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 +1,18 @@
[logic@cit_bandits_poltergeist]
active = mob_home@1
suitable = {=target_squad_name(cit_bandits_poltergeist_squad)} true
monster_job = true
prior = 200
[mob_home@1]
;path_home = home
home_min_radius = 1
home_max_radius = 2
out_restr = cit_smart_house_of_culture_spot
[mob_home@2]
;path_home = home
home_min_radius = 1
home_max_radius = 2
out_restr = cit_bandits_base_zone
@@ -0,0 +1,24 @@
[logic]
active = ph_idle@wait_actor
[ph_idle@wait_actor]
on_info = {=actor_near_smart(zombie_smart_ds_mlr_1) =is_dark_night} ph_idle@spawn_night_monster, {=actor_near_smart(zombie_smart_ds_mlr_1) =is_night} ph_idle@spawn_night_monster
on_info2 = {=actor_near_smart(cit_bandits_2) =is_dark_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(cit_bandits_2) =is_night} ph_idle@spawn_night_monster_2
[ph_idle@spawn_night_monster]
on_info = {~20} %=create_squad(simulation_mix_zombie_night:zombie_smart_ds_mlr_1)% ph_idle@reset, {~30} %=create_squad(simulation_snork_night:zombie_smart_ds_mlr_1)% ph_idle@reset, {~40} %=create_squad(simulation_bloodsucker_red_night:zombie_smart_ds_mlr_1)% ph_idle@reset, {~50} %=create_squad(simulation_pseudodog_night:zombie_smart_ds_mlr_1)% 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_bloodsucker_red_night:cit_bandits_2)% ph_idle@reset_2, {~30} %=create_squad(simulation_fracture_night:cit_bandits_2)% ph_idle@reset_2, {~40} %=create_squad(simulation_zombie_3_6:cit_bandits_2)% ph_idle@reset_2, {~50} %=create_squad(simulation_snork_night:cit_bandits_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 +1,24 @@
[logic]
active = ph_idle@wait_actor
[ph_idle@wait_actor]
on_info = {=actor_near_smart(zombie_smart_ds_mlr_2) =is_dark_night} ph_idle@spawn_night_monster, {=actor_near_smart(zombie_smart_ds_mlr_2) =is_night} ph_idle@spawn_night_monster
on_info2 = {=actor_near_smart(cit_killers_2) =is_dark_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(cit_killers_2) =is_night} ph_idle@spawn_night_monster_2
[ph_idle@spawn_night_monster]
on_info = {~20} %=create_squad(simulation_bloodsucker_red_night:zombie_smart_ds_mlr_2)% ph_idle@reset, {~30} %=create_squad(simulation_psysucker_brown_night:zombie_smart_ds_mlr_2)% ph_idle@reset, {~40} %=create_squad(simulation_tushkano_night:zombie_smart_ds_mlr_2)% ph_idle@reset, {~50} %=create_squad(simulation_boar_3_5_night:zombie_smart_ds_mlr_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:cit_killers_2)% ph_idle@reset_2, {~30} %=create_squad(simulation_fracture_night:cit_killers_2)% ph_idle@reset_2, {~40} %=create_squad(simulation_zombie_3_6:cit_killers_2)% ph_idle@reset_2, {~50} %=create_squad(simulation_pseudodog_night:cit_killers_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 +1,24 @@
[logic]
active = ph_idle@wait_actor
[ph_idle@wait_actor]
on_info = {=actor_near_smart(cit_kanaliz1) =is_dark_night} ph_idle@spawn_night_monster, {=actor_near_smart(cit_kanaliz1) =is_night} ph_idle@spawn_night_monster
on_info2 = {=actor_near_smart(cit_kanaliz2) =is_dark_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(cit_kanaliz2) =is_night} ph_idle@spawn_night_monster_2
[ph_idle@spawn_night_monster]
