Added Some Mods; Updated Starting Loadout
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Stalker-Anomaly-Brotherhood
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Thank you for downloading my mod project. For the moment it's still in the early phase of developpment - as such it's not ready for distribution and is meant to be beta tested.
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Special thanks to the Anomaly discord coder community which helped me throughout this project, especially
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- xcvb for always helping out and providing some scripts used in this mod
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- NLTP-ASHES for sharing his huge knowledge
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- GhenTuong for being an inspiration and a reference, and providing some scripts used in this mod
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- RavenAscendant for helping out if I had a question
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- igigog for helping out if I had a question
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- demonized for helping out if I had a question
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and not to forget, the devs of Anomaly themselves who made all of this possible.
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# Compatibility:
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- DLTX adaptation will follow soon
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- For the moment I recommend playing this mod without any other mods - at least none which would be in conflict. If you really want to use other mods, use this guide to make your own compatibility patch.
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- If you want to use other mods which use these three files, you have to include my mod too. You can do this by opening the concerned file with notepad++ and adding the required lines
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- configs > creatures > spawn_section.ltx
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#include "spawn_sections_brotherhood.ltx"
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- configs > creatures > monsters.ltx
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#include "m_z_legendary.ltx"
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- configs > system.ltx
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- [dialogs] dialogs_brotherhood, dialogs_brotherhood_ms, dialogs_brotherhood_nr
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- [profiles] npc_profile_brotherhood
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character_desc_brotherhood
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- If the other mod also uses the following files, it becomes more problematic and you will need to find my added code lines and paste them into the other file (you can find it by comparing the two files in notepad++ and adding mine):
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- configs > gameplay > character_desc_[base mod].xml
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I added some dialogues to existing characters, of course they have to be added if the files are overwritten (list might follow)
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- configs > scripts >
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- obviously very problematic, will have to make a whole list or learn DLTX. I strongly recommend not using any mods which would tamper with these files.
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- gamedata > scripts > actor_effects.script
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- I disabled the create stash animation for the backpack for a quest (by adding --):
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- line 1747 to 1749 : --elseif (id == ruck_last_backpack) then
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--ruck_last_backpack = -1
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--play_anm = true
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- this means, if a mod also modified actor_effects and is loaded after my mod - you might get problems (or not - tell me)
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- you can "patch" this by diasbling these three lines in the other mod
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@@ -0,0 +1 @@
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Brotherhood version 0.5.7.6.2
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Patch Notes:
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v 0.5.7.6.2
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- Russian language added
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v 0.5.7.6
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- added Alyosha's second quest
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- fixed the Forester Bloodsucker bug which didn't spawn the Bloodsuckers if you were too far away
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v 0.5.7.5.1
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- fixed the infinite trapper bait bug
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v 0.5.7.5
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- fixed the Bezsonik crash
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v 0.5.7.3
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- added two "random encounter": one in Rostok one in the Great Swamp
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- added a Legendary Mutant hunt (Butcher)
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- added scopes to the Mutanthammer
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- fixed some typos
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v 0.5.7.2
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- patched a wrong node in Hawaiians dialogue
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v 0.5.7
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- added some new random events and missions
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- fixed the Railway Bridge smart spawn (only works if mission has not been completed yet)
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- buffed Vlad and Drakul
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- reworked the Butcher Agroprom mission
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- patched quest description not showing for the second stage of the second Chris quest (Market Share)
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- patched quest description for Vybegallo
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- patched dialogue with Mercenary switching (Market Share)
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v 0.5.2.8
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- removed file responsible for Hawaiian's trade problems
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- patched bandits respawning after finishing the bloody railway bridge quest
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v 0.5.2.7
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- Forester takes back his coat
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- if you already finished the mission or failed then you have to disable the info
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- for successful mission: disable_info("forester_legendary_5_done")
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V 0.5.2.6
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- patched Bellerophon not coming with you
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- if Vybegallo is dead he won't call for help anymore
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- programmed alternative if Bellerophon died
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- buffed the reward for the Duty Brotherhood missions
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V 0.5.2.4
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- patched Vybgeallo Pseudogiant Hand - now you can give it to him
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V 0.5.2.3.
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- buffed health of Vlad and Drakul
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- changed Vybegallo visual to the same as Ozerskiy
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- patched the remark crash
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V 0.5.2.2
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- patched the brotherhood_timer crash
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V 0.5.2.1
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- patched the Sakharov crash
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- patched the Voronin quest
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V 0.5.2.
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- patched task_brotherhood:
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- added a proper task functor to give_dolg_bloodsucker_village_1 and give_dolg_bloodsucker_village_2
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- patched the Aspirin dialogue, which was not curtailed behind a condition (thus not following the flow of the quest chain)
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- deleted jup_b202_stalker_barmen.ltx in configs > scripts > jupiter -- this file is not necessary
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- corrected some typos in the dialogues
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@@ -0,0 +1,245 @@
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;===========================================================================
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; BLOODSUCKERS Vlad and Drakul
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;===========================================================================
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[bloodsucker_vlad]:m_bloodsucker_e
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$spawn = "monsters\bloodsuckers\bloodsucker_03_strong"
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visual = monsters\krovosos\krovosos_strong
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corpse_visual = monsters\krovosos\krovosos_dead
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icon = ui_npc_monster_krovosos_strong
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Predator_Visual = monsters\krovosos\krovosos_strong_xray
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panic_threshold = 0.05
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rank = 16
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immunities_sect = bloodsucker_immunities_vlad
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attack_params = bloodsucker_attack_params_vlad
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spec_rank = strong
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community = bloodsucker
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invisibility_activate_delay = 1500
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protections_sect = bloodsucker_protections
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MaxHealthValue = 3 ; range [0..200]
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skin_armor = 0.7
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[bloodsucker_immunities_vlad]
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burn_immunity = 2.2 ; 5.0 ; = 0.75 ;Factors of immunity
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strike_immunity = 0.60
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shock_immunity = 2.7 ; = 0.7
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wound_immunity = 0.35
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radiation_immunity = 0.0
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telepatic_immunity = 0.0
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chemical_burn_immunity = 0.65 ; = 3.0 ; = 0.75
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explosion_immunity = 0.55
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fire_wound_immunity = 0.3
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[bloodsucker_attack_params_vlad]
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;---------------------------------------------------------------------------------------------------------------------------------------------
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; anim | time[0..1] | hit_power | impulse | impulse_dir (x,y,z) | Field of hit_test (left,right, top, bottom) | Test Dist
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;---------------------------------------------------------------------------------------------------------------------------------------------
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;Left hand Strike
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stand_attack_0 = 0.20, 2.35, 65, 3.5, 2.0, 0.5, -1.0, 1.0, -1.0, 1.0, 2.5
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;Both hands Strike
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stand_attack_1 = 0.20, 2.5, 75, 0.0, 2.0, 4.0, -0.8, 0.8, -1.2, 1.2, 2.5
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;Right hand Strike
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stand_attack_2 = 0.20, 2.35, 65, -4.0, 2.5, 0.50, -1.0, 1.0, -1.0, 1.0, 2.5
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;Right hand Strike
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vampire_2 = 0.40, 2.15, 75, 0.0, 2.5, 4.50, -1.2, 1.2, -1.2, 1.2, 4.5
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stand_run_attack_left_0 = 0.20, 2.05, 65, 3.5, 2.0, 0.5, -1.0, 1.0, -1.0, 1.0, 2.5
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stand_run_attack_right_0 = 0.20, 2.05, 65, 3.5, 2.0, 0.5, -1.0, 1.0, -1.0, 1.0, 2.5
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;----------------------------------------------------------------------------
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; Movement::Velocities & Acceleration
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;----------------------------------------------------------------------------
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; speed factors linear | angular_real | angular_path | min | max
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Velocity_Stand = 0, 5.0, 5.0, 1, 1
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Velocity_RunFwdNormal = 8.2, 5.0, 5.0, 0.5, 1
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Velocity_RunFwdDamaged = 5.0, 5.0, 5.0, 0.5, 1
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Velocity_WalkFwdNormal = 2.15, 5.0, 5.0, 0.2, 2.0
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Velocity_WalkFwdDamaged = 1.4, 5.0, 5.0, 0.2, 2.0
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Velocity_Drag = 1.5, 4.0, 4.0, 1, 1
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Velocity_Steal = 0.7, 4.0, 4.0, 1, 1
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; Speed factors while invisible
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Velocity_Invisible_Linear = 6.5
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Velocity_Invisible_Angular = 3.5
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; acceleration
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Accel_Generic = 1.5
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Accel_Calm = 2.5
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Accel_Aggressive = 20.0
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[bloodsucker_drakul]:m_bloodsucker_e
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$spawn = "monsters\bloodsuckers\bloodsucker_03_strong"
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visual = monsters\krovosos\krovosos_strong
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corpse_visual = monsters\krovosos\krovosos_dead
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icon = ui_npc_monster_krovosos_strong
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Predator_Visual = monsters\krovosos\krovosos_strong_xray
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panic_threshold = 0.05
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rank = 16
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immunities_sect = bloodsucker_immunities_drakul
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attack_params = bloodsucker_attack_params_drakul
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spec_rank = strong
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community = bloodsucker
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invisibility_activate_delay = 1500
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protections_sect = bloodsucker_protections
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MaxHealthValue = 3.8 ; range [0..200]
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skin_armor = 1
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[bloodsucker_immunities_drakul]
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burn_immunity = 2.2 ; 5.0 ; = 0.75 ;Factors of immunity
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strike_immunity = 0.50
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shock_immunity = 2.7 ; = 1
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wound_immunity = 0.2
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radiation_immunity = 0.0
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telepatic_immunity = 0.0
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chemical_burn_immunity = 1 ; = 3.0 ; = 0.75
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explosion_immunity = 0.5
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fire_wound_immunity = 0.15
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[bloodsucker_attack_params_drakul]
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;---------------------------------------------------------------------------------------------------------------------------------------------
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; anim | time[0..1] | hit_power | impulse | impulse_dir (x,y,z) | Field of hit_test (left,right, top, bottom) | Test Dist
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;---------------------------------------------------------------------------------------------------------------------------------------------
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;Left hand Strike
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stand_attack_0 = 0.30, 1.5, 65, 3.5, 2.0, 0.5, -1.0, 1.0, -1.0, 1.0, 2.5
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;Both hands Strike
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stand_attack_1 = 0.30, 1.7, 75, 0.0, 2.0, 4.0, -0.8, 0.8, -1.2, 1.2, 2.5
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;Right hand Strike
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stand_attack_2 = 0.30, 1.5, 65, -4.0, 2.5, 0.50, -1.0, 1.0, -1.0, 1.0, 2.5
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;Right hand Strike
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vampire_2 = 0.60, 1.3, 75, 0.0, 2.5, 4.50, -1.2, 1.2, -1.2, 1.2, 4.5
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stand_run_attack_left_0 = 0.30, 1.05, 65, 3.5, 2.0, 0.5, -1.0, 1.0, -1.0, 1.0, 2.5
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stand_run_attack_right_0 = 0.30, 1.05, 65, 3.5, 2.0, 0.5, -1.0, 1.0, -1.0, 1.0, 2.5
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;----------------------------------------------------------------------------
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; Movement::Velocities & Acceleration
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;----------------------------------------------------------------------------
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; speed factors linear | angular_real | angular_path | min | max
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Velocity_Stand = 0, 5.0, 5.0, 1, 1
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Velocity_RunFwdNormal = 8.2, 5.0, 5.0, 0.5, 1
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Velocity_RunFwdDamaged = 5.0, 5.0, 5.0, 0.5, 1
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Velocity_WalkFwdNormal = 2.15, 5.0, 5.0, 0.2, 2.0
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Velocity_WalkFwdDamaged = 1.4, 5.0, 5.0, 0.2, 2.0
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Velocity_Drag = 1.5, 4.0, 4.0, 1, 1
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Velocity_Steal = 0.7, 4.0, 4.0, 1, 1
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; Speed factors while invisible
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Velocity_Invisible_Linear = 6.5
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Velocity_Invisible_Angular = 3.5
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; acceleration
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Accel_Generic = 1.5
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Accel_Calm = 2.5
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Accel_Aggressive = 20.0
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;===========================================================================
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; Boars Calydonian Boar and his guards
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;===========================================================================
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[boar_calydonian]:boar_01a_hard
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$spawn = "monsters\boars\boar_01a_hard"
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visual = monsters\mutant_boar\mutant_boar_strong
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;corpse_visual = monsters\mutant_boar\mutant_boar_big_dead
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immunities_sect = boar_immunities_calydonian
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attack_params = boar_attack_params_calydonian
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[boar_immunities_calydonian]
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burn_immunity = 0.86 ; = 0.2 ;коэффициенты иммунитета
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strike_immunity = 0.25
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shock_immunity = 0.44 ; = 0.25
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wound_immunity = 0.1
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radiation_immunity = 0.0
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telepatic_immunity = 0.0
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chemical_burn_immunity = 1.00 ; = 3.0 ; = 0.2
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explosion_immunity = 0.4
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fire_wound_immunity = 0.08
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[boar_attack_params_calydonian]
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;---------------------------------------------------------------------------------------------------------------------------------------------
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; anim | time[0..1] | hit_power | impulse | impulse_dir (x,y,z) | Field of hit_test (left,right, bottom, top ) | Test Dist
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;---------------------------------------------------------------------------------------------------------------------------------------------
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;Bite
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stand_attack_0 = 0.20, 1, 50, 0.0, 0.5, 0.5, -1.0, 1.0, -1.0, 1.0, 2.3
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;Bite2
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stand_attack_1 = 0.20, 1, 50, 0.0, 0.5, 0.5, -1.0, 1.0, -1.0, 1.0, 2.3
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;Right Leg Attack
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stand_attack_2 = 0.20, 1, 50, 0.0, 1.0, 2.0, -0.8, 0.8, -1.0, 1.0, 2.5
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stand_attack_run_0 = 0.40, 2.3, 390, 0.0, 1.0, 2.0, -1.0, 1.0, -1.0, 1.0, 3.2
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stand_attack_run_left_0 = 0.40, 1.5, 390, 0.0, 1.0, 2.0, -1.0, 1.0, -1.0, 1.0, 3.2
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stand_attack_run_right_0 = 0.40, 1.5, 390, 0.0, 1.0, 2.0, -1.0, 1.0, -1.0, 1.0, 3.2
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; speed factors linear | angular_real | angular_path | min | max
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Velocity_Stand = 0, 3.4, 3.0, 1, 1
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Velocity_RunFwdNormal = 8.0, 3.0, 2.8, 0.4, 1
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Velocity_RunFwdDamaged = 6.5, 3.0, 2.8, 0.2, 1
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Velocity_WalkFwdDamaged = 1.3, 3.0, 2.8, 0.2, 2.0
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Velocity_WalkFwdNormal = 1.75, 3.0, 2.8, 0.02, 3.0
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Velocity_Drag = -1.0, 1.0, 1.0, 1, 1
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Velocity_Steal = 1.5, 3.0, 2.5, 1, 1
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; acceleration
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Accel_Generic = 1.0
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Accel_Calm = 2.0
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Accel_Aggressive = 3.5
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skin_armor = 2
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[boar_calydonian_guard]:boar_01a_hard
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$spawn = "monsters\boars\boar_01a_hard"
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visual = monsters\mutant_boar\mutant_boar_strong
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;corpse_visual = monsters\mutant_boar\mutant_boar_big_dead
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immunities_sect = boar_immunities_calydonian_guard
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attack_params = boar_attack_params_calydonian_guard
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[boar_immunities_calydonian_guard]
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burn_immunity = 0.96 ; = 0.2 ;коэффициенты иммунитета
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strike_immunity = 0.25
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shock_immunity = 0.74 ; = 0.25
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wound_immunity = 02
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radiation_immunity = 0.0
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telepatic_immunity = 0.0
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chemical_burn_immunity = 1.66 ; = 3.0 ; = 0.2
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explosion_immunity = 0.5
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fire_wound_immunity = 0.25
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[boar_attack_params_calydonian_guard]
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;---------------------------------------------------------------------------------------------------------------------------------------------
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; anim | time[0..1] | hit_power | impulse | impulse_dir (x,y,z) | Field of hit_test (left,right, bottom, top ) | Test Dist
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;---------------------------------------------------------------------------------------------------------------------------------------------
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;Bite
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stand_attack_0 = 0.20, 0.8, 50, 0.0, 0.5, 0.5, -1.0, 1.0, -1.0, 1.0, 2.3
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;Bite2
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stand_attack_1 = 0.20, 0.8, 50, 0.0, 0.5, 0.5, -1.0, 1.0, -1.0, 1.0, 2.3
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;Right Leg Attack
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stand_attack_2 = 0.20, 0.8, 50, 0.0, 1.0, 2.0, -0.8, 0.8, -1.0, 1.0, 2.5
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stand_attack_run_0 = 0.30, 1.25, 350, 0.0, 1.0, 2.0, -1.0, 1.0, -1.0, 1.0, 3.2
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stand_attack_run_left_0 = 0.30, 1.1, 350, 0.0, 1.0, 2.0, -1.0, 1.0, -1.0, 1.0, 3.2
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stand_attack_run_right_0 = 0.30, 1.1, 350, 0.0, 1.0, 2.0, -1.0, 1.0, -1.0, 1.0, 3.2
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; speed factors linear | angular_real | angular_path | min | max
|
||||
Velocity_Stand = 0, 3.4, 3.0, 1, 1
|
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Velocity_RunFwdNormal = 8.0, 3.0, 2.8, 0.4, 1
|
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Velocity_RunFwdDamaged = 6.5, 3.0, 2.8, 0.2, 1
|
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Velocity_WalkFwdDamaged = 1.3, 3.0, 2.8, 0.2, 2.0
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||||
Velocity_WalkFwdNormal = 1.75, 3.0, 2.8, 0.02, 3.0
|
||||
Velocity_Drag = -1.0, 1.0, 1.0, 1, 1
|
||||
Velocity_Steal = 1.5, 3.0, 2.5, 1, 1
|
||||
|
||||
; acceleration
|
||||
Accel_Generic = 1.0
|
||||
Accel_Calm = 2.0
|
||||
Accel_Aggressive = 3.5
|
||||
skin_armor = 1.5
|
||||
@@ -0,0 +1,35 @@
|
||||
#include "m_flesh.ltx"
|
||||
#include "m_bloodsucker.ltx"
|
||||
#include "m_dog.ltx"
|
||||
#include "m_boar.ltx"
|
||||
#include "m_pseudodog.ltx"
|
||||
#include "m_giant.ltx"
|
||||
#include "m_controller.ltx"
|
||||
#include "m_poltergeist.ltx"
|
||||
#include "m_snork.ltx"
|
||||
#include "m_crow.ltx"
|
||||
#include "m_tushkano.ltx"
|
||||
#include "m_phantom.ltx"
|
||||
#include "m_chimera.ltx"
|
||||
#include "m_burer.ltx"
|
||||
#include "m_zombie.ltx"
|
||||
#include "m_fracture.ltx"
|
||||
#include "m_cat.ltx"
|
||||
#include "m_rat.ltx"
|
||||
#include "m_borya.ltx"
|
||||
#include "m_bibliotekar.ltx"
|
||||
;#include "m_poltergeist_build_kea.ltx"
|
||||
;--new files, created by Tronex
|
||||
#include "m_karlik.ltx"
|
||||
#include "m_lurker.ltx"
|
||||
#include "m_psysucker.ltx"
|
||||
#include "m_gigant_jumper.ltx"
|
||||
;--- Catilina - Stories from the Zone ---;
|
||||
#include "m_z_legendary.ltx"
|
||||
|
||||
[monsters_common]
|
||||
corpse_remove_game_time_interval = 65535 ; in hours
|
||||
stay_after_death_time_interval = 65535 ; in hours
|
||||
|
||||
script_move_min_offset_from_leader = 3
|
||||
script_move_max_offset_from_leader = 8
|
||||
@@ -0,0 +1,30 @@
|
||||
#include "spawn_sections_general.ltx"
|
||||
#include "spawn_sections_marsh.ltx"
|
||||
#include "spawn_sections_agroprom.ltx"
|
||||
#include "spawn_sections_agroprom_underground.ltx"
|
||||
#include "spawn_sections_darkscape.ltx"
|
||||
#include "spawn_sections_darkvalley.ltx"
|
||||
#include "spawn_sections_bar.ltx"
|
||||
#include "spawn_sections_escape.ltx"
|
||||
#include "spawn_sections_garbage.ltx"
|
||||
#include "spawn_sections_red_forest.ltx"
|
||||
#include "spawn_sections_hospital.ltx"
|
||||
#include "spawn_sections_yantar.ltx"
|
||||
#include "spawn_sections_military.ltx"
|
||||
#include "spawn_sections_deadcity.ltx"
|
||||
#include "spawn_sections_truck.ltx"
|
||||
#include "spawn_sections_zaton.ltx"
|
||||
#include "spawn_sections_pripyat.ltx"
|
||||
#include "spawn_sections_jupiter.ltx"
|
||||
#include "spawn_sections_labx8.ltx"
|
||||
#include "spawn_sections_labx18.ltx"
|
||||
#include "spawn_sections_labx16.ltx"
|
||||
#include "spawn_sections_bunker.ltx"
|
||||
#include "spawn_sections_sarcofag.ltx"
|
||||
#include "spawn_sections_underpass.ltx"
|
||||
#include "spawn_sections_monolith_control.ltx"
|
||||
#include "spawn_sections_warlab.ltx"
|
||||
#include "spawn_sections_mlr.ltx"
|
||||
#include "spawn_sections_lostzone.ltx"
|
||||
|
||||
#include "spawn_sections_brotherhood.ltx"
|
||||
@@ -0,0 +1,357 @@
|
||||
|
||||
|
||||
[vybegallo]:stalker_strong
|
||||
$spawn = "respawn\vybegallo"
|
||||
character_profile = vybegallo
|
||||
community = ecolog
|
||||
story_id = vybegallo
|
||||
|
||||
[bellerophon]:stalker_strong
|
||||
character_profile = bellerophon
|
||||
community = stalker
|
||||
story_id = bellerophon
|
||||
|
||||
[sarpedon]:stalker_strong
|
||||
character_profile = sarpedon
|
||||
community = stalker
|
||||
story_id = sarpedon
|
||||
|
||||
[hunter_orion]:stalker_strong
|
||||
character_profile = hunter_orion
|
||||
community = stalker
|
||||
story_id = hunter_orion
|
||||
|
||||
[assault_stalker_leader_esc_5_9]:stalker_strong
|
||||
character_profile = assault_stalker_leader_esc_5_9
|
||||
community = stalker
|
||||
story_id = assault_stalker_leader_esc_5_9
|
||||
|
||||
[assault_csky_leader_esc_5_7]:stalker_strong
|
||||
character_profile = assault_csky_leader_esc_5_7
|
||||
community = csky
|
||||
story_id = assault_csky_leader_esc_5_7
|
||||
|
||||
[zaton_brokkr]:stalker_strong
|
||||
character_profile = zaton_brokkr
|
||||
community = ecolog
|
||||
story_id = zaton_brokkr
|
||||
|
||||
[nr_sorokin]:stalker_strong
|
||||
character_profile = nr_sorokin
|
||||
community = stalker
|
||||
story_id = nr_sorokin
|
||||
|
||||
[nr_scamlok]:stalker_strong
|
||||
character_profile = nr_scamlok
|
||||
community = stalker
|
||||
story_id = nr_scamlok
|
||||
|
||||
|
||||
[zaton_eitri]:stalker_strong
|
||||
character_profile = zaton_eitri
|
||||
community = ecolog
|
||||
story_id = zaton_eitri
|
||||
|
||||
[marlo_stanfield]:stalker_strong
|
||||
character_profile = marlo_stanfield
|
||||
community = stalker
|
||||
story_id = marlo_stanfield
|
||||
|
||||
[chris_partlow]:stalker_strong
|
||||
character_profile = chris_partlow
|
||||
community = stalker
|
||||
story_id = chris_partlow
|
||||
|
||||
[paranoia_man]:stalker_strong
|
||||
character_profile = paranoia_man
|
||||
community = stalker
|
||||
story_id = paranoia_man
|
||||
|
||||
[zaton_mercenary_1]:stalker_strong
|
||||
character_profile = zaton_mercenary_1
|
||||
community = killer
|
||||
story_id = zaton_mercenary_1
|
||||
|
||||
[zaton_mercenary_courrier_1]:stalker_strong
|
||||
character_profile = zaton_mercenary_courrier_1
|
||||
community = killer
|
||||
story_id = zaton_mercenary_courrier_1
|
||||
|
||||
[zaton_mercenary_2]:stalker_strong
|
||||
character_profile = zaton_mercenary_2
|
||||
community = killer
|
||||
story_id = zaton_mercenary_2
|
||||
|
||||
[anna_morphine]:stalker_strong
|
||||
character_profile = anna_morphine
|
||||
community = stalker
|
||||
story_id = anna_morphine
|
||||
|
||||
[ecologist_sidorovich]:stalker_strong
|
||||
character_profile = ecologist_sidorovich
|
||||
community = ecolog
|
||||
story_id = ecologist_sidorovich
|
||||
|
||||
[alyosha_shyogolov]:stalker_strong
|
||||
character_profile = alyosha_shyogolov
|
||||
community = ecolog
|
||||
story_id = alyosha_shyogolov
|
||||
|
||||
[bh_mozgotlen]:stalker_zombied
|
||||
character_profile = bh_mozgotlen
|
||||
community = zombied
|
||||
story_id = bh_mozgotlen
|
||||
|
||||
[bh_rat_guards_naruchnik]:stalker_strong
|
||||
character_profile = bh_rat_guards_naruchnik
|
||||
community = stalker
|
||||
story_id = bh_rat_guards_naruchnik
|
||||
|
||||
[bh_rat_trap_leader]:stalker_strong
|
||||
character_profile = bh_rat_trap_leader
|
||||
community = bandit
|
||||
story_id = bh_rat_trap_leader
|
||||
|
||||
[nr_vova_bandit_1]:stalker_strong
|
||||
character_profile = nr_vova_bandit_1
|
||||
community = bandit
|
||||
story_id = nr_vova_bandit_1
|
||||
|
||||
[nr_pasha_bandit_2]:stalker_strong
|
||||
character_profile = nr_pasha_bandit_2
|
||||
community = bandit
|
||||
story_id = nr_pasha_bandit_2
|
||||
|
||||
[erast_fandorin]:stalker_strong
|
||||
character_profile = erast_fandorin
|
||||
community = stalker
|
||||
story_id = erast_fandorin
|
||||
|
||||
[flavio_becca]:stalker_strong
|
||||
character_profile = flavio_becca
|
||||
community = ecolog
|
||||
story_id = flavio_becca
|
||||
|
||||
[nr_ecologist_rydzyk]:stalker_strong
|
||||
character_profile = nr_ecologist_rydzyk
|
||||
community = ecolog
|
||||
story_id = nr_ecologist_rydzyk
|
||||
|
||||
[nr_ecologist_1]:stalker_strong
|
||||
character_profile = nr_ecologist_1
|
||||
community = ecolog
|
||||
story_id = nr_ecologist_1
|
||||
|
||||
[nr_ecologist_2]:stalker_strong
|
||||
character_profile = nr_ecologist_2
|
||||
community = ecolog
|
||||
story_id = nr_ecologist_2
|
||||
|
||||
[nr_ecologist_3]:stalker_strong
|
||||
character_profile = nr_ecologist_3
|
||||
community = ecolog
|
||||
story_id = nr_ecologist_3
|
||||
|
||||
[nr_ambush_1]:stalker_strong
|
||||
character_profile = nr_ambush_1
|
||||
community = army
|
||||
story_id = nr_ambush_1
|
||||
|
||||
[nr_ambush_2]:stalker
|
||||
character_profile = nr_ambush_2
|
||||
community = army
|
||||
story_id = nr_ambush_2
|
||||
|
||||
[nr_ambush_3]:stalker
|
||||
character_profile = nr_ambush_3
|
||||
community = army
|
||||
story_id = nr_ambush_3
|
||||
|
||||
[nr_ambush_4]:stalker
|
||||
character_profile = nr_ambush_4
|
||||
community = army
|
||||
story_id = nr_ambush_4
|
||||
|
||||
[nr_ambush_5]:stalker
|
||||
character_profile = nr_ambush_5
|
||||
community = army
|
||||
story_id = nr_ambush_5
|
||||
|
||||
[zaton_achilles]:stalker_strong
|
||||
character_profile = zaton_achilles
|
||||
community = stalker
|
||||
story_id = zaton_achilles
|
||||
|
||||
[sasha_tolstoy]:stalker_strong
|
||||
character_profile = sasha_tolstoy
|
||||
community = csky
|
||||
story_id = sasha_tolstoy
|
||||
|
||||
[nr_iliaz]:stalker_strong
|
||||
character_profile = nr_iliaz
|
||||
community = stalker
|
||||
story_id = nr_iliaz
|
||||
|
||||
[nr_bezsonik]:stalker_strong
|
||||
character_profile = nr_bezsonik
|
||||
community = freedom
|
||||
story_id = nr_bezsonik
|
||||
|
||||
[bh_gutalin]:stalker_strong
|
||||
character_profile = bh_gutalin
|
||||
community = stalker
|
||||
story_id = bh_gutalin
|
||||
|
||||
[butcher_tug_1]:stalker_strong
|
||||
character_profile = butcher_tug_1
|
||||
community = stalker
|
||||
story_id = butcher_tug_1
|
||||
|
||||
|
||||
[butcher_tug_2]:stalker_strong
|
||||
character_profile = butcher_tug_2
|
||||
community = stalker
|
||||
story_id = butcher_tug_2
|
||||
|
||||
[dolg_vadim_bloodsucker]:stalker
|
||||
character_profile = dolg_vadim_bloodsucker
|
||||
community = dolg
|
||||
story_id = dolg_vadim_bloodsucker
|
||||
|
||||
[dolg_sergey_bloodsucker]:stalker
|
||||
character_profile = dolg_sergey_bloodsucker
|
||||
community = dolg
|
||||
story_id = dolg_sergey_bloodsucker
|
||||
|
||||
[dolg_sasha_bloodsucker]:stalker
|
||||
character_profile = dolg_sasha_bloodsucker
|
||||
community = dolg
|
||||
story_id = dolg_sasha_bloodsucker
|
||||
|
||||
[dolg_artyom_bloodsucker]:stalker
|
||||
character_profile = dolg_artyom_bloodsucker
|
||||
community = dolg
|
||||
story_id = dolg_artyom_bloodsucker
|
||||
|
||||
[dolg_ilya_bloodsucker]:stalker_strong
|
||||
character_profile = dolg_ilya_bloodsucker
|
||||
community = dolg
|
||||
story_id = dolg_ilya_bloodsucker
|
||||
|
||||
|
||||
[jupiter_monk]:stalker_strong
|
||||
character_profile = jupiter_monk
|
||||
community = stalker
|
||||
story_id = jupiter_monk
|
||||
|
||||
[controller_victim_1]:stalker_strong
|
||||
character_profile = controller_victim_1
|
||||
community = stalker
|
||||
story_id = controller_victim_1
|
||||
|
||||
[nr_dead_convict_1]:stalker_ragdoll
|
||||
character_profile = nr_dead_convict_1
|
||||
community = stalker
|
||||
story_id = nr_dead_convict_1
|
||||
|
||||
|
||||
[nr_dead_convict_2]:stalker
|
||||
character_profile = nr_dead_convict_2
|
||||
community = freedom
|
||||
story_id = nr_dead_convict_2
|
||||
|
||||
[nr_executioner_1]:stalker_strong
|
||||
character_profile = nr_executioner_1
|
||||
community = stalker
|
||||
story_id = nr_executioner_1
|
||||
|
||||
[nr_executioner_2]:stalker_strong
|
||||
character_profile = nr_executioner_2
|
||||
community = stalker
|
||||
story_id = nr_executioner_2
|
||||
|
||||
[nr_executioner_3]:stalker_strong
|
||||
character_profile = nr_executioner_3
|
||||
community = stalker
|
||||
story_id = nr_executioner_3
|
||||
|
||||
[nr_loyshik]:stalker_strong
|
||||
character_profile = nr_loyshik
|
||||
community = freedom
|
||||
story_id = nr_loyshik
|
||||
|
||||
[bh_shlitzer]:stalker_strong
|
||||
character_profile = bh_shlitzer
|
||||
community = stalker
|
||||
story_id = bh_shlitzer
|
||||
|
||||
[bh_badger]:stalker_strong
|
||||
character_profile = bh_badger
|
||||
community = army
|
||||
story_id = bh_badger
|
||||
|
||||
[bh_ironchain]:stalker_strong
|
||||
character_profile = bh_ironchain
|
||||
community = stalker
|
||||
story_id = bh_ironchain
|
||||
|
||||
[nr_trapper_missing_hunter_1]:stalker_strong
|
||||
character_profile = nr_trapper_missing_hunter_1
|
||||
community = stalker
|
||||
story_id = nr_trapper_missing_hunter_1
|
||||
|
||||
[nr_trapper_missing_hunter_2]:stalker_strong
|
||||
character_profile = nr_trapper_missing_hunter_2
|
||||
community = stalker
|
||||
story_id = nr_trapper_missing_hunter_2
|
||||
|
||||
[nr_trapper_missing_hunter_3]:stalker_strong
|
||||
character_profile = nr_trapper_missing_hunter_3
|
||||
community = stalker
|
||||
story_id = nr_trapper_missing_hunter_3
|
||||
|
||||
[nr_sasha_baltunov]:stalker_strong
|
||||
character_profile = nr_sasha_baltunov
|
||||
community = stalker
|
||||
story_id = nr_sasha_baltunov
|
||||
|
||||
[nr_starik_murdered]:stalker_strong
|
||||
character_profile = nr_starik_murdered
|
||||
community = csky
|
||||
story_id = nr_starik_murdered
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
----- Atomic Crusader
|
||||
|
||||
[ac_pri_medic_monolith]:stalker_strong
|
||||
character_profile = ac_pri_medic_monolith
|
||||
community = monolith
|
||||
story_id = ac_pri_medic_monolith
|
||||
|
||||
[ac_blue_winter]:stalker_strong
|
||||
character_profile = ac_blue_winter
|
||||
community = monolith
|
||||
story_id = ac_blue_winter
|
||||
|
||||
[ac_balthazar]:stalker_strong
|
||||
character_profile = ac_balthazar
|
||||
community = monolith
|
||||
story_id = ac_balthazar
|
||||
|
||||
[ac_caspar]:stalker_strong
|
||||
character_profile = ac_caspar
|
||||
community = monolith
|
||||
story_id = ac_caspar
|
||||
|
||||
[ac_melchior]:stalker_strong
|
||||
character_profile = ac_melchior
|
||||
community = monolith
|
||||
story_id = ac_melchior
|
||||
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,154 @@
|
||||
<?xml version='1.0' encoding="windows-1251"?>
|
||||
<xml>
|
||||
|
||||
--- medic Monolith ---
|
||||
|
||||
<specific_character id="ac_pri_medic_monolith" team_default = "1">
|
||||
<name>ac_pri_medic_monolith_name</name>
|
||||
<icon>ui_npc_u_stalker_mo_head_1</icon>
|
||||
<map_icon x="1" y="0">
|
||||
</map_icon>
|
||||
<bio></bio>
|
||||
<class>ac_pri_medic_monolith</class>
|
||||
<community>monolith</community>
|
||||
<terrain_sect>stalker_terrain</terrain_sect>
|
||||
<snd_config>characters_voice\human\freedom_1\</snd_config><!--2-->
|
||||
<rank>9389</rank>
|
||||
<reputation>2309</reputation>
|
||||
<money min="1000000" max="1000000" infinitive="1"/>
|
||||
<visual>actors\stalker_monolith\stalker_mo_head_1</visual>
|
||||
<supplies>
|
||||
[spawn] \n
|
||||
|
||||
#include "gameplay\supplies\character_drugs.xml"
|
||||
#include "gameplay\supplies\character_drugs_mil.xml"
|
||||
</supplies>
|
||||
<actor_dialog>dm_init_trader</actor_dialog>
|
||||
<actor_dialog>jup_b19_freedom_yar_pripyat_healing</actor_dialog>
|
||||
<actor_dialog>jup_b19_freedom_yar_break_dialog</actor_dialog>
|
||||
#include "gameplay\character_criticals.xml"
|
||||
</specific_character>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<specific_character id="ac_blue_winter" team_default="1">
|
||||
<name>ac_blue_winter_name</name>
|
||||
<icon>ui_inGame2_monolit_1</icon>
|
||||
<map_icon x="1" y="0"></map_icon>
|
||||
<bio></bio>
|
||||
<class>ac_blue_winter</class>
|
||||
<community>monolith</community><terrain_sect>stalker_terrain</terrain_sect>
|
||||
<snd_config>characters_voice\human\monolith_3\</snd_config>
|
||||
|
||||
<rank>18780</rank>
|
||||
<money min="0" max="0" infinitive="0"/>
|
||||
<reputation>2500</reputation>
|
||||
|
||||
<visual>actors\stalker_monolith\stalker_monolith_1</visual>
|
||||
<supplies>
|
||||
|
||||
[spawn] \n
|
||||
wpn_val = 1 \n
|
||||
ammo_9x39_ap = 1 \n
|
||||
#include "gameplay\supplies\character_items.xml"
|
||||
#include "gameplay\supplies\character_food.xml"
|
||||
#include "gameplay\supplies\character_drugs.xml"
|
||||
</supplies>
|
||||
#include "gameplay\character_criticals.xml"
|
||||
|
||||
<actor_dialog>ac_blue_winter_0</actor_dialog>
|
||||
<actor_dialog>ac_blue_winter_1</actor_dialog>
|
||||
<actor_dialog>ac_blue_winter_2</actor_dialog>
|
||||
|
||||
<actor_dialog>actor_break_dialog</actor_dialog>
|
||||
</specific_character>
|
||||
|
||||
<specific_character id="ac_balthazar" team_default="1">
|
||||
<name>ac_balthazar_name</name>
|
||||
<icon>ui_inGame2_monolith_proto</icon>
|
||||
<map_icon x="1" y="0"></map_icon>
|
||||
<bio></bio>
|
||||
<class>ac_balthazar</class>
|
||||
<community>monolith</community><terrain_sect>stalker_terrain</terrain_sect>
|
||||
<snd_config>characters_voice\human\monolith_3\</snd_config>
|
||||
|
||||
<rank>16730</rank>
|
||||
<money min="0" max="0" infinitive="0"/>
|
||||
<reputation>1000</reputation>
|
||||
|
||||
<visual>actors\stalker_monolith\stalker_monolith_4_proto</visual>
|
||||
<supplies>
|
||||
|
||||
[spawn] \n
|
||||
wpn_rpk74 \n
|
||||
ammo_5.45x39_fmj = 3 \n
|
||||
|
||||
</supplies>
|
||||
#include "gameplay\character_criticals.xml"
|
||||
|
||||
<actor_dialog>actor_break_dialog</actor_dialog>
|
||||
</specific_character>
|
||||
|
||||
<specific_character id="ac_melchior" team_default="1">
|
||||
<name>ac_melchior_name</name>
|
||||
<icon>ui_inGame2_monolit_3a</icon>
|
||||
<map_icon x="1" y="0"></map_icon>
|
||||
<bio></bio>
|
||||
<class>ac_melchior</class>
|
||||
<community>monolith</community><terrain_sect>stalker_terrain</terrain_sect>
|
||||
<snd_config>characters_voice\human\monolith_3\</snd_config>
