Various Changes; Updated and Added Mods
This commit is contained in:
+19
-2
@@ -1,3 +1,20 @@
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![logic]
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!active = sr_crow_spawner
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active = sr_idle@check_story
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[sr_idle@check_story]
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on_info = {-story_mode_disabled} sr_idle@check_actor, {+story_mode_disabled -yan_x16_complete_end} sr_idle@check_actor %+yan_kill_brain_done%
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[sr_idle@check_actor]
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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
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[sr_idle@check_helmet]
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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
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[sr_idle@check_spawner]
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on_info = {+yan_kill_brain_done} sr_crow_spawner
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![sr_crow_spawner]
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max_crows_on_level = 2
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spawn_path = ros_crow_spawn_1, ros_crow_spawn_2, ros_crow_spawn_3, ros_crow_spawn_4, ros_crow_spawn_5
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max_crows_on_level = 5
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spawn_path = ros_crow_spawn_1, ros_crow_spawn_2, ros_crow_spawn_3, ros_crow_spawn_4, ros_crow_spawn_5
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on_info = {-yan_kill_brain_done} sr_crow_spawner
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@@ -0,0 +1,34 @@
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[logic]
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active = ph_idle@wait_actor
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[ph_idle@base]
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nonscript_usable = true
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[ph_idle@wait_actor]:ph_idle@base
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tips = Climb:Ladder
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on_use = ph_idle@reset %+ros_climb_ladder%
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[ph_idle@reset]
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on_info = {+ladder_sound} ph_idle@ladder_sound_1 %-ros_climb_ladder%
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[ph_idle@ladder_sound_1]:ph_idle@base
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on_info = %=play_sound(ros_climb_sound_1)%
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on_signal = sound_end | ph_idle@ladder_sound_2
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[ph_idle@ladder_sound_2]:ph_idle@base
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on_info = %=play_sound(ros_climb_sound_2)%
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on_signal = sound_end | ph_idle@ladder_sound_3
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[ph_idle@ladder_sound_3]:ph_idle@base
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on_info = %=play_sound(ros_climb_sound_3)%
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on_signal = sound_end | ph_idle@ladder_sound_4
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[ph_idle@ladder_sound_4]:ph_idle@base
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on_info = %=play_sound(ros_climb_sound_4)%
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on_signal = sound_end | ph_idle@end
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[ph_idle@end]
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on_timer = 2000 | ph_idle@wait_actor
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[collide]
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ignore_static
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@@ -0,0 +1,14 @@
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[logic]
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active = ph_idle@teleport
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[ph_idle@teleport]
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on_info = {=dist_to_actor_le(3) +ros_climb_ladder} ph_idle@fade_in %=run_postprocess(fade_in) +ladder_sound =disable_ui%
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[ph_idle@fade_in]
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on_game_timer = 15 | ph_idle@wait %=script(redone_lc_ros_transition_local:teleport_actor) -ladder_sound =enable_ui%
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[ph_idle@wait]
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on_timer = 2000 | ph_idle@teleport
