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
@@ -1,9 +1,46 @@
![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
on_info2 = {+yan_stalker_sakharov_dead +yan_ecolog_vasilyev_dead +yan_ecolog_semenov_dead +yan_ecolog_kruglov_dead -yan_spawn_complete} sr_idle@check_spawn_1_1
[sr_idle@check_spawn_1_1]
on_info = {-agr_military_colonel_kovalski_dead} sr_idle@spawn_1_1, sr_idle@spawn_2_1
[sr_idle@check_spawn_2_1]
on_info = {-cit_killers_aslan_dead -cit_killers_dushman_dead} sr_idle@spawn_2_1, sr_idle@spawn_end_1
[sr_idle@spawn_1_1]
on_game_timer = 43200 | sr_idle@check_spawn_2_1 %=create_squad(yan_army_spetsnaz_squad:yan_smart_terrain_3_6) =create_squad(yan_army_spetsnaz_squad2:yan_smart_terrain_6_4)%
[sr_idle@spawn_2_1]
on_game_timer = 86400 | sr_idle@spawn_end_1 %=create_squad(yan_killer_special_team:yan_smart_terrain_4_4) =create_squad(yan_killer_special_team:yan_smart_terrain_4_5) =create_squad(yan_killer_special_team2:yan_smart_terrain_5_5)%
[sr_idle@spawn_end_1]
on_info = sr_idle@check_spawner %+yan_spawn_complete%
![sr_crow_spawner]
max_crows_on_level = 0
max_crows_on_level = 5
spawn_path = yan_crow_spawn_1, yan_crow_spawn_2, yan_crow_spawn_3, yan_crow_spawn_4, yan_crow_spawn_5
on_info50 = {-yan_kill_brain_done} sr_idle@check_spawner
on_info51 = {+yan_stalker_sakharov_dead +yan_ecolog_vasilyev_dead +yan_ecolog_semenov_dead +yan_ecolog_kruglov_dead -yan_spawn_complete} sr_idle@check_spawn_1_2
[sr_idle@check_spawn_1_2]:sr_crow_spawner
on_info = {-agr_military_colonel_kovalski_dead sr_idle@spawn_1_2, sr_idle@spawn_2_2
[sr_idle@check_spawn_2_2]:sr_crow_spawner
on_info = {-cit_killers_aslan_dead -cit_killers_dushman_dead} sr_idle@spawn_2_2, sr_idle@spawn_end_2
[sr_idle@spawn_1_2]:sr_crow_spawner
on_game_timer = 43200 | sr_idle@check_spawn_2_2 %=create_squad(yan_army_spetsnaz_squad:yan_smart_terrain_3_6) =create_squad(yan_army_spetsnaz_squad2:yan_smart_terrain_6_4)%
[sr_idle@spawn_2_2]:sr_crow_spawner
on_game_timer = 86400 | sr_idle@spawn_end_2_2 %=create_squad(yan_killer_special_team:yan_smart_terrain_4_4) =create_squad(yan_killer_special_team:yan_smart_terrain_4_5) =create_squad(yan_killer_special_team2:yan_smart_terrain_5_5)%
[sr_idle@spawn_end_2]:sr_crow_spawner
on_info = sr_idle@check_spawner %+yan_spawn_complete%
@@ -0,0 +1,12 @@
![ph_door@closed]
on_use = ph_door@open %+yan_smart_terrain_6_4_outer_door_open%
on_info1 = {+yan_smart_terrain_6_4_inner_door_open} ph_door@locked %-yan_smart_terrain_6_4_outer_door_open%
![ph_door@open]
on_use = ph_door@closed %-yan_smart_terrain_6_4_outer_door_open%
on_info = {+yan_smart_terrain_6_4_inner_door_open} ph_door@closed %-yan_smart_terrain_6_4_outer_door_open%
on_game_timer = 20 | ph_door@closed %-yan_smart_terrain_6_4_outer_door_open%
![ph_door@locked]
on_info1 = {-yan_smart_terrain_6_4_inner_door_open} ph_door@closed
on_game_timer = 20 | ph_door@closed
@@ -0,0 +1,12 @@
![ph_door@closed]
on_use = ph_door@open %+yan_smart_terrain_6_4_inner_door_open%
on_info1 = {+yan_smart_terrain_6_4_outer_door_open} ph_door@locked %-yan_smart_terrain_6_4_inner_door_open%
![ph_door@open]
on_use = ph_door@closed %-yan_smart_terrain_6_4_inner_door_open%
on_info = {+yan_smart_terrain_6_4_outer_door_open} ph_door@closed %-yan_smart_terrain_6_4_inner_door_open%
on_game_timer = 20 | ph_door@closed %-yan_smart_terrain_6_4_inner_door_open%
![ph_door@locked]
