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
@@ -1,3 +1,19 @@
![logic]
!active = sr_crow_spawner
active = sr_idle@check_story
[sr_idle@check_story]
on_info = {-story_mode_disabled} sr_idle@check_actor, {+story_mode_disabled -yan_x16_complete_end} sr_idle@check_actor %+yan_kill_brain_done%
[sr_idle@check_actor]
on_info = {=actor_community(actor_monolith) -yan_x16_complete_end} sr_idle@check_helmet %+yan_kill_brain_done%, {=actor_community(actor_greh) -yan_x16_complete_end} sr_idle@check_helmet %+yan_kill_brain_done%, sr_idle@check_helmet
[sr_idle@check_helmet]
on_info = {=actor_has_item(good_psy_helmet)} sr_idle@check_spawner %+living_legend_psy_helmet%, {=actor_has_item(bad_psy_helmet)} sr_idle@check_spawner %+living_legend_psy_helmet%, sr_idle@check_spawner
[sr_idle@check_spawner]
on_info = sr_crow_spawner
![sr_crow_spawner]
max_crows_on_level = 3
max_crows_on_level = 4
spawn_path = val_crow_spawn_1, val_crow_spawn_2, val_crow_spawn_3, val_crow_spawn_4, val_crow_spawn_5
@@ -0,0 +1,70 @@
[logic@val_smart_terrain_7_3_bandit_barman]
suitable = {=check_npc_name(sim_default_bandit_barman)} true, {=check_npc_barman} true
active = beh@val_smart_terrain_7_3_beh_barman_work
prior = 200
can_select_weapon = true
dont_keep_items = true
level_spot = barman
trade = items\trade\trade_generic_barman.ltx
[beh@general_barman]
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
reach_distance = 10
wait_anim = guard
walk_anim = patrol
jog_anim = assault
run_anim = assault
delay_anim = guard
combat_ignore_cond = false
combat_ignore_keep_when_attacked = false
gather_items_enabled = false
help_wounded_enabled = true
corpse_detection_enabled = false
invulnerable = {!actor_true_enemy} true, false
meet = meet@barman
[beh@general_surge]
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
walk_anim = rush
jog_anim = rush
run_anim = rush
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
invulnerable = {!actor_true_enemy} true, false
[meet@barman]
close_anim = nil
close_victim = nil
far_anim = nil
far_victim = nil
close_distance = 0
far_distance = 0
close_snd_distance = 3
abuse = false
use = {=actor_enemy} false, true
allow_break = false
meet_on_talking = false
trade_enable = false
[beh@val_smart_terrain_7_3_beh_barman_work]:beh@general_barman
pt1 = 88860000, fold_arms | pos: 38.53352355957, 0.03549325466156, 41.456050872803 look: 38.337184906006, 0.029632717370987, 40.466979980469
path_end = loop
on_info = {=surge_started} beh@val_smart_terrain_7_3_beh_barman_surge_work
on_info2 = {=is_night} beh@val_smart_terrain_7_3_beh_barman_sleeper_work
[beh@val_smart_terrain_7_3_beh_barman_surge_work]:beh@general_surge
pt1 = 88860000, smoking_stand | pos: 15.318681716919, 0.086453795433044, 32.67654800415 look: 16.157444000244, 0.086408019065857, 32.87963104248
path_end = loop
on_info = {=surge_complete} beh@val_smart_terrain_7_3_beh_barman_work
[beh@val_smart_terrain_7_3_beh_barman_sleeper_work]:beh@general_barman
pt1 = 88860000, drunk_sit_ass | pos: 17.960680007935, 0.16824585199356, 26.692844390869 look: 18.187705993652, 0.077889263629913, 27.502815246582
path_end = loop
on_info = {!is_night} beh@val_smart_terrain_7_3_beh_barman_work
@@ -1,5 +1,50 @@
[logic@val_smart_terrain_7_5_bandit_bodyguard1]
suitable = {=target_squad_name(guards_boss_bandit_in_main_base)} true
active = beh@val_smart_terrain_7_5_bandit_bodyguard_work_1
prior = 200
[logic@val_smart_terrain_7_5_bandit_bodyguard2]
suitable = {=target_squad_name(guards_boss_bandit_in_main_base)} true
active = beh@val_smart_terrain_7_5_bandit_bodyguard_work_2
prior = 200
[logic@val_smart_terrain_7_5_bandit_bodyguard3]
suitable = {=target_squad_name(guards_boss_bandit_in_main_base)} true
active = beh@val_smart_terrain_7_5_bandit_bodyguard_work_3
prior = 200
![logic@zat_b7_bandit_boss_sultan]
