Various Changes; Updated and Added Mods

This commit is contained in:
2024-03-27 00:55:00 -04:00
parent 8abddf23c7
commit 46265b6fcc
2193 changed files with 23397 additions and 56583 deletions
@@ -0,0 +1,37 @@
[logic]
active = ph_idle@wait_actor
[ph_idle@wait_actor]
on_info = {=actor_near_smart(agr_smart_terrain_4_6) =is_dark_night} ph_idle@spawn_night_monster, {=actor_near_smart(agr_smart_terrain_4_6) =is_night} ph_idle@spawn_night_monster
on_info2 = {=actor_near_smart(agr_smart_terrain_5_4) =is_dark_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(agr_smart_terrain_5_4) =is_night} ph_idle@spawn_night_monster_2
on_info3 = {=actor_near_smart(agr_smart_terrain_5_7) =is_dark_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(agr_smart_terrain_5_7) =is_night} ph_idle@spawn_night_monster_3
on_info4 = {=actor_near_smart(agr_smart_terrain_7_5) =is_dark_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(agr_smart_terrain_7_5) =is_night} ph_idle@spawn_night_monster_4
[ph_idle@spawn_night_monster]
on_info = {~20} %=create_squad(simulation_mix_zombie_night:agr_smart_terrain_4_6)% ph_idle@reset, {~30} %=create_squad(simulation_snork_night:agr_smart_terrain_4_6)% ph_idle@reset, {~40} %=create_squad(simulation_tushkano_night:agr_smart_terrain_4_6)% ph_idle@reset, {~50} %=create_squad(simulation_pseudodog_night:agr_smart_terrain_4_6)% ph_idle@reset, ph_idle@wait_reset
[ph_idle@reset]
on_game_timer = 86400 | ph_idle@wait_actor
[ph_idle@spawn_night_monster_2]
on_info = {~20} %=create_squad(simulation_snork_night:agr_smart_terrain_5_4)% ph_idle@reset_2, {~30} %=create_squad(simulation_fracture_night:agr_smart_terrain_5_4)% ph_idle@reset_2, {~40} %=create_squad(simulation_zombie_3_6:agr_smart_terrain_5_4)% ph_idle@reset_2, {~50} %=create_squad(simulation_bloodsucker_red_night:agr_smart_terrain_5_4)% ph_idle@reset_2, ph_idle@wait_reset
[ph_idle@reset_2]
on_game_timer = 86400 | ph_idle@wait_actor
[ph_idle@spawn_night_monster_3]
on_info = {~20} %=create_squad(simulation_psysucker_white_night:agr_smart_terrain_5_7)% ph_idle@reset_3, {~30} %=create_squad(simulation_bloodsucker_night:agr_smart_terrain_5_7)% ph_idle@reset_3, {~40} %=create_squad(simulation_karlik_night:agr_smart_terrain_5_7)% ph_idle@reset_3, {~50} %=create_squad(simulation_lurker_brown_night:agr_smart_terrain_5_7)% ph_idle@reset_3, ph_idle@wait_reset
[ph_idle@reset_3]
on_game_timer = 86400 | ph_idle@wait_actor
[ph_idle@spawn_night_monster_4]
on_info = {~20} %=create_squad(simulation_psysucker_white_night:agr_smart_terrain_7_5)% ph_idle@reset_4, {~30} %=create_squad(simulation_bloodsucker_night:agr_smart_terrain_7_5)% ph_idle@reset_4, {~40} %=create_squad(simulation_psy_dog_night:agr_smart_terrain_7_5)% ph_idle@reset_4, {~50} %=create_squad(simulation_karlik_night:agr_smart_terrain_7_5)% ph_idle@reset_4, ph_idle@wait_reset
[ph_idle@reset_4]
on_game_timer = 86400 | ph_idle@wait_actor
[ph_idle@wait_reset]
on_game_timer = 580 | ph_idle@wait_actor
[collide]
ignore_static
@@ -0,0 +1,38 @@
[logic]
active = ph_idle@wait_actor
[ph_idle@wait_actor]
on_info = {=actor_near_smart(agr_smart_terrain_5_2) =is_dark_night} ph_idle@spawn_night_monster, {=actor_near_smart(agr_smart_terrain_5_2) =is_night} ph_idle@spawn_night_monster
on_info2 = {=actor_near_smart(agr_smart_terrain_5_3) =is_dark_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(agr_smart_terrain_5_3) =is_night} ph_idle@spawn_night_monster_2
on_info3 = {=actor_near_smart(agr_smart_terrain_4_4_near_1) =is_dark_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(agr_smart_terrain_4_4_near_1) =is_night} ph_idle@spawn_night_monster_3
on_info4 = {=actor_near_smart(agr_smart_terrain_4_4_near_3) =is_dark_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(agr_smart_terrain_4_4_near_3) =is_night} ph_idle@spawn_night_monster_4
[ph_idle@spawn_night_monster]
on_info = {~20} %=create_squad(simulation_pseudodog_night:agr_smart_terrain_5_2)% ph_idle@reset, {~30} %=create_squad(simulation_dog_night:agr_smart_terrain_5_2)% ph_idle@reset, {~40} %=create_squad(simulation_tushkano_night:agr_smart_terrain_5_2)% ph_idle@reset, {~50} %=create_squad(simulation_boar_3_5_night:agr_smart_terrain_5_2)% ph_idle@reset, ph_idle@wait_reset
[ph_idle@reset]
on_game_timer = 86400 | ph_idle@wait_actor
[ph_idle@spawn_night_monster_2]
on_info = {~20} %=create_squad(simulation_tushkano_night:agr_smart_terrain_5_3)% ph_idle@reset_2, {~30} %=create_squad(simulation_fracture_night:agr_smart_terrain_5_3)% ph_idle@reset_2, {~40} %=create_squad(simulation_zombie_3_6:agr_smart_terrain_5_3)% ph_idle@reset_2, {~50} %=create_squad(simulation_pseudodog_night:agr_smart_terrain_5_3)% ph_idle@reset_2, ph_idle@wait_reset
[ph_idle@reset_2]
on_game_timer = 86400 | ph_idle@wait_actor
[ph_idle@spawn_night_monster_3]
on_info = {~20} %=create_squad(simulation_psy_dog_night:agr_smart_terrain_4_4_near_1)% ph_idle@reset_3, {~30} %=create_squad(simulation_psysucker_white_night:agr_smart_terrain_4_4_near_1)% ph_idle@reset_3, {~40} %=create_squad(simulation_bloodsucker_night:agr_smart_terrain_4_4_near_1)% ph_idle@reset_3, {~50} %=create_squad(simulation_karlik_night:agr_smart_terrain_4_4_near_1)% ph_idle@reset_3, ph_idle@wait_reset
[ph_idle@reset_3]
on_game_timer = 86400 | ph_idle@wait_actor
[ph_idle@spawn_night_monster_4]
on_info = {~20} %=create_squad(simulation_lurker_blue_night:agr_smart_terrain_4_4_near_3)% ph_idle@reset_4, {~30} %=create_squad(simulation_dog_night:agr_smart_terrain_4_4_near_3)% ph_idle@reset_4, {~40} %=create_squad(simulation_cat_night:agr_smart_terrain_4_4_near_3)% ph_idle@reset_4, {~50} %=create_squad(simulation_snork_2_3_night:agr_smart_terrain_4_4_near_3)% ph_idle@reset_4, ph_idle@wait_reset
[ph_idle@reset_4]
on_game_timer = 86400 | ph_idle@wait_actor
[ph_idle@wait_reset]
on_game_timer = 580 | ph_idle@wait_actor
[collide]
ignore_static
@@ -0,0 +1,38 @@
[logic]
active = ph_idle@wait_actor
[ph_idle@wait_actor]
on_info = {=actor_near_smart(agr_smart_terrain_1_2) =is_dark_night} ph_idle@spawn_night_monster, {=actor_near_smart(agr_smart_terrain_1_2) =is_night} ph_idle@spawn_night_monster
on_info2 = {=actor_near_smart(agr_smart_terrain_1_3) =is_dark_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(val_smart_terrain_6_5) =is_night} ph_idle@spawn_night_monster_2
on_info3 = {=actor_near_smart(agr_smart_terrain_2_2) =is_dark_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(val_smart_terrain_8_7) =is_night} ph_idle@spawn_night_monster_3
on_info4 = {=actor_near_smart(agr_smart_terrain_4_4_near_2) =is_dark_night} ph_idle@spawn_night_monster_3, {agr_smart_terrain_4_4_near_2) =is_night} ph_idle@spawn_night_monster_4
[ph_idle@spawn_night_monster]
on_info = {~20} %=create_squad(simulation_bloodsucker_night:agr_smart_terrain_1_2)% ph_idle@reset, {~30} %=create_squad(simulation_fracture_night:agr_smart_terrain_1_2)% ph_idle@reset, {~40} %=create_squad(simulation_snork_night:agr_smart_terrain_1_2)% ph_idle@reset, {~50} %=create_squad(simulation_lurker_blue_night:agr_smart_terrain_1_2)% ph_idle@reset, ph_idle@wait_reset
[ph_idle@reset]
on_game_timer = 86400 | ph_idle@wait_actor
[ph_idle@spawn_night_monster_2]
on_info = {~20} %=create_squad(simulation_snork_night:agr_smart_terrain_1_3)% ph_idle@reset_2, {~30} %=create_squad(simulation_fracture_night:agr_smart_terrain_1_3)% ph_idle@reset_2, {~40} %=create_squad(simulation_zombie_3_6:agr_smart_terrain_1_3)% ph_idle@reset_2, {~50} %=create_squad(simulation_pseudodog_night:agr_smart_terrain_1_3)% ph_idle@reset_2, ph_idle@wait_reset
[ph_idle@reset_2]
on_game_timer = 86400 | ph_idle@wait_actor
[ph_idle@spawn_night_monster_3]
on_info = {~20} %=create_squad(simulation_tushkano_night:agr_smart_terrain_2_2)% ph_idle@reset_3, {~30} %=create_squad(simulation_dog_night:agr_smart_terrain_2_2)% ph_idle@reset_3, {~40} %=create_squad(simulation_boar_night:agr_smart_terrain_2_2)% ph_idle@reset_3, {~50} %=create_squad(simulation_cat_night:agr_smart_terrain_2_2)% ph_idle@reset_3, ph_idle@wait_reset
[ph_idle@reset_3]
on_game_timer = 86400 | ph_idle@wait_actor
[ph_idle@spawn_night_monster_4]
on_info = {~20} %=create_squad(simulation_pseudodog_night:agr_smart_terrain_4_4_near_2)% ph_idle@reset_4, {~30} %=create_squad(simulation_fracture_night:agr_smart_terrain_4_4_near_2)% ph_idle@reset_4, {~40} %=create_squad(simulation_bloodsucker_night:agr_smart_terrain_4_4_near_2)% ph_idle@reset_4, {~50} %=create_squad(simulation_lurker_blue_night:agr_smart_terrain_4_4_near_2)% ph_idle@reset_4, ph_idle@wait_reset
[ph_idle@reset_4]
on_game_timer = 86400 | ph_idle@wait_actor
[ph_idle@wait_reset]
on_game_timer = 580 | ph_idle@wait_actor
[collide]
ignore_static
@@ -1,95 +0,0 @@
[logic@agr_road_patrol_squad_mlr_1]
active = beh@agr_road_patrol_1
suitable = {=target_squad_name(agr_patrol_army_mlr_squad)} true
prior = 200
[logic@agr_road_patrol_squad_mlr_2]
active = beh@agr_road_patrol_2
suitable = {=target_squad_name(agr_patrol_army_mlr_squad)} true
prior = 200
[beh@general]
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = guard
walk_anim = patrol
jog_anim = assault
run_anim = assault
delay_anim = guard
combat_ignore_cond = false
combat_ignore_keep_when_attacked = false
gather_items_enabled = false
help_wounded_enabled = true
corpse_detection_enabled = false
invulnerable = false
[beh@surge]
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
walk_anim = rush
jog_anim = rush
run_anim = rush
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
invulnerable = {=is_warfare} false, {!actor_true_enemy} true, false
[beh@agr_road_patrol_1]:beh@general
pt1 = 100, guard | pos: -67.554389953613, -1.6522723436356, -178.81480407715
pt2 = 100, guard | pos: -34.639892578125, -1.6747641563416, -170.35836791992
pt3 = 100, guard | pos: -0.11069346964359, 0.28407162427902, -153.95838928223
pt4 = 100, guard | pos: 31.231035232544, 0.33903837203979, -143.92808532715
pt5 = 100, guard | pos: 50.08670425415, 0.20060548186302, -140.1003112793
pt6 = 100, guard | pos: 78.336517333984, 0.41799223423004, -119.35453033447
pt7 = 100, guard | pos: 87.035820007324, 0.39919662475586, -91.530319213867
pt8 = 100, guard | pos: 93.522369384766, 0.40386408567429, -68.310653686523
pt9 = 35000, binocular | pos: 102.63137054443, 0.40859204530716, -39.647026062012 look: 103.21803283691, 0.41131514310837, -38.768424987793
pt10 = 100, guard | pos: 87.078941345215, 0.4905424118042, -45.053207397461
pt11 = 100, guard | pos: 46.684085845947, 0.49939036369324, -51.184837341309
pt12 = 100, guard | pos: 10.739145278931, 0.49923449754715, -50.732387542725
pt13 = 100, guard | pos: -21.652070999146, 0.49711525440216, -47.524513244629
pt14 = 100, guard | pos: -57.737426757812, 0.36240267753601, -41.180976867676
pt15 = 100, guard | pos: -96.74462890625, 0.45440995693207, -34.791328430176
pt16 = 100, guard | pos: -138.09623718262, 0.34220695495605, -35.334255218506
pt17 = 100, guard | pos: -169.80340576172, 0.0080493688583374, -45.173477172852
pt18 = 100, guard | pos: -188.45465087891, 0.37623238563538, -77.177635192871
pt19 = 100, guard | pos: -191.86056518555, 0.16077184677124, -119.08964538574
path_end = loop
on_info = {=surge_started} beh@surge_1
[beh@agr_road_patrol_2]:beh@general
pt1 = 1500, guard | pos: -67.554389953613, -1.6522723436356, -178.81480407715
pt2 = 100, guard | pos: -34.639892578125, -1.6747641563416, -170.35836791992
pt3 = 100, guard | pos: -0.11069346964359, 0.28407162427902, -153.95838928223
pt4 = 100, guard | pos: 31.231035232544, 0.33903837203979, -143.92808532715
pt5 = 100, guard | pos: 50.08670425415, 0.20060548186302, -140.1003112793
pt6 = 100, guard | pos: 78.336517333984, 0.41799223423004, -119.35453033447
pt7 = 100, guard | pos: 87.035820007324, 0.39919662475586, -91.530319213867
pt8 = 100, guard | pos: 93.522369384766, 0.40386408567429, -68.310653686523
pt9 = 36000, guard | pos: 97.147041320801, 0.454216837883, -45.956203460693 look: 87.035820007324, 0.39919662475586, -91.530319213867
pt10 = 100, guard | pos: 87.078941345215, 0.4905424118042, -45.053207397461
pt11 = 100, guard | pos: 46.684085845947, 0.49939036369324, -51.184837341309
pt12 = 100, guard | pos: 10.739145278931, 0.49923449754715, -50.732387542725
pt13 = 100, guard | pos: -21.652070999146, 0.49711525440216, -47.524513244629
pt14 = 100, guard | pos: -57.737426757812, 0.36240267753601, -41.180976867676
pt15 = 100, guard | pos: -96.74462890625, 0.45440995693207, -34.791328430176
pt16 = 100, guard | pos: -138.09623718262, 0.34220695495605, -35.334255218506
pt17 = 100, guard | pos: -169.80340576172, 0.0080493688583374, -45.173477172852
pt18 = 100, guard | pos: -188.45465087891, 0.37623238563538, -77.177635192871
pt19 = 100, guard | pos: -191.86056518555, 0.16077184677124, -119.08964538574
path_end = loop
on_info = {=surge_started} beh@surge_2
[beh@surge_1]:beh@surge
pt1 = 1000, smoking_stand | pos: -163.51119995117, -0.20465818047523, -197.92788696289 look: -188.45465087891, 0.37623238563538, -77.177635192871
on_info = {=surge_complete} beh@agr_road_patrol_1
[beh@surge_2]:beh@surge
pt1 = 1000, idle | pos: -154.60098266602, -0.21979755163193, -184.5887298584 look: -188.45465087891, 0.37623238563538, -77.177635192871
on_info = {=surge_complete} beh@agr_road_patrol_2
@@ -1,55 +0,0 @@
[walker@generic] ;-- test not used.
gather_items_enabled = false
help_wounded_enabled = true
corpse_detection_enabled = true
turn_on_campfire = false
[logic@agr_road_patrol_2_squad_mlr_1]
active = walker@agr_road_patrol2_squad_1
suitable = {=target_squad_name(sim_default)} true
prior = 200
[walker@agr_road_patrol2_squad_1]:walker@generic
path_walk = agr_btr2_walk
path_look = agr_btr2_walk
on_info = {=surge_started} beh@surge_1
combat_ignore_cond = {=check_enemy_name(sim_default) =fighting_dist_ge(50)} true, false
combat_ignore_keep_when_attacked = false
meet = meet
danger = danger
[danger]
danger_expiration_time = 120000
danger_inertion_time_grenade = 90000
danger_inertion_time_hit = 90000
danger_inertion_time_sound = 90000
danger_inertion_time_ricochet = 90000
[meet]
close_anim = nil
close_victim = nil
far_anim = nil
far_victim = nil
close_distance = 0
far_distance = 0
close_snd_distance = 3
abuse = false
use = {=actor_enemy} false, true
allow_break = false
meet_on_talking = true
trade_enable = false
[beh@general]
target = waypoint
walk_dist = 100
jog_dist = 220
walk_anim = rush
jog_anim = rush
run_anim = rush
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
;[beh@surge_1]:beh@general
;pt1 = 15000, binocular | pos: -0.82295793294907, 2.4562945365906, 64.287994384766 look: 0.40065768361092, 2.4561319351196, 64.198188781738
;on_info = {=surge_complete}
@@ -1,22 +1,23 @@
![logic]
!active = ph_idle@wait
active = ph_idle@wait_for_actor
;active = ;ph_idle@wait
[ph_idle@wait_for_actor]
on_info = {=surge_started} ph_idle@surge, {+agr_military_colonel_kovalski_dead} ph_idle@nil, {=actor_in_zone(agr_army_base_zone)} ph_idle@check_conditions, {=actor_near_smart(agr_smart_terrain_1_6_near_1)} ph_idle@check_conditions, {=actor_near_smart(agr_smart_terrain_1_6_near_2)} ph_idle@check_conditions, ph_idle@start_humor
[ph_idle@check_conditions]
on_info = {=actor_community(actor_army)} ph_idle@start_humor, {=actor_community(actor_ecolog)} ph_idle@start_humor, {=actor_community(actor_dolg)} ph_idle@start_humor, {=actor_in_zone(agr_army_base_zone)} ph_idle@alarm, {=actor_near_smart(agr_smart_terrain_1_6_near_1)} ph_idle@alarm, {=actor_near_smart(agr_smart_terrain_1_6_near_2)} ph_idle@alarm, ph_idle@start_humor
on_info = {=is_actor_enemy_to_faction(army)} ph_idle@alarm, ph_idle@start_humor
[ph_idle@check_conditions_2]
on_info = {=actor_community(actor_stalker)} ph_idle@alarm, {=actor_community(actor_csky)} ph_idle@alarm, {=actor_community(actor_freedom)} ph_idle@alarm, {=actor_community(actor_killer)} ph_idle@alarm, {=actor_community(actor_renegade)} ph_idle@alarm, {=actor_community(actor_bandit)} ph_idle@alarm, {=actor_community(actor_monolith)} ph_idle@alarm, {=actor_community(actor_greh)} ph_idle@alarm
on_game_timer = 600 | ph_idle@wait_for_actor
on_info = {=is_actor_enemy_to_faction(army)} ph_idle@alarm
on_info2 = {=surge_started} ph_idle@surge
on_game_timer = 800 | ph_idle@wait_for_actor
;[ph_idle@wait]
;on_info = ;{=actor_in_zone(agr_army_base_zone)} ph_idle@start_humor
;on_info2 = ;{=check_smart_alarm_status(agr_smart_terrain_1_6_near_1)} ph_idle@alarm
;on_info3 = ;{=check_smart_alarm_status(agr_smart_terrain_1_6)} ph_idle@alarm
;on_info4 = ;{=check_smart_alarm_status(agr_smart_terrain_1_6_near_2)} ph_idle@alarm
![ph_idle@wait]
!on_info = {=actor_in_zone(agr_army_base_zone)} ph_idle@start_humor
!on_info2 = {=check_smart_alarm_status(agr_smart_terrain_1_6_near_1)} ph_idle@alarm
!on_info3 = {=check_smart_alarm_status(agr_smart_terrain_1_6)} ph_idle@alarm
!on_info4 = {=check_smart_alarm_status(agr_smart_terrain_1_6_near_2)} ph_idle@alarm
![ph_idle@start_humor]
on_info = %=play_sound(agr_army_comandir_megafon) +agr_military_colonel_kovalski_talk% ph_idle@sound_idle
@@ -38,9 +39,10 @@ on_info6 = {!check_smart_alarm_status(agr_smart_terrain_4_6)} ph_idle@wait_for_a
on_info7 = {=surge_started} ph_idle@surge
[ph_idle@sound_idle]
on_info = {=surge_started} ph_idle@surge, {+agr_military_colonel_kovalski_dead} ph_idle@nil
on_info2 = {=actor_in_zone(agr_army_base_zone)} ph_idle@check_conditions_2, {=actor_near_smart(agr_smart_terrain_1_6_near_1)} ph_idle@check_conditions_2, {=actor_near_smart(agr_smart_terrain_1_6_near_2)} ph_idle@check_conditions_2
on_game_timer = 1000 | ph_idle@wait_for_actor
on_info = {=surge_started} ph_idle@surge
on_info2 = {+agr_military_colonel_kovalski_dead} ph_idle@nil
on_info3 = {=actor_in_zone(agr_army_base_zone)} ph_idle@check_conditions_2, {=actor_near_smart(agr_smart_terrain_1_6_near_1)} ph_idle@check_conditions_2, {=actor_near_smart(agr_smart_terrain_1_6_near_2)} ph_idle@check_conditions_2
on_game_timer = 800 | ph_idle@wait_for_actor
[ph_idle@surge]
on_info = %-agr_military_colonel_kovalski_talk =stop_sound%
@@ -1,3 +1,19 @@
![logic]
!active = sr_crow_spawner
active = sr_idle@check_story
[sr_idle@check_story]
on_info = {-story_mode_disabled} sr_idle@check_actor, {+story_mode_disabled -yan_x16_complete_end} sr_idle@check_actor %+yan_kill_brain_done%
[sr_idle@check_actor]
on_info = {=actor_community(actor_monolith) -yan_x16_complete_end} sr_idle@check_helmet %+yan_kill_brain_done%, {=actor_community(actor_greh) -yan_x16_complete_end} sr_idle@check_helmet %+yan_kill_brain_done%, sr_idle@check_helmet
[sr_idle@check_helmet]
on_info = {=actor_has_item(good_psy_helmet)} sr_idle@check_spawner %+living_legend_psy_helmet%, {=actor_has_item(bad_psy_helmet)} sr_idle@check_spawner %+living_legend_psy_helmet%, sr_idle@check_spawner
[sr_idle@check_spawner]
on_info = sr_crow_spawner
![sr_crow_spawner]
max_crows_on_level = 4
max_crows_on_level = 5
spawn_path = agr_crow_spawn_1, agr_crow_spawn_2, agr_crow_spawn_3, agr_crow_spawn_4, agr_crow_spawn_5
@@ -0,0 +1,95 @@
[logic@agr_smart_terrain_1_6_near_1_patrol_work_1]
active = beh@agr_smart_terrain_1_6_near_1_patrol_work_1
suitable = {=target_squad_name(agr_patrol_army_mlr_squad)} true
prior = 200
[logic@agr_smart_terrain_1_6_near_1_patrol_work_2]
active = beh@agr_smart_terrain_1_6_near_1_patrol_work_2
suitable = {=target_squad_name(agr_patrol_army_mlr_squad)} true
prior = 200
[beh@general_patrol]
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = guard
walk_anim = patrol
jog_anim = assault
run_anim = assault
