Added, Updated and Removed Mods; Updated Readme

This commit is contained in:
2024-04-01 22:56:36 -04:00
parent 255081e1ee
commit 5caee9fba5
1056 changed files with 49175 additions and 1278 deletions
@@ -1,6 +0,0 @@
To install: Open Optional folder and move over gamedata to install folder.
Agroprom Underground V2 Endless Spawn: use in subterranean areas. Mutants or stalkers are spawned upon reaching trigger zones that reset after a certain time.
Optional R&M: Add logic feature to Hip, Wolf, Fanatic and Major, mechanic at the south checkpoint. ;bugged sometimes
Optional D&D: Removes Traders at Darkscape.
Optional A&D: Add a barman to freedom.
@@ -0,0 +1,5 @@
An ambient sound will be played when player are in a psy-field, MM or BS locations.
Sound ambient is from Horror Overhaul - DesmanMetzger
Credits: DesmanMetzger
@@ -4,4 +4,6 @@ Slow progression. Rank increases quite slowly and have other values, and NPC has
novice, 1999, trainee, 3999, experienced, 9999, professional, 17999, veteran, 25999, expert, 34999, master, 49999, legend
Credits: mandothreesixtee
+1 -1
View File
@@ -1 +1 @@
A fresh install is required when updating.
A New install of Re:done is required when updating.
@@ -53,3 +53,66 @@ spec_rank = veteran
community = army
custom_data = scripts\yantar\yan_tonnel_military_2_logic.ltx
story_id = yan_stalker_gigant_military
![yan_tonnel_snork_1]:psysucker_3_strong
$spawn = "respawn\yan_tonnel_snork_1"
community = monster
custom_data = scripts\yantar\yan_tonnel_snork_1.ltx
story_id = yan_tonnel_snork_1
![yan_tonnel_snork_2]:stalker_strong
$spawn = "respawn\yan_tonnel_snork_2"
character_profile = sim_default_killer_dead
spec_rank = advanced
community = killer
custom_data = scripts\labx16\labx16_ghost.ltx
story_id = yan_tonnel_snork_2
![yan_tonnel_snork_3]:bloodsucker_strong_big
$spawn = "respawn\yan_tonnel_snork_3"
community = monster
custom_data = scripts\yantar\yan_tonnel_snork_3.ltx
story_id = yan_tonnel_snork_3
![yan_tonnel_snork_4]:stalker_strong
$spawn = "respawn\yan_tonnel_snork_4"
character_profile = sim_default_killer_dead
spec_rank = advanced
community = killer
custom_data = scripts\labx16\labx16_ghost.ltx
story_id = yan_tonnel_snork_4
![yan_tonnel_snork_5]:bloodsucker_strong_big
$spawn = "respawn\yan_tonnel_snork_5"
community = monster
custom_data = scripts\yantar\yan_tonnel_snork_5.ltx
story_id = yan_tonnel_snork_5
![yan_tonnel_snork_6]:stalker_strong
$spawn = "respawn\yan_tonnel_snork_6"
character_profile = sim_default_killer_dead
spec_rank = advanced
community = killer
custom_data = scripts\labx16\labx16_ghost.ltx
story_id = yan_tonnel_snork_6
![yan_tonnel_zombied_1]:rat_normal
$spawn = "respawn\yan_tonnel_zombied_1"
community = monster
character_profile = rat_normal
custom_data = scripts\yantar\yan_tonnel_zombied_1.ltx
story_id = yan_tonnel_zombied_1
![yan_tonnel_zombied_2]:rat_normal
$spawn = "respawn\yan_tonnel_zombied_2"
community = monster
character_profile = rat_normal
custom_data = scripts\yantar\yan_tonnel_zombied_2.ltx
story_id = yan_tonnel_zombied_2
![yan_tonnel_zombied_3]:rat_normal
$spawn = "respawn\yan_tonnel_zombied_3"
community = monster
character_profile = rat_normal
custom_data = scripts\yantar\yan_tonnel_zombied_3.ltx
story_id = yan_tonnel_zombied_3
@@ -22,6 +22,22 @@ visual = dynamics\el_tehnika\priemnik_gorizont.ogf
fixed_bones = link
custom_data = scripts\yantar\yan_ecolog_bunker_sound.ltx
[yan_lx_16_rope_1]:yantar_phys_physic_object
visual = dynamics\dead_body\trupik_rope.ogf
fixed_bones = link
[yan_lx_16_rope_2]:yantar_phys_physic_object
visual = dynamics\dead_body\trupik_rope.ogf
fixed_bones = link
[yan_lx_16_rope_3]:yantar_phys_physic_object
visual = dynamics\dead_body\trupik_rope.ogf
fixed_bones = link
[yan_lx_16_rope_4]:yantar_phys_physic_object
visual = dynamics\dead_body\trupik_rope.ogf
fixed_bones = link
[yan_street_box_1]:yantar_dstr_physic_object
visual = dynamics\box\box_wood_01.ogf
fixed_bones = link
@@ -6,10 +6,12 @@ surge = 1
stalker = 1
csky = 1
bandit = 1
renegade = 1
dolg = 0
ecolog = 1
dolg = 1
killer = 1
army = 1
renegade = 1
isg = 1
;camp under rocks
![ds2_lager_st]:default_base
@@ -24,7 +24,7 @@ ecolog = 0
csky = 0
stalker = 0
killer = 0
army = 1
army = 0
territory = 1
lair = 1
zoo_monster = 1
@@ -38,10 +38,10 @@ monster_special = 0
![x162_st_snork]:default
sim_avail = {+yan_kill_brain_done} true, false
ecolog = 2
csky = 2
stalker = 1
killer = 1
ecolog = o
csky = 0
stalker = 0
killer = 0
lair = 0
zoo_monster = 0
monster = 0
@@ -20,7 +20,7 @@ cit_killers_guard_squad_2
merc_sim_squad_novice = 0
![cit_bandits]
cit_bandits_poltergeist_squad
;cit_bandits_poltergeist_squad
![cit_bandits_2]
simulation_zombie_3_6 = 0
@@ -1,123 +1,3 @@
![x16_psy_loop]
type = looped
path = ambient\x16\x16_psy
levels = l08u_brainlab
![x16_engine1_run]
type = looped
path = ambient\x16\x16_engine1_run
levels = l08u_brainlab
![x16_engine1_stop]
type = 3d
path = ambient\x16\x16_engine1_stop
levels = l08u_brainlab
![x16_engine2_run]
type = looped
path = ambient\x16\x16_engine2_run
levels = l08u_brainlab
![x16_engine2_stop]
type = 3d
path = ambient\x16\x16_engine2_stop
levels = l08u_brainlab
![x16_grate_fall]
type = 3d
path = ambient\x16\x16_grate_fall
levels = l08u_brainlab
![x16_hum_2]
type = looped
path = ambient\x16\x16_hum_2
levels = l08u_brainlab
![x16_switch_1]
type = 3d
path = ambient\switch_1
levels = l08u_brainlab
![x16_brain_death]
type = 3d
path = ambient\x16\x16_brain_death
levels = l08u_brainlab
![system_message_1]
type = 3d
path = characters_voice\scenario\yantar\system_message_1
levels = l08u_brainlab
![system_message_2]
type = 3d
path = characters_voice\scenario\yantar\system_message_2
levels = l08u_brainlab
![system_message_3]
type = 3d
path = characters_voice\scenario\yantar\system_message_3
levels = l08u_brainlab
![system_message_4]
type = 3d
path = characters_voice\scenario\yantar\system_message_4
levels = l08u_brainlab
![switch_2]
type = 3d
path = ambient\switch_2
levels = l08u_brainlab
![klaxon_1]
type = looped
path = ambient\x16\klaxon_1
levels = l08u_brainlab
![klaxon_2]
type = looped
path = ambient\x16\klaxon_2
levels = l08u_brainlab
![klaxon_3]
type = looped
path = ambient\x16\klaxon_3
levels = l08u_brainlab
![rumble_1]
type = looped
path = ambient\x16\rumble_1
levels = l08u_brainlab
![rumble_2]
type = looped
path = ambient\x16\rumble_2
levels = l08u_brainlab
![rumble_3]
type = looped
path = ambient\x16\rumble_3
levels = l08u_brainlab
![message_1]
type = looped
path = characters_voice\scenario\yantar\message_1
levels = l08u_brainlab
![message_2]
type = looped
path = characters_voice\scenario\yantar\message_2
levels = l08u_brainlab
![message_3]
type = looped
path = characters_voice\scenario\yantar\message_3
levels = l08u_brainlab
![x16_begin]
type = 3d
path = ambient\x16\x16_begin
levels = l08u_brainlab
![x16_brain_stop]
type = 3d
path = ambient\x16\x16_brain_stop
@@ -4,4 +4,5 @@ condlist_0 = true
[exclusive]
rupor_1 = ecolog_yan_base_rupor | 24.72,-4.91,-263.82 | 0,-182,-90 | condlist_0
sound_1 = ecolog_yan_base_sound | 28.11,-23.74,-273.46 | 0,0,0 | condlist_0
sound_1 = ecolog_yan_base_sound | 28.11,-23.74,-273.46 | 0,0,0 | condlist_0
@@ -0,0 +1,15 @@
;--Lost to the Zone: Living Legend
![barrier_freedom_guardians_squad]:online_offline_group
faction = freedom
npc_random = sim_default_freedom_1, sim_default_freedom_2, sim_default_freedom_2, sim_default_freedom_3
npc_in_squad = 2, 2
target_smart = mil_smart_terrain_3_8
![mil_smart_terrain_3_8_monolith_attackers]:online_offline_group
faction = monolith
npc_random = sim_default_monolith_1, sim_default_monolith_2, sim_default_monolith_3, sim_default_monolith_4
npc_in_squad = 8, 8
target_smart = mil_smart_terrain_3_8
story_id = mil_smart_terrain_3_8_monolith_attackers_squad
on_death = %+mil_smart_terrain_3_8_monolith_attackers_squad_death%
@@ -1,403 +0,0 @@
;==============================================================
;
; TASKS PROVIDED FOR LOST TO THE ZONE: LIVING LEGEND
; Anomaly 1.5 - Lost to the Zone: Living Legend
;
; Made by: SarisKhan
; Last revised: 13 August 2020
;
;==============================================================
;=================Living Legend Storyline Quests===========================
; Living Legend Task 1-
[lttz_ll_find_doctor]
icon = ui_iconsNpc_doctor
prior = 195
storyline = true
title = lttz_ll_find_doctor_task_title
target = mar_smart_terrain_doc_doctor
descr = lttz_ll_find_doctor_task_descr
on_init = %=remove_squad(monolith_eidolon) =create_squad(stalker_gatekeeper_squad:mil_smart_terrain_4_8)%
on_complete = %=complete_task_inc_goodwill(50:stalker) =give_task(lttz_ll_visit_agro_ug) +lttz_ll_visit_agro_ug_task%
condlist_0 = {+living_legend_doctor} complete
condlist_1 = {=actor_has_item(cit_doctors_pda)} complete
;------------------------------------------------
; Living Legend Task 2-
[lttz_ll_visit_agro_ug]
icon = ui_inGame2_Laboratoriya_X8
prior = 195
storyline = true
title = lttz_ll_visit_agro_ug_name
target = agr_space_restrictor_to_agr_ug_4
descr = {=actor_has_item(cit_doctors_pda)} lttz_ll_visit_agro_ug_text_2, {+living_legend_doctor} lttz_ll_visit_agro_ug_text
on_init = %=spawn_strelok_notes() =open_route(agr:agr_u)%
on_complete = %+lttz_ll_visit_agro_ug_task_done%
condlist_0 = {=actor_has_item(strelok_notes)} complete
;------------------------------------------------
; Living Legend Task 3-
[lttz_ll_visit_barkeep]
icon = ui_icons_bar_100rentgen18
prior = 195
storyline = true
title = lttz_ll_visit_barkeep_task_title
target = bar_visitors_barman_stalker_trader
descr = lttz_ll_visit_barkeep_task_descr
on_complete = %=give_task(lttz_ll_call_north) =reward_item(drug_psy_blockade)%
condlist_0 = {+living_legend_barkeep} complete
; Living Legend Task 3a-
[lttz_ll_visit_blackjack]
icon = ui_icons_mercicon13
prior = 195
storyline = true
title = lttz_ll_visit_aslan_task_title
target = cit_killers_merc_barman_mlr
descr = lttz_ll_visit_aslan_task_descr
on_complete = %=give_task(lttz_ll_call_north) =reward_item(drug_psy_blockade)%
condlist_0 = {+living_legend_aslan} complete
;------------------------------------------------
; Living Legend Task 4-
[lttz_ll_call_north]
icon = ui_iconsTotal_rad_get_to_aes
prior = 195
storyline = true
title = lttz_ll_call_north_task_title
target = {=actor_has_item(good_psy_helmet)} stalker_gatekeeper, {=actor_has_item(bad_psy_helmet)} stalker_gatekeeper, yan_stalker_sakharov
status_functor = special_steps_for_lostzone_tasks
descr = {=actor_has_item(good_psy_helmet)} lttz_ll_call_north_task_descr2, {=actor_has_item(bad_psy_helmet)} lttz_ll_call_north_task_descr2, lttz_ll_call_north_task_descr
on_complete = %=give_task(lttz_ll_breakthrough)%
condlist_0 = {+living_legend_breakthrough} complete
condlist_1 = {+stalker_gatekeeper_dead} fail
;------------------------------------------------
; Living Legend Task 5-
[lttz_ll_breakthrough]
icon = ui_icons_base_attack24
prior = 195
storyline = true
title = lttz_ll_breakthrough_task_name
target = {+mil_smart_terrain_3_8_monolith_attackers_squad_death} stalker_gatekeeper, mil_smart_terrain_3_8_monolith_attackers_squad
descr = {+mil_smart_terrain_3_8_monolith_attackers_squad_death} lttz_ll_talk_gatekeeper_task_descr, lttz_ll_breakthrough_task_text
on_init = %=create_squad(mil_smart_terrain_3_8_monolith_attackers:mil_smart_terrain_3_8)% ;=create_squad(barrier_freedom_guardians_squad:mil_smart_terrain_3_8)
on_complete = %=reward_stash(true) =reward_random_money(5000:6000) =reward_item(drug_radioprotector) =complete_task_inc_goodwill(50:stalker:freedom) =give_task(lttz_ll_turn_off_brain_scorcher)%
condlist_0 = {+living_legend_brainscorcher} complete
condlist_1 = {+stalker_gatekeeper_dead} fail
;------------------------------------------------
; Disable Brain Scorcher Living Legend Task 6-
[lttz_ll_turn_off_brain_scorcher]
icon = ui_iconsTotal_bar_radar_deactivate
prior = 195
storyline = true
title = lttz_ll_radar_deactivate_name
target = rad_space_restrictor_to_bunker
descr = lttz_ll_deactivate_text
on_init = %=open_route(mil:rad) =open_route(rad:x19)%
on_complete = %=complete_task_inc_goodwill(100:stalker) =give_task(lttz_ll_visit_beard) =create_squad(stalker_rogue_squad:zat_stalker_base_smart) +lttz_ll_turn_off_brain_scorcher_task_done =stalker_ceasefire()%
condlist_0 = {+bar_deactivate_radar_done} complete
;------------------------------------------------
; Living Legend Task 7-
[lttz_ll_visit_beard]
icon = ui_inGame2_Artefakti_na_zakaz
prior = 195
storyline = true
title = lttz_ll_visit_beard_task_title
target = zat_a2_stalker_barmen
descr = lttz_ll_visit_beard_task_descr
on_init = %=open_route(red:rad) =open_route(red:jup) =open_route(jup:zat)%
on_complete = %=reward_money(6000) =reward_item(vodka_quality) =reward_stash(true) =complete_task_inc_goodwill(50:stalker) =give_task(lttz_ll_meet_rogue)%
condlist_0 = {+living_legend_beard} complete
;------------------------------------------------
; Meet Rogue Living Legend Task 8-
[lttz_ll_meet_rogue]
icon = ui_inGame2_Issledovatelskaya_gruppa
prior = 195
storyline = true
title = lttz_ll_meet_rogue_task_title
target = stalker_rogue
descr = lttz_ll_meet_rogue_task_descr
on_complete = %=give_task(lttz_ll_fetch_gauss)%
condlist_0 = {+living_legend_rogue_start} complete
condlist_1 = {+stalker_rogue_dead} fail
;------------------------------------------------
; Living Legend Task 9-
[lttz_ll_fetch_gauss]
icon = ui_inGame2_Izdelie_N62
storyline = true
prior = 195
title = lttz_ll_fetch_gauss_task_title
target_functor = task_targets_lostzone_all
status_functor = special_steps_for_lostzone_tasks
descr = {+wpn_gauss_quest} lttz_ll_fetch_gauss_task_descr2, lttz_ll_fetch_gauss_task_descr
stage_complete = 2
on_init = %=spawn_item_at_pos(wpn_gauss_quest) =create_squad(special_poltergeist_task_squad:zat_a23_smart_terrain)%
on_complete = %=reward_random_money(4000:6000) =complete_task_inc_goodwill(50:stalker) =lttz_ll_take_wpn_gauss_quest%
condlist_0 = {+stalker_rogue_living_legend_fetch_complete} complete
condlist_1 = {+stalker_rogue_dead} fail
;------------------------------------------------
; Living Legend Task 10-
[lttz_ll_path_pripyat]
icon = ui_inGame2_Put_v_pripyat
prior = 195
storyline = true
title = lttz_ll_path_pripyat_task_title
target = {+stalker_rogue_underpass} lost_stalker_strelok, {+jupiter_underpass_monolith_ambush_squad_death} stalker_rogue, {+monolith_ambush} jupiter_underpass_monolith_ambush_squad, {=actor_on_level(jupiter_underground)} lost_stalker_strelok, jupiter_space_restrictor_to_jupiter_ug
descr = {+stalker_rogue_underpass} lttz_ll_reach_pripyat_task_descr, {+jupiter_underpass_monolith_ambush_squad_death} lttz_ll_talk_rogue_underpass_task_descr, lttz_ll_path_pripyat_task_descr
on_init = %=create_squad(jupiter_underpass_monolith_ambush:pas_b400_hall) =create_squad(lost_stalker_strelok_squad:pri_a16) =create_squad(stalker_stitch_squad:pri_a16) =open_route(jup:jup_u)%
on_complete = %=complete_task_inc_goodwill(50:stalker) =remove_special_task_squad(stalker_rogue) =create_squad(pri_a16_stalker_rogue_squad:pri_a16) +lttz_ll_preparations%
condlist_0 = {+living_legend_strelok_start} complete
condlist_1 = {+stalker_rogue_dead} fail
;------------------------------------------------
; Living Legend Task 11-
[lttz_ll_medical_supplies]
icon = ui_inGame2_Pered_zadaniyami_voennih
storyline = true
prior = 195
precondition = {+living_legend_stitch_supplies -stitch_supplies} true, false
title = lttz_ll_medical_supplies_name
title_functor = general_fetch_task
target = stalker_stitch
status_functor = actor_has_fetch_item
descr = lttz_ll_medical_supplies_text
descr_functor = general_fetch_task
stage_complete = 1
on_init = %=setup_fetch_task(lttz_ll_medical_supplies_fetch:medical:4:6) +stitch_supplies%
on_complete = %+lttz_ll_medical_supplies_task_done =complete_task_inc_goodwill(50:stalker) =fetch_reward_and_remove(lttz_ll_medical_supplies_fetch:1.25) =reward_stash(true) =pstor_reset(lttz_ll_medical_supplies_fetch)%
on_fail = %=pstor_reset(lttz_ll_medical_supplies_fetch)%
condlist_0 = {+living_legend_stitch_supplies_complete} complete
condlist_1 = {+stalker_stitch_dead} fail
;------------------------------------------------
; Living Legend Task 12-
[lttz_ll_attack_on_titan]
icon = ui_inGame2_PD_Ohotnik_na_mutantov
storyline = true
prior = 195
precondition = {+living_legend_stitch_supplies -rogue_titan} true, false
title = lttz_ll_attack_on_titan_name
target_functor = task_targets_lostzone_all
status_functor = special_steps_for_lostzone_tasks
descr = {+special_gigant_task_squad_dead} lttz_ll_return_rogue_attack_on_titan_task_descr, lttz_ll_attack_on_titan_text
stage_complete = 2
on_init = %=create_squad(special_gigant_task_squad:pri_sim_3) +rogue_titan%
on_complete = %+lttz_ll_attack_on_titan_task_done =reward_money(6000) =reward_item(swiss_knife) =complete_task_inc_goodwill(50:stalker)%
condlist_0 = {+living_legend_rogue_titan_complete} complete
condlist_1 = {+stalker_rogue_dead} fail
;------------------------------------------------
; Living Legend Task 13-
[lttz_ll_find_documents]
icon = ui_inGame2_Laboratoriya_X8
prior = 195
storyline = true
precondition = {+living_legend_stitch_supplies -strelok_x8} true, false
title = lttz_ll_find_documents_name
target = {=actor_has_item(x8_documents)} lost_stalker_strelok, {=actor_on_level(labx8)} nil, pri_space_restrictor_to_labx8
descr = lttz_ll_find_documents_text
on_init = %=spawn_x8_documents() +strelok_x8 =open_route(out:x8)%
on_complete = %=reward_random_item(af_grid_up:af_freon_up:af_cooler_up:af_kevlar_up) =reward_stash(true) =complete_task_inc_goodwill(50:stalker) =lttz_ll_take_x8_documents%
condlist_0 = {+living_legend_strelok_preparations} complete
condlist_1 = {+lost_stalker_strelok_dead} fail
;------------------------------------------------
; Living Legend Task 14-
[lttz_ll_eidolon_start]
icon = ui_inGame2_Vizhivshiy_monolit
prior = 195
storyline = true
title = lttz_ll_eidolon_start_task_title
target = {+stalker_stitch_join_eidolon +stalker_rogue_join_eidolon} monolith_eidolon_recon_squad, {-stalker_rogue_join_eidolon} pri_a16_stalker_rogue, {-stalker_stitch_join_eidolon} stalker_stitch
descr = lttz_ll_eidolon_start_task_descr
on_init = %=create_squad(monolith_eidolon_recon_squad:pri_sim_5) =create_squad(monolith_eidolon_squad:pri_monolith)%
on_complete = %=give_task(lttz_ll_eidolon)%
condlist_0 = {+monolith_eidolon_recon_squad_death} complete
condlist_1 = {+lost_stalker_strelok_dead} fail, {+stalker_stitch_dead} fail, {+stalker_rogue_dead} fail
;------------------------------------------------
; Living Legend Task 15-
[lttz_ll_eidolon]
icon = ui_inGame2_Odin_vistrel
prior = 195
storyline = true
title = lttz_ll_eidolon_task_title
target_functor = task_targets_lostzone_all
descr = lttz_ll_eidolon_task_descr
on_init = %=create_squad(monolith_eidolon_assault_squad:pri_monolith) =open_route(out:pri) =open_route(aes1:pri) =open_route(aes1:sar)%
on_complete = %=give_task(lttz_ll_strelok_objective)%
condlist_0 = {+monolith_eidolon_dead} complete
condlist_1 = {+lost_stalker_strelok_dead} fail, {+stalker_stitch_dead} fail, {+stalker_rogue_dead} fail
;------------------------------------------------
; Living Legend Task 16-
[lttz_ll_strelok_objective]
icon = ui_iconsNpc_strelok
prior = 195
storyline = true
title = lttz_ll_strelok_objective_task_title
target = lost_stalker_strelok
descr = lttz_ll_strelok_objective_task_descr
on_complete = %=reward_money(10000) =reward_random_item(af_aam:af_gravi_af_aam:af_fireball_af_aam:af_electra_moonlight_af_aam) =reward_item(decoder) =reward_stash(true) =complete_task_inc_goodwill(50:stalker) =give_task(lttz_ll_chernobyl_raid)%
condlist_0 = {+living_legend_strelok_objective} complete
condlist_1 = {+lost_stalker_strelok_dead} fail, {+stalker_stitch_dead} fail, {+stalker_rogue_dead} fail
;------------------------------------------------
; Living Legend Task 17-
[lttz_ll_chernobyl_raid]
icon = ui_iconsTotal_sar_warlab
prior = 195
storyline = true
title = lttz_ll_chernobyl_raid_task_title
target_functor = task_targets_lostzone_all
descr = lttz_ll_chernobyl_raid_task_descr
on_init = %=create_squad(monolith_chernobyl_defence_squad:aes_smart_terrain_monolit_blockpost4)%
on_complete = %=give_task(lttz_ll_crucible)%
condlist_0 = {+monolith_chernobyl_defence_squad_death} complete
condlist_1 = {+lost_stalker_strelok_dead} fail, {+stalker_stitch_dead} fail, {+stalker_rogue_dead} fail
;------------------------------------------------
; Crucible Living Legend Task 18-
[lttz_ll_crucible]
icon = ui_iconsTotal_sar_secret_lab
prior = 195
storyline = true
title = lttz_ll_crucible_task_title
target = {+sar_enter_command_center} monolith_shard_guardian_squad, {+actor_in_sarcofag} monolith_shard_guardian_squad, aes_space_restrictor_to_sarcofag
descr = lttz_ll_crucible_task_descr
on_init = %=spawn_monolith_shard() =create_squad(monolith_shard_guardian_squad:sar_monolith_guard)%
on_complete = %=give_task(lttz_ll_answers) +lttz_ll_crucible_task_done%
condlist_0 = {=actor_has_item(monolith_shard) +monolith_shard_guardian_squad_dead} complete
condlist_1 = {+lost_stalker_strelok_dead} fail, {+stalker_stitch_dead} fail, {+stalker_rogue_dead} fail
;------------------------------------------------
; Living Legend Task 19-
[lttz_ll_answers]
icon = ui_inGame2_PD_WishfulThinking
prior = 195
storyline = true
title = lttz_ll_answers_task_title
target = lost_stalker_strelok
descr = lttz_ll_answers_task_descr
on_complete = %=complete_task_inc_goodwill(50:stalker) =reward_item(af_fuzz_kolobok_af_aam) =lttz_ll_give_strelok_pendrive =lttz_ll_take_monolith_shard =remove_special_task_squad(lost_stalker_strelok) =remove_special_task_squad(stalker_stitch) =remove_special_task_squad(pri_a16_stalker_rogue) =open_route(aes2:aes1) =open_route(aes1:zat)%
condlist_0 = {+lost_stalker_strelok_dead} fail, {+stalker_stitch_dead} fail, {+stalker_rogue_dead} fail
;------------------------------------------------
; Finish Living Legend Task 20-
[lttz_ll_finish_dolg]
icon = ui_iconsNpc_stalker_do_komandir
prior = 195
storyline = true
title = lttz_ll_finish_task_title
target = bar_dolg_leader
descr = lttz_ll_finish_dolg_task_descr
on_complete = %=reward_money(30000) =reward_stash() =complete_task_inc_goodwill(100:dolg) =lttz_ll_take_strelok_pendrive%
condlist_0 = {+voronin_living_legend_finish} complete
[lttz_ll_finish_killer]
icon = ui_iconsNpc_stalker_ki_informator
prior = 195
storyline = true
title = lttz_ll_finish_task_title
target = cit_killers_merc_trader_stalker
descr = lttz_ll_finish_killer_task_descr
on_complete = %=reward_money(35000) =reward_stash() =complete_task_inc_goodwill(100:killer) =lttz_ll_take_strelok_pendrive%
condlist_0 = {+dushman_living_legend_finish} complete
[lttz_ll_finish_stalker]
icon = ui_iconsNpc_trader
prior = 195
storyline = true
title = lttz_ll_finish_task_title
target = esc_m_trader
descr = lttz_ll_finish_stalker_task_descr
on_complete = %=reward_money(30000) =reward_stash() =complete_task_inc_goodwill(100:stalker) =lttz_ll_take_strelok_pendrive%
condlist_0 = {+sidorovich_living_legend_finish} complete
[lttz_ll_finish_csky]
icon = ui_iconsTotal_tutorial_help_wounded
prior = 195
storyline = true
title = lttz_ll_finish_task_title
target = mar_smart_terrain_base_stalker_leader_marsh
descr = lttz_ll_finish_csky_task_descr
on_complete = %=reward_money(25000) =reward_item(af_aac) =reward_stash() =complete_task_inc_goodwill(100:csky) =lttz_ll_take_strelok_pendrive%
condlist_0 = {+cold_living_legend_finish} complete
[lttz_ll_finish_freedom]
icon = ui_iconsNpc_stalker_sv_leader
prior = 195
storyline = true
title = lttz_ll_finish_task_title
target = mil_smart_terrain_7_7_freedom_leader_stalker
descr = lttz_ll_finish_freedom_task_descr
on_complete = %=reward_money(30000) =reward_item(cigar3__3) =reward_stash() =complete_task_inc_goodwill(100:freedom) =lttz_ll_take_strelok_pendrive%
condlist_0 = {+lukash_living_legend_finish} complete
[lttz_ll_finish_ecolog]
icon = ui_iconsNpc_ucheniy_2
prior = 195
storyline = true
title = lttz_ll_finish_task_title
target = yan_stalker_sakharov
descr = lttz_ll_finish_ecolog_task_descr
on_complete = %=reward_money(25000) =reward_item(af_aam) =reward_stash() =complete_task_inc_goodwill(100:ecolog) =lttz_ll_take_strelok_pendrive%
condlist_0 = {+sakharov_living_legend_finish} complete
@@ -0,0 +1,7 @@
![bar_space_restrictor_to_military_01]
enable = false
spot = level_changer_spot_mini
![mil_space_restrictor_to_bar_1]
enable = false
spot = level_changer_spot_mini
@@ -0,0 +1,8 @@
![cit_space_restrictor_to_yantar]
enable = false
spot = level_changer_spot_mini
![yan_space_restrictor_to_dead_city_1]
enable = false
spot = level_changer_spot_mini
@@ -0,0 +1,15 @@
![esc_space_restrictor_to_garbage_1]
enable = false
spot = level_changer_spot_mini
![esc_space_restrictor_to_garbage_2]
enable = false
spot = level_changer_spot_mini
![gar_space_restrictor_to_escape_1]
enable = false
spot = level_changer_spot_mini
![gar_space_restrictor_to_escape_2]
enable = false
spot = level_changer_spot_mini
@@ -0,0 +1,44 @@
![mil_space_restrictor_to_red_1]
enable = false
spot = level_changer_spot_mini
![mil_space_restrictor_to_radar_1]
spot = level_changer_up_right
![mil_space_restrictor_to_dead_city_1]
enable = false
spot = level_changer_spot_mini
;[mil_space_restrictor_to_tc]
;enable = false
;spot = level_changer_spot_mini
![cit_space_restrictor_to_military]
enable = false
spot = level_changer_spot_mini
![red_space_restrictor_to_military_1]
enable = false
spot = level_changer_spot_mini
![red_space_restrictor_to_radar_1]
enable = false
spot = level_changer_spot_mini
![rad_space_restrictor_to_red_forest]
enable = false
spot = level_changer_spot_mini
;[tc_space_restrictor_to_military_1]
;enable = false
;spot = level_changer_spot_mini
;[tc_space_restrictor_to_military_2]
;enable = false
;spot = level_changer_spot_mini
;[tc_space_restrictor_to_military_3]
;enable = false
;spot = level_changer_spot_mini
@@ -0,0 +1,8 @@
![pol_space_restrictor_to_escape_1]
enable = false
spot = level_changer_spot_mini
![esc_space_restrictor_to_pole_1]
enable = false
spot = level_changer_spot_mini
@@ -0,0 +1,15 @@
![val_space_restrictor_to_garbage_1]
enable = false
spot = level_changer_spot_mini
![val_space_restrictor_to_garbage_2]
enable = false
spot = level_changer_spot_mini
![gar_space_restrictor_to_darkvalley_1]
enable = false
spot = level_changer_spot_mini
![gar_space_restrictor_to_darkvalley_2]
