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 +1,31 @@
[logic]
active = ph_idle@wait_actor
[ph_idle@wait_actor]
on_info = {=actor_near_smart(ds2_st_dogs) =is_dark_night} ph_idle@spawn_night_monster, {=actor_near_smart(ds2_st_dogs) =is_night} ph_idle@spawn_night_monster
on_info2 = {=actor_near_smart(ds_grverfer2) =is_dark_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(ds_grverfer2) =is_night} ph_idle@spawn_night_monster_2
on_info3 = {=actor_near_smart(ds_ptr2) =is_dark_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(ds_ptr2) =is_night} ph_idle@spawn_night_monster_3
[ph_idle@spawn_night_monster]
on_info = {~20} %=create_squad(simulation_mix_zombie_night:ds2_st_dogs)% ph_idle@reset, {~30} %=create_squad(simulation_cat_night:ds2_st_dogs)% ph_idle@reset, {~40} %=create_squad(simulation_mix_dogs_night:ds2_st_dogs)% ph_idle@reset, {~50} %=create_squad(simulation_pseudodog_night:ds2_st_dogs)% ph_idle@reset, ph_idle@wait_reset
[ph_idle@reset]
on_game_timer = 86400 | ph_idle@wait_actor
[ph_idle@spawn_night_monster_2]
on_info = {~20} %=create_squad(simulation_mix_dogs_night:ds_grverfer2)% ph_idle@reset_2, {~30} %=create_squad(simulation_cat_night:ds_grverfer2)% ph_idle@reset_2, {~40} %=create_squad(simulation_tushkano_night:ds_grverfer2)% ph_idle@reset_2, {~50} %=create_squad(simulation_pseudodog_night:ds_grverfer2)% ph_idle@reset_2, ph_idle@wait_reset
[ph_idle@reset_2]
on_game_timer = 86400 | ph_idle@wait_actor
[ph_idle@spawn_night_monster_3]
on_info = {~20} %=create_squad(simulation_lurker_blue_night:ds_ptr2)% ph_idle@reset_3, {~30} %=create_squad(simulation_lurker_blue_night:ds_ptr2)% ph_idle@reset_3, {~40} %=create_squad(simulation_cat_night:ds_ptr2)% ph_idle@reset_3, {~50} %=create_squad(simulation_dog_night:ds_ptr2)% ph_idle@reset_3, ph_idle@wait_reset
[ph_idle@reset_3]
on_game_timer = 86400 | ph_idle@wait_actor
[ph_idle@wait_reset]
on_game_timer = 580 | ph_idle@wait_actor
[collide]
ignore_static
@@ -0,0 +1,31 @@
[logic]
active = ph_idle@wait_actor
[ph_idle@wait_actor]
on_info = {=actor_near_smart(ds_boars_nest) =is_dark_night} ph_idle@spawn_night_monster, {=actor_near_smart(ds_boars_nest) =is_night} ph_idle@spawn_night_monster
on_info2 = {=actor_near_smart(ds2_st_hoofs) =is_dark_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(ds2_st_hoofs) =is_night} ph_idle@spawn_night_monster_2
on_info3 = {=actor_near_smart(ds_deb1) =is_dark_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(ds_deb1) =is_night} ph_idle@spawn_night_monster_3
[ph_idle@spawn_night_monster]
on_info = {~20} %=create_squad(simulation_pseudodog_night:ds_boars_nest)% ph_idle@reset, {~30} %=create_squad(simulation_dog_night:ds_boars_nest)% ph_idle@reset, {~40} %=create_squad(simulation_tushkano_night:ds_boars_nest)% ph_idle@reset, {~50} %=create_squad(simulation_boar_3_5_night:ds_boars_nest)% ph_idle@reset, ph_idle@wait_reset
[ph_idle@reset]
on_game_timer = 86400 | ph_idle@wait_actor
[ph_idle@spawn_night_monster_2]
on_info = {~20} %=create_squad(simulation_tushkano_night:ds2_st_hoofs)% ph_idle@reset_2, {~30} %=create_squad(simulation_cat_night:ds2_st_hoofs)% ph_idle@reset_2, {~40} %=create_squad(simulation_dog_night:ds2_st_hoofs)% ph_idle@reset_2, {~50} %=create_squad(simulation_pseudodog_night:ds2_st_hoofs)% ph_idle@reset_2, ph_idle@wait_reset
[ph_idle@reset_2]
on_game_timer = 86400 | ph_idle@wait_actor
[ph_idle@spawn_night_monster_3]