delay_anim = guard
combat_ignore_cond = false
combat_ignore_keep_when_attacked = false
gather_items_enabled = false
help_wounded_enabled = true
corpse_detection_enabled = false
invulnerable = false
[beh@general_surge]
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
walk_anim = rush
jog_anim = rush
run_anim = rush
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
invulnerable = {=is_warfare} false, {!actor_true_enemy} true, false
[beh@agr_smart_terrain_1_6_near_1_patrol_work_1]:beh@general_patrol
pt1 = 100, guard | pos: -67.554389953613, -1.6522723436356, -178.81480407715
pt2 = 100, guard | pos: -34.639892578125, -1.6747641563416, -170.35836791992
pt3 = 100, guard | pos: -0.11069346964359, 0.28407162427902, -153.95838928223
pt4 = 100, guard | pos: 31.231035232544, 0.33903837203979, -143.92808532715
pt5 = 100, guard | pos: 50.08670425415, 0.20060548186302, -140.1003112793
pt6 = 100, guard | pos: 78.336517333984, 0.41799223423004, -119.35453033447
pt7 = 100, guard | pos: 87.035820007324, 0.39919662475586, -91.530319213867
pt8 = 100, guard | pos: 93.522369384766, 0.40386408567429, -68.310653686523
pt9 = 35000, binocular | pos: 102.63137054443, 0.40859204530716, -39.647026062012 look: 103.21803283691, 0.41131514310837, -38.768424987793
pt10 = 100, guard | pos: 87.078941345215, 0.4905424118042, -45.053207397461
pt11 = 100, guard | pos: 46.684085845947, 0.49939036369324, -51.184837341309
pt12 = 100, guard | pos: 10.739145278931, 0.49923449754715, -50.732387542725
pt13 = 100, guard | pos: -21.652070999146, 0.49711525440216, -47.524513244629
pt14 = 100, guard | pos: -57.737426757812, 0.36240267753601, -41.180976867676
pt15 = 100, guard | pos: -96.74462890625, 0.45440995693207, -34.791328430176
pt16 = 100, guard | pos: -138.09623718262, 0.34220695495605, -35.334255218506
pt17 = 100, guard | pos: -169.80340576172, 0.0080493688583374, -45.173477172852
pt18 = 100, guard | pos: -188.45465087891, 0.37623238563538, -77.177635192871
pt19 = 100, guard | pos: -191.86056518555, 0.16077184677124, -119.08964538574
path_end = loop
on_info = {=surge_started} beh@agr_smart_terrain_1_6_near_1_surge_work_1
[beh@agr_smart_terrain_1_6_near_1_patrol_work_2]:beh@general_patrol
pt1 = 1500, guard | pos: -67.554389953613, -1.6522723436356, -178.81480407715
pt2 = 100, guard | pos: -34.639892578125, -1.6747641563416, -170.35836791992
pt3 = 100, guard | pos: -0.11069346964359, 0.28407162427902, -153.95838928223
pt4 = 100, guard | pos: 31.231035232544, 0.33903837203979, -143.92808532715
pt5 = 100, guard | pos: 50.08670425415, 0.20060548186302, -140.1003112793
pt6 = 100, guard | pos: 78.336517333984, 0.41799223423004, -119.35453033447
pt7 = 100, guard | pos: 87.035820007324, 0.39919662475586, -91.530319213867
pt8 = 100, guard | pos: 93.522369384766, 0.40386408567429, -68.310653686523
pt9 = 36000, guard | pos: 97.147041320801, 0.454216837883, -45.956203460693 look: 87.035820007324, 0.39919662475586, -91.530319213867
pt10 = 100, guard | pos: 87.078941345215, 0.4905424118042, -45.053207397461
pt11 = 100, guard | pos: 46.684085845947, 0.49939036369324, -51.184837341309
pt12 = 100, guard | pos: 10.739145278931, 0.49923449754715, -50.732387542725
pt13 = 100, guard | pos: -21.652070999146, 0.49711525440216, -47.524513244629
pt14 = 100, guard | pos: -57.737426757812, 0.36240267753601, -41.180976867676
pt15 = 100, guard | pos: -96.74462890625, 0.45440995693207, -34.791328430176
pt16 = 100, guard | pos: -138.09623718262, 0.34220695495605, -35.334255218506
pt17 = 100, guard | pos: -169.80340576172, 0.0080493688583374, -45.173477172852
pt18 = 100, guard | pos: -188.45465087891, 0.37623238563538, -77.177635192871
pt19 = 100, guard | pos: -191.86056518555, 0.16077184677124, -119.08964538574
path_end = loop
on_info = {=surge_started} beh@agr_smart_terrain_1_6_near_1_surge_work_2
[beh@agr_smart_terrain_1_6_near_1_surge_work_1]:beh@general_surge
pt1 = 1000, smoking_stand | pos: -163.51119995117, -0.20465818047523, -197.92788696289 look: -188.45465087891, 0.37623238563538, -77.177635192871
on_info = {=surge_complete} beh@agr_smart_terrain_1_6_near_1_patrol_work_1
[beh@agr_smart_terrain_1_6_near_1_surge_work_2]:beh@general_surge
pt1 = 1000, idle | pos: -154.60098266602, -0.21979755163193, -184.5887298584 look: -188.45465087891, 0.37623238563538, -77.177635192871
on_info = {=surge_complete} beh@agr_smart_terrain_1_6_near_1_patrol_work_2
@@ -1,20 +1,33 @@
[smart_terrain]
squad_id = 1
max_population = 2
max_population = 1
respawn_params = respawn@agr_smart_terrain_1_2
respawn_idle = 259200
respawn_only_smart = false
respawn_idle = 172800
respawn_radius = 50
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
;def_restr = nil
;safe_restr = nil
;spawn_point = nil
[respawn@agr_smart_terrain_1_2] ;-- Type:
spawn_all_hard
spawn_snorks
spawn_all_hard_c_2_1
spawn_all_worst_c_2_2
[spawn_all_hard] ;-- Hard mutants - Rates of groups: ( 3 lurker + 1 psy dog + 2 fracture )
spawn_squads = simulation_lurker_black, simulation_lurker_brown, simulation_lurker_blue, simulation_psy_dog, simulation_fracture, simulation_fracture
spawn_num = {~50} 1, 0
[spawn_snorks] ;-- Normal mutants - Rates of groups: ( 1 snork + 1 psy dog + 1 fracture )
spawn_squads = simulation_snork, simulation_fracture, simulation_pseudodog
spawn_num = 1
[spawn_all_hard_c_2_1] ;-- Hard mutants - Rates of groups: ( 1 fracture + 2 snork + 1 psydog + 2 karlik)
spawn_squads = simulation_fracture, simulation_fracture, simulation_snork_2_3, simulation_psy_dog, simulation_karlik, simulation_karlik
spawn_num = {!actor_week_in_zone(4)} 1, {=actor_week_in_zone(4)} 0
[spawn_all_worst_c_2_2] ;-- Worst mutants - Rates of groups: ( 1 fracture + 2 snork + 1 bloodsucker + 1 psysucker + 2 karlik )
spawn_squads = simulation_fracture, simulation_fracture, simulation_snork_2_5, simulation_psy_dog_squad, simulation_karlik, simulation_karlik
spawn_num = {=actor_week_in_zone(4)} 1, {!actor_week_in_zone(4)} 0
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -1,12 +1,24 @@
[smart_terrain] ;-- Disabled spawn
squad_id = 2
max_population = 2
max_population = 1
;respawn_params = respawn@agr_smart_terrain_1_3
;respawn_idle = 0
;respawn_only_smart = false
;respawn_idle = 86400
;respawn_radius = 50
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
;def_restr = nil
;safe_restr = nil
;spawn_point = nil
;[respawn@agr_smart_terrain_1_3] ;-- Type:
;[on_changing_level]
;[smart_control]
[exclusive]
faction_base_defense_enemy1 = agroprom\agr_smart_terrain_1_3_smart_logic.ltx
faction_base_defense_enemy2 = agroprom\agr_smart_terrain_1_3_smart_logic.ltx
@@ -1,34 +1,53 @@
[smart_terrain]
squad_id = 3
max_population = 4
max_population = 3
respawn_params = respawn@agr_smart_terrain_1_6
respawn_only_smart = false
respawn_idle = 43200
respawn_radius = 200
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
;def_restr = nil
;safe_restr = nil
;spawn_point = nil
[respawn@agr_smart_terrain_1_6] ;-- Type: faction {army} = faction base\courtyard
spawn_army@novice
spawn_army@advanced
spawn_army@veteran
spawn_army_special
[spawn_army@novice]
spawn_squads = army_sim_squad_novice, army_sim_squad_novice, army_sim_squad_advanced
spawn_num = {+agr_military_colonel_kovalski_dead} 2, 3
[spawn_army@advanced]
spawn_squads = army_sim_squad_advanced, army_sim_squad_novice
spawn_num = {+agr_military_colonel_kovalski_dead} 1, 4
spawn_squads = army_sim_squad_advanced, army_sim_squad_advanced, army_sim_squad_novice
spawn_num = {+agr_military_colonel_kovalski_dead} 1, 3
[spawn_army@veteran]
spawn_squads = army_sim_squad_veteran
spawn_num = {+agr_military_colonel_kovalski_dead} 0, 1
spawn_squads = army_sim_squad_veteran, army_sim_squad_advanced, army_sim_squad_advanced
spawn_num = {+agr_military_colonel_kovalski_dead} 0, 2
[spawn_army_special]
spawn_squads = agr_1_6_guards_army_mlr_squad
spawn_num = {!squad_name_exist(agr_1_6_guards_army_mlr_squad) -agr_military_colonel_kovalski_dead} 1, 0
;[on_changing_level]
;[smart_control]
[exclusive]
agr_1_6_barman_army_mlr = agroprom\agr_1_6_barman_army_mlr.ltx
agr_1_6_medic_army_mlr = agroprom\agr_1_6_medic_army_mlr.ltx
agr_smart_terrain_1_6_army_trader = agroprom\agr_smart_terrain_1_6_smart_logic.ltx
agr_smart_terrain_1_6_army_mechanic = agroprom\agr_smart_terrain_1_6_smart_logic.ltx
agr_smart_terrain_1_6_minigunner_excl = agroprom\agr_smart_terrain_1_6_smart_logic.ltx
agr_smart_terrain_1_6_camp_work_1 = agroprom\agr_smart_terrain_1_6_smart_logic.ltx
agr_smart_terrain_1_6_camp_work_2 = agroprom\agr_smart_terrain_1_6_smart_logic.ltx
agr_smart_terrain_1_6_camp_work_3 = agroprom\agr_smart_terrain_1_6_smart_logic.ltx
@@ -53,6 +72,7 @@ agr_smart_terrain_1_6_camp_work_21 = agroprom\agr_smart_terrain_1_6_smart_logic.
agr_smart_terrain_1_6_camp_work_22 = agroprom\agr_smart_terrain_1_6_smart_logic.ltx
agr_smart_terrain_1_6_camp_work_23 = agroprom\agr_smart_terrain_1_6_smart_logic.ltx
agr_smart_terrain_1_6_camp_work_24 = agroprom\agr_smart_terrain_1_6_smart_logic.ltx
faction_base_defense_enemy1 = agroprom\agr_smart_terrain_1_6_smart_logic.ltx
faction_base_defense_enemy2 = agroprom\agr_smart_terrain_1_6_smart_logic.ltx
faction_base_defense_enemy3 = agroprom\agr_smart_terrain_1_6_smart_logic.ltx
@@ -1,24 +1,41 @@
[smart_terrain]
squad_id = 4
max_population = 1
max_population = 2
respawn_params = respawn@agr_smart_terrain_1_6_near_1_near_1
respawn_only_smart = false
respawn_idle = 86400
respawn_radius = 200
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
;def_restr = nil
;safe_restr = nil
;spawn_point = nil
[respawn@agr_smart_terrain_1_6_near_1_near_1] ;-- Type: faction {army} = faction base\north gate
spawn_army_patrol
spawn_army_special
[spawn_army_patrol]
spawn_squads = agr_patrol_army_mlr_squad
spawn_num = {!squad_name_exist(agr_patrol_army_mlr_squad) -agr_military_colonel_kovalski_dead} 1, 0
[spawn_army_special]
spawn_squads = agr_1_6_guards_army_mlr_2_squad
spawn_num = {!squad_name_exist(agr_1_6_guards_army_mlr_2_squad) -agr_military_colonel_kovalski_dead} 1, 0
;[on_changing_level]
;[smart_control]
[exclusive]
agr_road_patrol_squad_mlr_1 = agroprom\agr_road_patrol1.ltx
agr_road_patrol_squad_mlr_2 = agroprom\agr_road_patrol1.ltx
;agr_road_patrol_2_squad_mlr_1 = agroprom\agr_road_patrol2.ltx
agr_smart_terrain_1_6_near_1_camp_work_1 = agroprom\agr_smart_terrain_1_6_near_1_smart_logic.ltx
agr_smart_terrain_1_6_near_1_camp_work_2 = agroprom\agr_smart_terrain_1_6_near_1_smart_logic.ltx
agr_smart_terrain_1_6_near_1_camp_work_3 = agroprom\agr_smart_terrain_1_6_near_1_smart_logic.ltx
agr_smart_terrain_1_6_near_1_camp_work_4 = agroprom\agr_smart_terrain_1_6_near_1_smart_logic.ltx
agr_smart_terrain_1_6_near_1_camp_work_5 = agroprom\agr_smart_terrain_1_6_near_1_smart_logic.ltx
agr_smart_terrain_1_6_near_1_camp_work_5 = agroprom\agr_smart_terrain_1_6_near_1_smart_logic.ltx
agr_smart_terrain_1_6_near_1_patrol_work_1 = agroprom\agr_smart_terrain_1_6_near_1_smart_logic.ltx
agr_smart_terrain_1_6_near_1_patrol_work_2 = agroprom\agr_smart_terrain_1_6_near_1_smart_logic.ltx
@@ -2,21 +2,39 @@
squad_id = 5
max_population = 2
respawn_params = respawn@agr_smart_terrain_1_6_near_2
respawn_only_smart = false
respawn_idle = 345600
respawn_radius = 200
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
;def_restr = nil
;safe_restr = nil
;spawn_point = nil
[respawn@agr_smart_terrain_1_6_near_2] ;-- Type: faction {army} = faction base\building
spawn_army_special
spawn_heli_strong
spawn_heli_weak
[spawn_army_special]
spawn_squads = agr_1_6_guards_army_mlr_3_squad
spawn_num = {!squad_name_exist(agr_1_6_guards_army_mlr_3_squad) -agr_military_colonel_kovalski_dead} 1, 0
[spawn_heli_strong]
spawn_helicopter = simulation_helicopter_strong
spawn_num = {!down_to_earth_functor !heli_exist_on_level} 1, 0
spawn_num = {!down_to_earth_functor !heli_exist_on_level} 1,{-agr_military_colonel_kovalski_dead} 0
[spawn_heli_weak]
spawn_helicopter = simulation_helicopter_weak
spawn_num = {=down_to_earth_functor !heli_exist_on_level} 1, 0
spawn_num = {=down_to_earth_functor !heli_exist_on_level} 1,{-agr_military_colonel_kovalski_dead} 0
;[on_changing_level]
;[smart_control]
[exclusive]
agr_military_colonel_kovalski = agroprom\agr_smart_terrain_1_6_near_2_smart_logic.ltx
@@ -2,15 +2,32 @@
squad_id = 6
max_population = 2
respawn_params = respawn@gar_smart_terrain_2_2
respawn_only_smart = false
respawn_idle = 86400
respawn_radius = 50
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
;def_restr = nil
;safe_restr = nil
;spawn_point = nil
[respawn@gar_smart_terrain_2_2] ;-- Type:
spawn_mix
[respawn@gar_smart_terrain_2_2] ;-- Type: c_1_1 + c_1_2 edited
spawn_all_weak_c_1_1
spawn_all_normal_c_1_2
[spawn_mix] ;-- Normal mutants - Rates of groups:( 2 dogs + 2 cats + 3 fleshes/boars + 3 snork + 2 fracture + 2 fracture )
spawn_squads = simulation_dog, simulation_mix_dogs, simulation_cat, simulation_cat, simulation_mix_boar_flesh, simulation_flesh, simulation_boar, simulation_snork_2_3, simulation_snork_2_3, simulation_snork_2_5, simulation_fracture, simulation_fracture
spawn_num = 1
[spawn_all_weak_c_1_1] ;-- Weak mutants - Rates of groups: ( 2 tushkano + 2 dogs + 1 cats + 1 flesh )
spawn_squads = simulation_tushkano, simulation_tushkano, simulation_dog, simulation_mix_dogs, simulation_cat, simulation_flesh
spawn_num = {!actor_week_in_zone(1)} 1, {=actor_week_in_zone(1)} 0
[spawn_all_normal_c_1_2];-- Normal mutants - Rates of groups: ( 2 dogs + 1 cats + 3 fleshes/boars )
spawn_squads = simulation_mix_dogs, simulation_mix_dogs, simulation_cat_3_5, simulation_mix_boar_flesh, simulation_flesh, simulation_boar
spawn_num = {=actor_week_in_zone(1)} 1, {!actor_week_in_zone(1)} 0
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -2,10 +2,23 @@
squad_id = 7
max_population = 1
;respawn_params = respawn@agr_smart_terrain_4_4
;respawn_idle = 0
;respawn_only_smart = false
;respawn_idle = 86400
;respawn_radius = 50
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
;def_restr = nil
;safe_restr = nil
;spawn_point = nil
;[respawn@agr_smart_terrain_4_4] ;-- Type: faction {army} = factory occupied\factory deserted
;[on_changing_level]
;[smart_control]
[exclusive]
agr_smart_terrain_4_4_camp_work_1 = agroprom\agr_smart_terrain_4_4_smart_logic.ltx
agr_smart_terrain_4_4_camp_work_2 = agroprom\agr_smart_terrain_4_4_smart_logic.ltx
@@ -1,15 +1,27 @@
[smart_terrain] ;-- Disabled spawn
squad_id = 8
max_population = 0
max_population = 1
;respawn_params = respawn@agr_smart_terrain_4_4_near_1_near_1
;respawn_idle = 0
;respawn_only_smart = false
;respawn_idle = 86400
;respawn_radius = 50
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
;def_restr = nil
;safe_restr = nil
;spawn_point = nil
;[respawn@agr_smart_terrain_4_4_near_1_near_1] ;-- Type: faction {army} = factory occupied\factory deserted
;[on_changing_level]
;[smart_control]
[exclusive]
;agr_smart_terrain_4_4_near_1_camp_work_1 = agroprom\agr_smart_terrain_4_4_near_1_smart_logic.ltx
;agr_smart_terrain_4_4_near_1_camp_work_2 = agroprom\agr_smart_terrain_4_4_near_1_smart_logic.ltx
agr_smart_terrain_4_4_near_1_camp_work_1 = agroprom\agr_smart_terrain_4_4_near_1_smart_logic.ltx
agr_smart_terrain_4_4_near_1_camp_work_2 = agroprom\agr_smart_terrain_4_4_near_1_smart_logic.ltx
;agr_smart_terrain_4_4_near_1_camp_work_3 = agroprom\agr_smart_terrain_4_4_near_1_smart_logic.ltx
;agr_smart_terrain_4_4_near_1_camp_work_4 = agroprom\agr_smart_terrain_4_4_near_1_smart_logic.ltx
;agr_smart_terrain_4_4_near_1_camp_work_5 = agroprom\agr_smart_terrain_4_4_near_1_smart_logic.ltx
@@ -1,11 +1,24 @@
[smart_terrain] ;-- Disabled spawn
squad_id = 9
;max_population = 0 ;2
max_population = 1
;respawn_params = respawn@agr_smart_terrain_4_4_near_2
;respawn_idle = 0
;respawn_only_smart = false
;respawn_idle = 86400
;respawn_radius = 50
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
;def_restr = nil
;safe_restr = nil
;spawn_point = nil
;[respawn@agr_smart_terrain_4_4_near_2] ;-- Type: faction {army} = factory occupied\factory deserted
;[on_changing_level]
;[smart_control]
[exclusive]
agr_smart_terrain_4_4_near_2_camp_work_1 = agroprom\agr_smart_terrain_4_4_near_2_smart_logic.ltx
agr_smart_terrain_4_4_near_2_camp_work_2 = agroprom\agr_smart_terrain_4_4_near_2_smart_logic.ltx
@@ -1,12 +1,24 @@
[smart_terrain] ;-- Disabled spawn
squad_id = 10
;max_population = 0
max_population = 1
;respawn_params = respawn@agr_smart_terrain_4_4_near_3
;respawn_idle = 0
;respawn_only_smart = false
;respawn_idle = 86400
;respawn_radius = 50
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
;def_restr = nil
;safe_restr = nil
;spawn_point = nil
;[respawn@agr_smart_terrain_4_4_near_3] ;-- Type: faction {army} = factory occupied\factory deserted
;[on_changing_level]
;[smart_control]
[exclusive]
agr_smart_terrain_4_4_near_3_camp_work_1 = agroprom\agr_smart_terrain_4_4_near_3_smart_logic.ltx
agr_smart_terrain_4_4_near_3_camp_work_2 = agroprom\agr_smart_terrain_4_4_near_3_smart_logic.ltx
@@ -1,12 +1,24 @@
[smart_terrain] ;-- Disabled spawn
squad_id = 11
max_population = 2
max_population = 1
;respawn_params = respawn@agr_smart_terrain_4_6
;respawn_idle = 0
;respawn_only_smart = false
;respawn_idle = 86400
;respawn_radius = 50
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
;def_restr = nil
;safe_restr = nil
;spawn_point = nil
;[respawn@agr_smart_terrain_4_6] ;-- Type: faction {army} = campsite
;[on_changing_level]
;[smart_control]
[exclusive]
faction_base_defense_enemy1 = agroprom\agr_smart_terrain_4_6_smart_logic.ltx
faction_base_defense_enemy2 = agroprom\agr_smart_terrain_4_6_smart_logic.ltx
@@ -2,7 +2,15 @@
squad_id = 12
max_population = 2
respawn_params = respawn@agr_smart_terrain_5_2
respawn_only_smart = false
respawn_idle = 172800
respawn_radius = 50
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
;def_restr = nil
;safe_restr = nil
;spawn_point = nil
[respawn@agr_smart_terrain_5_2] ;-- Type:
spawn_all_normal
@@ -18,5 +26,9 @@ spawn_squads = simulation_snork_2_3, simulation_snork_2_3, simulation_snork_2_5,
spawn_num = 1
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -1,17 +1,34 @@
[smart_terrain]
squad_id = 13
max_population = 2
max_population = 1
respawn_params = respawn@agr_smart_terrain_5_3
respawn_idle = 259200
respawn_only_smart = false
respawn_idle = 172800
respawn_radius = 50
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
;def_restr = nil
;safe_restr = nil
;spawn_point = nil
[respawn@agr_smart_terrain_5_3] ;-- Type:
spawn_all_weak
[respawn@agr_smart_terrain_5_3] ;-- Type: c_1_1 + c_1_2 edited
spawn_all_weak_c_1_1
spawn_all_normal_c_1_2
[spawn_all_weak] ;-- Normal mutants - Rates of groups: ( 2 dogs + 1 cat )
spawn_squads = simulation_dog, simulation_mix_dogs, simulation_cat
spawn_num = 1
[spawn_all_weak_c_1_1] ;-- Weak mutants - Rates of groups: ( 2 tushkano + 2 dogs + 1 cats + 1 flesh )
spawn_squads = simulation_tushkano, simulation_tushkano, simulation_dog, simulation_mix_dogs, simulation_cat, simulation_flesh
spawn_num = {!actor_week_in_zone(1)} 1, {=actor_week_in_zone(1)} 0
[spawn_all_normal_c_1_2];-- Normal mutants - Rates of groups: ( 2 dogs + 1 cats + 3 fleshes/boars )
spawn_squads = simulation_mix_dogs, simulation_mix_dogs, simulation_cat_3_5, simulation_mix_boar_flesh, simulation_flesh, simulation_boar
spawn_num = {=actor_week_in_zone(1)} 1, {!actor_week_in_zone(1)} 0
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -2,9 +2,21 @@
squad_id = 17
max_population = 1