on_info1 = {-yan_smart_terrain_6_4_outer_door_open} ph_door@closed
on_game_timer = 20 | ph_door@closed
@@ -0,0 +1,39 @@
![ph_door@closed]
on_use = ph_door@open %+yan_smart_terrain_6_4_inner_door_open%
;on_info = {!check_smart_alarm_status(yan_smart_terrain_6_4:normal)} ph_door@locked_alarm
on_info2 = {+yan_smart_terrain_6_4_outer_door_open} ph_door@locked %-yan_smart_terrain_6_4_inner_door_open%
;on_info3 = {+yan_smart_terrain_6_4_forced_open} ph_door@surge %+yan_smart_terrain_6_4_inner_door_open%
![ph_door@open]
on_use = ph_door@closed %-yan_smart_terrain_6_4_inner_door_open%
;on_info = {!check_smart_alarm_status(yan_smart_terrain_6_4:normal)} ph_door@locked %-yan_smart_terrain_6_4_inner_door_open%
on_info2 = {!surge_started +yan_smart_terrain_6_4_outer_door_open} ph_door@locked %-yan_smart_terrain_6_4_inner_door_open%
on_game_timer = 20 | ph_door@closed %-yan_smart_terrain_6_4_inner_door_open%
![ph_door@locked]
on_info = {-yan_smart_terrain_6_4_outer_door_open} ph_door@closed
;on_info2 = {!check_smart_alarm_status(yan_smart_terrain_6_4:normal)} ph_door@locked_alarm
;on_info3 = {+yan_smart_terrain_6_4_forced_open} ph_door@surge %+yan_smart_terrain_6_4_inner_door_open%
on_game_timer = 20 | ph_door@closed
![ph_door@locked_alarm]
;on_info = {=check_smart_alarm_status(yan_smart_terrain_6_4:normal)} ph_door@closed
;on_info2 = {=check_smart_alarm_status(yan_smart_terrain_6_4:alarm)} ph_door@locked_base_alarm
![ph_door@locked_base_alarm]
;on_info = {=check_smart_alarm_status(yan_smart_terrain_6_4:normal)} ph_door@closed
;on_info2 = {=check_smart_alarm_status(yan_smart_terrain_6_4:danger)} ph_door@locked_alarm
![ph_door@surge]
;on_info = {!check_smart_alarm_status(yan_smart_terrain_6_4:normal)} ph_door@locked %-yan_smart_terrain_6_4_inner_door_open%
;on_info2 = {-yan_smart_terrain_6_4_forced_open} ph_door@open
@@ -0,0 +1,54 @@
![ph_door@closed]
on_use = ph_door@open %+yan_smart_terrain_6_4_outer_door_open%
;on_info = {!check_smart_alarm_status(yan_smart_terrain_6_4:normal)} ph_door@locked_alarm
on_info2 = {+yan_smart_terrain_6_4_inner_door_open} ph_door@locked
;on_info3 = {+yan_smart_terrain_6_4_forced_open} ph_door@surge %+yan_smart_terrain_6_4_outer_door_open%
snd_open_start = trader_door_open_start
snd_close_start = trader_door_close_start
snd_close_stop = trader_door_close_stop
![ph_door@open]
on_use = ph_door@closed %-yan_smart_terrain_6_4_outer_door_open%
;on_info = {!check_smart_alarm_status(yan_smart_terrain_6_4:normal)} ph_door@locked %-yan_smart_terrain_6_4_outer_door_open%
;on_info2 = {+yan_smart_terrain_6_4_forced_open} ph_door@surge %+yan_smart_terrain_6_4_outer_door_open%
on_game_timer = 20 | ph_door@closed %-yan_smart_terrain_6_4_outer_door_open%
![ph_door@locked]
on_info = {-yan_smart_terrain_6_4_inner_door_open} ph_door@closed
;on_info2 = {!check_smart_alarm_status(yan_smart_terrain_6_4:normal)} ph_door@locked_alarm
;on_info3 = {+yan_smart_terrain_6_4_forced_open} ph_door@surge %+yan_smart_terrain_6_4_outer_door_open%
on_game_timer = 20 | ph_door@closed
![ph_door@locked_alarm]
;on_info = {=check_smart_alarm_status(yan_smart_terrain_6_4:normal)} ph_door@closed
;on_info2 = {=check_smart_alarm_status(yan_smart_terrain_6_4:alarm)} ph_door@locked_base_alarm
![ph_door@locked_base_alarm]
;on_info = {=check_smart_alarm_status(yan_smart_terrain_6_4:normal)} ph_door@closed
;on_info2 = {=check_smart_alarm_status(yan_smart_terrain_6_4:danger)} ph_door@locked_alarm