|
||||
|
||||
<rank>18030</rank>
|
||||
<money min="0" max="0" infinitive="0"/>
|
||||
<reputation>1000</reputation>
|
||||
|
||||
<visual>actors\stalker_monolith\stalker_monolith3a</visual>
|
||||
<supplies>
|
||||
|
||||
[spawn] \n
|
||||
wpn_val = 1 \n
|
||||
ammo_9x39_ap = 1 \n
|
||||
|
||||
</supplies>
|
||||
#include "gameplay\character_criticals.xml"
|
||||
|
||||
<actor_dialog>actor_break_dialog</actor_dialog>
|
||||
</specific_character>
|
||||
|
||||
<specific_character id="ac_caspar" team_default="1">
|
||||
<name>ac_caspar_name</name>
|
||||
<icon>ui_inGame2_monolit_3</icon>
|
||||
<map_icon x="1" y="0"></map_icon>
|
||||
<bio></bio>
|
||||
<class>ac_caspar</class>
|
||||
<community>monolith</community><terrain_sect>stalker_terrain</terrain_sect>
|
||||
<snd_config>characters_voice\human\monolith_3\</snd_config>
|
||||
|
||||
<rank>16670</rank>
|
||||
<money min="0" max="0" infinitive="0"/>
|
||||
<reputation>1000</reputation>
|
||||
|
||||
<visual>actors\stalker_monolith\stalker_monolith3b</visual>
|
||||
<supplies>
|
||||
|
||||
[spawn] \n
|
||||
wpn_saiga12s = 1 \n
|
||||
|
||||
|
||||
</supplies>
|
||||
#include "gameplay\character_criticals.xml"
|
||||
|
||||
<actor_dialog>actor_break_dialog</actor_dialog>
|
||||
</specific_character>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</xml>
|
||||
@@ -0,0 +1,340 @@
|
||||
<?xml version='1.0' encoding="windows-1251"?>
|
||||
<!-- CoC 1.4.10 - DoctorX Questlines 1.6 -->
|
||||
<xml>
|
||||
|
||||
<!-- Sidorovich (Loner Trader at the Rookie Village) -->
|
||||
<specific_character id="esc_2_12_stalker_trader" no_random = "1">
|
||||
<name>escape_trader_name</name>
|
||||
<icon>ui_inGame2_sid</icon>
|
||||
<bio>escape_trader_bio</bio>
|
||||
<class>trader</class>
|
||||
<community>trader</community>
|
||||
<map_icon x="1" y="0"/>
|
||||
<terrain_sect>stalker_terrain</terrain_sect>
|
||||
<visual>actors\stalker_trader\stalker_trader_1</visual>
|
||||
<rank>18846</rank>
|
||||
<reputation>2302</reputation>
|
||||
<money min="1000000" max="1000000" infinitive="1"/>
|
||||
<supplies>
|
||||
[spawn] \n
|
||||
</supplies>
|
||||
#include "gameplay\character_criticals.xml"
|
||||
|
||||
<start_dialog>esc_2_12_stalker_trader_start_dialog</start_dialog>
|
||||
<actor_dialog>dm_init_trader</actor_dialog>
|
||||
<actor_dialog>sidorovich_questlines_about_dialog</actor_dialog>
|
||||
<actor_dialog>drx_sl_esc_m_trader_game_start_dialog_1</actor_dialog>
|
||||
<!-- LTTZ -->
|
||||
<actor_dialog>sidorovich_living_legend</actor_dialog>
|
||||
<actor_dialog>sidorovich_living_legend_finish</actor_dialog>
|
||||
<actor_dialog>sidorovich_mortal_sin</actor_dialog>
|
||||
<actor_dialog>sidorovich_mortal_sin_envoy</actor_dialog>
|
||||
<actor_dialog>sidorovich_mortal_sin_report</actor_dialog>
|
||||
<actor_dialog>sidorovich_mortal_sin_ambush</actor_dialog>
|
||||
<actor_dialog>sidorovich_mortal_sin_zone_hero</actor_dialog>
|
||||
<actor_dialog>sidorovich_operation_afterglow</actor_dialog>
|
||||
<actor_dialog>sidorovich_operation_afterglow_transmission_report</actor_dialog>
|
||||
<!-- LTTZ -->
|
||||
<actor_dialog>dm_important_documents</actor_dialog>
|
||||
<actor_dialog>drx_sl_cf_task_completed_dialog</actor_dialog>
|
||||
<actor_dialog>drx_sl_task_completed_dialog</actor_dialog>
|
||||
<actor_dialog>dm_ordered_task_completed_dialog</actor_dialog>
|
||||
<actor_dialog>drx_sl_esc_m_trader_meet_dialog</actor_dialog>
|
||||
<actor_dialog>dm_broker_dialog</actor_dialog>
|
||||
<actor_dialog>dm_ordered_task_dialog</actor_dialog>
|
||||
<actor_dialog>dm_lifestyle</actor_dialog>
|
||||
<actor_dialog>buy_route</actor_dialog>
|
||||
<actor_dialog>dm_bribe</actor_dialog>
|
||||
<actor_dialog>drx_sl_change_faction_dialog</actor_dialog>
|
||||
|
||||
<actor_dialog>devushka_3_quest</actor_dialog>
|
||||
|
||||
|
||||
<!-- Stories from the Zone -->
|
||||
|
||||
<actor_dialog>sidorovich_gutalin_0</actor_dialog>
|
||||
<actor_dialog>sidorovich_gutalin_1</actor_dialog>
|
||||
<actor_dialog>sidorovich_railway_1</actor_dialog>
|
||||
<actor_dialog>sidorovich_railway_2</actor_dialog>
|
||||
<actor_dialog>sidorovich_railway_3</actor_dialog>
|
||||
<actor_dialog>sidorovich_railway_4</actor_dialog>
|
||||
|
||||
<!--actor_dialog>bh_smuggling_sidorovich</actor_dialog-->
|
||||
|
||||
|
||||
<actor_dialog>actor_break_dialog</actor_dialog>
|
||||
</specific_character>
|
||||
|
||||
<!-- Wolf (Loner Honcho at the Rookie Village) -->
|
||||
<specific_character id="esc_2_12_stalker_wolf" team_default = "1">
|
||||
<name>esc_wolf_name</name>
|
||||
<icon>ui_inGame2_wolf</icon>
|
||||
<bio>esc_wolf_bio</bio>
|
||||
<class>esc_2_12_stalker_wolf</class>
|
||||
<community>stalker</community> <terrain_sect>stalker_terrain</terrain_sect>
|
||||
<map_icon x="1" y="0"/>
|
||||
<terrain_sect>stalker_terrain</terrain_sect>
|
||||
<rank>17568</rank>
|
||||
<reputation>2453</reputation>
|
||||
<money min="600" max="2000" infinitive="0"/>
|
||||
<snd_config>characters_voice\human\stalker_1\</snd_config>
|
||||
<crouch_type>-1</crouch_type>
|
||||
<visual>actors\stalker_neutral\stalker_neytral_balon_1</visual>
|
||||
<supplies>
|
||||
[spawn] \n
|
||||
wpn_pm \n
|
||||
ammo_9x18_fmj = 2 \n
|
||||
wpn_pkm \n
|
||||
ammo_pkm_100 = 3 \n
|
||||
device_torch \n
|
||||
hand_radio \n
|
||||
</supplies>
|
||||
#include "gameplay\character_criticals.xml"
|
||||
|
||||
<start_dialog>esc_2_12_stalker_wolf_start_dialog</start_dialog>
|
||||
<actor_dialog>wolf_st</actor_dialog> <!-- LTTZ -->
|
||||
<actor_dialog>dm_ordered_task_completed_dialog</actor_dialog>
|
||||
<actor_dialog>dm_ordered_task_dialog</actor_dialog>
|
||||
<actor_dialog>actor_break_dialog</actor_dialog>
|
||||
</specific_character>
|
||||
|
||||
<!-- Fanatic (Loner Guard at the Rookie Village) -->
|
||||
<specific_character id="esc_2_12_stalker_fanat" team_default = "1">
|
||||
<name>esc_fanat_name</name>
|
||||
<icon>ui_inGame2_fanatic</icon>
|
||||
<bio>esc_fanat_bio</bio>
|
||||
<class>esc_2_12_stalker_fanat</class>
|
||||
<community>stalker</community> <terrain_sect>stalker_terrain</terrain_sect>
|
||||
<map_icon x="1" y="0"/>
|
||||
<terrain_sect>stalker_terrain</terrain_sect>
|
||||
<rank>12103</rank>
|
||||
<reputation>1725</reputation>
|
||||
<money min="600" max="2000" infinitive="0"/>
|
||||
<snd_config>characters_voice\human\stalker_1\</snd_config>
|
||||
<crouch_type>-1</crouch_type>
|
||||
<panic_treshold>0</panic_treshold>
|
||||
<visual>actors\stalker_neutral\stalker_neytral_rukzak_3</visual>
|
||||
<supplies>
|
||||
[spawn] \n
|
||||
wpn_binoc \n
|
||||
wpn_pm \n
|
||||
ammo_9x18_fmj = 3 \n
|
||||
wpn_ak74u \n
|
||||
ammo_5.45x39_fmj = 3 \n
|
||||
</supplies>
|
||||
#include "gameplay\character_criticals.xml"
|
||||
<!-- Traning -->
|
||||
<start_dialog>fanat_training_start</start_dialog>
|
||||
<actor_dialog>fanat_training_boars_death</actor_dialog>
|
||||
<actor_dialog>fanat_training_anomaly_reached</actor_dialog>
|
||||
<actor_dialog>fanat_training_artefact_taken</actor_dialog>
|
||||
<actor_dialog>fanat_training_back_to_village</actor_dialog>
|
||||
<actor_dialog>fanat_training_stash_search</actor_dialog>
|
||||
<actor_dialog>fanat_training_stash_found</actor_dialog>
|
||||
<actor_dialog>fanat_training_bandit_raid_start</actor_dialog>
|
||||
<actor_dialog>fanat_training_bandit_raid_end</actor_dialog>
|
||||
<actor_dialog>fanat_training_end</actor_dialog>
|
||||
<!-- Traning -->
|
||||
<actor_dialog>dm_ordered_task_dialog</actor_dialog>
|
||||
<actor_dialog>dm_ordered_task_completed_dialog</actor_dialog>
|
||||
<actor_dialog>dm_ordered_task_cancel_dialog</actor_dialog>
|
||||
<actor_dialog>fanatic_st</actor_dialog> <!-- LTTZ -->
|
||||
|
||||
<!-- StfZ -->
|
||||
<actor_dialog>fanatic_north_0</actor_dialog>
|
||||
<actor_dialog>fanatic_gutalin_0</actor_dialog>
|
||||
|
||||
|
||||
<actor_dialog>actor_break_dialog</actor_dialog>
|
||||
</specific_character>
|
||||
|
||||
<!-- Hip (The Rookie Village's whiny bitch) -->
|
||||
<specific_character id="devushka" team_default = "1">
|
||||
<name>devushka</name>
|
||||
<icon>ui_inGame2_Hip</icon>
|
||||
<map_icon x="1" y="0"/>
|
||||
<bio>Hip</bio>
|
||||
<class>devushka</class>
|
||||
<community>stalker</community> <terrain_sect>stalker_terrain</terrain_sect>
|
||||
<snd_config>characters_voice\human\woman\</snd_config>
|
||||
<rank>160</rank>
|
||||
<reputation>900</reputation>
|
||||
<visual>actors\mnp_npc_remeik\girl</visual>
|
||||
<supplies>
|
||||
[spawn] \n
|
||||
wpn_pm \n
|
||||
ammo_9x18_pmm = 1 \n
|
||||
#include "gameplay\supplies\character_items.xml"
|
||||
#include "gameplay\supplies\character_food.xml"
|
||||
#include "gameplay\supplies\character_drugs_2.xml"
|
||||
</supplies>
|
||||
#include "gameplay\character_criticals.xml"
|
||||
<start_dialog>devushka_1_start</start_dialog>
|
||||
<actor_dialog>devushka_2_start</actor_dialog>
|
||||
<actor_dialog>devushka_0_dialog</actor_dialog>
|
||||
<actor_dialog>devushka_1_dialog</actor_dialog>
|
||||
<actor_dialog>devushka_2_dialog</actor_dialog>
|
||||
<actor_dialog>devushka_3_quest_money</actor_dialog>
|
||||
<actor_dialog>actor_break_dialog</actor_dialog>
|
||||
<actor_dialog>dm_is_actor_companion_dialog</actor_dialog>
|
||||
<actor_dialog>dm_companion_patrol</actor_dialog>
|
||||
<actor_dialog>devushka_heal</actor_dialog>
|
||||
<actor_dialog>devushka_3_dialog</actor_dialog>
|
||||
<actor_dialog>devushka_4_dialog</actor_dialog>
|
||||
<actor_dialog>devushka_4_quest</actor_dialog>
|
||||
<actor_dialog>devushka_about_artefact</actor_dialog>
|
||||
<actor_dialog>devushka_about_semeckiy</actor_dialog>
|
||||
<actor_dialog>give_devushka_medved</actor_dialog>
|
||||
<actor_dialog>devushka_give_present</actor_dialog>
|
||||
<actor_dialog>devushka_go_village</actor_dialog>
|
||||
<actor_dialog>adventure_time_with_hip</actor_dialog>
|
||||
</specific_character>
|
||||
|
||||
<!-- Xenotech (Loner Mechanic at the Farm) -->
|
||||
<specific_character id="esc_smart_terrain_5_7_loner_mechanic_stalker" team_default="1">
|
||||
<name>esc_smart_terrain_5_7_loner_mechanic_stalker_name</name>
|
||||
<icon>ui_inGame2_loner_tech</icon>
|
||||
<bio>??????? ???????. ƒ???????¤ ?????????¤ ???????????.</bio>
|
||||
<class>esc_smart_terrain_5_7_loner_mechanic_stalker</class>
|
||||
<community>stalker</community>
|
||||
<map_icon x="1" y="0"/>
|
||||
<terrain_sect>stalker_terrain</terrain_sect>
|
||||
<!--mechanic_mode>1</mechanic_mode-->
|
||||
<money min="1000000" max="1000000" infinitive="1"/>
|
||||
<rank>3139</rank>
|
||||
<reputation>784</reputation>
|
||||
<visual>actors\stalker_neutral\loner_mechanic_stalker</visual>
|
||||
<snd_config>characters_voice\human\stalker_3\</snd_config>
|
||||
<supplies>
|
||||
[spawn] \n
|
||||
wpn_toz34 \n
|
||||
ammo_12x76_zhekan = 1 \n
|
||||
wpn_fort \n
|
||||
ammo_9x18_fmj = 1 \n
|
||||
#include "gameplay\supplies\character_items.xml"
|
||||
#include "gameplay\supplies\character_food.xml"
|
||||
#include "gameplay\supplies\character_drugs_2.xml"
|
||||
</supplies>
|
||||
#include "gameplay\character_criticals.xml"
|
||||
<actor_dialog>dm_init_trader</actor_dialog>
|
||||
<actor_dialog>dm_init_mechanic</actor_dialog>
|
||||
<actor_dialog>drx_sl_task_completed_dialog</actor_dialog>
|
||||
<actor_dialog>dm_ordered_task_completed_dialog</actor_dialog>
|
||||
<actor_dialog>drx_sl_esc_smart_terrain_5_7_loner_mechanic_stalker_meet_dialog</actor_dialog>
|
||||
<actor_dialog>drx_sl_mechanic_task_dialog</actor_dialog>
|
||||
<actor_dialog>actor_break_dialog</actor_dialog>
|
||||
<actor_dialog>dm_encrypted_pda</actor_dialog>
|
||||
<actor_dialog>awr_tech_dialog_drink_1</actor_dialog>
|
||||
<actor_dialog>dm_tech_repair</actor_dialog>
|
||||
</specific_character>
|
||||
|
||||
<!-- Loris (Loner Trader at the Farm) -->
|
||||
<specific_character id="esc_main_base_trader_mlr" team_default="1">
|
||||
<name>esc_main_base_trader_mlr_name</name>
|
||||
<icon>ui_inGame2_kashpirovsky</icon>
|
||||
<map_icon x="1" y="0"></map_icon>
|
||||
<bio>An experienced stalker. No detailed information is available.</bio>
|
||||
|
||||
<class>esc_main_base_trader_mlr</class>
|
||||
<community>trader</community><terrain_sect>stalker_terrain</terrain_sect>
|
||||
<snd_config>characters_voice\human\stalker_3\</snd_config>
|
||||
|
||||
<rank>1500</rank>
|
||||
<money min="1000000" max="1000000" infinitive="1"/>
|
||||
<reputation>1000</reputation>
|
||||
|
||||
<visual>actors\stalker_neutral\stalker_neutral_1e_face_kashpirovsky</visual>
|
||||
<supplies>
|
||||
|
||||
[spawn] \n
|
||||
wpn_beretta \n
|
||||
ammo_9x19_fmj = 1 \n
|
||||
#include "gameplay\supplies\character_items.xml"
|
||||
#include "gameplay\supplies\character_food.xml"
|
||||
#include "gameplay\supplies\character_drugs.xml"
|
||||
</supplies>
|
||||
#include "gameplay\character_criticals.xml"
|
||||
<actor_dialog>dm_init_trader</actor_dialog>
|
||||
<actor_dialog>buy_route</actor_dialog>
|
||||
<actor_dialog>actor_break_dialog</actor_dialog>
|
||||
</specific_character>
|
||||
|
||||
|
||||
<!-- (Military Mechanic - Southern Outpost) -->
|
||||
<specific_character id="army_south_mechan_mlr" team_default="1">
|
||||
<name>army_south_mechan_mlr_name</name>
|
||||
<icon>ui_inGame2_Soldier_3</icon>
|
||||
<map_icon x="1" y="0"></map_icon>
|
||||
<bio>Нет данных.</bio>
|
||||
|
||||
<class>army_south_mechan_mlr</class>
|
||||
<community>army</community><terrain_sect>stalker_terrain</terrain_sect>
|
||||
<snd_config>characters_voice\human\military_3\</snd_config>
|
||||
<!--mechanic_mode>1</mechanic_mode-->
|
||||
<money min="1000000" max="1000000" infinitive="1"/>
|
||||
<rank>1100</rank>
|
||||
<money min="1000" max="3000" infinitive="0"/>
|
||||
<reputation>-600</reputation>
|
||||
|
||||
<visual>actors\stalker_soldier\stalker_soldier_3</visual>
|
||||
<supplies>
|
||||
|
||||
[spawn] \n
|
||||
wpn_ak74 \n
|
||||
ammo_5.45x39_ap = 3 \n
|
||||
#include "gameplay\supplies\character_items.xml"
|
||||
#include "gameplay\supplies\character_food.xml"
|
||||
#include "gameplay\supplies\character_drugs.xml"
|
||||
</supplies>
|
||||
#include "gameplay\character_criticals.xml"
|
||||
<actor_dialog>dm_init_trader</actor_dialog>
|
||||
<actor_dialog>dm_init_mechanic</actor_dialog>
|
||||
<actor_dialog>army_south_mechan_mlr_st</actor_dialog>
|
||||
<actor_dialog>dm_ordered_task_dialog</actor_dialog>
|
||||
<actor_dialog>dm_ordered_task_completed_dialog</actor_dialog>
|
||||
<actor_dialog>dm_encrypted_pda</actor_dialog>
|
||||
<actor_dialog>dm_tech_repair</actor_dialog>
|
||||
<actor_dialog>awr_tech_dialog_drink_1</actor_dialog>
|
||||
<actor_dialog>actor_break_dialog</actor_dialog>
|
||||
</specific_character>
|
||||
|
||||
<!-- (Military Trader - Southern Outpost) -->
|
||||
<specific_character id="esc_3_16_military_trader" team_default="1">
|
||||
<name>esc_3_16_military_trader_name</name>
|
||||
<icon>ui_inGame2_Soldier_3</icon>
|
||||
<map_icon x="1" y="0"></map_icon>
|
||||
<bio>Нет данных.</bio>
|
||||
|
||||
<class>esc_3_16_military_trader</class>
|
||||
<community>army</community> <terrain_sect>stalker_terrain</terrain_sect>
|
||||
<snd_config>characters_voice\human\military_3\</snd_config>
|
||||
|
||||
<rank>1900</rank>
|
||||
<money min="1000000" max="1000000" infinitive="1"/>
|
||||
<reputation>-1500</reputation>
|
||||
|
||||
<visual>actors\stalker_soldier\stalker_soldier_3</visual>
|
||||
<supplies>
|
||||
|
||||
[spawn] \n
|
||||
wpn_ak74 \n
|
||||
ammo_5.45x39_ap = 3 \n
|
||||
#include "gameplay\supplies\character_items.xml"
|
||||
#include "gameplay\supplies\character_food.xml"
|
||||
#include "gameplay\supplies\character_drugs.xml"
|
||||
</supplies>
|
||||
#include "gameplay\character_criticals.xml"
|
||||
|
||||
<actor_dialog>dm_init_trader</actor_dialog>
|
||||
<actor_dialog>dm_ordered_task_dialog</actor_dialog>
|
||||
<actor_dialog>dm_ordered_task_completed_dialog</actor_dialog>
|
||||
|
||||
<actor_dialog>guid_esc_mlr_military</actor_dialog>
|
||||
<actor_dialog>guid_esc_mlr_military_vert</actor_dialog>
|
||||
<actor_dialog>guid_esc_mlr_military_list</actor_dialog>
|
||||
<actor_dialog>dm_bribe</actor_dialog>
|
||||
<actor_dialog>buy_route</actor_dialog>
|
||||
<actor_dialog>actor_break_dialog</actor_dialog>
|
||||
</specific_character>
|
||||
|
||||
</xml>
|
||||
@@ -0,0 +1,136 @@
|
||||
<?xml version='1.0' encoding="windows-1251"?>
|
||||
<xml>
|
||||
|
||||
<!-- Butcher (Hunter-merchant in the Garbage) -->
|
||||
<specific_character id="hunter_gar_trader" team_default="1">
|
||||
<name>hunter_gar_trader_name</name>
|
||||
<icon>ui_inGame2_bandit_4</icon>
|
||||
<map_icon x="1" y="0"></map_icon>
|
||||
<bio>No information is available.</bio>
|
||||
|
||||
<class>hunter_gar_trader</class>
|
||||
<community>trader</community> <terrain_sect>stalker_terrain</terrain_sect>
|
||||
<snd_config>characters_voice\human\stalker_3\</snd_config>
|
||||
|
||||
<rank>5800</rank>
|
||||
<money min="90000000" max="90000000" infinitive="1"/>
|
||||
<reputation>1700</reputation>
|
||||
|
||||
<visual>actors\neytral\stalker_plash_1</visual>
|
||||
<supplies>
|
||||
[spawn] \n
|
||||
wpn_bm16 \n
|
||||
ammo_12x70_buck = 2 \n
|
||||
|
||||
#include "gameplay\supplies\character_items.xml"
|
||||
#include "gameplay\supplies\character_food.xml"
|
||||
#include "gameplay\supplies\character_drugs.xml"
|
||||
</supplies>
|
||||
#include "gameplay\character_criticals.xml"
|
||||
|
||||
<actor_dialog>dm_init_trader</actor_dialog>
|
||||
<actor_dialog>hunter_trader_meet</actor_dialog>
|
||||
<actor_dialog>dm_ordered_task_dialog</actor_dialog>
|
||||
<actor_dialog>dm_ordered_task_completed_dialog</actor_dialog>
|
||||
<actor_dialog>about_baraholka_hunter_trader</actor_dialog>
|
||||
<actor_dialog>dm_lifestyle</actor_dialog>
|
||||
|
||||
<!----------SFTZ/brotherhood--------->
|
||||
<actor_dialog>butcher_1</actor_dialog>
|
||||
<actor_dialog>butcher_1_time</actor_dialog>
|
||||
<actor_dialog>butcher_1_done</actor_dialog>
|
||||
<actor_dialog>butcher_2</actor_dialog>
|
||||
<actor_dialog>butcher_2_time</actor_dialog>
|
||||
<actor_dialog>butcher_2_done</actor_dialog>
|
||||
<actor_dialog>butcher_3</actor_dialog>
|
||||
<actor_dialog>butcher_3_time</actor_dialog>
|
||||
<actor_dialog>butcher_3_done</actor_dialog>
|
||||
<actor_dialog>butcher_4</actor_dialog>
|
||||
<actor_dialog>butcher_4_time</actor_dialog>
|
||||
<actor_dialog>butcher_4_done</actor_dialog>
|
||||
<actor_dialog>butcher_4_alt_done</actor_dialog>
|
||||
<actor_dialog>butcher_5</actor_dialog>
|
||||
<actor_dialog>butcher_5_alt</actor_dialog>
|
||||
|
||||
<actor_dialog>butcher_bellerophon_0</actor_dialog>
|
||||
<actor_dialog>butcher_legendary_0</actor_dialog>
|
||||
<actor_dialog>butcher_legendary_1</actor_dialog>
|
||||
<actor_dialog>butcher_legendary_2</actor_dialog>
|
||||
<actor_dialog>butcher_legendary_3</actor_dialog>
|
||||
|
||||
<actor_dialog>actor_break_dialog</actor_dialog>
|
||||
</specific_character>
|
||||
|
||||
|
||||
<!------------------------ Daytime trader at the flea market ---------------------->
|
||||
<specific_character id="baraholka_trader" team_default="1">
|
||||
<name>GENERATE_NAME_stalker</name>
|
||||
<icon>ui_inGame2_neutral_2_old</icon>
|
||||
<map_icon x="1" y="0"></map_icon>
|
||||
<bio>An experienced stalker. No detailed information is available.</bio>
|
||||
|
||||
<class>baraholka_trader</class>
|
||||
<community>trader</community><terrain_sect>stalker_terrain</terrain_sect>
|
||||
<snd_config>characters_voice\human\stalker_3\</snd_config>
|
||||
|
||||
<rank>2000</rank>
|
||||
<money min="1000000" max="1000000" infinitive="1"/>
|
||||
<reputation>500</reputation>
|
||||
|
||||
<visual>actors\stalker_neutral\stalker_neutral_2_old</visual>
|
||||
<supplies>
|
||||
|
||||
[spawn] \n
|
||||
wpn_beretta \n
|
||||
ammo_9x19_fmj = 1 \n
|
||||
#include "gameplay\supplies\character_items.xml"
|
||||
#include "gameplay\supplies\character_food.xml"
|
||||
#include "gameplay\supplies\character_drugs.xml"
|
||||
</supplies>
|
||||
#include "gameplay\character_criticals.xml"
|
||||
|
||||
<actor_dialog>dm_init_trader</actor_dialog>
|
||||
<actor_dialog>dm_broker_dialog</actor_dialog>
|
||||
<actor_dialog>baraholka_trader_talking</actor_dialog>
|
||||
<actor_dialog>actor_break_dialog</actor_dialog>
|
||||
</specific_character>
|
||||
|
||||
|
||||
<!---------------------- Nighttime trader at the flea market --------------------->
|
||||
<specific_character id="baraholka_trader_night" team_default="1">
|
||||
<name>GENERATE_NAME_stalker</name>
|
||||
<icon>ui_inGame2_neutral_0</icon>
|
||||
<map_icon x="1" y="0"></map_icon>
|
||||
<bio>An experienced stalker. No detailed information is available.</bio>
|
||||
|
||||
<class>baraholka_trader_night</class>
|
||||
<community>trader</community><terrain_sect>stalker_terrain</terrain_sect>
|
||||
<snd_config>characters_voice\human\stalker_3\</snd_config>
|
||||
|
||||
<rank>3000</rank>
|
||||
<money min="1000000" max="1000000" infinitive="1"/>
|
||||
<reputation>1000</reputation>
|
||||
|
||||
<visual>actors\stalker_neutral\stalker_neutral0b</visual>
|
||||
<supplies>
|
||||
|
||||
[spawn] \n
|
||||
wpn_beretta \n
|
||||
ammo_9x19_fmj = 1 \n
|
||||
#include "gameplay\supplies\character_items.xml"
|
||||
#include "gameplay\supplies\character_food.xml"
|
||||
#include "gameplay\supplies\character_drugs.xml"
|
||||
</supplies>
|
||||
#include "gameplay\character_criticals.xml"
|
||||
|
||||
<actor_dialog>dm_init_trader</actor_dialog>
|
||||
<actor_dialog>dm_ordered_task_dialog</actor_dialog>
|
||||
<actor_dialog>dm_ordered_task_completed_dialog</actor_dialog>
|
||||
|
||||
<actor_dialog>dm_broker_dialog</actor_dialog>
|
||||
<!--actor_dialog>information_about_stash_barah_night</actor_dialog-->
|
||||
<!--actor_dialog>information_about_stash_barah_night1</actor_dialog-->
|
||||
<actor_dialog>actor_break_dialog</actor_dialog>
|
||||
</specific_character>
|
||||
|
||||
</xml>
|
||||
@@ -0,0 +1,756 @@
|
||||
<?xml version='1.0' encoding="windows-1251"?>
|
||||
<xml>
|
||||
<!--======================( Yanov Station )======================-->
|
||||
<!-- Ashot (Freedom Trader) -->
|
||||
<specific_character id="jup_a6_freedom_trader_ashot" team_default = "1">
|
||||
<name>jup_a6_freedom_trader_ashot_name</name>
|
||||
<icon>ui_inGame2_ashot</icon>
|
||||
<map_icon x="1" y="0"></map_icon>
|
||||
<bio>Îïûòíûé ñòàëêåð. Äåòàëüíàÿ èíôîðìàöèÿ îòñóòñòâóåò.</bio>
|
||||
<class>jup_a6_freedom_trader_ashot</class>
|
||||
<community>freedom</community> <terrain_sect>stalker_terrain</terrain_sect>
|
||||
<snd_config>characters_voice\human\freedom_3\</snd_config>
|
||||
<rank>9033</rank>
|
||||
<reputation>2342</reputation>
|
||||
<money min="1000000" max="1000000" infinitive="1"/>
|
||||
<visual>actors\stalker_freedom\stalker_freedom_ashot</visual>
|
||||
<supplies></supplies>
|
||||
|
||||
<start_dialog>jup_a6_freedom_trader_ashot_start</start_dialog>
|
||||
<actor_dialog>dm_init_trader</actor_dialog>
|
||||
<actor_dialog>actor_break_dialog</actor_dialog>
|
||||
|
||||
#include "gameplay\character_criticals.xml"
|
||||
</specific_character>
|
||||
|
||||
<!-- Yar (Freedom Broker) -->
|
||||
<specific_character id="jup_b19_freedom_yar" team_default = "1">
|
||||
<name>jup_b19_freedom_yar_name</name>
|
||||
<icon>ui_inGame2_Dyadka_Yar</icon>
|
||||
<map_icon x="1" y="0">
|
||||
</map_icon>
|
||||
<bio>Îïûòíûé ñòàëêåð. Äåòàëüíàÿ èíôîðìàöèÿ îòñóòñòâóåò.</bio>
|
||||
<class>jup_b19_freedom_yar</class>
|
||||
<community>freedom</community>
|
||||
<terrain_sect>stalker_terrain</terrain_sect>
|
||||
<snd_config>characters_voice\human\freedom_1\</snd_config><!--2-->
|
||||
<rank>7655</rank>
|
||||
<reputation>2485</reputation>
|
||||
<money min="1000000" max="1000000" infinitive="1"/>
|
||||
<visual>actors\stalker_freedom\stalker_freedom_2_face_2</visual>
|
||||
<supplies>
|
||||
[spawn] \n
|
||||
wpn_svd = 1 \n
|
||||
ammo_7.62x54_7h1 = 3 \n
|
||||
wpn_beretta = 1 \n
|
||||
ammo_9x19_pbp = 1 \n
|
||||
#include "gameplay\supplies\character_items_3.xml"
|
||||
#include "gameplay\supplies\character_food.xml"
|
||||
#include "gameplay\supplies\character_drugs_3.xml"
|
||||
#include "gameplay\supplies\character_drugs_sci.xml"
|
||||
</supplies>
|
||||
<!--mechanic_mode>1</mechanic_mode-->
|
||||
<start_dialog>jup_b19_freedom_yar_start</start_dialog>
|
||||
<actor_dialog>dm_init_trader</actor_dialog>
|
||||
<actor_dialog>dm_init_mechanic</actor_dialog>
|
||||
<actor_dialog>dm_broker_dialog</actor_dialog>
|
||||
<actor_dialog>actor_break_dialog</actor_dialog>
|
||||
|
||||
#include "gameplay\character_criticals.xml"
|
||||
</specific_character>
|
||||
|
||||
<!-- Loki (Freedom Leader) -->
|
||||
<specific_character id="jup_a6_freedom_leader" team_default = "1">
|
||||
<name>jup_a6_freedom_leader</name>
|
||||
<icon>ui_inGame2_Loki</icon>
|
||||
<map_icon x="1" y="0">
|
||||
</map_icon>
|
||||
<bio>Îïûòíûé ñòàëêåð. Äåòàëüíàÿ èíôîðìàöèÿ îòñóòñòâóåò.</bio>
|
||||
<class>jup_a6_freedom_leader</class>
|
||||
<community>freedom</community>
|
||||
<terrain_sect>stalker_terrain</terrain_sect>
|
||||
<snd_config>characters_voice\human\freedom_1\</snd_config>
|
||||
<rank>10889</rank>
|
||||
<reputation>1944</reputation>
|
||||
<money min="1000000" max="1000000" infinitive="1"/>
|
||||
<visual>actors\stalker_freedom\stalker_freedom_3_face_1</visual>
|
||||
<supplies>
|
||||
[spawn] \n
|
||||
hand_radio \n
|
||||
wpn_colt1911 \n
|
||||
ammo_11.43x23_hydro = 1 \n
|
||||
#include "gameplay\supplies\character_items_3.xml"
|
||||
#include "gameplay\supplies\character_food.xml"
|
||||
#include "gameplay\supplies\character_drugs_4.xml"
|
||||
#include "gameplay\supplies\character_drugs_sci.xml"
|
||||
</supplies>
|
||||
#include "gameplay\character_criticals.xml"
|
||||
|
||||
<start_dialog>jup_a6_freedom_leader_start_dialog</start_dialog>
|
||||
<actor_dialog>loki_st</actor_dialog> <!-- LTTZ -->
|
||||
<actor_dialog>drx_sl_task_completed_dialog</actor_dialog>
|
||||
<actor_dialog>drx_sl_jup_a6_freedom_leader_meet_dialog</actor_dialog>
|
||||
<actor_dialog>jup_a6_freedom_leader_duty_founder_pda</actor_dialog>
|
||||
<actor_dialog>jup_a6_freedom_leader_duty_sell_founder_pda</actor_dialog>
|
||||
<actor_dialog>jup_a6_freedom_leader_pripyat_group</actor_dialog>
|
||||
<actor_dialog>jup_a6_freedom_leader_b4_monolith_squad_dialog</actor_dialog>
|
||||
<actor_dialog>jup_a6_freedom_leader_b4_monolith_squad_dialog_redy_to_go</actor_dialog>
|
||||
<actor_dialog>jup_a6_freedom_leader_b207_hiding_place</actor_dialog>
|
||||
<actor_dialog>jup_a6_freedom_leader_employ_stalkers</actor_dialog>
|
||||
<actor_dialog>jup_a6_freedom_leader_b106_info_about_soroka</actor_dialog>
|
||||
<actor_dialog>jup_a6_freedom_leader_about_stolen_items</actor_dialog>
|
||||
<actor_dialog>jup_a6_freedom_leader_a9_sell_info</actor_dialog>
|
||||
<actor_dialog>jup_a6_freedom_leader_about_you</actor_dialog>
|
||||
<actor_dialog>devushka_loki_help</actor_dialog> <!-- g0dl1ke -->
|
||||
<actor_dialog>actor_break_dialog</actor_dialog>
|
||||
|
||||
</specific_character>
|
||||
|
||||
<!-- Garry (Loner Guard) -->
|
||||
<specific_character id="guid_jup_stalker_garik" team_default = "1">
|
||||
<name>guid_jup_stalker_garik</name>
|
||||
<icon>ui_inGame2_Garik</icon>
|
||||
<map_icon x="1" y="0"></map_icon>
|
||||
<bio>An experienced stalker. No detailed information is available.</bio>
|
||||
|
||||
<class>guid_jup_stalker_garik</class>
|
||||
<community>stalker</community>
|
||||
<terrain_sect>stalker_terrain</terrain_sect>
|
||||
<snd_config>characters_voice\human\stalker_1\</snd_config>
|
||||
|
||||
<rank>8000</rank>
|
||||
<money min="10000" max="20000" infinitive="0"/>
|
||||
<reputation>1600</reputation>
|
||||
|
||||
<visual>actors\stalker_neutral\stalker_neutral_2_face_4</visual>
|
||||
<supplies>
|
||||
|
||||
[spawn] \n
|
||||
wpn_vintorez \n
|
||||
ammo_9x39_ap = 1 \n
|
||||
wpn_colt1911 \n
|
||||
ammo_11.43x23_fmj = 1 \n
|
||||
grenade_f1 = 2 \n
|
||||
|
||||
#include "gameplay\supplies\character_items.xml"
|
||||
#include "gameplay\supplies\character_food.xml"
|
||||
#include "gameplay\supplies\character_drugs.xml"
|
||||
</supplies>
|
||||
#include "gameplay\character_criticals.xml"
|
||||
<actor_dialog>meet_guid_jup</actor_dialog>
|
||||
<actor_dialog>travel_guid_jup</actor_dialog>
|
||||
<actor_dialog>meet_guid_jup_list</actor_dialog>
|
||||
<actor_dialog>actor_break_dialog</actor_dialog>
|
||||
</specific_character>
|
||||
|
||||
<!-- Nitro (Loner Mechanic) -->
|
||||
<specific_character id="jup_b217_stalker_tech" team_default = "1">
|
||||
<name>jup_b217_stalker_tech</name>
|
||||
<icon>ui_inGame2_Azot</icon>
|
||||
<map_icon x="1" y="0">
|
||||
</map_icon>
|
||||
<bio>Îïûòíûé ñòàëêåð. Òåõíèê Àçîò.</bio>
|
||||
<class>jup_b217_stalker_tech</class>
|
||||
<community>stalker</community>
|
||||
<!--mechanic_mode>1</mechanic_mode-->
|
||||
<terrain_sect>stalker_terrain</terrain_sect>
|
||||
<snd_config>characters_voice\human\dolg_1\</snd_config>
|
||||
<rank>3338</rank>
|
||||
<reputation>1755</reputation>
|
||||
<money min="1000000" max="1000000" infinitive="1"/>
|
||||
<visual>actors\stalker_neutral\stalker_neutral_nauchniy_face_3</visual>
|
||||
<supplies>
|
||||
[spawn] \n
|
||||
wpn_fort \n
|
||||
ammo_9x18_pmm = 1 \n
|
||||
#include "gameplay\supplies\character_items_2.xml"
|
||||
#include "gameplay\supplies\character_food.xml"
|
||||
#include "gameplay\supplies\character_drugs_3.xml"
|
||||
</supplies>
|
||||
<actor_dialog>dm_init_trader</actor_dialog>
|
||||
<actor_dialog>dm_init_mechanic</actor_dialog>
|
||||
<actor_dialog>dm_ordered_task_completed_dialog</actor_dialog>
|
||||
<actor_dialog>drx_sl_mechanic_task_dialog</actor_dialog>
|
||||
<actor_dialog>dm_tech_repair</actor_dialog>
|
||||
|
||||
<!-- SftZ -->
|
||||
<actor_dialog>nr_nitro_barka_0</actor_dialog>
|
||||
<actor_dialog>nr_nitro_barka_1</actor_dialog>
|
||||
|
||||
|
||||
|
||||
<actor_dialog>actor_break_dialog</actor_dialog>
|
||||
|
||||
#include "gameplay\character_criticals.xml"
|
||||
</specific_character>
|
||||
|
||||
<!-- Trapper (Loner Hunter) -->
|
||||
<specific_character id="jup_b220_trapper" team_default = "1">
|
||||
<name>jup_b220_trapper</name>
|
||||
<icon>ui_inGame2_Zveroboy</icon>
|
||||
<map_icon x="1" y="0">
|
||||
</map_icon>
|
||||
<bio>Îïûòíûé ñòàëêåð. Çâåðîáîé.</bio>
|
||||
<class>jup_b220_trapper</class>
|
||||
<community>stalker</community>
|
||||
<terrain_sect>stalker_terrain</terrain_sect>
|
||||
<snd_config>characters_voice\human\stalker_2\</snd_config>
|
||||
<rank>7971</rank>
|
||||
<reputation>1304</reputation>
|
||||
<money min="1000000" max="1000000" infinitive="1" />
|
||||
<visual>actors\stalker_neutral\stalker_neutral_2_face_7</visual>
|
||||
<supplies>
|
||||
[spawn] \n
|
||||
wpn_wincheaster1300_trapper \n
|
||||
ammo_12x70_buck = 1 \n
|
||||
wpn_colt1911 \n
|
||||
ammo_11.43x23_fmj = 1 \n
|
||||
#include "gameplay\supplies\character_items_3.xml"
|
||||
#include "gameplay\supplies\character_food.xml"
|
||||
#include "gameplay\supplies\character_drugs_4.xml"
|
||||
</supplies>
|
||||
#include "gameplay\character_criticals.xml"
|
||||
<actor_dialog>jup_trapper_about_himself</actor_dialog> <!-- LTTZ -->
|
||||
<actor_dialog>jup_trapper_about_retire</actor_dialog> <!-- LTTZ -->
|
||||
<actor_dialog>dm_ordered_task_completed_dialog</actor_dialog>
|
||||
<actor_dialog>dm_ordered_task_dialog</actor_dialog>
|
||||
<actor_dialog>dm_lifestyle</actor_dialog> <!-- LTTZ -->
|
||||
|
||||
<!-- SftZ -->
|
||||
<actor_dialog>nr_trapper_intro_0</actor_dialog>
|
||||
<actor_dialog>trapper_chimera_0</actor_dialog>
|
||||
<actor_dialog>trapper_chimera_1</actor_dialog>
|
||||
<actor_dialog>trapper_chimera_2</actor_dialog>
|
||||
<actor_dialog>trapper_chimera_3</actor_dialog>
|
||||
<actor_dialog>trapper_chimera_5</actor_dialog>
|
||||
<actor_dialog>trapper_chimera_5_alt</actor_dialog>
|
||||
<actor_dialog>trapper_chimera_6</actor_dialog>
|
||||
<actor_dialog>trapper_chimera_7</actor_dialog>
|
||||
<actor_dialog>trapper_chimera_8</actor_dialog>
|
||||
<actor_dialog>trapper_chimera_9</actor_dialog>
|
||||
<actor_dialog>trapper_chimera_10</actor_dialog>
|
||||
|
||||
<actor_dialog>trapper_missing_men_0</actor_dialog>
|
||||
<actor_dialog>trapper_missing_men_1</actor_dialog>
|
||||
|
||||
|
||||
<actor_dialog>trapper_chimera_4</actor_dialog>
|
||||
<actor_dialog>actor_break_dialog</actor_dialog>
|
||||
|
||||
</specific_character>
|
||||
|
||||
<!-- Hawaiian (Loner Bartender) -->
|
||||
<specific_character id="jup_a6_stalker_barmen" team_default = "1">
|
||||
<name>jup_a6_stalker_barmen</name>
|
||||
<icon>ui_inGame2_Gavaets</icon>
|
||||
<map_icon x="1" y="0">
|
||||
</map_icon>
|
||||
<bio>Îïûòíûé ñòàëêåð. Äåòàëüíàÿ èíôîðìàöèÿ îòñóòñòâóåò.</bio>
|
||||
<class>jup_a6_stalker_barmen</class>
|
||||
<community>trader</community>
|
||||
<terrain_sect>stalker_terrain</terrain_sect>
|
||||
<snd_config>characters_voice\human\stalker_1\</snd_config>
|
||||
<rank>7507</rank>
|
||||
<money min="1000000" max="1000000" infinitive="1"/>
|
||||
<reputation>1402</reputation>
|
||||
<visual>actors\stalker_neutral\stalker_neutral_2_face_3</visual>
|
||||
<supplies>
|
||||
kolbasa_strange = 3 \n
|
||||
#include "gameplay\supplies\character_items_3.xml"
|
||||
#include "gameplay\supplies\character_food.xml"
|
||||
#include "gameplay\supplies\character_drugs_4.xml"
|
||||
</supplies>
|
||||
<start_dialog>jup_a6_stalker_barmen_start_dialog</start_dialog>
|
||||
<actor_dialog>dm_init_batender</actor_dialog>
|
||||
<actor_dialog>hawaiian_yanov</actor_dialog> <!-- LTTZ -->
|
||||
<actor_dialog>buy_route</actor_dialog>
|
||||
|
||||
<!-- SftZ -->
|
||||
|
||||
<actor_dialog>hawaiian_about_marlo</actor_dialog>
|
||||
|
||||
|
||||
<actor_dialog>nr_hawaiian_0</actor_dialog>
|
||||
<actor_dialog>nr_hawaiian_scamlok_0</actor_dialog>
|
||||
|
||||
<actor_dialog>actor_break_dialog</actor_dialog>
|
||||
#include "gameplay\character_criticals.xml"
|
||||
</specific_character>
|
||||
|
||||
<!-- Bonesetter (Loner Medic) -->
|
||||
<specific_character id="jup_a6_stalker_medik" team_default = "1">
|
||||
<name>jup_a6_stalker_medik</name>
|
||||
<icon>ui_inGame2_Kostoprav</icon>
|
||||
<map_icon x="1" y="0">
|
||||
</map_icon>
|
||||
<bio>Îïûòíûé ñòàëêåð. Äåòàëüíàÿ èíôîðìàöèÿ îòñóòñòâóåò.</bio>
|
||||
<class>jup_a6_stalker_medik</class>
|
||||
<community>stalker</community>
|
||||
<terrain_sect>stalker_terrain</terrain_sect>
|
||||
<snd_config>characters_voice\human\stalker_2\</snd_config>
|
||||
<rank>2727</rank>
|
||||
<money min="1000000" max="1000000" infinitive="1"/>
|
||||
<reputation>598</reputation>
|
||||
<visual>actors\stalker_neutral\stalker_neutral_1_face_2</visual>
|
||||
<supplies>
|
||||
[spawn] \n
|
||||
wpn_ak74u \n
|
||||
ammo_5.45x39_fmj = 1 \n
|
||||
wpn_beretta \n
|
||||
ammo_9x19_fmj = 1 \n
|
||||
#include "gameplay\supplies\character_items.xml"
|
||||
#include "gameplay\supplies\character_food.xml"
|
||||
#include "gameplay\supplies\character_drugs_4.xml"
|
||||
</supplies>
|
||||
<start_dialog>zat_b22_stalker_medic_start</start_dialog>
|
||||
<actor_dialog>dm_init_medic</actor_dialog>
|
||||
<actor_dialog>dm_medic_general</actor_dialog>
|
||||
<actor_dialog>dm_ordered_task_dialog</actor_dialog>
|
||||
<actor_dialog>dm_ordered_task_completed_dialog</actor_dialog>
|
||||
<actor_dialog>actor_break_dialog</actor_dialog>
|
||||
#include "gameplay\character_criticals.xml"
|
||||
</specific_character>
|
||||
|
||||
<!--======================( Mobile Lab )======================-->
|
||||
<!-- Tukarev (Ecologist Mechanic) -->
|
||||
<specific_character id="jup_b6_scientist_tech" team_default = "1">
|
||||
<name>jup_b6_scientist_novikov</name>
|
||||
<icon>ui_inGame2_eco_tech</icon>
|
||||
<map_icon x="1" y="0">
|
||||
</map_icon>
|
||||
<bio>Îïûòíûé ñòàëêåð. Äåòàëüíàÿ èíôîðìàöèÿ îòñóòñòâóåò.</bio>
|
||||
<class>jup_b6_scientist_tech</class>
|
||||
<community>ecolog</community>
|
||||
<!--mechanic_mode>1</mechanic_mode-->
|
||||
<terrain_sect>stalker_terrain</terrain_sect>
|
||||
<snd_config>characters_voice\human\stalker_2\</snd_config>
|
||||
<rank>2560</rank>
|
||||
<reputation>957</reputation>
|
||||
<money min="1000000" max="1000000" infinitive="1"/>
|
||||
<visual>actors\stalker_ecologist\stalker_ecolog_tookarev</visual>
|
||||
<supplies>
|
||||
[spawn] \n
|
||||
</supplies>
|
||||
#include "gameplay\character_criticals.xml"
|
||||
|
||||
<start_dialog>jup_b6_scientist_medic_start</start_dialog>
|
||||
<actor_dialog>dm_init_trader</actor_dialog>
|
||||
<actor_dialog>dm_init_mechanic</actor_dialog>
|
||||
<actor_dialog>drx_sl_task_completed_dialog</actor_dialog>
|
||||
<actor_dialog>dm_ordered_task_completed_dialog</actor_dialog>
|
||||
<actor_dialog>drx_sl_jup_b6_scientist_tech_meet_dialog</actor_dialog>
|
||||
<actor_dialog>dm_ordered_task_dialog</actor_dialog>
|
||||
<actor_dialog>dm_tech_repair</actor_dialog>
|
||||
<actor_dialog>actor_break_dialog</actor_dialog>
|
||||
|
||||
</specific_character>
|
||||
|
||||
<!-- Professor Hermann (Ecologist) -->
|
||||
<specific_character id="jup_b6_scientist_nuclear_physicist" team_default = "1">
|
||||
<name>jup_b6_scientist_nuclear_physicist</name>
|
||||
<icon>ui_inGame2_German</icon>
|
||||
<map_icon x="1" y="0">
|
||||
</map_icon>
|
||||
<bio>Îïûòíûé ñòàëêåð. Äåòàëüíàÿ èíôîðìàöèÿ îòñóòñòâóåò.</bio>
|
||||
<class>jup_b6_scientist_nuclear_physicist</class>
|
||||
<community>ecolog</community>
|
||||
<terrain_sect>stalker_terrain</terrain_sect>
|
||||
<snd_config>characters_voice\human\stalker_2\</snd_config>
|
||||
<rank>3815</rank>
|
||||
<reputation>431</reputation>
|
||||
<money min="1000000" max="1000000" infinitive="1" />
|
||||
<visual>actors\stalker_ucheniy\stalker_ucheniy_1_face_1</visual>
|
||||
<supplies>
|
||||
[spawn] \n
|
||||
</supplies>
|
||||
<start_dialog>jup_b6_scientist_nuclear_physicist_start</start_dialog>
|
||||
<actor_dialog>dm_init_trader</actor_dialog>
|
||||
<actor_dialog>hermann_lab</actor_dialog> <!-- LTTZ -->
|
||||
<actor_dialog>dm_lifestyle</actor_dialog>
|
||||
<!-- mlr -->
|
||||
<actor_dialog>dm_ordered_task_dialog</actor_dialog>
|
||||
<actor_dialog>dm_ordered_task_completed_dialog</actor_dialog>
|
||||
<actor_dialog>dm_ordered_task_cancel_dialog</actor_dialog>
|
||||
<!-- mlr -->
|
||||
<actor_dialog>actor_break_dialog</actor_dialog>
|
||||
#include "gameplay\character_criticals.xml"
|
||||
</specific_character>
|
||||
|
||||
<!-- Professor Ozersky (Ecologist) -->
|
||||
<specific_character id="jup_b6_scientist_biochemist" team_default = "1">
|
||||
<name>jup_b6_scientist_biochemist</name>
|
||||
<icon>ui_inGame2_Ozerskiy</icon>
|
||||
<map_icon x="1" y="0">
|
||||
</map_icon>
|
||||
<bio>Îïûòíûé ñòàëêåð. Äåòàëüíàÿ èíôîðìàöèÿ îòñóòñòâóåò.</bio>
|
||||
<class>jup_b6_scientist_biochemist</class>
|
||||
<community>ecolog</community>
|
||||
<terrain_sect>stalker_terrain</terrain_sect>
|
||||
<snd_config>characters_voice\human\stalker_2\</snd_config>
|
||||
<rank>1864</rank>
|
||||
<reputation>300</reputation>
|
||||
<money min="10000" max="10000" infinitive="0" />
|
||||
<visual>actors\stalker_ucheniy\stalker_ucheniy_1_face_2</visual>
|
||||
<supplies>
|
||||
[spawn] \n
|
||||
</supplies>
|
||||
<start_dialog>jup_b16_biochemist_oasis_start</start_dialog>
|
||||
<actor_dialog>ozersky_oasis</actor_dialog> <!-- LTTZ -->
|
||||
<actor_dialog>actor_break_dialog</actor_dialog>
|
||||
#include "gameplay\character_criticals.xml"
|
||||
</specific_character>
|
||||
|
||||
<!--======================( Warehouse )======================-->
|
||||
<!-- (Bandit Technician) -->
|
||||
<specific_character id="jup_cont_mech_bandit" team_default="1">
|
||||
<name>jup_cont_mech_bandit_name</name>
|
||||
<icon>ui_inGame2_Nile</icon>
|
||||
<map_icon x="1" y="0"></map_icon>
|
||||
<bio>Íåò äàííûõ.</bio>
|
||||
|
||||
<class>jup_cont_mech_bandit</class>
|
||||
<community>bandit</community><terrain_sect>stalker_terrain</terrain_sect>
|
||||
<snd_config>characters_voice\human\bandit_1\</snd_config>
|
||||
<!--mechanic_mode>1</mechanic_mode-->
|
||||
<money min="1000000" max="1000000" infinitive="1"/>
|
||||
<rank>1600</rank>
|
||||
<money min="1000" max="3000" infinitive="0"/>
|
||||
<reputation>-1200</reputation>
|
||||
|
||||
<visual>actors\mnp_npc_remeik\bandit_mechanic_td</visual>
|
||||
<supplies>
|
||||
|
||||
[spawn] \n
|
||||
wpn_ak74 \n
|
||||
ammo_5.45x39_ap = 3 \n
|
||||
#include "gameplay\supplies\character_items.xml"
|
||||
#include "gameplay\supplies\character_food.xml"
|
||||
#include "gameplay\supplies\character_drugs.xml"
|
||||
</supplies>
|
||||
#include "gameplay\character_criticals.xml"
|
||||
<actor_dialog>dm_init_trader</actor_dialog>
|
||||
<actor_dialog>dm_init_mechanic</actor_dialog>
|
||||
<actor_dialog>dm_ordered_task_dialog</actor_dialog>
|
||||
<actor_dialog>dm_ordered_task_completed_dialog</actor_dialog>
|
||||
<actor_dialog>dm_tech_repair</actor_dialog>
|
||||
<actor_dialog>dm_encrypted_pda</actor_dialog>
|
||||
<actor_dialog>awr_tech_dialog_drink_1</actor_dialog>
|
||||
<actor_dialog>actor_break_dialog</actor_dialog>
|
||||
</specific_character>
|
||||
|
||||
<!-- (Bandit Trader) -->
|
||||
<specific_character id="jup_cont_trader_bandit" team_default="1">
|
||||
<name>jup_cont_trader_bandit_name</name>
|
||||
<icon>ui_inGame2_Klenov</icon>
|
||||
<map_icon x="1" y="0"></map_icon>
|
||||
<bio>Íåò äàííûõ.</bio>
|
||||
|
||||
<class>jup_cont_trader_bandit</class>
|
||||
<community>bandit</community><terrain_sect>stalker_terrain</terrain_sect>
|
||||
<snd_config>characters_voice\human\bandit_2\</snd_config>
|
||||
|
||||
<rank>2500</rank>
|
||||
<money min="1000000" max="1000000" infinitive="1"/>
|
||||
<reputation>-1600</reputation>
|
||||
|
||||
<visual>actors\mnp_npc_remeik\bandit_trader_td</visual>
|
||||
<supplies>
|
||||
|
||||
[spawn] \n
|
||||
wpn_spas12 \n
|
||||
ammo_12x70_buck = 1 \n
|
||||
#include "gameplay\supplies\character_items.xml"
|
||||
#include "gameplay\supplies\character_food.xml"
|
||||
#include "gameplay\supplies\character_drugs.xml"
|
||||
</supplies>
|
||||
#include "gameplay\character_criticals.xml"
|
||||
|
||||
<actor_dialog>dm_init_trader</actor_dialog>
|
||||
<actor_dialog>drx_sl_task_completed_dialog</actor_dialog>
|
||||
<actor_dialog>drx_sl_jup_cont_trader_bandit_meet_dialog</actor_dialog>
|
||||
<actor_dialog>buy_route</actor_dialog>
|
||||
<actor_dialog>actor_break_dialog</actor_dialog>
|
||||
</specific_character>
|
||||
|
||||
<specific_character id="jup_a12_bandit_chief" team_default = "1">
|
||||
<name>st_jup_a12_bandit_chief</name>
|
||||
<icon>ui_inGame2_bandit_3_mask</icon>
|
||||
<map_icon x="1" y="0">
|
||||
</map_icon>
|
||||
<bio>Îïûòíûé ñòàëêåð. Äåòàëüíàÿ èíôîðìàöèÿ îòñóòñòâóåò.</bio>
|
||||
<class>jup_a12_bandit_chief</class>
|
||||
<community>bandit</community>
|
||||
<terrain_sect>stalker_terrain</terrain_sect>
|
||||
<snd_config>characters_voice\human\bandit_1\</snd_config>
|
||||
<rank>2990</rank>
|
||||
<reputation>211</reputation>
|
||||
<money min="1000" max="5000" infinitive="0"/>
|
||||
<visual>actors\stalker_bandit\stalker_bandit_3_mask</visual>
|
||||
<supplies>
|
||||
[spawn] \n
|
||||
wpn_hpsa \n
|
||||
ammo_9x19_pbp = 1 \n
|
||||
#include "gameplay\supplies\character_items_nd.xml"
|
||||
#include "gameplay\supplies\character_food.xml"
|
||||
#include "gameplay\supplies\character_drugs_3.xml"
|
||||
</supplies>
|
||||
<start_dialog>jup_a12_bandit_chief_dialog</start_dialog>
|
||||
<actor_dialog>jup_a12_bandit_chief_actor_self_dialog</actor_dialog>
|
||||
<actor_dialog>actor_break_dialog</actor_dialog>
|
||||
#include "gameplay\character_criticals.xml"
|
||||
</specific_character>
|
||||
|
||||
<specific_character id="jup_a12_bandit_guard" team_default = "1">
|
||||
<name>GENERATE_NAME_bandit</name>
|
||||
<icon>ui_inGame2_bandit_1</icon>
|
||||
<map_icon x="1" y="0">
|
||||
</map_icon>
|
||||
<bio>Îïûòíûé ñòàëêåð. Äåòàëüíàÿ èíôîðìàöèÿ îòñóòñòâóåò.</bio>
|
||||
<class>jup_a12_bandit_guard</class>
|
||||
<community>bandit</community>
|
||||
<terrain_sect>stalker_terrain</terrain_sect>
|
||||
<snd_config>characters_voice\human\bandit_2\</snd_config>
|
||||
<rank>288</rank>
|
||||
<reputation>144</reputation>
|
||||
<money min="1000" max="5000" infinitive="0"/>
|
||||
<visual>actors\stalker_bandit\stalker_bandit_1</visual>
|
||||
<supplies>
|
||||
[spawn] \n
|
||||
wpn_mp5 \n
|
||||
ammo_9x19_fmj = 1 \n
|
||||
wpn_pm \n
|
||||
ammo_9x18_fmj = 1 \n
|
||||
#include "gameplay\supplies\character_items_nd.xml"
|
||||
#include "gameplay\supplies\character_food.xml"
|
||||
#include "gameplay\supplies\character_drugs_2.xml"
|
||||
</supplies>
|
||||
<actor_dialog>actor_break_dialog</actor_dialog>
|
||||
#include "gameplay\character_criticals.xml"
|
||||
</specific_character>
|
||||
|
||||
<specific_character id="jup_a12_bandit_cashier" team_default = "1">
|
||||
<name>st_jup_a12_bandit_cashier</name>
|
||||
<icon>ui_inGame2_bandit_2</icon>
|
||||
<map_icon x="1" y="0">
|
||||
</map_icon>
|
||||
<bio>Îïûòíûé ñòàëêåð. Äåòàëüíàÿ èíôîðìàöèÿ îòñóòñòâóåò.</bio>
|
||||
<class>jup_a12_bandit_cashier</class>
|
||||
<community>bandit</community>
|
||||
<terrain_sect>stalker_terrain</terrain_sect>
|
||||
<snd_config>characters_voice\human\bandit_2\</snd_config>
|
||||
<rank>1597</rank>
|
||||
<reputation>1114</reputation>
|
||||
<money min="1000" max="5000" infinitive="0"/>
|
||||
<visual>actors\stalker_bandit\stalker_bandit_2</visual>
|
||||
<supplies>
|
||||
[spawn] \n
|
||||
wpn_wincheaster1300 \n
|
||||
ammo_12x70_buck = 1 \n
|
||||
wpn_fort \n
|
||||
ammo_9x18_fmj = 1 \n
|
||||
#include "gameplay\supplies\character_items_nd.xml"
|
||||
#include "gameplay\supplies\character_food.xml"
|
||||
#include "gameplay\supplies\character_drugs.xml"
|
||||
</supplies>
|
||||
<actor_dialog>actor_break_dialog</actor_dialog>
|
||||
#include "gameplay\character_criticals.xml"
|
||||
</specific_character>
|
||||
|
||||
<!--======================( Jupiter Factory )======================-->
|
||||
<!-- (Monolith Mechanic - Jupiter factory) -->
|
||||
<specific_character id="mechanic_monolith_jup_depo" team_default="1">
|
||||
<name>GENERATE_NAME_stalker</name>
|
||||
<icon>ui_inGame2_monolit_2</icon>
|
||||
<map_icon x="1" y="0"></map_icon>
|
||||
<bio>Monolith Mechanic.</bio>
|
||||
|
||||
<class>mechanic_monolith_jup_depo</class>
|
||||
<community>monolith</community><terrain_sect>stalker_terrain</terrain_sect>
|
||||
<!--mechanic_mode>1</mechanic_mode-->
|
||||
<snd_config>characters_voice\human\monolith_3\</snd_config><!-- 1 --><!--2-->