on_info = {~20} %=create_squad(simulation_psy_dog_night:ds_deb1)% ph_idle@reset_3, {~30} %=create_squad(simulation_psysucker_white_night:ds_deb1)% ph_idle@reset_3, {~40} %=create_squad(simulation_bloodsucker_night:ds_deb1)% ph_idle@reset_3, {~50} %=create_squad(simulation_karlik_night:ds_deb1)% ph_idle@reset_3, ph_idle@wait_reset
[ph_idle@reset_3]
on_game_timer = 86400 | ph_idle@wait_actor
[ph_idle@wait_reset]
on_game_timer = 580 | ph_idle@wait_actor
[collide]
ignore_static
@@ -0,0 +1,31 @@
[logic]
active = ph_idle@wait_actor
[ph_idle@wait_actor]
on_info = {=actor_near_smart(ds_kem1) =is_dark_night} ph_idle@spawn_night_monster, {=actor_near_smart(ds_kem1) =is_night} ph_idle@spawn_night_monster
on_info2 = {=actor_near_smart(ds_kem3) =is_dark_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(ds_kem3) =is_night} ph_idle@spawn_night_monster_2
on_info3 = {=actor_near_smart(ds_ptr3) =is_dark_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(ds_ptr3) =is_night} ph_idle@spawn_night_monster_3
[ph_idle@spawn_night_monster]
on_info = {~20} %=create_squad(simulation_bloodsucker_green_night:ds_kem1)% ph_idle@reset, {~30} %=create_squad(simulation_fracture_night:ds_kem1)% ph_idle@reset, {~40} %=create_squad(simulation_snork_night:ds_kem1)% ph_idle@reset, {~50} %=create_squad(simulation_lurker_blue_night:ds_kem1)% ph_idle@reset, ph_idle@wait_reset
[ph_idle@reset]
on_game_timer = 86400 | ph_idle@wait_actor
[ph_idle@spawn_night_monster_2]
on_info = {~20} %=create_squad(simulation_psysucker_white_night:ds_kem3)% ph_idle@reset_2, {~30} %=create_squad(simulation_bloodsucker_green_night:ds_kem3)% ph_idle@reset_2, {~40} %=create_squad(simulation_zombie_3_6:ds_kem3)% ph_idle@reset_2, {~50} %=create_squad(simulation_pseudodog_night:ds_kem3)% ph_idle@reset_2, ph_idle@wait_reset
[ph_idle@reset_2]
on_game_timer = 86400 | ph_idle@wait_actor
[ph_idle@spawn_night_monster_3]
on_info = {~20} %=create_squad(simulation_tushkano_night:ds_ptr3)% ph_idle@reset_3, {~30} %=create_squad(simulation_mix_dogs_night:ds_ptr3)% ph_idle@reset_3, {~40} %=create_squad(simulation_boar_night:ds_ptr3)% ph_idle@reset_3, {~50} %=create_squad(simulation_cat_3_5_night:ds_ptr3)% ph_idle@reset_3, ph_idle@wait_reset
[ph_idle@reset_3]
on_game_timer = 86400 | ph_idle@wait_actor
[ph_idle@wait_reset]
on_game_timer = 580 | ph_idle@wait_actor
[collide]
ignore_static
@@ -0,0 +1,79 @@
[logic@ds_kem2_smart_terrain_guard_work_1]
active = beh@ds_kem2_smart_terrain_guard_work_1
suitable = {!surge_started} true
prior = 45
[logic@ds_kem2_smart_terrain_guard_work_2]
active = beh@ds_kem2_smart_terrain_guard_work_2
suitable = {!surge_started} true
prior = 45
[logic@ds_kem2_smart_terrain_camp_work_1]
active = beh@ds_kem2_smart_terrain_camp_work_1
suitable = {!surge_started} true
prior = 45
[logic@ds_kem2_smart_terrain_camp_work_2]
active = beh@ds_kem2_smart_terrain_camp_work_2
suitable = {!surge_started} true
prior = 45
[logic@ds_kem2_smart_terrain_camp_work_3]
active = beh@ds_kem2_smart_terrain_camp_work_3
suitable = {!surge_started} true
prior = 45
[logic@ds_kem2_smart_terrain_camp_work_4]
active = beh@ds_kem2_smart_terrain_camp_work_1
suitable = {!surge_started} true
prior = 45
[logic@ds_kem2_smart_terrain_camp_work_5]
active = beh@ds_kem2_smart_terrain_camp_work_1
suitable = {!surge_started} true
prior = 45
[beh@general_work]
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
walk_anim = patrol
jog_anim = assault
run_anim = assault
delay_anim = guard
combat_ignore_cond = false
combat_ignore_keep_when_attacked = false
turn_on_campfire = true
gather_items_enabled = false
