Added Some Mods; Updated Starting Loadout

This commit is contained in:
2024-03-20 02:23:24 -04:00
parent 57e0746fe6
commit 7f0caa168b
496 changed files with 52772 additions and 125 deletions
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Stalker-Anomaly-Brotherhood
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.
Special thanks to the Anomaly discord coder community which helped me throughout this project, especially
- xcvb for always helping out and providing some scripts used in this mod
- NLTP-ASHES for sharing his huge knowledge
- GhenTuong for being an inspiration and a reference, and providing some scripts used in this mod
- RavenAscendant for helping out if I had a question
- igigog for helping out if I had a question
- demonized for helping out if I had a question
and not to forget, the devs of Anomaly themselves who made all of this possible.
# Compatibility:
- DLTX adaptation will follow soon
- 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.
- 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
- configs > creatures > spawn_section.ltx
#include "spawn_sections_brotherhood.ltx"
- configs > creatures > monsters.ltx
#include "m_z_legendary.ltx"
- configs > system.ltx
- [dialogs] dialogs_brotherhood, dialogs_brotherhood_ms, dialogs_brotherhood_nr
- [profiles] npc_profile_brotherhood
character_desc_brotherhood
- 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):
- configs > gameplay > character_desc_[base mod].xml
I added some dialogues to existing characters, of course they have to be added if the files are overwritten (list might follow)
- configs > scripts >
- 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.
- gamedata > scripts > actor_effects.script
- I disabled the create stash animation for the backpack for a quest (by adding --):
- line 1747 to 1749 : --elseif (id == ruck_last_backpack) then
--ruck_last_backpack = -1
--play_anm = true
- this means, if a mod also modified actor_effects and is loaded after my mod - you might get problems (or not - tell me)
- you can "patch" this by diasbling these three lines in the other mod
@@ -0,0 +1 @@
Brotherhood version 0.5.7.6.2
@@ -0,0 +1,92 @@
Patch Notes:
v 0.5.7.6.2
- Russian language added
v 0.5.7.6
- added Alyosha's second quest
- fixed the Forester Bloodsucker bug which didn't spawn the Bloodsuckers if you were too far away
v 0.5.7.5.1
- fixed the infinite trapper bait bug
v 0.5.7.5
- fixed the Bezsonik crash
v 0.5.7.3
- added two "random encounter": one in Rostok one in the Great Swamp
- added a Legendary Mutant hunt (Butcher)
- added scopes to the Mutanthammer
- fixed some typos
v 0.5.7.2
- patched a wrong node in Hawaiians dialogue
v 0.5.7
- added some new random events and missions
- fixed the Railway Bridge smart spawn (only works if mission has not been completed yet)
- buffed Vlad and Drakul
- reworked the Butcher Agroprom mission
- patched quest description not showing for the second stage of the second Chris quest (Market Share)
- patched quest description for Vybegallo
- patched dialogue with Mercenary switching (Market Share)
v 0.5.2.8
- removed file responsible for Hawaiian's trade problems
- patched bandits respawning after finishing the bloody railway bridge quest
v 0.5.2.7
- Forester takes back his coat
- if you already finished the mission or failed then you have to disable the info
- for successful mission: disable_info("forester_legendary_5_done")
V 0.5.2.6
- patched Bellerophon not coming with you
- if Vybegallo is dead he won't call for help anymore
- programmed alternative if Bellerophon died
- buffed the reward for the Duty Brotherhood missions
V 0.5.2.4
- patched Vybgeallo Pseudogiant Hand - now you can give it to him
V 0.5.2.3.
- buffed health of Vlad and Drakul
- changed Vybegallo visual to the same as Ozerskiy
- patched the remark crash
V 0.5.2.2
- patched the brotherhood_timer crash
V 0.5.2.1
- patched the Sakharov crash
- patched the Voronin quest
V 0.5.2.
