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
@@ -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