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[collide]
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ignore_static
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@@ -0,0 +1,30 @@
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[logic]
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active = ph_door@closed
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[ph_door@closed]
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locked = false
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closed = true
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;snd_open_start = trader_door_open_start
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;snd_close_start = trader_door_close_start
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;snd_close_stop = trader_door_close_stop
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on_use = ph_door@reset %+ros_hidden_door_open% ;%=play_sound(trader_door_open_start)%
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[ph_door@reset]
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on_info = ph_door@open %-ros_hidden_door_open%
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[ph_door@open]
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locked = false
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closed = true
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;snd_open_start = trader_door_open_start
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;snd_close_start = trader_door_close_start
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;snd_close_stop = trader_door_close_stop
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on_info = ph_door@close
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[ph_door@close]
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on_game_timer = 10 | ph_door@end ;%=play_sound(trader_door_close_start)%
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[ph_door@end]
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on_timer = 1000 | ph_door@closed
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[collide]
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ignore_static
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@@ -0,0 +1,14 @@
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[logic]
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active = ph_idle@teleport
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[ph_idle@teleport]
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on_info = {=dist_to_actor_le(1) +ros_hidden_door_open} ph_idle@fade_in %=run_postprocess(fade_in) =play_sound(trader_door_open_start) =disable_ui%
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[ph_idle@fade_in]
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on_game_timer = 15 | ph_idle@wait %=script(redone_lc_ros_transition_local:teleport_actor) =play_sound(trader_door_close_start) =enable_ui%
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[ph_idle@wait]
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on_timer = 1000 | ph_idle@teleport
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[collide]
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ignore_static
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+37
@@ -0,0 +1,37 @@
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[logic]
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active = ph_idle@wait_actor
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[ph_idle@wait_actor]
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on_info = {=actor_near_smart(ros_smart_poltergeist2) =is_dark_night} ph_idle@spawn_night_monster, {=actor_near_smart(ros_smart_poltergeist2) =is_night} ph_idle@spawn_night_monster
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on_info2 = {=actor_near_smart(ros_smart_snork1) =is_dark_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(ros_smart_snork1) =is_night} ph_idle@spawn_night_monster_2
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;on_info3 = {=actor_near_smart() =is_dark_night} ph_idle@spawn_night_monster_3, {=actor_near_smart() =is_night} ph_idle@spawn_night_monster_3
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;on_info4 = {=actor_near_smart() =is_dark_night} ph_idle@spawn_night_monster_3, {=actor_near_smart() =is_night} ph_idle@spawn_night_monster_4
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[ph_idle@spawn_night_monster]
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on_info = {~20} %=create_squad(simulation_psysucker_white_night:ros_smart_poltergeist2)% ph_idle@reset, {~30} %=create_squad(simulation_snork_night:ros_smart_poltergeist2)% ph_idle@reset, {~40} %=create_squad(simulation_bloodsucker_night:ros_smart_poltergeist2)% ph_idle@reset, {~50} %=create_squad(simulation_pseudodog_night:ros_smart_poltergeist2)% ph_idle@reset, ph_idle@wait_reset