on_death = death_leader
[death_leader]
on_info = %+zat_b5_sultan_dead%
on_info = %+zat_b5_sultan_dead%
[beh@general_guard]
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
reach_distance = 10
wait_anim = guard
walk_anim = patrol
jog_anim = assault
run_anim = assault
delay_anim = guard
combat_ignore_cond = false
combat_ignore_keep_when_attacked = false
gather_items_enabled = false
help_wounded_enabled = true
corpse_detection_enabled = false
invulnerable = {!actor_true_enemy} true, false
[beh@val_smart_terrain_7_5_bandit_bodyguard_work_1]:beh@general_guard
pt1 = 88860000, guard | pos: 28.893632888794, 4.5425424575806, -86.448852539062 look: 28.24019241333, 4.5424118041992, -85.476989746094
path_end = loop
[beh@val_smart_terrain_7_5_bandit_bodyguard_work_2]:beh@general_guard
pt1 = 88860000, guard | pos: 12.844927787781, 4.5411801338196, -81.435401916504 look: 13.999754905701, 4.5381903648376, -81.606719970703
path_end = loop
[beh@val_smart_terrain_7_5_bandit_bodyguard_work_3]:beh@general_guard
pt1 = 88860000, guard | pos: 19.433670043945, 4.5424356460571, -89.39916229248 look: 19.44554901123, 4.5423579216003, -89.845153808594
path_end = loop
@@ -1,8 +1,16 @@
[smart_terrain]
squad_id = 1
max_population = 3
max_population = 2
respawn_params = respawn@val_smart_terrain_1_2
respawn_idle = 259200
respawn_only_smart = false
respawn_idle = 172800
respawn_radius = 50
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
;def_restr = nil
;safe_restr = nil
;spawn_point = nil
[respawn@val_smart_terrain_1_2]
spawn_army@novice
@@ -10,13 +18,17 @@ spawn_army@advanced
[spawn_army@novice]
spawn_squads = army_sim_squad_novice
spawn_num = {+dar_control_poltergeist_killed} 0, 2
[spawn_army@advanced]
spawn_squads = army_sim_squad_advanced
spawn_squads = army_sim_squad_novice, army_sim_squad_novice, army_sim_squad_advanced
spawn_num = {+dar_control_poltergeist_killed} 0, 1
[spawn_army@advanced]
spawn_squads = army_sim_squad_advanced, army_sim_squad_novice, army_sim_squad_novice
spawn_num = {+dar_control_poltergeist_killed} 0, 1
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -2,15 +2,32 @@
squad_id = 2
max_population = 1
respawn_params = respawn@val_smart_terrain_3_0
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@val_smart_terrain_3_0] ;-- Type:
spawn_all_weak
[respawn@val_smart_terrain_3_0] ;-- Type: c_1_1 + c_1_2 edited
spawn_all_weak_c_1_1
spawn_all_normal_c_1_2
[spawn_all_weak] ;-- Normal mutants - Rates of groups: ( 3 dogs + 1 cat )
spawn_squads = simulation_tushkano, simulation_dog, simulation_mix_dogs, simulation_mix_dogs, simulation_cat
spawn_num = 1
[spawn_all_weak_c_1_1] ;-- Weak mutants - Rates of groups: ( 2 tushkano + 2 dogs + 1 cats + 1 flesh )
spawn_squads = simulation_tushkano, simulation_tushkano, simulation_dog, simulation_mix_dogs, simulation_cat, simulation_flesh
spawn_num = {!actor_week_in_zone(1)} 1, {=actor_week_in_zone(1)} 0
[spawn_all_normal_c_1_2];-- Normal mutants - Rates of groups: ( 2 dogs + 1 cats + 3 fleshes/boars )
spawn_squads = simulation_mix_dogs, simulation_mix_dogs, simulation_cat_3_5, simulation_mix_boar_flesh, simulation_flesh, simulation_boar
spawn_num = {=actor_week_in_zone(1)} 1, {!actor_week_in_zone(1)} 0
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -1,13 +1,27 @@
[smart_terrain]
squad_id = 3
max_population = 3
max_population = 2
respawn_params = respawn@val_smart_terrain_4_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
faction_controlled = stalker, killer, bandit, renegade, dolg
faction_controlled = stalker, bandit, killer, dolg, renegade
default_faction = stalker
faction_respawn_num = 1
;[respawn@val_smart_terrain_4_0] ;-- Type:
;[on_changing_level]
;[smart_control]
[exclusive]
val_smart_terrain_4_0_camp_work_1 = darkvalley\val_smart_terrain_4_0_smart_logic.ltx