![ph_door@surge]
;on_info = {!check_smart_alarm_status(yan_smart_terrain_6_4:normal)} ph_door@locked %-yan_smart_terrain_6_4_outer_door_open%
;on_info2 = {-yan_smart_terrain_6_4_forced_open} ph_door@closed %-yan_smart_terrain_6_4_outer_door_open%
@@ -1,2 +1,14 @@
![logic]
active = sr_light
;active = sr_light_off
;[sr_light_off]
;light_on = false
;on_info = {=is_night} sr_light_on
;[sr_light_on]
;light_on = true
;on_info = {!is_night} sr_light_off
![sr_light]
light_on = true
light_on = true
@@ -0,0 +1,13 @@
![logic]
active = sr_idle@wait
![sr_idle@wait]
on_info = {=surge_started} sr_idle@open_doors %+yan_smart_terrain_6_4_forced_open%
![sr_idle@open_doors]
on_info = {+yan_smart_terrain_6_4_forced_open =squads_in_zone_yan_smart_terrain_6_4} %-yan_smart_terrain_6_4_forced_open%
![sr_idle@wait_out]
on_game_timer2 = 300 | sr_idle@wait %-yan_smart_terrain_6_4_forced_open%
@@ -0,0 +1,5 @@
![mob_walker]
out_restr = yantar_tunnel_surge_hide
![mob_walker@2]
out_restr = yantar_tunnel_surge_hide
@@ -2,7 +2,15 @@
squad_id = 1
max_population = 2
respawn_params = respawn@yan_smart_terrain_1_6
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@yan_smart_terrain_1_6] ;-- Type:
spawn_mutants
@@ -18,4 +26,8 @@ spawn_squads = simulation_karlik
spawn_num = {+yan_kill_brain_done ~10} 1, 0
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -2,19 +2,27 @@
squad_id = 2
max_population = 2
respawn_params = respawn@yan_smart_terrain_2_4
respawn_only_smart = false
respawn_idle = 86400
respawn_radius = 50
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
;def_restr = nil
;safe_restr = nil
;spawn_point = nil
[respawn@yan_smart_terrain_2_4] ;-- Type: faction {zombied} = nhoo...
spawn_zombie
spawn_zombies_mix
;spawn_mutants
spawn_ecolog_special
[spawn_zombie] ;-- Weak\normal mutants - Rates of groups: ( 2 zombie + 1 zombied )
[spawn_zombies_mix] ;-- Weak\normal mutants - Rates of groups: ( 2 zombie + 1 zombied )
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 + 2 snork + 2 fracture + 1 dogs )
;[spawn_mutants] ;-- Normal\hard mutants - Rates of groups: ( 1 tushkano + 2 snork + 2 fracture + 1 dogs )
;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 ~20} 1, 0
@@ -23,4 +31,9 @@ spawn_squads = yan_ecolog_guard_mlr_squad
spawn_num = {+yan_kill_brain_done !squad_name_exist(yan_ecolog_guard_mlr_squad) -yan_stalker_sakharov_dead -yan_ecolog_vasilyev_dead -yan_ecolog_semenov_dead -yan_ecolog_kruglov_dead} 1, 0
[on_changing_level]
on_info = %=script(redone_xr_dynamic_object:dynamic_object:misc\spawn_object\yan_smart_terrain_2_4_object.ltx)%
;[smart_control]
;[exclusive]
@@ -1,8 +1,16 @@
[smart_terrain]
squad_id = 3
max_population = 0
max_population = 1
respawn_params = respawn@yan_smart_terrain_2_5
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@yan_smart_terrain_2_5] ;-- Type:
spawn_mutants
@@ -18,5 +26,9 @@ spawn_squads = yan_ecolog_lab_squad
spawn_num = {+yan_kill_brain_done !squad_name_exist(yan_ecolog_lab_squad) -yan_stalker_sakharov_dead -yan_ecolog_vasilyev_dead -yan_ecolog_semenov_dead -yan_ecolog_kruglov_dead} 1, 0
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -2,20 +2,28 @@
squad_id = 4
max_population = 2
respawn_params = respawn@yan_smart_terrain_3_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@yan_smart_terrain_3_4] ;-- Type: faction {zombied} = wahyy...
