Added, Updated and Removed Mods
Added: - HUD Offsets Editor - NPC Wounded Redone Updated: - Stealth Overhaul - Redone Pripyat + Jupiter - Redone Limansk and Hospital - Outfit Animations - Modded Executables Removed: - Arrival
This commit is contained in:
+37
-14
@@ -41,6 +41,7 @@ surge = 1
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army = 3
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dolg = 3
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zombied = 1
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isg = 1
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lair = 1
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territory = 1
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zoo_monster = 0
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@@ -94,16 +95,16 @@ sim_avail = {+jup_scientist_hermann_dead +jup_scientist_ozersky_dea
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surge = 1
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stalker = 0
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bandit = 0
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csky = 3
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csky = 0
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dolg = 0
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freedom = 0
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killer = 1
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ecolog = 1
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killer = 0
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ecolog = 5
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monolith = 0
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![jup_b46]:default
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sim_avail = false
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territory = 1
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sim_avail = true
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zombied = 1
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![jup_b47]:default_territory
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sim_avail = true
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@@ -117,13 +118,33 @@ bandit = 1
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csky = 1
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freedom = 1
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dolg = 1
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monolith = 1
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monolith = 2
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greh = 1
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![jup_b200_tushkan_smart_terrain]:default_lair
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sim_avail = true
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sim_avail = true
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surge = 0
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territory = 0
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stalker = 0
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bandit = 0
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csky = 0
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freedom = 0
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dolg = 0
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monolith = 0
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greh = 0
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![jup_b202]:weak_lair
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sim_avail = true
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surge = 1
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stalker = 1
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bandit = 1
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csky = 1
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freedom = 1
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bandit = 1
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renegade = 1
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monolith = 1
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greh = 1
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zombied = 1
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![jup_b203]:weak_lair
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sim_avail = {+jup_b16_complete_end} true, false
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@@ -138,8 +159,8 @@ stalker = 1
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csky = 1
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freedom = 1
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dolg = 1
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bandit = 5
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renegade = 5
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bandit = 2
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renegade = 1
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![jup_b205_smart_terrain]:weak_lair
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sim_avail = true
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@@ -154,8 +175,10 @@ sim_avail = true
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![jup_b207]:default_base
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sim_avail = true
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stalker = 2
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freedom = 3
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stalker = 1
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csky = 1
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freedom = 1
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monolith = 2
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![jup_b207_depot_attack]:default_territory
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sim_avail = false
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@@ -253,9 +276,9 @@ sim_avail = true
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![jup_sim_13]:weak_lair
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sim_avail = true
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freedom = 1
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monolith = 1
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greh = 1
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freedom = 0
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monolith = 0
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greh = 0
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![jup_sim_14]:weak_lair
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sim_avail = false
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+15
-14
@@ -32,18 +32,9 @@ sim_avail = {+pri_monolith_haron_dead +pri_monolith_trader_dead +pr
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territory = 1