help_wounded_enabled = true
corpse_detection_enabled = true
invulnerable = {!actor_true_enemy} true, false
[beh@ds_kem2_smart_terrain_guard_work_1]:beh@general_work
pt1 = 88860000, guard | pos: 423.52526855469, -2.0671410560608, -353.05349731445 look: 422.71884155273, -2.0660417079926, -353.03463745117
path_end = loop
[beh@ds_kem2_smart_terrain_guard_work_2]:beh@general_work
pt1 = 88860000, guard | pos: 423.52526855469, -2.0671410560608, -353.05349731445 look: 422.71884155273, -2.0660417079926, -353.03463745117
path_end = loop
[beh@ds_kem2_smart_terrain_camp_work_1]:beh@general_work
pt1 = 88860000, sit_ass | pos: 429.58721923828, -1.8103351593018, -359.88464355469 look: 429.60424804688, -1.8103456497192, -360.65832519531
path_end = loop
[beh@ds_kem2_smart_terrain_camp_work_2]:beh@general_work
pt1 = 88860000, sit_ass | pos: 431.06314086914, -1.8100671768188, -365.35357666016 look: 430.01754760742, -1.810188293457, -365.34133911133
path_end = loop
[beh@ds_kem2_smart_terrain_camp_work_3]:beh@general_work
pt1 = 88860000, sit_ass | pos: 431.12603759766, -1.810115814209, -367.07574462891 look: 429.98156738281, -1.810191988945, -367.05285644531
path_end = loop
[beh@ds_kem2_smart_terrain_camp_work_4]:beh@general_work
pt1 = 88860000, sit_ass | pos: 429.7717590332, -1.8102136850357, -371.54592895508 look: 429.18688964844, -1.7809131145477, -370.4697265625
path_end = loop
[beh@ds_kem2_smart_terrain_camp_work_5]:beh@general_work
pt1 = 88860000, sit_ass | pos: 426.1203918457, -1.8139481544495, -361.08941650391 look: 427.00616455078, -1.8097674846649, -361.07632446289
path_end = loop
@@ -0,0 +1,176 @@
[logic@ds_kem2_squad_1]
active = walker@ds_kem2_squad_1
suitable = {=target_squad_name(ds_kem2_military_mlr_2_squad)} true
prior = 200
[walker@ds_kem2_squad_1]:walker@generic
path_walk = walker_1_walk
path_look = walker_1_look
on_info = {=surge_started} beh@ds_kem2_military_mlr_2_surge_work_1
meet = meet
danger = danger
[logic@ds_kem2_squad_2]
active = walker@ds_kem2_squad_2
suitable = {=target_squad_name(ds_kem2_military_mlr_2_squad)} true
prior = 200
[walker@ds_kem2_squad_2]:walker@generic
path_walk = walker_2_walk
path_look = walker_2_look
on_info = {=surge_started} beh@ds_kem2_military_mlr_2_surge_work_2
meet = meet
danger = danger
[logic@ds_kem2_squad_3]
active = walker@ds_kem2_squad_3
suitable = {=target_squad_name(ds_kem2_military_mlr_2_squad)} true
prior = 200
[walker@ds_kem2_squad_3]:walker@generic
path_walk = walker_3_walk
path_look = walker_3_look
on_info = {=surge_started} beh@ds_kem2_military_mlr_2_surge_work_3
meet = meet
danger = danger
[logic@ds_kem2_squad_4]
active = walker@ds_kem2_squad_4
suitable = {=target_squad_name(ds_kem2_military_mlr_2_squad)} true
prior = 200
[walker@ds_kem2_squad_4]:walker@generic
path_walk = patrol_3_walk
path_look = patrol_3_look
on_info = {=surge_started} beh@ds_kem2_military_mlr_2_surge_work_4
meet = meet
danger = danger
[logic@ds_kem2_sniper_1]
active = beh@ds_kem2_military_mlr_2_sniper_1
suitable = {=target_squad_name(ds_kem2_military_mlr_2_sniper)} true
prior = 200
[logic@ds_kem2_sniper_2]
active = beh@ds_kem2_military_mlr_2_sniper_2
suitable = {=target_squad_name(ds_kem2_military_mlr_2_sniper)} true
prior = 200
[walker@generic]
gather_items_enabled = false
help_wounded_enabled = true
corpse_detection_enabled = true
turn_on_campfire = true
combat_ignore_cond = {=check_enemy_name(sim_default) =fighting_dist_ge(50)} true, false
combat_ignore_keep_when_attacked = false
meet = meet
danger = danger