on_info = {~20} %=create_squad(simulation_chimera_2weak_night:cit_kanaliz1)% ph_idle@reset, {~30} %=create_squad(simulation_fracture_night:cit_kanaliz1)% ph_idle@reset, {~40} %=create_squad(simulation_snork_night:cit_kanaliz1)% ph_idle@reset, {~50} %=create_squad(simulation_lurker_blue_night:cit_kanaliz1)% 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_chimera_2weak_night:cit_kanaliz2)% ph_idle@reset_2, {~30} %=create_squad(simulation_fracture_night:cit_kanaliz2)% ph_idle@reset_2, {~40} %=create_squad(simulation_zombie_3_6:cit_kanaliz2)% ph_idle@reset_2, {~50} %=create_squad(simulation_pseudodog_night:cit_kanaliz2)% 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
@@ -1,5 +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 = 3
max_crows_on_level = 4
spawn_path = cit_crow_spawn_1, cit_crow_spawn_2, cit_crow_spawn_3, cit_crow_spawn_4, cit_crow_spawn_5
@@ -1,8 +1,16 @@
[smart_terrain]
squad_id = 1
max_population = 4
max_population = 3
respawn_params = respawn@cit_bandits
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@cit_bandits] ;-- Type:
spawn_deserted_base
@@ -13,9 +21,12 @@ spawn_squads = monolith_sim_squad_veteran, monolith_sim_squad_advanced, monolith
spawn_num = {+cit_killers_aslan_dead +cit_killers_dushman_dead} 1, 0
;[exclusive]
;[on_changing_level]
;[smart_control]
[exclusive]
cit_bandits_poltergeist = dead_city\cit_bandits_spawn_logic.ltx
@@ -1,22 +1,29 @@
[smart_terrain]
squad_id = 5
max_population = 2
max_population = 3
respawn_params = respawn@cit_bandits_2
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@cit_bandits_2] ;-- Type: c_1_1 + c_1_2 edited
spawn_all_weak_c_1_1
spawn_all_normal_c_1_2
[respawn@cit_bandits_2] ;-- Type:
spawn_deserted_base
[spawn_all_weak_c_1_1] ;-- Weak mutants - Rates of groups: ( 1 tushkano + 2 dogs + 1 cats + 1 flesh )
spawn_squads = 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_deserted_base]
spawn_squads = monolith_sim_squad_veteran, monolith_sim_squad_advanced, monolith_sim_squad_novice
spawn_num = {+cit_killers_aslan_dead +cit_killers_dushman_dead} 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, 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]
@@ -2,20 +2,36 @@
squad_id = 2
max_population = 1
respawn_params = respawn@cit_kanaliz1
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@cit_kanaliz1] ;-- Type: c_1_1 + c_1_2 edited
spawn_all_weak_c_1_1
spawn_all_normal_c_1_2
;spawn_zombied_special
[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_num = {!actor_week_in_zone(1)} 1, {=actor_week_in_zone(1)} 0
[spawn_all_weak_c_1_1] ;-- Normal mutants - Rates of groups: ( 1 tushkano + 2 dogs + 1 cats + 1 flesh )
spawn_squads = simulation_tushkano, simulation_dog, simulation_mix_dogs, simulation_cat, simulation_flesh
spawn_num = {!actor_week_in_zone(1)} 2, {=actor_week_in_zone(1)} 0 ;!squad_name_exist(cit_kanaliz1_zombied_squad)
[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_num = {=actor_week_in_zone(1)} 1, {!actor_week_in_zone(1)} 0
spawn_num = {=actor_week_in_zone(1)} 2, {!actor_week_in_zone(1)} 0 ;!squad_name_exist(cit_kanaliz1_zombied_squad)
;[spawn_zombied_special]
;spawn_squads = cit_kanaliz1_zombied_squad
;spawn_num = {!squad_name_exist(cit_kanaliz1_zombied_squad) -yan_kill_brain_done ~20} 1, 0
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -2,26 +2,37 @@
squad_id = 3
max_population = 2
respawn_params = respawn@cit_kanaliz2
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@cit_kanaliz2] ;-- Type: faction {zombied} = mhee...