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surge = 1
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![pri_smart_controler_lair1]:default_lair
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![pri_smart_controler_lair1]:default
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sim_avail = true
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lair = 1
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territory = 1
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zoo_monster = 1
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monster = 1
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monster_predatory_day = 1
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monster_predatory_night = 5
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monster_vegetarian = 1
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monster_zombied_day = 1
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monster_zombied_night = 1
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monster_special = 5
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surge = 1
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![pri_smart_controler_lair2]:default_lair
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sim_avail = {+pri_monolith_haron_dead +pri_monolith_trader_dead +pri_monolith_tech_dead} true, false
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@@ -224,9 +215,19 @@ surge = 1
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army = 1
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dolg = 1
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![pri_b302]:default_resource
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![pri_b302]:default_lair
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sim_avail = true
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zombied = 2
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zombied = 1
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lair = 1
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territory = 1
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zoo_monster = 1
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monster = 1
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monster_predatory_day = 1
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monster_predatory_night = 1
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monster_vegetarian = 1
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monster_zombied_day = 1
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monster_zombied_night = 1
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monster_special = 1
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![pri_b303]:default
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sim_avail = {+pri_b303_complete_end} true, false
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@@ -329,7 +330,7 @@ monster_predatory_night = 5
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monster_vegetarian = 5
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monster_zombied_day = 5
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monster_zombied_night = 5
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monster_special = 0
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monster_special = 5
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![pri_sim_7]:default_base
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sim_avail = true
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+1
-2
@@ -31,8 +31,7 @@ monolith_sim_squad_advanced = 0
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monolith_sim_squad_novice = 0
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monolith_sim_squad_veteran = 0
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![pri_b303]
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pri_b301_snork_squad
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![pri_b303]
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![pri_sim_1]
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;monolith_sim_squad_advanced = 0
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+6
@@ -1,3 +1,9 @@
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[jup_smart_terrain_base_radio_mlr]
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type = 3d
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path = mlr\marsh\marsh_radio_
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shuffle = loop
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idle = 5,15,100
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[jup_blowout_siren]
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type = 3d
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path = ambient\blowout\blowout_siren_jup
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+14
@@ -10,4 +10,18 @@ type = 3d
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path = ambient\background\pripyat\monolith_antenna_1
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shuffle = rnd
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idle = 5,15,100
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levels = pripyat
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[pri_door_open_start]
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type = 3d
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path = device\wood_large_close_start
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shuffle = rnd
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idle = 1,1,100
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levels = pripyat
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[pri_door_close_start]
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type = 3d
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path = device\wood_large_close_stop
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shuffle = rnd
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idle = 1,1,100
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levels = pripyat
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+21
@@ -0,0 +1,21 @@
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[dynamic_object_configs]
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smart = pri_sim_12
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condlist_0 = true
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[exclusive]
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door_4 = pri_house_door_3 | -51.10,-0.22,231.67 | 0,90,0 | condlist_0
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door_5 = pri_house_door_4 | -51.10,-0.22,230.17 | 0,90,0 | condlist_0
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door_6 = pri_basements_door_2 | -44.95,-2.25,239.34 | 0,0,0 | condlist_0
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house_misc_2 = pri_house_misc_2 | -51.14,2.01,229.94 | 0,90,0 | condlist_0