@@ -2,7 +2,15 @@
squad_id = 4
max_population = 1
respawn_params = respawn@val_smart_terrain_5_10
respawn_idle = 259200
respawn_only_smart = false
respawn_idle = 172800
respawn_radius = 50
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
;def_restr = nil
;safe_restr = nil
;spawn_point = nil
[respawn@val_smart_terrain_5_10] ;-- Type: c_1_1 + c_1_2 edited
spawn_all_weak_c_1_1
@@ -18,4 +26,8 @@ spawn_squads = simulation_mix_dogs, simulation_mix_dogs, simulation_cat, simulat
spawn_num = {=actor_week_in_zone(1)} 1, {!actor_week_in_zone(1)} 0
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -2,9 +2,21 @@
squad_id = 15
max_population = 1
;respawn_params = respawn@val_smart_terrain_5_7
;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@val_smart_terrain_5_7] ;-- Type:
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -2,9 +2,21 @@
squad_id = 16
max_population = 1
;respawn_params = respawn@val_smart_terrain_5_8
;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@val_smart_terrain_5_8] ;-- Type:
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -2,11 +2,23 @@
squad_id = 5
max_population = 1
;respawn_params = respawn@val_smart_terrain_6_4
;respawn_idle = 0 ;345600
;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@val_smart_terrain_6_4] ;-- Type:
;[on_changing_level]
;[smart_control]
[exclusive]
faction_base_defense_enemy1 = darkvalley\val_smart_terrain_6_4_smart_logic.ltx
faction_base_defense_enemy2 = darkvalley\val_smart_terrain_6_4_smart_logic.ltx
@@ -2,9 +2,21 @@
squad_id = 6
max_population = 1
;respawn_params = respawn@val_smart_terrain_6_5
;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@val_smart_terrain_6_5] ;-- Type:
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -2,9 +2,21 @@
squad_id = 17
max_population = 2
;respawn_params = respawn@val_smart_terrain_7_11
;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@val_smart_terrain_7_11] ;--
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -2,20 +2,40 @@
squad_id = 7
max_population = 4
respawn_params = respawn@val_smart_terrain_7_3
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@val_smart_terrain_7_3] ;-- Type: faction {bandit} = north\main base
spawn_deserted_base
[respawn@val_smart_terrain_7_3] ;-- Type: faction {bandit} = faction base\north
spawn_bandit_special
spawn_bandit_special_2
[spawn_deserted_base] ;-- Normal mutants - Rates of groups:( 1 tushkano + 1 dogs + 1 cats )
spawn_squads = simulation_tushkano, simulation_mix_dogs, simulation_cat,
spawn_num = {+zat_b5_sultan_dead} 1, 0
[spawn_bandit_special]
spawn_squads = bandit_novice_visiters_camp
spawn_num = {!squad_name_exist(bandit_novice_visiters_camp) -zat_b5_sultan_dead} 1, 0
[spawn_bandit_special_2]
spawn_squads = bandit_novice_visiters_2_camp
spawn_num = {!squad_name_exist(bandit_novice_visiters_2_camp) -zat_b5_sultan_dead} 1, 0
[on_changing_level]
on_info = {+zat_b5_sultan_dead} %=remove_squad(val_smart_terrain_7_3_bandit_mechanic_stalker_squad) =remove_squad(bandit_barman_mlr_squad) =remove_squad(bandit_novice_visiters_camp) =remove_squad(bandit_novice_visiters_2_camp)%
;[smart_control]
[exclusive]
val_smart_terrain_7_3_bandit_mechanic = darkvalley\val_smart_terrain_7_3_smart_logic.ltx
val_smart_terrain_7_3_beh_tech_job_1 = darkvalley\val_smart_terrain_7_3_smart_logic.ltx
val_smart_terrain_7_3_bandit_mechanic = darkvalley\val_smart_terrain_7_3_smart_logic.ltx
val_smart_terrain_7_3_bandit_barman = darkvalley\val_smart_terrain_7_3_smart_logic.ltx
val_smart_terrain_7_3_beh_tech_job_1 = darkvalley\val_smart_terrain_7_3_smart_logic.ltx
val_smart_terrain_7_3_camp_work_1 = darkvalley\val_smart_terrain_7_3_smart_logic.ltx
val_smart_terrain_7_3_camp_work_2 = darkvalley\val_smart_terrain_7_3_smart_logic.ltx
val_smart_terrain_7_3_camp_work_3 = darkvalley\val_smart_terrain_7_3_smart_logic.ltx