spawn_zombie
spawn_zombies
spawn_mutants
spawn_stalkers_special
spawn_stalkers_special_2
[spawn_zombie] ;-- Weak\normal mutants - Rates of groups: ( 2 zombies )
spawn_squads = simulation_zombie_3_6, simulation_mix_zombie
[spawn_zombies] ;-- Weak\normal mutants - Rates of groups: ( 3 zombies )
spawn_squads = simulation_zombie, simulation_zombie_3_6, simulation_mix_zombie
spawn_num = {+yan_kill_brain_done} 0, 1
[spawn_mutants] ;-- Normal\hard mutants - Rates of groups: ( 1 tushkano + 2 snork + 1 fracture )
[spawn_mutants] ;-- Normal mutants - Rates of groups: ( 1 tushkano + 2 snork + 1 fracture )
spawn_squads = simulation_tushkano_7_10, simulation_snork_2_3, simulation_snork_2_5, simulation_fracture
spawn_num = {+yan_kill_brain_done ~20} 1, 0
@@ -28,4 +36,8 @@ spawn_squads = yan_csky_lab_squad
spawn_num = {+yan_kill_brain_done !squad_name_exist(yan_bandit_lab_squad) !squad_name_exist(yan_csky_lab_squad)} 1, 0
;[exclusive]
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -1,18 +1,33 @@
[smart_terrain]
squad_id = 5
max_population = 2
max_population = 1
respawn_params = respawn@yan_smart_terrain_3_6
respawn_only_smart = false
respawn_idle = 259200
respawn_radius = 50
respawn_radius = 1000
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
;def_restr = nil
;safe_restr = nil
;spawn_point = nil
[respawn@yan_smart_terrain_3_6] ;-- Type:
spawn_deserted_base
[spawn_deserted_base]
spawn_squads = yan_army_spetsnaz_squad
spawn_num = {+yan_stalker_sakharov_dead +yan_ecolog_vasilyev_dead +yan_ecolog_semenov_dead +yan_ecolog_kruglov_dead -agr_military_colonel_kovalski_dead !squad_name_exist(yan_army_spetsnaz_squad)} 1, 0
[spawn_deserted_base] ;-- Normal\hard mutants - Rates of groups: ( 1 tushkano + 2 dogs + 1 cat + 1 snork + 1 fracture )
spawn_squads = simulation_tushkano_7_10, simulation_dog_5_7, simulation_mix_dogs, simulation_cat_3_5, simulation_snork_2_3, simulation_fracture
spawn_num = {+yan_stalker_sakharov_dead +yan_ecolog_vasilyev_dead +yan_ecolog_semenov_dead +yan_ecolog_kruglov_dead} 1, 0
;[spawn_deserted_base]
;spawn_squads = yan_army_spetsnaz_squad
;spawn_num = {+yan_stalker_sakharov_dead +yan_ecolog_vasilyev_dead +yan_ecolog_semenov_dead +yan_ecolog_kruglov_dead -agr_military_colonel_kovalski_dead !squad_name_exist(yan_army_spetsnaz_squad)} 1, 0
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -2,21 +2,38 @@
squad_id = 6
max_population = 2
respawn_params = respawn@yan_smart_terrain_4_2
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@yan_smart_terrain_4_2] ;-- Type:
spawn_all_normal
[respawn@yan_smart_terrain_4_2] ;-- Type: c_1_1 + c_1_2 edited
spawn_all_weak_c_1_1
spawn_all_normal_c_1_2
spawn_lurker
[spawn_all_normal] ;-- Normal mutants - Rates of groups: ( 1 tushkano + 2 dogs + 1 psy_dog + 1 cat )
spawn_squads = simulation_tushkano_7_10, simulation_dog_5_7, simulation_mix_dogs, simulation_psy_dog, simulation_cat_3_5
spawn_num = 1
[spawn_all_weak_c_1_1] ;-- Weak mutants - Rates of groups: ( 2 tushkano + 2 dogs + 1 cats + 1 flesh )
spawn_squads = simulation_tushkano, simulation_tushkano, simulation_dog, simulation_mix_dogs, simulation_cat, simulation_flesh
spawn_num = {!actor_week_in_zone(1)} 1, {=actor_week_in_zone(1)} 0
[spawn_lurker] ;-- Hard mutants - Rates of groups: ( 2 lurker )
[spawn_all_normal_c_1_2] ;-- Normal mutants - Rates of groups: ( 2 dogs + 1 cats + 3 fleshes/boars )
spawn_squads = simulation_mix_dogs, simulation_mix_dogs, simulation_cat, simulation_mix_boar_flesh, simulation_flesh, simulation_boar