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misc_1 = pri_street_misc_1 | -157.11,-1.13,186.32 | 90,86,0 | condlist_0
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misc_2 = pri_street_misc_2 | -158.09,-1.03,194.36 | 0,-79,0 | condlist_0
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misc_5 = pri_street_misc_5 | -222.05,-0.48,182.14 | 90,-38,0 | condlist_0
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misc_6 = pri_street_misc_6 | -219.16,-0.48,184.66 | 90,99,0 | condlist_0
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box_1 = pri_street_box_1 | -149.60,-1.13,192.49 | 0,-23,0 | condlist_0
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box_2 = pri_street_box_2 | -150.83,-1.12,188.72 | 0,12,0 | condlist_0
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box_3 = pri_street_box_3 | -149.78,-1.14,189.89 | 0,37,0 | condlist_0
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box_6 = pri_street_box_6 | -225.40,-0.50,164.32 | 0,12,0 | condlist_0
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box_7 = pri_street_box_7 | -225.29,-0.50,165.11 | 0,37,0 | condlist_0
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vehicles_1 = pri_street_veh_1 | -116.64,-0.49,179.21 | 0,-65,0 | condlist_0
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vehicles_3 = pri_street_veh_3 | -238.07,-0.50,187.69 | 0,37,0 | condlist_0
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vehicles_4 = pri_street_veh_4 | -143.06,-0.52,242.56 | 0,93,0 | condlist_0
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+15
@@ -0,0 +1,15 @@
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[dynamic_object_configs]
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smart = pri_sim_7
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condlist_0 = true
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[exclusive]
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door_1 = pri_house_door_1 | -241.39,-0.18,12.33 | 0,90,0 | condlist_0
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door_2 = pri_house_door_2 | -241.39,-0.18,10.83 | 0,90,0 | condlist_0
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door_3 = pri_basements_door_1 | -246.15,-2.25,20.00 | 0,0,0 | condlist_0
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house_misc_1 = pri_house_misc_1 | -241.39,2.01,10.55 | 0,90,0 | condlist_0
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misc_3 = pri_street_misc_3 | -173.06,-0.03,103.19 | 0,-43,0 | condlist_0
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misc_4 = pri_street_misc_4 | -216.65,-0.43,100.02 | 0,38,0 | condlist_0
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box_4 = pri_street_box_4 | -200.64,-0.14,94.86 | 0,-23,0 | condlist_0
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box_5 = pri_street_box_5 | -198.67,-0.10,95.40 | 0,12,0 | condlist_0
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vehicles_2 = pri_street_veh_2 | -214.89,-0.48,93.55 | 0,-30,0 | condlist_0
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+4
-4
@@ -190,8 +190,8 @@ always_arrived = true
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[jup_b205_monster_07_squad]:online_offline_group
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faction = monster_special
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sympathy = 0
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npc_random = bibliotekar_weak, bibliotekar_strong
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npc_in_squad = 1, 1
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npc_random = snork_strong4
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npc_in_squad = 2, 3
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target_smart = jup_b205_smart_terrain
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spawn_point = jup_b205_monster_01_spawn_point
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story_id = jup_b205_monster_07_squad
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@@ -200,8 +200,8 @@ always_arrived = true
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[jup_b205_monster_08_squad]:online_offline_group
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faction = monster_special
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sympathy = 0
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npc_random = borya_normal
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npc_in_squad = 2, 3
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npc_random = m_controller_normal888
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npc_in_squad = 1, 1
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target_smart = jup_b205_smart_terrain
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spawn_point = jup_b205_monster_01_spawn_point
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story_id = jup_b205_monster_08_squad
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+42
-27
@@ -6,6 +6,8 @@ target_smart = pri_a16
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story_id = start_prachka_squad
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always_arrived = true
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;------------------------------------------------------------------------
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![merc_sim_squad_pri_a18_mlr]:online_offline_group
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faction = killer
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relationship = friend
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@@ -61,7 +63,7 @@ story_id = pri_b306_military_squad_base
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[pri_b306_military_mlr_2_squad]:online_offline_group
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faction = military
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npc_random = sim_default_military_1, sim_default_military_1, sim_default_military_2, sim_default_military_2, sim_default_military_2, sim_default_military_3
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npc_random = sim_default_military_1, sim_default_military_1, sim_default_military_2, sim_default_military_2, sim_default_military_2, sim_default_military_2
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npc_in_squad = 4, 4
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target_smart = {-pri_b306_military_attacked} pri_b306, nil
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spawn_point = pri_b306_mercs_spawn
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@@ -80,17 +82,18 @@ story_id = pri_b306_monolith_squad
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[pri_b306_monolith_squad_strong]:pri_b306_monolith_squad_light
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npc = sim_default_monolith_3, sim_default_monolith_3, sim_default_monolith_4
