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
@@ -0,0 +1,16 @@
[lc_tran_red]
GroupControlSection = spawn_group
$spawn = "physics\object"
$prefetch = 8
class = O_PHYSIC
remove_time = 60
visual = dynamics\light\light_signal.ogf
fixed_bones = link
script_binding = bind_physic_object.init
custom_data = scripts\red_forest\lc_red_transition_redone.ltx
[lc_red01_limansk01]:lc_tran_red
story_id = lc_red_limansk
[lc_limansk01_red01]:lc_tran_red
story_id = lc_limansk_red
@@ -0,0 +1,105 @@
[red_forest_phys_physic_object]
GroupControlSection = spawn_group
$spawn = "physics\object"
class = O_PHYS_S
remove_time = 60
script_binding = bind_physic_object.init
[red_forest_dstr_physic_object]
GroupControlSection = spawn_group
$spawn = "physics\destroyable_object"
class = O_DSTR_S
remove_time = 60
script_binding = bind_physic_object.init
[monolith_red_camp_priemnik_gorizont]:red_forest_dstr_physic_object
visual = dynamics\el_tehnika\priemnik_gorizont.ogf
fixed_bones = link
custom_data = scripts\red_forest\red_monolith_camp_radio.ltx
;[monolith_red_outpost_transiver]:red_forest_dstr_physic_object
;visual = dynamics\el_tehnika\transiver.ogf
;fixed_bones = link
;custom_data = scripts\red_forest\red_monolith_outpost_transceiver.ltx
;[monolith_red_outpost_rupor]:red_forest_dstr_physic_object
;visual = dynamics\el_tehnika\rupor.ogf
;fixed_bones = link
;custom_data = scripts\red_forest\red_monolith_outpost_megafone.ltx
[red_combat_sound_1]:red_forest_dstr_physic_object
visual = dynamics\el_tehnika\priemnik_gorizont.ogf
fixed_bones = link
custom_data = scripts\red_forest\red_combat_ambient_sound_1.ltx
[red_combat_sound_2]:red_forest_dstr_physic_object
visual = dynamics\el_tehnika\priemnik_gorizont.ogf
fixed_bones = link
custom_data = scripts\red_forest\red_combat_ambient_sound_2.ltx
[red_battle_sound_1]:red_forest_dstr_physic_object
visual = dynamics\el_tehnika\priemnik_gorizont.ogf
fixed_bones = link
custom_data = scripts\red_forest\red_battle_ambient_sound_1.ltx
[red_battle_sound_2]:red_forest_dstr_physic_object
visual = dynamics\el_tehnika\priemnik_gorizont.ogf
fixed_bones = link
custom_data = scripts\red_forest\red_battle_ambient_sound_2.ltx
[red_tunnel_wall]:red_forest_phys_physic_object
visual = dynamics\door\door_katakomb_big_4.ogf
fixed_bones = link
custom_data = models\objects\ignore_static.ltx
[red_tunnel_door]:red_forest_phys_physic_object
visual = dynamics\door\door_metal_220x260_01_r.ogf
fixed_bones = link
custom_data = models\objects\ignore_static.ltx
[red_tunnel_box_1]:red_forest_dstr_physic_object
visual = dynamics\box\box_wood_01.ogf
fixed_bones = link
[red_tunnel_box_2]:red_forest_dstr_physic_object
visual = dynamics\box\box_wood_01.ogf
fixed_bones = link
[red_tunnel_box_3]:red_forest_dstr_physic_object
visual = dynamics\box\box_wood_01.ogf
fixed_bones = link
[red_tunnel_box_4]:red_forest_dstr_physic_object
visual = dynamics\box\box_wood_01.ogf
fixed_bones = link
[red_tunnel_box_5]:red_forest_dstr_physic_object
visual = dynamics\box\box_wood_01.ogf
fixed_bones = link
[red_tunnel_sign_1]:red_forest_phys_physic_object
visual = dynamics\decor\sign_stop.ogf
[red_tunnel_dead_1]:red_forest_phys_physic_object
visual = dynamics\dead_body\skelet_crash.ogf
[red_tunnel_dead_2]:red_forest_phys_physic_object
visual = dynamics\dead_body\skelet_crash_monster.ogf
[red_tunnel_veh_1]:red_forest_dstr_physic_object
visual = dynamics\vehicles\veh_gaz66\veh_gaz_u_01.ogf
startup_animation = idle
custom_data = models\objects\ignore_static.ltx
story_id = red_tunnel_veh_1
[red_tunnel_veh_2]:red_forest_dstr_physic_object
visual = dynamics\vehicles\veh_kavz\veh_kavz_u_01.ogf
startup_animation = idle
custom_data = models\objects\ignore_static.ltx
story_id = red_tunnel_veh_2
[red_tunnel_veh_3]:red_forest_dstr_physic_object
visual = dynamics\vehicles\veh_zaz\veh_zaz_u_01.ogf
startup_animation = idle
custom_data = models\objects\ignore_static.ltx
story_id = red_tunnel_veh_3
@@ -0,0 +1,156 @@
;--------- SIMULATION --------
;Limansk enterance
![red_bridge_bandit_smart_skirmish]:default_base ;mlr
sim_avail = true
territory = 1
surge = 1
killer = 1
csky = 1
stalker = 1
bandit = 1
dolg = 1
freedom = 1
monolith = 1
zombied = 1
army = 1
all = 0
;Stancia1 exit camp
![red_smart_terrain_3_1]:default_base
sim_avail = true
surge = 1
stalker = 1
bandit = 1
killer = 1
dolg = 1
ecolog = 1
freedom = 1
army = 1
monolith = 0
greh = 0
zombied = 1
;underground mine
![red_smart_terrain_3_2]:default
sim_avail = {+bar_deactivate_radar_done} false, true
lair = 0
surge = 1
stalker = 0
ecolog = 0
csky = 0
monolith = 1
greh = 1
zombied = 1
![red_smart_terrain_3_3]:default
sim_avail = {+bar_deactivate_radar_done} false, true
stalker = 1
dolg = 1
freedom = 1
monolith = 1
greh = 1
zombied = 1
;Camp near Forester's house - at red forest gate
![red_smart_terrain_4_2]:default_base
sim_avail = true
surge = 1
stalker = 1
bandit = 1
killer = 1
dolg = 1
ecolog = 1
freedom = 1
monolith = 0
greh = 0
zombied = 1
all = 0
army_heli = 0
![red_smart_terrain_4_3]:default
sim_avail = {+bar_deactivate_radar_done} false, true
stalker = 1
dolg = 1
freedom = 1
monolith = 1
greh = 1
zombied = 1
![red_smart_terrain_4_5]:default
sim_avail = true
resource = 2
stalker = 1
bandit = 1
killer = 1
dolg = 1
ecolog = 1
freedom = 1
monolith = 1
zombied = 1
![red_smart_terrain_5_5]:default_lair
sim_avail = {+bar_deactivate_radar_done} true, false
stalker = 1
bandit = 1
killer = 1
dolg = 1
freedom = 1
monolith = 0
![red_smart_terrain_5_6]:default_lair
sim_avail = true
territory = 1
;deeper forest - anomaly field with weird rocks
![red_smart_terrain_6_3]:default
sim_avail = true
resource = 2
stalker = 1
ecolog = 2
monolith = 0
greh = 1
zombied = 1
![red_smart_terrain_6_6]:default
sim_avail = true
surge = 1
monolith = 1
killer = 1
stalker = 1
ecolog = 1
bandit = 1
dolg = 1
freedom = 1
army = 1
csky = 1
zombied = 1
;bridge - forest side
![red_smart_terrain_bridge]:default_base
sim_avail = true
surge = 1
territory = 1
stalker = 1
csky = 1
bandit = 1
killer = 1
dolg = 1
freedom = 1
monolith = 1
zombied = 1
army = 1
greh = 1
all = 0
;deeper forest - near T72 tank
![red_smart_terrain_monsters]:default_lair
sim_avail = true
resource = 2
;tunnel to deeper forest - little mine
![red_smart_terrain_monsters_2]:default
sim_avail = true
zombied = 1
![red_smart_terrain_monsters_3]:default_lair
sim_avail = true
@@ -0,0 +1,23 @@
![red_smart_terrain_4_2];mlr
stalkers_base_red_forest_mlr_squad = 0
![red_bridge_bandit_smart_skirmish];mlr
protectors_red_bridge_bandit_smart_skirmish_squad = 0
monolith_sim_squad_advanced = 0
![red_smart_terrain_3_2]
monolith_bridge_trader_mlr_squad
red_3_2_monolith_guard_squad = 1
red_greh_trader_squad = 0
red_greh_tech_squad = 0
red_3_2_greh_guard_squad = 0
;simulation_contr_3sn_3gzomb = 0
![red_smart_terrain_5_6]
simulation_chimera = 0
![red_smart_terrain_6_3]
ecolog_sim_squad_advanced_2e_2ls_1ss = 1
![red_smart_terrain_monsters]
red_6_3_black_chimera = 1
@@ -0,0 +1,6 @@
[monolith_rad_outpost_speech]
type = 3d
path = characters_voice\scenario\radar\monolith_radio_1
shuffle = rnd
idle = 5,15,100
levels = l10_radar
@@ -0,0 +1,55 @@
[monolith_red_camp_radio_speech]
type = 3d
path = characters_voice\scenario\red_forest\monolith_radio_1
shuffle = rnd
idle = 5,15,100
levels = l10_red_forest
[monolith_red_outpost_speech]
type = 3d
path = characters_voice\scenario\red_forest\monolith_radio_2
shuffle = rnd
idle = 5,15,100
levels = l10_red_forest
[red_combat_ambient_1]
type = 3d
path = ambient\background\red_forest\gunfire_red_
shuffle = rnd
idle = 5,15,100
levels = l10_red_forest
[red_combat_ambient_2]
type = 3d
path = ambient\background\red_forest\gunfire_red_
shuffle = rnd
idle = 5,15,100
levels = l10_red_forest
[red_combat_ambient_3]
type = 3d
path = ambient\background\red_forest\gunfire_red_
shuffle = rnd
idle = 5,15,100
levels = l10_red_forest
[red_combat_ambient_4]
type = 3d
path = ambient\background\red_forest\gunfire_red_
shuffle = rnd
idle = 5,15,100
levels = l10_red_forest
[red_battle_ambient_1]
type = 3d
path = ambient\tuman\fog_ambient_gunfire_
shuffle = rnd
idle = 5,15,100
levels = l10_red_forest
[red_battle_ambient_2]
type = 3d
path = ambient\tuman\fog_ambient_gunfire_
shuffle = rnd
idle = 5,15,100
levels = l10_red_forest
@@ -0,0 +1,9 @@
[dynamic_object_configs]
smart = red_bridge_bandit_smart_skirmish
condlist_0 = true
[exclusive]
combat_ambient_1= red_combat_sound_1 | -254.22,14.93,-275.56 | 0,0,0 | condlist_0
combat_ambient_2= red_combat_sound_2 | -236.89,17.44,-157.99 | 0,0,0 | condlist_0
battle_ambient_1= red_battle_sound_1 | -200.00,6.30,-257.29 | 0,0,0 | condlist_0
battle_ambient_2= red_battle_sound_2 | -193.82,18.73,-336.99 | 0,0,0 | condlist_0
@@ -0,0 +1,6 @@
[dynamic_object_configs]
smart = red_smart_terrain_3_2
condlist_0 = true
[exclusive]
radio_1 = monolith_red_camp_priemnik_gorizont | -159.33,3.13,-29.75 | 0,45,0 | condlist_0
@@ -0,0 +1,22 @@
[dynamic_object_configs]
smart = red_smart_terrain_bridge
condlist_0 = true
[exclusive]
;rupor_1 = monolith_red_outpost_rupor | -114.50,7.50,-253.63 | 0,90,0 | condlist_0
;transiver_1 = monolith_red_outpost_transiver | -114.81,1.37,-255.56 | 0,-90,0 | condlist_0
wall_1 = red_tunnel_wall | -205.04,3.00,-332.71 | 90,80,90 | condlist_0
door_1 = red_tunnel_door | -207.77,2.13,-331.99 | 0,-10,180 | condlist_0
box_1 = red_tunnel_box_1 | -197.88,1.01,-320.98 | 0,10,180 | condlist_0
box_2 = red_tunnel_box_2 | -169.79,1.84,-317.38 | 0,10,180 | condlist_0
box_3 = red_tunnel_box_3 | -198.85,1.01,-321.84 | 0,-10,180 | condlist_0
box_4 = red_tunnel_box_4 | -198.97,1.01,-323.30 | 0,20,180 | condlist_0
box_5 = red_tunnel_box_5 | -169.87,1.84,-316.12 | 0,35,180 | condlist_0
sign_1 = red_tunnel_sign_1 | -192.06,0.23,-319.07 | 180,65,90 | condlist_0
dead_1 = red_tunnel_dead_1 | -203.43,0.23,-331.16 | 90,0,-45 | condlist_0
dead_2 = red_tunnel_dead_2 | -193.14,0.23,-312.77 | 0,10,90 | condlist_0
vehicles_1 = red_tunnel_veh_1 | -201.47,0.13,-327.16 | 0,180,0 | condlist_0
vehicles_2 = red_tunnel_veh_2 | -197.61,0.13,-308.80 | 0,-8,0 | condlist_0
vehicles_3 = red_tunnel_veh_3 | -200.65,0.13,-309.30 | 0,-40,0 | condlist_0
@@ -0,0 +1,305 @@
![protectors_red_bridge_bandit_smart_skirmish_squad]:online_offline_group
faction = monolith
npc_random = sim_default_monolith_2, sim_default_monolith_3, sim_default_monolith_2, sim_default_monolith_3, sim_monolith_sniper, sim_monolith_sniper
npc_in_squad = 4, 4
target_smart = red_bridge_bandit_smart_skirmish
![monolith_bridge_trader_mlr_squad]:online_offline_group
faction = monolith
npc = monolith_bridge_trader_mlr
npc_in_squad = 1, 1
target_smart = red_smart_terrain_3_2
[red_3_2_monolith_guard_squad]:online_offline_group
faction = monolith
npc_random = sim_default_monolith_3, sim_default_monolith_3, sim_default_monolith_3, sim_default_monolith_3, sim_default_monolith_3, sim_default_monolith_4
npc_in_squad = 4, 4
target_smart = red_smart_terrain_3_2
[red_6_6_monolith_guard_squad]:online_offline_group
faction = monolith
npc_random = sim_default_monolith_3, sim_default_monolith_3, sim_default_monolith_4, sim_default_monolith_3, sim_default_monolith_2, sim_default_monolith_2
npc_in_squad = 6, 6
target_smart = red_smart_terrain_6_6
[monolith_base_red_forest_mlr_squad]:online_offline_group
faction = monolith
npc_random = sim_default_monolith_1, sim_default_monolith_1, sim_default_monolith_1, sim_default_monolith_3, sim_default_monolith_2, sim_default_monolith_2
npc_in_squad = 3, 6
target_smart = red_smart_terrain_4_2
[monolith_base_red_forest_mlr_squad2]:online_offline_group
faction = monolith
npc_random = sim_default_monolith_1, sim_default_monolith_1, sim_default_monolith_2, sim_default_monolith_3, sim_default_monolith_2, sim_default_monolith_2
npc_in_squad = 6, 6
target_smart = red_smart_terrain_3_1
[red_monolith_outpost_mlr_squad]:online_offline_group
faction = monolith
npc_random = sim_default_monolith_1, sim_default_monolith_2, sim_default_monolith_2, sim_default_monolith_3, sim_default_monolith_2, sim_default_monolith_4
npc_in_squad = 8, 10
target_smart = red_smart_terrain_bridge
;-----------------------------------
![stalkers_base_red_forest_mlr_squad]:online_offline_group
faction = stalker
npc_random = sim_default_stalker_2, sim_default_stalker_2, sim_default_stalker_4, sim_default_stalker_3, sim_default_stalker_2
npc_in_squad = 3, 6
target_smart = red_smart_terrain_4_2
[csky_base_red_forest_mlr_squad]:online_offline_group
faction = csky
npc_random = sim_default_csky_3, sim_default_csky_3, sim_default_csky_4, sim_default_csky_3, sim_default_csky_2, sim_default_csky_2
npc_in_squad = 3, 6
target_smart = red_smart_terrain_4_2
[freedom_base_red_forest_mlr_squad]:online_offline_group
faction = freedom
npc_random = sim_default_freedom_1, sim_default_freedom_1, sim_default_freedom_4, sim_default_freedom_3, sim_default_freedom_2, sim_default_freedom_2
npc_in_squad = 3, 6
target_smart = red_smart_terrain_4_2
[ecolog_base_red_forest_mlr_squad]:online_offline_group
faction = ecolog
npc_random = sim_default_ecolog_3, sim_default_ecolog_3, sim_default_ecolog_4, sim_default_ecolog_3, sim_default_ecolog_2, sim_default_ecolog_1
npc_in_squad = 3, 6
target_smart = red_smart_terrain_4_2
[duty_base_red_forest_mlr_squad]:online_offline_group
faction = dolg
npc_random = sim_default_duty_1, sim_default_duty_3, sim_default_duty_4, sim_default_duty_3, sim_default_duty_2, sim_default_duty_2
npc_in_squad = 3, 6
target_smart = red_smart_terrain_4_2
[army_base_red_forest_mlr_squad]:online_offline_group
faction = army
npc_random = sim_default_military_3, sim_default_military_3, sim_default_military_4, sim_default_military_3, sim_default_military_2, sim_default_military_2
npc_in_squad = 3, 6
target_smart = red_smart_terrain_4_2
[killer_base_red_forest_mlr_squad]:online_offline_group
faction = killer
npc_random = sim_default_killer_1, sim_default_killer_2, sim_default_killer_4, sim_default_killer_3, sim_default_killer_2, sim_default_killer_2
npc_in_squad = 3, 6
target_smart = red_smart_terrain_4_2
[bandit_base_red_forest_mlr_squad]:online_offline_group
faction = bandit
npc_random = sim_default_bandit_1, sim_default_bandit_2, sim_default_bandit_3, sim_default_bandit_3, sim_default_bandit_2, sim_default_bandit_2
npc_in_squad = 3, 6
target_smart = red_smart_terrain_4_2
[renegade_base_red_forest_mlr_squad]:online_offline_group
faction = renegade
npc_random = sim_default_renegade_1, sim_default_renegade_1, sim_default_renegade_2, sim_default_renegade_2, sim_default_renegade_2, sim_default_renegade_2
npc_in_squad = 3, 6
target_smart = red_smart_terrain_4_2
;-----------------------------------
[stalker_red_bridge_bandit_smart_skirmish_squad]:online_offline_group
faction = stalker
npc_random = sim_default_stalker_2, sim_default_stalker_2, sim_default_stalker_4, sim_default_stalker_3, sim_default_stalker_2
npc_in_squad = 4, 4
target_smart = red_bridge_bandit_smart_skirmish
[red_stalker_outpost_mlr_squad]:online_offline_group
faction = stalker
npc_random = sim_default_stalker_1, sim_default_stalker_2, sim_default_stalker_2, sim_default_stalker_2, sim_default_stalker_4
npc_in_squad = 6, 6
target_smart = red_smart_terrain_bridge
[red_6_6_stalker_guard_squad]:online_offline_group
faction = stalker
npc = sim_default_stalker_1, sim_default_stalker_2, sim_default_stalker_3, sim_default_stalker_2, sim_default_stalker_2
npc_in_squad = 6, 6
target_smart = red_smart_terrain_6_6
;-----------------------------------
[csky_red_bridge_bandit_smart_skirmish_squad]:online_offline_group
faction = csky
npc_random = sim_default_csky_1, sim_default_csky_3, sim_default_csky_4, sim_default_csky_3, sim_default_csky_2, sim_default_csky_2
npc_in_squad = 4, 4
target_smart = red_bridge_bandit_smart_skirmish
[red_csky_outpost_mlr_squad]:online_offline_group
faction = csky
npc_random = sim_default_csky_2, sim_default_csky_2, sim_default_csky_1, sim_default_csky_3, sim_default_csky_2, sim_default_csky_2
npc_in_squad = 6, 6
target_smart = red_smart_terrain_bridge
[red_6_6_csky_guard_squad]:online_offline_group
faction = csky
npc_random = sim_default_csky_1, sim_default_csky_2, sim_default_csky_3, sim_default_csky_3, sim_default_csky_2, sim_default_csky_2
npc_in_squad = 6, 6
target_smart = red_smart_terrain_6_6
;-----------------------------------
[ecolog_red_bridge_bandit_smart_skirmish_squad]:online_offline_group
faction = ecolog
npc_random = sim_default_ecolog_1, sim_default_ecolog_3, sim_default_ecolog_4, sim_default_ecolog_3, sim_default_ecolog_2, sim_default_ecolog_2
npc_in_squad = 4, 4
target_smart = red_bridge_bandit_smart_skirmish
[red_ecolog_outpost_mlr_squad]:online_offline_group
faction = ecolog
npc_random = sim_default_ecolog_1, sim_default_ecolog_3, sim_default_ecolog_4, sim_default_ecolog_3, sim_default_ecolog_2, sim_default_ecolog_2
npc_in_squad = 6, 6
target_smart = red_smart_terrain_bridge
[red_6_6_ecolog_guard_squad]:online_offline_group
faction = ecolog
npc_random = sim_default_ecolog_1, sim_default_ecolog_2, sim_default_ecolog_4, sim_default_ecolog_3, sim_default_ecolog_2, sim_default_ecolog_2
npc_in_squad = 6, 6
target_smart = red_smart_terrain_6_6
;-----------------------------------
[freedom_red_bridge_bandit_smart_skirmish_squad]:online_offline_group
faction = freedom
npc_random = sim_default_freedom_1, sim_default_freedom_2, sim_default_freedom_4, sim_default_freedom_3, sim_default_freedom_2, sim_default_freedom_2
npc_in_squad = 4, 4
target_smart = red_bridge_bandit_smart_skirmish
[red_freedom_outpost_mlr_squad]:online_offline_group
faction = freedom
npc_random = sim_default_freedom_1, sim_default_freedom_2, sim_default_freedom_2, sim_default_freedom_3, sim_default_freedom_4, sim_default_freedom_2
npc_in_squad = 6, 6
target_smart = red_smart_terrain_bridge
[red_6_6_freedom_guard_squad]:online_offline_group
faction = freedom