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[ph_idle@reset]
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on_game_timer = 86400 | ph_idle@wait_actor
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[ph_idle@spawn_night_monster_2]
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on_info = {~20} %=create_squad(simulation_snork_night:ros_smart_snork1)% ph_idle@reset_2, {~30} %=create_squad(simulation_fracture_night:ros_smart_snork1)% ph_idle@reset_2, {~40} %=create_squad(simulation_zombie_3_6:ros_smart_snork1)% ph_idle@reset_2, {~50} %=create_squad(simulation_bloodsucker_red_night:ros_smart_snork1)% ph_idle@reset_2, ph_idle@wait_reset
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[ph_idle@reset_2]
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on_game_timer = 86400 | ph_idle@wait_actor
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[ph_idle@spawn_night_monster_3]
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on_info = {~20} %=create_squad(simulation_psysucker_white_night:X)% ph_idle@reset_3, {~30} %=create_squad(simulation_bloodsucker_night:X)% ph_idle@reset_3, {~40} %=create_squad(simulation_karlik_night:X)% ph_idle@reset_3, {~50} %=create_squad(simulation_lurker_brown_night:X)% ph_idle@reset_3, ph_idle@wait_reset
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[ph_idle@reset_3]
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on_game_timer = 86400 | ph_idle@wait_actor
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[ph_idle@spawn_night_monster_4]
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on_info = {~20} %=create_squad(simulation_psysucker_white_night:X)% ph_idle@reset_4, {~30} %=create_squad(simulation_bloodsucker_night:X)% ph_idle@reset_4, {~40} %=create_squad(simulation_psy_dog_night:X)% ph_idle@reset_4, {~50} %=create_squad(simulation_karlik_night:X)% ph_idle@reset_4, ph_idle@wait_reset
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[ph_idle@reset_4]
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on_game_timer = 86400 | ph_idle@wait_actor
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[ph_idle@wait_reset]
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on_game_timer = 580 | ph_idle@wait_actor
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[collide]
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ignore_static
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+37
@@ -0,0 +1,37 @@
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[logic]
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active = ph_idle@wait_actor
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[ph_idle@wait_actor]
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on_info = {=actor_near_smart(ros_smart_monster4) =is_dark_night} ph_idle@spawn_night_monster, {=actor_near_smart(ros_smart_monster4) =is_night} ph_idle@spawn_night_monster
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;on_info2 = {=actor_near_smart() =is_dark_night} ph_idle@spawn_night_monster_2, {=actor_near_smart() =is_night} ph_idle@spawn_night_monster_2
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;on_info3 = {=actor_near_smart() =is_dark_night} ph_idle@spawn_night_monster_3, {=actor_near_smart() =is_night} ph_idle@spawn_night_monster_3
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;on_info4 = {=actor_near_smart() =is_dark_night} ph_idle@spawn_night_monster_3, {=actor_near_smart() =is_night} ph_idle@spawn_night_monster_4
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[ph_idle@spawn_night_monster]
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on_info = {~20} %=create_squad(simulation_mix_zombie_night:ros_smart_monster4)% ph_idle@reset, {~30} %=create_squad(simulation_snork_night:ros_smart_monster4)% ph_idle@reset, {~40} %=create_squad(simulation_bloodsucker_red_night:ros_smart_monster4)% ph_idle@reset, {~50} %=create_squad(simulation_psysucker_brown_night:ros_smart_monster4)% ph_idle@reset, ph_idle@wait_reset
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[ph_idle@reset]
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on_game_timer = 86400 | ph_idle@wait_actor
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[ph_idle@spawn_night_monster_2]
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on_info = {~20} %=create_squad(simulation_snork_night:X)% ph_idle@reset_2, {~30} %=create_squad(simulation_fracture_night:X)% ph_idle@reset_2, {~40} %=create_squad(simulation_zombie_3_6:X)% ph_idle@reset_2, {~50} %=create_squad(simulation_bloodsucker_red_night:X)% ph_idle@reset_2, ph_idle@wait_reset
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[ph_idle@reset_2]
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on_game_timer = 86400 | ph_idle@wait_actor
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[ph_idle@spawn_night_monster_3]