enable = false
spot = level_changer_spot_mini
@@ -0,0 +1,7 @@
![remove_objects] ;do not use. Also delete lights at Bar and ESC
;light_alarm_glass_0000
;light_alarm_glass_0003
;light_alarm_glass_0004
;light_alarm_glass_0006
;light_alarm_glass_0007
;light_alarm_glass_0008
@@ -67,13 +67,13 @@
!esc_zone_mine_field_soc_0064
!esc_zone_mine_field_soc_0065
!esc_zone_witches_galantine
;esc_zone_witches_galantine
!esc_zone_witches_galantine_0000
!esc_zone_witches_galantine_0001
;esc_zone_witches_galantine_0001
!esc_zone_witches_galantine_0002
!esc_zone_witches_galantine_0003
;esc_zone_witches_galantine_0003
!esc_zone_witches_galantine_0004
!esc_zone_witches_galantine_0005
;esc_zone_witches_galantine_0005
!esc_zone_witches_galantine_0006
!esc_zone_witches_galantine_0007
;esc_zone_witches_galantine_0007
@@ -1,4 +0,0 @@
![remove_objects]
light_alarm_glass_0000
light_alarm_glass_0003
light_alarm_glass_0004
@@ -2,30 +2,43 @@
active = ph_idle@wait_actor
[ph_idle@wait_actor]
on_info = {=actor_near_smart(agr_smart_terrain_4_6) =is_dark_night} ph_idle@spawn_night_monster, {=actor_near_smart(agr_smart_terrain_4_6) =is_night} ph_idle@spawn_night_monster
on_info2 = {=actor_near_smart(agr_smart_terrain_5_4) =is_dark_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(agr_smart_terrain_5_4) =is_night} ph_idle@spawn_night_monster_2
on_info3 = {=actor_near_smart(agr_smart_terrain_5_7) =is_dark_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(agr_smart_terrain_5_7) =is_night} ph_idle@spawn_night_monster_3
on_info4 = {=actor_near_smart(agr_smart_terrain_7_5) =is_dark_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(agr_smart_terrain_7_5) =is_night} ph_idle@spawn_night_monster_4
on_info = {=actor_near_smart(agr_smart_terrain_4_6) =is_night} ph_idle@spawn_night_monster_1, {=actor_near_smart(agr_smart_terrain_4_6) =is_dark_night} ph_idle@spawn_dark_monster_1
on_info2 = {=actor_near_smart(agr_smart_terrain_5_4) =is_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(agr_smart_terrain_5_4) =is_dark_night} ph_idle@spawn_dark_monster_2
on_info3 = {=actor_near_smart(agr_smart_terrain_5_7) =is_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(agr_smart_terrain_5_7) =is_dark_night} ph_idle@spawn_dark_monster_3
on_info4 = {=actor_near_smart(agr_smart_terrain_7_5) =is_night} ph_idle@spawn_night_monster_4, {=actor_near_smart(agr_smart_terrain_7_5) =is_dark_night} ph_idle@spawn_dark_monster_4
[ph_idle@spawn_night_monster]
on_info = {~20} %=create_squad(simulation_mix_zombie_night:agr_smart_terrain_4_6)% ph_idle@reset, {~30} %=create_squad(simulation_snork_night:agr_smart_terrain_4_6)% ph_idle@reset, {~40} %=create_squad(simulation_tushkano_night:agr_smart_terrain_4_6)% ph_idle@reset, {~50} %=create_squad(simulation_pseudodog_night:agr_smart_terrain_4_6)% ph_idle@reset, ph_idle@wait_reset
[ph_idle@spawn_night_monster_1]
on_info = {~10} %=create_squad(simulation_mix_zombie_night:agr_smart_terrain_4_6)% ph_idle@reset, {~10} %=create_squad(simulation_snork_night:agr_smart_terrain_4_6)% ph_idle@reset, {~10} %=create_squad(simulation_tushkano_night:agr_smart_terrain_4_6)% ph_idle@reset, {~10} %=create_squad(simulation_pseudodog_night:agr_smart_terrain_4_6)% ph_idle@reset, ph_idle@wait_reset
[ph_idle@spawn_dark_monster_1]
on_info = {~10} %=create_squad(simulation_psysucker_brown_night:agr_smart_terrain_4_6)% ph_idle@reset, {~10} %=create_squad(simulation_bloodsucker_red_night:agr_smart_terrain_4_6)% ph_idle@reset, {~10} %=create_squad(simulation_psy_dog_night:agr_smart_terrain_4_6)% ph_idle@reset, {~10} %=create_squad(simulation_pseudodog_night:agr_smart_terrain_4_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:agr_smart_terrain_5_4)% ph_idle@reset_2, {~30} %=create_squad(simulation_fracture_night:agr_smart_terrain_5_4)% ph_idle@reset_2, {~40} %=create_squad(simulation_zombie_3_6:agr_smart_terrain_5_4)% ph_idle@reset_2, {~50} %=create_squad(simulation_bloodsucker_red_night:agr_smart_terrain_5_4)% ph_idle@reset_2, ph_idle@wait_reset
on_info = {~10} %=create_squad(simulation_snork_night:agr_smart_terrain_5_4)% ph_idle@reset_2, {~10} %=create_squad(simulation_fracture_night:agr_smart_terrain_5_4)% ph_idle@reset_2, {~10} %=create_squad(simulation_zombie_3_6_night:agr_smart_terrain_5_4)% ph_idle@reset_2, {~10} %=create_squad(simulation_tushkano_night:agr_smart_terrain_5_4)% ph_idle@reset_2, ph_idle@wait_reset
[ph_idle@spawn_dark_monster_2]
on_info = {~10} %=create_squad(simulation_snork_2_5_night:agr_smart_terrain_5_4)% ph_idle@reset_2, {~10} %=create_squad(simulation_fracture_night:agr_smart_terrain_5_4)% ph_idle@reset_2, {~10} %=create_squad(simulation_psysucker_brown_night:agr_smart_terrain_5_4)% ph_idle@reset_2, {~10} %=create_squad(simulation_bloodsucker_red_night:agr_smart_terrain_5_4)% ph_idle@reset_2, ph_idle@wait_reset
[ph_idle@reset_2]
on_game_timer = 86400 | ph_idle@wait_actor
[ph_idle@spawn_night_monster_3]
on_info = {~20} %=create_squad(simulation_psysucker_white_night:agr_smart_terrain_5_7)% ph_idle@reset_3, {~30} %=create_squad(simulation_bloodsucker_night:agr_smart_terrain_5_7)% ph_idle@reset_3, {~40} %=create_squad(simulation_karlik_night:agr_smart_terrain_5_7)% ph_idle@reset_3, {~50} %=create_squad(simulation_lurker_brown_night:agr_smart_terrain_5_7)% ph_idle@reset_3, ph_idle@wait_reset
on_info = {~10} %=create_squad(simulation_pseudodog_night:agr_smart_terrain_5_7)% ph_idle@reset_3, {~10} %=create_squad(simulation_dog_night:agr_smart_terrain_5_7)% ph_idle@reset_3, {~10} %=create_squad(simulation_karlik_night:agr_smart_terrain_5_7)% ph_idle@reset_3, {~10} %=create_squad(simulation_lurker_brown_night:agr_smart_terrain_5_7)% ph_idle@reset_3, ph_idle@wait_reset
[ph_idle@spawn_dark_monster_3]
on_info = {~10} %=create_squad(simulation_psysucker_white_night:agr_smart_terrain_5_7)% ph_idle@reset_3, {~10} %=create_squad(simulation_bloodsucker_night:agr_smart_terrain_5_7)% ph_idle@reset_3, {~10} %=create_squad(simulation_karlik_night:agr_smart_terrain_5_7)% ph_idle@reset_3, {~10} %=create_squad(simulation_lurker_brown_night:agr_smart_terrain_5_7)% ph_idle@reset_3, ph_idle@wait_reset
[ph_idle@reset_3]
on_game_timer = 86400 | ph_idle@wait_actor
[ph_idle@spawn_night_monster_4]
on_info = {~20} %=create_squad(simulation_psysucker_white_night:agr_smart_terrain_7_5)% ph_idle@reset_4, {~30} %=create_squad(simulation_bloodsucker_night:agr_smart_terrain_7_5)% ph_idle@reset_4, {~40} %=create_squad(simulation_psy_dog_night:agr_smart_terrain_7_5)% ph_idle@reset_4, {~50} %=create_squad(simulation_karlik_night:agr_smart_terrain_7_5)% ph_idle@reset_4, ph_idle@wait_reset
on_info = {~10} %=create_squad(simulation_zombie_blind_night:agr_smart_terrain_7_5)% ph_idle@reset_4, {~10} %=create_squad(simulation_cat_night:agr_smart_terrain_7_5)% ph_idle@reset_4, {~10} %=create_squad(simulation_psy_dog_night:agr_smart_terrain_7_5)% ph_idle@reset_4, {~10} %=create_squad(simulation_karlik_night:agr_smart_terrain_7_5)% ph_idle@reset_4, ph_idle@wait_reset
[ph_idle@spawn_dark_monster_4]
on_info = {~10} %=create_squad(simulation_psysucker_white_night:agr_smart_terrain_7_5)% ph_idle@reset_4, {~10} %=create_squad(simulation_bloodsucker_night:agr_smart_terrain_7_5)% ph_idle@reset_4, {~20} %=create_squad(simulation_psy_dog_night:agr_smart_terrain_7_5)% ph_idle@reset_4, {~20} %=create_squad(simulation_karlik_night:agr_smart_terrain_7_5)% ph_idle@reset_4, ph_idle@wait_reset
[ph_idle@reset_4]
on_game_timer = 86400 | ph_idle@wait_actor
@@ -2,31 +2,43 @@
active = ph_idle@wait_actor
[ph_idle@wait_actor]
on_info = {=actor_near_smart(agr_smart_terrain_5_2) =is_dark_night} ph_idle@spawn_night_monster, {=actor_near_smart(agr_smart_terrain_5_2) =is_night} ph_idle@spawn_night_monster
on_info2 = {=actor_near_smart(agr_smart_terrain_5_3) =is_dark_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(agr_smart_terrain_5_3) =is_night} ph_idle@spawn_night_monster_2
on_info3 = {=actor_near_smart(agr_smart_terrain_4_4_near_1) =is_dark_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(agr_smart_terrain_4_4_near_1) =is_night} ph_idle@spawn_night_monster_3
on_info4 = {=actor_near_smart(agr_smart_terrain_4_4_near_3) =is_dark_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(agr_smart_terrain_4_4_near_3) =is_night} ph_idle@spawn_night_monster_4
on_info = {=actor_near_smart(agr_smart_terrain_5_2) =is_night} ph_idle@spawn_night_monster_1, {=actor_near_smart(agr_smart_terrain_5_2) =is_dark_night} ph_idle@spawn_dark_monster_1
on_info2 = {=actor_near_smart(agr_smart_terrain_5_3) =is_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(agr_smart_terrain_5_3) =is_dark_night} ph_idle@spawn_dark_monster_2
on_info3 = {=actor_near_smart(agr_smart_terrain_4_4_near_1) =is_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(agr_smart_terrain_4_4_near_1) =is_dark_night} ph_idle@spawn_dark_monster_3
on_info4 = {=actor_near_smart(agr_smart_terrain_4_4_near_3) =is_night} ph_idle@spawn_night_monster_4, {=actor_near_smart(agr_smart_terrain_4_4_near_3) =is_dark_night} ph_idle@spawn_dark_monster_4
[ph_idle@spawn_night_monster]
on_info = {~20} %=create_squad(simulation_pseudodog_night:agr_smart_terrain_5_2)% ph_idle@reset, {~30} %=create_squad(simulation_dog_night:agr_smart_terrain_5_2)% ph_idle@reset, {~40} %=create_squad(simulation_tushkano_night:agr_smart_terrain_5_2)% ph_idle@reset, {~50} %=create_squad(simulation_boar_3_5_night:agr_smart_terrain_5_2)% ph_idle@reset, ph_idle@wait_reset
[ph_idle@spawn_night_monster_1]
on_info = {~10} %=create_squad(simulation_pseudodog_night:agr_smart_terrain_5_2)% ph_idle@reset, {~10} %=create_squad(simulation_dog_night:agr_smart_terrain_5_2)% ph_idle@reset, {~10} %=create_squad(simulation_tushkano_night:agr_smart_terrain_5_2)% ph_idle@reset, {~10} %=create_squad(simulation_boar_3_5_night:agr_smart_terrain_5_2)% ph_idle@reset, ph_idle@wait_reset
[ph_idle@spawn_dark_monster_1]
on_info = {~10} %=create_squad(simulation_psy_dog_night:agr_smart_terrain_5_2)% ph_idle@reset, {~10} %=create_squad(simulation_dog_night:agr_smart_terrain_5_2)% ph_idle@reset, {~20} %=create_squad(simulation_psysucker_brown_night:agr_smart_terrain_5_2)% ph_idle@reset, {~20} %=create_squad(simulation_bloodsucker_red_night:agr_smart_terrain_5_2)% ph_idle@reset, ph_idle@wait_reset
[ph_idle@reset]
on_game_timer = 86400 | ph_idle@wait_actor
[ph_idle@spawn_night_monster_2]
on_info = {~20} %=create_squad(simulation_tushkano_night:agr_smart_terrain_5_3)% ph_idle@reset_2, {~30} %=create_squad(simulation_fracture_night:agr_smart_terrain_5_3)% ph_idle@reset_2, {~40} %=create_squad(simulation_zombie_3_6:agr_smart_terrain_5_3)% ph_idle@reset_2, {~50} %=create_squad(simulation_pseudodog_night:agr_smart_terrain_5_3)% ph_idle@reset_2, ph_idle@wait_reset
on_info = {~10} %=create_squad(simulation_tushkano_night:agr_smart_terrain_5_3)% ph_idle@reset_2, {~10} %=create_squad(simulation_fracture_night:agr_smart_terrain_5_3)% ph_idle@reset_2, {~10} %=create_squad(simulation_zombie_blind_night:agr_smart_terrain_5_3)% ph_idle@reset_2, {~10} %=create_squad(simulation_pseudodog_night:agr_smart_terrain_5_3)% ph_idle@reset_2, ph_idle@wait_reset
[ph_idle@spawn_dark_monster_2]
on_info = {~10} %=create_squad(simulation_bloodsucker_red_night:agr_smart_terrain_5_3)% ph_idle@reset_2, {~10} %=create_squad(simulation_lurker_blue_night:agr_smart_terrain_5_3)% ph_idle@reset_2, {~10} %=create_squad(simulation_zombie_blind_3zomb_civ_night:agr_smart_terrain_5_3)% ph_idle@reset_2, {~10} %=create_squad(simulation_pseudodog_night:agr_smart_terrain_5_3)% ph_idle@reset_2, ph_idle@wait_reset
[ph_idle@reset_2]
on_game_timer = 86400 | ph_idle@wait_actor
[ph_idle@spawn_night_monster_3]
on_info = {~20} %=create_squad(simulation_psy_dog_night:agr_smart_terrain_4_4_near_1)% ph_idle@reset_3, {~30} %=create_squad(simulation_psysucker_white_night:agr_smart_terrain_4_4_near_1)% ph_idle@reset_3, {~40} %=create_squad(simulation_bloodsucker_night:agr_smart_terrain_4_4_near_1)% ph_idle@reset_3, {~50} %=create_squad(simulation_karlik_night:agr_smart_terrain_4_4_near_1)% ph_idle@reset_3, ph_idle@wait_reset
on_info = {~10} %=create_squad(simulation_cat_night:agr_smart_terrain_4_4_near_1)% ph_idle@reset_3, {~10} %=create_squad(simulation_dog_night:agr_smart_terrain_4_4_near_1)% ph_idle@reset_3, {~10} %=create_squad(simulation_tushkano_night:agr_smart_terrain_4_4_near_1)% ph_idle@reset_3, {~10} %=create_squad(simulation_karlik_night:agr_smart_terrain_4_4_near_1)% ph_idle@reset_3, ph_idle@wait_reset
[ph_idle@spawn_dark_monster_3]
on_info = {~10} %=create_squad(simulation_psy_dog_night:agr_smart_terrain_4_4_near_1)% ph_idle@reset_3, {~10} %=create_squad(simulation_psysucker_white_night:agr_smart_terrain_4_4_near_1)% ph_idle@reset_3, {~10} %=create_squad(simulation_bloodsucker_night:agr_smart_terrain_4_4_near_1)% ph_idle@reset_3, {~10} %=create_squad(simulation_karlik_night:agr_smart_terrain_4_4_near_1)% ph_idle@reset_3, ph_idle@wait_reset
[ph_idle@reset_3]
on_game_timer = 86400 | ph_idle@wait_actor
[ph_idle@spawn_night_monster_4]
on_info = {~20} %=create_squad(simulation_lurker_blue_night:agr_smart_terrain_4_4_near_3)% ph_idle@reset_4, {~30} %=create_squad(simulation_dog_night:agr_smart_terrain_4_4_near_3)% ph_idle@reset_4, {~40} %=create_squad(simulation_cat_night:agr_smart_terrain_4_4_near_3)% ph_idle@reset_4, {~50} %=create_squad(simulation_snork_2_3_night:agr_smart_terrain_4_4_near_3)% ph_idle@reset_4, ph_idle@wait_reset
on_info = {~10} %=create_squad(simulation_mix_zombie_night:agr_smart_terrain_4_4_near_3)% ph_idle@reset_4, {~10} %=create_squad(simulation_dog_night:agr_smart_terrain_4_4_near_3)% ph_idle@reset_4, {~10} %=create_squad(simulation_cat_night:agr_smart_terrain_4_4_near_3)% ph_idle@reset_4, {~10} %=create_squad(simulation_snork_2_3_night:agr_smart_terrain_4_4_near_3)% ph_idle@reset_4, ph_idle@wait_reset
[ph_idle@spawn_dark_monster_4]
on_info = {~10} %=create_squad(simulation_lurker_blue_night:agr_smart_terrain_4_4_near_3)% ph_idle@reset_4, {~10} %=create_squad(simulation_karlik_night:agr_smart_terrain_4_4_near_3)% ph_idle@reset_4, {~10} %=create_squad(simulation_burer_night:agr_smart_terrain_4_4_near_3)% ph_idle@reset_4, {~10} %=create_squad(simulation_controller_night:agr_smart_terrain_4_4_near_3)% ph_idle@reset_4, ph_idle@wait_reset
[ph_idle@reset_4]
on_game_timer = 86400 | ph_idle@wait_actor
@@ -2,31 +2,43 @@
active = ph_idle@wait_actor
[ph_idle@wait_actor]
on_info = {=actor_near_smart(agr_smart_terrain_1_2) =is_dark_night} ph_idle@spawn_night_monster, {=actor_near_smart(agr_smart_terrain_1_2) =is_night} ph_idle@spawn_night_monster
on_info2 = {=actor_near_smart(agr_smart_terrain_1_3) =is_dark_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(val_smart_terrain_6_5) =is_night} ph_idle@spawn_night_monster_2
on_info3 = {=actor_near_smart(agr_smart_terrain_2_2) =is_dark_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(val_smart_terrain_8_7) =is_night} ph_idle@spawn_night_monster_3
on_info4 = {=actor_near_smart(agr_smart_terrain_4_4_near_2) =is_dark_night} ph_idle@spawn_night_monster_3, {agr_smart_terrain_4_4_near_2) =is_night} ph_idle@spawn_night_monster_4
on_info = {=actor_near_smart(agr_smart_terrain_1_2) =is_night} ph_idle@spawn_night_monster_1, {=actor_near_smart(agr_smart_terrain_1_2) =is_dark_night} ph_idle@spawn_night_monster_1
on_info2 = {=actor_near_smart(agr_smart_terrain_1_3) =is_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(agr_smart_terrain_1_3) =is_dark_night} ph_idle@spawn_night_monster_2
on_info3 = {=actor_near_smart(agr_smart_terrain_2_2) =is_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(agr_smart_terrain_2_2) =is_dark_night} ph_idle@spawn_night_monster_3
on_info4 = {agr_smart_terrain_4_4_near_2) =is_night} ph_idle@spawn_night_monster_4, {=actor_near_smart(agr_smart_terrain_4_4_near_2) =is_dark_night} ph_idle@spawn_night_monster_4
[ph_idle@spawn_night_monster]
on_info = {~20} %=create_squad(simulation_bloodsucker_night:agr_smart_terrain_1_2)% ph_idle@reset, {~30} %=create_squad(simulation_fracture_night:agr_smart_terrain_1_2)% ph_idle@reset, {~40} %=create_squad(simulation_snork_night:agr_smart_terrain_1_2)% ph_idle@reset, {~50} %=create_squad(simulation_lurker_blue_night:agr_smart_terrain_1_2)% ph_idle@reset, ph_idle@wait_reset
[ph_idle@spawn_night_monster_1]
on_info = {~10} %=create_squad(simulation_zombie_blind_night:agr_smart_terrain_1_2)% ph_idle@reset, {~10} %=create_squad(simulation_fracture_night:agr_smart_terrain_1_2)% ph_idle@reset, {~10} %=create_squad(simulation_snork_night:agr_smart_terrain_1_2)% ph_idle@reset, {~10} %=create_squad(simulation_dog_night:agr_smart_terrain_1_2)% ph_idle@reset, ph_idle@wait_reset
[ph_idle@spawn_dark_monster_1]
on_info = {~10} %=create_squad(simulation_bloodsucker_night:agr_smart_terrain_1_2)% ph_idle@reset, {~10} %=create_squad(simulation_fracture_night:agr_smart_terrain_1_2)% ph_idle@reset, {~10} %=create_squad(simulation_zombie_blind_3zomb_civ_night:agr_smart_terrain_1_2)% ph_idle@reset, {~10} %=create_squad(simulation_lurker_blue_night:agr_smart_terrain_1_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:agr_smart_terrain_1_3)% ph_idle@reset_2, {~30} %=create_squad(simulation_fracture_night:agr_smart_terrain_1_3)% ph_idle@reset_2, {~40} %=create_squad(simulation_zombie_3_6:agr_smart_terrain_1_3)% ph_idle@reset_2, {~50} %=create_squad(simulation_pseudodog_night:agr_smart_terrain_1_3)% ph_idle@reset_2, ph_idle@wait_reset
on_info = {~10} %=create_squad(simulation_snork_night:agr_smart_terrain_1_3)% ph_idle@reset_2, {~10} %=create_squad(simulation_fracture_night:agr_smart_terrain_1_3)% ph_idle@reset_2, {~10} %=create_squad(simulation_zombie_blind_night:agr_smart_terrain_1_3)% ph_idle@reset_2, {~10} %=create_squad(simulation_pseudodog_night:agr_smart_terrain_1_3)% ph_idle@reset_2, ph_idle@wait_reset
[ph_idle@spawn_dark_monster_2]
on_info = {~10} %=create_squad(simulation_bloodsucker_red_night:agr_smart_terrain_1_3)% ph_idle@reset_2, {~10} %=create_squad(simulation_fracture_night:agr_smart_terrain_1_3)% ph_idle@reset_2, {~10} %=create_squad(simulation_zombie_blind_3zomb_civ_night:agr_smart_terrain_1_3)% ph_idle@reset_2, {~10} %=create_squad(simulation_psysucker_brown_night:agr_smart_terrain_1_3)% ph_idle@reset_2, ph_idle@wait_reset
[ph_idle@reset_2]
on_game_timer = 86400 | ph_idle@wait_actor
[ph_idle@spawn_night_monster_3]
on_info = {~20} %=create_squad(simulation_tushkano_night:agr_smart_terrain_2_2)% ph_idle@reset_3, {~30} %=create_squad(simulation_dog_night:agr_smart_terrain_2_2)% ph_idle@reset_3, {~40} %=create_squad(simulation_boar_night:agr_smart_terrain_2_2)% ph_idle@reset_3, {~50} %=create_squad(simulation_cat_night:agr_smart_terrain_2_2)% ph_idle@reset_3, ph_idle@wait_reset
on_info = {~10} %=create_squad(simulation_tushkano_night:agr_smart_terrain_2_2)% ph_idle@reset_3, {~10} %=create_squad(simulation_zombie_blind_night:agr_smart_terrain_2_2)% ph_idle@reset_3, {~10} %=create_squad(simulation_boar_night:agr_smart_terrain_2_2)% ph_idle@reset_3, {~10} %=create_squad(simulation_cat_night:agr_smart_terrain_2_2)% ph_idle@reset_3, ph_idle@wait_reset
[ph_idle@spawn_dark_monster_3]
on_info = {~10} %=create_squad(simulation_psysucker_brown_night:agr_smart_terrain_2_2)% ph_idle@reset_3, {~10} %=create_squad(simulation_psy_dog_night:agr_smart_terrain_2_2)% ph_idle@reset_3, {~10} %=create_squad(simulation_burer_night:agr_smart_terrain_2_2)% ph_idle@reset_3, {~10} %=create_squad(simulation_karlik_night:agr_smart_terrain_2_2)% ph_idle@reset_3, ph_idle@wait_reset
[ph_idle@reset_3]
on_game_timer = 86400 | ph_idle@wait_actor
[ph_idle@spawn_night_monster_4]
on_info = {~20} %=create_squad(simulation_pseudodog_night:agr_smart_terrain_4_4_near_2)% ph_idle@reset_4, {~30} %=create_squad(simulation_fracture_night:agr_smart_terrain_4_4_near_2)% ph_idle@reset_4, {~40} %=create_squad(simulation_bloodsucker_night:agr_smart_terrain_4_4_near_2)% ph_idle@reset_4, {~50} %=create_squad(simulation_lurker_blue_night:agr_smart_terrain_4_4_near_2)% ph_idle@reset_4, ph_idle@wait_reset
on_info = {~10} %=create_squad(simulation_pseudodog_night:agr_smart_terrain_4_4_near_2)% ph_idle@reset_4, {~10} %=create_squad(simulation_fracture_night:agr_smart_terrain_4_4_near_2)% ph_idle@reset_4, {~10} %=create_squad(simulation_tushkano_night:agr_smart_terrain_4_4_near_2)% ph_idle@reset_4, {~10} %=create_squad(simulation_boar_night:agr_smart_terrain_4_4_near_2)% ph_idle@reset_4, ph_idle@wait_reset
[ph_idle@spawn_dark_monster_4]
on_info = {~10} %=create_squad(simulation_zombie_blind_3zomb_civ_night:agr_smart_terrain_4_4_near_2)% ph_idle@reset_4, {~10} %=create_squad(simulation_psysucker_white_night:agr_smart_terrain_4_4_near_2)% ph_idle@reset_4, {~10} %=create_squad(simulation_bloodsucker_night:agr_smart_terrain_4_4_near_2)% ph_idle@reset_4, {~10} %=create_squad(simulation_lurker_blue_night:agr_smart_terrain_4_4_near_2)% ph_idle@reset_4, ph_idle@wait_reset
[ph_idle@reset_4]
on_game_timer = 86400 | ph_idle@wait_actor
@@ -3,7 +3,7 @@ squad_id = 12
max_population = 2
respawn_params = respawn@agr_smart_terrain_5_2
respawn_only_smart = false
respawn_idle = 172800
respawn_idle = 86400
respawn_radius = 50
;arrive_dist = 0
;smart_control = nil
@@ -19,7 +19,7 @@ spawn_snork
[spawn_all_normal] ;-- Normal mutants - Rates of groups:(1 tushkano + 2 dogs + 2 cats + 3 fleshes/boars)
spawn_squads = simulation_tushkano, simulation_dog, simulation_mix_dogs, simulation_cat, simulation_cat, simulation_mix_boar_flesh, simulation_flesh, simulation_boar
spawn_num = {~20} 1, 0
spawn_num = {~50} 1, 0
[spawn_snork] ;-- Normal\Hard mutants - Rates of groups: ( 3 snork + 2 fracture )
spawn_squads = simulation_snork_2_3, simulation_snork_2_3, simulation_snork_2_5, simulation_fracture, simulation_fracture
@@ -3,7 +3,7 @@ squad_id = 17
max_population = 1
respawn_params = respawn@agr_smart_terrain_6_6
respawn_only_smart = false
respawn_idle = 259200
respawn_idle = 86400
respawn_radius = 50
;arrive_dist = 0
;smart_control = nil
@@ -5,25 +5,29 @@ active = ph_idle@check
on_info = {+bar_stalker_barman_dead +bar_dolg_leader_dead +bar_dolg_petrenko_dead} ph_idle@wait_actor
[ph_idle@wait_actor]
on_info = {=actor_near_smart(bar_zastava_dogs_lair) =is_dark_night} ph_idle@spawn_night_monster, {=actor_near_smart(bar_zastava_dogs_lair) =is_night} ph_idle@spawn_night_monster
on_info2 = {=actor_near_smart(bar_zastava) =is_dark_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(bar_zastava) =is_night} ph_idle@spawn_night_monster_2
on_info3 = {=actor_near_smart(val_smart_terrain_8_9) =is_dark_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(val_smart_terrain_8_9) =is_night} ph_idle@spawn_night_monster_3
on_info4 = {=actor_near_smart(val_smart_terrain_9_10) =is_dark_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(val_smart_terrain_9_10) =is_night} ph_idle@spawn_night_monster_4
on_info = {=actor_near_smart(bar_zastava_dogs_lair) =is_night} ph_idle@spawn_night_monster_1, {=actor_near_smart(bar_zastava_dogs_lair) =is_dark_night} ph_idle@spawn_dark_monster_1
on_info2 = {=actor_near_smart(bar_zastava) =is_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(bar_zastava) =is_dark_night} ph_idle@spawn_dark_monster_2
[ph_idle@spawn_night_monster]
on_info = {~20} %=create_squad(simulation_mix_zombie_night:bar_zastava_dogs_lair)% ph_idle@reset, {~30} %=create_squad(simulation_snork_night:bar_zastava_dogs_lair)% ph_idle@reset, {~40} %=create_squad(simulation_bloodsucker_1_2_night:bar_zastava_dogs_lair)% ph_idle@reset, {~50} %=create_squad(simulation_bloodsucker_2weak_night:bar_zastava_dogs_lair)% ph_idle@reset, ph_idle@wait_reset
[ph_idle@spawn_night_monster_1]
on_info = {~10} %=create_squad(simulation_mix_zombie_night:bar_zastava_dogs_lair)% ph_idle@reset, {~10} %=create_squad(simulation_snork_night:bar_zastava_dogs_lair)% ph_idle@reset, {~10} %=create_squad(simulation_fracture_night:bar_zastava_dogs_lair)% ph_idle@reset, {~10} %=create_squad(simulation_pseudodog_night:bar_zastava_dogs_lair)% ph_idle@reset, ph_idle@wait_reset
[ph_idle@spawn_dark_monster_1]
on_info = {~10} %=create_squad(simulation_zombie_blind_3zomb_civ_night:bar_zastava_dogs_lair)% ph_idle@reset, {~10} %=create_squad(simulation_snork_night:bar_zastava_dogs_lair)% ph_idle@reset, {~10} %=create_squad(simulation_bloodsucker_1_2_night:bar_zastava_dogs_lair)% ph_idle@reset, {~10} %=create_squad(simulation_bloodsucker_2weak_night:bar_zastava_dogs_lair)% 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:bar_zastava)% ph_idle@reset_2, {~30} %=create_squad(simulation_fracture_night:bar_zastava)% ph_idle@reset_2, {~40} %=create_squad(simulation_zombie_3_6:bar_zastava)% ph_idle@reset_2, {~50} %=create_squad(simulation_pseudodog_night:bar_zastava)% ph_idle@reset_2, ph_idle@wait_reset
on_info = {~10} %=create_squad(simulation_snork_night:bar_zastava)% ph_idle@reset_2, {~10} %=create_squad(simulation_fracture_night:bar_zastava)% ph_idle@reset_2, {~10} %=create_squad(simulation_zombie_blind_night:bar_zastava)% ph_idle@reset_2, {~10} %=create_squad(simulation_pseudodog_night:bar_zastava)% ph_idle@reset_2, ph_idle@wait_reset
[ph_idle@spawn_dark_monster_2]
on_info = {~10} %=create_squad(simulation_bloodsucker_1_2_night:bar_zastava)% ph_idle@reset_2, {~10} %=create_squad(simulation_fracture_night:bar_zastava)% ph_idle@reset_2, {~10} %=create_squad(simulation_zombie_blind_3zomb_civ_night:bar_zastava)% ph_idle@reset_2, {~10} %=create_squad(simulation_bloodsucker_2weak_night:bar_zastava)% ph_idle@reset_2, ph_idle@wait_reset
[ph_idle@reset_2]
on_game_timer = 86400 | ph_idle@wait_actor
[ph_idle@wait_reset]
on_game_timer = 580 | ph_idle@wait_actor
on_game_timer = 480 | ph_idle@wait_actor
[collide]
ignore_static
@@ -5,17 +5,23 @@ active = ph_idle@check
on_info = {+bar_stalker_barman_dead +bar_dolg_leader_dead +bar_dolg_petrenko_dead} ph_idle@wait_actor
[ph_idle@wait_actor]
on_info = {=actor_near_smart(bar_zastava_dogs_lair_2) =is_dark_night} ph_idle@spawn_night_monster, {=actor_near_smart(bar_zastava_dogs_lair_2) =is_night} ph_idle@spawn_night_monster
on_info2 = {=actor_near_smart(bar_zastava_2) =is_dark_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(bar_zastava_2) =is_night} ph_idle@spawn_night_monster_2
on_info = {=actor_near_smart(bar_zastava_dogs_lair_2) =is_night} ph_idle@spawn_night_monster_1, {=actor_near_smart(bar_zastava_dogs_lair_2) =is_dark_night} ph_idle@spawn_dark_monster_1
