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
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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.
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A fresh install is required when updating.
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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
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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.
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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.
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[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 к актеру (или другому NPC) вычисляется по формуле
; attitude = personal_goodwill + //личное отношение персонажа к актеру (если раньше не встречались, то 0)
; community_goodwill + //отношение группировки персонажа лично к актеру (если раньше контактов не было, то 0)
; community_to_community + //отношение группировки персонажа к группировке актера из [communities_relations]
; reputation_goodwill + //отношение репутации персонажа к репутации актера из [reputation_relations]
; rank_goodwill //отношение ранга персонажа к рангу актера из [rank_relations]
; столбцы и строки дописывать в алфавитном порядке!
;//////////////////////////////////////////////////////////////////////////////////////////////////
;
; 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 и репутации начисляемые за определенные действия
;
;очки рейтинга, получаемые за убийство персонажа
;с определенным статусом
[rank_kill_points]
novice = 4
trainee = 6
experienced = 8
professional = 10
veteran = 15
expert = 20
master = 25
legend = 100
;коэффициенты "сочувствия" группировок
;после воздействия на одного из членов группировки
;goodwill его распространится на остальных членов группировки
;с определенным коэффициентом
;(порядок должен совпадать с 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 и доброжелательности начисляемые
;в зависимости от 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 снова будет зарегистрировано
;сообщение об атаке на персонажа, и соответственно вычтеся attack_goodwill и attack_reputation
;(работает аналогично и при помощи другим персонажам в бою)
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 у сталкеров в
;зависимости от их ранга
;коэффициенты линейно интерполируются для рангов от 0 (novice) до 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 при регистрации в новом 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
@@ -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
@@ -0,0 +1,322 @@
<?xml version='1.0' encoding="windows-1251"?>
<!-- CoC 1.4.10 - DoctorX Questlines 1.6 -->
<xml>
<!-- Sidorovich (Loner Trader at the Rookie Village) -->
<specific_character id="esc_2_12_stalker_trader" no_random = "1">
<name>escape_trader_name</name>
<icon>ui_inGame2_sid</icon>
<bio>escape_trader_bio</bio>
<class>trader</class>
<community>trader</community>
<map_icon x="1" y="0"/>
<terrain_sect>stalker_terrain</terrain_sect>
<visual>actors\stalker_trader\stalker_trader_1</visual>
<rank>47450</rank>
<reputation>2302</reputation>
<money min="1000000" max="1000000" infinitive="1"/>
<supplies>
[spawn] \n
</supplies>
#include "gameplay\character_criticals.xml"
<start_dialog>esc_2_12_stalker_trader_start_dialog</start_dialog>
<actor_dialog>dm_init_trader</actor_dialog>
<actor_dialog>sidorovich_questlines_about_dialog</actor_dialog>
<actor_dialog>drx_sl_esc_m_trader_game_start_dialog_1</actor_dialog>
<!-- LTTZ -->
<actor_dialog>sidorovich_living_legend</actor_dialog>
<actor_dialog>sidorovich_living_legend_finish</actor_dialog>
<actor_dialog>sidorovich_mortal_sin</actor_dialog>
<actor_dialog>sidorovich_mortal_sin_envoy</actor_dialog>
<actor_dialog>sidorovich_mortal_sin_report</actor_dialog>
<actor_dialog>sidorovich_mortal_sin_ambush</actor_dialog>
<actor_dialog>sidorovich_mortal_sin_zone_hero</actor_dialog>
<actor_dialog>sidorovich_operation_afterglow</actor_dialog>
<actor_dialog>sidorovich_operation_afterglow_transmission_report</actor_dialog>
<!-- LTTZ -->
<actor_dialog>dm_important_documents</actor_dialog>
<actor_dialog>drx_sl_cf_task_completed_dialog</actor_dialog>
<actor_dialog>drx_sl_task_completed_dialog</actor_dialog>
<actor_dialog>dm_ordered_task_completed_dialog</actor_dialog>
<actor_dialog>drx_sl_esc_m_trader_meet_dialog</actor_dialog>
<actor_dialog>dm_broker_dialog</actor_dialog>
<actor_dialog>dm_ordered_task_dialog</actor_dialog>
<actor_dialog>dm_lifestyle</actor_dialog>
<actor_dialog>buy_route</actor_dialog>
<actor_dialog>dm_bribe</actor_dialog>
<actor_dialog>drx_sl_change_faction_dialog</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
<actor_dialog>devushka_3_quest</actor_dialog>
</specific_character>
<!-- Wolf (Loner Honcho at the Rookie Village) -->
<specific_character id="esc_2_12_stalker_wolf" team_default = "1">
<name>esc_wolf_name</name>
<icon>ui_inGame2_wolf</icon>
<bio>esc_wolf_bio</bio>
<class>esc_2_12_stalker_wolf</class>
<community>stalker</community> <terrain_sect>stalker_terrain</terrain_sect>
<map_icon x="1" y="0"/>
<terrain_sect>stalker_terrain</terrain_sect>
<rank>18200</rank>
<reputation>2453</reputation>
<money min="600" max="2000" infinitive="0"/>
<snd_config>characters_voice\human\stalker_1\</snd_config>
<crouch_type>-1</crouch_type>
<visual>actors\stalker_neutral\stalker_neytral_balon_1</visual>
<supplies>
[spawn] \n
wpn_pm \n
ammo_9x18_fmj = 2 \n
wpn_pkm \n
ammo_pkm_100 = 3 \n
device_torch \n
hand_radio \n
</supplies>
#include "gameplay\character_criticals.xml"
<start_dialog>esc_2_12_stalker_wolf_start_dialog</start_dialog>
<actor_dialog>wolf_st</actor_dialog> <!-- LTTZ -->
<actor_dialog>dm_ordered_task_completed_dialog</actor_dialog>
<actor_dialog>dm_ordered_task_dialog</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!-- Fanatic (Loner Guard at the Rookie Village) -->
<specific_character id="esc_2_12_stalker_fanat" team_default = "1">
<name>esc_fanat_name</name>
<icon>ui_inGame2_fanatic</icon>
<bio>esc_fanat_bio</bio>
<class>esc_2_12_stalker_fanat</class>
<community>stalker</community> <terrain_sect>stalker_terrain</terrain_sect>
<map_icon x="1" y="0"/>
<terrain_sect>stalker_terrain</terrain_sect>
<rank>18850</rank>
<reputation>1725</reputation>
<money min="600" max="2000" infinitive="0"/>
<snd_config>characters_voice\human\stalker_1\</snd_config>
<crouch_type>-1</crouch_type>
<panic_treshold>0</panic_treshold>
<visual>actors\stalker_neutral\stalker_neytral_rukzak_3</visual>
<supplies>
[spawn] \n
wpn_binoc \n
wpn_pm \n
ammo_9x18_fmj = 3 \n
wpn_ak74u \n
ammo_5.45x39_fmj = 3 \n
</supplies>
#include "gameplay\character_criticals.xml"
<!-- Traning -->
<start_dialog>fanat_training_start</start_dialog>
<actor_dialog>fanat_training_boars_death</actor_dialog>
<actor_dialog>fanat_training_anomaly_reached</actor_dialog>
<actor_dialog>fanat_training_artefact_taken</actor_dialog>
<actor_dialog>fanat_training_back_to_village</actor_dialog>
<actor_dialog>fanat_training_stash_search</actor_dialog>
<actor_dialog>fanat_training_stash_found</actor_dialog>
<actor_dialog>fanat_training_bandit_raid_start</actor_dialog>
<actor_dialog>fanat_training_bandit_raid_end</actor_dialog>
<actor_dialog>fanat_training_end</actor_dialog>
<!-- Traning -->
<actor_dialog>dm_ordered_task_dialog</actor_dialog>
<actor_dialog>dm_ordered_task_completed_dialog</actor_dialog>
<actor_dialog>dm_ordered_task_cancel_dialog</actor_dialog>
<actor_dialog>fanatic_st</actor_dialog> <!-- LTTZ -->
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!-- Hip (The Rookie Village's whiny bitch) -->
<specific_character id="devushka" team_default = "1">
<name>devushka</name>
<icon>ui_inGame2_Hip</icon>
<map_icon x="1" y="0"/>
<bio>Hip</bio>
<class>devushka</class>
<community>stalker</community> <terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\woman\</snd_config>
<rank>12550</rank>
<reputation>900</reputation>
<visual>actors\mnp_npc_remeik\girl</visual>