- patched task_brotherhood:
- added a proper task functor to give_dolg_bloodsucker_village_1 and give_dolg_bloodsucker_village_2
- patched the Aspirin dialogue, which was not curtailed behind a condition (thus not following the flow of the quest chain)
- deleted jup_b202_stalker_barmen.ltx in configs > scripts > jupiter -- this file is not necessary
- corrected some typos in the dialogues
@@ -0,0 +1,245 @@
;===========================================================================
; BLOODSUCKERS Vlad and Drakul
;===========================================================================
[bloodsucker_vlad]:m_bloodsucker_e
$spawn = "monsters\bloodsuckers\bloodsucker_03_strong"
visual = monsters\krovosos\krovosos_strong
corpse_visual = monsters\krovosos\krovosos_dead
icon = ui_npc_monster_krovosos_strong
Predator_Visual = monsters\krovosos\krovosos_strong_xray
panic_threshold = 0.05
rank = 16
immunities_sect = bloodsucker_immunities_vlad
attack_params = bloodsucker_attack_params_vlad
spec_rank = strong
community = bloodsucker
invisibility_activate_delay = 1500
protections_sect = bloodsucker_protections
MaxHealthValue = 3 ; range [0..200]
skin_armor = 0.7
[bloodsucker_immunities_vlad]
burn_immunity = 2.2 ; 5.0 ; = 0.75 ;Factors of immunity
strike_immunity = 0.60
shock_immunity = 2.7 ; = 0.7
wound_immunity = 0.35
radiation_immunity = 0.0
telepatic_immunity = 0.0
chemical_burn_immunity = 0.65 ; = 3.0 ; = 0.75
explosion_immunity = 0.55
fire_wound_immunity = 0.3
[bloodsucker_attack_params_vlad]
;---------------------------------------------------------------------------------------------------------------------------------------------
; anim | time[0..1] | hit_power | impulse | impulse_dir (x,y,z) | Field of hit_test (left,right, top, bottom) | Test Dist
;---------------------------------------------------------------------------------------------------------------------------------------------
;Left hand Strike
stand_attack_0 = 0.20, 2.35, 65, 3.5, 2.0, 0.5, -1.0, 1.0, -1.0, 1.0, 2.5
;Both hands Strike
stand_attack_1 = 0.20, 2.5, 75, 0.0, 2.0, 4.0, -0.8, 0.8, -1.2, 1.2, 2.5
;Right hand Strike
stand_attack_2 = 0.20, 2.35, 65, -4.0, 2.5, 0.50, -1.0, 1.0, -1.0, 1.0, 2.5
;Right hand Strike
vampire_2 = 0.40, 2.15, 75, 0.0, 2.5, 4.50, -1.2, 1.2, -1.2, 1.2, 4.5
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
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
;----------------------------------------------------------------------------
; Movement::Velocities & Acceleration
;----------------------------------------------------------------------------
; speed factors linear | angular_real | angular_path | min | max
Velocity_Stand = 0, 5.0, 5.0, 1, 1
Velocity_RunFwdNormal = 8.2, 5.0, 5.0, 0.5, 1
Velocity_RunFwdDamaged = 5.0, 5.0, 5.0, 0.5, 1
Velocity_WalkFwdNormal = 2.15, 5.0, 5.0, 0.2, 2.0
Velocity_WalkFwdDamaged = 1.4, 5.0, 5.0, 0.2, 2.0
Velocity_Drag = 1.5, 4.0, 4.0, 1, 1
Velocity_Steal = 0.7, 4.0, 4.0, 1, 1
; Speed factors while invisible
Velocity_Invisible_Linear = 6.5
Velocity_Invisible_Angular = 3.5
; acceleration
Accel_Generic = 1.5
Accel_Calm = 2.5
Accel_Aggressive = 20.0
[bloodsucker_drakul]:m_bloodsucker_e
$spawn = "monsters\bloodsuckers\bloodsucker_03_strong"
visual = monsters\krovosos\krovosos_strong
corpse_visual = monsters\krovosos\krovosos_dead
icon = ui_npc_monster_krovosos_strong
Predator_Visual = monsters\krovosos\krovosos_strong_xray
panic_threshold = 0.05
rank = 16
immunities_sect = bloodsucker_immunities_drakul
attack_params = bloodsucker_attack_params_drakul
spec_rank = strong
community = bloodsucker
invisibility_activate_delay = 1500
protections_sect = bloodsucker_protections
MaxHealthValue = 3.8 ; range [0..200]
skin_armor = 1
[bloodsucker_immunities_drakul]
burn_immunity = 2.2 ; 5.0 ; = 0.75 ;Factors of immunity
strike_immunity = 0.50
shock_immunity = 2.7 ; = 1
wound_immunity = 0.2
radiation_immunity = 0.0
telepatic_immunity = 0.0
chemical_burn_immunity = 1 ; = 3.0 ; = 0.75