on_info2 = {=actor_near_smart(bar_zastava_2) =is_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(bar_zastava_2) =is_dark_night} ph_idle@spawn_dark_monster_2
[ph_idle@spawn_night_monster]
on_info = {~20} %=create_squad(simulation_pseudodog_night:bar_zastava_dogs_lair_2)% ph_idle@reset, {~30} %=create_squad(simulation_dog_night:bar_zastava_dogs_lair_2)% ph_idle@reset, {~40} %=create_squad(simulation_bloodsucker_1_2_night:bar_zastava_dogs_lair_2)% ph_idle@reset, {~50} %=create_squad(simulation_bloodsucker_2weak_night:bar_zastava_dogs_lair_2)% ph_idle@reset, ph_idle@wait_reset
[ph_idle@spawn_night_monster_1]
on_info = {~10} %=create_squad(simulation_pseudodog_night:bar_zastava_dogs_lair_2)% ph_idle@reset, {~10} %=create_squad(simulation_dog_night:bar_zastava_dogs_lair_2)% ph_idle@reset, {~10} %=create_squad(simulation_tushkano_night:bar_zastava_dogs_lair_2)% ph_idle@reset, {~10} %=create_squad(simulation_mix_zombie_night:bar_zastava_dogs_lair_2)% ph_idle@reset, ph_idle@wait_reset
[ph_idle@spawn_dark_monster_1]
on_info = {~10} %=create_squad(simulation_pseudodog_night:bar_zastava_dogs_lair_2)% ph_idle@reset, {~10} %=create_squad(simulation_zombie_blind_3zomb_civ_night:bar_zastava_dogs_lair_2)% ph_idle@reset, {~10} %=create_squad(simulation_psysucker_night:bar_zastava_dogs_lair_2)% ph_idle@reset, {~10} %=create_squad(simulation_bloodsucker_2weak_night:bar_zastava_dogs_lair_2)% ph_idle@reset, ph_idle@wait_reset
[ph_idle@reset]
on_game_timer = 86400 | ph_idle@wait_actor
[ph_idle@spawn_night_monster_2]
on_info = {~20} %=create_squad(simulation_tushkano_night:bar_zastava_2)% ph_idle@reset_2, {~30} %=create_squad(simulation_fracture_night:bar_zastava_2)% ph_idle@reset_2, {~40} %=create_squad(simulation_zombie_3_6:bar_zastava_2)% ph_idle@reset_2, {~50} %=create_squad(simulation_pseudodog_night:bar_zastava_2)% ph_idle@reset_2, ph_idle@wait_reset
on_info = {~10} %=create_squad(simulation_tushkano_night:bar_zastava_2)% ph_idle@reset_2, {~10} %=create_squad(simulation_dog_night:bar_zastava_2)% ph_idle@reset_2, {~10} %=create_squad(simulation_mix_zombie_night:bar_zastava_2)% ph_idle@reset_2, {~50} %=create_squad(simulation_pseudodog_night:bar_zastava_2)% ph_idle@reset_2, ph_idle@wait_reset
[ph_idle@spawn_dark_monster_2]
on_info = {~10} %=create_squad(simulation_psysucker_night:bar_zastava_2)% ph_idle@reset_2, {~10} %=create_squad(simulation_fracture_night:bar_zastava_2)% ph_idle@reset_2, {~10} %=create_squad(simulation_zombie_blind_3zomb_civ_night:bar_zastava_2)% ph_idle@reset_2, {~50} %=create_squad(simulation_bloodsucker_night:bar_zastava_2)% ph_idle@reset_2, ph_idle@wait_reset
[ph_idle@reset_2]
on_game_timer = 86400 | ph_idle@wait_actor
@@ -5,17 +5,23 @@ active = ph_idle@check
on_info = {+bar_stalker_barman_dead +bar_dolg_leader_dead +bar_dolg_petrenko_dead} ph_idle@wait_actor
[ph_idle@wait_actor]
on_info = {=actor_near_smart(bar_visitors) =is_dark_night} ph_idle@spawn_night_monster, {=actor_near_smart(bar_visitors) =is_night} ph_idle@spawn_night_monster
on_info2 = {=actor_near_smart(bar_dolg_general) =is_dark_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(bar_dolg_general) =is_night} ph_idle@spawn_night_monster_2
on_info = {=actor_near_smart(bar_visitors) =is_night} ph_idle@spawn_night_monster_1, {=actor_near_smart(bar_visitors) =is_dark_night} ph_idle@spawn_dark_monster_1
on_info2 = {=actor_near_smart(bar_dolg_general) =is_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(bar_dolg_general) =is_dark_night} ph_idle@spawn_dark_monster_2
[ph_idle@spawn_night_monster]
on_info = {~20} %=create_squad(simulation_bloodsucker_night:bar_visitors)% ph_idle@reset, {~30} %=create_squad(simulation_fracture_night:bar_visitors)% ph_idle@reset, {~40} %=create_squad(simulation_snork_night:bar_visitors)% ph_idle@reset, {~50} %=create_squad(simulation_zombie_3_6:bar_visitors)% ph_idle@reset, ph_idle@wait_reset
[ph_idle@spawn_night_monster_1]
on_info = {~10} %=create_squad(simulation_pseudodog_night:bar_visitors)% ph_idle@reset, {~10} %=create_squad(simulation_fracture_night:bar_visitors)% ph_idle@reset, {~10} %=create_squad(simulation_snork_night:bar_visitors)% ph_idle@reset, {~10} %=create_squad(simulation_zombie_blind_3zomb_civ_night:bar_visitors)% ph_idle@reset, ph_idle@wait_reset
[ph_idle@spawn_dark_monster_1]
on_info = {~10} %=create_squad(simulation_bloodsucker_night:bar_visitors)% ph_idle@reset, {~10} %=create_squad(simulation_zombie_blind_3zomb_civ_night:bar_visitors)% ph_idle@reset, {~10} %=create_squad(simulation_psysucker_night:bar_visitors)% ph_idle@reset, {~10} %=create_squad(simulation_bur_5rat_day_night:bar_visitors)% 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:bar_dolg_general)% ph_idle@reset_2, {~30} %=create_squad(simulation_fracture_night:bar_dolg_general)% ph_idle@reset_2, {~40} %=create_squad(simulation_zombie_3_6:bar_dolg_general)% ph_idle@reset_2, {~50} %=create_squad(simulation_pseudodog_night:bar_dolg_general)% ph_idle@reset_2, ph_idle@wait_reset
on_info = {~10} %=create_squad(simulation_mix_zombie_night:bar_dolg_general)% ph_idle@reset_2, {~10} %=create_squad(simulation_fracture_night:bar_dolg_general)% ph_idle@reset_2, {~10} %=create_squad(simulation_zombie_blind_night:bar_dolg_general)% ph_idle@reset_2, {~10} %=create_squad(simulation_pseudodog_night:bar_dolg_general)% ph_idle@reset_2, ph_idle@wait_reset
[ph_idle@spawn_dark_monster_2]
on_info = {~10} %=create_squad(simulation_snork_night:bar_dolg_general)% ph_idle@reset_2, {~10} %=create_squad(simulation_fracture_night:bar_dolg_general)% ph_idle@reset_2, {~10} %=create_squad(simulation_bloodsucker_night:bar_dolg_general)% ph_idle@reset_2, {~10} %=create_squad(simulation_contr_5rat_3tush_night:bar_dolg_general)% ph_idle@reset_2, ph_idle@wait_reset
[ph_idle@reset_2]
on_game_timer = 86400 | ph_idle@wait_actor
@@ -2,24 +2,33 @@
active = ph_idle@wait_actor
[ph_idle@wait_actor]
on_info = {=actor_near_smart(ds2_st_dogs) =is_dark_night} ph_idle@spawn_night_monster, {=actor_near_smart(ds2_st_dogs) =is_night} ph_idle@spawn_night_monster
on_info2 = {=actor_near_smart(ds_grverfer2) =is_dark_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(ds_grverfer2) =is_night} ph_idle@spawn_night_monster_2
on_info3 = {=actor_near_smart(ds_ptr2) =is_dark_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(ds_ptr2) =is_night} ph_idle@spawn_night_monster_3
on_info = {=actor_near_smart(ds2_st_dogs) =is_night} ph_idle@spawn_night_monster_1, {=actor_near_smart(ds2_st_dogs) =is_dark_night} ph_idle@spawn_dark_monster_1
on_info2 = {=actor_near_smart(ds_grverfer2) =is_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(ds_grverfer2) =is_dark_night} ph_idle@spawn_dark_monster_2
on_info3 = {=actor_near_smart(ds_ptr2) =is_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(ds_ptr2) =is_dark_night} ph_idle@spawn_dark_monster_3
[ph_idle@spawn_night_monster]
on_info = {~20} %=create_squad(simulation_mix_zombie_night:ds2_st_dogs)% ph_idle@reset, {~30} %=create_squad(simulation_cat_night:ds2_st_dogs)% ph_idle@reset, {~40} %=create_squad(simulation_mix_dogs_night:ds2_st_dogs)% ph_idle@reset, {~50} %=create_squad(simulation_pseudodog_night:ds2_st_dogs)% ph_idle@reset, ph_idle@wait_reset
[ph_idle@spawn_night_monster_1]
on_info = {~10} %=create_squad(simulation_boar_night:ds2_st_dogs)% ph_idle@reset, {~10} %=create_squad(simulation_tushkano_night:ds2_st_dogs)% ph_idle@reset, {~10} %=create_squad(simulation_mix_dogs_night:ds2_st_dogs)% ph_idle@reset, {~10} %=create_squad(simulation_pseudodog_night:ds2_st_dogs)% ph_idle@reset, ph_idle@wait_reset
[ph_idle@spawn_dark_monster_1]
on_info = {~10} %=create_squad(simulation_mix_zombie_night:ds2_st_dogs)% ph_idle@reset, {~10} %=create_squad(simulation_psysucker_white_night:ds2_st_dogs)% ph_idle@reset, {~10} %=create_squad(simulation_mix_dogs_night:ds2_st_dogs)% ph_idle@reset, {~10} %=create_squad(simulation_bloodsucker_green_night:ds2_st_dogs)% 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_mix_dogs_night:ds_grverfer2)% ph_idle@reset_2, {~30} %=create_squad(simulation_cat_night:ds_grverfer2)% ph_idle@reset_2, {~40} %=create_squad(simulation_tushkano_night:ds_grverfer2)% ph_idle@reset_2, {~50} %=create_squad(simulation_pseudodog_night:ds_grverfer2)% ph_idle@reset_2, ph_idle@wait_reset
on_info = {~10} %=create_squad(simulation_mix_dogs_night:ds_grverfer2)% ph_idle@reset_2, {~10} %=create_squad(simulation_cat_night:ds_grverfer2)% ph_idle@reset_2, {~10} %=create_squad(simulation_tushkano_night:ds_grverfer2)% ph_idle@reset_2, {~10} %=create_squad(simulation_pseudodog_night:ds_grverfer2)% ph_idle@reset_2, ph_idle@wait_reset
[ph_idle@spawn_dark_monster_2]
on_info = {~10} %=create_squad(simulation_mix_dogs_night:ds_grverfer2)% ph_idle@reset_2, {~10} %=create_squad(simulation_psysucker_white_night:ds_grverfer2)% ph_idle@reset_2, {~10} %=create_squad(simulation_bloodsucker_green_night:ds_grverfer2)% ph_idle@reset_2, {~10} %=create_squad(simulation_karlik_night:ds_grverfer2)% 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_lurker_blue_night:ds_ptr2)% ph_idle@reset_3, {~30} %=create_squad(simulation_lurker_blue_night:ds_ptr2)% ph_idle@reset_3, {~40} %=create_squad(simulation_cat_night:ds_ptr2)% ph_idle@reset_3, {~50} %=create_squad(simulation_dog_night:ds_ptr2)% ph_idle@reset_3, ph_idle@wait_reset
on_info = {~10} %=create_squad(simulation_boar_night:ds_ptr2)% ph_idle@reset_3, {~10} %=create_squad(simulation_boar_3_5_night:ds_ptr2)% ph_idle@reset_3, {~10} %=create_squad(simulation_cat_night:ds_ptr2)% ph_idle@reset_3, {~10} %=create_squad(simulation_dog_night:ds_ptr2)% ph_idle@reset_3, ph_idle@wait_reset
[ph_idle@spawn_dark_monster_3]
on_info = {~10} %=create_squad(simulation_lurker_blue_night:ds_ptr2)% ph_idle@reset_3, {~10} %=create_squad(simulation_psysucker_white_night:ds_ptr2)% ph_idle@reset_3, {~10} %=create_squad(simulation_karlik_night:ds_ptr2)% ph_idle@reset_3, {~10} %=create_squad(simulation_bloodsucker_green_night:ds_ptr2)% ph_idle@reset_3, ph_idle@wait_reset
[ph_idle@reset_3]
on_game_timer = 86400 | ph_idle@wait_actor
@@ -2,24 +2,33 @@
active = ph_idle@wait_actor
[ph_idle@wait_actor]
on_info = {=actor_near_smart(ds_boars_nest) =is_dark_night} ph_idle@spawn_night_monster, {=actor_near_smart(ds_boars_nest) =is_night} ph_idle@spawn_night_monster
on_info2 = {=actor_near_smart(ds2_st_hoofs) =is_dark_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(ds2_st_hoofs) =is_night} ph_idle@spawn_night_monster_2
on_info3 = {=actor_near_smart(ds_deb1) =is_dark_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(ds_deb1) =is_night} ph_idle@spawn_night_monster_3
on_info = {=actor_near_smart(ds_boars_nest) =is_night} ph_idle@spawn_night_monster_1, {=actor_near_smart(ds_boars_nest) =is_dark_night} ph_idle@spawn_dark_monster_1
on_info2 = {=actor_near_smart(ds2_st_hoofs) =is_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(ds2_st_hoofs) =is_dark_night} ph_idle@spawn_dark_monster_2
on_info3 = {=actor_near_smart(ds_deb1) =is_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(ds_deb1) =is_dark_night} ph_idle@spawn_dark_monster_3
[ph_idle@spawn_night_monster]
on_info = {~20} %=create_squad(simulation_pseudodog_night:ds_boars_nest)% ph_idle@reset, {~30} %=create_squad(simulation_dog_night:ds_boars_nest)% ph_idle@reset, {~40} %=create_squad(simulation_tushkano_night:ds_boars_nest)% ph_idle@reset, {~50} %=create_squad(simulation_boar_3_5_night:ds_boars_nest)% ph_idle@reset, ph_idle@wait_reset
[ph_idle@spawn_night_monster_1]
on_info = {~10} %=create_squad(simulation_dog_night:ds_boars_nest)% ph_idle@reset, {~10} %=create_squad(simulation_cat_night:ds_boars_nest)% ph_idle@reset, {~10} %=create_squad(simulation_tushkano_night:ds_boars_nest)% ph_idle@reset, {~10} %=create_squad(simulation_boar_3_5_night:ds_boars_nest)% ph_idle@reset, ph_idle@wait_reset
[ph_idle@spawn_dark_monster_1]
on_info = {~10} %=create_squad(simulation_fracture_night:ds_boars_nest)% ph_idle@reset, {~10} %=create_squad(simulation_lurker_blue_night:ds_boars_nest)% ph_idle@reset, {~10} %=create_squad(simulation_tushkano_night:ds_boars_nest)% ph_idle@reset, {~10} %=create_squad(simulation_boar_3_5_night:ds_boars_nest)% ph_idle@reset, ph_idle@wait_reset
[ph_idle@reset]
on_game_timer = 86400 | ph_idle@wait_actor
[ph_idle@spawn_night_monster_2]
on_info = {~20} %=create_squad(simulation_tushkano_night:ds2_st_hoofs)% ph_idle@reset_2, {~30} %=create_squad(simulation_cat_night:ds2_st_hoofs)% ph_idle@reset_2, {~40} %=create_squad(simulation_dog_night:ds2_st_hoofs)% ph_idle@reset_2, {~50} %=create_squad(simulation_pseudodog_night:ds2_st_hoofs)% ph_idle@reset_2, ph_idle@wait_reset
on_info = {~10} %=create_squad(simulation_tushkano_night:ds2_st_hoofs)% ph_idle@reset_2, {~10} %=create_squad(simulation_cat_night:ds2_st_hoofs)% ph_idle@reset_2, {~10} %=create_squad(simulation_dog_night:ds2_st_hoofs)% ph_idle@reset_2, {~10} %=create_squad(simulation_pseudodog_night:ds2_st_hoofs)% ph_idle@reset_2, ph_idle@wait_reset
[ph_idle@spawn_dark_monster_2]
on_info = {~10} %=create_squad(simulation_psy_dog_night:ds2_st_hoofs)% ph_idle@reset_2, {~10} %=create_squad(simulation_lurker_blue_night:ds2_st_hoofs)% ph_idle@reset_2, {~10} %=create_squad(simulation_dog_night:ds2_st_hoofs)% ph_idle@reset_2, {~10} %=create_squad(simulation_pseudodog_night:ds2_st_hoofs)% ph_idle@reset_2, ph_idle@wait_reset
[ph_idle@reset_2]
on_game_timer = 86400 | ph_idle@wait_actor
[ph_idle@spawn_night_monster_3]
on_info = {~20} %=create_squad(simulation_psy_dog_night:ds_deb1)% ph_idle@reset_3, {~30} %=create_squad(simulation_psysucker_white_night:ds_deb1)% ph_idle@reset_3, {~40} %=create_squad(simulation_bloodsucker_night:ds_deb1)% ph_idle@reset_3, {~50} %=create_squad(simulation_karlik_night:ds_deb1)% ph_idle@reset_3, ph_idle@wait_reset
on_info = {~10} %=create_squad(simulation_dog_5_7_night:ds_deb1)% ph_idle@reset_3, {~10} %=create_squad(simulation_flesh_night:ds_deb1)% ph_idle@reset_3, {~10} %=create_squad(simulation_mix_boar_flesh_night:ds_deb1)% ph_idle@reset_3, {~10} %=create_squad(simulation_karlik_night:ds_deb1)% ph_idle@reset_3, ph_idle@wait_reset
[ph_idle@spawn_dark_monster_3]
on_info = {~10} %=create_squad(simulation_psy_dog_night:ds_deb1)% ph_idle@reset_3, {~10} %=create_squad(simulation_psysucker_white_night:ds_deb1)% ph_idle@reset_3, {~10} %=create_squad(simulation_bloodsucker_night:ds_deb1)% ph_idle@reset_3, {~10} %=create_squad(simulation_karlik_night:ds_deb1)% ph_idle@reset_3, ph_idle@wait_reset
[ph_idle@reset_3]
on_game_timer = 86400 | ph_idle@wait_actor
@@ -2,24 +2,33 @@
active = ph_idle@wait_actor
[ph_idle@wait_actor]
on_info = {=actor_near_smart(ds_kem1) =is_dark_night} ph_idle@spawn_night_monster, {=actor_near_smart(ds_kem1) =is_night} ph_idle@spawn_night_monster
on_info2 = {=actor_near_smart(ds_kem3) =is_dark_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(ds_kem3) =is_night} ph_idle@spawn_night_monster_2
on_info3 = {=actor_near_smart(ds_ptr3) =is_dark_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(ds_ptr3) =is_night} ph_idle@spawn_night_monster_3
on_info = {=actor_near_smart(ds_kem1) =is_night} ph_idle@spawn_night_monster_1, {=actor_near_smart(ds_kem1) =is_dark_night} ph_idle@spawn_dark_monster_1
on_info2 = {=actor_near_smart(ds_kem3) =is_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(ds_kem3) =is_dark_night} ph_idle@spawn_dark_monster_2
on_info3 = {=actor_near_smart(ds_ptr3) =is_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(ds_ptr3) =is_dark_night} ph_idle@spawn_dark_monster_3
[ph_idle@spawn_night_monster]
on_info = {~20} %=create_squad(simulation_bloodsucker_green_night:ds_kem1)% ph_idle@reset, {~30} %=create_squad(simulation_fracture_night:ds_kem1)% ph_idle@reset, {~40} %=create_squad(simulation_snork_night:ds_kem1)% ph_idle@reset, {~50} %=create_squad(simulation_lurker_blue_night:ds_kem1)% ph_idle@reset, ph_idle@wait_reset
[ph_idle@spawn_night_monster_1]
on_info = {~10} %=create_squad(simulation_tushkano_night:ds_kem1)% ph_idle@reset, {~10} %=create_squad(simulation_dog_night:ds_kem1)% ph_idle@reset, {~10} %=create_squad(simulation_pseudodog_night:ds_kem1)% ph_idle@reset, {~10} %=create_squad(simulation_flesh_night:ds_kem1)% ph_idle@reset, ph_idle@wait_reset
[ph_idle@spawn_dark_monster_1]
on_info = {~10} %=create_squad(simulation_bloodsucker_green_night:ds_kem1)% ph_idle@reset, {~10} %=create_squad(simulation_fracture_night:ds_kem1)% ph_idle@reset, {~10} %=create_squad(simulation_snork_night:ds_kem1)% ph_idle@reset, {~10} %=create_squad(simulation_lurker_blue_night:ds_kem1)% 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_psysucker_white_night:ds_kem3)% ph_idle@reset_2, {~30} %=create_squad(simulation_bloodsucker_green_night:ds_kem3)% ph_idle@reset_2, {~40} %=create_squad(simulation_zombie_3_6:ds_kem3)% ph_idle@reset_2, {~50} %=create_squad(simulation_pseudodog_night:ds_kem3)% ph_idle@reset_2, ph_idle@wait_reset
on_info = {~10} %=create_squad(simulation_tushkano_night:ds_kem3)% ph_idle@reset_2, {~10} %=create_squad(simulation_pseudodog_night:ds_kem3)% ph_idle@reset_2, {~10} %=create_squad(simulation_zombie_blind_night:ds_kem3)% ph_idle@reset_2, {~10} %=create_squad(simulation_psy_dog_night:ds_kem3)% ph_idle@reset_2, ph_idle@wait_reset
[ph_idle@spawn_dark_monster_2]
on_info = {~10} %=create_squad(simulation_psysucker_white_night:ds_kem3)% ph_idle@reset_2, {~10} %=create_squad(simulation_bloodsucker_green_night:ds_kem3)% ph_idle@reset_2, {~10} %=create_squad(simulation_zombie_blind_3zomb_civ_night:ds_kem3)% ph_idle@reset_2, {~10} %=create_squad(simulation_pseudodog_night:ds_kem3)% ph_idle@reset_2, ph_idle@wait_reset
[ph_idle@reset_2]
on_game_timer = 86400 | ph_idle@wait_actor
[ph_idle@spawn_night_monster_3]
on_info = {~20} %=create_squad(simulation_tushkano_night:ds_ptr3)% ph_idle@reset_3, {~30} %=create_squad(simulation_mix_dogs_night:ds_ptr3)% ph_idle@reset_3, {~40} %=create_squad(simulation_boar_night:ds_ptr3)% ph_idle@reset_3, {~50} %=create_squad(simulation_cat_3_5_night:ds_ptr3)% ph_idle@reset_3, ph_idle@wait_reset
on_info = {~10} %=create_squad(simulation_tushkano_night:ds_ptr3)% ph_idle@reset_3, {~10} %=create_squad(simulation_mix_dogs_night:ds_ptr3)% ph_idle@reset_3, {~10} %=create_squad(simulation_boar_night:ds_ptr3)% ph_idle@reset_3, {~10} %=create_squad(simulation_cat_3_5_night:ds_ptr3)% ph_idle@reset_3, ph_idle@wait_reset
[ph_idle@spawn_dark_monster_3]
on_info = {~10} %=create_squad(simulation_bloodsucker_green_night:ds_ptr3)% ph_idle@reset_3, {~10} %=create_squad(simulation_lurker_blue_night:ds_ptr3)% ph_idle@reset_3, {~10} %=create_squad(simulation_boar_night:ds_ptr3)% ph_idle@reset_3, {~10} %=create_squad(simulation_psy_dog_night:ds_ptr3)% ph_idle@reset_3, ph_idle@wait_reset
[ph_idle@reset_3]
on_game_timer = 86400 | ph_idle@wait_actor
@@ -1,6 +1,6 @@
[smart_terrain]
squad_id = 1
max_population = 2
max_population = 1
respawn_params = respawn@ds2_domik_st
respawn_only_smart = false
respawn_idle = 86400
@@ -12,9 +12,9 @@ respawn_radius = 50
;safe_restr = nil
;spawn_point = nil
faction_controlled = stalker, csky, killer, bandit, renegade, army
faction_controlled = stalker, csky, ecolog, dolg, killer, bandit, renegade, isg
default_faction = stalker
faction_respawn_num = {+lttz_hb_spawned_ds_isg_leader_squad -lttz_hb_removed_ds_isg_leader_squad} 0, 1
faction_respawn_num = {+lttz_hb_spawned_ds_isg_leader_squad -lttz_hb_removed_ds_isg_leader_squad} 0, 2
;[respawn@ds2_domik_st] ;-- Type:
@@ -27,7 +27,7 @@ faction_respawn_num = {+lttz_hb_spawned_ds_isg_leader_squad -lttz_hb_removed_ds_
dasc_tech_mlr = darkscape\ds2_domik_st_smart_logic.ltx
dasc_trade_mlr = darkscape\ds2_domik_st_smart_logic.ltx
ds_domik_isg_leader = darkscape\ds_domik_isg_leader.ltx
ds_domik_isg_leader = darkscape\ds_domik_isg_leader.ltx
ds2_domik_st_camp_work_1 = darkscape\ds2_domik_st_smart_logic.ltx
ds2_domik_st_camp_work_2 = darkscape\ds2_domik_st_smart_logic.ltx
@@ -1,6 +1,6 @@
[smart_terrain]
squad_id = 3
max_population = 2
max_population = 1
respawn_params = respawn@val_smart_terrain_4_0
respawn_only_smart = false
respawn_idle = 86400
@@ -1,6 +1,6 @@
[smart_terrain]
squad_id = 17
max_population = 2
max_population = 1
;respawn_params = respawn@val_smart_terrain_7_11
;respawn_only_smart = false
;respawn_idle = 86400
@@ -1,10 +1,10 @@
[smart_terrain]
squad_id = 8
max_population = 4
max_population = 2
respawn_params = respawn@val_smart_terrain_7_4
respawn_only_smart = false
respawn_idle = 86400
respawn_radius = 50
respawn_radius = 1000
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
@@ -4,7 +4,7 @@ max_population = 2
respawn_params = respawn@val_smart_terrain_9_4
respawn_only_smart = false
respawn_idle = 86400
respawn_radius = 50
respawn_radius = 1000
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
@@ -2,33 +2,47 @@
active = ph_idle@wait_actor
[ph_idle@wait_actor]
on_info = {=actor_near_smart(val_smart_terrain_3_0) =is_dark_night} ph_idle@spawn_night_monster, {=actor_near_smart(val_smart_terrain_3_0) =is_night} ph_idle@spawn_night_monster
on_info2 = {=actor_near_smart(val_smart_terrain_7_11) =is_dark_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(val_smart_terrain_7_11) =is_night} ph_idle@spawn_night_monster_2
on_info3 = {=actor_near_smart(val_smart_terrain_8_9) =is_dark_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(val_smart_terrain_8_9) =is_night} ph_idle@spawn_night_monster_3
on_info4 = {=actor_near_smart(val_smart_terrain_9_10) =is_dark_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(val_smart_terrain_9_10) =is_night} ph_idle@spawn_night_monster_4
on_info = {=actor_near_smart(val_smart_terrain_3_0) =is_night} ph_idle@spawn_night_monster_1, {=actor_near_smart(val_smart_terrain_3_0) =is_dark_night} ph_idle@spawn_dark_monster_1
on_info2 = {=actor_near_smart(val_smart_terrain_7_11) =is_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(val_smart_terrain_7_11) =is_dark_night} ph_idle@spawn_dark_monster_2
on_info3 = {=actor_near_smart(val_smart_terrain_8_9) =is_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(val_smart_terrain_8_9) =is_dark_night} ph_idle@spawn_dark_monster_3
on_info4 = {=actor_near_smart(val_smart_terrain_9_10) =is_night} ph_idle@spawn_night_monster_4, {=actor_near_smart(val_smart_terrain_9_10) =is_dark_night} ph_idle@spawn_dark_monster_4
[ph_idle@spawn_night_monster]
on_info = {~20} %=create_squad(simulation_mix_zombie_night:val_smart_terrain_3_0)% ph_idle@reset, {~30} %=create_squad(simulation_snork_night:val_smart_terrain_3_0)% ph_idle@reset, {~40} %=create_squad(simulation_tushkano_night:val_smart_terrain_3_0)% ph_idle@reset, {~50} %=create_squad(simulation_pseudodog_night:val_smart_terrain_3_0)% ph_idle@reset, ph_idle@wait_reset
[ph_idle@spawn_night_monster_1]
on_info = {~10 } %=create_squad(simulation_tushkano_night:val_smart_terrain_3_0)% ph_idle@reset, {~10} %=create_squad(simulation_boar_night:val_smart_terrain_3_0)% ph_idle@reset, {~10} %=create_squad(simulation_dog_night:val_smart_terrain_3_0)% ph_idle@reset, {~10} %=create_squad(simulation_cat_night:val_smart_terrain_3_0)% ph_idle@reset, ph_idle@wait_reset
[ph_idle@spawn_dark_monster_1]
on_info = {~10} %=create_squad(simulation_zombie_blind_3zomb_civ_night:val_smart_terrain_3_0)% ph_idle@reset, {~10} %=create_squad(simulation_snork_night:val_smart_terrain_3_0)% ph_idle@reset, {~10} %=create_squad(simulation_tushkano_night:val_smart_terrain_3_0)% ph_idle@reset, {~10} %=create_squad(simulation_pseudodog_night:val_smart_terrain_3_0)% 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:val_smart_terrain_7_11)% ph_idle@reset_2, {~30} %=create_squad(simulation_fracture_night:val_smart_terrain_7_11)% ph_idle@reset_2, {~40} %=create_squad(simulation_zombie_3_6:val_smart_terrain_7_11)% ph_idle@reset_2, {~50} %=create_squad(simulation_pseudodog_night:val_smart_terrain_7_11)% ph_idle@reset_2, ph_idle@wait_reset
on_info = {~10} %=create_squad(simulation_tushkano_night:val_smart_terrain_7_11)% ph_idle@reset_2, {~10} %=create_squad(simulation_dog_night:val_smart_terrain_7_11)% ph_idle@reset_2, {~10} %=create_squad(simulation_flesh_night:val_smart_terrain_7_11)% ph_idle@reset_2, {~10} %=create_squad(simulation_pseudodog_night:val_smart_terrain_7_11)% ph_idle@reset_2, ph_idle@wait_reset
[ph_idle@spawn_dark_monster_2]
on_info = {~10} %=create_squad(simulation_snork_night:val_smart_terrain_7_11)% ph_idle@reset_2, {~10} %=create_squad(simulation_fracture_night:val_smart_terrain_7_11)
% ph_idle@reset_2, {~10} %=create_squad(simulation_zombie_3_6_night:val_smart_terrain_7_11)% ph_idle@reset_2, {~10} %=create_squad(simulation_pseudodog_night:val_smart_terrain_7_11)% 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:val_smart_terrain_8_9)% ph_idle@reset_3, {~30} %=create_squad(simulation_bloodsucker_night:val_smart_terrain_8_9)% ph_idle@reset_3, {~40} %=create_squad(simulation_karlik_night:val_smart_terrain_8_9)% ph_idle@reset_3, {~50} %=create_squad(simulation_lurker_brown_night:val_smart_terrain_8_9)% ph_idle@reset_3, ph_idle@wait_reset
on_info = {~10} %=create_squad(simulation_zombie_blind_3zomb_civ_night:val_smart_terrain_8_9)% ph_idle@reset_3, {~10} %=create_squad(simulation_dog_night:val_smart_terrain_8_9)% ph_idle@reset_3, {~10} %=create_squad(simulation_karlik_night:val_smart_terrain_8_9)% ph_idle@reset_3, {~10} %=create_squad(simulation_boar_night:val_smart_terrain_8_9)% ph_idle@reset_3, ph_idle@wait_reset
[ph_idle@spawn_dark_monster_3]
on_info = {~10} %=create_squad(simulation_psysucker_white_night:val_smart_terrain_8_9)% ph_idle@reset_3, {~10} %=create_squad(simulation_bloodsucker_night:val_smart_terrain_8_9)% ph_idle@reset_3, {~10} %=create_squad(simulation_karlik_night:val_smart_terrain_8_9)% ph_idle@reset_3, {~10} %=create_squad(simulation_lurker_brown_night:val_smart_terrain_8_9)% ph_idle@reset_3, ph_idle@wait_reset
[ph_idle@reset_3]
on_game_timer = 86400 | ph_idle@wait_actor
on_game_timer = 86400 | ph_idle@wait_actor
[ph_idle@spawn_night_monster_4]
on_info = {~20} %=create_squad(simulation_psysucker_white_night:val_smart_terrain_9_10)% ph_idle@reset_4, {~30} %=create_squad(simulation_bloodsucker_night:val_smart_terrain_9_10)% ph_idle@reset_4, {~40} %=create_squad(simulation_psy_dog_night:val_smart_terrain_9_10)% ph_idle@reset_4, {~50} %=create_squad(simulation_karlik_night:val_smart_terrain_9_10)% ph_idle@reset_4, ph_idle@wait_reset