<supplies>
[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"
</supplies>
#include "gameplay\character_criticals.xml"
<start_dialog>devushka_1_start</start_dialog>
<actor_dialog>devushka_2_start</actor_dialog>
<actor_dialog>devushka_0_dialog</actor_dialog>
<actor_dialog>devushka_1_dialog</actor_dialog>
<actor_dialog>devushka_2_dialog</actor_dialog>
<actor_dialog>devushka_3_quest_money</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
<actor_dialog>dm_is_actor_companion_dialog</actor_dialog>
<actor_dialog>dm_companion_patrol</actor_dialog>
<actor_dialog>devushka_heal</actor_dialog>
<actor_dialog>devushka_3_dialog</actor_dialog>
<actor_dialog>devushka_4_dialog</actor_dialog>
<actor_dialog>devushka_4_quest</actor_dialog>
<actor_dialog>devushka_about_artefact</actor_dialog>
<actor_dialog>devushka_about_semeckiy</actor_dialog>
<actor_dialog>give_devushka_medved</actor_dialog>
<actor_dialog>devushka_give_present</actor_dialog>
<actor_dialog>devushka_go_village</actor_dialog>
<actor_dialog>adventure_time_with_hip</actor_dialog>
</specific_character>
<!-- Xenotech (Loner Mechanic at the Farm) -->
<specific_character id="esc_smart_terrain_5_7_loner_mechanic_stalker" team_default="1">
<name>esc_smart_terrain_5_7_loner_mechanic_stalker_name</name>
<icon>ui_inGame2_loner_tech</icon>
<bio>??????? ???????. ƒ???????¤ ?????????¤ ???????????.</bio>
<class>esc_smart_terrain_5_7_loner_mechanic_stalker</class>
<community>stalker</community>
<map_icon x="1" y="0"/>
<terrain_sect>stalker_terrain</terrain_sect>
<!--mechanic_mode>1</mechanic_mode-->
<money min="1000000" max="1000000" infinitive="1"/>
<rank>3139</rank>
<reputation>784</reputation>
<visual>actors\stalker_neutral\loner_mechanic_stalker</visual>
<snd_config>characters_voice\human\stalker_3\</snd_config>
<supplies>
[spawn] \n
wpn_toz34 \n
ammo_12x76_zhekan = 1 \n
wpn_fort \n
ammo_9x18_fmj = 1 \n
#include "gameplay\supplies\character_items.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_drugs_2.xml"
</supplies>
#include "gameplay\character_criticals.xml"
<actor_dialog>dm_init_trader</actor_dialog>
<actor_dialog>dm_init_mechanic</actor_dialog>
<actor_dialog>drx_sl_task_completed_dialog</actor_dialog>
<actor_dialog>dm_ordered_task_completed_dialog</actor_dialog>
<actor_dialog>drx_sl_esc_smart_terrain_5_7_loner_mechanic_stalker_meet_dialog</actor_dialog>
<actor_dialog>drx_sl_mechanic_task_dialog</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
<actor_dialog>dm_encrypted_pda</actor_dialog>
<actor_dialog>awr_tech_dialog_drink_1</actor_dialog>
<actor_dialog>dm_tech_repair</actor_dialog>
</specific_character>
<!-- Loris (Loner Trader at the Farm) -->
<specific_character id="esc_main_base_trader_mlr" team_default="1">
<name>esc_main_base_trader_mlr_name</name>
<icon>ui_inGame2_kashpirovsky</icon>
<map_icon x="1" y="0"></map_icon>
<bio>An experienced stalker. No detailed information is available.</bio>
<class>esc_main_base_trader_mlr</class>
<community>trader</community><terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\stalker_3\</snd_config>
<rank>1500</rank>
<money min="1000000" max="1000000" infinitive="1"/>
<reputation>1000</reputation>
<visual>actors\stalker_neutral\stalker_neutral_1e_face_kashpirovsky</visual>
<supplies>
[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"
</supplies>
#include "gameplay\character_criticals.xml"
<actor_dialog>dm_init_trader</actor_dialog>
<actor_dialog>buy_route</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!-- (Military Mechanic - Southern Outpost) -->
<specific_character id="army_south_mechan_mlr" team_default="1">
<name>army_south_mechan_mlr_name</name>
<icon>ui_inGame2_Soldier_3</icon>
<map_icon x="1" y="0"></map_icon>
<bio>Нет данных.</bio>
<class>army_south_mechan_mlr</class>
<community>army</community><terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\military_3\</snd_config>
<!--mechanic_mode>1</mechanic_mode-->
<money min="1000000" max="1000000" infinitive="1"/>
<rank>1100</rank>
<money min="1000" max="3000" infinitive="0"/>
<reputation>-600</reputation>
<visual>actors\stalker_soldier\stalker_soldier_3</visual>
<supplies>
[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"
</supplies>
#include "gameplay\character_criticals.xml"
<actor_dialog>dm_init_trader</actor_dialog>
<actor_dialog>dm_init_mechanic</actor_dialog>
<actor_dialog>army_south_mechan_mlr_st</actor_dialog>
<actor_dialog>dm_ordered_task_dialog</actor_dialog>
<actor_dialog>dm_ordered_task_completed_dialog</actor_dialog>
<actor_dialog>dm_encrypted_pda</actor_dialog>
<actor_dialog>dm_tech_repair</actor_dialog>
<actor_dialog>awr_tech_dialog_drink_1</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!-- (Military Trader - Southern Outpost) -->
<specific_character id="esc_3_16_military_trader" team_default="1">
<name>esc_3_16_military_trader_name</name>
<icon>ui_inGame2_Soldier_3</icon>
<map_icon x="1" y="0"></map_icon>
<bio>Нет данных.</bio>
<class>esc_3_16_military_trader</class>
<community>army</community> <terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\military_3\</snd_config>
<rank>1900</rank>
<money min="1000000" max="1000000" infinitive="1"/>
<reputation>-1500</reputation>
<visual>actors\stalker_soldier\stalker_soldier_3</visual>
<supplies>
[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"
</supplies>
#include "gameplay\character_criticals.xml"
<actor_dialog>dm_init_trader</actor_dialog>
<actor_dialog>dm_ordered_task_dialog</actor_dialog>
<actor_dialog>dm_ordered_task_completed_dialog</actor_dialog>
<actor_dialog>guid_esc_mlr_military</actor_dialog>
<actor_dialog>guid_esc_mlr_military_vert</actor_dialog>
<actor_dialog>guid_esc_mlr_military_list</actor_dialog>
<actor_dialog>dm_bribe</actor_dialog>
<actor_dialog>buy_route</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
</xml>
@@ -0,0 +1,558 @@
<?xml version='1.0' encoding="windows-1251"?>
<xml>
<!-- b36 -->
<specific_character id="pri_b36_monolith_sniper" team_default = "1">
<name>GENERATE_NAME_stalker</name>
<icon>ui_inGame2_monolit_2</icon>
<map_icon x="1" y="0">
</map_icon>
<bio>Îïûòíûé ñòàëêåð. Äåòàëüíàÿ èíôîðìàöèÿ îòñóòñòâóåò.</bio>
<class>pri_b36_monolith_sniper</class>
<community>monolith</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\monolith_3\</snd_config><!-- 1 --><!--2-->
<rank>1114</rank>
<reputation>1153</reputation>
<visual>actors\stalker_monolith\stalker_monolith_2</visual>
<supplies>
[spawn] \n
wpn_svd = 1 \n
ammo_7.62x54_7h1 = 3 \n
wpn_colt1911 = 1 \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_2.xml"
</supplies>
#include "gameplay\character_criticals.xml"
</specific_character>
<specific_character id="pri_b36_monolith_master_hiding_place" team_default = "1">
<name>GENERATE_NAME_stalker</name>
<icon>ui_inGame2_monolit_3</icon>
<map_icon x="1" y="0">
</map_icon>
<bio>Îïûòíûé ñòàëêåð. Äåòàëüíàÿ èíôîðìàöèÿ îòñóòñòâóåò.</bio>
<class>pri_b36_monolith_master_hiding_place</class>
<community>monolith</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\monolith_3\</snd_config><!-- 1 --><!--2-->
<rank>9144</rank>
<reputation>-471</reputation>
<visual>actors\stalker_monolith\stalker_monolith_3</visual>
<supplies>
[spawn] \n
wpn_protecta = 1 \n
ammo_12x76_zhekan = 1 \n
wpn_desert_eagle = 1 \n
ammo_11.43x23_hydro = 1 \n
pri_b36_monolith_hiding_place_pda = 1 \n
#include "gameplay\supplies\character_items_nd.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_drugs_3.xml"
</supplies>
#include "gameplay\character_criticals.xml"
</specific_character>
<specific_character id="pri_b36_monolith_marine_sniper" team_default = "1">
<name>GENERATE_NAME_stalker</name>
<icon>ui_inGame2_monolit_3</icon>
<map_icon x="1" y="0">
</map_icon>
<bio>Îïûòíûé ñòàëêåð. Äåòàëüíàÿ èíôîðìàöèÿ îòñóòñòâóåò.</bio>
<class>pri_b36_monolith_marine_sniper</class>
<community>monolith</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\monolith_3\</snd_config><!-- 1 --><!--2-->
<rank>8846</rank>
<reputation>-1033</reputation>