@@ -2,53 +2,37 @@
squad_id = 8
max_population = 4
respawn_params = respawn@val_smart_terrain_7_4
respawn_idle = 43200
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@val_smart_terrain_7_4] ;-- Type: faction {bandit} = center\main base
spawn_bandit@novice
spawn_bandit@advanced
spawn_bandit_special
spawn_bandit_special_2
spawn_bandit_special_3
spawn_bandit_special_4
[respawn@val_smart_terrain_7_4] ;-- Type: faction {bandit} =faction base\center
spawn_deserted_base
[spawn_bandit@novice]
spawn_squads = bandit_sim_squad_novice, bandit_sim_squad_advanced
spawn_num = {+zat_b5_sultan_dead} 0, 6
[spawn_deserted_base] ;-- Normal mutants - Rates of groups:( 1 tushkano + 2 dogs + 1 pseudodog + 1 cats )
spawn_squads = simulation_tushkano, simulation_dog_5_7, simulation_mix_dogs, simulation_pseudodog, simulation_cat
spawn_num = {+zat_b5_sultan_dead} 4, 0
[spawn_bandit@advanced]
spawn_squads = bandit_sim_squad_advanced, bandit_sim_squad_novice
spawn_num = {+zat_b5_sultan_dead} 0, 4
[spawn_bandit_special]
spawn_squads = bandit_novice_visiters_camp
spawn_num = {!squad_name_exist(bandit_novice_visiters_camp) -zat_b5_sultan_dead} 1, 0
[spawn_bandit_special_2]
spawn_squads = bandit_novice_visiters_2_camp
spawn_num = {!squad_name_exist(bandit_novice_visiters_2_camp) -zat_b5_sultan_dead} 1, 0
[spawn_bandit_special_3]
spawn_squads = bandit_novice_visiters_base
spawn_num = {!squad_name_exist(bandit_novice_visiters_base) -zat_b5_sultan_dead} 1, 0
[spawn_bandit_special_4]
spawn_squads = bandit_novice_visiters_2_base
spawn_num = {!squad_name_exist(bandit_novice_visiters_2_base) -zat_b5_sultan_dead} 1, 0
[spawn_deserted_base]
spawn_squads = simulation_tushkano, simulation_mix_dogs
spawn_num = {+zat_b5_sultan_dead ~50} 1, 0
[on_changing_level]
on_info = {+zat_b5_sultan_dead} %=remove_squad(bandit_novice_visiters_base) =remove_squad(bandit_novice_visiters_2_base) =remove_squad(val_smart_terrain_7_4_bandit_trader_stalker_squad)%
;[smart_control]
[exclusive]
val_smart_terrain_7_4_bandit_trader = darkvalley\val_smart_terrain_7_4_smart_logic.ltx
val_smart_terrain_7_4_beh_trade_job_1 = darkvalley\val_smart_terrain_7_4_smart_logic.ltx
faction_base_defense_enemy1 = darkvalley\val_smart_terrain_7_4_smart_logic.ltx
faction_base_defense_enemy2 = darkvalley\val_smart_terrain_7_4_smart_logic.ltx
faction_base_defense_enemy3 = darkvalley\val_smart_terrain_7_4_smart_logic.ltx
faction_base_defense_enemy4 = darkvalley\val_smart_terrain_7_4_smart_logic.ltx
faction_base_defense_enemy5 = darkvalley\val_smart_terrain_7_4_smart_logic.ltx
faction_base_defense_enemy6 = darkvalley\val_smart_terrain_7_4_smart_logic.ltx
faction_base_defense_enemy6 = darkvalley\val_smart_terrain_7_4_smart_logic.ltx
@@ -1,35 +1,68 @@
[smart_terrain]
squad_id = 9
max_population = 4
max_population = 1
respawn_params = respawn@val_smart_terrain_7_5
respawn_idle = 172800
respawn_only_smart = false
respawn_idle = 43200
respawn_radius = 50
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
;def_restr = nil
;safe_restr = nil
;spawn_point = nil
[respawn@val_smart_terrain_7_5] ;-- Type: faction {bandit} = south\main base
[respawn@val_smart_terrain_7_5] ;-- Type: faction {bandit} = faction base\south
spawn_bandit@novice
spawn_bandit@advanced
spawn_bandit@veteran
spawn_bandit_special
spawn_bandit_special_2
spawn_bandit_special_3
[spawn_bandit@novice]
spawn_squads = bandit_sim_squad_novice, bandit_sim_squad_novice, bandit_sim_squad_advanced
spawn_num = {+zat_b5_sultan_dead} 0, 4
[spawn_bandit@advanced]
spawn_squads = bandit_sim_squad_advanced, bandit_sim_squad_novice, bandit_sim_squad_novice
spawn_num = {+zat_b5_sultan_dead} 0, 4
[spawn_bandit@veteran]
spawn_squads = bandit_sim_squad_veteran, bandit_sim_squad_advanced
spawn_num = {+zat_b5_sultan_dead} 0, 2
