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 +1,37 @@
[logic]
active = ph_idle@wait_actor
[ph_idle@wait_actor]
on_info = {=actor_near_smart(mar_smart_terrain_3_7) =is_dark_night} ph_idle@spawn_night_monster, {=actor_near_smart(mar_smart_terrain_3_7) =is_night} ph_idle@spawn_night_monster
on_info2 = {=actor_near_smart(mar_smart_terrain_3_10) =is_dark_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(mar_smart_terrain_3_10) =is_night} ph_idle@spawn_night_monster_2
on_info3 = {=actor_near_smart(mar_smart_terrain_4_7) =is_dark_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(mar_smart_terrain_4_7) =is_night} ph_idle@spawn_night_monster_3
on_info4 = {=actor_near_smart(mar_smart_terrain_6_7) =is_dark_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(mar_smart_terrain_6_7) =is_night} ph_idle@spawn_night_monster_4
[ph_idle@spawn_night_monster]
on_info = {~20} %=create_squad(simulation_mix_zombie_night:mar_smart_terrain_3_7)% ph_idle@reset, {~30} %=create_squad(simulation_snork_night:mar_smart_terrain_3_7)% ph_idle@reset, {~40} %=create_squad(simulation_tushkano_night:mar_smart_terrain_3_7)% ph_idle@reset, {~50} %=create_squad(simulation_pseudodog_night:mar_smart_terrain_3_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_snork_night:mar_smart_terrain_3_10)% ph_idle@reset_2, {~30} %=create_squad(simulation_fracture_night:mar_smart_terrain_3_10)% ph_idle@reset_2, {~40} %=create_squad(simulation_zombie_3_6:mar_smart_terrain_3_10)% ph_idle@reset_2, {~50} %=create_squad(simulation_pseudodog_night:mar_smart_terrain_3_10)% 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:mar_smart_terrain_4_7)% ph_idle@reset_3, {~30} %=create_squad(simulation_bloodsucker_night:mar_smart_terrain_4_7)% ph_idle@reset_3, {~40} %=create_squad(simulation_chimera_night:mar_smart_terrain_4_7)% ph_idle@reset_3, {~50} %=create_squad(simulation_dog_night:mar_smart_terrain_4_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_psysucker_white_night:mar_smart_terrain_6_7)% ph_idle@reset_4, {~30} %=create_squad(simulation_bloodsucker_night:mar_smart_terrain_6_7)% ph_idle@reset_4, {~40} %=create_squad(simulation_psy_dog_night:mar_smart_terrain_6_7)% ph_idle@reset_4, {~50} %=create_squad(simulation_boar_night:mar_smart_terrain_6_7)% 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(mar_smart_terrain_6_8) =is_dark_night} ph_idle@spawn_night_monster, {=actor_near_smart(mar_smart_terrain_6_8) =is_night} ph_idle@spawn_night_monster
on_info2 = {=actor_near_smart(mar_smart_terrain_6_10) =is_dark_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(mar_smart_terrain_6_10) =is_night} ph_idle@spawn_night_monster_2
on_info3 = {=actor_near_smart(mar_smart_terrain_8_8) =is_dark_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(mar_smart_terrain_8_8) =is_night} ph_idle@spawn_night_monster_3
on_info4 = {=actor_near_smart(mar_smart_terrain_8_9) =is_dark_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(mar_smart_terrain_8_9) =is_night} ph_idle@spawn_night_monster_4
[ph_idle@spawn_night_monster]
on_info = {~20} %=create_squad(simulation_pseudodog_night:mar_smart_terrain_6_8)% ph_idle@reset, {~30} %=create_squad(simulation_dog_night:mar_smart_terrain_6_8)% ph_idle@reset, {~40} %=create_squad(simulation_tushkano_night:mar_smart_terrain_6_8)% ph_idle@reset, {~50} %=create_squad(simulation_boar_3_5_night:mar_smart_terrain_6_8)% 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:mar_smart_terrain_6_10)% ph_idle@reset_2, {~30} %=create_squad(simulation_fracture_night:mar_smart_terrain_6_10)% ph_idle@reset_2, {~40} %=create_squad(simulation_zombie_3_6:mar_smart_terrain_6_10)% ph_idle@reset_2, {~50} %=create_squad(simulation_pseudodog_night:mar_smart_terrain_6_10)% 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:mar_smart_terrain_8_8)% ph_idle@reset_3, {~30} %=create_squad(simulation_psysucker_white_night:mar_smart_terrain_8_8)% ph_idle@reset_3, {~40} %=create_squad(simulation_bloodsucker_night:mar_smart_terrain_8_8)% ph_idle@reset_3, {~50} %=create_squad(simulation_karlik_night:mar_smart_terrain_8_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:mar_smart_terrain_8_9)% ph_idle@reset_4, {~30} %=create_squad(simulation_dog_night:mar_smart_terrain_8_9)% ph_idle@reset_4, {~40} %=create_squad(simulation_cat_night:mar_smart_terrain_8_9)% ph_idle@reset_4, {~50} %=create_squad(simulation_boar_night:mar_smart_terrain_8_9)% 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(mar_smart_terrain_7_7) =is_dark_night} ph_idle@spawn_night_monster, {=actor_near_smart(mar_smart_terrain_7_7) =is_night} ph_idle@spawn_night_monster
on_info2 = {=actor_near_smart(mar_smart_terrain_8_4) =is_dark_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(mar_smart_terrain_8_4) =is_night} ph_idle@spawn_night_monster_2
on_info3 = {=actor_near_smart(mar_smart_terrain_10_7) =is_dark_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(mar_smart_terrain_10_7) =is_night} ph_idle@spawn_night_monster_3
on_info4 = {=actor_near_smart(mar_smart_terrain_10_10) =is_dark_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(mar_smart_terrain_10_10) =is_night} ph_idle@spawn_night_monster_4
[ph_idle@spawn_night_monster]
on_info = {~20} %=create_squad(simulation_bloodsucker_night:mar_smart_terrain_7_7)% ph_idle@reset, {~30} %=create_squad(simulation_fracture_night:mar_smart_terrain_7_7)% ph_idle@reset, {~40} %=create_squad(simulation_chimera_night:mar_smart_terrain_7_7)% ph_idle@reset, {~50} %=create_squad(simulation_lurker_blue_night:mar_smart_terrain_7_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_snork_night:mar_smart_terrain_8_4)% ph_idle@reset_2, {~30} %=create_squad(simulation_fracture_night:mar_smart_terrain_8_4)% ph_idle@reset_2, {~40} %=create_squad(simulation_zombie_3_6:mar_smart_terrain_8_4)% ph_idle@reset_2, {~50} %=create_squad(simulation_pseudodog_night:mar_smart_terrain_8_4)% 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:mar_smart_terrain_10_7)% ph_idle@reset_3, {~30} %=create_squad(simulation_dog_night:mar_smart_terrain_10_7)% ph_idle@reset_3, {~40} %=create_squad(simulation_boar_night:mar_smart_terrain_10_7)% ph_idle@reset_3, {~50} %=create_squad(simulation_cat_night:mar_smart_terrain_10_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:mar_smart_terrain_10_10)% ph_idle@reset_4, {~30} %=create_squad(simulation_fracture_night:mar_smart_terrain_10_10)% ph_idle@reset_4, {~40} %=create_squad(simulation_bloodsucker_night:mar_smart_terrain_10_10)% ph_idle@reset_4, {~50} %=create_squad(simulation_lurker_blue_night:mar_smart_terrain_10_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