;respawn_params = respawn@agr_smart_terrain_5_4
;respawn_idle = 0
;respawn_only_smart = false
;respawn_idle = 86400
;respawn_radius = 50
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
;def_restr = nil
;safe_restr = nil
;spawn_point = nil
;[respawn@agr_smart_terrain_5_4] ;-- Type: faction {army} = checkpoint
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -2,21 +2,33 @@
squad_id = 14
max_population = 2
respawn_params = respawn@agr_smart_terrain_5_7
respawn_only_smart = false
respawn_idle = 172800
respawn_radius = 50
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
;def_restr = nil
;safe_restr = nil
;spawn_point = nil
[respawn@agr_smart_terrain_5_7] ;-- Type:
spawn_zombie
spawn_snork
[spawn_zombie] ;-- Weak mutants - Rates of groups: ( 1 tushkano + 3 zombie )
spawn_squads = simulation_zombie_3_6, simulation_zombie_3_6, simulation_mix_zombie, simulation_tushkano_7_10,
[spawn_zombie] ;-- Weak mutants - Rates of groups: ( 3 zombie )
spawn_squads = simulation_zombie_3_6, simulation_zombie_3_6, simulation_mix_zombie
spawn_num = {+yan_kill_brain_done} 0, 1
[spawn_snork] ;-- Hard mutants - Rates of groups: ( 3 snork + 1 fracture )
spawn_squads = simulation_snork_2_3, simulation_snork_2_3, simulation_snork_2_5, simulation_fracture
spawn_num = {~50} 1, 0
spawn_num = 1, 0 ;{~50}
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -1,12 +1,24 @@
[smart_terrain] ;-- Disabled spawn
squad_id = 15
max_population = 4
max_population = 2
;respawn_params = respawn@agr_smart_terrain_6_4
;respawn_idle = 0
;respawn_only_smart = false
;respawn_idle = 86400
;respawn_radius = 50
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
;def_restr = nil
;safe_restr = nil
;spawn_point = nil
;[respawn@agr_smart_terrain_6_4] ;-- Type: hideout
;[on_changing_level]
;[smart_control]
[exclusive]
agr_smart_terrain_6_4_camp_work_1 = agroprom\agr_smart_terrain_6_4_smart_logic.ltx
agr_smart_terrain_6_4_camp_work_2 = agroprom\agr_smart_terrain_6_4_smart_logic.ltx
@@ -1,16 +1,24 @@
[smart_terrain]
squad_id = 17
max_population = 2
max_population = 1
respawn_params = respawn@agr_smart_terrain_6_6
respawn_only_smart = false
respawn_idle = 259200
respawn_radius = 50
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
;def_restr = nil
;safe_restr = nil
;spawn_point = nil
[respawn@agr_smart_terrain_6_6] ;-- Type:
spawn_zombie
spawn_snork
[spawn_zombie] ;-- Weak mutants - Rates of groups: ( 1 tushkano + 2 zombie )
spawn_squads = simulation_zombie_3_6, simulation_mix_zombie, simulation_tushkano
[spawn_zombie] ;-- Weak mutants - Rates of groups: ( 3 zombie )
spawn_squads = simulation_zombie_3_6, simulation_zombie_3_6, simulation_mix_zombie,
spawn_num = {+yan_kill_brain_done} 0, 1
[spawn_snork] ;-- Normal\hard mutants - Rates of groups: ( 3 snork + 2 fracture )
@@ -18,5 +26,9 @@ spawn_squads = simulation_snork, simulation_snork_2_3, simulation_snork_2_5, sim
spawn_num = 1
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -2,9 +2,21 @@
squad_id = 17
max_population = 1
;respawn_params = respawn@agr_smart_terrain_7_4
;respawn_idle = 0
;respawn_only_smart = false
;respawn_idle = 86400
;respawn_radius = 50
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
;def_restr = nil
;safe_restr = nil
;spawn_point = nil
;[respawn@agr_smart_terrain_7_4] ;-- Type: faction {army} = guardpost
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -1,21 +1,38 @@
[smart_terrain]
squad_id = 16
max_population = 2
max_population = 1
respawn_params = respawn@agr_smart_terrain_7_5
respawn_only_smart = false
respawn_idle = 259200
respawn_radius = 50
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
;def_restr = nil
;safe_restr = nil
;spawn_point = nil
[respawn@agr_smart_terrain_7_5] ;-- Type:
[respawn@agr_smart_terrain_7_5] ;-- Type: c_2_1 + c_2_2 edited
spawn_predatory_c_2_1
spawn_predatory_c_2_2
spawn_snork
spawn_predatory
[spawn_predatory_c_2_1] ;-- Hard mutants - Rates of groups: ( 1 dogs + 3 lurker )
spawn_squads = simulation_mix_dogs, simulation_lurker_blue, simulation_lurker_brown, simulation_lurker_black
spawn_num = {!actor_week_in_zone(1)} 1, {=actor_week_in_zone(1)} 0
[spawn_predatory_c_2_2] ;-- Hard mutants - Rates of groups: ( 1 dogs + 3 lurker + 1 psy dog )
spawn_squads = simulation_mix_dogs, simulation_lurker_1_2, simulation_lurker_1_2, simulation_lurker_1_2, simulation_psy_dog_squad
spawn_num = {=actor_week_in_zone(1)} 1, {!actor_week_in_zone(1)} 0
[spawn_snork] ;-- Normal\Hard mutants - Rates of groups: ( 3 snork + 2 fracture )
spawn_squads = simulation_snork_2_3, simulation_snork_2_3, simulation_snork_2_5, simulation_fracture, simulation_fracture
spawn_num = 1
[spawn_predatory] ;-- Hard mutants - Rates of groups: ( 3 lurker )
spawn_squads = simulation_lurker_blue, simulation_lurker_black, simulation_lurker_1_2
spawn_num = {=actor_week_in_zone(2)} 1, 0
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -1,7 +0,0 @@
[logic]
active = sr_idle@line_0
[sr_idle@line_0]
on_actor_in_zone = agr_blood_growl | sr_idle@line_1 %=create_squad(simulation_snork:agr_u_bloodsucker) =create_squad(simulation_snork_2_3:agr_u_bloodsucker_2)%
[sr_idle@line_1]
@@ -1,95 +0,0 @@
[walker@generic]
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
turn_on_campfire = false
[logic@agr_u_bandits_squad_1]
active = walker@agr_u_bandits_squad_1
suitable = {=target_squad_name(agr_u_bandits_squad)} true
prior = 200
[walker@agr_u_bandits_squad_1]:walker@generic
path_walk = walk1
path_look = look1
;combat_ignore_cond = {=check_enemy_name(actor)} false, true
danger = danger
[logic@agr_u_bandits_squad_2]
active = walker@agr_u_bandits_squad_2
suitable = {=target_squad_name(agr_u_bandits_squad)} true
prior = 200
[walker@agr_u_bandits_squad_2]:walker@generic
path_walk = walk2
path_look = look2
;combat_ignore_cond = {=check_enemy_name(actor)} false, true
danger = danger
[logic@agr_u_bandits_squad_3]
active = walker@agr_u_bandits_squad_3
suitable = {=target_squad_name(agr_u_bandits_squad)} true
prior = 200
[walker@agr_u_bandits_squad_3]:walker@generic
path_walk = walk3
path_look = look3
;combat_ignore_cond = {=check_enemy_name(actor)} false, true
danger = danger
[logic@agr_u_bandits_squad_4]
active = walker@agr_u_bandits_squad_4
suitable = {=target_squad_name(agr_u_bandits_squad)} true
prior = 200
[walker@agr_u_bandits_squad_4]:walker@generic
path_walk = walk4
path_look = look4
;combat_ignore_cond = {=check_enemy_name(actor)} false, true
danger = danger
[logic@agr_u_bandits_squad_5]
active = walker@agr_u_bandits_squad_5
suitable = {=target_squad_name(agr_u_bandits_squad)} true
prior = 200
[walker@agr_u_bandits_squad_5]:walker@generic
path_walk = walk5
path_look = look5
;combat_ignore_cond = {=check_enemy_name(actor)} false, true
danger = danger
[logic@agr_u_bandits_squad_6]
active = walker@agr_u_bandits_squad_6
suitable = {=check_npc_name(agr_u_bandits_squad)} true
prior = 200
[walker@agr_u_bandits_squad_6]:walker@generic
path_walk = walk6
path_look = look6
;combat_ignore_cond = {=check_enemy_name(actor)} false, true
danger = danger
[logic@agr_u_bandits_squad_7]
active = walker@agr_u_bandits_squad_7
suitable = {=check_npc_name(agr_u_bandit_boss)} true; {=target_squad_name(agr_u_bandits_squad)} true
prior = 200
[walker@agr_u_bandits_squad_7]:walker@generic
path_walk = walk7
path_look = look7
;combat_ignore_cond = {=check_enemy_name(actor)} false, true
danger = danger
[danger]
;danger_expiration_time = 60000
danger_inertion_time_grenade = 90000
danger_inertion_time_hit = 90000
danger_inertion_time_sound = 90000
@@ -1,7 +0,0 @@
[logic]
active = sr_idle@line_1
[sr_idle@line_1]
on_actor_in_zone = agr_u_controller_rest | sr_idle@line_2 %=create_squad(simulation_snork_2_3:agr_u_bloodsucker)%
[sr_idle@line_2]
@@ -1,23 +1,20 @@
[walker@generic]
gather_items_enabled = false
gather_items_enabled = true
help_wounded_enabled = true
corpse_detection_enabled = true
turn_on_campfire = false
[logic@agr_u_soldiers_squad_1]
active = walker@agr_u_soldiers_squad_1
suitable = {=target_squad_name(agr_u_soldiers_squad)} true
prior = 200
on_death = death
[walker@agr_u_soldiers_squad_1]:walker@generic
path_walk = walk1
path_look = look1
;combat_ignore_cond = {=check_enemy_name(actor)} false, true
combat_ignore_cond = {=check_enemy_name(actor)} false, true
danger = danger
[logic@agr_u_soldiers_squad_2]
active = walker@agr_u_soldiers_squad_2
suitable = {=target_squad_name(agr_u_soldiers_squad)} true
@@ -27,88 +24,75 @@ on_death = death
[walker@agr_u_soldiers_squad_2]:walker@generic
path_walk = walk2
path_look = look2
;combat_ignore_cond = {=check_enemy_name(actor)} false, true
combat_ignore_cond = {=check_enemy_name(actor)} false, true
danger = danger
[logic@agr_u_soldiers_squad_3]
active = walker@agr_u_soldiers_squad_3
suitable = {=target_squad_name(agr_u_soldiers_squad)} true
prior = 200
on_death = death
[walker@agr_u_soldiers_squad_3]:walker@generic
path_walk = walk3
path_look = look3
;combat_ignore_cond = {=check_enemy_name(actor)} false, true
combat_ignore_cond = {=check_enemy_name(actor)} false, true
danger = danger
[logic@agr_u_soldiers_squad_4]
active = walker@agr_u_soldiers_squad_4
suitable = {=target_squad_name(agr_u_soldiers_squad)} true
prior = 200
on_death = death
[walker@agr_u_soldiers_squad_4]:walker@generic
path_walk = walk9
;path_look = look9
;combat_ignore_cond = {=check_enemy_name(actor)} false, true
combat_ignore_cond = {=check_enemy_name(actor)} false, true
danger = danger
[logic@agr_u_soldiers_squad_5]
active = walker@agr_u_soldiers_squad_5
suitable = {=target_squad_name(agr_u_soldiers_squad)} true
prior = 200
on_death = death
[walker@agr_u_soldiers_squad_5]:walker@generic
path_walk = walk5
path_look = look5
;combat_ignore_cond = {=check_enemy_name(actor)} false, true
combat_ignore_cond = {=check_enemy_name(actor)} false, true
danger = danger
[logic@agr_u_soldiers_squad_6]
active = walker@agr_u_soldiers_squad_6
suitable = {=target_squad_name(agr_u_soldiers_squad)} true
prior = 200
on_death = death
[walker@agr_u_soldiers_squad_6]:walker@generic
path_walk = walk11
;path_look = look10
;combat_ignore_cond = {=check_enemy_name(actor)} false, true
combat_ignore_cond = {=check_enemy_name(actor)} false, true
danger = danger
[logic@agr_u_soldiers_squad_7]
active = walker@agr_u_soldiers_squad_7
suitable = {=target_squad_name(agr_u_soldiers_squad)} true
prior = 200
on_death = death
[walker@agr_u_soldiers_squad_7]:walker@generic
path_walk = walk7
path_look = look7
;combat_ignore_cond = {=check_enemy_name(actor)} false, true
combat_ignore_cond = {=check_enemy_name(actor)} false, true
danger = danger
[logic@agr_u_soldiers_squad_8]
active = walker@agr_u_soldiers_squad_8
suitable = {=target_squad_name(agr_u_soldiers_squad)} true
prior = 200
on_death = death
[walker@agr_u_soldiers_squad_8]:walker@generic
path_walk = walk12
;path_look = look8
;combat_ignore_cond = {=check_enemy_name(actor)} false, true
combat_ignore_cond = {=check_enemy_name(actor)} false, true
danger = danger
[danger]
;danger_expiration_time = 60000
danger_inertion_time_grenade = 90000
@@ -1,11 +0,0 @@
[logic]
active = sr_idle@line_0
[sr_idle@line_0]
on_game_timer = 5 | sr_idle@line_1 %=create_squad(simulation_zombie_3_6:agr_u_bloodsucker_2)%
[sr_idle@line_1]
on_actor_in_zone = agr_u_zombie_rest | sr_idle@line_2 %=create_squad(simulation_zombie_blind:agr_u_bloodsucker_2) =create_squad(agr_u_bloodsucker_1_squad:agr_u_bloodsucker)%
[sr_idle@line_2]
@@ -1,47 +0,0 @@
[logic@agr_u_bloodsucker_2] :-- test
active = mob_home@2
suitable = {=target_squad_name(agr_u_bloodsucker_2_squad)} true
suitable = {=target_squad_name(simulation_zombie_blind)} true
suitable = {=target_squad_name(simulation_snork_2_3)} true
monster_job = true
prior = 200
on_death = death
[mob_home@1]
path_home = home
home_min_radius = 2
home_max_radius = 5
on_info = %=play_sound(red_bloodsucker_growl)% mob_home@2
out_restr = agr_u_bloodsucker_rest
[mob_home@2]
path_home = home
home_min_radius = 2
home_max_radius = 5
out_restr = agr_u_bloodsucker_rest
;[logic@agr_u_bloodsucker_2]
;active = mob_walker@invis
;suitable = {=target_squad_name(agr_u_bloodsucker_2_squad)} true
;monster_job = true
;prior = 200
;on_death = death
;[mob_walker@invis]
;path_walk = walk
;path_look = look
;state = invis
;braindead = false
;actor_friendly = false
;npc_friendly = true
;on_info = {=dist_to_actor_le(5)} %=play_sound(red_bloodsucker_growl)% mob_walker@vis
;out_restr = agru_bloodsucker_out_restr
;[mob_walker@vis]
;path_walk = walk
;path_look = look
;state = vis
;npc_friendly = true
;on_info = {=dist_to_actor_ge(5)} mob_walker@invis
;out_restr = agru_bloodsucker_out_restr
@@ -1,20 +0,0 @@
[logic@agr_u_bloodsucker_1]
active = mob_home@1
suitable = {=target_squad_name(agr_u_bloodsucker_1_squad)} true
monster_job = true
prior = 200
on_death = death
[mob_home@1]
path_home = home
home_min_radius = 2
home_max_radius = 5
on_info = %=play_sound(red_bloodsucker_growl)% mob_home@2
out_restr = agr_u_bloodsucker_rest
[mob_home@2]
path_home = home
home_min_radius = 2
home_max_radius = 5
out_restr = agr_u_bloodsucker_rest
@@ -1,10 +0,0 @@
[logic]
active = sr_idle@line_0
[sr_idle@line_0]
on_game_timer = 5 | sr_idle@line_1 % =create_squad(simulation_snork:agr_u_bloodsucker)%
[sr_idle@line_1]
on_actor_in_zone = agru_go_out_zone | sr_idle@line_2 %=create_squad(simulation_snork:agr_u_bloodsucker) =create_squad(simulation_snork_2_3:agr_u_bloodsucker_2)%
[sr_idle@line_2]
@@ -1,7 +0,0 @@
[logic]
active = sr_idle@line_1
[sr_idle@line_1]
on_actor_in_zone = agru_spawn_polter_zone | sr_idle@line_2 %=create_squad(simulation_snork_2_3:agr_u_monsters) =create_squad(simulation_snork_2_5:agr_u_monsters) =create_squad(simulation_zombie_3_6:agr_u_monsters) =create_squad(simulation_zombie_blind:agr_u_monsters)%
[sr_idle@line_2]
@@ -1,11 +0,0 @@
[logic]
active = sr_idle@line_0
[sr_idle@line_0]
on_game_timer = 5 | sr_idle@line_1 %=create_squad(agru_poltergeist_squad:agr_u_monsters) =create_squad(simulation_karlik:agr_u_monsters) =create_squad(simulation_snork_2_5:agr_u_monsters)%
[sr_idle@line_1]
on_actor_in_zone = kat_gunslinger_cache_room | sr_idle@line_2 %=create_squad(simulation_snork_2_3:agr_u_bloodsucker_2) =create_squad(army_sim_squad_novice:agr_u_monsters) =create_squad(army_sim_squad_advanced:agr_u_bandits) =create_squad(army_sim_squad_advanced:agr_u_bandits)%
[sr_idle@line_2]
@@ -1,13 +0,0 @@
[logic]
active = sr_idle@line_0
[sr_idle@line_0]
on_actor_in_zone = agru_go_out_zone | sr_idle@line_1 %=spawn_object(agru_tushkanchik_1:agru_tushkanchiks_spawn_1:0) =spawn_object(agru_tushkanchik_1:agru_tushkanchiks_spawn_2:0) =spawn_object(agru_tushkanchik_1:agru_tushkanchiks_spawn_3:0)%
[sr_idle@line_1]
on_game_timer = 1 | sr_idle@line_2
[sr_idle@line_2]
on_game_timer = 1 | sr_idle@line_3 %=spawn_object(agru_tushkanchik_2:agru_tushkanchiks_spawn_1:0) =spawn_object(agru_tushkanchik_1:agru_tushkanchiks_spawn_1:0) =spawn_object(agru_tushkanchik_1:agru_tushkanchiks_spawn_2:0) =spawn_object(agru_tushkanchik_1:agru_tushkanchiks_spawn_3:0)%
[sr_idle@line_3]
@@ -0,0 +1,14 @@
![logic]
!active = sr_idle
active = sr_idle@wait_actor
[sr_idle@wait_actor]
on_actor_in_zone = agr_blood_growl | sr_idle@spawn_mutants
[sr_idle@spawn_mutants]
on_info = sr_idle@timer %=create_squad(simulation_snork_2_5:agr_u_bloodsucker) =create_squad(simulation_snork:agr_u_bloodsucker_2)%
[sr_idle@timer]
@@ -0,0 +1,12 @@
![logic]
!active = sr_idle
active = sr_idle@wait_actor
[sr_idle@wait_actor]
on_actor_in_zone = agr_u_controller_rest | sr_idle@spawn_mutants
[sr_idle@spawn_mutants]
on_info = sr_idle@timer %=create_squad(simulation_snork:agr_u_bloodsucker)%
[sr_idle@timer]
@@ -0,0 +1,16 @@
![logic]
!active = sr_idle@nil
active = sr_idle@spawn_zombie
[sr_idle@spawn_zombie]
on_game_timer = 5 | sr_idle@wait_actor %=create_squad(simulation_zombie_3_6:agr_u_bloodsucker_2)%
[sr_idle@wait_actor]
on_actor_in_zone = agr_u_zombie_rest | sr_idle@spawn_bloodsucker
[sr_idle@spawn_bloodsucker]
on_info = sr_idle@timer %=create_squad(agr_u_bloodsucker_3_squad:agr_u_bloodsucker) =play_snd_from_obj(396:monsters\bloodsucker\bloodsucker_script_attack_0)%
[sr_idle@timer]
@@ -0,0 +1,15 @@
![logic]
!active = sr_idle@line_0
active = sr_idle@spawn_snork
[sr_idle@spawn_snork]
on_game_timer = 5 | sr_idle@wait_actor % =create_squad(simulation_snork:agr_u_bloodsucker)%
[sr_idle@wait_actor]
on_actor_in_zone = agru_go_out_zone | sr_idle@spawn_snork_2
[sr_idle@spawn_snork_2]
on_info = sr_idle@timer %=create_squad(simulation_snork_2_3:agr_u_bloodsucker_2)%
[sr_idle@timer]
@@ -0,0 +1,13 @@
![logic]
!active = sr_idle@line_0
active = sr_idle@wait_actor
[sr_idle@wait_actor]
on_actor_in_zone = agru_spawn_polter_zone | sr_idle@spawn_mutants
[sr_idle@spawn_mutants]
on_info = sr_idle@timer %=create_squad(simulation_snork_2_5:agr_u_monsters) =create_squad(simulation_zombie_3_6:agr_u_monsters) =create_squad(simulation_zombie_blind:agr_u_monsters)%
[sr_idle@timer]
@@ -0,0 +1,18 @@
![logic]
!active = active = sr_idle@line_0
active = sr_idle@spawn_burer
[sr_idle@spawn_burer]
on_game_timer = 5 | sr_idle@wait_actor %=create_squad(simulation_burer:agr_u_monsters) =create_squad(simulation_karlik:agr_u_monsters) =create_squad(simulation_snork_2_5:agr_u_monsters)%
[sr_idle@wait_actor]
on_actor_in_zone = kat_gunslinger_cache_room | sr_idle@spawn_snork
[sr_idle@spawn_snork]
on_info = sr_idle@timer %=create_squad(simulation_snork_2_3:agr_u_bloodsucker_2)%
[sr_idle@timer]
on_game_timer = 20 | sr_idle@spawn_army
[sr_idle@spawn_army]
on_info = sr_idle@line_1 %=create_squad(agr_u_monster_soldiers_squad:agr_u_monsters) =create_squad(agr_u_bandits_soldiers_squad:agr_u_bandits)%
@@ -0,0 +1,23 @@
![logic]
!active = sr_idle@line_0
active = sr_idle@spawn_tushkanchik
[sr_idle@spawn_tushkanchik]
on_actor_in_zone = agru_go_out_zone | sr_idle@timer %=spawn_object(agru_tushkanchik_1:agru_tushkanchiks_spawn_1:0) =spawn_object(agru_tushkanchik_1:agru_tushkanchiks_spawn_2:0) =spawn_object(agru_tushkanchik_1:agru_tushkanchiks_spawn_3:0)%
[sr_idle@timer]
on_game_timer = 1 | sr_idle@spawn_tushkanchik_2
[sr_idle@spawn_tushkanchik_2]
on_game_timer = 1 | sr_idle@timer_2 %=spawn_object(agru_tushkanchik_2:agru_tushkanchiks_spawn_1:0) =spawn_object(agru_tushkanchik_1:agru_tushkanchiks_spawn_1:0) =spawn_object(agru_tushkanchik_1:agru_tushkanchiks_spawn_2:0) =spawn_object(agru_tushkanchik_1:agru_tushkanchiks_spawn_3:0)%
[sr_idle@timer_2]
on_game_timer = 1 | sr_idle@spawn_tushkanchik_3
[sr_idle@spawn_tushkanchik_3]
on_game_timer = 1 | sr_idle@timer_3 %=spawn_object(agru_tushkanchik_3:agru_tushkanchiks_spawn_3:0) =spawn_object(agru_tushkanchik_1:agru_tushkanchiks_spawn_1:0)%
[sr_idle@timer_3]
@@ -1,8 +1,3 @@
[logic]
active = sr_idle
[sr_idle]
![sr_idle]
on_info = {=actor_has_item(strelok_notes) +living_legend_st +lttz_ll_visit_agro_ug_task} sr_idle@nil %=give_task(lttz_ll_visit_barkeep) +strelok_notes%
on_info2 = {=actor_has_item(strelok_notes) +living_legend_alt +lttz_ll_visit_agro_ug_task} sr_idle@nil %=give_task(lttz_ll_visit_blackjack) +strelok_notes%
[sr_idle@nil]
@@ -1,19 +1,30 @@
[smart_terrain]
squad_id = 1
max_population = 2
respawn_params = respawn@agr_u_bandits
respawn_idle = 259200
respawn_radius = 300
;respawn_params = respawn@agr_u_bandits
;respawn_only_smart = false
;respawn_idle = 259200
;respawn_radius = 1000
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
;def_restr = nil
;safe_restr = nil
;spawn_point = nil
[respawn@agr_u_bandits] ;-- Type:
spawn_all_hard
