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
@@ -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
@@ -0,0 +1,42 @@
[smart_terrain]
def_restr = jup_b41_sr_noweap
safe_restr = jup_b41_sr_light
smart_control = smart_control
squad_id = 58
max_population = 4
;arrive_dist = 65
[smart_control]
noweap_zone = jup_b41_sr_noweap
ignore_zone = jup_b41_sr_light
alarm_start_sound = jup_b41_base_alarm
alarm_stop_sound = jup_b41_base_relax
[exclusive]
flavio_becca = brotherhood\nr_jupiter_mobilelab.ltx
nr_ecologist_rydzyk = brotherhood\nr_jupiter_mobilelab.ltx
nr_ecologist_1 = brotherhood\nr_jupiter_mobilelab.ltx
nr_ecologist_2 = brotherhood\nr_jupiter_mobilelab.ltx
nr_ecologist_3 = brotherhood\nr_jupiter_mobilelab.ltx
erast_fandorin_2 = brotherhood\nr_jupiter_mobilelab.ltx
jup_b6_scientist_tech = jupiter\jup_b6_scientist_tech.ltx
jup_b6_scientist_nuclear_physicist = jupiter\jup_b6_scientist_nuclear_physicist.ltx
jup_b6_scientist_biochemist = jupiter\jup_b6_scientist_biochemist.ltx
jup_b43_stalker_assistant = jupiter\jup_b43_stalker_assistant.ltx
jup_b218_army_sokolov = jupiter\jup_b218_army_sokolov.ltx
jup_b1_stalker_1_home = jupiter\jup_b41_stalkers.ltx
jup_b1_stalker_2_home = jupiter\jup_b41_stalkers.ltx
jup_b1_stalker_3_home = jupiter\jup_b41_stalkers.ltx
jup_b1_stalker_4_home = jupiter\jup_b41_stalkers.ltx
jup_b1_stalker_2_pro = jupiter\jup_b41_stalkers.ltx
jup_b1_stalker_3_pro = jupiter\jup_b41_stalkers.ltx
jup_b1_stalker_4_pro = jupiter\jup_b41_stalkers.ltx
jup_b47_bunker_guard_01 = jupiter\jup_b47_bunker_guard.ltx
jup_b47_bunker_guard_02 = jupiter\jup_b47_bunker_guard.ltx
jup_b47_bunker_guard_03 = jupiter\jup_b47_bunker_guard.ltx
jup_b47_bunker_guard_04 = jupiter\jup_b47_bunker_guard.ltx
jup_b47_bunker_guard_05 = jupiter\jup_b47_bunker_guard.ltx
@@ -0,0 +1,21 @@
[smart_terrain]
squad_id = 26
max_population = 1
;arrive_dist = 80
[exclusive]
;----StfZ
nr_erast_fandorin_2 = brotherhood\nr_jupiter_b47_logic.ltx
nr_ambush_1 = brotherhood\nr_jupiter_b47_logic.ltx
nr_ambush_2 = brotherhood\nr_jupiter_b47_logic.ltx
nr_ambush_3 = brotherhood\nr_jupiter_b47_logic.ltx
nr_ambush_4 = brotherhood\nr_jupiter_b47_logic.ltx
nr_ambush_5 = brotherhood\nr_jupiter_b47_logic.ltx
;jup_a9_dog_01 = jupiter\jup_a9_dogs.ltx
;jup_a9_dog_02 = jupiter\jup_a9_dogs.ltx
;jup_a9_dog_03 = jupiter\jup_a9_dogs.ltx
;jup_a9_dog_04 = jupiter\jup_a9_dogs.ltx
;jup_a9_dog_05 = jupiter\jup_a9_dogs.ltx
@@ -0,0 +1,31 @@
[smart_terrain]
squad_id = 33
max_population = 1
respawn_params = respawn@jup_sim_13
respawn_idle = 43200
[respawn@jup_sim_13] ;-- 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)} 2, {!actor_week_in_zone(1)} 0
[exclusive]
nr_alyosha_bandits_squad_1 = brotherhood\nr_alyosha_bandits.ltx
nr_alyosha_bandits_squad_2 = brotherhood\nr_alyosha_bandits.ltx
nr_alyosha_bandits_squad_3 = brotherhood\nr_alyosha_bandits.ltx
