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]