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 +1,29 @@
[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