[beh@general_guard]
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
walk_anim = patrol
jog_anim = assault
run_anim = assault
delay_anim = guard
combat_ignore_cond = false
combat_ignore_keep_when_attacked = false
turn_on_campfire = true
gather_items_enabled = false
help_wounded_enabled = true
corpse_detection_enabled = true
invulnerable = {!actor_true_enemy} true, false
meet = meet
danger = danger
[beh@general_surge]
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
walk_anim = rush
jog_anim = rush
run_anim = rush
combat_ignore_cond = {=check_enemy_name(sim_default) =fighting_dist_ge(50)} true, false
combat_ignore_keep_when_attacked = false
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
meet = meet
danger = danger
[meet]
close_anim = nil
close_victim = nil
far_anim = nil
far_victim = nil
close_distance = 0
far_distance = 0
close_snd_distance = 3
abuse = false
use = {=actor_enemy} false, true
allow_break = false
meet_on_talking = true
trade_enable = false
[danger]
danger_expiration_time = 90000
danger_inertion_time_grenade = 90000
danger_inertion_time_hit = 90000
danger_inertion_time_sound = 90000
danger_inertion_time_ricochet = 90000
[beh@ds_kem2_military_mlr_2_squad_1]:beh@general_guard
pt1 = 88860000, fold_arms | pos: look:
path_end = loop
on_info = {=surge_started} beh@ds_kem2_military_mlr_2_surge_work_1
[beh@ds_kem2_military_mlr_2_squad_2]:beh@general_guard
pt1 = 88860000, guard | pos: look:
path_end = loop
on_info = {=surge_started} beh@ds_kem2_military_mlr_2_surge_work_2
[beh@ds_kem2_military_mlr_2_squad_3]:beh@general_guard
pt1 = 88860000, guard | pos: look:
on_info = {=surge_started} beh@ds_kem2_military_mlr_2_surge_work_3
[beh@ds_kem2_military_mlr_2_squad_4]:beh@general_guard
pt1 = 88860000, guard | pos: look:
path_end = loop
on_info = {=surge_started} beh@ds_kem2_military_mlr_2_surge_work_4
[beh@ds_kem2_military_mlr_2_sniper_1]:beh@general_guard
pt1 = 88860000, hide | pos: 425.82708862305, -1.4545923471451, -371.61181640625 look: 422.65588378906, -2.0685701370239, -371.75402832031
path_end = loop
on_info = {=surge_started} beh@ds_kem2_military_mlr_2_surge_work_5
[beh@ds_kem2_military_mlr_2_sniper_2]:beh@general_guard
pt1 = 88860000, guard | pos: 425.44036865234, -1.8094553947449, -366.69326782227 look: 422.88067626953, -2.0674715042114, -366.32406616211
path_end = loop
on_info = {=surge_started} beh@ds_kem2_military_mlr_2_surge_work_6
[beh@ds_kem2_military_mlr_2_surge_work_1]:beh@general_surge
pt1 = 15000, hide | pos: 426.69250488281, -1.8105762004852, -369.59625244141 look: 426.69250488281, -1.8105762004852, -369.59625244141
on_info = {=surge_complete} beh@ds_kem2_military_mlr_2_squad_1
[beh@ds_kem2_military_mlr_2_surge_work_2]:beh@general_surge
pt1 = 15000, caution | pos: 426.90667724609, -1.8104662895203, -366.4560546875 look: 426.90667724609, -1.8104662895203, -366.4560546875
on_info = {=surge_complete} beh@ds_kem2_military_mlr_2_squad_2
[beh@ds_kem2_military_mlr_2_surge_work_3]:beh@general_surge
pt1 = 15000, hide | pos: 427.71258544922, -1.8130663633347, -361.57656860352 look: 427.71258544922, -1.8130663633347, -361.57656860352
on_info = {=surge_complete} beh@ds_kem2_military_mlr_2_squad_3
[beh@ds_kem2_military_mlr_2_surge_work_4]:beh@general_surge
pt1 = 15000, caution | pos: 428.19927978516, -1.8103235960007, -371.45910644531 look: 428.19927978516, -1.8103235960007, -371.45910644531
on_info = {=surge_complete} beh@ds_kem2_military_mlr_2_squad_4
[beh@ds_kem2_military_mlr_2_surge_work_5]:beh@general_surge
