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:
+3
-3
@@ -6,16 +6,16 @@ active = sr_idle@wait_actor
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on_actor_in_zone = pri_a25_poltergeist_1_spawn_restrictor | sr_idle@spawn_polter
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[sr_idle@spawn_polter]
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on_info = sr_idle@wait_actor_2 ;%=create_squad(pri_a25_poltergeist_2_squad:pri_a25_smart_terrain)%
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on_info = sr_idle@wait_actor_2 %=create_squad(pri_a25_poltergeist_2_squad:pri_a25_smart_terrain)%
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[sr_idle@wait_actor_2]
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on_actor_in_zone = pri_a25_poltergeist_2_spawn_restrictor | sr_idle@spawn_monster_boss
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[sr_idle@spawn_monster_boss]
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on_info = sr_idle@check %=create_squad(pri_a25_monster_boss_squad:pri_a25_smart_terrain)% ;{+pri_a25_poltergeist_1_dead +pri_a25_poltergeist_2_dead +pri_a25_poltergeist_3_dead}
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on_info = sr_idle@check %=create_squad(pri_a25_poltergeist_3_squad:pri_a25_smart_terrain)% ;{+pri_a25_poltergeist_1_dead +pri_a25_poltergeist_2_dead +pri_a25_poltergeist_3_dead}
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[sr_idle@check]
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on_info = {+pri_a25_antenna_destroyed} sr_idle@timer %=create_squad(pri_a25_poltergeist_1_squad:pri_a25_smart_terrain) =create_squad(pri_a25_poltergeist_2_squad:pri_a25_smart_terrain) =create_squad(pri_a25_poltergeist_3_squad:pri_a25_smart_terrain)%
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on_info = {+pri_a25_antenna_destroyed} sr_idle@timer %=create_squad(pri_a25_poltergeist_1_squad:pri_a25_smart_terrain)%
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[sr_idle@timer]
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on_game_timer = 345600 | sr_idle@nil %=create_squad(pri_a25_poltergeist_4_squad:pri_a25_smart_terrain)%
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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(pri_a28_arch) =is_dark_night} sr_idle@spawn_night_monster, {=actor_near_smart(pri_a28_arch) =is_night} sr_idle@spawn_night_monster
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on_info2 = {=actor_near_smart(pri_a28_evac) =is_dark_night} sr_idle@spawn_night_monster_2, {=actor_near_smart(pri_a28_evac) =is_night} sr_idle@spawn_night_monster_2
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on_info3 = {=actor_near_smart(pri_sim_5) =is_dark_night} sr_idle@spawn_night_monster_3, {=actor_near_smart(pri_sim_5) =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:pri_a28_arch)% sr_idle@reset, {~40} %=create_squad(simulation_psysucker_1_2:pri_a28_arch)% sr_idle@reset, {~60} %=create_squad(simulation_psysucker:pri_a28_arch)% sr_idle@reset, {~80} %=create_squad(simulation_bloodsucker:pri_a28_arch)% sr_idle@reset, %=create_squad(simulation_snork:pri_a28_arch) sr_idle@reset%
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[sr_idle@reset]
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;on_info2 = {=actor_near_smart(pri_a28_evac) =is_dark_night} sr_idle@spawn_night_monster_2, {=actor_near_smart(pri_a28_evac) =is_night} sr_idle@spawn_night_monster_2
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;on_info3 = {=actor_near_smart(pri_sim_5) =is_dark_night} sr_idle@spawn_night_monster_3, {=actor_near_smart(pri_sim_5) =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:pri_a28_evac)% sr_idle@reset_2, {~40} %=create_squad(simulation_psysucker_1_2:pri_a28_evac)% sr_idle@reset_2, {~60} %=create_squad(simulation_psysucker:pri_a28_evac)% sr_idle@reset_2, {~80} %=create_squad(simulation_bloodsucker:pri_a28_evac)% sr_idle@reset_2, %=create_squad(simulation_snork:pri_a28_evac) sr_idle@reset_2%
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[sr_idle@reset_2]
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;on_info = {=actor_near_smart(pri_a28_arch) =is_dark_night} sr_idle@spawn_night_monster, {=actor_near_smart(pri_a28_arch) =is_night} sr_idle@spawn_night_monster
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;on_info3 = {=actor_near_smart(pri_sim_5) =is_dark_night} sr_idle@spawn_night_monster_3, {=actor_near_smart(pri_sim_5) =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:pri_sim_5)% sr_idle@reset_3, {~40} %=create_squad(simulation_psysucker_1_2:pri_sim_5)% sr_idle@reset_3, {~60} %=create_squad(simulation_psysucker:pri_sim_5)% sr_idle@reset_3, {~80} %=create_squad(simulation_bloodsucker:pri_sim_5)% sr_idle@reset_3, %=create_squad(simulation_lurker_black:pri_sim_5)% sr_idle@reset_3
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[sr_idle@reset_3]