|
||||
<money min="1000000" max="1000000" infinitive="1"/>
|
||||
<rank>5000</rank>
|
||||
<reputation>0</reputation>
|
||||
|
||||
<visual>actors\mnp_npc_remeik\monolit_jupiter_mechanik</visual>
|
||||
<supplies>
|
||||
|
||||
[spawn] \n
|
||||
wpn_abakan = 1 \n
|
||||
ammo_5.45x39_ap = 1 \n
|
||||
#include "gameplay\supplies\character_items.xml"
|
||||
#include "gameplay\supplies\character_food.xml"
|
||||
#include "gameplay\supplies\character_drugs.xml"
|
||||
</supplies>
|
||||
#include "gameplay\character_criticals.xml"
|
||||
<start_dialog>mechanic_monolith_jup_depo_start</start_dialog>
|
||||
<actor_dialog>dm_init_trader</actor_dialog>
|
||||
<actor_dialog>dm_init_mechanic</actor_dialog>
|
||||
<actor_dialog>dm_ordered_task_dialog</actor_dialog>
|
||||
<actor_dialog>dm_ordered_task_completed_dialog</actor_dialog>
|
||||
<actor_dialog>dm_encrypted_pda</actor_dialog>
|
||||
<actor_dialog>awr_tech_dialog_drink_1</actor_dialog>
|
||||
<actor_dialog>dm_tech_repair</actor_dialog>
|
||||
<actor_dialog>actor_break_dialog</actor_dialog>
|
||||
</specific_character>
|
||||
|
||||
<!-- (Monolith Trader - Jupiter factory) -->
|
||||
<specific_character id="trader_monolith_jup_depo" team_default="1">
|
||||
<name>GENERATE_NAME_stalker</name>
|
||||
<icon>ui_inGame2_rabbit</icon>
|
||||
<!--icon>ui_inGame2_mono_old</icon-->
|
||||
<map_icon x="1" y="0"></map_icon>
|
||||
<bio>Monolith, supplying his brothers with equipment.</bio>
|
||||
|
||||
<class>trader_monolith_jup_depo</class>
|
||||
<community>monolith</community> <terrain_sect>stalker_terrain</terrain_sect>
|
||||
<snd_config>characters_voice\human\monolith_3\</snd_config><!-- 1 --><!--2-->
|
||||
|
||||
<rank>5000</rank>
|
||||
<money min="1000000" max="1000000" infinitive="1"/>
|
||||
<reputation>-500</reputation>
|
||||
|
||||
<!--visual>actors\mnp_npc_remeik\monolit_jupiter_trader</visual-->
|
||||
<visual>actors\stalker_monolith\stalker_monolith_2a_face_rabbit</visual>
|
||||
<supplies>
|
||||
|
||||
[spawn] \n
|
||||
wpn_val = 1 \n
|
||||
ammo_9x39_ap = 1 \n
|
||||
#include "gameplay\supplies\character_items.xml"
|
||||
#include "gameplay\supplies\character_food.xml"
|
||||
#include "gameplay\supplies\character_drugs.xml"
|
||||
</supplies>
|
||||
#include "gameplay\character_criticals.xml"
|
||||
<actor_dialog>dm_init_trader</actor_dialog>
|
||||
<actor_dialog>meet_guid_jupdepo_mon</actor_dialog>
|
||||
<actor_dialog>meet_guid_jupdepo_mon_list</actor_dialog>
|
||||
<actor_dialog>travel_guid_jupdepo_mon_mon</actor_dialog>
|
||||
<actor_dialog>buy_route</actor_dialog>
|
||||
<actor_dialog>actor_break_dialog</actor_dialog>
|
||||
</specific_character>
|
||||
|
||||
<!--Ëèäåð Ñòàëêåðîâ -->
|
||||
<specific_character id="jup_b1_stalker_1" team_default = "1">
|
||||
<name>jup_b1_stalker_1</name>
|
||||
<icon>ui_inGame2_neutral_2_mask</icon>
|
||||
<map_icon x="1" y="0">
|
||||
</map_icon>
|
||||
<bio>Îïûòíûé ñòàëêåð. Äåòàëüíàÿ èíôîðìàöèÿ îòñóòñòâóåò.</bio>
|
||||
<class>jup_b1_stalker_1</class>
|
||||
<community>stalker</community>
|
||||
<terrain_sect>stalker_terrain</terrain_sect>
|
||||
<snd_config>characters_voice\human\stalker_1\</snd_config>
|
||||
<rank>1980</rank>
|
||||
<reputation>1039</reputation>
|
||||
<visual>actors\stalker_neutral\stalker_neutral_2_mask</visual>
|
||||
<supplies>
|
||||
[spawn] \n
|
||||
anomaly_scaner \n
|
||||
wpn_ak74 \n
|
||||
ammo_5.45x39_fmj = 1 \n
|
||||
wpn_pm = 1 \n
|
||||
ammo_9x18_fmj = 1 \n
|
||||
detector_simple \n
|
||||
#include "gameplay\supplies\character_items_nd.xml"
|
||||
#include "gameplay\supplies\character_food.xml"
|
||||
#include "gameplay\supplies\character_drugs_4.xml"
|
||||
#include "gameplay\supplies\character_drugs_sci.xml"
|
||||
</supplies>
|
||||
<actor_dialog>actor_break_dialog</actor_dialog>
|
||||
#include "gameplay\character_criticals.xml"
|
||||
</specific_character>
|
||||
|
||||
<!-- Ñòàëêåð 2 -->
|
||||
<specific_character id="jup_b1_stalker_2" team_default = "1">
|
||||
<name>jup_b1_stalker_2</name>
|
||||
<icon>ui_inGame2_neutral_2</icon>
|
||||
<map_icon x="1" y="0">
|
||||
</map_icon>
|
||||
<bio>Îïûòíûé ñòàëêåð. Äåòàëüíàÿ èíôîðìàöèÿ îòñóòñòâóåò.</bio>
|
||||
<class>jup_b1_stalker_2</class>
|
||||
<community>stalker</community>
|
||||
<terrain_sect>stalker_terrain</terrain_sect>
|
||||
<snd_config>characters_voice\human\stalker_1\</snd_config>
|
||||
<rank>2449</rank>
|
||||
<reputation>299</reputation>
|
||||
<visual>actors\stalker_neutral\stalker_neutral_2</visual>
|
||||
<supplies>
|
||||
[spawn] \n
|
||||
anomaly_scaner \n
|
||||
wpn_wincheaster1300 \n
|
||||
ammo_12x76_zhekan = 1 \n
|
||||
wpn_beretta \n
|
||||
ammo_9x19_fmj = 1 \n
|
||||
#include "gameplay\supplies\character_items_nd.xml"
|
||||
#include "gameplay\supplies\character_food.xml"
|
||||
#include "gameplay\supplies\character_drugs_4.xml"
|
||||
#include "gameplay\supplies\character_drugs_sci.xml"
|
||||
</supplies>
|
||||
<actor_dialog>actor_break_dialog</actor_dialog>
|
||||
#include "gameplay\character_criticals.xml"
|
||||
#include "gameplay\character_dialogs_no_guide.xml"
|
||||
</specific_character>
|
||||
|
||||
<!-- Ñòàëêåð 3 -->
|
||||
<specific_character id="jup_b1_stalker_3" team_default = "1">
|
||||
<name>jup_b1_stalker_3</name>
|
||||
<icon>ui_inGame2_neutral_2</icon>
|
||||
<map_icon x="1" y="0">
|
||||
</map_icon>
|
||||
<bio>Îïûòíûé ñòàëêåð. Äåòàëüíàÿ èíôîðìàöèÿ îòñóòñòâóåò.</bio>
|
||||
<class>jup_b1_stalker_3</class>
|
||||
<community>stalker</community>
|
||||
<terrain_sect>stalker_terrain</terrain_sect>
|
||||
<snd_config>characters_voice\human\stalker_3\</snd_config>
|
||||
<rank>2462</rank>
|
||||
<reputation>1723</reputation>
|
||||
<visual>actors\stalker_neutral\stalker_neutral_2</visual>
|
||||
<supplies>
|
||||
[spawn] \n
|
||||
anomaly_scaner \n
|
||||
wpn_ak74u \n
|
||||
ammo_5.45x39_fmj = 1 \n
|
||||
wpn_fort \n
|
||||
ammo_9x18_fmj = 1 \n
|
||||
#include "gameplay\supplies\character_items_nd.xml"
|
||||
#include "gameplay\supplies\character_food.xml"
|
||||
#include "gameplay\supplies\character_drugs_4.xml"
|
||||
#include "gameplay\supplies\character_drugs_sci.xml"
|
||||
</supplies>
|
||||
<actor_dialog>actor_break_dialog</actor_dialog>
|
||||
#include "gameplay\character_criticals.xml"
|
||||
#include "gameplay\character_dialogs_no_guide.xml"
|
||||
</specific_character>
|
||||
|
||||
<!-- Ñòàëêåð 4 -->
|
||||
<specific_character id="jup_b1_stalker_4" team_default = "1">
|
||||
<name>jup_b1_stalker_4</name>
|
||||
<icon>ui_inGame2_neutral_2</icon>
|
||||
<map_icon x="1" y="0">
|
||||
</map_icon>
|
||||
<bio>Îïûòíûé ñòàëêåð. Äåòàëüíàÿ èíôîðìàöèÿ îòñóòñòâóåò.</bio>
|
||||
<class>jup_b1_stalker_4</class>
|
||||
<community>stalker</community>
|
||||
<terrain_sect>stalker_terrain</terrain_sect>
|
||||
<snd_config>characters_voice\human\stalker_2\</snd_config>
|
||||
<rank>2175</rank>
|
||||
<reputation>-1620</reputation>
|
||||
<visual>actors\stalker_neutral\stalker_neutral_2</visual>
|
||||
<supplies>
|
||||
[spawn] \n
|
||||
anomaly_scaner \n
|
||||
wpn_ak74u \n
|
||||
ammo_5.45x39_fmj = 1 \n
|
||||
wpn_fort \n
|
||||
ammo_9x18_fmj = 1 \n
|
||||
#include "gameplay\supplies\character_items_nd.xml"
|
||||
#include "gameplay\supplies\character_food.xml"
|
||||
#include "gameplay\supplies\character_drugs_4.xml"
|
||||
#include "gameplay\supplies\character_drugs_sci.xml"
|
||||
</supplies>
|
||||
<actor_dialog>actor_break_dialog</actor_dialog>
|
||||
#include "gameplay\character_criticals.xml"
|
||||
#include "gameplay\character_dialogs_no_guide.xml"
|
||||
</specific_character>
|
||||
</xml>
|
||||
@@ -0,0 +1,563 @@
|
||||
<?xml version='1.0' encoding="windows-1251"?>
|
||||
|
||||
<xml>
|
||||
<!-- b36 -->
|
||||
<specific_character id="pri_b36_monolith_sniper" team_default = "1">
|
||||
<name>GENERATE_NAME_stalker</name>
|
||||
<icon>ui_inGame2_monolit_2</icon>
|
||||
<map_icon x="1" y="0">
|
||||
</map_icon>
|
||||
<bio>Îïûòíûé ñòàëêåð. Äåòàëüíàÿ èíôîðìàöèÿ îòñóòñòâóåò.</bio>
|
||||
<class>pri_b36_monolith_sniper</class>
|
||||
<community>monolith</community>
|
||||
<terrain_sect>stalker_terrain</terrain_sect>
|
||||
<snd_config>characters_voice\human\monolith_3\</snd_config><!-- 1 --><!--2-->
|
||||
<rank>1114</rank>
|
||||
<reputation>1153</reputation>
|
||||
<visual>actors\stalker_monolith\stalker_monolith_2</visual>
|
||||
<supplies>
|
||||
[spawn] \n
|
||||
wpn_svd = 1 \n
|
||||
ammo_7.62x54_7h1 = 3 \n
|
||||
wpn_colt1911 = 1 \n
|
||||
ammo_11.43x23_fmj = 1 \n
|
||||
#include "gameplay\supplies\character_items_nd.xml"
|
||||
#include "gameplay\supplies\character_food.xml"
|
||||
#include "gameplay\supplies\character_drugs_2.xml"
|
||||
</supplies>
|
||||
#include "gameplay\character_criticals.xml"
|
||||
</specific_character>
|
||||
|
||||
<specific_character id="pri_b36_monolith_master_hiding_place" team_default = "1">
|
||||
<name>GENERATE_NAME_stalker</name>
|
||||
<icon>ui_inGame2_monolit_3</icon>
|
||||
<map_icon x="1" y="0">
|
||||
</map_icon>
|
||||
<bio>Îïûòíûé ñòàëêåð. Äåòàëüíàÿ èíôîðìàöèÿ îòñóòñòâóåò.</bio>
|
||||
<class>pri_b36_monolith_master_hiding_place</class>
|
||||
<community>monolith</community>
|
||||
<terrain_sect>stalker_terrain</terrain_sect>
|
||||
<snd_config>characters_voice\human\monolith_3\</snd_config><!-- 1 --><!--2-->
|
||||
<rank>9144</rank>
|
||||
<reputation>-471</reputation>
|
||||
<visual>actors\stalker_monolith\stalker_monolith_3</visual>
|
||||
<supplies>
|
||||
[spawn] \n
|
||||
wpn_protecta = 1 \n
|
||||
ammo_12x76_zhekan = 1 \n
|
||||
wpn_desert_eagle = 1 \n
|
||||
ammo_11.43x23_hydro = 1 \n
|
||||
pri_b36_monolith_hiding_place_pda = 1 \n
|
||||
#include "gameplay\supplies\character_items_nd.xml"
|
||||
#include "gameplay\supplies\character_food.xml"
|
||||
#include "gameplay\supplies\character_drugs_3.xml"
|
||||
</supplies>
|
||||
#include "gameplay\character_criticals.xml"
|
||||
</specific_character>
|
||||
|
||||
<specific_character id="pri_b36_monolith_marine_sniper" team_default = "1">
|
||||
<name>GENERATE_NAME_stalker</name>
|
||||
<icon>ui_inGame2_monolit_3</icon>
|
||||
<map_icon x="1" y="0">
|
||||
</map_icon>
|
||||
<bio>Îïûòíûé ñòàëêåð. Äåòàëüíàÿ èíôîðìàöèÿ îòñóòñòâóåò.</bio>
|
||||
<class>pri_b36_monolith_marine_sniper</class>
|
||||
<community>monolith</community>
|
||||
<terrain_sect>stalker_terrain</terrain_sect>
|
||||
<snd_config>characters_voice\human\monolith_3\</snd_config><!-- 1 --><!--2-->
|
||||
<rank>8846</rank>
|
||||
<reputation>-1033</reputation>
|
||||
<visual>actors\stalker_monolith\stalker_monolith_3</visual>
|
||||
<supplies>
|
||||
[spawn] \n
|
||||
wpn_vintorez = 1 \n
|
||||
ammo_9x39_ap = 3 \n
|
||||
wpn_colt1911 = 1 \n
|
||||
ammo_11.43x23_hydro = 1 \n
|
||||
#include "gameplay\supplies\character_items_nd.xml"
|
||||
#include "gameplay\supplies\character_food.xml"
|
||||
#include "gameplay\supplies\character_drugs_3.xml"
|
||||
</supplies>
|
||||
#include "gameplay\character_criticals.xml"
|
||||
#include "gameplay\character_dialogs.xml"
|
||||
</specific_character>
|
||||
|
||||
<specific_character id="pri_medic_stalker" team_default = "1">
|
||||
<name>jup_b19_freedom_yar_name</name>
|
||||
<icon>ui_inGame2_Dyadka_Yar</icon>
|
||||
<map_icon x="1" y="0">
|
||||
</map_icon>
|
||||
<bio>Îïûòíûé ñòàëêåð. Äåòàëüíàÿ èíôîðìàöèÿ îòñóòñòâóåò.</bio>
|
||||
<class>pri_medic_stalker</class>
|
||||
<community>stalker</community>
|
||||
<terrain_sect>stalker_terrain</terrain_sect>
|
||||
<snd_config>characters_voice\human\freedom_1\</snd_config><!--2-->
|
||||
<rank>9389</rank>
|
||||
<reputation>2309</reputation>
|
||||
<money min="1000000" max="1000000" infinitive="1"/>
|
||||
<visual>actors\stalker_freedom\stalker_freedom_2_face_2</visual>
|
||||
<supplies>
|
||||
[spawn] \n
|
||||
wpn_svd = 1 \n
|
||||
ammo_7.62x54_7h1 = 3 \n
|
||||
wpn_beretta = 1 \n
|
||||
ammo_9x19_pbp = 1 \n
|
||||
#include "gameplay\supplies\character_food_army.xml"
|
||||
#include "gameplay\supplies\character_drugs.xml"
|
||||
#include "gameplay\supplies\character_drugs_mil.xml"
|
||||
</supplies>
|
||||
<actor_dialog>dm_init_trader</actor_dialog>
|
||||
<actor_dialog>jup_b19_freedom_yar_pripyat_healing</actor_dialog>
|
||||
<actor_dialog>jup_b19_freedom_yar_break_dialog</actor_dialog>
|
||||
#include "gameplay\character_criticals.xml"
|
||||
</specific_character>
|
||||
|
||||
|
||||
<!--======================( Palace of Culture )======================-->
|
||||
<!-- Rabbit (Monolith Trader) Character Description -->
|
||||
<specific_character id="pri_monolith_monolith_trader_stalker" team_default="1">
|
||||
<name>pri_monolith_monolith_trader_stalker_name</name>
|
||||
<icon>ui_inGame2_monolith_trade</icon>
|
||||
<bio>Îïûòíûé ñòàëêåð. Äåòàëüíàÿ èíôîðìàöèÿ îòñóòñòâóåò.</bio>
|
||||
<class>pri_monolith_monolith_trader_stalker</class>
|
||||
<community>monolith</community>
|
||||
<map_icon x="1" y="0"/>
|
||||
<terrain_sect>stalker_terrain</terrain_sect>
|
||||
<rank>16846</rank>
|
||||
<reputation>380</reputation>
|
||||
<money min="1000000" max="1000000" infinitive="1"/>
|
||||
<visual>actors\stalker_monolith\stalker_monolith_2_face_1</visual>
|
||||
<snd_config>characters_voice\human\monolith_3\</snd_config><!-- 1 -->
|
||||
<supplies></supplies>
|
||||
#include "gameplay\character_criticals.xml"
|
||||
|
||||
<actor_dialog>dm_init_trader</actor_dialog>
|
||||
<actor_dialog>drx_sl_pri_monolith_monolith_trader_stalker_game_start_dialog_1</actor_dialog>
|
||||
<actor_dialog>drx_sl_cf_task_completed_dialog</actor_dialog>
|
||||
<actor_dialog>drx_sl_task_completed_dialog</actor_dialog>
|
||||
<actor_dialog>dm_ordered_task_completed_dialog</actor_dialog>
|
||||
<actor_dialog>dm_ordered_task_cancel_dialog</actor_dialog>
|
||||
<actor_dialog>drx_sl_pri_monolith_monolith_trader_stalker_meet_dialog</actor_dialog>
|
||||
<actor_dialog>buy_route</actor_dialog>
|
||||
<actor_dialog>dm_ordered_task_dialog</actor_dialog>
|
||||
<actor_dialog>drx_sl_change_faction_dialog</actor_dialog>
|
||||
<!---------- mlr ----------->
|
||||
<!--actor_dialog>buy_extra_items</actor_dialog-->
|
||||
<!---------- mlr ----------->
|
||||
<actor_dialog>actor_break_dialog</actor_dialog>
|
||||
|
||||
</specific_character>
|
||||
|
||||
<!-- Cleric (Monolith Mechanic) Character Description -->
|
||||
<specific_character id="pri_monolith_monolith_mechanic_stalker" team_default="1">
|
||||
<name>pri_monolith_monolith_mechanic_stalker_name</name>
|
||||
<icon>ui_inGame2_monolith_tech</icon>
|
||||
<bio>Îïûòíûé ñòàëêåð. Äåòàëüíàÿ èíôîðìàöèÿ îòñóòñòâóåò.</bio>
|
||||
<class>pri_monolith_monolith_mechanic_stalker</class>
|
||||
<community>monolith</community>
|
||||
<map_icon x="1" y="0"/>
|
||||
<terrain_sect>stalker_terrain</terrain_sect>
|
||||
<!--mechanic_mode>1</mechanic_mode-->
|
||||
<money min="1000000" max="1000000" infinitive="1"/>
|
||||
<rank>14698</rank>
|
||||
<reputation>-900</reputation>
|
||||
<visual>actors\stalker_monolith\stalker_monolith_2_face_2</visual>
|
||||
<snd_config>characters_voice\human\monolith_3\</snd_config><!-- 1 -->
|
||||
<supplies></supplies>
|
||||
#include "gameplay\character_criticals.xml"
|
||||
<actor_dialog>dm_init_trader</actor_dialog>
|
||||
<actor_dialog>dm_init_mechanic</actor_dialog>
|
||||
<actor_dialog>drx_sl_task_completed_dialog</actor_dialog>
|
||||
<actor_dialog>dm_ordered_task_completed_dialog</actor_dialog>
|
||||
<actor_dialog>drx_sl_pri_monolith_monolith_mechanic_stalker_meet_dialog</actor_dialog>
|
||||
<actor_dialog>dm_broker_dialog</actor_dialog>
|
||||
<actor_dialog>drx_sl_mechanic_task_dialog</actor_dialog>
|
||||
<actor_dialog>dm_tech_repair</actor_dialog>
|
||||
<actor_dialog>dm_encrypted_pda</actor_dialog>
|
||||
<actor_dialog>awr_tech_dialog_drink_1</actor_dialog>
|
||||
<actor_dialog>actor_break_dialog</actor_dialog>
|
||||
</specific_character>
|
||||
|
||||
<!-- Eidolon (Elite Monolith Soldier) Character Description - Made by SarisKhan for Lost to the Zone - 20 September 2017 -->
|
||||
<specific_character id="monolith_eidolon" team_default = "1">
|
||||
<name>monolith_eidolon_name</name>
|
||||
<icon>ui_inGame2_monolit_1</icon>
|
||||
<map_icon x="1" y="0">
|
||||
</map_icon>
|
||||
<bio>Perhaps the most infamous Monolith warrior, the one personally responsible for reactivating the Brain Scorcher.</bio>
|
||||
|
||||
<class>monolith_eidolon</class>
|
||||
<community>monolith</community>
|
||||
<terrain_sect>stalker_terrain</terrain_sect>
|
||||
<snd_config>characters_voice\human\monolith_3\</snd_config>
|
||||
|
||||
<rank>21256</rank>
|
||||
<reputation>-2000</reputation>
|
||||
|
||||
<visual>actors\stalker_radseva_series\stalker_monolith_radseva</visual>
|
||||
<supplies>
|
||||
|
||||
[spawn_loadout] \n
|
||||
wpn_groza = 1 \n
|
||||
wpn_val_kobra = 1 \n
|
||||
wpn_vihr_kobra = 1 \n
|
||||
[spawn_loadout2] \n
|
||||
wpn_fort_snag = 1 \n
|
||||
wpn_gsh18_custom = 1 \n
|
||||
[spawn] \n
|
||||
grenade_f1 = 2 \n
|
||||
detector_elite = 1 \n
|
||||
af_monolith = 1 \n
|
||||
|
||||
#include "gameplay\supplies\character_food_army.xml"
|
||||
#include "gameplay\supplies\character_drugs_4.xml"
|
||||
#include "gameplay\supplies\character_drugs_sci.xml"
|
||||
#include "gameplay\supplies\character_drugs_mil.xml"
|
||||
</supplies>
|
||||
#include "gameplay\character_criticals.xml"
|
||||
|
||||
<start_dialog>monolith_eidolon_start</start_dialog>
|
||||
<actor_dialog>monolith_eidolon_st</actor_dialog>
|
||||
<actor_dialog>dm_ordered_task_dialog</actor_dialog>
|
||||
<actor_dialog>dm_ordered_task_completed_dialog</actor_dialog>
|
||||
<actor_dialog>dm_ordered_task_cancel_dialog</actor_dialog>
|
||||
<actor_dialog>actor_break_dialog</actor_dialog>
|
||||
|
||||
</specific_character>
|
||||
|
||||
<!-- Charon, in the basement of the Palace of Culture --->
|
||||
<specific_character id="lider_monolith_haron" team_default="1">
|
||||
<name>lider_monolith_haron_name</name>
|
||||
<icon>ui_inGame2_monolit_4</icon>
|
||||
<map_icon x="1" y="0"></map_icon>
|
||||
<bio>‹èäåð Œîíîëèòà. „åòàëüíàß No information is available.</bio>
|
||||
|
||||
<class>lider_monolith_haron</class>
|
||||
<community>monolith</community><terrain_sect>stalker_terrain</terrain_sect>
|
||||
<snd_config>characters_voice\human\monolith_3\</snd_config>
|
||||
|
||||
<rank>22000</rank>
|
||||
<money min="0" max="0" infinitive="0"/>
|
||||
<reputation>-3000</reputation>
|
||||
|
||||
<visual>actors\stalker_monolith\stalker_monolith4b</visual>
|
||||
<supplies>
|
||||
|
||||
[spawn] \n
|
||||
wpn_val = 1 \n
|
||||
ammo_9x39_ap = 1 \n
|
||||
#include "gameplay\supplies\character_items.xml"
|
||||
#include "gameplay\supplies\character_food.xml"
|
||||
#include "gameplay\supplies\character_drugs.xml"
|
||||
</supplies>
|
||||
#include "gameplay\character_criticals.xml"
|
||||
<actor_dialog>dm_ordered_task_dialog</actor_dialog>
|
||||
<actor_dialog>dm_ordered_task_completed_dialog</actor_dialog>
|
||||
<actor_dialog>meet_guid_l11pri_mon_haron</actor_dialog>
|
||||
<actor_dialog>meet_guid_l11pri_mon_haron_list</actor_dialog>
|
||||
<actor_dialog>travel_guid_l11pri_mon_haron</actor_dialog>
|
||||
<actor_dialog>find_blackbox_mlr_reward_haron</actor_dialog>
|
||||
|
||||
<!-- SftZ -->
|
||||
<actor_dialog>ac_charon_0</actor_dialog>
|
||||
<actor_dialog>ac_charon_1</actor_dialog>
|
||||
|
||||
<actor_dialog>actor_break_dialog</actor_dialog>
|
||||
</specific_character>
|
||||
|
||||
|
||||
<!--======================( Laundromat )======================-->
|
||||
<!-- Technician at the Laundromat -->
|
||||
<specific_character id="pri_a16_mech_mlr" team_default="1">
|
||||
<name>pri_a16_mech_mlr_name</name>
|
||||
<icon>ui_inGame2_neutral_2_mask</icon>
|
||||
<map_icon x="1" y="0"></map_icon>
|
||||
<bio>�åò äàííûõ.</bio>
|
||||
|
||||
<class>pri_a16_mech_mlr</class>
|
||||
<community>stalker</community>
|
||||
<terrain_sect>stalker_terrain</terrain_sect>
|
||||
<snd_config>characters_voice\human\stalker_2\</snd_config>
|
||||
<!--mechanic_mode>1</mechanic_mode-->
|
||||
|
||||
<rank>4800</rank>
|
||||
<money min="1000000" max="1000000" infinitive="1"/>
|
||||
<reputation>1900</reputation>
|
||||
|
||||
<visual>actors\stalker_neutral\stalker_neutral2a_mask</visual>
|
||||
<supplies>
|
||||
|
||||
[spawn] \n
|
||||
wpn_ak74 \n
|
||||
ammo_5.45x39_ap = 3 \n
|
||||
#include "gameplay\supplies\character_items.xml"
|
||||
#include "gameplay\supplies\character_food.xml"
|
||||
#include "gameplay\supplies\character_drugs.xml"
|
||||
</supplies>
|
||||
#include "gameplay\character_criticals.xml"
|
||||
|
||||
<actor_dialog>dm_init_trader</actor_dialog>
|
||||
<actor_dialog>dm_init_mechanic</actor_dialog>
|
||||
<actor_dialog>dm_ordered_task_dialog</actor_dialog>
|
||||
<actor_dialog>dm_ordered_task_completed_dialog</actor_dialog>
|
||||
<actor_dialog>dm_tech_repair</actor_dialog>
|
||||
<actor_dialog>actor_break_dialog</actor_dialog>
|
||||
</specific_character>
|
||||
|
||||
<!-- Guide in eastern Pripyat -->
|
||||
<specific_character id="guid_pri_a15_mlr" team_default="1">
|
||||
<name>guid_pri_a15_mlr_name</name>
|
||||
<icon>ui_inGame2_neutral_2_mask</icon>
|
||||
<map_icon x="1" y="0">
|
||||
</map_icon>
|
||||
<bio>An experienced stalker. No detailed information is available.</bio>
|
||||
<class>guid_pri_a15_mlr</class>
|
||||
<community>stalker</community>
|
||||
<terrain_sect>stalker_terrain</terrain_sect>
|
||||
<snd_config>characters_voice\human\stalker_2\</snd_config>
|
||||
|
||||
<rank>8000</rank>
|
||||
<money min="12000" max="17000" infinitive="0"/>
|
||||
<reputation>1300</reputation>
|
||||
<visual>actors\stalker_neutral\stalker_neutral2a_mas2</visual>
|
||||
<supplies>
|
||||
|
||||
[spawn] \n
|
||||
wpn_svu \n
|
||||
ammo_7.62x54_7h1 = 1 \n
|
||||
|
||||
#include "gameplay\supplies\character_items.xml"
|
||||
#include "gameplay\supplies\character_food.xml"
|
||||
#include "gameplay\supplies\character_drugs.xml"
|
||||
</supplies>
|
||||
#include "gameplay\character_criticals.xml"
|
||||
<actor_dialog>meet_guid_pri_stalker</actor_dialog>
|
||||
<actor_dialog>travel_guid_pri_stalker</actor_dialog>
|
||||
<actor_dialog>meet_guid_pri_stalker_list</actor_dialog>
|
||||
<actor_dialog>actor_break_dialog</actor_dialog>
|
||||
</specific_character>
|
||||
|
||||
<!-- Merchant in eastern Pripyat -->
|
||||
<specific_character id="trader_pri_a15_mlr" team_default="1">
|
||||
<name>trader_pri_a15_mlr_name</name>
|
||||
<icon>ui_inGame2_neutral_1</icon>
|
||||
<map_icon x="1" y="0">
|
||||
</map_icon>
|
||||
<bio>An experienced stalker. No detailed information is available.</bio>
|
||||
<class>trader_pri_a15_mlr</class>
|
||||
<community>stalker</community>
|
||||
<terrain_sect>stalker_terrain</terrain_sect>
|
||||
<snd_config>characters_voice\human\stalker_3\</snd_config>
|
||||
|
||||
<rank>6000</rank>
|
||||
<money min="1000000" max="1000000" infinitive="1"/>
|
||||
<reputation>-1000</reputation>
|
||||
<visual>actors\stalker_neutral\esc_mechanic_furgon</visual>
|
||||
<supplies>
|
||||
|
||||
[spawn] \n
|
||||
wpn_desert_eagle \n
|
||||
ammo_11.43x23_fmj = 1 \n
|
||||
|
||||
#include "gameplay\supplies\character_items.xml"
|
||||
#include "gameplay\supplies\character_food.xml"
|
||||
#include "gameplay\supplies\character_drugs.xml"
|
||||
</supplies>
|
||||
#include "gameplay\character_criticals.xml"
|
||||
<actor_dialog>dm_init_trader</actor_dialog>
|
||||
<actor_dialog>buy_route</actor_dialog>
|
||||
<actor_dialog>actor_break_dialog</actor_dialog>
|
||||
</specific_character>
|
||||
|
||||
|
||||
<!--======================( Yubileiny service center )======================-->
|
||||
<!-- Monolith Mechanic -->
|
||||
<specific_character id="mechanic_monolith_kbo" team_default="1">
|
||||
<name>mechanic_monolith_kbo_name</name>
|
||||
<icon>ui_inGame2_Bracer</icon>
|
||||
<map_icon x="1" y="0"></map_icon>
|
||||
<bio>Monolith Mechanic.</bio>
|
||||
|
||||
<class>mechanic_monolith_kbo</class>
|
||||
<community>monolith</community><terrain_sect>stalker_terrain</terrain_sect>
|
||||
<!--mechanic_mode>1</mechanic_mode-->
|
||||
<snd_config>characters_voice\human\monolith_3\</snd_config><!-- 1 --><!--2-->
|
||||
|
||||
<rank>4000</rank>
|
||||
<money min="1000000" max="1000000" infinitive="1"/>
|
||||
<reputation>0</reputation>
|
||||
|
||||
<visual>actors\mnp_npc_remeik\monolit_jupiter_mechanik</visual>
|
||||
<supplies>
|
||||
|
||||
[spawn] \n
|
||||
wpn_abakan = 1 \n
|
||||
ammo_5.45x39_ap = 1 \n
|
||||
#include "gameplay\supplies\character_items.xml"
|
||||
#include "gameplay\supplies\character_food.xml"
|
||||
#include "gameplay\supplies\character_drugs.xml"
|
||||
</supplies>
|
||||
#include "gameplay\character_criticals.xml"
|
||||
<start_dialog>mechanic_monolith_kbo_start</start_dialog>
|
||||
<actor_dialog>dm_init_trader</actor_dialog>
|
||||
<actor_dialog>dm_init_mechanic</actor_dialog>
|
||||
<actor_dialog>dm_ordered_task_dialog</actor_dialog>
|
||||
<actor_dialog>dm_ordered_task_completed_dialog</actor_dialog>
|
||||
<actor_dialog>dm_encrypted_pda</actor_dialog>
|
||||
<actor_dialog>awr_tech_dialog_drink_1</actor_dialog>
|
||||
<actor_dialog>dm_tech_repair</actor_dialog>
|
||||
<actor_dialog>actor_break_dialog</actor_dialog>
|
||||
</specific_character>
|
||||
|
||||
<!-- Monolith trader -->
|
||||
<specific_character id="trader_monolith_kbo" team_default="1">
|
||||
<name>trader_monolith_kbo_name</name>
|
||||
<icon>ui_inGame2_Olivar</icon>
|
||||
<map_icon x="1" y="0"></map_icon>
|
||||
<bio>Monolith, supplying his brothers with equipment.</bio>
|
||||
|
||||
<class>trader_monolith_kbo</class>
|
||||
<community>monolith</community><terrain_sect>stalker_terrain</terrain_sect>
|
||||
<snd_config>characters_voice\human\monolith_3\</snd_config><!-- 1 --><!--2-->
|
||||
|
||||
<rank>4000</rank>
|
||||
<money min="1000000" max="1000000" infinitive="1"/>
|
||||
<reputation>0</reputation>
|
||||
|
||||
<visual>actors\stalker_monolith\stalker_monolith_2a_face_rabbit</visual>
|
||||
<supplies>
|
||||
|
||||
[spawn] \n
|
||||
wpn_val = 1 \n
|
||||
ammo_9x39_ap = 1 \n
|
||||
#include "gameplay\supplies\character_items.xml"
|
||||
#include "gameplay\supplies\character_food.xml"
|
||||
#include "gameplay\supplies\character_drugs.xml"
|
||||
</supplies>
|
||||
#include "gameplay\character_criticals.xml"
|
||||
<actor_dialog>dm_init_trader</actor_dialog>
|
||||
<actor_dialog>drx_sl_task_completed_dialog</actor_dialog>
|
||||
<actor_dialog>drx_sl_trader_monolith_kbo_meet_dialog</actor_dialog>
|
||||
<actor_dialog>meet_guid_prikbo_mon</actor_dialog>
|
||||
<actor_dialog>meet_guid_prikbo_mon_list</actor_dialog>
|
||||
<actor_dialog>travel_guid_prikbo_mon_mon</actor_dialog>
|
||||
<actor_dialog>buy_route</actor_dialog>
|
||||
<actor_dialog>actor_break_dialog</actor_dialog>
|
||||
</specific_character>
|
||||
|
||||
|
||||
<!--======================( Bookstore )======================-->
|
||||
<!-- Trunk (Mercenary Mechanic) -->
|
||||
<specific_character id="merc_pri_a18_mech_mlr" team_default="1">
|
||||
<name>merc_pri_a18_mech_mlr_name</name>
|
||||
<map_icon x="1" y="0"/>
|
||||
<icon>ui_inGame2_Trunk</icon>
|
||||
<bio>No information is available.</bio>
|
||||
|
||||
<class>merc_pri_a18_mech_mlr</class>
|
||||
<community>killer</community>
|
||||
<terrain_sect>stalker_terrain</terrain_sect>
|
||||
<rank>2100</rank>
|
||||
<reputation>1</reputation>
|
||||
<visual>actors\mnp_npc_remeik\merc_black</visual>
|
||||
<snd_config>characters_voice\human\killer_3\</snd_config>
|
||||
<!--mechanic_mode>1</mechanic_mode-->
|
||||
<money min="1000000" max="1000000" infinitive="1"/>
|
||||
|
||||
<supplies>
|
||||
[spawn] \n
|
||||
wpn_lr300 \n
|
||||
ammo_5.56x45_ap = 1 \n
|
||||
|
||||
#include "gameplay\supplies\character_items_nd.xml"
|
||||
#include "gameplay\supplies\character_food.xml"
|
||||
#include "gameplay\supplies\character_drugs.xml"
|
||||
</supplies>
|
||||
|
||||
#include "gameplay\character_criticals.xml"
|
||||
<actor_dialog>dm_init_trader</actor_dialog>
|
||||
<actor_dialog>dm_init_mechanic</actor_dialog>
|
||||
<actor_dialog>dm_tech_repair</actor_dialog>
|
||||
<actor_dialog>tech_a18_meet_dialog</actor_dialog> <!-- MLR -->
|
||||
<actor_dialog>tech_a18_meet_dialog_1</actor_dialog> <!-- MLR -->
|
||||
<actor_dialog>tech_a18_meet_dialog_2</actor_dialog> <!-- MLR -->
|
||||
<actor_dialog>dm_encrypted_pda</actor_dialog>
|
||||
<actor_dialog>awr_tech_dialog_drink_1</actor_dialog>
|
||||
<actor_dialog>actor_break_dialog</actor_dialog>
|
||||
|
||||
</specific_character>
|
||||
|
||||
<!-- Griffith (Mercs leader in Book Store) -->
|
||||
<specific_character id="merc_pri_grifon_mlr" team_default="1">
|
||||
<name>merc_pri_grifon_mlr_name</name>
|
||||
<map_icon x="1" y="0"/>
|
||||
<icon>ui_inGame2_Griffith</icon>
|
||||
<bio>No information is available.</bio>
|
||||
|
||||
<class>merc_pri_grifon_mlr</class>
|
||||
<community>killer</community>
|
||||
<terrain_sect>stalker_terrain</terrain_sect>
|
||||
<rank>5000</rank>
|
||||
<reputation>-1500</reputation>
|
||||
<money min="6000" max="12000" infinitive="0"/>
|
||||
<visual>actors\mnp_npc_remeik\merc_tihiy</visual>
|
||||
<snd_config>characters_voice\human\killer_3\</snd_config>
|
||||
|
||||
<supplies>
|
||||
[spawn] \n
|
||||
wpn_g36 \n
|
||||
ammo_5.56x45_ap = 1 \n
|
||||
wpn_sig220 = 1 \n
|
||||
ammo_11.43x23_hydro = 1 \n
|
||||
|
||||
#include "gameplay\supplies\character_items_nd.xml"
|
||||
#include "gameplay\supplies\character_food.xml"
|
||||
#include "gameplay\supplies\character_drugs.xml"
|
||||
</supplies>
|
||||
|
||||
#include "gameplay\character_criticals.xml"
|
||||
<actor_dialog>grifon_meet_dialog</actor_dialog>
|
||||
<actor_dialog>drx_sl_task_completed_dialog</actor_dialog>
|
||||
<actor_dialog>drx_sl_merc_pri_grifon_mlr_meet_dialog</actor_dialog>
|
||||
<actor_dialog>task_find_inf_inx_8_mlr_1</actor_dialog>
|
||||
<actor_dialog>task_find_inf_inx_8_mlr_2</actor_dialog>
|
||||
<actor_dialog>dm_ordered_task_dialog</actor_dialog>
|
||||
<actor_dialog>dm_ordered_task_completed_dialog</actor_dialog>
|
||||
<actor_dialog>buy_route</actor_dialog>
|
||||
<actor_dialog>actor_break_dialog</actor_dialog>
|
||||
</specific_character>
|
||||
|
||||
<!-- Special trader, substituting Nimble as special orders trader -->
|
||||
<specific_character id="pri_special_trader_mlr" team_default="1">
|
||||
<name>pri_special_trader_mlr_name</name>
|
||||
<icon>ui_inGame2_Meeker</icon>
|
||||
<map_icon x="1" y="0"></map_icon>
|
||||
<bio>�åò äàííûõ.</bio>
|
||||
|
||||
<class>pri_special_trader_mlr</class>
|
||||
<community>killer</community> <terrain_sect>stalker_terrain</terrain_sect>
|
||||
<snd_config>characters_voice\human\killer_1\</snd_config>
|
||||
|
||||
<rank>7500</rank>
|
||||
<money min="100" max="1000" infinitive="0"/>
|
||||
<reputation>1500</reputation>
|
||||
|
||||
<visual>actors\mnp_npc_remeik\killer_leshiy</visual>
|
||||
<supplies>
|
||||
|
||||
[spawn] \n
|
||||
wpn_g36 \n
|
||||
ammo_5.56x45_ap = 1 \n
|
||||
#include "gameplay\supplies\character_items.xml"
|
||||
#include "gameplay\supplies\character_food.xml"
|
||||
#include "gameplay\supplies\character_drugs.xml"
|
||||
</supplies>
|
||||
#include "gameplay\character_criticals.xml"
|
||||
<actor_dialog>dm_init_trader</actor_dialog>
|
||||
<actor_dialog>pri_special_trader_mlr1</actor_dialog>
|
||||
<actor_dialog>pri_special_trader_mlr4</actor_dialog>
|
||||
<actor_dialog>pri_special_trader_mlr2</actor_dialog>
|
||||
<actor_dialog>pri_special_trader_mlr3</actor_dialog>
|
||||
<actor_dialog>actor_break_dialog</actor_dialog>
|
||||
</specific_character>
|
||||
</xml>
|
||||
@@ -0,0 +1,174 @@
|
||||
<?xml version='1.0' encoding="windows-1251"?>
|
||||
<xml>
|
||||
|
||||
<!--======================( Forester Tower )======================-->
|
||||
<!-- FORESTER -->
|
||||
<specific_character id="red_forester_tech" team_default="1">
|
||||
<name>red_forester_name</name>
|
||||
<icon>ui_inGame2_forester</icon>
|
||||
<bio>red_forester_name</bio>
|
||||
<class>red_forester</class>
|
||||
<community>trader</community>
|
||||
<map_icon x="1" y="0"/>
|
||||
<terrain_sect>stalker_terrain</terrain_sect>
|
||||
<rank>18451</rank>
|
||||
<reputation>2425</reputation>
|
||||
<money min="1000000" max="1000000" infinitive="1"/>
|
||||
<visual>actors\stalker_lesnik\stalker_lesnik_1</visual>
|
||||
<supplies>
|
||||
[spawn] \n
|
||||
#include "gameplay\supplies\character_items.xml"
|
||||
#include "gameplay\supplies\character_food.xml"
|
||||
#include "gameplay\supplies\character_drugs.xml"
|
||||
</supplies>
|
||||
<!--mechanic_mode>1</mechanic_mode-->
|
||||
<start_dialog>red_forester_hello_dialog</start_dialog>
|
||||
<actor_dialog>dm_init_trader</actor_dialog>
|
||||
<actor_dialog>dm_init_mechanic</actor_dialog>
|
||||
<actor_dialog>red_forester_who_are_you</actor_dialog>
|
||||
<actor_dialog>red_forester_mortal_sin</actor_dialog> <!-- LTTZ -->
|
||||
<!--actor_dialog>red_forester_about_doc</actor_dialog--> <!-- Mysteries of the zone -->
|
||||
<actor_dialog>red_forester_about_zone</actor_dialog>
|
||||
<actor_dialog>red_forester_about_forest</actor_dialog>
|
||||
<!--actor_dialog>look_for_cs_history_part_2_1</actor_dialog--> <!-- MLR -->
|
||||
<actor_dialog>buy_route</actor_dialog>
|
||||
<actor_dialog>dm_tech_repair</actor_dialog>
|
||||
<actor_dialog>awr_tech_dialog_drink_1</actor_dialog>
|
||||
<!--SftZ -->
|
||||
<actor_dialog>forester_legendary_0</actor_dialog>
|
||||
<actor_dialog>forester_legendary_1</actor_dialog>
|
||||
<actor_dialog>forester_legendary_2</actor_dialog>
|
||||
<actor_dialog>forester_legendary_5</actor_dialog>
|
||||
<actor_dialog>forester_legendary_4</actor_dialog>
|
||||
<actor_dialog>forester_mutanthammer</actor_dialog>
|
||||
<actor_dialog>forester_legendary_3</actor_dialog>
|
||||
|
||||
|
||||
|
||||
|
||||
<actor_dialog>actor_break_dialog</actor_dialog>
|
||||
</specific_character>
|
||||
|
||||
<!--======================( Bridge to Limansk )======================-->
|
||||
<!-- (Monolith Trader) Character Description -->
|
||||
<specific_character id="monolith_bridge_trader_mlr" team_default="1">
|
||||
<name>GENERATE_NAME_stalker</name>
|
||||
<icon>ui_inGame2_rabbit</icon>
|
||||
<map_icon x="1" y="0"></map_icon>
|
||||
<bio>Детальная No information is available.</bio>
|
||||
|
||||
<class>monolith_bridge_trader_mlr</class>
|
||||
<community>monolith</community><terrain_sect>stalker_terrain</terrain_sect>
|
||||
<snd_config>characters_voice\human\monolith_3\</snd_config><!-- 1 --><!--2-->
|
||||
|
||||
<rank>4500</rank>
|
||||
<money min="1000000" max="1000000" infinitive="1"/>
|
||||
<reputation>-800</reputation>
|
||||
|
||||
<visual>actors\stalker_monolith\stalker_monolith_2a_face_rabbit</visual>
|
||||
<supplies>
|
||||
|
||||
[spawn] \n
|
||||
wpn_val = 1 \n
|
||||
ammo_9x39_ap = 1 \n
|
||||
#include "gameplay\supplies\character_items.xml"
|
||||
#include "gameplay\supplies\character_food.xml"
|
||||
#include "gameplay\supplies\character_drugs.xml"
|
||||
</supplies>
|
||||
#include "gameplay\character_criticals.xml"
|
||||
<actor_dialog>dm_init_trader</actor_dialog>
|
||||
<actor_dialog>dm_ordered_task_dialog</actor_dialog>
|
||||
<actor_dialog>dm_ordered_task_completed_dialog</actor_dialog>
|
||||
|
||||
<actor_dialog>meet_guid_red_forest_mon</actor_dialog>
|
||||
<actor_dialog>meet_guid_red_forest_mon_list</actor_dialog>
|
||||
<actor_dialog>travel_guid_red_forest_mon</actor_dialog>
|
||||
<actor_dialog>buy_route</actor_dialog>
|
||||
<actor_dialog>actor_break_dialog</actor_dialog>
|
||||
</specific_character>
|
||||
|
||||
<!--======================( Mine )======================-->
|
||||
<!-- Stribog - (Sin Trader) -->
|
||||
<specific_character id="red_greh_trader" team_default="1">
|
||||
<name>red_greh_trader_name</name>
|
||||
<icon>ui_inGame2_Stribog</icon>
|
||||
<map_icon x="1" y="0"></map_icon>
|
||||
<bio>Детальная No information is available.</bio>
|
||||
|
||||
<class>red_greh_trader</class>
|
||||
<community>greh</community><terrain_sect>stalker_terrain</terrain_sect>
|
||||
<snd_config>characters_voice\human\greh_1\</snd_config>
|
||||
|
||||
<rank>4500</rank>
|
||||
<money min="50000" max="75000" infinitive="1"/>
|
||||
<reputation>-1800</reputation>
|
||||
|
||||
<visual>actors\stalker_greh\stalker_greh_trader</visual>
|
||||
<supplies>
|
||||
|
||||
[spawn] \n
|
||||
wpn_ak74m_camo = 1 \n
|
||||
ammo_5.45x39_ap = 2 \n
|
||||
wpn_mp443 = 1 \n
|
||||
ammo_9x18_fmj = 2 \n
|
||||
#include "gameplay\supplies\character_items.xml"
|
||||
#include "gameplay\supplies\character_food.xml"
|
||||
#include "gameplay\supplies\character_drugs.xml"
|
||||
</supplies>
|
||||
#include "gameplay\character_criticals.xml"
|
||||
<start_dialog>red_greh_trader_start_dialog</start_dialog>
|
||||
<actor_dialog>red_greh_trader_st</actor_dialog>
|
||||
<actor_dialog>dm_init_trader</actor_dialog>
|
||||
<actor_dialog>drx_sl_red_greh_trader_game_start_dialog_1</actor_dialog>
|
||||
<actor_dialog>drx_sl_cf_task_completed_dialog</actor_dialog>
|
||||
<actor_dialog>drx_sl_task_completed_dialog</actor_dialog>
|
||||
<actor_dialog>dm_ordered_task_completed_dialog</actor_dialog>
|
||||
<actor_dialog>drx_sl_red_greh_trader_meet_dialog</actor_dialog>
|
||||
<actor_dialog>dm_ordered_task_dialog</actor_dialog>
|
||||
<actor_dialog>dm_broker_dialog</actor_dialog>
|
||||
<actor_dialog>buy_route</actor_dialog>
|
||||
<actor_dialog>drx_sl_change_faction_dialog</actor_dialog>
|
||||
<actor_dialog>actor_break_dialog</actor_dialog>
|
||||
</specific_character>
|
||||
|
||||
<!-- Dazhbog - (Sin Mechanic) -->
|
||||
<specific_character id="red_greh_tech" team_default="1">
|
||||
<name>red_greh_tech_name</name>
|
||||
<icon>ui_inGame2_Dazhbog</icon>
|
||||
<map_icon x="1" y="0"></map_icon>
|
||||
<bio>Детальная No information is available.</bio>
|
||||
|
||||
<class>red_greh_tech</class>
|
||||
<community>greh</community><terrain_sect>stalker_terrain</terrain_sect>
|
||||
<snd_config>characters_voice\human\greh_1\</snd_config>
|
||||
|
||||
<rank>6300</rank>
|
||||
<money min="50000" max="75000" infinitive="1"/>
|
||||
<reputation>-400</reputation>
|
||||
|
||||
<visual>actors\stalker_greh\stalker_greh_tech</visual>
|
||||
<supplies>
|
||||
|
||||
[spawn] \n
|
||||
wpn_mp133 = 1 \n
|
||||
ammo_12x76_zhekan = 2 \n
|
||||
wpn_gsh18 = 1 \n
|
||||
ammo_9x19_fmj = 2 \n
|
||||
#include "gameplay\supplies\character_items.xml"
|
||||
#include "gameplay\supplies\character_food.xml"
|
||||
#include "gameplay\supplies\character_drugs.xml"
|
||||
</supplies>
|
||||
#include "gameplay\character_criticals.xml"
|
||||
<start_dialog>red_greh_tech_start_dialog</start_dialog>
|
||||
<actor_dialog>red_greh_tech_st</actor_dialog>
|
||||
<actor_dialog>dm_init_trader</actor_dialog>
|
||||
<actor_dialog>dm_init_mechanic</actor_dialog>
|
||||
<actor_dialog>drx_sl_task_completed_dialog</actor_dialog>
|
||||
<actor_dialog>dm_ordered_task_completed_dialog</actor_dialog>
|
||||
<actor_dialog>drx_sl_red_greh_tech_meet_dialog</actor_dialog>
|
||||
<actor_dialog>drx_sl_mechanic_task_dialog</actor_dialog>
|
||||
<actor_dialog>dm_tech_repair</actor_dialog>
|
||||
<actor_dialog>dm_encrypted_pda</actor_dialog>
|
||||
<actor_dialog>actor_break_dialog</actor_dialog>
|
||||
</specific_character>
|
||||
</xml>
|
||||
@@ -0,0 +1,362 @@
|
||||
<?xml version='1.0' encoding="windows-1251"?>
|
||||
<!-- CoC 1.4.10 - DoctorX Questlines 1.6 -->
|
||||
<xml>
|
||||
|
||||
<!-- Professor Sakharov (Ecologist Trader) Character Description -->
|
||||
<specific_character id="yan_stalker_sakharov" team_default = "1">
|
||||
<name>yan_st_sakharov_name</name>
|
||||
<icon>ui_inGame2_sakharov</icon>
|
||||
<map_icon x="1" y="0"></map_icon>
|
||||
<bio></bio>
|
||||
<class>yan_stalker_sakharov</class>
|
||||
<community>ecolog</community> <terrain_sect>stalker_terrain</terrain_sect>
|
||||
<snd_config>characters_voice\human\stalker_1\</snd_config>
|
||||
<rank>16743</rank>
|
||||
<reputation>1874</reputation>
|
||||
<money min="1000000" max="1000000" infinitive="1"/>
|
||||
<visual>actors\stalker_ucheniy\stalker_ucheniy_1</visual>
|
||||
<crouch_type>0</crouch_type>
|
||||
<supplies>
|
||||
[spawn] \n
|
||||
good_psy_helmet \n
|
||||
hand_radio = 1 \n
|
||||
#include "gameplay\supplies\character_food.xml"
|
||||
#include "gameplay\supplies\character_drugs.xml"
|
||||
</supplies>
|
||||
#include "gameplay\character_criticals.xml"
|
||||
|
||||
<start_dialog>yan_stalker_sakharov_start</start_dialog>
|
||||
<actor_dialog>dm_init_trader</actor_dialog>
|
||||
<actor_dialog>sakharov_questlines_about_dialog</actor_dialog>
|
||||
<actor_dialog>drx_sl_yan_stalker_sakharov_game_start_dialog_1</actor_dialog>
|
||||
<!-- LTTZ -->
|
||||
<actor_dialog>sakharov_living_legend</actor_dialog>
|
||||
<actor_dialog>sakharov_living_legend_finish</actor_dialog>
|
||||
<actor_dialog>sakharov_mortal_sin</actor_dialog>
|
||||
<actor_dialog>sakharov_mortal_sin_envoy</actor_dialog>
|
||||
<actor_dialog>sakharov_mortal_sin_report</actor_dialog>
|
||||
<actor_dialog>sakharov_mortal_sin_ambush</actor_dialog>
|
||||
<actor_dialog>sakharov_mortal_sin_zone_hero</actor_dialog>
|
||||
<actor_dialog>sakharov_operation_afterglow</actor_dialog>
|
||||
<actor_dialog>sakharov_operation_afterglow_transmission_report</actor_dialog>
|
||||
<!-- LTTZ -->
|
||||
<actor_dialog>dm_important_documents</actor_dialog>
|
||||
<actor_dialog>dm_lifestyle</actor_dialog>
|
||||
<actor_dialog>drx_sl_cf_task_completed_dialog</actor_dialog>
|
||||
<actor_dialog>drx_sl_task_completed_dialog</actor_dialog>
|
||||
<actor_dialog>dm_ordered_task_completed_dialog</actor_dialog>
|
||||
<actor_dialog>drx_sl_yan_stalker_sakharov_meet_dialog</actor_dialog>
|
||||
<actor_dialog>yan_stalker_sakharov_about_brain_scorcher</actor_dialog>
|
||||
<actor_dialog>yan_stalker_sakharov_bad_psi_helmet</actor_dialog>
|
||||
<actor_dialog>yan_stalker_sakharov_good_psi_helmet</actor_dialog>
|
||||
<actor_dialog>yan_stalker_sakharov_upgrade_psi_helmet</actor_dialog>
|
||||
<actor_dialog>dm_ordered_task_dialog</actor_dialog>
|
||||
<actor_dialog>buy_route</actor_dialog>
|
||||
<actor_dialog>drx_sl_change_faction_dialog</actor_dialog>
|
||||
|
||||
<!-- Stories from the Zone -->
|
||||
<actor_dialog>sakharov_vybegallo_1</actor_dialog>
|
||||
<actor_dialog>sakharov_vybegallo_2</actor_dialog>
|
||||
<actor_dialog>sakharov_vybegallo_3</actor_dialog>
|
||||
<actor_dialog>sakharov_vybegallo_4</actor_dialog>
|
||||
|
||||
|
||||
<!-- Stories from the Zone -->
|
||||
|
||||
|
||||
|
||||
<actor_dialog>actor_break_dialog</actor_dialog>
|
||||
<!-- g0dl1ke -->
|
||||
</specific_character>
|
||||
|
||||
|
||||
<!-- KRUGLOV -->
|
||||
<specific_character id="yan_ecolog_kruglov" team_default = "1">
|
||||
<name>yan_kruglov_name</name>
|
||||
<icon>ui_inGame2_ecolog_green</icon>
|
||||
<map_icon x="0" y="6"></map_icon>
|
||||
<bio>yan_kruglov_bio</bio>
|
||||
<class>yan_ecolog_kruglov</class>
|
||||
<community>ecolog</community> <terrain_sect>stalker_terrain</terrain_sect>
|
||||
<money min="2000" max="5000" infinitive="0"></money>
|
||||
<rank>2071</rank>
|
||||
<reputation>-603</reputation>
|
||||
<visual>actors\stalker_ecologist\stalker_ecolog_military</visual>
|
||||
<snd_config>characters_voice\human\ecolog_3\</snd_config>
|
||||
<crouch_type>1</crouch_type>
|
||||
<supplies>
|
||||
[spawn] \n
|
||||
wpn_protecta \n
|
||||
ammo_12x76_zhekan = 2 \n
|
||||
wpn_walther \n
|
||||
ammo_9x19_fmj \n
|
||||
detector_simple \n
|
||||
</supplies>
|
||||
#include "gameplay\character_criticals.xml"
|
||||
<start_dialog>yan_ecolog_kruglov_start_dialog</start_dialog>
|
||||
<actor_dialog>dm_init_trader</actor_dialog>
|
||||
<actor_dialog>dm_add_repair</actor_dialog>
|
||||
<actor_dialog>actor_break_dialog</actor_dialog>
|
||||
</specific_character>
|
||||
|
||||
|
||||
<!-- Assistant Semenov (Ecologist Honcho) Character Description -->
|
||||
<specific_character id="yan_ecolog_semenov" team_default = "1">
|
||||
<name>yan_semenov_name</name>
|
||||
<icon>ui_inGame2_ecolog_orange</icon>
|
||||
<map_icon x="0" y="6"></map_icon>
|
||||
<bio>yan_semenov_bio</bio>
|
||||
<class>yan_ecolog_semenov</class>
|
||||
<community>ecolog</community> <terrain_sect>stalker_terrain</terrain_sect>
|
||||
<money min="600" max="2000" infinitive="0"></money>
|
||||
<rank>354</rank>
|
||||
<reputation>-1809</reputation>
|
||||
<visual>actors\stalker_ecologist\stalker_ecolog</visual>
|
||||
<snd_config>characters_voice\human\ecolog_3\</snd_config>
|
||||
<crouch_type>1</crouch_type>
|
||||
<supplies>
|
||||
[spawn] \n
|
||||
wpn_protecta \n
|
||||
ammo_12x76_zhekan = 2 \n
|
||||
wpn_walther \n
|
||||
ammo_9x19_fmj \n
|
||||
detector_simple \n
|
||||
</supplies>
|
||||
#include "gameplay\character_criticals.xml"
|
||||
|
||||
<start_dialog>yan_ecolog_semenov_start_dialog</start_dialog>
|
||||
<actor_dialog>dm_ordered_task_completed_dialog</actor_dialog>
|
||||
<actor_dialog>dm_ordered_task_dialog</actor_dialog>
|
||||
<actor_dialog>dm_is_actor_companion_dialog</actor_dialog>
|
||||
<actor_dialog>dm_companion_patrol</actor_dialog>
|
||||
<actor_dialog>dm_companion_leave</actor_dialog>
|
||||
<actor_dialog>actor_break_dialog</actor_dialog>
|
||||
</specific_character>
|
||||
|
||||
|
||||
<!-- VASILYEV -->
|
||||
<specific_character id="yan_ecolog_vasilyev" team_default = "1">
|
||||
<name>yan_vasilyev_name</name>
|
||||
<icon>ui_inGame2_ecolog_orange</icon>
|
||||
<map_icon x="0" y="6"></map_icon>
|
||||
<bio>yan_vasilyev_bio</bio>
|
||||
<class>yan_ecolog_vasilyev</class>
|
||||
<community>ecolog</community> <terrain_sect>stalker_terrain</terrain_sect>
|
||||
<rank>20</rank>
|
||||
<reputation>768</reputation>
|
||||
<visual>actors\stalker_ecologist\stalker_ecolog</visual>
|
||||
<snd_config>characters_voice\human\ecolog_3\</snd_config>
|
||||
<crouch_type>1</crouch_type>
|
||||
<supplies>
|
||||
[spawn] \n
|
||||
wpn_protecta \n
|
||||
ammo_12x76_zhekan = 2 \n
|
||||
wpn_walther \n
|
||||
ammo_9x19_fmj \n
|
||||
detector_simple \n
|
||||
</supplies>
|
||||
#include "gameplay\character_criticals.xml"
|
||||
<start_dialog>yan_ecolog_vasilyev_start_dialog</start_dialog>
|
||||
<actor_dialog>actor_break_dialog</actor_dialog>
|
||||
</specific_character>
|
||||
|
||||
|
||||
<!-- Bunker mercs -->
|
||||
<specific_character id="yan_merc_01" team_default = "1">
|
||||
<name>yan_merc_01</name>
|
||||
<icon>ui_inGame2_merc_4</icon>
|
||||
<map_icon x="1" y="0">
|
||||
</map_icon>
|
||||
<bio>Îïûòíûé ñòàëêåð. Äåòàëüíàÿ èíôîðìàöèÿ îòñóòñòâóåò.</bio>
|
||||
<class>yan_merc_01</class>
|
||||
<community>ecolog</community>
|
||||