spawn_squads = bandit_sim_squad_veteran, bandit_sim_squad_advanced, bandit_sim_squad_advanced
spawn_num = {+zat_b5_sultan_dead} 0, 1
[spawn_bandit_special]
spawn_squads = bandit_novice_visiters_base
spawn_num = {!squad_name_exist(bandit_novice_visiters_base) -zat_b5_sultan_dead} 1, 0
[spawn_bandit_special_2]
spawn_squads = bandit_novice_visiters_2_base
spawn_num = {!squad_name_exist(bandit_novice_visiters_2_base) -zat_b5_sultan_dead} 1, 0
[spawn_bandit_special_3]
spawn_squads = guards_boss_bandit_in_main_base
spawn_num = {!squad_name_exist(guards_boss_bandit_in_main_base) -zat_b5_sultan_dead} 1, 0
[on_changing_level]
on_info = {+zat_b5_sultan_dead} %=remove_squad(bandit_main_base_medic_mlr_squad) =remove_squad(guid_dv_mal_mlr_squad) =remove_squad(bandit_guards_in_main_base) =remove_squad(guards_boss_bandit_in_main_base)%
;[smart_control]
[exclusive]
guid_dv_mal_mlr = darkvalley\guid_dv_mal_mlr.ltx
bandit_main_base_medic_mlr = darkvalley\bandit_main_base_medic_mlr.ltx
zat_b7_bandit_boss_sultan = darkvalley\val_smart_terrain_7_5_bandit_boss_sultan.ltx
val_smart_terrain_7_5_bandit_bodyguard1 = darkvalley\val_smart_terrain_7_5_bandit_boss_sultan.ltx
val_smart_terrain_7_5_bandit_bodyguard2 = darkvalley\val_smart_terrain_7_5_bandit_boss_sultan.ltx
val_smart_terrain_7_5_bandit_bodyguard3 = darkvalley\val_smart_terrain_7_5_bandit_boss_sultan.ltx
val_smart_terrain_7_5_camp_work_1 = darkvalley\val_smart_terrain_7_5_smart_logic.ltx
val_smart_terrain_7_5_camp_work_2 = darkvalley\val_smart_terrain_7_5_smart_logic.ltx
val_smart_terrain_7_5_camp_work_3 = darkvalley\val_smart_terrain_7_5_smart_logic.ltx
val_smart_terrain_7_5_camp_work_4 = darkvalley\val_smart_terrain_7_5_smart_logic.ltx
val_smart_terrain_7_5_camp_work_5 = darkvalley\val_smart_terrain_7_5_smart_logic.ltx
val_smart_terrain_7_5_bandit_bodyguard1 = darkvalley\val_smart_terrain_7_5_bandit_boss_sultan.ltx
val_smart_terrain_7_5_bandit_bodyguard2 = darkvalley\val_smart_terrain_7_5_bandit_boss_sultan.ltx
val_smart_terrain_7_5_bandit_bodyguard3 = darkvalley\val_smart_terrain_7_5_bandit_boss_sultan.ltx
@@ -2,15 +2,27 @@
squad_id = 10
max_population = 1
respawn_params = respawn@val_smart_terrain_7_8
respawn_idle = 259200
respawn_only_smart = false
respawn_idle = 172800
respawn_radius = 50
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
;def_restr = nil
;safe_restr = nil
;spawn_point = nil
[respawn@val_smart_terrain_7_8] ;-- Type:
spawn_tushkano
[spawn_tushkano] ;-- Weak mutants - Rates of groups: ( 2 tushkano )
spawn_squads = simulation_tushkano, simulation_tushkano
[spawn_tushkano] ;-- Weak mutants - Rates of groups: ( 3 tushkano )
spawn_squads = simulation_tushkano, simulation_tushkano, simulation_tushkano_7_10
spawn_num = 1
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -2,7 +2,15 @@
squad_id = 11
max_population = 1
;respawn_params = respawn@val_smart_terrain_8_6
;respawn_idle = 0
;respawn_only_smart = false
;respawn_idle = 86400
;respawn_radius = 50
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
;def_restr = nil
;safe_restr = nil
;spawn_point = nil
;[respawn@val_smart_terrain_8_6]
;spawn_bandit
@@ -13,4 +21,8 @@ max_population = 1
;spawn_num = 1
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -1,11 +1,24 @@
[smart_terrain]
[smart_terrain] ;-- Disabled spawn
squad_id = 12
;max_population = 0
;max_population = 1
;respawn_params = respawn@val_smart_terrain_8_7
;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@val_smart_terrain_8_7] ;-- Type:
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -2,14 +2,27 @@
squad_id = 13
max_population = 1
respawn_params = respawn@val_smart_terrain_8_9
respawn_only_smart = false
respawn_idle = 172800
respawn_radius = 50
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
;def_restr = nil
;safe_restr = nil