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on_info = {~20} %=create_squad(simulation_psysucker_white_night:X)% ph_idle@reset_3, {~30} %=create_squad(simulation_bloodsucker_night:X)% ph_idle@reset_3, {~40} %=create_squad(simulation_karlik_night:X)% ph_idle@reset_3, {~50} %=create_squad(simulation_lurker_brown_night:X)% ph_idle@reset_3, ph_idle@wait_reset
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[ph_idle@reset_3]
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on_game_timer = 86400 | ph_idle@wait_actor
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[ph_idle@spawn_night_monster_4]
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on_info = {~20} %=create_squad(simulation_psysucker_white_night:X)% ph_idle@reset_4, {~30} %=create_squad(simulation_bloodsucker_night:X)% ph_idle@reset_4, {~40} %=create_squad(simulation_psy_dog_night:X)% ph_idle@reset_4, {~50} %=create_squad(simulation_karlik_night:X)% ph_idle@reset_4, ph_idle@wait_reset
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[ph_idle@reset_4]
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on_game_timer = 86400 | ph_idle@wait_actor
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[ph_idle@wait_reset]
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on_game_timer = 580 | ph_idle@wait_actor
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[collide]
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ignore_static
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+37
@@ -0,0 +1,37 @@
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[logic]
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active = ph_idle@wait_actor
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[ph_idle@wait_actor]
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on_info = {=actor_near_smart(ros_smart_monster5) =is_dark_night} ph_idle@spawn_night_monster, {=actor_near_smart(ros_smart_monster5) =is_night} ph_idle@spawn_night_monster
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;on_info2 = {=actor_near_smart() =is_dark_night} ph_idle@spawn_night_monster_2, {=actor_near_smart() =is_night} ph_idle@spawn_night_monster_2
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;on_info3 = {=actor_near_smart() =is_dark_night} ph_idle@spawn_night_monster_3, {=actor_near_smart() =is_night} ph_idle@spawn_night_monster_3
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;on_info4 = {=actor_near_smart() =is_dark_night} ph_idle@spawn_night_monster_3, {=actor_near_smart() =is_night} ph_idle@spawn_night_monster_4
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[ph_idle@spawn_night_monster]
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on_info = {~20} %=create_squad(simulation_gigant_night:ros_smart_monster5)% ph_idle@reset, {~30} %=create_squad(simulation_chimera_night:ros_smart_monster5)% ph_idle@reset, {~40} %=create_squad(simulation_poltergeist_black_night:ros_smart_monster5)% ph_idle@reset, {~50} %=create_squad(simulation_burer_night:ros_smart_monster5)% ph_idle@reset, ph_idle@wait_reset
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[ph_idle@reset]
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on_game_timer = 86400 | ph_idle@wait_actor
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[ph_idle@spawn_night_monster_2]
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on_info = {~20} %=create_squad(simulation_snork_night:X)% ph_idle@reset_2, {~30} %=create_squad(simulation_fracture_night:X)% ph_idle@reset_2, {~40} %=create_squad(simulation_zombie_3_6:X)% ph_idle@reset_2, {~50} %=create_squad(simulation_bloodsucker_red_night:X)% ph_idle@reset_2, ph_idle@wait_reset
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[ph_idle@reset_2]
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on_game_timer = 86400 | ph_idle@wait_actor
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[ph_idle@spawn_night_monster_3]
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on_info = {~20} %=create_squad(simulation_psysucker_white_night:X)% ph_idle@reset_3, {~30} %=create_squad(simulation_bloodsucker_night:X)% ph_idle@reset_3, {~40} %=create_squad(simulation_karlik_night:X)% ph_idle@reset_3, {~50} %=create_squad(simulation_lurker_brown_night:X)% ph_idle@reset_3, ph_idle@wait_reset
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[ph_idle@reset_3]
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on_game_timer = 86400 | ph_idle@wait_actor
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[ph_idle@spawn_night_monster_4]
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on_info = {~20} %=create_squad(simulation_psysucker_white_night:X)% ph_idle@reset_4, {~30} %=create_squad(simulation_bloodsucker_night:X)% ph_idle@reset_4, {~40} %=create_squad(simulation_psy_dog_night:X)% ph_idle@reset_4, {~50} %=create_squad(simulation_karlik_night:X)% ph_idle@reset_4, ph_idle@wait_reset