<visual>actors\stalker_monolith\stalker_monolith_3</visual>
<supplies>
[spawn] \n
wpn_vintorez = 1 \n
ammo_9x39_ap = 3 \n
wpn_colt1911 = 1 \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"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
</specific_character>
<specific_character id="pri_medic_stalker" team_default = "1">
<name>jup_b19_freedom_yar_name</name>
<icon>ui_inGame2_Dyadka_Yar</icon>
<map_icon x="1" y="0">
</map_icon>
<bio>Îïûòíûé ñòàëêåð. Äåòàëüíàÿ èíôîðìàöèÿ îòñóòñòâóåò.</bio>
<class>pri_medic_stalker</class>
<community>stalker</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\freedom_1\</snd_config><!--2-->
<rank>9389</rank>
<reputation>2309</reputation>
<money min="1000000" max="1000000" infinitive="1"/>
<visual>actors\stalker_freedom\stalker_freedom_2_face_2</visual>
<supplies>
[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_food_army.xml"
#include "gameplay\supplies\character_drugs.xml"
#include "gameplay\supplies\character_drugs_mil.xml"
</supplies>
<actor_dialog>dm_init_trader</actor_dialog>
<actor_dialog>jup_b19_freedom_yar_pripyat_healing</actor_dialog>
<actor_dialog>jup_b19_freedom_yar_break_dialog</actor_dialog>
#include "gameplay\character_criticals.xml"
</specific_character>
<!--======================( Palace of Culture )======================-->
<!-- Rabbit (Monolith Trader) Character Description -->
<specific_character id="pri_monolith_monolith_trader_stalker" team_default="1">
<name>pri_monolith_monolith_trader_stalker_name</name>
<icon>ui_inGame2_monolith_trade</icon>
<bio>Îïûòíûé ñòàëêåð. Äåòàëüíàÿ èíôîðìàöèÿ îòñóòñòâóåò.</bio>
<class>pri_monolith_monolith_trader_stalker</class>
<community>monolith</community>
<map_icon x="1" y="0"/>
<terrain_sect>stalker_terrain</terrain_sect>
<rank>16846</rank>
<reputation>380</reputation>
<money min="1000000" max="1000000" infinitive="1"/>
<visual>actors\stalker_monolith\stalker_monolith_2_face_1</visual>
<snd_config>characters_voice\human\monolith_3\</snd_config><!-- 1 -->
<supplies></supplies>
#include "gameplay\character_criticals.xml"
<actor_dialog>dm_init_trader</actor_dialog>
<actor_dialog>drx_sl_pri_monolith_monolith_trader_stalker_game_start_dialog_1</actor_dialog>
<actor_dialog>drx_sl_cf_task_completed_dialog</actor_dialog>
<actor_dialog>drx_sl_task_completed_dialog</actor_dialog>
<actor_dialog>dm_ordered_task_completed_dialog</actor_dialog>
<actor_dialog>dm_ordered_task_cancel_dialog</actor_dialog>
<actor_dialog>drx_sl_pri_monolith_monolith_trader_stalker_meet_dialog</actor_dialog>
<actor_dialog>buy_route</actor_dialog>
<actor_dialog>dm_ordered_task_dialog</actor_dialog>
<actor_dialog>drx_sl_change_faction_dialog</actor_dialog>
<!---------- mlr ----------->
<!--actor_dialog>buy_extra_items</actor_dialog-->
<!---------- mlr ----------->
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!-- Cleric (Monolith Mechanic) Character Description -->
<specific_character id="pri_monolith_monolith_mechanic_stalker" team_default="1">
<name>pri_monolith_monolith_mechanic_stalker_name</name>
<icon>ui_inGame2_monolith_tech</icon>
<bio>Îïûòíûé ñòàëêåð. Äåòàëüíàÿ èíôîðìàöèÿ îòñóòñòâóåò.</bio>
<class>pri_monolith_monolith_mechanic_stalker</class>
<community>monolith</community>
<map_icon x="1" y="0"/>
<terrain_sect>stalker_terrain</terrain_sect>
<!--mechanic_mode>1</mechanic_mode-->
<money min="1000000" max="1000000" infinitive="1"/>
<rank>14698</rank>
<reputation>-900</reputation>
<visual>actors\stalker_monolith\stalker_monolith_2_face_2</visual>
<snd_config>characters_voice\human\monolith_3\</snd_config><!-- 1 -->
<supplies></supplies>
#include "gameplay\character_criticals.xml"
<actor_dialog>dm_init_trader</actor_dialog>
<actor_dialog>dm_init_mechanic</actor_dialog>
<actor_dialog>drx_sl_task_completed_dialog</actor_dialog>
<actor_dialog>dm_ordered_task_completed_dialog</actor_dialog>
<actor_dialog>drx_sl_pri_monolith_monolith_mechanic_stalker_meet_dialog</actor_dialog>
<actor_dialog>dm_broker_dialog</actor_dialog>
<actor_dialog>drx_sl_mechanic_task_dialog</actor_dialog>
<actor_dialog>dm_tech_repair</actor_dialog>
<actor_dialog>dm_encrypted_pda</actor_dialog>
<actor_dialog>awr_tech_dialog_drink_1</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!-- Eidolon (Elite Monolith Soldier) Character Description - Made by SarisKhan for Lost to the Zone - 20 September 2017 -->
<specific_character id="monolith_eidolon" team_default = "1">
<name>monolith_eidolon_name</name>
<icon>ui_inGame2_monolit_1</icon>
<map_icon x="1" y="0">
</map_icon>
<bio>Perhaps the most infamous Monolith warrior, the one personally responsible for reactivating the Brain Scorcher.</bio>
<class>monolith_eidolon</class>
<community>monolith</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\monolith_3\</snd_config>
<rank>52000</rank>
<reputation>-2000</reputation>
<visual>actors\stalker_radseva_series\stalker_monolith_radseva</visual>
<supplies>
[spawn_loadout] \n
wpn_groza = 1 \n
wpn_val_kobra = 1 \n
wpn_vihr_kobra = 1 \n
[spawn_loadout2] \n
wpn_fort_snag = 1 \n
wpn_gsh18_custom = 1 \n
[spawn] \n
grenade_f1 = 2 \n
detector_elite = 1 \n
af_monolith = 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"
</supplies>
#include "gameplay\character_criticals.xml"
<start_dialog>monolith_eidolon_start</start_dialog>
<actor_dialog>monolith_eidolon_st</actor_dialog>
<actor_dialog>dm_ordered_task_dialog</actor_dialog>
<actor_dialog>dm_ordered_task_completed_dialog</actor_dialog>
<actor_dialog>dm_ordered_task_cancel_dialog</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!-- Charon, in the basement of the Palace of Culture --->
<specific_character id="lider_monolith_haron" team_default="1">
<name>lider_monolith_haron_name</name>
<icon>ui_inGame2_monolit_4</icon>
<map_icon x="1" y="0"></map_icon>
<bio>‹èäåð Œîíîëèòà. „åòàëüíàß No information is available.</bio>
<class>lider_monolith_haron</class>
<community>monolith</community><terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\monolith_3\</snd_config>
<rank>22000</rank>
<money min="0" max="0" infinitive="0"/>
<reputation>-3000</reputation>
<visual>actors\stalker_monolith\stalker_monolith4b</visual>
<supplies>
[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"
</supplies>
#include "gameplay\character_criticals.xml"
<actor_dialog>dm_ordered_task_dialog</actor_dialog>
<actor_dialog>dm_ordered_task_completed_dialog</actor_dialog>
<actor_dialog>meet_guid_l11pri_mon_haron</actor_dialog>
<actor_dialog>meet_guid_l11pri_mon_haron_list</actor_dialog>
<actor_dialog>travel_guid_l11pri_mon_haron</actor_dialog>
<actor_dialog>find_blackbox_mlr_reward_haron</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!--======================( Laundromat )======================-->
<!-- Technician at the Laundromat -->
<specific_character id="pri_a16_mech_mlr" team_default="1">
<name>pri_a16_mech_mlr_name</name>
<icon>ui_inGame2_neutral_2_mask</icon>
<map_icon x="1" y="0"></map_icon>
<bio>åò äàííûõ.</bio>
<class>pri_a16_mech_mlr</class>
<community>stalker</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\stalker_2\</snd_config>
<!--mechanic_mode>1</mechanic_mode-->
<rank>4800</rank>
<money min="1000000" max="1000000" infinitive="1"/>
<reputation>1900</reputation>
<visual>actors\stalker_neutral\stalker_neutral2a_mask</visual>
<supplies>
[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"
</supplies>
#include "gameplay\character_criticals.xml"
<actor_dialog>dm_init_trader</actor_dialog>
<actor_dialog>dm_init_mechanic</actor_dialog>
<actor_dialog>dm_ordered_task_dialog</actor_dialog>
<actor_dialog>dm_ordered_task_completed_dialog</actor_dialog>
<actor_dialog>dm_tech_repair</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!-- Guide in eastern Pripyat -->
<specific_character id="guid_pri_a15_mlr" team_default="1">
<name>guid_pri_a15_mlr_name</name>
<icon>ui_inGame2_neutral_2_mask</icon>
<map_icon x="1" y="0">
</map_icon>
<bio>An experienced stalker. No detailed information is available.</bio>
<class>guid_pri_a15_mlr</class>