pt1 = 15000, hide | pos: 425.81708862305, -1.4545923471451, -371.61181640625 look: 422.65588378906, -2.0685701370239, -371.75402832031
on_info = {=surge_complete} beh@ds_kem2_military_mlr_2_sniper_1
[beh@ds_kem2_military_mlr_2_surge_work_6]:beh@general_surge
pt1 = 15000, caution | pos: 425.44036865234, -1.8094553947449, -366.69326782227 look: 422.88067626953, -2.0674715042114, -366.32406616211
on_info = {=surge_complete} beh@ds_kem2_military_mlr_2_sniper_2
@@ -1,3 +1,21 @@
![logic]
!active = sr_crow_spawner
active = sr_idle@check_story
[sr_idle@check_story]
on_info = {-story_mode_disabled} sr_idle@check_actor, {+story_mode_disabled -yan_x16_complete_end} sr_idle@check_actor %+yan_kill_brain_done%
[sr_idle@check_actor]
on_info = {=actor_community(actor_monolith) -yan_x16_complete_end} sr_idle@check_helmet %+yan_kill_brain_done%, {=actor_community(actor_greh) -yan_x16_complete_end} sr_idle@check_helmet %+yan_kill_brain_done%, sr_idle@check_helmet
[sr_idle@check_helmet]
on_info = {=actor_has_item(good_psy_helmet)} sr_idle@check_spawner %+living_legend_psy_helmet%, {=actor_has_item(bad_psy_helmet)} sr_idle@check_spawner %+living_legend_psy_helmet%, sr_idle@check_spawner
[sr_idle@check_spawner]
on_info = sr_crow_spawner
![sr_crow_spawner]
max_crows_on_level = 5
spawn_path = dar_crow_spawn_1, dar_crow_spawn_2, dar_crow_spawn_3, dar_crow_spawn_4, dar_crow_spawn_5
spawn_path = dar_crow_spawn_1, dar_crow_spawn_2, dar_crow_spawn_3, dar_crow_spawn_4, dar_crow_spawn_5
@@ -1,20 +1,36 @@
[smart_terrain]
squad_id = 1
max_population = 2
respawn_params = respawn@ds2_domik_st
respawn_only_smart = false
respawn_idle = 86400
respawn_radius = 50
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
;def_restr = nil
;safe_restr = nil
;spawn_point = nil
faction_controlled = stalker, csky, killer, bandit, renegade, army
default_faction = stalker
faction_respawn_num = {+lttz_hb_spawned_ds_isg_leader_squad -lttz_hb_removed_ds_isg_leader_squad} 0, 1
;[respawn@ds2_domik_st] ;-- Type:
;[on_changing_level]
;[smart_control]
[exclusive]
dasc_tech_mlr = darkscape\ds2_domik_st_smart_logic.ltx
dasc_trade_mlr = darkscape\ds2_domik_st_smart_logic.ltx
ds_domik_isg_leader = darkscape\ds_domik_isg_leader.ltx
ds2_domik_st_camp_work_1 = darkscape\ds2_domik_st_smart_logic.ltx
ds2_domik_st_camp_work_2 = darkscape\ds2_domik_st_smart_logic.ltx
ds2_domik_st_camp_work_3 = darkscape\ds2_domik_st_smart_logic.ltx
ds2_domik_st_camp_work_4 = darkscape\ds2_domik_st_smart_logic.ltx
ds2_domik_st_camp_work_5 = darkscape\ds2_domik_st_smart_logic.ltx
;LTTZ
ds_domik_isg_leader = darkscape\ds_domik_isg_leader.ltx
@@ -2,31 +2,43 @@
squad_id = 15
max_population = 2
respawn_params = respawn@ds2_lager_st
respawn_only_smart = false
respawn_idle = 86400
respawn_radius = 50
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
;def_restr = nil
;safe_restr = nil
;spawn_point = nil
[respawn@ds2_lager_st] ;-- Type: faction { bandit, killer, renegade, ISG } = hideout
spawn_renegade@advanced
spawn_bandit@novice
spawn_killer@advanced
spawn_isg@veteran
spawn_renegade@advanced
spawn_isg_special
[spawn_renegade@advanced]
spawn_squads = renegade_sim_squad_advanced, renegade_sim_squad_novice
spawn_num = 1
[spawn_bandit@novice]
spawn_squads = bandit_sim_squad_novice
spawn_num = 1
spawn_squads = bandit_sim_squad_novice, bandit_sim_squad_novice, bandit_sim_squad_advanced
spawn_num = {!squad_name_exist(ds_ds2_lager_st_isg_squad)} 1, 0
[spawn_killer@advanced]
spawn_squads = merc_sim_squad_advanced