on_info = {~10} %=create_squad(simulation_psy_dog_night:val_smart_terrain_9_10)% ph_idle@reset_4, {~10} %=create_squad(simulation_flesh_night:val_smart_terrain_9_10)% ph_idle@reset_4, {~10} %=create_squad(simulation_dog_night:val_smart_terrain_9_10)% ph_idle@reset_4, {~10} %=create_squad(simulation_cat_night:val_smart_terrain_9_10)% ph_idle@reset_4, ph_idle@wait_reset
[ph_idle@spawn_dark_monster_4]
on_info = {~10} %=create_squad(simulation_psysucker_white_night:val_smart_terrain_9_10)% ph_idle@reset_4, {~10} %=create_squad(simulation_bloodsucker_night:val_smart_terrain_9_10)% ph_idle@reset_4, {~10} %=create_squad(simulation_chimera_night:val_smart_terrain_9_10)% ph_idle@reset_4, {~10} %=create_squad(simulation_gigant_night:val_smart_terrain_9_10)% ph_idle@reset_4, ph_idle@wait_reset
[ph_idle@reset_4]
on_game_timer = 86400 | ph_idle@wait_actor
on_game_timer = 86400 | ph_idle@wait_actor
[ph_idle@wait_reset]
on_game_timer = 580 | ph_idle@wait_actor
@@ -2,31 +2,43 @@
active = ph_idle@wait_actor
[ph_idle@wait_actor]
on_info = {=actor_near_smart(val_smart_terrain_5_7) =is_dark_night} ph_idle@spawn_night_monster, {=actor_near_smart(val_smart_terrain_5_7) =is_night} ph_idle@spawn_night_monster
on_info2 = {=actor_near_smart(val_smart_terrain_5_8) =is_dark_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(val_smart_terrain_5_8) =is_night} ph_idle@spawn_night_monster_2
on_info3 = {=actor_near_smart(val_smart_terrain_7_8) =is_dark_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(val_smart_terrain_7_8) =is_night} ph_idle@spawn_night_monster_3
on_info4 = {=actor_near_smart(val_smart_terrain_5_10) =is_dark_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(val_smart_terrain_5_10) =is_night} ph_idle@spawn_night_monster_4
on_info = {=actor_near_smart(val_smart_terrain_5_7) =is_night} ph_idle@spawn_night_monster_1, {=actor_near_smart(val_smart_terrain_5_7) =is_dark_night} ph_idle@spawn_dark_monster_1
on_info2 = {=actor_near_smart(val_smart_terrain_5_8) =is_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(val_smart_terrain_5_8) =is_dark_night} ph_idle@spawn_dark_monster_2
on_info3 = {=actor_near_smart(val_smart_terrain_7_8) =is_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(val_smart_terrain_7_8) =is_dark_night} ph_idle@spawn_dark_monster_3
on_info4 = {=actor_near_smart(val_smart_terrain_5_10) =is_night} ph_idle@spawn_night_monster_4, {=actor_near_smart(val_smart_terrain_5_10) =is_dark_night} ph_idle@spawn_dark_monster_4
[ph_idle@spawn_night_monster]
on_info = {~20} %=create_squad(simulation_pseudodog_night:val_smart_terrain_5_7)% ph_idle@reset, {~30} %=create_squad(simulation_dog_night:val_smart_terrain_5_7)% ph_idle@reset, {~40} %=create_squad(simulation_tushkano_night:val_smart_terrain_5_7)% ph_idle@reset, {~50} %=create_squad(simulation_boar_3_5_night:val_smart_terrain_5_7)% ph_idle@reset, ph_idle@wait_reset
[ph_idle@spawn_night_monster_1]
on_info = {~10} %=create_squad(simulation_cat_night:val_smart_terrain_5_7)% ph_idle@reset, {~10} %=create_squad(simulation_dog_night:val_smart_terrain_5_7)% ph_idle@reset, {~10} %=create_squad(simulation_zombie_blind_3zomb_civ_night:val_smart_terrain_5_7)% ph_idle@reset, {~10} %=create_squad(simulation_boar_3_5_night:val_smart_terrain_5_7)% ph_idle@reset, ph_idle@wait_reset
[ph_idle@spawn_dark_monster_1]
on_info = {~10} %=create_squad(simulation_pseudodog_night:val_smart_terrain_5_7)% ph_idle@reset, {~10} %=create_squad(simulation_dog_night:val_smart_terrain_5_7)% ph_idle@reset, {~10} %=create_squad(simulation_tushkano_night:val_smart_terrain_5_7)% ph_idle@reset, {~10} %=create_squad(simulation_boar_3_5_night:val_smart_terrain_5_7)% ph_idle@reset, ph_idle@wait_reset
[ph_idle@reset]
on_game_timer = 86400 | ph_idle@wait_actor
[ph_idle@spawn_night_monster_2]
on_info = {~20} %=create_squad(simulation_tushkano_night:val_smart_terrain_5_8)% ph_idle@reset_2, {~30} %=create_squad(simulation_fracture_night:val_smart_terrain_5_8)% ph_idle@reset_2, {~40} %=create_squad(simulation_zombie_3_6:val_smart_terrain_5_8)% ph_idle@reset_2, {~50} %=create_squad(simulation_pseudodog_night:val_smart_terrain_5_8)% ph_idle@reset_2, ph_idle@wait_reset
on_info = {~10} %=create_squad(simulation_psysucker_white_night:val_smart_terrain_5_8)% ph_idle@reset_2, {~10} %=create_squad(simulation_cat_night:val_smart_terrain_5_8)% ph_idle@reset_2, {~10} %=create_squad(simulation_zombie_3_6_night:val_smart_terrain_5_8)%, {~10} %=create_squad(simulation_pseudodog_night:val_smart_terrain_5_8)% ph_idle@reset_2, ph_idle@wait_reset
[ph_idle@spawn_dark_monster_2]
on_info = {~10} %=create_squad(simulation_bloodsucker_green_night:val_smart_terrain_5_8)% ph_idle@reset_2, {~10} %=create_squad(simulation_fracture_night:val_smart_terrain_5_8)% ph_idle@reset_2, {~10} %=create_squad(simulation_lurker_night:val_smart_terrain_5_8)% ph_idle@reset_2, {~10} %=create_squad(simulation_zombie_blind_3zomb_civ_night:val_smart_terrain_5_8)% ph_idle@reset_2, ph_idle@wait_reset
[ph_idle@reset_2]
on_game_timer = 86400 | ph_idle@wait_actor
[ph_idle@spawn_night_monster_3]
on_info = {~20} %=create_squad(simulation_psy_dog_night:val_smart_terrain_7_8)% ph_idle@reset_3, {~30} %=create_squad(simulation_psysucker_white_night:val_smart_terrain_7_8)% ph_idle@reset_3, {~40} %=create_squad(simulation_bloodsucker_night:val_smart_terrain_7_8)% ph_idle@reset_3, {~50} %=create_squad(simulation_karlik_night:val_smart_terrain_7_8)% ph_idle@reset_3, ph_idle@wait_reset
on_info = {~10} %=create_squad(simulation_snork_night:val_smart_terrain_7_8)% ph_idle@reset_3, {~10} %=create_squad(simulation_cat_night:val_smart_terrain_7_8)% ph_idle@reset_3, {~10} %=create_squad(simulation_tushkano_night:val_smart_terrain_7_8)% ph_idle@reset_3, {~10} %=create_squad(simulation_mix_zombie_night:val_smart_terrain_7_8)% ph_idle@reset_3, ph_idle@wait_reset
[ph_idle@spawn_dark_monster_3]
on_info = {~10} %=create_squad(simulation_psy_dog_night:val_smart_terrain_7_8)% ph_idle@reset_3, {~10} %=create_squad(simulation_psysucker_white_night:val_smart_terrain_7_8)% ph_idle@reset_3, {~10} %=create_squad(simulation_bloodsucker_night:val_smart_terrain_7_8)% ph_idle@reset_3, {~10} %=create_squad(simulation_karlik_night:val_smart_terrain_7_8)% ph_idle@reset_3, ph_idle@wait_reset
[ph_idle@reset_3]
on_game_timer = 86400 | ph_idle@wait_actor
[ph_idle@spawn_night_monster_4]
on_info = {~20} %=create_squad(simulation_lurker_blue_night:val_smart_terrain_5_10)% ph_idle@reset_4, {~30} %=create_squad(simulation_dog_night:val_smart_terrain_5_10)% ph_idle@reset_4, {~40} %=create_squad(simulation_cat_night:val_smart_terrain_5_10)% ph_idle@reset_4, {~50} %=create_squad(simulation_boar_night:val_smart_terrain_5_10)% ph_idle@reset_4, ph_idle@wait_reset
on_info = {~10} %=create_squad(simulation_snork_night:val_smart_terrain_5_10)% ph_idle@reset_4, {~10} %=create_squad(simulation_dog_night:val_smart_terrain_5_10)% ph_idle@reset_4, {~10} %=create_squad(simulation_cat_night:val_smart_terrain_5_10)% ph_idle@reset_4, {~10} %=create_squad(simulation_boar_night:val_smart_terrain_5_10)% ph_idle@reset_4, ph_idle@wait_reset
[ph_idle@spawn_dark_monster_4]
on_info = {~10} %=create_squad(simulation_lurker_blue_night:val_smart_terrain_5_10)% ph_idle@reset_4, {~10} %=create_squad(simulation_dog_night:val_smart_terrain_5_10)% ph_idle@reset_4, {~10} %=create_squad(simulation_psysucker_white_night:val_smart_terrain_5_10)% ph_idle@reset_4, {~10} %=create_squad(simulation_bloodsucker_night:val_smart_terrain_5_10)% ph_idle@reset_4, ph_idle@wait_reset
[ph_idle@reset_4]
on_game_timer = 86400 | ph_idle@wait_actor
@@ -2,31 +2,43 @@
active = ph_idle@wait_actor
[ph_idle@wait_actor]
on_info = {=actor_near_smart(val_smart_terrain_6_4) =is_dark_night} ph_idle@spawn_night_monster, {=actor_near_smart(val_smart_terrain_6_4) =is_night} ph_idle@spawn_night_monster
on_info2 = {=actor_near_smart(val_smart_terrain_6_5) =is_dark_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(val_smart_terrain_6_5) =is_night} ph_idle@spawn_night_monster_2
on_info3 = {=actor_near_smart(val_smart_terrain_8_7) =is_dark_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(val_smart_terrain_8_7) =is_night} ph_idle@spawn_night_monster_3
on_info4 = {=actor_near_smart(val_smart_terrain_9_2) =is_dark_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(val_smart_terrain_9_2) =is_night} ph_idle@spawn_night_monster_4
on_info = {=actor_near_smart(val_smart_terrain_6_4) =is_night} ph_idle@spawn_night_monster_1, {=actor_near_smart(val_smart_terrain_6_4) =is_dark_night} ph_idle@spawn_dark_monster_1
on_info2 = {=actor_near_smart(val_smart_terrain_6_5) =is_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(val_smart_terrain_6_5) =is_dark_night} ph_idle@spawn_dark_monster_2
on_info3 = {=actor_near_smart(val_smart_terrain_8_7) =is_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(val_smart_terrain_8_7) =is_dark_night} ph_idle@spawn_dark_monster_3
on_info4 = {=actor_near_smart(val_smart_terrain_9_2) =is_night} ph_idle@spawn_night_monster_4, {=actor_near_smart(val_smart_terrain_9_2) =is_dark_night} ph_idle@spawn_dark_monster_4
[ph_idle@spawn_night_monster]
on_info = {~20} %=create_squad(simulation_bloodsucker_night:val_smart_terrain_6_4)% ph_idle@reset, {~30} %=create_squad(simulation_fracture_night:val_smart_terrain_6_4)% ph_idle@reset, {~40} %=create_squad(simulation_snork_night:val_smart_terrain_6_4)% ph_idle@reset, {~50} %=create_squad(simulation_lurker_blue_night:val_smart_terrain_6_4)% ph_idle@reset, ph_idle@wait_reset
[ph_idle@spawn_night_monster_1]
on_info = {~10} %=create_squad(simulation_tushkano_night:val_smart_terrain_6_4)% ph_idle@reset, {~10} %=create_squad(simulation_boar_night:val_smart_terrain_6_4)% ph_idle@reset, {~10} %=create_squad(simulation_snork_night:val_smart_terrain_6_4)% ph_idle@reset, {~10} %=create_squad(simulation_dog_night:val_smart_terrain_6_4)% ph_idle@reset, ph_idle@wait_reset
[ph_idle@spawn_dark_monster_1]
on_info = {~10} %=create_squad(simulation_bloodsucker_green_night:val_smart_terrain_6_4)% ph_idle@reset, {~10} %=create_squad(simulation_fracture_night:val_smart_terrain_6_4)% ph_idle@reset, {~10} %=create_squad(simulation_snork_night:val_smart_terrain_6_4)% ph_idle@reset, {~10} %=create_squad(simulation_lurker_blue_night:val_smart_terrain_6_4)% 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:val_smart_terrain_6_5)% ph_idle@reset_2, {~30} %=create_squad(simulation_fracture_night:val_smart_terrain_6_5)% ph_idle@reset_2, {~40} %=create_squad(simulation_zombie_3_6:val_smart_terrain_6_5)% ph_idle@reset_2, {~50} %=create_squad(simulation_pseudodog_night:val_smart_terrain_6_5)% ph_idle@reset_2, ph_idle@wait_reset
on_info = {~10} %=create_squad(simulation_zombie_blind_3zomb_civ_night:val_smart_terrain_6_5)% ph_idle@reset_2, {~10} %=create_squad(simulation_dog_night:val_smart_terrain_6_5)% ph_idle@reset_2, {~10} %=create_squad(simulation_zombie_blind_night:val_smart_terrain_6_5)% ph_idle@reset_2, {~10} %=create_squad(simulation_pseudodog_night:val_smart_terrain_6_5)% ph_idle@reset_2, ph_idle@wait_reset
[ph_idle@spawn_dark_monster_2]
on_info = {~10} %=create_squad(simulation_snork_night:val_smart_terrain_6_5)% ph_idle@reset_2, {~10} %=create_squad(simulation_fracture_night:val_smart_terrain_6_5)% ph_idle@reset_2, {~10} %=create_squad(simulation_psysucker_white_night)% ph_idle@reset_2, {~10} %=create_squad(simulation_bloodsucker_green_night:val_smart_terrain_6_5)% ph_idle@reset_2, ph_idle@wait_reset
[ph_idle@reset_2]
on_game_timer = 86400 | ph_idle@wait_actor
[ph_idle@spawn_night_monster_3]
on_info = {~20} %=create_squad(simulation_tushkano_night:val_smart_terrain_8_7)% ph_idle@reset_3, {~30} %=create_squad(simulation_dog_night:val_smart_terrain_8_7)% ph_idle@reset_3, {~40} %=create_squad(simulation_boar_night:val_smart_terrain_8_7)% ph_idle@reset_3, {~50} %=create_squad(simulation_cat_night:val_smart_terrain_8_7)% ph_idle@reset_3, ph_idle@wait_reset
on_info = {~10} %=create_squad(simulation_tushkano_night:val_smart_terrain_8_7)% ph_idle@reset_3, {~10} %=create_squad(simulation_dog_night:val_smart_terrain_8_7)% ph_idle@reset_3, {~10} %=create_squad(simulation_boar_night:val_smart_terrain_8_7)% ph_idle@reset_3, {~10} %=create_squad(simulation_cat_night:val_smart_terrain_8_7)% ph_idle@reset_3, ph_idle@wait_reset
[ph_idle@spawn_dark_monster_3]
on_info = {~10} %=create_squad(simulation_zombie_blind_3zomb_civ_night:val_smart_terrain_8_7)% ph_idle@reset_3, {~10} %=create_squad(simulation_karlik_night:val_smart_terrain_8_7)% ph_idle@reset_3, {~10} %=create_squad(simulation_psysucker_white_night:val_smart_terrain_8_7)% ph_idle@reset_3, {~10} %=create_squad(simulation_bloodsucker_green_night:val_smart_terrain_8_7)% ph_idle@reset_3, ph_idle@wait_reset
[ph_idle@reset_3]
on_game_timer = 86400 | ph_idle@wait_actor
[ph_idle@spawn_night_monster_4]
on_info = {~20} %=create_squad(simulation_pseudodog_night:val_smart_terrain_9_2)% ph_idle@reset_4, {~30} %=create_squad(simulation_fracture_night:val_smart_terrain_9_2)% ph_idle@reset_4, {~40} %=create_squad(simulation_bloodsucker_night:val_smart_terrain_9_2)% ph_idle@reset_4, {~50} %=create_squad(simulation_lurker_blue_night:val_smart_terrain_9_2)% ph_idle@reset_4, ph_idle@wait_reset
on_info = {~10} %=create_squad(simulation_tushkano_night:val_smart_terrain_9_2)% ph_idle@reset_4, {~10} %=create_squad(simulation_fracture_night:val_smart_terrain_9_2)% ph_idle@reset_4, {~10} %=create_squad(simulation_dog_night:val_smart_terrain_9_2)% ph_idle@reset_4, {~10} %=create_squad(simulation_lurker_blue_night:val_smart_terrain_9_2)% ph_idle@reset_4, ph_idle@wait_reset
[ph_idle@spawn_dark_monster_4]
on_info = {~10} %=create_squad(simulation_pseudodog_night:val_smart_terrain_9_2)% ph_idle@reset_4, {~10} %=create_squad(simulation_fracture_night:val_smart_terrain_9_2)% ph_idle@reset_4, {~10} %=create_squad(simulation_bloodsucker_green_night:val_smart_terrain_9_2)% ph_idle@reset_4, {~10} %=create_squad(simulation_psysucker_white_night:val_smart_terrain_9_2)% ph_idle@reset_4, ph_idle@wait_reset
[ph_idle@reset_4]
on_game_timer = 86400 | ph_idle@wait_actor
@@ -2,17 +2,23 @@
active = ph_idle@wait_actor
[ph_idle@wait_actor]
on_info = {=actor_near_smart(zombie_smart_ds_mlr_1) =is_dark_night} ph_idle@spawn_night_monster, {=actor_near_smart(zombie_smart_ds_mlr_1) =is_night} ph_idle@spawn_night_monster
on_info2 = {=actor_near_smart(cit_bandits_2) =is_dark_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(cit_bandits_2) =is_night} ph_idle@spawn_night_monster_2
on_info = {=actor_near_smart(zombie_smart_ds_mlr_1) =is_night} ph_idle@spawn_night_monster_1, {=actor_near_smart(zombie_smart_ds_mlr_1) =is_dark_night} ph_idle@spawn_dark_monster_1
on_info2 = {=actor_near_smart(cit_bandits_2) =is_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(cit_bandits_2) =is_dark_night} ph_idle@spawn_dark_monster_2
[ph_idle@spawn_night_monster]
on_info = {~20} %=create_squad(simulation_mix_zombie_night:zombie_smart_ds_mlr_1)% ph_idle@reset, {~30} %=create_squad(simulation_snork_night:zombie_smart_ds_mlr_1)% ph_idle@reset, {~40} %=create_squad(simulation_bloodsucker_red_night:zombie_smart_ds_mlr_1)% ph_idle@reset, {~50} %=create_squad(simulation_pseudodog_night:zombie_smart_ds_mlr_1)% ph_idle@reset, ph_idle@wait_reset
[ph_idle@spawn_night_monster_1]
on_info = {~10} %=create_squad(simulation_tushkano_night:zombie_smart_ds_mlr_1)% ph_idle@reset, {~10} %=create_squad(simulation_snork_night:zombie_smart_ds_mlr_1)% ph_idle@reset, {~10} %=create_squad(simulation_dog_night:zombie_smart_ds_mlr_1)% ph_idle@reset, {~10} %=create_squad(simulation_pseudodog_night:zombie_smart_ds_mlr_1)% ph_idle@reset, ph_idle@wait_reset
[ph_idle@spawn_dark_monster_1]
on_info = {~10} %=create_squad(simulation_mix_zombie_night:zombie_smart_ds_mlr_1)% ph_idle@reset, {~10} %=create_squad(simulation_snork_night:zombie_smart_ds_mlr_1)% ph_idle@reset, {~10} %=create_squad(simulation_bloodsucker_red_night:zombie_smart_ds_mlr_1)% ph_idle@reset, {~10} %=create_squad(simulation_psysucker_brown_night:zombie_smart_ds_mlr_1)% ph_idle@reset, ph_idle@wait_reset
[ph_idle@reset]
on_game_timer = 86400 | ph_idle@wait_actor
[ph_idle@spawn_night_monster_2]
on_info = {~20} %=create_squad(simulation_bloodsucker_red_night:cit_bandits_2)% ph_idle@reset_2, {~30} %=create_squad(simulation_fracture_night:cit_bandits_2)% ph_idle@reset_2, {~40} %=create_squad(simulation_zombie_3_6:cit_bandits_2)% ph_idle@reset_2, {~50} %=create_squad(simulation_snork_night:cit_bandits_2)% ph_idle@reset_2, ph_idle@wait_reset
on_info = {~10} %=create_squad(simulation_cat_night:cit_bandits_2)% ph_idle@reset_2, {~10} %=create_squad(simulation_dog_night:cit_bandits_2)% ph_idle@reset_2, {~10} %=create_squad(simulation_zombie_blind_night:cit_bandits_2)% ph_idle@reset_2, {~10} %=create_squad(simulation_snork_night:cit_bandits_2)% ph_idle@reset_2, ph_idle@wait_reset
[ph_idle@spawn_dark_monster_2]
on_info = {~10} %=create_squad(simulation_bloodsucker_red_night:cit_bandits_2)% ph_idle@reset_2, {~10} %=create_squad(simulation_fracture_night:cit_bandits_2)% ph_idle@reset_2, {~10} %=create_squad(simulation_zombie_blind_3zomb_civ_night:cit_bandits_2)% ph_idle@reset_2, {~10} %=create_squad(simulation_psysucker_brown_night:cit_bandits_2)% ph_idle@reset_2, ph_idle@wait_reset
[ph_idle@reset_2]
on_game_timer = 86400 | ph_idle@wait_actor
@@ -2,17 +2,23 @@
active = ph_idle@wait_actor
[ph_idle@wait_actor]
on_info = {=actor_near_smart(zombie_smart_ds_mlr_2) =is_dark_night} ph_idle@spawn_night_monster, {=actor_near_smart(zombie_smart_ds_mlr_2) =is_night} ph_idle@spawn_night_monster
on_info2 = {=actor_near_smart(cit_killers_2) =is_dark_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(cit_killers_2) =is_night} ph_idle@spawn_night_monster_2
on_info = {=actor_near_smart(zombie_smart_ds_mlr_2) =is_night} ph_idle@spawn_night_monster_1, {=actor_near_smart(zombie_smart_ds_mlr_2) =is_dark_night} ph_idle@spawn_dark_monster_1
on_info2 = {=actor_near_smart(cit_killers_2) =is_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(cit_killers_2) =is_dark_night} ph_idle@spawn_dark_monster_2
[ph_idle@spawn_night_monster]
on_info = {~20} %=create_squad(simulation_bloodsucker_red_night:zombie_smart_ds_mlr_2)% ph_idle@reset, {~30} %=create_squad(simulation_psysucker_brown_night:zombie_smart_ds_mlr_2)% ph_idle@reset, {~40} %=create_squad(simulation_tushkano_night:zombie_smart_ds_mlr_2)% ph_idle@reset, {~50} %=create_squad(simulation_boar_3_5_night:zombie_smart_ds_mlr_2)% ph_idle@reset, ph_idle@wait_reset
[ph_idle@spawn_night_monster_1]
on_info = {~10} %=create_squad(simulation_tushkano_night:zombie_smart_ds_mlr_2)% ph_idle@reset, {~10} %=create_squad(simulation_cat_night:zombie_smart_ds_mlr_2)% ph_idle@reset, {~10} %=create_squad(simulation_bloodsucker_red_night:zombie_smart_ds_mlr_2)% ph_idle@reset, {~10} %=create_squad(simulation_dog_night:zombie_smart_ds_mlr_2)% ph_idle@reset, ph_idle@wait_reset
[ph_idle@spawn_dark_monster_1]
on_info = {~10} %=create_squad(simulation_bloodsucker_red_night:zombie_smart_ds_mlr_2)% ph_idle@reset, {~10} %=create_squad(simulation_psysucker_brown_night:zombie_smart_ds_mlr_2)% ph_idle@reset, {~10} %=create_squad(simulation_tushkano_night:zombie_smart_ds_mlr_2)% ph_idle@reset, {~10} %=create_squad(simulation_karlik_night:zombie_smart_ds_mlr_2)% ph_idle@reset, ph_idle@wait_reset
[ph_idle@reset]
on_game_timer = 86400 | ph_idle@wait_actor
[ph_idle@spawn_night_monster_2]
on_info = {~20} %=create_squad(simulation_tushkano_night:cit_killers_2)% ph_idle@reset_2, {~30} %=create_squad(simulation_fracture_night:cit_killers_2)% ph_idle@reset_2, {~40} %=create_squad(simulation_zombie_3_6:cit_killers_2)% ph_idle@reset_2, {~50} %=create_squad(simulation_pseudodog_night:cit_killers_2)% ph_idle@reset_2, ph_idle@wait_reset
on_info = {~10} %=create_squad(simulation_tushkano_night:cit_killers_2)% ph_idle@reset_2, {~10} %=create_squad(simulation_dog_night:cit_killers_2)% ph_idle@reset_2, {~10} %=create_squad(simulation_zombie_blind_3zomb_civ_night:cit_killers_2)% ph_idle@reset_2, {~10} %=create_squad(simulation_pseudodog_night:cit_killers_2)% ph_idle@reset_2, ph_idle@wait_reset
[ph_idle@spawn_dark_monster_2]
on_info = {~10} %=create_squad(simulation_psysucker_brown_night:cit_killers_2)% ph_idle@reset_2, {~10} %=create_squad(simulation_fracture_night:cit_killers_2)% ph_idle@reset_2, {~10} %=create_squad(simulation_bloodsucker_red_night:cit_killers_2)% ph_idle@reset_2, {~10} %=create_squad(simulation_karlik_night:cit_killers_2)% ph_idle@reset_2, ph_idle@wait_reset
[ph_idle@reset_2]
on_game_timer = 86400 | ph_idle@wait_actor
@@ -2,17 +2,23 @@
active = ph_idle@wait_actor
[ph_idle@wait_actor]
on_info = {=actor_near_smart(cit_kanaliz1) =is_dark_night} ph_idle@spawn_night_monster, {=actor_near_smart(cit_kanaliz1) =is_night} ph_idle@spawn_night_monster
on_info2 = {=actor_near_smart(cit_kanaliz2) =is_dark_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(cit_kanaliz2) =is_night} ph_idle@spawn_night_monster_2
on_info = {=actor_near_smart(cit_kanaliz1) =is_night} ph_idle@spawn_night_monster_1, {=actor_near_smart(cit_kanaliz1) =is_dark_night} ph_idle@spawn_dark_monster_1
on_info2 = {=actor_near_smart(cit_kanaliz2) =is_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(cit_kanaliz2) =is_dark_night} ph_idle@spawn_dark_monster_2
[ph_idle@spawn_night_monster]
on_info = {~20} %=create_squad(simulation_chimera_2weak_night:cit_kanaliz1)% ph_idle@reset, {~30} %=create_squad(simulation_fracture_night:cit_kanaliz1)% ph_idle@reset, {~40} %=create_squad(simulation_snork_night:cit_kanaliz1)% ph_idle@reset, {~50} %=create_squad(simulation_lurker_blue_night:cit_kanaliz1)% ph_idle@reset, ph_idle@wait_reset
[ph_idle@spawn_night_monster_1]
on_info = {~10} %=create_squad(simulation_dog_night:cit_kanaliz1)% ph_idle@reset, {~10} %=create_squad(simulation_boar_night:cit_kanaliz1)% ph_idle@reset, {~10} %=create_squad(simulation_tushkano_night:cit_kanaliz1)% ph_idle@reset, {~10} %=create_squad(simulation_lurker_blue_night:cit_kanaliz1)% ph_idle@reset, ph_idle@wait_reset
[ph_idle@spawn_dark_monster_1]
on_info = {~10} %=create_squad(simulation_chimera_2weak_night:cit_kanaliz1)% ph_idle@reset, {~10} %=create_squad(simulation_fracture_night:cit_kanaliz1)% ph_idle@reset, {~10} %=create_squad(simulation_gigant_night:cit_kanaliz1)% ph_idle@reset, {~10} %=create_squad(simulation_lurker_blue_night:cit_kanaliz1)% ph_idle@reset, ph_idle@wait_reset
[ph_idle@reset]
on_game_timer = 86400 | ph_idle@wait_actor
[ph_idle@spawn_night_monster_2]
on_info = {~20} %=create_squad(simulation_chimera_2weak_night:cit_kanaliz2)% ph_idle@reset_2, {~30} %=create_squad(simulation_fracture_night:cit_kanaliz2)% ph_idle@reset_2, {~40} %=create_squad(simulation_zombie_3_6:cit_kanaliz2)% ph_idle@reset_2, {~50} %=create_squad(simulation_pseudodog_night:cit_kanaliz2)% ph_idle@reset_2, ph_idle@wait_reset
on_info = {~10} %=create_squad(simulation_cat_night:cit_kanaliz2)% ph_idle@reset_2, {~10} %=create_squad(simulation_mix_boar_flesh_night:cit_kanaliz2)% ph_idle@reset_2, {~10} %=create_squad(simulation_zombie_blind_night:cit_kanaliz2)% ph_idle@reset_2, {~10} %=create_squad(simulation_pseudodog_night:cit_kanaliz2)% ph_idle@reset_2, ph_idle@wait_reset
[ph_idle@spawn_dark_monster_2]
on_info = {~10} %=create_squad(simulation_chimera_2weak_night:cit_kanaliz2)% ph_idle@reset_2, {~10} %=create_squad(simulation_fracture_night:cit_kanaliz2)% ph_idle@reset_2, {~10} %=create_squad(simulation_gigant_night:cit_kanaliz2)% ph_idle@reset_2, {~10} %=create_squad(simulation_lurker_brown_night:cit_kanaliz2)% ph_idle@reset_2, ph_idle@wait_reset
[ph_idle@reset_2]
on_game_timer = 86400 | ph_idle@wait_actor
@@ -1,6 +1,6 @@
[smart_terrain]
squad_id = 3
max_population = 2
max_population = 1
respawn_params = respawn@cit_kanaliz2
respawn_only_smart = false
respawn_idle = 172800
@@ -1,6 +1,6 @@
[smart_terrain]
squad_id = 26
max_population = 2
max_population = 1
respawn_params = respawn@zombie_smart_ds_mlr_2
respawn_only_smart = false
respawn_idle = 172800
@@ -1,6 +1,6 @@
[smart_terrain]
squad_id = 26
max_population = 2
max_population = 1
respawn_params = respawn@zombie_smart_ds_mlr_2
respawn_only_smart = false
respawn_idle = 172800
@@ -38,7 +38,7 @@ help_wounded_enabled = false
corpse_detection_enabled = false
on_game_timer = 15000 | remark@drink_vodka
[remark@drink_vodka]:walker@base1
[remark@drink_vodka]:walker@base_2
anim = animpoint_sit_ass_drink_vodka
on_game_timer = 950 | walker@base_1
@@ -90,7 +90,7 @@ combat_ignore_cond = {=is_warfare} false, {=actor_true_enemy =check_enemy_name(a
combat_ignore_keep_when_attacked = {=is_warfare} false, true
meet = no_meet
[remark@drink]:walker@base1
[remark@drink]:walker@mechan_mlr_access
anim = animpoint_sit_ass_drink_vodka
meet = meet
on_game_timer = 2000 | walker@base_1 %=awr_timer_msg_off%
@@ -2,30 +2,43 @@
active = ph_idle@wait_actor
[ph_idle@wait_actor]
on_info = {=actor_near_smart(esc_smart_terrain_1_11) =is_dark_night} ph_idle@spawn_night_monster, {=actor_near_smart(esc_smart_terrain_1_11) =is_night} ph_idle@spawn_night_monster
on_info2 = {=actor_near_smart(esc_smart_terrain_4_9) =is_dark_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(esc_smart_terrain_4_9) =is_night} ph_idle@spawn_night_monster_2
on_info3 = {=actor_near_smart(esc_smart_terrain_4_11) =is_dark_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(esc_smart_terrain_4_11) =is_night} ph_idle@spawn_night_monster_3
on_info4 = {=actor_near_smart(esc_smart_terrain_5_12) =is_dark_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(esc_smart_terrain_5_12) =is_night} ph_idle@spawn_night_monster_4
on_info = {=actor_near_smart(esc_smart_terrain_1_11) =is_night} ph_idle@spawn_night_monster_1, {=actor_near_smart(esc_smart_terrain_1_11) =is_dark_night} ph_idle@spawn_night_monster_1
on_info2 = {=actor_near_smart(esc_smart_terrain_4_9) =is_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(esc_smart_terrain_4_9) =is_dark_night} ph_idle@spawn_night_monster_2
on_info3 = {=actor_near_smart(esc_smart_terrain_4_11) =is_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(esc_smart_terrain_4_11) =is_dark_night} ph_idle@spawn_night_monster_3
on_info4 = {=actor_near_smart(esc_smart_terrain_5_12) =is_night} ph_idle@spawn_night_monster_4, {=actor_near_smart(esc_smart_terrain_5_12) =is_dark_night} ph_idle@spawn_night_monster_4
[ph_idle@spawn_night_monster]