@@ -1,172 +0,0 @@
[logic@mar_renegade_trader_mlr]
suitable = {=check_npc_name(mar_renegade_trader)} true
prior = 200
active = beh@renegade_trader
can_select_weapon = false
dont_keep_items = true
level_spot = trader
trade = items\trade\trade_renegade.ltx
on_death = death_trader
[death_trader]
on_info = %+mar_renegade_trader_dead%
[logic@mar_renegade_mechanic_mlr]
suitable = {=check_npc_name(mar_renegade_mechanic)} true
prior = 200
active = beh@renegade_mechanic
can_select_weapon = true
dont_keep_items = true
level_spot = mechanic
trade = items\trade\trade_generic_mechanic.ltx
on_death = death_mechanic
[death_mechanic]
on_info = %+mar_renegade_mechanic_dead%
[logic@mar_renegade_squad_guard_mlr_1]
active = beh@renegade_guard_1
suitable = {=target_squad_name(mar_renegade_guard_patrol)} true
prior = 200
[logic@mar_renegade_squad_guard_mlr_2]
active = beh@renegade_guard_2
suitable = {=target_squad_name(mar_renegade_guard_patrol)} true
prior = 200
[logic@mar_renegade_squad_guard_mlr_3]
active = beh@renegade_guard_3
suitable = {=target_squad_name(mar_renegade_guard_patrol)} true
prior = 200
[logic@mar_renegade_squad_guard_mlr_4]
active = beh@renegade_guard_4
suitable = {=target_squad_name(mar_renegade_guard)} true
prior = 200
[beh@general]
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
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 = false
meet = meet
[beh@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 = {=is_warfare} false, {!actor_true_enemy} true, false
[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 = false
trade_enable = false
[beh@renegade_trader]:beh@general
pt1 = 88860000, fold_arms | pos: -166.23594665527, 1.2154817581177, 404.42706298828 look: -167.17866516113, 1.201287984848, 403.93496704102
path_end = loop
on_info = {=surge_started} beh@surge_1
on_info2 = {=is_night} beh@sleeper_1
[beh@renegade_mechanic]:beh@general
pt1 = 88860000, idle | pos: -41.070526123047, 0.83952760696411, 299.06350708008 look: -42.211521148682, 0.85883629322052, 298.53637695312
path_end = loop
on_info = {=surge_started} beh@surge_6
on_info2 = {=is_night} beh@sleeper_2
[beh@renegade_guard_1]:beh@general
pt1 = 88860000, guard | pos: -22.130926132202, 1.3520023822784, 302.73327636719 look: -20.949447631836, 1.4185507297516, 302.74871826172
path_end = loop
on_info = {=surge_started} beh@surge_2
[beh@renegade_guard_2]:beh@general
pt1 = 88860000, guard | pos: -56.102127075195, 0.32276093959808, 255.72845458984 look: -56.189502716064, 0.28120201826096, 254.16116333008
path_end = loop
on_info = {=surge_started} beh@surge_3
[beh@renegade_guard_3]:beh@general
pt1 = 30000, guard | pos: -52.357490539551, 0.46181523799896, 310.07559204102 look: -52.897644042969, 0.42069625854492, 311.70074462891
pt2 = 30000, guard | pos: -33.12162399292, 0.99425029754639, 313.0598449707 look: -32.454566955566, 1.0350238084793, 314.18930053711
pt3 = 30000, guard | pos: -34.121109008789, 1.1312124729156, 264.22564697266 look: -33.278354644775, 1.0799858570099, 263.03125, 126162
pt4 = 50000, binocular | pos: -53.769592285156, 0.49783384799957, 256.45532226562 look: -53.50598526001, 0.43051421642303, 251.93171691895
pt5 = 100000, smoking_stand | pos: -82.267395019531, 0.47735011577606, 292.60342407227 look: -80.736793518066, 0.55484676361084, 291.66186523438
path_end = loop
on_info = {=surge_started} beh@surge_4
[beh@renegade_guard_4]:beh@general
pt1 = 88860000, guard | pos: -102.17450714111, 0.28349053859711, 334.62121582031 look: -103.18497467041, 0.29522895812988, 333.81231689453
path_end = loop
on_info = {=surge_started} beh@surge_5
[beh@surge_1]:beh@general
pt1 = 100, idle | pos: -181.83827209473, 1.240157365799, 408.89813232422
pt2 = 100, idle | pos: -181.61006164551, 2.5379238128662, 414.4421081543
pt3 = 88860000, smoking_stand | pos: -179.36306762695, 2.496452331543, 418.27770996094 look: -178.08337402344, 2.3998425006866, 417.59329223633
;path_end = loop
on_info = {=surge_complete} beh@renegade_trader
[beh@surge_2]:beh@surge
pt1 = 88860000, idle | pos: -64.608497619629, 0.4090513586998, 301.75866699219 look: -65.166435241699, 0.44713652133942, 300.01336669922
path_end = loop
on_info = {=surge_complete} beh@renegade_guard_1
[beh@surge_3]:beh@surge
pt1 = 1000, idle | pos: -42.187362670898, 1.048748254776, 276.03903198242
pt2 = 88860000, smoking_stand | pos: -43.331748962402, -1.1223545074463, 267.94931030273 look: -42.929580688477, -1.3546957969666, 268.80407714844
;path_end = loop
on_info = {=surge_complete} beh@renegade_guard_2
[beh@surge_4]:beh@surge
pt1 = 88860000, smoking_stand | pos: -67.112495422363, 0.26309049129486, 304.40640258789 look: -26.799217224121, 17.709882736206, 266.99923706055
path_end = loop
on_info = {=surge_complete} beh@renegade_guard_3
[beh@surge_5]:beh@surge
pt1 = 88860000, guard | pos: -66.679733276367, 0.23225954174995, 304.81878662109 look: -65.98218536377, 0.26270437240601, 304.23452758789
path_end = loop
on_info = {=surge_complete} beh@renegade_guard_4
[beh@surge_6]:beh@general
pt1 = 88860000, guard | pos: -67.655487060547, 0.29054844379425, 303.61352539062 look: -66.823997497559, 0.2875799536705, 303.69750976562
path_end = loop
on_info = {=surge_complete} beh@renegade_mechanic
[beh@sleeper_1]:beh@general
pt1 = 1000, idle | pos: -181.83827209473, 1.240157365799, 408.89813232422
pt2 = 1000, idle | pos: -181.61006164551, 2.5379238128662, 414.4421081543
pt3 = 88860000, drunk_sit_ass | pos: -176.78353881836, 2.4819579124451, 420.45544433594 look: -176.8219909668, 2.4224393367767, 419.72503662109
;path_end = loop
on_info = {!is_night} beh@renegade_trader
[beh@sleeper_2]:beh@general
pt1 = 88860000, sleep_sit | pos: -67.655487060547, 0.29054844379425, 303.61352539062 look: -66.823997497559, 0.2875799536705, 303.69750976562
path_end = loop
on_info = {!is_night} beh@renegade_mechanic
@@ -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 = 5
spawn_path = mar_crow_spawn_1, mar_crow_spawn_2, mar_crow_spawn_3, mar_crow_spawn_4, mar_crow_spawn_5
@@ -0,0 +1,3 @@
![logic@mar_smart_terrain_11_3_collector_work]
active = walker@mar_smart_terrain_11_3_collector_work
suitable = {=npc_community(stalker)} true, {=npc_community(csky)} true, {=npc_community(ecolog)} true, {=npc_community(army)} true
@@ -0,0 +1,48 @@
![logic@mar_smart_terrain_12_2_collector_work]
active = walker@mar_smart_terrain_12_2_collector_work