<terrain_sect>stalker_terrain</terrain_sect>
|
||||
<snd_config>characters_voice\human\killer_3\</snd_config>
|
||||
<rank>11650</rank>
|
||||
<reputation>1373</reputation>
|
||||
<visual>actors\stalker_merc\stalker_merc_4</visual>
|
||||
<supplies>
|
||||
[spawn] \n
|
||||
wpn_g36 \n
|
||||
ammo_5.56x45_ap = 1 \n
|
||||
wpn_usp = 1 \n
|
||||
ammo_11.43x23_fmj = 1 \n
|
||||
#include "gameplay\supplies\character_items.xml"
|
||||
#include "gameplay\supplies\character_food.xml"
|
||||
#include "gameplay\supplies\character_drugs.xml"
|
||||
</supplies>
|
||||
<start_dialog>yan_merc_guards_start</start_dialog>
|
||||
<actor_dialog>actor_break_dialog</actor_dialog>
|
||||
#include "gameplay\character_criticals.xml"
|
||||
</specific_character>
|
||||
|
||||
<specific_character id="yan_merc_02" team_default = "1">
|
||||
<name>yan_merc_02</name>
|
||||
<icon>ui_inGame2_merc_2</icon>
|
||||
<map_icon x="1" y="0">
|
||||
</map_icon>
|
||||
<bio>Îïûòíûé ñòàëêåð. Äåòàëüíàÿ èíôîðìàöèÿ îòñóòñòâóåò.</bio>
|
||||
<class>yan_merc_02</class>
|
||||
<community>ecolog</community>
|
||||
<terrain_sect>stalker_terrain</terrain_sect>
|
||||
<snd_config>characters_voice\human\killer_3\</snd_config>
|
||||
<rank>6042</rank>
|
||||
<reputation>39</reputation>
|
||||
<visual>actors\stalker_merc\stalker_merc_2</visual>
|
||||
<supplies>
|
||||
[spawn] \n
|
||||
wpn_l85 \n
|
||||
ammo_5.56x45_ap = 1 \n
|
||||
wpn_sig220 \n
|
||||
ammo_11.43x23_fmj = 1 \n
|
||||
#include "gameplay\supplies\character_items_nd.xml"
|
||||
#include "gameplay\supplies\character_food.xml"
|
||||
#include "gameplay\supplies\character_drugs_4.xml"
|
||||
#include "gameplay\supplies\character_drugs_sci.xml"
|
||||
</supplies>
|
||||
<start_dialog>yan_merc_guards_start</start_dialog>
|
||||
<actor_dialog>actor_break_dialog</actor_dialog>
|
||||
#include "gameplay\character_criticals.xml"
|
||||
</specific_character>
|
||||
|
||||
<specific_character id="yan_merc_03" team_default = "1">
|
||||
<name>yan_merc_03</name>
|
||||
<icon>ui_inGame2_merc_2</icon>
|
||||
<map_icon x="1" y="0">
|
||||
</map_icon>
|
||||
<bio>Îïûòíûé ñòàëêåð. Äåòàëüíàÿ èíôîðìàöèÿ îòñóòñòâóåò.</bio>
|
||||
<class>yan_merc_03</class>
|
||||
<community>ecolog</community>
|
||||
<terrain_sect>stalker_terrain</terrain_sect>
|
||||
<snd_config>characters_voice\human\killer_3\</snd_config>
|
||||
<rank>5144</rank>
|
||||
<reputation>837</reputation>
|
||||
<visual>actors\stalker_merc\stalker_merc_2</visual>
|
||||
<supplies>
|
||||
[spawn] \n
|
||||
wpn_l85 \n
|
||||
ammo_5.56x45_ap = 1 \n
|
||||
wpn_sig220 \n
|
||||
ammo_11.43x23_fmj = 1 \n
|
||||
#include "gameplay\supplies\character_items_nd.xml"
|
||||
#include "gameplay\supplies\character_food.xml"
|
||||
#include "gameplay\supplies\character_drugs_3.xml"
|
||||
#include "gameplay\supplies\character_drugs_sci.xml"
|
||||
</supplies>
|
||||
<start_dialog>yan_merc_guards_start</start_dialog>
|
||||
<actor_dialog>actor_break_dialog</actor_dialog>
|
||||
#include "gameplay\character_criticals.xml"
|
||||
</specific_character>
|
||||
|
||||
<specific_character id="yan_ghost" team_default = "1">
|
||||
<name>yan_ghost_name</name>
|
||||
<icon>ui_inGame2_ghost</icon>
|
||||
<map_icon x="0" y="6"></map_icon>
|
||||
<bio>sim_stalker_veteran_bio</bio>
|
||||
<class>yan_ghost</class>
|
||||
<community>stalker</community>
|
||||
<terrain_sect>stalker_terrain</terrain_sect>
|
||||
<rank>19994</rank>
|
||||
<reputation>2239</reputation>
|
||||
<visual>actors\stalker_neutral\stalker_prizrak</visual>
|
||||
<snd_config>characters_voice\human\stalker_1\</snd_config>
|
||||
<crouch_type>1</crouch_type>
|
||||
<supplies>
|
||||
[spawn] \n
|
||||
wpn_walther \n
|
||||
ammo_9x19_fmj \n
|
||||
main_story_3_lab_x16_documents \n
|
||||
stalker_outfit \n
|
||||
</supplies>
|
||||
</specific_character>
|
||||
|
||||
|
||||
<!-- Peregrine (Military Mechanic) -->
|
||||
<specific_character id="mechanic_army_yan_mlr" team_default="1">
|
||||
<name>mechanic_army_yan_mlr_name</name>
|
||||
<icon>ui_inGame2_Soldier_3</icon>
|
||||
<map_icon x="1" y="0"></map_icon>
|
||||
<bio>No information is available.</bio>
|
||||
|
||||
<class>mechanic_army_yan_mlr</class>
|
||||
<community>ecolog</community>
|
||||
<terrain_sect>stalker_terrain</terrain_sect>
|
||||
<!--mechanic_mode>1</mechanic_mode-->
|
||||
<snd_config>characters_voice\human\military_3\</snd_config>
|
||||
|
||||
<rank>3500</rank>
|
||||
<money min="1000000" max="1000000" infinitive="1"/>
|
||||
<reputation>1500</reputation>
|
||||
|
||||
<visual>actors\stalker_soldier\stalker_soldier_3</visual>
|
||||
<supplies>
|
||||
|
||||
[spawn] \n
|
||||
wpn_abakan \n
|
||||
ammo_5.45x39_fmj = 3 \n
|
||||
wpn_fort \n
|
||||
ammo_9x18_fmj = 3 \n
|
||||
detector_elite = 1 \n
|
||||
|
||||
#include "gameplay\supplies\character_items.xml"
|
||||
#include "gameplay\supplies\character_food.xml"
|
||||
#include "gameplay\supplies\character_drugs.xml"
|
||||
</supplies>
|
||||
#include "gameplay\character_criticals.xml"
|
||||
<actor_dialog>dm_init_trader</actor_dialog>
|
||||
<actor_dialog>dm_init_mechanic</actor_dialog>
|
||||
<actor_dialog>drx_sl_task_completed_dialog</actor_dialog>
|
||||
<actor_dialog>dm_ordered_task_completed_dialog</actor_dialog>
|
||||
<actor_dialog>army_yan_mec_about_tool</actor_dialog>
|
||||
<actor_dialog>drx_sl_mechanic_task_dialog</actor_dialog>
|
||||
<actor_dialog>dm_tech_repair</actor_dialog>
|
||||
<actor_dialog>dm_encrypted_pda</actor_dialog>
|
||||
<actor_dialog>awr_tech_dialog_drink_1</actor_dialog>
|
||||
<actor_dialog>actor_break_dialog</actor_dialog>
|
||||
</specific_character>
|
||||
|
||||
|
||||
<!-- Spirit (Military Cooker) -->
|
||||
<specific_character id="yan_povar_army_mlr" team_default="1">
|
||||
<name>yan_povar_army_mlr_name</name>
|
||||
<icon>ui_inGame2_Soldier_1</icon>
|
||||
<map_icon x="1" y="0"></map_icon>
|
||||
<bio>No information is available.</bio>
|
||||
|
||||
<class>yan_povar_army_mlr</class>
|
||||
<community>ecolog</community><terrain_sect>stalker_terrain</terrain_sect>
|
||||
<snd_config>characters_voice\human\military_1\</snd_config>
|
||||
|
||||
<rank>600</rank>
|
||||
<money min="20000" max="20000" infinitive="1"/>
|
||||
<reputation>998</reputation>
|
||||
|
||||
<visual>actors\stalker_soldier\stalker_soldier1b</visual>
|
||||
<supplies>
|
||||
|
||||
[spawn] \n
|
||||
wpn_fort \n
|
||||
ammo_9x18_fmj = 3 \n
|
||||
|
||||
#include "gameplay\supplies\character_items.xml"
|
||||
#include "gameplay\supplies\character_food.xml"
|
||||
#include "gameplay\supplies\character_drugs.xml"
|
||||
</supplies>
|
||||
#include "gameplay\character_criticals.xml"
|
||||
|
||||
<actor_dialog>dm_init_batender</actor_dialog>
|
||||
<actor_dialog>meet_povar_army</actor_dialog>
|
||||
<actor_dialog>barter_povar_army</actor_dialog>
|
||||
<actor_dialog>remember_dyx_barter</actor_dialog>
|
||||
|
||||
|
||||
<!----------SFTZ/brotherhood--------->
|
||||
<actor_dialog>nr_spirit_corruption_0</actor_dialog>
|
||||
|
||||
|
||||
|
||||
|
||||
<actor_dialog>actor_break_dialog</actor_dialog>
|
||||
</specific_character>
|
||||
|
||||
</xml>
|
||||
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,194 @@
|
||||
<?xml version="1.0" encoding="windows-1251" ?>
|
||||
|
||||
<game_dialogs>
|
||||
|
||||
<dialog id="ac_charon_0">
|
||||
<has_info>atomic_crusader_start</has_info>
|
||||
<dont_has_info>ac_charon_0_done</dont_has_info>
|
||||
<phrase_list>
|
||||
<phrase id="0">
|
||||
<text>ac_charon_0_0</text>
|
||||
<next>1</next>
|
||||
</phrase>
|
||||
<phrase id="1">
|
||||
<text>ac_charon_0_1</text>
|
||||
<next>2</next>
|
||||
<give_info>give_task_father_charon_quest_1_done</give_info>
|
||||
<action>dialogs_brotherhood_ac.spawn_ac_blue_winter_init</action>
|
||||
<action>dialogs_brotherhood_ac.spawn_ac_balthazar_init</action>
|
||||
</phrase>
|
||||
<phrase id="2">
|
||||
<text>ac_charon_0_2</text>
|
||||
<next>3</next>
|
||||
</phrase>
|
||||
<phrase id="3">
|
||||
<text>ac_charon_0_3</text>
|
||||
<give_info>ac_charon_0_done</give_info>
|
||||
|
||||
</phrase>
|
||||
|
||||
</phrase_list>
|
||||
</dialog>
|
||||
|
||||
<dialog id="ac_blue_winter_0">
|
||||
<has_info>ac_charon_0_done</has_info>
|
||||
<dont_has_info>ac_blue_winter_0_done</dont_has_info>
|
||||
<phrase_list>
|
||||
<phrase id="0">
|
||||
<text>ac_blue_winter_0_0</text>
|
||||
<next>1</next>
|
||||
</phrase>
|
||||
<phrase id="1">
|
||||
<text>ac_blue_winter_0_1</text>
|
||||
<next>2</next>
|
||||
<action>dialogs_brotherhood_ac.give_task_blue_winter_quest_1</action>
|
||||
<action>dialogs_brotherhood_ac.transfer_money_to_actor_4000</action>
|
||||
</phrase>
|
||||
<phrase id="2">
|
||||
<text>ac_blue_winter_0_2</text>
|
||||
<next>3</next>
|
||||
</phrase>
|
||||
<phrase id="3">
|
||||
<text>ac_blue_winter_0_3</text>
|
||||
<give_info>ac_blue_winter_0_done</give_info>
|
||||
|
||||
</phrase>
|
||||
|
||||
</phrase_list>
|
||||
</dialog>
|
||||
|
||||
<dialog id="ac_blue_winter_1">
|
||||
<has_info>ac_blue_winter_0_done</has_info>
|
||||
<dont_has_info>ac_blue_winter_1_done</dont_has_info>
|
||||
<phrase_list>
|
||||
<phrase id="0">
|
||||
<text>ac_blue_winter_1_0</text>
|
||||
<next>1</next>
|
||||
</phrase>
|
||||
<phrase id="1">
|
||||
<text>ac_blue_winter_1_1</text>
|
||||
<next>2</next>
|
||||
<next>4</next>
|
||||
<next>7</next>
|
||||
</phrase>
|
||||
<phrase id="2">
|
||||
<precondition>dialogs_brotherhood_ac.is_it_night_22_3_no</precondition>
|
||||
<text>ac_blue_winter_1_2</text>
|
||||
<next>3</next>
|
||||
|
||||
</phrase>
|
||||
<phrase id="3">
|
||||
<text>ac_blue_winter_1_3</text>
|
||||
<next>6</next>
|
||||
|
||||
</phrase>
|
||||
<phrase id="4">
|
||||
<precondition>dialogs_brotherhood_ac.is_it_night_22_3_yes</precondition>
|
||||
<text>ac_blue_winter_1_4</text>
|
||||
<next>5</next>
|
||||
</phrase>
|
||||
<phrase id="5">
|
||||
<text>ac_blue_winter_1_5</text>
|
||||
<next>9</next>
|
||||
|
||||
</phrase>
|
||||
<phrase id="6">
|
||||
<text>ac_blue_winter_1_6</text>
|
||||
<action>dialogs_brotherhood_ac.set_time_after_22h</action>
|
||||
<action>dialogs_brotherhood_ac.set_ac_blue_winter_and_balthazar_as_companion_1</action>
|
||||
<action>dialogs.break_dialog</action>
|
||||
<give_info>ac_blue_winter_1_done</give_info>
|
||||
</phrase>
|
||||
<phrase id="7">
|
||||
<text>ac_blue_winter_1_7</text>
|
||||
<next>8</next>
|
||||
|
||||
</phrase>
|
||||
<phrase id="8">
|
||||
<text>ac_blue_winter_1_8</text>
|
||||
|
||||
|
||||
</phrase>
|
||||
<phrase id="9">
|
||||
<text>ac_blue_winter_1_6</text>
|
||||
|
||||
<action>dialogs_brotherhood_ac.set_ac_blue_winter_and_balthazar_as_companion_1</action>
|
||||
<action>dialogs.break_dialog</action>
|
||||
<give_info>ac_blue_winter_1_done</give_info>
|
||||
|
||||
</phrase>
|
||||
</phrase_list>
|
||||
</dialog>
|
||||
<dialog id="ac_blue_winter_2">
|
||||
<has_info>ac_blue_winter_1_done</has_info>
|
||||
<dont_has_info>ac_blue_winter_task_1_stage_3</dont_has_info>
|
||||
<phrase_list>
|
||||
<phrase id="0">
|
||||
<text>ac_blue_winter_2_0</text>
|
||||
<next>1</next>
|
||||
</phrase>
|
||||
<phrase id="1">
|
||||
<text>ac_blue_winter_2_1</text>
|
||||
|
||||
</phrase>
|
||||
|
||||
</phrase_list>
|
||||
</dialog>
|
||||
|
||||
<dialog id="ac_blue_winter_3">
|
||||
<has_info>ac_task_1_everyone_dead</has_info>
|
||||
<dont_has_info>ac_blue_winter_3_done</dont_has_info>
|
||||
<phrase_list>
|
||||
<phrase id="0">
|
||||
<text>ac_blue_winter_3_0</text>
|
||||
<next>1</next>
|
||||
</phrase>
|
||||
<phrase id="1">
|
||||
<text>ac_blue_winter_3_1</text>
|
||||
<give_info>ac_blue_winter_3_done</give_info>
|
||||
<action>dialogs_brotherhood_ac.dismiss_ac_blue_winter_and_balthazar_as_companion_1</action>
|
||||
</phrase>
|
||||
|
||||
</phrase_list>
|
||||
</dialog>
|
||||
|
||||
<dialog id="ac_charon_1">
|
||||
<has_info>ac_blue_winter_3_done</has_info>
|
||||
<dont_has_info>ac_charon_1_done</dont_has_info>
|
||||
<phrase_list>
|
||||
<phrase id="0">
|
||||
<text>ac_charon_0_0</text>
|
||||
<next>1</next>
|
||||
</phrase>
|
||||
<phrase id="1">
|
||||
<text>ac_charon_0_1</text>
|
||||
<give_info>give_task_blue_winter_quest_1_done</give_info>
|
||||
<give_info>ac_charon_1_done</give_info>
|
||||
<action>dialogs_brotherhood_ac.ac_spawn_pri_a25_guards</action>
|
||||
</phrase>
|
||||
|
||||
|
||||
</phrase_list>
|
||||
</dialog>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</game_dialogs>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,255 @@
|
||||
<?xml version='1.0' encoding="UTF-8"?>
|
||||
<xml>
|
||||
|
||||
|
||||
<character id="vybegallo">
|
||||
<class>vybegallo</class>
|
||||
</character>
|
||||
|
||||
<character id="bellerophon">
|
||||
<class>bellerophon</class>
|
||||
</character>
|
||||
|
||||
<character id="sarpedon">
|
||||
<class>sarpedon</class>
|
||||
</character>
|
||||
|
||||
|
||||
<character id="hunter_orion">
|
||||
<class>hunter_orion</class>
|
||||
</character>
|
||||
<character id="nr_sorokin">
|
||||
<class>nr_sorokin</class>
|
||||
</character>
|
||||
|
||||
|
||||
<character id="assault_stalker_leader_esc_5_9">
|
||||
<class>assault_stalker_leader_esc_5_9</class>
|
||||
</character>
|
||||
<character id="assault_csky_leader_esc_5_7">
|
||||
<class>assault_csky_leader_esc_5_7</class>
|
||||
</character>
|
||||
|
||||
<character id="nr_scamlok">
|
||||
<class>nr_scamlok</class>
|
||||
</character>
|
||||
|
||||
|
||||
<character id="zaton_brokkr">
|
||||
<class>zaton_brokkr</class>
|
||||
</character>
|
||||
<character id="zaton_eitri">
|
||||
<class>zaton_eitri</class>
|
||||
</character>
|
||||
<character id="marlo_stanfield">
|
||||
<class>marlo_Stanfield</class>
|
||||
</character>
|
||||
<character id="chris_partlow">
|
||||
<class>chris_partlow</class>
|
||||
</character>
|
||||
<character id="paranoia_man">
|
||||
<class>paranoia_man</class>
|
||||
</character>
|
||||
<character id="zaton_mercenary_1">
|
||||
<class>zaton_mercenary_1</class>
|
||||
</character>
|
||||
<character id="zaton_mercenary_courrier_1">
|
||||
<class>zaton_mercenary_courrier_1</class>
|
||||
</character>
|
||||
<character id="zaton_mercenary_2">
|
||||
<class>zaton_mercenary_2</class>
|
||||
</character>
|
||||
|
||||
<character id="anna_morphine">
|
||||
<class>anna_morphine</class>
|
||||
</character>
|
||||
|
||||
<character id="ecologist_sidorovich">
|
||||
<class>ecologist_sidorovich</class>
|
||||
</character>
|
||||
|
||||
<character id="alyosha_shyogolov">
|
||||
<class>alyosha_shyogolov</class>
|
||||
</character>
|
||||
<character id="nr_vova_bandit_1">
|
||||
<class>nr_vova_bandit_1</class>
|
||||
</character>
|
||||
<character id="nr_pasha_bandit_2">
|
||||
<class>nr_pasha_bandit_2</class>
|
||||
</character>
|
||||
|
||||
<character id="bh_mozgotlen">
|
||||
<class>bh_mozgotlen</class>
|
||||
</character>
|
||||
|
||||
<character id="bh_rat_guards_naruchnik">
|
||||
<class>bh_rat_guards_naruchnik</class>
|
||||
</character>
|
||||
|
||||
<character id="bh_rat_trap_leader">
|
||||
<class>bh_rat_trap_leader</class>
|
||||
</character>
|
||||
|
||||
<character id="erast_fandorin">
|
||||
<class>erast_fandorin</class>
|
||||
</character>
|
||||
|
||||
<character id="flavio_becca">
|
||||
<class>flavio_becca</class>
|
||||
</character>
|
||||
|
||||
<character id="nr_ecologist_rydzyk">
|
||||
<class>nr_ecologist_rydzyk</class>
|
||||
</character>
|
||||
|
||||
<character id="nr_ecologist_1">
|
||||
<class>nr_ecologist_1</class>
|
||||
</character>
|
||||
<character id="nr_ecologist_2">
|
||||
<class>nr_ecologist_2</class>
|
||||
</character>
|
||||
<character id="nr_ecologist_3">
|
||||
<class>nr_ecologist_3</class>
|
||||
</character>
|
||||
|
||||
<character id="nr_ambush_1">
|
||||
<class>nr_ambush_1</class>
|
||||
</character>
|
||||
<character id="nr_ambush_2">
|
||||
<class>nr_ambush_2</class>
|
||||
</character>
|
||||
<character id="nr_ambush_3">
|
||||
<class>nr_ambush_3</class>
|
||||
</character>
|
||||
<character id="nr_ambush_4">
|
||||
<class>nr_ambush_4</class>
|
||||
</character>
|
||||
<character id="nr_ambush_5">
|
||||
<class>nr_ambush_5</class>
|
||||
</character>
|
||||
|
||||
|
||||
|
||||
<character id="zaton_achilles">
|
||||
<class>zaton_achilles</class>
|
||||
</character>
|
||||
<character id="sasha_tolstoy">
|
||||
<class>sasha_tolstoy</class>
|
||||
</character>
|
||||
|
||||
<character id="dolg_vadim_bloodsucker">
|
||||
<class>dolg_vadim_bloodsucker</class>
|
||||
</character>
|
||||
<character id="dolg_sergey_bloodsucker">
|
||||
<class>dolg_sergey_bloodsucker</class>
|
||||
</character>
|
||||
<character id="dolg_sasha_bloodsucker">
|
||||
<class>dolg_sasha_bloodsucker</class>
|
||||
</character>
|
||||
<character id="dolg_artyom_bloodsucker">
|
||||
<class>dolg_artyom_bloodsucker</class>
|
||||
</character>
|
||||
<character id="dolg_ilya_bloodsucker">
|
||||
<class>dolg_ilya_bloodsucker</class>
|
||||
</character>
|
||||
|
||||
<character id="jupiter_monk">
|
||||
<class>jupiter_monk</class>
|
||||
</character>
|
||||
|
||||
<character id="nr_iliaz">
|
||||
<class>nr_iliaz</class>
|
||||
</character>
|
||||
|
||||
<character id="butcher_tug_1">
|
||||
<class>butcher_tug_1</class>
|
||||
</character>
|
||||
|
||||
<character id="butcher_tug_2">
|
||||
<class>butcher_tug_2</class>
|
||||
</character>
|
||||
|
||||
|
||||
<character id="bh_gutalin">
|
||||
<class>bh_gutalin</class>
|
||||
</character>
|
||||
|
||||
|
||||
<character id="controller_victim_1">
|
||||
<class>controller_victim_1</class>
|
||||
</character>
|
||||
|
||||
<character id="nr_dead_convict_2">
|
||||
<class>nr_dead_convict_2</class>
|
||||
</character>
|
||||
|
||||
<character id="nr_dead_convict_1">
|
||||
<class>nr_dead_convict_1</class>
|
||||
</character>
|
||||
|
||||
<character id="nr_executioner_2">
|
||||
<class>nr_executioner_2</class>
|
||||
</character>
|
||||
|
||||
<character id="nr_executioner_1">
|
||||
<class>nr_executioner_1</class>
|
||||
</character>
|
||||
<character id="nr_executioner_3">
|
||||
<class>nr_executioner_3</class>
|
||||
</character>
|
||||
|
||||
<character id="nr_lyoshik">
|
||||
<class>nr_lyoshik</class>
|
||||
</character>
|
||||
|
||||
<character id="bh_badger">
|
||||
<class>bh_badger</class>
|
||||
</character>
|
||||
|
||||
<character id="bh_shlitzer">
|
||||
<class>bh_shlitzer</class>
|
||||
</character>
|
||||
<character id="nr_bezsonik">
|
||||
<class>nr_bezsonik</class>
|
||||
</character>
|
||||
|
||||
<character id="bh_ironchain">
|
||||
<class>bh_ironchain</class>
|
||||
</character>
|
||||
<character id="nr_trapper_missing_hunter_1">
|
||||
<class>nr_trapper_missing_hunter_1</class>
|
||||
</character>
|
||||
<character id="nr_trapper_missing_hunter_2">
|
||||
<class>nr_trapper_missing_hunter_2</class>
|
||||
</character>
|
||||
<character id="nr_trapper_missing_hunter_3">
|
||||
<class>nr_trapper_missing_hunter_3</class>
|
||||
</character>
|
||||
<character id="nr_sasha_baltunov">
|
||||
<class>nr_sasha_baltunov</class>
|
||||
</character>
|
||||
<character id="nr_starik_murdered">
|
||||
<class>nr_starik_murdered</class>
|
||||
</character>
|
||||
|
||||
|
||||
|
||||
---- Atomic Crusader ----
|
||||
|
||||
<character id="ac_pri_medic_monolith">
|
||||
<class>ac_pri_medic_monolith</class>
|
||||
</character>
|
||||
<character id="ac_blue_winter">
|
||||
<class>ac_blue_winter</class>
|
||||
</character>
|
||||
<character id="ac_balthazar">
|
||||
<class>ac_balthazar</class>
|
||||
</character>
|
||||
<character id="ac_melchior">
|
||||
<class>ac_melchior</class>
|
||||
</character>
|
||||
<character id="ac_caspar">
|
||||
<class>ac_caspar</class>
|
||||
</character>
|
||||
|
||||
</xml>
|
||||
@@ -0,0 +1,461 @@
|
||||
;;--;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||
;;--;;;;;;; Items for Stories from the Zone ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||
;;--;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||
|
||||
;;-- Section configs for 'cooking kits' - items which initiate the manual cooking UI. Kits are allowed to use other items as 'materials' boosting cooking efficiency. 19.10.2013 ponney68
|
||||
|
||||
|
||||
;;--==========================< Strange Sausage >=============================
|
||||
[kolbasa_strange]:booster
|
||||
$spawn = "food and drugs\kolbasa_strange"
|
||||
visual = dynamics\devices\dev_kolbasa\dev_kolbasa.ogf
|
||||
kind = i_food
|
||||
description = st_kolbasa_strange_descr
|
||||
cost = 437
|
||||
inv_name = st_kolbasa_strange
|
||||
inv_name_short = st_kolbasa_strange
|
||||
inv_weight = 0.328
|
||||
inv_grid_width = 1
|
||||
inv_grid_height = 1
|
||||
inv_grid_x = 2
|
||||
inv_grid_y = 63
|
||||
attach_angle_offset = 0.440521, 1.378287, -0.644026
|
||||
attach_position_offset = 0.104196, -0.010821, 0.076969
|
||||
attach_bone_name = bip01_r_hand
|
||||
auto_attach = false
|
||||
bone_name = bip01_r_hand
|
||||
position_offset = 0.0,0.0,0.0 0.117
|
||||
angle_offset = 1.570790,1.570790,3.92699
|
||||
eat_health = -0.048
|
||||
eat_satiety = 0.732
|
||||
eat_sleepiness = 0.0192
|
||||
eat_thirstiness = 0.6
|
||||
use_sound = interface\inv_eat_paperwrap
|
||||
|
||||
[kolbasa_strange_tried]:booster
|
||||
$spawn = "food and drugs\kolbasa_strange"
|
||||
visual = dynamics\devices\dev_kolbasa\dev_kolbasa.ogf
|
||||
kind = i_food
|
||||
description = st_kolbasa_strange_tried_descr
|
||||
cost = 275
|
||||
inv_name = st_kolbasa_strange_tried
|
||||
inv_name_short = st_kolbasa_strange_tried
|
||||
inv_weight = 0.18
|
||||
inv_grid_width = 1
|
||||
inv_grid_height = 1
|
||||
inv_grid_x = 2
|
||||
inv_grid_y = 63
|
||||
attach_angle_offset = 0.440521, 1.378287, -0.644026
|
||||
attach_position_offset = 0.104196, -0.010821, 0.076969
|
||||
attach_bone_name = bip01_r_hand
|
||||
auto_attach = false
|
||||
bone_name = bip01_r_hand
|
||||
position_offset = 0.0,0.0,0.0 0.117
|
||||
angle_offset = 1.570790,1.570790,3.92699
|
||||
eat_health = -0.048
|
||||
eat_satiety = 0.36
|
||||
eat_sleepiness = 0.0192
|
||||
eat_thirstiness = 0.6
|
||||
use_sound = interface\inv_eat_paperwrap
|
||||
|
||||
[kolbasa_strange_unpacked]:kolbasa_strange
|
||||
$spawn = "devices\monster_items\kolbasa_strange_unpacked"
|
||||
kind = i_mutant_raw
|
||||
visual = dynamics\zpf\raw_tushkano.ogf
|
||||
inv_weight = 0.280
|
||||
inv_name = st_kolbasa_strange_unpacked
|
||||
inv_name_short = st_kolbasa_strange_unpacked
|
||||
description = st_kolbasa_strange_unpacked_description
|
||||
inv_grid_x = 5
|
||||
inv_grid_y = 34
|
||||
cost = 330
|
||||
eat_health = -0.048
|
||||
eat_satiety = 0.48
|
||||
eat_sleepiness = 0.0192
|
||||
eat_thirstiness = 0.6
|
||||
use_sound = interface\inv_eat_mutant_food
|
||||
repair_part_bonus = 0.01
|
||||
attach_angle_offset = 0.440521, 1.378287, -0.644026
|
||||
attach_position_offset = 0.104196, -0.010821, 0.076969
|
||||
attach_bone_name = bip01_r_hand
|
||||
position_offset = 0.0,0.0,0.0 0.117
|
||||
angle_offset = 1.570790,1.570790,3.92699
|
||||
|
||||
[kolbasa_strange_tried_unpacked]:kolbasa_strange_tried
|
||||
$spawn = "devices\monster_items\kolbasa_strange_unpacked"
|
||||
kind = i_mutant_raw
|
||||
visual = dynamics\zpf\raw_tushkano.ogf
|
||||
inv_weight = 0.280
|
||||
inv_name = st_kolbasa_strange_tried_unpacked
|
||||
inv_name_short = st_kolbasa_strange_tried_unpacked
|
||||
description = st_kolbasa_strange_tried_unpacked_description
|
||||
inv_grid_x = 5
|
||||
inv_grid_y = 34
|
||||
cost = 160
|
||||
eat_health = -0.048
|
||||
eat_satiety = 0.28
|
||||
eat_sleepiness = 0.0192
|
||||
eat_thirstiness = 0.6
|
||||
use_sound = interface\inv_eat_mutant_food
|
||||
repair_part_bonus = 0.01
|
||||
attach_angle_offset = 0.440521, 1.378287, -0.644026
|
||||
attach_position_offset = 0.104196, -0.010821, 0.076969
|
||||
attach_bone_name = bip01_r_hand
|
||||
position_offset = 0.0,0.0,0.0 0.117
|
||||
angle_offset = 1.570790,1.570790,3.92699
|
||||
|
||||
[kolbasa_strange_paper]:tch_quest
|
||||
kind = i_quest
|
||||
can_trade = false
|
||||
quest_item = true
|
||||
inv_grid_x = 0
|
||||
inv_grid_y = 14
|
||||
cost = 0
|
||||
visual = dynamics\equipments\quest\notes_letter_1.ogf
|
||||
description = st_kolbasa_strange_paper_descr
|
||||
inv_name = st_kolbasa_strange_paper_name
|
||||
inv_name_short = st_kolbasa_strange_paper_name
|
||||
|
||||
|
||||
[bullet_yak]:tch_quest
|
||||
visual = dynamics\equipments\trade\ammo.ogf
|
||||
description = st_bullet_yak_descr
|
||||
inv_name = st_bullet_yak
|
||||
inv_name_short = st_bullet_yak
|
||||
inv_grid_width = 1
|
||||
inv_grid_height = 1
|
||||
inv_grid_x = 0
|
||||
inv_grid_y = 46
|
||||
cost = 0
|
||||
inv_weight = 0.13
|
||||
attach_angle_offset = -0.287979, 1.560923, 1.544060
|
||||
attach_position_offset = 0.096910, -0.013594, 0.107925
|
||||
attach_bone_name = bip01_r_hand
|
||||
auto_attach = false
|
||||
can_trade = false
|
||||
kind = i_quest
|
||||
quest_item = true
|
||||
|
||||
[bullet_yak_identify]:tch_quest
|
||||
visual = dynamics\equipments\trade\ammo.ogf
|
||||
description = st_bullet_yak_identify_descr
|
||||
inv_name = st_bullet_yak_identify
|
||||
inv_name_short = st_bullet_yak_identify
|
||||
inv_grid_width = 1
|
||||
inv_grid_height = 1
|
||||
inv_grid_x = 0
|
||||
inv_grid_y = 46
|
||||
cost = 0
|
||||
inv_weight = 0.13
|
||||
attach_angle_offset = -0.287979, 1.560923, 1.544060
|
||||
attach_position_offset = 0.096910, -0.013594, 0.107925
|
||||
attach_bone_name = bip01_r_hand
|
||||
auto_attach = false
|
||||
can_trade = false
|
||||
kind = i_quest
|
||||
quest_item = true
|
||||
|
||||
|
||||
;;--==========================< Shlitzer Questline >=============================
|
||||
[quest_package_shlitzer]:tch_quest
|
||||
|
||||
kind = i_quest
|
||||
visual = dynamics\equipments\trade\kit_hunt.ogf
|
||||
story_id = quest_package_shlitzer
|
||||
;quest_item = true
|
||||
inv_weight = 15.42
|
||||
inv_grid_width = 2
|
||||
inv_grid_height = 2
|
||||
inv_grid_x = 4
|
||||
inv_grid_y = 77
|
||||
inv_name = quest_package_shlitzer_name
|
||||
inv_name_short = quest_package_shlitzer_name
|
||||
description = quest_package_shlitzer_desc
|
||||
can_trade = false
|
||||
cost = 0
|
||||
|
||||
[quest_package_shlitzer_2]:tch_quest
|
||||
|
||||
kind = i_quest
|
||||
visual = dynamics\equipments\blue_box.ogf
|
||||
story_id = quest_package_shlitzer_2
|
||||
quest_item = true
|
||||
inv_weight = 18.23
|
||||
inv_grid_width = 2
|
||||
inv_grid_height = 2
|
||||
inv_grid_x = 4
|
||||
inv_grid_y = 77
|
||||
inv_name = st_quest_package_shlitzer_2_name
|
||||
inv_name_short = st_quest_package_shlitzer_2_name
|
||||
description = st_quest_package_shlitzer_2_desc
|
||||
can_trade = false
|
||||
cost = 0
|
||||
|
||||
;;--==========================< Brotherhood Questline >=============================
|
||||
[quest_package_vybegallo]:tch_quest
|
||||
$spawn = "quest_items\quest_package_vybegallo"
|
||||
kind = i_quest
|
||||
visual = dynamics\equipments\trade\kit_hunt.ogf
|
||||
story_id = quest_package_vybegallo
|
||||
;quest_item = true
|
||||
inv_weight = 5.42
|
||||
inv_grid_width = 2
|
||||
inv_grid_height = 2
|
||||
inv_grid_x = 4
|
||||
inv_grid_y = 77
|
||||
inv_name = quest_package_vybegallo_name
|
||||
inv_name_short = quest_package_vybegallo_name
|
||||
description = quest_package_vybegallo_desc
|
||||
can_trade = false
|
||||
cost = 0
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
----- Market Share -----
|
||||
|
||||
[itm_pda_mercenary_1]:tch_quest
|
||||
|
||||
kind = i_quest
|
||||
visual = dynamics\devices\dev_pda\dev_pda.ogf
|
||||
can_trade = false
|
||||
quest_item = true
|
||||
description = st_pda_mercenary_1_descr
|
||||
inv_name = st_pda_mercenary_1_name
|
||||
inv_name_short = st_pda_mercenary_1_name
|
||||
cost = 0
|
||||
inv_grid_x = 7
|
||||
inv_grid_y = 3
|
||||
upgr_icon_path = ui\actor_items\ui_actor_items_1
|
||||
upgr_icon_x = 150
|
||||
upgr_icon_y = 0
|
||||
upgr_icon_width = 150
|
||||
upgr_icon_height = 100
|
||||
|
||||
[itm_usb_mercenary_1]:tch_quest
|
||||
quest_item = true
|
||||
can_trade = false
|
||||
description = st_itm_usb_mercenary_1_descr
|
||||
inv_grid_x = 8
|
||||
inv_grid_y = 3
|
||||
inv_name = st_itm_usb_mercenary_1_name
|
||||
inv_name_short = st_itm_usb_mercenary_1_name
|
||||
kind = i_device
|
||||
|
||||
[ms_owl_documents_1]:tch_quest
|
||||
|
||||
kind = i_quest
|
||||
can_trade = false
|
||||
quest_item = true
|
||||
visual = dynamics\equipments\quest\notes_document_case_2.ogf
|
||||
description = st_ms_owl_documents_1_desc
|
||||
inv_name = st_ms_owl_documents_1_name
|
||||
inv_name_short = st_ms_owl_documents_1_name
|
||||
inv_weight = 0.5
|
||||
inv_grid_width = 2
|
||||
inv_grid_height = 1
|
||||
inv_grid_x = 2
|
||||
inv_grid_y = 15
|
||||
cost = 0
|
||||
story_id = ms_owl_documents_1
|
||||
|
||||
[quest_package_mercenary_1]:tch_quest
|
||||
|
||||
kind = i_quest
|
||||
visual = dynamics\equipments\blue_box.ogf
|
||||
story_id = quest_package_mercenary_1
|
||||
quest_item = true
|
||||
inv_weight = 15.42
|
||||
inv_grid_width = 2
|
||||
inv_grid_height = 2
|
||||
inv_grid_x = 4
|
||||
inv_grid_y = 77
|
||||
inv_name = st_quest_package_mercenary_name
|
||||
inv_name_short = st_quest_package_mercenary_name
|
||||
description = st_quest_package_mercenary_desc
|
||||
can_trade = false
|
||||
cost = 0
|
||||
|
||||
[quest_package_mercenary_2]:quest_package_mercenary_1
|
||||
story_id = quest_package_mercenary_2
|
||||
inv_weight = 16.21
|
||||
|
||||
[quest_package_mercenary_3]:quest_package_mercenary_1
|
||||
story_id = quest_package_mercenary_3
|
||||
inv_weight = 13.76
|
||||
|
||||
[quest_package_mercenary_4]:quest_package_mercenary_1
|
||||
story_id = quest_package_mercenary_4
|
||||
inv_weight = 20.65
|
||||
|
||||
[quest_package_mercenary_5]:quest_package_mercenary_1
|
||||
story_id = quest_package_mercenary_5
|
||||
inv_weight = 17.58
|
||||
|
||||
[quest_package_mercenary_6]:quest_package_mercenary_1
|
||||
story_id = quest_package_mercenary_6
|
||||
inv_weight = 18.79
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
------Vybegallo------
|
||||
|
||||
|
||||
|
||||
[sakharov_order_vybegallo]:tch_quest
|
||||
kind = i_quest
|
||||
can_trade = false
|
||||
quest_item = true
|
||||
inv_grid_x = 0
|
||||
inv_grid_y = 14
|
||||
cost = 0
|
||||
visual = dynamics\equipments\trade\book1.ogf
|
||||
description = st_sakharov_order_vybegallo_descr
|
||||
inv_name = st_sakharov_order_vybegallo_name
|
||||
inv_name_short = st_sakharov_order_vybegallo_name
|
||||
|
||||
[vybegallo_order_mercenary]:tch_quest
|
||||
kind = i_quest
|
||||
can_trade = false
|
||||
quest_item = true
|
||||
inv_grid_x = 3
|
||||
inv_grid_y = 14
|
||||
cost = 0
|
||||
visual = dynamics\equipments\quest\notes_letter_1.ogf
|
||||
description = st_vybegallo_order_mercenary_descr
|
||||
inv_name = st_vybegallo_order_mercenary_name
|
||||
inv_name_short = st_vybegallo_order_mercenary_name
|
||||
|
||||
[af_grid_prototype]:af_base
|
||||
$spawn = "artefacts\af_grid_up_s"
|
||||
kind = i_attach
|
||||
class = SCRPTART ; будет подпрыгивать
|
||||
visual = dynamics\equipments\aa\frames
|
||||
description = st_af_grid_prototype_descr
|
||||
inv_name = st_af_grid_prototype_name
|
||||
inv_name_short = st_af_grid_prototype_name
|
||||
inv_weight = 1.00
|
||||
inv_grid_x = 2
|
||||
inv_grid_y = 19
|
||||
inv_grid_width = 1
|
||||
inv_grid_height = 1
|
||||
cost = 24800 ; 6200
|
||||
1icon_layer_x = 0
|
||||
1icon_layer_y = 0
|
||||
1icon_layer_scale = 1
|
||||
1icon_layer = tch_upgr_ico
|
||||
jump_height = 0.0
|
||||
;particles = artefact\af_thermal_idle
|
||||
det_show_particles = artefact\af_thermal_show
|
||||
det_hide_particles = artefact\af_thermal_hide
|
||||
particles_bone = joint2
|
||||
af_rank = 0
|
||||
lights_enabled = false
|
||||
trail_light_color = 0.9,0.4,0.2
|
||||
trail_light_range = 2.0
|
||||
attach_angle_offset = 1.922,1.551,-0.740
|
||||
attach_position_offset = 0.15,0.002,0.25
|
||||
attach_bone_name = bip01_r_hand
|
||||
auto_attach = false
|
||||
;скорости увеличения (уменьшения)
|
||||
health_restore_speed = 0
|
||||
radiation_restore_speed = 0
|
||||
satiety_restore_speed = 0
|
||||
power_restore_speed = 0
|
||||
bleeding_restore_speed = 0
|
||||
hit_absorbation_sect = af_grid_up_absorbation
|
||||
additional_inventory_weight = 10.97 ;20.97
|
||||
additional_inventory_weight2 = 10.97 ;20.97
|
||||
artefact_activation_seq = af_activation_bold
|
||||
repair_part_bonus = 0.11
|
||||
tier = 6
|
||||
[af_grid_up_s_absorbation]
|
||||
burn_immunity = 0 ;коэффициенты иммунитета
|
||||
strike_immunity = 0
|
||||
shock_immunity = -0.032
|
||||
wound_immunity = 0
|
||||
radiation_immunity = 0
|
||||
telepatic_immunity = 0.00862 ; 200 mT
|
||||
chemical_burn_immunity = 0
|
||||
explosion_immunity = 0
|
||||
fire_wound_immunity = 0
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
------Trapper------
|
||||
|
||||
[radio_micro_quest]:tch_quest, booster
|
||||
visual = dynamics\equipments\trade\radio.ogf
|
||||
cost = 1770
|
||||
inv_name = st_radio_micro_quest
|
||||
inv_name_short = st_radio_micro_quest
|
||||
story_id = radio_micro_quest
|
||||
class = WP_SCOPE
|
||||
description = st_radio_micro_quest_descr
|
||||
inv_weight = 0.4
|
||||
inv_grid_width = 1
|
||||
inv_grid_height = 1
|
||||
inv_grid_x = 5
|
||||
inv_grid_y = 42
|
||||
attach_angle_offset = 0.000000, -1.204452, -1.262921
|
||||
attach_position_offset = 0.081856, -0.035081, 0.011694
|
||||
attach_bone_name = bip01_l_hand
|
||||
auto_attach = false
|
||||
remove_after_use = false
|
||||
tier = 3
|
||||
|
||||
|
||||
[quest_chimera_bait_brotherhood]:tch_quest
|
||||
$spawn = "quest_items\quest_chimera_bait_brotherhood"
|
||||
visual = dynamics\equipments\trade\kit_hunt.ogf
|
||||
story_id = quest_chimera_bait_brotherhood
|
||||
class = WP_SCOPE
|
||||
story_id = quest_chimera_bait_brotherhood
|
||||
inv_weight = 5.42
|
||||
inv_grid_width = 2
|
||||
inv_grid_height = 2
|
||||
inv_grid_x = 4
|
||||
inv_grid_y = 77
|
||||
inv_name = quest_chimera_bait_brotherhood_name
|
||||
inv_name_short = quest_chimera_bait_brotherhood_name
|
||||
description = quest_chimera_bait_brotherhood_desc
|
||||
can_trade = false
|
||||
cost = 0
|
||||
|
||||
|
||||
|
||||
--- random
|
||||
|
||||
[nr_starik_murdered_diary]:tch_quest
|
||||
can_trade = false
|
||||
inv_grid_x = 0
|
||||
inv_grid_y = 14
|
||||
cost = 0
|
||||
visual = dynamics\equipments\trade\book1.ogf
|
||||
description = st_nr_starik_murdered_diary_descr
|
||||
inv_name = st_nr_starik_murdered_diary_name
|
||||
inv_name_short = st_nr_starik_murdered_diary_name
|
||||
|
||||
|
||||
--- Alyosha
|
||||
[bh_mozgotlen_documents]:tch_quest
|
||||
inv_grid_x = 0
|
||||
inv_grid_y = 14
|
||||
cost = 0
|
||||
visual = dynamics\equipments\trade\book1.ogf
|
||||
description = st_bh_mozgotlen_documents_descr
|
||||
inv_name = st_bh_mozgotlen_documents_name
|
||||
inv_name_short = st_bh_mozgotlen_documents_name
|
||||
kind = i_quest
|
||||
can_trade = false
|
||||
quest_item = true
|
||||
cost = 0
|
||||
@@ -0,0 +1,58 @@
|
||||
|
||||
;;--==========================< Brotherhood Questline >=============================
|
||||
;--------------------------------------------------------------------------
|
||||
|
||||
|
||||
|
||||
[trenchcoat_green_outfit_brotherhood_forester]:outfit_base
|
||||
|
||||
kind = i_quest
|
||||
can_trade = false
|
||||
quest_item = true
|
||||
class = EQU_STLK
|
||||
ef_equipment_type = 3
|
||||
visual = dynamics\outfit\bandit_commander_outfit
|
||||
actor_visual = actors\stalker_bandit\stalker_bandit4b.ogf
|
||||
npc_visual = actors\stalker_bandit\stalker_bandit4b.ogf
|
||||
player_hud_section = actor_hud_bandit_trench
|
||||
character_portrait = ui_inGame2_bandit_6d
|
||||
full_icon_name = npc_icon_dolg_outfit
|
||||
full_scale_icon = 8, 11
|
||||
|
||||
inv_name = st_trenchcoat_green_outfit_brotherhood_forester_name
|
||||
inv_name_short = st_trenchcoat_green_outfit_brotherhood_forester_name
|
||||
description = st_trenchcoat_green_outfit_brotherhood_forester_descr
|
||||
inv_grid_x = 84
|
||||
inv_grid_y = 18
|
||||
upgr_icon_x = 1262
|
||||
upgr_icon_y = 511
|
||||
upgr_icon_width = 303
|
||||
upgr_icon_height = 166
|
||||
upgrades = up_gr_firstab_ps5_1, up_gr_seconab_ps5_1, up_gr_thirdab_ps5_1
|
||||
installed_upgrades =
|
||||
upgrade_scheme = up_scheme_ps5_1
|
||||
|
||||
community =
|
||||
kind = o_medium
|
||||
cost = 45370
|
||||
inv_weight = 5
|
||||
additional_inventory_weight = 6
|
||||
additional_inventory_weight2 = 6
|
||||
artefact_count = 2
|
||||
immunities_sect = sect_trenchcoat_brown_outfit_immunities
|
||||
repair_type = outfit_medium
|
||||
;repair_part_bonus = 0.21
|
||||
hit_fraction_actor = 0.45
|
||||
bones_koeff_protection = actor_armor_duty_suit
|
||||
control_inertion_factor = 1.2
|
||||
power_loss = 0.05
|
||||
|
||||
burn_protection = 0.15
|
||||
shock_protection = 0.45
|
||||
radiation_protection = 0.0115
|
||||
chemical_burn_protection = 0.042
|
||||
telepatic_protection = 0.034
|
||||
strike_protection = 0.40
|
||||
explosion_protection = 0.5
|
||||
wound_protection = 0.45
|
||||
fire_wound_protection = 0.3
|
||||
@@ -0,0 +1,9 @@
|
||||
;-------------------------------------------------
|
||||
|
||||
; Comrade Catilina - Brotherhood
|
||||
;
|
||||
;--------------------------------------------------
|
||||
|
||||
[nor_parts_list]
|
||||
kolbasa_strange= kolbasa_strange_unpacked, kolbasa_strange_paper, breadold
|
||||
kolbasa_strange_tried = kolbasa_strange_tried_unpacked, kolbasa_strange_paper, breadold
|
||||
@@ -0,0 +1,150 @@
|
||||
--- maybe condition decay is too fast? it's 35 instead of 20 (og saiga12)
|
||||
|
||||
|
||||
|
||||
;------------------------------------------------------------------------------------------------
|
||||
[wpn_saiga12s_mutanthammer]:wpn_saiga12s
|
||||
parent_section = wpn_saiga12s_mutanthammer
|
||||
GroupControlSection = spawn_group
|
||||
discovery_dependency =
|
||||
$npc = off
|
||||
$prefetch = 8
|
||||
$spawn = "weapons\ak-74"
|
||||
scheduled = off
|
||||
|
||||
inv_name = st_wpn_saiga12s_mutanthammer_name
|
||||
inv_name_short = st_wpn_saiga12s_mutanthammer_name
|
||||
description = st_wpn_saiga12s_mutanthammer_descr
|
||||
|
||||
kind = w_shotgun
|
||||
inv_weight = 2.81
|
||||
cost = 41250
|
||||
repair_type = shotgun
|
||||
weapon_class = shotgun
|
||||
|
||||
|
||||
|
||||
condition_queue_shot_dec = 0.0035
|
||||
condition_shot_dec = 0.0035
|
||||
|
||||
[wpn_saiga12s_mutanthammer_hud]:wpn_saiga12s_hud
|
||||
item_visual = anomaly_weapons\wpn_saiga\wpn_saiga12s_hud.ogf
|
||||
|
||||
[wpn_saiga12s_mutanthammer_1p29]:wpn_saiga12s_mutanthammer
|
||||
1icon_layer = 1p29
|
||||
1icon_layer_x = 71
|
||||
1icon_layer_y = -2
|
||||
inv_weight = 3.61
|
||||
hud = wpn_saiga12s_mutanthammer_1p29_hud
|
||||
visual = dynamics\weapons\wpn_saiga\wpn_saiga12s_1p29.ogf
|
||||
scope_status = 1
|
||||
scope_dynamic_zoom = off
|
||||
scope_texture = wpn_crosshair_1p29
|
||||
scope_zoom_factor = 15
|
||||
|
||||
zoom_rotate_time = 0.3
|
||||
|
||||
|
||||
[wpn_saiga12s_mutanthammer_1p29_hud]:wpn_saiga12s_hud
|
||||
item_visual = anomaly_weapons\wpn_saiga\wpn_saiga12s_1p29_hud.ogf
|
||||
|
||||
[wpn_saiga12s_mutanthammer_kobra]:wpn_saiga12s_mutanthammer
|
||||
1icon_layer = kobra
|
||||
1icon_layer_x = 81
|
||||
1icon_layer_y = 0
|
||||
inv_weight = 3.21
|
||||
|
||||
hud = wpn_saiga12s_mutanthammer_kobra_hud
|
||||
visual = dynamics\weapons\wpn_saiga\wpn_saiga12s_kobra.ogf
|
||||
|
||||
|
||||
[wpn_saiga12s_mutanthammer_kobra_hud]:wpn_saiga12s_1p29_hud
|
||||
item_visual = anomaly_weapons\wpn_saiga\wpn_saiga12s_kobra_hud.ogf
|
||||
|
||||
[wpn_saiga12s_mutanthammer_ps01]:wpn_saiga12s_mutanthammer
|
||||
1icon_layer = ps01
|
||||
1icon_layer_x = 48
|
||||
1icon_layer_y = 0
|
||||
|
||||
inv_weight = 3.41
|
||||
|
||||
scope_status = 1
|
||||
scope_dynamic_zoom = off
|
||||
scope_texture = wpn_crosshair_pso1
|
||||
scope_zoom_factor = 15
|
||||
;------------------------------------------------------------------------------------------------
|
||||
SVD Cyclops
|
||||
;------------------------------------------------------------------------------------------------
|
||||
|
||||
[wpn_svd_cyclops]:wpn_svd
|
||||
parent_section = wpn_svd_cyclops
|
||||
inv_name = st_wpn_svd_cyclops_name
|
||||
inv_name_short = st_wpn_svd_cyclops_name
|
||||
description = st_wpn_svd_cyclops_descr
|
||||
inv_weight = 3.41
|
||||
cost = 50120
|
||||
hit_impulse = 45
|
||||
hit_power = 1.2, 1.2, 1.2, 1.2
|
||||
hit_type = fire_wound
|
||||
fire_distance = 1150
|
||||
bullet_speed = 835
|
||||
rpm = 55
|
||||
rpm_empty_click = 200
|
||||
|
||||
[wpn_svd_cyclops_hud]:wpn_svd_hud
|
||||
item_visual = anomaly_weapons\wpn_svd\wpn_svd_hud.ogf
|
||||
|
||||
;------------------------------------------------------------------------------------------------
|
||||
[wpn_svd_cyclops_1p29]:wpn_svd_cyclops
|
||||
1icon_layer = 1p29
|
||||
1icon_layer_x = 58
|
||||
1icon_layer_y = 8
|
||||
|
||||
inv_weight = 4.21
|
||||
|
||||
hud = wpn_svd_cyclops_1p29_hud
|
||||
visual = dynamics\weapons\wpn_svd\wpn_svd_1p29.ogf
|
||||
|
||||
scope_status = 1
|
||||
scope_texture = wpn_crosshair_1p29
|
||||
scope_zoom_factor = 15
|
||||
|
||||
zoom_rotate_time = 0.3
|
||||
|
||||
|
||||
[wpn_svd_cyclops_1p29_hud]:wpn_svd_1p29_hud
|
||||
item_visual = anomaly_weapons\wpn_svd\wpn_svd_1p29_hud.ogf
|
||||
;------------------------------------------------------------------------------------------------
|
||||
[wpn_svd_cyclops_kobra]:wpn_svd_cyclops
|
||||
1icon_layer = kobra
|
||||
1icon_layer_x = 64
|
||||
1icon_layer_y = 10
|
||||
|
||||
inv_weight = 3.82
|
||||
|
||||
hud = wpn_svd_cyclops_kobra_hud
|
||||
visual = dynamics\weapons\wpn_svd\wpn_svd_kobra.ogf
|
||||
|
||||
scope_status = 0
|
||||
scope_dynamic_zoom = off
|
||||
|
||||
[wpn_svd_cyclops_kobra_hud]:wpn_svd_kobra_hud
|
||||
item_visual = anomaly_weapons\wpn_svd\wpn_svd_kobra_hud.ogf
|
||||
|
||||
;------------------------------------------------------------------------------------------------
|
||||
[wpn_svd_cyclops_ps01]:wpn_svd_cyclops
|
||||
1icon_layer = ps01
|
||||
1icon_layer_x = 33
|
||||
1icon_layer_y = 9
|
||||
|
||||
inv_weight = 4.01
|
||||
|
||||
hud = wpn_svd_cyclops_pso1_hud
|
||||
|
||||
scope_status = 1
|
||||
scope_dynamic_zoom = on
|
||||
scope_texture = wpn_crosshair_pso1
|
||||
scope_zoom_factor = 15
|
||||
|
||||
|
||||
[wpn_svd_cyclops_pso1_hud]:wpn_svd_hud
|
||||
File diff suppressed because it is too large
Load Diff
+1153
File diff suppressed because it is too large
Load Diff
+101
@@ -0,0 +1,101 @@
|
||||
;--------------------------
|
||||
;-- Catilina's Stories from the Zone
|
||||
;-- Special Characters
|
||||
;
|
||||
;--------------------------
|
||||
|
||||
--- Atomic Crusader ---
|
||||
|
||||
--- Special NPCs ---
|
||||
|
||||
[ac_pri_medic_monolith_squad]:online_offline_group
|
||||
faction = monolith
|
||||
npc = ac_pri_medic_monolith
|
||||
npc_in_squad = 1, 1
|
||||
target_smart = pri_monolith
|
||||
story_id = ac_pri_medic_monolith_squad
|
||||
on_death = %+ac_pri_medic_monolith_squad_dead%
|
||||
|
||||
|
||||
|
||||
[ac_blue_winter_squad]:online_offline_group
|
||||
faction = monolith
|
||||
npc = ac_blue_winter
|
||||
npc_in_squad = 1, 1
|
||||
target_smart = {+ac_task_3_active} pri_a21_smart_terrain, {+ac_blue_winter_3_done} pri_a25_smart_terrain, pri_monolith
|
||||
story_id = ac_blue_winter_squad
|
||||
on_death = %+ac_blue_winter_squad_dead%
|
||||
|
||||
[ac_balthazar_squad]:online_offline_group
|
||||
faction = monolith
|
||||
npc = ac_balthazar
|
||||
npc_in_squad = 1, 1
|
||||
target_smart = {+ac_task_3_active} pri_a21_smart_terrain, {+ac_blue_winter_3_done} pri_a25_smart_terrain, pri_monolith
|
||||
story_id = ac_balthazar_squad
|
||||
on_death = %+ac_balthazar_squad_dead%
|
||||
|
||||
|
||||
[ac_caspar_squad]:online_offline_group
|
||||
faction = monolith
|
||||
npc = ac_caspar
|
||||
npc_in_squad = 1, 1
|
||||
target_smart = {+ac_task_3_active} pri_a21_smart_terrain, {+ac_blue_winter_3_done} pri_a25_smart_terrain, pri_sim_3
|
||||
story_id = ac_caspar_squad
|
||||
on_death = %+ac_caspar_squad_dead%
|
||||
|
||||
[ac_melchior_squad]:online_offline_group
|
||||
faction = monolith
|
||||
npc = ac_melchior
|
||||
npc_in_squad = 1, 1
|
||||
target_smart = {+ac_task_3_active} pri_a21_smart_terrain, {+ac_blue_winter_3_done} pri_a25_smart_terrain, pri_sim_3
|
||||
story_id = ac_melchior_squad
|
||||
on_death = %+ac_melchior_squad_dead%
|
||||
|
||||
--- NPCs
|
||||
|
||||
[pri_ac_a25_guard_1]:online_offline_group
|
||||
faction = monolith
|
||||
npc = sim_default_monolith_3, sim_default_monolith_2, sim_default_monolith_3, sim_default_monolith_4
|
||||
npc_in_squad = 3, 4
|
||||
target_smart = pri_a25_smart_terrain
|
||||
story_id = pri_ac_a25_guard_1
|
||||
on_death = %+pri_ac_a25_guard_1_dead%
|
||||
|
||||
[pri_ac_a25_guard_2]:online_offline_group
|
||||
faction = monolith
|
||||
npc = sim_default_monolith_4, sim_default_monolith_3, sim_default_monolith_3, sim_default_monolith_4
|
||||
npc_in_squad = 3, 4
|
||||
target_smart = pri_a25_smart_terrain
|
||||
story_id = pri_ac_a25_guard_2
|
||||
on_death = %+pri_ac_a25_guard_2_dead%
|
||||
|
||||
[ac_task_3_stalker_squad]:online_offline_group
|
||||
faction = stalker
|
||||
npc = sim_default_stalker_4, sim_default_stalker_4, sim_default_stalker_4, sim_default_stalker_4
|
||||
npc_in_squad = 4
|
||||
story_id = ac_task_3_stalker_squad
|
||||
target_smart = {+ac_task_3_pos_5} pri_b304_monsters_smart_terrain, pri_a16
|
||||
|
||||
--- Mutants
|
||||
|
||||
[pack_ac_snorks_1]:online_offline_group
|
||||
faction = monster_special
|
||||
npc = snork_strong3, snork_normal3, snork_normal3
|
||||
npc_in_squad = 3, 3
|
||||
target_smart = pri_a25_smart_terrain
|
||||
on_death = %+pack_ac_snorks_1_dead%
|
||||
|
||||
[pack_ac_snorks_2]:online_offline_group
|
||||
faction = monster_special
|
||||
npc = snork_strong3, snork_normal3, snork_strong3
|
||||
npc_in_squad = 3, 3
|
||||
target_smart = pri_a25_smart_terrain
|
||||
on_death = %+pack_ac_snorks_2_dead%
|
||||
|
||||
[ac_pri_a25_poltergeist_1_squad]:online_offline_group
|
||||
faction = monster
|
||||
npc = m_poltergeist_normal_tele
|
||||
npc_in_squad = 1, 1
|
||||
target_smart = pri_a25_smart_terrain
|
||||
story_id = ac_pri_a25_poltergeist_1_squad
|
||||
on_death = %+ac_pri_a25_poltergeist_1_squad_dead%
|
||||
@@ -0,0 +1,809 @@
|
||||
;==============================================================
|
||||
;
|
||||
; TASKS PROVIDED FOR STORIES FROM THE ZONE (Name might be subject to changes)
|
||||
; Anomaly 1.5.2.
