - lowered_hud_offset_pos = 0.018401, 0.009118, 0 - lowered_hud_offset_pos_16x9 = 0.018401, 0.009118, 0 - lowered_hud_offset_rot = 0.04098, -0.868267, 0.587104 - lowered_hud_offset_rot_16x9 = 0.04098, -0.868267, 0.587104 - -![wpn_abakan_n_ekp8_02] - strap_position = -0.26, -0.11, 0 - -![wpn_abakan_n_ekp8_02_hud] - aim_hud_offset_alt_pos = -0.056588, 0.05083, -0.019186 - aim_hud_offset_alt_pos_16x9 = -0.056588, 0.05083, -0.019186 - aim_hud_offset_alt_rot = 0.016829, 0.017539, -0.093847 - aim_hud_offset_alt_rot_16x9 = 0.016829, 0.017539, -0.093847 - aim_hud_offset_pos = -0.047373, 0.00653, -0.028177 - aim_hud_offset_pos_16x9 = -0.047373, 0.00653, -0.028177 - aim_hud_offset_rot = 0.01339, 0.009331, -0.098529 - aim_hud_offset_rot_16x9 = 0.01339, 0.009331, -0.098529 - fire_point = 0.002, -0.0035, 0.412998 - gl_hud_offset_pos = -0.038568, -0.181152, -0.2 - gl_hud_offset_pos_16x9 = -0.038568, -0.181152, -0.2 - gl_hud_offset_rot = -0.441538, 0.052303, 0.0649 - gl_hud_offset_rot_16x9 = -0.441538, 0.052303, 0.0649 - hands_orientation = 0.911028, 0.571263, -5.432767 - hands_orientation_16x9 = 0.911028, 0.571263, -5.432767 - hands_position = 0.048696, 0.011143, -0.302434 - hands_position_16x9 = 0.048696, 0.011143, -0.302434 - item_position = 0.000797, -0.000156, -8e-05 - lowered_hud_offset_pos = 0.018401, 0.009118, 0 - lowered_hud_offset_pos_16x9 = 0.018401, 0.009118, 0 - lowered_hud_offset_rot = 0.04098, -0.868267, 0.587104 - lowered_hud_offset_rot_16x9 = 0.04098, -0.868267, 0.587104 - -![wpn_abakan_n_hud] - aim_hud_offset_alt_pos = -0.108201, 0.005281, -0.019186 - aim_hud_offset_alt_pos_16x9 = -0.108201, 0.005281, -0.019186 - aim_hud_offset_alt_rot = 0.016829, 0.017539, 0.319286 - aim_hud_offset_alt_rot_16x9 = 0.016829, 0.017539, 0.319286 - aim_hud_offset_pos = -0.05605, 0.050898, -0.028177 - aim_hud_offset_pos_16x9 = -0.05605, 0.050898, -0.028177 - aim_hud_offset_rot = 0.013887, 0.016472, -0.098529 - aim_hud_offset_rot_16x9 = 0.013887, 0.016472, -0.098529 - fire_point = 0.002, -0.0035, 0.412998 - gl_hud_offset_pos = -0.038568, -0.181152, -0.2 - gl_hud_offset_pos_16x9 = -0.038568, -0.181152, -0.2 - gl_hud_offset_rot = -0.44026, 0.043989, 0.0649 - gl_hud_offset_rot_16x9 = -0.44026, 0.043989, 0.0649 - hands_orientation = 0.911028, 0.571263, -5.432767 - hands_orientation_16x9 = 0.911028, 0.571263, -5.432767 - hands_position = 0.048696, 0.011143, -0.302434 - hands_position_16x9 = 0.048696, 0.011143, -0.302434 - item_position = 0.000797, -0.000156, -8e-05 - lowered_hud_offset_pos = 0.018401, 0.009118, 0 - lowered_hud_offset_pos_16x9 = 0.018401, 0.009118, 0 - lowered_hud_offset_rot = 0.04098, -0.868267, 0.587104 - lowered_hud_offset_rot_16x9 = 0.04098, -0.868267, 0.587104 - -![wpn_abakan_n_kobra] - strap_position = -0.26, -0.11, 0 - -![wpn_abakan_n_kobra_hud] - aim_hud_offset_alt_pos = -0.056591, 0.050816, -0.019186 - aim_hud_offset_alt_pos_16x9 = -0.056591, 0.050816, -0.019186 - aim_hud_offset_alt_rot = 0.016829, 0.017539, -0.093847 - aim_hud_offset_alt_rot_16x9 = 0.016829, 0.017539, -0.093847 - aim_hud_offset_pos = -0.049824, 0.009573, -0.028177 - aim_hud_offset_pos_16x9 = -0.049824, 0.009573, -0.028177 - aim_hud_offset_rot = 0.003734, 0.014017, -0.10073 - aim_hud_offset_rot_16x9 = 0.003734, 0.014017, -0.10073 - fire_point = 0.002, -0.0035, 0.412998 - gl_hud_offset_pos = -0.038568, -0.181152, -0.2 - gl_hud_offset_pos_16x9 = -0.038568, -0.181152, -0.2 - gl_hud_offset_rot = -0.441538, 0.052303, 0.0649 - gl_hud_offset_rot_16x9 = -0.441538, 0.052303, 0.0649 - hands_orientation = 0.911028, 0.571263, -5.432767 - hands_orientation_16x9 = 0.911028, 0.571263, -5.432767 - hands_position = 0.048696, 0.011143, -0.302434 - hands_position_16x9 = 0.048696, 0.011143, -0.302434 - item_position = 0.000797, -0.000156, -8e-05 - lowered_hud_offset_pos = 0.018401, 0.009118, 0 - lowered_hud_offset_pos_16x9 = 0.018401, 0.009118, 0 - lowered_hud_offset_rot = 0.04098, -0.868267, 0.587104 - lowered_hud_offset_rot_16x9 = 0.04098, -0.868267, 0.587104 - -![wpn_abakan_n_okp] - strap_position = -0.26, -0.11, 0 - -![wpn_abakan_n_okp_hud] - aim_hud_offset_alt_pos = -0.056116, 0.05083, -0.019186 - aim_hud_offset_alt_pos_16x9 = -0.056116, 0.05083, -0.019186 - aim_hud_offset_alt_rot = 0.016829, 0.017539, -0.093847 - aim_hud_offset_alt_rot_16x9 = 0.016829, 0.017539, -0.093847 - aim_hud_offset_pos = -0.043417, 0.019405, -0.028177 - aim_hud_offset_pos_16x9 = -0.043417, 0.019405, -0.028177 - aim_hud_offset_rot = 0.012893, 0.010081, -0.098529 - aim_hud_offset_rot_16x9 = 0.012893, 0.010081, -0.098529 - fire_point = 0.002, -0.0035, 0.412998 - gl_hud_offset_pos = -0.038568, -0.181152, -0.2 - gl_hud_offset_pos_16x9 = -0.038568, -0.181152, -0.2 - gl_hud_offset_rot = -0.441538, 0.052303, 0.0649 - gl_hud_offset_rot_16x9 = -0.441538, 0.052303, 0.0649 - hands_orientation = 0.911028, 0.571263, -5.432767 - hands_orientation_16x9 = 0.911028, 0.571263, -5.432767 - hands_position = 0.048696, 0.011143, -0.302434 - hands_position_16x9 = 0.048696, 0.011143, -0.302434 - item_position = 0.000797, -0.000156, -8e-05 - lowered_hud_offset_pos = 0.018401, 0.009118, 0 - lowered_hud_offset_pos_16x9 = 0.018401, 0.009118, 0 - lowered_hud_offset_rot = 0.04098, -0.868267, 0.587104 - lowered_hud_offset_rot_16x9 = 0.04098, -0.868267, 0.587104 - -![wpn_abakan_n_pka] - strap_position = -0.26, -0.11, 0 - -![wpn_abakan_n_pka_hud] - aim_hud_offset_alt_pos = -0.056331, 0.051043, -0.019186 - aim_hud_offset_alt_pos_16x9 = -0.056331, 0.051043, -0.019186 - aim_hud_offset_alt_rot = 0.016829, 0.017539, -0.093847 - aim_hud_offset_alt_rot_16x9 = 0.016829, 0.017539, -0.093847 - aim_hud_offset_pos = -0.042035, 0.014412, -0.028177 - aim_hud_offset_pos_16x9 = -0.042035, 0.014412, -0.028177 - aim_hud_offset_rot = 0.01268, 0.018228, -0.098529 - aim_hud_offset_rot_16x9 = 0.01268, 0.018228, -0.098529 - fire_point = 0.002, -0.0035, 0.412998 - gl_hud_offset_pos = -0.038568, -0.181152, -0.2 - gl_hud_offset_pos_16x9 = -0.038568, -0.181152, -0.2 - gl_hud_offset_rot = -0.441538, 0.052303, 0.0649 - gl_hud_offset_rot_16x9 = -0.441538, 0.052303, 0.0649 - hands_orientation = 0.911028, 0.571263, -5.432767 - hands_orientation_16x9 = 0.911028, 0.571263, -5.432767 - hands_position = 0.048696, 0.011143, -0.302434 - hands_position_16x9 = 0.048696, 0.011143, -0.302434 - item_position = 0.000797, -0.000156, -8e-05 - lowered_hud_offset_pos = 0.018401, 0.009118, 0 - lowered_hud_offset_pos_16x9 = 0.018401, 0.009118, 0 - lowered_hud_offset_rot = 0.04098, -0.868267, 0.587104 - lowered_hud_offset_rot_16x9 = 0.04098, -0.868267, 0.587104 - -![wpn_abakan_n_pso2] - strap_position = -0.26, -0.11, 0 - -![wpn_abakan_n_pso2_hud] - aim_hud_offset_alt_pos = -0.074031, 0.074367, -0.019186 - aim_hud_offset_alt_pos_16x9 = -0.074031, 0.074367, -0.019186 - aim_hud_offset_alt_rot = 0.016829, 0.017539, -0.093847 - aim_hud_offset_alt_rot_16x9 = 0.016829, 0.017539, -0.093847 - aim_hud_offset_pos = -0.055256, 0.044011, -0.028177 - aim_hud_offset_pos_16x9 = -0.055256, 0.044011, -0.028177 - aim_hud_offset_rot = 0.008988, 0.00891, -0.098529 - aim_hud_offset_rot_16x9 = 0.008988, 0.00891, -0.098529 - fire_point = 0.002, -0.0035, 0.412998 - gl_hud_offset_pos = -0.038568, -0.181152, -0.2 - gl_hud_offset_pos_16x9 = -0.038568, -0.181152, -0.2 - gl_hud_offset_rot = -0.441538, 0.052303, 0.0649 - gl_hud_offset_rot_16x9 = -0.441538, 0.052303, 0.0649 - hands_orientation = 0.911028, 0.571263, -5.432767 - hands_orientation_16x9 = 0.911028, 0.571263, -5.432767 - hands_position = 0.068437, -0.010607, -0.302434 - hands_position_16x9 = 0.068437, -0.010607, -0.302434 - item_position = 0.000797, -0.000156, -8e-05 - lowered_hud_offset_pos = 0.018401, 0.009118, 0 - lowered_hud_offset_pos_16x9 = 0.018401, 0.009118, 0 - lowered_hud_offset_rot = 0.04098, -0.868267, 0.587104 - lowered_hud_offset_rot_16x9 = 0.04098, -0.868267, 0.587104 - -![wpn_abakan_n_usp1] - strap_position = -0.26, -0.11, 0 - -![wpn_abakan_n_usp1_hud] - aim_hud_offset_alt_pos = -0.069496, 0.06421, -0.019186 - aim_hud_offset_alt_pos_16x9 = -0.069496, 0.06421, -0.019186 - aim_hud_offset_alt_rot = 0.016829, 0.017539, -0.093847 - aim_hud_offset_alt_rot_16x9 = 0.016829, 0.017539, -0.093847 - aim_hud_offset_pos = -0.063794, 0.016002, -0.028177 - aim_hud_offset_pos_16x9 = -0.063794, 0.016002, -0.028177 - aim_hud_offset_rot = 0.012964, 0.009119, -0.098529 - aim_hud_offset_rot_16x9 = 0.012964, 0.009119, -0.098529 - fire_point = 0.002, -0.0035, 0.412998 - gl_hud_offset_pos = -0.038568, -0.181152, -0.2 - gl_hud_offset_pos_16x9 = -0.038568, -0.181152, -0.2 - gl_hud_offset_rot = -0.441538, 0.052303, 0.0649 - gl_hud_offset_rot_16x9 = -0.441538, 0.052303, 0.0649 - hands_orientation = 0.911028, 0.571263, -5.432767 - hands_orientation_16x9 = 0.911028, 0.571263, -5.432767 - hands_position = 0.062721, -0.000785, -0.302434 - hands_position_16x9 = 0.062721, -0.000785, -0.302434 - item_position = 0.000797, -0.000156, -8e-05 - lowered_hud_offset_pos = 0.018401, 0.009118, 0 - lowered_hud_offset_pos_16x9 = 0.018401, 0.009118, 0 - lowered_hud_offset_rot = 0.04098, -0.868267, 0.587104 - lowered_hud_offset_rot_16x9 = 0.04098, -0.868267, 0.587104 - -![wpn_adar2_15_hud] - aim_hud_offset_pos = -0.0485, 0.024086, -0.047005 - aim_hud_offset_pos_16x9 = -0.0485, 0.024086, -0.047005 - aim_hud_offset_rot = 0.010145, 0.011506, -0.077281 - aim_hud_offset_rot_16x9 = 0.010145, 0.011506, -0.077281 - gl_hud_offset_pos = -0.088, -0.061101, -0.100701 - gl_hud_offset_pos_16x9 = -0.088, -0.061101, -0.100701 - gl_hud_offset_rot = -0.017, 0.061, 0.25 - gl_hud_offset_rot_16x9 = -0.017, 0.061, 0.25 - hands_orientation = 0.600598, 0.653957, -4.699037 - hands_orientation_16x9 = 0.600598, 0.653957, -4.699037 - hands_position = 0.007915, -0.02214, 0.059144 - hands_position_16x9 = 0.007915, -0.02214, 0.059144 - lowered_hud_offset_pos = 0.09378, 0.011377, 0 - lowered_hud_offset_pos_16x9 = 0.09378, 0.011377, 0 - lowered_hud_offset_rot = 0.1, -0.8, 0.359539 - lowered_hud_offset_rot_16x9 = 0.1, -0.8, 0.359539 - -![wpn_adar2_15_aimpoint_hud] - aim_hud_offset_alt_pos = -0.051633, -0.045279, 0 - aim_hud_offset_alt_pos_16x9 = -0.051633, -0.045279, 0 - aim_hud_offset_alt_rot = 0.000142, -0.003836, 0.546899 - aim_hud_offset_alt_rot_16x9 = 0.000142, -0.003836, 0.546899 - aim_hud_offset_pos = -0.048261, 0.02045, -0.044172 - aim_hud_offset_pos_16x9 = -0.048261, 0.02045, -0.044172 - aim_hud_offset_rot = 0.005671, 0.010594, -0.074486 - aim_hud_offset_rot_16x9 = 0.005671, 0.010594, -0.074486 - -![wpn_adar2_15_compm4s_hud] - aim_hud_offset_alt_pos = -0.091047, -0.036046, 0 - aim_hud_offset_alt_pos_16x9 = -0.091047, -0.036046, 0 - aim_hud_offset_alt_rot = 0.025743, 0.010298, 0.618009 - aim_hud_offset_alt_rot_16x9 = 0.025743, 0.010298, 0.618009 - aim_hud_offset_pos = -0.048519, 0.021017, -0.044172 - aim_hud_offset_pos_16x9 = -0.048519, 0.021017, -0.044172 - aim_hud_offset_rot = 0.005671, 0.010594, -0.074486 - aim_hud_offset_rot_16x9 = 0.005671, 0.010594, -0.074486 - -![wpn_adar2_15_e0t2_hud] - aim_hud_offset_alt_pos = -0.051739, -0.044214, 0 - aim_hud_offset_alt_pos_16x9 = -0.051739, -0.044214, 0 - aim_hud_offset_alt_rot = 0.000142, -0.003836, 0.546899 - aim_hud_offset_alt_rot_16x9 = 0.000142, -0.003836, 0.546899 - aim_hud_offset_pos = -0.048101, 0.021515, -0.044172 - aim_hud_offset_pos_16x9 = -0.048101, 0.021515, -0.044172 - aim_hud_offset_rot = 0.005671, 0.010594, -0.074486 - aim_hud_offset_rot_16x9 = 0.005671, 0.010594, -0.074486 - -![wpn_adar2_15_ekp8_18_hud] - aim_hud_offset_alt_pos = -0.051633, -0.045279, 0 - aim_hud_offset_alt_pos_16x9 = -0.051633, -0.045279, 0 - aim_hud_offset_alt_rot = 0.000142, -0.003836, 0.546899 - aim_hud_offset_alt_rot_16x9 = 0.000142, -0.003836, 0.546899 - aim_hud_offset_pos = -0.048366, 0.016047, -0.044172 - aim_hud_offset_pos_16x9 = -0.048366, 0.016047, -0.044172 - aim_hud_offset_rot = 0.005671, 0.010594, -0.074486 - aim_hud_offset_rot_16x9 = 0.005671, 0.010594, -0.074486 - -![wpn_adar2_15_kemper_hud] - aim_hud_offset_alt_pos = -0.051633, -0.045279, 0 - aim_hud_offset_alt_pos_16x9 = -0.051633, -0.045279, 0 - aim_hud_offset_alt_rot = 0.000142, -0.003836, 0.546899 - aim_hud_offset_alt_rot_16x9 = 0.000142, -0.003836, 0.546899 - aim_hud_offset_pos = -0.048261, 0.019811, -0.044172 - aim_hud_offset_pos_16x9 = -0.048261, 0.019811, -0.044172 - aim_hud_offset_rot = 0.005671, 0.010594, -0.079528 - aim_hud_offset_rot_16x9 = 0.005671, 0.010594, -0.079528 - -![wpn_adar2_15_leupold_hud] - aim_hud_offset_alt_pos = -0.051633, -0.045279, 0 - aim_hud_offset_alt_pos_16x9 = -0.051633, -0.045279, 0 - aim_hud_offset_alt_rot = 0.000142, -0.003836, 0.546899 - aim_hud_offset_alt_rot_16x9 = 0.000142, -0.003836, 0.546899 - aim_hud_offset_pos = -0.048046, 0.020876, -0.035356 - aim_hud_offset_pos_16x9 = -0.048046, 0.020876, -0.035356 - aim_hud_offset_rot = 0.004748, 0.005531, -0.074486 - aim_hud_offset_rot_16x9 = 0.004748, 0.005531, -0.074486 - -![wpn_adar2_15_marchf_hud] - aim_hud_offset_alt_pos = -0.051633, -0.045279, 0 - aim_hud_offset_alt_pos_16x9 = -0.051633, -0.045279, 0 - aim_hud_offset_alt_rot = 0.000142, -0.003836, 0.546899 - aim_hud_offset_alt_rot_16x9 = 0.000142, -0.003836, 0.546899 - aim_hud_offset_pos = -0.048046, 0.020876, -0.035356 - aim_hud_offset_pos_16x9 = -0.048046, 0.020876, -0.035356 - aim_hud_offset_rot = 0.004748, 0.005531, -0.074486 - aim_hud_offset_rot_16x9 = 0.004748, 0.005531, -0.074486 - -![wpn_adar2_15_mepro_hud] - aim_hud_offset_alt_pos = -0.051633, -0.045279, 0 - aim_hud_offset_alt_pos_16x9 = -0.051633, -0.045279, 0 - aim_hud_offset_alt_rot = 0.000142, -0.003836, 0.546899 - aim_hud_offset_alt_rot_16x9 = 0.000142, -0.003836, 0.546899 - aim_hud_offset_pos = -0.048474, 0.015267, -0.044172 - aim_hud_offset_pos_16x9 = -0.048474, 0.015267, -0.044172 - aim_hud_offset_rot = 0.004815, 0.011021, -0.074486 - aim_hud_offset_rot_16x9 = 0.004815, 0.011021, -0.074486 - -![wpn_adar2_15_pn23_hud] - aim_hud_offset_alt_pos = -0.051421, -0.048829, 0 - aim_hud_offset_alt_pos_16x9 = -0.051421, -0.048829, 0 - aim_hud_offset_alt_rot = 0.000142, -0.003836, 0.460629 - aim_hud_offset_alt_rot_16x9 = 0.000142, -0.003836, 0.460629 - aim_hud_offset_pos = -0.047406, 0.010793, -0.035356 - aim_hud_offset_pos_16x9 = -0.047406, 0.010793, -0.035356 - aim_hud_offset_rot = 0.004748, 0.005531, -0.074486 - aim_hud_offset_rot_16x9 = 0.004748, 0.005531, -0.074486 - -![wpn_adar2_15_point_aimpro_hud] - aim_hud_offset_alt_pos = -0.051579, -0.049114, 0 - aim_hud_offset_alt_pos_16x9 = -0.051579, -0.049114, 0 - aim_hud_offset_alt_rot = 0.000142, -0.003836, 0.546899 - aim_hud_offset_alt_rot_16x9 = 0.000142, -0.003836, 0.546899 - aim_hud_offset_pos = -0.048527, 0.017894, -0.044172 - aim_hud_offset_pos_16x9 = -0.048527, 0.017894, -0.044172 - aim_hud_offset_rot = 0.00979, 0.010702, -0.074486 - aim_hud_offset_rot_16x9 = 0.00979, 0.010702, -0.074486 - -![wpn_adar2_15_specter_hud] - aim_hud_offset_alt_pos = -0.047734, -0.000423, -0.029792 - aim_hud_offset_alt_pos_16x9 = -0.047734, -0.000423, -0.029792 - aim_hud_offset_alt_rot = 0.016264, 0.008424, -0.081662 - aim_hud_offset_alt_rot_16x9 = 0.016264, 0.008424, -0.081662 - aim_hud_offset_pos = -0.047621, 0.02116, -0.035356 - aim_hud_offset_pos_16x9 = -0.047621, 0.02116, -0.035356 - aim_hud_offset_rot = 0.004748, 0.005531, -0.074486 - aim_hud_offset_rot_16x9 = 0.004748, 0.005531, -0.074486 - -![wpn_ak104_alfa] - fire_point = 0, 0, 0.656 - position = -0.026, 0, 0 - -![wpn_ak104_alfa_acog] - use_alt_aim_hud = true - -![wpn_ak104_alfa_acog_hud] - aim_hud_offset_pos = -0.036489, 0.016816, -0.076026 - aim_hud_offset_pos_16x9 = -0.036489, 0.016816, -0.076026 - aim_hud_offset_rot = -0.006347, -0.007808, -0.162178 - aim_hud_offset_rot_16x9 = -0.006347, -0.007808, -0.162178 - -![wpn_ak104_alfa_0kp2_hud] - aim_hud_offset_pos = -0.034131, 0.020921, -0.061526 - aim_hud_offset_pos_16x9 = -0.034131, 0.020921, -0.061526 - aim_hud_offset_rot = -0.006063, -0.003275, -0.169722 - aim_hud_offset_rot_16x9 = -0.006063, -0.003275, -0.169722 - -![wpn_ak104_alfa_ac10632_hud] - aim_hud_offset_pos = -0.035923, 0.015982, -0.065826 - aim_hud_offset_pos_16x9 = -0.035923, 0.015982, -0.065826 - aim_hud_offset_rot = -0.002939, -0.005245, -0.153062 - aim_hud_offset_rot_16x9 = -0.002939, -0.005245, -0.153062 - -![wpn_ak104_alfa_c-more_hud] - aim_hud_offset_pos = -0.037587, 0.019393, -0.057819 - aim_hud_offset_pos_16x9 = -0.037587, 0.019393, -0.057819 - aim_hud_offset_rot = -0.001309, 8.7e-05, -0.160408 - aim_hud_offset_rot_16x9 = -0.001309, 8.7e-05, -0.160408 - -![wpn_ak104_alfa_eot_hud] - aim_hud_offset_pos = -0.03624, 0.010398, -0.054025 - aim_hud_offset_pos_16x9 = -0.03624, 0.010398, -0.054025 - aim_hud_offset_rot = -0.006063, -0.003275, -0.171566 - aim_hud_offset_rot_16x9 = -0.006063, -0.003275, -0.171566 - -![wpn_ak104_alfa_aim_low] - fire_point = 0, 0, 0.656 - position = -0.026, 0, 0 - -![wpn_ak104_alfa_aim_low_hud] - aim_hud_offset_alt_pos = -0.088571, -0.037961, 0 - aim_hud_offset_alt_pos_16x9 = -0.088571, -0.037961, 0 - aim_hud_offset_alt_rot = -0.019197, 0.015625, 0.561062 - aim_hud_offset_alt_rot_16x9 = -0.019197, 0.015625, 0.561062 - aim_hud_offset_pos = -0.036464, 0.029437, -0.043969 - aim_hud_offset_pos_16x9 = -0.036464, 0.029437, -0.043969 - aim_hud_offset_rot = -0.006205, -0.00386, -0.154781 - aim_hud_offset_rot_16x9 = -0.006205, -0.00386, -0.154781 - hands_orientation = 0, 0, -3.857049 - hands_orientation_16x9 = 0, 0, -3.857049 - hands_position = -0.020855, -0.020731, 0.054275 - hands_position_16x9 = -0.020855, -0.020731, 0.054275 - lowered_hud_offset_pos = 0.096061, 0.010015, 0 - lowered_hud_offset_pos_16x9 = 0.096061, 0.010015, 0 - lowered_hud_offset_rot = 0.1, -0.8, 0.383751 - lowered_hud_offset_rot_16x9 = 0.1, -0.8, 0.383751 - -![wpn_ak104_alfa_aimpoint] - fire_point = 0, 0, 0.656 - position = -0.026, 0, 0 - -![wpn_ak104_alfa_aimpoint_hud] - aim_hud_offset_alt_pos = -0.088571, -0.037961, 0 - aim_hud_offset_alt_pos_16x9 = -0.088571, -0.037961, 0 - aim_hud_offset_alt_rot = -0.019197, 0.015625, 0.561062 - aim_hud_offset_alt_rot_16x9 = -0.019197, 0.015625, 0.561062 - aim_hud_offset_pos = -0.036568, 0.014803, -0.015525 - aim_hud_offset_pos_16x9 = -0.036568, 0.014803, -0.015525 - aim_hud_offset_rot = -0.006205, -0.00386, -0.154781 - aim_hud_offset_rot_16x9 = -0.006205, -0.00386, -0.154781 - hands_orientation = 0, 0, -3.857049 - hands_orientation_16x9 = 0, 0, -3.857049 - hands_position = -0.020855, -0.020731, 0.054275 - hands_position_16x9 = -0.020855, -0.020731, 0.054275 - lowered_hud_offset_pos = 0.096061, 0.010015, 0 - lowered_hud_offset_pos_16x9 = 0.096061, 0.010015, 0 - lowered_hud_offset_rot = 0.1, -0.8, 0.383751 - lowered_hud_offset_rot_16x9 = 0.1, -0.8, 0.383751 - -![wpn_ak104_alfa_compm4s] - fire_point = 0, 0, 0.656 - position = -0.026, 0, 0 - -![wpn_ak104_alfa_compm4s_hud] - aim_hud_offset_alt_pos = -0.088571, -0.037961, 0 - aim_hud_offset_alt_pos_16x9 = -0.088571, -0.037961, 0 - aim_hud_offset_alt_rot = -0.019197, 0.015625, 0.561062 - aim_hud_offset_alt_rot_16x9 = -0.019197, 0.015625, 0.561062 - aim_hud_offset_pos = -0.036249, 0.016649, -0.041121 - aim_hud_offset_pos_16x9 = -0.036249, 0.016649, -0.041121 - aim_hud_offset_rot = -0.006205, -0.00386, -0.154781 - aim_hud_offset_rot_16x9 = -0.006205, -0.00386, -0.154781 - hands_orientation = 0, 0, -3.857049 - hands_orientation_16x9 = 0, 0, -3.857049 - hands_position = -0.020855, -0.020731, 0.054275 - hands_position_16x9 = -0.020855, -0.020731, 0.054275 - lowered_hud_offset_pos = 0.096061, 0.010015, 0 - lowered_hud_offset_pos_16x9 = 0.096061, 0.010015, 0 - lowered_hud_offset_rot = 0.1, -0.8, 0.383751 - lowered_hud_offset_rot_16x9 = 0.1, -0.8, 0.383751 - -![wpn_ak104_alfa_d0cter] - fire_point = 0, 0, 0.656 - position = -0.026, 0, 0 - -![wpn_ak104_alfa_d0cter_hud] - aim_hud_offset_alt_pos = -0.088571, -0.037961, 0 - aim_hud_offset_alt_pos_16x9 = -0.088571, -0.037961, 0 - aim_hud_offset_alt_rot = -0.019197, 0.015625, 0.561062 - aim_hud_offset_alt_rot_16x9 = -0.019197, 0.015625, 0.561062 - aim_hud_offset_pos = -0.036145, 0.029077, -0.059605 - aim_hud_offset_pos_16x9 = -0.036145, 0.029077, -0.059605 - aim_hud_offset_rot = -0.006205, -0.00386, -0.154781 - aim_hud_offset_rot_16x9 = -0.006205, -0.00386, -0.154781 - hands_orientation = 0, 0, -3.857049 - hands_orientation_16x9 = 0, 0, -3.857049 - hands_position = -0.020855, -0.020731, 0.054275 - hands_position_16x9 = -0.020855, -0.020731, 0.054275 - lowered_hud_offset_pos = 0.096061, 0.010015, 0 - lowered_hud_offset_pos_16x9 = 0.096061, 0.010015, 0 - lowered_hud_offset_rot = 0.1, -0.8, 0.383751 - lowered_hud_offset_rot_16x9 = 0.1, -0.8, 0.383751 - -![wpn_ak104_alfa_deltapoint] - fire_point = 0, 0, 0.656 - position = -0.026, 0, 0 - -![wpn_ak104_alfa_deltapoint_hud] - aim_hud_offset_alt_pos = -0.088571, -0.037961, 0 - aim_hud_offset_alt_pos_16x9 = -0.088571, -0.037961, 0 - aim_hud_offset_alt_rot = -0.019197, 0.015625, 0.561062 - aim_hud_offset_alt_rot_16x9 = -0.019197, 0.015625, 0.561062 - aim_hud_offset_pos = -0.036357, 0.022969, -0.036838 - aim_hud_offset_pos_16x9 = -0.036357, 0.022969, -0.036838 - aim_hud_offset_rot = -0.008051, -0.004019, -0.154781 - aim_hud_offset_rot_16x9 = -0.008051, -0.004019, -0.154781 - hands_orientation = 0, 0, -3.857049 - hands_orientation_16x9 = 0, 0, -3.857049 - hands_position = -0.020855, -0.020731, 0.054275 - hands_position_16x9 = -0.020855, -0.020731, 0.054275 - lowered_hud_offset_pos = 0.096061, 0.010015, 0 - lowered_hud_offset_pos_16x9 = 0.096061, 0.010015, 0 - lowered_hud_offset_rot = 0.1, -0.8, 0.383751 - lowered_hud_offset_rot_16x9 = 0.1, -0.8, 0.383751 - -![wpn_ak104_alfa_e0t2] - fire_point = 0, 0, 0.656 - position = -0.026, 0, 0 - -![wpn_ak104_alfa_e0t2_hud] - aim_hud_offset_alt_pos = -0.088571, -0.037961, 0 - aim_hud_offset_alt_pos_16x9 = -0.088571, -0.037961, 0 - aim_hud_offset_alt_rot = -0.019197, 0.015625, 0.561062 - aim_hud_offset_alt_rot_16x9 = -0.019197, 0.015625, 0.561062 - aim_hud_offset_pos = -0.036568, 0.014803, -0.015525 - aim_hud_offset_pos_16x9 = -0.036568, 0.014803, -0.015525 - aim_hud_offset_rot = -0.006205, -0.00386, -0.154781 - aim_hud_offset_rot_16x9 = -0.006205, -0.00386, -0.154781 - hands_orientation = 0, 0, -3.857049 - hands_orientation_16x9 = 0, 0, -3.857049 - hands_position = -0.020855, -0.020731, 0.054275 - hands_position_16x9 = -0.020855, -0.020731, 0.054275 - lowered_hud_offset_pos = 0.096061, 0.010015, 0 - lowered_hud_offset_pos_16x9 = 0.096061, 0.010015, 0 - lowered_hud_offset_rot = 0.1, -0.8, 0.383751 - lowered_hud_offset_rot_16x9 = 0.1, -0.8, 0.383751 - -![wpn_ak104_alfa_ekp8_18] - fire_point = 0, 0, 0.656 - position = -0.026, 0, 0 - -![wpn_ak104_alfa_ekp8_18_hud] - aim_hud_offset_alt_pos = -0.088571, -0.037961, 0 - aim_hud_offset_alt_pos_16x9 = -0.088571, -0.037961, 0 - aim_hud_offset_alt_rot = -0.019197, 0.015625, 0.561062 - aim_hud_offset_alt_rot_16x9 = -0.019197, 0.015625, 0.561062 - aim_hud_offset_pos = -0.036461, 0.005068, -0.029034 - aim_hud_offset_pos_16x9 = -0.036461, 0.005068, -0.029034 - aim_hud_offset_rot = -0.006205, -0.00386, -0.154781 - aim_hud_offset_rot_16x9 = -0.006205, -0.00386, -0.154781 - hands_orientation = 0, 0, -3.857049 - hands_orientation_16x9 = 0, 0, -3.857049 - hands_position = -0.020855, -0.020731, 0.054275 - hands_position_16x9 = -0.020855, -0.020731, 0.054275 - lowered_hud_offset_pos = 0.096061, 0.010015, 0 - lowered_hud_offset_pos_16x9 = 0.096061, 0.010015, 0 - lowered_hud_offset_rot = 0.1, -0.8, 0.383751 - lowered_hud_offset_rot_16x9 = 0.1, -0.8, 0.383751 - -![wpn_ak104_alfa_hud] - aim_hud_offset_alt_pos = -0.088571, -0.037961, 0 - aim_hud_offset_alt_pos_16x9 = -0.088571, -0.037961, 0 - aim_hud_offset_alt_rot = -0.019197, 0.015625, 0.561062 - aim_hud_offset_alt_rot_16x9 = -0.019197, 0.015625, 0.561062 - aim_hud_offset_pos = -0.03539, 0.017785, -0.031525 - aim_hud_offset_pos_16x9 = -0.03539, 0.017785, -0.031525 - aim_hud_offset_rot = -0.006205, -0.00386, -0.154781 - aim_hud_offset_rot_16x9 = -0.006205, -0.00386, -0.154781 - hands_orientation = 0, 0, -3.857049 - hands_orientation_16x9 = 0, 0, -3.857049 - hands_position = -0.020855, -0.020731, 0.054275 - hands_position_16x9 = -0.020855, -0.020731, 0.054275 - lowered_hud_offset_pos = 0.096061, 0.010015, 0 - lowered_hud_offset_pos_16x9 = 0.096061, 0.010015, 0 - lowered_hud_offset_rot = 0.1, -0.8, 0.383751 - lowered_hud_offset_rot_16x9 = 0.1, -0.8, 0.383751 - -![wpn_ak104_alfa_kemper] - fire_point = 0, 0, 0.656 - position = -0.026, 0, 0 - -![wpn_ak104_alfa_kemper_hud] - aim_hud_offset_alt_pos = -0.088571, -0.037961, 0 - aim_hud_offset_alt_pos_16x9 = -0.088571, -0.037961, 0 - aim_hud_offset_alt_rot = -0.019197, 0.015625, 0.561062 - aim_hud_offset_alt_rot_16x9 = -0.019197, 0.015625, 0.561062 - aim_hud_offset_pos = -0.035983, 0.011963, -0.039699 - aim_hud_offset_pos_16x9 = -0.035983, 0.011963, -0.039699 - aim_hud_offset_rot = -0.006205, -0.00386, -0.154781 - aim_hud_offset_rot_16x9 = -0.006205, -0.00386, -0.154781 - hands_orientation = 0, 0, -3.857049 - hands_orientation_16x9 = 0, 0, -3.857049 - hands_position = -0.020855, -0.020731, 0.054275 - hands_position_16x9 = -0.020855, -0.020731, 0.054275 - lowered_hud_offset_pos = 0.096061, 0.010015, 0 - lowered_hud_offset_pos_16x9 = 0.096061, 0.010015, 0 - lowered_hud_offset_rot = 0.1, -0.8, 0.383751 - lowered_hud_offset_rot_16x9 = 0.1, -0.8, 0.383751 - -![wpn_ak104_alfa_leupold] - fire_point = 0, 0, 0.656 - position = -0.026, 0, 0 - -![wpn_ak104_alfa_leupold_hud] - aim_hud_offset_alt_pos = -0.088571, -0.037961, 0 - aim_hud_offset_alt_pos_16x9 = -0.088571, -0.037961, 0 - aim_hud_offset_alt_rot = -0.019197, 0.015625, 0.561062 - aim_hud_offset_alt_rot_16x9 = -0.019197, 0.015625, 0.561062 - aim_hud_offset_pos = -0.036568, 0.014803, -0.015525 - aim_hud_offset_pos_16x9 = -0.036568, 0.014803, -0.015525 - aim_hud_offset_rot = -0.006205, -0.00386, -0.154781 - aim_hud_offset_rot_16x9 = -0.006205, -0.00386, -0.154781 - hands_orientation = 0, 0, -3.857049 - hands_orientation_16x9 = 0, 0, -3.857049 - hands_position = -0.020855, -0.020731, 0.054275 - hands_position_16x9 = -0.020855, -0.020731, 0.054275 - lowered_hud_offset_pos = 0.096061, 0.010015, 0 - lowered_hud_offset_pos_16x9 = 0.096061, 0.010015, 0 - lowered_hud_offset_rot = 0.1, -0.8, 0.383751 - lowered_hud_offset_rot_16x9 = 0.1, -0.8, 0.383751 - -![wpn_ak104_alfa_marchf] - fire_point = 0, 0, 0.656 - position = -0.026, 0, 0 - -![wpn_ak104_alfa_marchf_hud] - aim_hud_offset_alt_pos = -0.088571, -0.037961, 0 - aim_hud_offset_alt_pos_16x9 = -0.088571, -0.037961, 0 - aim_hud_offset_alt_rot = -0.019197, 0.015625, 0.561062 - aim_hud_offset_alt_rot_16x9 = -0.019197, 0.015625, 0.561062 - aim_hud_offset_pos = -0.036408, 0.01814, -0.018934 - aim_hud_offset_pos_16x9 = -0.036408, 0.01814, -0.018934 - aim_hud_offset_rot = -0.006205, -0.00386, -0.154781 - aim_hud_offset_rot_16x9 = -0.006205, -0.00386, -0.154781 - hands_orientation = 0, 0, -3.857049 - hands_orientation_16x9 = 0, 0, -3.857049 - hands_position = -0.020855, -0.020731, 0.054275 - hands_position_16x9 = -0.020855, -0.020731, 0.054275 - lowered_hud_offset_pos = 0.096061, 0.010015, 0 - lowered_hud_offset_pos_16x9 = 0.096061, 0.010015, 0 - lowered_hud_offset_rot = 0.1, -0.8, 0.383751 - lowered_hud_offset_rot_16x9 = 0.1, -0.8, 0.383751 - -![wpn_ak104_alfa_mepro] - fire_point = 0, 0, 0.656 - position = -0.026, 0, 0 - -![wpn_ak104_alfa_mepro_hud] - aim_hud_offset_alt_pos = -0.088571, -0.037961, 0 - aim_hud_offset_alt_pos_16x9 = -0.088571, -0.037961, 0 - aim_hud_offset_alt_rot = -0.019197, 0.015625, 0.561062 - aim_hud_offset_alt_rot_16x9 = -0.019197, 0.015625, 0.561062 - aim_hud_offset_pos = -0.03673, 0.010755, -0.015525 - aim_hud_offset_pos_16x9 = -0.03673, 0.010755, -0.015525 - aim_hud_offset_rot = -0.006205, -0.00386, -0.154781 - aim_hud_offset_rot_16x9 = -0.006205, -0.00386, -0.154781 - hands_orientation = 0, 0, -3.857049 - hands_orientation_16x9 = 0, 0, -3.857049 - hands_position = -0.020855, -0.020731, 0.054275 - hands_position_16x9 = -0.020855, -0.020731, 0.054275 - lowered_hud_offset_pos = 0.096061, 0.010015, 0 - lowered_hud_offset_pos_16x9 = 0.096061, 0.010015, 0 - lowered_hud_offset_rot = 0.1, -0.8, 0.383751 - lowered_hud_offset_rot_16x9 = 0.1, -0.8, 0.383751 - -![wpn_ak104_alfa_pn23] - fire_point = 0, 0, 0.656 - position = -0.026, 0, 0 - -![wpn_ak104_alfa_pn23_hud] - aim_hud_offset_alt_pos = -0.065743, -0.056363, 0 - aim_hud_offset_alt_pos_16x9 = -0.065743, -0.056363, 0 - aim_hud_offset_alt_rot = -0.019197, 0.015625, 0.561062 - aim_hud_offset_alt_rot_16x9 = -0.019197, 0.015625, 0.561062 - aim_hud_offset_pos = -0.053946, 0.031914, -0.04041 - aim_hud_offset_pos_16x9 = -0.053946, 0.031914, -0.04041 - aim_hud_offset_rot = -0.006205, -0.00386, -0.154781 - aim_hud_offset_rot_16x9 = -0.006205, -0.00386, -0.154781 - hands_orientation = 0, 0, -3.857049 - hands_orientation_16x9 = 0, 0, -3.857049 - hands_position = 4.5e-05, -0.043182, 0.054275 - hands_position_16x9 = 4.5e-05, -0.043182, 0.054275 - lowered_hud_offset_pos = 0.096061, 0.010015, 0 - lowered_hud_offset_pos_16x9 = 0.096061, 0.010015, 0 - lowered_hud_offset_rot = 0.1, -0.8, 0.383751 - lowered_hud_offset_rot_16x9 = 0.1, -0.8, 0.383751 - -![wpn_ak104_alfa_point_aimpro] - fire_point = 0, 0, 0.656 - position = -0.026, 0, 0 - -![wpn_ak104_alfa_point_aimpro_hud] - aim_hud_offset_alt_pos = -0.088571, -0.037961, 0 - aim_hud_offset_alt_pos_16x9 = -0.088571, -0.037961, 0 - aim_hud_offset_alt_rot = -0.019197, 0.015625, 0.561062 - aim_hud_offset_alt_rot_16x9 = -0.019197, 0.015625, 0.561062 - aim_hud_offset_pos = -0.037153, 0.015584, -0.033809 - aim_hud_offset_pos_16x9 = -0.037153, 0.015584, -0.033809 - aim_hud_offset_rot = 0.001754, -7.5e-05, -0.154781 - aim_hud_offset_rot_16x9 = 0.001754, -7.5e-05, -0.154781 - hands_orientation = 0, 0, -3.857049 - hands_orientation_16x9 = 0, 0, -3.857049 - hands_position = -0.020855, -0.020731, 0.054275 - hands_position_16x9 = -0.020855, -0.020731, 0.054275 - lowered_hud_offset_pos = 0.096061, 0.010015, 0 - lowered_hud_offset_pos_16x9 = 0.096061, 0.010015, 0 - lowered_hud_offset_rot = 0.1, -0.8, 0.383751 - lowered_hud_offset_rot_16x9 = 0.1, -0.8, 0.383751 - -![wpn_ak104_alfa_rakurs] - fire_point = 0, 0, 0.656 - position = -0.026, 0, 0 - -![wpn_ak104_alfa_rakurs_hud] - aim_hud_offset_alt_pos = -0.088571, -0.037961, 0 - aim_hud_offset_alt_pos_16x9 = -0.088571, -0.037961, 0 - aim_hud_offset_alt_rot = -0.019197, 0.015625, 0.561062 - aim_hud_offset_alt_rot_16x9 = -0.019197, 0.015625, 0.561062 - aim_hud_offset_pos = -0.036247, 0.024246, -0.056554 - aim_hud_offset_pos_16x9 = -0.036247, 0.024246, -0.056554 - aim_hud_offset_rot = -0.006205, -0.00386, -0.154781 - aim_hud_offset_rot_16x9 = -0.006205, -0.00386, -0.154781 - hands_orientation = 0, 0, -3.857049 - hands_orientation_16x9 = 0, 0, -3.857049 - hands_position = -0.020855, -0.020731, 0.054275 - hands_position_16x9 = -0.020855, -0.020731, 0.054275 - lowered_hud_offset_pos = 0.096061, 0.010015, 0 - lowered_hud_offset_pos_16x9 = 0.096061, 0.010015, 0 - lowered_hud_offset_rot = 0.1, -0.8, 0.383751 - lowered_hud_offset_rot_16x9 = 0.1, -0.8, 0.383751 - -![wpn_ak104_alfa_rmr] - fire_point = 0, 0, 0.656 - position = -0.026, 0, 0 - -![wpn_ak104_alfa_rmr_hud] - aim_hud_offset_alt_pos = -0.088571, -0.037961, 0 - aim_hud_offset_alt_pos_16x9 = -0.088571, -0.037961, 0 - aim_hud_offset_alt_rot = -0.019197, 0.015625, 0.561062 - aim_hud_offset_alt_rot_16x9 = -0.019197, 0.015625, 0.561062 - aim_hud_offset_pos = -0.035983, 0.027874, -0.052917 - aim_hud_offset_pos_16x9 = -0.035983, 0.027874, -0.052917 - aim_hud_offset_rot = -0.006205, -0.00386, -0.154781 - aim_hud_offset_rot_16x9 = -0.006205, -0.00386, -0.154781 - hands_orientation = 0, 0, -3.857049 - hands_orientation_16x9 = 0, 0, -3.857049 - hands_position = -0.020855, -0.020731, 0.054275 - hands_position_16x9 = -0.020855, -0.020731, 0.054275 - lowered_hud_offset_pos = 0.096061, 0.010015, 0 - lowered_hud_offset_pos_16x9 = 0.096061, 0.010015, 0 - lowered_hud_offset_rot = 0.1, -0.8, 0.383751 - lowered_hud_offset_rot_16x9 = 0.1, -0.8, 0.383751 - -![wpn_ak104_alfa_specter] - fire_point = 0, 0, 0.656 - position = -0.026, 0, 0 - -![wpn_ak104_alfa_specter_hud] - aim_hud_offset_alt_pos = -0.036955, -0.004063, 0 - aim_hud_offset_alt_pos_16x9 = -0.036955, -0.004063, 0 - aim_hud_offset_alt_rot = 0.008228, 0.000643, -0.148251 - aim_hud_offset_alt_rot_16x9 = 0.008228, 0.000643, -0.148251 - aim_hud_offset_pos = -0.036566, 0.018992, -0.015525 - aim_hud_offset_pos_16x9 = -0.036566, 0.018992, -0.015525 - aim_hud_offset_rot = -0.006205, -0.00386, -0.154781 - aim_hud_offset_rot_16x9 = -0.006205, -0.00386, -0.154781 - hands_orientation = 0, 0, -3.857049 - hands_orientation_16x9 = 0, 0, -3.857049 - hands_position = -0.020855, -0.020731, 0.054275 - hands_position_16x9 = -0.020855, -0.020731, 0.054275 - lowered_hud_offset_pos = 0.096061, 0.010015, 0 - lowered_hud_offset_pos_16x9 = 0.096061, 0.010015, 0 - lowered_hud_offset_rot = 0.1, -0.8, 0.383751 - lowered_hud_offset_rot_16x9 = 0.1, -0.8, 0.383751 - -![wpn_ak105_bas_shakal] - fire_point = 0, 0, 0.656 - position = -0.016, 0, 0 - -![wpn_ak105_bas_shakal_hud] - aim_hud_offset_alt_pos = -0.091735, -0.020059, -0.026299 - aim_hud_offset_alt_pos_16x9 = -0.091735, -0.020059, -0.026299 - aim_hud_offset_alt_rot = 0.013061, 0.01946, 0.670036 - aim_hud_offset_alt_rot_16x9 = 0.013061, 0.01946, 0.670036 - aim_hud_offset_pos = -0.04873, 0.036261, 0.03827 - aim_hud_offset_pos_16x9 = -0.04873, 0.036261, 0.03827 - aim_hud_offset_rot = 0.0185, 0.018, -0.114183 - aim_hud_offset_rot_16x9 = 0.0185, 0.018, -0.114183 - hands_orientation = 1.179602, 1.003614, -6.530829 - hands_orientation_16x9 = 1.179602, 1.003614, -6.530829 - hands_position = 0.057426, -0.061131, -0.025 - hands_position_16x9 = 0.057426, -0.061131, -0.025 - lowered_hud_offset_pos = 0.04293, 0.026499, 0 - lowered_hud_offset_pos_16x9 = 0.04293, 0.026499, 0 - lowered_hud_offset_rot = 0.1, -0.8, 0.475479 - lowered_hud_offset_rot_16x9 = 0.1, -0.8, 0.475479 - -![wpn_ak105_bas_swamp] - fire_point = 0, 0, 0.656 - position = -0.016, 0, 0 - -![wpn_ak105_bas_swamp_hud] - aim_hud_offset_alt_pos = -0.091735, -0.020059, -0.026299 - aim_hud_offset_alt_pos_16x9 = -0.091735, -0.020059, -0.026299 - aim_hud_offset_alt_rot = 0.013061, 0.01946, 0.670036 - aim_hud_offset_alt_rot_16x9 = 0.013061, 0.01946, 0.670036 - aim_hud_offset_pos = -0.04873, 0.036261, 0.03827 - aim_hud_offset_pos_16x9 = -0.04873, 0.036261, 0.03827 - aim_hud_offset_rot = 0.0185, 0.018, -0.114183 - aim_hud_offset_rot_16x9 = 0.0185, 0.018, -0.114183 - hands_orientation = 1.179602, 1.003614, -6.530829 - hands_orientation_16x9 = 1.179602, 1.003614, -6.530829 - hands_position = 0.057426, -0.061131, -0.025 - hands_position_16x9 = 0.057426, -0.061131, -0.025 - lowered_hud_offset_pos = 0.1, 0.01, 0 - lowered_hud_offset_pos_16x9 = 0.1, 0.01, 0 - -![wpn_ak74u_tac] - fire_point = 0, 0, 0.45 - position = -0.026, 0, 0 - -![wpn_ak74u_tac_hud] - aim_hud_offset_alt_pos = -0.091693, 0.002142, -0.045 - aim_hud_offset_alt_pos_16x9 = -0.091693, 0.002142, -0.045 - aim_hud_offset_alt_rot = 0.004849, 0.01328, 0.271879 - aim_hud_offset_alt_rot_16x9 = 0.004849, 0.01328, 0.271879 - aim_hud_offset_pos = -0.05065, 0.04475, -0.025516 - aim_hud_offset_pos_16x9 = -0.05065, 0.04475, -0.025516 - aim_hud_offset_rot = 0.004503, 0.007947, -0.137659 - aim_hud_offset_rot_16x9 = 0.004503, 0.007947, -0.137659 - fire_point = 0, 0.049711, 0.3 - hands_orientation = 0.437063, 0.245158, -2.613457 - hands_orientation_16x9 = 0.437063, 0.245158, -2.613457 - hands_position = -0.009446, -0.025659, 0.025 - hands_position_16x9 = -0.009446, -0.025659, 0.025 - lowered_hud_offset_pos = 0.024102, 0.024615, 0 - lowered_hud_offset_pos_16x9 = 0.024102, 0.024615, 0 - lowered_hud_offset_rot = 0.1, -0.8, 0.527383 - lowered_hud_offset_rot_16x9 = 0.1, -0.8, 0.527383 - -![wpn_aks74_1p29] - position = -0.026, -0.175, 0 - -![wpn_aks74_1p29_hud] - aim_hud_offset_pos = -0.074355, 0.034798, 0.281052 - aim_hud_offset_pos_16x9 = -0.074355, 0.034798, 0.281052 - aim_hud_offset_rot = -0.02262, 0.003508, -0.098001 - aim_hud_offset_rot_16x9 = -0.02262, 0.003508, -0.098001 - hands_orientation = -0.088746, -0.12402, -5.842472 - hands_orientation_16x9 = -0.088746, -0.12402, -5.842472 - hands_position = 0.073635, -0.051314, 0.181071 - hands_position_16x9 = 0.073635, -0.051314, 0.181071 - lowered_hud_offset_pos = 0.141143, 0.070847, 0 - lowered_hud_offset_pos_16x9 = 0.141143, 0.070847, 0 - lowered_hud_offset_rot = 0.1, -0.8, 0.378759 - lowered_hud_offset_rot_16x9 = 0.1, -0.8, 0.378759 - -![wpn_aks74_kobra] - position = -0.026, -0.175, 0 - -![wpn_aks74_kobra_hud] - aim_hud_offset_pos = -0.040225, 0.011184, -0.041204 - aim_hud_offset_pos_16x9 = -0.040225, 0.011184, -0.041204 - aim_hud_offset_rot = -0.027307, -0.01009, -0.110088 - aim_hud_offset_rot_16x9 = -0.027307, -0.01009, -0.110088 - hands_orientation = -0.203947, 0.040956, -5.842472 - hands_orientation_16x9 = -0.203947, 0.040956, -5.842472 - hands_position = 0.046115, -0.033537, 0.085065 - hands_position_16x9 = 0.046115, -0.033537, 0.085065 - lowered_hud_offset_pos = 0.097628, 0.053055, 0 - lowered_hud_offset_pos_16x9 = 0.097628, 0.053055, 0 - lowered_hud_offset_rot = 0.1, -0.8, 0.378759 - lowered_hud_offset_rot_16x9 = 0.1, -0.8, 0.378759 - -![wpn_gsh18] - fire_point = 0, 0.133, 0.161 - fire_point2 = 0, 0.133, 0.161 - position = -0.021, -0.085, 0 - shell_point = 0, 0.133, 0.047 - -![wpn_gsh18_hud] - aim_hud_offset_alt_pos = -0.044854, -0.023403, -0.074383 - aim_hud_offset_alt_pos_16x9 = -0.044854, -0.023403, -0.074383 - aim_hud_offset_alt_rot = 0.007668, 0.062191, 0.20196 - aim_hud_offset_alt_rot_16x9 = 0.007668, 0.062191, 0.20196 - aim_hud_offset_pos = -0.076644, 0.081215, -0.013995 - aim_hud_offset_pos_16x9 = -0.076644, 0.081215, -0.013995 - aim_hud_offset_rot = 0.083121, 0.073611, -0.102413 - aim_hud_offset_rot_16x9 = 0.083121, 0.073611, -0.102413 - hands_orientation = 3.000066, 4.575254, -4.734857 - hands_orientation_16x9 = 3.000066, 4.575254, -4.734857 - hands_position = -0.028196, -0.202464, -0.094573 - hands_position_16x9 = -0.028196, -0.202464, -0.094573 - lowered_hud_offset_pos = 0.005674, 0.016579, 0 - lowered_hud_offset_pos_16x9 = 0.005674, 0.016579, 0 - lowered_hud_offset_rot = 0.200251, -0.097601, 0.1 - lowered_hud_offset_rot_16x9 = 0.200251, -0.097601, 0.1 - shell_point = 0, 0, 0.25 - -![wpn_pl15_tan_hud] - aim_hud_offset_pos = -0.018982, 0.031461, 0.004834 - aim_hud_offset_pos_16x9 = -0.018982, 0.031461, 0.004834 - aim_hud_offset_rot = 0.006597, 0.018124, -0.11047 - aim_hud_offset_rot_16x9 = 0.006597, 0.018124, -0.11047 - hands_orientation = -0.750236, -8.031764, -3.123001 - hands_orientation_16x9 = -0.750236, -8.031764, -3.123001 - hands_position = 0.010004, 0.044114, -0.001018 - hands_position_16x9 = 0.010004, 0.044114, -0.001018 - lowered_hud_offset_pos = -0.009812, 0.02097, 0 - lowered_hud_offset_pos_16x9 = -0.009812, 0.02097, 0 - lowered_hud_offset_rot = 0.193673, -0.082732, 0.1 - lowered_hud_offset_rot_16x9 = 0.193673, -0.082732, 0.1 - -![wpn_pl15_tan_lazup_pl15_hud] - aim_hud_offset_pos = -0.018982, 0.031461, 0.004834 - aim_hud_offset_pos_16x9 = -0.018982, 0.031461, 0.004834 - aim_hud_offset_rot = 0.006597, 0.018124, -0.11047 - aim_hud_offset_rot_16x9 = 0.006597, 0.018124, -0.11047 - hands_orientation = -1.90053, -8.05167, -3.123001 - hands_orientation_16x9 = -1.90053, -8.05167, -3.123001 - hands_position = 0.010004, 0.044114, -0.001018 - hands_position_16x9 = 0.010004, 0.044114, -0.001018 - lowered_hud_offset_pos = -0.009812, 0.02097, 0 - lowered_hud_offset_pos_16x9 = -0.009812, 0.02097, 0 - lowered_hud_offset_rot = 0.193673, -0.082732, 0.1 - lowered_hud_offset_rot_16x9 = 0.193673, -0.082732, 0.1 - -![wpn_pmm_bas] - fire_point = 0, 0.133, 0.161 - position = -0.1, -0.067, -0.58 - shell_point = 0.0105, 0.09325, -0.030006 - -![wpn_pmm_bas_hud] - aim_hud_offset_alt_pos = -0.044854, -0.023403, -0.074383 - aim_hud_offset_alt_pos_16x9 = -0.044854, -0.023403, -0.074383 - aim_hud_offset_alt_rot = 0.007668, 0.062191, 0.20196 - aim_hud_offset_alt_rot_16x9 = 0.007668, 0.062191, 0.20196 - aim_hud_offset_pos = -0.066132, 0.055504, -0.013995 - aim_hud_offset_pos_16x9 = -0.066132, 0.055504, -0.013995 - aim_hud_offset_rot = 0.064781, 0.079586, 0.021062 - aim_hud_offset_rot_16x9 = 0.064781, 0.079586, 0.021062 - hands_orientation = 3.377242, 4.09398, 3.605055 - hands_orientation_16x9 = 3.377242, 4.09398, 3.605055 - hands_position = -0.009102, -0.174233, -0.132255 - hands_position_16x9 = -0.009102, -0.174233, -0.132255 - lowered_hud_offset_pos = 0.005674, 0.016579, 0 - lowered_hud_offset_pos_16x9 = 0.005674, 0.016579, 0 - lowered_hud_offset_rot = 0.200251, -0.097601, 0.1 - lowered_hud_offset_rot_16x9 = 0.200251, -0.097601, 0.1 - -![wpn_pm_bas] - fire_point = 0, 0.133, 0.161 - position = -0.021, -0.085, 0 - shell_point = 0.0105, 0.09325, -0.030006 - -![wpn_pm_bas_hud] - aim_hud_offset_alt_pos = -0.040322, -0.052549, -0.068338 - aim_hud_offset_alt_pos_16x9 = -0.040322, -0.052549, -0.068338 - aim_hud_offset_alt_rot = 0.004977, 0.04517, 0.300802 - aim_hud_offset_alt_rot_16x9 = 0.004977, 0.04517, 0.300802 - aim_hud_offset_pos = -0.069669, 0.069042, -0.054526 - aim_hud_offset_pos_16x9 = -0.069669, 0.069042, -0.054526 - aim_hud_offset_rot = 0.078027, 0.077594, -0.045853 - aim_hud_offset_rot_16x9 = 0.078027, 0.077594, -0.045853 - hands_orientation = 4.469942, 4.346008, -0.775407 - hands_orientation_16x9 = 4.469942, 4.346008, -0.775407 - hands_position = -0.004239, -0.180294, -0.052468 - hands_position_16x9 = -0.004239, -0.180294, -0.052468 - lowered_hud_offset_pos = -0.03984, 0.089744, 0 - lowered_hud_offset_pos_16x9 = -0.03984, 0.089744, 0 - lowered_hud_offset_rot = 0.357528, -0.093814, 0.1 - lowered_hud_offset_rot_16x9 = 0.357528, -0.093814, 0.1 - -![wpn_vz61_scorpion_m1] - fire_point = 0, 0.188, 0.392 - fire_point2 = 0, 0.188, 0.392 - shell_point = 0, 0.188, 0.082 - -![wpn_vz61_scorpion_m1_aim_low] - fire_point = 0, 0.188, 0.392 - fire_point2 = 0, 0.188, 0.392 - shell_point = 0, 0.188, 0.082 - -![wpn_vz61_scorpion_m1_aim_low_hud] - aim_hud_offset_alt_pos = -0.095901, -0.0606, -0.0264 - aim_hud_offset_alt_pos_16x9 = -0.095901, -0.0606, -0.0264 - aim_hud_offset_alt_rot = 0.003, 0.016, 0.731006 - aim_hud_offset_alt_rot_16x9 = 0.003, 0.016, 0.731006 - aim_hud_offset_pos = -0.040142, 0.024645, -0.05405 - aim_hud_offset_pos_16x9 = -0.040142, 0.024645, -0.05405 - aim_hud_offset_rot = -0.004564, 0.012292, -0.11916 - aim_hud_offset_rot_16x9 = -0.004564, 0.012292, -0.11916 - hands_orientation = -0.629999, -1.529997, -5.03085 - hands_orientation_16x9 = -0.629999, -1.529997, -5.03085 - hands_position = 0.038292, -0.014372, -0.131096 - hands_position_16x9 = 0.038292, -0.014372, -0.131096 - lowered_hud_offset_pos = 0.032109, 0.028295, 0 - lowered_hud_offset_pos_16x9 = 0.032109, 0.028295, 0 - lowered_hud_offset_rot = 0.234321, -0.643519, 0.347458 - lowered_hud_offset_rot_16x9 = 0.234321, -0.643519, 0.347458 - -![wpn_vz61_scorpion_m1_d0cter] - fire_point = 0, 0.188, 0.392 - fire_point2 = 0, 0.188, 0.392 - shell_point = 0, 0.188, 0.082 - -![wpn_vz61_scorpion_m1_d0cter_hud] - aim_hud_offset_alt_pos = -0.095901, -0.0606, -0.0264 - aim_hud_offset_alt_pos_16x9 = -0.095901, -0.0606, -0.0264 - aim_hud_offset_alt_rot = 0.003, 0.016, 0.731006 - aim_hud_offset_alt_rot_16x9 = 0.003, 0.016, 0.731006 - aim_hud_offset_pos = -0.040616, 0.029048, -0.05405 - aim_hud_offset_pos_16x9 = -0.040616, 0.029048, -0.05405 - aim_hud_offset_rot = 0.005023, 0.015274, -0.11916 - aim_hud_offset_rot_16x9 = 0.005023, 0.015274, -0.11916 - hands_orientation = -0.629999, -1.529997, -5.03085 - hands_orientation_16x9 = -0.629999, -1.529997, -5.03085 - hands_position = 0.038292, -0.014372, -0.131096 - hands_position_16x9 = 0.038292, -0.014372, -0.131096 - lowered_hud_offset_pos = 0.032109, 0.028295, 0 - lowered_hud_offset_pos_16x9 = 0.032109, 0.028295, 0 - lowered_hud_offset_rot = 0.234321, -0.643519, 0.347458 - lowered_hud_offset_rot_16x9 = 0.234321, -0.643519, 0.347458 - -![wpn_vz61_scorpion_m1_deltapoint] - fire_point = 0, 0.188, 0.392 - fire_point2 = 0, 0.188, 0.392 - shell_point = 0, 0.188, 0.082 - -![wpn_vz61_scorpion_m1_deltapoint_hud] - aim_hud_offset_alt_pos = -0.095901, -0.0606, -0.0264 - aim_hud_offset_alt_pos_16x9 = -0.095901, -0.0606, -0.0264 - aim_hud_offset_alt_rot = 0.003, 0.016, 0.731006 - aim_hud_offset_alt_rot_16x9 = 0.003, 0.016, 0.731006 - aim_hud_offset_pos = -0.041146, 0.022017, -0.05405 - aim_hud_offset_pos_16x9 = -0.041146, 0.022017, -0.05405 - aim_hud_offset_rot = 0.005023, 0.015274, -0.11916 - aim_hud_offset_rot_16x9 = 0.005023, 0.015274, -0.11916 - hands_orientation = -0.629999, -1.529997, -5.03085 - hands_orientation_16x9 = -0.629999, -1.529997, -5.03085 - hands_position = 0.038292, -0.014372, -0.131096 - hands_position_16x9 = 0.038292, -0.014372, -0.131096 - lowered_hud_offset_pos = 0.032109, 0.028295, 0 - lowered_hud_offset_pos_16x9 = 0.032109, 0.028295, 0 - lowered_hud_offset_rot = 0.234321, -0.643519, 0.347458 - lowered_hud_offset_rot_16x9 = 0.234321, -0.643519, 0.347458 - -![wpn_vz61_scorpion_m1_hud] - aim_hud_offset_alt_pos = -0.095901, -0.0606, -0.0264 - aim_hud_offset_alt_pos_16x9 = -0.095901, -0.0606, -0.0264 - aim_hud_offset_alt_rot = 0.003, 0.016, 0.731006 - aim_hud_offset_alt_rot_16x9 = 0.003, 0.016, 0.731006 - aim_hud_offset_pos = -0.040456, 0.034164, -0.05405 - aim_hud_offset_pos_16x9 = -0.040456, 0.034164, -0.05405 - aim_hud_offset_rot = 0.00836, 0.015274, -0.11916 - aim_hud_offset_rot_16x9 = 0.00836, 0.015274, -0.11916 - hands_orientation = -0.629999, -1.529997, -5.03085 - hands_orientation_16x9 = -0.629999, -1.529997, -5.03085 - hands_position = 0.038292, -0.014372, -0.131096 - hands_position_16x9 = 0.038292, -0.014372, -0.131096 - lowered_hud_offset_pos = 0.032109, 0.028295, 0 - lowered_hud_offset_pos_16x9 = 0.032109, 0.028295, 0 - lowered_hud_offset_rot = 0.234321, -0.643519, 0.347458 - lowered_hud_offset_rot_16x9 = 0.234321, -0.643519, 0.347458 - -![wpn_vz61_scorpion_m1_rmr] - fire_point = 0, 0.188, 0.392 - fire_point2 = 0, 0.188, 0.392 - shell_point = 0, 0.188, 0.082 - -![wpn_vz61_scorpion_m1_rmr_hud] - aim_hud_offset_alt_pos = -0.095901, -0.0606, -0.0264 - aim_hud_offset_alt_pos_16x9 = -0.095901, -0.0606, -0.0264 - aim_hud_offset_alt_rot = 0.003, 0.016, 0.731006 - aim_hud_offset_alt_rot_16x9 = 0.003, 0.016, 0.731006 - aim_hud_offset_pos = -0.040509, 0.027415, -0.05405 - aim_hud_offset_pos_16x9 = -0.040509, 0.027415, -0.05405 - aim_hud_offset_rot = 0.00268, 0.015061, -0.129457 - aim_hud_offset_rot_16x9 = 0.00268, 0.015061, -0.129457 - hands_orientation = -0.629999, -1.529997, -5.03085 - hands_orientation_16x9 = -0.629999, -1.529997, -5.03085 - hands_position = 0.038292, -0.014372, -0.131096 - hands_position_16x9 = 0.038292, -0.014372, -0.131096 - lowered_hud_offset_pos = 0.032109, 0.028295, 0 - lowered_hud_offset_pos_16x9 = 0.032109, 0.028295, 0 - lowered_hud_offset_rot = 0.234321, -0.643519, 0.347458 - lowered_hud_offset_rot_16x9 = 0.234321, -0.643519, 0.347458 - -![wpn_ak] - position = -0.026, -0.175, 0 - -![wpn_ak12] - position = -0.026, -0.175, 0 - -![wpn_ak12_bas] - fire_point = 0, 0, 0.656 - position = -0.026, 0, 0 - -![wpn_ak12_bas_hud] - aim_hud_offset_alt_pos = -0.109853, -0.010642, 0 - aim_hud_offset_alt_pos_16x9 = -0.109853, -0.010642, 0 - aim_hud_offset_alt_rot = -0.005402, 0.011847, 0.482124 - aim_hud_offset_alt_rot_16x9 = -0.005402, 0.011847, 0.482124 - aim_hud_offset_pos = -0.052121, 0.041061, -0.017339 - aim_hud_offset_pos_16x9 = -0.052121, 0.041061, -0.017339 - aim_hud_offset_rot = 0.012123, 0.004938, -0.087522 - aim_hud_offset_rot_16x9 = 0.012123, 0.004938, -0.087522 - gl_hud_offset_pos = -0.1021, -0.152003, -0.15 - gl_hud_offset_pos_16x9 = -0.1021, -0.152003, -0.15 - gl_hud_offset_rot = -0.298998, 0.00875, -0.007999 - gl_hud_offset_rot_16x9 = -0.298998, 0.00875, -0.007999 - hands_orientation = 0.180716, 0.533034, -5.313436 - hands_orientation_16x9 = 0.180716, 0.533034, -5.313436 - hands_position = -0.016112, -0.015524, -0.2104 - hands_position_16x9 = -0.016112, -0.015524, -0.2104 - item_position = 0.004395, 2.5e-05, -0.000207 - lowered_hud_offset_pos = 0.043043, 0.026949, 0 - lowered_hud_offset_pos_16x9 = 0.043043, 0.026949, 0 - lowered_hud_offset_rot = 0.1, -0.8, 0.512439 - lowered_hud_offset_rot_16x9 = 0.1, -0.8, 0.512439 - -![wpn_ak12_bas_acog] - use_alt_aim_hud = true - -![wpn_ak12_bas_acog_hud] - aim_hud_offset_pos = -0.053077, 0.019715, -0.031055 - aim_hud_offset_pos_16x9 = -0.053077, 0.019715, -0.031055 - aim_hud_offset_rot = 0.007224, 0.010953, -0.089312 - aim_hud_offset_rot_16x9 = 0.007224, 0.010953, -0.089312 - gl_hud_offset_pos = -0.1021, -0.152003, -0.16273 - gl_hud_offset_pos_16x9 = -0.1021, -0.152003, -0.16273 - -![wpn_ak12_custom] - fire_point = 0, 0, 0.656 - position = -0.026, 0, 0 - -![wpn_ak12_custom_hud] - aim_hud_offset_pos = -0.042846, 0.04502, -0.017177 - aim_hud_offset_pos_16x9 = -0.042846, 0.04502, -0.017177 - aim_hud_offset_rot = 0.021829, -0.009721, -0.117477 - aim_hud_offset_rot_16x9 = 0.021829, -0.009721, -0.117477 - fire_point = 0, 0.049711, 0.568579 - fire_point2 = 0, -0.029, 0.575 - hands_orientation = -0.471203, 1.989645, -1.702563 - hands_orientation_16x9 = -0.471203, 1.989645, -1.702563 - hands_position = -0.014569, -0.031544, 0.0323 - hands_position_16x9 = -0.014569, -0.031544, 0.0323 - item_position = -2e-05, 0.000203, -2e-06 - lowered_hud_offset_pos = 0.032803, 0.016356, -0.001418 - lowered_hud_offset_pos_16x9 = 0.032803, 0.016356, -0.001418 - lowered_hud_offset_rot = 0.1, -0.8, 0.49536 - lowered_hud_offset_rot_16x9 = 0.1, -0.8, 0.49536 - -![wpn_ak12_hud] - aim_hud_offset_alt_pos = -0.116677, -0.034881, 0 - aim_hud_offset_alt_pos_16x9 = -0.116677, -0.034881, 0 - aim_hud_offset_alt_rot = -0.005402, 0.011847, 0.659175 - aim_hud_offset_alt_rot_16x9 = -0.005402, 0.011847, 0.659175 - aim_hud_offset_pos = -0.073233, 0.049509, -0.09514 - aim_hud_offset_pos_16x9 = -0.073233, 0.049509, -0.09514 - aim_hud_offset_rot = 0.010419, 0.00643, -0.111845 - aim_hud_offset_rot_16x9 = 0.010419, 0.00643, -0.111845 - fire_point = 0, 0.051841, 0.535482 - fire_point2 = 0, -0.011, 0.553 - gl_hud_offset_pos = -0.1021, -0.152003, -0.15 - gl_hud_offset_pos_16x9 = -0.1021, -0.152003, -0.15 - gl_hud_offset_rot = -0.298998, 0.00875, -0.007999 - gl_hud_offset_rot_16x9 = -0.298998, 0.00875, -0.007999 - hands_orientation = 0.389784, 0.527345, -5.313436 - hands_orientation_16x9 = 0.389784, 0.527345, -5.313436 - hands_position = -0.065821, -0.171331, -0.013149 - hands_position_16x9 = -0.065821, -0.171331, -0.013149 - item_position = 0.004395, 2.5e-05, -0.000207 - lowered_hud_offset_pos = 0.109619, 0.028086, 0.059741 - lowered_hud_offset_pos_16x9 = 0.109619, 0.028086, 0.059741 - lowered_hud_offset_rot = 0.1, -0.8, 0.288423 - lowered_hud_offset_rot_16x9 = 0.1, -0.8, 0.288423 - shell_point = 0, 0.064, 0.19 - -![wpn_ak5c_bas_5c_tik] - fire_point2 = 0, 0.199, 0.575 - shell_point = 0.12, 0, 0.07 - -![wpn_ak5c_bas_5c_tik_hud] - aim_hud_offset_alt_pos = -0.036387, 0.007522, -0.054361 - aim_hud_offset_alt_pos_16x9 = -0.036387, 0.007522, -0.054361 - aim_hud_offset_alt_rot = 0.005102, 0.031251, -0.058147 - aim_hud_offset_alt_rot_16x9 = 0.005102, 0.031251, -0.058147 - aim_hud_offset_pos = -0.035346, 0.019069, -0.068187 - aim_hud_offset_pos_16x9 = -0.035346, 0.019069, -0.068187 - aim_hud_offset_rot = -0.00761, 0.023464, -0.066287 - aim_hud_offset_rot_16x9 = -0.00761, 0.023464, -0.066287 - gl_hud_offset_pos = -0.0625, 0, -0.11 - gl_hud_offset_pos_16x9 = -0.0625, 0, -0.11 - hands_position = -0.003715, -0.029041, 0.075755 - hands_position_16x9 = -0.003715, -0.029041, 0.075755 - lowered_hud_offset_pos = 0.052962, 0.017381, -0.046634 - lowered_hud_offset_pos_16x9 = 0.052962, 0.017381, -0.046634 - lowered_hud_offset_rot = -0.002218, -0.785605, 0.594814 - lowered_hud_offset_rot_16x9 = -0.002218, -0.785605, 0.594814 - -![wpn_ak_hud] - aim_hud_offset_alt_pos = -0.106699, -0.031898, 0 - aim_hud_offset_alt_pos_16x9 = -0.106699, -0.031898, 0 - aim_hud_offset_alt_rot = -0.001426, 0.036326, 0.659175 - aim_hud_offset_alt_rot_16x9 = -0.001426, 0.036326, 0.659175 - aim_hud_offset_pos = -0.046344, 0.040584, -0.070934 - aim_hud_offset_pos_16x9 = -0.046344, 0.040584, -0.070934 - aim_hud_offset_rot = 0.004312, 0.016137, -0.111845 - aim_hud_offset_rot_16x9 = 0.004312, 0.016137, -0.111845 - fire_point2 = 0, -0.011, 0.553 - gl_hud_offset_pos = -0.1021, -0.152003, -0.15 - gl_hud_offset_pos_16x9 = -0.1021, -0.152003, -0.15 - gl_hud_offset_rot = -0.298998, 0.00875, -0.007999 - gl_hud_offset_rot_16x9 = -0.298998, 0.00875, -0.007999 - hands_orientation = 0.685467, 0.640573, -5.313436 - hands_orientation_16x9 = 0.685467, 0.640573, -5.313436 - hands_position = -0.094724, -0.153043, -0.073618 - hands_position_16x9 = -0.094724, -0.153043, -0.073618 - item_orientation = 0.285878, -0.407345, 0 - item_position = 0.002744, 0.001897, -0.000207 - item_position = 0.004395, 2.5e-05, -0.000207 - lowered_hud_offset_pos = 0.109619, 0.028086, 0.059741 - lowered_hud_offset_pos_16x9 = 0.109619, 0.028086, 0.059741 - lowered_hud_offset_rot = 0.1, -0.8, 0.288423 - lowered_hud_offset_rot_16x9 = 0.1, -0.8, 0.288423 - shell_point = 0, 0.064, 0.19 - -![wpn_toz194_hud] - aim_hud_offset_pos = -0.047189, 0.066443, -0.005648 - aim_hud_offset_pos_16x9 = -0.047189, 0.066443, -0.005648 - aim_hud_offset_rot = 0.011512, 0.012908, -0.115533 - aim_hud_offset_rot_16x9 = 0.011512, 0.012908, -0.115533 - hands_orientation = 0.708269, 0.779389, -7.554839 - hands_orientation_16x9 = 0.708269, 0.779389, -7.554839 - hands_position = -0.013039, -0.072871, 0.003939 - hands_position_16x9 = -0.013039, -0.072871, 0.003939 - lowered_hud_offset_rot = 0.1, -0.4, 0.2 - lowered_hud_offset_rot_16x9 = 0.1, -0.4, 0.2 - -![wpn_wincheaster1300] - fire_point = 0, 0.158, 0.647 - fire_point2 = 0, 0.158, 0.647 - position = -0.024, -0.097, 0 - shell_point = 0, 0.18, 0.647 - strap_position = -0.26, -0.1, 0.05 - -![wpn_aug_a1_bas] - fire_point = 0, 0, 0.435 - position = -0.026, 0, 0 - -![wpn_aug_a1_bas_hud] - aim_hud_offset_alt_pos = -0.062947, 0.001173, -0.044743 - aim_hud_offset_alt_pos_16x9 = -0.062947, 0.001173, -0.044743 - aim_hud_offset_alt_rot = 0.018323, 0.020643, -0.138969 - aim_hud_offset_alt_rot_16x9 = 0.018323, 0.020643, -0.138969 - aim_hud_offset_pos = -0.062617, 0.024819, -0.081796 - aim_hud_offset_pos_16x9 = -0.062617, 0.024819, -0.081796 - aim_hud_offset_rot = 0.048, 0.0282, -0.136366 - aim_hud_offset_rot_16x9 = 0.048, 0.0282, -0.136366 - fire_point2 = 0, -0.054, 0.488 - hands_orientation = 1.103088, 0.829983, -7.990437 - hands_orientation_16x9 = 1.103088, 0.829983, -7.990437 - hands_position = -0.069689, -0.156931, -0.020176 - hands_position_16x9 = -0.069689, -0.156931, -0.020176 - lowered_hud_offset_pos = 0.006512, -0.008314, 0 - lowered_hud_offset_pos_16x9 = 0.006512, -0.008314, 0 - lowered_hud_offset_rot = 0.083647, -0.789868, 0.296963 - lowered_hud_offset_rot_16x9 = 0.083647, -0.789868, 0.296963 - -![wpn_mk14] - position = -0.026, -0.13, 0 - -![wpn_mk14_acog] - position = -0.026, -0.13, 0 - scope_zoom_factor = 0.01422 - -![wpn_mk14_acog_hud] - aim_hud_offset_alt_pos = -0.126863, -0.03155, 0 - aim_hud_offset_alt_pos_16x9 = -0.126863, -0.03155, 0 - aim_hud_offset_alt_rot = 0.013358, 0.051471, 0.534048 - aim_hud_offset_alt_rot_16x9 = 0.013358, 0.051471, 0.534048 - aim_hud_offset_pos = -0.051812, 0.005653, 0.054738 - aim_hud_offset_pos_16x9 = -0.051812, 0.005653, 0.054738 - aim_hud_offset_rot = 0.014549, 0.026779, -0.086634 - aim_hud_offset_rot_16x9 = 0.014549, 0.026779, -0.086634 - hands_orientation = 1.635033, 1.305437, -4.651404 - hands_orientation_16x9 = 1.635033, 1.305437, -4.651404 - hands_position = -0.083683, -0.14453, -0.139873 - hands_position_16x9 = -0.083683, -0.14453, -0.139873 - lowered_hud_offset_pos = 0.0852, 0.010328, 0.078244 - lowered_hud_offset_pos_16x9 = 0.0852, 0.010328, 0.078244 - lowered_hud_offset_rot = 0.1, -0.8, 0.36951 - lowered_hud_offset_rot_16x9 = 0.1, -0.8, 0.36951 - -![wpn_mk14_hud] - aim_hud_offset_alt_pos = -0.126863, -0.03155, 0 - aim_hud_offset_alt_pos_16x9 = -0.126863, -0.03155, 0 - aim_hud_offset_alt_rot = 0.013358, 0.051471, 0.534048 - aim_hud_offset_alt_rot_16x9 = 0.013358, 0.051471, 0.534048 - aim_hud_offset_pos = -0.051813, 0.029768, -0.07185 - aim_hud_offset_pos_16x9 = -0.051813, 0.029768, -0.07185 - aim_hud_offset_rot = 0.014549, 0.026779, -0.086634 - aim_hud_offset_rot_16x9 = 0.014549, 0.026779, -0.086634 - hands_orientation = 1.635033, 1.305437, -4.651404 - hands_orientation_16x9 = 1.635033, 1.305437, -4.651404 - hands_position = -0.083683, -0.14453, -0.139873 - hands_position_16x9 = -0.083683, -0.14453, -0.139873 - lowered_hud_offset_pos = 0.0852, 0.010328, 0.078244 - lowered_hud_offset_pos_16x9 = 0.0852, 0.010328, 0.078244 - lowered_hud_offset_rot = 0.1, -0.8, 0.36951 - lowered_hud_offset_rot_16x9 = 0.1, -0.8, 0.36951 - -![wpn_ak74_n] - fire_point = 0, 0, 0.656 - position = -0.026, 0, 0 - -![wpn_ak74_n_hud] - aim_hud_offset_pos = -0.065354, 0.02272, -0.042221 - aim_hud_offset_pos_16x9 = -0.065354, 0.02272, -0.042221 - aim_hud_offset_rot = -0.000663, 0.007825, -0.089368 - aim_hud_offset_rot_16x9 = -0.000663, 0.007825, -0.089368 - gl_hud_offset_pos = -0.092, -0.152108, -0.212401 - gl_hud_offset_pos_16x9 = -0.092, -0.152108, -0.212401 - gl_hud_offset_rot = -0.305533, 0.008603, -0.0097 - gl_hud_offset_rot_16x9 = -0.305533, 0.008603, -0.0097 - hands_orientation = 0.436182, 0.194943, -4.709284 - hands_orientation_16x9 = 0.436182, 0.194943, -4.709284 - hands_position = -0.001681, 0.005532, -0.22259 - hands_position_16x9 = -0.001681, 0.005532, -0.22259 - item_position = 0.003195, -0.00014, -0.000181 - lowered_hud_offset_pos = 0.021116, 0.001348, 0 - lowered_hud_offset_pos_16x9 = 0.021116, 0.001348, 0 - lowered_hud_offset_rot = 0.1, -0.8, 0.515998 - lowered_hud_offset_rot_16x9 = 0.1, -0.8, 0.515998 - -![wpn_toz34] - position = -0.023, -0.14, 0 - -![wpn_toz34_hud] - aim_hud_offset_pos = -0.046582, 0.044456, -0.08 - aim_hud_offset_pos_16x9 = -0.046582, 0.044456, -0.08 - aim_hud_offset_rot = 0.004462, 0.018404, -0.073391 - aim_hud_offset_rot_16x9 = 0.004462, 0.018404, -0.073391 - hands_orientation = 1.015046, 0.135983, -3.549867 - hands_orientation_16x9 = 1.015046, 0.135983, -3.549867 - hands_position = -0.011895, 0.002573, -0.102835 - hands_position_16x9 = -0.011895, 0.002573, -0.102835 - lowered_hud_offset_pos = 0.124027, 0.008828, 0 - lowered_hud_offset_pos_16x9 = 0.124027, 0.008828, 0 - lowered_hud_offset_rot = 0.055469, -0.607629, 0.347472 - lowered_hud_offset_rot_16x9 = 0.055469, -0.607629, 0.347472 - -![wpn_m16] - fire_point = 0, 0.199, 0.575 - fire_point2 = 0, 0.199, 0.575 - position = -0.026, -0.13, 0 - shell_point = 0.12, 0, 0.07 - -![wpn_m16_hud] - aim_hud_offset_pos = -0.061706, 0.023399, -0.035481 - aim_hud_offset_pos_16x9 = -0.061706, 0.023399, -0.035481 - aim_hud_offset_rot = 0.010263, 0.02091, -0.0125 - aim_hud_offset_rot_16x9 = 0.010263, 0.02091, -0.0125 - gl_hud_offset_pos = -0.060252, -0.027074, -0.066617 - gl_hud_offset_pos_16x9 = -0.060252, -0.027074, -0.066617 - gl_hud_offset_rot = -0.066173, 0.017374, -0.006186 - gl_hud_offset_rot_16x9 = -0.066173, 0.017374, -0.006186 - hands_orientation = 1.178449, 0.999422, 0 - hands_orientation_16x9 = 1.178449, 0.999422, 0 - hands_position = -0.085942, -0.150974, -0.085369 - hands_position_16x9 = -0.085942, -0.150974, -0.085369 - lowered_hud_offset_pos = 0.138644, 0.022344, 0.054758 - lowered_hud_offset_pos_16x9 = 0.138644, 0.022344, 0.054758 - lowered_hud_offset_rot = 0.1, -0.8, 0.32329 - lowered_hud_offset_rot_16x9 = 0.1, -0.8, 0.32329 - -![wpn_m16_eot] - fire_point = 0, 0.199, 0.575 - fire_point2 = 0, 0.199, 0.575 - position = -0.026, -0.13, 0 - shell_point = 0.12, 0, 0.07 - -![wpn_m16_eot_hud] - aim_hud_offset_pos = -0.061706, 0.023399, -0.035481 - aim_hud_offset_pos_16x9 = -0.061706, 0.023399, -0.035481 - aim_hud_offset_rot = 0.010334, 0.020007, -0.0125 - aim_hud_offset_rot_16x9 = 0.010334, 0.020007, -0.0125 - gl_hud_offset_pos = -0.060252, -0.027074, -0.066617 - gl_hud_offset_pos_16x9 = -0.060252, -0.027074, -0.066617 - gl_hud_offset_rot = -0.066173, 0.017374, -0.006186 - gl_hud_offset_rot_16x9 = -0.066173, 0.017374, -0.006186 - hands_orientation = 1.178449, 0.999422, 0 - hands_orientation_16x9 = 1.178449, 0.999422, 0 - hands_position = -0.085942, -0.150974, -0.085369 - hands_position_16x9 = -0.085942, -0.150974, -0.085369 - lowered_hud_offset_pos = 0.138644, 0.022344, 0.054758 - lowered_hud_offset_pos_16x9 = 0.138644, 0.022344, 0.054758 - lowered_hud_offset_rot = 0.1, -0.8, 0.32329 - lowered_hud_offset_rot_16x9 = 0.1, -0.8, 0.32329 - -![wpn_sks_tac_hud] - aim_hud_offset_pos = -0.048055, 0.034918, -0.03454 - aim_hud_offset_pos_16x9 = -0.048055, 0.034918, -0.03454 - aim_hud_offset_rot = 0.027163, 0.02422, -0.07652 - aim_hud_offset_rot_16x9 = 0.027163, 0.02422, -0.07652 - hands_orientation = 1.373512, 1.724624, -3.447474 - hands_orientation_16x9 = 1.373512, 1.724624, -3.447474 - hands_position = -0.026147, -0.010773, -0.203519 - hands_position_16x9 = -0.026147, -0.010773, -0.203519 - lowered_hud_offset_pos = 0.112216, 0.013153, 0 - lowered_hud_offset_pos_16x9 = 0.112216, 0.013153, 0 - lowered_hud_offset_rot = 0.100072, -0.8464, 0.329403 - lowered_hud_offset_rot_16x9 = 0.100072, -0.8464, 0.329403 - diff --git a/mods/[REQUIRED] Custom Main Menu/gamedata/scripts/modxml_menu_bg.script b/mods/[REQUIRED] Custom Main Menu/gamedata/scripts/modxml_menu_bg.script index e956db8b..67a44066 100644 --- a/mods/[REQUIRED] Custom Main Menu/gamedata/scripts/modxml_menu_bg.script +++ b/mods/[REQUIRED] Custom Main Menu/gamedata/scripts/modxml_menu_bg.script @@ -1,4 +1,3 @@ - function on_xml_read() RegisterScriptCallback("on_xml_read", function(xml_file_name, xml_obj) if xml_file_name == [[ui\ui_mm_main.xml]] diff --git a/mods/[REQUIRED] Custom Main Menu/gamedata/scripts/modxml_menu_music.script b/mods/[REQUIRED] Custom Main Menu/gamedata/scripts/modxml_menu_music.script index 25b36c5b..0a9af0d6 100644 --- a/mods/[REQUIRED] Custom Main Menu/gamedata/scripts/modxml_menu_music.script +++ b/mods/[REQUIRED] Custom Main Menu/gamedata/scripts/modxml_menu_music.script @@ -10,12 +10,6 @@ function on_xml_read() local res = xml_obj:query("menu_sound > menu_music") local mus_t = { "music\\mm_music\\track_1", - "music\\mm_music\\track_2", - "music\\mm_music\\track_3", - "music\\mm_music\\track_4", - "music\\mm_music\\track_5", - "music\\mm_music\\track_6", - "music\\mm_music\\track_7", } local picked_track = mus_t[math.random(1, #mus_t)] if res[1] then diff --git a/mods/[REQUIRED] Custom Main Menu/gamedata/scripts/zzzzzz_mm_music.script b/mods/[REQUIRED] Custom Main Menu/gamedata/scripts/zzzzzz_mm_music.script index b603f6ec..25292c1b 100644 --- a/mods/[REQUIRED] Custom