suitable = {=npc_community(stalker)} true, {=npc_community(csky)} true, {=npc_community(ecolog)} true, {=npc_community(army)} true
[logic@mar_smart_terrain_12_2_camp_work_6]
active = beh@mar_smart_terrain_12_2_camp_work_6
suitable = {!surge_started} true
prior = 45
[logic@mar_smart_terrain_12_2_camp_work_7]
active = beh@mar_smart_terrain_12_2_camp_work_7
suitable = {!surge_started} true
prior = 45
[logic@mar_smart_terrain_12_2_camp_work_8]
active = beh@mar_smart_terrain_12_2_camp_work_8
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 = false
[beh@mar_smart_terrain_12_2_camp_work_6]:beh@general_work
pt1 = 88860000, sit_ass | pos: 582.88635253906, 3.0272789001465, 410.47271728516 look: 581.25933837891, 3.1870319843292, 411.89233398438
path_end = loop
[beh@mar_smart_terrain_12_2_camp_work_7]:beh@general_work
pt1 = 88860000, sit_ass | pos: 580.630859375, 2.9817399978638, 410.10726928711 look: 581.27111816406, 3.1863985061646, 411.93655395508
path_end = loop
[beh@mar_smart_terrain_12_2_camp_work_8]:beh@general_work
pt1 = 88860000, sit_ass | pos: 579.32287597656, 2.8790109157562, 412.45388793945 look: 581.46997070312, 3.2193348407745, 412.14294433594
path_end = loop
@@ -0,0 +1,92 @@
[logic@mar_smart_terrain_3_3_guard_work_1]
active = beh@mar_smart_terrain_3_3_guard_work_1
suitable = {=target_squad_name(renegade_guard_mar_smart_terrain_3_3)} true ;{!surge_started =npc_community(renegade)} true
prior = 200
[logic@mar_smart_terrain_3_3_trader_logic]
suitable = {=check_npc_name(mar_renegade_trader)} true
active = beh@mar_smart_terrain_3_3_trader_work_1
prior = 200
can_select_weapon = false
dont_keep_items = true
level_spot = trader
trade = items\trade\trade_renegade.ltx
on_death = death_trader
[death_trader]
on_info = %+mar_renegade_trader_dead%
[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 = true
corpse_detection_enabled = false
invulnerable = {!actor_true_enemy} true, false
meet = meet
[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]
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@mar_smart_terrain_3_3_guard_work_1]:beh@general_guard
pt1 = 88860000, guard | pos: -102.17450714111, 0.28349053859711, 334.62121582031 look: -103.18497467041, 0.29522895812988, 333.81231689453
path_end = loop
on_info = {=surge_started} beh@mar_smart_terrain_3_3_surge_work_1
[beh@mar_smart_terrain_3_3_trader_work_1]:beh@general_guard
pt1 = 88860000, fold_arms | pos: -166.23594665527, 1.2154817581177, 404.42706298828 look: -167.17866516113, 1.201287984848, 403.93496704102
path_end = loop
on_info = {=is_night} beh@mar_smart_terrain_3_3_trader_sleeper_work_1
on_info2 = {=surge_started} beh@mar_smart_terrain_3_3_trader_surge_work_1
[beh@mar_smart_terrain_3_3_surge_work_1]:beh@general_surge
pt1 = 88860000, guard | pos: -66.679733276367, 0.23225954174995, 304.81878662109 look: -65.98218536377, 0.26270437240601, 304.23452758789
path_end = loop
on_info = {=surge_complete} beh@mar_smart_terrain_3_3_guard_work_1
[beh@mar_smart_terrain_3_3_trader_surge_work_1]:beh@general_guard
pt1 = 100, idle | pos: -181.83827209473, 1.240157365799, 408.89813232422 look: -181.83827209473, 1.240157365799, 408.89813232422
pt2 = 100, idle | pos: -181.61006164551, 2.5379238128662, 414.4421081543 look: -181.61006164551, 2.5379238128662, 414.4421081543
pt3 = 88860000, smoking_stand | pos: -179.36306762695, 2.496452331543, 418.27770996094 look: -178.08337402344, 2.3998425006866, 417.59329223633
;path_end = loop
on_info = {=surge_complete} beh@mar_smart_terrain_3_3_trader_work_1
[beh@mar_smart_terrain_3_3_trader_sleeper_work_1]:beh@general_guard
pt1 = 100, idle | pos: -181.83827209473, 1.240157365799, 408.89813232422 look: -181.83827209473, 1.240157365799, 408.89813232422
pt2 = 100, idle | pos: -181.61006164551, 2.5379238128662, 414.4421081543 look: -181.61006164551, 2.5379238128662, 414.4421081543
pt3 = 88860000, drunk_sit_ass | pos: -175.93263244629, 2.4545187950134, 420.1438293457 look: -175.91630554199, 2.4256129264832, 419.57049560547
;path_end = loop
on_info = {!is_night} beh@mar_smart_terrain_3_3_trader_work_1
@@ -0,0 +1,122 @@
[logic@mar_smart_terrain_4_5_guard_work_1]
active = beh@mar_smart_terrain_4_5_guard_work_1
suitable = {=target_squad_name(mar_renegade_guard_patrol)} true ;{!surge_started =npc_community(renegade)} true
prior = 200
[logic@mar_smart_terrain_4_5_guard_work_2]
active = beh@mar_smart_terrain_4_5_guard_work_2
suitable = {=target_squad_name(mar_renegade_guard_patrol)} true ;{!surge_started =npc_community(renegade)} true
prior = 200
[logic@mar_smart_terrain_4_5_guard_work_3]
active = beh@mar_smart_terrain_4_5_guard_work_3
suitable = {=target_squad_name(mar_renegade_guard_patrol)} true ;{!surge_started =npc_community(renegade)} true
prior = 200
[logic@mar_smart_terrain_4_5_mechanic_logic]
suitable = {=check_npc_name(mar_renegade_mechanic)} true
active = beh@mar_smart_terrain_4_5_mechanic_work_1
prior = 200
can_select_weapon = true
dont_keep_items = true
level_spot = mechanic
trade = items\trade\trade_generic_mechanic.ltx
on_death = death_mechanic
[death_mechanic]
on_info = %+mar_renegade_mechanic_dead%
[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 = true
corpse_detection_enabled = false
invulnerable = {!actor_true_enemy} true, false
meet = meet
[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]
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@mar_smart_terrain_4_5_guard_work_1]:beh@general_guard
pt1 = 88860000, guard | pos: -22.130926132202, 1.3520023822784, 302.73327636719 look: -20.949447631836, 1.4185507297516, 302.74871826172
path_end = loop
on_info = {=surge_started} beh@mar_smart_terrain_4_5_surge_work_1
[beh@mar_smart_terrain_4_5_guard_work_2]:beh@general_guard
pt1 = 88860000, guard | pos: -56.102127075195, 0.32276093959808, 255.72845458984 look: -56.189502716064, 0.28120201826096, 254.16116333008
path_end = loop
on_info = {=surge_started} beh@mar_smart_terrain_4_5_surge_work_2
[beh@mar_smart_terrain_4_5_guard_work_3]:beh@general_guard
pt1 = 30000, guard | pos: -52.357490539551, 0.46181523799896, 310.07559204102 look: -52.897644042969, 0.42069625854492, 311.70074462891
pt2 = 30000, guard | pos: -33.12162399292, 0.99425029754639, 313.0598449707 look: -32.454566955566, 1.0350238084793, 314.18930053711
pt3 = 30000, guard | pos: -34.121109008789, 1.1312124729156, 264.22564697266 look: -33.278354644775, 1.0799858570099, 263.03125, 126162
pt4 = 50000, binocular | pos: -53.769592285156, 0.49783384799957, 256.45532226562 look: -53.50598526001, 0.43051421642303, 251.93171691895