|
||||
;
|
||||
; Made by: Catilina
|
||||
;
|
||||
;==============================================================
|
||||
;------------------------------------------------------------------------------------------
|
||||
; Brotherhood QUESTLINES
|
||||
;------------------------------------------------------------------------------------------
|
||||
|
||||
|
||||
[give_task_kill_pack_dogs_1]
|
||||
icon = ui_inGame2_Laboratoriya_X8
|
||||
prior = 75
|
||||
storyline = false
|
||||
|
||||
title = give_task_kill_pack_dogs_1_name
|
||||
target =
|
||||
descr = {+delievered_package_vybegallo} give_task_kill_pack_dogs_3_descr, {=actor_has_item(quest_package_vybegallo)} give_task_kill_pack_dogs_2_descr, give_task_kill_pack_dogs_1_descr
|
||||
status_functor = give_task_kill_pack_dogs_1_status_f
|
||||
|
||||
condlist_0 = {+butcher_1_done} complete
|
||||
on_init =
|
||||
on_complete = %=inc_faction_goodwill_to_actor(stalker:10) =inc_faction_goodwill_to_actor(csky:5)%
|
||||
|
||||
[give_task_kill_pack_boars_1]
|
||||
icon = ui_inGame2_Laboratoriya_X8
|
||||
prior = 75
|
||||
storyline = false
|
||||
|
||||
title = give_task_kill_pack_boars_1_name
|
||||
target =
|
||||
descr = {+pack_boars_1_dead} give_task_kill_pack_boars_2_descr, give_task_kill_pack_boars_1_descr
|
||||
status_functor = give_task_kill_pack_boars_1_status_f
|
||||
|
||||
condlist_0 = {+butcher_2_done} complete
|
||||
on_init =
|
||||
on_complete = %=reward_money(5000) =reward_item(meat_boar_a) =inc_faction_goodwill_to_actor(stalker:25) =inc_faction_goodwill_to_actor(dolg:10)%
|
||||
|
||||
[give_task_kill_pack_snorks_1]
|
||||
icon = ui_inGame2_Laboratoriya_X8
|
||||
prior = 75
|
||||
storyline = false
|
||||
|
||||
title = give_task_kill_pack_snorks_1_name
|
||||
target =
|
||||
descr = {+pack_snorks_1_dead} give_task_kill_pack_snorks_2_descr, give_task_kill_pack_snorks_1_descr
|
||||
status_functor = give_task_kill_pack_snorks_1_status_f
|
||||
|
||||
condlist_0 = {+butcher_3_done} complete
|
||||
on_init =
|
||||
on_complete = %=reward_money(5000) =reward_item(meat_flesh_a) =inc_faction_goodwill_to_actor(stalker:25) =inc_faction_goodwill_to_actor(dolg:10)%
|
||||
|
||||
[give_task_kill_pack_snorks_2]
|
||||
icon = ui_inGame2_Laboratoriya_X8
|
||||
prior = 75
|
||||
storyline = false
|
||||
|
||||
title = give_task_kill_pack_snorks_2_name
|
||||
target =
|
||||
descr = {+bellerophon_2_done} give_task_kill_pack_snorks_2_3_descr, {+pack_snorks_2_dead -bellerophon_dead} give_task_kill_pack_snorks_2_2_descr, give_task_kill_pack_snorks_2_1_descr
|
||||
status_functor = give_task_kill_pack_snorks_2_status_f
|
||||
|
||||
condlist_0 = {+butcher_4_done} complete
|
||||
on_init =
|
||||
on_complete = %=reward_money(7000) =reward_item(meat_flesh_a) =inc_faction_goodwill_to_actor(stalker:25) =inc_faction_goodwill_to_actor(dolg:10)%
|
||||
|
||||
[give_rescue_orion_quest]
|
||||
icon = ui_inGame2_Laboratoriya_X8
|
||||
prior = 75
|
||||
storyline = false
|
||||
|
||||
title = give_rescue_orion_quest_name
|
||||
target =
|
||||
descr = {+brotherhood_agru_controller_dead +bellerophon_dead} give_rescue_orion_quest_3_alt_descr, {+brotherhood_agru_controller_dead} give_rescue_orion_quest_3_descr, {+bellerophon_3_done} give_rescue_orion_quest_2_descr, {+bellerophon_dead} give_rescue_orion_quest_1_alt_descr, give_rescue_orion_quest_1_descr
|
||||
status_functor = give_rescue_orion_quest_status_f
|
||||
|
||||
condlist_0 = {+butcher_5_done} complete
|
||||
on_init = %=spawn_hunter_orion_dead%
|
||||
on_complete = %=inc_faction_goodwill_to_actor(stalker:80) =inc_faction_goodwill_to_actor(dolg:10)%
|
||||
|
||||
|
||||
;-------------;
|
||||
; Dolg Quests ;
|
||||
;-------------;
|
||||
[give_meet_aspirin_quest_1]
|
||||
icon = ui_iconsTotal_bar_crazy_veterans_quest
|
||||
prior = 20
|
||||
storyline = false
|
||||
|
||||
title = give_meet_aspirin_quest_1_name
|
||||
target =
|
||||
descr = give_meet_aspirin_quest_1_descr
|
||||
|
||||
condlist_0 = {+give_meet_aspirin_quest_1_done} complete
|
||||
|
||||
[give_meet_aspirin_quest_2]
|
||||
icon = ui_iconsTotal_bar_crazy_veterans_quest
|
||||
prior = 20
|
||||
storyline = false
|
||||
|
||||
title = give_meet_aspirin_quest_2_name
|
||||
target =
|
||||
descr = give_meet_aspirin_quest_2_descr
|
||||
|
||||
condlist_0 = {+give_meet_aspirin_quest_2_done} complete
|
||||
|
||||
[give_meet_voronin_quest_1]
|
||||
icon = ui_iconsTotal_bar_crazy_veterans_quest
|
||||
prior = 20
|
||||
storyline = false
|
||||
|
||||
title = give_meet_voronin_quest_1_name
|
||||
target =
|
||||
descr = give_meet_voronin_quest_1_descr
|
||||
|
||||
condlist_0 = {+give_meet_voronin_quest_1_done} complete
|
||||
|
||||
[give_dolg_bloodsucker_village_1]
|
||||
icon = ui_inGame2_Laboratoriya_X8
|
||||
prior = 75
|
||||
storyline = false
|
||||
|
||||
title = give_dolg_bloodsucker_village_1_name
|
||||
target =
|
||||
descr = {+give_dolg_bloodsucker_village_1_out_of_time} give_dolg_bloodsucker_village_1_3_descr, {+pack_bloodsuckers_dolg_1_all_dead} give_dolg_bloodsucker_village_1_2_descr, give_dolg_bloodsucker_village_1_1_descr
|
||||
status_functor = give_dolg_bloodsucker_village_1_status_f
|
||||
|
||||
condlist_0 = {+give_dolg_bloodsucker_village_1_done} complete
|
||||
condlist_1 = {+give_dolg_bloodsucker_village_1_out_of_time} fail
|
||||
on_init = %=clear_smart_terrain(mil_smart_terrain_4_2:true) =clear_smart_terrain(mil_smart_terrain_4_3:true) =clear_smart_terrain(mil_smart_terrain_2_10:true)%
|
||||
on_complete = %=reward_money(8500) =inc_faction_goodwill_to_actor(dolg:120)%
|
||||
on_fail = %+give_dolg_bloodsucker_village_1_fail%
|
||||
|
||||
[give_dolg_bloodsucker_village_2]
|
||||
icon = ui_inGame2_Laboratoriya_X8
|
||||
prior = 75
|
||||
storyline = false
|
||||
|
||||
title = give_dolg_bloodsucker_village_2_name
|
||||
target =
|
||||
descr = {+bloodsucker_raid_has_killer_patch_fail} give_dolg_bloodsucker_village_2_3_descr, {+bloodsucker_raid_has_killer_patch_done} give_dolg_bloodsucker_village_2_2_descr, give_dolg_bloodsucker_village_2_1_descr
|
||||
status_functor = give_dolg_bloodsucker_village_2_status_f
|
||||
|
||||
condlist_0 = {+give_dolg_bloodsucker_village_2_done} complete
|
||||
condlist_1 = {+give_dolg_bloodsucker_village_2_day} fail
|
||||
on_init = %=clear_smart_terrain(mil_smart_terrain_4_2:true) =clear_smart_terrain(mil_smart_terrain_4_3:true) =clear_smart_terrain(mil_smart_terrain_2_10:true) =spawn_dolg_vadim_bloodsucker_dead =spawn_dolg_sasha_bloodsucker_dead =spawn_dolg_sergey_bloodsucker_dead%
|
||||
on_complete = %=inc_faction_goodwill_to_actor(dolg:-110)%
|
||||
on_fail = %=reward_money(4000)%
|
||||
|
||||
[give_dolg_bloodsucker_village_3]
|
||||
icon = ui_iconsTotal_bar_crazy_veterans_quest
|
||||
prior = 140
|
||||
storyline = true
|
||||
|
||||
title = give_dolg_bloodsucker_village_3_name
|
||||
target =
|
||||
descr = give_dolg_bloodsucker_village_3_1_descr
|
||||
status_functor = give_dolg_bloodsucker_village_3_status_f
|
||||
|
||||
on_init = %=clear_smart_terrain(mil_smart_terrain_8_3:true) =clear_smart_terrain(mil_smart_terrain_7_4:true)%
|
||||
condlist_0 = {+dolg_ilya_bloodsucker_start_dialog_done} complete
|
||||
on_complete =
|
||||
|
||||
|
||||
|
||||
;------------------;
|
||||
; Legendary Quests ;
|
||||
;------------------;
|
||||
|
||||
[give_forester_hunt_vlad_drakul]
|
||||
icon = ui_iconsTotal_bar_crazy_veterans_quest
|
||||
prior = 140
|
||||
storyline = true
|
||||
|
||||
title = give_forester_hunt_vlad_drakul_name
|
||||
target =
|
||||
descr = {+forester_news_legendary_3} give_forester_hunt_vlad_drakul_3_descr, {+legendary_bloodsucker_vlad_drakul_dead} give_forester_hunt_vlad_drakul_2_descr, give_forester_hunt_vlad_drakul_1_descr
|
||||
status_functor = give_hunt_legendary_1_status_f
|
||||
|
||||
on_init =
|
||||
condlist_0 = {+give_forester_hunt_vlad_drakul_done} complete
|
||||
condlist_1 = {+give_forester_hunt_vlad_drakul_fail} fail
|
||||
on_complete = %=reward_item(vodka_quality) =inc_faction_goodwill_to_actor(stalker:75)%
|
||||
on_fail =
|
||||
|
||||
[give_butcher_legendary_1]
|
||||
icon = ui_iconsTotal_bar_crazy_veterans_quest
|
||||
prior = 140
|
||||
storyline = true
|
||||
|
||||
title = give_butcher_legendary_1_name
|
||||
target =
|
||||
descr = {+legendary_pack_boars_calydonian_dead} give_butcher_legendary_1_2_descr, give_butcher_legendary_1_1_descr
|
||||
status_functor = give_hunt_legendary_2_status_f
|
||||
|
||||
on_init =
|
||||
condlist_0 = {+give_butcher_legendary_1_done} complete
|
||||
condlist_1 = {+player_fled_from_calydonian_boar} fail
|
||||
|
||||
on_complete = %=reward_item(vodka_quality) =inc_faction_goodwill_to_actor(stalker:50) =inc_faction_goodwill_to_actor(csky:50) =reward_money(10000)%
|
||||
on_fail = %=release_legendary_hunt_2()%
|
||||
|
||||
|
||||
|
||||
;------------------------------------------------------------------------------------------
|
||||
; Doctor Alyosha Shyogolov QUESTLINES
|
||||
;------------------------------------------------------------------------------------------
|
||||
|
||||
[give_alyosha_shyogolov_trouble_1]
|
||||
icon = ui_iconsTotal_bar_crazy_veterans_quest
|
||||
prior = 140
|
||||
storyline = true
|
||||
|
||||
title = give_alyosha_shyogolov_trouble_1_name
|
||||
target =
|
||||
descr = {+alyosha_shyogolov_1_you_arrived} give_alyosha_shyogolov_trouble_1_3_descr, {+alyosha_shyogolov_1_go} give_alyosha_shyogolov_trouble_1_2_descr, give_alyosha_shyogolov_trouble_1_1_descr
|
||||
status_functor = give_alyosha_shyogolov_trouble_1_status_f
|
||||
|
||||
on_init = %=clear_smart_terrain(agr_smart_terrain_6_4:true) =create_squad(alyosha_shyogolov_squad:agr_smart_terrain_6_4) =clear_smart_terrain(agr_smart_terrain_5_3:true)%
|
||||
condlist_0 = {+alyosha_shyogolov_0_new_done} complete
|
||||
on_complete =
|
||||
|
||||
[give_alyosha_shyogolov_trouble_2]
|
||||
icon = ui_iconsTotal_bar_crazy_veterans_quest
|
||||
prior = 140
|
||||
storyline = true
|
||||
|
||||
title = give_alyosha_shyogolov_trouble_2_name
|
||||
target =
|
||||
descr = {=actor_has_item(bh_mozgotlen_documents)} give_alyosha_shyogolov_trouble_2_2_descr, give_alyosha_shyogolov_trouble_2_1_descr
|
||||
status_functor = give_alyosha_shyogolov_trouble_2_status_f
|
||||
|
||||
on_init = %=clear_smart_terrain(agr_smart_terrain_5_7:true) =clear_smart_terrain(agr_smart_terrain_4_6:true) =clear_smart_terrain(mar_smart_terrain_7_3:true)%
|
||||
condlist_0 = {+give_alyosha_shyogolov_trouble_2_done} complete
|
||||
on_complete =
|
||||
|
||||
|
||||
[give_alyosha_shyogolov_trouble_3]
|
||||
icon = ui_iconsTotal_bar_crazy_veterans_quest
|
||||
prior = 140
|
||||
storyline = true
|
||||
|
||||
title = give_alyosha_shyogolov_trouble_3_name
|
||||
target =
|
||||
descr = {+nr_bandits_squads_dead_1} give_alyosha_shyogolov_trouble_3_3_descr, {+alyosha_shyogolov_retreat_1} give_alyosha_shyogolov_trouble_3_2_descr, give_alyosha_shyogolov_trouble_3_1_descr
|
||||
status_functor = give_alyosha_shyogolov_trouble_3_status_f
|
||||
|
||||
on_init = %=clear_smart_terrain(jup_sim_13:true)%
|
||||
condlist_0 = {+alyosha_shyogolov_trouble_3_done} complete
|
||||
on_complete =
|
||||
|
||||
|
||||
|
||||
[give_alyosha_shyogolov_trouble_4]
|
||||
icon = ui_iconsTotal_bar_crazy_veterans_quest
|
||||
prior = 140
|
||||
storyline = true
|
||||
|
||||
title = give_alyosha_shyogolov_trouble_4_name
|
||||
target =
|
||||
descr =
|
||||
status_functor = give_alyosha_shyogolov_trouble_4_status_f
|
||||
|
||||
on_init =
|
||||
condlist_0 = {+alyosha_shyogolov_trouble_4_done} complete
|
||||
on_complete =
|
||||
|
||||
[give_alyosha_shyogolov_trouble_5]
|
||||
icon = ui_iconsTotal_bar_crazy_veterans_quest
|
||||
prior = 140
|
||||
storyline = true
|
||||
|
||||
title = give_alyosha_shyogolov_trouble_5_name
|
||||
target =
|
||||
descr =
|
||||
status_functor = give_alyosha_shyogolov_trouble_5_status_f
|
||||
|
||||
on_init =
|
||||
condlist_0 = {+alyosha_shyogolov_trouble_5_done} complete
|
||||
on_complete =
|
||||
;------------------------------------------------------------------------------------------
|
||||
; Vybegallo QUESTLINES
|
||||
;------------------------------------------------------------------------------------------
|
||||
|
||||
[give_vybegallo_pseudogiant]
|
||||
icon = ui_icons_cordon22
|
||||
prior = 72
|
||||
storyline = false
|
||||
|
||||
title = bring_pseudogiant_vybegallo_name
|
||||
descr = bring_part_vybegallo_descr
|
||||
target =
|
||||
|
||||
condlist_0 = {+vybegallo_quest_1_done} complete
|
||||
condlist_1 = {+vybegallo_sakharov_order_done} fail
|
||||
|
||||
[give_meet_vybegallo_quest]
|
||||
icon = ui_iconsTotal_bar_crazy_veterans_quest
|
||||
prior = 20
|
||||
storyline = true
|
||||
|
||||
title = give_meet_vybegallo_quest_name
|
||||
target =
|
||||
descr = give_meet_vybegallo_quest_descr
|
||||
|
||||
condlist_0 = {+give_meet_vybegallo_quest_done} complete
|
||||
|
||||
|
||||
[give_sakharov_order_vybegallo_quest]
|
||||
icon = ui_iconsTotal_bar_crazy_veterans_quest
|
||||
prior = 20
|
||||
storyline = true
|
||||
|
||||
title = give_sakharov_order_vybegallo_quest_name
|
||||
target =
|
||||
descr = {+vybegallo_sakharov_order_done} give_sakharov_order_vybegallo_quest_2_descr, give_sakharov_order_vybegallo_quest_1_descr
|
||||
|
||||
condlist_0 = {+give_sakharov_order_vybegallo_quest_done} complete
|
||||
on_complete = %=spawn_vybegallo_order_mercenary =spawn_vybegallo_order_mercenary_2 =reward_item(medkit) =reward_item(antirad) =reward_money(1000)%
|
||||
|
||||
|
||||
[give_vybegallo_must_die]
|
||||
icon = ui_iconsTotal_bar_crazy_veterans_quest
|
||||
prior = 99
|
||||
storyline = true
|
||||
|
||||
title = give_vybegallo_must_die_name
|
||||
target =
|
||||
descr = {+vybegallo_dead} give_vybegallo_must_die_2_descr, give_vybegallo_must_die_1_descr
|
||||
|
||||
condlist_0 = {+give_vybegallo_must_die_done} complete
|
||||
on_complete = %=reward_item(af_cooler_up) =reward_money(7500)%
|
||||
|
||||
[give_vybegallo_satisfied_man]
|
||||
icon = ui_iconsTotal_bar_crazy_veterans_quest
|
||||
prior = 99
|
||||
storyline = true
|
||||
|
||||
title = give_vybegallo_satisfied_man_name
|
||||
target =
|
||||
descr = {+satisfied_man_dead} give_vybegallo_satisfied_man_2_descr, give_vybegallo_satisfied_man_1_descr
|
||||
status_functor = give_vybegallo_satisfied_man_status_f
|
||||
|
||||
condlist_0 = {+give_vybegallo_satisfied_man_done} complete
|
||||
on_complete = %=reward_money(10000)%
|
||||
|
||||
;--------------------;
|
||||
; Bellerophon Quests ;
|
||||
;--------------------;
|
||||
[give_task_bellerophon_chimera_1]
|
||||
icon = ui_iconsTotal_bar_crazy_veterans_quest
|
||||
prior = 90
|
||||
storyline = true
|
||||
|
||||
title = give_task_bellerophon_chimera_1_name
|
||||
target =
|
||||
descr = {+bellerophon_chimera_1_dead} give_task_bellerophon_chimera_1_3_descr, {+bellerophon_7_done} give_task_bellerophon_chimera_1_2_descr, give_task_bellerophon_chimera_1_1_descr
|
||||
status_functor = give_task_bellerophon_chimera_1_status_f
|
||||
|
||||
condlist_0 = {+give_task_bellerophon_chimera_1_done} complete
|
||||
condlist_1 = {+bellerophon_dead} fail
|
||||
on_complete =
|
||||
|
||||
;--------------------;
|
||||
; Trapper Quests ;
|
||||
;--------------------;
|
||||
|
||||
[give_task_trapper_chimera_1]
|
||||
icon = ui_iconsTotal_bar_crazy_veterans_quest
|
||||
prior = 90
|
||||
storyline = false
|
||||
|
||||
title = give_task_trapper_chimera_1_name
|
||||
target =
|
||||
descr = {+trapper_chimera_1_dead} give_task_trapper_chimera_1_4_descr, {+trapper_chimera_1_init} give_task_trapper_chimera_1_3_descr, {+trapper_chimera_1_done} give_task_trapper_chimera_1_2_descr, give_task_trapper_chimera_1_1_descr
|
||||
status_functor = give_task_trapper_chimera_1_status_f
|
||||
|
||||
condlist_0 = {+give_task_trapper_chimera_1_done} complete
|
||||
on_complete = %=reward_money(8750) =inc_faction_goodwill_to_actor(stalker:55) =inc_faction_goodwill_to_actor(freedom:15)%
|
||||
|
||||
[give_task_trapper_chimera_2]
|
||||
icon = ui_iconsTotal_bar_crazy_veterans_quest
|
||||
prior = 90
|
||||
storyline = false
|
||||
|
||||
title = give_task_trapper_chimera_2_name
|
||||
target =
|
||||
descr = {+trapper_chimera_2_dead} give_task_trapper_chimera_2_6_descr, {+trapper_chimera_2_recording_done_success} give_task_trapper_chimera_2_5_descr, {+trapper_chimera_7_done} give_task_trapper_chimera_2_4_descr, {+trapper_chimera_record_in_place} give_task_trapper_chimera_2_3_descr, {+trapper_chimera_2_init} give_task_trapper_chimera_2_2_descr, {+trapper_chimera_2_back} give_task_trapper_chimera_2_7_descr, give_task_trapper_chimera_2_1_descr
|
||||
status_functor = give_task_trapper_chimera_2_status_f
|
||||
|
||||
condlist_0 = {+give_task_trapper_chimera_2_done} complete
|
||||
on_complete = %=inc_faction_goodwill_to_actor(stalker:55) =inc_faction_goodwill_to_actor(freedom:15)%
|
||||
|
||||
--- Missing Hunters
|
||||
[give_task_trapper_missing_hunter_1]
|
||||
icon = ui_iconsTotal_bar_crazy_veterans_quest
|
||||
prior = 90
|
||||
storyline = false
|
||||
|
||||
title = give_task_trapper_missing_hunter_1_name
|
||||
target =
|
||||
descr = {+give_task_trapper_missing_hunter_1_all} give_task_trapper_missing_hunter_1_3_descr, {+trapper_missing_hunter_1_mutant_init} give_task_trapper_missing_hunter_1_2_descr, give_task_trapper_missing_hunter_1_1_descr
|
||||
status_functor = give_task_trapper_missing_hunter_1_status_f
|
||||
|
||||
condlist_0 = {+give_task_trapper_missing_hunter_1_done} complete
|
||||
on_complete = %=reward_money(3750) =inc_faction_goodwill_to_actor(stalker:25) =inc_faction_goodwill_to_actor(freedom:15)%
|
||||
|
||||
|
||||
[give_task_trapper_missing_hunter_2]
|
||||
icon = ui_iconsTotal_bar_crazy_veterans_quest
|
||||
prior = 90
|
||||
storyline = false
|
||||
|
||||
title = give_task_trapper_missing_hunter_2_name
|
||||
target =
|
||||
descr = {+give_task_trapper_missing_hunter_2_all} give_task_trapper_missing_hunter_2_4_descr, {+give_task_trapper_missing_hunter_2_mutants_dead} give_task_trapper_missing_hunter_2_3_descr, {+give_task_trapper_missing_hunter_2_found} give_task_trapper_missing_hunter_2_2_descr, give_task_trapper_missing_hunter_2_1_descr
|
||||
status_functor = give_task_trapper_missing_hunter_2_status_f
|
||||
|
||||
condlist_0 = {+give_task_trapper_missing_hunter_2_done} complete
|
||||
on_complete = %=reward_money(5750) =inc_faction_goodwill_to_actor(stalker:45) =inc_faction_goodwill_to_actor(freedom:25)%
|
||||
|
||||
|
||||
[give_task_trapper_missing_hunter_3]
|
||||
icon = ui_iconsTotal_bar_crazy_veterans_quest
|
||||
prior = 90
|
||||
storyline = false
|
||||
|
||||
title = give_task_trapper_missing_hunter_3_name
|
||||
target =
|
||||
descr = {+give_task_trapper_missing_hunter_3_mutants_dead} give_task_trapper_missing_hunter_3_3_descr, {+trapper_missing_hunter_3_mutant_init} give_task_trapper_missing_hunter_3_2_descr, give_task_trapper_missing_hunter_3_1_descr
|
||||
status_functor = give_task_trapper_missing_hunter_3_status_f
|
||||
|
||||
condlist_0 = {+give_task_trapper_missing_hunter_3_done} complete
|
||||
on_complete = %=reward_money(4250) =inc_faction_goodwill_to_actor(stalker:25) =inc_faction_goodwill_to_actor(freedom:15)%
|
||||
;------------------------------------------------------------------------------------------
|
||||
; Cordon QUESTLINES
|
||||
;------------------------------------------------------------------------------------------
|
||||
|
||||
[give_sidorovich_railway_assault]
|
||||
icon = ui_inGame2_Laboratoriya_X8
|
||||
prior = 75
|
||||
storyline = false
|
||||
|
||||
title = give_sidorovich_railway_assault_name
|
||||
target =
|
||||
descr = {+bandit_reinforcment_esc_6_8_dead} give_sidorovich_railway_assault_5_descr, {+bandit_guards_esc_6_8_dead} give_sidorovich_railway_assault_4_descr, {+esc_railway_assault_go} give_sidorovich_railway_assault_3_descr, {+esc_railway_assault_ready} give_sidorovich_railway_assault_2_descr, give_sidorovich_railway_assault_1_descr
|
||||
status_functor = give_sidorovich_railway_assault_status_f
|
||||
|
||||
|
||||
condlist_0 = {+esc_railway_assault_done} complete
|
||||
on_init = %=clear_smart_terrain(esc_smart_terrain_5_9:true) =clear_smart_terrain(esc_smart_terrain_4_9:true) =create_squad(csky_assault_esc_5_7:esc_smart_terrain_5_7) =create_squad(csky_assault_esc_5_7_leader:esc_smart_terrain_5_7) =clear_smart_terrain(esc_smart_terrain_6_8:true) =create_squad(bandit_guards_esc_6_8:esc_smart_terrain_6_8)%
|
||||
on_complete = %=reward_money(3500) =inc_faction_goodwill_to_actor(stalker:25)%
|
||||
|
||||
[give_sidorovich_railway_assault_2]
|
||||
icon = ui_inGame2_Laboratoriya_X8
|
||||
prior = 75
|
||||
storyline = false
|
||||
|
||||
title = give_sidorovich_railway_assault_2_name
|
||||
target =
|
||||
descr = {+bandit_guards_esc_6_8_dead +bandit_reinforcment_esc_7_11_dead} give_sidorovich_railway_assault_2_3_descr, {+bandit_reinforcment_esc_7_11_dead} give_sidorovich_railway_assault_2_2_descr, give_sidorovich_railway_assault_2_1_descr
|
||||
status_functor = give_sidorovich_railway_assault_2_status_f
|
||||
|
||||
|
||||
condlist_0 = {+esc_railway_assault_done} complete
|
||||
on_init = %=clear_smart_terrain(esc_smart_terrain_7_11:true) =clear_smart_terrain(esc_smart_terrain_5_9:true) =clear_smart_terrain(esc_smart_terrain_4_9:true) =create_squad(csky_assault_esc_5_7:esc_smart_terrain_5_7) =create_squad(csky_assault_esc_5_7_leader:esc_smart_terrain_5_7) =clear_smart_terrain(esc_smart_terrain_6_8:true) =create_squad(bandit_guards_esc_6_8:esc_smart_terrain_6_8)%
|
||||
on_complete = %=reward_money(5000) =inc_faction_goodwill_to_actor(stalker:50)%
|
||||
|
||||
[give_task_bh_gutalin_1]
|
||||
icon = ui_icons_cordon22
|
||||
prior = 80
|
||||
storyline = false
|
||||
|
||||
title = give_task_bh_gutalin_1_name
|
||||
descr = {+bh_gutalin_squad_dead} give_task_bh_gutalin_1_2_descr, give_task_bh_gutalin_1_1_descr
|
||||
target =
|
||||
status_functor = give_task_bh_gutalin_1_status_f
|
||||
|
||||
|
||||
condlist_0 = {+give_task_bh_gutalin_1_done} complete
|
||||
on_init =
|
||||
on_complete = %=reward_money(2500) =reward_item(salmon) =reward_item(raisins) =reward_item(vodka_quality)%
|
||||
|
||||
[give_shlitzer_smuggling_1]
|
||||
icon = ui_icons_cordon22
|
||||
prior = 80
|
||||
storyline = false
|
||||
|
||||
title = give_shlitzer_smuggling_1_name
|
||||
descr = {+bh_badger_deal_done} give_shlitzer_smuggling_1_3_descr, {+bh_shlitzer_smuggling_done} give_shlitzer_smuggling_1_2_descr, give_shlitzer_smuggling_1_1_descr
|
||||
target =
|
||||
status_functor = give_shlitzer_smuggling_1_status_f
|
||||
|
||||
|
||||
condlist_0 = {+give_shlitzer_smuggling_1_done} complete
|
||||
condlist_1 = {+bh_shlitzer_fail_1} fail
|
||||
on_init = %=create_squad(bh_badger_squad:esc_smart_terrain_3_16)%
|
||||
on_complete = %=reset_bh_badger_logic%
|
||||
|
||||
[give_shlitzer_smuggling_2]
|
||||
icon = ui_icons_cordon22
|
||||
prior = 80
|
||||
storyline = false
|
||||
|
||||
title = give_shlitzer_smuggling_2_name
|
||||
descr = give_shlitzer_smuggling_2_1_descr
|
||||
target =
|
||||
status_functor = give_shlitzer_smuggling_2_status_f
|
||||
|
||||
|
||||
condlist_0 = {+give_shlitzer_smuggling_2_done} complete
|
||||
condlist_1 =
|
||||
on_init =
|
||||
on_complete =
|
||||
|
||||
[give_shlitzer_smuggling_3]
|
||||
icon = ui_icons_cordon22
|
||||
prior = 80
|
||||
storyline = false
|
||||
|
||||
title = give_shlitzer_smuggling_3_name
|
||||
descr = give_shlitzer_smuggling_3_1_descr
|
||||
target =
|
||||
status_functor = give_shlitzer_smuggling_3_status_f
|
||||
|
||||
|
||||
condlist_0 = {+give_shlitzer_smuggling_3_done} complete
|
||||
condlist_1 =
|
||||
on_init =
|
||||
on_complete =
|
||||
;------------------------------------------------------------------------------------------
|
||||
; Marketshare QUESTLINES
|
||||
;------------------------------------------------------------------------------------------
|
||||
[give_meet_marlo_chris_quest_1]
|
||||
icon = ui_iconsTotal_bar_crazy_veterans_quest
|
||||
prior = 100
|
||||
storyline = false
|
||||
|
||||
title = give_meet_marlo_chris_quest_1_name
|
||||
target =
|
||||
descr = give_meet_marlo_chris_quest_1_descr
|
||||
|
||||
condlist_0 = {+give_meet_marlo_chris_quest_1_done} complete
|
||||
|
||||
[give_meet_marlo_chris_quest_2]
|
||||
icon = ui_iconsTotal_bar_crazy_veterans_quest
|
||||
prior = 100
|
||||
storyline = false
|
||||
|
||||
title = give_meet_marlo_chris_quest_2_name
|
||||
target =
|
||||
descr = give_meet_marlo_chris_quest_2_descr
|
||||
|
||||
condlist_0 = {+give_meet_marlo_chris_quest_2_done} complete
|
||||
|
||||
[give_meet_marlo_chris_quest_3]
|
||||
icon = ui_iconsTotal_bar_crazy_veterans_quest
|
||||
prior = 100
|
||||
storyline = false
|
||||
|
||||
title = give_meet_marlo_chris_quest_3_name
|
||||
target =
|
||||
descr = give_meet_marlo_chris_quest_3_descr
|
||||
|
||||
condlist_0 = {+give_meet_marlo_chris_quest_3_done} complete
|
||||
|
||||
[give_marlo_pda]
|
||||
icon = ui_icons_cordon22
|
||||
prior = 80
|
||||
storyline = false
|
||||
|
||||
title = give_marlo_pda_name
|
||||
descr = {=actor_has_item(itm_pda_mercenary_1)} bring_pda_marlo_3_descr, {+zaton_mercenary_1_dead} bring_pda_marlo_2_descr, bring_pda_marlo_1_descr
|
||||
target =
|
||||
|
||||
condlist_0 = {+give_marlo_pda_done} complete
|
||||
on_init =
|
||||
on_complete = %=reward_item(light_repair_kit) =reward_item(toolkit_r5)%
|
||||
|
||||
[give_intercept_courrier_1]
|
||||
icon = ui_icons_cordon22
|
||||
prior = 80
|
||||
storyline = false
|
||||
|
||||
title = give_intercept_courrier_1_name
|
||||
descr = {=actor_has_item(itm_usb_mercenary_1)} bring_usb_marlo_2_descr, bring_usb_marlo_1_descr
|
||||
target =
|
||||
|
||||
condlist_0 = {+give_intercept_courrier_1_done} complete
|
||||
on_init = %=clear_smart_terrain(jup_sim_2:true) =create_squad(zaton_mercenary_courrier_1_squad:jup_sim_2)%
|
||||
on_complete =
|
||||
|
||||
[give_intercept_courrier_2]
|
||||
icon = ui_icons_cordon22
|
||||
prior = 80
|
||||
storyline = false
|
||||
|
||||
title = give_intercept_courrier_2_name
|
||||
descr = {+zaton_mercenary_2_delivered} bring_usb_marlo_2_2_descr, bring_usb_marlo_2_1_descr
|
||||
target =
|
||||
|
||||
condlist_0 = {+give_intercept_courrier_2_done} complete
|
||||
on_init = %=create_squad(zaton_mercenary_2_squad:zat_b40_smart_terrain)%
|
||||
on_complete = %=reward_money(7000)%
|
||||
|
||||
|
||||
|
||||
[give_intercept_delivery_1]
|
||||
icon = ui_icons_cordon22
|
||||
prior = 80
|
||||
storyline = false
|
||||
|
||||
title = give_intercept_delivery_1_name
|
||||
descr = {+jupiter_mercenary_1_squad_dead} give_intercept_delivery_1_2_descr, give_intercept_delivery_1_1_descr
|
||||
target =
|
||||
|
||||
|
||||
condlist_0 = {+give_intercept_delivery_1_done} complete
|
||||
on_init = %=spawn_mercenary_supplies_1 =spawn_mercenary_supplies_2 =spawn_mercenary_supplies_3 =spawn_mercenary_supplies_4 =spawn_mercenary_supplies_5 =spawn_mercenary_supplies_6 =clear_smart_terrain(jup_b202:true) =clear_smart_terrain(jup_b207:true) =create_squad(jupiter_stalker_assault_leader_squad:jup_a6) =create_squad(jupiter_stalker_assault_1_squad:jup_a6) =create_squad(jupiter_mercenary_1_squad:jup_b207)%
|
||||
on_complete = %=reward_money(7000)%
|
||||
|
||||
---- Stage 2 ----
|
||||
|
||||
[give_hostile_takeover_main]
|
||||
icon = ui_icons_cordon22
|
||||
prior = 80
|
||||
storyline = false
|
||||
|
||||
title = give_hostile_takeover_main_name
|
||||
descr = give_hostile_takeover_main_descr
|
||||
target =
|
||||
|
||||
condlist_0 = {+give_hostile_takeover_main_done} complete
|
||||
on_init =
|
||||
on_complete =
|
||||
|
||||
[give_diplomatic_takeover_main]
|
||||
icon = ui_icons_cordon22
|
||||
prior = 80
|
||||
storyline = false
|
||||
|
||||
title = give_diplomatic_takeover_main_name
|
||||
descr = give_diplomatic_takeover_main_descr
|
||||
target =
|
||||
|
||||
condlist_0 = {+give_diplomatic_takeover_main_done} complete
|
||||
on_init =
|
||||
on_complete =
|
||||
|
||||
|
||||
;------------------------------------------------------------------------------------------
|
||||
; Fake Artifact QUESTLINES
|
||||
;------------------------------------------------------------------------------------------
|
||||
[give_sidorovich_fake_artifact_1]
|
||||
icon = ui_icons_cordon22
|
||||
prior = 80
|
||||
storyline = false
|
||||
|
||||
title = give_sidorovich_fake_artifact_1_name
|
||||
descr = give_sidorovich_fake_artifact_1_descr
|
||||
target =
|
||||
|
||||
condlist_0 = {+give_sidorovich_fake_artifact_done} complete
|
||||
on_init = %=create_squad(ecologist_sidorovich_squad:esc_smart_terrain_2_12)%
|
||||
on_complete = %=reward_money(25000)%
|
||||
|
||||
[give_tambov_debt_1]
|
||||
icon = ui_icons_cordon22
|
||||
prior = 80
|
||||
storyline = false
|
||||
|
||||
title = give_tambov_debt_1_name
|
||||
descr = give_tambov_debt_1_descr
|
||||
target =
|
||||
|
||||
condlist_0 = {+bandit_debt_tambov_1_dead} complete
|
||||
on_init = %=clear_smart_terrain(val_smart_terrain_4_0:true) =create_squad(bandit_debt_tambov_1:val_smart_terrain_4_0)%
|
||||
on_complete = %=tambov_debt_1_info()%
|
||||
|
||||
[give_tambov_debt_2]
|
||||
icon = ui_icons_cordon22
|
||||
prior = 80
|
||||
storyline = false
|
||||
|
||||
title = give_tambov_debt_2_name
|
||||
descr = {+bandit_debt_tambov_2_dead} give_tambov_debt_2_2_descr, give_tambov_debt_2_1_descr
|
||||
target = {+bandit_debt_tambov_2_dead} ecologist_sidorovich
|
||||
|
||||
condlist_0 = {+give_tambov_debt_2_done} complete
|
||||
on_init = %=clear_smart_terrain(val_smart_terrain_4_0:true) =create_squad(bandit_debt_tambov_2:val_smart_terrain_4_0)%
|
||||
on_complete =
|
||||
|
||||
|
||||
;------------------------------------------------------------------------------------------
|
||||
; What a night QUESTLINES
|
||||
;------------------------------------------------------------------------------------------
|
||||
|
||||
[give_what_a_night]
|
||||
icon = ui_icons_cordon22
|
||||
prior = 80
|
||||
storyline = false
|
||||
|
||||
title = give_what_a_night_name
|
||||
descr = give_what_a_night_descr
|
||||
target =
|
||||
|
||||
condlist_0 = {+give_what_a_night_done} complete
|
||||
on_init = %=spawn_blackout_knife =spawn_blackout_shotgun%
|
||||
on_complete =
|
||||
|
||||
[give_task_bezsonik_1]
|
||||
icon = ui_icons_cordon22
|
||||
prior = 80
|
||||
storyline = false
|
||||
|
||||
title = give_task_bezsonik_1_name
|
||||
descr = {+pack_dogs_bezsonik_1_dead}give_task_bezsonik_1_2_descr, give_task_bezsonik_1_1_descr
|
||||
target =
|
||||
status_functor = give_task_bezsonik_1_status_f
|
||||
|
||||
|
||||
condlist_0 = {+nr_bezsonik_0_done} complete
|
||||
on_init =
|
||||
on_complete =
|
||||
;------------------------------------------------------------------------------------------
|
||||
; Rush to the North
|
||||
;------------------------------------------------------------------------------------------
|
||||
|
||||
[give_task_fanat_rookie_training_1]
|
||||
icon = ui_iconsTotal_bar_crazy_veterans_quest
|
||||
prior = 20
|
||||
storyline = true
|
||||
|
||||
title = give_task_fanat_rookie_training_1_name
|
||||
target =
|
||||
descr = {+nr_iliaz_3_done} give_task_fanat_rookie_training_1_7_descr, {+nr_ilyaz_artifact_back} give_task_fanat_rookie_training_1_6_descr, {+nr_iliaz_2_done} give_task_fanat_rookie_training_1_5_descr, {+nr_iliaz_arrived_1} give_task_fanat_rookie_training_1_4_descr, {+nr_iliaz_1_done} give_task_fanat_rookie_training_1_3_descr, {+nr_iliaz_0_done} give_task_fanat_rookie_training_1_2_descr, give_task_fanat_rookie_training_1_1_descr
|
||||
status_functor = give_task_fanat_rookie_training_1_status_f
|
||||
|
||||
condlist_0 = {+nr_iliaz_4_done} complete
|
||||
condlist_1 = {+nr_iliaz_squad_dead} fail
|
||||
on_complete = %=inc_faction_goodwill_to_actor(stalker:100)%
|
||||
|
||||
[give_task_escort_sorokin_1]
|
||||
icon = ui_iconsTotal_bar_crazy_veterans_quest
|
||||
prior = 55
|
||||
storyline = true
|
||||
|
||||
title = give_task_escort_sorokin_1_name
|
||||
target =
|
||||
descr = {+sorokin_1_you_arrived} give_task_escort_sorokin_1_2_descr, give_task_escort_sorokin_1_1_descr
|
||||
status_functor = give_task_escort_sorokin_1_status_f
|
||||
|
||||
on_init =
|
||||
condlist_0 = {+nr_sorokin_2_done} complete
|
||||
on_complete =
|
||||
condlist_1 = {+nr_sorokin_dead} fail
|
||||
|
||||
[give_task_join_scamlok_1]
|
||||
icon = ui_iconsTotal_bar_crazy_veterans_quest
|
||||
prior = 140
|
||||
storyline = true
|
||||
|
||||
title = give_task_join_scamlok_1_name
|
||||
target =
|
||||
descr = {+nr_fool_you_arrived} give_task_join_scamlok_1_2_descr, give_task_join_scamlok_1_1_descr
|
||||
status_functor = give_task_join_scamlok_1_status_f
|
||||
|
||||
on_init =
|
||||
condlist_0 = {+give_task_join_scamlok_1_done} complete
|
||||
on_complete =
|
||||
|
||||
;--------------------;
|
||||
; Strange Meat ;
|
||||
;--------------------;
|
||||
[give_task_nr_strange_meat]
|
||||
icon = ui_iconsTotal_bar_crazy_veterans_quest
|
||||
prior = 140
|
||||
storyline = true
|
||||
|
||||
title = give_task_nr_strange_meat_name
|
||||
target =
|
||||
descr = give_task_nr_strange_meat_1_descr
|
||||
status_functor = give_task_nr_strange_meat_status_f
|
||||
|
||||
on_init = %=spawn_yak_dead%
|
||||
condlist_0 = {+give_task_nr_strange_meat_done} complete
|
||||
on_complete =
|
||||
|
||||
;--------------------;
|
||||
; Like Rats ina Trap ;
|
||||
;--------------------;
|
||||
|
||||
|
||||
[give_like_rats_trap_1]
|
||||
icon = ui_iconsTotal_bar_crazy_veterans_quest
|
||||
prior = 75
|
||||
storyline = false
|
||||
|
||||
title = give_like_rats_trap_1_name
|
||||
target =
|
||||
descr = give_like_rats_trap_1_1_descr
|
||||
status_functor = give_like_rats_trap_1_status_f
|
||||
|
||||
on_init = %=clear_smart_terrain(agr_u_bandits:true) =create_squad(bh_agr_u_bandits_leader_squad:agr_u_bandits) =create_squad(bh_agr_u_bandits_1_squad:agr_u_bandits)%
|
||||
condlist_0 = {+give_like_rats_trap_1_done} complete
|
||||
on_complete =
|
||||
@@ -0,0 +1,49 @@
|
||||
;==============================================================
|
||||
;
|
||||
; TASKS PROVIDED FOR STORIES FROM THE ZONE (Name might be subject to changes)
|
||||
; Anomaly 1.5.2.
|
||||
;
|
||||
; Made by: Catilina
|
||||
;
|
||||
;==============================================================
|
||||
;------------------------------------------------------------------------------------------
|
||||
; Atomic Crusader QUESTLINES
|
||||
;------------------------------------------------------------------------------------------
|
||||
|
||||
[give_task_father_charon_quest_1]
|
||||
icon = ui_iconsTotal_bar_crazy_veterans_quest
|
||||
prior = 20
|
||||
storyline = true
|
||||
|
||||
title = give_task_father_charon_quest_1_name
|
||||
target =
|
||||
descr = give_task_father_charon_quest_1_descr
|
||||
|
||||
condlist_0 = {+give_task_father_charon_quest_1_done} complete
|
||||
|
||||
[give_task_blue_winter_quest_1]
|
||||
icon = ui_iconsTotal_bar_crazy_veterans_quest
|
||||
prior = 20
|
||||
storyline = true
|
||||
|
||||
title = give_task_blue_winter_quest_1_name
|
||||
target =
|
||||
descr = {+ac_blue_winter_3_done} give_task_blue_winter_quest_1_5_descr, {+ac_task_1_everyone_dead} give_task_blue_winter_quest_1_4_descr, {+ac_blue_winter_task_1_stage_3} give_task_blue_winter_quest_1_3_descr, {+ac_blue_winter_1_done} give_task_blue_winter_quest_1_2_descr, give_task_blue_winter_quest_1_1_descr
|
||||
status_functor = give_task_blue_winter_quest_1_status_f
|
||||
|
||||
condlist_0 = {+give_task_blue_winter_quest_1_done} complete
|
||||
on_complete = %=reward_money(3500)%
|
||||
|
||||
|
||||
[give_task_blue_winter_quest_3]
|
||||
icon = ui_iconsTotal_bar_crazy_veterans_quest
|
||||
prior = 20
|
||||
storyline = true
|
||||
|
||||
title = give_task_blue_winter_quest_3_name
|
||||
target =
|
||||
descr = give_task_blue_winter_quest_3_1_descr
|
||||
status_functor = give_task_blue_winter_quest_3_status_f
|
||||
|
||||
condlist_0 = {+give_task_blue_winter_quest_3_done} complete
|
||||
on_complete = %=reward_money(3500)%
|
||||
+27
@@ -0,0 +1,27 @@
|
||||
[smart_terrain] ;agr_smart_terrain_1_3 ;;àíîìàëèÿ, áîëîòî, äåðåâÿííûé äîìèê.
|
||||
squad_id = 2
|
||||
max_population = {+agr_snork_infestion} 2, 1
|
||||
respawn_params = respawn@agr_smart_terrain_1_3
|
||||
respawn_idle = 86400
|
||||
|
||||
|
||||
|
||||
[respawn@agr_smart_terrain_1_3] ;-- Type: spawn_all_weak
|
||||
spawn_all_weak
|
||||
spawn@snork_inf
|
||||
|
||||
|
||||
|
||||
[spawn_all_weak] ;-- Zombies/Normal mutants - Rates of groups:(3 zombies + 1 tushkano + 3 dogs + 2 cats + 3 fleshes/boars)
|
||||
spawn_squads = zombied_sim_squad_mix, simulation_zombie, simulation_mix_zombie, simulation_tushkano, simulation_dog, simulation_mix_dogs, simulation_pseudodog, simulation_cat, simulation_cat, simulation_mix_boar_flesh, simulation_flesh, simulation_boar ;--spawn-all-weak
|
||||
spawn_num = 1
|
||||
|
||||
[spawn@snork_inf]
|
||||
spawn_squads = pack_snorks_smart_1
|
||||
spawn_num = {+agr_snork_infestion} 1, 0
|
||||
|
||||
|
||||
[exclusive]
|
||||
faction_base_defense_enemy1 = agroprom\agr_smart_terrain_1_3_smart_logic.ltx
|
||||
faction_base_defense_enemy2 = agroprom\agr_smart_terrain_1_3_smart_logic.ltx
|
||||
faction_base_defense_enemy3 = agroprom\agr_smart_terrain_1_3_smart_logic.ltx
|
||||
+21
@@ -0,0 +1,21 @@
|
||||
[smart_terrain]
|
||||
squad_id = 6
|
||||
max_population = {+agr_snork_infestion} 4, 3
|
||||
respawn_params = respawn@agr_smart_terrain_2_2
|
||||
respawn_idle = 86400
|
||||
|
||||
|
||||
|
||||
[respawn@agr_smart_terrain_2_2] ;-- Type: spawn_mutants_rare
|
||||
spawn_mutants_rare
|
||||
spawn@snork_inf
|
||||
|
||||
|
||||
|
||||
[spawn_mutants_rare]
|
||||
spawn_squads = simulation_fracture, simulation_lurker, simulation_snork, simulation_bloodsucker, simulation_psysucker ;--spawn-mutants-rare
|
||||
spawn_num = 1
|
||||
|
||||
[spawn@snork_inf]
|
||||
spawn_squads = pack_snorks_smart_1
|
||||
spawn_num = {+agr_snork_infestion} 1, 0
|
||||
+37
@@ -0,0 +1,37 @@
|
||||
[smart_terrain]; agr_smart_terrain_4_4
|
||||
squad_id = 7
|
||||
max_population = 2
|
||||
respawn_params = respawn@agr_smart_terrain_4_4
|
||||
respawn_idle = 86400
|
||||
|
||||
|
||||
|
||||
[respawn@agr_smart_terrain_4_4]
|
||||
spawn_stalker1
|
||||
|
||||
|
||||
|
||||
[spawn_stalker1]
|
||||
spawn_squads = ecolog_sim_squad_advanced, duty_sim_squad_advanced
|
||||
spawn_num = {~50}1, 0
|
||||
|
||||
|
||||
|
||||
[exclusive]
|
||||
;----StfZ
|
||||
sarpedon_logic = brotherhood\agroprom_logic.ltx
|
||||
bellerophon_logic_2 = garbage\brotherhood_logic.ltx
|
||||
alyosha_shyogolov_2 = brotherhood\agroprom_logic.ltx
|
||||
vybegallo = brotherhood\agroprom_logic.ltx
|
||||
bh_rat_guards_1 = brotherhood\agroprom_logic.ltx
|
||||
bh_rat_guards_2 = brotherhood\agroprom_logic.ltx
|
||||
bh_rat_guards_3 = brotherhood\agroprom_logic.ltx
|
||||
bh_rat_guards_4 = brotherhood\agroprom_logic.ltx
|
||||
bh_rat_guards_5 = brotherhood\agroprom_logic.ltx
|
||||
bh_rat_guards_6 = brotherhood\agroprom_logic.ltx
|
||||
;----StfZ
|
||||
agr_smart_terrain_4_4_camp_work_1 = agroprom\agr_smart_terrain_4_4_smart_logic.ltx
|
||||
agr_smart_terrain_4_4_camp_work_2 = agroprom\agr_smart_terrain_4_4_smart_logic.ltx
|
||||
agr_smart_terrain_4_4_camp_work_3 = agroprom\agr_smart_terrain_4_4_smart_logic.ltx
|
||||
agr_smart_terrain_4_4_camp_work_4 = agroprom\agr_smart_terrain_4_4_smart_logic.ltx
|
||||
agr_smart_terrain_4_4_camp_work_5 = agroprom\agr_smart_terrain_4_4_smart_logic.ltx
|
||||
+31
@@ -0,0 +1,31 @@
|
||||
[smart_terrain]
|
||||
squad_id = 11
|
||||
max_population = {+agr_snork_infestion} 4, 3
|
||||
respawn_params = respawn@agr_smart_terrain_4_6
|
||||
respawn_idle = 86400
|
||||
|
||||
|
||||
|
||||
[respawn@agr_smart_terrain_4_6] ;-- Type: spawn_all_weak + spawn_all_normal
|
||||
spawn_all_weak
|
||||
spawn_all_normal
|
||||
spawn@snork_inf
|
||||
|
||||
|
||||
|
||||
[spawn_all_weak] ;-- Zombies/Normal mutants - Rates of groups:(3 zombies + 1 tushkano + 3 dogs + 2 cats + 3 fleshes/boars)
|
||||
spawn_squads = zombied_sim_squad_mix, simulation_zombie, simulation_mix_zombie, simulation_tushkano, simulation_dog, simulation_mix_dogs, simulation_pseudodog, simulation_cat, simulation_cat, simulation_mix_boar_flesh, simulation_flesh, simulation_boar ;--spawn-all-weak
|
||||
spawn_num = 2
|
||||
|
||||
[spawn_all_normal] ;-- Zombies/Normal/Rare mutants - Rates of groups: [10:5](3 zombies + 3 dogs + 1 cats + 3 fleshes/boars + 1 + 1 + 1 + 1 + 1)
|
||||
spawn_squads = zombied_sim_squad_mix, simulation_zombie_3_6, simulation_mix_zombie, simulation_mix_dogs, simulation_mix_dogs, simulation_pseudodog, simulation_cat, simulation_mix_boar_flesh, simulation_flesh, simulation_boar, simulation_fracture, simulation_lurker, simulation_snork, simulation_bloodsucker, simulation_psysucker ;--spawn-all-normal
|
||||
spawn_num = 1
|
||||
|
||||
[spawn@snork_inf]
|
||||
spawn_squads = pack_snorks_smart_3_weak
|
||||
spawn_num = {+agr_snork_infestion} 1, 0
|
||||
|
||||
[exclusive]
|
||||
faction_base_defense_enemy1 = agroprom\agr_smart_terrain_4_6_smart_logic.ltx
|
||||
faction_base_defense_enemy2 = agroprom\agr_smart_terrain_4_6_smart_logic.ltx
|
||||
faction_base_defense_enemy3 = agroprom\agr_smart_terrain_4_6_smart_logic.ltx
|
||||
+25
@@ -0,0 +1,25 @@
|
||||
[smart_terrain] ;agr_smart_terrain_5_2 ;;ëåñ-ïîëÿíà íà ñåâåðî-âîñòîêå
|
||||
squad_id = 12
|
||||
max_population = {+agr_snork_infestion} 3, 2
|
||||
respawn_params = respawn@agr_smart_terrain_5_2
|
||||
respawn_idle = 86400
|
||||
|
||||
|
||||
|
||||
[respawn@agr_smart_terrain_5_2] ;-- Type: c_2
|
||||
spawn_all_hard_c_2_1
|
||||
spawn_all_worst_c_2_2
|
||||
spawn@snork_inf
|
||||
|
||||
|
||||
[spawn_all_hard_c_2_1]
|
||||
spawn_squads = simulation_fracture, simulation_fracture, simulation_lurker, simulation_lurker_1_2, simulation_snork_2_3, simulation_snork_2_3, simulation_bloodsucker, simulation_bloodsucker_1_2, simulation_psysucker, simulation_chimera, simulation_psy_dog, simulation_poltergeist_tele, simulation_karlik, simulation_burer, simulation_controller ;--spawn-all-hard
|
||||
spawn_num = {!actor_week_in_zone(2)} 1, {=actor_week_in_zone(2)} 0
|
||||
|
||||
[spawn_all_worst_c_2_2]
|
||||
spawn_squads = simulation_chimera, simulation_gigant, simulation_psy_dog_squad, simulation_poltergeist, simulation_karlik, simulation_burer, simulation_controller ;--spawn-all-worst
|
||||
spawn_num = {=actor_week_in_zone(2)} 1, {!actor_week_in_zone(2)} 0
|
||||
|
||||
[spawn@snork_inf]
|
||||
spawn_squads = pack_snorks_smart_2_strong
|
||||
spawn_num = {+agr_snork_infestion} 1, 0
|
||||
+24
@@ -0,0 +1,24 @@
|
||||
[smart_terrain]
|
||||
squad_id = 17
|
||||
max_population = {+agr_snork_infestion} 2, 1
|
||||
respawn_params = respawn@agr_smart_terrain_5_4
|
||||
respawn_idle = 172800
|
||||
|
||||
|
||||
|
||||
[respawn@agr_smart_terrain_5_4]
|
||||
spawn_mutants_psy
|
||||
spawn@snork_inf
|
||||
|
||||
[spawn_mutants_psy]
|
||||
spawn_squads = simulation_psy_dog, simulation_poltergeist_tele, simulation_karlik, simulation_burer, simulation_controller ;--spawn-mutants-psy
|
||||
spawn_num = 1
|
||||
|
||||
[spawn@snork_inf]
|
||||
spawn_squads = pack_snorks_smart_2_strong
|
||||
spawn_num = {+agr_snork_infestion} 1, 0
|
||||
|
||||
[exclusive]
|
||||
faction_base_defense_enemy1 = agroprom\agr_smart_terrain_1_3_smart_logic.ltx
|
||||
faction_base_defense_enemy2 = agroprom\agr_smart_terrain_1_3_smart_logic.ltx
|
||||
faction_base_defense_enemy3 = agroprom\agr_smart_terrain_1_3_smart_logic.ltx
|
||||
+25
@@ -0,0 +1,25 @@
|
||||
[smart_terrain]
|
||||
squad_id = 14
|
||||
max_population = {+agr_snork_infestion} 3, 2
|
||||
respawn_params = respawn@agr_smart_terrain_5_7
|
||||
respawn_idle = 86400
|
||||
|
||||
|
||||
|
||||
[respawn@agr_smart_terrain_5_7] ;-- Type: spawn_all_weak + spawn_all_normal
|
||||
spawn_all_weak
|
||||
spawn_all_normal
|
||||
spawn@snork_inf
|
||||
|
||||
|
||||
[spawn_all_weak] ;-- Zombies/Normal mutants - Rates of groups:(3 zombies + 1 tushkano + 3 dogs + 2 cats + 3 fleshes/boars)
|
||||
spawn_squads = zombied_sim_squad_mix, simulation_zombie, simulation_mix_zombie, simulation_tushkano, simulation_dog, simulation_mix_dogs, simulation_pseudodog, simulation_cat, simulation_cat, simulation_mix_boar_flesh, simulation_flesh, simulation_boar ;--spawn-all-weak
|
||||
spawn_num = 1
|
||||
|
||||
[spawn_all_normal] ;-- Zombies/Normal/Rare mutants - Rates of groups: [10:5](3 zombies + 3 dogs + 1 cats + 3 fleshes/boars + 1 + 1 + 1 + 1 + 1)
|
||||
spawn_squads = zombied_sim_squad_mix, simulation_zombie_3_6, simulation_mix_zombie, simulation_mix_dogs, simulation_mix_dogs, simulation_pseudodog, simulation_cat, simulation_mix_boar_flesh, simulation_flesh, simulation_boar, simulation_fracture, simulation_lurker, simulation_snork, simulation_bloodsucker, simulation_psysucker ;--spawn-all-normal
|
||||
spawn_num = 1
|
||||
|
||||
[spawn@snork_inf]
|
||||
spawn_squads = pack_snorks_smart_1
|
||||
spawn_num = {+agr_snork_infestion} 1, 0
|
||||
+26
@@ -0,0 +1,26 @@
|
||||
[smart_terrain] ;agr_smart_terrain_6_4
|
||||
squad_id = 15
|
||||
max_population = 2
|
||||
respawn_params = respawn@agr_smart_terrain_6_4
|
||||
respawn_idle = 86400
|
||||
|
||||
|
||||
|
||||
[respawn@agr_smart_terrain_6_4]
|
||||
spawn_all_normal
|
||||
|
||||
|
||||
|
||||
[spawn_all_normal] ;-- Zombies/Normal/Rare mutants - Rates of groups: [10:5](3 zombies + 3 dogs + 1 cats + 3 fleshes/boars + 1 + 1 + 1 + 1 + 1)
|
||||
spawn_squads = zombied_sim_squad_mix, simulation_zombie_3_6, simulation_mix_zombie, simulation_mix_dogs, simulation_mix_dogs, simulation_pseudodog, simulation_cat, simulation_mix_boar_flesh, simulation_flesh, simulation_boar, simulation_fracture, simulation_lurker, simulation_snork, simulation_bloodsucker, simulation_psysucker ;--spawn-all-normal
|
||||
spawn_num = 1
|
||||
|
||||
|
||||
|
||||
[exclusive]
|
||||
alyosha_shyogolov = brotherhood\agroprom_logic.ltx
|
||||
agr_smart_terrain_6_4_camp_work_1 = agroprom\agr_smart_terrain_6_4_smart_logic.ltx
|
||||
agr_smart_terrain_6_4_camp_work_2 = agroprom\agr_smart_terrain_6_4_smart_logic.ltx
|
||||
agr_smart_terrain_6_4_camp_work_3 = agroprom\agr_smart_terrain_6_4_smart_logic.ltx
|
||||
agr_smart_terrain_6_4_camp_work_4 = agroprom\agr_smart_terrain_6_4_smart_logic.ltx
|
||||
agr_smart_terrain_6_4_camp_work_5 = agroprom\agr_smart_terrain_6_4_smart_logic.ltx
|
||||
+20
@@ -0,0 +1,20 @@
|
||||
[smart_terrain] ;agr_smart_terrain_7_5 ;;Óçêàÿ íîðà ñíîðêîâ íà õîëìå ó ïåðåõîäà íà Ñâàëêó.