npc_random = sim_default_freedom_1, sim_default_freedom_2, sim_default_freedom_2, sim_default_freedom_3, sim_default_freedom_2, sim_default_freedom_2
npc_in_squad = 6, 6
target_smart = red_smart_terrain_6_6
;-----------------------------------
[duty_red_bridge_bandit_smart_skirmish_squad]:online_offline_group
faction = dolg
npc_random = sim_default_duty_1, sim_default_duty_2, sim_default_duty_4, sim_default_duty_3, sim_default_duty_2, sim_default_duty_2
npc_in_squad = 4, 4
target_smart = red_bridge_bandit_smart_skirmish
[red_duty_outpost_mlr_squad]:online_offline_group
faction = dolg
npc_random = sim_default_duty_2, sim_default_duty_2, sim_default_duty_2, sim_default_duty_3, sim_default_duty_2, sim_default_duty_4
npc_in_squad = 6, 6
target_smart = red_smart_terrain_bridge
[red_6_6_duty_guard_squad]:online_offline_group
faction = dolg
npc_random = sim_default_duty_2, sim_default_duty_2, sim_default_duty_4, sim_default_duty_3, sim_default_duty_2, sim_default_duty_1
npc_in_squad = 6, 6
target_smart = red_smart_terrain_6_6
;-----------------------------------
[army_red_bridge_bandit_smart_skirmish_squad]:online_offline_group
faction = army
npc_random = sim_default_military_2, sim_default_military_2, sim_default_military_4, sim_default_military_3, sim_default_military_2, sim_default_military_2
npc_in_squad = 4, 4
target_smart = red_bridge_bandit_smart_skirmish
[red_army_outpost_mlr_squad]:online_offline_group
faction = army
npc_random = sim_default_military_1, sim_default_military_2, sim_default_military_2, sim_default_military_2, sim_default_military_4, sim_default_military_3
npc_in_squad = 6, 6
target_smart = red_smart_terrain_bridge
[red_6_6_army_guard_squad]:online_offline_group
faction = army
npc_random = sim_default_military_2, sim_default_military_2, sim_default_military_1, sim_default_military_2, sim_default_military_2, sim_default_military_3
npc_in_squad = 6, 6
target_smart = red_smart_terrain_6_6
;-----------------------------------
[killer_red_bridge_bandit_smart_skirmish_squad]:online_offline_group
faction = killer
npc_random = sim_default_killer_1, sim_default_killer_2, sim_default_killer_3, sim_default_killer_3, sim_killer_sniper, sim_killer_sniper
npc_in_squad = 6, 6
target_smart = red_bridge_bandit_smart_skirmish
[red_killer_outpost_mlr_squad]:online_offline_group
faction = killer
npc_random = sim_default_killer_1, sim_default_killer_2, sim_default_killer_4, sim_default_killer_3, sim_default_killer_2, sim_default_killer_2
npc_in_squad = 6, 6
target_smart = red_smart_terrain_bridge
[red_6_6_killer_guard_squad]:online_offline_group
faction = killer
npc_random = sim_default_killer_3, sim_default_killer_3, sim_default_killer_4, sim_default_killer_3, sim_default_killer_2, sim_default_killer_2
npc_in_squad = 6, 6
target_smart = red_smart_terrain_6_6
;-----------------------------------
[bandit_red_bridge_bandit_smart_skirmish_squad]:online_offline_group
faction = bandit
npc_random = sim_default_bandit_2, sim_default_bandit_2, sim_default_bandit_4, sim_default_bandit_3, sim_default_bandit_2, sim_default_bandit_2
npc_in_squad = 4, 4
target_smart = red_bridge_bandit_smart_skirmish
[red_bandit_outpost_mlr_squad]:online_offline_group
faction = bandit
npc_random = sim_default_bandit_1, sim_default_bandit_2, sim_default_bandit_2, sim_default_bandit_3, sim_default_bandit_2, sim_default_bandit_2
npc_in_squad = 6, 6
target_smart = red_smart_terrain_bridge
[red_6_6_bandit_guard_squad]:online_offline_group
faction = bandit
npc_random = sim_default_bandit_2, sim_default_bandit_3, sim_default_bandit_4, sim_default_bandit_2, sim_default_bandit_2, sim_default_bandit_2
npc_in_squad = 6, 6
target_smart = red_smart_terrain_6_6
;-----------------------------------
[renegade_red_bridge_bandit_smart_skirmish_squad]:online_offline_group
faction = renegade
npc_random = sim_default_renegade_1, sim_default_renegade_1, sim_default_renegade_2, sim_default_renegade_2, sim_default_renegade_2, sim_default_renegade_2
npc_in_squad = 4, 4
target_smart = red_bridge_bandit_smart_skirmish
[red_renegade_outpost_mlr_squad]:online_offline_group
faction = renegade
npc_random = sim_default_renegade_1, sim_default_renegade_1, sim_default_renegade_2, sim_default_renegade_2, sim_default_renegade_2, sim_default_renegade_2
npc_in_squad = 6, 6
target_smart = red_smart_terrain_bridge
[red_6_6_renegade_guard_squad]:online_offline_group
faction = renegade
npc_random = sim_default_renegade_1, sim_default_renegade_1, sim_default_renegade_2, sim_default_renegade_2, sim_default_renegade_2, sim_default_renegade_2
npc_in_squad = 6, 6
target_smart = red_smart_terrain_6_6
;-----------------------------------
![red_6_3_black_chimera]:online_offline_group
faction = monster
npc = chimera_strong4
npc_in_squad = 1, 1
target_smart = red_smart_terrain_monsters
story_id = red_6_3_black_chimera
![red_greh_trader_squad]:online_offline_group
;faction = greh
;npc = red_greh_trader
;npc_in_squad = 1, 1
;story_id = red_greh_trader_squad
;target_smart = red_smart_terrain_3_2
![red_greh_tech_squad]:online_offline_group
;faction = greh
;npc = red_greh_tech
;npc_in_squad = 1, 1
;story_id = red_greh_tech_squad
;target_smart = red_smart_terrain_3_2
![red_3_2_greh_guard_squad]:online_offline_group
;faction = greh
;npc_random = sim_default_greh_1, sim_default_greh_2, sim_default_greh_3, sim_default_greh_3, sim_default_greh_4
;npc_in_squad = 6, 6
;target_smart = red_smart_terrain_3_2
@@ -0,0 +1,5 @@
![l10_red_forest]
ano_red_82 = electric, -199.68054199219, 0.13624352216721, -307.23428344727, 798, 2748
;ano_red_83 = electric, -200.60841369629, 0.13464376330376, -311.77584838867, 640, 2748
ano_red_84 = electric, -199.94546508789, 2.2079412937164, -309.7067565918, 719, 2748
@@ -0,0 +1,4 @@
![remove_objects]
red_level_changer_to_limansk
lim_level_changer_to_red_forest
@@ -0,0 +1,8 @@
[logic]
active = ph_idle@transition
[ph_idle@transition]
on_info = {=dist_to_actor_le(5)} %=script(lc_red_transition_redone:teleport_actor)% ph_idle@wait
[ph_idle@wait]
on_timer = 2000 | ph_idle@transition
@@ -0,0 +1,17 @@
[logic@red_smart_terrain_3_2_guard_work_2]
active = beh@red_smart_terrain_3_2_guard_work_2
suitable = true
prior = 41
[logic@red_smart_terrain_3_2_guard_work_3]
active = beh@red_smart_terrain_3_2_guard_work_3
suitable = true
prior = 41
[beh@red_smart_terrain_3_2_guard_work_2]:beh@camp_general
pt1 = 88860000,guard | pos: -76.881134033203, 2.2461788654327, -57.950668334961 look: -76.175743103027, 2.2158513069153, -57.400169372559
path_end = loop
[beh@red_smart_terrain_3_2_guard_work_3]:beh@camp_general
pt1 = 88860000,guard | pos: -102.89811706543, 2.2951598167419, -56.98637008667 look: -98.691925048828, 2.3019394874573, -56.461265563965
path_end = loop
@@ -0,0 +1,31 @@
![logic@monolith_bridge_trader_mlr]
active = ;walker@base
active = beh@red_monolith_trader
prior = 200
on_death = death_monolith_trader
[death_monolith_trader]
on_info = %+red_monolith_trader_dead%
[beh@general]
behavior_state = beh_move
target = waypoint
walk_dist = 90
jog_dist = 150
wait_anim = guard
walk_anim = patrol ;assault
jog_anim = patrol ;assault
run_anim = patrol ;assault
delay_anim = guard
use_camp = false
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_cond = {=is_warfare} false, {=actor_true_enemy =check_enemy_name(actor)} false, true
combat_ignore_keep_when_attacked = {=is_warfare} false, true
invulnerable = {=is_warfare} false, {!actor_true_enemy} true, false
meet = meet
[beh@red_monolith_trader]:beh@general
pt1 = 88860000,ward | pos:-153.38375854492,2.1868035793304,-27.61990737915 look:-152.52996754646,2.1868035793304,-28.096381008625
path_end = loop
@@ -0,0 +1,8 @@
![sr_crow_spawner]
max_crows_on_level = 5
spawn_path = red_crow_spawn_1, red_crow_spawn_2, red_crow_spawn_3, red_crow_spawn_4, red_crow_spawn_5
on_info20 = %=script(xr_dynamic_object_redone:dynamic_object:misc\spawn_object\red_effect_ambient_object.ltx)%
on_info21 = %=script(xr_dynamic_object_redone:dynamic_object:misc\spawn_object\red_smart_terrain_3_2_object.ltx)%
on_info34 = {=actor_has_item(good_psy_helmet)} %+living_legend_psy_helmet%, {=actor_has_item(bad_psy_helmet)} %+living_legend_psy_helmet%
@@ -0,0 +1,2 @@
![ph_sound]
volume = {=surge_started}0, 1
@@ -0,0 +1,74 @@
[logic@red_smart_terrain_5_5_guard_work_1]
active = beh@red_smart_terrain_3_2_guard_work_1
suitable = true
prior = 200
[logic@red_smart_terrain_5_5_guard_work_2]
active = beh@red_smart_terrain_3_2_guard_work_2
suitable = true
prior = 200
[logic@red_smart_terrain_5_5_guard_work_3]
active = beh@red_smart_terrain_3_2_guard_work_3
suitable = true
prior = 200
[logic@red_smart_terrain_5_5_guard_work_4]
active = beh@red_smart_terrain_3_2_guard_work_4
suitable = true
prior = 200
[logic@red_smart_terrain_5_5_guard_work_5]
active = beh@red_smart_terrain_3_2_guard_work_5
suitable = true
prior = 200
[beh@general]
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = guard
walk_anim = patrol
jog_anim = assault
run_anim = assault
delay_anim = guard
combat_ignore_cond = false
combat_ignore_keep_when_attacked = false
gather_items_enabled = false
help_wounded_enabled = true
corpse_detection_enabled = false
invulnerable = false
[beh@surge]
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
walk_anim = rush
jog_anim = rush
run_anim = rush
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
invulnerable = {=is_warfare} false, {!actor_true_enemy} true, false
[beh@red_smart_terrain_3_2_guard_work_1]:beh@general
pt1 = 88860000,hide | pos: -30.536312103271, 0.919762134552, -347.23422241211 look: -29.775131225586, 0.90897035598755, -348.53540039062
path_end = loop
[beh@red_smart_terrain_3_2_guard_work_2]:beh@general
pt1 = 88860000,hide | pos: -33.450252532959, 1.6959818601608, -328.63848876953 look: -32.742240905762, 1.656730890274, -327.98059082031
path_end = loop
[beh@red_smart_terrain_3_2_guard_work_3]:beh@general
pt1 = 88860000,guard | pos: -8.0850496292114, -0.69226008653641, -329.71801757812 look: -9.0650825500488, -0.69313907623291, -329.31732177734
path_end = loop
[beh@red_smart_terrain_3_2_guard_work_4]:beh@general
pt1 = 88860000,hide | pos: -30.318309783936, 0.48565936088562, -317.05349731445 look: -30.329139709473, 0.38317477703094, -316.13763427734
path_end = loop
[beh@red_smart_terrain_3_2_guard_work_5]:beh@general
pt1 = 88860000,guard | pos: -3.3099265098572, 1.4241921901703, -332.25457763672 look: -2.714403629303, 1.5066841840744, -331.52233886719
path_end = loop
@@ -0,0 +1,209 @@
[logic@red_army_squad_guard_mlr_1]
active = beh@army_guard_1
suitable = {=target_squad_name(red_6_6_army_guard_squad)} true
prior = 200
[logic@red_army_squad_guard_mlr_2]
active = beh@army_guard_2
suitable = {=target_squad_name(red_6_6_army_guard_squad)} true
prior = 200
[logic@red_army_squad_guard_mlr_3]
active = beh@army_guard_3
suitable = {=target_squad_name(red_6_6_army_guard_squad)} true
prior = 200
[logic@red_army_squad_guard_mlr_4]
active = beh@army_guard_4
suitable = {=target_squad_name(red_6_6_army_guard_squad)} true
prior = 200
[logic@red_army_squad_guard_mlr_5]
active = beh@army_guard_5
suitable = {=target_squad_name(red_6_6_army_guard_squad)} true
prior = 200
[logic@red_army_squad_guard_mlr_6]
active = beh@army_guard_6
suitable = {=target_squad_name(red_6_6_army_guard_squad)} true
prior = 200
[logic@red_army_squad_guard_mlr_7]
active = beh@army_guard_7
suitable = {=target_squad_name(red_army_outpost_mlr_squad)} true
prior = 200
[logic@red_army_squad_guard_mlr_8]
active = beh@army_guard_8
suitable = {=target_squad_name(red_army_outpost_mlr_squad)} true
prior = 200
[logic@red_army_squad_guard_mlr_9]
active = beh@army_guard_9
suitable = {=target_squad_name(red_army_outpost_mlr_squad)} true
prior = 200
[logic@red_army_squad_guard_mlr_10]
active = beh@army_guard_10
suitable = {=target_squad_name(red_army_outpost_mlr_squad)} true
prior = 200
[logic@red_army_squad_guard_mlr_11]
active = beh@army_guard_11
suitable = {=target_squad_name(red_army_outpost_mlr_squad)} true
prior = 200
[logic@red_army_squad_guard_mlr_12]
active = beh@army_guard_12
suitable = {=target_squad_name(red_army_outpost_mlr_squad)} true
prior = 200
[beh@general]
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = guard
walk_anim = patrol
jog_anim = assault
run_anim = assault
delay_anim = guard
combat_ignore_cond = false
combat_ignore_keep_when_attacked = false
gather_items_enabled = false
help_wounded_enabled = true
corpse_detection_enabled = false
invulnerable = false
[beh@surge]
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
walk_anim = rush
jog_anim = rush
run_anim = rush
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
invulnerable = {=is_warfare} false, {!actor_true_enemy} true, false
[beh@army_guard_1]:beh@general
pt1 = 88860000, guard | pos: 261.09741210938, -1.278151512146, -307.00775146484 look: 260.11511230469, -1.280345082283, -306.73223876953
path_end = loop
on_info = {=surge_started} beh@surge_1
[beh@army_guard_2]:beh@general
pt1 = 88860000, guard | pos: 255.2179107666, -0.97214984893799, -318.86248779297 look: 254.28274536133, -1.0657855272293, -318.44515991211
path_end = loop
on_info = {=surge_started} beh@surge_2
[beh@army_guard_3]:beh@general
pt1 = 88860000, guard | pos: 237.01438903809, -0.10033971071243, -283.44702148438 look: 235.68844604492, -0.06385001540184, -283.10388183594
path_end = loop
on_info = {=surge_started} beh@surge_3
[beh@army_guard_4]:beh@general
pt1 = 88860000, guard | pos: 190.20082092285, -1.147012591362, -300.14068603516 look: 187.31065368652, -1.1901878118515, -300.67242431641
path_end = loop
on_info = {=surge_started} beh@surge_4
[beh@army_guard_5]:beh@general
pt1 = 88860000, guard | pos: 217.60166931152, 0.60896825790405, -264.98028564453 look: 216.57116699219, 0.53197211027145, -265.05932617188
path_end = loop
on_info = {=surge_started} beh@surge_5
[beh@army_guard_6]:beh@general
pt1 = 88860000, guard | pos: 187.43298339844, -1.3547611236572, -294.15420532227 look: 186.55555725098, -1.3880641460419, -293.68762207031
path_end = loop
on_info = {=surge_started} beh@surge_6
[beh@army_guard_7]:beh@general
pt1 = 88860000, guard | pos: -100.58614349365, -0.039244785904884, -260.5544128418 look: -100.96884155273, -0.14579001069069, -261.85510253906
path_end = loop
on_info = {=surge_started} beh@surge_7
[beh@army_guard_8]:beh@general
pt1 = 88860000, guard | pos: -117.1109085083, -0.63971590995789, -227.33744812012 look: -117.12147521973, -0.63976293802261, -228.03207397461
path_end = loop
on_info = {=surge_started} beh@surge_8
[beh@army_guard_9]:beh@general
pt1 = 88860000, guard | pos: -91.386978149414, -0.74441361427307, -189.25192260742 look: -91.93000793457, -0.81735181808472, -189.68766784668
path_end = loop
on_info = {=surge_started} beh@surge_9
[beh@army_guard_10]:beh@general ;
pt1 = 88860000, sit_ass | pos: -94.49543762207, -0.81734263896942, -190.5330657959 look: -94.122360229492, -0.81735837459564, -191.36186218262
path_end = loop
;on_info = {=surge_started} beh@surge_11
[beh@army_guard_11]:beh@general
pt1 = 88860000, sit_knee | pos: -95.794860839844, -0.010705962777138, -238.97698974609 look: -94.772285461426, 0.059955149888992, -239.37768554688
path_end = loop
;on_info = {=surge_started} beh@surge_12
[beh@army_guard_12]:beh@general
pt1 = 88860000, guard | pos: -91.237419128418, -0.81655019521713, -175.46961975098 look: -91.508850097656, -0.8166156411171, -176.77163696289
path_end = loop
on_info = {=surge_started} beh@surge_10
[beh@surge_1]:beh@surge
pt1 = 88860000, guard | pos: 320.98449707031, -48.234279632568, -25.702243804932 look: 343.57772827148, -51.649772644043, -23.52042388916
path_end = loop
on_info = {=surge_complete} beh@army_guard_1
[beh@surge_2]:beh@surge
pt1 = 88860000, hide | pos: 318.2392578125, -47.560409545898, -25.768634796143 look: 343.57772827148, -51.649772644043, -23.52042388916
path_end = loop
on_info = {=surge_complete} beh@army_guard_2
[beh@surge_3]:beh@surge
pt1 = 88860000, hide | pos: 315.74710083008, -46.943187713623, -25.976787567139 look: 343.57772827148, -51.649772644043, -23.52042388916
;path_end = loop
on_info = {=surge_complete} beh@army_guard_3
[beh@surge_4]:beh@surge
pt1 = 88860000, hide | pos: 313.87976074219, -46.531192779541, -25.34361076355 look: 343.57772827148, -51.649772644043, -23.52042388916
path_end = loop
on_info = {=surge_complete} beh@army_guard_4
[beh@surge_5]:beh@surge
pt1 = 88860000, hide | pos: 315.63684082031, -47.395454406738, -22.22802734375 look: 343.57772827148, -51.649772644043, -23.52042388916
path_end = loop
on_info = {=surge_complete} beh@army_guard_5
[beh@surge_6]:beh@surge
pt1 = 88860000, guard | pos: 317.99768066406, -48.041015625, -22.403568267822 look: 343.57772827148, -51.649772644043, -23.52042388916
path_end = loop
on_info = {=surge_complete} beh@army_guard_6
[beh@surge_7]:beh@surge
pt1 = 88860000, guard | pos: -110.69400024414, -0.51395338773727, -215.46388244629 look: -111.84964752197, -0.64238369464874, -216.57768249512
path_end = loop
on_info = {=surge_complete} beh@army_guard_7
[beh@surge_8]:beh@surge
pt1 = 88860000, guard | pos: -97.620040893555, -0.81635612249374, -193.13609313965 look: -96.5625, -0.81642097234726, -192.97434997559
path_end = loop
on_info = {=surge_complete} beh@army_guard_8
[beh@surge_9]:beh@surge
pt1 = 88860000, guard | pos: -96.888122558594, -0.7479310631752, -187.58062744141 look: -98.054290771484, -0.81622606515884, -188.87913513184
path_end = loop
on_info = {=surge_complete} beh@army_guard_9
[beh@surge_10]:beh@surge
pt1 = 88860000, guard | pos: -103.50947570801, -0.81777745485306, -190.06983947754 look: -103.24658203125, -0.8176161646843, -191.63522338867
path_end = loop
on_info = {=surge_complete} beh@army_guard_10
;[beh@surge_11]:beh@surge
;pt1 = 88860000, guard | pos: 322.36441040039, -48.175971984863, -27.142284393311 look: 343.57772827148, -51.649772644043, -23.52042388916
;path_end = loop
;on_info = {=surge_complete} beh@army_guard_11
;[beh@surge_12]:beh@surge