spawn_num = 1
spawn_squads = merc_sim_squad_advanced, merc_sim_squad_novice, merc_sim_squad_novice
spawn_num = {!squad_name_exist(ds_ds2_lager_st_isg_squad)} 1, 0
[spawn_isg@veteran]
spawn_squads = isg_sim_squad_veteran
spawn_num = {+isg_entered_the_zone} 1, 0
[spawn_renegade@advanced]
spawn_squads = renegade_sim_squad_advanced, renegade_sim_squad_novice, renegade_sim_squad_novice
spawn_num = {!squad_name_exist(ds_ds2_lager_st_isg_squad)} 1, 0
[spawn_isg_special]
spawn_squads = isg_sim_squad_novice, isg_sim_squad_novice, isg_sim_squad_advanced
spawn_num = {!squad_name_exist(ds_ds2_lager_st_isg_squad) +isg_entered_the_zone} 1, 0
;[on_changing_level]
;[smart_control]
[exclusive]
ds2_lager_st_camp_work_1 = darkscape\ds2_lager_st_smart_logic.ltx
@@ -2,7 +2,15 @@
squad_id = 16
max_population = 2
respawn_params = respawn@ds_st_dogs
respawn_only_smart = false
respawn_idle = 86400
respawn_radius = 50
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
;def_restr = nil
;safe_restr = nil
;spawn_point = nil
[respawn@ds_st_dogs] ;-- Type:
spawn_all_normal
@@ -13,9 +21,13 @@ spawn_mutants_rare
spawn_squads = simulation_cat_3_5, simulation_boar_3_5, simulation_mix_boar_flesh, simulation_flesh, simulation_boar
spawn_num = 2
[spawn_mutants_rare] ;-- Rare mutants - Rates of groups: ( 1 karlik + ;1 bibliotekar + ;borya)
[spawn_mutants_rare] ;-- Rare mutants - Rates of groups: ( 1 karlik )
spawn_squads = simulation_karlik
spawn_num = {~10} 1, 0
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -1,11 +1,34 @@
[smart_terrain] ;-- Disabled spawn
[smart_terrain]
squad_id = 17
;max_population = 0
;respawn_params = respawn@ds2_st_hoofs
;respawn_idle = 0
max_population = 1
respawn_params = respawn@ds2_st_hoofs
respawn_only_smart = false
respawn_idle = 86400
respawn_radius = 50
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
;def_restr = nil
;safe_restr = nil
;spawn_point = nil
;[respawn@ds2_st_hoofs] ;-- Type:
[respawn@ds2_st_hoofs] ;-- Type: c_1_1 + c_1_2 edited
spawn_all_weak_c_1_1
spawn_all_normal_c_1_2
[spawn_all_weak_c_1_1] ;-- Weak mutants - Rates of groups: ( 2 tushkano + 2 dogs + 1 cats + 1 flesh )
spawn_squads = simulation_tushkano, simulation_tushkano, simulation_dog, simulation_mix_dogs, simulation_cat, simulation_flesh
spawn_num = {!actor_week_in_zone(1)} 1, {=actor_week_in_zone(1)} 0
[spawn_all_normal_c_1_2];-- Normal mutants - Rates of groups: ( 2 dogs + 1 cats + 3 fleshes/boars )
spawn_squads = simulation_dog_5_7, simulation_mix_dogs, simulation_cat_3_5, simulation_mix_boar_flesh, simulation_flesh, simulation_boar
spawn_num = {=actor_week_in_zone(1)} 1, {!actor_week_in_zone(1)} 0
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -1,10 +1,22 @@
[smart_terrain] ;-- Disabled spawn
squad_id = 2
;max_population = 0
max_population = 1
;respawn_params = respawn@ds_boars_nest
;respawn_idle = 0
;respawn_only_smart = false
;respawn_idle = 86400
;respawn_radius = 50
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
;def_restr = nil
;safe_restr = nil
;spawn_point = nil
;[respawn@ds_boars_nest] ;-- Type:
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -2,20 +2,32 @@
squad_id = 3
max_population = 1
respawn_params = respawn@ds_deb1
respawn_only_smart = false
respawn_idle = 86400
respawn_radius = 50
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
;def_restr = nil
;safe_restr = nil
;spawn_point = nil
[respawn@ds_deb1] ;-- Type: c_1_1 + c_1_2 edited
spawn_all_weak_c_1_1
spawn_all_normal_c_1_2