;[respawn@agr_u_bandits] ;-- Type:
;spawn_all_hard
[spawn_all_hard] ;-- Hard mutants - Rates of groups: ( 1 tushkano + 1 snork + 2 zombie )
spawn_squads = simulation_tushkano_7_10, simulation_snork_2_3, simulation_bloodsucker, simulation_psysucker, simulation_zombie_blind, simulation_zombie_blind_3zomb
spawn_num = {+strelok_notes ~20} 1, 0
;[spawn_all_hard] ;-- Hard mutants - Rates of groups: ( 1 tushkano + 1 snork + 1 bloodsucker + 1 psysucker + 2 zombie )
;spawn_squads = simulation_tushkano_7_10, simulation_snork_2_3, simulation_bloodsucker, simulation_psysucker, simulation_zombie_blind, simulation_zombie_blind_3zomb
;spawn_num = {+strelok_notes ~20} 1, 0
;[on_changing_level]
;[smart_control]
[exclusive]
agr_u_bandits_squad_1 = agroprom_underground\agr_u_bandits_logic.ltx
agr_u_bandits_squad_2 = agroprom_underground\agr_u_bandits_logic.ltx
@@ -2,17 +2,28 @@
squad_id = 2
max_population = 2
respawn_params = respawn@agr_u_bloodsucker
respawn_idle = 172800
respawn_radius = 300
respawn_only_smart = false
respawn_idle = 259200
;respawn_radius = 1000
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
;def_restr = nil
;safe_restr = nil
spawn_point = agr_u_bloodsucker_home
[respawn@agr_u_bloodsucker] ;-- Type:
spawn_all_hard
[spawn_all_hard] ;-- Hard mutants - Rates of groups: ( 1 tushkano + 1 snork + 1 bloodsucker + 1 psysucker + 2 zombie )
spawn_squads = simulation_tushkano_7_10, simulation_snork_2_3, simulation_bloodsucker, simulation_psysucker, simulation_zombie_blind, simulation_zombie_blind_3zomb
[spawn_all_hard] ;-- Hard mutants - Rates of groups: ( 1 snork + 1 bloodsucker + 1 psysucker )
spawn_squads = simulation_snork_2_3, simulation_bloodsucker, simulation_psysucker
spawn_num = {+strelok_notes} 1, 0
;[on_changing_level]
;[smart_control]
[exclusive]
agr_u_bloodsucker_1 = agroprom_underground\agru_bloodsucker_1.ltx
@@ -1,9 +1,16 @@
[smart_terrain]
squad_id = 3
max_population = 3
max_population = 2
respawn_params = respawn@agr_u_bloodsucker_2
respawn_idle = 172800
respawn_radius = 300
respawn_only_smart = false
respawn_idle = 259200
respawn_radius = 1000
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
;def_restr = nil
;safe_restr = nil
spawn_point = agr_u_bloodsucker_2_walk
[respawn@agr_u_bloodsucker_2] ;-- Type:
spawn_all_hard
@@ -2,18 +2,29 @@
squad_id = 4
max_population = 4
respawn_params = respawn@agr_u_monsters
respawn_idle = 259200
respawn_radius = 300
respawn_only_smart = false
respawn_idle = 345600
respawn_radius = 1000
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
;def_restr = nil
;safe_restr = nil
spawn_point = agr_u_monsters_spawn_point
[respawn@agr_u_monsters] ;-- Type:
spawn_all_worst
[spawn_all_worst] ;-- Worst mutants - Rates of groups:( 1 bloodsucker + 1 psysucker + 1 polter + 1 burer + 2 controller )
spawn_squads = simulation_bloodsucker_1_2, simulation_psysucker_1_2, simulation_poltergeist_flame, simulation_bur_5rat_day, simulation_contr_3sn_3gzomb, simulation_contr_5rat_3tush
[spawn_all_worst] ;-- Worst mutants - Rates of groups:( 1 bloodsucker + 1 psysucker + 1 burer + 2 controller )
spawn_squads = simulation_bloodsucker_1_2, simulation_psysucker_1_2, simulation_bur_5rat_day, simulation_contr_3sn_3gzomb, simulation_contr_5rat_3tush
spawn_num = {+strelok_notes} 1, 0
;[on_changing_level]
;[smart_control]
;[exclusive]
;agr_u_monsters_controller = agroprom_underground\agru_controller_1.ltx
;agru_poltergeist_squad_1 = agroprom_underground\agru_poltergeist_1.ltx
@@ -2,8 +2,15 @@
squad_id = 5
max_population = 1
respawn_params = respawn@agr_u_soldiers
respawn_idle = 172800
respawn_only_smart = false
respawn_idle = 86400
respawn_radius = 100
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
;def_restr = nil
;safe_restr = nil
;spawn_point = nil
[respawn@agr_u_soldiers]
spawn_army_special
@@ -15,16 +22,18 @@ spawn_num = {!squad_name_exist(agr_u_soldiers_squad) -agr_military_colonel_koval
[exclusive]
;agr_u_soldiers_controller = agroprom_underground\agr_u_soldiers_controller.ltx
agr_u_soldiers_squad_1 = agroprom_underground\agr_u_soldiers_logic.ltx
agr_u_soldiers_squad_2 = agroprom_underground\agr_u_soldiers_logic.ltx
agr_u_soldiers_squad_3 = agroprom_underground\agr_u_soldiers_logic.ltx
agr_u_soldiers_squad_4 = agroprom_underground\agr_u_soldiers_logic.ltx
agr_u_soldiers_squad_5 = agroprom_underground\agr_u_soldiers_logic.ltx
agr_u_soldiers_squad_6 = agroprom_underground\agr_u_soldiers_logic.ltx
agr_u_soldiers_squad_7 = agroprom_underground\agr_u_soldiers_logic.ltx
agr_u_soldiers_squad_8 = agroprom_underground\agr_u_soldiers_logic.ltx
agr_u_soldiers_squad_1 = agroprom_underground\agr_u_soldiers_spawn_logic.ltx
agr_u_soldiers_squad_2 = agroprom_underground\agr_u_soldiers_spawn_logic.ltx
agr_u_soldiers_squad_3 = agroprom_underground\agr_u_soldiers_spawn_logic.ltx
agr_u_soldiers_squad_4 = agroprom_underground\agr_u_soldiers_spawn_logic.ltx
agr_u_soldiers_squad_5 = agroprom_underground\agr_u_soldiers_spawn_logic.ltx
agr_u_soldiers_squad_6 = agroprom_underground\agr_u_soldiers_spawn_logic.ltx
agr_u_soldiers_squad_7 = agroprom_underground\agr_u_soldiers_spawn_logic.ltx
agr_u_soldiers_squad_8 = agroprom_underground\agr_u_soldiers_spawn_logic.ltx
;agru_end_poltergeist_squad_1 = agroprom_underground\agru_end_poltergeist_1.ltx
;agru_end_poltergeist_squad_2 = agroprom_underground\agru_end_poltergeist_2.ltx
;agru_end_poltergeist_squad_3 = agroprom_underground\agru_end_poltergeist_3.ltx
;agru_end_poltergeist_squad_4 = agroprom_underground\agru_end_poltergeist_4.ltx
;agru_end_poltergeist_squad_4 = agroprom_underground\agru_end_poltergeist_4.ltx
;agr_u_soldiers_controller = agroprom_underground\agr_u_soldiers_controller.ltx
@@ -0,0 +1,29 @@
[logic]
active = ph_idle@check
[ph_idle@check]
on_info = {+bar_stalker_barman_dead +bar_dolg_leader_dead +bar_dolg_petrenko_dead} ph_idle@wait_actor
[ph_idle@wait_actor]
on_info = {=actor_near_smart(bar_zastava_dogs_lair) =is_dark_night} ph_idle@spawn_night_monster, {=actor_near_smart(bar_zastava_dogs_lair) =is_night} ph_idle@spawn_night_monster
on_info2 = {=actor_near_smart(bar_zastava) =is_dark_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(bar_zastava) =is_night} ph_idle@spawn_night_monster_2
on_info3 = {=actor_near_smart(val_smart_terrain_8_9) =is_dark_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(val_smart_terrain_8_9) =is_night} ph_idle@spawn_night_monster_3
on_info4 = {=actor_near_smart(val_smart_terrain_9_10) =is_dark_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(val_smart_terrain_9_10) =is_night} ph_idle@spawn_night_monster_4
[ph_idle@spawn_night_monster]
on_info = {~20} %=create_squad(simulation_mix_zombie_night:bar_zastava_dogs_lair)% ph_idle@reset, {~30} %=create_squad(simulation_snork_night:bar_zastava_dogs_lair)% ph_idle@reset, {~40} %=create_squad(simulation_bloodsucker_1_2_night:bar_zastava_dogs_lair)% ph_idle@reset, {~50} %=create_squad(simulation_bloodsucker_2weak_night:bar_zastava_dogs_lair)% ph_idle@reset, ph_idle@wait_reset
[ph_idle@reset]
on_game_timer = 86400 | ph_idle@wait_actor
[ph_idle@spawn_night_monster_2]
on_info = {~20} %=create_squad(simulation_snork_night:bar_zastava)% ph_idle@reset_2, {~30} %=create_squad(simulation_fracture_night:bar_zastava)% ph_idle@reset_2, {~40} %=create_squad(simulation_zombie_3_6:bar_zastava)% ph_idle@reset_2, {~50} %=create_squad(simulation_pseudodog_night:bar_zastava)% ph_idle@reset_2, ph_idle@wait_reset
[ph_idle@reset_2]
on_game_timer = 86400 | ph_idle@wait_actor
[ph_idle@wait_reset]
on_game_timer = 580 | ph_idle@wait_actor
[collide]
ignore_static
@@ -0,0 +1,27 @@
[logic]
active = ph_idle@check
[ph_idle@check]
on_info = {+bar_stalker_barman_dead +bar_dolg_leader_dead +bar_dolg_petrenko_dead} ph_idle@wait_actor
[ph_idle@wait_actor]
on_info = {=actor_near_smart(bar_zastava_dogs_lair_2) =is_dark_night} ph_idle@spawn_night_monster, {=actor_near_smart(bar_zastava_dogs_lair_2) =is_night} ph_idle@spawn_night_monster
on_info2 = {=actor_near_smart(bar_zastava_2) =is_dark_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(bar_zastava_2) =is_night} ph_idle@spawn_night_monster_2
[ph_idle@spawn_night_monster]
on_info = {~20} %=create_squad(simulation_pseudodog_night:bar_zastava_dogs_lair_2)% ph_idle@reset, {~30} %=create_squad(simulation_dog_night:bar_zastava_dogs_lair_2)% ph_idle@reset, {~40} %=create_squad(simulation_bloodsucker_1_2_night:bar_zastava_dogs_lair_2)% ph_idle@reset, {~50} %=create_squad(simulation_bloodsucker_2weak_night:bar_zastava_dogs_lair_2)% ph_idle@reset, ph_idle@wait_reset
[ph_idle@reset]
on_game_timer = 86400 | ph_idle@wait_actor
[ph_idle@spawn_night_monster_2]
on_info = {~20} %=create_squad(simulation_tushkano_night:bar_zastava_2)% ph_idle@reset_2, {~30} %=create_squad(simulation_fracture_night:bar_zastava_2)% ph_idle@reset_2, {~40} %=create_squad(simulation_zombie_3_6:bar_zastava_2)% ph_idle@reset_2, {~50} %=create_squad(simulation_pseudodog_night:bar_zastava_2)% ph_idle@reset_2, ph_idle@wait_reset
[ph_idle@reset_2]
on_game_timer = 86400 | ph_idle@wait_actor
[ph_idle@wait_reset]
on_game_timer = 580 | ph_idle@wait_actor
[collide]
ignore_static
@@ -0,0 +1,27 @@
[logic]
active = ph_idle@check
[ph_idle@check]
on_info = {+bar_stalker_barman_dead +bar_dolg_leader_dead +bar_dolg_petrenko_dead} ph_idle@wait_actor
[ph_idle@wait_actor]
on_info = {=actor_near_smart(bar_visitors) =is_dark_night} ph_idle@spawn_night_monster, {=actor_near_smart(bar_visitors) =is_night} ph_idle@spawn_night_monster
on_info2 = {=actor_near_smart(bar_dolg_general) =is_dark_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(bar_dolg_general) =is_night} ph_idle@spawn_night_monster_2
[ph_idle@spawn_night_monster]
on_info = {~20} %=create_squad(simulation_bloodsucker_night:bar_visitors)% ph_idle@reset, {~30} %=create_squad(simulation_fracture_night:bar_visitors)% ph_idle@reset, {~40} %=create_squad(simulation_snork_night:bar_visitors)% ph_idle@reset, {~50} %=create_squad(simulation_zombie_3_6:bar_visitors)% ph_idle@reset, ph_idle@wait_reset
[ph_idle@reset]
on_game_timer = 86400 | ph_idle@wait_actor
[ph_idle@spawn_night_monster_2]
on_info = {~20} %=create_squad(simulation_snork_night:bar_dolg_general)% ph_idle@reset_2, {~30} %=create_squad(simulation_fracture_night:bar_dolg_general)% ph_idle@reset_2, {~40} %=create_squad(simulation_zombie_3_6:bar_dolg_general)% ph_idle@reset_2, {~50} %=create_squad(simulation_pseudodog_night:bar_dolg_general)% ph_idle@reset_2, ph_idle@wait_reset
[ph_idle@reset_2]
on_game_timer = 86400 | ph_idle@wait_actor
[ph_idle@wait_reset]
on_game_timer = 580 | ph_idle@wait_actor
[collide]
ignore_static
@@ -0,0 +1,5 @@
![logic@bar_barman]
on_death = death
[death]
on_info = %+bar_stalker_barman_dead%
@@ -1,3 +1,27 @@
![logic]
!active = sr_crow_spawner
active = sr_idle@check_story
[sr_idle@check_story]
on_info = {-story_mode_disabled} sr_idle@check_actor, {+story_mode_disabled -yan_x16_complete_end} sr_idle@check_actor %+yan_kill_brain_done%
[sr_idle@check_actor]
on_info = {=actor_community(actor_monolith) -yan_x16_complete_end} sr_idle@check_helmet %+yan_kill_brain_done%, {=actor_community(actor_greh) -yan_x16_complete_end} sr_idle@check_helmet %+yan_kill_brain_done%, sr_idle@check_helmet
[sr_idle@check_helmet]
on_info = {=actor_has_item(good_psy_helmet)} sr_idle@check_spawner %+living_legend_psy_helmet%, {=actor_has_item(bad_psy_helmet)} sr_idle@check_spawner %+living_legend_psy_helmet%, sr_idle@check_spawner
[sr_idle@check_spawner]
on_info = sr_crow_spawner
![sr_crow_spawner]
max_crows_on_level = 4
spawn_path = bar_crow_spawn_1, bar_crow_spawn_2, bar_crow_spawn_3, bar_crow_spawn_4, bar_crow_spawn_5
spawn_path = bar_crow_spawn_1, bar_crow_spawn_2, bar_crow_spawn_3, bar_crow_spawn_4, bar_crow_spawn_5
on_info50 = {+bar_dolg_leader_dead +bar_dolg_petrenko_dead -bar_stalker_barman_dead -bar_spawn_complete =actor_community(actor_freedom)} sr_idle@spawn_1
[sr_idle@spawn_1]:sr_crow_spawner
on_game_timer = 43200 | sr_idle@spawn_end %=create_squad(bar_freedom_general_squad:bar_dolg_general) =create_squad(bar_freedom_bunker_squad:bar_dolg_bunker) =create_squad(bar_freedom_security_squad:bar_zastava) =create_squad(bar_freedom_guard_squad:bar_zastava_2) =create_squad(bar_freedom_visitors_squad:bar_visitors)%
[sr_idle@spawn_end]:sr_crow_spawner
on_info = sr_crow_spawner %+bar_spawn_complete%
@@ -1,5 +1,23 @@
![logic@bar_dolg_general_animpoint_kamp1]
suitable = {=npc_community(dolg) !surge_started} true, {=npc_community(freedom) !surge_started} true
![logic@bar_dolg_general_animpoint_kamp2]
suitable = {=npc_community(dolg) !surge_started} true, {=npc_community(freedom) !surge_started} true
![logic@bar_dolg_general_animpoint_kamp3]
suitable = {=npc_community(dolg) !surge_started} true, {=npc_community(freedom) !surge_started} true
![logic@bar_dolg_general_animpoint_kamp4]
suitable = {=npc_community(dolg) !surge_started} true, {=npc_community(freedom) !surge_started} true
![logic@bar_dolg_general_petrenko]
on_death = death_petrenko
[death_petrenko]
on_info = %+bar_dolg_petrenko_dead%
![walker@zoneguard]
on_actor_in_zone = bar_angar_warn_zone | {=squad_exist(bar_dolg_general_zoneguard_stalker_squad)} %=play_sound(bar_dolg_hangar_bridge_hello)%
@@ -0,0 +1,50 @@
![logic@bar_dolg_medic_bodyguard]
suitable = {=check_npc_name(bodyguard_duty_medic_bar_general)} true
active = beh@bar_dolg_medic_bodyguard_work_1
prior = 200
![logic@sick_duty_stalker_bar_general]
suitable = {=npc_community(dolg)} true
active = beh@sick_duty_stalker_bar_work_1
prior = 200
[beh@general_guard]
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
walk_anim = patrol
jog_anim = assault
run_anim = assault
delay_anim = guard
combat_ignore_cond = false
combat_ignore_keep_when_attacked = false
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
invulnerable = false
meet = no_meet
[beh@bar_dolg_medic_bodyguard_work_1]:beh@general_guard
pt1 = 550000, guard | pos: 215.04228210449, -0.0024391263723373, 87.582168579102 look: 214.31143188477, -0.00078193843364716, 88.59651184082
pt2 = 550000, guard | pos: 213.11221313477, -0.0014052391052246, 79.957397460938 look: 211.63789367676, 0.0025523006916046, 80.154670715332
path_end = loop
on_info = {=surge_started} beh@bar_dolg_medic_bodyguard_surge_work_1
[beh@sick_duty_stalker_bar_work_1]:beh@general_guard
pt1 = 550000, drunk_sit_ass | pos: 212.45147705078, 0.49908804893494, 100.85985565186 look: 214.05770874023, 0.51219016313553, 99.761573791504
pt2 = 550000, drunk_sit_ass | pos: 229.58151245117, -5.4488806724548, 135.42195129395 look: 229.89572143555, -5.4484519958496, 134.61743164062
pt3 = 550000, drunk_sit_ass | pos: 186.19718933105, 0.038859516382217, 124.56587219238 look: 186.40625, 0.03945255279541, 123.33502197266
path_end = loop
;on_actor_in_zone = bar_dolg_general_kill_zone | %=play_sound(sick_duty_phrases)%
on_info = {=surge_started} beh@sick_duty_stalker_surge_work_1
[beh@bar_dolg_medic_bodyguard_surge_work_1]:beh@general_guard
pt1 = 88860000, smoking_stand | pos: 215.43209838867, -0.005574032664299, 94.977149963379 look: 214.63287353516, 0.49839854240417, 103.70713806152
path_end = loop
on_info = {=surge_complete} beh@bar_dolg_medic_bodyguard_work_1
[beh@sick_duty_stalker_surge_work_1]:beh@general_guard
pt1 = 88860000, drunk_sit_ass | pos: 212.45147705078, 0.49908804893494, 100.85985565186 look: 214.05770874023, 0.51219016313553, 99.761573791504
path_end = loop
on_info = {=surge_complete} beh@sick_duty_stalker_bar_work_1
@@ -1,29 +1,48 @@
![ph_idle@default]
on_info = ;%=play_sound(bar_dolg_speech)%
on_info2 = {=is_day()} %=play_sound(bar_dolg_speech)% ph_idle@sound_idle
on_info3 = {+bar_arena_start} ph_idle@idle %=stop_sound%, {=surge_started} ph_idle@surge %=stop_sound%, {+bar_dolg_leader_dead} ph_idle@nil %=stop_sound%, {+bar_territory_nodolg_1_hit -bar_dolg_territory_1_hit_notify} ph_idle@1_hit %=stop_sound%, {+bar_territory_nodolg_2_hit -bar_dolg_territory_2_hit_notify} ph_idle@2_hit %=stop_sound%, {+bar_territory_nodolg_kill -bar_dolg_territory_kill_notify} ph_idle@kill %=stop_sound%, {=check_smart_alarm_status(bar_dolg_general)} ph_idle@alarm %=stop_sound%, {=check_smart_alarm_status(bar_dolg_bunker)} ph_idle@alarm %=stop_sound%
!on_info = %=play_sound(bar_dolg_speech)%
on_info2 = {=is_day() -bar_dolg_leader_dead} %=play_sound(bar_dolg_speech)% ph_idle@sound_idle
on_info3 = {+bar_arena_start} ph_idle@idle %=stop_sound%, {+bar_territory_nodolg_1_hit -bar_dolg_territory_1_hit_notify} ph_idle@1_hit %=stop_sound%, {+bar_territory_nodolg_2_hit -bar_dolg_territory_2_hit_notify} ph_idle@2_hit %=stop_sound%, {+bar_territory_nodolg_kill -bar_dolg_territory_kill_notify} ph_idle@kill %=stop_sound%, {=check_smart_alarm_status(bar_dolg_general)} ph_idle@alarm %=stop_sound%, {=check_smart_alarm_status(bar_dolg_bunker)} ph_idle@alarm %=stop_sound%, {=check_smart_alarm_status(bar_visitors)} ph_idle@alarm %=stop_sound%, {=check_smart_alarm_status(bar_zastava)} ph_idle@alarm %=stop_sound%, {=check_smart_alarm_status(bar_zastava_2)} ph_idle@alarm %=stop_sound%
;on_info4 = {=actor_has_weapon} ph_idle@warn %=stop_sound%
on_info5 = {=surge_started} ph_idle@surge %=stop_sound%
[ph_idle@sound_idle]
on_info = {+bar_arena_start_introduce} ph_idle@idle %=stop_sound%
on_info2 = {=surge_started} ph_idle@surge %=stop_sound%, {+bar_territory_nodolg_1_hit -bar_dolg_territory_1_hit_notify} ph_idle@1_hit %=stop_sound%, {+bar_territory_nodolg_2_hit -bar_dolg_territory_2_hit_notify} ph_idle@2_hit %=stop_sound%, {+bar_territory_nodolg_kill -bar_dolg_territory_kill_notify} ph_idle@kill %=stop_sound%, {=check_smart_alarm_status(bar_dolg_general)} ph_idle@alarm %=stop_sound%, {=check_smart_alarm_status(bar_dolg_bunker)} ph_idle@alarm %=stop_sound%
on_game_timer = 600 | ph_idle@default
on_info2 = {+bar_territory_nodolg_1_hit -bar_dolg_territory_1_hit_notify} ph_idle@1_hit %=stop_sound%, {+bar_territory_nodolg_2_hit -bar_dolg_territory_2_hit_notify} ph_idle@2_hit %=stop_sound%, {+bar_territory_nodolg_kill -bar_dolg_territory_kill_notify} ph_idle@kill %=stop_sound%, {=check_smart_alarm_status(bar_dolg_general)} ph_idle@alarm %=stop_sound%, {=check_smart_alarm_status(bar_dolg_bunker)} ph_idle@alarm %=stop_sound%, {=check_smart_alarm_status(bar_visitors)} ph_idle@alarm %=stop_sound%, {=check_smart_alarm_status(bar_zastava)} ph_idle@alarm %=stop_sound%, {=check_smart_alarm_status(bar_zastava_2)} ph_idle@alarm %=stop_sound%
;on_info3 = {=actor_has_weapon} ph_idle@warn %=stop_sound%
on_info4 = {=surge_started} ph_idle@surge %=stop_sound%,
on_game_timer = 750 | ph_idle@default
![ph_idle@alarm]
on_info = %=play_sound(bar_dolg_alarm)%
on_info2 = {!check_smart_alarm_status(bar_dolg_bunker)} ph_idle@default
on_info3 = {!check_smart_alarm_status(bar_dolg_general)} ph_idle@default
on_info4 = {!check_smart_alarm_status(bar_visitors)} ph_idle@default
on_info5 = {!check_smart_alarm_status(bar_zastava)} ph_idle@default
on_info6 = {!check_smart_alarm_status(bar_zastava_2)} ph_idle@default
on_info7 = {+bar_arena_start_introduce} ph_idle@idle
on_info8 = {=surge_started} ph_idle@surge
on_timer = 5000 | ph_idle@default
;[ph_idle@warn]
;on_info = %=play_sound(bar_dolg_warn)%
;on_info2 = {!actor_has_weapon} ph_idle@default
;on_info3 = {+bar_arena_start_introduce} ph_idle@idle
;on_info4 = {=surge_started} ph_idle@surge
;on_timer = 5000 | ph_idle@default
[ph_idle@surge]
on_game_timer = 110 | ph_idle@surge_started
;=play_sound(bar_dolg_alarm) ;need translation.