spawn_num = {=actor_week_in_zone(1)} 1, {!actor_week_in_zone(1)} 0
[spawn_lurker] ;-- Hard mutants - Rates of groups: ( 2 lurker )
spawn_squads = simulation_lurker, simulation_lurker_blue
spawn_num = {~20} 1, 0
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -1,17 +1,33 @@
[smart_terrain]
squad_id = 7
max_population = 2
max_population = 1
respawn_params = respawn@yan_smart_terrain_4_4
respawn_only_smart = false
respawn_idle = 259200
respawn_radius = 1000
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
;def_restr = nil
;safe_restr = nil
;spawn_point = nil
[respawn@yan_smart_terrain_4_4] ;-- Type:
spawn_deserted_base
[spawn_deserted_base]
spawn_squads = yan_killer_special_team2
spawn_num = {+yan_stalker_sakharov_dead +yan_ecolog_vasilyev_dead +yan_ecolog_semenov_dead +yan_ecolog_kruglov_dead -cit_killers_aslan_dead -cit_killers_dushman_dead !squad_name_exist(yan_killer_special_team2)} 1, 0
[spawn_deserted_base] ;-- Normal\hard mutants - Rates of groups: ( 1 tushkano + 2 dogs + 1 cat + 1 snork + 1 fracture )
spawn_squads = simulation_tushkano_7_10, simulation_dog_5_7, simulation_mix_dogs, simulation_cat_3_5, simulation_snork_2_3, simulation_fracture
spawn_num = {+yan_stalker_sakharov_dead +yan_ecolog_vasilyev_dead +yan_ecolog_semenov_dead +yan_ecolog_kruglov_dead} 1, 0
;[spawn_deserted_base]
;spawn_squads = yan_killer_special_team2
;spawn_num = {+yan_stalker_sakharov_dead +yan_ecolog_vasilyev_dead +yan_ecolog_semenov_dead +yan_ecolog_kruglov_dead -cit_killers_aslan_dead -cit_killers_dushman_dead !squad_name_exist(yan_killer_special_team2)} 1, 0
;[on_changing_level]
;[smart_control]
[exclusive]
yan_smart_terrain_4_4_zombie_wave_1 = yantar\yan_smart_terrain_4_4_smart_logic.ltx
@@ -2,16 +2,28 @@
squad_id = 8
max_population = 1
respawn_params = respawn@yan_smart_terrain_4_5
respawn_idle = 345600
respawn_only_smart = false
respawn_idle = 259200
respawn_radius = 1000
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
;def_restr = nil
;safe_restr = nil
;spawn_point = nil
[respawn@yan_smart_terrain_4_5] ;-- Type:
spawn_deserted_base
[spawn_deserted_base] ;-- Normal\hard mutants - Rates of groups: ( 1 dogs + 1 cat + 2 snork + 2 fracture )
spawn_squads = simulation_mix_dogs, simulation_cat_3_5, simulation_snork_2_3, simulation_snork_2_5, simulation_fracture, simulation_fracture
[spawn_deserted_base] ;-- Normal\hard mutants - Rates of groups: ( 1 tushkano + 2 dogs + 1 cat + 1 snork + 1 fracture )
spawn_squads = simulation_tushkano_7_10, simulation_dog_5_7, simulation_mix_dogs, simulation_cat_3_5, simulation_snork_2_3, simulation_fracture
spawn_num = {+yan_stalker_sakharov_dead +yan_ecolog_vasilyev_dead +yan_ecolog_semenov_dead +yan_ecolog_kruglov_dead} 1, 0
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -2,7 +2,15 @@
squad_id = 9
max_population = 2
respawn_params = respawn@yan_smart_terrain_5_3
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@yan_smart_terrain_5_3] ;-- Type:
spawn_deserted_base
@@ -13,5 +21,8 @@ spawn_squads = simulation_tushkano_7_10, simulation_dog_5_7, simulation_mix_dogs
spawn_num = {+yan_stalker_sakharov_dead +yan_ecolog_vasilyev_dead +yan_ecolog_semenov_dead +yan_ecolog_kruglov_dead} 1, 0
;[exclusive]
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -1,17 +1,33 @@
[smart_terrain]
squad_id = 11
max_population = 2
max_population = 1
respawn_params = respawn@yan_smart_terrain_5_5
respawn_only_smart = false
respawn_idle = 259200
respawn_radius = 1000
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