[spawn_all_weak_c_1_1] ;-- Normal mutants - Rates of groups: ( 2 dogs + 1 cats + 1 flesh )
spawn_squads = simulation_dog, simulation_mix_dogs, simulation_cat, simulation_flesh
[spawn_all_weak_c_1_1] ;-- Weak mutants - Rates of groups: ( 2 tushkano + 2 dogs + 1 cats + 1 flesh )
spawn_squads = simulation_tushkano, simulation_tushkano, simulation_dog, simulation_mix_dogs, simulation_cat, simulation_flesh
spawn_num = {!actor_week_in_zone(1)} 1, {=actor_week_in_zone(1)} 0
[spawn_all_normal_c_1_2];-- Normal mutants - Rates of groups: ( 2 dogs + 1 pseudodog + 1 cats + 3 fleshes/boars )
spawn_squads = simulation_mix_dogs, simulation_mix_dogs, simulation_pseudodog, simulation_cat, simulation_mix_boar_flesh, simulation_flesh, simulation_boar
[spawn_all_normal_c_1_2];-- Normal mutants - Rates of groups: ( 2 dogs + 1 cats + 3 fleshes/boars )
spawn_squads = simulation_dog_5_7, simulation_mix_dogs, simulation_cat_3_5, simulation_mix_boar_flesh, simulation_flesh, simulation_boar
spawn_num = {=actor_week_in_zone(1)} 1, {!actor_week_in_zone(1)} 0
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -2,11 +2,23 @@
squad_id = 5
max_population = 1
;respawn_params = respawn@ds_grverfer2
;respawn_idle = 0
;respawn_only_smart = false
;respawn_idle = 86400
;respawn_radius = 50
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
;def_restr = nil
;safe_restr = nil
;spawn_point = nil
;[respawn@ds_grverfer2] ;-- Type:
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -2,7 +2,15 @@
squad_id = 6
max_population = 1
respawn_params = respawn@ds_kem1
respawn_only_smart = false
respawn_idle = 172800
respawn_radius = 50
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
;def_restr = nil
;safe_restr = nil
;spawn_point = nil
[respawn@ds_kem1] ;-- Type:
spawn_all_normal
@@ -18,4 +26,8 @@ spawn_squads = simulation_lurker, simulation_lurker_brown
spawn_num = {~50} 1, 0
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -2,7 +2,15 @@
squad_id = 7
max_population = 1
respawn_params = respawn@ds_kem2
respawn_idle = 345600
respawn_only_smart = false
respawn_idle = 259200
respawn_radius = 50
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
;def_restr = nil
;safe_restr = nil
;spawn_point = nil
[respawn@ds_kem2] ;-- Type: faction {army} = checkpoint
@@ -18,8 +26,25 @@ spawn_num = {!squad_name_exist(ds_kem2_military_mlr_2_squad)} 1, 0
;spawn_num = {!squad_name_exist(ds_kem2_military_mlr_2_sniper)} 1, 0
;[exclusive]
;[on_changing_level]
;[smart_control]
[exclusive]
ds_kem2_squad_1 = darkscape\ds_kem2_squad_logic.ltx
ds_kem2_squad_2 = darkscape\ds_kem2_squad_logic.ltx
ds_kem2_squad_3 = darkscape\ds_kem2_squad_logic.ltx
;ds_kem2_squad_4 = darkscape\ds_kem2_squad_logic.ltx
ds_kem2_sniper_1 = darkscape\ds_kem2_squad_logic.ltx
ds_kem2_sniper_2 = darkscape\ds_kem2_squad_logic.ltx
;ds_kem2_smart_terrain_guard_work_1 = darkscape\ds_kem2_smart_logic.ltx
;ds_kem2_smart_terrain_guard_work_2 = darkscape\ds_kem2_smart_logic.ltx
ds_kem2_smart_terrain_camp_work_1 = darkscape\ds_kem2_smart_logic.ltx
ds_kem2_smart_terrain_camp_work_2 = darkscape\ds_kem2_smart_logic.ltx
ds_kem2_smart_terrain_camp_work_3 = darkscape\ds_kem2_smart_logic.ltx
ds_kem2_smart_terrain_camp_work_4 = darkscape\ds_kem2_smart_logic.ltx
ds_kem2_smart_terrain_camp_work_5 = darkscape\ds_kem2_smart_logic.ltx
@@ -2,7 +2,15 @@
squad_id = 8
max_population = 2
respawn_params = respawn@ds_kem3
respawn_only_smart = false
respawn_idle = 345600
respawn_radius = 50
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
;def_restr = nil
