Various Changes; Updated and Added Mods

This commit is contained in:
2024-03-27 00:55:00 -04:00
parent 8abddf23c7
commit 46265b6fcc
2193 changed files with 23397 additions and 56583 deletions
@@ -1,3 +1,20 @@
![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 = {+yan_kill_brain_done} sr_crow_spawner
![sr_crow_spawner]
max_crows_on_level = 2
spawn_path = ros_crow_spawn_1, ros_crow_spawn_2, ros_crow_spawn_3, ros_crow_spawn_4, ros_crow_spawn_5
max_crows_on_level = 5
spawn_path = ros_crow_spawn_1, ros_crow_spawn_2, ros_crow_spawn_3, ros_crow_spawn_4, ros_crow_spawn_5
on_info = {-yan_kill_brain_done} sr_crow_spawner
@@ -0,0 +1,34 @@
[logic]
active = ph_idle@wait_actor
[ph_idle@base]
nonscript_usable = true
[ph_idle@wait_actor]:ph_idle@base
tips = Climb:Ladder
on_use = ph_idle@reset %+ros_climb_ladder%
[ph_idle@reset]
on_info = {+ladder_sound} ph_idle@ladder_sound_1 %-ros_climb_ladder%
[ph_idle@ladder_sound_1]:ph_idle@base
on_info = %=play_sound(ros_climb_sound_1)%
on_signal = sound_end | ph_idle@ladder_sound_2
[ph_idle@ladder_sound_2]:ph_idle@base
on_info = %=play_sound(ros_climb_sound_2)%
on_signal = sound_end | ph_idle@ladder_sound_3
[ph_idle@ladder_sound_3]:ph_idle@base
on_info = %=play_sound(ros_climb_sound_3)%
on_signal = sound_end | ph_idle@ladder_sound_4
[ph_idle@ladder_sound_4]:ph_idle@base
on_info = %=play_sound(ros_climb_sound_4)%
on_signal = sound_end | ph_idle@end
[ph_idle@end]
on_timer = 2000 | ph_idle@wait_actor
[collide]
ignore_static
@@ -0,0 +1,14 @@
[logic]
active = ph_idle@teleport
[ph_idle@teleport]
on_info = {=dist_to_actor_le(3) +ros_climb_ladder} ph_idle@fade_in %=run_postprocess(fade_in) +ladder_sound =disable_ui%
[ph_idle@fade_in]
on_game_timer = 15 | ph_idle@wait %=script(redone_lc_ros_transition_local:teleport_actor) -ladder_sound =enable_ui%
[ph_idle@wait]
on_timer = 2000 | ph_idle@teleport
[collide]
ignore_static
@@ -0,0 +1,30 @@
[logic]
active = ph_door@closed
[ph_door@closed]
locked = false
closed = true
;snd_open_start = trader_door_open_start
;snd_close_start = trader_door_close_start
;snd_close_stop = trader_door_close_stop
on_use = ph_door@reset %+ros_hidden_door_open% ;%=play_sound(trader_door_open_start)%
[ph_door@reset]
on_info = ph_door@open %-ros_hidden_door_open%
[ph_door@open]
locked = false
closed = true
;snd_open_start = trader_door_open_start
;snd_close_start = trader_door_close_start
;snd_close_stop = trader_door_close_stop
on_info = ph_door@close
[ph_door@close]
on_game_timer = 10 | ph_door@end ;%=play_sound(trader_door_close_start)%
[ph_door@end]
on_timer = 1000 | ph_door@closed
[collide]
ignore_static
@@ -0,0 +1,14 @@
[logic]
active = ph_idle@teleport
[ph_idle@teleport]
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%
[ph_idle@fade_in]
on_game_timer = 15 | ph_idle@wait %=script(redone_lc_ros_transition_local:teleport_actor) =play_sound(trader_door_close_start) =enable_ui%
[ph_idle@wait]
on_timer = 1000 | ph_idle@teleport
[collide]
ignore_static
@@ -0,0 +1,37 @@
[logic]
active = ph_idle@wait_actor
[ph_idle@wait_actor]
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
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
;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
;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
[ph_idle@spawn_night_monster]
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
[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: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
[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: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
[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: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
[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 +1,37 @@
[logic]
active = ph_idle@wait_actor
[ph_idle@wait_actor]
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
;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
;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
;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
[ph_idle@spawn_night_monster]
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
[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: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
[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: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
[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: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
[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 +1,37 @@
[logic]
active = ph_idle@wait_actor
[ph_idle@wait_actor]
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
;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
;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
;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
[ph_idle@spawn_night_monster]
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
[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: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
[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: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
[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: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
[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 +1,14 @@
[logic]
active = ph_idle@teleport
[ph_idle@teleport]
on_info = {=dist_to_actor_le(0.5)} ph_idle@fade_in %=run_postprocess(fade_in) =disable_ui%
[ph_idle@fade_in]
on_game_timer = 15 | ph_idle@wait %=script(redone_lc_ros_transition_local:teleport_actor) =enable_ui%
[ph_idle@wait]
on_timer = 5000 | ph_idle@teleport
[collide]
ignore_static
@@ -0,0 +1,92 @@
[logic@ros_smart_stalker_killers1_guard_work_1]
active = beh@ros_smart_stalker_killers1_guard_work_1
suitable = {!surge_started} true
prior = 200
[logic@ros_smart_stalker_killers1_guard_work_2]
active = beh@ros_smart_stalker_killers1_guard_work_2
suitable = {!surge_started} true
prior = 200
[logic@ros_smart_stalker_killers1_guard_work_3]
active = beh@ros_smart_stalker_killers1_guard_work_3
suitable = {!surge_started} true
prior = 200
[logic@ros_smart_stalker_killers1_guard_work_4]
active = beh@ros_smart_stalker_killers1_guard_work_4
suitable = {!surge_started} true
prior = 200
[logic@ros_smart_stalker_killers1_guard_work_5]
active = beh@ros_smart_stalker_killers1_guard_work_5
suitable = {!surge_started} true
prior = 200
[logic@ros_smart_stalker_killers1_camp_work_1]
active = beh@ros_smart_stalker_killers1_camp_work_1
suitable = {!surge_started} true
prior = 45
[logic@ros_smart_stalker_killers1_camp_work_2]
active = beh@ros_smart_stalker_killers1_camp_work_2
suitable = {!surge_started} true
prior = 45
[beh@general_guard]
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
walk_anim = rush
jog_anim = rush
run_anim = rush
delay_anim = guard
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
invulnerable = {!actor_true_enemy} true, false
[beh@general_work]
behavior_state = beh_move
target = waypoint
walk_dist = 90
jog_dist = 150
wait_anim = guard
jog_anim = assault
run_anim = assault
delay_anim = guard
use_camp = true
turn_on_campfire = true
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
@@ -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]
@@ -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]
@@ -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]
@@ -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]
@@ -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]
@@ -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]
@@ -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