<community>stalker</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\stalker_2\</snd_config>
<rank>8000</rank>
<money min="12000" max="17000" infinitive="0"/>
<reputation>1300</reputation>
<visual>actors\stalker_neutral\stalker_neutral2a_mas2</visual>
<supplies>
[spawn] \n
wpn_svu \n
ammo_7.62x54_7h1 = 1 \n
#include "gameplay\supplies\character_items.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_drugs.xml"
</supplies>
#include "gameplay\character_criticals.xml"
<actor_dialog>meet_guid_pri_stalker</actor_dialog>
<actor_dialog>travel_guid_pri_stalker</actor_dialog>
<actor_dialog>meet_guid_pri_stalker_list</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!-- Merchant in eastern Pripyat -->
<specific_character id="trader_pri_a15_mlr" team_default="1">
<name>trader_pri_a15_mlr_name</name>
<icon>ui_inGame2_neutral_1</icon>
<map_icon x="1" y="0">
</map_icon>
<bio>An experienced stalker. No detailed information is available.</bio>
<class>trader_pri_a15_mlr</class>
<community>stalker</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\stalker_3\</snd_config>
<rank>6000</rank>
<money min="1000000" max="1000000" infinitive="1"/>
<reputation>-1000</reputation>
<visual>actors\stalker_neutral\esc_mechanic_furgon</visual>
<supplies>
[spawn] \n
wpn_desert_eagle \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"
</supplies>
#include "gameplay\character_criticals.xml"
<actor_dialog>dm_init_trader</actor_dialog>
<actor_dialog>buy_route</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!--======================( Yubileiny service center )======================-->
<!-- Monolith Mechanic -->
<specific_character id="mechanic_monolith_kbo" team_default="1">
<name>mechanic_monolith_kbo_name</name>
<icon>ui_inGame2_Bracer</icon>
<map_icon x="1" y="0"></map_icon>
<bio>Monolith Mechanic.</bio>
<class>mechanic_monolith_kbo</class>
<community>monolith</community><terrain_sect>stalker_terrain</terrain_sect>
<!--mechanic_mode>1</mechanic_mode-->
<snd_config>characters_voice\human\monolith_3\</snd_config><!-- 1 --><!--2-->
<rank>4000</rank>
<money min="1000000" max="1000000" infinitive="1"/>
<reputation>0</reputation>
<visual>actors\mnp_npc_remeik\monolit_jupiter_mechanik</visual>
<supplies>
[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"
</supplies>
#include "gameplay\character_criticals.xml"
<start_dialog>mechanic_monolith_kbo_start</start_dialog>
<actor_dialog>dm_init_trader</actor_dialog>
<actor_dialog>dm_init_mechanic</actor_dialog>
<actor_dialog>dm_ordered_task_dialog</actor_dialog>
<actor_dialog>dm_ordered_task_completed_dialog</actor_dialog>
<actor_dialog>dm_encrypted_pda</actor_dialog>
<actor_dialog>awr_tech_dialog_drink_1</actor_dialog>
<actor_dialog>dm_tech_repair</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!-- Monolith trader -->
<specific_character id="trader_monolith_kbo" team_default="1">
<name>trader_monolith_kbo_name</name>
<icon>ui_inGame2_Olivar</icon>
<map_icon x="1" y="0"></map_icon>
<bio>Monolith, supplying his brothers with equipment.</bio>
<class>trader_monolith_kbo</class>
<community>monolith</community><terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\monolith_3\</snd_config><!-- 1 --><!--2-->
<rank>4000</rank>
<money min="1000000" max="1000000" infinitive="1"/>
<reputation>0</reputation>
<visual>actors\stalker_monolith\stalker_monolith_2a_face_rabbit</visual>
<supplies>
[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"
</supplies>
#include "gameplay\character_criticals.xml"
<actor_dialog>dm_init_trader</actor_dialog>
<actor_dialog>drx_sl_task_completed_dialog</actor_dialog>
<actor_dialog>drx_sl_trader_monolith_kbo_meet_dialog</actor_dialog>
<actor_dialog>meet_guid_prikbo_mon</actor_dialog>
<actor_dialog>meet_guid_prikbo_mon_list</actor_dialog>
<actor_dialog>travel_guid_prikbo_mon_mon</actor_dialog>
<actor_dialog>buy_route</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!--======================( Bookstore )======================-->
<!-- Trunk (Mercenary Mechanic) -->
<specific_character id="merc_pri_a18_mech_mlr" team_default="1">
<name>merc_pri_a18_mech_mlr_name</name>
<map_icon x="1" y="0"/>
<icon>ui_inGame2_Trunk</icon>
<bio>No information is available.</bio>
<class>merc_pri_a18_mech_mlr</class>
<community>killer</community>
<terrain_sect>stalker_terrain</terrain_sect>
<rank>2100</rank>
<reputation>1</reputation>
<visual>actors\mnp_npc_remeik\merc_black</visual>
<snd_config>characters_voice\human\killer_3\</snd_config>
<!--mechanic_mode>1</mechanic_mode-->
<money min="1000000" max="1000000" infinitive="1"/>
<supplies>
[spawn] \n
wpn_lr300 \n
ammo_5.56x45_ap = 1 \n
#include "gameplay\supplies\character_items_nd.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_drugs.xml"
</supplies>
#include "gameplay\character_criticals.xml"
<actor_dialog>dm_init_trader</actor_dialog>
<actor_dialog>dm_init_mechanic</actor_dialog>
<actor_dialog>dm_tech_repair</actor_dialog>
<actor_dialog>tech_a18_meet_dialog</actor_dialog> <!-- MLR -->
<actor_dialog>tech_a18_meet_dialog_1</actor_dialog> <!-- MLR -->
<actor_dialog>tech_a18_meet_dialog_2</actor_dialog> <!-- MLR -->
<actor_dialog>dm_encrypted_pda</actor_dialog>
<actor_dialog>awr_tech_dialog_drink_1</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!-- Griffith (Mercs leader in Book Store) -->
<specific_character id="merc_pri_grifon_mlr" team_default="1">
<name>merc_pri_grifon_mlr_name</name>
<map_icon x="1" y="0"/>
<icon>ui_inGame2_Griffith</icon>
<bio>No information is available.</bio>
<class>merc_pri_grifon_mlr</class>
<community>killer</community>
<terrain_sect>stalker_terrain</terrain_sect>
<rank>5000</rank>
<reputation>-1500</reputation>
<money min="6000" max="12000" infinitive="0"/>
<visual>actors\mnp_npc_remeik\merc_tihiy</visual>
<snd_config>characters_voice\human\killer_3\</snd_config>
<supplies>
[spawn] \n
wpn_g36 \n
ammo_5.56x45_ap = 1 \n
wpn_sig220 = 1 \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.xml"
</supplies>
#include "gameplay\character_criticals.xml"
<actor_dialog>grifon_meet_dialog</actor_dialog>
<actor_dialog>drx_sl_task_completed_dialog</actor_dialog>
<actor_dialog>drx_sl_merc_pri_grifon_mlr_meet_dialog</actor_dialog>
<actor_dialog>task_find_inf_inx_8_mlr_1</actor_dialog>
<actor_dialog>task_find_inf_inx_8_mlr_2</actor_dialog>
<actor_dialog>dm_ordered_task_dialog</actor_dialog>
<actor_dialog>dm_ordered_task_completed_dialog</actor_dialog>
<actor_dialog>buy_route</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!-- Special trader, substituting Nimble as special orders trader -->
<specific_character id="pri_special_trader_mlr" team_default="1">
<name>pri_special_trader_mlr_name</name>
<icon>ui_inGame2_Meeker</icon>
<map_icon x="1" y="0"></map_icon>
<bio>åò äàííûõ.</bio>
<class>pri_special_trader_mlr</class>
<community>killer</community> <terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\killer_1\</snd_config>
<rank>7500</rank>
<money min="100" max="1000" infinitive="0"/>
<reputation>1500</reputation>
<visual>actors\mnp_npc_remeik\killer_leshiy</visual>
<supplies>
[spawn] \n
wpn_g36 \n
ammo_5.56x45_ap = 1 \n
#include "gameplay\supplies\character_items.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_drugs.xml"
</supplies>
#include "gameplay\character_criticals.xml"
<actor_dialog>dm_init_trader</actor_dialog>
<actor_dialog>pri_special_trader_mlr1</actor_dialog>
<actor_dialog>pri_special_trader_mlr4</actor_dialog>
<actor_dialog>pri_special_trader_mlr2</actor_dialog>
<actor_dialog>pri_special_trader_mlr3</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
</xml>
@@ -0,0 +1,18 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<class>sim_default_military_0</class>
<community>army</community>
<map_icon x="1" y="0"></map_icon>
<money min="1000" max="2000" infinitive="0"/>
<name>GENERATE_NAME_private</name>
<rank min="2000" max="9000" />
<reputation min="-600" max="1000" />
<supplies>