nr_alyosha_bandits_squad_4 = brotherhood\nr_alyosha_bandits.ltx
nr_alyosha_bandits_squad_5 = brotherhood\nr_alyosha_bandits.ltx
nr_alyosha_bandits_squad_6 = brotherhood\nr_alyosha_bandits.ltx
nr_alyosha_bandits_squad_7 = brotherhood\nr_alyosha_bandits.ltx
@@ -0,0 +1,26 @@
[smart_terrain]
squad_id = 40
max_population = 1
respawn_params = respawn@jup_sim_2
respawn_idle = 86400
[respawn@jup_sim_2] ;-- Type: c_2
spawn_all_hard_c_2_1
spawn_all_worst_c_2_2
[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
[exclusive]
zaton_mercenary_courrier_1 = jupiter\zaton_mercenary_courrier_1.ltx
@@ -0,0 +1,12 @@
[logic@zaton_mercenary_courrier_1]
suitable = {=check_squad_section(zaton_mercenary_courrier_1_squad)} true
prior = 140
active = beh@zaton_mercenary_courrier_1
[beh@zaton_mercenary_courrier_1]
behaviour_state = beh_move
target = waypoint
walk_anim = patrol
path_end = loop
pt1 = 88860000,sit_ass_drink_vodka | pos:-200.16650390625,3.4895832538605,-438.90258789063 look:-200.71887111664,3.4895832538605,-438.0819221139
@@ -0,0 +1,25 @@
[logic@sasha_tolstoy]
suitable = {=check_npc_name(sasha_tolstoy)} true
prior = 500
active = beh@sasha_tolstoy_job
[beh@sasha_tolstoy_job]
on_info = {=is_night} beh@drink_1
behaviour_state = beh_move
target = waypoint
path_end = loop
pt1 = 88860000,idle | pos:-176.64476013184,1.8341355323792,-283.72021484375 look:-175.71662169695,1.8341355323792,-283.34909519553
[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 = {!is_night} beh@sasha_tolstoy_job
path_end = loop
pt1 = 88860000,drink_vodka_stand | pos:-135.14944458008,1.3462958335876,-273.25628662109 look:-135.18375352025,1.3462958335876,-274.2086712122
@@ -0,0 +1,22 @@
[smart_terrain];mar_smart_terrain_4_5 ;;çàòîïëåííûé õóòîð ñ âîäîíàïîðíîé áàøíåé
squad_id = 10
max_population = 1
respawn_params = respawn@mar_smart_terrain_4_5
respawn_idle = 86400
[respawn@mar_smart_terrain_4_5]
spawn_rats
[spawn_rats]
spawn_squads = zatop_hutor_tushkano_mar_smart_terrain_4_5
spawn_num = {!squad_exist(zatop_hutor_tushkano_mar_smart_terrain_4_5)} 1, 0
[exclusive]
mar_smart_terrain_4_5_camp_work_1 = marsh\mar_smart_terrain_4_5_smart_logic.ltx
mar_smart_terrain_4_5_camp_work_2 = marsh\mar_smart_terrain_4_5_smart_logic.ltx
mar_smart_terrain_4_5_camp_work_3 = marsh\mar_smart_terrain_4_5_smart_logic.ltx
mar_smart_terrain_4_5_camp_work_4 = marsh\mar_smart_terrain_4_5_smart_logic.ltx
mar_smart_terrain_4_5_camp_work_5 = marsh\mar_smart_terrain_4_5_smart_logic.ltx
nr_starik_murder_bandit_1 = brotherhood\great_marsh_random_logic.ltx
nr_starik_murder_bandit_2 = brotherhood\great_marsh_random_logic.ltx
@@ -0,0 +1,66 @@
[smart_terrain];mar_smart_terrain_base
squad_id = 25
max_population = 5
respawn_params = respawn@mar_smart_terrain_base
respawn_idle = 86400
;arrive_dist = 100000
[respawn@mar_smart_terrain_base]
spawn_stalker@novice
spawn_stalker@advanced
spawn_stalker@veteran