on_game_timer = 100 | ph_idle@surge_started
[ph_idle@surge_started]
on_info = %=play_sound(bar_blowout_siren)%
on_info = %=play_sound(bar_blowout_siren_1)%
;on_info2 = {!surge_started} ph_idle@default
on_game_timer = 370 | ph_idle@surge_siren_end
[ph_idle@surge_siren_end]
on_info = %=play_sound(bar_blowout_siren_1)%
on_info = %=play_sound(bar_blowout_siren_2)%
on_signal = sound_end | ph_idle@surge_act_idle
[ph_idle@surge_act_idle]
on_info = {+bar_arena_start_introduce} ph_idle@idle
on_info2 = {=surge_started} ph_idle@surge
on_game_timer = 1240 | ph_idle@default
[ph_idle@nil]
on_info = {+bar_dolg_leader_dead} ph_idle@default
@@ -0,0 +1,30 @@
[logic@beh_bar_informator_mlr]
suitable = {=check_npc_name(bar_informator_mlr)} true
active = beh@bar_informator_mlr_work_1
prior = 200
![animpoint@base]
on_info = {=is_night} beh@bar_informator_mlr_work_1
[beh@general_work]
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
walk_anim = patrol
jog_anim = assault
run_anim = assault
delay_anim = guard
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
invulnerable = {=is_warfare} false, {!actor_true_enemy} true, false
combat_ignore_cond = {=is_warfare} false, {=actor_true_enemy =check_enemy_name(actor)} false, true
combat_ignore_keep_when_attacked = {=is_warfare} false, true
meet = meet_inf
[beh@bar_informator_mlr_work_1]:beh@general_work
pt1 = 50000, smoking_stand | pos: 147.17349243164, 0.09841713309288, 86.409355163574 look: 145.56069946289, 0.099710553884506, 88.298324584961
pt1 = 550000, ward | pos: 147.17349243164, 0.09841713309288, 86.409355163574 look: 145.56069946289, 0.099710553884506, 88.298324584961
path_end = loop
on_info = {!is_night} animpoint@base
@@ -0,0 +1,14 @@
![logic@duty2_guard1]
suitable = {=npc_community(dolg) !surge_started} true, {=npc_community(freedom) !surge_started} true
![logic@duty2_guard2]
suitable = {=npc_community(dolg) !surge_started} true, {=npc_community(freedom) !surge_started} true
![logic@duty2_guard3]
suitable = {=npc_community(dolg) !surge_started} true, {=npc_community(freedom) !surge_started} true
![logic@duty2_guard4]
suitable = {=check_npc_name(bar_zastava_2_commander) =npc_in_zone(bar_zastava_restrictor_2) !surge_started} true, {=npc_community(freedom) =npc_in_zone(bar_zastava_restrictor_2) !surge_started} true
![logic@duty2_guard5]
suitable = {=npc_community(dolg) !surge_started} true, {=npc_community(freedom) !surge_started} true
@@ -0,0 +1,26 @@
![logic@duty_guard1]
suitable = {=npc_community(dolg) !surge_started} true, {=npc_community(freedom) !surge_started} true
![logic@duty_guard2]
suitable = {=npc_community(dolg) !surge_started} true, {=npc_community(freedom) !surge_started} true
![logic@duty_guard3]
suitable = {=npc_community(dolg) !surge_started} true, {=npc_community(freedom) !surge_started} true
![logic@duty_guard4]
suitable = {=check_npc_name(bar_duty_security_squad_leader) !surge_started} true, {=npc_community(freedom) !surge_started} true
![logic@duty_guard5]
suitable = {=npc_community(dolg) !surge_started} true, {=npc_community(freedom) !surge_started} true
![logic@duty_guard6]
suitable = {=npc_community(dolg) !surge_started} true, {=npc_community(freedom) !surge_started} true
![logic@duty_guard7]
suitable = {=npc_community(dolg) !surge_started} true, {=npc_community(freedom) !surge_started} true
![logic@duty_guard8]
suitable = {=npc_community(dolg) !surge_started} true, {=npc_community(freedom) !surge_started} true
![logic@duty_guard9]
suitable = {=npc_community(dolg) !surge_started} true, {=npc_community(freedom) !surge_started} true
@@ -1,27 +1,50 @@
[smart_terrain]
squad_id = 1
max_population = 1
max_population = 2
respawn_params = respawn@bar_dolg_bunker
respawn_idle = 172800
respawn_only_smart = false
respawn_idle = 43200
respawn_radius = 1000
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
;def_restr = nil
;safe_restr = nil
;spawn_point = nil
[respawn@bar_dolg_bunker] ;-- Type: faction {dolg} = faction base\bunker
spawn_duty@veteran
spawn_duty_special
;spawn_freedom_special
;spawn_freedom_special_2
;spawn_freedom_special_3
spawn_deserted_base
spawn_deserted_base_2
[spawn_duty@veteran]
spawn_squads = duty_sim_squad_advanced, duty_sim_squad_advanced, duty_sim_squad_veteran
spawn_num = {+bar_dolg_leader_dead +bar_dolg_petrenko_dead} 0, 2
;[spawn_freedom_special]
;spawn_squads = bar_freedom_general_squad
;spawn_num = {!squad_exist(bar_freedom_general_squad) =actor_community(actor_freedom) +bar_dolg_leader_dead +bar_dolg_petrenko_dead -bar_stalker_barman_dead} 1, 0
;[spawn_freedom_special_2]
;spawn_squads = bar_freedom_bunker_squad
;spawn_num = {!squad_exist(bar_freedom_bunker_squad) =actor_community(actor_freedom) +bar_dolg_leader_dead +bar_dolg_petrenko_dead -bar_stalker_barman_dead} 1, 0
;[spawn_freedom_special_3]
;spawn_squads = bar_freedom_visitors_squad
;spawn_num = {!squad_exist(bar_freedom_visitors_squad) =actor_community(actor_freedom) +bar_dolg_leader_dead +bar_dolg_petrenko_dead -bar_stalker_barman_dead} 1, 0
[spawn_duty_special]
spawn_squads = bar_dolg_bunker_squad
spawn_num = {!squad_name_exist(bar_dolg_bunker_squad) -bar_dolg_leader_dead -bar_dolg_petrenko_dead} 1, 0
[spawn_deserted_base]
spawn_squads = bar_dolg_bunker_squad_rat_mlr_squad
spawn_num = {!squad_name_exist(bar_dolg_bunker_squad_rat_mlr_squad) +bar_dolg_leader_dead +bar_dolg_petrenko_dead} 1, 0
spawn_num = {!squad_name_exist(bar_dolg_bunker_squad_rat_mlr_squad) +bar_dolg_leader_dead +bar_dolg_petrenko_dead +bar_stalker_barman_dead} 1, 0
[spawn_deserted_base_2]
spawn_squads = bar_dolg_general_squad_rat_mlr_squad
spawn_num = {!squad_name_exist(bar_dolg_general_squad_rat_mlr_squad) +bar_dolg_leader_dead +bar_dolg_petrenko_dead +bar_stalker_barman_dead} 1, 0
;[on_changing_level]
;[smart_control]
[exclusive]
bar_dolg_leader = bar\bar_dolg_bunker_logic.ltx
bar_dolg_leader = bar\bar_dolg_bunker_logic.ltx
@@ -1,41 +1,74 @@
[smart_terrain]
squad_id = 2
max_population = 2
max_population = 3
respawn_params = respawn@bar_dolg_general
respawn_only_smart = false
respawn_idle = 43200
respawn_radius = 50
;arrive_dist = 0
;smart_control = smart_control
;att_restr = bar_dolg_territory
;def_restr = bar_dolg_territory
;safe_restr = bar_bar_entry_zone
;spawn_point = nil
[respawn@bar_dolg_general] ;-- Type: faction {dolg} = faction base\courtyard
spawn_duty@novice
spawn_duty@advanced
spawn_duty@veteran
spawn_duty_special
spawn_deserted_base
spawn_duty_special_2
spawn_duty_special_3
spawn_duty_special_4
[spawn_duty@novice]
spawn_squads = duty_sim_squad_novice, duty_sim_squad_novice, duty_sim_squad_advanced
spawn_num = {+bar_dolg_leader_dead +bar_dolg_petrenko_dead} 0, 2
[spawn_duty@advanced]
spawn_squads = duty_sim_squad_advanced, duty_sim_squad_advanced, duty_sim_squad_novice
spawn_num = {+bar_dolg_leader_dead +bar_dolg_petrenko_dead} 0, 4
spawn_num = {+bar_dolg_leader_dead +bar_dolg_petrenko_dead} 0, 2
[spawn_duty@veteran]
spawn_squads = duty_sim_squad_advanced, duty_sim_squad_advanced, duty_sim_squad_veteran
spawn_num = {+bar_dolg_leader_dead +bar_dolg_petrenko_dead} 0, 2
spawn_squads = duty_sim_squad_veteran, duty_sim_squad_advanced, duty_sim_squad_novice
spawn_num = {+bar_dolg_leader_dead +bar_dolg_petrenko_dead} 0, 2
[spawn_duty_special]
spawn_squads = bar_dolg_general_squad
spawn_num = {!squad_name_exist(bar_dolg_general_squad) -bar_dolg_leader_dead -bar_dolg_petrenko_dead} 1, 0
spawn_num = {!squad_name_exist(bar_dolg_general_squad) -bar_dolg_leader_dead} 1, 0 ;{-bar_dolg_petrenko_dead}
[spawn_deserted_base]
spawn_squads = bar_dolg_general_squad_rat_mlr_squad
spawn_num = {!squad_name_exist(bar_dolg_general_squad_rat_mlr_squad) +bar_dolg_leader_dead +bar_dolg_petrenko_dead} 1, 0
[spawn_duty_special_2]
spawn_squads = bar_dolg_bunker_squad
spawn_num = {!squad_name_exist(bar_dolg_bunker_squad) -bar_dolg_leader_dead} 1, 0 ;{-bar_dolg_petrenko_dead}
[spawn_duty_special_3]
spawn_squads = bar_zastava_2_commander_squad
spawn_num = {!squad_exist(bar_zastava_2_commander_squad) -bar_dolg_leader_dead} 1, 0 ;{-bar_dolg_petrenko_dead}
[spawn_duty_special_4]
spawn_squads = bar_duty_security_squad_leader_squad
spawn_num = {!squad_exist(bar_duty_security_squad_leader_squad) -bar_dolg_leader_dead} 1, 0 ;{-bar_dolg_petrenko_dead}
;[on_changing_level]
;[smart_control]
;noweap_zone = bar_dolg_territory
;ignore_zone = bar_bar_entry_zone
;alarm_start_sound = bar_dolg_warn
;alarm_stop_sound = nil
[exclusive]
bar_dolg_medic = bar\bar_dolg_medic_logic.ltx
bar_dolg_medic_bodyguard = bar\bar_dolg_medic_logic.ltx
sick_duty_stalker_bar_general = bar\bar_dolg_medic_logic.ltx
bar_dolg_general_petrenko = bar\bar_dolg_general_logic.ltx
bar_dolg_general_zoneguard = bar\bar_dolg_general_logic.ltx
bar_dolg_general_animpoint_kamp1 = bar\bar_dolg_general_logic.ltx
bar_dolg_general_animpoint_kamp2 = bar\bar_dolg_general_logic.ltx
bar_dolg_general_animpoint_kamp3 = bar\bar_dolg_general_logic.ltx
bar_dolg_general_animpoint_kamp4 = bar\bar_dolg_general_logic.ltx
;sick_duty_stalker_bar_general = bar\bar_dolg_medic_logic.ltx
@@ -1,40 +1,56 @@
[smart_terrain]
squad_id = 3
max_population = 7
min_population = 1
max_population = 8
min_population = 3
respawn_params = respawn@bar_visitors
respawn_idle = 172800
respawn_only_smart = false
respawn_idle = 86400
respawn_radius = 50
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
;def_restr = nil
;safe_restr = nil
;spawn_point = nil
[respawn@bar_visitors] ;-- Type: Bar 100
spawn_stalker@advanced
spawn_ecolog@advanced
;spawn_csky@advanced
spawn_stalker@novice
spawn_ecolog@novice
spawn_csky@novice
[spawn_stalker@advanced]
spawn_squads = stalker_sim_squad_veteran, stalker_sim_squad_advanced, stalker_sim_squad_advanced, stalker_sim_squad_advanced_3_4
spawn_num = 1
[spawn_stalker@novice]
spawn_squads = stalker_sim_squad_advanced_3_4, stalker_sim_squad_novice, stalker_sim_squad_advanced
spawn_num = {+bar_stalker_barman_dead} 0, 1
[spawn_ecolog@advanced]
spawn_squads = ecolog_sim_squad_veteran, ecolog_sim_squad_advanced_1e_2es
spawn_num = 1
[spawn_ecolog@novice]
spawn_squads = ecolog_sim_squad_novice, ecolog_sim_squad_novice, ecolog_sim_squad_advanced
spawn_num = {+bar_stalker_barman_dead} 0, 1
;[spawn_csky@advanced]
;spawn_squads = csky_sim_squad_advanced, csky_sim_squad_veteran
;spawn_num = 1
[spawn_csky@novice]
spawn_squads = csky_sim_squad_novice, csky_sim_squad_novice, csky_sim_squad_advanced
spawn_num = {+bar_stalker_barman_dead} 0, 1
;[on_changing_level]
;[smart_control]
[exclusive]
bar_informator_mlr = bar\bar_visitors_other_logic.ltx
guid_bar_stalker_navigator = bar\bar_visitors_other_logic.ltx
bar_barman = bar\bar_barman.ltx
bar_visitors_cardan_tech = bar\bar_visitors_cardan_logic.ltx
bar_visitors_beh_trade_job_1 = bar\bar_visitors_logic.ltx
bar_visitors_beh_tech_job_1 = bar\bar_visitors_cardan_logic.ltx
bar_barman = bar\bar_barman.ltx
bar_guard1 = bar\bar_guard1.ltx
bar_guard2 = bar\bar_guard2.ltx
bar_arena_manager = bar\bar_visitors_logic.ltx
bar_arena_guard = bar\bar_visitors_logic.ltx
bar_visitors_animp_01 = bar\bar_visitors_logic.ltx
bar_visitors_animp_02 = bar\bar_visitors_logic.ltx
bar_visitors_animp_03 = bar\bar_visitors_logic.ltx
@@ -54,13 +70,14 @@ bar_visitors_animp_16 = bar\bar_visitors_logic.ltx
bar_visitors_animp_17 = bar\bar_visitors_logic.ltx
bar_visitors_animp_18 = bar\bar_visitors_logic.ltx
bar_visitors_animp_19 = bar\bar_visitors_logic.ltx
bar_visitors_animp_20 = bar\bar_visitors_logic.ltx
bar_visitors_animp_21 = bar\bar_visitors_logic.ltx
bar_visitors_animp_22 = bar\bar_visitors_logic.ltx
bar_visitors_animp_23 = bar\bar_visitors_logic.ltx
bar_visitors_animp_24 = bar\bar_visitors_logic.ltx
bar_visitors_animp_25 = bar\bar_visitors_logic.ltx
bar_visitors_animp_26 = bar\bar_visitors_logic.ltx
;bar_visitors_animp_20 = bar\bar_visitors_logic.ltx
;bar_visitors_animp_21 = bar\bar_visitors_logic.ltx
;bar_visitors_animp_22 = bar\bar_visitors_logic.ltx
;bar_visitors_animp_23 = bar\bar_visitors_logic.ltx
;bar_visitors_animp_24 = bar\bar_visitors_logic.ltx
;bar_visitors_animp_25 = bar\bar_visitors_logic.ltx
;bar_visitors_animp_26 = bar\bar_visitors_logic.ltx
bar_visitors_animpoint_kamp1 = bar\bar_visitors_logic.ltx
bar_visitors_animpoint_kamp2 = bar\bar_visitors_logic.ltx
bar_visitors_animpoint_kamp3 = bar\bar_visitors_logic.ltx
@@ -70,6 +87,7 @@ bar_visitors_animpoint_kamp6 = bar\bar_visitors_logic.ltx
bar_visitors_animpoint_kamp7 = bar\bar_visitors_logic.ltx
bar_visitors_animpoint_kamp8 = bar\bar_visitors_logic.ltx
bar_visitors_animpoint_kamp9 = bar\bar_visitors_logic.ltx
bar_visitors_animp_arena_1 = bar\bar_visitors_logic.ltx
bar_visitors_animp_arena_2 = bar\bar_visitors_logic.ltx
bar_visitors_animp_arena_3 = bar\bar_visitors_logic.ltx
@@ -1,20 +1,58 @@
[smart_terrain]
squad_id = 4
max_population = 1
;arrive_dist = 300
respawn_params = respawn@bar_zastava
respawn_only_smart = false
respawn_idle = 43200
respawn_radius = 1000
;arrive_dist = 0
;smart_control = nil
;att_restr = bar_dolg_territory
;def_restr = bar_dolg_territory
;safe_restr = nil
;spawn_point = nil
[respawn@bar_zastava] ;-- Type:
spawn_duty_special
[respawn@bar_zastava] ;-- Type: checkpoint
;spawn_duty@advanced
;spawn_duty@veteran
;spawn_duty_special
;spawn_freedom_special
spawn_deserted_base
[spawn_duty_special]
spawn_squads = bar_duty_security_squad_leader_squad
spawn_num = {!squad_exist(bar_duty_security_squad_leader_squad) -bar_dolg_leader_dead -bar_dolg_petrenko_dead} 1, 0
;[spawn_duty@advanced]
;spawn_squads = duty_sim_squad_advanced, duty_sim_squad_advanced, duty_sim_squad_novice
;spawn_num = {+bar_zastava_minigunner_dead +bar_zastava_duty_guard1_dead +bar_zastava_duty_guard2_dead +bar_zastava_duty_guard3_dead +bar_zastava_duty_guard4_dead +bar_zastava_duty_guard5_dead +bar_zastava_duty_guard6_dead +bar_zastava_duty_guard7_dead +bar_zastava_duty_guard8_dead +bar_zastava_duty_guard9_dead -bar_dolg_leader_dead} 1, 0 ;{-bar_dolg_petrenko_dead}
;[spawn_duty@veteran]
;spawn_squads = duty_sim_squad_veteran, duty_sim_squad_veteran, duty_sim_squad_advanced
;spawn_num = {+bar_zastava_minigunner_dead +bar_zastava_duty_guard1_dead +bar_zastava_duty_guard2_dead +bar_zastava_duty_guard3_dead +bar_zastava_duty_guard4_dead +bar_zastava_duty_guard5_dead +bar_zastava_duty_guard6_dead +bar_zastava_duty_guard7_dead +bar_zastava_duty_guard8_dead +bar_zastava_duty_guard9_dead -bar_dolg_leader_dead} 1, 0 ;{-bar_dolg_petrenko_dead}
;[spawn_duty_special]
;spawn_squads = bar_duty_security_squad_leader_squad
;spawn_num = {!squad_exist(bar_duty_security_squad_leader_squad) -bar_dolg_leader_dead} 1, 0 ;{-bar_dolg_petrenko_dead}
;[spawn_freedom_special]
;spawn_squads = bar_freedom_security_squad
;spawn_num = {!squad_exist(bar_freedome_security_squad) =actor_community(actor_freedom) +bar_dolg_leader_dead +bar_dolg_petrenko_dead -bar_stalker_barman_dead} 1, 0
[spawn_deserted_base] Normal mutants - Rates of groups: ( 1 dog + 3 snork + 1 fracture )
spawn_squads = simulation_mix_dogs, simulation_snork, simulation_snork_2_3, simulation_snork_2_5, simulation_fracture
spawn_num = {+bar_stalker_barman_dead +bar_dolg_leader_dead +bar_dolg_petrenko_dead} 1, 0
;[on_changing_level]
;[smart_control]
[exclusive]
bar_zastava_minigunner_excl = bar\bar_zastava_smart.ltx
faction_base_defense_enemy1 = bar\bar_zastava_smart.ltx
faction_base_defense_enemy2 = bar\bar_zastava_smart.ltx
faction_base_defense_enemy3 = bar\bar_zastava_smart.ltx
duty_guard1 = bar\bar_zastava_smart.ltx
duty_guard2 = bar\bar_zastava_smart.ltx
duty_guard3 = bar\bar_zastava_smart.ltx
@@ -24,7 +62,3 @@ duty_guard6 = bar\bar_zastava_smart.ltx
duty_guard7 = bar\bar_zastava_smart.ltx
duty_guard8 = bar\bar_zastava_smart.ltx
duty_guard9 = bar\bar_zastava_smart.ltx
bar_zastava_minigunner_excl = bar\bar_zastava_smart.ltx
faction_base_defense_enemy1 = bar\bar_zastava_smart.ltx
faction_base_defense_enemy2 = bar\bar_zastava_smart.ltx
faction_base_defense_enemy3 = bar\bar_zastava_smart.ltx
@@ -1,26 +1,60 @@
[smart_terrain]
squad_id = 5
max_population = 1
;arrive_dist = 300
respawn_params = respawn@bar_zastava_2
respawn_only_smart = false
respawn_idle = 43200
respawn_radius = 1000
;arrive_dist = 0
;smart_control = nil
;att_restr = bar_dolg_territory
;def_restr = bar_dolg_territory
;safe_restr = nil
;spawn_point = nil
[respawn@bar_zastava_2] ;-- Type:
spawn_duty_special
[respawn@bar_zastava_2] ;-- Type: checkpoint
;spawn_duty@advanced
;spawn_duty@veteran
;spawn_duty_special
;spawn_freedom_special
spawn_deserted_base
[spawn_duty_special]
spawn_squads = bar_zastava_2_commander_squad
spawn_num = {!squad_exist(bar_zastava_2_commander_squad) -bar_dolg_leader_dead -bar_dolg_petrenko_dead} 1, 0
;[spawn_duty@advanced]
;spawn_squads = duty_sim_squad_advanced, duty_sim_squad_advanced, duty_sim_squad_novice
;spawn_num = {+bar_zastava_2_minigunner_dead +bar_zastava_2_duty2_guard1_dead +bar_zastava_2_duty2_guard2_dead +bar_zastava_2_duty2_guard3_dead +bar_zastava_2_duty2_guard4_dead +bar_zastava_2_duty2_guard5_dead +bar_dolg_leader_dead +bar_dolg_petrenko_dead} 1, 0
;[spawn_duty@veteran]
;spawn_squads = duty_sim_squad_advanced, duty_sim_squad_advanced, duty_sim_squad_veteran
;spawn_num = {+bar_zastava_2_minigunner_dead +bar_zastava_2_duty2_guard1_dead +bar_zastava_2_duty2_guard2_dead +bar_zastava_2_duty2_guard3_dead +bar_zastava_2_duty2_guard4_dead +bar_zastava_2_duty2_guard5_dead +bar_dolg_leader_dead +bar_dolg_petrenko_dead} 1, 0
;[spawn_duty_special]
;spawn_squads = bar_zastava_2_commander_squad
;spawn_num = {!squad_exist(bar_zastava_2_commander_squad) -bar_dolg_leader_dead} 1, 0 ;{-bar_dolg_petrenko_dead}
;[spawn_freedom_special]
;spawn_squads = bar_freedom_guard_squad
;spawn_num = {!squad_exist(bar_freedom_guard_squad) =actor_community(actor_freedom) +bar_dolg_leader_dead +bar_dolg_petrenko_dead -bar_stalker_barman_dead} 1, 0
[spawn_deserted_base] Normal mutants - Rates of groups: ( 1 dog + 3 snork + 1 fracture + 2 lurker )
spawn_squads = simulation_mix_dogs, simulation_snork, simulation_snork_2_3, simulation_snork_2_5, simulation_fracture, simulation_lurker, simulation_lurker_1_2
spawn_num = {+bar_stalker_barman_dead +bar_dolg_leader_dead +bar_dolg_petrenko_dead} 1, 0
;[on_changing_level]
;[smart_control]
[exclusive]
bar_zastava_2_minigunner_excl = bar\bar_zastava_2_smart.ltx
faction_base_defense_enemy1 = bar\bar_zastava_2_smart.ltx
faction_base_defense_enemy2 = bar\bar_zastava_2_smart.ltx