;def_restr = nil
;safe_restr = nil
;spawn_point = nil
[respawn@yan_smart_terrain_5_5] ;-- Type:
spawn_deserted_base
[spawn_deserted_base]
spawn_squads = yan_killer_special_team
spawn_num = {+yan_stalker_sakharov_dead +yan_ecolog_vasilyev_dead +yan_ecolog_semenov_dead +yan_ecolog_kruglov_dead -cit_killers_aslan_dead -cit_killers_dushman_dead !squad_name_exist(yan_killer_special_team)} 1, 0
[spawn_deserted_base] ;-- Normal\hard mutants - Rates of groups: ( 1 tushkano + 2 dogs + 1 cat + 1 snork + 1 fracture )
spawn_squads = simulation_tushkano_7_10, simulation_dog_5_7, simulation_mix_dogs, simulation_cat_3_5, simulation_snork_2_3, simulation_fracture
spawn_num = {+yan_stalker_sakharov_dead +yan_ecolog_vasilyev_dead +yan_ecolog_semenov_dead +yan_ecolog_kruglov_dead} 1, 0
;[spawn_deserted_base]
;spawn_squads = yan_killer_special_team
;spawn_num = {+yan_stalker_sakharov_dead +yan_ecolog_vasilyev_dead +yan_ecolog_semenov_dead +yan_ecolog_kruglov_dead -cit_killers_aslan_dead -cit_killers_dushman_dead !squad_name_exist(yan_killer_special_team)} 1, 0
;[on_changing_level]
;[smart_control]
[exclusive]
yan_smart_terrain_5_5_zombie_wave_1 = yantar\yan_smart_terrain_5_5_smart_logic.ltx
@@ -1,23 +1,35 @@
[smart_terrain]
squad_id = 12
max_population = 2
max_population = 1
respawn_params = respawn@yan_smart_terrain_5_5
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@yan_smart_terrain_5_5] ;-- Type:
[respawn@yan_smart_terrain_5_5] ;-- Type: c_1_1 + c_1_2 edited
spawn_all_weak_c_1_1
spawn_all_normal_c_1_2
[spawn_all_weak_c_1_1] ;-- Normal mutants - Rates of groups: ( 2 dogs + 1 cats + 1 flesh )
spawn_squads = simulation_dog, simulation_mix_dogs, simulation_cat, simulation_flesh
[spawn_all_weak_c_1_1] ;-- Weak mutants - Rates of groups: ( 1 tushkano + 2 dogs + 1 cats + 1 flesh )
spawn_squads = simulation_tushkano, simulation_dog, simulation_mix_dogs, simulation_cat, simulation_flesh
spawn_num = {!actor_week_in_zone(1)} 1, {=actor_week_in_zone(1)} 0
[spawn_all_normal_c_1_2];-- Normal mutants - Rates of groups: ( 2 dogs + 1 pseudodog + 1 cats + 3 fleshes/boars )
spawn_squads = simulation_mix_dogs, simulation_mix_dogs, simulation_pseudodog, simulation_cat, simulation_mix_boar_flesh, simulation_flesh, simulation_boar
[spawn_all_normal_c_1_2];-- Normal mutants - Rates of groups: ( 2 dogs + 1 cats + 3 fleshes/boars )
spawn_squads = simulation_mix_dogs, simulation_mix_dogs, simulation_cat, simulation_mix_boar_flesh, simulation_flesh, simulation_boar
spawn_num = {=actor_week_in_zone(1)} 1, {!actor_week_in_zone(1)} 0
;[on_changing_level]
;[smart_control]
[exclusive]
yan_smart_terrain_6_2_zombie_wave_1 = yantar\yan_smart_terrain_6_2_smart_logic.ltx
yan_smart_terrain_6_2_zombie_wave_2 = yantar\yan_smart_terrain_6_2_smart_logic.ltx
@@ -1,46 +1,63 @@
[smart_terrain]
squad_id = 13
max_population = 4
max_population = 3
respawn_params = respawn@yan_smart_terrain_6_4
respawn_only_smart = false
respawn_idle = 43200
respawn_radius = 50
;arrive_dist = 0
;smart_control = smart_control
;att_restr = yan_smart_terrain_6_4_att
;def_restr = yan_smart_terrain_6_4_def
;safe_restr = nil
;spawn_point = nil
[respawn@yan_smart_terrain_6_4]
[respawn@yan_smart_terrain_6_4] ;-- Type: faction {ecolog} = south\base
spawn_ecolog@novice
spawn_ecolog@advanced
spawn_ecolog_special
spawn_deserted_base
;spawn_deserted_base
[spawn_ecolog@novice]
spawn_squads = ecolog_sim_squad_novice, ecolog_sim_squad_advanced
spawn_num = {+yan_stalker_sakharov_dead +yan_ecolog_vasilyev_dead +yan_ecolog_semenov_dead +yan_ecolog_kruglov_dead} 0, 4