;pt1 = 88860000, guard | pos: 313.71444702148, -46.638042449951, -21.719793319702 look: 343.57772827148, -51.649772644043, -23.52042388916
;path_end = loop
;on_info = {=surge_complete} beh@army_guard_12
@@ -0,0 +1,209 @@
[logic@red_bandit_squad_guard_mlr_1]
active = beh@bandit_guard_1
suitable = {=target_squad_name(red_6_6_bandit_guard_squad)} true
prior = 200
[logic@red_bandit_squad_guard_mlr_2]
active = beh@bandit_guard_2
suitable = {=target_squad_name(red_6_6_bandit_guard_squad)} true
prior = 200
[logic@red_bandit_squad_guard_mlr_3]
active = beh@bandit_guard_3
suitable = {=target_squad_name(red_6_6_bandit_guard_squad)} true
prior = 200
[logic@red_bandit_squad_guard_mlr_4]
active = beh@bandit_guard_4
suitable = {=target_squad_name(red_6_6_bandit_guard_squad)} true
prior = 200
[logic@red_bandit_squad_guard_mlr_5]
active = beh@bandit_guard_5
suitable = {=target_squad_name(red_6_6_bandit_guard_squad)} true
prior = 200
[logic@red_bandit_squad_guard_mlr_6]
active = beh@bandit_guard_6
suitable = {=target_squad_name(red_6_6_bandit_guard_squad)} true
prior = 200
[logic@red_bandit_squad_guard_mlr_7]
active = beh@bandit_guard_7
suitable = {=target_squad_name(red_bandit_outpost_mlr_squad)} true
prior = 200
[logic@red_bandit_squad_guard_mlr_8]
active = beh@bandit_guard_8
suitable = {=target_squad_name(red_bandit_outpost_mlr_squad)} true
prior = 200
[logic@red_bandit_squad_guard_mlr_9]
active = beh@bandit_guard_9
suitable = {=target_squad_name(red_bandit_outpost_mlr_squad)} true
prior = 200
[logic@red_bandit_squad_guard_mlr_10]
active = beh@bandit_guard_10
suitable = {=target_squad_name(red_bandit_outpost_mlr_squad)} true
prior = 200
[logic@red_bandit_squad_guard_mlr_11]
active = beh@bandit_guard_11
suitable = {=target_squad_name(red_bandit_outpost_mlr_squad)} true
prior = 200
[logic@red_bandit_squad_guard_mlr_12]
active = beh@bandit_guard_12
suitable = {=target_squad_name(red_bandit_outpost_mlr_squad)} true
prior = 200
[beh@general]
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = guard
walk_anim = patrol
jog_anim = assault
run_anim = assault
delay_anim = guard
combat_ignore_cond = false
combat_ignore_keep_when_attacked = false
gather_items_enabled = false
help_wounded_enabled = true
corpse_detection_enabled = false
invulnerable = false
[beh@surge]
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
walk_anim = rush
jog_anim = rush
run_anim = rush
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
invulnerable = {=is_warfare} false, {!actor_true_enemy} true, false
[beh@bandit_guard_1]:beh@general
pt1 = 88860000, guard | pos: 261.09741210938, -1.278151512146, -307.00775146484 look: 260.11511230469, -1.280345082283, -306.73223876953
path_end = loop
on_info = {=surge_started} beh@surge_1
[beh@bandit_guard_2]:beh@general
pt1 = 88860000, guard | pos: 255.2179107666, -0.97214984893799, -318.86248779297 look: 254.28274536133, -1.0657855272293, -318.44515991211
path_end = loop
on_info = {=surge_started} beh@surge_2
[beh@bandit_guard_3]:beh@general
pt1 = 88860000, guard | pos: 237.01438903809, -0.10033971071243, -283.44702148438 look: 235.68844604492, -0.06385001540184, -283.10388183594
path_end = loop
on_info = {=surge_started} beh@surge_3
[beh@bandit_guard_4]:beh@general
pt1 = 88860000, guard | pos: 190.20082092285, -1.147012591362, -300.14068603516 look: 187.31065368652, -1.1901878118515, -300.67242431641
path_end = loop
on_info = {=surge_started} beh@surge_4
[beh@bandit_guard_5]:beh@general
pt1 = 88860000, guard | pos: 217.60166931152, 0.60896825790405, -264.98028564453 look: 216.57116699219, 0.53197211027145, -265.05932617188
path_end = loop
on_info = {=surge_started} beh@surge_5
[beh@bandit_guard_6]:beh@general
pt1 = 88860000, guard | pos: 187.43298339844, -1.3547611236572, -294.15420532227 look: 186.55555725098, -1.3880641460419, -293.68762207031
path_end = loop
on_info = {=surge_started} beh@surge_6
[beh@bandit_guard_7]:beh@general
pt1 = 88860000, guard | pos: -100.58614349365, -0.039244785904884, -260.5544128418 look: -100.96884155273, -0.14579001069069, -261.85510253906
path_end = loop
on_info = {=surge_started} beh@surge_7
[beh@bandit_guard_8]:beh@general
pt1 = 88860000, guard | pos: -117.1109085083, -0.63971590995789, -227.33744812012 look: -117.12147521973, -0.63976293802261, -228.03207397461
path_end = loop
on_info = {=surge_started} beh@surge_8
[beh@bandit_guard_9]:beh@general
pt1 = 88860000, guard | pos: -91.386978149414, -0.74441361427307, -189.25192260742 look: -91.93000793457, -0.81735181808472, -189.68766784668
path_end = loop
on_info = {=surge_started} beh@surge_9
[beh@bandit_guard_10]:beh@general ;
pt1 = 88860000, sit_ass | pos: -94.49543762207, -0.81734263896942, -190.5330657959 look: -94.122360229492, -0.81735837459564, -191.36186218262
path_end = loop
;on_info = {=surge_started} beh@surge_11
[beh@bandit_guard_11]:beh@general
pt1 = 88860000, sit_knee | pos: -95.794860839844, -0.010705962777138, -238.97698974609 look: -94.772285461426, 0.059955149888992, -239.37768554688
path_end = loop
;on_info = {=surge_started} beh@surge_12
[beh@bandit_guard_12]:beh@general
pt1 = 88860000, guard | pos: -91.237419128418, -0.81655019521713, -175.46961975098 look: -91.508850097656, -0.8166156411171, -176.77163696289
path_end = loop
on_info = {=surge_started} beh@surge_10
[beh@surge_1]:beh@surge
pt1 = 88860000, guard | pos: 320.98449707031, -48.234279632568, -25.702243804932 look: 343.57772827148, -51.649772644043, -23.52042388916
path_end = loop
on_info = {=surge_complete} beh@bandit_guard_1
[beh@surge_2]:beh@surge
pt1 = 88860000, hide | pos: 318.2392578125, -47.560409545898, -25.768634796143 look: 343.57772827148, -51.649772644043, -23.52042388916
path_end = loop
on_info = {=surge_complete} beh@bandit_guard_2
[beh@surge_3]:beh@surge
pt1 = 88860000, hide | pos: 315.74710083008, -46.943187713623, -25.976787567139 look: 343.57772827148, -51.649772644043, -23.52042388916
;path_end = loop
on_info = {=surge_complete} beh@bandit_guard_3
[beh@surge_4]:beh@surge
pt1 = 88860000, hide | pos: 313.87976074219, -46.531192779541, -25.34361076355 look: 343.57772827148, -51.649772644043, -23.52042388916
path_end = loop
on_info = {=surge_complete} beh@bandit_guard_4
[beh@surge_5]:beh@surge
pt1 = 88860000, hide | pos: 315.63684082031, -47.395454406738, -22.22802734375 look: 343.57772827148, -51.649772644043, -23.52042388916
path_end = loop
on_info = {=surge_complete} beh@bandit_guard_5
[beh@surge_6]:beh@surge
pt1 = 88860000, guard | pos: 317.99768066406, -48.041015625, -22.403568267822 look: 343.57772827148, -51.649772644043, -23.52042388916
path_end = loop
on_info = {=surge_complete} beh@bandit_guard_6
[beh@surge_7]:beh@surge
pt1 = 88860000, guard | pos: -110.69400024414, -0.51395338773727, -215.46388244629 look: -111.84964752197, -0.64238369464874, -216.57768249512
path_end = loop
on_info = {=surge_complete} beh@bandit_guard_7
[beh@surge_8]:beh@surge
pt1 = 88860000, guard | pos: -97.620040893555, -0.81635612249374, -193.13609313965 look: -96.5625, -0.81642097234726, -192.97434997559
path_end = loop
on_info = {=surge_complete} beh@bandit_guard_8
[beh@surge_9]:beh@surge
pt1 = 88860000, guard | pos: -96.888122558594, -0.7479310631752, -187.58062744141 look: -98.054290771484, -0.81622606515884, -188.87913513184
path_end = loop
on_info = {=surge_complete} beh@bandit_guard_9
[beh@surge_10]:beh@surge
pt1 = 88860000, guard | pos: -103.50947570801, -0.81777745485306, -190.06983947754 look: -103.24658203125, -0.8176161646843, -191.63522338867
path_end = loop
on_info = {=surge_complete} beh@bandit_guard_10
;[beh@surge_11]:beh@surge
;pt1 = 88860000, guard | pos: 322.36441040039, -48.175971984863, -27.142284393311 look: 343.57772827148, -51.649772644043, -23.52042388916
;path_end = loop
;on_info = {=surge_complete} beh@bandit_guard_11
;[beh@surge_12]:beh@surge
;pt1 = 88860000, guard | pos: 313.71444702148, -46.638042449951, -21.719793319702 look: 343.57772827148, -51.649772644043, -23.52042388916
;path_end = loop
;on_info = {=surge_complete} beh@bandit_guard_12
@@ -0,0 +1,12 @@
[logic]
active = ph_idle@play
[ph_idle@play]
on_info = %=play_sound(red_battle_ambient_1)%
on_info2 = {+lim_monolith_commander_dead} ph_idle@stop %=stop_sound%
nonscript_usable = false
[ph_idle@stop]
[collide]
ignore_static
@@ -0,0 +1,12 @@
[logic]
active = ph_idle@play
[ph_idle@play]
on_info = %=play_sound(red_battle_ambient_2)%
on_info2 = {+lim_monolith_commander_dead} ph_idle@stop %=stop_sound%
nonscript_usable = false
[ph_idle@stop]
[collide]
ignore_static
@@ -0,0 +1,47 @@
[logic]
active = ph_idle@delay
[ph_idle@delay]
on_info = {+lim_monolith_commander_dead} ph_idle@stop %=stop_sound%
on_game_timer = 160 | ph_idle@play
[ph_idle@play]
on_info = %=play_sound(red_combat_ambient_1)%
on_signal = sound_end | ph_idle@wait %=stop_sound%
nonscript_usable = false
[ph_idle@wait]
on_info = {+lim_monolith_commander_dead} ph_idle@stop %=stop_sound%
on_game_timer = 1220 | ph_idle@play_2
[ph_idle@play_2]
on_info = %=play_sound(red_combat_ambient_2)%
on_signal = sound_end | ph_idle@wait %=stop_sound%
nonscript_usable = false
[ph_idle@wait_2]
on_info = {+lim_monolith_commander_dead} ph_idle@stop %=stop_sound%
on_game_timer = 580 | ph_idle@play_3
[ph_idle@play_3]
on_info = %=play_sound(red_combat_ambient_3)%
on_signal = sound_end | ph_idle@wait %=stop_sound%
nonscript_usable = false
[ph_idle@wait_3]
on_info = {+lim_monolith_commander_dead} ph_idle@stop %=stop_sound%
on_game_timer = 1220 | ph_idle@play_4
[ph_idle@play_4]
on_info = %=play_sound(red_combat_ambient_4)%
on_signal = sound_end | ph_idle@wait %=stop_sound%
nonscript_usable = false
[ph_idle@wait_4]
on_info = {+lim_monolith_commander_dead} ph_idle@stop %=stop_sound%
on_game_timer = 580 | ph_idle@play
[ph_idle@stop]
[collide]
ignore_static
@@ -0,0 +1,47 @@
[logic]
active = ph_idle@delay
[ph_idle@delay]
on_info = {+lim_monolith_commander_dead} ph_idle@stop %=stop_sound%
on_game_timer = 320 | ph_idle@play
[ph_idle@play]
on_info = %=play_sound(red_combat_ambient_2)%
on_signal = sound_end | ph_idle@wait %=stop_sound%
nonscript_usable = false
[ph_idle@wait]
on_info = {+lim_monolith_commander_dead} ph_idle@stop %=stop_sound%
on_game_timer = 1220 | ph_idle@play_2
[ph_idle@play_2]
on_info = %=play_sound(red_combat_ambient_1)%
on_signal = sound_end | ph_idle@wait %=stop_sound%
nonscript_usable = false
[ph_idle@wait_2]
on_info = {+lim_monolith_commander_dead} ph_idle@stop %=stop_sound%
on_game_timer = 580 | ph_idle@play_3
[ph_idle@play_3]
on_info = %=play_sound(red_combat_ambient_4)%
on_signal = sound_end | ph_idle@wait %=stop_sound%
nonscript_usable = false
[ph_idle@wait_3]
on_info = {+lim_monolith_commander_dead} ph_idle@stop %=stop_sound%
on_game_timer = 1220 | ph_idle@play_4
[ph_idle@play_4]
on_info = %=play_sound(red_combat_ambient_3)%
on_signal = sound_end | ph_idle@wait %=stop_sound%
nonscript_usable = false
[ph_idle@wait_4]
on_info = {+lim_monolith_commander_dead} ph_idle@stop %=stop_sound%
on_game_timer = 580 | ph_idle@play
[ph_idle@stop]
[collide]
ignore_static
@@ -0,0 +1,209 @@
[logic@red_csky_squad_guard_mlr_1]
active = beh@csky_guard_1
suitable = {=target_squad_name(red_6_6_csky_guard_squad)} true
prior = 200
[logic@red_csky_squad_guard_mlr_2]
active = beh@csky_guard_2
suitable = {=target_squad_name(red_6_6_csky_guard_squad)} true
prior = 200
[logic@red_csky_squad_guard_mlr_3]
active = beh@csky_guard_3
suitable = {=target_squad_name(red_6_6_csky_guard_squad)} true
prior = 200
[logic@red_csky_squad_guard_mlr_4]
active = beh@csky_guard_4
suitable = {=target_squad_name(red_6_6_csky_guard_squad)} true
prior = 200
[logic@red_csky_squad_guard_mlr_5]
active = beh@csky_guard_5
suitable = {=target_squad_name(red_6_6_csky_guard_squad)} true
prior = 200
[logic@red_csky_squad_guard_mlr_6]
active = beh@csky_guard_6
suitable = {=target_squad_name(red_6_6_csky_guard_squad)} true
prior = 200
[logic@red_csky_squad_guard_mlr_7]
active = beh@csky_guard_7
suitable = {=target_squad_name(red_csky_outpost_mlr_squad)} true
prior = 200
[logic@red_csky_squad_guard_mlr_8]
active = beh@csky_guard_8
suitable = {=target_squad_name(red_csky_outpost_mlr_squad)} true
prior = 200
[logic@red_csky_squad_guard_mlr_9]
active = beh@csky_guard_9
suitable = {=target_squad_name(red_csky_outpost_mlr_squad)} true
prior = 200
[logic@red_csky_squad_guard_mlr_10]
active = beh@csky_guard_10
suitable = {=target_squad_name(red_csky_outpost_mlr_squad)} true
prior = 200
[logic@red_csky_squad_guard_mlr_11]
active = beh@csky_guard_11
suitable = {=target_squad_name(red_csky_outpost_mlr_squad)} true
prior = 200
[logic@red_csky_squad_guard_mlr_12]
active = beh@csky_guard_12
suitable = {=target_squad_name(red_csky_outpost_mlr_squad)} true
prior = 200
[beh@general]
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = guard
walk_anim = patrol
jog_anim = assault
run_anim = assault
delay_anim = guard
combat_ignore_cond = false
combat_ignore_keep_when_attacked = false
gather_items_enabled = false
help_wounded_enabled = true
corpse_detection_enabled = false
invulnerable = false
[beh@surge]
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
walk_anim = rush
jog_anim = rush
run_anim = rush
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
invulnerable = {=is_warfare} false, {!actor_true_enemy} true, false
[beh@csky_guard_1]:beh@general
pt1 = 88860000, guard | pos: 261.09741210938, -1.278151512146, -307.00775146484 look: 260.11511230469, -1.280345082283, -306.73223876953
path_end = loop
on_info = {=surge_started} beh@surge_1
[beh@csky_guard_2]:beh@general
pt1 = 88860000, guard | pos: 255.2179107666, -0.97214984893799, -318.86248779297 look: 254.28274536133, -1.0657855272293, -318.44515991211
path_end = loop
on_info = {=surge_started} beh@surge_2
[beh@csky_guard_3]:beh@general
pt1 = 88860000, guard | pos: 237.01438903809, -0.10033971071243, -283.44702148438 look: 235.68844604492, -0.06385001540184, -283.10388183594
path_end = loop
on_info = {=surge_started} beh@surge_3
[beh@csky_guard_4]:beh@general
pt1 = 88860000, guard | pos: 190.20082092285, -1.147012591362, -300.14068603516 look: 187.31065368652, -1.1901878118515, -300.67242431641
path_end = loop
on_info = {=surge_started} beh@surge_4
[beh@csky_guard_5]:beh@general
pt1 = 88860000, guard | pos: 217.60166931152, 0.60896825790405, -264.98028564453 look: 216.57116699219, 0.53197211027145, -265.05932617188
path_end = loop
on_info = {=surge_started} beh@surge_5
[beh@csky_guard_6]:beh@general
pt1 = 88860000, guard | pos: 187.43298339844, -1.3547611236572, -294.15420532227 look: 186.55555725098, -1.3880641460419, -293.68762207031
path_end = loop
on_info = {=surge_started} beh@surge_6
[beh@csky_guard_7]:beh@general
pt1 = 88860000, guard | pos: -100.58614349365, -0.039244785904884, -260.5544128418 look: -100.96884155273, -0.14579001069069, -261.85510253906
path_end = loop
on_info = {=surge_started} beh@surge_7
[beh@csky_guard_8]:beh@general
pt1 = 88860000, guard | pos: -117.1109085083, -0.63971590995789, -227.33744812012 look: -117.12147521973, -0.63976293802261, -228.03207397461
path_end = loop
on_info = {=surge_started} beh@surge_8
[beh@csky_guard_9]:beh@general
pt1 = 88860000, guard | pos: -91.386978149414, -0.74441361427307, -189.25192260742 look: -91.93000793457, -0.81735181808472, -189.68766784668
path_end = loop
on_info = {=surge_started} beh@surge_9
[beh@csky_guard_10]:beh@general ;
pt1 = 88860000, sit_ass | pos: -94.49543762207, -0.81734263896942, -190.5330657959 look: -94.122360229492, -0.81735837459564, -191.36186218262
path_end = loop
;on_info = {=surge_started} beh@surge_11
[beh@csky_guard_11]:beh@general
pt1 = 88860000, sit_knee | pos: -95.794860839844, -0.010705962777138, -238.97698974609 look: -94.772285461426, 0.059955149888992, -239.37768554688
path_end = loop
;on_info = {=surge_started} beh@surge_12
[beh@csky_guard_12]:beh@general
pt1 = 88860000, guard | pos: -91.237419128418, -0.81655019521713, -175.46961975098 look: -91.508850097656, -0.8166156411171, -176.77163696289
path_end = loop
on_info = {=surge_started} beh@surge_10
[beh@surge_1]:beh@surge
pt1 = 88860000, guard | pos: 320.98449707031, -48.234279632568, -25.702243804932 look: 343.57772827148, -51.649772644043, -23.52042388916
path_end = loop
on_info = {=surge_complete} beh@csky_guard_1
[beh@surge_2]:beh@surge
pt1 = 88860000, hide | pos: 318.2392578125, -47.560409545898, -25.768634796143 look: 343.57772827148, -51.649772644043, -23.52042388916
path_end = loop
on_info = {=surge_complete} beh@csky_guard_2
[beh@surge_3]:beh@surge
pt1 = 88860000, hide | pos: 315.74710083008, -46.943187713623, -25.976787567139 look: 343.57772827148, -51.649772644043, -23.52042388916
;path_end = loop
on_info = {=surge_complete} beh@csky_guard_3
[beh@surge_4]:beh@surge
pt1 = 88860000, hide | pos: 313.87976074219, -46.531192779541, -25.34361076355 look: 343.57772827148, -51.649772644043, -23.52042388916
path_end = loop
on_info = {=surge_complete} beh@csky_guard_4
[beh@surge_5]:beh@surge
pt1 = 88860000, hide | pos: 315.63684082031, -47.395454406738, -22.22802734375 look: 343.57772827148, -51.649772644043, -23.52042388916
path_end = loop
on_info = {=surge_complete} beh@csky_guard_5
[beh@surge_6]:beh@surge
pt1 = 88860000, guard | pos: 317.99768066406, -48.041015625, -22.403568267822 look: 343.57772827148, -51.649772644043, -23.52042388916
path_end = loop
on_info = {=surge_complete} beh@csky_guard_6
[beh@surge_7]:beh@surge
pt1 = 88860000, guard | pos: -110.69400024414, -0.51395338773727, -215.46388244629 look: -111.84964752197, -0.64238369464874, -216.57768249512
path_end = loop
on_info = {=surge_complete} beh@csky_guard_7
[beh@surge_8]:beh@surge
pt1 = 88860000, guard | pos: -97.620040893555, -0.81635612249374, -193.13609313965 look: -96.5625, -0.81642097234726, -192.97434997559
path_end = loop
on_info = {=surge_complete} beh@csky_guard_8
[beh@surge_9]:beh@surge