#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"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,19 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<class>sim_default_military_1</class>
<community>army</community>
<map_icon x="1" y="0"></map_icon>
<money min="1000" max="3000" infinitive="0"/>
<name>GENERATE_NAME_sergeant</name>
<rank min="5000" max="16000" />
<reputation min="-800" max="1500" />
<supplies>
#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"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,19 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<class>sim_default_military_2</class>
<community>army</community>
<map_icon x="1" y="0"></map_icon>
<money min="1500" max="3500" infinitive="0"/>
<name>GENERATE_NAME_senior_sergeant</name>
<rank min="16000" max="24000" />
<reputation min="-700" max="1500" />
<supplies>
#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"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,19 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<class>sim_default_military_3</class>
<community>army</community>
<map_icon x="1" y="0"></map_icon>
<money min="2500" max="5000" infinitive="0"/>
<name>GENERATE_NAME_lieutenant</name>
<rank min="16000" max="32000" />
<reputation min="-800" max="2100" />
<supplies>
#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"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,12 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<class>sim_default_military_4</class>
<community>army</community>
<map_icon x="1" y="0"></map_icon>
<money min="5000" max="10000" infinitive="0"/>
<name>GENERATE_NAME_captain</name>
<rank min="20000" max="40000" />
<reputation min="-900" max="2500" />
<supplies></supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,9 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<community>army</community>
<map_icon x="1" y="0"></map_icon>
<money min="50000" max="75000" infinitive="1"/>
<rank min="30000" max="40000" />
<reputation min="-900" max="2500" />
<supplies></supplies>
#include "gameplay\character_criticals.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,18 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<class>sim_default_bandit_0</class>
<community>bandit</community>
<map_icon x="1" y="0"></map_icon>
<money min="500" max="1500" infinitive="0"/>
<name>GENERATE_NAME_bandit</name>
<rank min="1000" max="5000" />
<reputation min="-1500" max="-500" />
<supplies>
#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"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,18 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<class>sim_default_bandit_1</class>
<community>bandit</community>
<map_icon x="1" y="0"></map_icon>
<money min="500" max="2000" infinitive="0"/>
<name>GENERATE_NAME_bandit</name>
<rank min="2000" max="5000" />
<reputation min="-2000" max="-500" />
<supplies>
#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"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,20 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<class>sim_default_bandit_2</class>
<community>bandit</community>
<map_icon x="1" y="0"></map_icon>
<money min="1000" max="3000" infinitive="0"/>
<name>GENERATE_NAME_bandit</name>
<rank min="5000" max="9000" />
<reputation min="-2500" max="-1000" />
<supplies>
#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"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,20 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<class>sim_default_bandit_3</class>
<community>bandit</community>
<map_icon x="1" y="0"></map_icon>
<money min="1500" max="3500" infinitive="0"/>
<name>GENERATE_NAME_bandit</name>
<rank min="9000" max="24000" />
<reputation min="-3000" max="-1000" />
<supplies>
#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"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,20 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<class>sim_default_bandit_4</class>
<community>bandit</community>
<map_icon x="1" y="0"></map_icon>
<money min="2500" max="5000" infinitive="0"/>
<name>GENERATE_NAME_bandit</name>
<rank min="18000" max="40000" />
<reputation min="-3000" max="-1500" />
<supplies>
#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"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,9 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<community>bandit</community>
<map_icon x="1" y="0"></map_icon>
<money min="50000" max="75000" infinitive="1"/>
<rank min="30000" max="40000" />
<reputation min="-3000" max="1000" />
<supplies></supplies>
#include "gameplay\character_criticals.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,18 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<class>sim_default_csky_0</class>
<community>csky</community>
<map_icon x="1" y="0"></map_icon>
<money min="500" max="1500" infinitive="0"/>
<name>GENERATE_NAME_stalker</name>
<rank min="1000" max="5000" />
<reputation min="-500" max="600" />
<supplies>
#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"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,19 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<class>sim_default_csky_1</class>
<community>csky</community>
<map_icon x="1" y="0"></map_icon>
<money min="1000" max="2500" infinitive="0"/>
<name>GENERATE_NAME_stalker</name>
<rank min="5000" max="9000" />
<reputation min="-700" max="1000" />
<supplies>
#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"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,20 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<class>sim_default_csky_2</class>
<community>csky</community>
<map_icon x="1" y="0"></map_icon>
<money min="1500" max="3500" infinitive="0"/>
<name>GENERATE_NAME_stalker</name>
<rank min="9000" max="16000" />
<reputation min="-800" max="1500" />
<supplies>
#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"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,20 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<class>sim_default_csky_3</class>
<community>csky</community>
<map_icon x="1" y="0"></map_icon>
<money min="2500" max="5000" infinitive="0"/>
<name>GENERATE_NAME_stalker</name>
<rank min="16000" max="32000" />
<reputation min="-1000" max="2100" />
<supplies>
#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"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,20 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<class>sim_default_csky_4</class>
<community>csky</community>
<map_icon x="1" y="0"></map_icon>
<money min="5000" max="10000" infinitive="0"/>
<name>GENERATE_NAME_stalker</name>
<rank min="24000" max="40000" />
<reputation min="-1000" max="2500" />
<supplies>
#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"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,9 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<community>csky</community>
<map_icon x="1" y="0"></map_icon>
<money min="50000" max="75000" infinitive="1"/>
<rank min="20000" max="40000" />
<reputation min="-1000" max="2500" />
<supplies></supplies>
#include "gameplay\character_criticals.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,18 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<class>sim_default_duty_0</class>
<community>dolg</community>
<map_icon x="1" y="0"></map_icon>
<money min="500" max="1500" infinitive="0"/>
<name>GENERATE_NAME_private</name>
<rank min="1800" max="5000" />
<reputation min="-400" max="600" />
<supplies>
#include "gameplay\loadouts\dolg_base.ltx"
#include "gameplay\loadouts\dolg_tier_1.ltx"
[spawn] \n
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_medical.xml"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,19 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<class>sim_default_duty_1</class>
<community>dolg</community>
<map_icon x="1" y="0"></map_icon>
<money min="1000" max="3000" infinitive="0"/>
<name>GENERATE_NAME_sergeant</name>
<rank min="5000" max="9000" />
<reputation min="-600" max="1000" />
<supplies>
#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"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,20 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<class>sim_default_duty_2</class>