spawn_zombied_squad
spawn_zombie
spawn_mutants
spawn_all_weak_c_1_1
spawn_all_normal_c_1_2
spawn_zombied_special
[spawn_all_weak_c_1_1] ;-- Normal mutants - Rates of groups: ( 1 tushkano + 2 dogs + 1 cats + 1 flesh )
spawn_squads = simulation_tushkano, simulation_dog, simulation_mix_dogs, simulation_cat, simulation_flesh
spawn_num = {!actor_week_in_zone(1) !squad_name_exist(cit_kanaliz2_zombied_squad)} 2, {=actor_week_in_zone(1)!squad_name_exist(cit_kanaliz2_zombied_squad)} 0, 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_num = {=actor_week_in_zone(1) !squad_name_exist(cit_kanaliz2_zombied_squad)} 2, {!actor_week_in_zone(1) !squad_name_exist(cit_kanaliz2_zombied_squad)} 0, 0
[spawn_zombied_special]
spawn_squads = cit_kanaliz2_zombied_squad
spawn_num = {!squad_name_exist(cit_kanaliz2_zombied_squad) -yan_kill_brain_done ~20} 1, 0
[spawn_zombied_squad]
spawn_squads = zombied_sim_squad_novice, zombied_sim_squad_mix
spawn_num = {+yan_kill_brain_done} 0, 1
[spawn_zombie] ;-- Weak mutants - Rates of groups: ( 3 zombie )
spawn_squads = simulation_zombie, simulation_zombie_3_6, simulation_mix_zombie
spawn_num = {+yan_kill_brain_done} 0, 1
[spawn_mutants] ;-- Normal\hard mutants - Rates of groups: ( 2 dogs + 1 cats + 1 flesh + 1 snork + 2 fracture )
spawn_squads = simulation_dog, simulation_mix_dogs, simulation_cat, simulation_flesh, simulation_snork_2_3, simulation_fracture, simulation_fracture
spawn_num = {+yan_kill_brain_done} 1, 0
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -2,30 +2,64 @@
squad_id = 4
max_population = 4
respawn_params = respawn@cit_killers
respawn_only_smart = false
respawn_idle = 43200
respawn_radius = 50
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
def_restr = cit_killers_base_zone
;safe_restr = nil
;spawn_point = cit_killers_merc_trader_spawn
[respawn@cit_killers] ;-- Type: faction {killer} = main base
[respawn@cit_killers] ;-- Type: faction {killer} = faction base
spawn_killer@novice
spawn_killer@advanced
spawn_killer@veteran
spawn_killer_special
spawn_killer_special_2
spawn_killer_special_3
[spawn_killer@novice]
spawn_squads = merc_sim_squad_novice, merc_sim_squad_novice, merc_sim_squad_advanced
spawn_num = {+cit_killers_aslan_dead +cit_killers_dushman_dead} 1, 2
[spawn_killer@advanced]
spawn_squads = merc_sim_squad_advanced, merc_sim_squad_novice
spawn_num = {+cit_killers_aslan_dead +cit_killers_dushman_dead} 0, 8
spawn_squads = merc_sim_squad_advanced, merc_sim_squad_advanced, merc_sim_squad_novice
spawn_num = {+cit_killers_aslan_dead +cit_killers_dushman_dead} 1, 2
[spawn_killer@veteran]
spawn_squads = merc_sim_squad_veteran, merc_sim_squad_advanced
spawn_num = {+cit_killers_aslan_dead +cit_killers_dushman_dead} 0, 4
spawn_squads = merc_sim_squad_veteran, merc_sim_squad_advanced, merc_sim_squad_advanced
spawn_num = {+cit_killers_aslan_dead +cit_killers_dushman_dead} 0, 2
[spawn_killer_special]
spawn_squads = cit_killers_merc_guard_squad_1
spawn_num = {!squad_name_exist(cit_killers_merc_guard_squad_1) -cit_killers_aslan_dead} 1, 0 ;{-cit_killers_dushman_dead}
[spawn_killer_special_2]
spawn_squads = cit_killers_merc_guard_squad_2
spawn_num = {!squad_name_exist(cit_killers_merc_guard_squad_2) -cit_killers_aslan_dead} 1, 0 ;{-cit_killers_dushman_dead}
[spawn_killer_special_3]
spawn_squads = cit_killers_merc_guard_squad_3
spawn_num = {!squad_name_exist(cit_killers_merc_guard_squad_3) -cit_killers_aslan_dead} 1, 0 ;{-cit_killers_dushman_dead}
;[on_changing_level]
;[smart_control]
[exclusive]
ds_killer_guide_main_base = dead_city\ds_killer_guide_main_base_logic.ltx
cit_killers_beh_trade_job_1 = dead_city\cit_killers_smart_logic.ltx
cit_killers_beh_tech_job_1 = dead_city\cit_killers_smart_logic.ltx