faction_base_defense_enemy3 = bar\bar_zastava_2_smart.ltx
duty2_guard1 = bar\bar_zastava_2_smart.ltx
duty2_guard2 = bar\bar_zastava_2_smart.ltx
duty2_guard3 = bar\bar_zastava_2_smart.ltx
duty2_guard4 = bar\bar_zastava_2_smart.ltx
duty2_guard5 = bar\bar_zastava_2_smart.ltx
bar_zastava_2_minigunner_excl = bar\bar_zastava_2_smart.ltx
faction_base_defense_enemy1 = bar\bar_zastava_2_smart.ltx
faction_base_defense_enemy2 = bar\bar_zastava_2_smart.ltx
faction_base_defense_enemy3 = bar\bar_zastava_2_smart.ltx
@@ -2,11 +2,21 @@
squad_id = 6
max_population = 1
respawn_params = respawn@bar_zastava_dogs_lair
respawn_only_smart = false
respawn_idle = 345600
respawn_radius = 50
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
;def_restr = nil
;safe_restr = nil
;spawn_point = nil
[respawn@bar_zastava_dogs_lair]
spawn_dogs
spawn_snork
spawn_deserted_base
[spawn_dogs]
spawn_squads = simulation_pseudodog, simulation_dog, simulation_mix_dogs, simulation_mix_dogs
@@ -16,6 +26,16 @@ spawn_num = {~10} 1, 0
spawn_squads = trx_bar_zastava_snork
spawn_num = {=actor_week_in_zone(4) ~10} 1, 0
[spawn_deserted_base] Normal mutants - Rates of groups: ( 1 tushkano + 2 dog + 1 pseudodog + 1 cat )
spawn_squads = simulation_tushkano, simulation_dog_5_7, simulation_mix_dogs, simulation_pseudodog, simulation_cat
spawn_num = {+bar_stalker_barman_dead +bar_dolg_leader_dead +bar_dolg_petrenko_dead} 1, 0
;[on_changing_level]
;[smart_control]
[exclusive]
faction_base_defense_enemy1 = bar\bar_zastava_dogs_lair_smart_logic.ltx
faction_base_defense_enemy2 = bar\bar_zastava_dogs_lair_smart_logic.ltx
@@ -2,11 +2,21 @@
squad_id = 6
max_population = 1
respawn_params = respawn@bar_zastava_dogs_lair_2
respawn_only_smart = false
respawn_idle = 345600
respawn_radius = 50
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
;def_restr = nil
;safe_restr = nil
;spawn_point = nil
[respawn@bar_zastava_dogs_lair_2]
spawn_dogs
spawn_snork
spawn_deserted_base
[spawn_dogs]
spawn_squads = simulation_pseudodog, simulation_dog, simulation_mix_dogs, simulation_mix_dogs
@@ -17,6 +27,15 @@ spawn_squads = trx_bar_zastava_2_snork
spawn_num = {=actor_week_in_zone(4) ~10} 1, 0
[spawn_deserted_base] Normal mutants - Rates of groups: ( 1 tushkano + 2 dog + 1 pseudodog + 1 cat )
spawn_squads = simulation_tushkano, simulation_dog_5_7, simulation_mix_dogs, simulation_pseudodog, simulation_cat
spawn_num = {+bar_stalker_barman_dead +bar_dolg_leader_dead +bar_dolg_petrenko_dead} 1, 0
;[on_changing_level]
;[smart_control]
[exclusive]
faction_base_defense_enemy1 = bar\bar_zastava_dogs_lair_2_smart_logic.ltx
faction_base_defense_enemy2 = bar\bar_zastava_dogs_lair_2_smart_logic.ltx
@@ -1,27 +1,50 @@
[smart_terrain]
squad_id = 1
max_population = 1
max_population = 2
respawn_params = respawn@bar_dolg_bunker
respawn_idle = 172800
respawn_only_smart = false
respawn_idle = 43200
respawn_radius = 1000
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
;def_restr = nil
;safe_restr = nil
;spawn_point = nil
[respawn@bar_dolg_bunker] ;-- Type: faction {dolg} = faction base\bunker
spawn_duty@veteran
spawn_duty_special
;spawn_freedom_special
;spawn_freedom_special_2
;spawn_freedom_special_3
spawn_deserted_base
spawn_deserted_base_2
[spawn_duty@veteran]
spawn_squads = duty_sim_squad_advanced, duty_sim_squad_advanced, duty_sim_squad_veteran
spawn_num = {+bar_dolg_leader_dead +bar_dolg_petrenko_dead} 0, 1
;[spawn_freedom_special]
;spawn_squads = bar_freedom_general_squad
;spawn_num = {!squad_exist(bar_freedom_general_squad) =actor_community(actor_freedom) +bar_dolg_leader_dead +bar_dolg_petrenko_dead -bar_stalker_barman_dead} 1, 0
;[spawn_freedom_special_2]
;spawn_squads = bar_freedom_bunker_squad
;spawn_num = {!squad_exist(bar_freedom_bunker_squad) =actor_community(actor_freedom) +bar_dolg_leader_dead +bar_dolg_petrenko_dead -bar_stalker_barman_dead} 1, 0
;[spawn_freedom_special_3]
;spawn_squads = bar_freedom_visitors_squad
;spawn_num = {!squad_exist(bar_freedom_visitors_squad) =actor_community(actor_freedom) +bar_dolg_leader_dead +bar_dolg_petrenko_dead -bar_stalker_barman_dead} 1, 0
[spawn_duty_special]
spawn_squads = bar_dolg_bunker_squad
spawn_num = {!squad_name_exist(bar_dolg_bunker_squad) -bar_dolg_leader_dead -bar_dolg_petrenko_dead} 1, 0
[spawn_deserted_base]
spawn_squads = bar_dolg_bunker_squad_rat_mlr_squad
spawn_num = {!squad_name_exist(bar_dolg_bunker_squad_rat_mlr_squad) +bar_dolg_leader_dead +bar_dolg_petrenko_dead} 1, 0
spawn_num = {!squad_name_exist(bar_dolg_bunker_squad_rat_mlr_squad) +bar_dolg_leader_dead +bar_dolg_petrenko_dead +bar_stalker_barman_dead} 1, 0
[spawn_deserted_base_2]
spawn_squads = bar_dolg_general_squad_rat_mlr_squad
spawn_num = {!squad_name_exist(bar_dolg_general_squad_rat_mlr_squad) +bar_dolg_leader_dead +bar_dolg_petrenko_dead +bar_stalker_barman_dead} 1, 0
;[on_changing_level]
;[smart_control]
[exclusive]
bar_dolg_leader = bar\bar_dolg_bunker_logic.ltx
bar_dolg_leader = bar\bar_dolg_bunker_logic.ltx
@@ -1,40 +1,74 @@
[smart_terrain]
squad_id = 2
max_population = 2
max_population = 3
respawn_params = respawn@bar_dolg_general
respawn_only_smart = false
respawn_idle = 43200
respawn_radius = 50
;arrive_dist = 0
;smart_control = smart_control
;att_restr = bar_dolg_territory
;def_restr = bar_dolg_territory
;safe_restr = bar_bar_entry_zone
;spawn_point = nil
[respawn@bar_dolg_general] ;-- Type: faction {dolg} = faction base\courtyard
spawn_duty@novice
spawn_duty@advanced
spawn_duty@veteran
spawn_duty_special
spawn_deserted_base
spawn_duty_special_2
spawn_duty_special_3
spawn_duty_special_4
[spawn_duty@novice]
spawn_squads = duty_sim_squad_novice, duty_sim_squad_novice, duty_sim_squad_advanced
spawn_num = {+bar_dolg_leader_dead +bar_dolg_petrenko_dead} 0, 2
[spawn_duty@advanced]
spawn_squads = duty_sim_squad_advanced, duty_sim_squad_advanced, duty_sim_squad_novice
spawn_num = {+bar_dolg_leader_dead +bar_dolg_petrenko_dead} 0, 5
spawn_num = {+bar_dolg_leader_dead +bar_dolg_petrenko_dead} 0, 2
[spawn_duty@veteran]
spawn_squads = duty_sim_squad_advanced, duty_sim_squad_advanced, duty_sim_squad_veteran
spawn_num = {+bar_dolg_leader_dead +bar_dolg_petrenko_dead} 0, 2
spawn_squads = duty_sim_squad_veteran, duty_sim_squad_advanced, duty_sim_squad_novice
spawn_num = {+bar_dolg_leader_dead +bar_dolg_petrenko_dead} 0, 2
[spawn_duty_special]
spawn_squads = bar_dolg_general_squad
spawn_num = {!squad_name_exist(bar_dolg_general_squad) -bar_dolg_leader_dead -bar_dolg_petrenko_dead} 1, 0
spawn_num = {!squad_name_exist(bar_dolg_general_squad) -bar_dolg_leader_dead} 1, 0 ;{-bar_dolg_petrenko_dead}
[spawn_deserted_base]
spawn_squads = bar_dolg_general_squad_rat_mlr_squad
spawn_num = {!squad_name_exist(bar_dolg_general_squad_rat_mlr_squad) +bar_dolg_leader_dead +bar_dolg_petrenko_dead} 1, 0
[spawn_duty_special_2]
spawn_squads = bar_dolg_bunker_squad
spawn_num = {!squad_name_exist(bar_dolg_bunker_squad) -bar_dolg_leader_dead} 1, 0 ;{-bar_dolg_petrenko_dead}
[spawn_duty_special_3]
spawn_squads = bar_zastava_2_commander_squad
spawn_num = {!squad_exist(bar_zastava_2_commander_squad) -bar_dolg_leader_dead} 1, 0 ;{-bar_dolg_petrenko_dead}
[spawn_duty_special_4]
spawn_squads = bar_duty_security_squad_leader_squad
spawn_num = {!squad_exist(bar_duty_security_squad_leader_squad) -bar_dolg_leader_dead} 1, 0 ;{-bar_dolg_petrenko_dead}
;[on_changing_level]
;[smart_control]
;noweap_zone = bar_dolg_territory
;ignore_zone = bar_bar_entry_zone
;alarm_start_sound = bar_dolg_warn
;alarm_stop_sound = nil
[exclusive]
bar_dolg_medic = bar\bar_dolg_medic_logic.ltx
bar_dolg_medic_bodyguard = bar\bar_dolg_medic_logic.ltx
sick_duty_stalker_bar_general = bar\bar_dolg_medic_logic.ltx
bar_dolg_general_petrenko = bar\bar_dolg_general_logic.ltx
bar_dolg_general_zoneguard = bar\bar_dolg_general_logic.ltx
bar_dolg_general_animpoint_kamp1 = bar\bar_dolg_general_logic.ltx
bar_dolg_general_animpoint_kamp2 = bar\bar_dolg_general_logic.ltx
bar_dolg_general_animpoint_kamp3 = bar\bar_dolg_general_logic.ltx
bar_dolg_general_animpoint_kamp4 = bar\bar_dolg_general_logic.ltx
;sick_duty_stalker_bar_general = bar\bar_dolg_medic_logic.ltx
@@ -1,31 +1,56 @@
[smart_terrain]
squad_id = 3
max_population = 7
max_population = 8
min_population = 3
respawn_params = respawn@bar_visitors
respawn_idle = 172800
respawn_only_smart = false
respawn_idle = 86400
respawn_radius = 50
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
;def_restr = nil
;safe_restr = nil
;spawn_point = nil
[respawn@bar_visitors] ;-- Type: Bar 100
spawn_stalker@novice
spawn_stalker@advanced
spawn_ecolog@novice
spawn_csky@novice
[spawn_stalker@novice]
spawn_squads = stalker_sim_squad_novice, stalker_sim_squad_advanced, stalker_sim_squad_novice
spawn_num = 1
spawn_squads = stalker_sim_squad_advanced_3_4, stalker_sim_squad_novice, stalker_sim_squad_advanced
spawn_num = {+bar_stalker_barman_dead} 0, 1
[spawn_stalker@advanced]
spawn_squads = stalker_sim_squad_veteran, stalker_sim_squad_advanced, stalker_sim_squad_advanced
spawn_num = 1
[spawn_ecolog@novice]
spawn_squads = ecolog_sim_squad_novice, ecolog_sim_squad_novice, ecolog_sim_squad_advanced
spawn_num = {+bar_stalker_barman_dead} 0, 1
[spawn_csky@novice]
spawn_squads = csky_sim_squad_novice, csky_sim_squad_novice, csky_sim_squad_advanced
spawn_num = {+bar_stalker_barman_dead} 0, 1
;[on_changing_level]
;[smart_control]
[exclusive]
bar_visitors_beh_trade_job_1 = bar\bar_visitors_logic.ltx
bar_informator_mlr = bar\bar_visitors_other_logic.ltx
guid_bar_stalker_navigator = bar\bar_visitors_other_logic.ltx
bar_visitors_cardan_tech = bar\bar_visitors_cardan_logic.ltx
bar_visitors_beh_trade_job_1 = bar\bar_visitors_logic.ltx
bar_visitors_beh_tech_job_1 = bar\bar_visitors_cardan_logic.ltx
bar_barman = bar\bar_barman.ltx
bar_guard1 = bar\bar_guard1.ltx
bar_guard2 = bar\bar_guard2.ltx
bar_arena_manager = bar\bar_visitors_logic.ltx
bar_arena_guard = bar\bar_visitors_logic.ltx
bar_visitors_animp_01 = bar\bar_visitors_logic.ltx
bar_visitors_animp_02 = bar\bar_visitors_logic.ltx
bar_visitors_animp_03 = bar\bar_visitors_logic.ltx
@@ -44,6 +69,15 @@ bar_visitors_animp_15 = bar\bar_visitors_logic.ltx
bar_visitors_animp_16 = bar\bar_visitors_logic.ltx
bar_visitors_animp_17 = bar\bar_visitors_logic.ltx
bar_visitors_animp_18 = bar\bar_visitors_logic.ltx
bar_visitors_animp_19 = bar\bar_visitors_logic.ltx
;bar_visitors_animp_20 = bar\bar_visitors_logic.ltx
;bar_visitors_animp_21 = bar\bar_visitors_logic.ltx
;bar_visitors_animp_22 = bar\bar_visitors_logic.ltx
;bar_visitors_animp_23 = bar\bar_visitors_logic.ltx
;bar_visitors_animp_24 = bar\bar_visitors_logic.ltx
;bar_visitors_animp_25 = bar\bar_visitors_logic.ltx
;bar_visitors_animp_26 = bar\bar_visitors_logic.ltx
bar_visitors_animpoint_kamp1 = bar\bar_visitors_logic.ltx
bar_visitors_animpoint_kamp2 = bar\bar_visitors_logic.ltx
bar_visitors_animpoint_kamp3 = bar\bar_visitors_logic.ltx
@@ -53,6 +87,7 @@ bar_visitors_animpoint_kamp6 = bar\bar_visitors_logic.ltx
bar_visitors_animpoint_kamp7 = bar\bar_visitors_logic.ltx
bar_visitors_animpoint_kamp8 = bar\bar_visitors_logic.ltx
bar_visitors_animpoint_kamp9 = bar\bar_visitors_logic.ltx
bar_visitors_animp_arena_1 = bar\bar_visitors_logic.ltx
bar_visitors_animp_arena_2 = bar\bar_visitors_logic.ltx
bar_visitors_animp_arena_3 = bar\bar_visitors_logic.ltx
@@ -63,4 +98,3 @@ bar_visitors_animp_arena_7 = bar\bar_visitors_logic.ltx
bar_visitors_animp_arena_8 = bar\bar_visitors_logic.ltx
bar_visitors_animp_arena_9 = bar\bar_visitors_logic.ltx
bar_visitors_animp_arena_10 = bar\bar_visitors_logic.ltx
@@ -1,25 +1,58 @@
[smart_terrain]
squad_id = 4
max_population = 1
;arrive_dist = 300
respawn_params = respawn@bar_zastava
respawn_only_smart = false
respawn_idle = 43200
respawn_radius = 1000
;arrive_dist = 0
;smart_control = nil
;att_restr = bar_dolg_territory
;def_restr = bar_dolg_territory
;safe_restr = nil
;spawn_point = nil
[respawn@bar_zastava] ;-- Type:
spawn_duty@advanced
spawn_duty@veteran
[respawn@bar_zastava] ;-- Type: checkpoint
;spawn_duty@advanced
;spawn_duty@veteran
;spawn_duty_special
;spawn_freedom_special
spawn_deserted_base
[spawn_duty@advanced]
spawn_squads = duty_sim_squad_advanced, duty_sim_squad_advanced, duty_sim_squad_novice
spawn_num = {+bar_zastava_minigunner_dead +bar_zastava_duty_guard1_dead +bar_zastava_duty_guard2_dead +bar_zastava_duty_guard3_dead +bar_zastava_duty_guard4_dead +bar_zastava_duty_guard5_dead +bar_zastava_duty_guard6_dead +bar_zastava_duty_guard7_dead +bar_zastava_duty_guard8_dead +bar_zastava_duty_guard9_dead -bar_dolg_leader_dead -bar_dolg_petrenko_dead} 1, 0
;[spawn_duty@advanced]
;spawn_squads = duty_sim_squad_advanced, duty_sim_squad_advanced, duty_sim_squad_novice
;spawn_num = {+bar_zastava_minigunner_dead +bar_zastava_duty_guard1_dead +bar_zastava_duty_guard2_dead +bar_zastava_duty_guard3_dead +bar_zastava_duty_guard4_dead +bar_zastava_duty_guard5_dead +bar_zastava_duty_guard6_dead +bar_zastava_duty_guard7_dead +bar_zastava_duty_guard8_dead +bar_zastava_duty_guard9_dead -bar_dolg_leader_dead} 1, 0 ;{-bar_dolg_petrenko_dead}
[spawn_duty@veteran]
spawn_squads = duty_sim_squad_advanced, duty_sim_squad_advanced, duty_sim_squad_veteran
spawn_num = {+bar_zastava_minigunner_dead +bar_zastava_duty_guard1_dead +bar_zastava_duty_guard2_dead +bar_zastava_duty_guard3_dead +bar_zastava_duty_guard4_dead +bar_zastava_duty_guard5_dead +bar_zastava_duty_guard6_dead +bar_zastava_duty_guard7_dead +bar_zastava_duty_guard8_dead +bar_zastava_duty_guard9_dead -bar_dolg_leader_dead -bar_dolg_petrenko_dead} 1, 0
;[spawn_duty@veteran]
;spawn_squads = duty_sim_squad_veteran, duty_sim_squad_veteran, duty_sim_squad_advanced
;spawn_num = {+bar_zastava_minigunner_dead +bar_zastava_duty_guard1_dead +bar_zastava_duty_guard2_dead +bar_zastava_duty_guard3_dead +bar_zastava_duty_guard4_dead +bar_zastava_duty_guard5_dead +bar_zastava_duty_guard6_dead +bar_zastava_duty_guard7_dead +bar_zastava_duty_guard8_dead +bar_zastava_duty_guard9_dead -bar_dolg_leader_dead} 1, 0 ;{-bar_dolg_petrenko_dead}
;[spawn_duty_special]
;spawn_squads = bar_duty_security_squad_leader_squad
;spawn_num = {!squad_exist(bar_duty_security_squad_leader_squad) -bar_dolg_leader_dead} 1, 0 ;{-bar_dolg_petrenko_dead}
;[spawn_freedom_special]
;spawn_squads = bar_freedom_security_squad
;spawn_num = {!squad_exist(bar_freedome_security_squad) =actor_community(actor_freedom) +bar_dolg_leader_dead +bar_dolg_petrenko_dead -bar_stalker_barman_dead} 1, 0
[spawn_deserted_base] Normal mutants - Rates of groups: ( 1 dog + 3 snork + 1 fracture )
spawn_squads = simulation_mix_dogs, simulation_snork, simulation_snork_2_3, simulation_snork_2_5, simulation_fracture
spawn_num = {+bar_stalker_barman_dead +bar_dolg_leader_dead +bar_dolg_petrenko_dead} 1, 0
;[on_changing_level]
;[smart_control]
[exclusive]
bar_zastava_minigunner_excl = bar\bar_zastava_smart.ltx
faction_base_defense_enemy1 = bar\bar_zastava_smart.ltx
faction_base_defense_enemy2 = bar\bar_zastava_smart.ltx
faction_base_defense_enemy3 = bar\bar_zastava_smart.ltx
duty_guard1 = bar\bar_zastava_smart.ltx
duty_guard2 = bar\bar_zastava_smart.ltx
duty_guard3 = bar\bar_zastava_smart.ltx
@@ -29,7 +62,3 @@ duty_guard6 = bar\bar_zastava_smart.ltx
duty_guard7 = bar\bar_zastava_smart.ltx
duty_guard8 = bar\bar_zastava_smart.ltx
duty_guard9 = bar\bar_zastava_smart.ltx
bar_zastava_minigunner_excl = bar\bar_zastava_smart.ltx
faction_base_defense_enemy1 = bar\bar_zastava_smart.ltx
faction_base_defense_enemy2 = bar\bar_zastava_smart.ltx
faction_base_defense_enemy3 = bar\bar_zastava_smart.ltx
@@ -1,31 +1,60 @@
[smart_terrain]
squad_id = 5
max_population = 1
;arrive_dist = 300
respawn_params = respawn@bar_zastava_2
respawn_only_smart = false
respawn_idle = 43200
respawn_radius = 1000
;arrive_dist = 0
;smart_control = nil
;att_restr = bar_dolg_territory
;def_restr = bar_dolg_territory
;safe_restr = nil
;spawn_point = nil
[respawn@bar_zastava_2] ;-- Type:
spawn_duty@advanced
spawn_duty@veteran
[respawn@bar_zastava_2] ;-- Type: checkpoint
;spawn_duty@advanced
;spawn_duty@veteran
;spawn_duty_special
;spawn_freedom_special
spawn_deserted_base
[spawn_duty@advanced]
spawn_squads = duty_sim_squad_advanced, duty_sim_squad_advanced, duty_sim_squad_novice
spawn_num = {+bar_zastava_2_minigunner_dead +bar_zastava_2_duty2_guard1_dead +bar_zastava_2_duty2_guard2_dead +bar_zastava_2_duty2_guard3_dead +bar_zastava_2_duty2_guard4_dead +bar_zastava_2_duty2_guard5_dead -bar_dolg_leader_dead -bar_dolg_petrenko_dead} 1, 0
;[spawn_duty@advanced]
;spawn_squads = duty_sim_squad_advanced, duty_sim_squad_advanced, duty_sim_squad_novice
;spawn_num = {+bar_zastava_2_minigunner_dead +bar_zastava_2_duty2_guard1_dead +bar_zastava_2_duty2_guard2_dead +bar_zastava_2_duty2_guard3_dead +bar_zastava_2_duty2_guard4_dead +bar_zastava_2_duty2_guard5_dead +bar_dolg_leader_dead +bar_dolg_petrenko_dead} 1, 0
[spawn_duty@veteran]
spawn_squads = duty_sim_squad_advanced, duty_sim_squad_advanced, duty_sim_squad_veteran
spawn_num = {+bar_zastava_2_minigunner_dead +bar_zastava_2_duty2_guard1_dead +bar_zastava_2_duty2_guard2_dead +bar_zastava_2_duty2_guard3_dead +bar_zastava_2_duty2_guard4_dead +bar_zastava_2_duty2_guard5_dead -bar_dolg_leader_dead -bar_dolg_petrenko_dead} 1, 0
;[spawn_duty@veteran]
;spawn_squads = duty_sim_squad_advanced, duty_sim_squad_advanced, duty_sim_squad_veteran
;spawn_num = {+bar_zastava_2_minigunner_dead +bar_zastava_2_duty2_guard1_dead +bar_zastava_2_duty2_guard2_dead +bar_zastava_2_duty2_guard3_dead +bar_zastava_2_duty2_guard4_dead +bar_zastava_2_duty2_guard5_dead +bar_dolg_leader_dead +bar_dolg_petrenko_dead} 1, 0
;[spawn_duty_special]
;spawn_squads = bar_zastava_2_commander_squad
;spawn_num = {!squad_exist(bar_zastava_2_commander_squad) -bar_dolg_leader_dead} 1, 0 ;{-bar_dolg_petrenko_dead}
;[spawn_freedom_special]
;spawn_squads = bar_freedom_guard_squad
;spawn_num = {!squad_exist(bar_freedom_guard_squad) =actor_community(actor_freedom) +bar_dolg_leader_dead +bar_dolg_petrenko_dead -bar_stalker_barman_dead} 1, 0
[spawn_deserted_base] Normal mutants - Rates of groups: ( 1 dog + 3 snork + 1 fracture + 2 lurker )
spawn_squads = simulation_mix_dogs, simulation_snork, simulation_snork_2_3, simulation_snork_2_5, simulation_fracture, simulation_lurker, simulation_lurker_1_2
spawn_num = {+bar_stalker_barman_dead +bar_dolg_leader_dead +bar_dolg_petrenko_dead} 1, 0
;[on_changing_level]
;[smart_control]
[exclusive]