[spawn_stalker@novice]
spawn_squads = csky_sim_squad_novice
spawn_num = 2
[spawn_stalker@advanced]
spawn_squads = csky_sim_squad_novice, csky_sim_squad_advanced
spawn_num = 1
[spawn_stalker@veteran]
spawn_squads = csky_sim_squad_advanced, csky_sim_squad_veteran
spawn_num = 1
[exclusive]
sasha_tolstoy = marsh\sasha_tolstoy.ltx
marsh_doctor = marsh\mar_smart_terrain_base_doctor.ltx
dog_doctor = marsh\mar_smart_terrain_base_dog_doctor.ltx
mar_base_stalker_barmen = marsh\mar_base_stalker_barmen.ltx
mar_base_owl_stalker_trader = marsh\mar_base_owl_stalker_trader.ltx
mar_base_stalker_tech = marsh\mar_base_stalker_tech.ltx
guard_1 = marsh\mar_smart_terrain_base_smart_logic.ltx
guard_2 = marsh\mar_smart_terrain_base_smart_logic.ltx
mar_base_animpoint_kamp1 = marsh\mar_smart_terrain_base_smart_logic.ltx
mar_base_animpoint_kamp2 = marsh\mar_smart_terrain_base_smart_logic.ltx
mar_base_animpoint_kamp3 = marsh\mar_smart_terrain_base_smart_logic.ltx
mar_base_animpoint_kamp4 = marsh\mar_smart_terrain_base_smart_logic.ltx
;mlr
guid_marsh_mlr = marsh\guid_marsh_mlr.ltx
mar_base_animpoint_kamp5 = marsh\mar_smart_terrain_base_smart_logic.ltx
mar_base_animpoint_kamp6 = marsh\mar_smart_terrain_base_smart_logic.ltx
mar_base_animpoint_kamp7 = marsh\mar_smart_terrain_base_smart_logic.ltx
mar_base_animpoint_kamp8 = marsh\mar_smart_terrain_base_smart_logic.ltx
mar_base_animpoint_kamp9 = marsh\mar_smart_terrain_base_smart_logic.ltx
mar_base_animpoint_kamp10 = marsh\mar_smart_terrain_base_smart_logic.ltx
mar_base_animpoint_kamp11 = marsh\mar_smart_terrain_base_smart_logic.ltx
;mlr
mar_smart_terrain_base_surge_work_1 = marsh\mar_smart_terrain_base_smart_logic.ltx
mar_smart_terrain_base_surge_work_2 = marsh\mar_smart_terrain_base_smart_logic.ltx
mar_smart_terrain_base_surge_work_3 = marsh\mar_smart_terrain_base_smart_logic.ltx
mar_smart_terrain_base_surge_work_4 = marsh\mar_smart_terrain_base_smart_logic.ltx
mar_smart_terrain_base_surge_work_5 = marsh\mar_smart_terrain_base_smart_logic.ltx
mar_smart_terrain_base_surge_work_6 = marsh\mar_smart_terrain_base_smart_logic.ltx
mar_smart_terrain_base_stalker_guide_marsh = marsh\mar_smart_terrain_base_stalker_guide_marsh.ltx
real_marsh_doctor = marsh\mar_smart_terrain_base_real_marsh_doctor.ltx
faction_base_defense_enemy1 = marsh\mar_smart_terrain_base_smart_logic.ltx
faction_base_defense_enemy2 = marsh\mar_smart_terrain_base_smart_logic.ltx
faction_base_defense_enemy3 = marsh\mar_smart_terrain_base_smart_logic.ltx
mar_smart_terrain_base_beh_trade_job_1 = marsh\mar_base_owl_stalker_trader.ltx
@@ -0,0 +1,20 @@
[smart_terrain]
squad_id = 13
max_population = 4
respawn_params = respawn@mil_smart_terrain_7_12
respawn_idle = 86400
[respawn@mil_smart_terrain_7_12]
spawn_freedom@advanced
[spawn_freedom@advanced]
spawn_squads = freedom_sim_squad_advanced, freedom_sim_squad_advanced, freedom_sim_squad_novice
