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
@@ -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