spawn_num = {+yan_stalker_sakharov_dead +yan_ecolog_vasilyev_dead +yan_ecolog_semenov_dead +yan_ecolog_kruglov_dead} 0, 2
[spawn_ecolog@advanced]
spawn_squads = ecolog_sim_squad_advanced, ecolog_sim_squad_veteran
spawn_num = {+yan_stalker_sakharov_dead +yan_ecolog_vasilyev_dead +yan_ecolog_semenov_dead +yan_ecolog_kruglov_dead} 0, 1
spawn_num = {+yan_stalker_sakharov_dead +yan_ecolog_vasilyev_dead +yan_ecolog_semenov_dead +yan_ecolog_kruglov_dead} 0, 2
[spawn_ecolog_special]
spawn_squads = ecolog_sim_squad_advanced_1e_1ls_1ss, ecolog_sim_squad_advanced_2e_2ls_1ss, ecolog_sim_squad_advanced_1e_2ls, ecolog_sim_squad_advanced_1e_2es
spawn_num = {+yan_stalker_sakharov_dead +yan_ecolog_vasilyev_dead +yan_ecolog_semenov_dead +yan_ecolog_kruglov_dead} 0, 1
spawn_num = {+yan_stalker_sakharov_dead +yan_ecolog_vasilyev_dead +yan_ecolog_semenov_dead +yan_ecolog_kruglov_dead} 0, 2
;[spawn_deserted_base]
;spawn_squads = yan_army_spetsnaz_squad2
;spawn_num = {+yan_stalker_sakharov_dead +yan_ecolog_vasilyev_dead +yan_ecolog_semenov_dead +yan_ecolog_kruglov_dead -agr_military_colonel_kovalski_dead !squad_name_exist(yan_army_spetsnaz_squad2)} 1, 0
[spawn_deserted_base]
spawn_squads = yan_army_spetsnaz_squad2
spawn_num = {+yan_stalker_sakharov_dead +yan_ecolog_vasilyev_dead +yan_ecolog_semenov_dead +yan_ecolog_kruglov_dead -agr_military_colonel_kovalski_dead !squad_name_exist(yan_army_spetsnaz_squad2)} 1, 0
[on_changing_level]
on_info = %=script(gameplay_duty_outpost:clean_mess)
on_info = %=script(redone_xr_dynamic_object:dynamic_object:misc\spawn_object\yan_smart_terrain_6_4_object.ltx)%
;[smart_control]
;noweap_zone = yan_space_restrictor_no_weapon_actor_base_cut2
;ignore_zone = yan_smart_terrain_6_4_def
;alarm_start_sound = nil
;alarm_stop_sound = nil
[exclusive]
mechanic_army_yan_mlr = yantar\mechanic_army_yan_mlr_logic.ltx
yan_povar_army_mlr = yantar\yan_povar_army_mlr.ltx
yan_bunker_guards = yantar\yan_scientists.ltx
yan_saharov = yantar\yan_saharov.ltx
yan_kruglov = yantar\yan_scientists.ltx
yan_semenov = yantar\yan_scientists.ltx
yan_vasiliev = yantar\yan_scientists.ltx
yan_smart_terrain_6_4_camp_work_1 = yantar\yan_smart_terrain_6_4_smart_logic.ltx
yan_smart_terrain_6_4_camp_work_2 = yantar\yan_smart_terrain_6_4_smart_logic.ltx
yan_smart_terrain_6_4_zombie_wave_1 = yantar\yan_smart_terrain_6_4_smart_logic.ltx
yan_smart_terrain_6_4_zombie_wave_2 = yantar\yan_smart_terrain_6_4_smart_logic.ltx
yan_smart_terrain_6_4_zombie_wave_3 = yantar\yan_smart_terrain_6_4_smart_logic.ltx
@@ -2,7 +2,15 @@
squad_id = 15
max_population = 2
respawn_params = respawn@yan_smart_terrain_snork_u
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@yan_smart_terrain_snork_u] ;-- Type:
spawn_snork
@@ -15,7 +23,11 @@ spawn_num = {=actor_community(actor_monolith)} 0,{=actor_community(actor_greh)}
[spawn_zombie] ;-- Weak mutants - Rates of groups: ( 1 zombie + 1 zombied )
spawn_squads = simulation_mix_zombie, zombied_sim_squad_mix
spawn_num = {=actor_community(actor_monolith)} 0,{=actor_community(actor_greh)} 0,{+yan_kill_brain_done} 1, 0
spawn_num = {=actor_community(actor_monolith)} 0,{=actor_community(actor_greh)} 0,{+yan_kill_brain_done} 0, 1
;[exclusive]
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -2,7 +2,15 @@
squad_id = 14
max_population = 2
respawn_params = respawn@yan_smart_terrain_zombi_spawn
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@yan_smart_terrain_zombi_spawn] ;-- Type: faction {zombied} = wahyy...