pt1 = 88860000, guard | pos: -96.888122558594, -0.7479310631752, -187.58062744141 look: -98.054290771484, -0.81622606515884, -188.87913513184
path_end = loop
on_info = {=surge_complete} beh@csky_guard_9
[beh@surge_10]:beh@surge
pt1 = 88860000, guard | pos: -103.50947570801, -0.81777745485306, -190.06983947754 look: -103.24658203125, -0.8176161646843, -191.63522338867
path_end = loop
on_info = {=surge_complete} beh@csky_guard_10
;[beh@surge_11]:beh@surge
;pt1 = 88860000, guard | pos: 322.36441040039, -48.175971984863, -27.142284393311 look: 343.57772827148, -51.649772644043, -23.52042388916
;path_end = loop
;on_info = {=surge_complete} beh@csky_guard_11
;[beh@surge_12]:beh@surge
;pt1 = 88860000, guard | pos: 313.71444702148, -46.638042449951, -21.719793319702 look: 343.57772827148, -51.649772644043, -23.52042388916
;path_end = loop
;on_info = {=surge_complete} beh@csky_guard_12
@@ -0,0 +1,209 @@
[logic@red_duty_squad_guard_mlr_1]
active = beh@duty_guard_1
suitable = {=target_squad_name(red_6_6_duty_guard_squad)} true
prior = 200
[logic@red_duty_squad_guard_mlr_2]
active = beh@duty_guard_2
suitable = {=target_squad_name(red_6_6_duty_guard_squad)} true
prior = 200
[logic@red_duty_squad_guard_mlr_3]
active = beh@duty_guard_3
suitable = {=target_squad_name(red_6_6_duty_guard_squad)} true
prior = 200
[logic@red_duty_squad_guard_mlr_4]
active = beh@duty_guard_4
suitable = {=target_squad_name(red_6_6_duty_guard_squad)} true
prior = 200
[logic@red_duty_squad_guard_mlr_5]
active = beh@duty_guard_5
suitable = {=target_squad_name(red_6_6_duty_guard_squad)} true
prior = 200
[logic@red_duty_squad_guard_mlr_6]
active = beh@duty_guard_6
suitable = {=target_squad_name(red_6_6_duty_guard_squad)} true
prior = 200
[logic@red_duty_squad_guard_mlr_7]
active = beh@duty_guard_7
suitable = {=target_squad_name(red_duty_outpost_mlr_squad)} true
prior = 200
[logic@red_duty_squad_guard_mlr_8]
active = beh@duty_guard_8
suitable = {=target_squad_name(red_duty_outpost_mlr_squad)} true
prior = 200
[logic@red_duty_squad_guard_mlr_9]
active = beh@duty_guard_9
suitable = {=target_squad_name(red_duty_outpost_mlr_squad)} true
prior = 200
[logic@red_duty_squad_guard_mlr_10]
active = beh@duty_guard_10
suitable = {=target_squad_name(red_duty_outpost_mlr_squad)} true
prior = 200
[logic@red_duty_squad_guard_mlr_11]
active = beh@duty_guard_11
suitable = {=target_squad_name(red_duty_outpost_mlr_squad)} true
prior = 200
[logic@red_duty_squad_guard_mlr_12]
active = beh@duty_guard_12
suitable = {=target_squad_name(red_duty_outpost_mlr_squad)} true
prior = 200
[beh@general]
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = guard
walk_anim = patrol
jog_anim = assault
run_anim = assault
delay_anim = guard
combat_ignore_cond = false
combat_ignore_keep_when_attacked = false
gather_items_enabled = false
help_wounded_enabled = true
corpse_detection_enabled = false
invulnerable = false
[beh@surge]
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
walk_anim = rush
jog_anim = rush
run_anim = rush
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
invulnerable = {=is_warfare} false, {!actor_true_enemy} true, false
[beh@duty_guard_1]:beh@general
pt1 = 88860000, guard | pos: 261.09741210938, -1.278151512146, -307.00775146484 look: 260.11511230469, -1.280345082283, -306.73223876953
path_end = loop
on_info = {=surge_started} beh@surge_1
[beh@duty_guard_2]:beh@general
pt1 = 88860000, guard | pos: 255.2179107666, -0.97214984893799, -318.86248779297 look: 254.28274536133, -1.0657855272293, -318.44515991211
path_end = loop
on_info = {=surge_started} beh@surge_2
[beh@duty_guard_3]:beh@general
pt1 = 88860000, guard | pos: 237.01438903809, -0.10033971071243, -283.44702148438 look: 235.68844604492, -0.06385001540184, -283.10388183594
path_end = loop
on_info = {=surge_started} beh@surge_3
[beh@duty_guard_4]:beh@general
pt1 = 88860000, guard | pos: 190.20082092285, -1.147012591362, -300.14068603516 look: 187.31065368652, -1.1901878118515, -300.67242431641
path_end = loop
on_info = {=surge_started} beh@surge_4
[beh@duty_guard_5]:beh@general
pt1 = 88860000, guard | pos: 217.60166931152, 0.60896825790405, -264.98028564453 look: 216.57116699219, 0.53197211027145, -265.05932617188
path_end = loop
on_info = {=surge_started} beh@surge_5
[beh@duty_guard_6]:beh@general
pt1 = 88860000, guard | pos: 187.43298339844, -1.3547611236572, -294.15420532227 look: 186.55555725098, -1.3880641460419, -293.68762207031
path_end = loop
on_info = {=surge_started} beh@surge_6
[beh@duty_guard_7]:beh@general
pt1 = 88860000, guard | pos: -100.58614349365, -0.039244785904884, -260.5544128418 look: -100.96884155273, -0.14579001069069, -261.85510253906
path_end = loop
on_info = {=surge_started} beh@surge_7
[beh@duty_guard_8]:beh@general
pt1 = 88860000, guard | pos: -117.1109085083, -0.63971590995789, -227.33744812012 look: -117.12147521973, -0.63976293802261, -228.03207397461
path_end = loop
on_info = {=surge_started} beh@surge_8
[beh@duty_guard_9]:beh@general
pt1 = 88860000, guard | pos: -91.386978149414, -0.74441361427307, -189.25192260742 look: -91.93000793457, -0.81735181808472, -189.68766784668
path_end = loop
on_info = {=surge_started} beh@surge_9
[beh@duty_guard_10]:beh@general ;
pt1 = 88860000, sit_ass | pos: -94.49543762207, -0.81734263896942, -190.5330657959 look: -94.122360229492, -0.81735837459564, -191.36186218262
path_end = loop
;on_info = {=surge_started} beh@surge_11
[beh@duty_guard_11]:beh@general
pt1 = 88860000, sit_knee | pos: -95.794860839844, -0.010705962777138, -238.97698974609 look: -94.772285461426, 0.059955149888992, -239.37768554688
path_end = loop
;on_info = {=surge_started} beh@surge_12
[beh@duty_guard_12]:beh@general
pt1 = 88860000, guard | pos: -91.237419128418, -0.81655019521713, -175.46961975098 look: -91.508850097656, -0.8166156411171, -176.77163696289
path_end = loop
on_info = {=surge_started} beh@surge_10
[beh@surge_1]:beh@surge
pt1 = 88860000, guard | pos: 320.98449707031, -48.234279632568, -25.702243804932 look: 343.57772827148, -51.649772644043, -23.52042388916
path_end = loop
on_info = {=surge_complete} beh@duty_guard_1
[beh@surge_2]:beh@surge
pt1 = 88860000, hide | pos: 318.2392578125, -47.560409545898, -25.768634796143 look: 343.57772827148, -51.649772644043, -23.52042388916
path_end = loop
on_info = {=surge_complete} beh@duty_guard_2
[beh@surge_3]:beh@surge
pt1 = 88860000, hide | pos: 315.74710083008, -46.943187713623, -25.976787567139 look: 343.57772827148, -51.649772644043, -23.52042388916
;path_end = loop
on_info = {=surge_complete} beh@duty_guard_3
[beh@surge_4]:beh@surge
pt1 = 88860000, hide | pos: 313.87976074219, -46.531192779541, -25.34361076355 look: 343.57772827148, -51.649772644043, -23.52042388916
path_end = loop
on_info = {=surge_complete} beh@duty_guard_4
[beh@surge_5]:beh@surge
pt1 = 88860000, hide | pos: 315.63684082031, -47.395454406738, -22.22802734375 look: 343.57772827148, -51.649772644043, -23.52042388916
path_end = loop
on_info = {=surge_complete} beh@duty_guard_5
[beh@surge_6]:beh@surge
pt1 = 88860000, guard | pos: 317.99768066406, -48.041015625, -22.403568267822 look: 343.57772827148, -51.649772644043, -23.52042388916
path_end = loop
on_info = {=surge_complete} beh@duty_guard_6
[beh@surge_7]:beh@surge
pt1 = 88860000, guard | pos: -110.69400024414, -0.51395338773727, -215.46388244629 look: -111.84964752197, -0.64238369464874, -216.57768249512
path_end = loop
on_info = {=surge_complete} beh@duty_guard_7
[beh@surge_8]:beh@surge
pt1 = 88860000, guard | pos: -97.620040893555, -0.81635612249374, -193.13609313965 look: -96.5625, -0.81642097234726, -192.97434997559
path_end = loop
on_info = {=surge_complete} beh@duty_guard_8
[beh@surge_9]:beh@surge
pt1 = 88860000, guard | pos: -96.888122558594, -0.7479310631752, -187.58062744141 look: -98.054290771484, -0.81622606515884, -188.87913513184
path_end = loop
on_info = {=surge_complete} beh@duty_guard_9
[beh@surge_10]:beh@surge
pt1 = 88860000, guard | pos: -103.50947570801, -0.81777745485306, -190.06983947754 look: -103.24658203125, -0.8176161646843, -191.63522338867
path_end = loop
on_info = {=surge_complete} beh@duty_guard_10
;[beh@surge_11]:beh@surge
;pt1 = 88860000, guard | pos: 322.36441040039, -48.175971984863, -27.142284393311 look: 343.57772827148, -51.649772644043, -23.52042388916
;path_end = loop
;on_info = {=surge_complete} beh@duty_guard_11
;[beh@surge_12]:beh@surge
;pt1 = 88860000, guard | pos: 313.71444702148, -46.638042449951, -21.719793319702 look: 343.57772827148, -51.649772644043, -23.52042388916
;path_end = loop
;on_info = {=surge_complete} beh@duty_guard_12
@@ -0,0 +1,209 @@
[logic@red_ecolog_squad_guard_mlr_1]
active = beh@ecolog_guard_1
suitable = {=target_squad_name(red_6_6_ecolog_guard_squad)} true
prior = 200
[logic@red_ecolog_squad_guard_mlr_2]
active = beh@ecolog_guard_2
suitable = {=target_squad_name(red_6_6_ecolog_guard_squad)} true
prior = 200
[logic@red_ecolog_squad_guard_mlr_3]
active = beh@ecolog_guard_3
suitable = {=target_squad_name(red_6_6_ecolog_guard_squad)} true
prior = 200
[logic@red_ecolog_squad_guard_mlr_4]
active = beh@ecolog_guard_4
suitable = {=target_squad_name(red_6_6_ecolog_guard_squad)} true
prior = 200
[logic@red_ecolog_squad_guard_mlr_5]
active = beh@ecolog_guard_5
suitable = {=target_squad_name(red_6_6_ecolog_guard_squad)} true
prior = 200
[logic@red_ecolog_squad_guard_mlr_6]
active = beh@ecolog_guard_6
suitable = {=target_squad_name(red_6_6_ecolog_guard_squad)} true
prior = 200
[logic@red_ecolog_squad_guard_mlr_7]
active = beh@ecolog_guard_7
suitable = {=target_squad_name(red_ecolog_outpost_mlr_squad)} true
prior = 200
[logic@red_ecolog_squad_guard_mlr_8]
active = beh@ecolog_guard_8
suitable = {=target_squad_name(red_ecolog_outpost_mlr_squad)} true
prior = 200
[logic@red_ecolog_squad_guard_mlr_9]
active = beh@ecolog_guard_9
suitable = {=target_squad_name(red_ecolog_outpost_mlr_squad)} true
prior = 200
[logic@red_ecolog_squad_guard_mlr_10]
active = beh@ecolog_guard_10
suitable = {=target_squad_name(red_ecolog_outpost_mlr_squad)} true
prior = 200
[logic@red_ecolog_squad_guard_mlr_11]
active = beh@ecolog_guard_11
suitable = {=target_squad_name(red_ecolog_outpost_mlr_squad)} true
prior = 200
[logic@red_ecolog_squad_guard_mlr_12]
active = beh@ecolog_guard_12
suitable = {=target_squad_name(red_ecolog_outpost_mlr_squad)} true
prior = 200
[beh@general]
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = guard
walk_anim = patrol
jog_anim = assault
run_anim = assault
delay_anim = guard
combat_ignore_cond = false
combat_ignore_keep_when_attacked = false
gather_items_enabled = false
help_wounded_enabled = true
corpse_detection_enabled = false
invulnerable = false
[beh@surge]
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
walk_anim = rush
jog_anim = rush
run_anim = rush
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
invulnerable = {=is_warfare} false, {!actor_true_enemy} true, false
[beh@ecolog_guard_1]:beh@general
pt1 = 88860000, guard | pos: 261.09741210938, -1.278151512146, -307.00775146484 look: 260.11511230469, -1.280345082283, -306.73223876953
path_end = loop
on_info = {=surge_started} beh@surge_1
[beh@ecolog_guard_2]:beh@general
pt1 = 88860000, guard | pos: 255.2179107666, -0.97214984893799, -318.86248779297 look: 254.28274536133, -1.0657855272293, -318.44515991211
path_end = loop
on_info = {=surge_started} beh@surge_2
[beh@ecolog_guard_3]:beh@general
pt1 = 88860000, guard | pos: 237.01438903809, -0.10033971071243, -283.44702148438 look: 235.68844604492, -0.06385001540184, -283.10388183594
path_end = loop
on_info = {=surge_started} beh@surge_3
[beh@ecolog_guard_4]:beh@general
pt1 = 88860000, guard | pos: 190.20082092285, -1.147012591362, -300.14068603516 look: 187.31065368652, -1.1901878118515, -300.67242431641
path_end = loop
on_info = {=surge_started} beh@surge_4
[beh@ecolog_guard_5]:beh@general
pt1 = 88860000, guard | pos: 217.60166931152, 0.60896825790405, -264.98028564453 look: 216.57116699219, 0.53197211027145, -265.05932617188
path_end = loop
on_info = {=surge_started} beh@surge_5
[beh@ecolog_guard_6]:beh@general
pt1 = 88860000, guard | pos: 187.43298339844, -1.3547611236572, -294.15420532227 look: 186.55555725098, -1.3880641460419, -293.68762207031
path_end = loop
on_info = {=surge_started} beh@surge_6
[beh@ecolog_guard_7]:beh@general
pt1 = 88860000, guard | pos: -100.58614349365, -0.039244785904884, -260.5544128418 look: -100.96884155273, -0.14579001069069, -261.85510253906
path_end = loop
on_info = {=surge_started} beh@surge_7
[beh@ecolog_guard_8]:beh@general
pt1 = 88860000, guard | pos: -117.1109085083, -0.63971590995789, -227.33744812012 look: -117.12147521973, -0.63976293802261, -228.03207397461
path_end = loop
on_info = {=surge_started} beh@surge_8
[beh@ecolog_guard_9]:beh@general
pt1 = 88860000, guard | pos: -91.386978149414, -0.74441361427307, -189.25192260742 look: -91.93000793457, -0.81735181808472, -189.68766784668
path_end = loop
on_info = {=surge_started} beh@surge_9
[beh@ecolog_guard_10]:beh@general ;
pt1 = 88860000, sit_ass | pos: -94.49543762207, -0.81734263896942, -190.5330657959 look: -94.122360229492, -0.81735837459564, -191.36186218262
path_end = loop
;on_info = {=surge_started} beh@surge_11
[beh@ecolog_guard_11]:beh@general
pt1 = 88860000, sit_knee | pos: -95.794860839844, -0.010705962777138, -238.97698974609 look: -94.772285461426, 0.059955149888992, -239.37768554688
path_end = loop
;on_info = {=surge_started} beh@surge_12
[beh@ecolog_guard_12]:beh@general
pt1 = 88860000, guard | pos: -91.237419128418, -0.81655019521713, -175.46961975098 look: -91.508850097656, -0.8166156411171, -176.77163696289
path_end = loop
on_info = {=surge_started} beh@surge_10
[beh@surge_1]:beh@surge
pt1 = 88860000, guard | pos: 320.98449707031, -48.234279632568, -25.702243804932 look: 343.57772827148, -51.649772644043, -23.52042388916
path_end = loop
on_info = {=surge_complete} beh@ecolog_guard_1
[beh@surge_2]:beh@surge
pt1 = 88860000, hide | pos: 318.2392578125, -47.560409545898, -25.768634796143 look: 343.57772827148, -51.649772644043, -23.52042388916
path_end = loop
on_info = {=surge_complete} beh@ecolog_guard_2
[beh@surge_3]:beh@surge
pt1 = 88860000, hide | pos: 315.74710083008, -46.943187713623, -25.976787567139 look: 343.57772827148, -51.649772644043, -23.52042388916
;path_end = loop
on_info = {=surge_complete} beh@ecolog_guard_3
[beh@surge_4]:beh@surge
pt1 = 88860000, hide | pos: 313.87976074219, -46.531192779541, -25.34361076355 look: 343.57772827148, -51.649772644043, -23.52042388916
path_end = loop
on_info = {=surge_complete} beh@ecolog_guard_4
[beh@surge_5]:beh@surge
pt1 = 88860000, hide | pos: 315.63684082031, -47.395454406738, -22.22802734375 look: 343.57772827148, -51.649772644043, -23.52042388916
path_end = loop
on_info = {=surge_complete} beh@ecolog_guard_5
[beh@surge_6]:beh@surge
pt1 = 88860000, guard | pos: 317.99768066406, -48.041015625, -22.403568267822 look: 343.57772827148, -51.649772644043, -23.52042388916
path_end = loop
on_info = {=surge_complete} beh@ecolog_guard_6
[beh@surge_7]:beh@surge
pt1 = 88860000, guard | pos: -110.69400024414, -0.51395338773727, -215.46388244629 look: -111.84964752197, -0.64238369464874, -216.57768249512
path_end = loop
on_info = {=surge_complete} beh@ecolog_guard_7
[beh@surge_8]:beh@surge
pt1 = 88860000, guard | pos: -97.620040893555, -0.81635612249374, -193.13609313965 look: -96.5625, -0.81642097234726, -192.97434997559
path_end = loop
on_info = {=surge_complete} beh@ecolog_guard_8
[beh@surge_9]:beh@surge
pt1 = 88860000, guard | pos: -96.888122558594, -0.7479310631752, -187.58062744141 look: -98.054290771484, -0.81622606515884, -188.87913513184
path_end = loop
on_info = {=surge_complete} beh@ecolog_guard_9
[beh@surge_10]:beh@surge
pt1 = 88860000, guard | pos: -103.50947570801, -0.81777745485306, -190.06983947754 look: -103.24658203125, -0.8176161646843, -191.63522338867
path_end = loop
on_info = {=surge_complete} beh@ecolog_guard_10
;[beh@surge_11]:beh@surge
;pt1 = 88860000, guard | pos: 322.36441040039, -48.175971984863, -27.142284393311 look: 343.57772827148, -51.649772644043, -23.52042388916
;path_end = loop
;on_info = {=surge_complete} beh@ecolog_guard_11
;[beh@surge_12]:beh@surge
;pt1 = 88860000, guard | pos: 313.71444702148, -46.638042449951, -21.719793319702 look: 343.57772827148, -51.649772644043, -23.52042388916
;path_end = loop
;on_info = {=surge_complete} beh@ecolog_guard_12
@@ -0,0 +1,209 @@
[logic@red_freedom_squad_guard_mlr_1]
active = beh@freedom_guard_1
suitable = {=target_squad_name(red_6_6_freedom_guard_squad)} true
prior = 200
[logic@red_freedom_squad_guard_mlr_2]
active = beh@freedom_guard_2
suitable = {=target_squad_name(red_6_6_freedom_guard_squad)} true
prior = 200
[logic@red_freedom_squad_guard_mlr_3]
active = beh@freedom_guard_3
suitable = {=target_squad_name(red_6_6_freedom_guard_squad)} true
prior = 200
[logic@red_freedom_squad_guard_mlr_4]
active = beh@freedom_guard_4
suitable = {=target_squad_name(red_6_6_freedom_guard_squad)} true
prior = 200
[logic@red_freedom_squad_guard_mlr_5]
active = beh@freedom_guard_5
suitable = {=target_squad_name(red_6_6_freedom_guard_squad)} true
prior = 200
[logic@red_freedom_squad_guard_mlr_6]
active = beh@freedom_guard_6
suitable = {=target_squad_name(red_6_6_freedom_guard_squad)} true
prior = 200
[logic@red_freedom_squad_guard_mlr_7]
active = beh@freedom_guard_7
suitable = {=target_squad_name(red_freedom_outpost_mlr_squad)} true
prior = 200
[logic@red_freedom_squad_guard_mlr_8]
active = beh@freedom_guard_8
suitable = {=target_squad_name(red_freedom_outpost_mlr_squad)} true
prior = 200
[logic@red_freedom_squad_guard_mlr_9]
active = beh@freedom_guard_9
suitable = {=target_squad_name(red_freedom_outpost_mlr_squad)} true
prior = 200
[logic@red_freedom_squad_guard_mlr_10]
active = beh@freedom_guard_10
suitable = {=target_squad_name(red_freedom_outpost_mlr_squad)} true
prior = 200