pt5 = 100000, smoking_stand | pos: -82.267395019531, 0.47735011577606, 292.60342407227 look: -80.736793518066, 0.55484676361084, 291.66186523438
path_end = loop
on_info = {=surge_started} beh@mar_smart_terrain_4_5_surge_work_3
[beh@mar_smart_terrain_4_5_mechanic_work_1]:beh@general_guard
pt1 = 88860000, idle | pos: -41.070526123047, 0.83952760696411, 299.06350708008 look: -42.211521148682, 0.85883629322052, 298.53637695312
path_end = loop
on_info = {=is_night} beh@mar_smart_terrain_4_5_mechanic_sleeper_work_1
on_info2 = {=surge_started} beh@mar_smart_terrain_4_5_mechanic_surge_work_1
[beh@mar_smart_terrain_4_5_surge_work_1]:beh@general_surge
pt1 = 88860000, idle | pos: -64.608497619629, 0.4090513586998, 301.75866699219 look: -65.166435241699, 0.44713652133942, 300.01336669922
path_end = loop
on_info = {=surge_complete} beh@mar_smart_terrain_3_3_guard_work_1
[beh@mar_smart_terrain_4_5_surge_work_2]:beh@general_surge
pt1 = 1000, idle | pos: -42.187362670898, 1.048748254776, 276.03903198242 look: -42.929580688477, -1.3546957969666, 268.80407714844
pt2 = 88860000, smoking_stand | pos: -43.331748962402, -1.1223545074463, 267.94931030273 look: -42.929580688477, -1.3546957969666, 268.80407714844
;path_end = loop
on_info = {=surge_complete} beh@mar_smart_terrain_4_5_guard_work_2
[beh@mar_smart_terrain_4_5_surge_work_3]:beh@general_surge
pt1 = 88860000, smoking_stand | pos: -67.112495422363, 0.26309049129486, 304.40640258789 look: -26.799217224121, 17.709882736206, 266.99923706055
path_end = loop
on_info = {=surge_complete} beh@mar_smart_terrain_4_5_guard_work_3
[beh@mar_smart_terrain_4_5_mechanic_surge_work_1]:beh@general_guard
pt1 = 88860000, guard | pos: -67.655487060547, 0.29054844379425, 303.61352539062 look: -66.823997497559, 0.2875799536705, 303.69750976562
path_end = loop
on_info = {=surge_complete} beh@mar_smart_terrain_4_5_mechanic_work_1
[beh@mar_smart_terrain_4_5_mechanic_sleeper_work_1]:beh@general_guard
pt1 = 88860000, sleep_sit | pos: -67.655487060547, 0.29054844379425, 303.61352539062 look: -66.823997497559, 0.2875799536705, 303.69750976562
path_end = loop
on_info = {!is_night} beh@mar_smart_terrain_4_5_mechanic_work_1
@@ -1,2 +1,17 @@
![ph_sound]
volume = {=surge_started}0, 1
![logic]
!active = ph_sound
active = ph_idle@music
[ph_idle@music]
on_info = %=play_sound(mar_smart_terrain_base_radio_mlr)%
on_info2 = {=is_night} ph_idle@night
on_info3 = {=surge_started} ph_idle@surge
[ph_idle@night]
on_info = %=play_sound(no_sound_mlr)%
on_info2 = {!is_night} ph_idle@music
[ph_idle@surge]
on_info = %=play_sound(broken_radio_mlr)%
on_info2 = {!surge_started} ph_idle@music
@@ -0,0 +1,21 @@
![logic@guard_1]
suitable = {=target_squad_name(mar_smart_terrain_base_lager_squad) !surge_started} true, {=npc_community(army) !surge_started} true, {=npc_community(renegade) !surge_started} true
![logic@guard_2]
suitable = {=target_squad_name(mar_smart_terrain_base_lager_squad) !surge_started} true, {=npc_community(army) !surge_started} true, {=npc_community(renegade) !surge_started} true
![logic@mar_base_animpoint_kamp1]
suitable = {=target_squad_name(mar_smart_terrain_base_lager_squad) !surge_started} true, {=npc_community(army) !surge_started} true, {=npc_community(renegade) !surge_started} true
![logic@mar_base_animpoint_kamp2]
suitable = {=target_squad_name(mar_smart_terrain_base_lager_squad) !surge_started} true, {=npc_community(army) !surge_started} true, {=npc_community(renegade) !surge_started} true
![logic@mar_base_animpoint_kamp3]
suitable = {=target_squad_name(mar_smart_terrain_base_lager_squad) !surge_started} true, {=npc_community(army) !surge_started} true, {=npc_community(renegade) !surge_started} true
![logic@mar_base_animpoint_kamp4]
suitable = {=target_squad_name(mar_smart_terrain_base_lager_squad) !surge_started} true, {=npc_community(army) !surge_started} true, {=npc_community(renegade) !surge_started} true
![logic@mar_smart_terrain_base_surge_def]
suitable = {=target_squad_name(mar_smart_terrain_base_lager_squad) !surge_started} true, {=npc_community(army) !surge_started} true, {=npc_community(renegade) !surge_started} true
@@ -1,11 +1,23 @@
[smart_terrain] ;-- Disabled spawn
squad_id = 1
max_population = 2
:respawn_params = respawn@mar_smart_terrain_10_10
;respawn_idle = 0
;respawn_params = respawn@mar_smart_terrain_10_10
;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@mar_smart_terrain_10_10]
;[respawn@mar_smart_terrain_10_10] ;-- Type:
;[on_changing_level]
;[smart_control]
[exclusive]
mar_smart_terrain_10_10_collector_work = marsh\mar_smart_terrain_10_10_smart_logic.ltx
@@ -1,16 +1,31 @@
[smart_terrain]
squad_id = 2
max_population = 4
max_population = 2
respawn_params = respawn@mar_smart_terrain_10_5
respawn_idle = 86400
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
faction_controlled = army, bandit, csky, renegade, stalker
default_faction = army
faction_respawn_num = 1
;[respawn@mar_smart_terrain_10_5] ;-- Type: faction {army} = outpost
;[on_changing_level]
;[smart_control]
[exclusive]
mar_smart_terrain_10_5_minigunner_excl = marsh\mar_smart_terrain_10_5_smart_logic.ltx
mar_smart_terrain_10_5_camp_work_1 = marsh\mar_smart_terrain_10_5_smart_logic.ltx
mar_smart_terrain_10_5_camp_work_2 = marsh\mar_smart_terrain_10_5_smart_logic.ltx
mar_smart_terrain_10_5_camp_work_3 = marsh\mar_smart_terrain_10_5_smart_logic.ltx
@@ -1,10 +1,23 @@
[smart_terrain] ;-- Disabled spawn
squad_id = 3
;max_population = 0
max_population = 1
;respawn_params = respawn@mar_smart_terrain_10_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@mar_smart_terrain_10_7]
;[respawn@mar_smart_terrain_10_7] ;-- Type:
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -1,12 +1,27 @@
[smart_terrain]
squad_id = 4
max_population = 3
max_population = 2
respawn_params = respawn@mar_smart_terrain_11_11
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
faction_controlled = army, bandit, csky, renegade
faction_controlled = bandit, csky, army, renegade
default_faction = renegade
faction_respawn_num = 1
;[respawn@mar_smart_terrain_11_11] ;-- Type:
;[on_changing_level]
;[smart_control]
[exclusive]
mar_smart_terrain_11_11_camp_work_1 = marsh\mar_smart_terrain_11_11_smart_logic.ltx
@@ -1,11 +1,23 @@
[smart_terrain] ;-- Disabled spawn
squad_id = 5
max_population = 2
max_population = 1
;respawn_params = respawn@mar_smart_terrain_11_3
;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 = nil0
;[respawn@mar_smart_terrain_11_3]
;[respawn@mar_smart_terrain_11_3] ;-- Type:
;[on_changing_level]