|
||||
squad_id = 16
|
||||
max_population = {+agr_snork_infestion} 3, 2
|
||||
respawn_params = respawn@agr_smart_terrain_7_5
|
||||
respawn_idle = 86400
|
||||
|
||||
|
||||
|
||||
[respawn@agr_smart_terrain_7_5] ;-- Type: spawn_all_normal
|
||||
spawn_all_normal
|
||||
spawn@snork_inf
|
||||
|
||||
|
||||
[spawn_all_normal] ;-- Zombies/Normal/Rare mutants - Rates of groups: [10:5](3 zombies + 3 dogs + 1 cats + 3 fleshes/boars + 1 + 1 + 1 + 1 + 1)
|
||||
spawn_squads = zombied_sim_squad_mix, simulation_zombie_3_6, simulation_mix_zombie, simulation_mix_dogs, simulation_mix_dogs, simulation_pseudodog, simulation_cat, simulation_mix_boar_flesh, simulation_flesh, simulation_boar, simulation_fracture, simulation_lurker, simulation_snork, simulation_bloodsucker, simulation_psysucker ;--spawn-all-normal
|
||||
spawn_num = 1
|
||||
|
||||
[spawn@snork_inf]
|
||||
spawn_squads = pack_snorks_smart_2_strong
|
||||
spawn_num = {+agr_snork_infestion} 1, 0
|
||||
+20
@@ -0,0 +1,20 @@
|
||||
[smart_terrain]
|
||||
squad_id = 1
|
||||
max_population = 1
|
||||
|
||||
[exclusive]
|
||||
agr_u_bandits_squad_1 = agroprom_underground\agr_u_bandits_logic.ltx
|
||||
agr_u_bandits_squad_2 = agroprom_underground\agr_u_bandits_logic.ltx
|
||||
agr_u_bandits_squad_3 = agroprom_underground\agr_u_bandits_logic.ltx
|
||||
agr_u_bandits_squad_4 = agroprom_underground\agr_u_bandits_logic.ltx
|
||||
agr_u_bandits_squad_5 = agroprom_underground\agr_u_bandits_logic.ltx
|
||||
agr_u_bandits_squad_6 = agroprom_underground\agr_u_bandits_logic.ltx
|
||||
agr_u_bandits_squad_7 = agroprom_underground\agr_u_bandits_logic.ltx
|
||||
|
||||
|
||||
bh_rat_trap_1 = brotherhood\agroprom_underground_logic.ltx
|
||||
bh_rat_trap_2 = brotherhood\agroprom_underground_logic.ltx
|
||||
bh_rat_trap_3 = brotherhood\agroprom_underground_logic.ltx
|
||||
bh_rat_trap_4 = brotherhood\agroprom_underground_logic.ltx
|
||||
bh_rat_trap_5 = brotherhood\agroprom_underground_logic.ltx
|
||||
bh_rat_trap_6 = brotherhood\agroprom_underground_logic.ltx
|
||||
+32
@@ -0,0 +1,32 @@
|
||||
[smart_terrain]
|
||||
squad_id = 5
|
||||
max_population = 2
|
||||
respawn_params = respawn@agr_u_soldiers
|
||||
respawn_idle = 60000
|
||||
respawn_radius = 300
|
||||
|
||||
[respawn@agr_u_soldiers]
|
||||
spawn_controller
|
||||
|
||||
[spawn_controller]
|
||||
spawn_squads = simulation_controller, simulation_psysucker, simulation_karlik, simulation_bur_5rat_day, simulation_contr_5zomb_weak
|
||||
spawn_num = {+agru_add_reward_2} 1, 0
|
||||
|
||||
[exclusive]
|
||||
agr_u_soldiers_controller = agroprom_underground\agr_u_soldiers_controller.ltx
|
||||
agr_u_soldiers_squad_1 = agroprom_underground\agr_u_soldiers_logic.ltx
|
||||
agr_u_soldiers_squad_2 = agroprom_underground\agr_u_soldiers_logic.ltx
|
||||
agr_u_soldiers_squad_3 = agroprom_underground\agr_u_soldiers_logic.ltx
|
||||
agr_u_soldiers_squad_4 = agroprom_underground\agr_u_soldiers_logic.ltx
|
||||
agr_u_soldiers_squad_5 = agroprom_underground\agr_u_soldiers_logic.ltx
|
||||
agr_u_soldiers_squad_6 = agroprom_underground\agr_u_soldiers_logic.ltx
|
||||
agr_u_soldiers_squad_7 = agroprom_underground\agr_u_soldiers_logic.ltx
|
||||
agr_u_soldiers_squad_8 = agroprom_underground\agr_u_soldiers_logic.ltx
|
||||
; agru_end_poltergeist_squad_1 = agroprom_underground\agru_end_poltergeist_1.ltx
|
||||
; agru_end_poltergeist_squad_2 = agroprom_underground\agru_end_poltergeist_2.ltx
|
||||
; agru_end_poltergeist_squad_3 = agroprom_underground\agru_end_poltergeist_3.ltx
|
||||
; agru_end_poltergeist_squad_4 = agroprom_underground\agru_end_poltergeist_4.ltx
|
||||
|
||||
;----StfZ
|
||||
vybegallo_2 = agroprom\vybegallo.ltx
|
||||
;----StfZ
|
||||
@@ -0,0 +1,9 @@
|
||||
[logic]
|
||||
active = ph_sound
|
||||
|
||||
[ph_sound]
|
||||
snd = {+sektor_gaza_kashey_done} bar_visitors_radio_2, bar_visitors_radio
|
||||
looped = false
|
||||
min_idle = 300
|
||||
max_idle = 500
|
||||
random = true
|
||||
@@ -0,0 +1,17 @@
|
||||
[logic@dolg_artyom_bloodsucker]
|
||||
suitable = {=check_npc_name(dolg_artyom_bloodsucker)} true
|
||||
prior = 500
|
||||
active = beh@dolg_artyom_bloodsucker_job
|
||||
|
||||
[beh@dolg_artyom_bloodsucker_job]
|
||||
gather_items_enabled = false
|
||||
behaviour_state = beh_move
|
||||
|
||||
target = waypoint
|
||||
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
|
||||
|
||||
path_end = loop
|
||||
pt1 = 100000,wounded_heavy | pos:212.5617980957,0.49726897478104,103.19502258301 look:212.55772590684,0.49726897478104,102.27910810709
|
||||
|
||||
@@ -0,0 +1,33 @@
|
||||
[smart_terrain]
|
||||
squad_id = 2
|
||||
max_population = 4
|
||||
respawn_params = respawn@bar_dolg_general
|
||||
respawn_idle = 60000
|
||||
|
||||
[respawn@bar_dolg_general]
|
||||
spawn_duty@advanced
|
||||
spawn_duty@veteran
|
||||
|
||||
[spawn_duty@advanced]
|
||||
spawn_squads = duty_sim_squad_advanced, duty_sim_squad_advanced, duty_sim_squad_novice
|
||||
spawn_num = 2
|
||||
|
||||
[spawn_duty@veteran]
|
||||
spawn_squads = duty_sim_squad_veteran
|
||||
spawn_num = 1
|
||||
|
||||
[exclusive]
|
||||
bar_dolg_general_animpoint_kamp1 = bar\bar_dolg_general_logic.ltx
|
||||
bar_dolg_general_animpoint_kamp2 = bar\bar_dolg_general_logic.ltx
|
||||
bar_dolg_general_animpoint_kamp3 = bar\bar_dolg_general_logic.ltx
|
||||
bar_dolg_general_animpoint_kamp4 = bar\bar_dolg_general_logic.ltx
|
||||
bar_dolg_general_zoneguard = bar\bar_dolg_general_logic.ltx
|
||||
bar_dolg_general_petrenko = bar\bar_dolg_general_logic.ltx
|
||||
;mlr
|
||||
bar_dolg_medic = bar\bar_dolg_medic_logic.ltx
|
||||
;mlr
|
||||
|
||||
;SftZ
|
||||
dolg_artyom_bloodsucker = bar\dolg_artyom_bloodsucker.ltx
|
||||
nr_scamlok_1 = brotherhood\nr_bar_logic.ltx
|
||||
;SftZ
|
||||
@@ -0,0 +1,92 @@
|
||||
[smart_terrain]
|
||||
squad_id = 3
|
||||
max_population = 10
|
||||
min_population = 7
|
||||
respawn_params = respawn@bar_visitors
|
||||
respawn_idle = 86400
|
||||
|
||||
[respawn@bar_visitors]
|
||||
spawn_stalker@advanced
|
||||
spawn_ecolog_base
|
||||
spawn_csky_merc_base
|
||||
|
||||
[spawn_stalker@advanced]
|
||||
spawn_squads = stalker_sim_squad_veteran, stalker_sim_squad_advanced, stalker_sim_squad_advanced, stalker_sim_squad_advanced_3_4
|
||||
spawn_num = 2
|
||||
|
||||
[spawn_ecolog_base]
|
||||
spawn_squads = ecolog_sim_squad_veteran, ecolog_sim_squad_advanced_1e_2es
|
||||
spawn_num = 1
|
||||
|
||||
[spawn_csky_merc_base]
|
||||
spawn_squads = csky_sim_squad_advanced, csky_sim_squad_veteran
|
||||
spawn_num = 1
|
||||
|
||||
|
||||
|
||||
|
||||
[exclusive]
|
||||
bar_informator_mlr = bar\bar_visitors_other_logic.ltx
|
||||
guid_bar_stalker_navigator = bar\bar_visitors_other_logic.ltx
|
||||
bar_barman = bar\bar_barman.ltx
|
||||
bar_visitors_cardan_tech = bar\bar_visitors_cardan_logic.ltx
|
||||
|
||||
bar_guard1 = bar\bar_guard1.ltx
|
||||
bar_guard2 = bar\bar_guard2.ltx
|
||||
bar_arena_manager = bar\bar_visitors_logic.ltx
|
||||
bar_arena_guard = bar\bar_visitors_logic.ltx
|
||||
bar_visitors_animp_01 = bar\bar_visitors_logic.ltx
|
||||
bar_visitors_animp_02 = bar\bar_visitors_logic.ltx
|
||||
bar_visitors_animp_03 = bar\bar_visitors_logic.ltx
|
||||
bar_visitors_animp_04 = bar\bar_visitors_logic.ltx
|
||||
bar_visitors_animp_05 = bar\bar_visitors_logic.ltx
|
||||
bar_visitors_animp_06 = bar\bar_visitors_logic.ltx
|
||||
bar_visitors_animp_07 = bar\bar_visitors_logic.ltx
|
||||
bar_visitors_animp_08 = bar\bar_visitors_logic.ltx
|
||||
bar_visitors_animp_09 = bar\bar_visitors_logic.ltx
|
||||
bar_visitors_animp_10 = bar\bar_visitors_logic.ltx
|
||||
bar_visitors_animp_11 = bar\bar_visitors_logic.ltx
|
||||
bar_visitors_animp_12 = bar\bar_visitors_logic.ltx
|
||||
bar_visitors_animp_13 = bar\bar_visitors_logic.ltx
|
||||
bar_visitors_animp_14 = bar\bar_visitors_logic.ltx
|
||||
bar_visitors_animp_15 = bar\bar_visitors_logic.ltx
|
||||
bar_visitors_animp_16 = bar\bar_visitors_logic.ltx
|
||||
bar_visitors_animp_17 = bar\bar_visitors_logic.ltx
|
||||
bar_visitors_animp_18 = bar\bar_visitors_logic.ltx
|
||||
bar_visitors_animp_19 = bar\bar_visitors_logic.ltx
|
||||
;bar_visitors_animp_20 = bar\bar_visitors_logic.ltx
|
||||
;bar_visitors_animp_21 = bar\bar_visitors_logic.ltx
|
||||
;bar_visitors_animp_22 = bar\bar_visitors_logic.ltx
|
||||
;bar_visitors_animp_23 = bar\bar_visitors_logic.ltx
|
||||
;bar_visitors_animp_24 = bar\bar_visitors_logic.ltx
|
||||
;bar_visitors_animp_25 = bar\bar_visitors_logic.ltx
|
||||
;bar_visitors_animp_26 = bar\bar_visitors_logic.ltx
|
||||
bar_visitors_animpoint_kamp1 = bar\bar_visitors_logic.ltx
|
||||
bar_visitors_animpoint_kamp2 = bar\bar_visitors_logic.ltx
|
||||
bar_visitors_animpoint_kamp3 = bar\bar_visitors_logic.ltx
|
||||
bar_visitors_animpoint_kamp4 = bar\bar_visitors_logic.ltx
|
||||
bar_visitors_animpoint_kamp5 = bar\bar_visitors_logic.ltx
|
||||
bar_visitors_animpoint_kamp6 = bar\bar_visitors_logic.ltx
|
||||
bar_visitors_animpoint_kamp7 = bar\bar_visitors_logic.ltx
|
||||
bar_visitors_animpoint_kamp8 = bar\bar_visitors_logic.ltx
|
||||
bar_visitors_animpoint_kamp9 = bar\bar_visitors_logic.ltx
|
||||
bar_visitors_animp_arena_1 = bar\bar_visitors_logic.ltx
|
||||
bar_visitors_animp_arena_2 = bar\bar_visitors_logic.ltx
|
||||
bar_visitors_animp_arena_3 = bar\bar_visitors_logic.ltx
|
||||
bar_visitors_animp_arena_4 = bar\bar_visitors_logic.ltx
|
||||
bar_visitors_animp_arena_5 = bar\bar_visitors_logic.ltx
|
||||
bar_visitors_animp_arena_6 = bar\bar_visitors_logic.ltx
|
||||
bar_visitors_animp_arena_7 = bar\bar_visitors_logic.ltx
|
||||
bar_visitors_animp_arena_8 = bar\bar_visitors_logic.ltx
|
||||
bar_visitors_animp_arena_9 = bar\bar_visitors_logic.ltx
|
||||
bar_visitors_animp_arena_10 = bar\bar_visitors_logic.ltx
|
||||
|
||||
bar_visitors_beh_trade_job_1 = bar\bar_visitors_logic.ltx
|
||||
bar_visitors_beh_tech_job_1 = bar\bar_visitors_cardan_logic.ltx
|
||||
|
||||
|
||||
---- brotherhood ----
|
||||
|
||||
nr_sorokin = brotherhood\nr_bar_logic.ltx
|
||||
|
||||
nr_sasha_baltunov = brotherhood\nr_bar_logic.ltx
|
||||
@@ -0,0 +1,120 @@
|
||||
[logic@ac_melchior]
|
||||
suitable = {=check_npc_name(ac_melchior)} true
|
||||
active = beh@ac_melchior_1
|
||||
prior = 500
|
||||
|
||||
[logic@ac_caspar]
|
||||
suitable = {=check_npc_name(ac_caspar)} true
|
||||
active = beh@ac_caspar_1
|
||||
prior = 500
|
||||
|
||||
[logic@ac_balthazar]
|
||||
suitable = {=check_npc_name(ac_balthazar)} true
|
||||
active = beh@ac_balthazar_1
|
||||
prior = 500
|
||||
|
||||
[logic@ac_blue_winter]
|
||||
suitable = {=check_npc_name(ac_blue_winter)} true
|
||||
active = beh@ac_blue_winter_1
|
||||
prior = 500
|
||||
|
||||
|
||||
|
||||
[beh@nr_walk_base]
|
||||
behaviour_state = beh_move
|
||||
target = waypoint
|
||||
path_end = loop
|
||||
|
||||
[beh@ac_caspar_1]:beh@nr_walk_base
|
||||
pt1 = 88860000,sit_ass | pos:-53.156787872314,4.2060189247131,-93.54833984375 look:-52.527411818504,4.2060189247131,-92.881023287773
|
||||
|
||||
[beh@ac_melchior_1]:beh@nr_walk_base
|
||||
pt1 = 88860000,sit_ass | pos:-46.812149047852,4.2095527648926,-91.175514221191 look:-47.609451711178,4.2095527648926,-91.699980020523
|
||||
|
||||
[beh@ac_blue_winter_1]:beh@nr_walk_base
|
||||
pt1 = 88860000,idle | pos:-45.612403869629,4.2090244293213,-96.229629516602 look:-46.410343647003,4.2090244293213,-95.707116961479
|
||||
|
||||
[beh@ac_balthazar_1]:beh@nr_walk_base
|
||||
pt1 = 88860000,guard | pos:-47.417106628418,4.2109375,-96.689498901367 look:-47.38382839784,4.2109375,-95.768560349941
|
||||
|
||||
|
||||
--- Guards etc
|
||||
[ac_monolith_guard_1]
|
||||
suitable = {=npc_community(monolith)} true
|
||||
active = beh@ac_monolith_guard_1
|
||||
prior = 65
|
||||
|
||||
[ac_monolith_guard_2]
|
||||
suitable = {=npc_community(monolith)} true
|
||||
active = beh@ac_monolith_guard_2
|
||||
prior = 60
|
||||
|
||||
[ac_monolith_guard_3]
|
||||
suitable = {=npc_community(monolith)} true
|
||||
active = beh@ac_monolith_guard_3
|
||||
prior = 60
|
||||
|
||||
[ac_monolith_guard_4]
|
||||
suitable = {=npc_community(monolith)} true
|
||||
active = beh@ac_monolith_guard_4
|
||||
prior = 60
|
||||
|
||||
[ac_monolith_guard_5]
|
||||
suitable = {=npc_community(monolith)} true
|
||||
active = beh@ac_monolith_guard_5
|
||||
prior = 60
|
||||
|
||||
[ac_monolith_guard_6]
|
||||
suitable = {=npc_community(monolith)} true
|
||||
active = beh@ac_monolith_guard_6
|
||||
prior = 60
|
||||
|
||||
[ac_monolith_guard_7]
|
||||
suitable = {=npc_community(monolith)} true
|
||||
active = beh@ac_monolith_guard_7
|
||||
prior = 60
|
||||
|
||||
[ac_monolith_guard_8]
|
||||
suitable = {=npc_community(monolith)} true
|
||||
active = beh@ac_monolith_guard_8
|
||||
prior = 60
|
||||
|
||||
[ac_monolith_guard_9]
|
||||
suitable = {=npc_community(monolith)} true
|
||||
active = beh@ac_monolith_guard_9
|
||||
prior = 60
|
||||
|
||||
[ac_monolith_guard_10]
|
||||
suitable = {=npc_community(monolith)} true
|
||||
active = beh@ac_monolith_guard_10
|
||||
prior = 60
|
||||
|
||||
[beh@ac_monolith_guard_1]:beh@nr_walk_base
|
||||
pt1 = 88860000,guard | pos:-55.124950408936,-0.31158009171486,-86.411651611328 look:-54.401997089386,-0.31158009171486,-85.725204706192
|
||||
|
||||
[beh@ac_monolith_guard_2]:beh@nr_walk_base
|
||||
pt1 = 88860000,guard | pos:-51.308391571045,4.2109022140503,-107.42497253418 look:-51.12967929244,4.2109022140503,-108.40771448612
|
||||
|
||||
[beh@ac_monolith_guard_3]:beh@nr_walk_base
|
||||
pt1 = 88860000,guard | pos:-76.006576538086,4.2108345031738,-106.34118652344 look:-75.942655794322,4.2108345031738,-107.32756221294
|
||||
|
||||
[beh@ac_monolith_guard_4]:beh@nr_walk_base
|
||||
pt1 = 88860000,guard | pos:-80.548179626465,4.2099604606628,-106.4580078125 look:-80.798495650291,4.2099604606628,-107.41092896461
|
||||
|
||||
[beh@ac_monolith_guard_5]:beh@nr_walk_base
|
||||
pt1 = 88860000,guard | pos:-108.78719329834,4.2111105918884,-106.69918060303 look:-109.07465699315,4.2111105918884,-107.64432412386
|
||||
|
||||
[beh@ac_monolith_guard_6]:beh@nr_walk_base
|
||||
pt1 = 88860000,sit_ass | pos:-105.23497009277,4.2096700668335,-98.749618530273 look:-105.2419191869,4.2096700668335,-99.705528020859
|
||||
|
||||
[beh@ac_monolith_guard_7]:beh@nr_walk_base
|
||||
pt1 = 88860000,sit_ass | pos:-111.19422149658,4.211480140686,-99.175140380859 look:-110.43022841215,4.211480140686,-99.808866024017
|
||||
|
||||
[beh@ac_monolith_guard_8]:beh@nr_walk_base
|
||||
pt1 = 88860000,guard | pos:-106.43014526367,4.2230815887451,-91.983108520508 look:-106.26966485381,4.2230815887451,-91.008910417557
|
||||
|
||||
[beh@ac_monolith_guard_9]:beh@nr_walk_base
|
||||
pt1 = 88860000,guard | pos:-82.816474914551,0.84084087610245,-91.571136474609 look:-82.709020681679,0.84084087610245,-90.580922603607
|
||||
|
||||
[beh@ac_monolith_guard_10]:beh@nr_walk_base
|
||||
pt1 = 88860000,guard | pos:-51.532276153564,4.2088332176208,-90.798927307129 look:-51.169595360756,4.2088332176208,-89.876153707504
|
||||
+35
@@ -0,0 +1,35 @@
|
||||
[logic@ac_pri_medic_monolith]
|
||||
suitable = {=check_npc_name(ac_pri_medic_monolith)} true
|
||||
prior = 500
|
||||
active = beh@ac_pri_medic_monolith_job
|
||||
|
||||
[beh@ac_pri_medic_monolith_job]
|
||||
behaviour_state = beh_move
|
||||
combat_ignore_cond = true
|
||||
combat_ignore_keep_when_attacked = true
|
||||
invulnerable = true
|
||||
target = waypoint
|
||||
path_end = loop
|
||||
pt1 = 88860000,idle | pos:-18.209903717041,0.094873189926147,205.48162841797 look:-19.19679582119,0.094873189926147,205.37820041925
|
||||
|
||||
[logic@ac_blue_winter]
|
||||
suitable = {=check_npc_name(ac_blue_winter)} true
|
||||
prior = 500
|
||||
active = beh@ac_blue_winter_job
|
||||
|
||||
[beh@ac_blue_winter_job]
|
||||
behaviour_state = beh_move
|
||||
target = waypoint
|
||||
path_end = loop
|
||||
pt1 = 88860000,idle | pos:-22.748683929443,0.10391688346863,208.33767700195 look:-22.7534353761,0.10391688346863,207.34607470036
|
||||
|
||||
[logic@ac_balthazar]
|
||||
suitable = {=check_npc_name(ac_balthazar)} true
|
||||
prior = 500
|
||||
active = beh@ac_balthazar_job
|
||||
|
||||
[beh@ac_balthazar_job]
|
||||
behaviour_state = beh_move
|
||||
target = waypoint
|
||||
path_end = loop
|
||||
pt1 = 88860000,idle | pos:-24.652282714844,0.098858118057251,208.2882232666 look:-24.643940897658,0.098858118057251,207.29735052586
|
||||
@@ -0,0 +1,137 @@
|
||||
[logic@ac_melchior]
|
||||
suitable = {=check_npc_name(ac_melchior)} true
|
||||
active = beh@ac_melchior_1
|
||||
prior = 500
|
||||
|
||||
[logic@ac_caspar]
|
||||
suitable = {=check_npc_name(ac_caspar)} true
|
||||
active = beh@ac_caspar_1
|
||||
prior = 500
|
||||
|
||||
[logic@ac_balthazar]
|
||||
suitable = {=check_npc_name(ac_balthazar)} true
|
||||
active = beh@ac_balthazar_1
|
||||
prior = 500
|
||||
|
||||
[logic@ac_blue_winter]
|
||||
suitable = {=check_npc_name(ac_blue_winter)} true
|
||||
active = beh@ac_blue_winter_1
|
||||
prior = 500
|
||||
|
||||
|
||||
|
||||
[logic@ac_stalker_squad_1]
|
||||
suitable = {=target_squad_name(ac_task_3_stalker_squad)} true
|
||||
active = beh@ac_task_3_stalker_squad_1_1
|
||||
prior = 500
|
||||
|
||||
[logic@ac_stalker_squad_2]
|
||||
suitable = {=target_squad_name(ac_task_3_stalker_squad)} true
|
||||
active = beh@ac_task_3_stalker_squad_2_1
|
||||
prior = 500
|
||||
|
||||
[logic@ac_stalker_squad_3]
|
||||
suitable = {=target_squad_name(ac_task_3_stalker_squad)} true
|
||||
active = beh@ac_task_3_stalker_squad_3_1
|
||||
prior = 500
|
||||
|
||||
[logic@ac_stalker_squad_4]
|
||||
suitable = {=target_squad_name(ac_task_3_stalker_squad)} true
|
||||
active = beh@ac_task_3_stalker_squad_4_1
|
||||
prior = 500
|
||||
|
||||
|
||||
|
||||
[beh@ac_stalker_base]
|
||||
behaviour_state = beh_move
|
||||
target = waypoint
|
||||
walk_dist = 100
|
||||
jog_dist = 220
|
||||
|
||||
walk_anim = walk
|
||||
jog_anim = walk
|
||||
run_anim = walk
|
||||
path_end = loop
|
||||
|
||||
[beh@ac_stalker_base_2]
|
||||
behaviour_state = beh_move
|
||||
target = waypoint
|
||||
path_end = loop
|
||||
|
||||
[beh@ac_caspar_1]:beh@ac_stalker_base_2
|
||||
on_info = {+ac_task_3_convo} beh@ac_caspar_2
|
||||
pt1 = 88860000,guard | pos:-131.57495117188,-0.50764739513397,-199.29406738281 look:-131.51331664249,-0.50764739513397,-198.3104403615
|
||||
|
||||
[beh@ac_melchior_1]:beh@ac_stalker_base_2
|
||||
on_info = {+ac_task_3_convo} beh@ac_melchior_2
|
||||
pt1 = 88860000,guard | pos:-138.35227966309,-0.25803527235985,-211.60403442383 look:-139.25367939472,-0.25803527235985,-212.01028260589
|
||||
|
||||
[beh@ac_blue_winter_1]:beh@ac_stalker_base_2
|
||||
on_info = {+ac_task_3_convo} beh@ac_blue_winter_2
|
||||
pt1 = 88860000,guard | pos:-139.3289642334,-0.42204529047012,-204.6999206543 look:-138.76627629995,-0.42204529047012,-203.93811285496
|
||||
|
||||
[beh@ac_balthazar_1]:beh@ac_stalker_base_2
|
||||
on_info = {+ac_task_3_convo} beh@ac_balthazar_2
|
||||
pt1 = 88860000,guard | pos:-135.96295166016,-0.37012958526611,-198.35459899902 look:-136.93641990423,-0.37012958526611,-198.15424960852
|
||||
|
||||
[beh@ac_caspar_2]:beh@ac_stalker_base_2
|
||||
on_info = {+ac_task_3_checkpoint} beh@ac_task_3_stalker_squad_1_3
|
||||
pt1 = 88860000,guard | pos:-131.57495117188,-0.50764739513397,-199.29406738281 look:-131.51331664249,-0.50764739513397,-198.3104403615
|
||||
|
||||
[beh@ac_melchior_2]:beh@ac_stalker_base_2
|
||||
on_info = {+ac_task_3_checkpoint} beh@ac_task_3_stalker_squad_2_3
|
||||
pt1 = 88860000,guard | pos:-138.35227966309,-0.25803527235985,-211.60403442383 look:-139.25367939472,-0.25803527235985,-212.01028260589
|
||||
|
||||
[beh@ac_blue_winter_2]:beh@ac_stalker_base_2
|
||||
on_info = {+ac_task_3_checkpoint} beh@ac_task_3_stalker_squad_3_3
|
||||
pt1 = 88860000,guard | pos:-139.3289642334,-0.42204529047012,-204.6999206543 look:-138.76627629995,-0.42204529047012,-203.93811285496
|
||||
|
||||
[beh@ac_balthazar_2]:beh@ac_stalker_base_2
|
||||
on_info = {+ac_task_3_checkpoint} beh@ac_task_3_stalker_squad_4_3
|
||||
pt1 = 88860000,guard | pos:-135.96295166016,-0.37012958526611,-198.35459899902 look:-136.93641990423,-0.37012958526611,-198.15424960852
|
||||
|
||||
|
||||
|
||||
[beh@ac_task_3_stalker_squad_1_1]:beh@ac_stalker_base
|
||||
on_info = {+ac_task_3_pos_2} beh@ac_task_3_stalker_squad_1_2
|
||||
pt1 = 100000,guard | pos:49.821727752686,-0.49124795198441,-177.17810058594 look:48.922289013863,-0.49124795198441,-176.75973108411
|
||||
|
||||
[beh@ac_task_3_stalker_squad_2_1]:beh@ac_stalker_base
|
||||
on_info = {+ac_task_3_pos_2} beh@ac_task_3_stalker_squad_2_2
|
||||
pt1 = 100000,guard | pos:49.821727752686,-0.49124795198441,-177.17810058594 look:48.922289013863,-0.49124795198441,-176.75973108411
|
||||
|
||||
[beh@ac_task_3_stalker_squad_3_1]:beh@ac_stalker_base
|
||||
on_info = {+ac_task_3_pos_2} beh@ac_task_3_stalker_squad_3_2
|
||||
pt1 = 100000,guard | pos:49.821727752686,-0.49124795198441,-177.17810058594 look:48.922289013863,-0.49124795198441,-176.75973108411
|
||||
|
||||
[beh@ac_task_3_stalker_squad_4_1]:beh@ac_stalker_base
|
||||
on_info = {+ac_task_3_pos_2} beh@ac_task_3_stalker_squad_4_2
|
||||
pt1 = 100000,guard | pos:49.821727752686,-0.49124795198441,-177.17810058594 look:48.922289013863,-0.49124795198441,-176.75973108411
|
||||
|
||||
[beh@ac_task_3_stalker_squad_1_2]:beh@ac_stalker_base
|
||||
on_info = {+ac_task_3_pos_3} beh@ac_task_3_stalker_squad_1_3
|
||||
pt1 = 100000,guard | pos:-7.3301563262939,-0.17000591754913,-182.1794128418 look:-8.0076661705971,-0.17000591754913,-182.91228997707
|
||||
|
||||
[beh@ac_task_3_stalker_squad_2_2]:beh@ac_stalker_base
|
||||
on_info = {+ac_task_3_pos_3} beh@ac_task_3_stalker_squad_3_3
|
||||
pt1 = 100000,guard | pos:-7.3301563262939,-0.17000591754913,-182.1794128418 look:-8.0076661705971,-0.17000591754913,-182.91228997707
|
||||
|
||||
[beh@ac_task_3_stalker_squad_3_2]:beh@ac_stalker_base
|
||||
on_info = {+ac_task_3_pos_3} beh@ac_task_3_stalker_squad_2_3
|
||||
pt1 = 100000,guard | pos:-7.3301563262939,-0.17000591754913,-182.1794128418 look:-8.0076661705971,-0.17000591754913,-182.91228997707
|
||||
|
||||
[beh@ac_task_3_stalker_squad_4_2]:beh@ac_stalker_base
|
||||
on_info = {+ac_task_3_pos_3} beh@ac_task_3_stalker_squad_4_3
|
||||
pt1 = 100000,guard | pos:-7.3301563262939,-0.17000591754913,-182.1794128418 look:-8.0076661705971,-0.17000591754913,-182.91228997707
|
||||
|
||||
[beh@ac_task_3_stalker_squad_1_3]:beh@ac_stalker_base_2
|
||||
pt1 = 100000,guard | pos:-100.89275360107,0.4929051399231,-246.49229431152 look:-100.1578400135,0.4929051399231,-245.81716191769
|
||||
|
||||
[beh@ac_task_3_stalker_squad_2_3]:beh@ac_stalker_base_2
|
||||
pt1 = 100000,guard | pos:-96.78392791748,0.50106275081635,-250.90139770508 look:-96.205705225468,0.50106275081635,-250.08557683229
|
||||
|
||||
[beh@ac_task_3_stalker_squad_3_3]:beh@ac_stalker_base_2
|
||||
pt1 = 100000,guard | pos:-100.38987731934,0.49906086921692,-256.96508789063 look:-99.719907879829,0.49906086921692,-256.22272455692
|
||||
|
||||
[beh@ac_task_3_stalker_squad_4_3]:beh@ac_stalker_base_2
|
||||
pt1 = 100000,guard | pos:-106.4303817749,0.49242794513702,-253.03691101074 look:-105.83987349272,0.49242794513702,-252.23677414656
|
||||
+26
@@ -0,0 +1,26 @@
|
||||
[logic@ac_melchior]
|
||||
suitable = {=check_npc_name(ac_melchior)} true
|
||||
active = beh@ac_melchior_1
|
||||
prior = 500
|
||||
|
||||
[logic@ac_caspar]
|
||||
suitable = {=check_npc_name(ac_caspar)} true
|
||||
active = beh@ac_caspar_1
|
||||
prior = 500
|
||||
|
||||
[beh@nr_walk_base]
|
||||
combat_ignore_cond = true
|
||||
combat_ignore_keep_when_attacked = true
|
||||
meet = no_meet
|
||||
behaviour_state = beh_move
|
||||
target = waypoint
|
||||
path_end = loop
|
||||
|
||||
|
||||
|
||||
|
||||
[beh@ac_caspar_1]:beh@nr_walk_base
|
||||
pt1 = 88860000,guard | pos:-94.403129577637,-0.46183437108994,-52.664867401123 look:-94.450965367258,-0.46183437108994,-51.712814569473
|
||||
|
||||
[beh@ac_melchior_1]:beh@nr_walk_base
|
||||
pt1 = 88860000,guard | pos:-96.955108642578,-0.46410083770752,-53.258888244629 look:-97.228635758162,-0.46410083770752,-52.309909939766
|
||||
@@ -0,0 +1,136 @@
|
||||
|
||||
--- Vybegallo
|
||||
|
||||
[logic@vybegallo]
|
||||
suitable = {=check_npc_name(vybegallo)} true
|
||||
prior = 500
|
||||
active = beh@vybegallo_job
|
||||
|
||||
[beh@vybegallo_job]
|
||||
behaviour_state = beh_move
|
||||
target = waypoint
|
||||
path_end = loop
|
||||
pt1 = 88860000,idle | pos:-0.96449947357178,2.4984850883484,5.1722574234009 look:-1.9572842717171,2.4984850883484,5.0705771446228
|
||||
|
||||
[logic@vybegallo_2]
|
||||
suitable = {=check_npc_name(vybegallo)} true
|
||||
prior = 500
|
||||
active = beh@vybegallo_job_2
|
||||
|
||||
[beh@vybegallo_job_2]
|
||||
behaviour_state = beh_move
|
||||
target = waypoint
|
||||
walk_anim = patrol
|
||||
combat_ignore_cond = {=actor_true_enemy =check_enemy_name(actor)} false, true
|
||||
combat_ignore_keep_when_attacked = false
|
||||
invulnerable = {!actor_true_enemy} true, false
|
||||
path_end = loop
|
||||
pt1 = 88860000,idle | pos:42.025260925293,10.499049186707,16.939895629883 look:42.941039323807,10.499049186707,17.068541884422
|
||||
|
||||
--- Alyosha
|
||||
|
||||
[logic@alyosha_shyogolov]
|
||||
suitable = {=check_npc_name(alyosha_shyogolov)} true
|
||||
prior = 500
|
||||
active = beh@alyosha_shyogolov_job
|
||||
|
||||
[beh@alyosha_shyogolov_job]
|
||||
behaviour_state = beh_move
|
||||
|
||||
target = waypoint
|
||||
path_end = loop
|
||||
pt1 = 88860000,guard | pos:252.66156005859,-0.2021781951189,76.431800842285 look:252.27964878082,-0.2021781951189,75.510967731476
|
||||
|
||||
|
||||
[logic@alyosha_shyogolov_2]
|
||||
suitable = {=check_npc_name(alyosha_shyogolov)} true
|
||||
prior = 500
|
||||
active = beh@alyosha_shyogolov_job_2
|
||||
|
||||
[beh@alyosha_shyogolov_job_2]
|
||||
behaviour_state = beh_move
|
||||
target = waypoint
|
||||
path_end = loop
|
||||
pt1 = 88860000,sit_ass_drink_vodka | pos:-6.3672633171082,7.4974012374878,4.344096660614 look:-5.3891610503197,7.4974012374878,4.4683983996511
|
||||
|
||||
|
||||
--- Sarpedon
|
||||
|
||||
[logic@sarpedon_logic]
|
||||
suitable = {=check_npc_name(sarpedon)} true
|
||||
prior = 500
|
||||
active = beh@sarpedon_job
|
||||
|
||||
[beh@sarpedon_job]
|
||||
gather_items_enabled = false
|
||||
behaviour_state = beh_move
|
||||
target = waypoint
|
||||
walk_anim = patrol
|
||||
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
|
||||
|
||||
path_end = loop
|
||||
pt1 = 100000,sit_ass | pos:20.758554458618,0.15221303701401,11.817081451416 look:19.781954109669,0.15221303701401,11.732858784497
|
||||
|
||||
|
||||
--- Like Rats in a Trap
|
||||
|
||||
[logic@bh_rat_guards_1]
|
||||
suitable = {=target_squad_name(bh_rat_guards_1_squad)} true
|
||||
prior = 500
|
||||
active = beh@bh_rat_guards_1_1_job
|
||||
|
||||
[logic@bh_rat_guards_2]
|
||||
suitable = {=target_squad_name(bh_rat_guards_1_squad)} true
|
||||
prior = 500
|
||||
active = beh@bh_rat_guards_2_1_job
|
||||
|
||||
[logic@bh_rat_guards_3]
|
||||
suitable = {=target_squad_name(bh_rat_guards_1_squad)} true
|
||||
prior = 500
|
||||
active = beh@bh_rat_guards_3_1_job
|
||||
|
||||
[logic@bh_rat_guards_4]
|
||||
suitable = {=check_npc_name(bh_rat_guards_naruchnik)} true
|
||||
prior = 500
|
||||
active = beh@bh_rat_guards_4_1_job
|
||||
|
||||
[logic@bh_rat_guards_5]
|
||||
suitable = {=target_squad_name(bh_rat_guards_1_squad)} true
|
||||
prior = 500
|
||||
active = beh@bh_rat_guards_5_1_job
|
||||
|
||||
[logic@bh_rat_guards_6]
|
||||
suitable = {=target_squad_name(bh_rat_guards_1_squad)} true
|
||||
prior = 500
|
||||
active = beh@bh_rat_guards_6_1_job
|
||||
|
||||
[beh@rat_guards_base]
|
||||
meet = no_meet
|
||||
behaviour_state = beh_move
|
||||
target = waypoint
|
||||
walk_anim = patrol
|
||||
path_end = loop
|
||||
|
||||
[beh@bh_rat_guards_1_1_job]:beh@rat_guards_base
|
||||
pt1 = 100000,guard | pos:-39.03401184082,-0.0018443763256073,43.549373626709 look:-39.030780088622,-0.0018443763256073,42.550311863422
|
||||
|
||||
[beh@bh_rat_guards_2_1_job]:beh@rat_guards_base
|
||||
pt1 = 100000,guard | pos:-73.328407287598,1.5947494506836,15.870664596558 look:-73.177272751927,1.5947494506836,14.899828910828
|
||||
|
||||
[beh@bh_rat_guards_3_1_job]:beh@rat_guards_base
|
||||
pt1 = 100000,guard | pos:-75.507743835449,1.7313983440399,8.8472261428833 look:-75.153992801905,1.7313983440399,9.7309593558311
|
||||
|
||||
[beh@bh_rat_guards_4_1_job]
|
||||
behaviour_state = beh_move
|
||||
target = waypoint
|
||||
walk_anim = patrol
|
||||
path_end = loop
|
||||
pt1 = 100000,guard | pos:-44.158550262451,-0.20010030269623,-5.9492511749268 look:-45.03028523922,-0.20010030269623,-5.4725189805031
|
||||
|
||||
[beh@bh_rat_guards_5_1_job]:beh@rat_guards_base
|
||||
pt1 = 100000,guard | pos:-44.264957427979,-0.2002044916153,-8.7417984008789 look:-45.08905673027,-0.2002044916153,-8.1764976978302
|
||||
|
||||
[beh@bh_rat_guards_6_1_job]:beh@rat_guards_base
|
||||
pt1 = 100000,guard | pos:-42.33907699585,-0.20185586810112,-4.5265274047852 look:-43.171230971813,-0.20185586810112,-3.9731520414352
|
||||
+61
@@ -0,0 +1,61 @@
|
||||
|
||||
--- Like Rats in a Trap
|
||||
|
||||
[logic@bh_rat_trap_1]
|
||||
suitable = {=target_squad_name(bh_agr_u_bandits_1_squad)} true
|
||||
prior = 500
|
||||
active = beh@bh_rat_trap_1_1_job
|
||||
|
||||
[logic@bh_rat_trap_2]
|
||||
suitable = {=target_squad_name(bh_agr_u_bandits_1_squad)} true
|
||||
prior = 500
|
||||
active = beh@bh_rat_trap_2_1_job
|
||||
|
||||
[logic@bh_rat_trap_3]
|
||||
suitable = {=target_squad_name(bh_agr_u_bandits_1_squad)} true
|
||||
prior = 500
|
||||
active = beh@bh_rat_trap_3_1_job
|
||||
|
||||
[logic@bh_rat_trap_4]
|
||||
suitable = {=target_squad_name(bh_agr_u_bandits_1_squad)} true
|
||||
prior = 500
|
||||
active = beh@bh_rat_trap_4_1_job
|
||||
|
||||
[logic@bh_rat_trap_5]
|
||||
suitable = {=target_squad_name(bh_agr_u_bandits_1_squad)} true
|
||||
prior = 500
|
||||
active = beh@bh_rat_trap_5_1_job
|
||||
|
||||
[logic@bh_rat_trap_6]
|
||||
suitable = {=target_squad_name(bh_agr_u_bandits_leader_squad)} true
|
||||
prior = 500
|
||||
active = beh@bh_rat_trap_6_1_job
|
||||
|
||||
[beh@rat_trap_base]
|
||||
combat_ignore_cond = {+bh_rat_trap_wrong} false, true
|
||||
combat_ignore_keep_when_attacked = {+bh_rat_trap_wrong_wrong} false, true
|
||||
behaviour_state = beh_move
|
||||
target = waypoint
|
||||
walk_anim = patrol
|
||||
path_end = loop
|
||||
|
||||
[beh@rat_trap_base_squad]:beh@rat_trap_base
|
||||
meet = no_meet
|
||||
|
||||
[beh@bh_rat_guards_1_1_job]:beh@rat_trap_base_squad
|
||||
pt1 = 100000,guard | pos:44.07649230957,1.7319798469543,153.73095703125 look:43.815874963999,1.7319798469543,154.68956172466
|
||||
|
||||
[beh@bh_rat_guards_2_1_job]:beh@rat_trap_base_squad
|
||||
pt1 = 100000,guard | pos:44.055648803711,1.7313425540924,165.53575134277 look:43.855173543096,1.7313425540924,164.55952882767
|
||||
|
||||
[beh@bh_rat_guards_3_1_job]:beh@rat_trap_base_squad
|
||||
pt1 = 100000,guard | pos:64.069473266602,1.7085797786713,166.49966430664 look:64.989323079586,1.7085797786713,166.86394071579
|
||||
|
||||
[beh@bh_rat_guards_4_1_job]:beh@rat_trap_base_squad
|
||||
pt1 = 100000,guard | pos:59.699127197266,1.7820448875427,159.17863464355 look:60.470405995846,1.7820448875427,159.81399440765
|
||||
|
||||
[beh@bh_rat_guards_5_1_job]:beh@rat_trap_base_squad
|
||||
pt1 = 100000,guard | pos:68.050651550293,1.7445890903473,150.92826843262 look:68.912640213966,1.7445890903473,150.44776770473
|
||||
|
||||
[beh@bh_rat_guards_6_1_job]:beh@rat_trap_base
|
||||
pt1 = 100000,guard | pos:62.810642242432,1.7066581249237,159.26321411133 look:63.604858636856,1.7066581249237,159.87083989382
|
||||
+13
@@ -0,0 +1,13 @@
|
||||
---Controller Ambush
|
||||
|
||||
|
||||
[logic@primankov]
|
||||
suitable = {=check_npc_name(controller_victim_1)} true
|
||||
prior = 500
|
||||
active = beh@primankov_job
|
||||
|
||||
[beh@primankov_job]
|
||||
behaviour_state = beh_move
|
||||
target = waypoint
|
||||
path_end = loop
|
||||
pt1 = 88860000,psy_pain | pos:-184.74633789063,0.75744158029556,-284.82553100586 look:-185.38510763645,0.75744158029556,-284.0565263629
|
||||
+14
@@ -0,0 +1,14 @@
|
||||
[logic]
|
||||
|
||||
suitable = {=check_npc_name(nr_ambush_1)} true
|
||||
prior = 500
|
||||
active = beh@general
|
||||
|
||||
|
||||
[beh@general]
|
||||
actor_dialogs = actor_dialogs
|
||||
behavior_state = beh_wait
|
||||
target = waypoint
|
||||
path_end = loop
|
||||
pt1 = 600000,guard | pos:355.57171630859,27.977787017822,-239.86022949219 look:354.57521551847,27.977787017822,-239.87518584915
|
||||
|
||||
+14
@@ -0,0 +1,14 @@
|
||||
[logic]
|
||||
|
||||
suitable = {=check_npc_name(nr_ambush_2)} true
|
||||
prior = 500
|
||||
active = beh@general
|
||||
|
||||
|
||||
[beh@general]
|
||||
actor_dialogs = actor_dialogs
|
||||
behavior_state = beh_wait
|
||||
target = waypoint
|
||||
path_end = loop
|
||||
pt1 = 600000,guard | pos:378.29794311523,27.978296279907,-235.07585144043 look:378.19198679924,27.978296279907,-236.06145858765
|
||||
|
||||
+14
@@ -0,0 +1,14 @@
|
||||
[logic]
|
||||
|
||||
suitable = {=check_npc_name(nr_ambush_3)} true
|
||||
prior = 500
|
||||
active = beh@general
|
||||
|
||||
|
||||
[beh@general]
|
||||
actor_dialogs = actor_dialogs
|
||||
behavior_state = beh_wait
|
||||
target = waypoint
|
||||
path_end = loop
|
||||
pt1 = 600000,guard | pos:314.48291015625,34.592678070068,-237.58148193359 look:314.48143742932,34.592678070068,-238.57651388645
|
||||
|
||||
+14
@@ -0,0 +1,14 @@
|
||||
[logic]
|
||||
|
||||
suitable = {=check_npc_name(nr_ambush_4)} true
|
||||
prior = 500
|
||||
active = beh@general
|
||||
|
||||
|
||||
[beh@general]
|
||||
actor_dialogs = actor_dialogs
|
||||
behavior_state = beh_wait
|
||||
target = waypoint
|
||||
path_end = loop
|
||||
pt1 = 600000,guard | pos:331.10369873047,34.258598327637,-270.34857177734 look:331.10422963096,34.258598327637,-269.45186668634
|
||||
|
||||
+14
@@ -0,0 +1,14 @@
|
||||
[logic]
|
||||
|
||||
suitable = {=check_npc_name(nr_ambush_5)} true
|
||||
prior = 500
|
||||
active = beh@general
|
||||
|
||||
|
||||
[beh@general]
|
||||
actor_dialogs = actor_dialogs
|
||||
behavior_state = beh_wait
|
||||
target = waypoint
|
||||
path_end = loop
|
||||
pt1 = 600000,guard | pos:316.77917480469,34.714248657227,-237.42193603516 look:316.78955564555,34.714248657227,-238.33095598221
|
||||
|
||||
@@ -0,0 +1,296 @@
|
||||
---Army Lockdown
|
||||
|
||||
----- Army
|
||||
---esc_smart_terrain_2_14
|
||||
|
||||
[logic@lockdown_1]
|
||||
suitable = {=target_squad_name(bh_lockdown_2_14_squad)} true
|
||||
active = beh@lockdown_1
|
||||
prior = 500
|
||||
|
||||
[logic@lockdown_2]
|
||||
suitable = {=target_squad_name(bh_lockdown_2_14_squad)} true
|
||||
active = beh@lockdown_2
|
||||
prior = 500
|
||||
|
||||
[logic@lockdown_3]
|
||||
suitable = {=target_squad_name(bh_lockdown_2_14_squad)} true
|
||||
active = beh@lockdown_3
|
||||
prior = 500
|
||||
|
||||
[logic@lockdown_4]
|
||||
suitable = {=target_squad_name(bh_lockdown_2_14_squad)} true
|
||||
active = beh@lockdown_4
|
||||
prior = 500
|
||||
|
||||
---esc_smart_terrain_3_7
|
||||
|
||||
|
||||
[logic@lockdown_5]
|
||||
suitable = {=target_squad_name(bh_lockdown_3_7_squad_2)} true
|
||||
active = beh@lockdown_5
|
||||
prior = 500
|
||||
|
||||
[logic@lockdown_6]
|
||||
suitable = {=target_squad_name(bh_lockdown_3_7_squad_2)} true
|
||||
active = beh@lockdown_6
|
||||
prior = 500
|
||||
|
||||
[logic@lockdown_7]
|
||||
suitable = {=target_squad_name(bh_lockdown_3_7_squad_2)} true
|
||||
active = beh@lockdown_7
|
||||
prior = 500
|
||||
|
||||
[beh@base]
|
||||
dont_keep_items = false
|
||||
gather_items_enabled = true
|
||||
help_wounded_enabled = false
|
||||
corpse_detection_enabled = true
|
||||
combat_ignore_keep_when_attacked = false
|
||||
target = waypoint
|
||||
path_end = loop
|
||||
|
||||
|
||||
|
||||
|
||||
[beh@lockdown_1]:beh@base
|
||||
pt1 = 88860000,guard | pos:-253.50274658203,-22.243406295776,-286.48861694336 look:-252.68155324459,-22.243406295776,-286.97953498363
|
||||
|
||||
[beh@lockdown_2]:beh@base
|
||||
pt1 = 88860000,guard | pos:-257.00210571289,-22.425817489624,-290.72033691406 look:-256.19569432735,-22.425817489624,-291.25655472279
|
||||
|
||||
[beh@lockdown_3]:beh@base
|
||||
pt1 = 88860000,guard | pos:-272.68029785156,-21.686435699463,-277.73001098633 look:-271.87927597761,-21.686435699463,-277.1834077239
|
||||
|
||||
[beh@lockdown_4]:beh@base
|
||||
pt1 = 88860000,guard | pos:-272.31967163086,-21.689016342163,-272.48538208008 look:-273.20427548885,-21.689016342163,-272.92851692438
|
||||
|
||||
[beh@lockdown_5]:beh@base
|
||||
pt1 = 88860000,guard | pos:-157.84831237793,-2.3343555927277,313.54577636719 look:-157.37061774731,-2.3343555927277,312.67782557011
|
||||
|
||||
[beh@lockdown_6]:beh@base
|
||||
pt1 = 88860000,guard | pos:-151.16990661621,-3.0027039051056,314.77722167969 look:-150.75950548053,-3.0027039051056,313.8678458333
|
||||
|
||||
[beh@lockdown_7]:beh@base
|
||||
pt1 = 88860000,guard | pos:-149.83219909668,-2.9718582630157,325.28405761719 look:-150.22746643424,-2.9718582630157,326.19464844465
|
||||
|
||||
---- Stalker village
|
||||
|
||||
[logic@stalker_lockdown_1]
|
||||
suitable = {+army_lockdown_active} true
|
||||
active = beh@stalker_lockdown_1
|
||||
prior = 980
|
||||
|
||||
[logic@stalker_lockdown_2]
|
||||
suitable = {+army_lockdown_active} true
|
||||
active = beh@stalker_lockdown_2
|
||||
prior = 980
|
||||
|
||||
[logic@stalker_lockdown_3]
|
||||
suitable = {+army_lockdown_active} true
|
||||
active = beh@stalker_lockdown_3
|
||||
prior = 980
|
||||
|
||||
[logic@stalker_lockdown_4]
|
||||
suitable = {+army_lockdown_active} true
|
||||
active = beh@stalker_lockdown_4
|
||||
prior = 980
|
||||
|
||||
[logic@stalker_lockdown_5]
|
||||
suitable = {+army_lockdown_active} true
|
||||
active = beh@stalker_lockdown_5
|
||||
prior = 980
|
||||
|
||||
[logic@stalker_lockdown_6]
|
||||
suitable = {+army_lockdown_active} true
|
||||
active = beh@stalker_lockdown_6
|
||||
prior = 980
|
||||
|
||||
[logic@stalker_lockdown_7]
|
||||
suitable = {+army_lockdown_active} true
|
||||
active = beh@stalker_lockdown_7
|
||||
prior = 980
|
||||
|
||||
[logic@stalker_lockdown_8]
|
||||
suitable = {+army_lockdown_active} true
|
||||
active = beh@stalker_lockdown_8
|
||||
prior = 980
|
||||
|
||||
[logic@stalker_lockdown_9]
|
||||
suitable = {+army_lockdown_active} true
|
||||
active = beh@stalker_lockdown_9
|
||||
prior = 980
|
||||
|
||||
[logic@stalker_lockdown_10]
|
||||
suitable = {+army_lockdown_active} true
|
||||
active = beh@stalker_lockdown_12
|
||||
prior = 980
|
||||
|
||||
[logic@stalker_lockdown_11]
|
||||
suitable = {=check_npc_name(esc_2_12_stalker_fanat) +army_lockdown_active} true
|
||||
active = beh@stalker_lockdown_10
|
||||
prior = 990
|
||||
|
||||
[logic@stalker_lockdown_12]
|
||||
suitable = {=check_npc_name(esc_2_12_stalker_wolf) +army_lockdown_active} true
|
||||
active = beh@stalker_lockdown_11
|
||||
prior = 990
|
||||
|
||||
[logic@stalker_lockdown_13]
|
||||
suitable = {+army_lockdown_active} true
|
||||
active = beh@stalker_lockdown_13
|
||||
prior = 950
|
||||
|
||||
[logic@stalker_lockdown_14]
|
||||
suitable = {+army_lockdown_active} true
|
||||
active = beh@stalker_lockdown_14
|
||||
prior = 950
|
||||
|
||||
[logic@stalker_lockdown_15]
|
||||
suitable = {+army_lockdown_active} true
|
||||
active = beh@stalker_lockdown_15
|
||||
prior = 950
|
||||
|
||||
|
||||
[beh@stalker_base1]
|
||||
behaviour_state = beh_move
|
||||
target = waypoint
|
||||
path_end = loop
|
||||
|
||||
[beh@stalker_base]:beh@stalker_base1
|
||||
meet = no_meet
|
||||
|
||||
[beh@stalker_lockdown_1]:beh@stalker_base
|
||||
pt1 = 88860000,sit_ass | pos:-207.95452880859,-22.549293518066,-128.8483581543 look:-208.00271685794,-22.549293518066,-128.13234585524
|
||||
|
||||
[beh@stalker_lockdown_2]:beh@stalker_base
|
||||
pt1 = 88860000,sit_ass | pos:-205.44612121582,-22.545961380005,-128.9239654541 look:-205.42265072837,-22.545961380005,-128.10926455259
|
||||
|
||||
[beh@stalker_lockdown_3]:beh@stalker_base
|
||||
pt1 = 88860000,sit_ass | pos:-205.8454284668,-22.597984313965,-127.76307678223 look:-205.87773677707,-22.597984313965,-128.66031646729
|
||||
|
||||
[beh@stalker_lockdown_4]:beh@stalker_base
|
||||
pt1 = 88860000,sit_ass | pos:-201.59928894043,-22.293748855591,-127.64914703369 look:-201.86054000258,-22.293748855591,-128.5975586772
|
||||
|
||||
[beh@stalker_lockdown_5]:beh@stalker_base
|
||||
pt1 = 88860000,sit_ass | pos:-213.37600708008,-23.194629669189,-124.92739105225 look:-212.42892032862,-23.194629669189,-124.82814551145
|
||||
|
||||
[beh@stalker_lockdown_6]:beh@stalker_base
|
||||
pt1 = 88860000,sit_ass | pos:-213.83331298828,-23.195550918579,-122.38076019287 look:-213.25867366791,-23.195550918579,-123.08557617664
|
||||
|
||||
[beh@stalker_lockdown_7]:beh@stalker_base
|
||||
pt1 = 88860000,sit_ass | pos:-210.64294433594,-22.877895355225,-121.59774780273 look:-211.53942781687,-22.877895355225,-121.62897085957
|
||||
|
||||
[beh@stalker_lockdown_8]:beh@stalker_base
|
||||
pt1 = 88860000,sit_ass | pos:-210.89395141602,-22.890514373779,-123.01245880127 look:-211.76965814829,-22.890514373779,-122.98198455572
|
||||
|
||||
[beh@stalker_lockdown_9]:beh@stalker_base
|
||||
pt1 = 88860000,sit_ass | pos:-210.89686584473,-22.871044158936,-125.27816772461 look:-211.80926203728,-22.871044158936,-125.18921911716
|
||||
|
||||
[beh@stalker_lockdown_10]:beh@stalker_base1
|
||||
pt1 = 88860000,guard | pos:-210.65496826172,-23.193996429443,-129.35891723633 look:-210.78284063935,-23.193996429443,-130.34018409252
|
||||
|
||||
[beh@stalker_lockdown_11]:beh@stalker_base1
|
||||
pt1 = 88860000,guard | pos:-255.93208312988,-21.009017944336,-127.30093383789 look:-254.9332652092,-21.009017944336,-127.28773701284
|
||||
|
||||
[beh@stalker_lockdown_12]:beh@stalker_base
|
||||
pt1 = 88860000,sit_ass | pos:-223.49008178711,-19.854181289673,-164.21601867676 look:-222.51131898165,-19.854181289673,-164.17487579584
|
||||
|
||||
[beh@stalker_lockdown_13]:beh@stalker_base
|
||||
pt1 = 88860000,sit_ass | pos:-223.14724731445,-19.940927505493,-162.63453674316 look:-222.15914958715,-19.940927505493,-162.55491317064
|
||||
|
||||
[beh@stalker_lockdown_14]:beh@stalker_base
|
||||