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;------------------------------------------------------------------------
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[monolith_depot_mlr_squad]:online_offline_group
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faction = monolith
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npc_random = sim_default_monolith_1, sim_default_monolith_1, sim_default_monolith_1, sim_default_monolith_2, sim_default_monolith_2, sim_default_monolith_2, sim_default_monolith_3, sim_monolith_sniper
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npc_in_squad = 6, 6
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npc_in_squad = 5, 5
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target_smart = pri_depot
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always_arrived = true
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[monolith_base_sniper_squad]:online_offline_group
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faction = monolith
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npc = sim_default_monolith_2, sim_default_monolith_2, sim_monolith_sniper, sim_monolith_sniper, sim_monolith_sniper
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npc_in_squad = 4, 4
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npc = sim_monolith_sniper, sim_monolith_sniper, sim_monolith_sniper
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target_smart = monolith_snipers_smart_1_mlr
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always_arrived = true
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@@ -104,28 +107,28 @@ always_arrived = true
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![monolith_base_mlr_squad]:online_offline_group
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faction = monolith
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npc_random = sim_default_monolith_1, sim_default_monolith_1, sim_default_monolith_1, sim_default_monolith_2, sim_default_monolith_2, sim_default_monolith_2, sim_default_monolith_2, sim_default_monolith_3
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npc_in_squad = 6, 6
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npc_in_squad = 4, 4
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target_smart = pri_monolith
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always_arrived = true
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![monolith_base_mlr2_squad]:online_offline_group
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faction = monolith
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npc_random = sim_default_monolith_1, sim_default_monolith_1, sim_default_monolith_1, sim_default_monolith_2, sim_default_monolith_2, sim_default_monolith_2, sim_default_monolith_3, sim_default_monolith_4
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npc_in_squad = 6, 6
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npc_in_squad = 4, 4
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target_smart = pri_monolith
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always_arrived = true
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[monolith_base_mlr3_squad]:online_offline_group
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faction = monolith
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npc_random = sim_default_monolith_1, sim_default_monolith_1, sim_default_monolith_2, sim_default_monolith_2, sim_default_monolith_2, sim_default_monolith_2, sim_default_monolith_2, sim_default_monolith_3
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npc_in_squad = 6, 6
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npc_in_squad = 4, 4
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target_smart = pri_monolith
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always_arrived = true
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[monolith_base_mlr4_squad]:online_offline_group
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faction = monolith
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npc_random = sim_default_monolith_1, sim_default_monolith_1, sim_default_monolith_2, sim_default_monolith_2, sim_default_monolith_2, sim_default_monolith_2, sim_default_monolith_2, sim_default_monolith_3
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npc_in_squad = 6, 6
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npc_in_squad = 4, 4
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target_smart = mlr_terrain
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always_arrived = true
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@@ -142,6 +145,8 @@ npc_random = sim_default_monolith_1, sim_default_monolith_1, sim_default_monolit
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npc_in_squad = 4, 4
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target_smart = mlr_terrain
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;------------------------------------------------------------------------
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[military_base_sniper_squad]:online_offline_group
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faction = army
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npc = sim_default_military_2, sim_default_military_2, sim_military_sniper, sim_military_sniper, sim_military_sniper
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@@ -170,6 +175,8 @@ npc_in_squad = 12, 12
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target_smart = pri_monolith
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always_arrived = true
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;------------------------------------------------------------------------
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[pri_a17_monolith_ambusher_squad]:online_offline_group
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faction = monolith
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npc = pri_a17_monolith_ambusher_1, pri_a17_monolith_ambusher_2, pri_a17_monolith_ambusher_3, pri_a17_monolith_ambusher_4, pri_a17_monolith_ambusher_5, pri_a17_monolith_ambusher_6, pri_a17_monolith_ambusher_7,pri_a17_monolith_ambusher_8, pri_a17_monolith_ambusher_9, pri_a17_monolith_ambusher_10 ;pri_a17_monolith_sniper_1, pri_a17_monolith_sniper_2, pri_a17_monolith_sniper_3, pri_a17_monolith_sniper_4
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@@ -235,11 +242,13 @@ target_smart = pri_sim_1 ;{=is_dark_night} pri_a28_arch,
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story_id = pri_chimera_pripyat_squad
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[pri_a21_kontroler_squad]:online_offline_group
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faction = monster_special
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faction = monster_zombied_night