;[smart_control]
[exclusive]
mar_smart_terrain_11_3_collector_work = marsh\mar_smart_terrain_11_3_smart_logic.ltx
@@ -1,18 +1,36 @@
[smart_terrain]
squad_id = 6
max_population = 3
max_population = 2
respawn_params = respawn@mar_smart_terrain_12_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
faction_controlled = army, bandit, csky, stalker, renegade
default_faction = stalker
faction_controlled = stalker, bandit, csky, army, renegade
default_faction = army
faction_respawn_num = 1
;[respawn@mar_smart_terrain_11_11] ;-- Type:
;[on_changing_level]
;[smart_control]
[exclusive]
mar_smart_terrain_12_2_collector_work = marsh\mar_smart_terrain_12_2_smart_logic.ltx
mar_smart_terrain_12_2_camp_work_1 = marsh\mar_smart_terrain_12_2_smart_logic.ltx
mar_smart_terrain_12_2_camp_work_2 = marsh\mar_smart_terrain_12_2_smart_logic.ltx
mar_smart_terrain_12_2_camp_work_3 = marsh\mar_smart_terrain_12_2_smart_logic.ltx
mar_smart_terrain_12_2_camp_work_4 = marsh\mar_smart_terrain_12_2_smart_logic.ltx
mar_smart_terrain_12_2_camp_work_5 = marsh\mar_smart_terrain_12_2_smart_logic.ltx
mar_smart_terrain_12_2_camp_work_5 = marsh\mar_smart_terrain_12_2_smart_logic.ltx
mar_smart_terrain_12_2_camp_work_6 = marsh\mar_smart_terrain_12_2_smart_logic.ltx
mar_smart_terrain_12_2_camp_work_7 = marsh\mar_smart_terrain_12_2_smart_logic.ltx
mar_smart_terrain_12_2_camp_work_8 = marsh\mar_smart_terrain_12_2_smart_logic.ltx
@@ -2,7 +2,15 @@
squad_id = 7
max_population = 1
respawn_params = respawn@mar_smart_terrain_3_10
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@mar_smart_terrain_3_10] ;-- Type:
spawn_all_weak_c_1_1
@@ -18,4 +26,8 @@ spawn_squads = simulation_mix_dogs, simulation_mix_dogs, simulation_mix_boar_fle
spawn_num = {=actor_week_in_zone(1)} 1, {!actor_week_in_zone(1)} 0
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -1,28 +1,76 @@
[smart_terrain]
squad_id = 8
max_population = 4
max_population = 2
respawn_params = respawn@mar_smart_terrain_3_3
respawn_only_smart = false
respawn_idle = 43200
respawn_radius = 100
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
;def_restr = nil
;safe_restr = nil
;spawn_point = nil
[respawn@mar_smart_terrain_3_3] ;-- Type: faction {renegade} = faction "base" + faction {bandit} = safezone
spawn_renegade@advanced
spawn_renegade@veteran
[respawn@mar_smart_terrain_3_3] ;-- Type: faction {renegade\bandit} = faction camp\safezone
spawn_renegade@novice_c_4_1
spawn_renegade@novice_c_4_2
spawn_renegade@veteran_c_4_1
spawn_renegade@veteran_c_4_2
spawn_renegade_special
spawn_renegade_special_2
spawn_deserted_base
spawn_deserted_base_2
[spawn_renegade@advanced]
spawn_squads = renegade_sim_squad_advanced, renegade_sim_squad_novice
spawn_num = {+mar_renegade_trader_dead} 1, 2
[spawn_renegade@novice_c_4_1]
spawn_squads = renegade_sim_squad_novice, renegade_sim_squad_novice, renegade_sim_squad_advanced
spawn_num = {!actor_week_in_zone(1)} 1,{=actor_week_in_zone(1)} 0
[spawn_renegade@veteran]
spawn_squads = renegade_sim_squad_veteran, renegade_sim_squad_advanced
spawn_num = {=actor_week_in_zone(1) -mar_renegade_trader_dead -mar_renegade_mechanic_dead} 2, 0
[spawn_renegade@novice_c_4_2]
spawn_squads = renegade_sim_squad_novice, renegade_sim_squad_novice, renegade_sim_squad_advanced
spawn_num = {=actor_week_in_zone(1)} 2,{!actor_week_in_zone(1)} 0
[spawn_renegade@veteran_c_4_1]
spawn_squads = renegade_sim_squad_veteran, renegade_sim_squad_advanced, renegade_sim_squad_advanced
spawn_num = {!actor_week_in_zone(3) -mar_renegade_trader_dead -mar_renegade_mechanic_dead} 1,{=actor_week_in_zone(3) -mar_renegade_trader_dead -mar_renegade_mechanic_dead} 0, 0
[spawn_renegade@veteran_c_4_2]
spawn_squads = renegade_sim_squad_veteran, renegade_sim_squad_veteran, renegade_sim_squad_advanced
spawn_num = {=actor_week_in_zone(3) -mar_renegade_trader_dead -mar_renegade_mechanic_dead} 3,{!actor_week_in_zone(3) -mar_renegade_trader_dead -mar_renegade_mechanic_dead} 0, 0
[spawn_renegade_special]
spawn_squads = mar_smart_terrain_3_3_renegade_squad
spawn_num = {!squad_name_exist(mar_smart_terrain_3_3_renegade_squad) -mar_renegade_trader_dead -mar_renegade_mechanic_dead} 1, 0
[spawn_renegade_special_2]
spawn_squads = renegade_guard_mar_smart_terrain_3_3
spawn_num = {!squad_name_exist(renegade_guard_mar_smart_terrain_3_3) -mar_renegade_trader_dead -mar_renegade_mechanic_dead} 1, 0
[spawn_deserted_base]
spawn_squads = mar_smart_terrain_3_3_csky_squad
spawn_num = {!squad_name_exist(mar_smart_terrain_3_3_csky_squad) !squad_name_exist(mar_smart_terrain_3_3_army_squad) -csky_stalker_leader_dead +mar_renegade_trader_dead +mar_renegade_mechanic_dead} 1, 0
[spawn_deserted_base_2]
spawn_squads = mar_smart_terrain_3_3_army_squad
spawn_num = {!squad_name_exist(mar_smart_terrain_3_3_csky_squad) !squad_name_exist(mar_smart_terrain_3_3_army_squad) -agr_military_colonel_kovalski_dead +mar_renegade_trader_dead +mar_renegade_mechanic_dead} 1, 0
;[on_changing_level]
;[smart_control]
[exclusive]
mar_renegade_trader_mlr = marsh\mar_renegade_mlr_characters_logic.ltx
mar_renegade_squad_guard_mlr_4 = marsh\mar_renegade_mlr_characters_logic.ltx
mar_smart_terrain_3_3_trader_logic = marsh\mar_smart_terrain_3_3_smart_logic.ltx
mar_smart_terrain_3_3_camp_work_1 = marsh\mar_smart_terrain_3_3_smart_logic.ltx
mar_smart_terrain_3_3_camp_work_2 = marsh\mar_smart_terrain_3_3_smart_logic.ltx
mar_smart_terrain_3_3_camp_work_3 = marsh\mar_smart_terrain_3_3_smart_logic.ltx
mar_smart_terrain_3_3_camp_work_4 = marsh\mar_smart_terrain_3_3_smart_logic.ltx
mar_smart_terrain_3_3_camp_work_5 = marsh\mar_smart_terrain_3_3_smart_logic.ltx
mar_smart_terrain_3_3_camp_work_5 = marsh\mar_smart_terrain_3_3_smart_logic.ltx
mar_smart_terrain_3_3_guard_work_1 = marsh\mar_smart_terrain_3_3_smart_logic.ltx
;mar_smart_terrain_3_3_guard_work_2 = marsh\mar_smart_terrain_3_3_smart_logic.ltx
;mar_smart_terrain_3_3_guard_work_3 = marsh\mar_smart_terrain_3_3_smart_logic.ltx
;mar_smart_terrain_3_3_guard_work_4 = marsh\mar_smart_terrain_3_3_smart_logic.ltx
@@ -2,7 +2,15 @@
squad_id = 9
max_population = 1
respawn_params = respawn@mar_smart_terrain_3_7
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@mar_smart_terrain_3_7] ;-- Type: c_1_1 + c_1_2 edited
spawn_all_weak_c_1_1
@@ -18,5 +26,9 @@ spawn_squads = simulation_mix_dogs, simulation_mix_dogs, simulation_pseudodog, s
spawn_num = {=actor_week_in_zone(1)} 1, {!actor_week_in_zone(1)} 0
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -1,30 +1,76 @@
[smart_terrain]
squad_id = 10
