[smart_terrain] squad_id = 7 max_population = 1 respawn_params = respawn@ds_kem2 respawn_only_smart = false respawn_idle = 259200 respawn_radius = 50 ;arrive_dist = 0 ;smart_control = nil ;att_restr = nil ;def_restr = nil ;safe_restr = nil ;spawn_point = nil [respawn@ds_kem2] ;-- Type: faction {army} = checkpoint spawn_army_special ;spawn_army_special_2 [spawn_army_special] spawn_squads = ds_kem2_military_mlr_2_squad spawn_num = {!squad_name_exist(ds_kem2_military_mlr_2_squad)} 1, 0 ;[spawn_army_special_2] ;spawn_squads = ds_kem2_military_mlr_2_sniper ;spawn_num = {!squad_name_exist(ds_kem2_military_mlr_2_sniper)} 1, 0 ;[on_changing_level] ;[smart_control] [exclusive] ds_kem2_squad_1 = darkscape\ds_kem2_squad_logic.ltx ds_kem2_squad_2 = darkscape\ds_kem2_squad_logic.ltx ds_kem2_squad_3 = darkscape\ds_kem2_squad_logic.ltx ;ds_kem2_squad_4 = darkscape\ds_kem2_squad_logic.ltx ds_kem2_sniper_1 = darkscape\ds_kem2_squad_logic.ltx ds_kem2_sniper_2 = darkscape\ds_kem2_squad_logic.ltx ;ds_kem2_smart_terrain_guard_work_1 = darkscape\ds_kem2_smart_logic.ltx ;ds_kem2_smart_terrain_guard_work_2 = darkscape\ds_kem2_smart_logic.ltx ds_kem2_smart_terrain_camp_work_1 = darkscape\ds_kem2_smart_logic.ltx ds_kem2_smart_terrain_camp_work_2 = darkscape\ds_kem2_smart_logic.ltx ds_kem2_smart_terrain_camp_work_3 = darkscape\ds_kem2_smart_logic.ltx ds_kem2_smart_terrain_camp_work_4 = darkscape\ds_kem2_smart_logic.ltx ds_kem2_smart_terrain_camp_work_5 = darkscape\ds_kem2_smart_logic.ltx