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:
2024-04-06 19:17:40 -04:00
parent 6f19f2c70f
commit 3098b9f051
1720 changed files with 4928 additions and 113776 deletions
@@ -1,6 +1,6 @@
[smart_terrain]
squad_id = 48
max_population = 2
max_population = 1
;respawn_params = respawn@jup_b205_smart_terrain_tushkano
;respawn_only_smart = false
;respawn_idle = 86400
@@ -0,0 +1,20 @@
[logic]
active = ph_idle@transition
[ph_idle@transition]
on_info = {=dist_to_actor_le(5)} ph_idle@teleport %=run_postprocess(fade_in)%
[ph_idle@teleport]
on_game_timer = 10 | ph_idle@black %=script(redone_lc_jup_transition_zone:teleport_actor) =run_postprocess(black:3009:true)%
[ph_idle@black]
on_info = ph_idle@stop %=run_postprocess(black:3009:true)%
[ph_idle@stop]
on_game_timer = 10 | ph_idle@wait %=stop_postprocess(3009)%
[ph_idle@wait]
on_timer = 2000 | ph_idle@transition
[collide]
ignore_static
@@ -0,0 +1,20 @@
[logic]
active = ph_idle@transition
[ph_idle@transition]
on_info = {=dist_to_actor_le(5)} ph_idle@teleport %=run_postprocess(fade_in)%
[ph_idle@teleport]
on_game_timer = 10 | ph_idle@black %=script(redone_lc_jup_transition_zone:teleport_actor) =run_postprocess(black:3009:true)%
[ph_idle@black]
on_info = ph_idle@stop %=run_postprocess(black:3009:true)%
[ph_idle@stop]
on_game_timer = 10 | ph_idle@wait %=stop_postprocess(3009)%
[ph_idle@wait]
on_timer = 2000 | ph_idle@transition
[collide]
ignore_static
@@ -1,32 +0,0 @@
![logic]
!active = ;nil
active = sr_idle@wait_actor
[sr_idle@wait_actor]
on_info = {=actor_near_smart(jup_a9) =is_dark_night} sr_idle@spawn_night_monster, {=actor_near_smart(jup_a9) =is_night} sr_idle@spawn_night_monster
on_info2 = {=actor_near_smart(jup_b47) =is_dark_night} sr_idle@spawn_night_monster_2, {=actor_near_smart(jup_b47) =is_night} sr_idle@spawn_night_monster_2
on_info3 = {=actor_near_smart(jup_sim_19) =is_dark_night} sr_idle@spawn_night_monster_3, {=actor_near_smart(jup_sim_19) =is_night} sr_idle@spawn_night_monster_3
[sr_idle@spawn_night_monster]
on_info = {~20} %=create_squad(simulation_bloodsucker_1_2:jup_a9)% sr_idle@reset, {~40} %=create_squad(simulation_psysucker_1_2:jup_a9)% sr_idle@reset, {~60} %=create_squad(simulation_psysucker:jup_a9)% sr_idle@reset, {~80} %=create_squad(simulation_bloodsucker:jup_a9)% sr_idle@reset, %=create_squad(simulation_snork:jup_a9) sr_idle@reset%
[sr_idle@reset]
;on_info2 = {=actor_near_smart(jup_b47) =is_dark_night} sr_idle@spawn_night_monster_2, {=actor_near_smart(jup_b47) =is_night} sr_idle@spawn_night_monster_2
;on_info3 = {=actor_near_smart(jup_sim_19) =is_dark_night} sr_idle@spawn_night_monster_3, {=actor_near_smart(jup_sim_19) =is_night} sr_idle@spawn_night_monster_3
on_game_timer = 172800 | sr_idle@wait_actor
[sr_idle@spawn_night_monster_2]
on_info = {~20} %=create_squad(simulation_bloodsucker_1_2:jup_b47)% sr_idle@reset_2, {~40} %=create_squad(simulation_psysucker_1_2:jup_b47)% sr_idle@reset_2, {~60} %=create_squad(simulation_psysucker:jup_b47)% sr_idle@reset_2, {~80} %=create_squad(simulation_bloodsucker:jup_b47)% sr_idle@reset_2, %=create_squad(simulation_snork:jup_b47) sr_idle@reset_2%
[sr_idle@reset_2]
;on_info = {=actor_near_smart(jup_a9) =is_dark_night} sr_idle@spawn_night_monster, {=actor_near_smart(jup_a9) =is_night} sr_idle@spawn_night_monster
;on_info3 = {=actor_near_smart(jup_sim_19) =is_dark_night} sr_idle@spawn_night_monster_3, {=actor_near_smart(jup_sim_19) =is_night} sr_idle@spawn_night_monster_3