on_info = {~20} %=create_squad(simulation_pseudodog_night:esc_smart_terrain_1_11)% ph_idle@reset, {~30} %=create_squad(simulation_dog_night:esc_smart_terrain_1_11)% ph_idle@reset, {~40} %=create_squad(simulation_tushkano_night:esc_smart_terrain_1_11)% ph_idle@reset, {~50} %=create_squad(simulation_cat_night:esc_smart_terrain_1_11)% ph_idle@reset, ph_idle@wait_reset
[ph_idle@spawn_night_monster_1]
on_info = {~10} %=create_squad(simulation_pseudodog_night:esc_smart_terrain_1_11)% ph_idle@reset, {~10} %=create_squad(simulation_dog_night:esc_smart_terrain_1_11)% ph_idle@reset, {~10} %=create_squad(simulation_tushkano_night:esc_smart_terrain_1_11)% ph_idle@reset, {~10} %=create_squad(simulation_cat_night:esc_smart_terrain_1_11)% ph_idle@reset, ph_idle@wait_reset
;[ph_idle@spawn_dark_monster_1]
on_info = {~10} %=create_squad(simulation_pseudodog_night:esc_smart_terrain_1_11)% ph_idle@reset, {~10} %=create_squad(simulation_dog_night:esc_smart_terrain_1_11)% ph_idle@reset, {~10} %=create_squad(simulation_tushkano_night:esc_smart_terrain_1_11)% ph_idle@reset, {~10} %=create_squad(simulation_cat_night:esc_smart_terrain_1_11)% 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:esc_smart_terrain_4_9)% ph_idle@reset_2, {~30} %=create_squad(simulation_fracture_night:esc_smart_terrain_4_9)% ph_idle@reset_2, {~40} %=create_squad(simulation_zombie_3_6:esc_smart_terrain_4_9)% ph_idle@reset_2, {~50} %=create_squad(simulation_pseudodog_night:esc_smart_terrain_4_9)% ph_idle@reset_2, ph_idle@wait_reset
on_info = {~10} %=create_squad(simulation_snork_night:esc_smart_terrain_4_9)% ph_idle@reset_2, {~10} %=create_squad(simulation_fracture_night:esc_smart_terrain_4_9)% ph_idle@reset_2, {~10} %=create_squad(simulation_tushkano_night:esc_smart_terrain_4_9)% ph_idle@reset_2, {~10} %=create_squad(simulation_pseudodog_night:esc_smart_terrain_4_9)% ph_idle@reset_2, ph_idle@wait_reset
;[ph_idle@spawn_dark_monster_2]
on_info = {~10} %=create_squad(simulation_snork_night:esc_smart_terrain_4_9)% ph_idle@reset_2, {~10} %=create_squad(simulation_fracture_night:esc_smart_terrain_4_9)% ph_idle@reset_2, {~10} %=create_squad(simulation_tushkano_night:esc_smart_terrain_4_9)% ph_idle@reset_2, {~10} %=create_squad(simulation_pseudodog_night:esc_smart_terrain_4_9)% ph_idle@reset_2, ph_idle@wait_reset
[ph_idle@reset_2]
on_game_timer = 86400 | ph_idle@wait_actor
[ph_idle@spawn_night_monster_3]
on_info = {~20} %=create_squad(simulation_tushkano_night:esc_smart_terrain_4_11)% ph_idle@reset_3, {~30} %=create_squad(simulation_dog_night:esc_smart_terrain_4_11)% ph_idle@reset_3, {~40} %=create_squad(simulation_boar_night:esc_smart_terrain_4_11)% ph_idle@reset_3, {~50} %=create_squad(simulation_cat_night:esc_smart_terrain_4_11)% ph_idle@reset_3, ph_idle@wait_reset
on_info = {~10} %=create_squad(simulation_tushkano_night:esc_smart_terrain_4_11)% ph_idle@reset_3, {~10} %=create_squad(simulation_dog_night:esc_smart_terrain_4_11)% ph_idle@reset_3, {~10} %=create_squad(simulation_boar_night:esc_smart_terrain_4_11)% ph_idle@reset_3, {~10} %=create_squad(simulation_cat_night:esc_smart_terrain_4_11)% ph_idle@reset_3, ph_idle@wait_reset
;[ph_idle@spawn_dark_monster_3]
on_info = {~10} %=create_squad(simulation_tushkano_night:esc_smart_terrain_4_11)% ph_idle@reset_3, {~10} %=create_squad(simulation_dog_night:esc_smart_terrain_4_11)% ph_idle@reset_3, {~10} %=create_squad(simulation_boar_night:esc_smart_terrain_4_11)% ph_idle@reset_3, {~10} %=create_squad(simulation_cat_night:esc_smart_terrain_4_11)% 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_cat_night:esc_smart_terrain_5_12)% ph_idle@reset_4, {~30} %=create_squad(simulation_dog_night:esc_smart_terrain_5_12)% ph_idle@reset_4, {~40} %=create_squad(simulation_tushkano_night:esc_smart_terrain_5_12)% ph_idle@reset_4, {~50} %=create_squad(simulation_boar_night:esc_smart_terrain_5_12)% ph_idle@reset_4, ph_idle@wait_reset
on_info = {~10} %=create_squad(simulation_cat_night:esc_smart_terrain_5_12)% ph_idle@reset_4, {~10} %=create_squad(simulation_dog_night:esc_smart_terrain_5_12)% ph_idle@reset_4, {~10} %=create_squad(simulation_tushkano_night:esc_smart_terrain_5_12)% ph_idle@reset_4, {~10} %=create_squad(simulation_boar_night:esc_smart_terrain_5_12)% ph_idle@reset_4, ph_idle@wait_reset
;[ph_idle@spawn_dark_monster_4]
on_info = {~10} %=create_squad(simulation_cat_night:esc_smart_terrain_5_12)% ph_idle@reset_4, {~10} %=create_squad(simulation_dog_night:esc_smart_terrain_5_12)% ph_idle@reset_4, {~10} %=create_squad(simulation_tushkano_night:esc_smart_terrain_5_12)% ph_idle@reset_4, {~10} %=create_squad(simulation_boar_night:esc_smart_terrain_5_12)% ph_idle@reset_4, ph_idle@wait_reset
[ph_idle@reset_4]
on_game_timer = 86400 | ph_idle@wait_actor
@@ -2,31 +2,43 @@
active = ph_idle@wait_actor
[ph_idle@wait_actor]
on_info = {=actor_near_smart(esc_smart_terrain_8_9) =is_dark_night} ph_idle@spawn_night_monster, {=actor_near_smart(esc_smart_terrain_8_9) =is_night} ph_idle@spawn_night_monster
on_info2 = {=actor_near_smart(esc_smart_terrain_8_10) =is_dark_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(esc_smart_terrain_8_10) =is_night} ph_idle@spawn_night_monster_2
on_info3 = {=actor_near_smart(esc_smart_terrain_9_7) =is_dark_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(esc_smart_terrain_9_7) =is_night} ph_idle@spawn_night_monster_3
on_info4 = {=actor_near_smart(esc_smart_terrain_9_10) =is_dark_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(esc_smart_terrain_9_10) =is_night} ph_idle@spawn_night_monster_4
on_info = {=actor_near_smart(esc_smart_terrain_8_9) =is_night} ph_idle@spawn_night_monster_1, {=actor_near_smart(esc_smart_terrain_8_9) =is_dark_night} ph_idle@spawn_night_monster_1
on_info2 = {=actor_near_smart(esc_smart_terrain_8_10) =is_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(esc_smart_terrain_8_10) =is_dark_night} ph_idle@spawn_night_monster_2
on_info3 = {=actor_near_smart(esc_smart_terrain_9_7) =is_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(esc_smart_terrain_9_7) =is_dark_night} ph_idle@spawn_night_monster_3
on_info4 = {=actor_near_smart(esc_smart_terrain_9_10) =is_night} ph_idle@spawn_night_monster_4, {=actor_near_smart(esc_smart_terrain_9_10) =is_dark_night} ph_idle@spawn_night_monster_4
[ph_idle@spawn_night_monster]
on_info = {~20} %=create_squad(simulation_pseudodog_night:esc_smart_terrain_8_9)% ph_idle@reset, {~30} %=create_squad(simulation_dog_night:esc_smart_terrain_8_9)% ph_idle@reset, {~40} %=create_squad(simulation_tushkano_night:esc_smart_terrain_8_9)% ph_idle@reset, {~50} %=create_squad(simulation_cat_night:esc_smart_terrain_8_9)% ph_idle@reset, ph_idle@wait_reset
[ph_idle@spawn_night_monster_1]
on_info = {~10} %=create_squad(simulation_pseudodog_night:esc_smart_terrain_8_9)% ph_idle@reset, {~10} %=create_squad(simulation_dog_night:esc_smart_terrain_8_9)% ph_idle@reset, {~10} %=create_squad(simulation_tushkano_night:esc_smart_terrain_8_9)% ph_idle@reset, {~10} %=create_squad(simulation_cat_night:esc_smart_terrain_8_9)% ph_idle@reset, ph_idle@wait_reset
;[ph_idle@spawn_dark_monster_1]
on_info = {~10} %=create_squad(simulation_pseudodog_night:esc_smart_terrain_8_9)% ph_idle@reset, {~10} %=create_squad(simulation_dog_night:esc_smart_terrain_8_9)% ph_idle@reset, {~10} %=create_squad(simulation_tushkano_night:esc_smart_terrain_8_9)% ph_idle@reset, {~10} %=create_squad(simulation_cat_night:esc_smart_terrain_8_9)% 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:esc_smart_terrain_8_10)% ph_idle@reset_2, {~30} %=create_squad(simulation_fracture_night:esc_smart_terrain_8_10)% ph_idle@reset_2, {~40} %=create_squad(simulation_zombie_3_6:esc_smart_terrain_8_10)% ph_idle@reset_2, {~50} %=create_squad(simulation_pseudodog_night:esc_smart_terrain_8_10)% ph_idle@reset_2, ph_idle@wait_reset
on_info = {~10} %=create_squad(simulation_snork_night:esc_smart_terrain_8_10)% ph_idle@reset_2, {~10} %=create_squad(simulation_fracture_night:esc_smart_terrain_8_10)% ph_idle@reset_2, {~10} %=create_squad(simulation_boar_night:esc_smart_terrain_8_10)% ph_idle@reset_2, {~10} %=create_squad(simulation_pseudodog_night:esc_smart_terrain_8_10)% ph_idle@reset_2, ph_idle@wait_reset
;[ph_idle@spawn_dark_monster_2]
on_info = {~10} %=create_squad(simulation_snork_night:esc_smart_terrain_8_10)% ph_idle@reset_2, {~10} %=create_squad(simulation_fracture_night:esc_smart_terrain_8_10)% ph_idle@reset_2, {~10} %=create_squad(simulation_boar_3_5_night:esc_smart_terrain_8_10)% ph_idle@reset_2, {~10} %=create_squad(simulation_pseudodog_night:esc_smart_terrain_8_10)% ph_idle@reset_2, ph_idle@wait_reset
[ph_idle@reset_2]
on_game_timer = 86400 | ph_idle@wait_actor
[ph_idle@spawn_night_monster_3]
on_info = {~20} %=create_squad(simulation_tushkano_night:esc_smart_terrain_9_7)% ph_idle@reset_3, {~30} %=create_squad(simulation_dog_night:esc_smart_terrain_9_7)% ph_idle@reset_3, {~40} %=create_squad(simulation_boar_night:esc_smart_terrain_9_7)% ph_idle@reset_3, {~50} %=create_squad(simulation_cat_night:esc_smart_terrain_9_7)% ph_idle@reset_3, ph_idle@wait_reset
on_info = {~10} %=create_squad(simulation_tushkano_night:esc_smart_terrain_9_7)% ph_idle@reset_3, {~10} %=create_squad(simulation_dog_night:esc_smart_terrain_9_7)% ph_idle@reset_3, {~10} %=create_squad(simulation_boar_night:esc_smart_terrain_9_7)% ph_idle@reset_3, {~10} %=create_squad(simulation_cat_night:esc_smart_terrain_9_7)% ph_idle@reset_3, ph_idle@wait_reset
;[ph_idle@spawn_dark_monster_3]
on_info = {~10} %=create_squad(simulation_tushkano_night:esc_smart_terrain_9_7)% ph_idle@reset_3, {~10} %=create_squad(simulation_dog_night:esc_smart_terrain_9_7)% ph_idle@reset_3, {~10} %=create_squad(simulation_boar_night:esc_smart_terrain_9_7)% ph_idle@reset_3, {~10} %=create_squad(simulation_cat_night:esc_smart_terrain_9_7)% ph_idle@reset_3, ph_idle@wait_reset
[ph_idle@reset_3]
on_game_timer = 86400 | ph_idle@wait_actor
[ph_idle@spawn_night_monster_4]
on_info = {~20} %=create_squad(simulation_lurker_blue_night:esc_smart_terrain_9_10)% ph_idle@reset_4, {~30} %=create_squad(simulation_dog_night:esc_smart_terrain_9_10)% ph_idle@reset_4, {~40} %=create_squad(simulation_tushkano_night:esc_smart_terrain_9_10)% ph_idle@reset_4, {~50} %=create_squad(simulation_boar_night:esc_smart_terrain_9_10)% ph_idle@reset_4, ph_idle@wait_reset
on_info = {~10} %=create_squad(simulation_lurker_blue_night:esc_smart_terrain_9_10)% ph_idle@reset_4, {~10} %=create_squad(simulation_dog_night:esc_smart_terrain_9_10)% ph_idle@reset_4, {~10} %=create_squad(simulation_tushkano_night:esc_smart_terrain_9_10)% ph_idle@reset_4, {~10} %=create_squad(simulation_boar_night:esc_smart_terrain_9_10)% ph_idle@reset_4, ph_idle@wait_reset
;[ph_idle@spawn_dark_monster_4]
on_info = {~10} %=create_squad(simulation_lurker_blue_night:esc_smart_terrain_9_10)% ph_idle@reset_4, {~10} %=create_squad(simulation_dog_night:esc_smart_terrain_9_10)% ph_idle@reset_4, {~10} %=create_squad(simulation_tushkano_night:esc_smart_terrain_9_10)% ph_idle@reset_4, {~10} %=create_squad(simulation_boar_night:esc_smart_terrain_9_10)% ph_idle@reset_4, ph_idle@wait_reset
[ph_idle@reset_4]
on_game_timer = 86400 | ph_idle@wait_actor
@@ -2,31 +2,43 @@
active = ph_idle@wait_actor
[ph_idle@wait_actor]
on_info = {=actor_near_smart(esc_smart_terrain_3_7) =is_dark_night} ph_idle@spawn_night_monster, {=actor_near_smart(esc_smart_terrain_3_7) =is_night} ph_idle@spawn_night_monster
on_info2 = {=actor_near_smart(esc_smart_terrain_5_4) =is_dark_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(esc_smart_terrain_5_4) =is_night} ph_idle@spawn_night_monster_2
on_info3 = {=actor_near_smart(esc_smart_terrain_5_6) =is_dark_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(esc_smart_terrain_5_6) =is_night} ph_idle@spawn_night_monster_3
on_info4 = {=actor_near_smart(esc_smart_terrain_6_6) =is_dark_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(esc_smart_terrain_6_6) =is_night} ph_idle@spawn_night_monster_4
on_info = {=actor_near_smart(esc_smart_terrain_3_7) =is_night} ph_idle@spawn_night_monster_1, {=actor_near_smart(esc_smart_terrain_3_7) =is_dark_night} ph_idle@spawn_night_monster_1
on_info2 = {=actor_near_smart(esc_smart_terrain_5_4) =is_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(esc_smart_terrain_5_4) =is_dark_night} ph_idle@spawn_night_monster_2
on_info3 = {=actor_near_smart(esc_smart_terrain_5_6) =is_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(esc_smart_terrain_5_6) =is_dark_night} ph_idle@spawn_night_monster_3
on_info4 = {=actor_near_smart(esc_smart_terrain_6_6) =is_night} ph_idle@spawn_night_monster_4, {=actor_near_smart(esc_smart_terrain_6_6) =is_dark_night} ph_idle@spawn_night_monster_4
[ph_idle@spawn_night_monster]
on_info = {~20} %=create_squad(simulation_pseudodog_night:esc_smart_terrain_3_7)% ph_idle@reset, {~30} %=create_squad(simulation_dog_night:esc_smart_terrain_3_7)% ph_idle@reset, {~40} %=create_squad(simulation_tushkano_night:esc_smart_terrain_3_7)% ph_idle@reset, {~50} %=create_squad(simulation_cat_night:esc_smart_terrain_3_7)% ph_idle@reset, ph_idle@wait_reset
[ph_idle@spawn_night_monster_1]
on_info = {~10} %=create_squad(simulation_pseudodog_night:esc_smart_terrain_3_7)% ph_idle@reset, {~10} %=create_squad(simulation_dog_night:esc_smart_terrain_3_7)% ph_idle@reset, {~10} %=create_squad(simulation_tushkano_night:esc_smart_terrain_3_7)% ph_idle@reset, {~10} %=create_squad(simulation_cat_night:esc_smart_terrain_3_7)% ph_idle@reset, ph_idle@wait_reset
;[ph_idle@spawn_dark_monster_1]
on_info = {~10} %=create_squad(simulation_pseudodog_night:esc_smart_terrain_3_7)% ph_idle@reset, {~10} %=create_squad(simulation_dog_night:esc_smart_terrain_3_7)% ph_idle@reset, {~10} %=create_squad(simulation_tushkano_night:esc_smart_terrain_3_7)% ph_idle@reset, {~10} %=create_squad(simulation_cat_night:esc_smart_terrain_3_7)% ph_idle@reset, ph_idle@wait_reset
[ph_idle@reset]
on_game_timer = 86400 | ph_idle@wait_actor
[ph_idle@spawn_night_monster_2]
on_info = {~20} %=create_squad(simulation_snork_night:esc_smart_terrain_5_4)% ph_idle@reset_2, {~30} %=create_squad(simulation_fracture_night:esc_smart_terrain_5_4)% ph_idle@reset_2, {~40} %=create_squad(simulation_zombie_3_6:esc_smart_terrain_5_4)% ph_idle@reset_2, {~50} %=create_squad(simulation_pseudodog_night:esc_smart_terrain_5_4)% ph_idle@reset_2, ph_idle@wait_reset
on_info = {~10} %=create_squad(simulation_snork_night:esc_smart_terrain_5_4)% ph_idle@reset_2, {~10} %=create_squad(simulation_fracture_night:esc_smart_terrain_5_4)% ph_idle@reset_2, {~10} %=create_squad(simulation_boar_night:esc_smart_terrain_5_4)% ph_idle@reset_2, {~10} %=create_squad(simulation_pseudodog_night:esc_smart_terrain_5_4)% ph_idle@reset_2, ph_idle@wait_reset
;[ph_idle@spawn_dark_monster_2]
on_info = {~10} %=create_squad(simulation_snork_night:esc_smart_terrain_5_4)% ph_idle@reset_2, {~10} %=create_squad(simulation_fracture_night:esc_smart_terrain_5_4)% ph_idle@reset_2, {~10} %=create_squad(simulation_boar_3_5_night:esc_smart_terrain_5_4)% ph_idle@reset_2, {~10} %=create_squad(simulation_pseudodog_night:esc_smart_terrain_5_4)% ph_idle@reset_2, ph_idle@wait_reset
[ph_idle@reset_2]
on_game_timer = 86400 | ph_idle@wait_actor
[ph_idle@spawn_night_monster_3]
on_info = {~20} %=create_squad(simulation_tushkano_night:esc_smart_terrain_5_6)% ph_idle@reset_3, {~30} %=create_squad(simulation_dog_night:esc_smart_terrain_5_6)% ph_idle@reset_3, {~40} %=create_squad(simulation_boar_night:esc_smart_terrain_5_6)% ph_idle@reset_3, {~50} %=create_squad(simulation_cat_night:esc_smart_terrain_5_6)% ph_idle@reset_3, ph_idle@wait_reset
on_info = {~10} %=create_squad(simulation_tushkano_night:esc_smart_terrain_5_6)% ph_idle@reset_3, {~10} %=create_squad(simulation_dog_night:esc_smart_terrain_5_6)% ph_idle@reset_3, {~10} %=create_squad(simulation_boar_night:esc_smart_terrain_5_6)% ph_idle@reset_3, {~10} %=create_squad(simulation_cat_night:esc_smart_terrain_5_6)% ph_idle@reset_3, ph_idle@wait_reset
;[ph_idle@spawn_dark_monster_3]
on_info = {~10} %=create_squad(simulation_tushkano_night:esc_smart_terrain_5_6)% ph_idle@reset_3, {~10} %=create_squad(simulation_dog_night:esc_smart_terrain_5_6)% ph_idle@reset_3, {~10} %=create_squad(simulation_boar_night:esc_smart_terrain_5_6)% ph_idle@reset_3, {~10} %=create_squad(simulation_cat_night:esc_smart_terrain_5_6)% 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_cat_night:esc_smart_terrain_6_6)% ph_idle@reset_4, {~30} %=create_squad(simulation_dog_night:esc_smart_terrain_6_6)% ph_idle@reset_4, {~40} %=create_squad(simulation_tushkano_night:esc_smart_terrain_6_6)% ph_idle@reset_4, {~50} %=create_squad(simulation_boar_night:esc_smart_terrain_6_6)% ph_idle@reset_4, ph_idle@wait_reset
on_info = {~10} %=create_squad(simulation_cat_night:esc_smart_terrain_6_6)% ph_idle@reset_4, {~10} %=create_squad(simulation_dog_night:esc_smart_terrain_6_6)% ph_idle@reset_4, {~10} %=create_squad(simulation_tushkano_night:esc_smart_terrain_6_6)% ph_idle@reset_4, {~10} %=create_squad(simulation_boar_night:esc_smart_terrain_6_6)% ph_idle@reset_4, ph_idle@wait_reset
;[ph_idle@spawn_dark_monster_4]
on_info = {~10} %=create_squad(simulation_cat_night:esc_smart_terrain_6_6)% ph_idle@reset_4, {~10} %=create_squad(simulation_dog_night:esc_smart_terrain_6_6)% ph_idle@reset_4, {~10} %=create_squad(simulation_tushkano_night:esc_smart_terrain_6_6)% ph_idle@reset_4, {~10} %=create_squad(simulation_boar_night:esc_smart_terrain_6_6)% ph_idle@reset_4, ph_idle@wait_reset
[ph_idle@reset_4]
on_game_timer = 86400 | ph_idle@wait_actor
@@ -2,30 +2,43 @@
active = ph_idle@wait_actor
[ph_idle@wait_actor]
on_info = {=actor_near_smart(gar_smart_terrain_1_5) =is_dark_night} ph_idle@spawn_night_monster, {=actor_near_smart(gar_smart_terrain_1_5) =is_night} ph_idle@spawn_night_monster
on_info2 = {=actor_near_smart(gar_smart_terrain_1_7) =is_dark_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(gar_smart_terrain_1_7) =is_night} ph_idle@spawn_night_monster_2
on_info3 = {=actor_near_smart(gar_smart_terrain_2_4) =is_dark_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(gar_smart_terrain_2_4) =is_night} ph_idle@spawn_night_monster_3
on_info4 = {=actor_near_smart(gar_smart_terrain_6_7) =is_dark_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(gar_smart_terrain_6_7) =is_night} ph_idle@spawn_night_monster_4
on_info = {=actor_near_smart(gar_smart_terrain_1_5) =is_night} ph_idle@spawn_night_monster_1, {=actor_near_smart(gar_smart_terrain_1_5) =is_dark_night} ph_idle@spawn_dark_monster_1
on_info2 = {=actor_near_smart(gar_smart_terrain_1_7) =is_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(gar_smart_terrain_1_7) =is_dark_night} ph_idle@spawn_dark_monster_2
on_info3 = {=actor_near_smart(gar_smart_terrain_2_4) =is_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(gar_smart_terrain_2_4) =is_dark_night} ph_idle@spawn_dark_monster_3
on_info4 = {=actor_near_smart(gar_smart_terrain_6_7) =is_night} ph_idle@spawn_night_monster_4, {=actor_near_smart(gar_smart_terrain_6_7) =is_dark_night} ph_idle@spawn_dark_monster_4
[ph_idle@spawn_night_monster]
on_info = {~20} %=create_squad(simulation_mix_zombie_night:gar_smart_terrain_1_5)% ph_idle@reset, {~30} %=create_squad(simulation_snork_night:gar_smart_terrain_1_5)% ph_idle@reset, {~40} %=create_squad(simulation_tushkano_night:gar_smart_terrain_1_5)% ph_idle@reset, {~50} %=create_squad(simulation_pseudodog_night:gar_smart_terrain_1_5)% ph_idle@reset, ph_idle@wait_reset
[ph_idle@spawn_night_monster_1]
on_info = {~10} %=create_squad(simulation_tushkano_night:gar_smart_terrain_1_5)% ph_idle@reset, {~10} %=create_squad(simulation_snork_night:gar_smart_terrain_1_5)% ph_idle@reset, {~10} %=create_squad(simulation_boar_night:gar_smart_terrain_1_5)% ph_idle@reset, {~10} %=create_squad(simulation_pseudodog_night:gar_smart_terrain_1_5)% ph_idle@reset, ph_idle@wait_reset
[ph_idle@spawn_dark_monster_1]
on_info = {~10} %=create_squad(simulation_mix_zombie_night:gar_smart_terrain_1_5)% ph_idle@reset, {~10} %=create_squad(simulation_snork_night:gar_smart_terrain_1_5)% ph_idle@reset, {~10} %=create_squad(simulation_fracture_night:gar_smart_terrain_1_5)% ph_idle@reset, {~10} %=create_squad(simulation_karlik_night:gar_smart_terrain_1_5)% 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:gar_smart_terrain_1_7)% ph_idle@reset_2, {~30} %=create_squad(simulation_fracture_night:gar_smart_terrain_1_7)% ph_idle@reset_2, {~40} %=create_squad(simulation_zombie_3_6:gar_smart_terrain_1_7)% ph_idle@reset_2, {~50} %=create_squad(simulation_pseudodog_night:gar_smart_terrain_1_7)% ph_idle@reset_2, ph_idle@wait_reset
on_info = {~10} %=create_squad(simulation_snork_night:gar_smart_terrain_1_7)% ph_idle@reset_2, {~10} %=create_squad(simulation_fracture_night:gar_smart_terrain_1_7)% ph_idle@reset_2, {~10} %=create_squad(simulation_zombie_blind_night:gar_smart_terrain_1_7)% ph_idle@reset_2, {~10} %=create_squad(simulation_pseudodog_night:gar_smart_terrain_1_7)% ph_idle@reset_2, ph_idle@wait_reset
[ph_idle@spawn_dark_monster_2]
on_info = {~10} %=create_squad(simulation_snork_night:gar_smart_terrain_1_7)% ph_idle@reset_2, {~10} %=create_squad(simulation_fracture_night:gar_smart_terrain_1_7)% ph_idle@reset_2, {~10} %=create_squad(simulation_zombie_blind_3zomb_civ_night:gar_smart_terrain_1_7)% ph_idle@reset_2, {~10} %=create_squad(simulation_lurker_blue_night:gar_smart_terrain_1_7)% ph_idle@reset_2, ph_idle@wait_reset
[ph_idle@reset_2]
on_game_timer = 86400 | ph_idle@wait_actor
[ph_idle@spawn_night_monster_3]
on_info = {~20} %=create_squad(simulation_tushkano_night:gar_smart_terrain_2_4)% ph_idle@reset_3, {~30} %=create_squad(simulation_pseudodog_night:gar_smart_terrain_2_4)% ph_idle@reset_3, {~40} %=create_squad(simulation_cat_night:gar_smart_terrain_2_4)% ph_idle@reset_3, {~50} %=create_squad(simulation_dog_night:gar_smart_terrain_2_4)% ph_idle@reset_3, ph_idle@wait_reset
on_info = {~10} %=create_squad(simulation_tushkano_night:gar_smart_terrain_2_4)% ph_idle@reset_3, {~10} %=create_squad(simulation_pseudodog_night:gar_smart_terrain_2_4)% ph_idle@reset_3, {~10} %=create_squad(simulation_cat_night:gar_smart_terrain_2_4)% ph_idle@reset_3, {~10} %=create_squad(simulation_dog_night:gar_smart_terrain_2_4)% ph_idle@reset_3, ph_idle@wait_reset
[ph_idle@spawn_dark_monster_3]
on_info = {~10} %=create_squad(simulation_bloodsucker_green_night:gar_smart_terrain_2_4)% ph_idle@reset_3, {~10} %=create_squad(simulation_pseudodog_night:gar_smart_terrain_2_4)% ph_idle@reset_3, {~10} %=create_squad(simulation_lurker_blue_night:gar_smart_terrain_2_4)% ph_idle@reset_3, {~10} %=create_squad(simulation_psysucker_white_night:gar_smart_terrain_2_4)% 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_cat_night:gar_smart_terrain_6_7)% ph_idle@reset_4, {~30} %=create_squad(simulation_dog_night:gar_smart_terrain_6_7)% ph_idle@reset_4, {~40} %=create_squad(simulation_tushkano_night:gar_smart_terrain_6_7)% ph_idle@reset_4, {~50} %=create_squad(simulation_boar_night:gar_smart_terrain_6_7)% ph_idle@reset_4, ph_idle@wait_reset
on_info = {~10} %=create_squad(simulation_cat_night:gar_smart_terrain_6_7)% ph_idle@reset_4, {~10} %=create_squad(simulation_dog_night:gar_smart_terrain_6_7)% ph_idle@reset_4, {~10} %=create_squad(simulation_tushkano_night:gar_smart_terrain_6_7)% ph_idle@reset_4, {~10} %=create_squad(simulation_boar_night:gar_smart_terrain_6_7)% ph_idle@reset_4, ph_idle@wait_reset
[ph_idle@spawn_dark_monster_4]
on_info = {~10} %=create_squad(simulation_karlik_night:gar_smart_terrain_6_7)% ph_idle@reset_4, {~10} %=create_squad(simulation_psysucker_white_night:gar_smart_terrain_6_7)% ph_idle@reset_4, {~10} %=create_squad(simulation_bloodsucker_green_night:gar_smart_terrain_6_7)% ph_idle@reset_4, {~10} %=create_squad(simulation_lurker_blue_night:gar_smart_terrain_6_7)% ph_idle@reset_4, ph_idle@wait_reset
[ph_idle@reset_4]
on_game_timer = 86400 | ph_idle@wait_actor
@@ -2,31 +2,43 @@
active = ph_idle@wait_actor
[ph_idle@wait_actor]
on_info = {=actor_near_smart(gar_smart_terrain_5_5) =is_dark_night} ph_idle@spawn_night_monster, {=actor_near_smart(gar_smart_terrain_5_5) =is_night} ph_idle@spawn_night_monster
on_info2 = {=actor_near_smart(gar_smart_terrain_5_6) =is_dark_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(gar_smart_terrain_5_6) =is_night} ph_idle@spawn_night_monster_2
on_info3 = {=actor_near_smart(gar_smart_terrain_6_6) =is_dark_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(gar_smart_terrain_6_6) =is_night} ph_idle@spawn_night_monster_3
on_info4 = {=actor_near_smart(gar_smart_terrain_7_4) =is_dark_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(gar_smart_terrain_7_4) =is_night} ph_idle@spawn_night_monster_4
on_info = {=actor_near_smart(gar_smart_terrain_5_5) =is_night} ph_idle@spawn_night_monster_1, {=actor_near_smart(gar_smart_terrain_5_5) =is_dark_night} ph_idle@spawn_dark_monster_1
on_info2 = {=actor_near_smart(gar_smart_terrain_5_6) =is_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(gar_smart_terrain_5_6) =is_dark_night} ph_idle@spawn_dark_monster_2
on_info3 = {=actor_near_smart(gar_smart_terrain_6_6) =is_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(gar_smart_terrain_6_6) =is_dark_night} ph_idle@spawn_dark_monster_3
on_info4 = {=actor_near_smart(gar_smart_terrain_7_4) =is_night} ph_idle@spawn_night_monster_4, {=actor_near_smart(gar_smart_terrain_7_4) =is_dark_night} ph_idle@spawn_dark_monster_4
[ph_idle@spawn_night_monster]
on_info = {~20} %=create_squad(simulation_pseudodog_night:gar_smart_terrain_5_5)% ph_idle@reset, {~30} %=create_squad(simulation_dog_night:gar_smart_terrain_5_5)% ph_idle@reset, {~40} %=create_squad(simulation_tushkano_night:gar_smart_terrain_5_5)% ph_idle@reset, {~50} %=create_squad(simulation_boar_3_5_night:gar_smart_terrain_5_5)% ph_idle@reset, ph_idle@wait_reset
[ph_idle@spawn_night_monster_1]
on_info = {~10} %=create_squad(simulation_cat_night:gar_smart_terrain_5_5)% ph_idle@reset, {~10} %=create_squad(simulation_dog_night:gar_smart_terrain_5_5)% ph_idle@reset, {~10} %=create_squad(simulation_tushkano_night:gar_smart_terrain_5_5)% ph_idle@reset, {~10} %=create_squad(simulation_boar_3_5_night:gar_smart_terrain_5_5)% ph_idle@reset, ph_idle@wait_reset
[ph_idle@spawn_dark_monster_1]
on_info = {~10} %=create_squad(simulation_pseudodog_night:gar_smart_terrain_5_5)% ph_idle@reset, {~10} %=create_squad(simulation_dog_night:gar_smart_terrain_5_5)% ph_idle@reset, {~10} %=create_squad(simulation_tushkano_night:gar_smart_terrain_5_5)% ph_idle@reset, {~10} %=create_squad(simulation_boar_3_5_night:gar_smart_terrain_5_5)% ph_idle@reset, ph_idle@wait_reset