bar_zastava_2_minigunner_excl = bar\bar_zastava_2_smart.ltx
faction_base_defense_enemy1 = bar\bar_zastava_2_smart.ltx
faction_base_defense_enemy2 = bar\bar_zastava_2_smart.ltx
faction_base_defense_enemy3 = bar\bar_zastava_2_smart.ltx
duty2_guard1 = bar\bar_zastava_2_smart.ltx
duty2_guard2 = bar\bar_zastava_2_smart.ltx
duty2_guard3 = bar\bar_zastava_2_smart.ltx
duty2_guard4 = bar\bar_zastava_2_smart.ltx
duty2_guard5 = bar\bar_zastava_2_smart.ltx
bar_zastava_2_minigunner_excl = bar\bar_zastava_2_smart.ltx
faction_base_defense_enemy1 = bar\bar_zastava_2_smart.ltx
faction_base_defense_enemy2 = bar\bar_zastava_2_smart.ltx
faction_base_defense_enemy3 = bar\bar_zastava_2_smart.ltx
@@ -2,11 +2,21 @@
squad_id = 6
max_population = 1
respawn_params = respawn@bar_zastava_dogs_lair
respawn_only_smart = false
respawn_idle = 345600
respawn_radius = 50
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
;def_restr = nil
;safe_restr = nil
;spawn_point = nil
[respawn@bar_zastava_dogs_lair]
spawn_dogs
spawn_snork
spawn_deserted_base
[spawn_dogs]
spawn_squads = simulation_pseudodog, simulation_dog, simulation_mix_dogs, simulation_mix_dogs
@@ -17,6 +27,15 @@ spawn_squads = trx_bar_zastava_snork
spawn_num = {=actor_week_in_zone(4) ~10} 1, 0
[spawn_deserted_base] Normal mutants - Rates of groups: ( 1 tushkano + 2 dog + 1 pseudodog + 1 cat )
spawn_squads = simulation_tushkano, simulation_dog_5_7, simulation_mix_dogs, simulation_pseudodog, simulation_cat
spawn_num = {+bar_stalker_barman_dead +bar_dolg_leader_dead +bar_dolg_petrenko_dead} 1, 0
;[on_changing_level]
;[smart_control]
[exclusive]
faction_base_defense_enemy1 = bar\bar_zastava_dogs_lair_smart_logic.ltx
faction_base_defense_enemy2 = bar\bar_zastava_dogs_lair_smart_logic.ltx
@@ -1,12 +1,22 @@
[smart_terrain]
[smart_terrain]
squad_id = 6
max_population = 1
respawn_params = respawn@bar_zastava_dogs_lair_2
respawn_only_smart = false
respawn_idle = 345600
respawn_radius = 50
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
;def_restr = nil
;safe_restr = nil
;spawn_point = nil
[respawn@bar_zastava_dogs_lair_2]
spawn_dogs
spawn_snork
spawn_deserted_base
[spawn_dogs]
spawn_squads = simulation_pseudodog, simulation_dog, simulation_mix_dogs, simulation_mix_dogs
@@ -17,6 +27,15 @@ spawn_squads = trx_bar_zastava_2_snork
spawn_num = {=actor_week_in_zone(4) ~10} 1, 0
[spawn_deserted_base] Normal mutants - Rates of groups: ( 1 tushkano + 2 dog + 1 pseudodog + 1 cat )
spawn_squads = simulation_tushkano, simulation_dog_5_7, simulation_mix_dogs, simulation_pseudodog, simulation_cat
spawn_num = {+bar_stalker_barman_dead +bar_dolg_leader_dead +bar_dolg_petrenko_dead} 1, 0
;[on_changing_level]
;[smart_control]
[exclusive]
faction_base_defense_enemy1 = bar\bar_zastava_dogs_lair_2_smart_logic.ltx
faction_base_defense_enemy2 = bar\bar_zastava_dogs_lair_2_smart_logic.ltx
@@ -0,0 +1,31 @@
[logic]
active = ph_idle@wait_actor
[ph_idle@wait_actor]
on_info = {=actor_near_smart(ds2_st_dogs) =is_dark_night} ph_idle@spawn_night_monster, {=actor_near_smart(ds2_st_dogs) =is_night} ph_idle@spawn_night_monster
on_info2 = {=actor_near_smart(ds_grverfer2) =is_dark_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(ds_grverfer2) =is_night} ph_idle@spawn_night_monster_2
on_info3 = {=actor_near_smart(ds_ptr2) =is_dark_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(ds_ptr2) =is_night} ph_idle@spawn_night_monster_3
[ph_idle@spawn_night_monster]
on_info = {~20} %=create_squad(simulation_mix_zombie_night:ds2_st_dogs)% ph_idle@reset, {~30} %=create_squad(simulation_cat_night:ds2_st_dogs)% ph_idle@reset, {~40} %=create_squad(simulation_mix_dogs_night:ds2_st_dogs)% ph_idle@reset, {~50} %=create_squad(simulation_pseudodog_night:ds2_st_dogs)% ph_idle@reset, ph_idle@wait_reset
[ph_idle@reset]
on_game_timer = 86400 | ph_idle@wait_actor
[ph_idle@spawn_night_monster_2]
on_info = {~20} %=create_squad(simulation_mix_dogs_night:ds_grverfer2)% ph_idle@reset_2, {~30} %=create_squad(simulation_cat_night:ds_grverfer2)% ph_idle@reset_2, {~40} %=create_squad(simulation_tushkano_night:ds_grverfer2)% ph_idle@reset_2, {~50} %=create_squad(simulation_pseudodog_night:ds_grverfer2)% ph_idle@reset_2, ph_idle@wait_reset
[ph_idle@reset_2]
on_game_timer = 86400 | ph_idle@wait_actor
[ph_idle@spawn_night_monster_3]
on_info = {~20} %=create_squad(simulation_lurker_blue_night:ds_ptr2)% ph_idle@reset_3, {~30} %=create_squad(simulation_lurker_blue_night:ds_ptr2)% ph_idle@reset_3, {~40} %=create_squad(simulation_cat_night:ds_ptr2)% ph_idle@reset_3, {~50} %=create_squad(simulation_dog_night:ds_ptr2)% ph_idle@reset_3, ph_idle@wait_reset
[ph_idle@reset_3]
on_game_timer = 86400 | ph_idle@wait_actor
[ph_idle@wait_reset]
on_game_timer = 580 | ph_idle@wait_actor
[collide]
ignore_static
@@ -0,0 +1,31 @@
[logic]
active = ph_idle@wait_actor
[ph_idle@wait_actor]
on_info = {=actor_near_smart(ds_boars_nest) =is_dark_night} ph_idle@spawn_night_monster, {=actor_near_smart(ds_boars_nest) =is_night} ph_idle@spawn_night_monster
on_info2 = {=actor_near_smart(ds2_st_hoofs) =is_dark_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(ds2_st_hoofs) =is_night} ph_idle@spawn_night_monster_2
on_info3 = {=actor_near_smart(ds_deb1) =is_dark_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(ds_deb1) =is_night} ph_idle@spawn_night_monster_3
[ph_idle@spawn_night_monster]
on_info = {~20} %=create_squad(simulation_pseudodog_night:ds_boars_nest)% ph_idle@reset, {~30} %=create_squad(simulation_dog_night:ds_boars_nest)% ph_idle@reset, {~40} %=create_squad(simulation_tushkano_night:ds_boars_nest)% ph_idle@reset, {~50} %=create_squad(simulation_boar_3_5_night:ds_boars_nest)% ph_idle@reset, ph_idle@wait_reset
[ph_idle@reset]
on_game_timer = 86400 | ph_idle@wait_actor
[ph_idle@spawn_night_monster_2]
on_info = {~20} %=create_squad(simulation_tushkano_night:ds2_st_hoofs)% ph_idle@reset_2, {~30} %=create_squad(simulation_cat_night:ds2_st_hoofs)% ph_idle@reset_2, {~40} %=create_squad(simulation_dog_night:ds2_st_hoofs)% ph_idle@reset_2, {~50} %=create_squad(simulation_pseudodog_night:ds2_st_hoofs)% ph_idle@reset_2, ph_idle@wait_reset
[ph_idle@reset_2]
on_game_timer = 86400 | ph_idle@wait_actor
[ph_idle@spawn_night_monster_3]
on_info = {~20} %=create_squad(simulation_psy_dog_night:ds_deb1)% ph_idle@reset_3, {~30} %=create_squad(simulation_psysucker_white_night:ds_deb1)% ph_idle@reset_3, {~40} %=create_squad(simulation_bloodsucker_night:ds_deb1)% ph_idle@reset_3, {~50} %=create_squad(simulation_karlik_night:ds_deb1)% ph_idle@reset_3, ph_idle@wait_reset
[ph_idle@reset_3]
on_game_timer = 86400 | ph_idle@wait_actor
[ph_idle@wait_reset]
on_game_timer = 580 | ph_idle@wait_actor
[collide]
ignore_static
@@ -0,0 +1,31 @@
[logic]
active = ph_idle@wait_actor
[ph_idle@wait_actor]
on_info = {=actor_near_smart(ds_kem1) =is_dark_night} ph_idle@spawn_night_monster, {=actor_near_smart(ds_kem1) =is_night} ph_idle@spawn_night_monster
on_info2 = {=actor_near_smart(ds_kem3) =is_dark_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(ds_kem3) =is_night} ph_idle@spawn_night_monster_2
on_info3 = {=actor_near_smart(ds_ptr3) =is_dark_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(ds_ptr3) =is_night} ph_idle@spawn_night_monster_3
[ph_idle@spawn_night_monster]
on_info = {~20} %=create_squad(simulation_bloodsucker_green_night:ds_kem1)% ph_idle@reset, {~30} %=create_squad(simulation_fracture_night:ds_kem1)% ph_idle@reset, {~40} %=create_squad(simulation_snork_night:ds_kem1)% ph_idle@reset, {~50} %=create_squad(simulation_lurker_blue_night:ds_kem1)% ph_idle@reset, ph_idle@wait_reset
[ph_idle@reset]
on_game_timer = 86400 | ph_idle@wait_actor
[ph_idle@spawn_night_monster_2]
on_info = {~20} %=create_squad(simulation_psysucker_white_night:ds_kem3)% ph_idle@reset_2, {~30} %=create_squad(simulation_bloodsucker_green_night:ds_kem3)% ph_idle@reset_2, {~40} %=create_squad(simulation_zombie_3_6:ds_kem3)% ph_idle@reset_2, {~50} %=create_squad(simulation_pseudodog_night:ds_kem3)% ph_idle@reset_2, ph_idle@wait_reset
[ph_idle@reset_2]
on_game_timer = 86400 | ph_idle@wait_actor
[ph_idle@spawn_night_monster_3]
on_info = {~20} %=create_squad(simulation_tushkano_night:ds_ptr3)% ph_idle@reset_3, {~30} %=create_squad(simulation_mix_dogs_night:ds_ptr3)% ph_idle@reset_3, {~40} %=create_squad(simulation_boar_night:ds_ptr3)% ph_idle@reset_3, {~50} %=create_squad(simulation_cat_3_5_night:ds_ptr3)% ph_idle@reset_3, ph_idle@wait_reset
[ph_idle@reset_3]
on_game_timer = 86400 | ph_idle@wait_actor
[ph_idle@wait_reset]
on_game_timer = 580 | ph_idle@wait_actor
[collide]
ignore_static
@@ -0,0 +1,79 @@
[logic@ds_kem2_smart_terrain_guard_work_1]
active = beh@ds_kem2_smart_terrain_guard_work_1
suitable = {!surge_started} true
prior = 45
[logic@ds_kem2_smart_terrain_guard_work_2]
active = beh@ds_kem2_smart_terrain_guard_work_2
suitable = {!surge_started} true
prior = 45
[logic@ds_kem2_smart_terrain_camp_work_1]
active = beh@ds_kem2_smart_terrain_camp_work_1
suitable = {!surge_started} true
prior = 45
[logic@ds_kem2_smart_terrain_camp_work_2]
active = beh@ds_kem2_smart_terrain_camp_work_2
suitable = {!surge_started} true
prior = 45
[logic@ds_kem2_smart_terrain_camp_work_3]
active = beh@ds_kem2_smart_terrain_camp_work_3
suitable = {!surge_started} true
prior = 45
[logic@ds_kem2_smart_terrain_camp_work_4]
active = beh@ds_kem2_smart_terrain_camp_work_1
suitable = {!surge_started} true
prior = 45
[logic@ds_kem2_smart_terrain_camp_work_5]
active = beh@ds_kem2_smart_terrain_camp_work_1
suitable = {!surge_started} true
prior = 45
[beh@general_work]
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
walk_anim = patrol
jog_anim = assault
run_anim = assault
delay_anim = guard
combat_ignore_cond = false
combat_ignore_keep_when_attacked = false
turn_on_campfire = true
gather_items_enabled = false
help_wounded_enabled = true
corpse_detection_enabled = true
invulnerable = {!actor_true_enemy} true, false
[beh@ds_kem2_smart_terrain_guard_work_1]:beh@general_work
pt1 = 88860000, guard | pos: 423.52526855469, -2.0671410560608, -353.05349731445 look: 422.71884155273, -2.0660417079926, -353.03463745117
path_end = loop
[beh@ds_kem2_smart_terrain_guard_work_2]:beh@general_work
pt1 = 88860000, guard | pos: 423.52526855469, -2.0671410560608, -353.05349731445 look: 422.71884155273, -2.0660417079926, -353.03463745117
path_end = loop
[beh@ds_kem2_smart_terrain_camp_work_1]:beh@general_work
pt1 = 88860000, sit_ass | pos: 429.58721923828, -1.8103351593018, -359.88464355469 look: 429.60424804688, -1.8103456497192, -360.65832519531
path_end = loop
[beh@ds_kem2_smart_terrain_camp_work_2]:beh@general_work
pt1 = 88860000, sit_ass | pos: 431.06314086914, -1.8100671768188, -365.35357666016 look: 430.01754760742, -1.810188293457, -365.34133911133
path_end = loop
[beh@ds_kem2_smart_terrain_camp_work_3]:beh@general_work
pt1 = 88860000, sit_ass | pos: 431.12603759766, -1.810115814209, -367.07574462891 look: 429.98156738281, -1.810191988945, -367.05285644531
path_end = loop
[beh@ds_kem2_smart_terrain_camp_work_4]:beh@general_work
pt1 = 88860000, sit_ass | pos: 429.7717590332, -1.8102136850357, -371.54592895508 look: 429.18688964844, -1.7809131145477, -370.4697265625
path_end = loop
[beh@ds_kem2_smart_terrain_camp_work_5]:beh@general_work
pt1 = 88860000, sit_ass | pos: 426.1203918457, -1.8139481544495, -361.08941650391 look: 427.00616455078, -1.8097674846649, -361.07632446289
path_end = loop
@@ -0,0 +1,176 @@
[logic@ds_kem2_squad_1]
active = walker@ds_kem2_squad_1
suitable = {=target_squad_name(ds_kem2_military_mlr_2_squad)} true
prior = 200
[walker@ds_kem2_squad_1]:walker@generic
path_walk = walker_1_walk
path_look = walker_1_look
on_info = {=surge_started} beh@ds_kem2_military_mlr_2_surge_work_1
meet = meet
danger = danger
[logic@ds_kem2_squad_2]
active = walker@ds_kem2_squad_2
suitable = {=target_squad_name(ds_kem2_military_mlr_2_squad)} true
prior = 200
[walker@ds_kem2_squad_2]:walker@generic
path_walk = walker_2_walk
path_look = walker_2_look
on_info = {=surge_started} beh@ds_kem2_military_mlr_2_surge_work_2
meet = meet
danger = danger
[logic@ds_kem2_squad_3]
active = walker@ds_kem2_squad_3
suitable = {=target_squad_name(ds_kem2_military_mlr_2_squad)} true
prior = 200
[walker@ds_kem2_squad_3]:walker@generic
path_walk = walker_3_walk
path_look = walker_3_look
on_info = {=surge_started} beh@ds_kem2_military_mlr_2_surge_work_3
meet = meet
danger = danger
[logic@ds_kem2_squad_4]
active = walker@ds_kem2_squad_4
suitable = {=target_squad_name(ds_kem2_military_mlr_2_squad)} true
prior = 200
[walker@ds_kem2_squad_4]:walker@generic
path_walk = patrol_3_walk
path_look = patrol_3_look
on_info = {=surge_started} beh@ds_kem2_military_mlr_2_surge_work_4
meet = meet
danger = danger
[logic@ds_kem2_sniper_1]
active = beh@ds_kem2_military_mlr_2_sniper_1
suitable = {=target_squad_name(ds_kem2_military_mlr_2_sniper)} true
prior = 200
[logic@ds_kem2_sniper_2]
active = beh@ds_kem2_military_mlr_2_sniper_2
suitable = {=target_squad_name(ds_kem2_military_mlr_2_sniper)} true
prior = 200
[walker@generic]
gather_items_enabled = false
help_wounded_enabled = true
corpse_detection_enabled = true
turn_on_campfire = true
combat_ignore_cond = {=check_enemy_name(sim_default) =fighting_dist_ge(50)} true, false
combat_ignore_keep_when_attacked = false
meet = meet
danger = danger
[beh@general_guard]
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
walk_anim = patrol
jog_anim = assault
run_anim = assault
delay_anim = guard
combat_ignore_cond = false
combat_ignore_keep_when_attacked = false
turn_on_campfire = true
gather_items_enabled = false
help_wounded_enabled = true
corpse_detection_enabled = true
invulnerable = {!actor_true_enemy} true, false
meet = meet
danger = danger
[beh@general_surge]
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
walk_anim = rush
jog_anim = rush
run_anim = rush
combat_ignore_cond = {=check_enemy_name(sim_default) =fighting_dist_ge(50)} true, false
combat_ignore_keep_when_attacked = false
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
meet = meet
danger = danger
[meet]
close_anim = nil
close_victim = nil
far_anim = nil
far_victim = nil
close_distance = 0
far_distance = 0
close_snd_distance = 3
abuse = false
use = {=actor_enemy} false, true
allow_break = false
meet_on_talking = true
trade_enable = false
[danger]
danger_expiration_time = 90000
danger_inertion_time_grenade = 90000
danger_inertion_time_hit = 90000
danger_inertion_time_sound = 90000
danger_inertion_time_ricochet = 90000
[beh@ds_kem2_military_mlr_2_squad_1]:beh@general_guard
pt1 = 88860000, fold_arms | pos: look:
path_end = loop
on_info = {=surge_started} beh@ds_kem2_military_mlr_2_surge_work_1
[beh@ds_kem2_military_mlr_2_squad_2]:beh@general_guard
pt1 = 88860000, guard | pos: look:
path_end = loop
on_info = {=surge_started} beh@ds_kem2_military_mlr_2_surge_work_2
[beh@ds_kem2_military_mlr_2_squad_3]:beh@general_guard
pt1 = 88860000, guard | pos: look:
on_info = {=surge_started} beh@ds_kem2_military_mlr_2_surge_work_3
[beh@ds_kem2_military_mlr_2_squad_4]:beh@general_guard
pt1 = 88860000, guard | pos: look:
path_end = loop
on_info = {=surge_started} beh@ds_kem2_military_mlr_2_surge_work_4
[beh@ds_kem2_military_mlr_2_sniper_1]:beh@general_guard
pt1 = 88860000, hide | pos: 425.82708862305, -1.4545923471451, -371.61181640625 look: 422.65588378906, -2.0685701370239, -371.75402832031
path_end = loop
on_info = {=surge_started} beh@ds_kem2_military_mlr_2_surge_work_5
[beh@ds_kem2_military_mlr_2_sniper_2]:beh@general_guard
pt1 = 88860000, guard | pos: 425.44036865234, -1.8094553947449, -366.69326782227 look: 422.88067626953, -2.0674715042114, -366.32406616211
path_end = loop
on_info = {=surge_started} beh@ds_kem2_military_mlr_2_surge_work_6
[beh@ds_kem2_military_mlr_2_surge_work_1]:beh@general_surge
pt1 = 15000, hide | pos: 426.69250488281, -1.8105762004852, -369.59625244141 look: 426.69250488281, -1.8105762004852, -369.59625244141
on_info = {=surge_complete} beh@ds_kem2_military_mlr_2_squad_1
[beh@ds_kem2_military_mlr_2_surge_work_2]:beh@general_surge
pt1 = 15000, caution | pos: 426.90667724609, -1.8104662895203, -366.4560546875 look: 426.90667724609, -1.8104662895203, -366.4560546875
on_info = {=surge_complete} beh@ds_kem2_military_mlr_2_squad_2
[beh@ds_kem2_military_mlr_2_surge_work_3]:beh@general_surge
pt1 = 15000, hide | pos: 427.71258544922, -1.8130663633347, -361.57656860352 look: 427.71258544922, -1.8130663633347, -361.57656860352
on_info = {=surge_complete} beh@ds_kem2_military_mlr_2_squad_3
[beh@ds_kem2_military_mlr_2_surge_work_4]:beh@general_surge
pt1 = 15000, caution | pos: 428.19927978516, -1.8103235960007, -371.45910644531 look: 428.19927978516, -1.8103235960007, -371.45910644531
on_info = {=surge_complete} beh@ds_kem2_military_mlr_2_squad_4
[beh@ds_kem2_military_mlr_2_surge_work_5]:beh@general_surge
pt1 = 15000, hide | pos: 425.81708862305, -1.4545923471451, -371.61181640625 look: 422.65588378906, -2.0685701370239, -371.75402832031
on_info = {=surge_complete} beh@ds_kem2_military_mlr_2_sniper_1
[beh@ds_kem2_military_mlr_2_surge_work_6]:beh@general_surge
pt1 = 15000, caution | pos: 425.44036865234, -1.8094553947449, -366.69326782227 look: 422.88067626953, -2.0674715042114, -366.32406616211
on_info = {=surge_complete} beh@ds_kem2_military_mlr_2_sniper_2
@@ -1,3 +1,21 @@
![logic]
!active = sr_crow_spawner
active = sr_idle@check_story
[sr_idle@check_story]
on_info = {-story_mode_disabled} sr_idle@check_actor, {+story_mode_disabled -yan_x16_complete_end} sr_idle@check_actor %+yan_kill_brain_done%
[sr_idle@check_actor]
on_info = {=actor_community(actor_monolith) -yan_x16_complete_end} sr_idle@check_helmet %+yan_kill_brain_done%, {=actor_community(actor_greh) -yan_x16_complete_end} sr_idle@check_helmet %+yan_kill_brain_done%, sr_idle@check_helmet
[sr_idle@check_helmet]
on_info = {=actor_has_item(good_psy_helmet)} sr_idle@check_spawner %+living_legend_psy_helmet%, {=actor_has_item(bad_psy_helmet)} sr_idle@check_spawner %+living_legend_psy_helmet%, sr_idle@check_spawner
[sr_idle@check_spawner]
on_info = sr_crow_spawner
![sr_crow_spawner]
max_crows_on_level = 5
spawn_path = dar_crow_spawn_1, dar_crow_spawn_2, dar_crow_spawn_3, dar_crow_spawn_4, dar_crow_spawn_5
spawn_path = dar_crow_spawn_1, dar_crow_spawn_2, dar_crow_spawn_3, dar_crow_spawn_4, dar_crow_spawn_5
@@ -1,20 +1,36 @@
[smart_terrain]
squad_id = 1
max_population = 2