spawn_num = 2
[exclusive]
nr_bezsonik = brotherhood\nr_army_warehouse_logic.ltx
nr_lyoshik = brotherhood\nr_army_warehouse_logic.ltx
@@ -0,0 +1,17 @@
[logic]
active = ph_door@close
[ph_door@close]
locked = false
closed = true
tip_open = tip_door_open
on_info = %+pri_b304_big_door1_closed%
on_info2 = {+pri_b304_big_door_open} ph_door@open
on_use = {+pri_b304_big_door2_closed} ph_door@open %+pri_b304_big_door1_open%
[ph_door@open]
locked = false
closed = false
tip_close = tip_door_close
on_info = %-pri_b304_big_door1_closed%
on_use = ph_door@close %-pri_b304_big_door1_open -pri_b304_big_door2_open -pri_b304_big_door_open%
@@ -0,0 +1,17 @@
[logic]
active = ph_door@close
[ph_door@close]
locked = false
closed = true
tip_open = tip_door_open
on_info = %+pri_b304_big_door2_closed%
on_info2 = {+pri_b304_big_door_open} ph_door@open
on_use = {+pri_b304_big_door1_closed} ph_door@open %+pri_b304_big_door2_open%
[ph_door@open]
locked = false
closed = false
tip_close = tip_door_close
on_info = %-pri_b304_big_door2_closed%
on_use = ph_door@close %-pri_b304_big_door1_open -pri_b304_big_door2_open -pri_b304_big_door_open%
@@ -0,0 +1,46 @@
[smart_terrain]
def_restr = pri_a16_sr_noweap
safe_restr = pri_surge_hide_a16; pri_a16_sr_light
smart_control = smart_control
squad_id = 26
max_population = 3
respawn_params = respawn@pri_a16
;arrive_dist = 65
[respawn@pri_a16]
spawn_stalker
[spawn_stalker]
spawn_squads = stalker_sim_squad_advanced, stalker_sim_squad_advanced, stalker_sim_squad_veteran
;spawn_num = {+pri_a28_actor_in_zone_stay} 2, 0
spawn_num = {+bar_deactivate_radar_done} 2, 0
[smart_control]
noweap_zone = pri_a16_sr_noweap
ignore_zone = pri_surge_hide_a16; pri_a16_sr_light
alarm_start_sound = {-pri_b305_fifth_cam_end} pri_a16_base_alarm, nil
alarm_stop_sound = {-pri_b305_fifth_cam_end} pri_a16_base_relax, nil
[exclusive]
pri_a16_camp_work_1 = pripyat\pri_a16_smart_logic_mlr.ltx
;pri_a16_camp_work_2 = pripyat\pri_a16_smart_logic_mlr.ltx
;pri_a16_camp_work_4 = pripyat\pri_a16_smart_logic_mlr.ltx
pri_a16_camp_work_6 = pripyat\pri_a16_smart_logic_mlr.ltx
pri_a16_camp_work_7 = pripyat\pri_a16_smart_logic_mlr.ltx
pri_a16_camp_work_8 = pripyat\pri_a16_smart_logic_mlr.ltx
pri_a16_camp_work_9 = pripyat\pri_a16_smart_logic_mlr.ltx
trader_pri_a15_mlr = pripyat\pri_a15_mlr.ltx
;pri_a16_mech_mlr = pripyat\pri_a15_mlr.ltx
;-- LTTZ
lost_stalker_strelok = pripyat\pri_a16_ll_stalker_strelok_team.ltx
stalker_stitch = pripyat\pri_a16_ll_stalker_strelok_team.ltx
pri_a16_stalker_rogue = pripyat\pri_a16_ll_stalker_strelok_team.ltx
pri_a16_stalker_strelok = pripyat\pri_a16_stalker_strelok_team.ltx
pri_a16_stalker_rogue_oa = pripyat\pri_a16_stalker_strelok_team.ltx
pri_a16_stalker_stitch_oa = pripyat\pri_a16_stalker_strelok_team.ltx
ac_stalker_squad_1 = brotherhood\ac_pri_task_3_logic.ltx
ac_stalker_squad_2 = brotherhood\ac_pri_task_3_logic.ltx