[ph_idle@reset]
on_game_timer = 86400 | ph_idle@wait_actor
[ph_idle@spawn_night_monster_2]
on_info = {~20} %=create_squad(simulation_tushkano_night:gar_smart_terrain_5_6)% ph_idle@reset_2, {~30} %=create_squad(simulation_fracture_night:gar_smart_terrain_5_6)% ph_idle@reset_2, {~40} %=create_squad(simulation_zombie_3_6:gar_smart_terrain_5_6)% ph_idle@reset_2, {~50} %=create_squad(simulation_pseudodog_night:gar_smart_terrain_5_6)% ph_idle@reset_2, ph_idle@wait_reset
on_info = {~10} %=create_squad(simulation_tushkano_night:gar_smart_terrain_5_6)% ph_idle@reset_2, {~10} %=create_squad(simulation_cat_night:gar_smart_terrain_5_6)% ph_idle@reset_2, {~10} %=create_squad(simulation_boar_night:gar_smart_terrain_5_6)% ph_idle@reset_2, {~10} %=create_squad(simulation_pseudodog_night:gar_smart_terrain_5_6)% ph_idle@reset_2, ph_idle@wait_reset
[ph_idle@spawn_dark_monster_2]
on_info = {~10} %=create_squad(simulation_tushkano_night:gar_smart_terrain_5_6)% ph_idle@reset_2, {~10} %=create_squad(simulation_fracture_night:gar_smart_terrain_5_6)% ph_idle@reset_2, {~10} %=create_squad(simulation_zombie_blind_night:gar_smart_terrain_5_6)% ph_idle@reset_2, {~10} %=create_squad(simulation_psy_dog_night:gar_smart_terrain_5_6)% ph_idle@reset_2, ph_idle@wait_reset
[ph_idle@reset_2]
on_game_timer = 86400 | ph_idle@wait_actor
[ph_idle@spawn_night_monster_3]
on_info = {~20} %=create_squad(simulation_psy_dog_night:gar_smart_terrain_6_6)% ph_idle@reset_3, {~30} %=create_squad(simulation_psysucker_white_night:gar_smart_terrain_6_6)% ph_idle@reset_3, {~40} %=create_squad(simulation_bloodsucker_night:gar_smart_terrain_6_6)% ph_idle@reset_3, {~50} %=create_squad(simulation_karlik_night:gar_smart_terrain_6_6)% ph_idle@reset_3, ph_idle@wait_reset
on_info = {~10} %=create_squad(simulation_cat_night:gar_smart_terrain_6_6)% ph_idle@reset_3, {~10} %=create_squad(simulation_psysucker_white_night:gar_smart_terrain_6_6)% ph_idle@reset_3, {~10} %=create_squad(simulation_bloodsucker_night:gar_smart_terrain_6_6)% ph_idle@reset_3, {~10} %=create_squad(simulation_karlik_night:gar_smart_terrain_6_6)% ph_idle@reset_3, ph_idle@wait_reset
[ph_idle@spawn_dark_monster_3]
on_info = {~10} %=create_squad(simulation_psy_dog_night:gar_smart_terrain_6_6)% ph_idle@reset_3, {~10} %=create_squad(simulation_psysucker_white_night:gar_smart_terrain_6_6)% ph_idle@reset_3, {~10} %=create_squad(simulation_bloodsucker_night:gar_smart_terrain_6_6)% ph_idle@reset_3, {~10} %=create_squad(simulation_karlik_night:gar_smart_terrain_6_6)% ph_idle@reset_3, ph_idle@wait_reset
[ph_idle@reset_3]
on_game_timer = 86400 | ph_idle@wait_actor
[ph_idle@spawn_night_monster_4]
on_info = {~20} %=create_squad(simulation_lurker_blue_night:gar_smart_terrain_7_4)% ph_idle@reset_4, {~30} %=create_squad(simulation_dog_night:gar_smart_terrain_7_4)% ph_idle@reset_4, {~40} %=create_squad(simulation_tushkano_night:gar_smart_terrain_7_4)% ph_idle@reset_4, {~50} %=create_squad(simulation_boar_night:gar_smart_terrain_7_4)% ph_idle@reset_4, ph_idle@wait_reset
on_info = {~10} %=create_squad(simulation_lurker_blue_night:gar_smart_terrain_7_4)% ph_idle@reset_4, {~10} %=create_squad(simulation_dog_night:gar_smart_terrain_7_4)% ph_idle@reset_4, {~10} %=create_squad(simulation_tushkano_night:gar_smart_terrain_7_4)% ph_idle@reset_4, {~10} %=create_squad(simulation_boar_night:gar_smart_terrain_7_4)% ph_idle@reset_4, ph_idle@wait_reset
[ph_idle@spawn_dark_monster_4]
on_info = {~10} %=create_squad(simulation_psy_dog_night:gar_smart_terrain_7_4)% ph_idle@reset_4, {~10} %=create_squad(simulation_dog_night:gar_smart_terrain_7_4)% ph_idle@reset_4, {~10} %=create_squad(simulation_tushkano_night:gar_smart_terrain_7_4)% ph_idle@reset_4, {~10} %=create_squad(simulation_karlik_night:gar_smart_terrain_7_4)% ph_idle@reset_4, ph_idle@wait_reset
[ph_idle@reset_4]
on_game_timer = 86400 | ph_idle@wait_actor
@@ -2,31 +2,43 @@
active = ph_idle@wait_actor
[ph_idle@wait_actor]
on_info = {=actor_near_smart(gar_smart_terrain_4_2) =is_dark_night} ph_idle@spawn_night_monster, {=actor_near_smart(gar_smart_terrain_4_2) =is_night} ph_idle@spawn_night_monster
on_info2 = {=actor_near_smart(gar_smart_terrain_6_1) =is_dark_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(gar_smart_terrain_6_1) =is_night} ph_idle@spawn_night_monster_2
on_info3 = {=actor_near_smart(gar_smart_terrain_8_3) =is_dark_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(gar_smart_terrain_8_3) =is_night} ph_idle@spawn_night_monster_3
on_info4 = {=actor_near_smart(gar_smart_terrain_8_5) =is_dark_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(gar_smart_terrain_8_5) =is_night} ph_idle@spawn_night_monster_4
on_info = {=actor_near_smart(gar_smart_terrain_4_2) =is_night} ph_idle@spawn_night_monster_1, {=actor_near_smart(gar_smart_terrain_4_2) =is_dark_night} ph_idle@spawn_dark_monster_1
on_info2 = {=actor_near_smart(gar_smart_terrain_6_1) =is_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(gar_smart_terrain_6_1) =is_dark_night} ph_idle@spawn_dark_monster_2
on_info3 = {=actor_near_smart(gar_smart_terrain_8_3) =is_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(gar_smart_terrain_8_3) =is_dark_night} ph_idle@spawn_dark_monster_3
on_info4 = {=actor_near_smart(gar_smart_terrain_8_5) =is_night} ph_idle@spawn_night_monster_4, {=actor_near_smart(gar_smart_terrain_8_5) =is_dark_night} ph_idle@spawn_dark_monster_4
[ph_idle@spawn_night_monster]
on_info = {~20} %=create_squad(simulation_bloodsucker_night:gar_smart_terrain_4_2)% ph_idle@reset, {~30} %=create_squad(simulation_fracture_night:gar_smart_terrain_4_2)% ph_idle@reset, {~40} %=create_squad(simulation_snork_night:gar_smart_terrain_4_2)% ph_idle@reset, {~50} %=create_squad(simulation_lurker_blue_night:gar_smart_terrain_4_2)% ph_idle@reset, ph_idle@wait_reset
[ph_idle@spawn_night_monster_1]
on_info = {~10} %=create_squad(simulation_bloodsucker_green_night:gar_smart_terrain_4_2)% ph_idle@reset, {~10} %=create_squad(simulation_fracture_night:gar_smart_terrain_4_2)% ph_idle@reset, {~10} %=create_squad(simulation_snork_night:gar_smart_terrain_4_2)% ph_idle@reset, {~10} %=create_squad(simulation_cat_night:gar_smart_terrain_4_2)% ph_idle@reset, ph_idle@wait_reset
[ph_idle@spawn_dark_monster_1]
on_info = {~10} %=create_squad(simulation_bloodsucker_green_night:gar_smart_terrain_4_2)% ph_idle@reset, {~10} %=create_squad(simulation_fracture_night:gar_smart_terrain_4_2)% ph_idle@reset, {~10} %=create_squad(simulation_snork_night:gar_smart_terrain_4_2)% ph_idle@reset, {~10} %=create_squad(simulation_lurker_blue_night:gar_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:gar_smart_terrain_6_1)% ph_idle@reset_2, {~30} %=create_squad(simulation_fracture_night:gar_smart_terrain_6_1)% ph_idle@reset_2, {~40} %=create_squad(simulation_zombie_3_6:gar_smart_terrain_6_1)% ph_idle@reset_2, {~50} %=create_squad(simulation_pseudodog_night:gar_smart_terrain_6_1)% ph_idle@reset_2, ph_idle@wait_reset
on_info = {~10} %=create_squad(simulation_dog_night:gar_smart_terrain_6_1)% ph_idle@reset_2, {~10} %=create_squad(simulation_psysucker_white_night:gar_smart_terrain_6_1)% ph_idle@reset_2, {~10} %=create_squad(simulation_bloodsucker_green_night:gar_smart_terrain_6_1)% ph_idle@reset_2, {~10} %=create_squad(simulation_pseudodog_night:gar_smart_terrain_6_1)% ph_idle@reset_2, ph_idle@wait_reset
[ph_idle@spawn_dark_monster_2]
on_info = {~10} %=create_squad(simulation_snork_night:gar_smart_terrain_6_1)% ph_idle@reset_2, {~10} %=create_squad(simulation_fracture_night:gar_smart_terrain_6_1)% ph_idle@reset_2, {~10} %=create_squad(simulation_psy_dog_night:gar_smart_terrain_6_1)% ph_idle@reset_2, {~10} %=create_squad(simulation_bloodsucker_green_night:gar_smart_terrain_6_1)% ph_idle@reset_2, ph_idle@wait_reset
[ph_idle@reset_2]
on_game_timer = 86400 | ph_idle@wait_actor
[ph_idle@spawn_night_monster_3]
on_info = {~20} %=create_squad(simulation_tushkano_night:gar_smart_terrain_8_3)% ph_idle@reset_3, {~30} %=create_squad(simulation_dog_night:gar_smart_terrain_8_3)% ph_idle@reset_3, {~40} %=create_squad(simulation_boar_night:gar_smart_terrain_8_3)% ph_idle@reset_3, {~50} %=create_squad(simulation_cat_night:gar_smart_terrain_8_3)% ph_idle@reset_3, ph_idle@wait_reset
on_info = {~10} %=create_squad(simulation_tushkano_night:gar_smart_terrain_8_3)% ph_idle@reset_3, {~10} %=create_squad(simulation_dog_night:gar_smart_terrain_8_3)% ph_idle@reset_3, {~10} %=create_squad(simulation_boar_night:gar_smart_terrain_8_3)% ph_idle@reset_3, {~10} %=create_squad(simulation_cat_night:gar_smart_terrain_8_3)% ph_idle@reset_3, ph_idle@wait_reset
[ph_idle@spawn_dark_monster_3]
on_info = {~10} %=create_squad(simulation_zombie_blind_3zomb_civ_night:gar_smart_terrain_8_3)% ph_idle@reset_3, {~10} %=create_squad(simulation_psysucker_white_night:gar_smart_terrain_8_3)% ph_idle@reset_3, {~10} %=create_squad(simulation_boar_night:gar_smart_terrain_8_3)% ph_idle@reset_3, {~10} %=create_squad(simulation_cat_night:gar_smart_terrain_8_3)% ph_idle@reset_3, ph_idle@wait_reset
[ph_idle@reset_3]
on_game_timer = 86400 | ph_idle@wait_actor
[ph_idle@spawn_night_monster_4]
on_info = {~20} %=create_squad(simulation_pseudodog_night:gar_smart_terrain_8_5)% ph_idle@reset_4, {~30} %=create_squad(simulation_fracture_night:gar_smart_terrain_8_5)% ph_idle@reset_4, {~40} %=create_squad(simulation_bloodsucker_night:gar_smart_terrain_8_5)% ph_idle@reset_4, {~50} %=create_squad(simulation_lurker_blue_night:gar_smart_terrain_8_5)% ph_idle@reset_4, ph_idle@wait_reset
on_info = {~10} %=create_squad(simulation_pseudodog_night:gar_smart_terrain_8_5)% ph_idle@reset_4, {~10} %=create_squad(simulation_fracture_night:gar_smart_terrain_8_5)% ph_idle@reset_4, {~10} %=create_squad(simulation_bloodsucker_green_night:gar_smart_terrain_8_5)% ph_idle@reset_4, {~10} %=create_squad(simulation_lurker_blue_night:gar_smart_terrain_8_5)% ph_idle@reset_4, ph_idle@wait_reset
[ph_idle@spawn_dark_monster_4]
on_info = {~10} %=create_squad(simulation_pseudodog_night:gar_smart_terrain_8_5)% ph_idle@reset_4, {~10} %=create_squad(simulation_psysucker_white_night:gar_smart_terrain_8_5)% ph_idle@reset_4, {~10} %=create_squad(simulation_bloodsucker_green_night:gar_smart_terrain_8_5)% ph_idle@reset_4, {~10} %=create_squad(simulation_lurker_blue_night:gar_smart_terrain_8_5)% ph_idle@reset_4, ph_idle@wait_reset
[ph_idle@reset_4]
on_game_timer = 86400 | ph_idle@wait_actor
@@ -1,3 +1,7 @@
![logic@gar_smart_terrain_3_5_camp_work_9]
active = animpoint@gar_smart_terrain_3_5_animpoint_mlr_4
prior = 65
[logic@hangar_gar_character_logic]
suitable = {=check_npc_name(sim_default_stalker_3)} true
active = animpoint@sit
@@ -9,7 +9,7 @@ on_info = {=actor_community(actor_monolith)} sr_idle@mspawner_1, {=actor_communi
on_info = sr_idle@check_2 %=create_squad(zombied_x162_st_poltergeist_squad:x162_st_poltergeist) =spawn_object(labx16_snork_5:x16_zombied_1_walk:0) =spawn_object(labx16_snork_6:x16_zombied_4_walk:0) =spawn_object(labx16_zombie_1:x16_zombied_master_1_walk:0) =spawn_object(labx16_zombie_2:x16_zombied_master_2_walk:0) =spawn_object(labx16_zombie_8:x16_zombied_1_walk:0) =spawn_object(labx16_zombie_11:x16_zombied_4_walk:0) =spawn_object(labx16_zombie_12:x16_zombied_4_walk:0) =spawn_object(labx16_zombie_13:x16_zombied_5_walk:0) =spawn_object(labx16_zombie_18:x16_zombied_4_walk:0) =spawn_object(labx16_zombie_6:x16_zombied_1_walk:0) =spawn_object(labx16_zombie_7:x16_zombied_1_walk:0) =spawn_object(main_story_3_lab_x16_documents:x16_ghost_deadway)%
[sr_idle@mspawner_1]
on_info = sr_idle@check_2 %=spawn_object(labx16_ecolog_2a:x16_snork_home_2:0) =spawn_object(labx16_ecolog_1:x16_zombied_master_1_walk:0) =spawn_object(labx16_ecolog_2:x16_zombied_master_2_walk:0) =spawn_object(labx16_ecolog_8:x16_zombied_1_walk:0) =spawn_object(labx16_ecolog_11:x16_zombied_4_walk:0) =spawn_object(labx16_ecolog_12:x16_zombied_4_walk:0) =spawn_object(labx16_ecolog_13:x16_zombied_5_walk:0) =spawn_object(labx16_ecolog_18:x16_zombied_4_walk:0) =spawn_object(labx16_ecolog_19:x16_zombied_5_walk:0) =spawn_object(labx16_ecolog_6:x16_zombied_1_walk:0) =spawn_object(labx16_ecolog_7:x16_zombied_1_walk:0) =spawn_object(main_story_3_lab_x16_documents:x16_ghost_deadway)%
on_info = sr_idle@check_2 %=spawn_object(labx16_ecolog_2a:x16_snork_home_2:0) =spawn_object(labx16_ecolog_1:x16_zombied_master_1_walk:0) =spawn_object(labx16_ecolog_2:x16_zombied_master_2_walk:0) =spawn_object(labx16_ecolog_8:x16_zombied_1_walk:0) =spawn_object(labx16_ecolog_11:x16_zombied_4_walk:0) =spawn_object(labx16_ecolog_12:x16_zombied_4_walk:0) =spawn_object(labx16_ecolog_13:x16_zombied_5_walk:0) =spawn_object(labx16_ecolog_18:x16_zombied_4_walk:0) =spawn_object(labx16_ecolog_19:x16_zombied_5_walk:0) =spawn_object(labx16_ecolog_6:x16_zombied_1_walk:0) =spawn_object(labx16_ecolog_7:x16_zombied_1_walk:0)%
[sr_idle@check_2]
on_info = {=actor_community(actor_monolith)} sr_idle@mspawner_2, {=actor_community(actor_greh)} sr_idle@mspawner_2, sr_idle@spawner_2
@@ -30,4 +30,10 @@ on_game_timer = 180 | sr_idle@mlab_on %+yantar_attack_start =spawn_object(labx16
on_info = {-yan_labx16_switcher_primary_off -yan_kill_brain_done} sr_idle@mend
[sr_idle@mend]
on_game_timer = 3500 | sr_idle@nil %=spawn_object(labx16_snork_2:x16_snork_home_2:0) =spawn_object(labx16_zombie_1:x16_zombied_master_1_walk:0) =spawn_object(labx16_zombie_2:x16_zombied_master_2_walk:0) =spawn_object(labx16_zombie_8:x16_zombied_1_walk:0) =spawn_object(labx16_zombie_11:x16_zombied_4_walk:0) =spawn_object(labx16_zombie_12:x16_zombied_4_walk:0) =spawn_object(labx16_zombie_13:x16_zombied_5_walk:0) =spawn_object(labx16_zombie_18:x16_zombied_4_walk:0) =spawn_object(labx16_zombie_19:x16_zombied_5_walk:0) =spawn_object(labx16_zombie_3:yan_zombied_walk_zasada_1:0) =spawn_object(labx16_zombie_4:yan_zombied_walk_zasada_1:0) =spawn_object(labx16_zombie_5:yan_zombied_walk_zasada_1:0) =spawn_object(labx16_snork_3:yan_zombies_attack_camp_1:0)%
on_game_timer = 3500 | sr_idle@nil %=spawn_object(labx16_snork_2:x16_snork_home_2:0) =spawn_object(labx16_zombie_1:x16_zombied_master_1_walk:0) =spawn_object(labx16_zombie_2:x16_zombied_master_2_walk:0) =spawn_object(labx16_zombie_8:x16_zombied_1_walk:0) =spawn_object(labx16_zombie_11:x16_zombied_4_walk:0) =spawn_object(labx16_zombie_12:x16_zombied_4_walk:0) =spawn_object(labx16_zombie_13:x16_zombied_5_walk:0) =spawn_object(labx16_zombie_18:x16_zombied_4_walk:0) =spawn_object(labx16_zombie_19:x16_zombied_5_walk:0) =spawn_object(labx16_zombie_3:yan_zombied_walk_zasada_1:0) =spawn_object(labx16_zombie_4:yan_zombied_walk_zasada_1:0) =spawn_object(labx16_zombie_5:yan_zombied_walk_zasada_1:0) =spawn_object(labx16_snork_3:yan_zombies_attack_camp_1:0)%
![sr_idle@nil]
on_info = {=actor_community(actor_monolith)} sr_idle@mspawner_1
on_info2 = {=actor_community(actor_greh)} sr_idle@mspawner_1
@@ -22,17 +22,17 @@ tooltip = pas_b400_tip_switcher
on_press = {+yan_labx16_switcher_1_off +yan_labx16_switcher_2_off +yan_labx16_switcher_3_off} ph_idle@idle %+yan_labx16_switcher_primary_off =play_sound(x16_switch_1)%
[ph_idle@idle]
on_info = ph_button@deactivate %+yantar_attack_start +yan_kill_brain_done +yan_x16_complete_end =play_sound(x16_brain_death_d) =create_squad(zombied_x162_st_burer_squad:x162_st_burer) =spawn_object(labx16_zombie_16:x16_zombied_7_walk:0) =spawn_object(labx16_zombie_17:x16_zombied_7_walk:0) =spawn_object(labx16_zombie_11:x16_zombied_4_walk:0) =spawn_object(labx16_zombie_12:x16_zombied_4_walk:0) =spawn_object(labx16_zombie_13:x16_zombied_5_walk:0) =spawn_object(labx16_zombie_18:x16_zombied_4_walk:0) =spawn_object(labx16_ecolog_1:x16_zombied_master_1_walk:0) =spawn_object(labx16_ecolog_2:x16_zombied_master_2_walk:0) =spawn_object(labx16_snork_7:x16_zombied_7_walk:0) =spawn_object(labx16_snork_8:x16_zombied_7_walk:0) =spawn_object(labx16_killer_dead:x16_ghost_deadway)%
on_info = ph_button@deactivate %+yantar_attack_start +yan_kill_brain_done +yan_x16_complete_end =create_squad(zombied_x162_st_burer_squad:x162_st_burer) =spawn_object(labx16_zombie_16:x16_zombied_7_walk:0) =spawn_object(labx16_zombie_17:x16_zombied_7_walk:0) =spawn_object(labx16_zombie_11:x16_zombied_4_walk:0) =spawn_object(labx16_zombie_12:x16_zombied_4_walk:0) =spawn_object(labx16_zombie_13:x16_zombied_5_walk:0) =spawn_object(labx16_zombie_18:x16_zombied_4_walk:0) =spawn_object(labx16_ecolog_1:x16_zombied_master_1_walk:0) =spawn_object(labx16_ecolog_2:x16_zombied_master_2_walk:0) =spawn_object(labx16_snork_7:x16_zombied_7_walk:0) =spawn_object(labx16_snork_8:x16_zombied_7_walk:0) =spawn_object(labx16_killer_dead:x16_ghost_deadway)% ;=play_sound(x16_brain_death_d)
![ph_button@deactivate]
on_info = {=actor_community(actor_monolith)} ph_button@mdeactive, {=actor_community(actor_greh)} ph_button@mdeactive
anim = lab_primary_switcher_off
tooltip = pas_b400_tip_switcher
on_press = {-yan_labx16_switcher_1_off -yan_labx16_switcher_2_off -yan_labx16_switcher_3_off} ph_idle@on %-yan_labx16_switcher_primary_off =play_sound(switch_2)%
!on_timer = 500 | ph_idle@nil %+yan_labx16_switcher_primary_off +yantar_attack_start =turn_off(yan_labx16switcher_primary_1_green) =turn_off(yan_labx16switcher_primary_2_green) =turn_off(yan_labx16switcher_primary_3_green) =play_sound(switch_2) =play_sound(x16_brain_death) =spawn_object(labx16_zombie_16:x16_zombied_7_walk:0) =spawn_object(labx16_zombie_17:x16_zombied_7_walk:0)%
!on_timer = 500 | ph_idle@nil %+yan_labx16_switcher_primary_off +yantar_attack_start =turn_off(yan_labx16switcher_primary_1_green) =turn_off(yan_labx16switcher_primary_2_green) =turn_off(yan_labx16switcher_primary_3_green) =play_sound(switch_2) =spawn_object(labx16_zombie_16:x16_zombied_7_walk:0) =spawn_object(labx16_zombie_17:x16_zombied_7_walk:0)% ;=play_sound(x16_brain_death)
[ph_idle@on]
on_info = {-yan_labx16_switcher_primary_off} ph_button@reactivate %-yan_labx16_switcher_primary_try -yan_kill_brain_done =play_sound_looped(x16_brain_run) =turn_on(yan_labx16switcher_primary_1_green) =turn_on(yan_labx16switcher_primary_2_green) =turn_on(yan_labx16switcher_primary_3_green) =yan_gluk%
on_info = {-yan_labx16_switcher_primary_off} ph_button@reactivate %-yan_kill_brain_done =turn_on(yan_labx16switcher_primary_1_green) =turn_on(yan_labx16switcher_primary_2_green) =turn_on(yan_labx16switcher_primary_3_green) =yan_gluk% ;=play_sound_looped(x16_brain_run)
[ph_button@reactivate]
anim_blend = true
@@ -49,7 +49,7 @@ tooltip = pas_b400_tip_switcher
on_press = {+yan_labx16_switcher_1_off +yan_labx16_switcher_2_off +yan_labx16_switcher_3_off} ph_idle@off %+yan_labx16_switcher_primary_off =turn_off(yan_labx16switcher_primary_1_green) =turn_off(yan_labx16switcher_primary_2_green) =turn_off(yan_labx16switcher_primary_3_green) =play_sound(x16_switch_1)%
[ph_idle@off]
on_info = {+yan_labx16_switcher_primary_off} ph_button@deactivate % +yan_labx16_switcher_primary_try +yan_kill_brain_done =play_sound(x16_brain_stop) =yan_gluk%
on_info = {+yan_labx16_switcher_primary_off} ph_button@deactivate %+yan_labx16_switcher_primary_try +yan_kill_brain_done =yan_gluk% ;=play_sound(x16_brain_stop)
[ph_button@mdeactive]
anim = lab_primary_switcher_off
@@ -99,7 +99,7 @@ on_timer = 8000 | ph_idle@msound_4 %=yan_gluk%
[ph_idle@msound_4]
on_info = %=stop_sound_looped =play_sound_looped(klaxon_3)%
on_timer = 50 | ph_idle@mrun_for_it %=play_sound(x16_brain_stop) =turn_off (yan_labx16switcher_primary_1_green) =turn_off(yan_labx16switcher_primary_2_green) =turn_off(yan_labx16switcher_primary_3_green)%
on_timer = 50 | ph_idle@mrun_for_it %=turn_off (yan_labx16switcher_primary_1_green) =turn_off(yan_labx16switcher_primary_2_green) =turn_off(yan_labx16switcher_primary_3_green)% ;=play_sound(x16_brain_stop)
[ph_idle@mrun_for_it]
on_timer = 10 | ph_button@merror_mode %=play_sound_looped(message_2) =play_sound_looped(message_3) +mil_attack_start%
@@ -124,7 +124,7 @@ on_timer = 9000 | ph_idle@msound_end
on_timer = 5 | ph_button@mactive %=stop_sound_looped =turn_on(yan_labx16switcher_primary_1_green) =turn_on(yan_labx16switcher_primary_2_green) =turn_on(yan_labx16switcher_primary_3_green)%
[ph_button@mactive]
on_info = {-yan_labx16_switcher_primary_off} ph_idle@nil %-yan_kill_brain_done +yan_x16_complete_end =play_sound_looped(x16_brain_run) %
on_info = {-yan_labx16_switcher_primary_off} ph_idle@nil %-yan_kill_brain_done +yan_x16_complete_end% ;=play_sound_looped(x16_brain_run)
anim_blend = true
anim = lab_primary_switcher_idle
tooltip = pas_b400_tip_switcher
@@ -26,7 +26,8 @@ spawn_squads = isg_x162_st_burer_squad
spawn_num = {=actor_community(actor_monolith)} 0,{=actor_community(actor_greh)} 0,{+yan_kill_brain_done +isg_entered_the_zone !squad_name_exist(isg_x162_st_burer_squad) ~10} 1, 0
;[on_changing_level]
[on_changing_level]
on_info = {+yan_controller_respawn_01} %=destroy_object(labx16_killer_dead)%
;[smart_control]
@@ -0,0 +1,26 @@
[logic]
active = sr_idle@check
[sr_idle@check]
on_info = {-yan_kill_brain_done} sr_idle@on
on_info2 = {+yan_kill_brain_done} sr_idle@off
[sr_idle@start]
on_info = sr_idle@on %=stop_sound_looped%
;on_info = %=play_sound(x16_begin)%
;on_signal = sound_end | sr_idle@on
[sr_idle@on]
on_info = %=play_sound_looped(x16_brain_run)%
on_info_2 = {+yan_kill_brain_done} sr_idle@stop
[sr_idle@stop]
on_info = sr_idle@off %=stop_sound_looped%
;on_info = %=play_sound(x16_brain_stop)%
;on_signal = sound_end | sr_idle@off
[sr_idle@off]
on_info = %=play_sound_looped(x16_brain_death_d)%
on_info_2 = {-yan_kill_brain_done} sr_idle@start
@@ -2,30 +2,43 @@
active = ph_idle@wait_actor
[ph_idle@wait_actor]
on_info = {=actor_near_smart(mar_smart_terrain_3_7) =is_dark_night} ph_idle@spawn_night_monster, {=actor_near_smart(mar_smart_terrain_3_7) =is_night} ph_idle@spawn_night_monster
on_info2 = {=actor_near_smart(mar_smart_terrain_3_10) =is_dark_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(mar_smart_terrain_3_10) =is_night} ph_idle@spawn_night_monster_2
on_info3 = {=actor_near_smart(mar_smart_terrain_4_7) =is_dark_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(mar_smart_terrain_4_7) =is_night} ph_idle@spawn_night_monster_3
on_info4 = {=actor_near_smart(mar_smart_terrain_6_7) =is_dark_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(mar_smart_terrain_6_7) =is_night} ph_idle@spawn_night_monster_4
on_info = {=actor_near_smart(mar_smart_terrain_3_7) =is_night} ph_idle@spawn_night_monster_1, {=actor_near_smart(mar_smart_terrain_3_7) =is_dark_night} ph_idle@spawn_dark_monster_1
on_info2 = {=actor_near_smart(mar_smart_terrain_3_10) =is_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(mar_smart_terrain_3_10) =is_dark_night} ph_idle@spawn_dark_monster_2
on_info3 = {=actor_near_smart(mar_smart_terrain_4_7) =is_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(mar_smart_terrain_4_7) =is_dark_night} ph_idle@spawn_dark_monster_3
on_info4 = {=actor_near_smart(mar_smart_terrain_6_7) =is_night} ph_idle@spawn_night_monster_4, {=actor_near_smart(mar_smart_terrain_6_7) =is_dark_night} ph_idle@spawn_dark_monster_4
[ph_idle@spawn_night_monster]
on_info = {~20} %=create_squad(simulation_mix_zombie_night:mar_smart_terrain_3_7)% ph_idle@reset, {~30} %=create_squad(simulation_snork_night:mar_smart_terrain_3_7)% ph_idle@reset, {~40} %=create_squad(simulation_tushkano_night:mar_smart_terrain_3_7)% ph_idle@reset, {~50} %=create_squad(simulation_pseudodog_night:mar_smart_terrain_3_7)% ph_idle@reset, ph_idle@wait_reset
[ph_idle@spawn_night_monster_1]
on_info = {~10} %=create_squad(simulation_mix_zombie_night:mar_smart_terrain_3_7)% ph_idle@reset, {~10} %=create_squad(simulation_snork_night:mar_smart_terrain_3_7)% ph_idle@reset, {~10} %=create_squad(simulation_tushkano_night:mar_smart_terrain_3_7)% ph_idle@reset, {~10} %=create_squad(simulation_pseudodog_night:mar_smart_terrain_3_7)% ph_idle@reset, ph_idle@wait_reset
[ph_idle@spawn_dark_monster_1]
on_info = {~10} %=create_squad(simulation_zombie_blind_3zomb_civ_night:mar_smart_terrain_3_7)% ph_idle@reset, {~10} %=create_squad(simulation_snork_night:mar_smart_terrain_3_7)% ph_idle@reset, {~10} %=create_squad(simulation_bloodsucker_night:mar_smart_terrain_3_7)% ph_idle@reset, {~10} %=create_squad(simulation_psysucker_night:mar_smart_terrain_3_7)% ph_idle@reset, ph_idle@wait_reset
[ph_idle@reset]
on_game_timer = 86400 | ph_idle@wait_actor
[ph_idle@spawn_night_monster_2]
on_info = {~20} %=create_squad(simulation_snork_night:mar_smart_terrain_3_10)% ph_idle@reset_2, {~30} %=create_squad(simulation_fracture_night:mar_smart_terrain_3_10)% ph_idle@reset_2, {~40} %=create_squad(simulation_zombie_3_6:mar_smart_terrain_3_10)% ph_idle@reset_2, {~50} %=create_squad(simulation_pseudodog_night:mar_smart_terrain_3_10)% ph_idle@reset_2, ph_idle@wait_reset
on_info = {~10} %=create_squad(simulation_cat_night:mar_smart_terrain_3_10)% ph_idle@reset_2, {~10} %=create_squad(simulation_fracture_night:mar_smart_terrain_3_10)% ph_idle@reset_2, {~10} %=create_squad(simulation_zombie_blind_night:mar_smart_terrain_3_10)% ph_idle@reset_2, {~10} %=create_squad(simulation_pseudodog_night:mar_smart_terrain_3_10)% ph_idle@reset_2, ph_idle@wait_reset
[ph_idle@spawn_dark_monster_2]
on_info = {~10} %=create_squad(simulation_snork_night:mar_smart_terrain_3_10)% ph_idle@reset_2, {~10} %=create_squad(simulation_psysucker_night:mar_smart_terrain_3_10)% ph_idle@reset_2, {~10} %=create_squad(simulation_karlik_night:mar_smart_terrain_3_10)% ph_idle@reset_2, {~10} %=create_squad(simulation_bloodsucker_night:mar_smart_terrain_3_10)% ph_idle@reset_2, ph_idle@wait_reset
[ph_idle@reset_2]
on_game_timer = 86400 | ph_idle@wait_actor
[ph_idle@spawn_night_monster_3]
on_info = {~20} %=create_squad(simulation_psysucker_white_night:mar_smart_terrain_4_7)% ph_idle@reset_3, {~30} %=create_squad(simulation_bloodsucker_night:mar_smart_terrain_4_7)% ph_idle@reset_3, {~40} %=create_squad(simulation_chimera_night:mar_smart_terrain_4_7)% ph_idle@reset_3, {~50} %=create_squad(simulation_dog_night:mar_smart_terrain_4_7)% ph_idle@reset_3, ph_idle@wait_reset
on_info = {~10} %=create_squad(simulation_psysucker_white_night:mar_smart_terrain_4_7)% ph_idle@reset_3, {~10} %=create_squad(simulation_bloodsucker_night:mar_smart_terrain_4_7)% ph_idle@reset_3, {~10} %=create_squad(simulation_psy_dog_night:mar_smart_terrain_4_7)% ph_idle@reset_3, {~10} %=create_squad(simulation_dog_night:mar_smart_terrain_4_7)% ph_idle@reset_3, ph_idle@wait_reset