cit_killers_merc_trader = dead_city\cit_killers_smart_logic.ltx
cit_killers_merc_mechanic = dead_city\cit_killers_smart_logic.ltx
cit_killers_merc_barman_mlr = dead_city\cit_killers_merc_barman_mlr_logic.ltx
cit_killers_merc_medic = dead_city\cit_killers_smart_logic.ltx
ds_killer_guide_main_base = dead_city\ds_killer_guide_main_base_logic.ltx
cit_killers_beh_trade_job_1 = dead_city\cit_killers_smart_logic.ltx
cit_killers_beh_tech_job_1 = dead_city\cit_killers_smart_logic.ltx
cit_killers_camp_work_1 = dead_city\cit_killers_smart_logic.ltx
cit_killers_camp_work_2 = dead_city\cit_killers_smart_logic.ltx
cit_killers_camp_work_3 = dead_city\cit_killers_smart_logic.ltx
@@ -38,6 +72,7 @@ cit_killers_camp_work_9 = dead_city\cit_killers_smart_logic.ltx
cit_killers_camp_work_10 = dead_city\cit_killers_smart_logic.ltx
cit_killers_camp_work_11 = dead_city\cit_killers_smart_logic.ltx
cit_killers_camp_work_12 = dead_city\cit_killers_smart_logic.ltx
faction_base_defense_enemy1 = dead_city\cit_killers_smart_logic.ltx
faction_base_defense_enemy2 = dead_city\cit_killers_smart_logic.ltx
faction_base_defense_enemy3 = dead_city\cit_killers_smart_logic.ltx
@@ -1,8 +1,16 @@
[smart_terrain]
squad_id = 6
max_population = 4
max_population = 3
respawn_params = respawn@cit_killers_2
respawn_idle = 172800
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@cit_killers_2] ;-- Type:
spawn_deserted_base
@@ -13,6 +21,10 @@ spawn_squads = monolith_sim_squad_veteran, monolith_sim_squad_advanced, monolith
spawn_num = {+cit_killers_aslan_dead +cit_killers_dushman_dead} 1, 0
;[on_changing_level]
;[smart_control]
[exclusive]
faction_base_defense_enemy1 = dead_city\cit_killers_2_smart_logic
faction_base_defense_enemy2 = dead_city\cit_killers_2_smart_logic
@@ -2,9 +2,17 @@
squad_id = 7
max_population = 0 ;broken npc path finding
respawn_params = respawn@cit_killers_vs_bandits
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@cit_killers_vs_bandits] ;-- Type: faction {killer} = barracks + faction {bandits} = safezone
[respawn@cit_killers_vs_bandits] ;-- Type: faction {killer\bandits} = barracks\safezone
;spawn_bandit_special
;spawn_bandit_special_2
;spawn_bandit_special_3
@@ -33,5 +41,9 @@ spawn_squads = cit_killers_guard_squad_2
spawn_num = {!squad_name_exist(cit_killers_guard_squad_2) -cit_killers_aslan_dead -cit_killers_dushman_dead} 1, 0
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -1,27 +1,34 @@
[smart_terrain]
squad_id = 25
max_population = 2
max_population = 1
respawn_params = respawn@zombie_smart_ds_mlr_1
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@zombie_smart_ds_mlr_1] ;-- Type: faction {zombied} = mhee...
spawn_zombied_squad
spawn_zombie
spawn_mutants
[spawn_zombied_squad]
spawn_squads = zombied_sim_squad_novice, zombied_sim_squad_mix
spawn_num = {+yan_kill_brain_done} 0, 1
[spawn_zombie] ;-- Weak mutants - Rates of groups: ( 3 zombie )
spawn_squads = simulation_zombie, simulation_zombie_3_6, simulation_mix_zombie
spawn_num = {+yan_kill_brain_done} 0, 1
spawn_num = {+yan_kill_brain_done} 0, 2
[spawn_mutants] ;-- Normal\hard mutants - Rates of groups: ( 2 dogs + 1 cats + 1 flesh )
spawn_squads = simulation_dog, simulation_mix_dogs, simulation_cat, simulation_flesh
[spawn_mutants] ;-- Normal mutants - Rates of groups: ( 2 dogs + 1 pseudodog + 2 cat )
spawn_squads = simulation_dog, simulation_mix_dogs, simulation_pseudodog, simulation_cat, simulation_cat_3_5
spawn_num = {+yan_kill_brain_done} 1, 0
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -2,26 +2,32 @@
squad_id = 26
max_population = 2
respawn_params = respawn@zombie_smart_ds_mlr_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@zombie_smart_ds_mlr_2] ;-- Type: faction {zombied} = mhee...