ac_stalker_squad_3 = brotherhood\ac_pri_task_3_logic.ltx
ac_stalker_squad_4 = brotherhood\ac_pri_task_3_logic.ltx
@@ -0,0 +1,49 @@
[smart_terrain]
squad_id = 21
max_population = 1
respawn_params = respawn@pri_a25
[respawn@pri_a25]
spawn_polter
spawn_monolith_1
spawn_monolith_2
[spawn_polter]
spawn_squads = simulation_poltergeist_tele
;spawn_num = {+pri_a25_rfi_source_eliminated} 1, 0
spawn_num = {+ac_task_1_everyone_dead} 0, 1
[spawn_monolith_1]
spawn_squads = pri_ac_a25_guard_1
spawn_num = {+give_task_blue_winter_quest_1_done} 1, 0
[spawn_monolith_2]
spawn_squads = pri_ac_a25_guard_2
spawn_num = {+give_task_blue_winter_quest_1_done} 1, 0
[exclusive]
pri_a25_poltergeist_1 = pripyat\pri_a25_poltergeist.ltx
pri_a25_poltergeist_2 = pripyat\pri_a25_poltergeist.ltx
pri_a25_poltergeist_3 = pripyat\pri_a25_poltergeist.ltx
pri_a25_base_medic = pripyat\pri_a25_base_medic.ltx
pri_a25_rogue = pripyat\pri_a25_rogue.ltx
;pri_a18_rogue = pripyat\pri_a18_rogue.ltx
ac_blue_winter = brotherhood\ac_pri_a25_logic.ltx
ac_balthazar = brotherhood\ac_pri_a25_logic.ltx
ac_melchior = brotherhood\ac_pri_a25_logic.ltx
ac_caspar = brotherhood\ac_pri_a25_logic.ltx
ac_monolith_guard_1 = brotherhood\ac_pri_a25_logic.ltx
ac_monolith_guard_2 = brotherhood\ac_pri_a25_logic.ltx
ac_monolith_guard_3 = brotherhood\ac_pri_a25_logic.ltx
ac_monolith_guard_4 = brotherhood\ac_pri_a25_logic.ltx
ac_monolith_guard_5 = brotherhood\ac_pri_a25_logic.ltx
ac_monolith_guard_6 = brotherhood\ac_pri_a25_logic.ltx
ac_monolith_guard_7 = brotherhood\ac_pri_a25_logic.ltx
ac_monolith_guard_8 = brotherhood\ac_pri_a25_logic.ltx
ac_monolith_guard_9 = brotherhood\ac_pri_a25_logic.ltx
ac_monolith_guard_10 = brotherhood\ac_pri_a25_logic.ltx
@@ -0,0 +1,10 @@
[smart_terrain] ;pri_b304_monsters_smart_terrain
squad_id = 4
max_population = 2
spawn_point = pri_b304_monsters_smart_terrain_spawn
[exclusive]
ac_stalker_squad_1 = brotherhood\ac_pri_task_3_logic.ltx
ac_stalker_squad_2 = brotherhood\ac_pri_task_3_logic.ltx
ac_stalker_squad_3 = brotherhood\ac_pri_task_3_logic.ltx
ac_stalker_squad_4 = brotherhood\ac_pri_task_3_logic.ltx
@@ -0,0 +1,31 @@
[smart_terrain]
squad_id = 2
max_population = 6
respawn_params = respawn@pri_monolith
respawn_idle = 345600
[respawn@pri_monolith]
spawn_monolith
[spawn_monolith]
spawn_squads = monolith_sim_squad_advanced, monolith_sim_squad_advanced, monolith_sim_squad_veteran
spawn_num = 4
[exclusive]
prayer_1 = pripyat\pri_monolith_smart_logic.ltx
prayer_2 = pripyat\pri_monolith_smart_logic.ltx
prayer_3 = pripyat\pri_monolith_smart_logic.ltx
prayer_4 = pripyat\pri_monolith_smart_logic.ltx
prayer_5 = pripyat\pri_monolith_smart_logic.ltx
monolith_eidolon = pripyat\monolith_eidolon.ltx
pri_monolith_monolith_trader = pripyat\pri_monolith_smart_logic.ltx
pri_monolith_monolith_mechanic = pripyat\pri_monolith_smart_logic.ltx
---SftZ - Atomic Crusader ---