pt1 = 88860000,sit_ass | pos:-219.69844055176,-19.94252204895,-164.51547241211 look:-220.69499152899,-19.94252204895,-164.53103899769
|
||||
|
||||
[beh@stalker_lockdown_15]:beh@stalker_base
|
||||
pt1 = 88860000,sit_ass | pos:-216.97019958496,-19.941274642944,-162.98168945313 look:-217.02342930436,-19.941274642944,-162.01859247684
|
||||
|
||||
|
||||
---Castor and Pollox
|
||||
[logic@castor_lockdown_1]
|
||||
suitable = {=check_npc_name(assault_csky_leader_esc_5_7)} true
|
||||
active = beh@castor_lockdown_1
|
||||
prior = 600
|
||||
|
||||
[logic@pollox_lockdown_1]
|
||||
suitable = {=check_npc_name(assault_stalker_leader_esc_5_9)} true
|
||||
active = beh@pollox_lockdown_1
|
||||
prior = 600
|
||||
|
||||
[beh@castor_lockdown_1]:beh@stalker_base1
|
||||
pt1 = 88860000,idle | pos:5.9352240562439,0.86977106332779,295.33111572266 look:5.1028490662575,0.86977106332779,295.8562169075
|
||||
|
||||
[beh@pollox_lockdown_1]:beh@stalker_base1
|
||||
pt1 = 88860000,idle | pos:3.3982691764832,0.87022680044174,295.80453491211 look:4.3374879360199,0.87022680044174,295.50534999371
|
||||
|
||||
|
||||
--- execution
|
||||
|
||||
[remark@general]
|
||||
gather_items_enabled = false
|
||||
help_wounded_enabled = false
|
||||
corpse_detection_enabled = false
|
||||
combat_ignore_cond = true
|
||||
meet = no_meet
|
||||
wounded = wounded@no_wound
|
||||
use_camp = false
|
||||
turn_on_campfire = false
|
||||
invulnerable = true
|
||||
combat_ignore_cond = true
|
||||
combat_ignore_keep_when_attacked = true
|
||||
|
||||
[beh@general]
|
||||
behavior_state = beh_move
|
||||
target = waypoint
|
||||
|
||||
[logic@bh_execution_lockdown_1]
|
||||
suitable = {=target_squad_name(bh_lockdown_execution_squad)} true
|
||||
active = remark@bh_execution_lockdown_1
|
||||
prior = 600
|
||||
|
||||
[logic@bh_execution_lockdown_2]
|
||||
suitable = {=target_squad_name(bh_lockdown_execution_squad_2)} true
|
||||
active = remark@bh_execution_lockdown_3
|
||||
prior = 600
|
||||
|
||||
[logic@bh_execution_lockdown_3]
|
||||
suitable = {=target_squad_name(bh_lockdown_execution_squad3)} true
|
||||
active = beh@bh_execution_lockdown_3
|
||||
prior = 1
|
||||
|
||||
[beh@bh_execution_base]
|
||||
behaviour_state = beh_move
|
||||
meet = no_meet
|
||||
|
||||
|
||||
target = waypoint
|
||||
path_end = loop
|
||||
|
||||
[beh@bh_execution_lockdown_1]:beh@bh_execution_base
|
||||
pt1 = 88860000,threat | pos:-134.43222045898,-30.139472961426,-393.75299072266 look:-134.47776456922,-30.139472961426,-394.75123798847
|
||||
|
||||
[beh@bh_execution_lockdown_2]:beh@bh_execution_base
|
||||
pt1 = 88860000,threat | pos:-137.74774169922,-30.139163970947,-393.99801635742 look:-137.35763055086,-30.139163970947,-394.91864162683
|
||||
|
||||
[beh@bh_execution_lockdown_3]:beh@bh_execution_base
|
||||
pt1 = 88860000,guard_fire | pos:-140.60908508301,-40.138750076294,-345.00961303711 look:-137.08314865828,-30.138750076294,-395.85903972387
|
||||
|
||||
[remark@bh_execution_lockdown_1]:remark@general
|
||||
anim = threat_na
|
||||
target = story | actor
|
||||
on_timer = 5 | remark@bh_execution_lockdown_2
|
||||
|
||||
|
||||
[remark@bh_execution_lockdown_2]:remark@general
|
||||
anim = assault_fire
|
||||
target = story | actor
|
||||
|
||||
[remark@bh_execution_lockdown_3]:remark@general
|
||||
anim = threat_na
|
||||
target = story | actor
|
||||
on_timer = 5 | remark@bh_execution_lockdown_4
|
||||
|
||||
|
||||
[remark@bh_execution_lockdown_4]:remark@general
|
||||
anim = threat_fire
|
||||
target = story | actor
|
||||
@@ -0,0 +1,57 @@
|
||||
---Ironchain Gang
|
||||
|
||||
|
||||
[logic@bh_ironchain_1]
|
||||
suitable = {=target_squad_name(bh_ironchain_2_squad)} true
|
||||
active = beh@bh_ironchain_1
|
||||
prior = 500
|
||||
|
||||
[logic@bh_ironchain_2]
|
||||
suitable = {=target_squad_name(bh_ironchain_2_squad)} true
|
||||
active = beh@bh_ironchain_2
|
||||
prior = 500
|
||||
|
||||
[logic@bh_ironchain_3]
|
||||
suitable = {=target_squad_name(bh_ironchain_2_squad)} true
|
||||
active = beh@bh_ironchain_3
|
||||
prior = 500
|
||||
|
||||
[logic@bh_ironchain_4]
|
||||
suitable = {=target_squad_name(bh_ironchain_2_squad)} true
|
||||
active = beh@bh_ironchain_4
|
||||
prior = 500
|
||||
|
||||
[logic@bh_ironchain_5]
|
||||
suitable = {=check_npc_name(bh_ironchain)} true
|
||||
active = beh@bh_ironchain_5
|
||||
prior = 500
|
||||
|
||||
[beh@base]
|
||||
dont_keep_items = true
|
||||
gather_items_enabled = false
|
||||
help_wounded_enabled = false
|
||||
corpse_detection_enabled = false
|
||||
combat_ignore_keep_when_attacked = false
|
||||
target = waypoint
|
||||
path_end = loop
|
||||
combat_ignore_cond = {+bh_ironchain_deal_gone_wrong} false, true
|
||||
combat_ignore_keep_when_attacked = {+bh_ironchain_deal_gone_wrong} false, true
|
||||
|
||||
[beh@gang]:beh@base
|
||||
meet = no_meet
|
||||
|
||||
|
||||
[beh@bh_ironchain_1]:beh@gang
|
||||
pt1 = 88860000,guard | pos:140.30145263672,0.18399813771248,341.83569335938 look:141.26340097189,0.18399813771248,341.59942138195
|
||||
|
||||
[beh@bh_ironchain_2]:beh@gang
|
||||
pt1 = 88860000,guard | pos:140.52110290527,0.21439450979233,337.41455078125 look:141.50974929333,0.21439450979233,337.30890928209
|
||||
|
||||
[beh@bh_ironchain_3]:beh@gang
|
||||
pt1 = 88860000,guard | pos:133.84097290039,0.18276101350784,336.84924316406 look:133.87411888316,0.18276101350784,337.84488683939
|
||||
|
||||
[beh@bh_ironchain_4]:beh@gang
|
||||
pt1 = 88860000,guard | pos:135.92878723145,0.18073549866676,342.07440185547 look:134.947881639,0.18073549866676,341.95935965329
|
||||
|
||||
[beh@bh_ironchain_5]:beh@base
|
||||
pt1 = 88860000,guard | pos:134.19320678711,0.18283259868622,339.78994750977 look:133.19913303852,0.18283259868622,339.86729538441
|
||||
+31
@@ -0,0 +1,31 @@
|
||||
[logic@nr_starik_murder_bandit_1]
|
||||
suitable = {=target_squad_name(nr_starik_murder_bandit_1_squad) -nr_starik_1_interrupted} true
|
||||
active = beh@nr_starik_murder_bandit_1
|
||||
prior = 500
|
||||
|
||||
[logic@nr_starik_murder_bandit_2]
|
||||
suitable = {=target_squad_name(nr_starik_murder_bandit_2_squad) -nr_starik_1_interrupted} true
|
||||
active = beh@nr_starik_murder_bandit_2
|
||||
prior = 500
|
||||
|
||||
[beh@nr_walk_base]
|
||||
combat_ignore_cond = true
|
||||
combat_ignore_keep_when_attacked = false
|
||||
meet = meet
|
||||
behaviour_state = beh_move
|
||||
target = waypoint
|
||||
walk_dist = 100
|
||||
jog_dist = 220
|
||||
|
||||
walk_anim = walk
|
||||
jog_anim = walk
|
||||
run_anim = walk
|
||||
path_end = loop
|
||||
|
||||
|
||||
|
||||
|
||||
[beh@nr_starik_murder_bandit_1]:beh@nr_walk_base
|
||||
pt1 = 88860000,guard | pos:-41.259243011475,-1.13884806633,268.23779296875 look:-42.000157237053,-1.13884806633,267.92011845112
|
||||
[beh@nr_starik_murder_bandit_2]:beh@nr_walk_base
|
||||
pt1 = 88860000,guard | pos:-43.523834228516,-1.2712132930756,268.31134033203 look:-43.092729508877,-1.2712132930756,267.55471074581
|
||||
+37
@@ -0,0 +1,37 @@
|
||||
---Badger
|
||||
|
||||
|
||||
[logic@bh_badger]
|
||||
suitable = {=check_npc_name(bh_badger)} true
|
||||
prior = 500
|
||||
active = beh@bh_badger_1_job
|
||||
|
||||
[beh@nr_ilyaz_base]
|
||||
meet = meet
|
||||
behaviour_state = beh_move
|
||||
target = waypoint
|
||||
walk_dist = 100
|
||||
jog_dist = 220
|
||||
|
||||
walk_anim = walk
|
||||
jog_anim = walk
|
||||
run_anim = walk
|
||||
path_end = loop
|
||||
|
||||
|
||||
[beh@bh_badger_1_job]:beh@nr_ilyaz_base
|
||||
on_info = {+bh_badger_guard_dutz_on} beh@bh_badger_2_job
|
||||
pt1 = 88860000,sit_ass | pos:-124.4213104248,-30.051345825195,-373.82867431641 look:-124.48068100959,-30.051345825195,-374.8169683218
|
||||
|
||||
[beh@bh_badger_2_job]:beh@nr_ilyaz_base
|
||||
on_info = {-bh_badger_guard_dutz_on} beh@bh_badger_1_job
|
||||
on_info2 = {+bh_badger_guard_dutz_on +bh_shlitzer_smuggling_done -bh_badger_deal_done} beh@bh_badger_3_job
|
||||
pt1 = 88860000,guard | pos:-161,-30,-358 look:0.276,-0.092,0.957
|
||||
|
||||
[beh@bh_badger_3_job]:beh@nr_ilyaz_base
|
||||
on_info = {+bh_badger_deal_done} beh@bh_badger_2_job
|
||||
pt1 = 88860000,idle | pos:-241.95616149902,-30.707180023193,-353.70162963867 look:-241.61646446586,-30.707180023193,-352.78583979607
|
||||
|
||||
|
||||
|
||||
|
||||
@@ -0,0 +1,43 @@
|
||||
[logic@nr_alyosha_bandits_squad_1]
|
||||
suitable = {=target_squad_name(nr_bandits_1_squad)} true
|
||||
active = beh@nr_alyosha_bandits_assault
|
||||
prior = 500
|
||||
|
||||
[logic@nr_alyosha_bandits_squad_2]
|
||||
suitable = {=target_squad_name(nr_bandits_1_squad)} true
|
||||
active = beh@nr_alyosha_bandits_assault
|
||||
prior = 500
|
||||
|
||||
[logic@nr_alyosha_bandits_squad_3]
|
||||
suitable = {=target_squad_name(nr_bandits_1_squad)} true
|
||||
active = beh@nr_alyosha_bandits_assault
|
||||
prior = 500
|
||||
|
||||
[logic@nr_alyosha_bandits_squad_4]
|
||||
suitable = {=target_squad_name(nr_bandits_1_squad)} true
|
||||
active = beh@nr_alyosha_bandits_assault
|
||||
prior = 500
|
||||
|
||||
[logic@nr_alyosha_bandits_squad_5]
|
||||
suitable = {=target_squad_name(nr_bandits_2_squad)} true
|
||||
active = beh@nr_alyosha_bandits_assault
|
||||
prior = 500
|
||||
|
||||
[logic@nr_alyosha_bandits_squad_6]
|
||||
suitable = {=target_squad_name(nr_bandits_2_squad)} true
|
||||
active = beh@nr_alyosha_bandits_assault
|
||||
prior = 500
|
||||
|
||||
[logic@nr_alyosha_bandits_squad_7]
|
||||
suitable = {=target_squad_name(nr_bandits_2_squad)} true
|
||||
active = beh@nr_alyosha_bandits_assault
|
||||
prior = 500
|
||||
|
||||
|
||||
|
||||
[beh@nr_alyosha_bandits_assault]
|
||||
run_anim = rush
|
||||
behaviour_state = beh_move
|
||||
target = waypoint
|
||||
path_end = loop
|
||||
pt1 = 100000,idle | pos:-67.114974975586,3.663382768631,114.72267150879 look:-67.101200799458,3.663382768631,113.72375202179
|
||||
+46
@@ -0,0 +1,46 @@
|
||||
----- Mercenaries
|
||||
|
||||
|
||||
|
||||
[logic@nr_bezsonik]
|
||||
suitable = {=check_npc_name(nr_bezsonik)} true
|
||||
prior = 500
|
||||
active = beh@nr_bezsonik_1_job
|
||||
|
||||
[beh@nr_bezsonik_1_job]
|
||||
behaviour_state = beh_move
|
||||
target = waypoint
|
||||
walk_anim = patrol
|
||||
on_info = {+nr_bezsonik_move} beh@nr_bezsonik_2_job
|
||||
path_end = loop
|
||||
pt1 = 88860000,idle | pos:4.3408036231995,-8.8730173110962,3.7783288955688 look:3.5400252938271,-8.8730173110962,4.3764227628708
|
||||
|
||||
|
||||
[beh@nr_bezsonik_2_job]
|
||||
behaviour_state = beh_move
|
||||
target = waypoint
|
||||
walk_anim = patrol
|
||||
gather_items_enabled = false
|
||||
help_wounded_enabled = false
|
||||
corpse_detection_enabled = false
|
||||
invulnerable = false
|
||||
path_end = loop
|
||||
pt1 = 88860000,sit_ass_drink_vodka | pos:20.051500320435,-7.3409280776978,16.539705276489 look:19.263518929482,-7.3409280776978,16.513776063919
|
||||
|
||||
|
||||
[logic@nr_lyoshik]
|
||||
suitable = {=check_npc_name(nr_lyoshik)} true
|
||||
prior = 500
|
||||
active = beh@nr_lyoshik_job
|
||||
|
||||
|
||||
[beh@nr_lyoshik_job]
|
||||
behaviour_state = beh_move
|
||||
target = waypoint
|
||||
walk_anim = patrol
|
||||
gather_items_enabled = false
|
||||
help_wounded_enabled = false
|
||||
corpse_detection_enabled = false
|
||||
invulnerable = false
|
||||
path_end = loop
|
||||
pt1 = 88860000,idle | pos:15.033114433289,-7.2893815040588,20.447532653809 look:15.054708955809,-7.2893815040588,21.447066128254
|
||||
@@ -0,0 +1,51 @@
|
||||
[logic@nr_sorokin]
|
||||
suitable = {=check_npc_name(nr_sorokin)} true
|
||||
prior = 500
|
||||
active = beh@nr_sorokin_job
|
||||
|
||||
[beh@nr_sorokin_job]
|
||||
behaviour_state = beh_move
|
||||
target = waypoint
|
||||
path_end = loop
|
||||
pt1 = 88860000,idle | pos:131.9454498291,-4.8244047164917,25.538990020752 look:132.94496375322,-4.8244047164917,25.533007382881
|
||||
|
||||
[logic@nr_scamlok_1]
|
||||
suitable = {=check_npc_name(nr_scamlok)} true
|
||||
prior = 500
|
||||
active = beh@nr_scamlok_job
|
||||
|
||||
[beh@nr_scamlok_job]
|
||||
behaviour_state = beh_move
|
||||
target = waypoint
|
||||
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
|
||||
path_end = loop
|
||||
pt1 = 88860000,idle | pos:109.44784545898,-0.012278616428375,127.16125488281 look:110.41980904341,-0.012278616428375,126.92711761594
|
||||
|
||||
---- Sasha Baltunov
|
||||
|
||||
[logic@nr_sasha_baltunov]
|
||||
suitable = {=check_npc_name(nr_sasha_baltunov)} true
|
||||
prior = 500
|
||||
active = beh@nr_sasha_baltunov_1_job
|
||||
|
||||
|
||||
[beh@nr_walk_base]
|
||||
meet = meet
|
||||
behaviour_state = beh_move
|
||||
target = waypoint
|
||||
walk_dist = 100
|
||||
jog_dist = 220
|
||||
|
||||
walk_anim = walk
|
||||
jog_anim = walk
|
||||
run_anim = walk
|
||||
path_end = loop
|
||||
|
||||
[beh@nr_sasha_baltunov_1_job]:beh@nr_walk_base
|
||||
on_info = {+nr_sasha_baltunov_1_job_init} beh@nr_sasha_baltunov_2_job
|
||||
pt1 = 88860000,idle | pos:125.42021179199,-4.3464636802673,28.191061019897 look:126.39852428436,-4.3464636802673,28.145230054855
|
||||
|
||||
[beh@nr_sasha_baltunov_2_job]:beh@nr_walk_base
|
||||
pt1 = 88860000,idle | pos:127.67053985596,-4.8243117332458,23.232620239258 look:128.07066076994,-4.8243117332458,22.330782175064
|
||||
@@ -0,0 +1,10 @@
|
||||
[logic@alyosha_shyogolov_4]
|
||||
suitable = {=check_npc_name(alyosha_shyogolov)} true
|
||||
prior = 500
|
||||
active = beh@alyosha_shyogolov_4_job
|
||||
|
||||
[beh@alyosha_shyogolov_4_job]
|
||||
behaviour_state = beh_move
|
||||
target = waypoint
|
||||
path_end = loop
|
||||
pt1 = 88860000,idle | pos:270.51989746094,27.592041015625,-222.35821533203 look:269.53373754025,27.592041015625,-222.51029442251
|
||||
@@ -0,0 +1,66 @@
|
||||
[logic@nr_erast_fandorin_2]
|
||||
suitable = {=check_npc_name(erast_fandorin)} true
|
||||
prior = 500
|
||||
active = beh@nr_erast_fandorin_2_job
|
||||
|
||||
[beh@nr_erast_fandorin_2_job]
|
||||
behaviour_state = beh_move
|
||||
target = waypoint
|
||||
path_end = loop
|
||||
pt1 = 88860000,idle | pos:337.31549072266,26.735898971558,-255.1216583252 look:336.32775199413,26.735898971558,-255.02598775178
|
||||
|
||||
|
||||
[logic@nr_ambush_1]
|
||||
suitable = {=check_npc_name(nr_ambush_1)} true
|
||||
prior = 500
|
||||
active = beh@nr_ambush_1_job
|
||||
|
||||
[beh@nr_ambush_1_job]
|
||||
behaviour_state = beh_move
|
||||
target = waypoint
|
||||
path_end = loop
|
||||
pt1 = 88860000,guard | pos:355.57171630859,27.977787017822,-239.86022949219 look:354.57521551847,27.977787017822,-239.87518584915
|
||||
|
||||
[logic@nr_ambush_2]
|
||||
suitable = {=check_npc_name(nr_ambush_2)} true
|
||||
prior = 500
|
||||
active = beh@nr_ambush_2_job
|
||||
|
||||
[beh@nr_ambush_2_job]
|
||||
behaviour_state = beh_move
|
||||
target = waypoint
|
||||
path_end = loop
|
||||
pt1 = 88860000,guard | pos:378.29794311523,27.978296279907,-235.07585144043 look:378.19198679924,27.978296279907,-236.06145858765
|
||||
|
||||
[logic@nr_ambush_3]
|
||||
suitable = {=check_npc_name(nr_ambush_3)} true
|
||||
prior = 500
|
||||
active = beh@nr_ambush_3_job
|
||||
|
||||
[beh@nr_ambush_3_job]
|
||||
behaviour_state = beh_move
|
||||
target = waypoint
|
||||
path_end = loop
|
||||
pt1 = 88860000,guard | pos:314.48291015625,34.592678070068,-237.58148193359 look:314.48143742932,34.592678070068,-238.57651388645
|
||||
|
||||
[logic@nr_ambush_4]
|
||||
suitable = {=check_npc_name(nr_ambush_4)} true
|
||||
prior = 500
|
||||
active = beh@nr_ambush_4_job
|
||||
|
||||
[beh@nr_ambush_4_job]
|
||||
behaviour_state = beh_move
|
||||
target = waypoint
|
||||
path_end = loop
|
||||
pt1 = 88860000,guard | pos:331.10369873047,34.258598327637,-270.34857177734 look:331.10422963096,34.258598327637,-269.45186668634
|
||||
|
||||
[logic@nr_ambush_5]
|
||||
suitable = {=check_npc_name(nr_ambush_5)} true
|
||||
prior = 500
|
||||
active = beh@nr_ambush_5_job
|
||||
|
||||
[beh@nr_ambush_5_job]
|
||||
behaviour_state = beh_move
|
||||
target = waypoint
|
||||
path_end = loop
|
||||
pt1 = 88860000,guard | pos:316.77917480469,34.714248657227,-237.42193603516 look:316.78955564555,34.714248657227,-238.33095598221
|
||||
@@ -0,0 +1,143 @@
|
||||
[logic@nr_sorokin_2]
|
||||
suitable = {=check_npc_name(nr_sorokin)} true
|
||||
prior = 500
|
||||
active = beh@nr_sorokin_job
|
||||
|
||||
[beh@nr_sorokin_job]
|
||||
behaviour_state = beh_move
|
||||
target = waypoint
|
||||
path_end = loop
|
||||
pt1 = 88860000,idle | pos:-43.189586639404,3.4878842830658,202.7116394043 look:-43.271250747144,3.4878842830658,201.74094808102
|
||||
|
||||
|
||||
[logic@alyosha_shyogolov_3]
|
||||
suitable = {=check_npc_name(alyosha_shyogolov)} true
|
||||
prior = 500
|
||||
active = beh@alyosha_shyogolov_3_job_1
|
||||
|
||||
[beh@alyosha_shyogolov_3_job_1]
|
||||
behaviour_state = beh_move
|
||||
on_info = {+alyosha_shyogolov_retreat_1} beh@alyosha_shyogolov_3_job_2
|
||||
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
|
||||
target = waypoint
|
||||
path_end = loop
|
||||
pt1 = 88860000,guard | pos:-67.114974975586,3.663382768631,114.72267150879 look:-67.101200799458,3.663382768631,113.72375202179
|
||||
|
||||
[beh@alyosha_shyogolov_3_job_2]
|
||||
meet = no_meet
|
||||
behaviour_state = beh_move
|
||||
on_info = {+nr_bandits_squads_dead_1} beh@alyosha_shyogolov_3_job_3
|
||||
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
|
||||
target = waypoint
|
||||
path_end = loop
|
||||
pt1 = 88860000,idle | pos:-52.516330718994,3.487446308136,205.72317504883 look:-51.547375679016,3.487446308136,205.80064857006
|
||||
|
||||
[beh@alyosha_shyogolov_3_job_3]
|
||||
|
||||
behaviour_state = beh_move
|
||||
|
||||
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
|
||||
target = waypoint
|
||||
path_end = loop
|
||||
pt1 = 88860000,idle | pos:-52.516330718994,3.487446308136,205.72317504883 look:-51.547375679016,3.487446308136,205.80064857006
|
||||
|
||||
|
||||
[logic@nr_dead_convict_1]
|
||||
suitable = {=check_npc_name(nr_dead_convict_1)} true
|
||||
prior = 500
|
||||
active = beh@nr_dead_convict_1_job
|
||||
|
||||
|
||||
[beh@nr_dead_convict_1_job]
|
||||
|
||||
behaviour_state = beh_move
|
||||
meet = no_meet
|
||||
combat_ignore_cond = true
|
||||
combat_ignore_keep_when_attacked = true
|
||||
|
||||
target = waypoint
|
||||
path_end = loop
|
||||
pt1 = 88860000,hands_up | pos:-53.964504241943,3.5118420124054,160.3719329834 look:-53.92770786956,3.5118420124054,159.37349265814
|
||||
--pt1 = 88860000,hands_up | pos:-55.452903747559,3.5291602611542,160.1261138916 look:-55.420926552266,3.5291602611542,159.1291744709
|
||||
|
||||
[logic@nr_dead_convict_2]
|
||||
suitable = {=check_npc_name(nr_dead_convict_2)} true
|
||||
prior = 500
|
||||
active = beh@nr_dead_convict_2_job
|
||||
|
||||
|
||||
[beh@nr_dead_convict_2_job]
|
||||
|
||||
behaviour_state = beh_move
|
||||
meet = no_meet
|
||||
combat_ignore_cond = true
|
||||
combat_ignore_keep_when_attacked = true
|
||||
|
||||
target = waypoint
|
||||
path_end = loop
|
||||
pt1 = 88860000,prisoner | pos:-58.915637969971,3.6456756591797,159.9506072998 look:-58.841192029417,3.6456756591797,158.96341890097
|
||||
|
||||
[logic@nr_executioner_1]
|
||||
suitable = {=check_npc_name(nr_executioner_1) -nr_dead_convict_1_squad_dead} true
|
||||
prior = 500
|
||||
active = beh@nr_executioner_1_job
|
||||
|
||||
[logic@nr_executioner_2]
|
||||
suitable = {=check_npc_name(nr_executioner_2) -nr_dead_convict_1_squad_dead} true
|
||||
prior = 500
|
||||
active = beh@nr_executioner_2_job
|
||||
|
||||
[logic@nr_executioner_3]
|
||||
suitable = {=check_npc_name(nr_executioner_3)} true
|
||||
prior = 500
|
||||
active = beh@nr_executioner_3_job
|
||||
|
||||
[beh@nr_executione_base]
|
||||
behaviour_state = beh_move
|
||||
target = waypoint
|
||||
walk_dist = 100
|
||||
jog_dist = 220
|
||||
|
||||
walk_anim = walk
|
||||
jog_anim = walk
|
||||
run_anim = walk
|
||||
path_end = loop
|
||||
|
||||
[beh@nr_executioner_1_job]:beh@nr_executione_base
|
||||
on_info = {+nr_execution_firing_1} beh@nr_executioner_firing_1_job
|
||||
meet = no_meet
|
||||
pt1 = 88860000,threat | pos:-53.715953826904,3.45143699646,167.76420593262 look:-53.922115325928,3.45143699646,166.79867982864
|
||||
|
||||
[beh@nr_executioner_firing_1_job]:beh@nr_executione_base
|
||||
|
||||
meet = no_meet
|
||||
pt1 = 88860000,guard_fire | pos:-53.715953826904,3.45143699646,167.76420593262 look:-53.922115325928,3.45143699646,166.79867982864
|
||||
|
||||
|
||||
[beh@nr_executioner_2_job]:beh@nr_executione_base
|
||||
on_info = {+nr_execution_firing_1} beh@nr_executioner_firing_2_job
|
||||
meet = no_meet
|
||||
pt1 = 88860000,threat | pos:-56.438800811768,3.4529418945313,168.19071960449 look:-56.335878804326,3.4529418945313,167.20485597849
|
||||
|
||||
[beh@nr_executioner_firing_2_job]:beh@nr_executione_base
|
||||
|
||||
meet = no_meet
|
||||
pt1 = 88860000,threat_fire | pos:-56.438800811768,3.4529418945313,168.19071960449 look:-56.335878804326,3.4529418945313,167.20485597849
|
||||
|
||||
|
||||
|
||||
[beh@nr_executioner_3_job]:beh@nr_executione_base
|
||||
on_info = {+nr_dead_convict_1_squad_dead} beh@nr_executioner_3_2_job
|
||||
combat_ignore_cond = true
|
||||
combat_ignore_keep_when_attacked = true
|
||||
pt1 = 88860000,guard | pos:-47.242031097412,3.4872958660126,161.45401000977 look:-48.236757516861,3.4872958660126,161.46631026175
|
||||
|
||||
[beh@nr_executioner_3_2_job]:beh@nr_executione_base
|
||||
|
||||
pt1 = 88860000,idle | pos:-50.671684265137,3.4870896339417,187.31074523926 look:-50.674897092395,3.4870896339417,188.3059297204
|
||||
@@ -0,0 +1,89 @@
|
||||
[logic@erast_fandorin_2]
|
||||
suitable = {=check_npc_name(erast_fandorin)} true
|
||||
prior = 500
|
||||
active = beh@nr_erast_fandorin_2_job
|
||||
|
||||
[logic@flavio_becca]
|
||||
suitable = {=check_npc_name(flavio_becca)} true
|
||||
prior = 500
|
||||
active = beh@flavio_becca_job_1
|
||||
|
||||
[logic@nr_ecologist_rydzyk]
|
||||
suitable = {=check_npc_name(nr_ecologist_rydzyk)} true
|
||||
prior = 500
|
||||
active = beh@nr_ecologist_rydzyk_job_1
|
||||
|
||||
[logic@nr_ecologist_1]
|
||||
suitable = {=check_npc_name(nr_ecologist_1)} true
|
||||
prior = 500
|
||||
active = beh@nr_ecologist_1_job_1
|
||||
|
||||
[logic@nr_ecologist_2]
|
||||
suitable = {=check_npc_name(nr_ecologist_2)} true
|
||||
prior = 500
|
||||
active = beh@nr_ecologist_2_job_1
|
||||
|
||||
[logic@nr_ecologist_3]
|
||||
suitable = {=check_npc_name(nr_ecologist_3)} true
|
||||
prior = 500
|
||||
active = beh@nr_ecologist_3_job_1
|
||||
|
||||
|
||||
|
||||
[beh@base]
|
||||
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
|
||||
dont_keep_items = true
|
||||
gather_items_enabled = false
|
||||
help_wounded_enabled = false
|
||||
corpse_detection_enabled = false
|
||||
combat_ignore_keep_when_attacked = false
|
||||
target = waypoint
|
||||
path_end = loop
|
||||
behaviour_state = beh_move
|
||||
|
||||
|
||||
|
||||
[beh@flavio_becca_job_1]:beh@base
|
||||
on_info = {+northern_rush_dialogs_trigger_done -nr_corruption_done !surge_started =is_night} beh@flavio_becca_job_2
|
||||
pt1 = 88860000,idle | pos:-219.03512573242,-3.5594117641449,79.986297607422 look:-218.10097187757,-3.5594117641449,79.936623685062
|
||||
|
||||
[beh@nr_ecologist_rydzyk_job_1]:beh@base
|
||||
on_info = {+northern_rush_dialogs_trigger_done -nr_corruption_done !surge_started =is_night} beh@nr_ecologist_rydzyk_job_2
|
||||
pt1 = 88860000,idle | pos:-216.47917175293,-3.557053565979,79.757942199707 look:-217.44162404537,-3.557053565979,79.765188694
|
||||
|
||||
[beh@nr_ecologist_1_job_1]:beh@base
|
||||
on_info = {+northern_rush_dialogs_trigger_done -nr_corruption_done !surge_started =is_night} beh@nr_ecologist_1_job_2
|
||||
pt1 = 88860000,idle | pos:-215.28471374512,-3.56827044487,75.60816192627 look:-216.28330546618,-3.56827044487,75.637223301455
|
||||
|
||||
[beh@nr_ecologist_2_job_1]:beh@base
|
||||
on_info = {+northern_rush_dialogs_trigger_done -nr_corruption_done !surge_started =is_night} beh@nr_ecologist_2_job_2
|
||||
pt1 = 88860000,idle | pos:-213.26760864258,-3.5684111118317,68.279556274414 look:-213.26374466368,-3.5684111118317,69.278563261032
|
||||
|
||||
[beh@nr_ecologist_3_job_1]:beh@base
|
||||
on_info = {+northern_rush_dialogs_trigger_done -nr_corruption_done !surge_started =is_night} beh@nr_ecologist_3_job_2
|
||||
pt1 = 88860000,idle | pos:-220.42057800293,-3.5371415615082,66.873374938965 look:-220.39999588579,-3.5371415615082,67.86948376894
|
||||
|
||||
[beh@flavio_becca_job_2]:beh@base
|
||||
on_info = {!is_night} beh@flavio_becca_job_1
|
||||
pt1 = 88860000,sit_ass_drink_vodka | pos:-199.74822998047,-4.1867122650146,59.184242248535 look:-199.09686005116,-4.1867122650146,58.539527893066
|
||||
|
||||
[beh@nr_ecologist_rydzyk_job_2]:beh@base
|
||||
on_info = {!is_night} beh@nr_ecologist_rydzyk_job_1
|
||||
pt1 = 88860000,sit_ass_drink_vodka | pos:-197.48492431641,-4.0895237922668,56.258228302002 look:-198.17211848497,-4.0895237922668,56.900286912918
|
||||
|
||||
[beh@nr_ecologist_1_job_2]:beh@base
|
||||
on_info = {!is_night} beh@nr_ecologist_1_job_1
|
||||
pt1 = 88860000,sit_ass_guitar | pos:-198.02180480957,-4.3409023284912,60.582843780518 look:-198.61049228907,-4.3409023284912,59.887114226818
|
||||
|
||||
[beh@nr_ecologist_2_job_2]:beh@base
|
||||
on_info = {!is_night} beh@nr_ecologist_2_job_1
|
||||
pt1 = 88860000,sit_ass_drink_vodka | pos:-196.62133789063,-4.300103187561,59.172569274902 look:-197.21002537012,-4.300103187561,58.476839780807
|
||||
|
||||
[beh@nr_ecologist_3_job_2]:beh@base
|
||||
on_info = {!is_night} beh@nr_ecologist_3_job_1
|
||||
pt1 = 88860000,sit_ass_drink_vodka | pos:-199.2805480957,-4.0733647346497,57.096076965332 look:-198.7807956934,-4.0733647346497,57.950074791908
|
||||
|
||||
[beh@nr_erast_fandorin_2_job]:beh@base
|
||||
pt1 = 88860000,guard | pos:-207.43057250977,-3.7736539840698,71.709953308105 look:-206.4928894639,-3.7736539840698,71.451419830322
|
||||
+22
@@ -0,0 +1,22 @@
|
||||
|
||||
[section@squad]
|
||||
target@base = jup_sim_21
|
||||
|
||||
[section@logic]
|
||||
logic@trapper_chimera_1
|
||||
|
||||
[logic@base]
|
||||
suitable = {=npc_squad_name(trapper_chimera_1)} true
|
||||
monster_job = true
|
||||
|
||||
[logic@trapper_chimera_1]:logic@base
|
||||
active = mob_home@point_a
|
||||
|
||||
[mob_home@base]
|
||||
target = %=mutant_path()%
|
||||
path_end = loop
|
||||
|
||||
[mob_home@point_a]:mob_home@base
|
||||
move_animation = run
|
||||
wait_animation = sleep
|
||||
pt1 = 88860000,idle | pos:-189.52851867676,3.3515679836273,394.25390625 look:-189.81469479203,3.3515679836273,393.30991244316
|
||||
+29
@@ -0,0 +1,29 @@
|
||||
|
||||
[section@squad]
|
||||
target@base = jup_b205_smart_terrain_tushkano
|
||||
|
||||
[section@logic]
|
||||
logic@trapper_chimera_2
|
||||
|
||||
[logic@base]
|
||||
suitable = {=npc_squad_name(trapper_chimera_2)} true
|
||||
monster_job = true
|
||||
|
||||
[logic@trapper_chimera_2]:logic@base
|
||||
active = mob_home@point_a
|
||||
|
||||
[mob_home@base]
|
||||
target = %=mutant_path()%
|
||||
path_end = loop
|
||||
|
||||
[mob_home@point_a]:mob_home@base
|
||||
move_animation = run
|
||||
wait_animation = sleep
|
||||
on_info = {+trapper_chimera_2_bait_active} mob_home@point_b
|
||||
pt1 = 88860000,sleep | pos:-381.40188598633,2.6410093307495,2.5957698822021 look:-381.23918409646,2.6410093307495,1.855603158474
|
||||
|
||||
[mob_home@point_b]:mob_home@base
|
||||
move_animation = run
|
||||
wait_animation = sleep
|
||||
on_info = {-trapper_chimera_2_bait_active} mob_home@point_a
|
||||
pt1 = 88860000,sleep | pos:-290.74948120117,7.8559045791626,-3.1653161048889 look:-291.61963200569,7.8559045791626,-3.1996148824692
|
||||
@@ -0,0 +1,82 @@
|
||||
[logic@erast_fandorin_1]
|
||||
suitable = {=check_npc_name(erast_fandorin)} true
|
||||
prior = 500
|
||||
active = beh@nr_erast_fandorin_job
|
||||
|
||||
|
||||
[beh@nr_erast_fandorin_job]
|
||||
|
||||
behaviour_state = beh_move
|
||||
|
||||
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, {=check_enemy_name(actor)} false, true
|
||||
target = waypoint
|
||||
path_end = loop
|
||||
pt1 = 88860000,idle | pos:32.644733428955,-11.733076095581,-278.20062255859 look:32.635128381662,-11.733076095581,-277.2018494606
|
||||
|
||||
[logic@nr_ecologist_rydzyk]
|
||||
suitable = {=check_npc_name(nr_ecologist_rydzyk)} true
|
||||
prior = 500
|
||||
active = beh@nr_ecologist_rydzyk_job
|
||||
|
||||
|
||||
[beh@nr_ecologist_rydzyk_job]
|
||||
|
||||
behaviour_state = beh_move
|
||||
|
||||
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, {=check_enemy_name(actor)} false, true
|
||||
target = waypoint
|
||||
path_end = loop
|
||||
pt1 = 88860000,idle | pos:34.447654724121,-11.879675865173,-247.45806884766 look:34.359435632825,-11.879675865173,-248.44870388508
|
||||
|
||||
[logic@nr_ecologist_1]
|
||||
suitable = {=check_npc_name(nr_ecologist_1)} true
|
||||
prior = 500
|
||||
active = beh@nr_ecologist_1_job
|
||||
|
||||
|
||||
[beh@nr_ecologist_1_job]
|
||||
|
||||
behaviour_state = beh_move
|
||||
|
||||
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, {=check_enemy_name(actor)} false, true
|
||||
target = waypoint
|
||||
path_end = loop
|
||||
pt1 = 88860000,sit_ass | pos:24.628534317017,-11.879796981812,-241.63436889648 look:25.315167486668,-11.879796981812,-242.24102640152
|
||||
|
||||
[logic@nr_ecologist_2]
|
||||
suitable = {=check_npc_name(nr_ecologist_2)} true
|
||||
prior = 500
|
||||
active = beh@nr_ecologist_2_job
|
||||
|
||||
|
||||
[beh@nr_ecologist_2_job]
|
||||
|
||||
behaviour_state = beh_move
|
||||
|
||||
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, {=check_enemy_name(actor)} false, true
|
||||
target = waypoint
|
||||
path_end = loop
|
||||
pt1 = 88860000,sit_ass | pos:27.540864944458,-11.88072013855,-240.82856750488 look:27.149089306593,-11.88072013855,-241.72887116671
|
||||
|
||||
|
||||
[logic@bellerophon_1]
|
||||
suitable = {=check_npc_name(bellerophon)} true
|
||||
prior = 500
|
||||
active = beh@bellerophon_job
|
||||
|
||||
|
||||
[beh@bellerophon_job]
|
||||
|
||||
behaviour_state = beh_move
|
||||
|
||||
target = waypoint
|
||||
path_end = loop
|
||||
pt1 = 88860000,sit_ass | pos:30.001893997192,-11.701859474182,-278.17437744141 look:29.02092641592,-11.701859474182,-278.11900424957
|
||||
@@ -0,0 +1,16 @@
|
||||
|
||||
[logic@alyosha_shyogolov_4]
|
||||
suitable = {=check_npc_name(alyosha_shyogolov)} true
|
||||
prior = 500
|
||||
active = beh@alyosha_shyogolov_4_job
|
||||
|
||||
[beh@alyosha_shyogolov_4_job]
|
||||
behaviour_state = beh_move
|
||||
|
||||
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
|
||||
target = waypoint
|
||||
path_end = loop
|
||||
pt1 = 88860000,idle | pos:126.01683807373,-7.3208603858948,190.79092407227 look:125.96493332088,-7.3208603858948,189.79253232479
|
||||
|
||||
@@ -0,0 +1,95 @@
|
||||
---Iliaz
|
||||
|
||||
|
||||
[logic@nr_ilyaz_1]
|
||||
suitable = {=check_npc_name(nr_iliaz)} true
|
||||
prior = 500
|
||||
active = beh@nr_ilyaz_1_job
|
||||
|
||||
[beh@nr_ilyaz_1_job]
|
||||
behaviour_state = beh_move
|
||||
target = waypoint
|
||||
path_end = loop
|
||||
pt1 = 88860000,sit_ass | pos:-223.73385620117,-19.864381790161,-163.76029968262 look:-222.83070719242,-19.864381790161,-163.73320126534
|
||||
|
||||
[logic@nr_ilyaz_2]
|
||||
suitable = {=check_npc_name(nr_iliaz)} true
|
||||
prior = 500
|
||||
active = beh@nr_ilyaz_2_1_job
|
||||
|
||||
[beh@nr_ilyaz_base]
|
||||
behaviour_state = beh_move
|
||||
target = waypoint
|
||||
walk_dist = 100
|
||||
jog_dist = 220
|
||||
|
||||
walk_anim = walk
|
||||
jog_anim = walk
|
||||
run_anim = walk
|
||||
path_end = loop
|
||||
|
||||
|
||||
[beh@nr_ilyaz_2_1_job]:beh@nr_ilyaz_base
|
||||
on_info = {+nr_ilyaz_point_1} beh@nr_ilyaz_2_2_job
|
||||
pt1 = 88860000,idle | pos:-207.83670043945,-6.3246264457703,-17.561170578003 look:-208.74708759785,-6.3246264457703,-17.915091872215
|
||||
|
||||
[beh@nr_ilyaz_2_2_job]:beh@nr_ilyaz_base
|
||||
|
||||
on_info = {-nr_ilyaz_point_1} beh@nr_ilyaz_2_1_job
|
||||
pt1 = 88860000,idle | pos:-222.81701660156,-9.301365852356,-13.697906494141 look:-223.74275541306,-9.301365852356,-13.826462864876
|
||||
|
||||
--- Gutalin
|
||||
|
||||
[logic@bh_gutalin]
|
||||
suitable = {=check_npc_name(bh_gutalin)} true
|
||||
prior = 500
|
||||
active = beh@bh_gutalin_1_job
|
||||
|
||||
[beh@bh_gutalin_1_job]:beh@nr_ilyaz_base
|
||||
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, {=check_enemy_name(actor)} false, true
|
||||
on_info = {+bh_gutalin_treasure} beh@bh_gutalin_2_job
|
||||
on_info2 = {=surge_started} beh@bh_gutalin_3_job
|
||||
path_end = loop
|
||||
pt1 = 88860000, idle | pos:-206.23277282715,-19.894157409668,-136.4208984375 look:-206.13894728571,-19.894157409668,-137.39541238546
|
||||
|
||||
[beh@bh_gutalin_2_job]
|
||||
behaviour_state = beh_move
|
||||
target = waypoint
|
||||
combat_ignore_cond = {=is_warfare} false, {=actor_true_enemy =check_enemy_name(actor)} false, true
|
||||
combat_ignore_keep_when_attacked = false
|
||||
invulnerable = {=is_warfare} false, {=check_enemy_name(actor)} false, true
|
||||
on_info = {-bh_gutalin_treasure} beh@bh_gutalin_1_job
|
||||
on_info2 = {=surge_started} beh@bh_gutalin_3_job
|
||||
path_end = loop
|
||||
pt1 = 88860000, idle | pos:-84.095733642578,-6.1258764266968,-19.095394134521 look:-83.593113720417,-6.1258764266968,-18.236057043076
|
||||
|
||||
[beh@bh_gutalin_3_job]
|
||||
behaviour_state = beh_move
|
||||
target = waypoint
|
||||
on_info = {!surge_started} beh@bh_gutalin_1_job
|
||||
path_end = loop
|
||||
pt1 = 88860000, idle | pos:-205.84790039063,-22.546752929688,-127.0520401001 look:-205.49457913637,-22.546752929688,-127.95124852657
|
||||
|
||||
|
||||
--- Shlitzer
|
||||
|
||||
[logic@bh_shlitzer]
|
||||
suitable = {=check_npc_name(bh_shlitzer)} true
|
||||
prior = 500
|
||||
active = beh@bh_shlitzer_1_job
|
||||
|
||||
[beh@bh_shlitzer_1_job]:beh@nr_ilyaz_base
|
||||
meet = meet
|
||||
on_info = {+bh_shlitzer_start_done} beh@bh_shlitzer_2_job
|
||||
pt1 = 88860000,idle | pos:-236.48327636719,-19.751678466797,-131.93586730957 look:-237.4260879159,-19.751678466797,-131.60787004232
|
||||
|
||||
[beh@bh_shlitzer_2_job]:beh@nr_ilyaz_base
|
||||
meet = no_meet
|
||||
on_info = {+bh_shlitzer_init_done} beh@bh_shlitzer_3_job
|
||||
pt1 = 88860000,idle | pos:-240.43469238281,-20.030139923096,-157.60787963867 look:-240.48021929711,-20.030139923096,-156.61001259089
|
||||
|
||||
[beh@bh_shlitzer_3_job]:beh@nr_ilyaz_base
|
||||
meet = meet
|
||||
pt1 = 88860000,idle | pos:-240.43469238281,-20.030139923096,-157.60787963867 look:-240.48021929711,-20.030139923096,-156.61001259089
|
||||
@@ -0,0 +1,39 @@
|
||||
----- Mercenaries
|
||||
|
||||
|
||||
|
||||
[logic@zaton_mercenary_1]
|
||||
suitable = {=check_npc_name(zaton_mercenary_1)} true
|
||||
prior = 500
|
||||
active = beh@zaton_mercenary_1_job
|
||||
|
||||
[beh@zaton_mercenary_1_job]
|
||||
behaviour_state = beh_move
|
||||
target = waypoint
|
||||
walk_anim = patrol
|
||||
on_info = {=surge_started} beh@surge
|
||||
on_info2 = {=is_night} beh@drink_1
|
||||
path_end = loop
|
||||
pt1 = 88860000,idle | pos:328.00573730469,38.341678619385,-403.95764160156 look:327.82991215587,38.341678619385,-402.97818154097
|
||||
|
||||
[beh@surge]
|
||||
path_walk = surge_hide_1_walk ;guard_2_walk
|
||||
path_look = surge_hide_1_look ;guard_2_look
|
||||
on_info = {!surge_started} beh@zaton_mercenary_1_job
|
||||
gather_items_enabled = false
|
||||
help_wounded_enabled = false
|
||||
corpse_detection_enabled = false
|
||||
invulnerable = false
|
||||
|
||||
[beh@drink_1]
|
||||
behaviour_state = beh_move
|
||||
target = waypoint
|
||||
walk_anim = patrol
|
||||
gather_items_enabled = false
|
||||
help_wounded_enabled = false
|
||||
corpse_detection_enabled = false
|
||||
invulnerable = false
|
||||
on_info = {=surge_started} beh@surge
|
||||
on_info2 = {!is_night} beh@zaton_mercenary_1_job
|
||||
path_end = loop
|
||||
pt1 = 88860000,sit_ass_drink_vodka | pos:405.10650634766,33.405792236328,-439.54626464844 look:405.02811595798,33.405792236328,-438.55846887827
|
||||
@@ -0,0 +1,32 @@
|
||||
[logic]
|
||||
active = ph_door@open
|
||||
|
||||
[ph_door@locked]
|
||||
locked = true
|
||||
closed = true
|
||||
snd_open_start = trader_door_locked
|
||||
on_info = {+brotherhood_agru_controller_dead} ph_door@open
|
||||
|
||||
[ph_door@close]
|
||||
locked = false
|
||||
closed = true
|
||||
snd_open_start = trader_door_open_start
|
||||
snd_close_start = trader_door_close_start
|
||||
snd_close_stop = trader_door_close_stop
|
||||
on_use = ph_door@open
|
||||
|
||||
|
||||
[ph_door@open]
|
||||
locked = false
|
||||
closed = false
|
||||
snd_open_start = trader_door_open_start
|
||||
snd_close_start = trader_door_close_start
|
||||
snd_close_stop = trader_door_close_stop
|
||||
on_use = ph_door@close
|
||||
|
||||
|
||||
[ph_door@free]
|
||||
locked = false
|
||||
closed = true
|
||||
no_force = true
|
||||
on_use = ph_door@open
|
||||
@@ -0,0 +1,32 @@
|
||||
[logic]
|
||||
active = beh@general
|
||||
post_combat_time = 0,0
|
||||
;======================
|
||||
; default logic
|
||||
;======================
|
||||
[beh@general_no_companion]
|
||||
sound_idle = state
|
||||
behavior_state = beh_move
|
||||
target = waypoint
|
||||
walk_dist = 100
|
||||
jog_dist = 220
|
||||
wait_anim = guard
|
||||
walk_anim = patrol
|
||||
jog_anim = patrol
|
||||
run_anim = panic
|
||||
delay_anim = guard
|
||||
meet = meet
|
||||
combat_ignore_cond = {=actor_enemy =check_enemy_name(actor)} false, true
|
||||
combat_ignore_keep_when_attacked = true
|
||||
gather_items_enabled = false
|
||||
help_wounded_enabled = false
|
||||
corpse_detection_enabled = false
|
||||
use_camp = false
|
||||
invulnerable = true
|
||||
|
||||
[beh@general]
|
||||
actor_dialogs = actor_dialogs
|
||||
behavior_state = beh_wait
|
||||
target = actor
|
||||
|
||||
|
||||
@@ -0,0 +1,37 @@
|
||||
[logic]
|
||||
active = beh@general
|
||||
post_combat_time = 0,0
|
||||
prior = 500
|
||||
;======================
|
||||
; default logic
|
||||
;======================
|
||||
[beh@general_no_companion]
|
||||
sound_idle = state
|
||||
behavior_state = beh_move
|
||||
|
||||
walk_dist = 100
|
||||
jog_dist = 220
|
||||
wait_anim = guard
|
||||
walk_anim = patrol
|
||||
jog_anim = patrol
|
||||
run_anim = panic
|
||||
delay_anim = guard
|
||||
meet = meet
|
||||
combat_ignore_cond = {=actor_enemy =check_enemy_name(actor)} false, true
|
||||
combat_ignore_keep_when_attacked = true
|
||||
gather_items_enabled = false
|
||||
help_wounded_enabled = false
|
||||
corpse_detection_enabled = false
|
||||
use_camp = false
|
||||
invulnerable = true
|
||||
|
||||
[beh@general]
|
||||
actor_dialogs = actor_dialogs
|
||||
behavior_state = beh_wait
|
||||
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
|
||||
target = waypoint
|
||||
path_end = loop
|
||||
pt1 = 600000,guard | pos:-9.5265302658081,23.103614807129,245.18560791016 look:-10.16779088974,23.103614807129,245.9033485651
|
||||
|
||||
@@ -0,0 +1,37 @@
|
||||
[logic]
|
||||
active = beh@general
|
||||
post_combat_time = 0,0
|
||||
prior = 500
|
||||
;======================
|
||||
; default logic
|
||||
;======================
|
||||
[beh@general_no_companion]
|
||||
sound_idle = state
|
||||
behavior_state = beh_move
|
||||
|
||||
walk_dist = 100
|
||||
jog_dist = 220
|
||||
wait_anim = guard
|
||||
walk_anim = patrol
|
||||
jog_anim = patrol
|
||||
run_anim = panic
|
||||
delay_anim = guard
|
||||
meet = meet
|
||||
combat_ignore_cond = {=actor_enemy =check_enemy_name(actor)} false, true
|
||||
combat_ignore_keep_when_attacked = true
|
||||
gather_items_enabled = false
|
||||
help_wounded_enabled = false
|
||||
corpse_detection_enabled = false
|
||||
use_camp = false
|
||||
invulnerable = true
|
||||
|
||||
[beh@general]
|
||||
actor_dialogs = actor_dialogs
|
||||
behavior_state = beh_wait
|
||||
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
|
||||
target = waypoint
|
||||
path_end = loop
|
||||
pt1 = 600000,guard | pos:-7.0992422103882,23.103616714478,245.94242858887 look:-8.0947472453117,23.103616714478,245.99538463727
|
||||
|
||||
@@ -0,0 +1,14 @@
|
||||
[logic]
|
||||
active = beh@general
|
||||
|
||||
|
||||
[beh@general]
|
||||
actor_dialogs = actor_dialogs
|
||||
behavior_state = beh_wait
|
||||
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
|
||||
target = waypoint
|
||||
path_end = loop
|
||||
pt1 = 600000,guard | pos:-9.5265302658081,23.103614807129,245.18560791016 look:-10.16779088974,23.103614807129,245.9033485651
|
||||
|
||||
@@ -0,0 +1,11 @@
|
||||
[logic@ecologist_sidorovich]
|
||||
suitable = {=check_npc_name(ecologist_sidorovich)} true
|
||||
prior = 100
|
||||
active = beh@ecologist_sidorovich_job
|
||||
|
||||
[beh@ecologist_sidorovich_job]
|
||||
behaviour_state = beh_move
|
||||
target = waypoint
|
||||
path_end = loop
|
||||
pt1 = 88860000,idle | pos:-217.42967224121,-19.940483093262,-167.43905639648 look:-218.35082358122,-19.940483093262,-167.48664008826
|
||||
|
||||
@@ -0,0 +1,67 @@
|
||||
[logic@esc_6_8_railway_guard_1]
|
||||
suitable = {+bandit_guards_esc_6_8_dead} true, {+sidorovich_railway_assault_start =target_squad_name(bandit_guards_esc_6_8)} true, {-sidorovich_railway_assault_start =target_squad_name(bandit_guards_esc_6_8_basic)} true
|
||||
active = beh@guard_1
|
||||
prior = 100
|
||||
|
||||
[logic@esc_6_8_railway_guard_2]
|
||||
suitable = {+bandit_guards_esc_6_8_dead} true, {+sidorovich_railway_assault_start =target_squad_name(bandit_guards_esc_6_8)} true, {-sidorovich_railway_assault_start =target_squad_name(bandit_guards_esc_6_8_basic)} true
|
||||
active = beh@guard_2
|
||||
prior = 100
|
||||
|
||||
[logic@esc_6_8_railway_guard_3]
|
||||
suitable = {+bandit_guards_esc_6_8_dead} true, {+sidorovich_railway_assault_start =target_squad_name(bandit_guards_esc_6_8)} true, {-sidorovich_railway_assault_start =target_squad_name(bandit_guards_esc_6_8_basic)} true
|
||||
active = beh@guard_3
|
||||
prior = 100
|
||||
|
||||
[logic@esc_6_8_railway_guard_4]
|
||||
suitable = {+bandit_guards_esc_6_8_dead} true, {+sidorovich_railway_assault_start =target_squad_name(bandit_guards_esc_6_8)} true, {-sidorovich_railway_assault_start =target_squad_name(bandit_guards_esc_6_8_basic)} true
|
||||
active = beh@guard_4
|
||||
prior = 100
|
||||
|
||||
[logic@esc_6_8_railway_guard_5]
|
||||