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[ph_idle@reset_4]
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on_game_timer = 86400 | ph_idle@wait_actor
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[ph_idle@wait_reset]
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on_game_timer = 580 | ph_idle@wait_actor
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[collide]
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ignore_static
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+14
@@ -0,0 +1,14 @@
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[logic]
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active = ph_idle@teleport
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[ph_idle@teleport]
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on_info = {=dist_to_actor_le(0.5)} ph_idle@fade_in %=run_postprocess(fade_in) =disable_ui%
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[ph_idle@fade_in]
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on_game_timer = 15 | ph_idle@wait %=script(redone_lc_ros_transition_local:teleport_actor) =enable_ui%
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[ph_idle@wait]
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on_timer = 5000 | ph_idle@teleport
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[collide]
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ignore_static
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+92
@@ -0,0 +1,92 @@
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[logic@ros_smart_stalker_killers1_guard_work_1]
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active = beh@ros_smart_stalker_killers1_guard_work_1
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suitable = {!surge_started} true
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prior = 200
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[logic@ros_smart_stalker_killers1_guard_work_2]
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active = beh@ros_smart_stalker_killers1_guard_work_2
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suitable = {!surge_started} true
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prior = 200
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[logic@ros_smart_stalker_killers1_guard_work_3]
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active = beh@ros_smart_stalker_killers1_guard_work_3
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suitable = {!surge_started} true
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prior = 200
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[logic@ros_smart_stalker_killers1_guard_work_4]
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active = beh@ros_smart_stalker_killers1_guard_work_4
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suitable = {!surge_started} true
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prior = 200
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[logic@ros_smart_stalker_killers1_guard_work_5]
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active = beh@ros_smart_stalker_killers1_guard_work_5
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suitable = {!surge_started} true
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prior = 200
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[logic@ros_smart_stalker_killers1_camp_work_1]
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active = beh@ros_smart_stalker_killers1_camp_work_1
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suitable = {!surge_started} true
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prior = 45
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[logic@ros_smart_stalker_killers1_camp_work_2]
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active = beh@ros_smart_stalker_killers1_camp_work_2
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suitable = {!surge_started} true
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prior = 45
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[beh@general_guard]
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behavior_state = beh_move
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target = waypoint
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walk_dist = 100
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jog_dist = 220
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walk_anim = rush
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jog_anim = rush
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run_anim = rush
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delay_anim = guard
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gather_items_enabled = false
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help_wounded_enabled = false
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corpse_detection_enabled = false
