Added Some Mods; Updated Starting Loadout
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[logic@bellerophon_logic]
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suitable = {=check_npc_name(bellerophon)} true
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prior = 500
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active = beh@bellerophon_job
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[beh@bellerophon_job]
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gather_items_enabled = false
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behaviour_state = beh_move
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target = waypoint
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walk_anim = patrol
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combat_ignore_cond = {=is_warfare} false, {=actor_true_enemy =check_enemy_name(actor)} false, true
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combat_ignore_keep_when_attacked = {=is_warfare} false, true
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invulnerable = {=is_warfare} false, {!actor_true_enemy} true, false
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path_end = loop
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pt1 = 100000,sit_ass_drink_vodka | pos:-95.646942138672,0.71350866556168,-3.8548483848572 look:-95.672554219142,0.71350866556168,-2.9741134643555
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[logic@bellerophon_logic_2]
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suitable = {=check_npc_name(bellerophon)} true
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prior = 500
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active = beh@bellerophon_job_2
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[beh@bellerophon_job_2]
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gather_items_enabled = false
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behaviour_state = beh_move
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target = waypoint
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walk_anim = patrol
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combat_ignore_cond = {=is_warfare} false, {=actor_true_enemy =check_enemy_name(actor)} false, true
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combat_ignore_keep_when_attacked = {=is_warfare} false, true
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invulnerable = {=is_warfare} false, {!actor_true_enemy} true, false
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path_end = loop
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pt1 = 100000,sit_ass_drink_vodka | pos:20.758554458618,0.15221303701401,11.817081451416 look:19.781954109669,0.15221303701401,11.732858784497
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[logic@butcher_tug_1_logic]
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suitable = {=check_npc_name(butcher_tug_1)} true
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prior = 500
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active = beh@butcher_tug_1_1_job
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[beh@butcher_tug_1_1_job]
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gather_items_enabled = false
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behaviour_state = beh_move
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target = waypoint
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walk_anim = patrol
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combat_ignore_cond = {=is_warfare} false, {=actor_true_enemy =check_enemy_name(actor)} false, true
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combat_ignore_keep_when_attacked = {=is_warfare} false, true
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invulnerable = {=is_warfare} false, {!actor_true_enemy} true, false
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path_end = loop
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pt1 = 100000,idle | pos:-98.773048400879,0.71849876642227,-1.2279287576675 look:-99.749850034714,0.71849876642227,-1.2511473894119
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[logic@butcher_tug_2_logic]
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suitable = {=check_npc_name(butcher_tug_2)} true
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prior = 500
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active = beh@butcher_tug_2_1_job
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[beh@butcher_tug_2_1_job]
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gather_items_enabled = false
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behaviour_state = beh_move
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target = waypoint
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walk_anim = patrol
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combat_ignore_cond = {=is_warfare} false, {=actor_true_enemy =check_enemy_name(actor)} false, true
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combat_ignore_keep_when_attacked = {=is_warfare} false, true
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invulnerable = {=is_warfare} false, {!actor_true_enemy} true, false
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path_end = loop
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pt1 = 100000,idle | pos:-98.735130310059,0.7244935631752,-3.1979916095734 look:-99.103618651628,0.7244935631752,-2.3070219755173
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+24
@@ -0,0 +1,24 @@
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[smart_terrain]
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squad_id = 5
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max_population = 3
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respawn_idle = 86400
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faction_controlled = stalker, bandit
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faction_respawn_num = 2
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default_faction = stalker
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[exclusive]
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hunter_gar_trader_logic = garbage\gar_smart_terrain_3_5_smart_logic.ltx
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gar_smart_terrain_3_5_beh_trade_1 = garbage\gar_smart_terrain_3_5_smart_logic.ltx
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gar_smart_terrain_3_5_camp_work_2 = garbage\gar_smart_terrain_3_5_smart_logic.ltx
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gar_smart_terrain_3_5_camp_work_3 = garbage\gar_smart_terrain_3_5_smart_logic.ltx
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gar_smart_terrain_3_5_camp_work_4 = garbage\gar_smart_terrain_3_5_smart_logic.ltx
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gar_smart_terrain_3_5_camp_work_5 = garbage\gar_smart_terrain_3_5_smart_logic.ltx
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gar_smart_terrain_3_5_camp_work_6 = garbage\gar_smart_terrain_3_5_smart_logic.ltx
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;----StfZ
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bellerophon_logic = garbage\brotherhood_logic.ltx
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butcher_tug_1_logic = garbage\brotherhood_logic.ltx
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butcher_tug_2_logic = garbage\brotherhood_logic.ltx
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;----StfZ
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