on_game_timer = 172800 | sr_idle@wait_actor
[sr_idle@spawn_night_monster_3]
on_info = {~20} %=create_squad(simulation_bloodsucker_1_2:jup_sim_19)% sr_idle@reset_3, {~40} %=create_squad(simulation_psysucker_1_2:jup_sim_19)% sr_idle@reset_3, {~60} %=create_squad(simulation_psysucker:jup_sim_19)% sr_idle@reset_3, {~80} %=create_squad(simulation_bloodsucker:jup_sim_19)% sr_idle@reset_3, %=create_squad(simulation_lurker_black:jup_sim_19)% sr_idle@reset_3
[sr_idle@reset_3]
;on_info = {=actor_near_smart(jup_a9) =is_dark_night} sr_idle@spawn_night_monster, {=actor_near_smart(jup_a9) =is_night} sr_idle@spawn_night_monster
;on_info2 = {=actor_near_smart(jup_b47) =is_dark_night} sr_idle@spawn_night_monster_2, {=actor_near_smart(jup_b47) =is_night} sr_idle@spawn_night_monster_2
on_game_timer = 172800 | sr_idle@wait_actor
@@ -1,32 +0,0 @@
![logic]
!active = ;nil
active = sr_idle@wait_actor
[sr_idle@wait_actor]
on_info = {=actor_near_smart(jup_b200) =is_dark_night} sr_idle@spawn_night_monster, {=actor_near_smart(b200) =is_night} sr_idle@spawn_night_monster
on_info2 = {=actor_near_smart(jup_b202) =is_dark_night} sr_idle@spawn_night_monster_2, {=actor_near_smart(jup_b202) =is_night} sr_idle@spawn_night_monster_2
on_info3 = {=actor_near_smart(jup_b211) =is_dark_night} sr_idle@spawn_night_monster_3, {=actor_near_smart(jup_b211) =is_night} sr_idle@spawn_night_monster_3
[sr_idle@spawn_night_monster]
on_info = {~20} %=create_squad(simulation_bloodsucker_1_2:jup_b200)% sr_idle@reset, {~40} %=create_squad(simulation_psysucker_1_2:jup_b200)% sr_idle@reset, {~60} %=create_squad(simulation_psysucker:jup_b200)% sr_idle@reset, {~80} %=create_squad(simulation_bloodsucker:jup_b200)% sr_idle@reset, %=create_squad(simulation_snork:jup_b200)%
[sr_idle@reset]
;on_info2 = {=actor_near_smart(jup_b202) =is_dark_night} sr_idle@spawn_night_monster_2, {=actor_near_smart(jup_b202) =is_night} sr_idle@spawn_night_monster_2
;on_info3 = {=actor_near_smart(jup_b211) =is_dark_night} sr_idle@spawn_night_monster_3, {=actor_near_smart(jup_b211) =is_night} sr_idle@spawn_night_monster_3
on_game_timer = 172800 | sr_idle@wait_actor
[sr_idle@spawn_night_monster_2]
on_info = {~20} %=create_squad(simulation_bloodsucker_1_2:jup_b202)% sr_idle@reset_2, {~40} %=create_squad(simulation_psysucker_1_2:jup_b202)% sr_idle@reset_2, {~60} %=create_squad(simulation_psysucker:jup_b202)% sr_idle@reset_2, {~80} %=create_squad(simulation_bloodsucker:jup_b202)% sr_idle@reset_2, %=create_squad(simulation_snork:jup_b202)%
[sr_idle@reset_2]
;on_info = {=actor_near_smart(jup_b200) =is_dark_night} sr_idle@spawn_night_monster, {=actor_near_smart(b200) =is_night} sr_idle@spawn_night_monster
;on_info3 = {=actor_near_smart(jup_b211) =is_dark_night} sr_idle@spawn_night_monster_3, {=actor_near_smart(jup_b211) =is_night} sr_idle@spawn_night_monster_3
on_game_timer = 172800 | sr_idle@wait_actor
[sr_idle@spawn_night_monster_3]
on_info = {~20} %=create_squad(simulation_bloodsucker_1_2:jup_b211)% sr_idle@reset_3, {~40} %=create_squad(simulation_psysucker_1_2:jup_b211)% sr_idle@reset_3, {~60} %=create_squad(simulation_psysucker:jup_b211)% sr_idle@reset_3, {~80} %=create_squad(simulation_bloodsucker:jup_b211)% sr_idle@reset_3, %=create_squad(simulation_lurker_black:jup_b211)%
[sr_idle@reset_3]
;on_info = {=actor_near_smart(jup_b200) =is_dark_night} sr_idle@spawn_night_monster, {=actor_near_smart(b200) =is_night} sr_idle@spawn_night_monster