;spawn_point = nil
[respawn@val_smart_terrain_8_9] ;-- Type:
spawn_tushkano
[spawn_tushkano] ;-- Weak mutants - Rates of groups: ( 2 tushkano )
spawn_squads = simulation_tushkano, simulation_tushkano_7_10
[spawn_tushkano] ;-- Weak mutants - Rates of groups: ( 3 tushkano )
spawn_squads = simulation_tushkano, simulation_tushkano, simulation_tushkano_7_10
spawn_num = 1
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -1,17 +1,34 @@
[smart_terrain]
squad_id = 14
max_population = 2
max_population = 1
respawn_params = respawn@agr_smart_terrain_1_2
respawn_only_smart = false
respawn_idle = 172800
respawn_radius = 50
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
;def_restr = nil
;safe_restr = nil
;spawn_point = nil
[respawn@agr_smart_terrain_1_2] ;-- Type:
spawn_all_hard
[respawn@agr_smart_terrain_1_2] ;-- Type: c_2_1 + c_2_2
spawn_all_hard_c_2_1
spawn_all_worst_c_2_2
[spawn_all_hard] ;-- Normal\Hard mutants - Rates of groups: ( 3 lurker + 1 psy dog + 2 fracture )
spawn_squads = simulation_lurker_black, simulation_lurker_brown, simulation_lurker_blue, simulation_psy_dog, simulation_fracture, simulation_fracture
spawn_num = {~50} 1, 0
[spawn_all_hard_c_2_1] ;-- Hard mutants - Rates of groups: ( 1 fracture + 2 snork + 1 psydog + 2 karlik)
spawn_squads = simulation_fracture, simulation_fracture, simulation_snork_2_3, simulation_psy_dog, simulation_karlik, simulation_karlik
spawn_num = {!actor_week_in_zone(4)} 1, {=actor_week_in_zone(4)} 0
[spawn_all_worst_c_2_2] ;-- Worst mutants - Rates of groups: ( 1 fracture + 2 snork + 1 bloodsucker + 1 psysucker + 1 karlik + 1 burer )
spawn_squads = simulation_fracture, simulation_fracture, simulation_snork_2_5, simulation_psy_dog_squad, simulation_karlik, simulation_karlik
spawn_num = {=actor_week_in_zone(4)} 1, {!actor_week_in_zone(4)} 0
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -2,7 +2,15 @@
squad_id = 15
max_population = 1
respawn_params = respawn@val_smart_terrain_9_2
respawn_only_smart = false
respawn_idle = 86400
respawn_radius = 500
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
;def_restr = nil
;safe_restr = nil
;spawn_point = nil
[respawn@val_smart_terrain_9_2] ;-- Type: c_1_1 + c_1_2 edited
spawn_all_weak_c_1_1
@@ -18,6 +26,10 @@ spawn_squads = simulation_mix_dogs, simulation_mix_dogs, simulation_cat, simulat
spawn_num = {=actor_week_in_zone(1)} 1, {!actor_week_in_zone(1)} 0
;[on_changing_level]
;[smart_control]
[exclusive]
faction_base_defense_enemy1 = darkvalley\val_smart_terrain_9_2_smart_logic.ltx
faction_base_defense_enemy2 = darkvalley\val_smart_terrain_9_2_smart_logic.ltx
@@ -2,20 +2,32 @@
squad_id = 16
max_population = 2
respawn_params = respawn@val_smart_terrain_9_4
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@val_smart_terrain_9_4] ;-- Type: faction {renegade} = safezone
spawn_renegade@novice
spawn_renegade@veteran
spawn_renegade@advanced
[spawn_renegade@novice]
spawn_squads = renegade_sim_squad_novice
spawn_num = {+zat_b5_sultan_dead} 0, 1
spawn_squads = renegade_sim_squad_novice, renegade_sim_squad_novice, renegade_sim_squad_advanced
spawn_num = {+zat_b5_sultan_dead -mar_renegade_trader_dead} 4, 1
[spawn_renegade@veteran]
spawn_squads = renegade_sim_squad_advanced
spawn_num = {+zat_b5_sultan_dead} 0, 1
[spawn_renegade@advanced]
spawn_squads = renegade_sim_squad_advanced, renegade_sim_squad_novice, renegade_sim_squad_novice
spawn_num = {+zat_b5_sultan_dead -mar_renegade_trader_dead} 4, 1
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -2,15 +2,27 @@
squad_id = 17
max_population = 1
respawn_params = respawn@val_smart_terrain_9_6
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@val_smart_terrain_9_6] ;-- Type: spawn_weak + spawn_normal
[respawn@val_smart_terrain_9_6] ;-- Type:
spawn_tushkano