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invulnerable = {!actor_true_enemy} true, false
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[beh@general_work]
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behavior_state = beh_move
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target = waypoint
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walk_dist = 90
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jog_dist = 150
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wait_anim = guard
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jog_anim = assault
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run_anim = assault
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delay_anim = guard
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use_camp = true
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turn_on_campfire = true
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gather_items_enabled = false
|
||||
help_wounded_enabled = true
|
||||
corpse_detection_enabled = true
|
||||
|
||||
[beh@ros_smart_stalker_killers1_guard_work_1]:beh@general_guard
|
||||
pt1 = 88860000,hide | pos: -226.03277587891, 4.5571184158325, 53.652900695801 look: -225.60137939453, 4.9697222709656, 54.408302307129
|
||||
path_end = loop
|
||||
|
||||
[beh@ros_smart_stalker_killers1_guard_work_2]:beh@general_guard
|
||||
pt1 = 88860000,hide | pos: -239.54244995117, 4.5597152709961, 61.015357971191 look: -239.04281616211, 4.8370161056519, 61.862991333008
|
||||
path_end = loop
|
||||
|
||||
[beh@ros_smart_stalker_killers1_guard_work_3]:beh@general_guard
|
||||
pt1 = 88860000,hide | pos: -244.99716491699, 4.5565819740295, 55.532032012939 look: -245.32739257812, 4.5406951904297, 55.849632263184
|
||||
path_end = loop
|
||||
|
||||
[beh@ros_smart_stalker_killers1_guard_work_4]:beh@general_guard
|
||||
pt1 = 88860000,guard | pos: look:
|
||||
path_end = loop
|
||||
|
||||
[beh@ros_smart_stalker_killers1_guard_work_5]:beh@general_guard
|
||||
pt1 = 88860000,guard | pos: look:
|
||||
path_end = loop
|
||||
|
||||
[beh@ros_smart_stalker_killers1_camp_work_1]:beh@general_work
|
||||
pt1 = 88860000,sit_ass | pos: -264.59246826172, -0.0015785992145538, 12.501624107361 look: -263.22497558594, 0.34754139184952, 14.234840393066
|
||||
path_end = loop
|
||||
|
||||
[beh@ros_smart_stalker_killers1_camp_work_2]:beh@general_work
|
||||
pt1 = 88860000,sit_ass | pos: -264.58145141602, -0.007137805223465, 16.577444076538 look: -263.22497558594, 0.34754139184952, 14.234840393066
|
||||
path_end = loop
|
||||
|
||||
+17
-2
@@ -1,12 +1,27 @@
|
||||
[smart_terrain]
|
||||
squad_id = 2
|
||||
max_population = 3
|
||||
max_population = 2
|
||||
respawn_params = respawn@ros_smart_killers1
|
||||
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 = stalker, bandit, killer, dolg, army, csky
|
||||
faction_controlled = stalker, bandit, killer, dolg, army,
|
||||
default_faction = killer
|
||||
faction_respawn_num = 1
|
||||
|
||||
;[respawn@ros_smart_killers1] ;-- Type:
|
||||
|
||||
|
||||
[on_changing_level]
|
||||
on_info = %=script(redone_xr_dynamic_object:dynamic_object:misc\spawn_object\ros_smart_killers1_object.ltx)%
|
||||
|
||||
;[smart_control]
|
||||
|
||||
;[exclusive]
|
||||
+14
-7
@@ -2,20 +2,23 @@
|
||||
squad_id = 5
|
||||
max_population = 2
|
||||
respawn_params = respawn@ros_smart_monster4
|
||||
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@ros_smart_monster4] ;-- Type: faction {zombied} = wahyy...
|
||||
spawn_zombied_squad
|
||||
spawn_zombie
|
||||
spawn_mutants
|
||||
|
||||
|
||||
[spawn_zombied_squad]
|
||||
spawn_squads = zombied_sim_squad_advanced, zombied_sim_squad_mix
|
||||
spawn_num = {+yan_kill_brain_done} 0, 1
|
||||
|
||||
[spawn_zombie] ;-- Weak\normal mutants - Rates of groups: ( 2 zombie )
|
||||
spawn_squads = simulation_zombie_3_6, simulation_mix_zombie
|
||||
[spawn_zombie] ;-- Weak\normal mutants - Rates of groups: ( 4 zombie )
|
||||
spawn_squads = simulation_zombie, simulation_zombie_3_6, simulation_mix_zombie, simulation_zombie_blind_3zomb_civ
|
||||
spawn_num = {+yan_kill_brain_done} 0, 1
|
||||
|
||||
[spawn_mutants] ;-- Normal\hard mutants - Rates of groups: ( 1 tushkano + 2 dogs + 1 cat + 2 snork + 1 fracture + 1 psy dog + 1 lurker )
|
||||
@@ -23,4 +26,8 @@ spawn_squads = simulation_tushkano_7_10, simulation_dog_5_7, simulation_mix_dogs
|
||||
spawn_num = {+yan_kill_brain_done} 1, 0
|
||||
|
||||
|
||||
;[on_changing_level]
|
||||
|
||||
;[smart_control]
|
||||
|
||||
;[exclusive]
|
||||
+16
-3
@@ -1,11 +1,20 @@
|
||||
[smart_terrain]
|
||||
squad_id = 6
|
||||
max_population = 1
|
||||
max_population = 2
|
||||
respawn_params = respawn@ros_smart_monster5
|
||||
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@ros_smart_monster5] ;-- Type: faction {zombied} = wahat...
