Various Changes; Updated and Added Mods

This commit is contained in:
2024-03-27 00:55:00 -04:00
parent 8abddf23c7
commit 46265b6fcc
2193 changed files with 23397 additions and 56583 deletions
@@ -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
@@ -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
@@ -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
@@ -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
@@ -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
@@ -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
@@ -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
@@ -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
@@ -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
@@ -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
@@ -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