;on_info2 = {=actor_near_smart(jup_b202) =is_dark_night} sr_idle@spawn_night_monster_2, {=actor_near_smart(jup_b202) =is_night} sr_idle@spawn_night_monster_2
on_game_timer = 172800 | sr_idle@wait_actor
@@ -1,2 +1,21 @@
![logic]
!active = sr_idle@music
![sr_idle@music]
on_info = %=play_sound(jup_smart_terrain_base_radio_mlr)%
!on_timer = 6660 | sr_idle@propaganda
on_info2 = {=is_night} sr_idle@night
on_info3 = {=surge_started} sr_idle@surge
![sr_idle@propaganda]
!on_info = %=play_sound(mil_freebase_mlr_propaganda)%
!on_timer = 1800 | sr_idle@music
!on_info2 = {=is_night} sr_idle@night
!on_info3 = {=surge_started} sr_idle@surge
![sr_idle@night]
on_info = %=play_sound(jup_night_sound_mlr)%
on_info2 = {!is_night} sr_idle@music
on_info3 = {=surge_started} sr_idle@surge
![sr_idle@surge]
on_info = %=play_sound(broken_radio_mlr)%
on_info2 = {!surge_started !is_night} sr_idle@music
on_info3 = {!surge_started =is_night} sr_idle@night
@@ -1,6 +1,6 @@
[smart_terrain] ;-- Disabled spawn
squad_id = 2
;max_population = 1
max_population = 1
;respawn_params = respawn@jup_a12_merc
;respawn_only_smart = false
;respawn_idle = 86400
@@ -1,6 +1,6 @@
[smart_terrain] ;-- Disabled spawn
squad_id = 40
max_population = 2
max_population = 1
;respawn_params = respawn@jup_a9
;respawn_only_smart = false
;respawn_idle = 86400
@@ -19,7 +19,7 @@ spawn_zombied_squad
[spawn_zombied_squad]
spawn_squads = zombied_sim_squad_novice, zombied_sim_squad_novice, zombied_sim_squad_advanced
;spawn_num = {-jup_b19_agreed_to_go} 2, {+jup_b19_complete} 2, {+jup_b19_yar_enemy_or_dead} 2, 0
spawn_num = {+bar_deactivate_radar_done} 1, 2
spawn_num = {+bar_deactivate_radar_done} 2, 4
;[on_changing_level]
@@ -1,18 +1,18 @@
[smart_terrain]
squad_id = 9
max_population = 2
respawn_params = respawn@jup_b200
respawn_only_smart = false
;respawn_params = respawn@jup_b200
;respawn_only_smart = false
respawn_idle = 172800
respawn_radius = 50
;arrive_dist = 0
;smart_control = nil
att_restr = jup_b207_sr_depot_attack
def_restr = jup_b207_sr_depot_defence
;att_restr = jup_b207_sr_depot_attack
;def_restr = jup_b207_sr_depot_defence
;safe_restr = nil
;spawn_point = nil
faction_controlled = stalker, bandit, csky, freedom, dolg, monolith
faction_controlled = stalker, bandit, csky, freedom, dolg, monolith, greh
default_faction = monolith
faction_respawn_num = 1
@@ -1,6 +1,6 @@
[smart_terrain]
squad_id = 8
max_population = 2
max_population = 1
respawn_params = respawn@jup_b200_tushkan_smart_terrain
respawn_only_smart = false
respawn_idle = 86400
@@ -12,6 +12,10 @@ respawn_radius = 50
;safe_restr = nil
;spawn_point = nil
;faction_controlled = stalker, bandit, csky, freedom, dolg, monolith, greh
;default_faction = monolith
;faction_respawn_num = 1
[respawn@jup_b200_tushkan_smart_terrain] ;-- Type:
spawn_tushkano
@@ -2,9 +2,9 @@
squad_id = 10
max_population = 1
;respawn_params = respawn@jup_b202
;respawn_only_smart = false
;respawn_idle = 86400
;respawn_radius = 50
respawn_only_smart = false
respawn_idle = 86400
respawn_radius = 50
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
@@ -12,6 +12,10 @@ max_population = 1
;safe_restr = nil
;spawn_point = nil
faction_controlled = stalker, bandit, csky, freedom, renegade, monolith, greh
default_faction = monolith
faction_respawn_num = 1
;[respawn@jup_b202] ;-- Type:
@@ -1,6 +1,6 @@
[smart_terrain]
squad_id = 13
max_population = 2
max_population = 1
respawn_params = respawn@jup_b206
respawn_only_smart = false