max_population = 3
max_population = 2
respawn_params = respawn@mar_smart_terrain_4_5
respawn_idle = 172800
respawn_only_smart = false
respawn_idle = 43200
respawn_radius = 100
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
;def_restr = nil
;safe_restr = nil
;spawn_point = nil
[respawn@mar_smart_terrain_4_5] Type: faction {renegade} = guardpost
spawn_renegade@novice
spawn_renegade@advanced
spawn_renegade@novice_c_4_1
spawn_renegade@novice_c_4_2
spawn_renegade@advanced_c_4_1
spawn_renegade@advanced_c_4_2
spawn_renegade_special
spawn_renegade_special_2
spawn_deserted_base
spawn_deserted_base_2
[spawn_renegade@novice]
spawn_squads = renegade_sim_squad_novice, renegade_sim_squad_novice
spawn_num = {=actor_week_in_zone(1)} 2, 1
[spawn_renegade@novice_c_4_1]
spawn_squads = renegade_sim_squad_novice, renegade_sim_squad_novice, renegade_sim_squad_advanced
spawn_num = {!actor_week_in_zone(1)} 1,{=actor_week_in_zone(1)} 0
[spawn_renegade@advanced]
spawn_squads = renegade_sim_squad_advanced, renegade_sim_squad_advanced
spawn_num = {=actor_week_in_zone(1) -mar_renegade_trader_dead -mar_renegade_mechanic_dead} 1, 0
[spawn_renegade@novice_c_4_2]
spawn_squads = renegade_sim_squad_novice, renegade_sim_squad_novice, renegade_sim_squad_advanced
spawn_num = {=actor_week_in_zone(1)} 2,{!actor_week_in_zone(1)} 0
[spawn_renegade@advanced_c_4_1]
spawn_squads = renegade_sim_squad_advanced, renegade_sim_squad_advanced, renegade_sim_squad_novice
spawn_num = {!actor_week_in_zone(2) -mar_renegade_trader_dead -mar_renegade_mechanic_dead} 1,{=actor_week_in_zone(2) -mar_renegade_trader_dead -mar_renegade_mechanic_dead} 0, 0
[spawn_renegade@advanced_c_4_2]
spawn_squads = renegade_sim_squad_advanced, renegade_sim_squad_advanced, renegade_sim_squad_novice
spawn_num = {=actor_week_in_zone(2) -mar_renegade_trader_dead -mar_renegade_mechanic_dead} 2,{!actor_week_in_zone(2) -mar_renegade_trader_dead -mar_renegade_mechanic_dead} 0, 0
[spawn_renegade_special]
spawn_squads = mar_smart_terrain_4_5_renegade_squad
spawn_num = {!squad_name_exist(mar_smart_terrain_4_5_renegade_squad) -mar_renegade_trader_dead -mar_renegade_mechanic_dead} 1, 0
[spawn_renegade_special_2]
spawn_squads = mar_renegade_guard_patrol_squad
spawn_num = {!squad_name_exist(mar_renegade_guard_patrol_squad) -mar_renegade_trader_dead -mar_renegade_mechanic_dead} 1, 0
[spawn_deserted_base]
spawn_squads = mar_smart_terrain_4_5_csky_squad
spawn_num = {=squad_name_exist(mar_smart_terrain_3_3_csky_squad) !squad_name_exist(mar_smart_terrain_4_5_csky_squad) -csky_stalker_leader_dead +mar_renegade_trader_dead +mar_renegade_mechanic_dead} 1, 0
[spawn_deserted_base_2]
spawn_squads = mar_smart_terrain_4_5_army_squad
spawn_num = {=squad_name_exist(mar_smart_terrain_3_3_army_squad) !squad_name_exist(mar_smart_terrain_4_5_army_squad) -agr_military_colonel_kovalski_dead +mar_renegade_trader_dead +mar_renegade_mechanic_dead} 1, 0
;[on_changing_level]
;[smart_control]
[exclusive]
mar_renegade_mechanic_mlr = marsh\mar_renegade_mlr_characters_logic.ltx
mar_renegade_squad_guard_mlr_1 = marsh\mar_renegade_mlr_characters_logic.ltx
mar_renegade_squad_guard_mlr_2 = marsh\mar_renegade_mlr_characters_logic.ltx
mar_renegade_squad_guard_mlr_3 = marsh\mar_renegade_mlr_characters_logic.ltx
mar_smart_terrain_4_5_mechanic_logic = marsh\mar_smart_terrain_4_5_smart_logic.ltx
mar_smart_terrain_4_5_camp_work_1 = marsh\mar_smart_terrain_4_5_smart_logic.ltx
mar_smart_terrain_4_5_camp_work_2 = marsh\mar_smart_terrain_4_5_smart_logic.ltx
mar_smart_terrain_4_5_camp_work_3 = marsh\mar_smart_terrain_4_5_smart_logic.ltx
mar_smart_terrain_4_5_camp_work_4 = marsh\mar_smart_terrain_4_5_smart_logic.ltx
mar_smart_terrain_4_5_camp_work_5 = marsh\mar_smart_terrain_4_5_smart_logic.ltx
mar_smart_terrain_4_5_camp_work_5 = marsh\mar_smart_terrain_4_5_smart_logic.ltx
mar_smart_terrain_4_5_guard_work_1 = marsh\mar_smart_terrain_4_5_smart_logic.ltx
mar_smart_terrain_4_5_guard_work_2 = marsh\mar_smart_terrain_4_5_smart_logic.ltx
mar_smart_terrain_4_5_guard_work_3 = marsh\mar_smart_terrain_4_5_smart_logic.ltx
;mar_smart_terrain_3_3_guard_work_4 = marsh\mar_smart_terrain_4_5_smart_logic.ltx
@@ -2,7 +2,15 @@
squad_id = 11
max_population = 1
respawn_params = respawn@mar_smart_terrain_4_7
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@mar_smart_terrain_4_7] ;-- 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_mix_boar_fle
spawn_num = {=actor_week_in_zone(1)} 1, {!actor_week_in_zone(1)} 0
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -2,18 +2,46 @@
squad_id = 12
max_population = 2
respawn_params = respawn@mar_smart_terrain_5_12
respawn_idle = 172800
respawn_only_smart = false
respawn_idle = 86400
respawn_radius = 100
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
;def_restr = nil
;safe_restr = nil
;spawn_point = nil
[respawn@mar_smart_terrain_5_12] ;-- Type: faction {csky} = guard camp
spawn_csky@advanced
spawn_deserted_base
spawn_deserted_base_2
[spawn_csky@advanced]
spawn_squads = csky_sim_squad_advanced, csky_sim_squad_novice
spawn_num = {+csky_stalker_leader_dead} 1, 2
spawn_squads = csky_sim_squad_advanced, csky_sim_squad_advanced, csky_sim_squad_novice
spawn_num = {-csky_stalker_leader_dead} 0, 2
[spawn_deserted_base]
spawn_squads = camp_army_mar_smart_terrain_5_12
spawn_num = {=squad_name_exist(mar_smart_terrain_base_army_squad) !squad_name_exist(camp_army_mar_smart_terrain_5_12) -agr_military_colonel_kovalski_dead +csky_stalker_leader_dead} 1, 0
[spawn_deserted_base_2]
spawn_squads = camp_renegade_mar_smart_terrain_5_12
spawn_num = {=squad_name_exist(mar_smart_terrain_base_renegade_squad) !squad_name_exist(camp_renegade_mar_smart_terrain_5_12) -mar_renegade_trader_dead +csky_stalker_leader_dead} 1, 0
;[on_changing_level]
;[smart_control]
[exclusive]
mar_smart_terrain_5_12_camp_work_1 = marsh\mar_smart_terrain_5_12_smart_logic.ltx
mar_smart_terrain_5_12_camp_work_2 = marsh\mar_smart_terrain_5_12_smart_logic.ltx
mar_smart_terrain_5_12_camp_work_3 = marsh\mar_smart_terrain_5_12_smart_logic.ltx
mar_smart_terrain_5_12_camp_work_4 = marsh\mar_smart_terrain_5_12_smart_logic.ltx
mar_smart_terrain_5_12_camp_work_5 = marsh\mar_smart_terrain_5_12_smart_logic.ltx
mar_smart_terrain_5_12_surge_work_1 = marsh\mar_smart_terrain_5_12_smart_logic.ltx
mar_smart_terrain_5_12_surge_work_2 = marsh\mar_smart_terrain_5_12_smart_logic.ltx
mar_smart_terrain_5_12_surge_work_3 = marsh\mar_smart_terrain_5_12_smart_logic.ltx
@@ -22,11 +50,7 @@ mar_smart_terrain_5_12_surge_work_5 = marsh\mar_smart_terrain_5_12_smart_logic.l
