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:
+1
-1
@@ -1,6 +1,6 @@
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[smart_terrain]
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squad_id = 48
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max_population = 2
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max_population = 1
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;respawn_params = respawn@jup_b205_smart_terrain_tushkano
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;respawn_only_smart = false
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;respawn_idle = 86400
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+20
@@ -0,0 +1,20 @@
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[logic]
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active = ph_idle@transition
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[ph_idle@transition]
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on_info = {=dist_to_actor_le(5)} ph_idle@teleport %=run_postprocess(fade_in)%
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[ph_idle@teleport]
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on_game_timer = 10 | ph_idle@black %=script(redone_lc_jup_transition_zone:teleport_actor) =run_postprocess(black:3009:true)%
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[ph_idle@black]
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on_info = ph_idle@stop %=run_postprocess(black:3009:true)%
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[ph_idle@stop]
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on_game_timer = 10 | ph_idle@wait %=stop_postprocess(3009)%
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[ph_idle@wait]
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on_timer = 2000 | ph_idle@transition
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[collide]
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ignore_static
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+20
@@ -0,0 +1,20 @@
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[logic]
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active = ph_idle@transition
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[ph_idle@transition]
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on_info = {=dist_to_actor_le(5)} ph_idle@teleport %=run_postprocess(fade_in)%
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[ph_idle@teleport]
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on_game_timer = 10 | ph_idle@black %=script(redone_lc_jup_transition_zone:teleport_actor) =run_postprocess(black:3009:true)%
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[ph_idle@black]
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on_info = ph_idle@stop %=run_postprocess(black:3009:true)%
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[ph_idle@stop]
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on_game_timer = 10 | ph_idle@wait %=stop_postprocess(3009)%
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[ph_idle@wait]
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on_timer = 2000 | ph_idle@transition
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[collide]
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ignore_static
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-32
@@ -1,32 +0,0 @@
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![logic]
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!active = ;nil
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active = sr_idle@wait_actor
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[sr_idle@wait_actor]
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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
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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
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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
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[sr_idle@spawn_night_monster]
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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%
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[sr_idle@reset]
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;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
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;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
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on_game_timer = 172800 | sr_idle@wait_actor
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[sr_idle@spawn_night_monster_2]
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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%
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[sr_idle@reset_2]
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;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
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;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
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on_game_timer = 172800 | sr_idle@wait_actor
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[sr_idle@spawn_night_monster_3]
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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
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[sr_idle@reset_3]
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;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
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;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
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on_game_timer = 172800 | sr_idle@wait_actor
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-32
@@ -1,32 +0,0 @@
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![logic]
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!active = ;nil
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active = sr_idle@wait_actor
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[sr_idle@wait_actor]
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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
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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
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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
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[sr_idle@spawn_night_monster]
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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)%
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[sr_idle@reset]
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;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
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;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
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on_game_timer = 172800 | sr_idle@wait_actor
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[sr_idle@spawn_night_monster_2]
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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)%
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[sr_idle@reset_2]
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;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
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;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
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on_game_timer = 172800 | sr_idle@wait_actor
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[sr_idle@spawn_night_monster_3]
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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)%
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[sr_idle@reset_3]
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;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
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;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
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on_game_timer = 172800 | sr_idle@wait_actor
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+21
-2
@@ -1,2 +1,21 @@
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![logic]
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!active = sr_idle@music
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![sr_idle@music]
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on_info = %=play_sound(jup_smart_terrain_base_radio_mlr)%
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!on_timer = 6660 | sr_idle@propaganda
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on_info2 = {=is_night} sr_idle@night
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on_info3 = {=surge_started} sr_idle@surge
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![sr_idle@propaganda]
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!on_info = %=play_sound(mil_freebase_mlr_propaganda)%
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!on_timer = 1800 | sr_idle@music
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!on_info2 = {=is_night} sr_idle@night
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!on_info3 = {=surge_started} sr_idle@surge
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![sr_idle@night]
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on_info = %=play_sound(jup_night_sound_mlr)%