Main Menu/gamedata/scripts/zzzzzz_mm_music.script +++ b/mods/[REQUIRED] Custom Main Menu/gamedata/scripts/zzzzzz_mm_music.script @@ -1,12 +1,6 @@ local snd local mus_t = { "music\\mm_music\\track_1", - "music\\mm_music\\track_2", - "music\\mm_music\\track_3", - "music\\mm_music\\track_4", - "music\\mm_music\\track_5", - "music\\mm_music\\track_6", - "music\\mm_music\\track_7", } function main_menu_on_init() diff --git a/mods/[REQUIRED] Custom Main Menu/gamedata/textures/ui/DG_Freedom.ogm b/mods/[REQUIRED] Custom Main Menu/gamedata/textures/ui/DG_Freedom.ogm index 95b105c3..2fcd47a3 100644 Binary files a/mods/[REQUIRED] Custom Main Menu/gamedata/textures/ui/DG_Freedom.ogm and b/mods/[REQUIRED] Custom Main Menu/gamedata/textures/ui/DG_Freedom.ogm differ diff --git a/mods/[DEV] EGUI Main Menu Replacer/gamedata/configs/ui/ui_mm_main_16.xml b/mods/[REQUIRED] Custom Main Menu_backup/gamedata/configs/ui/ui_mm_main_16.xml similarity index 97% rename from mods/[DEV] EGUI Main Menu Replacer/gamedata/configs/ui/ui_mm_main_16.xml rename to mods/[REQUIRED] Custom Main Menu_backup/gamedata/configs/ui/ui_mm_main_16.xml index ca44de1e..f295e345 100644 --- a/mods/[DEV] EGUI Main Menu Replacer/gamedata/configs/ui/ui_mm_main_16.xml +++ b/mods/[REQUIRED] Custom Main Menu_backup/gamedata/configs/ui/ui_mm_main_16.xml @@ -4,7 +4,7 @@ - ui\enhancedGUI_17 + ui\Zaper_Background ui\enhancedGUI\ui_inc_overlay_shadow @@ -18,7 +18,7 @@ ui\enhancedGUI\ui_inc_bottom - + logoSTALKER diff --git a/mods/[REQUIRED] Custom Main Menu_backup/gamedata/scripts/modxml_menu_bg.script b/mods/[REQUIRED] Custom Main Menu_backup/gamedata/scripts/modxml_menu_bg.script new file mode 100644 index 00000000..e956db8b --- /dev/null +++ b/mods/[REQUIRED] Custom Main Menu_backup/gamedata/scripts/modxml_menu_bg.script @@ -0,0 +1,32 @@ + +function on_xml_read() + RegisterScriptCallback("on_xml_read", function(xml_file_name, xml_obj) + if xml_file_name == [[ui\ui_mm_main.xml]] + or xml_file_name == [[ui\ui_mm_main_16.xml]] + or xml_file_name == [[ui\ui_credits_16.xml]] + or xml_file_name == [[ui\ui_mm_faction_select.xml]] + or xml_file_name == [[ui\ui_mm_faction_select_16.xml]] + or xml_file_name == [[ui\ui_mm_load_dlg.xml]] + or xml_file_name == [[ui\ui_mm_load_dlg_16.xml]] + or xml_file_name == [[ui\ui_mm_save_dlg.xml]] + or xml_file_name == [[ui\ui_mm_save_dlg_16.xml]] + or xml_file_name == [[ui\ui_options.xml]] + or xml_file_name == [[ui\ui_options_16.xml]] + or xml_file_name == [[ui\ui_mcm.xml]] + or xml_file_name == [[ui\ui_mcm_16.xml]] + then + + math.randomseed(os.time()) + + local res = xml_obj:query("background > auto_static > texture") + local menu_t = { + "ui\\DG_Freedom" + } + local picked_menu = menu_t[math.random(1, #menu_t)] + if res[1] then + el = res[1] + xml_obj:setText (el, picked_menu) + end + end + end) +end \ No newline at end of file diff --git a/mods/[REQUIRED] Custom Main Menu_backup/gamedata/scripts/modxml_menu_music.script b/mods/[REQUIRED] Custom Main Menu_backup/gamedata/scripts/modxml_menu_music.script new file mode 100644 index 00000000..25b36c5b --- /dev/null +++ b/mods/[REQUIRED] Custom Main Menu_backup/gamedata/scripts/modxml_menu_music.script @@ -0,0 +1,27 @@ + +function on_xml_read() + RegisterScriptCallback("on_xml_read", function(xml_file_name, xml_obj) + if xml_file_name == [[ui\ui_mm_main.xml]] + or xml_file_name == [[ui\ui_mm_main_16.xml]] + then + + math.randomseed(os.time()) + + local res = xml_obj:query("menu_sound > menu_music") + local mus_t = { + "music\\mm_music\\track_1", + "music\\mm_music\\track_2", + "music\\mm_music\\track_3", + "music\\mm_music\\track_4", + "music\\mm_music\\track_5", + "music\\mm_music\\track_6", + "music\\mm_music\\track_7", + } + local picked_track = mus_t[math.random(1, #mus_t)] + if res[1] then + el = res[1] + xml_obj:setText (el, picked_track) + end + end + end) +end \ No newline at end of file diff --git a/mods/[REQUIRED] Custom Main Menu_backup/gamedata/scripts/zzzzzz_mm_music.script b/mods/[REQUIRED] Custom Main Menu_backup/gamedata/scripts/zzzzzz_mm_music.script new file mode 100644 index 00000000..b603f6ec --- /dev/null +++ b/mods/[REQUIRED] Custom Main Menu_backup/gamedata/scripts/zzzzzz_mm_music.script @@ -0,0 +1,36 @@ +local snd +local mus_t = { + "music\\mm_music\\track_1", + "music\\mm_music\\track_2", + "music\\mm_music\\track_3", + "music\\mm_music\\track_4", + "music\\mm_music\\track_5", + "music\\mm_music\\track_6", + "music\\mm_music\\track_7", +} + +function main_menu_on_init() + + math.randomseed(os.time()) + local picked_track = mus_t[math.random(1, #mus_t)] + if not picked_track then return end + if snd then return end + + snd = sound_object(picked_track) + if not snd then return end + + snd:play(db.actor,0,sound_object.s2d) + +end + +function main_menu_on_quit() + if not snd then return end + + snd:stop() + snd = nil +end + +function on_game_start() + RegisterScriptCallback("main_menu_on_init", main_menu_on_init) + RegisterScriptCallback("main_menu_on_quit", main_menu_on_quit) +end \ No newline at end of file diff --git a/mods/[REQUIRED] Custom Main Menu_backup/gamedata/sounds/music/mm_music/track_1.ogg b/mods/[REQUIRED] Custom Main Menu_backup/gamedata/sounds/music/mm_music/track_1.ogg new file mode 100644 index 00000000..efe0b83c --- /dev/null +++ b/mods/[REQUIRED] Custom Main Menu_backup/gamedata/sounds/music/mm_music/track_1.ogg @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:b1c57c79b7c5451116be9dcbf7e3d05519164ccd10dc8d77ee3154cef4bc40a8 +size 11105295 diff --git a/mods/[REQUIRED] Custom Main Menu/gamedata/sounds/music/mm_music/track_2.ogg b/mods/[REQUIRED] Custom Main Menu_backup/gamedata/sounds/music/mm_music/track_2.ogg similarity index 100% rename from mods/[REQUIRED] Custom Main Menu/gamedata/sounds/music/mm_music/track_2.ogg rename to mods/[REQUIRED] Custom Main Menu_backup/gamedata/sounds/music/mm_music/track_2.ogg diff --git a/mods/[REQUIRED] Custom Main Menu/gamedata/sounds/music/mm_music/track_3.ogg b/mods/[REQUIRED] Custom Main Menu_backup/gamedata/sounds/music/mm_music/track_3.ogg similarity index 100% rename from mods/[REQUIRED] Custom Main Menu/gamedata/sounds/music/mm_music/track_3.ogg rename to mods/[REQUIRED] Custom Main Menu_backup/gamedata/sounds/music/mm_music/track_3.ogg diff --git a/mods/[REQUIRED] Custom Main Menu/gamedata/sounds/music/mm_music/track_4.ogg b/mods/[REQUIRED] Custom Main Menu_backup/gamedata/sounds/music/mm_music/track_4.ogg similarity index 100% rename from mods/[REQUIRED] Custom Main Menu/gamedata/sounds/music/mm_music/track_4.ogg rename to mods/[REQUIRED] Custom Main Menu_backup/gamedata/sounds/music/mm_music/track_4.ogg diff --git a/mods/[REQUIRED] Custom Main Menu/gamedata/sounds/music/mm_music/track_5.ogg b/mods/[REQUIRED] Custom Main Menu_backup/gamedata/sounds/music/mm_music/track_5.ogg similarity index 100% rename from mods/[REQUIRED] Custom Main Menu/gamedata/sounds/music/mm_music/track_5.ogg rename to mods/[REQUIRED] Custom Main Menu_backup/gamedata/sounds/music/mm_music/track_5.ogg diff --git a/mods/[REQUIRED] Custom Main Menu/gamedata/sounds/music/mm_music/track_6.ogg b/mods/[REQUIRED] Custom Main Menu_backup/gamedata/sounds/music/mm_music/track_6.ogg similarity index 100% rename from mods/[REQUIRED] Custom Main Menu/gamedata/sounds/music/mm_music/track_6.ogg rename to mods/[REQUIRED] Custom Main Menu_backup/gamedata/sounds/music/mm_music/track_6.ogg diff --git a/mods/[REQUIRED] Custom Main Menu/gamedata/sounds/music/mm_music/track_7.ogg b/mods/[REQUIRED] Custom Main Menu_backup/gamedata/sounds/music/mm_music/track_7.ogg similarity index 100% rename from mods/[REQUIRED] Custom Main Menu/gamedata/sounds/music/mm_music/track_7.ogg rename to mods/[REQUIRED] Custom Main Menu_backup/gamedata/sounds/music/mm_music/track_7.ogg diff --git a/mods/[REQUIRED] Custom Main Menu_backup/gamedata/textures/logoSTALKER.dds b/mods/[REQUIRED] Custom Main Menu_backup/gamedata/textures/logoSTALKER.dds new file mode 100644 index 00000000..b3f5ecdc --- /dev/null +++ b/mods/[REQUIRED] Custom Main Menu_backup/gamedata/textures/logoSTALKER.dds @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:b83f5cfffcf47185d6effb0eb37c3cf98ffdda61c3b42c5a8e8b3c5171bd5b0b +size 583808 diff --git a/mods/[REQUIRED] Custom Main Menu_backup/gamedata/textures/logoSTALKER.psd b/mods/[REQUIRED] Custom Main Menu_backup/gamedata/textures/logoSTALKER.psd new file mode 100644 index 00000000..65b1a310 Binary files /dev/null and b/mods/[REQUIRED] Custom Main Menu_backup/gamedata/textures/logoSTALKER.psd differ diff --git a/mods/[REQUIRED] Custom Main Menu_backup/gamedata/textures/ui/DG_Freedom.ogm b/mods/[REQUIRED] Custom Main Menu_backup/gamedata/textures/ui/DG_Freedom.ogm new file mode 100644 index 00000000..2fcd47a3 Binary files /dev/null and b/mods/[REQUIRED] Custom Main Menu_backup/gamedata/textures/ui/DG_Freedom.ogm differ diff --git a/mods/[DEV] EGUI Main Menu Replacer/gamedata/textures/ui/ui_actor_main_menu.dds b/mods/[REQUIRED] Custom Main Menu_backup/gamedata/textures/ui/ui_actor_main_menu.dds similarity index 100% rename from mods/[DEV] EGUI Main Menu Replacer/gamedata/textures/ui/ui_actor_main_menu.dds rename to mods/[REQUIRED] Custom Main Menu_backup/gamedata/textures/ui/ui_actor_main_menu.dds diff --git a/mods/[DEV] EGUI Main Menu Replacer/gamedata/textures/ui/ui_actor_main_menu.psd b/mods/[REQUIRED] Custom Main Menu_backup/gamedata/textures/ui/ui_actor_main_menu.psd similarity index 100% rename from mods/[DEV] EGUI Main Menu Replacer/gamedata/textures/ui/ui_actor_main_menu.psd rename to mods/[REQUIRED] Custom Main Menu_backup/gamedata/textures/ui/ui_actor_main_menu.psd diff --git a/mods/[DEV] Weapon Repositions/meta.ini b/mods/[REQUIRED] Custom Main Menu_backup/meta.ini similarity index 96% rename from mods/[DEV] Weapon Repositions/meta.ini rename to mods/[REQUIRED] Custom Main Menu_backup/meta.ini index 3f9395d7..9d3a4d49 100644 --- a/mods/[DEV] Weapon Repositions/meta.ini +++ b/mods/[REQUIRED] Custom Main Menu_backup/meta.ini @@ -2,7 +2,7 @@ modid=0 version= newestVersion= -category="18," +category="17," installationFile= ignoredVersion= repository=Nexus diff --git a/mods/[REQUIRED] Modpack Data/gamedata/configs/axr_options.ltx b/mods/[REQUIRED] Modpack Data/gamedata/configs/axr_options.ltx index 9c3089a5..52929348 100644 --- a/mods/[REQUIRED] Modpack Data/gamedata/configs/axr_options.ltx +++ b/mods/[REQUIRED] Modpack Data/gamedata/configs/axr_options.ltx @@ -119,7 +119,7 @@ arszi_radiation/radiationPenetrationAmount = 0.15 arszi_radiation/radiationPenetrationDefense = 0.8 arszi_radiation/satietyReduceCurve = 0.7 - arszi_radiation/sleepWithRads = 1 + arszi_radiation/sleepWithRads = 2 ballistics/burer = 0 ballistics/cost = true ballistics/debug = true @@ -237,7 +237,7 @@ cold_system/thermo_hud_position_y = 50 cold_system/time = 1 cold_system/wind = 1 - cold_system/winter = false + cold_system/winter = true craft_in_tooltip/use_icons = true crpmcm/crouch = true crpmcm/fire_mode = true @@ -463,6 +463,8 @@ exo_power/keybind = 44 exo_power/modifier = 0 exo_power/second_key = 3 + extra_level_transitions/delete_level_transitions = false + extra_level_transitions/enable_time_advance = true faheo/hit_impact_effect = true fftd/bp/allow_pin_travel = fftd/bp/cost_coef = @@ -594,6 +596,9 @@ fftd/version = 2.3.4 fireModeCheck/displayMode = fireModeCheck/hideGui = + fps_based_mblur/BASE_MBLUR = 1 + fps_based_mblur/DEBUG = false + fps_based_mblur/ENABLED = true freelook_addon/freelook_val = 0.7 gggf/gotta_go_fast_climb = 1.1 gggf/gotta_go_fast_crouch = 0.9 @@ -1260,8 +1265,8 @@ scop/scop_fov = 0.4 scop/scope_fov = 0.4 selfkill/keybind_mcm = 14 - session_id = 364 - session_start = 1711023697000 + session_id = 417 + session_start = 1711501746000 sleep_timelapse/alifeOptimize = true sleep_timelapse/alifeSleepRadius = 75 sleep_timelapse/camUpdateTotalTime = 2500 @@ -1302,17 +1307,17 @@ ssfx_module/shadows/volumetric_resolution_mcm = 40 ssfx_module/shw_cascades/grass_shw_distance_mcm = 35 ssfx_module/shw_cascades/grass_shw_nondir_maxdistance_mcm = 30 - ssfx_module/shw_cascades/grass_shw_quality_mcm = 1 + ssfx_module/shw_cascades/grass_shw_quality_mcm = 0 ssfx_module/shw_cascades/size_1_mcm = 20 ssfx_module/shw_cascades/size_2_mcm = 60 ssfx_module/shw_cascades/size_3_mcm = 160 ssfx_module/ssfx_rain_module/ssfx_rain_footsteps/jump_vol_mcm = 0.7 ssfx_module/ssfx_rain_module/ssfx_rain_footsteps/land_vol_mcm = 0.7 - ssfx_module/ssfx_rain_module/ssfx_rain_footsteps/main_vol_mcm = 0.4 + ssfx_module/ssfx_rain_module/ssfx_rain_footsteps/main_vol_mcm = 0.7 ssfx_module/ssfx_rain_module/ssfx_rain_footsteps/multi_no_rain_mcm = 0.3 ssfx_module/ssfx_rain_module/ssfx_rain_footsteps/multi_run_mcm = 1.4 ssfx_module/ssfx_rain_module/ssfx_rain_footsteps/multi_walk_mcm = 0.33 - ssfx_module/ssfx_rain_module/ssfx_rain_footsteps/vol_rnd_mcm = 0.15 + ssfx_module/ssfx_rain_module/ssfx_rain_footsteps/vol_rnd_mcm = 0.2 ssfx_module/ssfx_rain_module/ssfx_rain_hud_raindrops/animation_speed_mcm = 1 ssfx_module/ssfx_rain_module/ssfx_rain_hud_raindrops/buildup_mcm = 1.1 ssfx_module/ssfx_rain_module/ssfx_rain_hud_raindrops/density_mcm = 2 @@ -1325,7 +1330,7 @@ ssfx_module/ssfx_rain_module/ssfx_rain_main/alpha_mcm = 0.84 ssfx_module/ssfx_rain_module/ssfx_rain_main/brightness_mcm = 0.09 ssfx_module/ssfx_rain_module/ssfx_rain_main/len_mcm = 1 - ssfx_module/ssfx_rain_module/ssfx_rain_main/quality_mcm = 2 + ssfx_module/ssfx_rain_module/ssfx_rain_main/quality_mcm = 1 ssfx_module/ssfx_rain_module/ssfx_rain_main/reflection_mcm = 0.5 ssfx_module/ssfx_rain_module/ssfx_rain_main/refraction_mcm = 1.5 ssfx_module/ssfx_rain_module/ssfx_rain_main/speed_mcm = 1.2 @@ -1350,10 +1355,10 @@ ssfx_module/ssfx_wetness/ssfx_wet_surf/waterfall_min_speed_mcm = 0.2 ssfx_module/ssfx_wetness/ssfx_wet_surf/waterfall_size_mcm = 1.2 ssfx_module/ssfx_wetness/ssfx_wet_surf/waterfall_speed_mcm = 1.5 - ssfx_module/ssr/blur_mcm = 0.16 + ssfx_module/ssr/blur_mcm = 0.3 ssfx_module/ssr/general_int_mcm = 1.1 ssfx_module/ssr/quality_mcm = 2 - ssfx_module/ssr/render_scale_mcm = 1 + ssfx_module/ssr/render_scale_mcm = 0.9 ssfx_module/ssr/sky_int_mcm = 1.2 ssfx_module/ssr/temporal_mcm = 0.6 ssfx_module/ssr/use_noise_mcm = false @@ -1367,14 +1372,14 @@ ssfx_module/wind/trees_bend_mcm = 0.5 ssfx_module/wind/trees_speed_mcm = 11 ssfx_module/wind/trees_trunk_mcm = 0.15 - ssfx_module/wpn_dof/aim_blur_mcm = 0.75 - ssfx_module/wpn_dof/aim_edgeblur_mcm = 0.6 - ssfx_module/wpn_dof/aim_fadelen_mcm = 0.25 - ssfx_module/wpn_dof/aim_fadestart_mcm = 0.1 - ssfx_module/wpn_dof/blur_mcm = 0.6 - ssfx_module/wpn_dof/edgeblur_mcm = 0.3 - ssfx_module/wpn_dof/fadelen_mcm = 0.25 - ssfx_module/wpn_dof/fadestart_mcm = 0.15 + ssfx_module/wpn_dof/aim_blur_mcm = 0.15 + ssfx_module/wpn_dof/aim_edgeblur_mcm = 0.3 + ssfx_module/wpn_dof/aim_fadelen_mcm = 0.15 + ssfx_module/wpn_dof/aim_fadestart_mcm = 0.06 + ssfx_module/wpn_dof/blur_mcm = 0.2 + ssfx_module/wpn_dof/edgeblur_mcm = 0.1 + ssfx_module/wpn_dof/fadelen_mcm = 0.3 + ssfx_module/wpn_dof/fadestart_mcm = 0.1 ssfx_module/wpn_dof/fdda_mcm = true ssfx_module/wpn_dof/inventory_mcm = true ssfx_module/wpn_dof/looting_mutant_mcm = true @@ -1524,13 +1529,13 @@ western_goods/trader_loot_factor = 1 wpo/wpoecon/altpartroll = false wpo/wpoecon/altroll = false - wpo/wpoecon/degradation = 1.2 - wpo/wpoecon/easybarrel = false + wpo/wpoecon/degradation = 1 + wpo/wpoecon/easybarrel = true wpo/wpoecon/easytrigger = true wpo/wpoecon/repairkit = true wpo/wpoecon/saletype = 1 - wpo/wpoecon/threshold = 80 - wpo/wpojam/jamchance = 0.7 + wpo/wpoecon/threshold = 75 + wpo/wpojam/jamchance = 0.55 wpo/wpojam/keybind = -1 wpo/wpojam/modifier = 1 wpo/wpojam/oldammo = true @@ -2665,7 +2670,7 @@ alife/warfare/zombied/target_stronger_priority = 1 alife/warfare/zombied/target_weaker_priority = 0 alife/warfare/zombied/territory_priority = -5 - control/general/aim_toggle = false + control/general/aim_toggle = true control/general/crouch_toggle = true control/general/disassembly_warning = true control/general/mouse_sens = 0.071 @@ -2755,21 +2760,23 @@ video/advanced/detail_height = 1 video/advanced/detail_radius = 90 video/advanced/dof_enable = true - video/advanced/enable_tessellation = true + video/advanced/dynamic_wet_surfaces = false + video/advanced/enable_tessellation = false video/advanced/framelimit = 164 video/advanced/geometry_lod = 1 video/advanced/grass_shadow = false - video/advanced/mblur = 0.4 + video/advanced/ls_squality = 0.5 + video/advanced/mblur = 0.05 video/advanced/mblur_enable = true video/advanced/mipbias = -0.2 - video/advanced/optimize_dynamic_geom = 2 + video/advanced/optimize_dynamic_geom = 1 video/advanced/optimize_static_geom = 0 video/advanced/slight_fade = 0.8 - video/advanced/smaa = low + video/advanced/smaa = off video/advanced/ssample_list = st_opt_off video/advanced/ssao = st_opt_medium video/advanced/ssao_mode = default - video/advanced/steep_parallax = true + video/advanced/steep_parallax = false video/advanced/sun_quality = st_opt_high video/advanced/sunshafts_min = 0.2 video/advanced/sunshafts_mode = combined @@ -2778,12 +2785,13 @@ video/advanced/texture_lod = 1 video/advanced/tf_aniso = 4 video/advanced/v_sync = true - video/advanced/vis_distance = 1.2 + video/advanced/vis_distance = 1.5 video/basic/fov = 74 video/basic/hud_fov = 0.57 video/hud/autohide_stamina_bar = true video/hud/crosshair_dist = false - video/hud/head_bob_factor = 0 + video/hud/head_bob_factor = 0.8 + video/hud/ironsights_zoom_factor = 1 video/hud/show_crosshair = false video/hud/show_enemy_health = false video/hud/show_hud = true @@ -2821,6 +2829,6 @@ [temp] base_sway = on fov_changed = false - fov_value = 0.44999998807907 + fov_value = 0.56999999284744 rspec_default = true diff --git a/mods/[REQUIRED] Weapon Repositions/gamedata/configs/mod_system_ewr_pistols.ltx b/mods/[REQUIRED] Weapon Repositions/gamedata/configs/mod_system_ewr_pistols.ltx index a9ff6e36..4e493ce4 100644 --- a/mods/[REQUIRED] Weapon Repositions/gamedata/configs/mod_system_ewr_pistols.ltx +++ b/mods/[REQUIRED] Weapon Repositions/gamedata/configs/mod_system_ewr_pistols.ltx @@ -98,18 +98,18 @@ aim_hud_offset_alt_pos_16x9 = -0.040322, -0.052549, -0.068338 aim_hud_offset_alt_rot = 0.004977, 0.04517, 0.300802 aim_hud_offset_alt_rot_16x9 = 0.004977, 0.04517, 0.300802 - aim_hud_offset_pos = -0.069669, 0.069042, -0.054526 - aim_hud_offset_pos_16x9 = -0.069669, 0.069042, -0.054526 - aim_hud_offset_rot = 0.078027, 0.077594, -0.045853 - aim_hud_offset_rot_16x9 = 0.078027, 0.077594, -0.045853 - hands_orientation = 4.469942, 4.346008, -0.775407 - hands_orientation_16x9 = 4.469942, 4.346008, -0.775407 - hands_position = -0.004239, -0.180294, -0.052468 - hands_position_16x9 = -0.004239, -0.180294, -0.052468 - lowered_hud_offset_pos = -0.03984, 0.089744, 0 - lowered_hud_offset_pos_16x9 = -0.03984, 0.089744, 0 - lowered_hud_offset_rot = 0.357528, -0.093814, 0.1 - lowered_hud_offset_rot_16x9 = 0.357528, -0.093814, 0.1 + aim_hud_offset_pos = -0.047476, 0.034481, -0.054526 + aim_hud_offset_pos_16x9 = -0.047476, 0.034481, -0.054526 + aim_hud_offset_rot = 0.015093, 0.051037, -0.045853 + aim_hud_offset_rot_16x9 = 0.015093, 0.051037, -0.045853 + hands_orientation = 2.945888, 0.732411, -0.775407 + hands_orientation_16x9 = 2.945888, 0.732411, -0.775407 + hands_position = -0.023651, -0.144318, -0.172579 + hands_position_16x9 = -0.023651, -0.144318, -0.172579 + lowered_hud_offset_pos = -0.045174, 0.024538, -0.009243 + lowered_hud_offset_pos_16x9 = -0.045174, 0.024538, -0.009243 + lowered_hud_offset_rot = 0.257266, -0.084745, 0.1 + lowered_hud_offset_rot_16x9 = 0.257266, -0.084745, 0.1 ![wpn_colt1911_alt] shell_point = 0, 0.133, 0.047 diff --git a/mods/[REQUIRED] Weapon Repositions/gamedata/configs/mod_system_ewr_rifles.ltx b/mods/[REQUIRED] Weapon Repositions/gamedata/configs/mod_system_ewr_rifles.ltx index 1dbc9425..abaa8586 100644 --- a/mods/[REQUIRED] Weapon Repositions/gamedata/configs/mod_system_ewr_rifles.ltx +++ b/mods/[REQUIRED] Weapon Repositions/gamedata/configs/mod_system_ewr_rifles.ltx @@ -254,6 +254,48 @@ lowered_hud_offset_rot = -0.01694, -0.895315, 0.458319 lowered_hud_offset_rot_16x9 = -0.01694, -0.895315, 0.458319 +![wpn_ak74_custom] + position = -0.026, -0.175, 0 + +![wpn_ak74_custom_ps01] + position = -0.026, -0.175, 0 + +![wpn_ak74_pso1_sk1_hud] + aim_hud_offset_pos = -0.029692, 0.03687, 0.019277 + aim_hud_offset_pos_16x9 = -0.029692, 0.03687, 0.019277 + aim_hud_offset_rot = 0.006435, 0.015438, -0.073296 + aim_hud_offset_rot_16x9 = 0.006435, 0.015438, -0.073296 + gl_hud_offset_pos = 0.001378, 0.007294, -0.15 + gl_hud_offset_pos_16x9 = 0.001378, 0.007294, -0.15 + gl_hud_offset_rot = -0.091536, 0.003107, -0.078579 + gl_hud_offset_rot_16x9 = -0.091536, 0.003107, -0.078579 + hands_orientation = 0.870728, 0.621126, -4.733157 + hands_orientation_16x9 = 0.870728, 0.621126, -4.733157 + hands_position = 0.041432, -0.039724, 0.031027 + hands_position_16x9 = 0.041432, -0.039724, 0.031027 + lowered_hud_offset_pos = 0.105089, 0.034366, 0.046222 + lowered_hud_offset_pos_16x9 = 0.105089, 0.034366, 0.046222 + lowered_hud_offset_rot = 0.1, -0.8, 0.449148 + lowered_hud_offset_rot_16x9 = 0.1, -0.8, 0.449148 + +![wpn_ak74_sk1_hud] + aim_hud_offset_pos = -0.030868, 0.029482, -0.059371 + aim_hud_offset_pos_16x9 = -0.030868, 0.029482, -0.059371 + aim_hud_offset_rot = 0.006435, 0.015438, -0.081822 + aim_hud_offset_rot_16x9 = 0.006435, 0.015438, -0.081822 + gl_hud_offset_pos = 0.001378, 0.007294, -0.15 + gl_hud_offset_pos_16x9 = 0.001378, 0.007294, -0.15 + gl_hud_offset_rot = -0.091536, 0.003107, -0.078579 + gl_hud_offset_rot_16x9 = -0.091536, 0.003107, -0.078579 + hands_orientation = 0.870728, 0.621126, -4.733157 + hands_orientation_16x9 = 0.870728, 0.621126, -4.733157 + hands_position = 0.032472, -0.027286, 0.031027 + hands_position_16x9 = 0.032472, -0.027286, 0.031027 + lowered_hud_offset_pos = 0.105089, 0.034366, 0.046222 + lowered_hud_offset_pos_16x9 = 0.105089, 0.034366, 0.046222 + lowered_hud_offset_rot = 0.1, -0.8, 0.449148 + lowered_hud_offset_rot_16x9 = 0.1, -0.8, 0.449148 + ![wpn_ak74m_1p29_sk2_hud] aim_hud_offset_alt_pos = -0.096957, -0.022753, 0.056886 aim_hud_offset_alt_pos_16x9 = -0.096957, -0.022753, 0.056886 @@ -905,6 +947,26 @@ lowered_hud_offset_rot = 0.1, -0.8, 0.498939 lowered_hud_offset_rot_16x9 = 0.1, -0.8, 0.498939 +![wpn_rpk74] + position = -0.026, -0.175, 0 + +![wpn_rpk74_hud] + aim_hud_offset_pos = -0.039591, 0.04358, -0.016263 + aim_hud_offset_pos_16x9 = -0.039591, 0.04358, -0.016263 + aim_hud_offset_rot = 0.00915, 0.007187, -0.063429 + aim_hud_offset_rot_16x9 = 0.00915, 0.007187, -0.063429 + hands_orientation = 0.603738, 0.679821, -3.925333 + hands_orientation_16x9 = 0.603738, 0.679821, -3.925333 + hands_position = -0.022772, -0.028232, -0.050777 + hands_position_16x9 = -0.022772, -0.028232, -0.050777 + lowered_hud_offset_pos = 0.082691, 0.012821, 0.039821 + lowered_hud_offset_pos_16x9 = 0.082691, 0.012821, 0.039821 + lowered_hud_offset_rot = 0.066578, -0.731735, 0.439197 + lowered_hud_offset_rot_16x9 = 0.066578, -0.731735, 0.439197 + +![wpn_rpk74_ps01] + position = -0.026, -0.175, 0 + ![wpn_abakan_n] strap_position = -0.26, -0.11, 0 @@ -2189,6 +2251,31 @@ hands_position = -0.035409, -0.014823, 0.000242 hands_position_16x9 = -0.035409, -0.014823, 0.000242 +![wpn_m24] + use_alt_aim_hud = true + fire_point = 0, 0.129, 0.942 + fire_point2 = 0, 0.129, 0.942 + position = -0.026, -0.077, 0 + shell_point = 0, 0.129, 0.192 + +![wpn_m24_hud] + aim_hud_offset_alt_pos = -0.074776, -0.018201, 0.039824 + aim_hud_offset_alt_pos_16x9 = -0.074776, -0.018201, 0.039824 + aim_hud_offset_alt_rot = 0.03464, -0.004371, 0.3776 + aim_hud_offset_alt_rot_16x9 = 0.03464, -0.004371, 0.3776 + aim_hud_offset_pos = -0.057761, 0.045163, -0.029639 + aim_hud_offset_pos_16x9 = -0.057761, 0.045163, -0.029639 + aim_hud_offset_rot = 0.036689, 0.032587, -0.056962 + aim_hud_offset_rot_16x9 = 0.036689, 0.032587, -0.056962 + hands_orientation = 1.507512, 1.703646, -3.581688 + hands_orientation_16x9 = 1.507512, 1.703646, -3.581688 + hands_position = -0.06411, -0.021115, -0.011956 + hands_position_16x9 = -0.06411, -0.021115, -0.011956 + lowered_hud_offset_pos = 0.140826, 0.03471, -0.006116 + lowered_hud_offset_pos_16x9 = 0.140826, 0.03471, -0.006116 + lowered_hud_offset_rot = 0.103273, -0.802666, 0.40002 + lowered_hud_offset_rot_16x9 = 0.103273, -0.802666, 0.40002 + ![wpn_g36] fire_point = 0, 0.21, 0.58 fire_point2 = 0, 0.21, 0.71 @@ -2215,6 +2302,7 @@ fire_point2 = 0, 0.106, 0.468 position = -0.026, -0.135, 0 shell_point = -0.02, 0.167, 0.082 + scope_zoom_factor = 70 ![wpn_l85_hud] aim_hud_offset_alt_pos = -0.051252, 0.000144, 0.287289 @@ -2233,4 +2321,149 @@ lowered_hud_offset_pos_16x9 = 0.048108, 0.024694, 0 lowered_hud_offset_rot = 0.2, -0.7, 0.290844 lowered_hud_offset_rot_16x9 = 0.2, -0.7, 0.290844 + +![wpn_lr300] + fire_point = 0, 0.199, 0.575 + fire_point2 = 0, 0.199, 0.575 + position = -0.026, -0.13, 0 + shell_point = 0.12, 0, 0.07 + +![wpn_lr300_acog] + fire_point = 0, 0.199, 