[logic@red_freedom_squad_guard_mlr_11]
active = beh@freedom_guard_11
suitable = {=target_squad_name(red_freedom_outpost_mlr_squad)} true
prior = 200
[logic@red_freedom_squad_guard_mlr_12]
active = beh@freedom_guard_12
suitable = {=target_squad_name(red_freedom_outpost_mlr_squad)} true
prior = 200
[beh@general]
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = guard
walk_anim = patrol
jog_anim = assault
run_anim = assault
delay_anim = guard
combat_ignore_cond = false
combat_ignore_keep_when_attacked = false
gather_items_enabled = false
help_wounded_enabled = true
corpse_detection_enabled = false
invulnerable = false
[beh@surge]
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
walk_anim = rush
jog_anim = rush
run_anim = rush
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
invulnerable = {=is_warfare} false, {!actor_true_enemy} true, false
[beh@freedom_guard_1]:beh@general
pt1 = 88860000, guard | pos: 261.09741210938, -1.278151512146, -307.00775146484 look: 260.11511230469, -1.280345082283, -306.73223876953
path_end = loop
on_info = {=surge_started} beh@surge_1
[beh@freedom_guard_2]:beh@general
pt1 = 88860000, guard | pos: 255.2179107666, -0.97214984893799, -318.86248779297 look: 254.28274536133, -1.0657855272293, -318.44515991211
path_end = loop
on_info = {=surge_started} beh@surge_2
[beh@freedom_guard_3]:beh@general
pt1 = 88860000, guard | pos: 237.01438903809, -0.10033971071243, -283.44702148438 look: 235.68844604492, -0.06385001540184, -283.10388183594
path_end = loop
on_info = {=surge_started} beh@surge_3
[beh@freedom_guard_4]:beh@general
pt1 = 88860000, guard | pos: 190.20082092285, -1.147012591362, -300.14068603516 look: 187.31065368652, -1.1901878118515, -300.67242431641
path_end = loop
on_info = {=surge_started} beh@surge_4
[beh@freedom_guard_5]:beh@general
pt1 = 88860000, guard | pos: 217.60166931152, 0.60896825790405, -264.98028564453 look: 216.57116699219, 0.53197211027145, -265.05932617188
path_end = loop
on_info = {=surge_started} beh@surge_5
[beh@freedom_guard_6]:beh@general
pt1 = 88860000, guard | pos: 187.43298339844, -1.3547611236572, -294.15420532227 look: 186.55555725098, -1.3880641460419, -293.68762207031
path_end = loop
on_info = {=surge_started} beh@surge_6
[beh@freedom_guard_7]:beh@general
pt1 = 88860000, guard | pos: -100.58614349365, -0.039244785904884, -260.5544128418 look: -100.96884155273, -0.14579001069069, -261.85510253906
path_end = loop
on_info = {=surge_started} beh@surge_7
[beh@freedom_guard_8]:beh@general
pt1 = 88860000, guard | pos: -117.1109085083, -0.63971590995789, -227.33744812012 look: -117.12147521973, -0.63976293802261, -228.03207397461
path_end = loop
on_info = {=surge_started} beh@surge_8
[beh@freedom_guard_9]:beh@general
pt1 = 88860000, guard | pos: -91.386978149414, -0.74441361427307, -189.25192260742 look: -91.93000793457, -0.81735181808472, -189.68766784668
path_end = loop
on_info = {=surge_started} beh@surge_9
[beh@freedom_guard_10]:beh@general ;
pt1 = 88860000, sit_ass | pos: -94.49543762207, -0.81734263896942, -190.5330657959 look: -94.122360229492, -0.81735837459564, -191.36186218262
path_end = loop
;on_info = {=surge_started} beh@surge_11
[beh@freedom_guard_11]:beh@general
pt1 = 88860000, sit_knee | pos: -95.794860839844, -0.010705962777138, -238.97698974609 look: -94.772285461426, 0.059955149888992, -239.37768554688
path_end = loop
;on_info = {=surge_started} beh@surge_12
[beh@freedom_guard_12]:beh@general
pt1 = 88860000, guard | pos: -91.237419128418, -0.81655019521713, -175.46961975098 look: -91.508850097656, -0.8166156411171, -176.77163696289
path_end = loop
on_info = {=surge_started} beh@surge_10
[beh@surge_1]:beh@surge
pt1 = 88860000, guard | pos: 320.98449707031, -48.234279632568, -25.702243804932 look: 343.57772827148, -51.649772644043, -23.52042388916
path_end = loop
on_info = {=surge_complete} beh@freedom_guard_1
[beh@surge_2]:beh@surge
pt1 = 88860000, hide | pos: 318.2392578125, -47.560409545898, -25.768634796143 look: 343.57772827148, -51.649772644043, -23.52042388916
path_end = loop
on_info = {=surge_complete} beh@freedom_guard_2
[beh@surge_3]:beh@surge
pt1 = 88860000, hide | pos: 315.74710083008, -46.943187713623, -25.976787567139 look: 343.57772827148, -51.649772644043, -23.52042388916
;path_end = loop
on_info = {=surge_complete} beh@freedom_guard_3
[beh@surge_4]:beh@surge
pt1 = 88860000, hide | pos: 313.87976074219, -46.531192779541, -25.34361076355 look: 343.57772827148, -51.649772644043, -23.52042388916
path_end = loop
on_info = {=surge_complete} beh@freedom_guard_4
[beh@surge_5]:beh@surge
pt1 = 88860000, hide | pos: 315.63684082031, -47.395454406738, -22.22802734375 look: 343.57772827148, -51.649772644043, -23.52042388916
path_end = loop
on_info = {=surge_complete} beh@freedom_guard_5
[beh@surge_6]:beh@surge
pt1 = 88860000, guard | pos: 317.99768066406, -48.041015625, -22.403568267822 look: 343.57772827148, -51.649772644043, -23.52042388916
path_end = loop
on_info = {=surge_complete} beh@freedom_guard_6
[beh@surge_7]:beh@surge
pt1 = 88860000, guard | pos: -110.69400024414, -0.51395338773727, -215.46388244629 look: -111.84964752197, -0.64238369464874, -216.57768249512
path_end = loop
on_info = {=surge_complete} beh@freedom_guard_7
[beh@surge_8]:beh@surge
pt1 = 88860000, guard | pos: -97.620040893555, -0.81635612249374, -193.13609313965 look: -96.5625, -0.81642097234726, -192.97434997559
path_end = loop
on_info = {=surge_complete} beh@freedom_guard_8
[beh@surge_9]:beh@surge
pt1 = 88860000, guard | pos: -96.888122558594, -0.7479310631752, -187.58062744141 look: -98.054290771484, -0.81622606515884, -188.87913513184
path_end = loop
on_info = {=surge_complete} beh@freedom_guard_9
[beh@surge_10]:beh@surge
pt1 = 88860000, guard | pos: -103.50947570801, -0.81777745485306, -190.06983947754 look: -103.24658203125, -0.8176161646843, -191.63522338867
path_end = loop
on_info = {=surge_complete} beh@freedom_guard_10
;[beh@surge_11]:beh@surge
;pt1 = 88860000, guard | pos: 322.36441040039, -48.175971984863, -27.142284393311 look: 343.57772827148, -51.649772644043, -23.52042388916
;path_end = loop
;on_info = {=surge_complete} beh@freedom_guard_11
;[beh@surge_12]:beh@surge
;pt1 = 88860000, guard | pos: 313.71444702148, -46.638042449951, -21.719793319702 look: 343.57772827148, -51.649772644043, -23.52042388916
;path_end = loop
;on_info = {=surge_complete} beh@freedom_guard_12
@@ -0,0 +1,209 @@
[logic@red_killer_squad_guard_mlr_1]
active = beh@killer_guard_1
suitable = {=target_squad_name(red_6_6_killer_guard_squad)} true
prior = 200
[logic@red_killer_squad_guard_mlr_2]
active = beh@killer_guard_2
suitable = {=target_squad_name(red_6_6_killer_guard_squad)} true
prior = 200
[logic@red_killer_squad_guard_mlr_3]
active = beh@killer_guard_3
suitable = {=target_squad_name(red_6_6_killer_guard_squad)} true
prior = 200
[logic@red_killer_squad_guard_mlr_4]
active = beh@killer_guard_4
suitable = {=target_squad_name(red_6_6_killer_guard_squad)} true
prior = 200
[logic@red_killer_squad_guard_mlr_5]
active = beh@killer_guard_5
suitable = {=target_squad_name(red_6_6_killer_guard_squad)} true
prior = 200
[logic@red_killer_squad_guard_mlr_6]
active = beh@killer_guard_6
suitable = {=target_squad_name(red_6_6_killer_guard_squad)} true
prior = 200
[logic@red_killer_squad_guard_mlr_7]
active = beh@killer_guard_7
suitable = {=target_squad_name(red_killer_outpost_mlr_squad)} true
prior = 200
[logic@red_killer_squad_guard_mlr_8]
active = beh@killer_guard_8
suitable = {=target_squad_name(red_killer_outpost_mlr_squad)} true
prior = 200
[logic@red_killer_squad_guard_mlr_9]
active = beh@killer_guard_9
suitable = {=target_squad_name(red_killer_outpost_mlr_squad)} true
prior = 200
[logic@red_killer_squad_guard_mlr_10]
active = beh@killer_guard_10
suitable = {=target_squad_name(red_killer_outpost_mlr_squad)} true
prior = 200
[logic@red_killer_squad_guard_mlr_11]
active = beh@killer_guard_11
suitable = {=target_squad_name(red_killer_outpost_mlr_squad)} true
prior = 200
[logic@red_killer_squad_guard_mlr_12]
active = beh@killer_guard_12
suitable = {=target_squad_name(red_killer_outpost_mlr_squad)} true
prior = 200
[beh@general]
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = guard
walk_anim = patrol
jog_anim = assault
run_anim = assault
delay_anim = guard
combat_ignore_cond = false
combat_ignore_keep_when_attacked = false
gather_items_enabled = false
help_wounded_enabled = true
corpse_detection_enabled = false
invulnerable = false
[beh@surge]
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
walk_anim = rush
jog_anim = rush
run_anim = rush
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
invulnerable = {=is_warfare} false, {!actor_true_enemy} true, false
[beh@killer_guard_1]:beh@general
pt1 = 88860000, guard | pos: 261.09741210938, -1.278151512146, -307.00775146484 look: 260.11511230469, -1.280345082283, -306.73223876953
path_end = loop
on_info = {=surge_started} beh@surge_1
[beh@killer_guard_2]:beh@general
pt1 = 88860000, guard | pos: 255.2179107666, -0.97214984893799, -318.86248779297 look: 254.28274536133, -1.0657855272293, -318.44515991211
path_end = loop
on_info = {=surge_started} beh@surge_2
[beh@killer_guard_3]:beh@general
pt1 = 88860000, guard | pos: 237.01438903809, -0.10033971071243, -283.44702148438 look: 235.68844604492, -0.06385001540184, -283.10388183594
path_end = loop
on_info = {=surge_started} beh@surge_3
[beh@killer_guard_4]:beh@general
pt1 = 88860000, guard | pos: 190.20082092285, -1.147012591362, -300.14068603516 look: 187.31065368652, -1.1901878118515, -300.67242431641
path_end = loop
on_info = {=surge_started} beh@surge_4
[beh@killer_guard_5]:beh@general
pt1 = 88860000, guard | pos: 217.60166931152, 0.60896825790405, -264.98028564453 look: 216.57116699219, 0.53197211027145, -265.05932617188
path_end = loop
on_info = {=surge_started} beh@surge_5
[beh@killer_guard_6]:beh@general
pt1 = 88860000, guard | pos: 187.43298339844, -1.3547611236572, -294.15420532227 look: 186.55555725098, -1.3880641460419, -293.68762207031
path_end = loop
on_info = {=surge_started} beh@surge_6
[beh@killer_guard_7]:beh@general
pt1 = 88860000, guard | pos: -119.67526245117, 0.27558797597885, -268.39599609375 look: -118.30867004395, 0.27550387382507, -268.9814453125
path_end = loop
on_info = {=surge_started} beh@surge_7
[beh@killer_guard_8]:beh@general
pt1 = 88860000, guard | pos: -116.31747436523, 0.4664620757103, -255.0908203125 look: -115.74002075195, 0.46672117710114, -255.18035888672
path_end = loop
on_info = {=surge_started} beh@surge_8
[beh@killer_guard_9]:beh@general
pt1 = 88860000, guard | pos: -99.07999420166, 0.27176135778427, -269.62466430664 look: -98.640869140625, 0.25648379325867, -271.10009765625
path_end = loop
on_info = {=surge_started} beh@surge_9
[beh@killer_guard_10]:beh@general
pt1 = 88860000, guard | pos: -117.01035308838, -0.64023810625076, -227.71569824219 look: -117.07551574707, -0.64376544952393, -228.67135620117
path_end = loop
on_info = {=surge_started} beh@surge_10
[beh@killer_guard_11]:beh@general
pt1 = 88860000, sit_knee | pos: -94.579940795898, -0.81704634428024, -190.72244262695 look: -94.225479125977, -0.81714963912964, -191.43290710449
path_end = loop
;on_info = {=surge_started} beh@surge_11
[beh@killer_guard_12]:beh@general
pt1 = 88860000, guard | pos: -91.610137939453, -0.81628715991974, -191.88710021973 look: -92.410385131836, -0.81694227457047, -192.15361022949
path_end = loop
;on_info = {=surge_started} beh@surge_12
[beh@surge_1]:beh@surge
pt1 = 88860000, hide | pos: 181.8861541748, -0.21441453695297, -208.86123657227 look: 182.18424987793, -0.18252545595169, -209.82832336426
path_end = loop
on_info = {=surge_complete} beh@killer_guard_1
[beh@surge_2]:beh@surge
pt1 = 88860000, guard | pos: 182.92933654785, -0.2258342653513, -204.18620300293 look: 182.93313598633, -0.18252272903919, -205.2258605957
path_end = loop
on_info = {=surge_complete} beh@killer_guard_2
[beh@surge_3]:beh@surge
pt1 = 88860000, hide | pos: 177.96719360352, -0.17797777056694, -192.44175720215 look: 177.59188842773, -0.18888372182846, -191.52992248535
path_end = loop
on_info = {=surge_complete} beh@killer_guard_3
[beh@surge_4]:beh@surge
pt1 = 88860000, guard | pos: 181.66423034668, -0.18746250867844, -195.79037475586 look: 181.34533691406, -0.23732340335846, -194.70288085938
path_end = loop
on_info = {=surge_complete} beh@killer_guard_4
[beh@surge_5]:beh@surge
pt1 = 88860000, hide | pos: 176.31915283203, -0.21099716424942, -203.01792907715 look: 177.18368530273, -0.1900669336319, -203.39236450195
path_end = loop
on_info = {=surge_complete} beh@killer_guard_5
[beh@surge_6]:beh@surge
pt1 = 88860000, guard | pos: 176.1925201416, -0.20936344563961, -206.0412902832 look: 176.99349975586, -0.17933666706085, -205.60354614258
path_end = loop
on_info = {=surge_complete} beh@killer_guard_6
[beh@surge_7]:beh@surge
pt1 = 88860000, hide | pos: -113.75204467773, -0.64001190662384, -220.2021484375 look: -114.84027099609, -0.60566627979279, -221.5068359375
path_end = loop
on_info = {=surge_complete} beh@killer_guard_7
[beh@surge_8]:beh@surge
pt1 = 88860000, hide | pos: -111.17091369629, -0.67727673053741, -209.04975891113 look: -111.47574615479, -0.65317982435226, -210.14183044434
path_end = loop
on_info = {=surge_complete} beh@killer_guard_8
[beh@surge_9]:beh@surge
pt1 = 88860000, guard | pos: -103.07054901123, -0.81712251901627, -202.88200378418 look: -103.9397277832, -0.81681615114212, -203.35350036621
path_end = loop
on_info = {=surge_complete} beh@killer_guard_9
[beh@surge_10]:beh@surge
pt1 = 88860000, guard | pos: -97.834114074707, -0.81990104913712, -188.9979095459 look: -98.137062072754, -0.81644916534424, -190.88673400879
path_end = loop
on_info = {=surge_complete} beh@killer_guard_10
;[beh@surge_11]:beh@surge
;pt1 = 88860000, guard | pos: 322.36441040039, -48.175971984863, -27.142284393311 look: 343.57772827148, -51.649772644043, -23.52042388916
;path_end = loop
;on_info = {=surge_complete} beh@killer_guard_11
;[beh@surge_12]:beh@surge
;pt1 = 88860000, guard | pos: 313.71444702148, -46.638042449951, -21.719793319702 look: 343.57772827148, -51.649772644043, -23.52042388916
;path_end = loop
;on_info = {=surge_complete} beh@killer_guard_12
@@ -0,0 +1,23 @@
[logic]
active = ph_idle@play
[ph_idle@base]
nonscript_usable = true
[ph_idle@play]:ph_idle@base
on_info = %=play_sound(monolith_red_camp_radio_speech)%
tips = Turn:Off
on_use = %=stop_sound% ph_idle@stop
[ph_idle@stop]:ph_idle@base
on_info = {-red_monolith_trader_dead} ph_idle@reset, ph_idle@stop
tips = Turn:On
on_use = ph_idle@play
[ph_idle@reset]
tips = Turn:On
on_use = ph_idle@play
on_game_timer = 15500 | ph_idle@play
[collide]
ignore_static
@@ -0,0 +1,124 @@
[logic@red_monolith_squad_guard_mlr_1]
active = beh@monolith_guard_1
suitable = {=target_squad_name(red_6_6_monolith_guard_squad)} true
prior = 200
[logic@red_monolith_squad_guard_mlr_2]
active = beh@monolith_guard_2
suitable = {=target_squad_name(red_6_6_monolith_guard_squad)} true
prior = 200
[logic@red_monolith_squad_guard_mlr_3]
active = beh@monolith_guard_3
suitable = {=target_squad_name(red_6_6_monolith_guard_squad)} true
prior = 200
[logic@red_monolith_squad_guard_mlr_4]
active = beh@monolith_guard_4
suitable = {=target_squad_name(red_6_6_monolith_guard_squad)} true
prior = 200
[logic@red_monolith_squad_guard_mlr_5]
active = beh@monolith_guard_5
suitable = {=target_squad_name(red_6_6_monolith_guard_squad)} true
prior = 200
[logic@red_monolith_squad_guard_mlr_6]
active = beh@monolith_guard_6
suitable = {=target_squad_name(red_6_6_monolith_guard_squad)} true
prior = 200
[logic@red_monolith_squad_guard_mlr_7]
active = beh@monolith_guard_7
suitable = {=target_squad_name(red_monolith_outpost_mlr_squad)} true
prior = 200
[logic@red_monolith_squad_guard_mlr_8]
active = beh@monolith_guard_8
suitable = {=target_squad_name(red_monolith_outpost_mlr_squad)} true
prior = 200
[logic@red_monolith_squad_guard_mlr_9]
active = beh@monolith_guard_9
suitable = {=target_squad_name(red_monolith_outpost_mlr_squad)} true
prior = 200
[logic@red_monolith_squad_guard_mlr_10]
active = beh@monolith_guard_10
suitable = {=target_squad_name(red_monolith_outpost_mlr_squad)} true
prior = 200
[logic@red_monolith_squad_guard_mlr_11]
active = beh@monolith_guard_11
suitable = {=target_squad_name(red_monolith_outpost_mlr_squad)} true
prior = 200
[logic@red_monolith_squad_guard_mlr_12]
active = beh@monolith_guard_12
suitable = {=target_squad_name(red_monolith_outpost_mlr_squad)} true
prior = 200
[beh@general]
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = guard
walk_anim = patrol
jog_anim = assault
run_anim = assault
delay_anim = guard
combat_ignore_cond = false
combat_ignore_keep_when_attacked = false
gather_items_enabled = false
help_wounded_enabled = true
corpse_detection_enabled = false
invulnerable = false
[beh@monolith_guard_1]:beh@general
pt1 = 88860000, guard | pos: 263.67318725586, -1.3804399967194, -317.76922607422 look: 263.40649414062, -1.3797993659973, -316.52722167969
path_end = loop
[beh@monolith_guard_2]:beh@general
pt1 = 88860000, guard | pos: 261.32794189453, -1.2935316562653, -307.42724609375 look: 260.56286621094, -1.2935013771057, -307.17279052734
path_end = loop
[beh@monolith_guard_3]:beh@general
pt1 = 88860000, guard | pos: 237.01438903809, -0.10033971071243, -283.44702148438 look: 235.68844604492, -0.06385001540184, -283.10388183594
path_end = loop
[beh@monolith_guard_4]:beh@general
pt1 = 88860000, guard | pos: 190.20082092285, -1.147012591362, -300.14068603516 look: 187.31065368652, -1.1901878118515, -300.67242431641
path_end = loop
[beh@monolith_guard_5]:beh@general
pt1 = 88860000, guard | pos: 217.60166931152, 0.60896825790405, -264.98028564453 look: 216.57116699219, 0.53197211027145, -265.05932617188
path_end = loop
[beh@monolith_guard_6]:beh@general