respawn_idle = 86400
@@ -1,19 +1,19 @@
[smart_terrain]
squad_id = 15
max_population = 3
respawn_params = respawn@jup_b207
respawn_only_smart = false
max_population = 2
;respawn_params = respawn@jup_b207
;respawn_only_smart = false
respawn_idle = 172800
respawn_radius = 50
;arrive_dist = 0
;smart_control = nil
att_restr = jup_b207_sr_depot_attack
def_restr = jup_b207_sr_depot_defence
;att_restr = jup_b207_sr_depot_attack
;def_restr = jup_b207_sr_depot_defence
;safe_restr = nil
;spawn_point = nil
faction_controlled = stalker, freedom
default_faction = freedom
faction_controlled = stalker, csky, freedom, monolith
default_faction = monolith
faction_respawn_num = 1
;[respawn@jup_b207] ;-- Type:
@@ -23,7 +23,7 @@ spawn_num = {-lttz_hb_isg_leader_in_jup} 1, 0
[spawn_chimera]
spawn_squads = simulation_chimera_jupiter
spawn_num = {=actor_week_in_zone(1) -lttz_hb_isg_leader_in_jup} 1, 0
spawn_num = {-lttz_hb_isg_leader_in_jup} 1, 0
;[on_changing_level]
@@ -1,6 +1,6 @@
[smart_terrain]
squad_id = 17
max_population = 2
max_population = 1
respawn_params = respawn@jup_b209
respawn_only_smart = false
respawn_idle = 172800
@@ -1,6 +1,6 @@
[smart_terrain] ;-- Disabled spawn
squad_id = 23
max_population = 2
max_population = 1
;respawn_params = respawn@jup_b4
;respawn_only_smart = false
;respawn_idle = 86400
@@ -1,12 +1,12 @@
[smart_terrain]
squad_id = 58
max_population = 3
max_population = 2
respawn_params = respawn@jup_b41
respawn_only_smart = false
respawn_idle = 86400
respawn_radius = 50
;arrive_dist = 75
smart_control = smart_control
;smart_control = smart_control
;att_restr = nil
def_restr = jup_b41_sr_noweap
safe_restr = jup_b41_sr_light
@@ -44,11 +44,11 @@ spawn_num = {+jup_scientist_hermann_dead +jup_scientist_ozersky_dead +jup_scient
;[on_changing_level]
[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
;[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]
jup_b6_scientist_nuclear_physicist = jupiter\jup_b6_scientist_nuclear_physicist.ltx
@@ -1,6 +1,6 @@
[smart_terrain] ;-- Disabled spawn
squad_id = 33
max_population = 2
max_population = 1
;respawn_params = respawn@jup_sim_13
;respawn_only_smart = false
;respawn_idle = 172800
@@ -1,6 +1,6 @@
[smart_terrain]
squad_id = 38
max_population = 2
max_population = 1 ;2
respawn_params = respawn@jup_sim_18
respawn_only_smart = false
respawn_idle = 86400
@@ -25,7 +25,7 @@ spawn_num = {+agr_military_colonel_kovalski_dead} 0, 1 ;{-bar_deactivate_radar_d
[spawn_army@alpha]
spawn_squads = army_sim_squad_alpha, army_sim_squad_10
spawn_num = {+agr_military_colonel_kovalski_dead} 4, 1 ;{-bar_deactivate_radar_done} 0,
spawn_num = {+agr_military_colonel_kovalski_dead} 3, 1 ;{-bar_deactivate_radar_done} 0,
[spawn_duty@veteran]
spawn_squads = duty_sim_squad_veteran, army_sim_squad_advanced, army_sim_squad_advanced
@@ -33,7 +33,7 @@ spawn_num = {+bar_dolg_leader_dead +bar_dolg_petrenko_dead} 0, 1 ;{-bar_deactiva
[spawn_duty@alpha]
spawn_squads = dolg_sim_squad_alpha, duty_sim_squad_5
spawn_num = {+bar_dolg_leader_dead +bar_dolg_petrenko_dead} 4, 1 ;{-bar_deactivate_radar_done} 0,
spawn_num = {+bar_dolg_leader_dead +bar_dolg_petrenko_dead} 3, 1 ;{-bar_deactivate_radar_done} 0,
;[on_changing_level]
@@ -18,11 +18,11 @@ spawn_all_worst_c_2_2
[spawn_all_hard_c_2_1] ;-- Hard mutants - Rates of groups: ( 1 pseudodog + 1 fracture + 1 snork + 1 psydog + 2 karlik; + 1 bloodsucker + 1 psysucker)