|
||||
spawn_zombie
|
||||
spawn_mutants
|
||||
spawn_mutants_rare
|
||||
|
||||
|
||||
@@ -13,13 +22,17 @@ spawn_mutants_rare
|
||||
spawn_squads = simulation_zombie_3_6, simulation_mix_zombie, zombied_sim_squad_mix
|
||||
spawn_num = {+yan_kill_brain_done} 0, 1
|
||||
|
||||
[spawn_mutants] ;-- Normal\hard mutants - Rates of groups: ( 1 tushkano + 1 dog + 2 snork + 1 fracture )
|
||||
[spawn_mutants] ;-- Normal mutants - Rates of groups: ( 1 tushkano + 1 dog + 2 snork + 1 fracture )
|
||||
spawn_squads = simulation_tushkano_7_10, simulation_mix_dogs, simulation_snork_2_3, simulation_snork_2_5, simulation_fracture
|
||||
spawn_num = {+yan_kill_brain_done} 1, 0
|
||||
|
||||
[spawn_mutants_rare]
|
||||
[spawn_mutants_rare] ;-- Rare mutants - Rates of groups: ( 1 polter )
|
||||
spawn_squads = simulation_poltergeist_tele ;simulation_poltergeist_black
|
||||
spawn_num = {~20} 1, 0
|
||||
|
||||
|
||||
;[on_changing_level]
|
||||
|
||||
;[smart_control]
|
||||
|
||||
;[exclusive]
|
||||
+17
-5
@@ -1,16 +1,28 @@
|
||||
[smart_terrain]
|
||||
squad_id = 8
|
||||
max_population = 0
|
||||
max_population = 1
|
||||
respawn_params = respawn@ros_smart_monster7
|
||||
respawn_idle = 259200
|
||||
respawn_only_smart = true
|
||||
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@ros_smart_monster7]
|
||||
spawn_mutants
|
||||
[respawn@ros_smart_monster7] ;-- Type:
|
||||
spawn_all_normal
|
||||
|
||||
|
||||
[spawn_mutants] ;-- Normal\hard mutants - Rates of groups: ( 1 tushkano + 2 dogs + 1 cat + 2 snork )
|
||||
[spawn_all_normal] ;-- Normal\hard mutants - Rates of groups: ( 1 tushkano + 2 dogs + 1 cat + 2 snork )
|
||||
spawn_squads = simulation_tushkano_7_10, simulation_dog_5_7, simulation_mix_dogs, simulation_cat_3_5, simulation_snork_2_3, simulation_snork_2_5
|
||||
spawn_num = {+yan_kill_brain_done ~50} 1, 0
|
||||
|
||||
|
||||
;[on_changing_level]
|
||||
|
||||
;[smart_control]
|
||||
|
||||
;[exclusive]
|
||||
|
||||
+15
-8
@@ -2,25 +2,32 @@
|
||||
squad_id = 11
|
||||
max_population = 2
|
||||
respawn_params = respawn@ros_smart_poltergeist2
|
||||
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@ros_smart_poltergeist2] ;-- Type:
|
||||
spawn_tushkano
|
||||
spawn_zombie
|
||||
spawn_mutants
|
||||
spawn_snork
|
||||
|
||||
|
||||
[spawn_tushkano] ;-- Weak mutants - Rates of groups: ( 2 tushkano )
|
||||
spawn_squads = simulation_tushkano, simulation_tushkano_7_10
|
||||
spawn_num = {~20} 1, 0
|
||||
|
||||
[spawn_zombie] ;-- Normal mutants - Rates of groups: ( 2 snork + 2 zombie )
|
||||
spawn_squads = simulation_mix_zombie, simulation_zombie_3_6
|
||||
spawn_num = {+yan_kill_brain_done} 0, 1
|
||||
|
||||
[spawn_mutants] ;-- Normal\hard mutants - Rates of groups: ( 1 tushkano + 1 dog + 2 snork )
|
||||
spawn_squads = simulation_tushkano_7_10, simulation_mix_dogs, simulation_snork_2_3, simulation_snork_2_5
|
||||
[spawn_snork] ;-- Normal\hard mutants - Rates of groups: ( 3 snork )
|
||||
spawn_squads = simulation_snork, simulation_snork_2_3, simulation_snork_2_5
|
||||
spawn_num = {+yan_kill_brain_done} 1, 0
|
||||
|
||||
|
||||
;[on_changing_level]
|
||||
|
||||