mar_smart_terrain_5_12_surge_work_6 = marsh\mar_smart_terrain_5_12_smart_logic.ltx
mar_smart_terrain_5_12_surge_work_7 = marsh\mar_smart_terrain_5_12_smart_logic.ltx
mar_smart_terrain_5_12_surge_work_8 = marsh\mar_smart_terrain_5_12_smart_logic.ltx
mar_smart_terrain_5_12_camp_work_1 = marsh\mar_smart_terrain_5_12_smart_logic.ltx
mar_smart_terrain_5_12_camp_work_2 = marsh\mar_smart_terrain_5_12_smart_logic.ltx
mar_smart_terrain_5_12_camp_work_3 = marsh\mar_smart_terrain_5_12_smart_logic.ltx
mar_smart_terrain_5_12_camp_work_4 = marsh\mar_smart_terrain_5_12_smart_logic.ltx
mar_smart_terrain_5_12_camp_work_5 = marsh\mar_smart_terrain_5_12_smart_logic.ltx
faction_base_defense_enemy1 = marsh\mar_smart_terrain_5_12_smart_logic.ltx
faction_base_defense_enemy2 = marsh\mar_smart_terrain_5_12_smart_logic.ltx
faction_base_defense_enemy3 = marsh\mar_smart_terrain_5_12_smart_logic.ltx
@@ -1,12 +1,26 @@
[smart_terrain]
squad_id = 13
max_population = 3
max_population = 2
respawn_params = respawn@mar_smart_terrain_5_8
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
faction_controlled = bandit, csky, ecolog, renegade, army
faction_controlled = bandit, csky, ecolog, renegade
default_faction = csky
faction_respawn_num = 1
;[respawn@mar_smart_terrain_5_8] ;-- Type: faction {csky} = outpost
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -1,11 +1,23 @@
[smart_terrain] ;-- Disabled spawn
squad_id = 14
;max_population = 0
;max_population = 1
;respawn_params = respawn@mar_smart_terrain_6_10
;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@mar_smart_terrain_6_10] ;-- Type:
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -1,16 +1,40 @@
[smart_terrain]
squad_id = 15
max_population = 2
respawn_idle = 43200
respawn_params = respawn@mar_smart_terrain_6_11
respawn_only_smart = false
respawn_idle = 43200
respawn_radius = 100
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
;def_restr = nil
;safe_restr = nil
;spawn_point = nil
[respawn@mar_smart_terrain_6_11] ;-- Type: faction {csky} = guard tower
spawn_csky@towerguards
spawn_csky_special
spawn_deserted_base
spawn_deserted_base_2
[spawn_csky@towerguards]
[spawn_csky_special]
spawn_squads = tower_csky_mar_smart_terrain_6_11
spawn_num = {!squad_exist(tower_csky_mar_smart_terrain_6_11) -csky_stalker_leader_dead} 1, 0
[spawn_deserted_base]
spawn_squads = tower_army_mar_smart_terrain_6_11
spawn_num = {=squad_name_exist(mar_smart_terrain_base_army_squad) !squad_name_exist(tower_army_mar_smart_terrain_6_11) -agr_military_colonel_kovalski_dead +csky_stalker_leader_dead} 1, 0
[spawn_deserted_base_2]
spawn_squads = tower_renegade_mar_smart_terrain_6_11
spawn_num = {=squad_name_exist(mar_smart_terrain_base_renegade_squad) !squad_name_exist(tower_renegade_mar_smart_terrain_6_11) -mar_renegade_trader_dead +csky_stalker_leader_dead} 1, 0
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -1,10 +1,22 @@
[smart_terrain] ;-- Disabled spawn
squad_id = 16
;max_population = 0
;max_population = 1
;respawn_params = respawn@mar_smart_terrain_4_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@mar_smart_terrain_4_5] ;-- Type:
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -2,7 +2,15 @@
squad_id = 16
max_population = 1
respawn_params = respawn@mar_smart_terrain_6_7
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@mar_smart_terrain_6_7] ;-- Type: c_1_1 + c_1_2 edited
spawn_all_weak_c_1_1
@@ -18,4 +26,8 @@ spawn_squads = simulation_tushkano, simulation_dog_5_7, simulation_mix_dogs, sim
spawn_num = {=actor_week_in_zone(1)} 2, {!actor_week_in_zone(1)} 0
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -2,7 +2,15 @@
squad_id = 18
max_population = 1
respawn_params = respawn@mar_smart_terrain_6_8
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@mar_smart_terrain_6_8] ;-- 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_pseudodog, s
spawn_num = {=actor_week_in_zone(1)} 1, {!actor_week_in_zone(1)} 0
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -2,7 +2,15 @@
squad_id = 19
max_population = 2
respawn_params = respawn@mar_smart_terrain_7_3
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@mar_smart_terrain_7_3] ;-- Type:
spawn_renegade_special
@@ -18,4 +26,8 @@ spawn_num = {!squad_exist(na_agro_renegade_mar_smart_terrain_7_3) -mar_renegade_
;spawn_num = {!squad_exist(na_agro_blood_mar_smart_terrain_7_3)} 1, 0
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -2,7 +2,15 @@
squad_id = 20
max_population = 1
respawn_params = respawn@mar_smart_terrain_7_7
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@mar_smart_terrain_7_7] ;-- Type:
spawn_flesh_boar
@@ -17,4 +25,8 @@ spawn_squads = simulation_dog, simulation_dog_5_7
spawn_num = {~50} 1, 0
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -1,14 +1,34 @@
[smart_terrain]
squad_id = 21
max_population = 2
max_population = 2
respawn_params = respawn@mar_smart_terrain_8_11
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
faction_controlled = csky, ecolog
default_faction = ecolog
faction_respawn_num = 1
;[respawn@mar_smart_terrain_8_11] ;-- Type: faction {ecolog} = campsite
;[on_changing_level]
;[smart_control]
[exclusive]
mar_smart_terrain_8_11_camp_work_1 = marsh\mar_smart_terrain_8_11_smart_logic.ltx
mar_smart_terrain_8_11_camp_work_2 = marsh\mar_smart_terrain_8_11_smart_logic.ltx
mar_smart_terrain_8_11_camp_work_3 = marsh\mar_smart_terrain_8_11_smart_logic.ltx
mar_smart_terrain_8_11_camp_work_4 = marsh\mar_smart_terrain_8_11_smart_logic.ltx
mar_smart_terrain_8_11_surge_work_1 = marsh\mar_smart_terrain_8_11_smart_logic.ltx
mar_smart_terrain_8_11_surge_work_2 = marsh\mar_smart_terrain_8_11_smart_logic.ltx
mar_smart_terrain_8_11_surge_work_3 = marsh\mar_smart_terrain_8_11_smart_logic.ltx
@@ -16,7 +36,3 @@ mar_smart_terrain_8_11_surge_work_4 = marsh\mar_smart_terrain_8_11_smart_logic.l
mar_smart_terrain_8_11_surge_work_5 = marsh\mar_smart_terrain_8_11_smart_logic.ltx
mar_smart_terrain_8_11_surge_work_6 = marsh\mar_smart_terrain_8_11_smart_logic.ltx
mar_smart_terrain_8_11_surge_work_7 = marsh\mar_smart_terrain_8_11_smart_logic.ltx
mar_smart_terrain_8_11_camp_work_1 = marsh\mar_smart_terrain_8_11_smart_logic.ltx
mar_smart_terrain_8_11_camp_work_2 = marsh\mar_smart_terrain_8_11_smart_logic.ltx
mar_smart_terrain_8_11_camp_work_3 = marsh\mar_smart_terrain_8_11_smart_logic.ltx
mar_smart_terrain_8_11_camp_work_4 = marsh\mar_smart_terrain_8_11_smart_logic.ltx
@@ -2,7 +2,15 @@
squad_id = 22
max_population = 1