spawn_zombied_squad
@@ -12,14 +20,14 @@ spawn_ecolog_special
[spawn_zombied_squad]
spawn_squads = zombied_sim_squad_novice, zombied_sim_squad_mix
spawn_squads = zombied_sim_squad_novice, zombied_sim_squad_advanced, zombied_sim_squad_mix
spawn_num = {+yan_kill_brain_done} 0, 1
[spawn_zombie]
spawn_squads = simulation_zombie_3_6, simulation_mix_zombie, zombied_sim_squad_mix
[spawn_zombie] ;-- Weak\normal mutants - Rates of groups: ( 3 zombies )
spawn_squads = simulation_zombie, simulation_zombie_3_6, simulation_mix_zombie
spawn_num = {+yan_kill_brain_done} 0, 1
[spawn_mutants] ;-- Normal\hard mutants - Rates of groups: ( 1 tushkano + 2 snork + 2 fracture )
[spawn_mutants] ;-- Normal\hard mutants - Rates of groups: ( 1 tushkano + 2 snork + 2 fracture )
spawn_squads = simulation_tushkano_7_10, simulation_snork_2_3, simulation_snork_2_5, simulation_fracture, simulation_fracture
spawn_num = {+yan_kill_brain_done} 1, 0
@@ -28,4 +36,8 @@ spawn_squads = yan_ecolog_guard_mlr_squad2
spawn_num = {+yan_kill_brain_done !squad_name_exist(yan_ecolog_guard_mlr_squad2) -yan_stalker_sakharov_dead -yan_ecolog_vasilyev_dead -yan_ecolog_semenov_dead +yan_ecolog_kruglov_dead} 1, 0
;[exclusive]
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -0,0 +1,27 @@
[logic]
active = ph_idle@sound_idle
[ph_idle@sound_idle]
on_info = {=surge_started} ph_idle@surge
;on_info2 = {+yan_stalker_sakharov_dead} ph_idle@nil
[ph_idle@surge]
on_game_timer = 100 | ph_idle@surge_started
[ph_idle@surge_started]
on_info = %=play_sound(yan_blowout_siren)%
;on_info2 = {!surge_started} ph_idle@sound_idle
on_game_timer = 370 | ph_idle@surge_siren_end
[ph_idle@surge_siren_end]
on_info = %=play_sound(yan_blowout_siren_1)%
on_signal = sound_end | ph_idle@surge_act_idle
[ph_idle@surge_act_idle]
on_info = {=surge_started} ph_idle@surge
on_game_timer = 1240 | ph_idle@sound_idle
[ph_idle@nil]
[collide]
ignore_static
@@ -0,0 +1,13 @@
[logic]
active = ph_idle@play
[ph_idle@play]
on_info = %=play_sound_looped(yan_sci_tech_sounds)%
on_info2 = {+yan_stalker_sakharov_dead} ph_idle@nil
[ph_idle@nil]
on_info = %=stop_sound_looped%
[collide]
ignore_static
@@ -0,0 +1,37 @@
[logic]
active = ph_idle@wait_actor
[ph_idle@wait_actor]
on_info = {=actor_near_smart(yan_smart_terrain_1_6) =is_dark_night} ph_idle@spawn_night_monster, {=actor_near_smart(yan_smart_terrain_1_6) =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_psysucker_white_night:yan_smart_terrain_1_6)% ph_idle@reset, {~30} %=create_squad(simulation_snork_night:yan_smart_terrain_1_6)% ph_idle@reset, {~40} %=create_squad(simulation_bloodsucker_night:yan_smart_terrain_1_6)% ph_idle@reset, {~50} %=create_squad(simulation_pseudodog_night:yan_smart_terrain_1_6)% 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(yan_smart_terrain_4_2) =is_dark_night} ph_idle@spawn_night_monster, {=actor_near_smart(yan_smart_terrain_4_2) =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_chimera_night:yan_smart_terrain_4_2)% ph_idle@reset, {~30} %=create_squad(simulation_snork_night:yan_smart_terrain_4_2)% ph_idle@reset, {~40} %=create_squad(simulation_bloodsucker_red_night:yan_smart_terrain_4_2)% ph_idle@reset, {~50} %=create_squad(simulation_psysucker_brown_night:yan_smart_terrain_4_2)% ph_idle@reset, ph_idle@wait_reset
[ph_idle@reset]
on_game_timer = 86400 | ph_idle@wait_actor
[ph_idle@spawn_night_monster_2]
on_info = {~20} %=create_squad(simulation_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(yan_smart_terrain_6_2) =is_dark_night} ph_idle@spawn_night_monster, {=actor_near_smart(yan_smart_terrain_6_2) =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:yan_smart_terrain_6_2)% ph_idle@reset, {~30} %=create_squad(simulation_snork_night:yan_smart_terrain_6_2)% ph_idle@reset, {~40} %=create_squad(simulation_lurker_brown_night:yan_smart_terrain_6_2)% ph_idle@reset, {~50} %=create_squad(simulation_pseudodog_night:yan_smart_terrain_6_2)% ph_idle@reset, ph_idle@wait_reset
[ph_idle@reset]
on_game_timer = 86400 | ph_idle@wait_actor
[ph_idle@spawn_night_monster_2]
on_info = {~20} %=create_squad(simulation_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
@@ -1,13 +0,0 @@
[logic]
active = mob_walker
[mob_walker]
path_walk = yan_gigant_walk
path_look = yan_gigant_look
on_info = mob_walker@2 %=hit_npc_from_actor =play_sound(giant_underground_0)%
;out_restr = yantar_tunnel_restrictor_3
[mob_walker@2]
path_walk = yan_gigant_walk2
path_look = yan_gigant_look2
;out_restr = yantar_tunnel_restrictor_3