<community>dolg</community>
<map_icon x="1" y="0"></map_icon>
<money min="1500" max="3500" infinitive="0"/>
<name>GENERATE_NAME_senior_sergeant</name>
<rank min="9000" max="16000" />
<reputation min="-700" max="1500" />
<supplies>
#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"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,20 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<class>sim_default_duty_3</class>
<community>dolg</community>
<map_icon x="1" y="0"></map_icon>
<money min="2500" max="5000" infinitive="0"/>
<name>GENERATE_NAME_lieutenant</name>
<rank min="18000" max="36000" />
<reputation min="-800" max="2100" />
<supplies>
#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"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,20 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<class>sim_default_duty_4</class>
<community>dolg</community>
<map_icon x="1" y="0"></map_icon>
<money min="5000" max="10000" infinitive="0"/>
<name>GENERATE_NAME_captain</name>
<rank min="36000" max="66000" />
<reputation min="-900" max="2500" />
<supplies>
#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"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,9 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<community>dolg</community>
<map_icon x="1" y="0"></map_icon>
<money min="50000" max="75000" infinitive="1"/>
<rank min="18000" max="36000" />
<reputation min="-800" max="2100" />
<supplies></supplies>
#include "gameplay\character_criticals.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,20 @@
<bio>Member of mobile science camp. Detailed information is missing.</bio>
<class>sim_default_ecolog_0</class>
<community>ecolog</community>
<map_icon x="1" y="0"></map_icon>
<money min="1000" max="2000" infinitive="0"/>
<name>GENERATE_NAME_stalker</name>
<rank min="2000" max="9000" />
<reputation min="0" max="1000" />
<supplies>
#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"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,20 @@
<bio>Member of mobile science camp. Detailed information is missing.</bio>
<class>sim_default_ecolog_01</class>
<community>ecolog</community>
<map_icon x="1" y="0"></map_icon>
<money min="1000" max="2000" infinitive="0"/>
<name>GENERATE_NAME_stalker</name>
<rank min="2000" max="9000" />
<reputation min="0" max="1000" />
<supplies>
#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"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,20 @@
<bio>Member of mobile science camp. Detailed information is missing.</bio>
<class>sim_default_ecolog_1</class>
<community>ecolog</community>
<map_icon x="1" y="0"></map_icon>
<money min="1500" max="3000" infinitive="0"/>
<name>GENERATE_NAME_science</name>
<rank min="5000" max="16000" />
<reputation min="0" max="1500" />
<supplies>
#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"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,20 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<class>sim_default_ecolog_2</class>
<community>ecolog</community>
<map_icon x="1" y="0"></map_icon>
<money min="1500" max="3500" infinitive="0"/>
<name>GENERATE_NAME_stalker</name>
<rank min="9000" max="16000" />
<reputation min="0" max="1500" />
<supplies>
#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"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,20 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<class>sim_default_ecolog_3</class>
<community>ecolog</community>
<map_icon x="1" y="0"></map_icon>
<money min="2500" max="5000" infinitive="0"/>
<name>GENERATE_NAME_stalker</name>
<rank min="16000" max="32000" />
<reputation min="0" max="2100" />
<supplies>
#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"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,20 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<class>sim_default_ecolog_4</class>
<community>ecolog</community>
<map_icon x="1" y="0"></map_icon>
<money min="2500" max="5000" infinitive="0"/>
<name>GENERATE_NAME_stalker</name>
<rank min="24000" max="45000" />
<reputation min="0" max="2100" />
<supplies>
#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"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,20 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<class>sim_default_ecolog_5</class>
<community>ecolog</community>
<map_icon x="1" y="0"></map_icon>
<money min="2500" max="5000" infinitive="0"/>
<name>GENERATE_NAME_stalker</name>
<rank min="22000" max="70000" />
<reputation min="0" max="2100" />
<supplies>
#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"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,9 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<community>ecolog</community>
<map_icon x="1" y="0"></map_icon>
<money min="50000" max="75000" infinitive="1"/>
<rank min="16000" max="32000" />
<reputation min="0" max="2100" />
<supplies></supplies>
#include "gameplay\character_criticals.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,18 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<class>sim_default_freedom_0</class>
<community>freedom</community>
<map_icon x="1" y="0"></map_icon>
<money min="500" max="2000" infinitive="0"/>
<name>GENERATE_NAME_stalker</name>
<rank min="2000" max="5000" />
<reputation min="-600" max="700" />
<supplies>
#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"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,20 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<class>sim_default_freedom_1</class>
<community>freedom</community>
<map_icon x="1" y="0"></map_icon>
<money min="1000" max="3000" infinitive="0"/>
<name>GENERATE_NAME_stalker</name>
<rank min="5000" max="9000" />
<reputation min="-800" max="1000" />
<supplies>
#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"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,20 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<class>sim_default_freedom_2</class>
<community>freedom</community>
<map_icon x="1" y="0"></map_icon>
<money min="1500" max="3500" infinitive="0"/>
<name>GENERATE_NAME_stalker</name>
<rank min="9000" max="18000" />
<reputation min="-1000" max="1500" />
<supplies>
#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"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,20 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<class>sim_default_freedom_3</class>
<community>freedom</community>
<map_icon x="1" y="0"></map_icon>
<money min="2500" max="5000" infinitive="0"/>
<name>GENERATE_NAME_stalker</name>
<rank min="18000" max="42000" />
<reputation min="-1500" max="2100" />
<supplies>
#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"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,20 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<class>sim_default_freedom_4</class>
<community>freedom</community>
<map_icon x="1" y="0"></map_icon>
<money min="5000" max="10000" infinitive="0"/>
<name>GENERATE_NAME_stalker</name>
<rank min="38000" max="70000" />
<reputation min="-1500" max="2500" />
<supplies>
#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"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,9 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<community>freedom</community>
<map_icon x="1" y="0"></map_icon>
<money min="50000" max="75000" infinitive="1"/>
<rank min="22000" max="44000" />
<reputation min="-1500" max="2100" />
<supplies></supplies>
#include "gameplay\character_criticals.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,20 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<class>sim_default_greh_0</class>
<community>greh</community>
<map_icon x="1" y="0"></map_icon>
<money min="1000" max="3000" infinitive="0"/>
<name>GENERATE_NAME_stalker</name>
<rank min="2000" max="5000" />
<reputation min="-1000" max="0" />
<supplies>
#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"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,20 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<class>sim_default_greh_1</class>