[spawn_tushkano] ;-- Weak mutants - Rates of groups: ( 2 tushkano )
spawn_squads = simulation_tushkano, simulation_tushkano_7_10
spawn_num = {~50} 1, 0
[spawn_tushkano] ;-- Weak mutants - Rates of groups: ( 3 tushkano )
spawn_squads = simulation_tushkano, simulation_tushkano, simulation_tushkano_7_10
spawn_num = 1
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -0,0 +1,37 @@
[logic]
active = ph_idle@wait_actor
[ph_idle@wait_actor]
on_info = {=actor_near_smart(val_smart_terrain_3_0) =is_dark_night} ph_idle@spawn_night_monster, {=actor_near_smart(val_smart_terrain_3_0) =is_night} ph_idle@spawn_night_monster
on_info2 = {=actor_near_smart(val_smart_terrain_7_11) =is_dark_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(val_smart_terrain_7_11) =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:val_smart_terrain_3_0)% ph_idle@reset, {~30} %=create_squad(simulation_snork_night:val_smart_terrain_3_0)% ph_idle@reset, {~40} %=create_squad(simulation_tushkano_night:val_smart_terrain_3_0)% ph_idle@reset, {~50} %=create_squad(simulation_pseudodog_night:val_smart_terrain_3_0)% 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:val_smart_terrain_7_11)% ph_idle@reset_2, {~30} %=create_squad(simulation_fracture_night:val_smart_terrain_7_11)% ph_idle@reset_2, {~40} %=create_squad(simulation_zombie_3_6:val_smart_terrain_7_11)% ph_idle@reset_2, {~50} %=create_squad(simulation_pseudodog_night:val_smart_terrain_7_11)% ph_idle@reset_2, ph_idle@wait_reset
[ph_idle@reset_2]
on_game_timer = 86400 | ph_idle@wait_actor
[ph_idle@spawn_night_monster_3]
on_info = {~20} %=create_squad(simulation_psysucker_white_night:val_smart_terrain_8_9)% ph_idle@reset_3, {~30} %=create_squad(simulation_bloodsucker_night:val_smart_terrain_8_9)% ph_idle@reset_3, {~40} %=create_squad(simulation_karlik_night:val_smart_terrain_8_9)% ph_idle@reset_3, {~50} %=create_squad(simulation_lurker_brown_night:val_smart_terrain_8_9)% ph_idle@reset_3, ph_idle@wait_reset
[ph_idle@reset_3]
on_game_timer = 86400 | ph_idle@wait_actor
[ph_idle@spawn_night_monster_4]
on_info = {~20} %=create_squad(simulation_psysucker_white_night:val_smart_terrain_9_10)% ph_idle@reset_4, {~30} %=create_squad(simulation_bloodsucker_night:val_smart_terrain_9_10)% ph_idle@reset_4, {~40} %=create_squad(simulation_psy_dog_night:val_smart_terrain_9_10)% ph_idle@reset_4, {~50} %=create_squad(simulation_karlik_night:val_smart_terrain_9_10)% ph_idle@reset_4, ph_idle@wait_reset
[ph_idle@reset_4]
on_game_timer = 86400 | ph_idle@wait_actor
[ph_idle@wait_reset]
on_game_timer = 580 | ph_idle@wait_actor
[collide]
ignore_static
@@ -0,0 +1,38 @@
[logic]
active = ph_idle@wait_actor
[ph_idle@wait_actor]
on_info = {=actor_near_smart(val_smart_terrain_5_7) =is_dark_night} ph_idle@spawn_night_monster, {=actor_near_smart(val_smart_terrain_5_7) =is_night} ph_idle@spawn_night_monster
on_info2 = {=actor_near_smart(val_smart_terrain_5_8) =is_dark_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(val_smart_terrain_5_8) =is_night} ph_idle@spawn_night_monster_2
on_info3 = {=actor_near_smart(val_smart_terrain_7_8) =is_dark_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(val_smart_terrain_7_8) =is_night} ph_idle@spawn_night_monster_3
on_info4 = {=actor_near_smart(val_smart_terrain_5_10) =is_dark_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(val_smart_terrain_5_10) =is_night} ph_idle@spawn_night_monster_4
[ph_idle@spawn_night_monster]