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on_info2 = {!is_night} sr_idle@music
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on_info3 = {=surge_started} sr_idle@surge
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![sr_idle@surge]
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on_info = %=play_sound(broken_radio_mlr)%
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on_info2 = {!surge_started !is_night} sr_idle@music
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on_info3 = {!surge_started =is_night} sr_idle@night
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+1
-1
@@ -1,6 +1,6 @@
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[smart_terrain] ;-- Disabled spawn
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squad_id = 2
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;max_population = 1
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max_population = 1
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;respawn_params = respawn@jup_a12_merc
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;respawn_only_smart = false
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;respawn_idle = 86400
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@@ -1,6 +1,6 @@
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[smart_terrain] ;-- Disabled spawn
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squad_id = 40
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max_population = 2
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max_population = 1
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;respawn_params = respawn@jup_a9
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;respawn_only_smart = false
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;respawn_idle = 86400
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@@ -19,7 +19,7 @@ spawn_zombied_squad
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[spawn_zombied_squad]
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spawn_squads = zombied_sim_squad_novice, zombied_sim_squad_novice, zombied_sim_squad_advanced
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;spawn_num = {-jup_b19_agreed_to_go} 2, {+jup_b19_complete} 2, {+jup_b19_yar_enemy_or_dead} 2, 0
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spawn_num = {+bar_deactivate_radar_done} 1, 2
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spawn_num = {+bar_deactivate_radar_done} 2, 4
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;[on_changing_level]
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+5
-5
@@ -1,18 +1,18 @@
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[smart_terrain]
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squad_id = 9
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max_population = 2
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respawn_params = respawn@jup_b200
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respawn_only_smart = false
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;respawn_params = respawn@jup_b200
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;respawn_only_smart = false
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respawn_idle = 172800
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respawn_radius = 50
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;arrive_dist = 0
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;smart_control = nil
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att_restr = jup_b207_sr_depot_attack
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def_restr = jup_b207_sr_depot_defence
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;att_restr = jup_b207_sr_depot_attack
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;def_restr = jup_b207_sr_depot_defence
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;safe_restr = nil
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;spawn_point = nil
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faction_controlled = stalker, bandit, csky, freedom, dolg, monolith
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faction_controlled = stalker, bandit, csky, freedom, dolg, monolith, greh
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default_faction = monolith
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faction_respawn_num = 1
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+5
-1
@@ -1,6 +1,6 @@
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[smart_terrain]
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squad_id = 8
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max_population = 2
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max_population = 1
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respawn_params = respawn@jup_b200_tushkan_smart_terrain
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respawn_only_smart = false
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respawn_idle = 86400
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@@ -12,6 +12,10 @@ respawn_radius = 50
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;safe_restr = nil
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;spawn_point = nil
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;faction_controlled = stalker, bandit, csky, freedom, dolg, monolith, greh
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;default_faction = monolith
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;faction_respawn_num = 1
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[respawn@jup_b200_tushkan_smart_terrain] ;-- Type:
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spawn_tushkano
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+7
-3
@@ -2,9 +2,9 @@
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squad_id = 10
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max_population = 1
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;respawn_params = respawn@jup_b202
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;respawn_only_smart = false
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;respawn_idle = 86400
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;respawn_radius = 50
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respawn_only_smart = false
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respawn_idle = 86400
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respawn_radius = 50
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;arrive_dist = 0
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;smart_control = nil
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;att_restr = nil
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@@ -12,6 +12,10 @@ max_population = 1
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;safe_restr = nil
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;spawn_point = nil
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faction_controlled = stalker, bandit, csky, freedom, renegade, monolith, greh
|
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default_faction = monolith
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faction_respawn_num = 1
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;[respawn@jup_b202] ;-- Type:
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|
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|
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+1
-1
@@ -1,6 +1,6 @@
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[smart_terrain]
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squad_id = 13
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max_population = 2
|
||||
max_population = 1
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respawn_params = respawn@jup_b206
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respawn_only_smart = false
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respawn_idle = 86400
|
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|
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+7
-7
@@ -1,19 +1,19 @@
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[smart_terrain]
|
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squad_id = 15
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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:
|
||||
|
||||
+1
-1
@@ -23,7 +23,7 @@ spawn_num = {-lttz_hb_isg_leader_in_jup} 1, 0
|
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|
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[spawn_chimera]
|
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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
|
||||
|
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|
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;[on_changing_level]
|
||||
|
||||
+1
-1
@@ -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
-1
@@ -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
|
||||
|
||||
+3
-3
@@ -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]
|
||||
|
||||
+2
-2
@@ -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
|
||||
|
||||
|
||||
|
||||
+2
-2
@@ -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
|
||||
|
||||
|
||||
|
||||
+2
-2
@@ -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
|
||||
|
||||
|
||||
|
||||
Reference in New Issue
Block a user