respawn_params = respawn@ds2_domik_st
respawn_only_smart = false
respawn_idle = 86400
respawn_radius = 50
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
;def_restr = nil
;safe_restr = nil
;spawn_point = nil
faction_controlled = stalker, csky, killer, bandit, renegade, army
default_faction = stalker
faction_respawn_num = {+lttz_hb_spawned_ds_isg_leader_squad -lttz_hb_removed_ds_isg_leader_squad} 0, 1
;[respawn@ds2_domik_st] ;-- Type:
;[on_changing_level]
;[smart_control]
[exclusive]
dasc_tech_mlr = darkscape\ds2_domik_st_smart_logic.ltx
dasc_trade_mlr = darkscape\ds2_domik_st_smart_logic.ltx
ds_domik_isg_leader = darkscape\ds_domik_isg_leader.ltx
ds2_domik_st_camp_work_1 = darkscape\ds2_domik_st_smart_logic.ltx
ds2_domik_st_camp_work_2 = darkscape\ds2_domik_st_smart_logic.ltx
ds2_domik_st_camp_work_3 = darkscape\ds2_domik_st_smart_logic.ltx
ds2_domik_st_camp_work_4 = darkscape\ds2_domik_st_smart_logic.ltx
ds2_domik_st_camp_work_5 = darkscape\ds2_domik_st_smart_logic.ltx
;LTTZ
ds_domik_isg_leader = darkscape\ds_domik_isg_leader.ltx
@@ -2,31 +2,43 @@
squad_id = 15
max_population = 2
respawn_params = respawn@ds2_lager_st
respawn_only_smart = false
respawn_idle = 86400
respawn_radius = 50
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
;def_restr = nil
;safe_restr = nil
;spawn_point = nil
[respawn@ds2_lager_st] ;-- Type: faction { bandit, killer, renegade, ISG } = hideout
spawn_renegade@advanced
spawn_bandit@novice
spawn_killer@advanced
spawn_isg@veteran
spawn_renegade@advanced
spawn_isg_special
[spawn_renegade@advanced]
spawn_squads = renegade_sim_squad_advanced, renegade_sim_squad_novice
spawn_num = 1
[spawn_bandit@novice]
spawn_squads = bandit_sim_squad_novice
spawn_num = 1
spawn_squads = bandit_sim_squad_novice, bandit_sim_squad_novice, bandit_sim_squad_advanced
spawn_num = {!squad_name_exist(ds_ds2_lager_st_isg_squad)} 1, 0
[spawn_killer@advanced]
spawn_squads = merc_sim_squad_advanced
spawn_num = 1
spawn_squads = merc_sim_squad_advanced, merc_sim_squad_novice, merc_sim_squad_novice
spawn_num = {!squad_name_exist(ds_ds2_lager_st_isg_squad)} 1, 0
[spawn_isg@veteran]
spawn_squads = isg_sim_squad_veteran
spawn_num = {+isg_entered_the_zone} 1, 0
[spawn_renegade@advanced]
spawn_squads = renegade_sim_squad_advanced, renegade_sim_squad_novice, renegade_sim_squad_novice
spawn_num = {!squad_name_exist(ds_ds2_lager_st_isg_squad)} 1, 0
[spawn_isg_special]
spawn_squads = isg_sim_squad_novice, isg_sim_squad_novice, isg_sim_squad_advanced
spawn_num = {!squad_name_exist(ds_ds2_lager_st_isg_squad) +isg_entered_the_zone} 1, 0
;[on_changing_level]
;[smart_control]
[exclusive]
ds2_lager_st_camp_work_1 = darkscape\ds2_lager_st_smart_logic.ltx
@@ -2,7 +2,15 @@
squad_id = 16
max_population = 2
respawn_params = respawn@ds_st_dogs
respawn_only_smart = false
respawn_idle = 86400
respawn_radius = 50
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
;def_restr = nil
;safe_restr = nil
;spawn_point = nil
[respawn@ds_st_dogs] ;-- Type:
spawn_all_normal
@@ -13,9 +21,13 @@ spawn_mutants_rare
spawn_squads = simulation_cat_3_5, simulation_boar_3_5, simulation_mix_boar_flesh, simulation_flesh, simulation_boar
spawn_num = 2
[spawn_mutants_rare] ;-- Rare mutants - Rates of groups: ( 1 karlik + ;1 bibliotekar + ;borya)
[spawn_mutants_rare] ;-- Rare mutants - Rates of groups: ( 1 karlik )
spawn_squads = simulation_karlik
spawn_num = {~10} 1, 0
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -1,11 +1,34 @@
[smart_terrain] ;-- Disabled spawn
[smart_terrain]
squad_id = 17
;max_population = 0
;respawn_params = respawn@ds2_st_hoofs
;respawn_idle = 0
max_population = 1
respawn_params = respawn@ds2_st_hoofs
respawn_only_smart = false
respawn_idle = 86400
respawn_radius = 50
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
;def_restr = nil
;safe_restr = nil
;spawn_point = nil
;[respawn@ds2_st_hoofs] ;-- Type:
[respawn@ds2_st_hoofs] ;-- Type: c_1_1 + c_1_2 edited
spawn_all_weak_c_1_1
spawn_all_normal_c_1_2
[spawn_all_weak_c_1_1] ;-- Weak mutants - Rates of groups: ( 2 tushkano + 2 dogs + 1 cats + 1 flesh )
spawn_squads = simulation_tushkano, simulation_tushkano, simulation_dog, simulation_mix_dogs, simulation_cat, simulation_flesh
spawn_num = {!actor_week_in_zone(1)} 1, {=actor_week_in_zone(1)} 0
[spawn_all_normal_c_1_2];-- Normal mutants - Rates of groups: ( 2 dogs + 1 cats + 3 fleshes/boars )
spawn_squads = simulation_dog_5_7, simulation_mix_dogs, simulation_cat_3_5, simulation_mix_boar_flesh, simulation_flesh, simulation_boar
spawn_num = {=actor_week_in_zone(1)} 1, {!actor_week_in_zone(1)} 0
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -1,10 +1,22 @@
[smart_terrain] ;-- Disabled spawn
squad_id = 2
;max_population = 0
max_population = 1
;respawn_params = respawn@ds_boars_nest
;respawn_idle = 0
;respawn_only_smart = false
;respawn_idle = 86400
;respawn_radius = 50
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
;def_restr = nil
;safe_restr = nil
;spawn_point = nil
;[respawn@ds_boars_nest] ;-- Type:
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -2,20 +2,32 @@
squad_id = 3
max_population = 1
respawn_params = respawn@ds_deb1
respawn_only_smart = false
respawn_idle = 86400
respawn_radius = 50
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
;def_restr = nil
;safe_restr = nil
;spawn_point = nil
[respawn@ds_deb1] ;-- Type: c_1_1 + c_1_2 edited
spawn_all_weak_c_1_1
spawn_all_normal_c_1_2
[spawn_all_weak_c_1_1] ;-- Normal mutants - Rates of groups: ( 2 dogs + 1 cats + 1 flesh )
spawn_squads = simulation_dog, simulation_mix_dogs, simulation_cat, simulation_flesh
[spawn_all_weak_c_1_1] ;-- Weak mutants - Rates of groups: ( 2 tushkano + 2 dogs + 1 cats + 1 flesh )
spawn_squads = simulation_tushkano, simulation_tushkano, simulation_dog, simulation_mix_dogs, simulation_cat, simulation_flesh
spawn_num = {!actor_week_in_zone(1)} 1, {=actor_week_in_zone(1)} 0
[spawn_all_normal_c_1_2];-- Normal mutants - Rates of groups: ( 2 dogs + 1 pseudodog + 1 cats + 3 fleshes/boars )
spawn_squads = simulation_mix_dogs, simulation_mix_dogs, simulation_pseudodog, simulation_cat, simulation_mix_boar_flesh, simulation_flesh, simulation_boar
[spawn_all_normal_c_1_2];-- Normal mutants - Rates of groups: ( 2 dogs + 1 cats + 3 fleshes/boars )
spawn_squads = simulation_dog_5_7, simulation_mix_dogs, simulation_cat_3_5, simulation_mix_boar_flesh, simulation_flesh, simulation_boar
spawn_num = {=actor_week_in_zone(1)} 1, {!actor_week_in_zone(1)} 0
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -2,11 +2,23 @@
squad_id = 5
max_population = 1
;respawn_params = respawn@ds_grverfer2
;respawn_idle = 0
;respawn_only_smart = false
;respawn_idle = 86400
;respawn_radius = 50
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
;def_restr = nil
;safe_restr = nil
;spawn_point = nil
;[respawn@ds_grverfer2] ;-- Type:
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -2,7 +2,15 @@
squad_id = 6
max_population = 1
respawn_params = respawn@ds_kem1
respawn_only_smart = false
respawn_idle = 172800
respawn_radius = 50
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
;def_restr = nil
;safe_restr = nil
;spawn_point = nil
[respawn@ds_kem1] ;-- Type:
spawn_all_normal
@@ -18,4 +26,8 @@ spawn_squads = simulation_lurker, simulation_lurker_brown
spawn_num = {~50} 1, 0
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -2,7 +2,15 @@
squad_id = 7
max_population = 1
respawn_params = respawn@ds_kem2
respawn_idle = 345600
respawn_only_smart = false
respawn_idle = 259200
respawn_radius = 50
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
;def_restr = nil
;safe_restr = nil
;spawn_point = nil
[respawn@ds_kem2] ;-- Type: faction {army} = checkpoint
@@ -18,8 +26,25 @@ spawn_num = {!squad_name_exist(ds_kem2_military_mlr_2_squad)} 1, 0
;spawn_num = {!squad_name_exist(ds_kem2_military_mlr_2_sniper)} 1, 0
;[exclusive]
;[on_changing_level]
;[smart_control]
[exclusive]
ds_kem2_squad_1 = darkscape\ds_kem2_squad_logic.ltx
ds_kem2_squad_2 = darkscape\ds_kem2_squad_logic.ltx
ds_kem2_squad_3 = darkscape\ds_kem2_squad_logic.ltx
;ds_kem2_squad_4 = darkscape\ds_kem2_squad_logic.ltx
ds_kem2_sniper_1 = darkscape\ds_kem2_squad_logic.ltx
ds_kem2_sniper_2 = darkscape\ds_kem2_squad_logic.ltx
;ds_kem2_smart_terrain_guard_work_1 = darkscape\ds_kem2_smart_logic.ltx
;ds_kem2_smart_terrain_guard_work_2 = darkscape\ds_kem2_smart_logic.ltx
ds_kem2_smart_terrain_camp_work_1 = darkscape\ds_kem2_smart_logic.ltx
ds_kem2_smart_terrain_camp_work_2 = darkscape\ds_kem2_smart_logic.ltx
ds_kem2_smart_terrain_camp_work_3 = darkscape\ds_kem2_smart_logic.ltx
ds_kem2_smart_terrain_camp_work_4 = darkscape\ds_kem2_smart_logic.ltx
ds_kem2_smart_terrain_camp_work_5 = darkscape\ds_kem2_smart_logic.ltx
@@ -2,7 +2,15 @@
squad_id = 8
max_population = 2
respawn_params = respawn@ds_kem3
respawn_only_smart = false
respawn_idle = 345600
respawn_radius = 50
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
;def_restr = nil
;safe_restr = nil
;spawn_point = nil
[respawn@ds_kem3] ;-- Type:
spawn_heli_strong
@@ -18,4 +26,8 @@ spawn_helicopter = simulation_helicopter_weak
spawn_num = {=down_to_earth_functor !heli_exist_on_level} 1, 0
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -3,11 +3,24 @@ squad_id = 10
max_population = 2
respawn_params = respawn@ds_ptr
respawn_idle = 86400
respawn_radius = 50
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
;def_restr = nil
;safe_restr = nil
;spawn_point = nil
faction_controlled = killer, bandit, renegade, army
default_faction = bandit
faction_respawn_num = 1
;[respawn@ds_ptr] ;-- Type:
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -2,7 +2,15 @@
squad_id = 11
max_population = 2
respawn_params = respawn@ds_ptr2
respawn_only_smart = false
respawn_idle = 259200
respawn_radius = 50
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
;def_restr = nil
;safe_restr = nil
;spawn_point = nil
[respawn@ds_ptr2] ;-- Type:
spawn_predatory_c_2_1
@@ -10,7 +18,7 @@ spawn_predatory_c_2_2
[spawn_predatory_c_2_1] ;-- Normal\hard mutants - Rates of groups: ( 1 lurker + 1 pseudodog + 1 dogs )
spawn_squads = simulation_pseudodog, simulation_mix_dogs, simulation_lurker
spawn_squads = simulation_pseudodog, simulation_mix_dogs, simulation_lurker, simulation_mix_dogs
spawn_num = {!actor_week_in_zone(1)} 1, {=actor_week_in_zone(1)} 0
[spawn_predatory_c_2_2] ;-- Hard mutants - Rates of groups: ( 3 lurker + 1 pseudodog + 1 dogs )
@@ -18,4 +26,8 @@ spawn_squads = simulation_lurker_blue, simulation_lurker_black, simulation_lurke
spawn_num = {=actor_week_in_zone(1)} 1, {!actor_week_in_zone(1)} 0
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -2,16 +2,28 @@
squad_id = 12
max_population = 2
respawn_params = respawn@ds_ptr3
respawn_only_smart = false
respawn_idle = 172800
respawn_radius = 50
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
;def_restr = nil
;safe_restr = nil
;spawn_point = nil
[respawn@ds_ptr3] ;-- Type:
spawn_lurker
[spawn_lurker] ;-- Hard mutants - Rates of groups: ( 2 lurker )
spawn_squads = simulation_lurker, simulation_lurker_black
spawn_squads = simulation_lurker, simulation_lurker_blue
spawn_num = 1
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -2,7 +2,15 @@
squad_id = 13
max_population = 2
respawn_params = respawn@ds_ptr4
respawn_only_smart = true
respawn_idle = 259200
respawn_radius = 50
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
;def_restr = nil
;safe_restr = nil
;spawn_point = nil
[respawn@ds_ptr4] ;-- Type: random stalker spawn
spawn_army_squad
@@ -21,11 +29,15 @@ spawn_num = {!squad_name_exist(ds_ptr4_army_mlr_2_squad) !squad_name_exist(ds_pt
[spawn_killer_squad]
spawn_squads = ds_ptr4_killer_mlr_2_squad
spawn_num = {!squad_name_exist(ds_ptr4_army_mlr_2_squad) !squad_name_exist(ds_ptr4_bandit_mlr_2_squad) !squad_name_exist(ds_ptr4_killer_mlr_2_squad) !squad_name_exist(ds_ptr4_renegade_mlr_2_squad) =actor_week_in_zone(1)} 1, 0
spawn_num = {!squad_name_exist(ds_ptr4_army_mlr_2_squad) !squad_name_exist(ds_ptr4_bandit_mlr_2_squad) !squad_name_exist(ds_ptr4_killer_mlr_2_squad) !squad_name_exist(ds_ptr4_renegade_mlr_2_squad) =actor_week_in_zone(2)} 1, 0
[spawn_renegade_squad]
spawn_squads = ds_ptr4_renegade_mlr_2_squad
spawn_num = {!squad_name_exist(ds_ptr4_army_mlr_2_squad) !squad_name_exist(ds_ptr4_bandit_mlr_2_squad) !squad_name_exist(ds_ptr4_killer_mlr_2_squad) !squad_name_exist(ds_ptr4_renegade_mlr_2_squad)} 1, 0
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -1,3 +1,19 @@
![logic]
!active = sr_crow_spawner
active = sr_idle@check_story
[sr_idle@check_story]
on_info = {-story_mode_disabled} sr_idle@check_actor, {+story_mode_disabled -yan_x16_complete_end} sr_idle@check_actor %+yan_kill_brain_done%
[sr_idle@check_actor]
on_info = {=actor_community(actor_monolith) -yan_x16_complete_end} sr_idle@check_helmet %+yan_kill_brain_done%, {=actor_community(actor_greh) -yan_x16_complete_end} sr_idle@check_helmet %+yan_kill_brain_done%, sr_idle@check_helmet
[sr_idle@check_helmet]
on_info = {=actor_has_item(good_psy_helmet)} sr_idle@check_spawner %+living_legend_psy_helmet%, {=actor_has_item(bad_psy_helmet)} sr_idle@check_spawner %+living_legend_psy_helmet%, sr_idle@check_spawner
[sr_idle@check_spawner]
on_info = sr_crow_spawner
![sr_crow_spawner]
max_crows_on_level = 3
max_crows_on_level = 4
spawn_path = val_crow_spawn_1, val_crow_spawn_2, val_crow_spawn_3, val_crow_spawn_4, val_crow_spawn_5
@@ -0,0 +1,70 @@
[logic@val_smart_terrain_7_3_bandit_barman]
suitable = {=check_npc_name(sim_default_bandit_barman)} true, {=check_npc_barman} true
active = beh@val_smart_terrain_7_3_beh_barman_work
prior = 200
can_select_weapon = true
dont_keep_items = true
level_spot = barman
trade = items\trade\trade_generic_barman.ltx
[beh@general_barman]
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
reach_distance = 10
wait_anim = guard
walk_anim = patrol
jog_anim = assault
run_anim = assault
delay_anim = guard
combat_ignore_cond = false
combat_ignore_keep_when_attacked = false
gather_items_enabled = false
help_wounded_enabled = true
corpse_detection_enabled = false
invulnerable = {!actor_true_enemy} true, false
meet = meet@barman
[beh@general_surge]
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
walk_anim = rush
jog_anim = rush
run_anim = rush
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
invulnerable = {!actor_true_enemy} true, false
[meet@barman]
close_anim = nil
close_victim = nil
far_anim = nil
far_victim = nil
close_distance = 0
far_distance = 0
close_snd_distance = 3
abuse = false
use = {=actor_enemy} false, true
allow_break = false
meet_on_talking = false
trade_enable = false
[beh@val_smart_terrain_7_3_beh_barman_work]:beh@general_barman
pt1 = 88860000, fold_arms | pos: 38.53352355957, 0.03549325466156, 41.456050872803 look: 38.337184906006, 0.029632717370987, 40.466979980469
path_end = loop
on_info = {=surge_started} beh@val_smart_terrain_7_3_beh_barman_surge_work
on_info2 = {=is_night} beh@val_smart_terrain_7_3_beh_barman_sleeper_work
[beh@val_smart_terrain_7_3_beh_barman_surge_work]:beh@general_surge
pt1 = 88860000, smoking_stand | pos: 15.318681716919, 0.086453795433044, 32.67654800415 look: 16.157444000244, 0.086408019065857, 32.87963104248
path_end = loop
on_info = {=surge_complete} beh@val_smart_terrain_7_3_beh_barman_work
[beh@val_smart_terrain_7_3_beh_barman_sleeper_work]:beh@general_barman
pt1 = 88860000, drunk_sit_ass | pos: 17.960680007935, 0.16824585199356, 26.692844390869 look: 18.187705993652, 0.077889263629913, 27.502815246582
path_end = loop
on_info = {!is_night} beh@val_smart_terrain_7_3_beh_barman_work
@@ -1,5 +1,50 @@
[logic@val_smart_terrain_7_5_bandit_bodyguard1]
suitable = {=target_squad_name(guards_boss_bandit_in_main_base)} true
active = beh@val_smart_terrain_7_5_bandit_bodyguard_work_1
prior = 200
[logic@val_smart_terrain_7_5_bandit_bodyguard2]
suitable = {=target_squad_name(guards_boss_bandit_in_main_base)} true
active = beh@val_smart_terrain_7_5_bandit_bodyguard_work_2
prior = 200
[logic@val_smart_terrain_7_5_bandit_bodyguard3]
suitable = {=target_squad_name(guards_boss_bandit_in_main_base)} true
active = beh@val_smart_terrain_7_5_bandit_bodyguard_work_3
prior = 200
![logic@zat_b7_bandit_boss_sultan]
on_death = death_leader
[death_leader]
on_info = %+zat_b5_sultan_dead%
on_info = %+zat_b5_sultan_dead%
[beh@general_guard]
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
reach_distance = 10
wait_anim = guard
walk_anim = patrol
jog_anim = assault
run_anim = assault
delay_anim = guard
combat_ignore_cond = false
combat_ignore_keep_when_attacked = false
gather_items_enabled = false
help_wounded_enabled = true
corpse_detection_enabled = false
invulnerable = {!actor_true_enemy} true, false
[beh@val_smart_terrain_7_5_bandit_bodyguard_work_1]:beh@general_guard
pt1 = 88860000, guard | pos: 28.893632888794, 4.5425424575806, -86.448852539062 look: 28.24019241333, 4.5424118041992, -85.476989746094
path_end = loop
[beh@val_smart_terrain_7_5_bandit_bodyguard_work_2]:beh@general_guard
pt1 = 88860000, guard | pos: 12.844927787781, 4.5411801338196, -81.435401916504 look: 13.999754905701, 4.5381903648376, -81.606719970703
path_end = loop
[beh@val_smart_terrain_7_5_bandit_bodyguard_work_3]:beh@general_guard
pt1 = 88860000, guard | pos: 19.433670043945, 4.5424356460571, -89.39916229248 look: 19.44554901123, 4.5423579216003, -89.845153808594
path_end = loop
@@ -1,8 +1,16 @@
[smart_terrain]
squad_id = 1
max_population = 3
max_population = 2
respawn_params = respawn@val_smart_terrain_1_2
respawn_idle = 259200
respawn_only_smart = false
respawn_idle = 172800
respawn_radius = 50
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
;def_restr = nil
;safe_restr = nil
;spawn_point = nil
[respawn@val_smart_terrain_1_2]
spawn_army@novice
@@ -10,13 +18,17 @@ spawn_army@advanced
[spawn_army@novice]
spawn_squads = army_sim_squad_novice
spawn_num = {+dar_control_poltergeist_killed} 0, 2
[spawn_army@advanced]
spawn_squads = army_sim_squad_advanced
spawn_squads = army_sim_squad_novice, army_sim_squad_novice, army_sim_squad_advanced
spawn_num = {+dar_control_poltergeist_killed} 0, 1
[spawn_army@advanced]
spawn_squads = army_sim_squad_advanced, army_sim_squad_novice, army_sim_squad_novice
spawn_num = {+dar_control_poltergeist_killed} 0, 1
;[on_changing_level]
;[smart_control]
;[exclusive]

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