on_info = {~20} %=create_squad(simulation_pseudodog_night:val_smart_terrain_5_7)% ph_idle@reset, {~30} %=create_squad(simulation_dog_night:val_smart_terrain_5_7)% ph_idle@reset, {~40} %=create_squad(simulation_tushkano_night:val_smart_terrain_5_7)% ph_idle@reset, {~50} %=create_squad(simulation_boar_3_5_night:val_smart_terrain_5_7)% 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:val_smart_terrain_5_8)% ph_idle@reset_2, {~30} %=create_squad(simulation_fracture_night:val_smart_terrain_5_8)% ph_idle@reset_2, {~40} %=create_squad(simulation_zombie_3_6:val_smart_terrain_5_8)% ph_idle@reset_2, {~50} %=create_squad(simulation_pseudodog_night:val_smart_terrain_5_8)% 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:val_smart_terrain_7_8)% ph_idle@reset_3, {~30} %=create_squad(simulation_psysucker_white_night:val_smart_terrain_7_8)% ph_idle@reset_3, {~40} %=create_squad(simulation_bloodsucker_night:val_smart_terrain_7_8)% ph_idle@reset_3, {~50} %=create_squad(simulation_karlik_night:val_smart_terrain_7_8)% ph_idle@reset_3, ph_idle@wait_reset
[ph_idle@reset_3]
on_game_timer = 86400 | ph_idle@wait_actor
[ph_idle@spawn_night_monster_4]
on_info = {~20} %=create_squad(simulation_lurker_blue_night:val_smart_terrain_5_10)% ph_idle@reset_4, {~30} %=create_squad(simulation_dog_night:val_smart_terrain_5_10)% ph_idle@reset_4, {~40} %=create_squad(simulation_cat_night:val_smart_terrain_5_10)% ph_idle@reset_4, {~50} %=create_squad(simulation_boar_night:val_smart_terrain_5_10)% ph_idle@reset_4, ph_idle@wait_reset
[ph_idle@reset_4]
on_game_timer = 86400 | ph_idle@wait_actor
[ph_idle@wait_reset]
on_game_timer = 580 | ph_idle@wait_actor
[collide]
ignore_static
@@ -0,0 +1,38 @@
[logic]
active = ph_idle@wait_actor
[ph_idle@wait_actor]
on_info = {=actor_near_smart(val_smart_terrain_6_4) =is_dark_night} ph_idle@spawn_night_monster, {=actor_near_smart(val_smart_terrain_6_4) =is_night} ph_idle@spawn_night_monster
on_info2 = {=actor_near_smart(val_smart_terrain_6_5) =is_dark_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(val_smart_terrain_6_5) =is_night} ph_idle@spawn_night_monster_2
on_info3 = {=actor_near_smart(val_smart_terrain_8_7) =is_dark_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(val_smart_terrain_8_7) =is_night} ph_idle@spawn_night_monster_3
on_info4 = {=actor_near_smart(val_smart_terrain_9_2) =is_dark_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(val_smart_terrain_9_2) =is_night} ph_idle@spawn_night_monster_4
[ph_idle@spawn_night_monster]
on_info = {~20} %=create_squad(simulation_bloodsucker_night:val_smart_terrain_6_4)% ph_idle@reset, {~30} %=create_squad(simulation_fracture_night:val_smart_terrain_6_4)% ph_idle@reset, {~40} %=create_squad(simulation_snork_night:val_smart_terrain_6_4)% ph_idle@reset, {~50} %=create_squad(simulation_lurker_blue_night:val_smart_terrain_6_4)% 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:val_smart_terrain_6_5)% ph_idle@reset_2, {~30} %=create_squad(simulation_fracture_night:val_smart_terrain_6_5)% ph_idle@reset_2, {~40} %=create_squad(simulation_zombie_3_6:val_smart_terrain_6_5)% ph_idle@reset_2, {~50} %=create_squad(simulation_pseudodog_night:val_smart_terrain_6_5)% 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:val_smart_terrain_8_7)% ph_idle@reset_3, {~30} %=create_squad(simulation_dog_night:val_smart_terrain_8_7)% ph_idle@reset_3, {~40} %=create_squad(simulation_boar_night:val_smart_terrain_8_7)% ph_idle@reset_3, {~50} %=create_squad(simulation_cat_night:val_smart_terrain_8_7)% ph_idle@reset_3, ph_idle@wait_reset
[ph_idle@reset_3]
on_game_timer = 86400 | ph_idle@wait_actor
[ph_idle@spawn_night_monster_4]
on_info = {~20} %=create_squad(simulation_pseudodog_night:val_smart_terrain_9_2)% ph_idle@reset_4, {~30} %=create_squad(simulation_fracture_night:val_smart_terrain_9_2)% ph_idle@reset_4, {~40} %=create_squad(simulation_bloodsucker_night:val_smart_terrain_9_2)% ph_idle@reset_4, {~50} %=create_squad(simulation_lurker_blue_night:val_smart_terrain_9_2)% ph_idle@reset_4, ph_idle@wait_reset
[ph_idle@reset_4]
on_game_timer = 86400 | ph_idle@wait_actor
[ph_idle@wait_reset]
on_game_timer = 580 | ph_idle@wait_actor
[collide]
ignore_static