<community>greh</community>
<map_icon x="1" y="0"></map_icon>
<money min="1000" max="3000" infinitive="0"/>
<name>GENERATE_NAME_stalker</name>
<rank min="5000" max="9000" />
<reputation min="-1000" max="0" />
<supplies>
#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"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,20 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<class>sim_default_greh_2</class>
<community>greh</community>
<map_icon x="1" y="0"></map_icon>
<money min="1500" max="3500" infinitive="0"/>
<name>GENERATE_NAME_stalker</name>
<rank min="4000" max="18000" />
<reputation min="-1500" max="0" />
<supplies>
#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"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,20 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<class>sim_default_greh_3</class>
<community>greh</community>
<map_icon x="1" y="0"></map_icon>
<money min="2500" max="5000" infinitive="0"/>
<name>GENERATE_NAME_stalker</name>
<rank min="7000" max="16000" />
<reputation min="-2000" max="0" />
<supplies>
#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"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,20 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<class>sim_default_greh_4</class>
<community>greh</community>
<map_icon x="1" y="0"></map_icon>
<money min="5000" max="10000" infinitive="0"/>
<name>GENERATE_NAME_stalker</name>
<rank min="18000" max="36000" />
<reputation min="-2500" max="0" />
<supplies>
#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"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,9 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<community>greh</community>
<map_icon x="1" y="0"></map_icon>
<money min="50000" max="75000" infinitive="1"/>
<rank min="18000" max="36000" />
<reputation min="-2000" max="0" />
<supplies></supplies>
#include "gameplay\character_criticals.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,19 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<class>sim_default_isg_1</class>
<community>isg</community>
<map_icon x="1" y="0"></map_icon>
<money min="1000" max="3000" infinitive="0"/>
<name>GENERATE_NAME_private</name>
<rank min="5000" max="16000" />
<reputation min="-1000" max="1500" />
<supplies>
#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"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,20 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<class>sim_default_isg_2</class>
<community>isg</community>
<map_icon x="1" y="0"></map_icon>
<money min="1500" max="3500" infinitive="0"/>
<name>GENERATE_NAME_sergeant</name>
<rank min="9000" max="16000" />
<reputation min="-1000" max="1500" />
<supplies>
#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"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,20 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<class>sim_default_isg_3</class>
<community>isg</community>
<map_icon x="1" y="0"></map_icon>
<money min="2500" max="5000" infinitive="0"/>
<name>GENERATE_NAME_senior_sergeant</name>
<rank min="16000" max="32000" />
<reputation min="-1500" max="2100" />
<supplies>
#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"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,20 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<class>sim_default_isg_4</class>
<community>isg</community>
<map_icon x="1" y="0"></map_icon>
<money min="5000" max="10000" infinitive="0"/>
<name>GENERATE_NAME_lieutenant</name>
<rank min="36000" max="70000" />
<reputation min="-2000" max="2500" />
<supplies>
#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"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,9 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<community>isg</community>
<map_icon x="1" y="0"></map_icon>
<money min="50000" max="75000" infinitive="1"/>
<rank min="20000" max="40000" />
<reputation min="-1500" max="2100" />
<supplies></supplies>
#include "gameplay\character_criticals.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,19 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<class>sim_default_killer_0</class>
<community>killer</community>
<map_icon x="1" y="0"></map_icon>
<money min="1000" max="3000" infinitive="0"/>
<name>GENERATE_NAME_stalker</name>
<rank min="4000" max="8000" />
<reputation min="-1000" max="1500" />
<supplies>
#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"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,19 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<class>sim_default_killer_1</class>
<community>killer</community>
<map_icon x="1" y="0"></map_icon>
<money min="1000" max="3000" infinitive="0"/>
<name>GENERATE_NAME_stalker</name>
<rank min="5000" max="16000" />
<reputation min="-1000" max="1500" />
<supplies>
#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"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,20 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<class>sim_default_killer_2</class>
<community>killer</community>
<map_icon x="1" y="0"></map_icon>
<money min="1500" max="3500" infinitive="0"/>
<name>GENERATE_NAME_stalker</name>
<rank min="9000" max="16000" />
<reputation min="-1000" max="1500" />
<supplies>
#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"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,20 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<class>sim_default_killer_3</class>
<community>killer</community>
<map_icon x="1" y="0"></map_icon>
<money min="2500" max="5000" infinitive="0"/>
<name>GENERATE_NAME_stalker</name>
<rank min="16000" max="32000" />
<reputation min="-1500" max="2100" />
<supplies>
#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"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,20 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<class>sim_default_killer_4</class>
<community>killer</community>
<map_icon x="1" y="0"></map_icon>
<money min="5000" max="10000" infinitive="0"/>
<name>GENERATE_NAME_stalker</name>
<rank min="36000" max="70000" />
<reputation min="-2000" max="2500" />
<supplies>
#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"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,9 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<community>killer</community>
<map_icon x="1" y="0"></map_icon>
<money min="50000" max="75000" infinitive="1"/>
<rank min="20000" max="40000" />
<reputation min="-1500" max="2100" />
<supplies></supplies>
#include "gameplay\character_criticals.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,20 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<class>sim_default_monolith_0</class>
<community>monolith</community>
<map_icon x="1" y="0"></map_icon>
<money min="1000" max="3000" infinitive="0"/>
<name>GENERATE_NAME_stalker</name>
<rank min="4000" max="6000" />
<reputation min="-1000" max="1000" />
<supplies>
#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"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,20 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<class>sim_default_monolith_1</class>
<community>monolith</community>
<map_icon x="1" y="0"></map_icon>
<money min="1000" max="3000" infinitive="0"/>
<name>GENERATE_NAME_stalker</name>
<rank min="5000" max="9000" />
<reputation min="-1000" max="1000" />
<supplies>
#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"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,20 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<class>sim_default_monolith_2</class>
<community>monolith</community>
<map_icon x="1" y="0"></map_icon>
<money min="1500" max="3500" infinitive="0"/>
<name>GENERATE_NAME_stalker</name>
<rank min="9000" max="16000" />
<reputation min="-1500" max="1500" />
<supplies>
#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"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,20 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<class>sim_default_monolith_3</class>
<community>monolith</community>