ac_pri_medic_monolith = brotherhood\ac_pri_monolith_smart_logic.ltx
ac_blue_winter = brotherhood\ac_pri_monolith_smart_logic.ltx
ac_balthazar = brotherhood\ac_pri_monolith_smart_logic.ltx
@@ -0,0 +1,17 @@
[smart_terrain]
squad_id = 8
max_population = 1
respawn_params = respawn@pri_sim_9
respawn_idle = 60000
[respawn@pri_sim_9]
spawn_controller
[spawn_controller]
spawn_squads = simulation_controller
spawn_num = 1
[exclusive]
ac_melchior = brotherhood\ac_task_pripyat_1_logic.ltx
ac_caspar = brotherhood\ac_task_pripyat_1_logic.ltx
@@ -0,0 +1,57 @@
[smart_terrain] ;áóíêåð ó÷åíûõ
squad_id = 13
max_population = 8
respawn_params = respawn@yan_smart_terrain_6_4
respawn_idle = 30000
[respawn@yan_smart_terrain_6_4]
spawn_ecolog
spawn_ecolog2
[spawn_ecolog]
spawn_squads = ecolog_sim_squad_advanced, ecolog_sim_squad_veteran, ecolog_sim_squad_advanced_1e_2ls, ecolog_sim_squad_advanced_1e_2es
spawn_num = 2
[spawn_ecolog2]
spawn_squads = ecolog_sim_squad_advanced_1e_1ls_1ss, ecolog_sim_squad_advanced_2e_2ls_1ss, ecolog_sim_squad_veteran, ecolog_sim_squad_advanced_2e_2ls_1ss
spawn_num = 2
[exclusive]
;mlr
mechanic_army_yan_mlr = yantar\mechanic_army_yan_mlr_logic.ltx
yan_povar_army_mlr = yantar\yan_povar_army_mlr.ltx
yan_smart_terrain_6_4_camp_work_1 = yantar\yan_smart_terrain_6_4_smart_logic.ltx
yan_smart_terrain_6_4_camp_work_2 = yantar\yan_smart_terrain_6_4_smart_logic.ltx
;mlr
yan_saharov = yantar\yan_saharov.ltx
yan_kruglov = yantar\yan_scientists.ltx
yan_semenov = yantar\yan_scientists.ltx
yan_vasiliev = yantar\yan_scientists.ltx
yan_bunker_guards = yantar\yan_scientists.ltx
yan_smart_terrain_6_4_zombie_wave_1 = yantar\yan_smart_terrain_6_4_smart_logic.ltx
yan_smart_terrain_6_4_zombie_wave_2 = yantar\yan_smart_terrain_6_4_smart_logic.ltx
yan_smart_terrain_6_4_zombie_wave_3 = yantar\yan_smart_terrain_6_4_smart_logic.ltx
yan_smart_terrain_6_4_zombie_wave_4 = yantar\yan_smart_terrain_6_4_smart_logic.ltx
yan_smart_terrain_6_4_zombie_wave_5 = yantar\yan_smart_terrain_6_4_smart_logic.ltx
yan_smart_terrain_6_4_zombie_wave_6 = yantar\yan_smart_terrain_6_4_smart_logic.ltx
yan_smart_terrain_6_4_zombie_wave_7 = yantar\yan_smart_terrain_6_4_smart_logic.ltx
yan_smart_terrain_6_4_zombie_wave_8 = yantar\yan_smart_terrain_6_4_smart_logic.ltx
yan_smart_terrain_6_4_zombie_wave_9 = yantar\yan_smart_terrain_6_4_smart_logic.ltx
yan_smart_terrain_6_4_zombie_wave_10 = yantar\yan_smart_terrain_6_4_smart_logic.ltx
yan_smart_terrain_6_4_zombie_wave_11 = yantar\yan_smart_terrain_6_4_smart_logic.ltx
yan_smart_terrain_6_4_zombie_wave_12 = yantar\yan_smart_terrain_6_4_smart_logic.ltx
yan_smart_terrain_6_4_zombie_wave_13 = yantar\yan_smart_terrain_6_4_smart_logic.ltx
yan_smart_terrain_6_4_zombie_wave_14 = yantar\yan_smart_terrain_6_4_smart_logic.ltx
yan_smart_terrain_6_4_zombie_wave_15 = yantar\yan_smart_terrain_6_4_smart_logic.ltx
;mlr