explosion_immunity = 0.5
fire_wound_immunity = 0.15
[bloodsucker_attack_params_drakul]
;---------------------------------------------------------------------------------------------------------------------------------------------
; anim | time[0..1] | hit_power | impulse | impulse_dir (x,y,z) | Field of hit_test (left,right, top, bottom) | Test Dist
;---------------------------------------------------------------------------------------------------------------------------------------------
;Left hand Strike
stand_attack_0 = 0.30, 1.5, 65, 3.5, 2.0, 0.5, -1.0, 1.0, -1.0, 1.0, 2.5
;Both hands Strike
stand_attack_1 = 0.30, 1.7, 75, 0.0, 2.0, 4.0, -0.8, 0.8, -1.2, 1.2, 2.5
;Right hand Strike
stand_attack_2 = 0.30, 1.5, 65, -4.0, 2.5, 0.50, -1.0, 1.0, -1.0, 1.0, 2.5
;Right hand Strike
vampire_2 = 0.60, 1.3, 75, 0.0, 2.5, 4.50, -1.2, 1.2, -1.2, 1.2, 4.5
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
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
;----------------------------------------------------------------------------
; Movement::Velocities & Acceleration
;----------------------------------------------------------------------------
; speed factors linear | angular_real | angular_path | min | max
Velocity_Stand = 0, 5.0, 5.0, 1, 1
Velocity_RunFwdNormal = 8.2, 5.0, 5.0, 0.5, 1
Velocity_RunFwdDamaged = 5.0, 5.0, 5.0, 0.5, 1
Velocity_WalkFwdNormal = 2.15, 5.0, 5.0, 0.2, 2.0
Velocity_WalkFwdDamaged = 1.4, 5.0, 5.0, 0.2, 2.0
Velocity_Drag = 1.5, 4.0, 4.0, 1, 1
Velocity_Steal = 0.7, 4.0, 4.0, 1, 1
; Speed factors while invisible
Velocity_Invisible_Linear = 6.5
Velocity_Invisible_Angular = 3.5
; acceleration
Accel_Generic = 1.5
Accel_Calm = 2.5
Accel_Aggressive = 20.0
;===========================================================================
; Boars Calydonian Boar and his guards
;===========================================================================
[boar_calydonian]:boar_01a_hard
$spawn = "monsters\boars\boar_01a_hard"
visual = monsters\mutant_boar\mutant_boar_strong
;corpse_visual = monsters\mutant_boar\mutant_boar_big_dead
immunities_sect = boar_immunities_calydonian
attack_params = boar_attack_params_calydonian
[boar_immunities_calydonian]
burn_immunity = 0.86 ; = 0.2 ;коэффициенты иммунитета
strike_immunity = 0.25
shock_immunity = 0.44 ; = 0.25
wound_immunity = 0.1
radiation_immunity = 0.0
telepatic_immunity = 0.0
chemical_burn_immunity = 1.00 ; = 3.0 ; = 0.2
explosion_immunity = 0.4
fire_wound_immunity = 0.08
[boar_attack_params_calydonian]
;---------------------------------------------------------------------------------------------------------------------------------------------
; anim | time[0..1] | hit_power | impulse | impulse_dir (x,y,z) | Field of hit_test (left,right, bottom, top ) | Test Dist
;---------------------------------------------------------------------------------------------------------------------------------------------
;Bite
stand_attack_0 = 0.20, 1, 50, 0.0, 0.5, 0.5, -1.0, 1.0, -1.0, 1.0, 2.3
;Bite2
stand_attack_1 = 0.20, 1, 50, 0.0, 0.5, 0.5, -1.0, 1.0, -1.0, 1.0, 2.3
;Right Leg Attack
stand_attack_2 = 0.20, 1, 50, 0.0, 1.0, 2.0, -0.8, 0.8, -1.0, 1.0, 2.5
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
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
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
; speed factors linear | angular_real | angular_path | min | max
Velocity_Stand = 0, 3.4, 3.0, 1, 1
Velocity_RunFwdNormal = 8.0, 3.0, 2.8, 0.4, 1
Velocity_RunFwdDamaged = 6.5, 3.0, 2.8, 0.2, 1
Velocity_WalkFwdDamaged = 1.3, 3.0, 2.8, 0.2, 2.0
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 = 2
[boar_calydonian_guard]:boar_01a_hard
$spawn = "monsters\boars\boar_01a_hard"
visual = monsters\mutant_boar\mutant_boar_strong
;corpse_visual = monsters\mutant_boar\mutant_boar_big_dead
immunities_sect = boar_immunities_calydonian_guard
attack_params = boar_attack_params_calydonian_guard
[boar_immunities_calydonian_guard]