[ph_idle@spawn_dark_monster_3]
on_info = {~10} %=create_squad(simulation_psysucker_white_night:mar_smart_terrain_4_7)% ph_idle@reset_3, {~10} %=create_squad(simulation_bloodsucker_night:mar_smart_terrain_4_7)% ph_idle@reset_3, {~10} %=create_squad(simulation_chimera_night:mar_smart_terrain_4_7)% ph_idle@reset_3, {~10} %=create_squad(simulation_dog_night:mar_smart_terrain_4_7)% ph_idle@reset_3, ph_idle@wait_reset
[ph_idle@reset_3]
on_game_timer = 86400 | ph_idle@wait_actor
[ph_idle@spawn_night_monster_4]
on_info = {~20} %=create_squad(simulation_psysucker_white_night:mar_smart_terrain_6_7)% ph_idle@reset_4, {~30} %=create_squad(simulation_bloodsucker_night:mar_smart_terrain_6_7)% ph_idle@reset_4, {~40} %=create_squad(simulation_psy_dog_night:mar_smart_terrain_6_7)% ph_idle@reset_4, {~50} %=create_squad(simulation_boar_night:mar_smart_terrain_6_7)% ph_idle@reset_4, ph_idle@wait_reset
on_info = {~10} %=create_squad(simulation_zombie_blind_3zomb_civ_night:mar_smart_terrain_6_7)% ph_idle@reset_4, {~10} %=create_squad(simulation_bloodsucker_night:mar_smart_terrain_6_7)% ph_idle@reset_4, {~10} %=create_squad(simulation_psy_dog_night:mar_smart_terrain_6_7)% ph_idle@reset_4, {~10} %=create_squad(simulation_boar_3_5_night:mar_smart_terrain_6_7)% ph_idle@reset_4, ph_idle@wait_reset
[ph_idle@spawn_dark_monster_4]
on_info = {~10} %=create_squad(simulation_psysucker_white_night:mar_smart_terrain_6_7)% ph_idle@reset_4, {~10} %=create_squad(simulation_bloodsucker_night:mar_smart_terrain_6_7)% ph_idle@reset_4, {~10} %=create_squad(simulation_psy_dog_night:mar_smart_terrain_6_7)% ph_idle@reset_4, {~10} %=create_squad(simulation_gigant_night:mar_smart_terrain_6_7)% ph_idle@reset_4, ph_idle@wait_reset
[ph_idle@reset_4]
on_game_timer = 86400 | ph_idle@wait_actor
@@ -2,31 +2,43 @@
active = ph_idle@wait_actor
[ph_idle@wait_actor]
on_info = {=actor_near_smart(mar_smart_terrain_6_8) =is_dark_night} ph_idle@spawn_night_monster, {=actor_near_smart(mar_smart_terrain_6_8) =is_night} ph_idle@spawn_night_monster
on_info2 = {=actor_near_smart(mar_smart_terrain_6_10) =is_dark_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(mar_smart_terrain_6_10) =is_night} ph_idle@spawn_night_monster_2
on_info3 = {=actor_near_smart(mar_smart_terrain_8_8) =is_dark_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(mar_smart_terrain_8_8) =is_night} ph_idle@spawn_night_monster_3
on_info4 = {=actor_near_smart(mar_smart_terrain_8_9) =is_dark_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(mar_smart_terrain_8_9) =is_night} ph_idle@spawn_night_monster_4
on_info = {=actor_near_smart(mar_smart_terrain_6_8) =is_night} ph_idle@spawn_night_monster_1, {=actor_near_smart(mar_smart_terrain_6_8) =is_dark_night} ph_idle@spawn_dark_monster_1
on_info2 = {=actor_near_smart(mar_smart_terrain_6_10) =is_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(mar_smart_terrain_6_10) =is_dark_night} ph_idle@spawn_dark_monster_2
on_info3 = {=actor_near_smart(mar_smart_terrain_8_8) =is_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(mar_smart_terrain_8_8) =is_dark_night} ph_idle@spawn_dark_monster_3
on_info4 = {=actor_near_smart(mar_smart_terrain_8_9) =is_night} ph_idle@spawn_night_monster_4, {=actor_near_smart(mar_smart_terrain_8_9) =is_dark_night} ph_idle@spawn_dark_monster_4
[ph_idle@spawn_night_monster]
on_info = {~20} %=create_squad(simulation_pseudodog_night:mar_smart_terrain_6_8)% ph_idle@reset, {~30} %=create_squad(simulation_dog_night:mar_smart_terrain_6_8)% ph_idle@reset, {~40} %=create_squad(simulation_tushkano_night:mar_smart_terrain_6_8)% ph_idle@reset, {~50} %=create_squad(simulation_boar_3_5_night:mar_smart_terrain_6_8)% ph_idle@reset, ph_idle@wait_reset
[ph_idle@spawn_night_monster_1]
on_info = {~10} %=create_squad(simulation_pseudodog_night:mar_smart_terrain_6_8)% ph_idle@reset, {~10} %=create_squad(simulation_dog_night:mar_smart_terrain_6_8)% ph_idle@reset, {~10} %=create_squad(simulation_tushkano_night:mar_smart_terrain_6_8)% ph_idle@reset, {~10} %=create_squad(simulation_boar_3_5_night:mar_smart_terrain_6_8)% ph_idle@reset, ph_idle@wait_reset
[ph_idle@spawn_dark_monster_1]
on_info = {~10} %=create_squad(simulation_bloodsucker_night:mar_smart_terrain_6_8)% ph_idle@reset, {~10} %=create_squad(simulation_psysucker_night:mar_smart_terrain_6_8)% ph_idle@reset, {~10} %=create_squad(simulation_tushkano_night:mar_smart_terrain_6_8)% ph_idle@reset, {~10} %=create_squad(simulation_psy_dog_night:mar_smart_terrain_6_8)% ph_idle@reset, ph_idle@wait_reset
[ph_idle@reset]
on_game_timer = 86400 | ph_idle@wait_actor
[ph_idle@spawn_night_monster_2]
on_info = {~20} %=create_squad(simulation_tushkano_night:mar_smart_terrain_6_10)% ph_idle@reset_2, {~30} %=create_squad(simulation_fracture_night:mar_smart_terrain_6_10)% ph_idle@reset_2, {~40} %=create_squad(simulation_zombie_3_6:mar_smart_terrain_6_10)% ph_idle@reset_2, {~50} %=create_squad(simulation_pseudodog_night:mar_smart_terrain_6_10)% ph_idle@reset_2, ph_idle@wait_reset
on_info = {~10} %=create_squad(simulation_tushkano_night:mar_smart_terrain_6_10)% ph_idle@reset_2, {~10} %=create_squad(simulation_fracture_night:mar_smart_terrain_6_10)% ph_idle@reset_2, {~10} %=create_squad(simulation_zombie_blind_night:mar_smart_terrain_6_10)% ph_idle@reset_2, {~10} %=create_squad(simulation_pseudodog_night:mar_smart_terrain_6_10)% ph_idle@reset_2, ph_idle@wait_reset
[ph_idle@spawn_dark_monster_2]
on_info = {~10} %=create_squad(simulation_bloodsucker_night:mar_smart_terrain_6_10)% ph_idle@reset_2, {~10} %=create_squad(simulation_psysucker_night:mar_smart_terrain_6_10)% ph_idle@reset_2, {~10} %=create_squad(simulation_zombie_blind_3zomb_civ_night:mar_smart_terrain_6_10)% ph_idle@reset_2, {~10} %=create_squad(simulation_psy_dog_night:mar_smart_terrain_6_10)% ph_idle@reset_2, ph_idle@wait_reset
[ph_idle@reset_2]
on_game_timer = 86400 | ph_idle@wait_actor
[ph_idle@spawn_night_monster_3]
on_info = {~20} %=create_squad(simulation_psy_dog_night:mar_smart_terrain_8_8)% ph_idle@reset_3, {~30} %=create_squad(simulation_psysucker_white_night:mar_smart_terrain_8_8)% ph_idle@reset_3, {~40} %=create_squad(simulation_bloodsucker_night:mar_smart_terrain_8_8)% ph_idle@reset_3, {~50} %=create_squad(simulation_karlik_night:mar_smart_terrain_8_8)% ph_idle@reset_3, ph_idle@wait_reset
on_info = {~10} %=create_squad(simulation_snork_night:mar_smart_terrain_8_8)% ph_idle@reset_3, {~10} %=create_squad(simulation_psysucker_white_night:mar_smart_terrain_8_8)% ph_idle@reset_3, {~10} %=create_squad(simulation_bloodsucker_night:mar_smart_terrain_8_8)% ph_idle@reset_3, {~10} %=create_squad(simulation_karlik_night:mar_smart_terrain_8_8)% ph_idle@reset_3, ph_idle@wait_reset
[ph_idle@spawn_dark_monster_3]
on_info = {~10} %=create_squad(simulation_psy_dog_night:mar_smart_terrain_8_8)% ph_idle@reset_3, {~10} %=create_squad(simulation_psysucker_white_night:mar_smart_terrain_8_8)% ph_idle@reset_3, {~10} %=create_squad(simulation_bloodsucker_night:mar_smart_terrain_8_8)% ph_idle@reset_3, {~10} %=create_squad(simulation_burer_night:mar_smart_terrain_8_8)% ph_idle@reset_3, ph_idle@wait_reset
[ph_idle@reset_3]
on_game_timer = 86400 | ph_idle@wait_actor
[ph_idle@spawn_night_monster_4]
on_info = {~20} %=create_squad(simulation_lurker_blue_night:mar_smart_terrain_8_9)% ph_idle@reset_4, {~30} %=create_squad(simulation_dog_night:mar_smart_terrain_8_9)% ph_idle@reset_4, {~40} %=create_squad(simulation_cat_night:mar_smart_terrain_8_9)% ph_idle@reset_4, {~50} %=create_squad(simulation_boar_night:mar_smart_terrain_8_9)% ph_idle@reset_4, ph_idle@wait_reset
on_info = {~10} %=create_squad(simulation_snork_night:mar_smart_terrain_8_9)% ph_idle@reset_4, {~10} %=create_squad(simulation_dog_night:mar_smart_terrain_8_9)% ph_idle@reset_4, {~10} %=create_squad(simulation_cat_night:mar_smart_terrain_8_9)% ph_idle@reset_4, {~10} %=create_squad(simulation_boar_night:mar_smart_terrain_8_9)% ph_idle@reset_4, ph_idle@wait_reset
[ph_idle@spawn_dark_monster_4]
on_info = {~10} %=create_squad(simulation_lurker_blue_night:mar_smart_terrain_8_9)% ph_idle@reset_4, {~10} %=create_squad(simulation_contr_5rat_3tush_night:mar_smart_terrain_8_9)% ph_idle@reset_4, {~10} %=create_squad(simulation_psysucker_night:mar_smart_terrain_8_9)% ph_idle@reset_4, {~10} %=create_squad(simulation_chimera_night:mar_smart_terrain_8_9)% ph_idle@reset_4, ph_idle@wait_reset
[ph_idle@reset_4]
on_game_timer = 86400 | ph_idle@wait_actor
@@ -2,31 +2,43 @@
active = ph_idle@wait_actor
[ph_idle@wait_actor]
on_info = {=actor_near_smart(mar_smart_terrain_7_7) =is_dark_night} ph_idle@spawn_night_monster, {=actor_near_smart(mar_smart_terrain_7_7) =is_night} ph_idle@spawn_night_monster
on_info2 = {=actor_near_smart(mar_smart_terrain_8_4) =is_dark_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(mar_smart_terrain_8_4) =is_night} ph_idle@spawn_night_monster_2
on_info3 = {=actor_near_smart(mar_smart_terrain_10_7) =is_dark_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(mar_smart_terrain_10_7) =is_night} ph_idle@spawn_night_monster_3
on_info4 = {=actor_near_smart(mar_smart_terrain_10_10) =is_dark_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(mar_smart_terrain_10_10) =is_night} ph_idle@spawn_night_monster_4
on_info = {=actor_near_smart(mar_smart_terrain_7_7) =is_night} ph_idle@spawn_night_monster_1, {=actor_near_smart(mar_smart_terrain_7_7) =is_dark_night} ph_idle@spawn_dark_monster_1
on_info2 = {=actor_near_smart(mar_smart_terrain_8_4) =is_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(mar_smart_terrain_8_4) =is_dark_night} ph_idle@spawn_dark_monster_2
on_info3 = {=actor_near_smart(mar_smart_terrain_10_7) =is_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(mar_smart_terrain_10_7) =is_dark_night} ph_idle@spawn_dark_monster_3
on_info4 = {=actor_near_smart(mar_smart_terrain_10_10) =is_night} ph_idle@spawn_night_monster_4, {=actor_near_smart(mar_smart_terrain_10_10) =is_dark_night} ph_idle@spawn_dark_monster_4
[ph_idle@spawn_night_monster]
on_info = {~20} %=create_squad(simulation_bloodsucker_night:mar_smart_terrain_7_7)% ph_idle@reset, {~30} %=create_squad(simulation_fracture_night:mar_smart_terrain_7_7)% ph_idle@reset, {~40} %=create_squad(simulation_chimera_night:mar_smart_terrain_7_7)% ph_idle@reset, {~50} %=create_squad(simulation_lurker_blue_night:mar_smart_terrain_7_7)% ph_idle@reset, ph_idle@wait_reset
[ph_idle@spawn_night_monster_1]
on_info = {~10} %=create_squad(simulation_bloodsucker_night:mar_smart_terrain_7_7)% ph_idle@reset, {~10} %=create_squad(simulation_dog_night:mar_smart_terrain_7_7)% ph_idle@reset, {~10} %=create_squad(simulation_cat_night:mar_smart_terrain_7_7)% ph_idle@reset, {~10} %=create_squad(simulation_lurker_blue_night:mar_smart_terrain_7_7)% ph_idle@reset, ph_idle@wait_reset
[ph_idle@spawn_dark_monster_1]
on_info = {~10} %=create_squad(simulation_bloodsucker_night:mar_smart_terrain_7_7)% ph_idle@reset, {~10} %=create_squad(simulation_fracture_night:mar_smart_terrain_7_7)% ph_idle@reset, {~10} %=create_squad(simulation_chimera_night:mar_smart_terrain_7_7)% ph_idle@reset, {~10} %=create_squad(simulation_psysucker_night:mar_smart_terrain_7_7)% ph_idle@reset, ph_idle@wait_reset
[ph_idle@reset]
on_game_timer = 86400 | ph_idle@wait_actor
[ph_idle@spawn_night_monster_2]
on_info = {~20} %=create_squad(simulation_snork_night:mar_smart_terrain_8_4)% ph_idle@reset_2, {~30} %=create_squad(simulation_fracture_night:mar_smart_terrain_8_4)% ph_idle@reset_2, {~40} %=create_squad(simulation_zombie_3_6:mar_smart_terrain_8_4)% ph_idle@reset_2, {~50} %=create_squad(simulation_pseudodog_night:mar_smart_terrain_8_4)% ph_idle@reset_2, ph_idle@wait_reset
on_info = {~10} %=create_squad(simulation_snork_night:mar_smart_terrain_8_4)% ph_idle@reset_2, {~10} %=create_squad(simulation_fracture_night:mar_smart_terrain_8_4)% ph_idle@reset_2, {~10} %=create_squad(simulation_zombie_blind_night:mar_smart_terrain_8_4)% ph_idle@reset_2, {~10} %=create_squad(simulation_pseudodog_night:mar_smart_terrain_8_4)% ph_idle@reset_2, ph_idle@wait_reset
[ph_idle@spawn_dark_monster_2]
on_info = {~10} %=create_squad(simulation_snork_night:mar_smart_terrain_8_4)% ph_idle@reset_2, {~10} %=create_squad(simulation_zombie_blind_3zomb_civ_night:mar_smart_terrain_8_4)% ph_idle@reset_2, {~10} %=create_squad(simulation_psysucker_night:mar_smart_terrain_8_4)% ph_idle@reset_2, {~10} %=create_squad(simulation_bloodsucker_night:mar_smart_terrain_8_4)% ph_idle@reset_2, ph_idle@wait_reset
[ph_idle@reset_2]
on_game_timer = 86400 | ph_idle@wait_actor
[ph_idle@spawn_night_monster_3]
on_info = {~20} %=create_squad(simulation_tushkano_night:mar_smart_terrain_10_7)% ph_idle@reset_3, {~30} %=create_squad(simulation_dog_night:mar_smart_terrain_10_7)% ph_idle@reset_3, {~40} %=create_squad(simulation_boar_night:mar_smart_terrain_10_7)% ph_idle@reset_3, {~50} %=create_squad(simulation_cat_night:mar_smart_terrain_10_7)% ph_idle@reset_3, ph_idle@wait_reset
on_info = {~10} %=create_squad(simulation_tushkano_night:mar_smart_terrain_10_7)% ph_idle@reset_3, {~10} %=create_squad(simulation_dog_night:mar_smart_terrain_10_7)% ph_idle@reset_3, {~10} %=create_squad(simulation_boar_night:mar_smart_terrain_10_7)% ph_idle@reset_3, {~10} %=create_squad(simulation_cat_night:mar_smart_terrain_10_7)% ph_idle@reset_3, ph_idle@wait_reset
[ph_idle@spawn_dark_monster_3]
on_info = {~10} %=create_squad(simulation_bloodsucker_night:mar_smart_terrain_10_7)% ph_idle@reset_3, {~10} %=create_squad(simulation_psysucker_night:mar_smart_terrain_10_7)% ph_idle@reset_3, {~10} %=create_squad(simulation_boar_night:mar_smart_terrain_10_7)% ph_idle@reset_3, {~10} %=create_squad(simulation_cat_night:mar_smart_terrain_10_7)% ph_idle@reset_3, ph_idle@wait_reset
[ph_idle@reset_3]
on_game_timer = 86400 | ph_idle@wait_actor
[ph_idle@spawn_night_monster_4]
on_info = {~20} %=create_squad(simulation_pseudodog_night:mar_smart_terrain_10_10)% ph_idle@reset_4, {~30} %=create_squad(simulation_fracture_night:mar_smart_terrain_10_10)% ph_idle@reset_4, {~40} %=create_squad(simulation_bloodsucker_night:mar_smart_terrain_10_10)% ph_idle@reset_4, {~50} %=create_squad(simulation_lurker_blue_night:mar_smart_terrain_10_10)% ph_idle@reset_4, ph_idle@wait_reset
on_info = {~10} %=create_squad(simulation_pseudodog_night:mar_smart_terrain_10_10)% ph_idle@reset_4, {~10} %=create_squad(simulation_fracture_night:mar_smart_terrain_10_10)% ph_idle@reset_4, {~10} %=create_squad(simulation_bloodsucker_night:mar_smart_terrain_10_10)% ph_idle@reset_4, {~10} %=create_squad(simulation_lurker_blue_night:mar_smart_terrain_10_10)% ph_idle@reset_4, ph_idle@wait_reset
[ph_idle@spawn_dark_monster_4]
on_info = {~10} %=create_squad(simulation_pseudodog_night:mar_smart_terrain_10_10)% ph_idle@reset_4, {~10} %=create_squad(simulation_fracture_night:mar_smart_terrain_10_10)% ph_idle@reset_4, {~10} %=create_squad(simulation_bloodsucker_night:mar_smart_terrain_10_10)% ph_idle@reset_4, {~10} %=create_squad(simulation_psysucker_night:mar_smart_terrain_10_10)% ph_idle@reset_4, ph_idle@wait_reset
[ph_idle@reset_4]
on_game_timer = 86400 | ph_idle@wait_actor
@@ -68,10 +68,10 @@ guard_2 = marsh\mar_smart_terrain_base_smart_logic.ltx
mar_smart_terrain_base_beh_trade_job_1 = marsh\mar_base_owl_stalker_trader.ltx
mar_smart_terrain_base_beh_tech_job_1 = marsh\mar_base_stalker_tech.ltx
;mar_base_animpoint_kamp1 = marsh\mar_smart_terrain_base_smart_logic.ltx
;mar_base_animpoint_kamp2 = marsh\mar_smart_terrain_base_smart_logic.ltx
;mar_base_animpoint_kamp3 = marsh\mar_smart_terrain_base_smart_logic.ltx
;mar_base_animpoint_kamp4 = marsh\mar_smart_terrain_base_smart_logic.ltx
mar_base_animpoint_kamp1 = marsh\mar_smart_terrain_base_smart_logic.ltx
mar_base_animpoint_kamp2 = marsh\mar_smart_terrain_base_smart_logic.ltx
mar_base_animpoint_kamp3 = marsh\mar_smart_terrain_base_smart_logic.ltx
mar_base_animpoint_kamp4 = marsh\mar_smart_terrain_base_smart_logic.ltx
mar_base_animpoint_kamp5 = marsh\mar_smart_terrain_base_smart_logic.ltx
mar_base_animpoint_kamp6 = marsh\mar_smart_terrain_base_smart_logic.ltx
mar_base_animpoint_kamp7 = marsh\mar_smart_terrain_base_smart_logic.ltx
@@ -2,17 +2,23 @@
active = ph_idle@wait_actor
[ph_idle@wait_actor]
on_info = {=actor_near_smart(mil_smart_terrain_2_1) =is_dark_night} ph_idle@spawn_night_monster, {=actor_near_smart(mil_smart_terrain_2_1) =is_night} ph_idle@spawn_night_monster
on_info2 = {=actor_near_smart(mil_smart_terrain_4_3) =is_dark_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(mil_smart_terrain_4_3) =is_night} ph_idle@spawn_night_monster_2
on_info = {=actor_near_smart(mil_smart_terrain_2_1) =is_night} ph_idle@spawn_night_monster_1, {=actor_near_smart(mil_smart_terrain_2_1) =is_dark_night} ph_idle@spawn_dark_monster_1
on_info2 = {=actor_near_smart(mil_smart_terrain_4_3) =is_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(mil_smart_terrain_4_3) =is_dark_night} ph_idle@spawn_dark_monster_2
[ph_idle@spawn_night_monster]
on_info = {~20} %=create_squad(simulation_mix_zombie_night:mil_smart_terrain_2_1)% ph_idle@reset, {~30} %=create_squad(simulation_snork_night:mil_smart_terrain_2_1)% ph_idle@reset, {~40} %=create_squad(simulation_tushkano_night:mil_smart_terrain_2_1)% ph_idle@reset, {~50} %=create_squad(simulation_bloodsucker_red_night:mil_smart_terrain_2_1)% ph_idle@reset, ph_idle@wait_reset
[ph_idle@spawn_night_monster_1]
on_info = {~10} %=create_squad(simulation_mix_zombie_night:mil_smart_terrain_2_1)% ph_idle@reset, {~10} %=create_squad(simulation_snork_night:mil_smart_terrain_2_1)% ph_idle@reset, {~10} %=create_squad(simulation_tushkano_night:mil_smart_terrain_2_1)% ph_idle@reset, {~10} %=create_squad(simulation_bloodsucker_red_night:mil_smart_terrain_2_1)% ph_idle@reset, ph_idle@wait_reset
[ph_idle@spawn_dark_monster_1]
on_info = {~10} %=create_squad(simulation_zombie_blind_3zomb_civ_night:mil_smart_terrain_2_1)% ph_idle@reset, {~10} %=create_squad(simulation_fracture_night:mil_smart_terrain_2_1)% ph_idle@reset, {~10} %=create_squad(simulation_chimera_night:mil_smart_terrain_2_1)% ph_idle@reset, {~10} %=create_squad(simulation_bloodsucker_red_night:mil_smart_terrain_2_1)% ph_idle@reset, ph_idle@wait_reset
[ph_idle@reset]
on_game_timer = 86400 | ph_idle@wait_actor
[ph_idle@spawn_night_monster_2]
on_info = {~20} %=create_squad(simulation_snork_night:mil_smart_terrain_4_3)% ph_idle@reset_2, {~30} %=create_squad(simulation_fracture_night:mil_smart_terrain_4_3)% ph_idle@reset_2, {~40} %=create_squad(simulation_psysucker_brown_night:mil_smart_terrain_4_3)% ph_idle@reset_2, {~50} %=create_squad(simulation_bloodsucker_red_night:mil_smart_terrain_4_3)% ph_idle@reset_2, ph_idle@wait_reset
on_info = {~10} %=create_squad(simulation_snork_night:mil_smart_terrain_4_3)% ph_idle@reset_2, {~10} %=create_squad(simulation_fracture_night:mil_smart_terrain_4_3)% ph_idle@reset_2, {~10} %=create_squad(simulation_psysucker_brown_night:mil_smart_terrain_4_3)% ph_idle@reset_2, {~10} %=create_squad(simulation_bloodsucker_red_night:mil_smart_terrain_4_3)% ph_idle@reset_2, ph_idle@wait_reset
[ph_idle@spawn_dark_monster_2]
on_info = {~10} %=create_squad(simulation_snork_2_5_night:mil_smart_terrain_4_3)% ph_idle@reset_2, {~10} %=create_squad(simulation_chimera_night:mil_smart_terrain_4_3)% ph_idle@reset_2, {~10} %=create_squad(simulation_psysucker_brown_night:mil_smart_terrain_4_3)% ph_idle@reset_2, {~10} %=create_squad(simulation_bloodsucker_red_night:mil_smart_terrain_4_3)% ph_idle@reset_2, ph_idle@wait_reset
[ph_idle@reset_2]
on_game_timer = 86400 | ph_idle@wait_actor
@@ -2,17 +2,23 @@
active = ph_idle@wait_actor
[ph_idle@wait_actor]
on_info = {=actor_near_smart(mil_smart_terrain_2_6) =is_dark_night} ph_idle@spawn_night_monster, {=actor_near_smart(mil_smart_terrain_2_6) =is_night} ph_idle@spawn_night_monster
on_info2 = {=actor_near_smart(mil_smart_terrain_4_7) =is_dark_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(mil_smart_terrain_4_7) =is_night} ph_idle@spawn_night_monster_2
on_info = {=actor_near_smart(mil_smart_terrain_2_6) =is_night} ph_idle@spawn_night_monster_1, {=actor_near_smart(mil_smart_terrain_2_6) =is_dark_night} ph_idle@spawn_dark_monster_1
on_info2 = {=actor_near_smart(mil_smart_terrain_4_7) =is_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(mil_smart_terrain_4_7) =is_dark_night} ph_idle@spawn_dark_monster_2
[ph_idle@spawn_night_monster]
on_info = {~20} %=create_squad(simulation_pseudodog_night:mil_smart_terrain_2_6)% ph_idle@reset, {~30} %=create_squad(simulation_dog_night:mil_smart_terrain_2_6)% ph_idle@reset, {~40} %=create_squad(simulation_karlik_night:mil_smart_terrain_2_6)% ph_idle@reset, {~50} %=create_squad(simulation_poltergeist_black_night:mil_smart_terrain_2_6)% ph_idle@reset, ph_idle@wait_reset
[ph_idle@spawn_night_monster_1]
on_info = {~10} %=create_squad(simulation_pseudodog_night:mil_smart_terrain_2_6)% ph_idle@reset, {~10} %=create_squad(simulation_dog_night:mil_smart_terrain_2_6)% ph_idle@reset, {~10} %=create_squad(simulation_karlik_night:mil_smart_terrain_2_6)% ph_idle@reset, {~10} %=create_squad(simulation_poltergeist_black_night:mil_smart_terrain_2_6)% ph_idle@reset, ph_idle@wait_reset
[ph_idle@spawn_dark_monster_1]
on_info = {~10} %=create_squad(simulation_psysucker_night:mil_smart_terrain_2_6)% ph_idle@reset, {~10} %=create_squad(simulation_bloodsucker_night:mil_smart_terrain_2_6)% ph_idle@reset, {~10} %=create_squad(simulation_snork_2_5_night:mil_smart_terrain_2_6)% ph_idle@reset, {~10} %=create_squad(simulation_poltergeist_black_night:mil_smart_terrain_2_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_tushkano_night:mil_smart_terrain_4_7)% ph_idle@reset_2, {~30} %=create_squad(simulation_fracture_night:mil_smart_terrain_4_7)% ph_idle@reset_2, {~40} %=create_squad(simulation_zombie_3_6:mil_smart_terrain_4_7)% ph_idle@reset_2, {~50} %=create_squad(simulation_pseudodog_night:mil_smart_terrain_4_7)% ph_idle@reset_2, ph_idle@wait_reset
on_info = {~10} %=create_squad(simulation_tushkano_night:mil_smart_terrain_4_7)% ph_idle@reset_2, {~10} %=create_squad(simulation_fracture_night:mil_smart_terrain_4_7)% ph_idle@reset_2, {~10} %=create_squad(simulation_zombie_blind_night:mil_smart_terrain_4_7)% ph_idle@reset_2, {~10} %=create_squad(simulation_pseudodog_night:mil_smart_terrain_4_7)% ph_idle@reset_2, ph_idle@wait_reset
[ph_idle@spawn_dark_monster_2]
on_info = {~10} %=create_squad(simulation_psy_dog_night:mil_smart_terrain_4_7)% ph_idle@reset_2, {~10} %=create_squad(simulation_bloodsucker_night:mil_smart_terrain_4_7)% ph_idle@reset_2, {~10} %=create_squad(simulation_zombie_blind_3zomb_civ_night:mil_smart_terrain_4_7)% ph_idle@reset_2, {~10} %=create_squad(simulation_psysucker_night:mil_smart_terrain_4_7)% ph_idle@reset_2, ph_idle@wait_reset
[ph_idle@reset_2]
on_game_timer = 86400 | ph_idle@wait_actor
@@ -2,17 +2,23 @@
active = ph_idle@wait_actor
[ph_idle@wait_actor]
on_info = {=actor_near_smart(mil_smart_terrain_4_2) =is_dark_night} ph_idle@spawn_night_monster, {=actor_near_smart(mil_smart_terrain_4_2) =is_night} ph_idle@spawn_night_monster
on_info2 = {=actor_near_smart(mil_smart_terrain_4_5) =is_dark_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(mil_smart_terrain_4_5) =is_night} ph_idle@spawn_night_monster_2
on_info = {=actor_near_smart(mil_smart_terrain_4_2) =is_night} ph_idle@spawn_night_monster_1, {=actor_near_smart(mil_smart_terrain_4_2) =is_dark_night} ph_idle@spawn_dark_monster_1
on_info2 = {=actor_near_smart(mil_smart_terrain_4_5) =is_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(mil_smart_terrain_4_5) =is_dark_night} ph_idle@spawn_dark_monster_2
[ph_idle@spawn_night_monster]
on_info = {~20} %=create_squad(simulation_bloodsucker_night:mil_smart_terrain_4_2)% ph_idle@reset, {~30} %=create_squad(simulation_fracture_night:mil_smart_terrain_4_2)% ph_idle@reset, {~40} %=create_squad(simulation_snork_night:mil_smart_terrain_4_2)% ph_idle@reset, {~50} %=create_squad(simulation_lurker_blue_night:mil_smart_terrain_4_2)% ph_idle@reset, ph_idle@wait_reset
[ph_idle@spawn_night_monster_1]
on_info = {~10} %=create_squad(simulation_zombie_blind_3zomb_civ_night:mil_smart_terrain_4_2)% ph_idle@reset, {~10} %=create_squad(simulation_fracture_night:mil_smart_terrain_4_2)% ph_idle@reset, {~10} %=create_squad(simulation_mix_dogs_night:mil_smart_terrain_4_2)% ph_idle@reset, {~10} %=create_squad(simulation_cat_night:mil_smart_terrain_4_2)% ph_idle@reset, ph_idle@wait_reset
[ph_idle@spawn_dark_monster_1]
on_info = {~10} %=create_squad(simulation_bloodsucker_night:mil_smart_terrain_4_2)% ph_idle@reset, {~10} %=create_squad(simulation_fracture_night:mil_smart_terrain_4_2)% ph_idle@reset, {~10} %=create_squad(simulation_snork_night:mil_smart_terrain_4_2)% ph_idle@reset, {~10} %=create_squad(simulation_psysucker_night:mil_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_gigant_night:mil_smart_terrain_4_5)% ph_idle@reset_2, {~30} %=create_squad(simulation_karlik_night:mil_smart_terrain_4_5)% ph_idle@reset_2, {~40} %=create_squad(simulation_psy_dog_night:mil_smart_terrain_4_5)% ph_idle@reset_2, {~50} %=create_squad(simulation_snork_night_night:mil_smart_terrain_4_5)% ph_idle@reset_2, ph_idle@wait_reset
on_info = {~10} %=create_squad(simulation_mix_dogs_night:mil_smart_terrain_4_5)% ph_idle@reset_2, {~10} %=create_squad(simulation_psysucker_night:mil_smart_terrain_4_5)% ph_idle@reset_2, {~10} %=create_squad(simulation_bloodsucker_night:mil_smart_terrain_4_5)% ph_idle@reset_2, {~10} %=create_squad(simulation_snork_night:mil_smart_terrain_4_5)% ph_idle@reset_2, ph_idle@wait_reset
[ph_idle@spawn_dark_monster_2]
on_info = {~10} %=create_squad(simulation_gigant_night:mil_smart_terrain_4_5)% ph_idle@reset_2, {~10} %=create_squad(simulation_bloodsucker_night:mil_smart_terrain_4_5)% ph_idle@reset_2, {~10} %=create_squad(simulation_psy_dog_night:mil_smart_terrain_4_5)% ph_idle@reset_2, {~10} %=create_squad(simulation_psysucker_night:mil_smart_terrain_4_5)% ph_idle@reset_2, ph_idle@wait_reset
[ph_idle@reset_2]
on_game_timer = 86400 | ph_idle@wait_actor
@@ -2,33 +2,27 @@
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
on_info = {=actor_near_smart(ros_smart_poltergeist2) =is_night} ph_idle@spawn_night_monster_1, {=actor_near_smart(ros_smart_poltergeist2) =is_dark_night} ph_idle@spawn_dark_monster_1
on_info2 = {=actor_near_smart(ros_smart_snork1) =is_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(ros_smart_snork1) =is_dark_night} ph_idle@spawn_dark_monster_2