spawn_zombied_squad
spawn_zombie
spawn_mutants
[spawn_zombied_squad]
spawn_squads = zombied_sim_squad_novice, zombied_sim_squad_mix
spawn_num = {+bar_deactivate_radar_done} 0, 1
[spawn_zombie] ;-- Weak mutants - Rates of groups: ( 3 zombie )
spawn_squads = simulation_zombie, simulation_zombie_3_6, simulation_mix_zombie
spawn_num = {+bar_deactivate_radar_done} 0, 1
spawn_num = {+bar_deactivate_radar_done} 0, 2
[spawn_mutants] ;-- Normal\hard mutants - Rates of groups: ( 2 dogs + 1 cats + 1 flesh )
spawn_squads = simulation_dog, simulation_mix_dogs, simulation_cat, simulation_flesh
[spawn_mutants] ;-- Normal mutants - Rates of groups: ( 2 dogs + 1 pseudodog + 2 cat )
spawn_squads = simulation_dog, simulation_mix_dogs, simulation_pseudodog, simulation_cat, simulation_cat_3_5
spawn_num = {+bar_deactivate_radar_done} 1, 0
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -2,26 +2,33 @@
squad_id = 25
max_population = 1
respawn_params = respawn@zombie_smart_ds_mlr_1
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@zombie_smart_ds_mlr_1] ;-- Type: faction {zombied} = mhee...
spawn_zombied_squad
spawn_zombie
spawn_mutants
[spawn_zombied_squad]
spawn_squads = zombied_sim_squad_novice, zombied_sim_squad_mix
spawn_num = {+yan_kill_brain_done} 0, 1
[spawn_zombie] ;-- Weak mutants - Rates of groups: ( 3 zombie )
spawn_squads = simulation_zombie, simulation_zombie_3_6, simulation_mix_zombie
spawn_num = {+yan_kill_brain_done} 0, 1
spawn_num = {+yan_kill_brain_done} 0, 2
[spawn_mutants] ;-- Normal\hard mutants - Rates of groups: ( 2 dogs + 1 cats + 1 flesh )
spawn_squads = simulation_dog, simulation_mix_dogs, simulation_cat, simulation_flesh
[spawn_mutants] ;-- Normal mutants - Rates of groups: ( 2 dogs + 1 pseudodog + 2 cat )
spawn_squads = simulation_dog, simulation_mix_dogs, simulation_pseudodog, simulation_cat, simulation_cat_3_5
spawn_num = {+yan_kill_brain_done} 1, 0
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -2,30 +2,32 @@
squad_id = 26
max_population = 2
respawn_params = respawn@zombie_smart_ds_mlr_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@zombie_smart_ds_mlr_2] ;-- Type: faction {zombied} = mhee...
spawn_zombied_squad
spawn_zombie
spawn_mutants
[spawn_zombied_squad]
spawn_squads = zombied_sim_squad_novice, zombied_sim_squad_mix
spawn_num = {+bar_deactivate_radar_done} 0, 1
[spawn_zombie] ;-- Weak mutants - Rates of groups: ( 3 zombie )
spawn_squads = simulation_zombie, simulation_zombie_3_6, simulation_mix_zombie
spawn_num = {+bar_deactivate_radar_done} 0, 1
spawn_num = {+bar_deactivate_radar_done} 0, 2
[spawn_mutants] ;-- Normal\hard mutants - Rates of groups: ( 2 dogs + 1 cats + 1 flesh )
spawn_squads = simulation_dog, simulation_mix_dogs, simulation_cat, simulation_flesh
[spawn_mutants] ;-- Normal mutants - Rates of groups: ( 2 dogs + 1 pseudodog + 2 cat )
spawn_squads = simulation_dog, simulation_mix_dogs, simulation_pseudodog, simulation_cat, simulation_cat_3_5
spawn_num = {+bar_deactivate_radar_done} 1, 0
;[on_changing_level]
;[smart_control]
;[exclusive]