burn_immunity = 0.96 ; = 0.2 ;коэффициенты иммунитета
strike_immunity = 0.25
shock_immunity = 0.74 ; = 0.25
wound_immunity = 02
radiation_immunity = 0.0
telepatic_immunity = 0.0
chemical_burn_immunity = 1.66 ; = 3.0 ; = 0.2
explosion_immunity = 0.5
fire_wound_immunity = 0.25
[boar_attack_params_calydonian_guard]
;---------------------------------------------------------------------------------------------------------------------------------------------
; anim | time[0..1] | hit_power | impulse | impulse_dir (x,y,z) | Field of hit_test (left,right, bottom, top ) | Test Dist
;---------------------------------------------------------------------------------------------------------------------------------------------
;Bite
stand_attack_0 = 0.20, 0.8, 50, 0.0, 0.5, 0.5, -1.0, 1.0, -1.0, 1.0, 2.3
;Bite2
stand_attack_1 = 0.20, 0.8, 50, 0.0, 0.5, 0.5, -1.0, 1.0, -1.0, 1.0, 2.3
;Right Leg Attack
stand_attack_2 = 0.20, 0.8, 50, 0.0, 1.0, 2.0, -0.8, 0.8, -1.0, 1.0, 2.5
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
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
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
; speed factors linear | angular_real | angular_path | min | max
Velocity_Stand = 0, 3.4, 3.0, 1, 1
Velocity_RunFwdNormal = 8.0, 3.0, 2.8, 0.4, 1
Velocity_RunFwdDamaged = 6.5, 3.0, 2.8, 0.2, 1
Velocity_WalkFwdDamaged = 1.3, 3.0, 2.8, 0.2, 2.0
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>
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@@ -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>
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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
@@ -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)%
@@ -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
@@ -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
@@ -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
@@ -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
@@ -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
@@ -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
@@ -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
@@ -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
@@ -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
@@ -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
@@ -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
@@ -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
@@ -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
@@ -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
@@ -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
@@ -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
@@ -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
@@ -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
@@ -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
@@ -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
@@ -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
@@ -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
@@ -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
@@ -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
@@ -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
@@ -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
@@ -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
@@ -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
@@ -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
@@ -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
@@ -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
@@ -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
@@ -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
@@ -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
@@ -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
@@ -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
@@ -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
@@ -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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