;safe_restr = nil
;spawn_point = nil
[respawn@ds_kem3] ;-- Type:
spawn_heli_strong
@@ -18,4 +26,8 @@ spawn_helicopter = simulation_helicopter_weak
spawn_num = {=down_to_earth_functor !heli_exist_on_level} 1, 0
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -3,11 +3,24 @@ squad_id = 10
max_population = 2
respawn_params = respawn@ds_ptr
respawn_idle = 86400
respawn_radius = 50
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
;def_restr = nil
;safe_restr = nil
;spawn_point = nil
faction_controlled = killer, bandit, renegade, army
default_faction = bandit
faction_respawn_num = 1
;[respawn@ds_ptr] ;-- Type:
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -2,7 +2,15 @@
squad_id = 11
max_population = 2
respawn_params = respawn@ds_ptr2
respawn_only_smart = false
respawn_idle = 259200
respawn_radius = 50
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
;def_restr = nil
;safe_restr = nil
;spawn_point = nil
[respawn@ds_ptr2] ;-- Type:
spawn_predatory_c_2_1
@@ -10,7 +18,7 @@ spawn_predatory_c_2_2
[spawn_predatory_c_2_1] ;-- Normal\hard mutants - Rates of groups: ( 1 lurker + 1 pseudodog + 1 dogs )
spawn_squads = simulation_pseudodog, simulation_mix_dogs, simulation_lurker
spawn_squads = simulation_pseudodog, simulation_mix_dogs, simulation_lurker, simulation_mix_dogs
spawn_num = {!actor_week_in_zone(1)} 1, {=actor_week_in_zone(1)} 0
[spawn_predatory_c_2_2] ;-- Hard mutants - Rates of groups: ( 3 lurker + 1 pseudodog + 1 dogs )
@@ -18,4 +26,8 @@ spawn_squads = simulation_lurker_blue, simulation_lurker_black, simulation_lurke
spawn_num = {=actor_week_in_zone(1)} 1, {!actor_week_in_zone(1)} 0
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -2,16 +2,28 @@
squad_id = 12
max_population = 2
respawn_params = respawn@ds_ptr3
respawn_only_smart = false
respawn_idle = 172800
respawn_radius = 50
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
;def_restr = nil
;safe_restr = nil
;spawn_point = nil
[respawn@ds_ptr3] ;-- Type:
spawn_lurker
[spawn_lurker] ;-- Hard mutants - Rates of groups: ( 2 lurker )
spawn_squads = simulation_lurker, simulation_lurker_black
spawn_squads = simulation_lurker, simulation_lurker_blue
spawn_num = 1
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -2,7 +2,15 @@
squad_id = 13
max_population = 2
respawn_params = respawn@ds_ptr4
respawn_only_smart = true
respawn_idle = 259200
respawn_radius = 50
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
;def_restr = nil
;safe_restr = nil
;spawn_point = nil
[respawn@ds_ptr4] ;-- Type: random stalker spawn
spawn_army_squad
@@ -21,11 +29,15 @@ spawn_num = {!squad_name_exist(ds_ptr4_army_mlr_2_squad) !squad_name_exist(ds_pt
[spawn_killer_squad]
spawn_squads = ds_ptr4_killer_mlr_2_squad
spawn_num = {!squad_name_exist(ds_ptr4_army_mlr_2_squad) !squad_name_exist(ds_ptr4_bandit_mlr_2_squad) !squad_name_exist(ds_ptr4_killer_mlr_2_squad) !squad_name_exist(ds_ptr4_renegade_mlr_2_squad) =actor_week_in_zone(1)} 1, 0
spawn_num = {!squad_name_exist(ds_ptr4_army_mlr_2_squad) !squad_name_exist(ds_ptr4_bandit_mlr_2_squad) !squad_name_exist(ds_ptr4_killer_mlr_2_squad) !squad_name_exist(ds_ptr4_renegade_mlr_2_squad) =actor_week_in_zone(2)} 1, 0
[spawn_renegade_squad]
spawn_squads = ds_ptr4_renegade_mlr_2_squad
spawn_num = {!squad_name_exist(ds_ptr4_army_mlr_2_squad) !squad_name_exist(ds_ptr4_bandit_mlr_2_squad) !squad_name_exist(ds_ptr4_killer_mlr_2_squad) !squad_name_exist(ds_ptr4_renegade_mlr_2_squad)} 1, 0
;[on_changing_level]
;[smart_control]
;[exclusive]