pt1 = 88860000, guard | pos: 187.43298339844, -1.3547611236572, -294.15420532227 look: 186.55555725098, -1.3880641460419, -293.68762207031
path_end = loop
[beh@monolith_guard_7]:beh@general
pt1 = 88860000, guard | pos: -111.54479217529, -0.15344235301018, -288.88806152344 look: -110.61501312256, -0.1175919175148, -289.45959472656
path_end = loop
[beh@monolith_guard_8]:beh@general
pt1 = 88860000, guard | pos: -95.758636474609, 0.032176405191422, -239.58683776855 look: -94.696182250977, 0.080357849597931, -239.57418823242
path_end = loop
[beh@monolith_guard_9]:beh@general
pt1 = 88860000, guard | pos: -116.73320007324, -0.64363777637482, -227.47174072266 look: -116.74213409424, -0.64278769493103, -228.1428527832
path_end = loop
[beh@monolith_guard_10]:beh@general
pt1 = 88860000, guard | pos: -91.655410766602, -0.81885409355164, -175.32438659668 look: -91.596199035645, -0.82068961858749, -176.0732421875
path_end = loop
[beh@monolith_guard_11]:beh@general
pt1 = 88860000, guard | pos: -90.218376159668, -0.81923472881317, -191.1815032959 look: -91.27262878418, -0.81628996133804, -191.30047607422
path_end = loop
[beh@monolith_guard_12]:beh@general
pt1 = 88860000, trans_1 | pos: -94.618225097656, -0.817826628685, -191.36549377441 look: -94.262496948242, -0.81772184371948, -191.73176574707
path_end = loop
@@ -0,0 +1,18 @@
[logic]
active = {+monolith_red_outpost_megafone} ph_idle@play, ph_idle@stop
[ph_idle@play]
nonscript_usable = false
on_info = {+monolith_red_outpost_megafone} %=play_sound(monolith_red_outpost_speech)%, %=stop_sound% ph_idle@stop
[ph_idle@stop]
nonscript_usable = false
on_info = {+monolith_red_outpost_megafone} ph_idle@play
[collide]
ignore_static
@@ -0,0 +1,43 @@
[logic]
active = ph_idle@check
[ph_idle@check]
on_info = {=actor_community(actor_monolith)} ph_idle@mstop, {=actor_community(actor_greh)} ph_idle@mstop, ph_idle@play
[ph_idle@base]
nonscript_usable = true
[ph_idle@play]:ph_idle@base
on_info = %+monolith_red_outpost_megafone%
tips = Turn:Off
on_use = %=stop_sound% ph_idle@stop
[ph_idle@stop]:ph_idle@base
on_info = %-monolith_red_outpost_megafone%
on_info2 = {-red_monolith_trader_dead} ph_idle@reset, ph_idle@stop
tips = Turn:On
on_use = ph_idle@play
[ph_idle@reset]:ph_idle@base
tips = Turn:On
on_use = ph_idle@play
on_game_timer = 15500 | ph_idle@play
[ph_idle@mstop]:ph_idle@base
on_info = %-monolith_red_outpost_megafone%
tips = Turn:On
on_use = ph_idle@mplay
[ph_idle@mplay]:ph_idle@base
on_info = %+monolith_red_outpost_megafone%
on_info2 = {+bar_deactivate_radar_done} ph_idle@mreset, ph_idle@mplay
tips = Turn:Off
on_use = %=stop_sound% ph_idle@mstop
[ph_idle@mreset]:ph_idle@base
tips = Turn:Off
on_use = ph_idle@mstop
on_game_timer = 15500 | ph_idle@mstop
[collide]
ignore_static
@@ -0,0 +1,209 @@
[logic@red_renegade_squad_guard_mlr_1]
active = beh@renegade_guard_1
suitable = {=target_squad_name(red_6_6_renegade_guard_squad)} true
prior = 200
[logic@red_renegade_squad_guard_mlr_2]
active = beh@renegade_guard_2
suitable = {=target_squad_name(red_6_6_renegade_guard_squad)} true
prior = 200
[logic@red_renegade_squad_guard_mlr_3]
active = beh@renegade_guard_3
suitable = {=target_squad_name(red_6_6_renegade_guard_squad)} true
prior = 200
[logic@red_renegade_squad_guard_mlr_4]
active = beh@renegade_guard_4
suitable = {=target_squad_name(red_6_6_renegade_guard_squad)} true
prior = 200
[logic@red_renegade_squad_guard_mlr_5]
active = beh@renegade_guard_5
suitable = {=target_squad_name(red_6_6_renegade_guard_squad)} true
prior = 200
[logic@red_renegade_squad_guard_mlr_6]
active = beh@renegade_guard_6
suitable = {=target_squad_name(red_6_6_renegade_guard_squad)} true
prior = 200
[logic@red_renegade_squad_guard_mlr_7]
active = beh@renegade_guard_7
suitable = {=target_squad_name(red_renegade_outpost_mlr_squad)} true
prior = 200
[logic@red_renegade_squad_guard_mlr_8]
active = beh@renegade_guard_8
suitable = {=target_squad_name(red_renegade_outpost_mlr_squad)} true
prior = 200
[logic@red_renegade_squad_guard_mlr_9]
active = beh@renegade_guard_9
suitable = {=target_squad_name(red_renegade_outpost_mlr_squad)} true
prior = 200
[logic@red_renegade_squad_guard_mlr_10]
active = beh@renegade_guard_10
suitable = {=target_squad_name(red_renegade_outpost_mlr_squad)} true
prior = 200
[logic@red_renegade_squad_guard_mlr_11]
active = beh@renegade_guard_11
suitable = {=target_squad_name(red_renegade_outpost_mlr_squad)} true
prior = 200
[logic@red_renegade_squad_guard_mlr_12]
active = beh@renegade_guard_12
suitable = {=target_squad_name(red_renegade_outpost_mlr_squad)} true
prior = 200
[beh@general]
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = guard
walk_anim = patrol
jog_anim = assault
run_anim = assault
delay_anim = guard
combat_ignore_cond = false
combat_ignore_keep_when_attacked = false
gather_items_enabled = false
help_wounded_enabled = true
corpse_detection_enabled = false
invulnerable = false
[beh@surge]
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
walk_anim = rush
jog_anim = rush
run_anim = rush
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
invulnerable = {=is_warfare} false, {!actor_true_enemy} true, false
[beh@renegade_guard_1]:beh@general
pt1 = 88860000, guard | pos: 261.09741210938, -1.278151512146, -307.00775146484 look: 260.11511230469, -1.280345082283, -306.73223876953
path_end = loop
on_info = {=surge_started} beh@surge_1
[beh@renegade_guard_2]:beh@general
pt1 = 88860000, guard | pos: 255.2179107666, -0.97214984893799, -318.86248779297 look: 254.28274536133, -1.0657855272293, -318.44515991211
path_end = loop
on_info = {=surge_started} beh@surge_2
[beh@renegade_guard_3]:beh@general
pt1 = 88860000, guard | pos: 237.01438903809, -0.10033971071243, -283.44702148438 look: 235.68844604492, -0.06385001540184, -283.10388183594
path_end = loop
on_info = {=surge_started} beh@surge_3
[beh@renegade_guard_4]:beh@general
pt1 = 88860000, guard | pos: 190.20082092285, -1.147012591362, -300.14068603516 look: 187.31065368652, -1.1901878118515, -300.67242431641
path_end = loop
on_info = {=surge_started} beh@surge_4
[beh@renegade_guard_5]:beh@general
pt1 = 88860000, guard | pos: 217.60166931152, 0.60896825790405, -264.98028564453 look: 216.57116699219, 0.53197211027145, -265.05932617188
path_end = loop
on_info = {=surge_started} beh@surge_5
[beh@renegade_guard_6]:beh@general
pt1 = 88860000, guard | pos: 187.43298339844, -1.3547611236572, -294.15420532227 look: 186.55555725098, -1.3880641460419, -293.68762207031
path_end = loop
on_info = {=surge_started} beh@surge_6
[beh@renegade_guard_7]:beh@general
pt1 = 88860000, guard | pos: -100.58614349365, -0.039244785904884, -260.5544128418 look: -100.96884155273, -0.14579001069069, -261.85510253906
path_end = loop
on_info = {=surge_started} beh@surge_7
[beh@renegade_guard_8]:beh@general
pt1 = 88860000, guard | pos: -117.1109085083, -0.63971590995789, -227.33744812012 look: -117.12147521973, -0.63976293802261, -228.03207397461
path_end = loop
on_info = {=surge_started} beh@surge_8
[beh@renegade_guard_9]:beh@general
pt1 = 88860000, guard | pos: -91.386978149414, -0.74441361427307, -189.25192260742 look: -91.93000793457, -0.81735181808472, -189.68766784668
path_end = loop
on_info = {=surge_started} beh@surge_9
[beh@renegade_guard_10]:beh@general ;
pt1 = 88860000, sit_ass | pos: -94.49543762207, -0.81734263896942, -190.5330657959 look: -94.122360229492, -0.81735837459564, -191.36186218262
path_end = loop
;on_info = {=surge_started} beh@surge_11
[beh@renegade_guard_11]:beh@general
pt1 = 88860000, sit_knee | pos: -95.794860839844, -0.010705962777138, -238.97698974609 look: -94.772285461426, 0.059955149888992, -239.37768554688
path_end = loop
;on_info = {=surge_started} beh@surge_12
[beh@renegade_guard_12]:beh@general
pt1 = 88860000, guard | pos: -91.237419128418, -0.81655019521713, -175.46961975098 look: -91.508850097656, -0.8166156411171, -176.77163696289
path_end = loop
on_info = {=surge_started} beh@surge_10
[beh@surge_1]:beh@surge
pt1 = 88860000, guard | pos: 320.98449707031, -48.234279632568, -25.702243804932 look: 343.57772827148, -51.649772644043, -23.52042388916
path_end = loop
on_info = {=surge_complete} beh@renegade_guard_1
[beh@surge_2]:beh@surge
pt1 = 88860000, hide | pos: 318.2392578125, -47.560409545898, -25.768634796143 look: 343.57772827148, -51.649772644043, -23.52042388916
path_end = loop
on_info = {=surge_complete} beh@renegade_guard_2
[beh@surge_3]:beh@surge
pt1 = 88860000, hide | pos: 315.74710083008, -46.943187713623, -25.976787567139 look: 343.57772827148, -51.649772644043, -23.52042388916
;path_end = loop
on_info = {=surge_complete} beh@renegade_guard_3
[beh@surge_4]:beh@surge
pt1 = 88860000, hide | pos: 313.87976074219, -46.531192779541, -25.34361076355 look: 343.57772827148, -51.649772644043, -23.52042388916
path_end = loop
on_info = {=surge_complete} beh@renegade_guard_4
[beh@surge_5]:beh@surge
pt1 = 88860000, hide | pos: 315.63684082031, -47.395454406738, -22.22802734375 look: 343.57772827148, -51.649772644043, -23.52042388916
path_end = loop
on_info = {=surge_complete} beh@renegade_guard_5
[beh@surge_6]:beh@surge
pt1 = 88860000, guard | pos: 317.99768066406, -48.041015625, -22.403568267822 look: 343.57772827148, -51.649772644043, -23.52042388916
path_end = loop
on_info = {=surge_complete} beh@renegade_guard_6
[beh@surge_7]:beh@surge
pt1 = 88860000, guard | pos: -110.69400024414, -0.51395338773727, -215.46388244629 look: -111.84964752197, -0.64238369464874, -216.57768249512
path_end = loop
on_info = {=surge_complete} beh@renegade_guard_7
[beh@surge_8]:beh@surge
pt1 = 88860000, guard | pos: -97.620040893555, -0.81635612249374, -193.13609313965 look: -96.5625, -0.81642097234726, -192.97434997559
path_end = loop
on_info = {=surge_complete} beh@renegade_guard_8
[beh@surge_9]:beh@surge
pt1 = 88860000, guard | pos: -96.888122558594, -0.7479310631752, -187.58062744141 look: -98.054290771484, -0.81622606515884, -188.87913513184
path_end = loop
on_info = {=surge_complete} beh@renegade_guard_9
[beh@surge_10]:beh@surge
pt1 = 88860000, guard | pos: -103.50947570801, -0.81777745485306, -190.06983947754 look: -103.24658203125, -0.8176161646843, -191.63522338867
path_end = loop
on_info = {=surge_complete} beh@renegade_guard_10
;[beh@surge_11]:beh@surge
;pt1 = 88860000, guard | pos: 322.36441040039, -48.175971984863, -27.142284393311 look: 343.57772827148, -51.649772644043, -23.52042388916
;path_end = loop
;on_info = {=surge_complete} beh@renegade_guard_11
;[beh@surge_12]:beh@surge
;pt1 = 88860000, guard | pos: 313.71444702148, -46.638042449951, -21.719793319702 look: 343.57772827148, -51.649772644043, -23.52042388916
;path_end = loop
;on_info = {=surge_complete} beh@renegade_guard_12
@@ -0,0 +1,17 @@
[logic@red_smart_terrain_monsters_logic]
active = mob_home@2
suitable = {=target_squad_name(red_6_3_black_chimera)} true
monster_job = true
prior = 200
[mob_home@1]
path_home = home
home_min_radius = 10
home_max_radius = 50
out_restr = red_smart_terrain_monsters_defence
[mob_home@2]
path_home = home
home_min_radius = 20
home_max_radius = 100
out_restr = red_smart_terrain_monsters_defence
@@ -0,0 +1,209 @@
[logic@red_stalker_squad_guard_mlr_1]
active = beh@stalker_guard_1
suitable = {=target_squad_name(red_6_6_stalker_guard_squad)} true
prior = 200
[logic@red_stalker_squad_guard_mlr_2]
active = beh@stalker_guard_2
suitable = {=target_squad_name(red_6_6_stalker_guard_squad)} true
prior = 200
[logic@red_stalker_squad_guard_mlr_3]
active = beh@stalker_guard_3
suitable = {=target_squad_name(red_6_6_stalker_guard_squad)} true
prior = 200
[logic@red_stalker_squad_guard_mlr_4]
active = beh@stalker_guard_4
suitable = {=target_squad_name(red_6_6_stalker_guard_squad)} true
prior = 200
[logic@red_stalker_squad_guard_mlr_5]
active = beh@stalker_guard_5
suitable = {=target_squad_name(red_6_6_stalker_guard_squad)} true
prior = 200
[logic@red_stalker_squad_guard_mlr_6]
active = beh@stalker_guard_6
suitable = {=target_squad_name(red_6_6_stalker_guard_squad)} true
prior = 200
[logic@red_stalker_squad_guard_mlr_7]
active = beh@stalker_guard_7
suitable = {=target_squad_name(red_stalker_outpost_mlr_squad)} true
prior = 200
[logic@red_stalker_squad_guard_mlr_8]
active = beh@stalker_guard_8
suitable = {=target_squad_name(red_stalker_outpost_mlr_squad)} true
prior = 200
[logic@red_stalker_squad_guard_mlr_9]
active = beh@stalker_guard_9
suitable = {=target_squad_name(red_stalker_outpost_mlr_squad)} true
prior = 200
[logic@red_stalker_squad_guard_mlr_10]
active = beh@stalker_guard_10
suitable = {=target_squad_name(red_stalker_outpost_mlr_squad)} true
prior = 200
[logic@red_stalker_squad_guard_mlr_11]
active = beh@stalker_guard_11
suitable = {=target_squad_name(red_stalker_outpost_mlr_squad)} true
prior = 200
[logic@red_stalker_squad_guard_mlr_12]
active = beh@stalker_guard_12
suitable = {=target_squad_name(red_stalker_outpost_mlr_squad)} true
prior = 200
[beh@general]
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = guard
walk_anim = patrol
jog_anim = assault
run_anim = assault
delay_anim = guard
combat_ignore_cond = false
combat_ignore_keep_when_attacked = false
gather_items_enabled = false
help_wounded_enabled = true
corpse_detection_enabled = false
invulnerable = false
[beh@surge]
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
walk_anim = rush
jog_anim = rush
run_anim = rush
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
invulnerable = {=is_warfare} false, {!actor_true_enemy} true, false
[beh@stalker_guard_1]:beh@general
pt1 = 88860000, guard | pos: 261.09741210938, -1.278151512146, -307.00775146484 look: 260.11511230469, -1.280345082283, -306.73223876953
path_end = loop
on_info = {=surge_started} beh@surge_1
[beh@stalker_guard_2]:beh@general
pt1 = 88860000, guard | pos: 255.2179107666, -0.97214984893799, -318.86248779297 look: 254.28274536133, -1.0657855272293, -318.44515991211
path_end = loop
on_info = {=surge_started} beh@surge_2
[beh@stalker_guard_3]:beh@general
pt1 = 88860000, guard | pos: 237.01438903809, -0.10033971071243, -283.44702148438 look: 235.68844604492, -0.06385001540184, -283.10388183594
path_end = loop
on_info = {=surge_started} beh@surge_3
[beh@stalker_guard_4]:beh@general
pt1 = 88860000, guard | pos: 190.20082092285, -1.147012591362, -300.14068603516 look: 187.31065368652, -1.1901878118515, -300.67242431641
path_end = loop
on_info = {=surge_started} beh@surge_4
[beh@stalker_guard_5]:beh@general
pt1 = 88860000, guard | pos: 217.60166931152, 0.60896825790405, -264.98028564453 look: 216.57116699219, 0.53197211027145, -265.05932617188
path_end = loop
on_info = {=surge_started} beh@surge_5
[beh@stalker_guard_6]:beh@general
pt1 = 88860000, guard | pos: 187.43298339844, -1.3547611236572, -294.15420532227 look: 186.55555725098, -1.3880641460419, -293.68762207031
path_end = loop
on_info = {=surge_started} beh@surge_6
[beh@stalker_guard_7]:beh@general
pt1 = 88860000, guard | pos: -100.58614349365, -0.039244785904884, -260.5544128418 look: -100.96884155273, -0.14579001069069, -261.85510253906
path_end = loop
on_info = {=surge_started} beh@surge_7
[beh@stalker_guard_8]:beh@general
pt1 = 88860000, guard | pos: -117.1109085083, -0.63971590995789, -227.33744812012 look: -117.12147521973, -0.63976293802261, -228.03207397461
path_end = loop
on_info = {=surge_started} beh@surge_8
[beh@stalker_guard_9]:beh@general
pt1 = 88860000, guard | pos: -91.386978149414, -0.74441361427307, -189.25192260742 look: -91.93000793457, -0.81735181808472, -189.68766784668
path_end = loop
on_info = {=surge_started} beh@surge_9
[beh@stalker_guard_10]:beh@general ;
pt1 = 88860000, sit_ass | pos: -94.49543762207, -0.81734263896942, -190.5330657959 look: -94.122360229492, -0.81735837459564, -191.36186218262
path_end = loop
;on_info = {=surge_started} beh@surge_11
[beh@stalker_guard_11]:beh@general
pt1 = 88860000, sit_knee | pos: -95.794860839844, -0.010705962777138, -238.97698974609 look: -94.772285461426, 0.059955149888992, -239.37768554688
path_end = loop
;on_info = {=surge_started} beh@surge_12
[beh@stalker_guard_12]:beh@general
pt1 = 88860000, guard | pos: -91.237419128418, -0.81655019521713, -175.46961975098 look: -91.508850097656, -0.8166156411171, -176.77163696289
path_end = loop
on_info = {=surge_started} beh@surge_10
[beh@surge_1]:beh@surge
pt1 = 88860000, guard | pos: 320.98449707031, -48.234279632568, -25.702243804932 look: 343.57772827148, -51.649772644043, -23.52042388916
path_end = loop
on_info = {=surge_complete} beh@stalker_guard_1
[beh@surge_2]:beh@surge
pt1 = 88860000, hide | pos: 318.2392578125, -47.560409545898, -25.768634796143 look: 343.57772827148, -51.649772644043, -23.52042388916
path_end = loop
on_info = {=surge_complete} beh@stalker_guard_2
[beh@surge_3]:beh@surge
pt1 = 88860000, hide | pos: 315.74710083008, -46.943187713623, -25.976787567139 look: 343.57772827148, -51.649772644043, -23.52042388916
;path_end = loop
on_info = {=surge_complete} beh@stalker_guard_3
[beh@surge_4]:beh@surge
pt1 = 88860000, hide | pos: 313.87976074219, -46.531192779541, -25.34361076355 look: 343.57772827148, -51.649772644043, -23.52042388916
path_end = loop
on_info = {=surge_complete} beh@stalker_guard_4
[beh@surge_5]:beh@surge
pt1 = 88860000, hide | pos: 315.63684082031, -47.395454406738, -22.22802734375 look: 343.57772827148, -51.649772644043, -23.52042388916
path_end = loop
on_info = {=surge_complete} beh@stalker_guard_5
[beh@surge_6]:beh@surge
pt1 = 88860000, guard | pos: 317.99768066406, -48.041015625, -22.403568267822 look: 343.57772827148, -51.649772644043, -23.52042388916
path_end = loop
on_info = {=surge_complete} beh@stalker_guard_6
[beh@surge_7]:beh@surge
pt1 = 88860000, guard | pos: -110.69400024414, -0.51395338773727, -215.46388244629 look: -111.84964752197, -0.64238369464874, -216.57768249512
path_end = loop
on_info = {=surge_complete} beh@stalker_guard_7
[beh@surge_8]:beh@surge