suitable = {+bandit_guards_esc_6_8_dead} true, {+sidorovich_railway_assault_start =target_squad_name(bandit_guards_esc_6_8)} true, {-sidorovich_railway_assault_start =target_squad_name(bandit_guards_esc_6_8_basic)} true
|
||||
active = beh@guard_5
|
||||
prior = 100
|
||||
|
||||
[logic@esc_6_8_railway_guard_6]
|
||||
suitable = {+bandit_guards_esc_6_8_dead} true, {+sidorovich_railway_assault_start =target_squad_name(bandit_guards_esc_6_8)} true, {-sidorovich_railway_assault_start =target_squad_name(bandit_guards_esc_6_8_basic)} true
|
||||
active = beh@guard_6
|
||||
prior = 100
|
||||
|
||||
[logic@esc_6_8_railway_guard_7]
|
||||
suitable = {+sidorovich_railway_assault_start =target_squad_name(bandit_guards_esc_6_8)} true, {-sidorovich_railway_assault_start =target_squad_name(bandit_guards_esc_6_8_basic)} true
|
||||
active = beh@guard_7
|
||||
prior = 100
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
[beh@base]
|
||||
target = waypoint
|
||||
path_end = loop
|
||||
walk_dist = 0
|
||||
jog_dist = 0
|
||||
run_anim = patrol
|
||||
|
||||
|
||||
[beh@guard_1]:beh@base
|
||||
pt1 = 999999,guard | pos:66.513153076172,0.55428129434586,154.61851501465 look:66.534742185846,0.55428129434586,153.61877405643
|
||||
|
||||
[beh@guard_2]:beh@base
|
||||
pt1 = 999999,guard | pos:45.955604553223,2.0588965415955,146.10258483887 look:46.253153413534,2.0588965415955,145.14877581596
|
||||
|
||||
[beh@guard_3]:beh@base
|
||||
pt1 = 999999,guard | pos:66.596824645996,0.57818895578384,159.01934814453 look:66.986903965473,0.57818895578384,159.93991649151
|
||||
|
||||
[beh@guard_4]:beh@base
|
||||
pt1 = 999999,guard | pos:57.583679199219,1.3971667289734,167.20544433594 look:57.411917537451,1.3971667289734,168.17577457428
|
||||
|
||||
[beh@guard_5]:beh@base
|
||||
pt1 = 999999,guard | pos:58.874450683594,-0.27230915427208,149.22178649902 look:59.119143307209,-0.27230915427208,148.25220829248
|
||||
|
||||
[beh@guard_6]:beh@base
|
||||
pt1 = 999999,guard | pos:50.634643554688,1.8462357521057,153.6019744873 look:50.646584953181,1.8462357521057,154.59752559662
|
||||
|
||||
[beh@guard_7]:beh@base
|
||||
pt1 = 999999,guard | pos:60.778995513916,-0.64842540025711,151.97283935547 look:60.841007467359,-0.64842540025711,150.98021924496
|
||||
+137
@@ -0,0 +1,137 @@
|
||||
[logic@csky_assault_esc_5_7_1]
|
||||
suitable = {=check_npc_name(assault_csky_leader_esc_5_7)} true
|
||||
active = beh@csky_leader
|
||||
prior = 500
|
||||
|
||||
[logic@csky_assault_esc_5_7_2]
|
||||
suitable = {=target_squad_name(csky_assault_esc_5_7)} true
|
||||
active = beh@csky_1
|
||||
prior = 500
|
||||
|
||||
[logic@csky_assault_esc_5_7_3]
|
||||
suitable = {=target_squad_name(csky_assault_esc_5_7)} true
|
||||
active = beh@csky_2
|
||||
prior = 500
|
||||
|
||||
[logic@csky_assault_esc_5_7_4]
|
||||
suitable = {=target_squad_name(csky_assault_esc_5_7)} true
|
||||
active = beh@csky_3
|
||||
prior = 500
|
||||
|
||||
|
||||
[beh@base]
|
||||
dont_keep_items = true
|
||||
gather_items_enabled = false
|
||||
help_wounded_enabled = false
|
||||
corpse_detection_enabled = false
|
||||
combat_ignore_keep_when_attacked = false
|
||||
target = waypoint
|
||||
path_end = loop
|
||||
|
||||
[beh@csky]:beh@base
|
||||
run_anim = rush
|
||||
meet = no_meet
|
||||
|
||||
[beh@csky_ldr]:beh@base
|
||||
run_anim = rush
|
||||
|
||||
[beh@csky_1]:beh@csky
|
||||
pt1 = 999999,guard | pos:-0.97017461061478,0.57503372430801,270.77743530273 look:0.02721381187439,0.57503372430801,270.70910585672
|
||||
on_info = {+esc_railway_assault_go} beh@assault_railway
|
||||
[beh@csky_2]:beh@csky
|
||||
pt1 = 999999,guard | pos:-0.58207929134369,0.48372256755829,278.76675415039 look:0.41685009002686,0.48372256755829,278.75596022699
|
||||
on_info = {+esc_railway_assault_go} beh@assault_railway
|
||||
[beh@csky_3]:beh@csky
|
||||
pt1 = 999999,guard | pos:-0.57437670230865,0.47155845165253,276.30578613281 look:0.41855996847153,0.47155845165253,276.18726325035
|
||||
on_info = {+esc_railway_assault_go} beh@assault_railway
|
||||
[beh@csky_leader]:beh@csky_ldr
|
||||
pt1 = 999999,idle | pos:1.4632341861725,0.52213138341904,274.15490722656 look:2.4606368541718,0.52213138341904,274.15132021927
|
||||
on_info = {+esc_railway_assault_go} beh@assault_railway
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
[logic@stalker_assault_esc_5_9_1]
|
||||
suitable = {=check_npc_name(assault_stalker_leader_esc_5_9)} true
|
||||
active = beh@stalker_leader
|
||||
prior = 500
|
||||
|
||||
[logic@stalker_assault_esc_5_9_2]
|
||||
suitable = {=target_squad_name(stalker_assault_esc_5_9)} true
|
||||
active = beh@stalker_2
|
||||
prior = 500
|
||||
|
||||
[logic@stalker_assault_esc_5_9_3]
|
||||
suitable = {=target_squad_name(stalker_assault_esc_5_9)} true
|
||||
active = beh@stalker_3
|
||||
prior = 500
|
||||
|
||||
[logic@stalker_assault_esc_5_9_4]
|
||||
suitable = {=target_squad_name(stalker_assault_esc_5_9)} true
|
||||
active = beh@stalker_1
|
||||
prior = 500
|
||||
|
||||
[beh@stalker_1]:beh@csky
|
||||
pt1 = 999999,guard | pos:-31.98127746582,2.3382940292358,83.832672119141 look:-32.093844458461,2.3382940292358,84.823195934296
|
||||
on_info = {+esc_railway_assault_go} beh@assault_railway_2
|
||||
|
||||
[beh@stalker_2]:beh@csky
|
||||
pt1 = 999999,guard | pos:-31.75274848938,2.420392036438,81.387847900391 look:-31.865346722305,2.420392036438,82.378646731377
|
||||
on_info = {+esc_railway_assault_go} beh@assault_railway_2
|
||||
|
||||
[beh@stalker_3]:beh@csky
|
||||
pt1 = 999999,guard | pos:-31.309297561646,2.4102694988251,78.398300170898 look:-31.383918277919,2.4102694988251,79.363494098186
|
||||
on_info = {+esc_railway_assault_go} beh@assault_railway_2
|
||||
|
||||
[beh@stalker_leader]:beh@csky_ldr
|
||||
pt1 = 999999,guard | pos:-33.90230178833,2.3749706745148,81.457176208496 look:-34.014900021255,2.3749706745148,82.447975039482
|
||||
on_info = {+esc_railway_assault_go} beh@assault_railway_2
|
||||
|
||||
[beh@assault_railway]:beh@csky
|
||||
pt1 = 999999,guard | pos:56.947010040283,1.0190920829773,156.9591217041 look:57.002121996135,1.0190920829773,155.96157598495
|
||||
|
||||
[beh@assault_railway_2]:beh@csky
|
||||
pt1 = 999999,guard | pos:60.778995513916,-0.64842540025711,151.97283935547 look:60.841007467359,-0.64842540025711,150.98021924496
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
[logic@esc_bandit_reinforcment_railway_1]
|
||||
suitable = {=target_squad_name(bandit_reinforcment_esc_6_8)} true
|
||||
active = beh@bandit_1
|
||||
prior = 500
|
||||
|
||||
[logic@esc_bandit_reinforcment_railway_2]
|
||||
suitable = {=target_squad_name(bandit_reinforcment_esc_6_8)} true
|
||||
active = beh@bandit_1
|
||||
prior = 500
|
||||
|
||||
[logic@esc_bandit_reinforcment_railway_3]
|
||||
suitable = {=target_squad_name(bandit_reinforcment_esc_6_8)} true
|
||||
active = beh@bandit_1
|
||||
prior = 500
|
||||
|
||||
[logic@esc_bandit_reinforcment_railway_4]
|
||||
suitable = {=target_squad_name(bandit_reinforcment_esc_6_8)} true
|
||||
active = beh@bandit_1
|
||||
prior = 500
|
||||
|
||||
[logic@esc_bandit_reinforcment_railway_5]
|
||||
suitable = {=target_squad_name(bandit_reinforcment_esc_6_8)} true
|
||||
active = beh@bandit_1
|
||||
prior = 500
|
||||
|
||||
|
||||
[beh@bandit_1]
|
||||
combat_ignore_cond = {!dist_to_beh(80)} true
|
||||
run_anim = rush
|
||||
behaviour_state = beh_move
|
||||
target = waypoint
|
||||
path_end = loop
|
||||
pt1 = 100000,idle | pos:66.513153076172,0.55428129434586,154.61851501465 look:66.534742185846,0.55428129434586,153.61877405643
|
||||
+19
@@ -0,0 +1,19 @@
|
||||
[smart_terrain]
|
||||
squad_id = 1
|
||||
max_population = 1
|
||||
respawn_params = respawn@esc_smart_terrain_1_11
|
||||
respawn_idle = 86400
|
||||
|
||||
|
||||
|
||||
[respawn@esc_smart_terrain_1_11] ;-- Type: spawn_all_weak
|
||||
spawn_all_weak
|
||||
|
||||
|
||||
|
||||
[spawn_all_weak] ;-- Zombies/Normal mutants - Rates of groups:(3 zombies + 1 tushkano + 3 dogs + 2 cats + 3 fleshes/boars)
|
||||
spawn_squads = zombied_sim_squad_mix, simulation_zombie, simulation_mix_zombie, simulation_tushkano, simulation_dog, simulation_mix_dogs, simulation_pseudodog, simulation_cat, simulation_cat, simulation_mix_boar_flesh, simulation_flesh, simulation_boar ;--spawn-all-weak
|
||||
spawn_num = 1
|
||||
|
||||
[exclusive]
|
||||
nr_ilyaz_2 = brotherhood\rookie_village_logic.ltx
|
||||
+69
@@ -0,0 +1,69 @@
|
||||
[smart_terrain];esc_smart_terrain_2_12 ;;äåð.íîâè÷êîâ
|
||||
squad_id = 2
|
||||
max_population = 6
|
||||
respawn_params = respawn@esc_smart_terrain_2_12
|
||||
respawn_idle = 86400
|
||||
|
||||
[respawn@esc_smart_terrain_2_12]
|
||||
spawn_stalker@advanced
|
||||
|
||||
[spawn_stalker@advanced]
|
||||
spawn_squads = stalker_sim_squad_novice, stalker_sim_squad_advanced
|
||||
spawn_num = 3
|
||||
|
||||
[exclusive]
|
||||
nr_ilyaz_1 = brotherhood\rookie_village_logic.ltx
|
||||
bh_gutalin = brotherhood\rookie_village_logic.ltx
|
||||
bh_shlitzer = brotherhood\rookie_village_logic.ltx
|
||||
stalker_lockdown_1 = brotherhood\esc_lockdown.ltx
|
||||
stalker_lockdown_2 = brotherhood\esc_lockdown.ltx
|
||||
stalker_lockdown_3 = brotherhood\esc_lockdown.ltx
|
||||
stalker_lockdown_4 = brotherhood\esc_lockdown.ltx
|
||||
stalker_lockdown_5 = brotherhood\esc_lockdown.ltx
|
||||
stalker_lockdown_6 = brotherhood\esc_lockdown.ltx
|
||||
stalker_lockdown_7 = brotherhood\esc_lockdown.ltx
|
||||
stalker_lockdown_8 = brotherhood\esc_lockdown.ltx
|
||||
stalker_lockdown_9 = brotherhood\esc_lockdown.ltx
|
||||
stalker_lockdown_10 = brotherhood\esc_lockdown.ltx
|
||||
stalker_lockdown_11 = brotherhood\esc_lockdown.ltx
|
||||
stalker_lockdown_12 = brotherhood\esc_lockdown.ltx
|
||||
stalker_lockdown_13 = brotherhood\esc_lockdown.ltx
|
||||
stalker_lockdown_14 = brotherhood\esc_lockdown.ltx
|
||||
stalker_lockdown_15 = brotherhood\esc_lockdown.ltx
|
||||
|
||||
|
||||
|
||||
|
||||
;esc_2_12_stalker_nimble = escape\esc_2_12_stalker_nimble.ltx
|
||||
esc_2_12_stalker_fanat = escape\esc_2_12_stalker_fanat.ltx
|
||||
esc_2_12_stalker_wolf = escape\esc_2_12_stalker_wolf.ltx
|
||||
devushka = escape\devushka.ltx
|
||||
walker_1 = escape\esc_smart_terrain_2_12_smart_logic.ltx
|
||||
walker_2 = escape\esc_smart_terrain_2_12_smart_logic.ltx
|
||||
walker_3 = escape\esc_smart_terrain_2_12_smart_logic.ltx
|
||||
walker_4 = escape\esc_smart_terrain_2_12_smart_logic.ltx
|
||||
walker_5 = escape\esc_smart_terrain_2_12_smart_logic.ltx
|
||||
guard_1 = escape\esc_smart_terrain_2_12_smart_logic.ltx
|
||||
guard_2 = escape\esc_smart_terrain_2_12_smart_logic.ltx
|
||||
guard_3 = escape\esc_smart_terrain_2_12_smart_logic.ltx
|
||||
guard_4 = escape\esc_smart_terrain_2_12_smart_logic.ltx
|
||||
esc_smart_terrain_2_12_camp_work_1 = escape\esc_smart_terrain_2_12_smart_logic.ltx
|
||||
esc_smart_terrain_2_12_camp_work_2 = escape\esc_smart_terrain_2_12_smart_logic.ltx
|
||||
esc_smart_terrain_2_12_camp_work_3 = escape\esc_smart_terrain_2_12_smart_logic.ltx
|
||||
esc_smart_terrain_2_12_camp_work_4 = escape\esc_smart_terrain_2_12_smart_logic.ltx
|
||||
esc_smart_terrain_2_12_camp_work_5 = escape\esc_smart_terrain_2_12_smart_logic.ltx
|
||||
esc_smart_terrain_2_12_camp_work_6 = escape\esc_smart_terrain_2_12_smart_logic.ltx
|
||||
esc_smart_terrain_2_12_camp_work_7 = escape\esc_smart_terrain_2_12_smart_logic.ltx
|
||||
esc_smart_terrain_2_12_camp_work_8 = escape\esc_smart_terrain_2_12_smart_logic.ltx
|
||||
esc_smart_terrain_2_12_camp_work_9 = escape\esc_smart_terrain_2_12_smart_logic.ltx
|
||||
esc_smart_terrain_2_12_surge_work_1 = escape\esc_smart_terrain_2_12_smart_logic.ltx
|
||||
esc_smart_terrain_2_12_surge_work_2 = escape\esc_smart_terrain_2_12_smart_logic.ltx
|
||||
esc_smart_terrain_2_12_surge_work_3 = escape\esc_smart_terrain_2_12_smart_logic.ltx
|
||||
esc_smart_terrain_2_12_surge_work_4 = escape\esc_smart_terrain_2_12_smart_logic.ltx
|
||||
esc_smart_terrain_2_12_surge_work_5 = escape\esc_smart_terrain_2_12_smart_logic.ltx
|
||||
esc_smart_terrain_2_12_surge_work_6 = escape\esc_smart_terrain_2_12_smart_logic.ltx
|
||||
esc_smart_terrain_2_12_surge_work_7 = escape\esc_smart_terrain_2_12_smart_logic.ltx
|
||||
esc_smart_terrain_2_12_surge_work_8 = escape\esc_smart_terrain_2_12_smart_logic.ltx
|
||||
esc_smart_terrain_2_12_surge_work_9 = escape\esc_smart_terrain_2_12_smart_logic.ltx
|
||||
esc_smart_terrain_2_12_surge_work_10 = escape\esc_smart_terrain_2_12_smart_logic.ltx
|
||||
esc_smart_terrain_2_12_surge_work_11 = escape\esc_smart_terrain_2_12_smart_logic.ltx
|
||||
+20
@@ -0,0 +1,20 @@
|
||||
[smart_terrain];esc_smart_terrain_2_14
|
||||
squad_id = 3
|
||||
max_population = 1
|
||||
respawn_params = respawn@esc_smart_terrain_2_14
|
||||
respawn_idle = 86400
|
||||
|
||||
[respawn@esc_smart_terrain_2_14] ;-- Type: spawn_all_weak
|
||||
spawn_all_weak
|
||||
|
||||
|
||||
|
||||
[spawn_all_weak] ;-- Zombies/Normal mutants - Rates of groups:(3 zombies + 1 tushkano + 3 dogs + 2 cats + 3 fleshes/boars)
|
||||
spawn_squads = zombied_sim_squad_mix, simulation_zombie, simulation_mix_zombie, simulation_tushkano, simulation_dog, simulation_mix_dogs, simulation_pseudodog, simulation_cat, simulation_cat, simulation_mix_boar_flesh, simulation_flesh, simulation_boar ;--spawn-all-weak
|
||||
spawn_num = 1
|
||||
|
||||
[exclusive]
|
||||
lockdown_1 = brotherhood\esc_lockdown.ltx
|
||||
lockdown_2 = brotherhood\esc_lockdown.ltx
|
||||
lockdown_3 = brotherhood\esc_lockdown.ltx
|
||||
lockdown_4 = brotherhood\esc_lockdown.ltx
|
||||
+37
@@ -0,0 +1,37 @@
|
||||
[smart_terrain];esc_smart_terrain_3_16 ;;þæ. ÊÏÏ
|
||||
squad_id = 4
|
||||
max_population = 4
|
||||
respawn_params = respawn@esc_smart_terrain_3_16
|
||||
respawn_idle = 86400
|
||||
|
||||
|
||||
[respawn@esc_smart_terrain_3_16]
|
||||
spawn_military_special
|
||||
spawn_military_special_2
|
||||
|
||||
[spawn_military_special]
|
||||
spawn_squads = esc_smart_terrain_3_16_military_mlr_squad
|
||||
spawn_num = {!squad_name_exist(esc_smart_terrain_3_16_military_mlr_squad)} 1, 0
|
||||
|
||||
[spawn_military_special_2]
|
||||
spawn_squads = esc_smart_terrain_3_16_military_mlr_patrol
|
||||
spawn_num = {!squad_name_exist(esc_smart_terrain_3_16_military_mlr_patrol)} 1, 0
|
||||
|
||||
|
||||
[exclusive]
|
||||
;mlr
|
||||
esc_3_16_military_trader = escape\esc_3_16_military_trader_logic.ltx
|
||||
army_south_mechan_mlr = escape\esc_3_16_military_mechan_logic.ltx
|
||||
;mlr
|
||||
esc_smart_terrain_3_16_camp_work_1 = escape\esc_smart_terrain_3_16_smart_logic.ltx
|
||||
esc_smart_terrain_3_16_camp_work_2 = escape\esc_smart_terrain_3_16_smart_logic.ltx
|
||||
esc_smart_terrain_3_16_camp_work_3 = escape\esc_smart_terrain_3_16_smart_logic.ltx
|
||||
esc_smart_terrain_3_16_camp_work_4 = escape\esc_smart_terrain_3_16_smart_logic.ltx
|
||||
esc_smart_terrain_3_16_camp_work_5 = escape\esc_smart_terrain_3_16_smart_logic.ltx
|
||||
esc_smart_terrain_3_16_minigunner_excl = escape\esc_smart_terrain_3_16_smart_logic.ltx
|
||||
|
||||
|
||||
bh_badger = brotherhood\military_checkpoint_logic.ltx
|
||||
bh_execution_lockdown_1 = brotherhood\esc_lockdown.ltx
|
||||
bh_execution_lockdown_2 = brotherhood\esc_lockdown.ltx
|
||||
bh_execution_lockdown_3 = brotherhood\esc_lockdown.ltx
|
||||
+21
@@ -0,0 +1,21 @@
|
||||
[smart_terrain]
|
||||
squad_id = 5
|
||||
max_population = 1
|
||||
respawn_params = respawn@esc_smart_terrain_3_7
|
||||
respawn_idle = 86400
|
||||
|
||||
|
||||
|
||||
[respawn@esc_smart_terrain_3_7] ;-- Type: spawn_all_weak
|
||||
spawn_all_weak
|
||||
|
||||
|
||||
|
||||
[spawn_all_weak] ;-- Zombies/Normal mutants - Rates of groups:(3 zombies + 1 tushkano + 3 dogs + 2 cats + 3 fleshes/boars)
|
||||
spawn_squads = zombied_sim_squad_mix, simulation_zombie, simulation_mix_zombie, simulation_tushkano, simulation_dog, simulation_mix_dogs, simulation_pseudodog, simulation_cat, simulation_cat, simulation_mix_boar_flesh, simulation_flesh, simulation_boar ;--spawn-all-weak
|
||||
spawn_num = 1
|
||||
|
||||
[exclusive]
|
||||
lockdown_5 = brotherhood\esc_lockdown.ltx
|
||||
lockdown_6 = brotherhood\esc_lockdown.ltx
|
||||
lockdown_7 = brotherhood\esc_lockdown.ltx
|
||||
+30
@@ -0,0 +1,30 @@
|
||||
[smart_terrain]
|
||||
squad_id = 10
|
||||
max_population = 1
|
||||
respawn_params = respawn@esc_smart_terrain_4_9
|
||||
respawn_idle = 86400
|
||||
|
||||
|
||||
|
||||
[respawn@esc_smart_terrain_4_9] ;-- Type: c_1
|
||||
spawn_all_weak_c_1_1
|
||||
spawn_all_normal_c_1_2
|
||||
|
||||
|
||||
|
||||
[spawn_all_weak_c_1_1]
|
||||
spawn_squads = zombied_sim_squad_mix, simulation_zombie, simulation_mix_zombie, simulation_tushkano, simulation_dog, simulation_mix_dogs, simulation_pseudodog, simulation_cat, simulation_cat, simulation_mix_boar_flesh, simulation_flesh, simulation_boar ;--spawn-all-weak
|
||||
spawn_num = {!actor_week_in_zone(1)} 1, {=actor_week_in_zone(1)} 0
|
||||
|
||||
[spawn_all_normal_c_1_2]
|
||||
spawn_squads = zombied_sim_squad_mix, simulation_zombie_3_6, simulation_mix_zombie, simulation_mix_dogs, simulation_mix_dogs, simulation_pseudodog, simulation_cat, simulation_mix_boar_flesh, simulation_flesh, simulation_boar, simulation_fracture, simulation_lurker, simulation_snork, simulation_bloodsucker, simulation_psysucker ;--spawn-all-normal
|
||||
spawn_num = {=actor_week_in_zone(1)} 1, {!actor_week_in_zone(1)} 0
|
||||
|
||||
|
||||
[exclusive]
|
||||
;---- StfZ
|
||||
stalker_assault_esc_5_9_1 = escape\sidorovich_railway_assault.ltx
|
||||
stalker_assault_esc_5_9_2 = escape\sidorovich_railway_assault.ltx
|
||||
stalker_assault_esc_5_9_3 = escape\sidorovich_railway_assault.ltx
|
||||
stalker_assault_esc_5_9_4 = escape\sidorovich_railway_assault.ltx
|
||||
;---- Stfz
|
||||
+43
@@ -0,0 +1,43 @@
|
||||
[smart_terrain];esc_smart_terrain_5_7 ;;ôåðìà 2 õëåâà è ìåõàíèê
|
||||
squad_id = 15
|
||||
max_population = 3
|
||||
respawn_params = respawn@esc_smart_terrain_5_7
|
||||
respawn_idle = 86400
|
||||
|
||||
[respawn@esc_smart_terrain_5_7]
|
||||
spawn_stalker@advanced
|
||||
spawn_stalker@csky
|
||||
|
||||
[spawn_stalker@advanced]
|
||||
spawn_squads = stalker_sim_squad_novice, stalker_sim_squad_advanced
|
||||
spawn_num = 3
|
||||
|
||||
[spawn_stalker@csky]
|
||||
spawn_squads = csky_sim_squad_novice, ecolog_sim_squad_novice
|
||||
spawn_num = {~20} 1, 0
|
||||
|
||||
|
||||
[exclusive]
|
||||
;---- StfZ
|
||||
csky_assault_esc_5_7_1 = escape\sidorovich_railway_assault.ltx
|
||||
csky_assault_esc_5_7_2 = escape\sidorovich_railway_assault.ltx
|
||||
csky_assault_esc_5_7_3 = escape\sidorovich_railway_assault.ltx
|
||||
csky_assault_esc_5_7_4 = escape\sidorovich_railway_assault.ltx
|
||||
castor_lockdown_1 = brotherhood\esc_lockdown.ltx
|
||||
pollox_lockdown_2 = brotherhood\esc_lockdown.ltx
|
||||
;---- Stfz
|
||||
|
||||
esc_smart_terrain_5_7_camp_work_1 = escape\esc_smart_terrain_5_7_smart_logic.ltx
|
||||
esc_smart_terrain_5_7_camp_work_2 = escape\esc_smart_terrain_5_7_smart_logic.ltx
|
||||
esc_smart_terrain_5_7_camp_work_3 = escape\esc_smart_terrain_5_7_smart_logic.ltx
|
||||
esc_smart_terrain_5_7_camp_work_4 = escape\esc_smart_terrain_5_7_smart_logic.ltx
|
||||
esc_smart_terrain_5_7_camp_work_5 = escape\esc_smart_terrain_5_7_smart_logic.ltx
|
||||
esc_smart_terrain_5_7_camp_work_6 = escape\esc_smart_terrain_5_7_smart_logic.ltx
|
||||
esc_smart_terrain_5_7_camp_work_7 = escape\esc_smart_terrain_5_7_smart_logic.ltx
|
||||
esc_smart_terrain_5_7_camp_work_8 = escape\esc_smart_terrain_5_7_smart_logic.ltx
|
||||
|
||||
esc_smart_terrain_5_7_loner_mechanic = escape\esc_smart_terrain_5_7_smart_logic.ltx
|
||||
esc_main_base_trader_mlr = escape\esc_smart_terrain_5_7_smart_logic.ltx
|
||||
|
||||
esc_smart_terrain_5_7_beh_trade_job_1 = escape\esc_smart_terrain_5_7_smart_logic.ltx
|
||||
esc_smart_terrain_5_7_beh_tech_job_1 = escape\esc_smart_terrain_5_7_smart_logic.ltx
|
||||
+23
@@ -0,0 +1,23 @@
|
||||
[smart_terrain]
|
||||
squad_id = 17
|
||||
max_population = 1
|
||||
respawn_params = respawn@esc_smart_terrain_6_6
|
||||
respawn_idle = 172800
|
||||
|
||||
|
||||
|
||||
[respawn@esc_smart_terrain_6_6]
|
||||
spawn_special
|
||||
|
||||
|
||||
|
||||
[spawn_special]
|
||||
spawn_squads = simulation_bloodsucker_2weak, simulation_snork_2_3, simulation_psysucker_1_2, simulation_lurker_1_2, simulation_psy_dog_squad, simulation_karlik, simulation_poltergeist, simulation_controller, simulation_burer
|
||||
spawn_num = {=actor_week_in_zone(4)} 1, 0
|
||||
|
||||
[exclusive]
|
||||
bh_ironchain_1 = brotherhood\esc_smuggling_logic.ltx
|
||||
bh_ironchain_2 = brotherhood\esc_smuggling_logic.ltx
|
||||
bh_ironchain_3 = brotherhood\esc_smuggling_logic.ltx
|
||||
bh_ironchain_4 = brotherhood\esc_smuggling_logic.ltx
|
||||
bh_ironchain_5 = brotherhood\esc_smuggling_logic.ltx
|
||||
+41
@@ -0,0 +1,41 @@
|
||||
[smart_terrain];esc_smart_terrain_6_8 ;;îáðóøåííûé ìîñò
|
||||
squad_id = 18
|
||||
max_population = 3
|
||||
respawn_idle = 66400
|
||||
respawn_params = respawn@esc_smart_terrain_6_8
|
||||
|
||||
|
||||
[respawn@esc_smart_terrain_6_8]
|
||||
spawn@squad_1
|
||||
spawn@squad_2
|
||||
spawn@squad_3
|
||||
spawn@general
|
||||
|
||||
[spawn@squad_1]
|
||||
spawn_squads = csky_guards_esc_6_8
|
||||
spawn_num = {+esc_railbridge_taken !squad_exist(csky_guards_esc_6_8)} 1, 0
|
||||
|
||||
[spawn@squad_2]
|
||||
spawn_squads = stalker_guards_1_esc_6_8
|
||||
spawn_num = {+esc_railbridge_taken !squad_exist(stalker_guards_1_esc_6_8)} 1, 0
|
||||
|
||||
[spawn@squad_3]
|
||||
spawn_squads = stalker_guards_2_esc_6_8
|
||||
spawn_num = {+esc_railbridge_taken !squad_exist(stalker_guards_2_esc_6_8)} 1, 0
|
||||
|
||||
[spawn@general]
|
||||
spawn_squads = bandit_guards_esc_6_8_basic
|
||||
spawn_num = {-esc_railbridge_taken} 1, 0
|
||||
|
||||
|
||||
|
||||
[exclusive]
|
||||
;----StfZ
|
||||
esc_6_8_railway_guard_1 = escape\esc_6_8_railway_guard.ltx
|
||||
esc_6_8_railway_guard_2 = escape\esc_6_8_railway_guard.ltx
|
||||
esc_6_8_railway_guard_3 = escape\esc_6_8_railway_guard.ltx
|
||||
esc_6_8_railway_guard_4 = escape\esc_6_8_railway_guard.ltx
|
||||
esc_6_8_railway_guard_5 = escape\esc_6_8_railway_guard.ltx
|
||||
esc_6_8_railway_guard_6 = escape\esc_6_8_railway_guard.ltx
|
||||
esc_6_8_railway_guard_7 = escape\esc_6_8_railway_guard.ltx
|
||||
;----StfZ
|
||||
+33
@@ -0,0 +1,33 @@
|
||||
[smart_terrain]
|
||||
squad_id = 19
|
||||
max_population = 3
|
||||
respawn_params = respawn@esc_smart_terrain_7_11
|
||||
respawn_idle = 86400
|
||||
|
||||
|
||||
|
||||
[respawn@esc_smart_terrain_7_11]
|
||||
spawn_bandit@advanced
|
||||
|
||||
|
||||
[spawn_bandit@advanced]
|
||||
spawn_squads = bandit_sim_squad_novice, bandit_sim_squad_advanced
|
||||
spawn_num = 2
|
||||
|
||||
|
||||
|
||||
[exclusive]
|
||||
esc_smart_terrain_7_11_camp_work_1 = escape\esc_smart_terrain_7_11_smart_logic.ltx
|
||||
esc_smart_terrain_7_11_camp_work_2 = escape\esc_smart_terrain_7_11_smart_logic.ltx
|
||||
esc_smart_terrain_7_11_camp_work_3 = escape\esc_smart_terrain_7_11_smart_logic.ltx
|
||||
esc_smart_terrain_7_11_camp_work_4 = escape\esc_smart_terrain_7_11_smart_logic.ltx
|
||||
esc_smart_terrain_7_11_camp_work_5 = escape\esc_smart_terrain_7_11_smart_logic.ltx
|
||||
|
||||
|
||||
;----StfZ
|
||||
esc_bandit_reinforcment_railway_1 = escape\sidorovich_railway_assault.ltx
|
||||
esc_bandit_reinforcment_railway_2 = escape\sidorovich_railway_assault.ltx
|
||||
esc_bandit_reinforcment_railway_3 = escape\sidorovich_railway_assault.ltx
|
||||
esc_bandit_reinforcment_railway_4 = escape\sidorovich_railway_assault.ltx
|
||||
esc_bandit_reinforcment_railway_5 = escape\sidorovich_railway_assault.ltx
|
||||
;----StfZ
|
||||
@@ -0,0 +1,69 @@
|
||||
[logic@bellerophon_logic]
|
||||
suitable = {=check_npc_name(bellerophon)} true
|
||||
prior = 500
|
||||
active = beh@bellerophon_job
|
||||
|
||||
[beh@bellerophon_job]
|
||||
gather_items_enabled = false
|
||||
behaviour_state = beh_move
|
||||
target = waypoint
|
||||
walk_anim = patrol
|
||||
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
|
||||
|
||||
path_end = loop
|
||||
pt1 = 100000,sit_ass_drink_vodka | pos:-95.646942138672,0.71350866556168,-3.8548483848572 look:-95.672554219142,0.71350866556168,-2.9741134643555
|
||||
|
||||
[logic@bellerophon_logic_2]
|
||||
suitable = {=check_npc_name(bellerophon)} true
|
||||
prior = 500
|
||||
active = beh@bellerophon_job_2
|
||||
|
||||
[beh@bellerophon_job_2]
|
||||
gather_items_enabled = false
|
||||
behaviour_state = beh_move
|
||||
target = waypoint
|
||||
walk_anim = patrol
|
||||
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
|
||||
|
||||
path_end = loop
|
||||
pt1 = 100000,sit_ass_drink_vodka | pos:20.758554458618,0.15221303701401,11.817081451416 look:19.781954109669,0.15221303701401,11.732858784497
|
||||
|
||||
|
||||
|
||||
[logic@butcher_tug_1_logic]
|
||||
suitable = {=check_npc_name(butcher_tug_1)} true
|
||||
prior = 500
|
||||
active = beh@butcher_tug_1_1_job
|
||||
|
||||
[beh@butcher_tug_1_1_job]
|
||||
gather_items_enabled = false
|
||||
behaviour_state = beh_move
|
||||
target = waypoint
|
||||
walk_anim = patrol
|
||||
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
|
||||
|
||||
path_end = loop
|
||||
pt1 = 100000,idle | pos:-98.773048400879,0.71849876642227,-1.2279287576675 look:-99.749850034714,0.71849876642227,-1.2511473894119
|
||||
|
||||
[logic@butcher_tug_2_logic]
|
||||
suitable = {=check_npc_name(butcher_tug_2)} true
|
||||
prior = 500
|
||||
active = beh@butcher_tug_2_1_job
|
||||
|
||||
[beh@butcher_tug_2_1_job]
|
||||
gather_items_enabled = false
|
||||
behaviour_state = beh_move
|
||||
target = waypoint
|
||||
walk_anim = patrol
|
||||
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
|
||||
|
||||
path_end = loop
|
||||
pt1 = 100000,idle | pos:-98.735130310059,0.7244935631752,-3.1979916095734 look:-99.103618651628,0.7244935631752,-2.3070219755173
|
||||
+24
@@ -0,0 +1,24 @@
|
||||
[smart_terrain]
|
||||
squad_id = 5
|
||||
max_population = 3
|
||||
respawn_idle = 86400
|
||||
|
||||
faction_controlled = stalker, bandit
|
||||
faction_respawn_num = 2
|
||||
default_faction = stalker
|
||||
|
||||
[exclusive]
|
||||
hunter_gar_trader_logic = garbage\gar_smart_terrain_3_5_smart_logic.ltx
|
||||
gar_smart_terrain_3_5_beh_trade_1 = garbage\gar_smart_terrain_3_5_smart_logic.ltx
|
||||
gar_smart_terrain_3_5_camp_work_2 = garbage\gar_smart_terrain_3_5_smart_logic.ltx
|
||||
gar_smart_terrain_3_5_camp_work_3 = garbage\gar_smart_terrain_3_5_smart_logic.ltx
|
||||
gar_smart_terrain_3_5_camp_work_4 = garbage\gar_smart_terrain_3_5_smart_logic.ltx
|
||||
gar_smart_terrain_3_5_camp_work_5 = garbage\gar_smart_terrain_3_5_smart_logic.ltx
|
||||
gar_smart_terrain_3_5_camp_work_6 = garbage\gar_smart_terrain_3_5_smart_logic.ltx
|
||||
|
||||
|
||||
;----StfZ
|
||||
bellerophon_logic = garbage\brotherhood_logic.ltx
|
||||
butcher_tug_1_logic = garbage\brotherhood_logic.ltx
|
||||
butcher_tug_2_logic = garbage\brotherhood_logic.ltx
|
||||
;----StfZ
|
||||
+32
@@ -0,0 +1,32 @@
|
||||
[smart_terrain];jup_b205_smart_terrain_tushkano
|
||||
;arrive_dist = 1000
|
||||
squad_id = 48
|
||||
max_population = 1
|
||||
respawn_params = respawn@jup_b205_smart_terrain_tushkano
|
||||
respawn_idle = 259200
|
||||
|
||||
[respawn@jup_b205_smart_terrain_tushkano]
|
||||
spawn_trapper_chimera
|
||||
spawn_normal_chimera
|
||||
|
||||
[spawn_trapper_chimera]
|
||||
spawn_squads = trapper_chimera_2
|
||||
spawn_num = {-give_task_trapper_chimera_2_done !squad_exist(trapper_chimera_2)} 1, 0
|
||||
|
||||
|
||||
[spawn_normal_chimera]
|
||||
spawn_squads = simulation_chimera
|
||||
spawn_num = {+give_task_trapper_chimera_2_done !squad_exist(simulation_chimera)} 1, 0
|
||||
|
||||
|
||||
|
||||
[exclusive]
|
||||
tushkano_work_01 = jupiter\jup_b205_evil_tushkano.ltx
|
||||
tushkano_work_02 = jupiter\jup_b205_evil_tushkano.ltx
|
||||
tushkano_work_03 = jupiter\jup_b205_evil_tushkano.ltx
|
||||
tushkano_work_04 = jupiter\jup_b205_evil_tushkano.ltx
|
||||
tushkano_work_05 = jupiter\jup_b205_evil_tushkano.ltx
|
||||
tushkano_work_06 = jupiter\jup_b205_evil_tushkano.ltx
|
||||
tushkano_work_07 = jupiter\jup_b205_evil_tushkano.ltx
|
||||
tushkano_work_08 = jupiter\jup_b205_evil_tushkano.ltx
|
||||
|
||||
@@ -0,0 +1,151 @@
|
||||
[logic@jupiter_monk]
|
||||
suitable = {=check_npc_name(jupiter_monk)} true
|
||||
prior = 500
|
||||
active = beh@jupiter_monk_job
|
||||
|
||||
[beh@base_1]
|
||||
combat_ignore_cond = true
|
||||
combat_ignore_keep_when_attacked = true
|
||||
invulnerable = true
|
||||
|
||||
|
||||
|
||||
[beh@jupiter_monk_job]:beh@base_1
|
||||
run_anim = rush
|
||||
on_info = {+jupiter_mercenary_assault_go} beh@jupiter_monk_assault
|
||||
behaviour_state = beh_move
|
||||
target = waypoint
|
||||
path_end = loop
|
||||
pt1 = 100000,idle | pos:-46.106330871582,3.4867804050446,199.37236022949 look:-45.110081613064,3.4867804050446,199.39352643304
|
||||
|
||||
[beh@jupiter_monk_assault]
|
||||
combat_ignore_cond = {!dist_to_beh(80)} true
|
||||
run_anim = rush
|
||||
behaviour_state = beh_move
|
||||
target = waypoint
|
||||
path_end = loop
|
||||
pt1 = 100000,idle | pos:148.66848754883,1.1857712268829,217.58020019531 look:147.73004955053,1.1857712268829,217.23507833481
|
||||
|
||||
[logic@jupiter_stalker_assault_1]
|
||||
suitable = {=target_squad_name(jupiter_stalker_assault_1_squad)} true
|
||||
active = beh@jupiter_stalker_assault_job_1
|
||||
prior = 500
|
||||
|
||||
[logic@jupiter_stalker_assault_2]
|
||||
suitable = {=target_squad_name(jupiter_stalker_assault_1_squad)} true
|
||||
active = beh@jupiter_stalker_assault_job_2
|
||||
prior = 500
|
||||
|
||||
[logic@jupiter_stalker_assault_3]
|
||||
suitable = {=target_squad_name(jupiter_stalker_assault_1_squad)} true
|
||||
active = beh@jupiter_stalker_assault_job_3
|
||||
prior = 500
|
||||
|
||||
[logic@jupiter_stalker_assault_4]
|
||||
suitable = {=target_squad_name(jupiter_stalker_assault_1_squad)} true
|
||||
active = beh@jupiter_stalker_assault_job_4
|
||||
prior = 500
|
||||
|
||||
[beh@jupiter_stalker_assault_job_1]:beh@base_1
|
||||
run_anim = rush
|
||||
behaviour_state = beh_move
|
||||
target = waypoint
|
||||
on_info = {+jupiter_mercenary_assault_go} beh@jupiter_stalker_assault_go_1
|
||||
path_end = loop
|
||||
pt1 = 100000,idle | pos:-46.474960327148,3.4870412349701,196.08959960938 look:-45.48581725359,3.4870412349701,196.1988914609
|
||||
|
||||
[beh@jupiter_stalker_assault_job_2]:beh@base_1
|
||||
run_anim = rush
|
||||
behaviour_state = beh_move
|
||||
target = waypoint
|
||||
on_info = {+jupiter_mercenary_assault_go} beh@jupiter_stalker_assault_go_2
|
||||
path_end = loop
|
||||
pt1 = 100000,idle | pos:-48.031265258789,3.4879033565521,195.95745849609 look:-47.040500760078,3.4879033565521,196.04049598426
|
||||
|
||||
[beh@jupiter_stalker_assault_job_3]:beh@base_1
|
||||
run_anim = rush
|
||||
behaviour_state = beh_move
|
||||
target = waypoint
|
||||
on_info = {+jupiter_mercenary_assault_go} beh@jupiter_stalker_assault_go_3
|
||||
path_end = loop
|
||||
pt1 = 100000,idle | pos:-48.205368041992,3.4880321025848,198.15892028809 look:-47.214603543282,3.4880321025848,198.24195777625
|
||||
|
||||
[beh@jupiter_stalker_assault_job_4]:beh@base_1
|
||||
run_anim = rush
|
||||
behaviour_state = beh_move
|
||||
target = waypoint
|
||||
on_info = {+jupiter_mercenary_assault_go} beh@jupiter_stalker_assault_go_4
|
||||
path_end = loop
|
||||
pt1 = 100000,idle | pos:-48.375778198242,3.4881393909454,200.25389099121 look:-47.385013699532,3.4881393909454,200.33692847937
|
||||
|
||||
|
||||
[beh@jupiter_stalker_assault_go_1]
|
||||
combat_ignore_cond = {!dist_to_beh(80)} true
|
||||
run_anim = rush
|
||||
behaviour_state = beh_move
|
||||
target = waypoint
|
||||
path_end = loop
|
||||
pt1 = 100000,guard | pos:143.21426391602,1.1840810775757,212.08804321289 look:142.24247145653,1.1840810775757,212.32130029798
|
||||
|
||||
[beh@jupiter_stalker_assault_go_2]
|
||||
combat_ignore_cond = {!dist_to_beh(80)} true
|
||||
run_anim = rush
|
||||
behaviour_state = beh_move
|
||||
target = waypoint
|
||||
path_end = loop
|
||||
pt1 = 100000,guard | pos:135.09172058105,1.3675675392151,221.7939453125 look:134.12838965654,1.3675675392151,221.53200998902
|
||||
|
||||
[beh@jupiter_stalker_assault_go_3]
|
||||
combat_ignore_cond = {!dist_to_beh(80)} true
|
||||
run_anim = rush
|
||||
behaviour_state = beh_move
|
||||
target = waypoint
|
||||
path_end = loop
|
||||
pt1 = 100000,guard | pos:138.81401062012,1.3904740810394,213.62519836426 look:137.90040069818,1.3904740810394,213.21862828732
|
||||
|
||||
[beh@jupiter_stalker_assault_go_4]
|
||||
combat_ignore_cond = {!dist_to_beh(80)} true
|
||||
run_anim = rush
|
||||
behaviour_state = beh_move
|
||||
target = waypoint
|
||||
path_end = loop
|
||||
pt1 = 100000,guard | pos:142.30421447754,1.1840717792511,220.81008911133 look:141.41638469696,1.1840717792511,220.35097572207
|
||||
|
||||
[logic@jupiter_mercenary_2_squad_1]
|
||||
suitable = {=check_squad_section(jupiter_mercenary_2_squad)} true
|
||||
prior = 140
|
||||
active = beh@jupiter_mercenary_2_squad
|
||||
|
||||
[logic@jupiter_mercenary_2_squad_2]
|
||||
suitable = {=check_squad_section(jupiter_mercenary_2_squad)} true
|
||||
prior = 140
|
||||
active = beh@jupiter_mercenary_2_squad
|
||||
|
||||
[logic@jupiter_mercenary_2_squad_3]
|
||||
suitable = {=check_squad_section(jupiter_mercenary_2_squad)} true
|
||||
prior = 140
|
||||
active = beh@jupiter_mercenary_2_squad
|
||||
|
||||
[logic@jupiter_mercenary_2_squad_4]
|
||||
suitable = {=check_squad_section(jupiter_mercenary_2_squad)} true
|
||||
prior = 140
|
||||
active = beh@jupiter_mercenary_2_squad
|
||||
|
||||
[logic@jupiter_mercenary_2_squad_5]
|
||||
suitable = {=check_squad_section(jupiter_mercenary_2_squad)} true
|
||||
prior = 140
|
||||
active = beh@jupiter_mercenary_2_squad
|
||||
|
||||
[logic@jupiter_mercenary_2_squad_6]
|
||||
suitable = {=check_squad_section(jupiter_mercenary_2_squad)} true
|
||||
prior = 140
|
||||
active = beh@jupiter_mercenary_2_squad
|
||||
|
||||
|
||||
[beh@jupiter_mercenary_2_squad]
|
||||
|
||||
run_anim = rush
|
||||
behaviour_state = beh_move
|
||||
target = waypoint
|
||||
path_end = loop
|
||||
pt1 = 100000,idle | pos:143.21426391602,1.1840810775757,212.08804321289 look:142.24247145653,1.1840810775757,212.32130029798
|
||||
@@ -0,0 +1,117 @@
|
||||
[smart_terrain]
|
||||
def_restr = jup_a6_sr_noweap
|
||||
safe_restr = jup_a6_sr_light
|
||||
smart_control = smart_control
|
||||
squad_id = 4
|
||||
max_population = 8
|
||||
respawn_params = respawn@jup_a6
|
||||
;arrive_dist = 75
|
||||
respawn_idle = 345600
|
||||
|
||||
|
||||
[respawn@jup_a6]
|
||||
spawn_stalker@advanced
|
||||
spawn_stalker@master
|
||||
|
||||
[spawn_stalker@advanced]
|
||||
spawn_squads = stalker_sim_squad_advanced, ecolog_sim_squad_advanced, freedom_sim_squad_advanced
|
||||
spawn_num = {+bar_deactivate_radar_done} 2, 0
|
||||
|
||||
[spawn_stalker@master]
|
||||
spawn_squads = stalker_sim_squad_veteran, freedom_sim_squad_veteran
|
||||
spawn_num = {+bar_deactivate_radar_done} 2, 0
|
||||
|
||||
[smart_control]
|
||||
noweap_zone = jup_a6_sr_noweap
|
||||
ignore_zone = jup_a6_sr_light
|
||||
alarm_start_sound = jup_a6_base_alarm
|
||||
alarm_stop_sound = jup_a6_base_relax
|
||||
|
||||
[exclusive]
|
||||
;----StfZ
|
||||
alyosha_shyogolov_3 = brotherhood\nr_jupiter_logic.ltx
|
||||
nr_sorokin_2 = brotherhood\nr_jupiter_logic.ltx
|
||||
nr_dead_convict_1 = brotherhood\nr_jupiter_logic.ltx
|
||||
nr_dead_convict_2 = brotherhood\nr_jupiter_logic.ltx
|
||||
|
||||
nr_executioner_1 = brotherhood\nr_jupiter_logic.ltx
|
||||
nr_executioner_2 = brotherhood\nr_jupiter_logic.ltx
|
||||
nr_executioner_3 = brotherhood\nr_jupiter_logic.ltx
|
||||
|
||||
jupiter_monk = jupiter\jupiter_monk.ltx
|
||||
jupiter_stalker_assault_1 = jupiter\jupiter_monk.ltx
|
||||
jupiter_stalker_assault_2 = jupiter\jupiter_monk.ltx
|
||||
jupiter_stalker_assault_3 = jupiter\jupiter_monk.ltx
|
||||
jupiter_stalker_assault_4 = jupiter\jupiter_monk.ltx
|
||||
;----StfZ
|
||||
; still exists in CoC
|
||||
;mlr
|
||||
zat_a2_stalker_mechanic = jupiter\zat_a2_stalker_mechanic.ltx
|
||||
jup_b43_stalker_assistant_yanov1 = jupiter\jup_b43_stalker_assistant1.ltx
|
||||
;mlr
|
||||
jup_a6_army_degtyarev = jupiter\jup_a6_army_degtyarev.ltx
|
||||
jup_a6_freedom_leader = jupiter\jup_a6_freedom_leader.ltx
|
||||
jup_a6_important_npc_1 = jupiter\jup_a6_freedom_trader_ashot.ltx
|
||||
jup_b217_stalker_tech = jupiter\jup_b217_stalker_tech.ltx
|
||||
;jup_b10_stalker_drunk = jupiter\jup_b10_stalker_drunk.ltx
|
||||
stalker_medik = jupiter\jup_b202_stalker_medic.ltx
|
||||
stalker_barmen = jupiter\jup_b202_stalker_barmen.ltx
|
||||
jup_b220_trapper = jupiter\jup_b220_trapper.ltx
|
||||
jup_b19_freedom_yar = jupiter\jup_b19_freedom_yar.ltx
|
||||
|
||||
jup_a6_animp_01 = jupiter\jup_a6_logic.ltx
|
||||
jup_a6_animp_02 = jupiter\jup_a6_logic.ltx
|
||||
jup_a6_animp_03 = jupiter\jup_a6_logic.ltx
|
||||
jup_a6_animp_04 = jupiter\jup_a6_logic.ltx
|
||||
jup_a6_animp_09 = jupiter\jup_a6_logic.ltx
|
||||
jup_a6_animp_10 = jupiter\jup_a6_logic.ltx
|
||||
jup_a6_animp_11 = jupiter\jup_a6_logic.ltx
|
||||
jup_a6_animp_15 = jupiter\jup_a6_logic.ltx
|
||||
jup_a6_animp_16 = jupiter\jup_a6_logic.ltx
|
||||
jup_a6_animp_17 = jupiter\jup_a6_logic.ltx
|
||||
jup_a6_animp_18 = jupiter\jup_a6_logic.ltx
|
||||
jup_a6_animp_91 = jupiter\jup_a6_logic.ltx
|
||||
jup_a6_animp_92 = jupiter\jup_a6_logic.ltx
|
||||
jup_a6_animp_93 = jupiter\jup_a6_logic.ltx
|
||||
jup_a6_animp_05 = jupiter\jup_a6_logic.ltx
|
||||
jup_a6_animp_06 = jupiter\jup_a6_logic.ltx
|
||||
jup_a6_animp_07 = jupiter\jup_a6_logic.ltx
|
||||
jup_a6_animp_08 = jupiter\jup_a6_logic.ltx
|
||||
jup_a6_animp_12 = jupiter\jup_a6_logic.ltx
|
||||
jup_a6_animp_13 = jupiter\jup_a6_logic.ltx
|
||||
jup_a6_animp_14 = jupiter\jup_a6_logic.ltx
|
||||
jup_a6_animp_19 = jupiter\jup_a6_logic.ltx
|
||||
jup_a6_animp_20 = jupiter\jup_a6_logic.ltx
|
||||
jup_a6_animp_21 = jupiter\jup_a6_logic.ltx
|
||||
;mlr
|
||||
jup_a6_animp_22 = jupiter\jup_a6_logic.ltx
|
||||
jup_a6_animp_23 = jupiter\jup_a6_logic.ltx
|
||||
;mlr
|
||||
jup_a6_duty_guarder = jupiter\jup_a6_logic.ltx
|
||||
jup_a6_duty_guard = jupiter\jup_a6_logic.ltx
|
||||
jup_a6_freedom_guarder = jupiter\jup_a6_logic.ltx
|
||||
jup_a6_animp_freedom_guard = jupiter\jup_a6_logic.ltx
|
||||
|
||||
jup_a6_beh_trade_job_1 = jupiter\jup_b202_stalker_barmen.ltx
|
||||
jup_a6_beh_tech_job_1 = jupiter\jup_b217_stalker_tech.ltx
|
||||
|
||||
;----unused
|
||||
;jup_a12_stalker_assaulter = jupiter\jup_a12_stalker_assaulter.ltx
|
||||
;jup_a12_stalker_diplomat = jupiter\jup_a12_stalker_diplomat.ltx
|
||||
;jup_a12_stalker_prisoner_base = jupiter\jup_a12_stalker_prisoner.ltx
|
||||
;zat_b7_duty_illicit_dealer = jupiter\jup_b207_zat_b7_duty_illicit_dealer.ltx
|
||||
;zat_b215_stalker_guide_jupiter = jupiter\zat_b215_stalker_guide_jupiter.ltx
|
||||
;jup_b43_stalker_assistant_yanov = jupiter\jup_b43_stalker_assistant.ltx
|
||||
|
||||
|
||||
;jup_b221_duty_01 = jupiter\jup_b221_duty.ltx
|
||||
;jup_b221_duty_02 = jupiter\jup_b221_duty.ltx
|
||||
;jup_b221_duty_03 = jupiter\jup_b221_duty.ltx
|
||||
|
||||
;jup_b25_flint = jupiter\jup_b25_freedom_flint.ltx
|
||||
;jup_b25_listener_01 = jupiter\jup_b25_freedom_flint.ltx
|
||||
;jup_b25_listener_02 = jupiter\jup_b25_freedom_flint.ltx
|
||||
|
||||
;jup_b221_freedom_01 = jupiter\jup_b221_freedom.ltx
|
||||
;jup_b221_freedom_02 = jupiter\jup_b221_freedom.ltx
|
||||
;jup_b221_freedom_03 = jupiter\jup_b221_freedom.ltx
|
||||
@@ -0,0 +1,17 @@
|
||||
[smart_terrain]
|
||||
squad_id = 40
|
||||
max_population = 3
|
||||
respawn_params = respawn@jup_a9
|
||||
|
||||
[respawn@jup_a9]
|
||||
spawn_a9_dogs
|
||||
|
||||
[spawn_a9_dogs]
|
||||
spawn_squads = jup_a9_dogs_normal
|
||||
spawn_num = 1
|
||||
|
||||
|
||||
|
||||
[exclusive]
|
||||
;----StfZ
|
||||
alyosha_shyogolov_4 = brotherhood\nr_jupiter_a9_logic.ltx
|
||||
@@ -0,0 +1,25 @@
|
||||
[smart_terrain]
|
||||
squad_id = 10
|
||||
max_population = 1
|
||||
;arrive_dist = 80
|
||||
respawn_params = respawn@jup_b202
|
||||
respawn_idle = 86400
|
||||
|
||||
[respawn@jup_b202]
|
||||
spawn_isg
|
||||
|
||||
[spawn_isg]
|
||||
spawn_squads = isg_sim_squad_novice, isg_sim_squad_advanced, isg_sim_squad_veteran
|
||||
spawn_num = {+isg_entered_the_zone} 1, 0
|
||||
|
||||
[exclusive]
|
||||
;SftZ
|
||||
jupiter_mercenary_2_squad_1 = jupiter\jupiter_monk.ltx
|
||||
jupiter_mercenary_2_squad_2 = jupiter\jupiter_monk.ltx
|
||||
jupiter_mercenary_2_squad_3 = jupiter\jupiter_monk.ltx
|
||||
jupiter_mercenary_2_squad_4 = jupiter\jupiter_monk.ltx
|
||||
jupiter_mercenary_2_squad_5 = jupiter\jupiter_monk.ltx
|
||||
jupiter_mercenary_2_squad_6 = jupiter\jupiter_monk.ltx
|
||||
;StfZ
|
||||
;jup_b202_stalker_snag_wounded = jupiter\jup_b202_snag_wounded.ltx
|
||||
;jup_b202_stalker_bandit = jupiter\jup_b202_snag_wounded.ltx
|
||||
@@ -0,0 +1,37 @@
|
||||
[smart_terrain]
|
||||
squad_id = 11
|
||||
max_population = 3
|
||||
respawn_params = respawn@jup_b203
|
||||
respawn_idle = 60000
|
||||
|
||||
|
||||
[respawn@jup_b203]
|
||||
spawn_zombied
|
||||
|
||||
[spawn_zombied]
|
||||
spawn_squads = zombied_sim_squad_novice, zombied_sim_squad_advanced, zombied_sim_squad_advanced, zombied_sim_squad_veteran
|
||||
spawn_num = 2
|
||||
|
||||
[exclusive]
|
||||
work_1 = jupiter\jup_b203_zombied.ltx
|
||||
work_2 = jupiter\jup_b203_zombied.ltx
|
||||
work_3 = jupiter\jup_b203_zombied.ltx
|
||||
work_4 = jupiter\jup_b203_zombied.ltx
|
||||
work_5 = jupiter\jup_b203_zombied.ltx
|
||||
work_6 = jupiter\jup_b203_zombied.ltx
|
||||
|
||||
tushkano_1 = jupiter\jup_b203_tushkano_tunnel.ltx
|
||||
tushkano_2 = jupiter\jup_b203_tushkano_tunnel.ltx
|
||||
tushkano_3 = jupiter\jup_b203_tushkano_tunnel.ltx
|
||||
tushkano_4 = jupiter\jup_b203_tushkano_room_1.ltx
|
||||
tushkano_5 = jupiter\jup_b203_tushkano_room_1.ltx
|
||||
tushkano_6 = jupiter\jup_b203_tushkano_room_2.ltx
|
||||
tushkano_7 = jupiter\jup_b203_tushkano_room_2.ltx
|
||||
tushkano_8 = jupiter\jup_b203_tushkano_room_3.ltx
|
||||
tushkano_9 = jupiter\jup_b203_tushkano_room_3.ltx
|
||||
tushkano_10 = jupiter\jup_b203_tushkano_room_3.ltx
|
||||
tushkano_11 = jupiter\jup_b203_tushkano_ghost.ltx
|
||||
tushkano_12 = jupiter\jup_b203_tushkano_ghost.ltx
|
||||
|
||||
|
||||
primankov = brotherhood\brotherhood_jup_b203_zombied.ltx
|
||||
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Reference in New Issue
Block a user