respawn_params = respawn@mar_smart_terrain_8_4
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@mar_smart_terrain_8_4] ;-- Type:
spawn_lurker
@@ -10,7 +18,11 @@ spawn_lurker
[spawn_lurker] ;-- Hard mutants - Rates of groups: ( 2 lurker )
spawn_squads = simulation_lurker, simulation_lurker_blue
spawn_num = {=actor_week_in_zone(1) ~50} 1, 0
spawn_num = {~50} 1, 0
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -1,11 +1,23 @@
[smart_terrain] ;-- Disabled spawn
squad_id = 23
max_population = 2
max_population = 1
;respawn_params = respawn@mar_smart_terrain_8_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@mar_smart_terrain_8_8] ;-- Type:
;[on_changing_level]
;[smart_control]
[exclusive]
mar_smart_terrain_8_8_collector_work = marsh\mar_smart_terrain_8_8_smart_logic
@@ -2,12 +2,21 @@
squad_id = 24
max_population = 2
respawn_params = respawn@mar_smart_terrain_8_9
respawn_idle = 259200
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@mar_smart_terrain_8_9] ;-- Type:
spawn_heli_strong
spawn_heli_weak
[spawn_heli_strong]
spawn_helicopter = simulation_helicopter_strong
spawn_num = {!down_to_earth_functor !heli_exist_on_level} 1, 0
@@ -17,4 +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]
@@ -2,45 +2,76 @@
squad_id = 25
max_population = 4
respawn_params = respawn@mar_smart_terrain_base
respawn_only_smart = false
respawn_idle = 43200
;arrive_dist = 100000
respawn_radius = 100
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
;def_restr = nil
;safe_restr = mar_smart_terrain_base_sr_no_assault
;spawn_point = nil
[respawn@mar_smart_terrain_base] ;-- Type: faction {csky} = faction base
[respawn@mar_smart_terrain_base] ;-- Type: faction {csky\stalker} = faction base\safezone
spawn_csky@novice
spawn_csky@advanced
spawn_csky@veteran
spawn_csky_special
spawn_deserted_base
spawn_deserted_base_2
[spawn_csky@novice]
spawn_squads = csky_sim_squad_novice
spawn_num = {+csky_stalker_leader_dead} 1, 4
spawn_squads = csky_sim_squad_novice, csky_sim_squad_novice, csky_sim_squad_advanced
spawn_num = {+csky_stalker_leader_dead} 0, 4
[spawn_csky@advanced]
spawn_squads = csky_sim_squad_novice, csky_sim_squad_advanced
spawn_squads = csky_sim_squad_advanced, csky_sim_squad_advanced, csky_sim_squad_novice
spawn_num = {+csky_stalker_leader_dead} 0, 2
[spawn_csky@veteran]
spawn_squads = csky_sim_squad_advanced, csky_sim_squad_veteran
spawn_squads = csky_sim_squad_veteran, csky_sim_squad_advanced, csky_sim_squad_advanced
spawn_num = {+csky_stalker_leader_dead} 0, 2
[spawn_csky_special]
spawn_squads = mar_smart_terrain_base_lager_squad
spawn_num = {!squad_name_exist(mar_smart_terrain_base_lager_squad) -csky_stalker_leader_dead} 1, 0
[spawn_deserted_base]
spawn_squads = mar_smart_terrain_base_army_squad
spawn_num = {!squad_name_exist(mar_smart_terrain_base_army_squad) !squad_name_exist(mar_smart_terrain_base_renegade_squad) -agr_military_colonel_kovalski_dead +csky_stalker_leader_dead} 1, 0
[spawn_deserted_base_2]
spawn_squads = mar_smart_terrain_base_renegade_squad
spawn_num = {!squad_name_exist(mar_smart_terrain_base_army_squad) !squad_name_exist(mar_smart_terrain_base_renegade_squad) -mar_renegade_trader_dead +csky_stalker_leader_dead} 1, 0
:[on_changing_level]
;[smart_control]
[exclusive]
mar_smart_terrain_base_stalker_guide_marsh = marsh\mar_smart_terrain_base_stalker_guide_marsh.ltx
marsh_doctor = marsh\mar_smart_terrain_base_doctor.ltx
real_marsh_doctor = marsh\mar_smart_terrain_base_real_marsh_doctor.ltx
guid_marsh_mlr = marsh\guid_marsh_mlr.ltx
dog_doctor = marsh\mar_smart_terrain_base_dog_doctor.ltx
guard_1 = marsh\mar_smart_terrain_base_smart_logic.ltx
guard_2 = marsh\mar_smart_terrain_base_smart_logic.ltx
mar_base_stalker_barmen = marsh\mar_base_stalker_barmen.ltx
mar_base_owl_stalker_trader = marsh\mar_base_owl_stalker_trader.ltx
mar_base_stalker_tech = marsh\mar_base_stalker_tech.ltx
mar_base_animpoint_kamp1 = marsh\mar_smart_terrain_base_smart_logic.ltx
mar_base_animpoint_kamp2 = marsh\mar_smart_terrain_base_smart_logic.ltx
mar_base_animpoint_kamp3 = marsh\mar_smart_terrain_base_smart_logic.ltx
mar_base_animpoint_kamp4 = marsh\mar_smart_terrain_base_smart_logic.ltx
guid_marsh_mlr = marsh\guid_marsh_mlr.ltx
dog_doctor = marsh\mar_smart_terrain_base_dog_doctor.ltx
marsh_doctor = marsh\mar_smart_terrain_base_doctor.ltx
real_marsh_doctor = marsh\mar_smart_terrain_base_real_marsh_doctor.ltx
mar_smart_terrain_base_stalker_guide_marsh = marsh\mar_smart_terrain_base_stalker_guide_marsh.ltx
guard_1 = marsh\mar_smart_terrain_base_smart_logic.ltx
guard_2 = marsh\mar_smart_terrain_base_smart_logic.ltx
mar_smart_terrain_base_beh_trade_job_1 = marsh\mar_base_owl_stalker_trader.ltx
mar_smart_terrain_base_beh_tech_job_1 = marsh\mar_base_stalker_tech.ltx
;mar_base_animpoint_kamp1 = marsh\mar_smart_terrain_base_smart_logic.ltx
;mar_base_animpoint_kamp2 = marsh\mar_smart_terrain_base_smart_logic.ltx
;mar_base_animpoint_kamp3 = marsh\mar_smart_terrain_base_smart_logic.ltx
;mar_base_animpoint_kamp4 = marsh\mar_smart_terrain_base_smart_logic.ltx
mar_base_animpoint_kamp5 = marsh\mar_smart_terrain_base_smart_logic.ltx
mar_base_animpoint_kamp6 = marsh\mar_smart_terrain_base_smart_logic.ltx
mar_base_animpoint_kamp7 = marsh\mar_smart_terrain_base_smart_logic.ltx
@@ -48,14 +79,14 @@ mar_base_animpoint_kamp8 = marsh\mar_smart_terrain_base_smart_logic.ltx
mar_base_animpoint_kamp9 = marsh\mar_smart_terrain_base_smart_logic.ltx
mar_base_animpoint_kamp10 = marsh\mar_smart_terrain_base_smart_logic.ltx
mar_base_animpoint_kamp11 = marsh\mar_smart_terrain_base_smart_logic.ltx
mar_smart_terrain_base_surge_work_1 = marsh\mar_smart_terrain_base_smart_logic.ltx
mar_smart_terrain_base_surge_work_2 = marsh\mar_smart_terrain_base_smart_logic.ltx
mar_smart_terrain_base_surge_work_3 = marsh\mar_smart_terrain_base_smart_logic.ltx
mar_smart_terrain_base_surge_work_4 = marsh\mar_smart_terrain_base_smart_logic.ltx
mar_smart_terrain_base_surge_work_5 = marsh\mar_smart_terrain_base_smart_logic.ltx
mar_smart_terrain_base_surge_work_6 = marsh\mar_smart_terrain_base_smart_logic.ltx
mar_smart_terrain_base_beh_trade_job_1 = marsh\mar_base_owl_stalker_trader.ltx
mar_smart_terrain_base_beh_tech_job_1 = marsh\mar_base_stalker_tech.ltx
faction_base_defense_enemy1 = marsh\mar_smart_terrain_base_smart_logic.ltx
faction_base_defense_enemy2 = marsh\mar_smart_terrain_base_smart_logic.ltx
faction_base_defense_enemy3 = marsh\mar_smart_terrain_base_smart_logic.ltx
faction_base_defense_enemy3 = marsh\mar_smart_terrain_base_smart_logic.ltx