pt1 = 88860000, guard | pos: -97.620040893555, -0.81635612249374, -193.13609313965 look: -96.5625, -0.81642097234726, -192.97434997559
path_end = loop
on_info = {=surge_complete} beh@stalker_guard_8
[beh@surge_9]:beh@surge
pt1 = 88860000, guard | pos: -96.888122558594, -0.7479310631752, -187.58062744141 look: -98.054290771484, -0.81622606515884, -188.87913513184
path_end = loop
on_info = {=surge_complete} beh@stalker_guard_9
[beh@surge_10]:beh@surge
pt1 = 88860000, guard | pos: -103.50947570801, -0.81777745485306, -190.06983947754 look: -103.24658203125, -0.8176161646843, -191.63522338867
path_end = loop
on_info = {=surge_complete} beh@stalker_guard_10
;[beh@surge_11]:beh@surge
;pt1 = 88860000, guard | pos: 322.36441040039, -48.175971984863, -27.142284393311 look: 343.57772827148, -51.649772644043, -23.52042388916
;path_end = loop
;on_info = {=surge_complete} beh@stalker_guard_11
;[beh@surge_12]:beh@surge
;pt1 = 88860000, guard | pos: 313.71444702148, -46.638042449951, -21.719793319702 look: 343.57772827148, -51.649772644043, -23.52042388916
;path_end = loop
;on_info = {=surge_complete} beh@stalker_guard_12
@@ -0,0 +1,61 @@
[smart_terrain]
squad_id = 1
max_population = 1
respawn_params = respawn@red_smart_terrain_3_1
respawn_idle = 259200
[respawn@red_smart_terrain_3_1] ;-- Type: random stalker spawn
spawn_monolith_squad
spawn_stalker_squad
spawn_csky_squad
spawn_freedom_squad
spawn_ecolog_squad
spawn_duty_squad
spawn_army_squad
spawn_killer_squad
spawn_bandit_squad
spawn_renegade_squad
[spawn_monolith_squad]
spawn_squads = monolith_base_red_forest_mlr_squad2
spawn_num = {!squad_name_exist(stalkers_base_red_forest_mlr_squad) !squad_name_exist(csky_base_red_forest_mlr_squad) !squad_name_exist(freedom_base_red_forest_mlr_squad) !squad_name_exist(ecolog_base_red_forest_mlr_squad) !squad_name_exist(duty_base_red_forest_mlr_squad) !squad_name_exist(army_base_red_forest_mlr_squad) !squad_name_exist(killer_base_red_forest_mlr_squad) !squad_name_exist(bandit_base_red_forest_mlr_squad) !squad_name_exist(renegade_base_red_forest_mlr_squad) !squad_name_exist(monolith_base_red_forest_mlr_squad2) -red_monolith_trader_dead} 1, 0
[spawn_stalker_squad]
spawn_squads = stalkers_base_red_forest_mlr_squad
spawn_num = {!squad_name_exist(stalkers_base_red_forest_mlr_squad) !squad_name_exist(csky_base_red_forest_mlr_squad) !squad_name_exist(freedom_base_red_forest_mlr_squad) !squad_name_exist(ecolog_base_red_forest_mlr_squad) !squad_name_exist(duty_base_red_forest_mlr_squad) !squad_name_exist(army_base_red_forest_mlr_squad) !squad_name_exist(killer_base_red_forest_mlr_squad) !squad_name_exist(bandit_base_red_forest_mlr_squad) !squad_name_exist(renegade_base_red_forest_mlr_squad) !squad_name_exist(monolith_base_red_forest_mlr_squad2) =actor_week_in_zone(2) +red_monolith_trader_dead +bar_deactivate_radar_done} 1, 0
[spawn_csky_squad]
spawn_squads = csky_base_red_forest_mlr_squad
spawn_num = {!squad_name_exist(stalkers_base_red_forest_mlr_squad) !squad_name_exist(csky_base_red_forest_mlr_squad) !squad_name_exist(freedom_base_red_forest_mlr_squad) !squad_name_exist(ecolog_base_red_forest_mlr_squad) !squad_name_exist(duty_base_red_forest_mlr_squad) !squad_name_exist(army_base_red_forest_mlr_squad) !squad_name_exist(killer_base_red_forest_mlr_squad) !squad_name_exist(bandit_base_red_forest_mlr_squad) !squad_name_exist(renegade_base_red_forest_mlr_squad) !squad_name_exist(monolith_base_red_forest_mlr_squad2) +red_monolith_trader_dead +bar_deactivate_radar_done} 1, 0
[spawn_freedom_squad]
spawn_squads = freedom_base_red_forest_mlr_squad
spawn_num = {!squad_name_exist(stalkers_base_red_forest_mlr_squad) !squad_name_exist(csky_base_red_forest_mlr_squad) !squad_name_exist(freedom_base_red_forest_mlr_squad) !squad_name_exist(ecolog_base_red_forest_mlr_squad) !squad_name_exist(duty_base_red_forest_mlr_squad) !squad_name_exist(army_base_red_forest_mlr_squad) !squad_name_exist(killer_base_red_forest_mlr_squad) !squad_name_exist(bandit_base_red_forest_mlr_squad) !squad_name_exist(renegade_base_red_forest_mlr_squad) !squad_name_exist(monolith_base_red_forest_mlr_squad2) +red_monolith_trader_dead +bar_deactivate_radar_done} 1, 0
[spawn_ecolog_squad]
spawn_squads = ecolog_base_red_forest_mlr_squad
spawn_num = {!squad_name_exist(stalkers_base_red_forest_mlr_squad) !squad_name_exist(csky_base_red_forest_mlr_squad) !squad_name_exist(freedom_base_red_forest_mlr_squad) !squad_name_exist(ecolog_base_red_forest_mlr_squad) !squad_name_exist(duty_base_red_forest_mlr_squad) !squad_name_exist(army_base_red_forest_mlr_squad) !squad_name_exist(killer_base_red_forest_mlr_squad) !squad_name_exist(bandit_base_red_forest_mlr_squad) !squad_name_exist(renegade_base_red_forest_mlr_squad) !squad_name_exist(monolith_base_red_forest_mlr_squad2) =actor_week_in_zone(3) +red_monolith_trader_dead +bar_deactivate_radar_done} 1, 0
[spawn_duty_squad]
spawn_squads = duty_base_red_forest_mlr_squad
spawn_num = {!squad_name_exist(stalkers_base_red_forest_mlr_squad) !squad_name_exist(csky_base_red_forest_mlr_squad) !squad_name_exist(freedom_base_red_forest_mlr_squad) !squad_name_exist(ecolog_base_red_forest_mlr_squad) !squad_name_exist(duty_base_red_forest_mlr_squad) !squad_name_exist(army_base_red_forest_mlr_squad) !squad_name_exist(killer_base_red_forest_mlr_squad) !squad_name_exist(bandit_base_red_forest_mlr_squad) !squad_name_exist(renegade_base_red_forest_mlr_squad) !squad_name_exist(monolith_base_red_forest_mlr_squad2) +red_monolith_trader_dead +bar_deactivate_radar_done} 1, 0
[spawn_army_squad]
spawn_squads = army_base_red_forest_mlr_squad
spawn_num = {!squad_name_exist(stalkers_base_red_forest_mlr_squad) !squad_name_exist(csky_base_red_forest_mlr_squad) !squad_name_exist(freedom_base_red_forest_mlr_squad) !squad_name_exist(ecolog_base_red_forest_mlr_squad) !squad_name_exist(duty_base_red_forest_mlr_squad) !squad_name_exist(army_base_red_forest_mlr_squad) !squad_name_exist(killer_base_red_forest_mlr_squad) !squad_name_exist(bandit_base_red_forest_mlr_squad) !squad_name_exist(renegade_base_red_forest_mlr_squad) !squad_name_exist(monolith_base_red_forest_mlr_squad2) +red_monolith_trader_dead +bar_deactivate_radar_done} 1, 0
[spawn_killer_squad]
spawn_squads = killer_base_red_forest_mlr_squad
spawn_num = {!squad_name_exist(stalkers_base_red_forest_mlr_squad) !squad_name_exist(csky_base_red_forest_mlr_squad) !squad_name_exist(freedom_base_red_forest_mlr_squad) !squad_name_exist(ecolog_base_red_forest_mlr_squad) !squad_name_exist(duty_base_red_forest_mlr_squad) !squad_name_exist(army_base_red_forest_mlr_squad) !squad_name_exist(killer_base_red_forest_mlr_squad) !squad_name_exist(bandit_base_red_forest_mlr_squad) !squad_name_exist(renegade_base_red_forest_mlr_squad) !squad_name_exist(monolith_base_red_forest_mlr_squad2) +red_monolith_trader_dead +bar_deactivate_radar_done} 1, 0
[spawn_bandit_squad]
spawn_squads = bandit_base_red_forest_mlr_squad
spawn_num = {!squad_name_exist(stalkers_base_red_forest_mlr_squad) !squad_name_exist(csky_base_red_forest_mlr_squad) !squad_name_exist(freedom_base_red_forest_mlr_squad) !squad_name_exist(ecolog_base_red_forest_mlr_squad) !squad_name_exist(duty_base_red_forest_mlr_squad) !squad_name_exist(army_base_red_forest_mlr_squad) !squad_name_exist(killer_base_red_forest_mlr_squad) !squad_name_exist(bandit_base_red_forest_mlr_squad) !squad_name_exist(renegade_base_red_forest_mlr_squad) !squad_name_exist(monolith_base_red_forest_mlr_squad2) +red_monolith_trader_dead +bar_deactivate_radar_done} 1, 0
[spawn_renegade_squad]
spawn_squads = renegade_base_red_forest_mlr_squad
spawn_num = {!squad_name_exist(stalkers_base_red_forest_mlr_squad) !squad_name_exist(csky_base_red_forest_mlr_squad) !squad_name_exist(freedom_base_red_forest_mlr_squad) !squad_name_exist(ecolog_base_red_forest_mlr_squad) !squad_name_exist(duty_base_red_forest_mlr_squad) !squad_name_exist(army_base_red_forest_mlr_squad) !squad_name_exist(killer_base_red_forest_mlr_squad) !squad_name_exist(bandit_base_red_forest_mlr_squad) !squad_name_exist(renegade_base_red_forest_mlr_squad) !squad_name_exist(monolith_base_red_forest_mlr_squad2) =actor_week_in_zone(4) +red_monolith_trader_dead +bar_deactivate_radar_done} 1, 0
;[exclusive]
@@ -0,0 +1,33 @@
[smart_terrain]
squad_id = 2
max_population = 2
respawn_params = respawn@red_smart_terrain_3_2
respawn_idle = 86400
[respawn@red_smart_terrain_3_2] ;--Type: faction {monolith} = outpost
spawn_monolith@advanced
spawn_monolith@veteran
[spawn_monolith@advanced]
spawn_squads = monolith_sim_squad_advanced, monolith_sim_squad_advanced
spawn_num = {-bar_deactivate_radar_done -red_monolith_trader_dead} 1, 0
[spawn_monolith@veteran]
spawn_squads = monolith_sim_squad_veteran, monolith_sim_squad_advanced
spawn_num = {-bar_deactivate_radar_done -red_monolith_trader_dead} 1, 0
[exclusive]
;red_greh_tech = red_forest\red_greh_tech.ltx
;red_greh_trader = red_forest\red_greh_trader.ltx
monolith_bridge_trader_mlr = red_forest\red_bridge_bandit_smart_skirmish_logic.ltx
red_smart_terrain_3_2_camp_work_1 = red_forest\red_3_2_smart_logic.ltx
red_smart_terrain_3_2_camp_work_2 = red_forest\red_3_2_smart_logic.ltx
red_smart_terrain_3_2_camp_work_3 = red_forest\red_3_2_smart_logic.ltx
red_smart_terrain_3_2_camp_work_4 = red_forest\red_3_2_smart_logic.ltx
red_smart_terrain_3_2_camp_work_5 = red_forest\red_3_2_smart_logic.ltx
red_smart_terrain_3_2_guard_work_1 = red_forest\red_3_2_smart_logic.ltx
red_smart_terrain_3_2_guard_work_2 = red_forest\red_3_2_smart_logic.ltx
red_smart_terrain_3_2_guard_work_3 = red_forest\red_3_2_smart_logic.ltx
@@ -0,0 +1,10 @@
[smart_terrain] ;-- Disabled spawn
squad_id = 3
max_population = 1
;respawn_params = respawn@red_smart_terrain_3_3
;respawn_idle = 0
;[respawn@red_smart_terrain_3_3] ;-- Type:
;[exclusive]
@@ -0,0 +1,65 @@
[smart_terrain]
squad_id = 4
max_population = 2
respawn_params = respawn@red_smart_terrain_4_2
respawn_idle = 259200
[respawn@red_smart_terrain_4_2] ;-- Type: random stalker spawn
spawn_monolith_squad
spawn_stalker_squad
spawn_csky_squad
spawn_freedom_squad
spawn_ecolog_squad
spawn_duty_squad
spawn_army_squad
spawn_killer_squad
spawn_bandit_squad
spawn_renegade_squad
[spawn_monolith_squad]
spawn_squads = monolith_base_red_forest_mlr_squad
spawn_num = {!squad_name_exist(stalkers_base_red_forest_mlr_squad) !squad_name_exist(csky_base_red_forest_mlr_squad) !squad_name_exist(freedom_base_red_forest_mlr_squad) !squad_name_exist(ecolog_base_red_forest_mlr_squad) !squad_name_exist(duty_base_red_forest_mlr_squad) !squad_name_exist(army_base_red_forest_mlr_squad) !squad_name_exist(killer_base_red_forest_mlr_squad) !squad_name_exist(bandit_base_red_forest_mlr_squad) !squad_name_exist(renegade_base_red_forest_mlr_squad) !squad_name_exist(monolith_base_red_forest_mlr_squad) -red_monolith_trader_dead} 1, 0
[spawn_stalker_squad]
spawn_squads = stalkers_base_red_forest_mlr_squad
spawn_num = {!squad_name_exist(stalkers_base_red_forest_mlr_squad) !squad_name_exist(csky_base_red_forest_mlr_squad) !squad_name_exist(freedom_base_red_forest_mlr_squad) !squad_name_exist(ecolog_base_red_forest_mlr_squad) !squad_name_exist(duty_base_red_forest_mlr_squad) !squad_name_exist(army_base_red_forest_mlr_squad) !squad_name_exist(killer_base_red_forest_mlr_squad) !squad_name_exist(bandit_base_red_forest_mlr_squad) !squad_name_exist(renegade_base_red_forest_mlr_squad) !squad_name_exist(monolith_base_red_forest_mlr_squad) =actor_week_in_zone(2) +red_monolith_trader_dead +bar_deactivate_radar_done} 1, 0
[spawn_csky_squad]
spawn_squads = csky_base_red_forest_mlr_squad
spawn_num = {!squad_name_exist(stalkers_base_red_forest_mlr_squad) !squad_name_exist(csky_base_red_forest_mlr_squad) !squad_name_exist(freedom_base_red_forest_mlr_squad) !squad_name_exist(ecolog_base_red_forest_mlr_squad) !squad_name_exist(duty_base_red_forest_mlr_squad) !squad_name_exist(army_base_red_forest_mlr_squad) !squad_name_exist(killer_base_red_forest_mlr_squad) !squad_name_exist(bandit_base_red_forest_mlr_squad) !squad_name_exist(renegade_base_red_forest_mlr_squad) !squad_name_exist(monolith_base_red_forest_mlr_squad) +red_monolith_trader_dead +bar_deactivate_radar_done} 1, 0
[spawn_freedom_squad]
spawn_squads = freedom_base_red_forest_mlr_squad
spawn_num = {!squad_name_exist(stalkers_base_red_forest_mlr_squad) !squad_name_exist(csky_base_red_forest_mlr_squad) !squad_name_exist(freedom_base_red_forest_mlr_squad) !squad_name_exist(ecolog_base_red_forest_mlr_squad) !squad_name_exist(duty_base_red_forest_mlr_squad) !squad_name_exist(army_base_red_forest_mlr_squad) !squad_name_exist(killer_base_red_forest_mlr_squad) !squad_name_exist(bandit_base_red_forest_mlr_squad) !squad_name_exist(renegade_base_red_forest_mlr_squad) !squad_name_exist(monolith_base_red_forest_mlr_squad) +red_monolith_trader_dead +bar_deactivate_radar_done} 1, 0
[spawn_ecolog_squad]
spawn_squads = ecolog_base_red_forest_mlr_squad
spawn_num = {!squad_name_exist(stalkers_base_red_forest_mlr_squad) !squad_name_exist(csky_base_red_forest_mlr_squad) !squad_name_exist(freedom_base_red_forest_mlr_squad) !squad_name_exist(ecolog_base_red_forest_mlr_squad) !squad_name_exist(duty_base_red_forest_mlr_squad) !squad_name_exist(army_base_red_forest_mlr_squad) !squad_name_exist(killer_base_red_forest_mlr_squad) !squad_name_exist(bandit_base_red_forest_mlr_squad) !squad_name_exist(renegade_base_red_forest_mlr_squad) !squad_name_exist(monolith_base_red_forest_mlr_squad) =actor_week_in_zone(3) +red_monolith_trader_dead +bar_deactivate_radar_done} 1, 0
[spawn_duty_squad]
spawn_squads = duty_base_red_forest_mlr_squad
spawn_num = {!squad_name_exist(stalkers_base_red_forest_mlr_squad) !squad_name_exist(csky_base_red_forest_mlr_squad) !squad_name_exist(freedom_base_red_forest_mlr_squad) !squad_name_exist(ecolog_base_red_forest_mlr_squad) !squad_name_exist(duty_base_red_forest_mlr_squad) !squad_name_exist(army_base_red_forest_mlr_squad) !squad_name_exist(killer_base_red_forest_mlr_squad) !squad_name_exist(bandit_base_red_forest_mlr_squad) !squad_name_exist(renegade_base_red_forest_mlr_squad) !squad_name_exist(monolith_base_red_forest_mlr_squad) +red_monolith_trader_dead +bar_deactivate_radar_done} 1, 0
[spawn_army_squad]
spawn_squads = army_base_red_forest_mlr_squad
spawn_num = {!squad_name_exist(stalkers_base_red_forest_mlr_squad) !squad_name_exist(csky_base_red_forest_mlr_squad) !squad_name_exist(freedom_base_red_forest_mlr_squad) !squad_name_exist(ecolog_base_red_forest_mlr_squad) !squad_name_exist(duty_base_red_forest_mlr_squad) !squad_name_exist(army_base_red_forest_mlr_squad) !squad_name_exist(killer_base_red_forest_mlr_squad) !squad_name_exist(bandit_base_red_forest_mlr_squad) !squad_name_exist(renegade_base_red_forest_mlr_squad) !squad_name_exist(monolith_base_red_forest_mlr_squad) +red_monolith_trader_dead +bar_deactivate_radar_done} 1, 0
[spawn_killer_squad]
spawn_squads = killer_base_red_forest_mlr_squad
spawn_num = {!squad_name_exist(stalkers_base_red_forest_mlr_squad) !squad_name_exist(csky_base_red_forest_mlr_squad) !squad_name_exist(freedom_base_red_forest_mlr_squad) !squad_name_exist(ecolog_base_red_forest_mlr_squad) !squad_name_exist(duty_base_red_forest_mlr_squad) !squad_name_exist(army_base_red_forest_mlr_squad) !squad_name_exist(killer_base_red_forest_mlr_squad) !squad_name_exist(bandit_base_red_forest_mlr_squad) !squad_name_exist(renegade_base_red_forest_mlr_squad) !squad_name_exist(monolith_base_red_forest_mlr_squad) +red_monolith_trader_dead +bar_deactivate_radar_done} 1, 0
[spawn_bandit_squad]
spawn_squads = bandit_base_red_forest_mlr_squad
spawn_num = {!squad_name_exist(stalkers_base_red_forest_mlr_squad) !squad_name_exist(csky_base_red_forest_mlr_squad) !squad_name_exist(freedom_base_red_forest_mlr_squad) !squad_name_exist(ecolog_base_red_forest_mlr_squad) !squad_name_exist(duty_base_red_forest_mlr_squad) !squad_name_exist(army_base_red_forest_mlr_squad) !squad_name_exist(killer_base_red_forest_mlr_squad) !squad_name_exist(bandit_base_red_forest_mlr_squad) !squad_name_exist(renegade_base_red_forest_mlr_squad) !squad_name_exist(monolith_base_red_forest_mlr_squad) +red_monolith_trader_dead +bar_deactivate_radar_done} 1, 0
[spawn_renegade_squad]
spawn_squads = renegade_base_red_forest_mlr_squad
spawn_num = {!squad_name_exist(stalkers_base_red_forest_mlr_squad) !squad_name_exist(csky_base_red_forest_mlr_squad) !squad_name_exist(freedom_base_red_forest_mlr_squad) !squad_name_exist(ecolog_base_red_forest_mlr_squad) !squad_name_exist(duty_base_red_forest_mlr_squad) !squad_name_exist(army_base_red_forest_mlr_squad) !squad_name_exist(killer_base_red_forest_mlr_squad) !squad_name_exist(bandit_base_red_forest_mlr_squad) !squad_name_exist(renegade_base_red_forest_mlr_squad) !squad_name_exist(monolith_base_red_forest_mlr_squad) =actor_week_in_zone(4) +red_monolith_trader_dead +bar_deactivate_radar_done} 1, 0
[exclusive]
red_smart_terrain_4_2_camp_work_1 = red_forest\red_smart_terrain_4_2_logic.ltx
red_smart_terrain_4_2_camp_work_2 = red_forest\red_smart_terrain_4_2_logic.ltx
red_smart_terrain_4_2_camp_work_4 = red_forest\red_smart_terrain_4_2_logic.ltx
red_smart_terrain_4_2_camp_work_5 = red_forest\red_smart_terrain_4_2_logic.ltx
@@ -0,0 +1,10 @@
[smart_terrain] ;-- Disabled spawn
squad_id = 5
max_population = 1
;respawn_params = respawn@red_smart_terrain_4_3
;respawn_idle = 0
;[respawn@red_smart_terrain_4_3] ;-- Type:
;[exclusive]
@@ -0,0 +1,10 @@
[smart_terrain] ;-- Disabled spawn
squad_id = 6
max_population = 1
;respawn_params = respawn@red_smart_terrain_4_5
;respawn_idle = 0
;[respawn@red_smart_terrain_4_5]
;[exclusive]
@@ -0,0 +1,17 @@
[smart_terrain] ;-- Disabled spawn
squad_id = 7
max_population = 1
;respawn_params = respawn@red_smart_terrain_5_5
;respawn_idle = 0
;[respawn@red_smart_terrain_5_5] ;-- Type:
[exclusive]
red_smart_terrain_5_5_guard_work_1 = red_forest\red_5_5_smart_logic_redone.ltx
