Divergent/mods/Redone Collection/gamedata/configs/scripts/darkscape/smart/ds_kem2.ltx

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[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