0.575 + fire_point2 = 0, 0.199, 0.575 + position = -0.026, -0.13, 0 + scope_zoom_factor = 70 + shell_point = 0.12, 0, 0.07 + +![wpn_lr300_acog_hud] + aim_hud_offset_pos = -0.041134, 0.012613, 0.13355 + aim_hud_offset_pos_16x9 = -0.041134, 0.012613, 0.13355 + aim_hud_offset_rot = 0.005335, 0.000731, -0.070731 + aim_hud_offset_rot_16x9 = 0.005335, 0.000731, -0.070731 + hands_orientation = 0.171546, -1.102643, -3.573391 + hands_orientation_16x9 = 0.171546, -1.102643, -3.573391 + hands_position = -0.098835, -0.149556, -0.115625 + hands_position_16x9 = -0.098835, -0.149556, -0.115625 + lowered_hud_offset_pos = 0.085522, 0.0298, -0.005689 + lowered_hud_offset_pos_16x9 = 0.085522, 0.0298, -0.005689 + lowered_hud_offset_rot = 0.1, -0.8, 0.370932 + lowered_hud_offset_rot_16x9 = 0.1, -0.8, 0.370932 + +![wpn_lr300_hud] + aim_hud_offset_pos = -0.041667, 0.009418, -0.030434 + aim_hud_offset_pos_16x9 = -0.041667, 0.009418, -0.030434 + aim_hud_offset_rot = 5e-06, 0.002756, -0.070731 + aim_hud_offset_rot_16x9 = 5e-06, 0.002756, -0.070731 + gl_hud_offset_pos = -0.08728, -0.01045, -0.27 + gl_hud_offset_pos_16x9 = -0.08728, -0.01045, -0.27 + gl_hud_offset_rot = -0.09, 0.0073, -0.004 + gl_hud_offset_rot_16x9 = -0.09, 0.0073, -0.004 + hands_orientation = 0.179654, 0.139249, -3.573391 + hands_orientation_16x9 = 0.179654, 0.139249, -3.573391 + hands_position = -0.099206, -0.164561, -0.115625 + hands_position_16x9 = -0.099206, -0.164561, -0.115625 + lowered_hud_offset_pos = 0.085522, 0.0298, -0.005689 + lowered_hud_offset_pos_16x9 = 0.085522, 0.0298, -0.005689 + lowered_hud_offset_rot = 0.1, -0.8, 0.370932 + lowered_hud_offset_rot_16x9 = 0.1, -0.8, 0.370932 + +![wpn_scar_l_tac_acog_hud] + aim_hud_offset_alt_pos = -0.071667, -0.020386, -0.011098 + aim_hud_offset_alt_pos_16x9 = -0.071667, -0.020386, -0.011098 + aim_hud_offset_alt_rot = 0.001377, 0.010426, 0.227537 + aim_hud_offset_alt_rot_16x9 = 0.001377, 0.010426, 0.227537 + aim_hud_offset_pos = -0.047657, 0.02094, -0.060613 + aim_hud_offset_pos_16x9 = -0.047657, 0.02094, -0.060613 + aim_hud_offset_rot = 0.0117, 0.0097, -0.0905 + aim_hud_offset_rot_16x9 = 0.0117, 0.0097, -0.0905 + gl_hud_offset_pos = -0.087, -0.062601, -0.100701 + gl_hud_offset_pos_16x9 = -0.087, -0.062601, -0.100701 + gl_hud_offset_rot = -0.0215, 0.062, 0.25 + gl_hud_offset_rot_16x9 = -0.0215, 0.062, 0.25 + hands_orientation = 1.290466, 0.411316, -5.590033 + hands_orientation_16x9 = 1.290466, 0.411316, -5.590033 + hands_position = 0.009033, -0.035448, 0.030983 + hands_position_16x9 = 0.009033, -0.035448, 0.030983 + item_position = 0.002, 3e-05, -1.8e-05 + lowered_hud_offset_pos = 0.018449, -0.007902, 0.021334 + lowered_hud_offset_pos_16x9 = 0.018449, -0.007902, 0.021334 + lowered_hud_offset_rot = 0.1, -0.8, 0.402932 + lowered_hud_offset_rot_16x9 = 0.1, -0.8, 0.402932 + +![wpn_scar_l_tac_hud] + aim_hud_offset_alt_pos = -0.069323, -0.007734, -0.011098 + aim_hud_offset_alt_pos_16x9 = -0.069323, -0.007734, -0.011098 + aim_hud_offset_alt_rot = 0.002585, 0.00984, 0.227537 + aim_hud_offset_alt_rot_16x9 = 0.002585, 0.00984, 0.227537 + aim_hud_offset_pos = -0.047657, 0.02094, -0.060613 + aim_hud_offset_pos_16x9 = -0.047657, 0.02094, -0.060613 + aim_hud_offset_rot = 0.0117, 0.0097, -0.0905 + aim_hud_offset_rot_16x9 = 0.0117, 0.0097, -0.0905 + gl_hud_offset_pos = -0.087, -0.062601, -0.100701 + gl_hud_offset_pos_16x9 = -0.087, -0.062601, -0.100701 + gl_hud_offset_rot = -0.0215, 0.062, 0.25 + gl_hud_offset_rot_16x9 = -0.0215, 0.062, 0.25 + hands_orientation = 1.290466, 0.411316, -5.590033 + hands_orientation_16x9 = 1.290466, 0.411316, -5.590033 + hands_position = 0.009033, -0.035448, 0.030983 + hands_position_16x9 = 0.009033, -0.035448, 0.030983 + item_position = 0.002, 3e-05, -1.8e-05 + lowered_hud_offset_pos = 0.018449, -0.007902, 0.021334 + lowered_hud_offset_pos_16x9 = 0.018449, -0.007902, 0.021334 + lowered_hud_offset_rot = 0.1, -0.8, 0.402932 + lowered_hud_offset_rot_16x9 = 0.1, -0.8, 0.402932 + +![wpn_sig552_siber] + shell_point = -0.02, 0.167, 0.082 + +![wpn_sig552_siber_acog] + use_alt_aim_hud = true + shell_point = -0.02, 0.167, 0.082 + +![wpn_sig552_siber_acog_hud] + aim_hud_offset_pos = -0.042767, 0.009823, -0.047963 + aim_hud_offset_pos_16x9 = -0.042767, 0.009823, -0.047963 + aim_hud_offset_rot = 0.0127, 0.031098, -0.060232 + aim_hud_offset_rot_16x9 = 0.0127, 0.031098, -0.060232 + hands_orientation = 1.720366, 1.335514, -3.95378 + hands_orientation_16x9 = 1.720366, 1.335514, -3.95378 + hands_position = -0.011124, -0.013308, 0.049557 + hands_position_16x9 = -0.011124, -0.013308, 0.049557 + lowered_hud_offset_pos = 0.064481, 0.011091, 0 + lowered_hud_offset_pos_16x9 = 0.064481, 0.011091, 0 + lowered_hud_offset_rot = 0.097727, -0.753973, 0.423554 + lowered_hud_offset_rot_16x9 = 0.097727, -0.753973, 0.423554 + +![wpn_sig552_siber_hud] + aim_hud_offset_pos = -0.043409, 0.021338, -0.047963 + aim_hud_offset_pos_16x9 = -0.043409, 0.021338, -0.047963 + aim_hud_offset_rot = 0.0127, 0.031098, -0.060232 + aim_hud_offset_rot_16x9 = 0.0127, 0.031098, -0.060232 + hands_orientation = 1.720366, 1.335514, -3.95378 + hands_orientation_16x9 = 1.720366, 1.335514, -3.95378 + hands_position = -0.011124, -0.013308, 0.049557 + hands_position_16x9 = -0.011124, -0.013308, 0.049557 + lowered_hud_offset_pos = 0.064481, 0.011091, 0 + lowered_hud_offset_pos_16x9 = 0.064481, 0.011091, 0 + lowered_hud_offset_rot = 0.097727, -0.753973, 0.423554 + lowered_hud_offset_rot_16x9 = 0.097727, -0.753973, 0.423554 + +![wpn_svt40_modern] + fire_point = 0, 0.129, 0.942 + fire_point2 = 0, 0.129, 0.942 + position = -0.026, -0.077, 0 + +![wpn_svt40_sk1_hud] + aim_hud_offset_pos = -0.056548, 0.041171, -0.016483 + aim_hud_offset_pos_16x9 = -0.056548, 0.041171, -0.016483 + aim_hud_offset_rot = 0.0118, 0.02502, -0.057799 + aim_hud_offset_rot_16x9 = 0.0118, 0.02502, -0.057799 + hands_orientation = 1.367042, 0.799291, -3.197147 + hands_orientation_16x9 = 1.367042, 0.799291, -3.197147 + hands_position = -0.013984, -0.007298, -0.139382 + hands_position_16x9 = -0.013984, -0.007298, -0.139382 + lowered_hud_offset_pos = 0.055573, -0.024888, 0.040535 + lowered_hud_offset_pos_16x9 = 0.055573, -0.024888, 0.040535 + lowered_hud_offset_rot = -0.015644, -0.673546, 0.449864 + lowered_hud_offset_rot_16x9 = -0.015644, -0.673546, 0.449864 \ No newline at end of file diff --git a/mods/[REQUIRED] Weapon Repositions/gamedata/configs/mod_system_ewr_shotguns.ltx b/mods/[REQUIRED] Weapon Repositions/gamedata/configs/mod_system_ewr_shotguns.ltx index e1431c24..7d1848e6 100644 --- a/mods/[REQUIRED] Weapon Repositions/gamedata/configs/mod_system_ewr_shotguns.ltx +++ b/mods/[REQUIRED] Weapon Repositions/gamedata/configs/mod_system_ewr_shotguns.ltx @@ -110,3 +110,49 @@ lowered_hud_offset_pos_16x9 = 0.081491, 0.013924, 0.007814 lowered_hud_offset_rot = 0.1, -0.8, 0.39369 lowered_hud_offset_rot_16x9 = 0.1, -0.8, 0.39369 + +![wpn_ks23] + fire_point = 0, 0, 0.647 + orientation = 0, 0.08, 0 + position = -0.064, 0.07, -0.16 + strap_position = -0.26, -0.1, 0.05 + +![wpn_ks23_hud] + aim_hud_offset_pos = -0.035381, 0.028409, -0.0536 + aim_hud_offset_pos_16x9 = -0.035381, 0.028409, -0.0536 + aim_hud_offset_rot = -0.004165, 0.019688, -0.087405 + aim_hud_offset_rot_16x9 = -0.004165, 0.019688, -0.087405 + hands_orientation = 1.318831, 1.150981, -5.995204 + hands_orientation_16x9 = 1.318831, 1.150981, -5.995204 + hands_position = -0.016121, -0.013048, 0.015995 + hands_position_16x9 = -0.016121, -0.013048, 0.015995 + item_orientation = -0.046126, -1.000036, -0.02495 + lowered_hud_offset_pos = 0.05445, 0.010865, 0 + lowered_hud_offset_pos_16x9 = 0.05445, 0.010865, 0 + lowered_hud_offset_rot = 0.1, -0.8, 0.422844 + lowered_hud_offset_rot_16x9 = 0.1, -0.8, 0.422844 + +![wpn_ks23_kaban_kab_up] + fire_point = -0.036, 0.03, 0.342002 + orientation = 0, 0.08, 0 + position = -0.064, 0.07, -0.16 + strap_position = -0.26, -0.1, 0.05 + +![wpn_ks23_kaban_kab_up_hud] + aim_hud_offset_alt_pos = -0.03943, 0.026, -0.0385 + aim_hud_offset_alt_pos_16x9 = -0.03943, 0.026, -0.0385 + aim_hud_offset_alt_rot = 0.030601, 0.02805, -0.616955 + aim_hud_offset_alt_rot_16x9 = 0.030601, 0.02805, -0.616955 + aim_hud_offset_pos = -0.035332, 0.029358, -0.0385 + aim_hud_offset_pos_16x9 = -0.035332, 0.029358, -0.0385 + aim_hud_offset_rot = 0.023855, 0.038663, -0.098924 + aim_hud_offset_rot_16x9 = 0.023855, 0.038663, -0.098924 + hands_orientation = 2.077439, 3.384978, -5.551465 + hands_orientation_16x9 = 2.077439, 3.384978, -5.551465 + hands_position = -0.016679, -0.035013, 0.091307 + hands_position_16x9 = -0.016679, -0.035013, 0.091307 + item_orientation = -0.046126, -1.000036, -0.02495 + lowered_hud_offset_pos = 0.060263, 0.003466, 0.042665 + lowered_hud_offset_pos_16x9 = 0.060263, 0.003466, 0.042665 + lowered_hud_offset_rot = 0.1, -0.8, 0.493955 + lowered_hud_offset_rot_16x9 = 0.1, -0.8, 0.493955 diff --git a/profiles/Default/modlist.txt b/profiles/Default/modlist.txt index a5398a95..33af847c 100644 --- a/profiles/Default/modlist.txt +++ b/profiles/Default/modlist.txt @@ -1,10 +1,7 @@ # This file was automatically generated by Mod Organizer. -Unmanaged_separator --[DEV] Brotherhood -[DEV] Custom Traders -[DEV] Backpack Drops --[DEV] Weapon Repositions --[DEV] EGUI Main Menu Replacer +Divergent - Developer Workspace_separator -[DEV] Configuration Files -Dvergent - Developer Addons_separator @@ -20,8 +17,9 @@ +Mark Switch +Parallax Reflex Sights +Atmospherics -+Aydins Grass Tweaks - SSS Terrain LOD Compatiblity ++Shaders Look Better +Screen Space Shaders ++Aydins Grass Tweaks - SSS Terrain LOD Compatiblity +Beefs NVGs - Improved +Shader Driven Scopes +Enhanced Shaders and Color Grading @@ -39,6 +37,8 @@ +Redone Limansk and Hospital +Redone Pripyat and Juipiter +Redone Collection ++Extra Level Transitions - Bonus Transitions ++Extra Level Transitions +New Levels - UI Fixes +New Levels -Locations and Levels_separator @@ -50,6 +50,7 @@ +Dismemberment +Hollywood FX +Visuals and Effects_separator ++Sound Clues for HTS +Footsies +Ledge Climbing Sounds Redone +Anomaly Footstep Redone @@ -101,11 +102,11 @@ -New Weapons and Items_separator +HIP HD Model -Character and NPC Visuals_separator ++EFT Footsteps and Tinnitsus +NPC Dont Attack Boxes +And Who To Shoot +Higher Rank NPC Disable Headlights +NPCs Die in Anomalies -+Day Stalkers +Night Mutants +Dynamic NPC Armor Visuals +TBs Companions Deactivate Headlamps When in Stealth @@ -123,6 +124,7 @@ +NPC Close Combat Enhanced +AI Combat Pack -AI and NPC Tweaks_separator ++Bullet Time +Correct Weapon Distance +Anomaly Speed +Gotta Go Fast Extended @@ -257,7 +259,7 @@ +Meadow Terrain Material Mask Fix +Long Repair Fix +Fixed Artefact Collision and Visuals -+Fixed Vanilla Models & Textures ++Fixed Vanilla Models and Textures +Vanilla Weapons Resmoothed and Relensed +Smaller Stalker Radius +Companion Disguise Patch Fix diff --git a/profiles/Development/modlist.txt b/profiles/Development/modlist.txt index 7ef2a1fe..9b50609c 100644 --- a/profiles/Development/modlist.txt +++ b/profiles/Development/modlist.txt @@ -1,9 +1,8 @@ +# This file was automatically generated by Mod Organizer. +-Shaders Look Better -Unmanaged_separator -+[DEV] Brotherhood -[DEV] Custom Traders -[DEV] Backpack Drops --[DEV] Weapon Repositions --[DEV] EGUI Main Menu Replacer -Divergent - Developer Workspace_separator +[DEV] Configuration Files -Dvergent - Developer Addons_separator @@ -19,8 +18,8 @@ -Mark Switch -Parallax Reflex Sights -Atmospherics --Aydins Grass Tweaks - SSS Terrain LOD Compatiblity -Screen Space Shaders +-Aydins Grass Tweaks - SSS Terrain LOD Compatiblity -Beefs NVGs - Improved -Shader Driven Scopes -Enhanced Shaders and Color Grading @@ -38,6 +37,8 @@ -Redone Limansk and Hospital -Redone Pripyat and Juipiter -Redone Collection +-Extra Level Transitions - Bonus Transitions +-Extra Level Transitions -New Levels - UI Fixes -New Levels -Locations and Levels_separator @@ -49,6 +50,7 @@ -Dismemberment -Hollywood FX -Visuals and Effects_separator +-Sound Clues for HTS -Footsies -Ledge Climbing Sounds Redone -Anomaly Footstep Redone @@ -122,6 +124,7 @@ -NPC Close Combat Enhanced -AI Combat Pack -AI and NPC Tweaks_separator +-Bullet Time -Correct Weapon Distance -Anomaly Speed -Gotta Go Fast Extended @@ -256,7 +259,7 @@ +Meadow Terrain Material Mask Fix +Long Repair Fix +Fixed Artefact Collision and Visuals -+Fixed Vanilla Models & Textures ++Fixed Vanilla Models and Textures +Vanilla Weapons Resmoothed and Relensed +Smaller Stalker Radius +Companion Disguise Patch Fix