red_smart_terrain_5_5_guard_work_2 = red_forest\red_5_5_smart_logic_redone.ltx
red_smart_terrain_5_5_guard_work_3 = red_forest\red_5_5_smart_logic_redone.ltx
red_smart_terrain_5_5_guard_work_4 = red_forest\red_5_5_smart_logic_redone.ltx
red_smart_terrain_5_5_guard_work_5 = red_forest\red_5_5_smart_logic_redone.ltx
@@ -0,0 +1,16 @@
[smart_terrain]
squad_id = 8
max_population = 1
respawn_params = respawn@red_smart_terrain_5_6
respawn_idle = 86400
[respawn@red_smart_terrain_5_6] ;--Type:
spawn_all_hard
[spawn_all_hard] ;-- Normal mutants - Rates of groups: ( 1 dogs + 1 pseudodog + 1 cats + 1 psy-dogs )
spawn_squads = simulation_mix_dogs, simulation_pseudodog, simulation_cat, simulation_psy_dog_squad
spawn_num = 1
;[exclusive]
@@ -0,0 +1,16 @@
[smart_terrain]
squad_id = 9
max_population = 2
respawn_params = respawn@red_smart_terrain_6_3
respawn_idle = 345600
[respawn@red_smart_terrain_6_3] ;--Type:
spawn_all_hard
[spawn_all_hard] ;-- Hard mutants - Rates of groups: ( 1 fracture + 1 karlik + 1 lurker + 1 psy-dog)
spawn_squads = simulation_fracture, simulation_karlik, simulation_lurker_1_2, simulation_psy_dog_squad
spawn_num = 1
;[exclusive]
@@ -0,0 +1,144 @@
[smart_terrain]
squad_id = 10
max_population = 1
respawn_params = respawn@red_smart_terrain_6_6
respawn_idle = 172800
[respawn@red_smart_terrain_6_6] ;-- Type: player faction spawn
spawn_monolith_special
spawn_monolith_special_2
spawn_monolith_special_3
spawn_stalker_special
spawn_csky_special
spawn_ecolog_special
spawn_freedom_special
spawn_killer_special
spawn_dolg_special
spawn_army_special
spawn_bandit_special
spawn_renegade_special
spawn_isg_special
[spawn_monolith_special]
spawn_squads = red_6_6_monolith_guard_squad
spawn_num = {!squad_name_exist(red_6_6_monolith_guard_squad) -bar_deactivate_radar_done} 1, 0
[spawn_monolith_special_2]
spawn_squads = red_6_6_killer_guard_squad
spawn_num = {!squad_name_exist(red_6_6_killer_guard_squad) =actor_community(actor_monolith) +bar_deactivate_radar_done} 1, 0
[spawn_monolith_special_3]
spawn_squads = red_6_6_killer_guard_squad
spawn_num = {!squad_name_exist(red_6_6_killer_guard_squad) =actor_community(actor_greh) +bar_deactivate_radar_done} 1, 0
[spawn_stalker_special]
spawn_squads = red_6_6_stalker_guard_squad
spawn_num = {!squad_name_exist(red_6_6_stalker_guard_squad) =actor_community(actor_stalker) +bar_deactivate_radar_done} 1, 0
[spawn_csky_special]
spawn_squads = red_6_6_csky_guard_squad
spawn_num = {!squad_name_exist(red_6_6_csky_guard_squad) =actor_community(actor_csky) +bar_deactivate_radar_done} 1, 0
[spawn_ecolog_special]
spawn_squads = red_6_6_ecolog_guard_squad
spawn_num = {!squad_name_exist(red_6_6_ecolog_guard_squad) =actor_community(actor_ecolog) +bar_deactivate_radar_done} 1, 0
[spawn_freedom_special]
spawn_squads = red_6_6_freedom_guard_squad
spawn_num = {!squad_name_exist(red_6_6_freedom_guard_squad) =actor_community(actor_freedom) +bar_deactivate_radar_done} 1, 0
[spawn_killer_special]
spawn_squads = red_6_6_killer_guard_squad
spawn_num = {!squad_name_exist(red_6_6_killer_guard_squad) =actor_community(actor_killer) +bar_deactivate_radar_done} 1, 0
[spawn_dolg_special]
spawn_squads = red_6_6_duty_guard_squad
spawn_num = {!squad_name_exist(red_6_6_duty_guard_squad) =actor_community(actor_dolg) +bar_deactivate_radar_done} 1, 0
[spawn_army_special]
spawn_squads = red_6_6_army_guard_squad
spawn_num = {!squad_name_exist(red_6_6_army_guard_squad) =actor_community(actor_army) +bar_deactivate_radar_done} 1, 0
[spawn_bandit_special]
spawn_squads = red_6_6_bandit_guard_squad
spawn_num = {!squad_name_exist(red_6_6_bandit_guard_squad) =actor_community(actor_bandit) +bar_deactivate_radar_done} 1, 0
[spawn_renegade_special]
spawn_squads = red_6_6_renegade_guard_squad
spawn_num = {!squad_name_exist(red_6_6_renegade_guard_squad) =actor_community(actor_renegade) +bar_deactivate_radar_done} 1, 0
[spawn_isg_special]
spawn_squads = red_6_6_killer_guard_squad
spawn_num = {!squad_name_exist(red_6_6_killer_guard_squad) =actor_community(actor_isg) +bar_deactivate_radar_done} 1, 0
[exclusive]
red_monolith_squad_guard_mlr_1 = red_forest\red_monolith_mlr_characters_logic.ltx
red_monolith_squad_guard_mlr_2 = red_forest\red_monolith_mlr_characters_logic.ltx
red_monolith_squad_guard_mlr_3 = red_forest\red_monolith_mlr_characters_logic.ltx
red_monolith_squad_guard_mlr_4 = red_forest\red_monolith_mlr_characters_logic.ltx
red_monolith_squad_guard_mlr_5 = red_forest\red_monolith_mlr_characters_logic.ltx
red_monolith_squad_guard_mlr_6 = red_forest\red_monolith_mlr_characters_logic.ltx
red_stalker_squad_guard_mlr_1 = red_forest\red_stalker_mlr_characters_logic.ltx
red_stalker_squad_guard_mlr_2 = red_forest\red_stalker_mlr_characters_logic.ltx
red_stalker_squad_guard_mlr_3 = red_forest\red_stalker_mlr_characters_logic.ltx
red_stalker_squad_guard_mlr_4 = red_forest\red_stalker_mlr_characters_logic.ltx
red_stalker_squad_guard_mlr_5 = red_forest\red_stalker_mlr_characters_logic.ltx
red_stalker_squad_guard_mlr_6 = red_forest\red_stalker_mlr_characters_logic.ltx
red_csky_squad_guard_mlr_1 = red_forest\red_csky_mlr_characters_logic.ltx
red_csky_squad_guard_mlr_2 = red_forest\red_csky_mlr_characters_logic.ltx
red_csky_squad_guard_mlr_3 = red_forest\red_csky_mlr_characters_logic.ltx
red_csky_squad_guard_mlr_4 = red_forest\red_csky_mlr_characters_logic.ltx
red_csky_squad_guard_mlr_5 = red_forest\red_csky_mlr_characters_logic.ltx
red_csky_squad_guard_mlr_6 = red_forest\red_csky_mlr_characters_logic.ltx
red_ecolog_squad_guard_mlr_1 = red_forest\red_duty_mlr_characters_logic.ltx
red_ecolog_squad_guard_mlr_2 = red_forest\red_duty_mlr_characters_logic.ltx
red_ecolog_squad_guard_mlr_3 = red_forest\red_duty_mlr_characters_logic.ltx
red_ecolog_squad_guard_mlr_4 = red_forest\red_duty_mlr_characters_logic.ltx
red_ecolog_squad_guard_mlr_5 = red_forest\red_duty_mlr_characters_logic.ltx
red_ecolog_squad_guard_mlr_6 = red_forest\red_duty_mlr_characters_logic.ltx
red_freedom_squad_guard_mlr_1 = red_forest\red_freedom_mlr_characters_logic.ltx
red_freedom_squad_guard_mlr_2 = red_forest\red_freedom_mlr_characters_logic.ltx
red_freedom_squad_guard_mlr_3 = red_forest\red_freedom_mlr_characters_logic.ltx
red_freedom_squad_guard_mlr_4 = red_forest\red_freedom_mlr_characters_logic.ltx
red_freedom_squad_guard_mlr_5 = red_forest\red_freedom_mlr_characters_logic.ltx
red_freedom_squad_guard_mlr_6 = red_forest\red_freedom_mlr_characters_logic.ltx
red_duty_squad_guard_mlr_1 = red_forest\red_duty_mlr_characters_logic.ltx
red_duty_squad_guard_mlr_2 = red_forest\red_duty_mlr_characters_logic.ltx
red_duty_squad_guard_mlr_3 = red_forest\red_duty_mlr_characters_logic.ltx
red_duty_squad_guard_mlr_4 = red_forest\red_duty_mlr_characters_logic.ltx
red_duty_squad_guard_mlr_5 = red_forest\red_duty_mlr_characters_logic.ltx
red_duty_squad_guard_mlr_6 = red_forest\red_duty_mlr_characters_logic.ltx
red_army_squad_guard_mlr_1 = red_forest\red_army_mlr_characters_logic.ltx
red_army_squad_guard_mlr_2 = red_forest\red_army_mlr_characters_logic.ltx
red_army_squad_guard_mlr_3 = red_forest\red_army_mlr_characters_logic.ltx
red_army_squad_guard_mlr_4 = red_forest\red_army_mlr_characters_logic.ltx
red_army_squad_guard_mlr_5 = red_forest\red_army_mlr_characters_logic.ltx
red_army_squad_guard_mlr_6 = red_forest\red_army_mlr_characters_logic.ltx
red_killer_squad_guard_mlr_1 = red_forest\red_killer_mlr_characters_logic.ltx
red_killer_squad_guard_mlr_2 = red_forest\red_killer_mlr_characters_logic.ltx
red_killer_squad_guard_mlr_3 = red_forest\red_killer_mlr_characters_logic.ltx
red_killer_squad_guard_mlr_4 = red_forest\red_killer_mlr_characters_logic.ltx
red_killer_squad_guard_mlr_5 = red_forest\red_killer_mlr_characters_logic.ltx
red_killer_squad_guard_mlr_6 = red_forest\red_killer_mlr_characters_logic.ltx
red_bandit_squad_guard_mlr_1 = red_forest\red_bandit_mlr_characters_logic.ltx
red_bandit_squad_guard_mlr_2 = red_forest\red_bandit_mlr_characters_logic.ltx
red_bandit_squad_guard_mlr_3 = red_forest\red_bandit_mlr_characters_logic.ltx
red_bandit_squad_guard_mlr_4 = red_forest\red_bandit_mlr_characters_logic.ltx
red_bandit_squad_guard_mlr_5 = red_forest\red_bandit_mlr_characters_logic.ltx
red_bandit_squad_guard_mlr_6 = red_forest\red_bandit_mlr_characters_logic.ltx
red_renegade_squad_guard_mlr_1 = red_forest\red_renegade_mlr_characters_logic.ltx
red_renegade_squad_guard_mlr_2 = red_forest\red_renegade_mlr_characters_logic.ltx
red_renegade_squad_guard_mlr_3 = red_forest\red_renegade_mlr_characters_logic.ltx
red_renegade_squad_guard_mlr_4 = red_forest\red_renegade_mlr_characters_logic.ltx
red_renegade_squad_guard_mlr_5 = red_forest\red_renegade_mlr_characters_logic.ltx
red_renegade_squad_guard_mlr_6 = red_forest\red_renegade_mlr_characters_logic.ltx
@@ -0,0 +1,17 @@
[smart_terrain]
squad_id = 12
max_population = 1
respawn_params = respawn@red_smart_terrain_monsters
respawn_idle = 259200
[respawn@red_smart_terrain_monsters]
spawn_mix
[spawn_mix] ;-- Hard mutants - Rates of groups: ( 1 lurker + 2 psy dogs + 1 chimera )
spawn_squads = simulation_lurker_black, simulation_psy_dog, simulation_psy_dog_squad, red_6_3_black_chimera
spawn_num = {!squad_name_exist(red_6_3_black_chimera)} 1, 0
[exclusive]
red_smart_terrain_monsters_logic = red_forest\red_smart_terrain_monsters_logic.ltx
@@ -0,0 +1,21 @@
[smart_terrain]
squad_id = 13
max_population = 1
respawn_params = respawn@red_smart_terrain_monsters_2
respawn_idle = 172800
[respawn@red_smart_terrain_monsters_2] ;-- Type:
spawn_all_normal
spawn_zombie_mix
[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 = {+bar_deactivate_radar_done} 1, 0
[spawn_zombie_mix] ;-- Normal mutants - Rates of groups: ( 1 snork + 1 fracture + 1 zombied + 1 zombie )
spawn_squads = simulation_snork_2_5, simulation_fracture, simulation_zombie_blind_3zomb, simulation_zombie_blind_3zomb_civ
spawn_num = {+bar_deactivate_radar_done} 0, 1
;[exclusive]
@@ -0,0 +1,16 @@
[smart_terrain]
squad_id = 14
max_population = 1
respawn_params = respawn@red_smart_terrain_monsters_3
respawn_idle = 86400
[respawn@red_smart_terrain_monsters_3] ;--Type:
spawn_zombie
[spawn_zombie] ;-- Weak\normal mutants - Rates of groups: ( 2 zombie )
spawn_squads = simulation_zombie_3_6, simulation_mix_zombie
spawn_num = {+bar_deactivate_radar_done} 0, 1
;[exclusive]
@@ -0,0 +1,56 @@
local psy_extra_levels = {
["l10_radar"] = true,
["l10_red_forest"] = true,
["l11_pripyat"] = true,
}
local psy_immune_factions = {
["monolith"] = true,
["greh"] = true,
["zombied"] = true,
}
local function actor_on_first_update()
local lvl_name = level.name()
local faction = get_actor_true_community()
psy_damage = 0
if (psy_immune_factions[faction] or has_alife_info("bar_deactivate_radar_done") or has_alife_info("living_legend_psy_helmet")) then
return
end
if (psy_extra_levels[lvl_name]) then
actor_menu.set_msg(1, game.translate_string("st_psy_danger"),7)
psy_damage = 1
end
end
trigger = 0
delay = 8500
function actor_on_update()
tg = time_global()
if trigger == 0 then
redone_delay = tg + delay
trigger = 1
end
if (trigger == 1 and tg > redone_delay and psy_damage == 1) then
damage = 0.08
local m_data = alife_storage_manager.get_state()
arszi_psy.save_state(m_data)
local psy_table = m_data.psy_table
psy_table.actor_psy_health = psy_table.actor_psy_health - damage
actor_menu.set_msg(1, game.translate_string("st_psy_danger"),5)
trigger = 0
end
end
function on_game_start()
RegisterScriptCallback("actor_on_first_update",actor_on_first_update)
RegisterScriptCallback("actor_on_update",actor_on_update)
end
@@ -0,0 +1,18 @@
local to_del = {
["red_space_restrictor_to_limansk"] = true,
["lim_space_restrictor_to_red_forest"] = true,
}
function actor_on_first_update()
for i = 1, 65534 do
local se_obj = alife_object(i)
if se_obj and se_obj.name and se_obj:name() and to_del[se_obj:name()] then
alife_release(se_obj)
end
end
end
function on_game_start()
RegisterScriptCallback("actor_on_first_update", actor_on_first_update)
end
@@ -0,0 +1,72 @@
function actor_on_first_update()
local lc_pool = {
["lc_red01_limansk01"] = {
pos = vector():set(-205,0,-332),
smart = "red_bridge_bandit_smart_skirmish",
spot = "level_changer_left",
hint = "space_restrictor_to_limansk_desc",
},
["lc_limansk01_red01"] = {
pos = vector():set(13,0,-388),
smart = "lim_smart_terrain_1",
spot = "level_changer_right_down",
hint = "mil_space_restrictor_to_red_1_descr",
}
}
for sec,v in pairs(lc_pool) do
local se = get_story_se_item(sec)
if not (se) then
local pos = v.pos
local vid = level.vertex_id(pos)
local gid = SIMBOARD.smarts_by_names[v.smart].m_game_vertex_id
se = alife():create(sec,pos,vid,gid)
end
if (se.position:distance_to_sqr(v.pos) > 0.1) then
local pos = v.pos
local vid = level.vertex_id(pos)
local gid = SIMBOARD.smarts_by_names[v.smart].m_game_vertex_id
TeleportObject(se.id,pos,vid,gid)
end
if (level.map_has_object_spot(se.id,v.spot) == 0) then
level.map_add_object_spot_ser(se.id,v.spot,game.translate_string(v.hint))
end
end
end
function check_name(actor,obj,p)
return p and p[1] and obj and string.find(obj:name(),p[1]) and true
end
function teleport_actor(actor,obj)
local p = {
["lc_red01_limansk01"] = {
pos = vector():set(7.2615,-0.009,-380.5515),
w_p = vector():set(-201.9342,0.1365,-320.1596),
smart = "lim_smart_terrain_1",
},
["lc_limansk01_red01"] = {
pos = vector():set(-201.9342,0.1365,-320.1596),
w_p = vector():set(7.2615,-0.009,-380.5515),
smart = "red_bridge_bandit_smart_skirmish",
},
}
local sec = obj and obj:section()
local v = sec and p[sec]
if (v and v.w_p and v.pos and v.smart) then
db.actor:set_actor_position(v.w_p)
local pos = v.pos
local vid = level.vertex_id(pos)
local gid = SIMBOARD.smarts_by_names[v.smart].m_game_vertex_id
ChangeLevel(pos,vid,gid,VEC_ZERO,true)
end
end
function on_game_start()
RegisterScriptCallback("actor_on_first_update",actor_on_first_update)
end
@@ -0,0 +1,119 @@
local dynamic_object_storage = {}
function dynamic_object(actor,obj,p)
local ini = p and p[1] and ini_file(p[1])
local smart_name = ini and ini:r_string_ex("dynamic_object_configs","smart")
local smart = smart_name and SIMBOARD.smarts_by_names[smart_name]
if not (smart) then
return
end
if not (dynamic_object_storage[smart_name]) then
dynamic_object_storage[smart_name] = {}
end
local lst = dynamic_object_storage[smart_name]
local n = ini:line_count("exclusive")
for k=0,n-1 do
local r,i,v = ini:r_line("exclusive",k)
local s = get_object_config(v)
if (i and s) then
local idx = lst[i]
local sec = s.sec
local pos = s.pos
local ang = s.ang
local con = s.con and ini:r_string_to_condlist("dynamic_object_configs",s.con,"true")
if (xr_logic.pick_section_from_condlist(db.actor,obj,con) == "true") then
local se = idx and tonumber(idx.id) and alife():object(tonumber(idx.id))
if (se and string.find(se:name(),sec)) then
-- Correct. Update object.
se.position = vector():set(pos)
se.angle = vector():set(ang)
else
-- Wrong object or doesn't exit. Try to delete the old object and create a new one.
if (se and idx.sec and string.find(se:name(),idx.sec)) then
alife_release(se)
end
local new_se = alife():create(sec,pos,smart.m_level_vertex_id,smart.m_game_vertex_id)
if (new_se) then
new_se.angle = vector():set(ang)
lst[i] = {id = tonumber(new_se.id),sec = tostring(sec)}
--printf("GhenTuong: dynamic_object create %s [%s]",new_se.id,new_se:name())
end
end
else
if (idx) then
local se = tonumber(idx.id) and alife():object(tonumber(idx.id))
if (se and idx.sec and string.find(se:name(),idx.sec)) then
--printf("GhenTuong: dynamic_object delete %s [%s]",se.id,se:name())
alife_release(se)
end
lst[i] = nil
end
end
end
end
for i,idx in pairs(lst) do
if (i and idx) then
if not (ini:line_exist("exclusive",i)) then
local se = idx and tonumber(idx.id) and alife():object(tonumber(idx.id))
if (se and idx.sec and string.find(se:name(),idx.sec)) then
--printf("GhenTuong: dynamic_object delete %s [%s]",se.id,se:name())
alife_release(se)
end
lst[i] = nil
end
else
lst[i] = nil
end
end
end
--[[
if not (ini:section_exist("exclusive") and ini:line_exist("exclusive",i)) then
return
end
local v = ini:r_string_ex("exclusive",i)
--]]
function get_object_config(v)
local str = v and str_explode(v,"|")
local sec = str[1] and (str[1] ~= "") and (str[1] ~= "nil") and tostring(str[1])
local tp = str[2] and str_explode(str[2],",") or nil
local td = str[3] and str_explode(str[3],",") or nil
local pox = tp and tonumber(tp[1])
local poy = tp and tonumber(tp[2])
local poz = tp and tonumber(tp[3])
local rox = td and tonumber(td[1]) and math.rad(tonumber(td[1]))
local roy = td and tonumber(td[2]) and math.rad(tonumber(td[2]))
local roz = td and tonumber(td[3]) and math.rad(tonumber(td[3]))
local con = str[4] or "nil"
if not (pox and poy and poz and rox and roy and roz and con) then
return
end
return {sec = sec, pos = vector():set(pox,poy,poz), ang = vector():set(rox,roy,roz), con = con}
end
function get_object(smart_name,index)
local idx = dynamic_object_storage_loaded and dynamic_object_storage[smart_name] and dynamic_object_storage[smart_name][index]
return idx and {id = tonumber(idx.id),sec = tostring(idx.sec)}
end
function save_state(m_data)
m_data.xr_dynamic_object_storage = dynamic_object_storage
end
function load_state(m_data)
dynamic_object_storage = m_data.xr_dynamic_object_storage or {}
end
function on_game_start()
RegisterScriptCallback("save_state",save_state)
RegisterScriptCallback("load_state",load_state)
end
@@ -0,0 +1,28 @@
[General]
gameName=stalkeranomaly
modid=0
version=d2024.3.31.0
newestVersion=
category="-1,"
nexusFileStatus=1
installationFile=Redone_Red_Forest_Duty_patch_0.9.1.5updated.zip
repository=Nexus
ignoredVersion=
comments=
notes=
nexusDescription=
url=
hasCustomURL=false
lastNexusQuery=
lastNexusUpdate=
nexusLastModified=2024-03-31T08:50:22Z
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
[installedFiles]
1\modid=0
1\fileid=0
size=1