;[smart_control]
|
||||
|
||||
;[exclusive]
|
||||
@@ -1,22 +1,35 @@
|
||||
[smart_terrain]
|
||||
squad_id = 12
|
||||
max_population = 2
|
||||
max_population = 1
|
||||
respawn_params = respawn@ros_smart_snork1
|
||||
respawn_idle = 345600
|
||||
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@ros_smart_snork1] ;-- Type:
|
||||
spawn_dogs
|
||||
spawn_snork
|
||||
|
||||
|
||||
[spawn_dogs] ;-- Normal\hard mutants - Rates of groups: ( 1 dogs )
|
||||
[spawn_dogs] ;-- Normal\hard mutants - Rates of groups: ( 3 dogs )
|
||||
spawn_squads = simulation_dog, simulation_dog_5_7, simulation_mix_dogs
|
||||
spawn_num = 1
|
||||
|
||||
[spawn_snork] ;-- Normal\hard mutants - Rates of groups: ( 2 snork + 1 fracture )
|
||||
spawn_squads = simulation_snork_2_3, simulation_snork_2_5, simulation_fracture
|
||||
[spawn_snork] ;-- Normal\hard mutants - Rates of groups: ( 3 snork + 1 fracture )
|
||||
spawn_squads = simulation_snork, simulation_snork_2_3, simulation_snork_2_5, simulation_fracture
|
||||
spawn_num = 1
|
||||
|
||||
|
||||
[on_changing_level]
|
||||
on_info = %=script(redone_xr_dynamic_object:dynamic_object:misc\spawn_object\ros_smart_snork1_objects.ltx)%
|
||||
|
||||
;[smart_control]
|
||||
|
||||
;[exclusive]
|
||||
|
||||
+15
-3
@@ -1,10 +1,22 @@
|
||||
[smart_terrain] ;-- Disabled spawn
|
||||
squad_id = 15
|
||||
;max_population = 0
|
||||
;max_population = 1
|
||||
;respawn_params = respawn@ros_smart_stalker1
|
||||
;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@ros_smart_stalker1]
|
||||
;[respawn@ros_smart_stalker1] ;-- Type:
|
||||
|
||||
|
||||
;[on_changing_level]
|
||||
|
||||
;[smart_control]
|
||||
|
||||
;[exclusive]
|
||||
+26
-3
@@ -1,12 +1,35 @@
|
||||
[smart_terrain]
|
||||
squad_id = 14
|
||||
max_population = 3
|
||||
max_population = 2
|
||||
respawn_params = respawn@ros_smart_stalker_killers1
|
||||
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 = bandit, killer, dolg, army, csky
|
||||
faction_controlled = bandit, killer, dolg, army
|
||||
default_faction = killer
|
||||
faction_respawn_num = 1
|
||||
|
||||
;[respawn@ros_smart_stalker_killers1] ;-- Type:
|
||||
|
||||
;[exclusive]
|
||||
|
||||
[on_changing_level]
|
||||
on_info = %=script(redone_xr_dynamic_object:dynamic_object:misc\spawn_object\ros_smart_stalker_killers1_objects.ltx)%
|
||||
|
||||
;[smart_control]
|
||||
|
||||
[exclusive]
|
||||
ros_smart_stalker_killers1_guard_work_1 = rostok\ros_smart_stalker_killers1_smart_logic.ltx
|
||||
ros_smart_stalker_killers1_guard_work_2 = rostok\ros_smart_stalker_killers1_smart_logic.ltx
|
||||
ros_smart_stalker_killers1_guard_work_3 = rostok\ros_smart_stalker_killers1_smart_logic.ltx
|
||||
;ros_smart_stalker_killers1_guard_work_4 = rostok\ros_smart_stalker_killers1_smart_logic.ltx
|
||||
;ros_smart_stalker_killers1_guard_work_5 = rostok\ros_smart_stalker_killers1_smart_logic.ltx
|
||||
|
||||
ros_smart_stalker_killers1_camp_work_1 = rostok\ros_smart_stalker_killers1_smart_logic.ltx
|
||||
;ros_smart_stalker_killers1_camp_work_2 = rostok\ros_smart_stalker_killers1_smart_logic.ltx
|
||||
Reference in New Issue
Block a user