[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@spawn_night_monster_1]
on_info = {~10} %=create_squad(simulation_psysucker_white_night:ros_smart_poltergeist2)% ph_idle@reset, {~10} %=create_squad(simulation_snork_night:ros_smart_poltergeist2)% ph_idle@reset, {~10} %=create_squad(simulation_bloodsucker_night:ros_smart_poltergeist2)% ph_idle@reset, {~10} %=create_squad(simulation_pseudodog_night:ros_smart_poltergeist2)% ph_idle@reset, ph_idle@wait_reset
[ph_idle@spawn_dark_monster_1]
on_info = {~10} %=create_squad(simulation_psysucker_white_night:ros_smart_poltergeist2)% ph_idle@reset, {~10} %=create_squad(simulation_fracture_night:ros_smart_poltergeist2)% ph_idle@reset, {~10} %=create_squad(simulation_bloodsucker_night:ros_smart_poltergeist2)% ph_idle@reset, {~10} %=create_squad(simulation_psy_dog_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
on_info = {~10} %=create_squad(simulation_snork_night:ros_smart_snork1)% ph_idle@reset_2, {~10} %=create_squad(simulation_fracture_night:ros_smart_snork1)% ph_idle@reset_2, {~10} %=create_squad(simulation_zombie_blind_night:ros_smart_snork1)% ph_idle@reset_2, {~10} %=create_squad(simulation_bloodsucker_red_night:ros_smart_snork1)% ph_idle@reset_2, ph_idle@wait_reset
[ph_idle@spawn_dark_monster_2]
on_info = {~10} %=create_squad(simulation_zombie_blind_3zomb_civ_night:ros_smart_snork1)% ph_idle@reset_2, {~10} %=create_squad(simulation_fracture_night:ros_smart_snork1)% ph_idle@reset_2, {~10} %=create_squad(simulation_psysucker_brown_night:ros_smart_snork1)% ph_idle@reset_2, {~10} %=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
@@ -2,34 +2,17 @@
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
on_info = {=actor_near_smart(ros_smart_monster4) =is_night} ph_idle@spawn_night_monster_1, {=actor_near_smart(ros_smart_monster4) =is_dark_night} ph_idle@spawn_dark_monster_1
[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@spawn_night_monster_1]
on_info = {~10} %=create_squad(simulation_dog_night:ros_smart_monster4)% ph_idle@reset, {~10} %=create_squad(simulation_zombie_blind_3zomb_civ_night:ros_smart_monster4)% ph_idle@reset, {~10} %=create_squad(simulation_bloodsucker_red_night:ros_smart_monster4)% ph_idle@reset, {~10} %=create_squad(simulation_psysucker_brown_night:ros_smart_monster4)% ph_idle@reset, ph_idle@wait_reset
[ph_idle@spawn_dark_monster_1]
on_info = {~10} %=create_squad(simulation_mix_zombie_night:ros_smart_monster4)% ph_idle@reset, {~10} %=create_squad(simulation_snork_night:ros_smart_monster4)% ph_idle@reset, {~10} %=create_squad(simulation_bloodsucker_red_night:ros_smart_monster4)% ph_idle@reset, {~10} %=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
@@ -2,34 +2,17 @@
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
on_info = {=actor_near_smart(ros_smart_monster5) =is_night} ph_idle@spawn_night_monster_1, {=actor_near_smart(ros_smart_monster5) =is_dark_night} ph_idle@spawn_dark_monster_1
[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@spawn_night_monster_1]
on_info = {~10} %=create_squad(simulation_bloodsucker_red_night:ros_smart_monster5)% ph_idle@reset, {~10} %=create_squad(simulation_psysucker_brown_night:ros_smart_monster5)% ph_idle@reset, {~10} %=create_squad(simulation_poltergeist_black_night:ros_smart_monster5)% ph_idle@reset, {~10} %=create_squad(simulation_burer_night:ros_smart_monster5)% ph_idle@reset, ph_idle@wait_reset
[ph_idle@spawn_dark_monster_1]
on_info = {~10} %=create_squad(simulation_gigant_night:ros_smart_monster5)% ph_idle@reset, {~10} %=create_squad(simulation_chimera_night:ros_smart_monster5)% ph_idle@reset, {~10} %=create_squad(simulation_poltergeist_black_night:ros_smart_monster5)% ph_idle@reset, {~10} %=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
@@ -2,31 +2,43 @@
active = ph_idle@wait_actor
[ph_idle@wait_actor]
on_info = {=actor_near_smart(trc_sim_5) =is_dark_night} ph_idle@spawn_night_monster, {=actor_near_smart(trc_sim_5) =is_night} ph_idle@spawn_night_monster
on_info2 = {=actor_near_smart(trc_sim_9) =is_dark_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(trc_sim_9) =is_night} ph_idle@spawn_night_monster_2
on_info3 = {=actor_near_smart(trc_sim_16) =is_dark_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(trc_sim_16) =is_night} ph_idle@spawn_night_monster_3
on_info4 = {=actor_near_smart(trc_sim_19) =is_dark_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(val_smart_terrain_9_10) =is_night} ph_idle@spawn_night_monster_4
on_info = {=actor_near_smart(trc_sim_5) =is_night} ph_idle@spawn_night_monster_1, {=actor_near_smart(trc_sim_5) =is_dark_night} ph_idle@spawn_dark_monster_1
on_info2 = {=actor_near_smart(trc_sim_9) =is_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(trc_sim_9) =is_dark_night} ph_idle@spawn_dark_monster_2
on_info3 = {=actor_near_smart(trc_sim_16) =is_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(trc_sim_16) =is_dark_night} ph_idle@spawn_dark_monster_3
on_info4 = {=actor_near_smart(trc_sim_19) =is_night} ph_idle@spawn_night_monster_4, {=actor_near_smart(trc_sim_19) =is_dark_night} ph_idle@spawn_dark_monster_4
[ph_idle@spawn_night_monster]
on_info = {~20} %=create_squad(simulation_mix_zombie_night:trc_sim_5)% ph_idle@reset, {~30} %=create_squad(simulation_snork_night:trc_sim_5)% ph_idle@reset, {~40} %=create_squad(simulation_tushkano_night:trc_sim_5)% ph_idle@reset, {~50} %=create_squad(simulation_pseudodog_night:trc_sim_5)% ph_idle@reset, ph_idle@wait_reset
[ph_idle@spawn_night_monster_1]
on_info = {~10} %=create_squad(simulation_zombie_blind_3zomb_civ_night:trc_sim_5)% ph_idle@reset, {~10} %=create_squad(simulation_snork_night:trc_sim_5)% ph_idle@reset, {~10} %=create_squad(simulation_boar_3_5_night:trc_sim_5)% ph_idle@reset, {~10} %=create_squad(simulation_pseudodog_night:trc_sim_5)% ph_idle@reset, ph_idle@wait_reset
[ph_idle@spawn_dark_monster_1]
on_info = {~10} %=create_squad(simulation_mix_zombie_night:trc_sim_5)% ph_idle@reset, {~10} %=create_squad(simulation_psysucker_1_2_night:trc_sim_5)% ph_idle@reset, {~10} %=create_squad(simulation_bloodsucker_1_2_night:trc_sim_5)% ph_idle@reset, {~10} %=create_squad(simulation_psy_dog_night:trc_sim_5)% 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_gigant_night:trc_sim_9)% ph_idle@reset_2, {~30} %=create_squad(simulation_fracture_night:trc_sim_9)% ph_idle@reset_2, {~40} %=create_squad(simulation_zombie_3_6:trc_sim_9)% ph_idle@reset_2, {~50} %=create_squad(simulation_pseudodog_night:trc_sim_9)% ph_idle@reset_2, ph_idle@wait_reset
on_info = {~10} %=create_squad(simulation_dog_night:trc_sim_9)% ph_idle@reset_2, {~10} %=create_squad(simulation_cat_night:trc_sim_9)% ph_idle@reset_2, {~10} %=create_squad(simulation_boar_night:trc_sim_9)% ph_idle@reset_2, {~10} %=create_squad(simulation_pseudodog_night:trc_sim_9)% ph_idle@reset_2, ph_idle@wait_reset
[ph_idle@spawn_dark_monster_2]
on_info = {~10} %=create_squad(simulation_gigant_night:trc_sim_9)% ph_idle@reset_2, {~10} %=create_squad(simulation_fracture_night:trc_sim_9)% ph_idle@reset_2, {~10} %=create_squad(simulation_zombie_blind_3zomb_civ_night:trc_sim_9)% ph_idle@reset_2, {~10} %=create_squad(simulation_pseudodog_night:trc_sim_9)% 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:trc_sim_16)% ph_idle@reset_3, {~30} %=create_squad(simulation_bloodsucker_night:trc_sim_16)% ph_idle@reset_3, {~40} %=create_squad(simulation_karlik_night:trc_sim_16)% ph_idle@reset_3, {~50} %=create_squad(simulation_lurker_brown_night:trc_sim_16)% ph_idle@reset_3, ph_idle@wait_reset
on_info = {~10} %=create_squad(simulation_dog_night:trc_sim_16)% ph_idle@reset_3, {~10} %=create_squad(simulation_cat_night:trc_sim_16)% ph_idle@reset_3, {~10} %=create_squad(simulation_karlik_night:trc_sim_16)% ph_idle@reset_3, {~10} %=create_squad(simulation_lurker_brown_night:trc_sim_16)% ph_idle@reset_3, ph_idle@wait_reset
[ph_idle@spawn_dark_monster_3]
on_info = {~10} %=create_squad(simulation_psysucker_white_night:trc_sim_16)% ph_idle@reset_3, {~10} %=create_squad(simulation_bloodsucker_night:trc_sim_16)% ph_idle@reset_3, {~10} %=create_squad(simulation_karlik_night:trc_sim_16)% ph_idle@reset_3, {~10} %=create_squad(simulation_lurker_brown_night:trc_sim_16)% 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:trc_sim_19)% ph_idle@reset_4, {~30} %=create_squad(simulation_bloodsucker_night:trc_sim_19)% ph_idle@reset_4, {~40} %=create_squad(simulation_psy_dog_night:trc_sim_19)% ph_idle@reset_4, {~50} %=create_squad(simulation_karlik_night:trc_sim_19)% ph_idle@reset_4, ph_idle@wait_reset
on_info = {~10} %=create_squad(simulation_mix_dogs_night:trc_sim_19)% ph_idle@reset_4, {~10} %=create_squad(simulation_cat_3_5_night:trc_sim_19)% ph_idle@reset_4, {~10} %=create_squad(simulation_psy_dog_night:trc_sim_19)% ph_idle@reset_4, {~10} %=create_squad(simulation_karlik_night:trc_sim_19)% ph_idle@reset_4, ph_idle@wait_reset
[ph_idle@spawn_dark_monster_4]
on_info = {~10} %=create_squad(simulation_psysucker_white_night:trc_sim_19)% ph_idle@reset_4, {~10} %=create_squad(simulation_bloodsucker_night:trc_sim_19)% ph_idle@reset_4, {~10} %=create_squad(simulation_psy_dog_night:trc_sim_19)% ph_idle@reset_4, {~10} %=create_squad(simulation_karlik_night:trc_sim_19)% ph_idle@reset_4, ph_idle@wait_reset
[ph_idle@reset_4]
on_game_timer = 86400 | ph_idle@wait_actor
@@ -2,31 +2,43 @@
active = ph_idle@wait_actor
[ph_idle@wait_actor]
on_info = {=actor_near_smart(trc_sim_11) =is_dark_night} ph_idle@spawn_night_monster, {=actor_near_smart(trc_sim_11) =is_night} ph_idle@spawn_night_monster
on_info2 = {=actor_near_smart(trc_sim_13) =is_dark_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(trc_sim_13) =is_night} ph_idle@spawn_night_monster_2
on_info3 = {=actor_near_smart(trc_sim_14) =is_dark_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(trc_sim_14) =is_night} ph_idle@spawn_night_monster_3
on_info4 = {=actor_near_smart(trc_sim_15) =is_dark_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(trc_sim_15) =is_night} ph_idle@spawn_night_monster_4
on_info = {=actor_near_smart(trc_sim_11) =is_night} ph_idle@spawn_night_monster_1, {=actor_near_smart(trc_sim_11) =is_dark_night} ph_idle@spawn_dark_monster_1
on_info2 = {=actor_near_smart(trc_sim_13) =is_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(trc_sim_13) =is_dark_night} ph_idle@spawn_dark_monster_2
on_info3 = {=actor_near_smart(trc_sim_14) =is_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(trc_sim_14) =is_dark_night} ph_idle@spawn_dark_monster_3
on_info4 = {=actor_near_smart(trc_sim_15) =is_night} ph_idle@spawn_night_monster_4, {=actor_near_smart(trc_sim_15) =is_dark_night} ph_idle@spawn_dark_monster_4
[ph_idle@spawn_night_monster]
on_info = {~20} %=create_squad(simulation_chimera_2weak_night:trc_sim_11)% ph_idle@reset, {~30} %=create_squad(simulation_bloodsucker_night:trc_sim_11)% ph_idle@reset, {~40} %=create_squad(simulation_karlik_night:trc_sim_11)% ph_idle@reset, {~50} %=create_squad(simulation_lurker_brown_night:trc_sim_11)% ph_idle@reset, ph_idle@wait_reset
[ph_idle@spawn_night_monster_1]
on_info = {~10} %=create_squad(simulation_psy_dog_night:trc_sim_11)% ph_idle@reset, {~10} %=create_squad(simulation_dog_5_7_night:trc_sim_11)% ph_idle@reset, {~10} %=create_squad(simulation_cat_3_5_night:trc_sim_11)% ph_idle@reset, {~10} %=create_squad(simulation_lurker_brown_night:trc_sim_11)% ph_idle@reset, ph_idle@wait_reset
[ph_idle@spawn_dark_monster_1]
on_info = {~10} %=create_squad(simulation_chimera_2weak_night:trc_sim_11)% ph_idle@reset, {~10} %=create_squad(simulation_bloodsucker_night:trc_sim_11)% ph_idle@reset, {~10} %=create_squad(simulation_karlik_night:trc_sim_11)% ph_idle@reset, {~10} %=create_squad(simulation_lurker_brown_night:trc_sim_11)% ph_idle@reset, ph_idle@wait_reset
[ph_idle@reset]
on_game_timer = 86400 | ph_idle@wait_actor
[ph_idle@spawn_night_monster_2]
on_info = {~20} %=create_squad(simulation_tushkano_night:trc_sim_13)% ph_idle@reset_2, {~30} %=create_squad(simulation_fracture_night:trc_sim_13)% ph_idle@reset_2, {~40} %=create_squad(simulation_zombie_3_6:trc_sim_13)% ph_idle@reset_2, {~50} %=create_squad(simulation_snork_2_3_night:trc_sim_13)% ph_idle@reset_2, ph_idle@wait_reset
on_info = {~10} %=create_squad(simulation_tushkano_night:trc_sim_13)% ph_idle@reset_2, {~10} %=create_squad(simulation_fracture_night:trc_sim_13)% ph_idle@reset_2, {~10} %=create_squad(simulation_zombie_blind_night:trc_sim_13)% ph_idle@reset_2, {~10} %=create_squad(simulation_snork_2_3_night:trc_sim_13)% ph_idle@reset_2, ph_idle@wait_reset
[ph_idle@spawn_dark_monster_2]
on_info = {~10} %=create_squad(simulation_karlik_night:trc_sim_13)% ph_idle@reset_2, {~10} %=create_squad(simulation_fracture_night:trc_sim_13)% ph_idle@reset_2, {~10} %=create_squad(simulation_psysucker_night:trc_sim_13)% ph_idle@reset_2, {~10} %=create_squad(simulation_bloodsucker_night:trc_sim_13)% ph_idle@reset_2, ph_idle@wait_reset
[ph_idle@reset_2]
on_game_timer = 86400 | ph_idle@wait_actor
[ph_idle@spawn_night_monster_3]
on_info = {~20} %=create_squad(simulation_psy_dog_night:trc_sim_14)% ph_idle@reset_3, {~30} %=create_squad(simulation_psysucker_white_night:trc_sim_14)% ph_idle@reset_3, {~40} %=create_squad(simulation_bloodsucker_night:trc_sim_14)% ph_idle@reset_3, {~50} %=create_squad(simulation_snork_2_3_night:trc_sim_14)% ph_idle@reset_3, ph_idle@wait_reset
on_info = {~10} %=create_squad(simulation_psy_dog_night:trc_sim_14)% ph_idle@reset_3, {~10} %=create_squad(simulation_psysucker_white_night:trc_sim_14)% ph_idle@reset_3, {~10} %=create_squad(simulation_bloodsucker_night:trc_sim_14)% ph_idle@reset_3, {~10} %=create_squad(simulation_snork_2_3_night:trc_sim_14)% ph_idle@reset_3, ph_idle@wait_reset
[ph_idle@spawn_dark_monster_3]
on_info = {~10} %=create_squad(simulation_contr_5zomb_weak_night:trc_sim_14)% ph_idle@reset_3, {~10} %=create_squad(simulation_bur_5rat_day_night:trc_sim_14)% ph_idle@reset_3, {~10} %=create_squad(simulation_bloodsucker_night:trc_sim_14)% ph_idle@reset_3, {~10} %=create_squad(simulation_snork_2_3_night:trc_sim_14)% ph_idle@reset_3, ph_idle@wait_reset
[ph_idle@reset_3]
on_game_timer = 86400 | ph_idle@wait_actor
[ph_idle@spawn_night_monster_4]
on_info = {~20} %=create_squad(simulation_lurker_brown_night:trc_sim_15)% ph_idle@reset_4, {~30} %=create_squad(simulation_chimera_night:trc_sim_15)% ph_idle@reset_4, {~40} %=create_squad(simulation_psy_dog_night:trc_sim_15)% ph_idle@reset_4, {~50} %=create_squad(simulation_snork_2_5_night:trc_sim_15)% ph_idle@reset_4, ph_idle@wait_reset
on_info = {~10} %=create_squad(simulation_lurker_brown_night:trc_sim_15)% ph_idle@reset_4, {~10} %=create_squad(simulation_chimera_night:trc_sim_15)% ph_idle@reset_4, {~10} %=create_squad(simulation_psy_dog_night:trc_sim_15)% ph_idle@reset_4, {~10} %=create_squad(simulation_snork_2_5_night:trc_sim_15)% ph_idle@reset_4, ph_idle@wait_reset
[ph_idle@spawn_dark_monster_4]
on_info = {~10} %=create_squad(simulation_lurker_brown_night:trc_sim_15)% ph_idle@reset_4, {~10} %=create_squad(simulation_chimera_night:trc_sim_15)% ph_idle@reset_4, {~10} %=create_squad(simulation_psysucker_night:trc_sim_15)% ph_idle@reset_4, {~10} %=create_squad(simulation_bloodsucker_night:trc_sim_15)% ph_idle@reset_4, ph_idle@wait_reset
[ph_idle@reset_4]
on_game_timer = 86400 | ph_idle@wait_actor
@@ -2,31 +2,43 @@
active = ph_idle@wait_actor
[ph_idle@wait_actor]
on_info = {=actor_near_smart(trc_sim_10) =is_dark_night} ph_idle@spawn_night_monster, {=actor_near_smart(trc_sim_10) =is_night} ph_idle@spawn_night_monster
on_info2 = {=actor_near_smart(trc_sim_6) =is_dark_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(trc_sim_6) =is_night} ph_idle@spawn_night_monster_2
on_info3 = {=actor_near_smart(trc_sim_8) =is_dark_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(val_smart_terrain_8_7) =is_night} ph_idle@spawn_night_monster_3
on_info4 = {=actor_near_smart(trc_sim_17) =is_dark_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(val_smart_terrain_9_2) =is_night} ph_idle@spawn_night_monster_4
on_info = {=actor_near_smart(trc_sim_10) =is_night} ph_idle@spawn_night_monster_1, {=actor_near_smart(trc_sim_10) =is_dark_night} ph_idle@spawn_dark_monster_1
on_info2 = {=actor_near_smart(trc_sim_6) =is_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(trc_sim_6) =is_dark_night} ph_idle@spawn_dark_monster_2
on_info3 = {=actor_near_smart(trc_sim_8) =is_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(trc_sim_8) =is_dark_night} ph_idle@spawn_dark_monster_3
on_info4 = {=actor_near_smart(trc_sim_17) =is_night} ph_idle@spawn_night_monster_4, {=actor_near_smart(trc_sim_17) =is_dark_night} ph_idle@spawn_dark_monster_4
[ph_idle@spawn_night_monster]
on_info = {~20} %=create_squad(simulation_bloodsucker_night:trc_sim_10)% ph_idle@reset, {~30} %=create_squad(simulation_fracture_night:trc_sim_10)% ph_idle@reset, {~40} %=create_squad(simulation_snork_night:trc_sim_10)% ph_idle@reset, {~50} %=create_squad(simulation_lurker_blue_night:trc_sim_10)% ph_idle@reset, ph_idle@wait_reset
[ph_idle@spawn_night_monster_1]
on_info = {~10} %=create_squad(simulation_zombie_blind_3zomb_civ_night:trc_sim_10)% ph_idle@reset, {~10} %=create_squad(simulation_dog_night:trc_sim_10)% ph_idle@reset, {~10} %=create_squad(simulation_snork_night:trc_sim_10)% ph_idle@reset, {~10} %=create_squad(simulation_cat_night:trc_sim_10)% ph_idle@reset, ph_idle@wait_reset
[ph_idle@spawn_dark_monster_1]
on_info = {~10} %=create_squad(simulation_bloodsucker_night:trc_sim_10)% ph_idle@reset, {~10} %=create_squad(simulation_fracture_night:trc_sim_10)% ph_idle@reset, {~10} %=create_squad(simulation_psysucker_night:trc_sim_10)% ph_idle@reset, {~10} %=create_squad(simulation_lurker_blue_night:trc_sim_10)% 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:trc_sim_6)% ph_idle@reset_2, {~30} %=create_squad(simulation_fracture_night:trc_sim_6)% ph_idle@reset_2, {~40} %=create_squad(simulation_zombie_3_6:trc_sim_6)% ph_idle@reset_2, {~50} %=create_squad(simulation_pseudodog_night:trc_sim_6)% ph_idle@reset_2, ph_idle@wait_reset
on_info = {~10} %=create_squad(simulation_snork_night:trc_sim_6)% ph_idle@reset_2, {~10} %=create_squad(simulation_fracture_night:trc_sim_6)% ph_idle@reset_2, {~10} %=create_squad(simulation_zombie_blind_night:trc_sim_6)% ph_idle@reset_2, {~10} %=create_squad(simulation_pseudodog_night:trc_sim_6)% ph_idle@reset_2, ph_idle@wait_reset
[ph_idle@spawn_dark_monster_2]
on_info = {~10} %=create_squad(simulation_bloodsucker_night:trc_sim_6)% ph_idle@reset_2, {~10} %=create_squad(simulation_psysucker_night:trc_sim_6)% ph_idle@reset_2, {~10} %=create_squad(simulation_zombie_blind_3zomb_civ_night:trc_sim_6)% ph_idle@reset_2, {~10} %=create_squad(simulation_psy_dog_night:trc_sim_6)% 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_gigant_night:trc_sim_8)% ph_idle@reset_3, {~30} %=create_squad(simulation_chimera_night:trc_sim_8)% ph_idle@reset_3, {~40} %=create_squad(simulation_snork_2_5_night:trc_sim_8)% ph_idle@reset_3, {~50} %=create_squad(simulation_bloodsucker_night:trc_sim_8)% ph_idle@reset_3, ph_idle@wait_reset
on_info = {~10} %=create_squad(simulation_psy_dog_night:trc_sim_8)% ph_idle@reset_3, {~10} %=create_squad(simulation_psysucker_night:trc_sim_8)% ph_idle@reset_3, {~10} %=create_squad(simulation_snork_2_5_night:trc_sim_8)% ph_idle@reset_3, {~10} %=create_squad(simulation_bloodsucker_night:trc_sim_8)% ph_idle@reset_3, ph_idle@wait_reset
[ph_idle@spawn_dark_monster_3]
on_info = {~10} %=create_squad(simulation_gigant_night:trc_sim_8)% ph_idle@reset_3, {~10} %=create_squad(simulation_chimera_night:trc_sim_8)% ph_idle@reset_3, {~10} %=create_squad(simulation_snork_2_5_night:trc_sim_8)% ph_idle@reset_3, {~10} %=create_squad(simulation_bloodsucker_night:trc_sim_8)% ph_idle@reset_3, ph_idle@wait_reset
[ph_idle@reset_3]
on_game_timer = 86400 | ph_idle@wait_actor
[ph_idle@spawn_night_monster_4]
on_info = {~20} %=create_squad(simulation_pseudodog_night:trc_sim_17)% ph_idle@reset_4, {~30} %=create_squad(simulation_fracture_night:trc_sim_17)% ph_idle@reset_4, {~40} %=create_squad(simulation_bloodsucker_night:trc_sim_17)% ph_idle@reset_4, {~50} %=create_squad(simulation_lurker_blue_night:trc_sim_17)% ph_idle@reset_4, ph_idle@wait_reset
on_info = {~10} %=create_squad(simulation_pseudodog_night:trc_sim_17)% ph_idle@reset_4, {~10} %=create_squad(simulation_fracture_night:trc_sim_17)% ph_idle@reset_4, {~10} %=create_squad(simulation_bloodsucker_night:trc_sim_17)% ph_idle@reset_4, {~10} %=create_squad(simulation_lurker_blue_night:trc_sim_17)% ph_idle@reset_4, ph_idle@wait_reset
[ph_idle@spawn_dark_monster_4]
on_info = {~10} %=create_squad(simulation_psysucker_night:trc_sim_17)% ph_idle@reset_4, {~10} %=create_squad(simulation_contr_5rat_3tush_night:trc_sim_17)% ph_idle@reset_4, {~10} %=create_squad(simulation_bloodsucker_night:trc_sim_17)% ph_idle@reset_4, {~10} %=create_squad(simulation_bur_5rat_day_night:trc_sim_17)% ph_idle@reset_4, ph_idle@wait_reset
[ph_idle@reset_4]
on_game_timer = 86400 | ph_idle@wait_actor
@@ -0,0 +1,9 @@
[logic]
active = ph_sound
[ph_sound]
snd = esc_sidorovich_radio
looped = false
min_idle = 300
max_idle = 500
random = true
@@ -2,34 +2,17 @@
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
on_info = {=actor_near_smart(yan_smart_terrain_1_6) =is_night} ph_idle@spawn_night_monster_1, {=actor_near_smart(yan_smart_terrain_1_6) =is_dark_night} ph_idle@spawn_dark_monster_1
[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@spawn_night_monster_1]
on_info = {~10} %=create_squad(simulation_snork_night:yan_smart_terrain_1_6)% ph_idle@reset, {~10} %=create_squad(simulation_fracture_night:yan_smart_terrain_1_6)% ph_idle@reset, {~10} %=create_squad(simulation_bloodsucker_night:yan_smart_terrain_1_6)% ph_idle@reset, {~10} %=create_squad(simulation_pseudodog_night:yan_smart_terrain_1_6)% ph_idle@reset, ph_idle@wait_reset
[ph_idle@spawn_dark_monster_1]
on_info = {~10} %=create_squad(simulation_psysucker_white_night:yan_smart_terrain_1_6)% ph_idle@reset, {~10} %=create_squad(simulation_snork_night:yan_smart_terrain_1_6)% ph_idle@reset, {~10} %=create_squad(simulation_bloodsucker_night:yan_smart_terrain_1_6)% ph_idle@reset, {~10} %=create_squad(simulation_psysucker_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
@@ -2,34 +2,17 @@
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
on_info = {=actor_near_smart(yan_smart_terrain_4_2) =is_night} ph_idle@spawn_night_monster_1, {=actor_near_smart(yan_smart_terrain_4_2) =is_dark_night} ph_idle@spawn_dark_monster_1
[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@spawn_night_monster_1]
on_info = {~10} %=create_squad(simulation_snork_night:yan_smart_terrain_4_2)% ph_idle@reset, {~10} %=create_squad(simulation_fracture_night:yan_smart_terrain_4_2)% ph_idle@reset, {~10} %=create_squad(simulation_bloodsucker_red_night:yan_smart_terrain_4_2)% ph_idle@reset, {~10} %=create_squad(simulation_psysucker_brown_night:yan_smart_terrain_4_2)% ph_idle@reset, ph_idle@wait_reset
[ph_idle@spawn_dark_monster_1]
on_info = {~10} %=create_squad(simulation_chimera_night:yan_smart_terrain_4_2)% ph_idle@reset, {~10} %=create_squad(simulation_snork_night:yan_smart_terrain_4_2)% ph_idle@reset, {~10} %=create_squad(simulation_bloodsucker_red_night:yan_smart_terrain_4_2)% ph_idle@reset, {~10} %=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
@@ -2,34 +2,17 @@
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
on_info = {=actor_near_smart(yan_smart_terrain_6_2) =is_night} ph_idle@spawn_night_monster_1, {=actor_near_smart(yan_smart_terrain_6_2) =is_dark_night} ph_idle@spawn_dark_monster_1
[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@spawn_night_monster_1]
on_info = {~10} %=create_squad(simulation_mix_zombie_night:yan_smart_terrain_6_2)% ph_idle@reset, {~10} %=create_squad(simulation_snork_night:yan_smart_terrain_6_2)% ph_idle@reset, {~10} %=create_squad(simulation_lurker_brown_night:yan_smart_terrain_6_2)% ph_idle@reset, {~10} %=create_squad(simulation_pseudodog_night:yan_smart_terrain_6_2)% ph_idle@reset, ph_idle@wait_reset
[ph_idle@spawn_dark_monster_1]
on_info = {~10} %=create_squad(simulation_zombie_blind_3zomb_night:yan_smart_terrain_6_2)% ph_idle@reset, {~10} %=create_squad(simulation_snork_2_3_night:yan_smart_terrain_6_2)% ph_idle@reset, {~10} %=create_squad(simulation_bloodsucker_night:yan_smart_terrain_6_2)% ph_idle@reset, {~10} %=create_squad(simulation_psysucker_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
+17 -16
View File
@@ -1,39 +1,40 @@
[General]
gameName=stalkeranomaly
modid=0
version=d2024.3.23.0
version=d2024.3.30.0
newestVersion=
category="15,"
category="-1,"
nexusFileStatus=1
installationFile=RedoneCollection_v2.2.1.zip
installationFile=RedoneCollection_v2.2.2.zip
repository=
ignoredVersion=
comments=
notes=
nexusDescription=
url=
hasCustomURL=true
hasCustomURL=false
lastNexusQuery=
lastNexusUpdate=
nexusLastModified=2024-02-29T06:46:08Z
nexusLastModified=2024-03-31T09:03:49Z
nexusCategory=0
converted=false
validated=false
color=@Variant(\0\0\0\x43\0\xff\xff\0\0\0\0\0\0\0\0)
tracked=0
[Plugins]
BAIN%20Installer\option0=00 MAIN INSTALL Redone Collection 2.2.0
BAIN%20Installer\option1=02 SELECT ONE Agroprom Underground V2 [ NO ENDLESS SPAWN ]
BAIN%20Installer\option2=03 Optional Add Barman Army Wearhouse
BAIN%20Installer\option3=04 Optional Add Barman Dark Valley
BAIN%20Installer\option4=05 Optional Add Traders Darkscape
BAIN%20Installer\option5=06 Optional Cordon Logic Addon
BAIN%20Installer\option6=07 Optional Cordon Tunnel Anomalies
BAIN%20Installer\option7=08 Optional Psy-field Ambient Addon
BAIN%20Installer\option8=09 Redone Rank Progression Addon
[installedFiles]
1\modid=0
size=1
1\fileid=0
[Plugins]
BAIN%20Installer\option0=00 MAIN INSTALL Redone Collection 2.2.2
BAIN%20Installer\option1=02 SELECT ONE Agroprom Underground V2 [ NO ENDLESS SPAWN ]
BAIN%20Installer\option2=03 Optional Endless Night Mutant Addon [ RECOMMENDED ]
BAIN%20Installer\option3=04 Optional Add Barman Army Wearhouse
BAIN%20Installer\option4=05 Optional Add Traders Darkscape
BAIN%20Installer\option5=06 Optional Add Barman Dark Valley
BAIN%20Installer\option6=07 Optional Cordon Logic Addon
BAIN%20Installer\option7=08 Optional Cordon Tunnel Anomalies
BAIN%20Installer\option8=09 Optional Psy-Field Ambient Addon
BAIN%20Installer\option9=10 Redone Rank Progression Addon