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npc = m_controller_normal888
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target_smart = pri_a21_smart_terrain
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story_id = pri_a21_kontroler_squad
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;------------------------------------------------------------------------
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||||
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[pri_a25_monster_boss_squad]:online_offline_group
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faction = monster_special
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npc = bibliotekar_strong
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@@ -275,8 +284,10 @@ spawn_point = pri_a25_smart_terrain_pri_a25_poltergeist_2_spawn_point
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target_smart = pri_a25_smart_terrain
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story_id = pri_a25_poltergeist_4_squad
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;------------------------------------------------------------------------
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[pri_b301_snork_squad]:online_offline_group
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faction = monster_zombied_day
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faction = monster_zombied_night
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npc_random = snork_weak, snork_weak2, snork_weak3, snork_weak4, snork_normal, snork_normal2, snork_normal3, snork_normal4, snork_strong, snork_strong2, snork_strong3, snork_strong4
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npc_in_squad = 5, 5
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target_smart = pri_b301
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@@ -284,7 +295,7 @@ story_id = pri_b301_snork
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always_arrived = true
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||||
[pri_b301_snork_squad2]:online_offline_group
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||||
faction = monster_special
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||||
faction = monster_zombied_night
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||||
npc_random = snork_weak, snork_weak2, snork_weak3, snork_weak4, snork_normal, snork_normal2, snork_normal3, snork_normal4, snork_strong, snork_strong2, snork_strong3, snork_strong4
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||||
npc_in_squad = 5, 5
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||||
target_smart = pri_b301
|
||||
@@ -292,42 +303,42 @@ story_id = pri_b301_snork2
|
||||
always_arrived = true
|
||||
|
||||
[pri_b301_snork_1a]:online_offline_group
|
||||
faction = monster_zombied_day
|
||||
faction = monster_zombied_night
|
||||
npc = snork_strong
|
||||
target_smart = pri_b301
|
||||
story_id = pri_b301_snork_1a
|
||||
always_arrived = true
|
||||
|
||||
[pri_b301_snork_2a]:online_offline_group
|
||||
faction = monster_zombied_day
|
||||
faction = monster_zombied_night
|
||||
npc = snork_strong2
|
||||
target_smart = pri_b301
|
||||
story_id = pri_b301_snork_2a
|
||||
always_arrived = true
|
||||
|
||||
[pri_b301_snork_3a]:online_offline_group
|
||||
faction = monster_zombied_day
|
||||
faction = monster_zombied_night
|
||||
npc = snork_strong3
|
||||
target_smart = pri_b301
|
||||
story_id = pri_b301_snork_3a
|
||||
always_arrived = true
|
||||
|
||||
[pri_b301_snork_4a]:online_offline_group
|
||||
faction = monster_zombied_day
|
||||
faction = monster_zombied_night
|
||||
npc = snork_strong4
|
||||
target_smart = pri_b301
|
||||
story_id = pri_b301_snork_4a
|
||||
always_arrived = true
|
||||
|
||||
[pri_b301_snork_5a]:online_offline_group
|
||||
faction = monster_zombied_day
|
||||
faction = monster_zombied_night
|
||||
npc = snork_strong4
|
||||
target_smart = pri_b301
|
||||
story_id = pri_b301_snork_5a
|
||||
always_arrived = true
|
||||
|
||||
[pri_b301_snork_1b]:online_offline_group
|
||||
faction = monster_special
|
||||
faction = monster_zombied_night
|
||||
npc = snork_strong
|
||||
spawn_point = pri_b301_spawn_point_1a
|
||||
target_smart = pri_b301
|
||||
@@ -335,7 +346,7 @@ story_id = pri_b301_snork_1b
|
||||
always_arrived = true
|
||||
|
||||
[pri_b301_snork_2b]:online_offline_group
|
||||
faction = monster_special
|
||||
faction = monster_zombied_night
|
||||
npc = snork_strong2
|
||||
spawn_point = pri_b301_spawn_point_1a
|
||||
target_smart = pri_b301
|
||||
@@ -343,7 +354,7 @@ story_id = pri_b301_snork_2b
|
||||
always_arrived = true
|
||||
|
||||
[pri_b301_snork_3b]:online_offline_group
|
||||
faction = monster_special
|
||||
faction = monster_zombied_night
|
||||
npc = snork_strong3
|
||||
spawn_point = pri_b301_spawn_point_1a
|
||||
target_smart = pri_b301
|
||||
@@ -351,7 +362,7 @@ story_id = pri_b301_snork_3b
|
||||
always_arrived = true
|
||||
|
||||
[pri_b301_snork_4b]:online_offline_group
|
||||
faction = monster_special
|
||||
faction = monster_zombied_night
|
||||
npc = snork_strong4
|
||||
spawn_point = pri_b301_spawn_point_1a
|
||||
target_smart = pri_b301
|
||||
@@ -359,15 +370,17 @@ story_id = pri_b301_snork_4b
|
||||
always_arrived = true
|
||||
|
||||
[pri_b301_snork_5b]:online_offline_group
|
||||
faction = monster_special
|
||||
faction = monster_zombied_night
|
||||
npc = snork_strong4
|
||||
spawn_point = pri_b301_spawn_point_1a
|
||||
target_smart = pri_b301
|
||||
story_id = pri_b301_snork_5b
|
||||
always_arrived = true
|
||||
|
||||
;------------------------------------------------------------------------
|
||||
|
||||
![pri_b303_burer_squad]:online_offline_group
|
||||
faction = monster_special
|
||||
faction = monster_zombied_night
|
||||
npc = burer_normal
|
||||
target_smart = pri_b303
|
||||
spawn_point = pri_b303_save_home
|
||||
@@ -375,10 +388,12 @@ story_id = pri_b303_burer_squad
|
||||
always_arrived = true
|
||||
on_death = %+pri_b303_burer_dead%
|
||||
|
||||
;------------------------------------------------------------------------
|
||||
|
||||
[pri_borya_lair_squad]:online_offline_group
|
||||
faction = monster_special
|
||||
npc_random = borya_normal
|
||||
npc_in_squad = 3, 4
|
||||
faction = monster_zombied_night
|
||||
npc_random = simulation_karlik
|
||||
npc_in_squad = 2, 3
|
||||
target_smart = pri_smart_controler_lair1
|
||||
always_arrived = true
|
||||
|
||||
@@ -391,8 +406,8 @@ always_arrived = true
|
||||
|
||||
[pri_bibliotekar_lair_squad]:online_offline_group
|
||||
faction = monster_special
|
||||
npc_random = bibliotekar_weak, bibliotekar_strong
|
||||
npc_in_squad = 1, 1
|
||||
npc_random = simulation_fracture
|
||||
npc_in_squad = 1, 2
|
||||
target_smart = pri_smart_controler_lair1
|
||||
always_arrived = true
|
||||
|
||||
|
||||
Reference in New Issue
Block a user