spawn_squads = simulation_pseudodog, simulation_fracture, simulation_snork_2_3, simulation_karlik, simulation_karlik ;simulation_bloodsucker, simulation_psysucker
spawn_squads = simulation_pseudodog, simulation_fracture, simulation_snork_2_3, simulation_karlik, simulation_karlik ;simulation_bloodsucker, simulation_psysucker, simulation_bibliotekar
spawn_num = {!actor_week_in_zone(3)} 1, {=actor_week_in_zone(3)} 0
[spawn_all_worst_c_2_2] ;-- Worst mutants - Rates of groups: ( 1 pseudodog + 1 fracture + 1 snork + 1 karlik + 1 burer; + 1 bloodsucker + 1 psysucker )
spawn_squads = simulation_pseudodog, simulation_fracture, , simulation_snork_2_5, simulation_psy_dog_squad, simulation_burer, simulation_karlik ;simulation_bloodsucker_1_2, simulation_psysucker_1_2
spawn_squads = simulation_pseudodog, simulation_fracture, , simulation_snork_2_5, simulation_psy_dog_squad, simulation_burer, simulation_karlik, simulation_bibliotekar
spawn_num = {=actor_week_in_zone(3)} 1, {!actor_week_in_zone(3)} 0
@@ -18,11 +18,11 @@ spawn_all_worst_c_2_2
[spawn_all_hard_c_2_1] ;-- Hard mutants - Rates of groups: ( 1 pseudodog + 1 fracture + 1 snork + 1 psydog + 2 karlik; + 1 bloodsucker + 1 psysucker)
spawn_squads = simulation_pseudodog, simulation_fracture, simulation_snork_2_3, simulation_karlik, simulation_karlik ;simulation_bloodsucker, simulation_psysucker
spawn_squads = simulation_pseudodog, simulation_fracture, simulation_snork_2_3, simulation_karlik, simulation_karlik ;simulation_bloodsucker, simulation_psysucker, simulation_bibliotekar
spawn_num = {!actor_week_in_zone(1)} 1, {=actor_week_in_zone(1)} 0
[spawn_all_worst_c_2_2] ;-- Worst mutants - Rates of groups: ( 1 pseudodog + 1 fracture + 1 snork + 1 karlik + 1 burer; + 1 bloodsucker + 1 psysucker )
spawn_squads = simulation_pseudodog, simulation_fracture, , simulation_snork_2_5, simulation_psy_dog_squad, simulation_burer, simulation_karlik ;simulation_bloodsucker_1_2, simulation_psysucker_1_2
spawn_squads = simulation_pseudodog, simulation_fracture, , simulation_snork_2_5, simulation_psy_dog_squad, simulation_burer, simulation_karlik ;simulation_bloodsucker_1_2, simulation_psysucker_1_2, simulation_bibliotekar
spawn_num = {=actor_week_in_zone(1)} 1, {!actor_week_in_zone(1)} 0
@@ -18,11 +18,11 @@ spawn_all_worst_c_2_2
[spawn_all_hard_c_2_1] ;-- Hard mutants - Rates of groups: ( 1 pseudodog + 1 fracture + 1 snork + 1 psydog + 2 karlik; + 1 bloodsucker + 1 psysucker )
spawn_squads = simulation_pseudodog, simulation_fracture, simulation_snork_2_3, simulation_karlik, simulation_karlik ;simulation_bloodsucker, simulation_psysucker
spawn_squads = simulation_pseudodog, simulation_fracture, simulation_snork_2_3, simulation_karlik, simulation_karlik ;simulation_bloodsucker, simulation_psysucker, simulation_bibliotekar
spawn_num = {!actor_week_in_zone(2)} 1, {=actor_week_in_zone(2)} 0
[spawn_all_worst_c_2_2] ;-- Worst mutants - Rates of groups: ( 1 pseudodog + 1 fracture + 1 snork + 1 karlik + 1 burer; + 1 bloodsucker + 1 psysucker )
spawn_squads = simulation_pseudodog, simulation_fracture, , simulation_snork_2_5, simulation_psy_dog_squad, simulation_burer, simulation_karlik ;simulation_bloodsucker_1_2, simulation_psysucker_1_2
spawn_squads = simulation_pseudodog, simulation_fracture, , simulation_snork_2_5, simulation_psy_dog_squad, simulation_burer, simulation_karlik ;simulation_bloodsucker_1_2, simulation_psysucker_1_2, simulation_bibliotekar
spawn_num = {=actor_week_in_zone(2)} 1, {!actor_week_in_zone(2)} 0