erast_fandorin_1 = brotherhood\nr_yantar_logic.ltx
nr_ecologist_rydzyk = brotherhood\nr_yantar_logic.ltx
nr_ecologist_1 = brotherhood\nr_yantar_logic.ltx
nr_ecologist_2 = brotherhood\nr_yantar_logic.ltx
bellerophon_1 = brotherhood\nr_yantar_logic.ltx
@@ -0,0 +1,40 @@
[smart_terrain];zat_b40_smart_terrain
squad_id = 38
max_population = 5
respawn_params = respawn@zat_b40_smart_terrain
respawn_idle = 86400
[respawn@zat_b40_smart_terrain]
spawn_killer@advanced
spawn_killer@advanced2
[spawn_killer@advanced]
spawn_squads = merc_sim_squad_advanced, merc_sim_squad_novice
spawn_num = 2
[spawn_killer@advanced2]
spawn_squads = merc_sim_squad_advanced
spawn_num = 2
[exclusive]
zaton_mercenary_1 = brotherhood\zaton_logic.ltx
zaton_mercenary_2 = zaton\zaton_mercenary_2.ltx
zat_stancia_trader_merc = zaton\zat_stancia_mlr_logic.ltx
zat_stancia_mech_merc = zaton\zat_stancia_mlr_logic.ltx
zat_b40_guard_leader_01 = zaton\zat_b40_mercs.ltx
zat_b40_guard_leader_02 = zaton\zat_b40_mercs.ltx
;leave this for sim - killers only
zat_b40_guard_01 = zaton\zat_b40_mercs.ltx
zat_b40_guard_02 = zaton\zat_b40_mercs.ltx
zat_b40_guard_03 = zaton\zat_b40_mercs.ltx
zat_b40_guard_04 = zaton\zat_b40_mercs.ltx
zat_b40_guard_05 = zaton\zat_b40_mercs.ltx
zat_b40_guard_06 = zaton\zat_b40_mercs.ltx
zat_b40_guard_07 = zaton\zat_b40_mercs.ltx
zat_b40_guard_08 = zaton\zat_b40_mercs.ltx
@@ -0,0 +1,78 @@
[smart_terrain];zat_stalker_base_smart
squad_id = 1
def_restr = zat_a2_sr_noweap
safe_restr = zat_a2_sr_light
smart_control = smart_control
respawn_params = respawn@zat_stalker_base_smart
max_population = 6
;arrive_dist = 65
respawn_idle = 86400
[respawn@zat_stalker_base_smart]
spawn_stalker@master
[spawn_stalker@master]
spawn_squads = stalker_sim_squad_veteran, stalker_sim_squad_advanced
spawn_num = {~50}2, 0
[smart_control]
noweap_zone = zat_a2_sr_noweap
ignore_zone = zat_a2_sr_light
alarm_start_sound = zat_a2_base_alarm
alarm_stop_sound = zat_a2_base_relax
[exclusive]
alyosha_shyogolov_4 = brotherhood\nr_zaton_logic.ltx
zat_tech_mlr = zaton\zat_tech_mlr_logic.ltx
zat_a2_stalker_barmen = zaton\zat_a2_stalker_barmen.ltx
;zat_a2_stalker_mechanic = zaton\zat_a2_stalker_mechanic.ltx
zat_b30_owl_stalker_trader = zaton\zat_b30_owl_stalker_trader.ltx
zat_a2_stalker_nimble = zaton\zat_a2_stalker_nimble.ltx
zat_b29_stalker_rival = zaton\zat_b29_stalkers_rivals.ltx
;zat_b7_bandit_boss_sultan = zaton\zat_b7_bandit_boss_sultan.ltx
zat_b7_stalker_raider_leader = zaton\zat_b7_stalker_raider.ltx
zat_b215_stalker_guide_zaton = zaton\zat_b215_stalker_guide_zaton.ltx
zat_b106_stalker_gonta = zaton\zat_b106_stalker_gonta.ltx
zat_b106_stalker_garmata = zaton\zat_b106_stalker_garmata.ltx
zat_b106_stalker_crab = zaton\zat_b106_stalker_crab.ltx
zat_b7_stalker_victim_leader = zaton\zat_a2_logic.ltx
zat_b14_stalker = zaton\zat_b14_stalker_1_base.ltx
zat_b38_stalker_medic = zaton\zat_b38_stalker_medic.ltx