<map_icon x="1" y="0"></map_icon>
<money min="2500" max="5000" infinitive="0"/>
<name>GENERATE_NAME_stalker</name>
<rank min="18000" max="36000" />
<reputation min="-2000" max="2000" />
<supplies>
#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"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,20 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<class>sim_default_monolith_4</class>
<community>monolith</community>
<map_icon x="1" y="0"></map_icon>
<money min="5000" max="10000" infinitive="0"/>
<name>GENERATE_NAME_stalker</name>
<rank min="38000" max="60000" />
<reputation min="-2500" max="2500" />
<supplies>
#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"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,9 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<community>monolith</community>
<map_icon x="1" y="0"></map_icon>
<money min="50000" max="75000" infinitive="1"/>
<rank min="20000" max="40000" />
<reputation min="-2000" max="2000" />
<supplies></supplies>
#include "gameplay\character_criticals.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,18 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<class>sim_default_renegade_0</class>
<community>renegade</community>
<map_icon x="1" y="0"></map_icon>
<money min="500" max="1500" infinitive="0"/>
<name>GENERATE_NAME_bandit</name>
<rank min="1000" max="5000" />
<reputation min="-2500" max="-500" />
<supplies>
#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"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,18 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<class>sim_default_renegade_1</class>
<community>renegade</community>
<map_icon x="1" y="0"></map_icon>
<money min="500" max="2000" infinitive="0"/>
<name>GENERATE_NAME_bandit</name>
<rank min="2000" max="5000" />
<reputation min="-2500" max="-500" />
<supplies>
#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"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,20 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<class>sim_default_renegade_2</class>
<community>renegade</community>
<map_icon x="1" y="0"></map_icon>
<money min="1000" max="3000" infinitive="0"/>
<name>GENERATE_NAME_bandit</name>
<rank min="5000" max="9000" />
<reputation min="-2500" max="-1000" />
<supplies>
#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"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,9 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<community>renegade</community>
<map_icon x="1" y="0"></map_icon>
<money min="50000" max="75000" infinitive="1"/>
<rank min="3000" max="6000" />
<reputation min="-2500" max="-500" />
<supplies></supplies>
#include "gameplay\character_criticals.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,18 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<class>sim_default_stalker_0</class>
<community>stalker</community>
<map_icon x="1" y="0"></map_icon>
<money min="500" max="1500" infinitive="0"/>
<name>GENERATE_NAME_stalker</name>
<rank min="1000" max="5000" />
<reputation min="-500" max="600" />
<supplies>
#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"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,19 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<class>sim_default_stalker_1</class>
<community>stalker</community>
<map_icon x="1" y="0"></map_icon>
<money min="1000" max="3000" infinitive="0"/>
<name>GENERATE_NAME_stalker</name>
<rank min="5000" max="9000" />
<reputation min="-800" max="1000" />
<supplies>
#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"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,20 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<class>sim_default_stalker_2</class>
<community>stalker</community>
<map_icon x="1" y="0"></map_icon>
<money min="1500" max="3500" infinitive="0"/>
<name>GENERATE_NAME_stalker</name>
<rank min="9000" max="16000" />
<reputation min="-1000" max="1500" />
<supplies>
#include "gameplay\loadouts\stalker_base.ltx"
#include "gameplay\loadouts\stalker_tier_2.ltx"
[spawn] \n
#include "gameplay\supplies\character_items.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_medical.xml"
#include "gameplay\supplies\character_drugs.xml"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,20 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<class>sim_default_stalker_3</class>
<community>stalker</community>
<map_icon x="1" y="0"></map_icon>
<money min="2500" max="5000" infinitive="0"/>
<name>GENERATE_NAME_stalker</name>
<rank min="17000" max="34000" />
<reputation min="-1500" max="2100" />
<supplies>
#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"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,20 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<class>sim_default_stalker_4</class>
<community>stalker</community>
<map_icon x="1" y="0"></map_icon>
<money min="5000" max="10000" infinitive="0"/>
<name>GENERATE_NAME_stalker</name>
<rank min="38000" max="70000" />
<reputation min="-1500" max="2500" />
<supplies>
#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"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,9 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<community>stalker</community>
<map_icon x="1" y="0"></map_icon>
<money min="50000" max="75000" infinitive="1"/>
<rank min="24000" max="48000" />
<reputation min="-1500" max="2100" />
<supplies></supplies>
#include "gameplay\character_criticals.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,18 @@
<bio></bio>
<class>sim_default_zombied_1</class>
<community>zombied</community>
<crouch_type>0</crouch_type>
<map_icon x="1" y="0"></map_icon>
<money min="500" max="1500" infinitive="0"/>
<rank min="1000" max="5000" />
<reputation min="-1500" max="1500" />
<supplies>
#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"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,20 @@
<bio></bio>
<class>sim_default_zombied_2</class>
<community>zombied</community>
<crouch_type>0</crouch_type>
<map_icon x="1" y="0"></map_icon>
<money min="1000" max="3000" infinitive="0"/>
<rank min="5000" max="16000" />
<reputation min="-1500" max="1500" />
<supplies>
#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"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,20 @@
<bio></bio>
<class>sim_default_zombied_3</class>
<community>zombied</community>
<crouch_type>0</crouch_type>
<map_icon x="1" y="0"></map_icon>
<money min="2500" max="5000" infinitive="0"/>
<rank min="16000" max="32000" />
<reputation min="-1500" max="1500" />
<supplies>
#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"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,20 @@
<bio></bio>
<class>sim_default_zombied_4</class>
<community>zombied</community>
<crouch_type>0</crouch_type>
<map_icon x="1" y="0"></map_icon>
<money min="5000" max="10000" infinitive="0"/>
<rank min="24000" max="38000" />
<reputation min="-1500" max="1500" />
<supplies>
#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"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -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
@@ -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
@@ -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
@@ -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
@@ -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
@@ -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
@@ -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
@@ -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
@@ -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
@@ -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
@@ -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
@@ -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
@@ -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
@@ -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
@@ -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
@@ -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

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