;generic jobs
zat_a2_guarder_1 = zaton\zat_a2_logic.ltx
zat_a2_guarder_2 = zaton\zat_a2_logic.ltx
zat_a2_guarder_3 = zaton\zat_a2_logic.ltx
zat_a2_guarder_4 = zaton\zat_a2_logic.ltx
zat_a2_guarder_5 = zaton\zat_a2_logic.ltx
zat_a2_guarder_6 = zaton\zat_a2_logic.ltx
zat_a2_animp_1 = zaton\zat_a2_logic.ltx
zat_a2_animp_2 = zaton\zat_a2_logic.ltx
zat_a2_animp_3 = zaton\zat_a2_logic.ltx
zat_a2_animp_4 = zaton\zat_a2_logic.ltx
zat_a2_animp_5 = zaton\zat_a2_logic.ltx
zat_a2_animp_6 = zaton\zat_a2_logic.ltx
zat_a2_animp_7 = zaton\zat_a2_logic.ltx
zat_a2_animp_8 = zaton\zat_a2_logic.ltx
zat_a2_animp_9 = zaton\zat_a2_logic.ltx
zat_a2_animp_10 = zaton\zat_a2_logic.ltx
zat_a2_animp_11 = zaton\zat_a2_logic.ltx
zat_a2_animp_12 = zaton\zat_a2_logic.ltx
zat_a2_animp_13 = zaton\zat_a2_logic.ltx
zat_a2_animp_14 = zaton\zat_a2_logic.ltx
zat_a2_animp_15 = zaton\zat_a2_logic.ltx
zat_a2_animp_16 = zaton\zat_a2_logic.ltx
zat_a2_animp_17 = zaton\zat_a2_logic.ltx
zat_a2_animp_18 = zaton\zat_a2_logic.ltx
zat_a2_animp_19 = zaton\zat_a2_logic.ltx
zat_a2_animp_20 = zaton\zat_a2_logic.ltx
zat_a2_animp_21 = zaton\zat_a2_logic.ltx
zat_a2_animp_22 = zaton\zat_a2_logic.ltx
stalker_rogue = zaton\stalker_rogue.ltx
;test jobs
zat_a2_barmen_trade = zaton\zat_a2_logic_addon.ltx
zat_a2_mechanic_trade = zaton\zat_a2_logic_addon.ltx
zat_stalker_base_smart_beh_trade_job_1 = zaton\zat_b30_owl_stalker_trader.ltx
zat_stalker_base_smart_beh_tech_job_1 = zaton\zat_tech_mlr_logic.ltx
@@ -0,0 +1,11 @@
[logic@zaton_achilles]
suitable = {=check_npc_name(zaton_achilles)} true
prior = 500
active = beh@zaton_achilles_job
[beh@zaton_achilles_job]
behaviour_state = beh_move
target = waypoint
path_end = loop
pt1 = 88860000,guard | pos:124.7912902832,-7.3214173316956,180.63876342773 look:125.72229331732,-7.3214173316956,180.92397964001
@@ -0,0 +1,11 @@
[logic@zaton_eitri]
suitable = {=check_npc_name(zaton_eitri)} true
prior = 100
active = beh@zaton_eitri_job
[beh@zaton_eitri_job]
behaviour_state = beh_move
target = waypoint
path_end = loop
pt1 = 88860000,idle | pos:137.37091064453,-7.3407878875732,177.73092651367 look:136.46004533768,-7.3407878875732,178.14130082726
@@ -0,0 +1,24 @@
[logic@zaton_mercenary_2]
suitable = {=check_npc_name(zaton_mercenary_2)} true
prior = 500
active = beh@zaton_mercenary_2_job
[beh@zaton_mercenary_2_job]
behaviour_state = beh_move
target = waypoint
walk_anim = patrol
gather_items_enabled = false
on_info = {=surge_started} beh@surge
path_end = loop
pt1 = 600000,guard | pos:344.61651611328,33.242767333984,-400.94937133789 look:344.66410562769,33.242767333984,-399.95866900682
pt2 = 9000,smoking_stand | pos:344.61651611328,33.242767333984,-400.94937133789 look:344.66410562769,33.242767333984,-399.95866900682
[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_2_job
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
invulnerable = false