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;on_info = {=actor_near_smart(pri_a28_arch) =is_dark_night} sr_idle@spawn_night_monster, {=actor_near_smart(pri_a28_arch) =is_night} sr_idle@spawn_night_monster
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;on_info2 = {=actor_near_smart(pri_a28_evac) =is_dark_night} sr_idle@spawn_night_monster_2, {=actor_near_smart(pri_a28_evac) =is_night} sr_idle@spawn_night_monster_2
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on_game_timer = 172800 | sr_idle@wait_actor
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+8
-7
@@ -18,14 +18,15 @@ on_info = {+bar_deactivate_radar_done} sr_crow_spawner
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max_crows_on_level = 4
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spawn_path = soc_pri_crow_spawn_1, soc_pri_crow_spawn_2, soc_pri_crow_spawn_3, soc_pri_crow_spawn_4, soc_pri_crow_spawn_5
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on_info50 = {-bar_deactivate_radar_done} sr_idle@check_spawner
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;on_info51 = {+bar_deactivate_radar_done +pri_monolith_haron_dead +pri_monolith_trader_dead +pri_monolith_tech_dead -pri_spawn_complete =actor_community(actor_army)} sr_idle@spawn_1
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;[sr_idle@check_spawn_1]:sr_crow_spawner
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;on_info = {!squad_name_exist(military_base_mlr_squad) !squad_name_exist(military_base_mlra_squad) !squad_name_exist(military_depot_mlr_squad)} sr_idle@spawn_1, sr_idle@spawn_end
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on_info51 = {+bar_deactivate_radar_done +pri_monolith_haron_dead +pri_monolith_trader_dead +pri_monolith_tech_dead -pri_spawn_complete =actor_community(actor_army)} sr_idle@check_spawn_1
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;[sr_idle@spawn_1]:sr_crow_spawner
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;on_game_timer = 50 | sr_idle@spawn_end %=create_squad(military_base_mlr_squad:pri_smart_neutral_stalker1) =create_squad(military_base_mlra_squad:pri_smart_neutral_stalker1) =create_squad(military_depot_mlr_squad:pri_smart_neutral_stalker1)%
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[sr_idle@check_spawn_1]:sr_crow_spawner
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on_info = {!squad_name_exist(military_base_mlr_squad) !squad_name_exist(military_base_mlra_squad) !squad_name_exist(military_depot_mlr_squad)} sr_idle@spawn_1, sr_idle@spawn_end
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;[sr_idle@spawn_end]:sr_crow_spawner
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;on_info = sr_idle@check_spawner %+pri_spawn_complete%
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[sr_idle@spawn_1]:sr_crow_spawner
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on_game_timer = 50 | sr_idle@spawn_end %=create_squad(military_base_mlr_squad:pri_smart_neutral_stalker1) =create_squad(military_base_mlra_squad:pri_smart_neutral_stalker1) =create_squad(military_depot_mlr_squad:pri_smart_neutral_stalker1)%
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[sr_idle@spawn_end]:sr_crow_spawner
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on_info = sr_idle@check_spawner %+pri_spawn_complete%
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@@ -18,7 +18,7 @@ spawn_dogs_special
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[spawn_dogs_special];-- Weak mutants - Rates of groups: ( 1 dogs )
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spawn_squads = pri_b304_dogs
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spawn_num = {!squad_name_exist(pri_b304_dogs) ~50} 1, 0
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spawn_num = {!squad_name_exist(pri_b304_dogs) ~20} 1, 0
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;[on_changing_level]
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+2
-2
@@ -3,8 +3,8 @@ squad_id = 32
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max_population = 2
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respawn_params = respawn@mlr_terrain
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respawn_only_smart = false
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respawn_idle = 10
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respawn_radius = 10000
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respawn_idle = 86400
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respawn_radius = 1000
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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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@@ -9,7 +9,7 @@ arrive_dist = 25
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def_restr = pri_a16_sr_noweap
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safe_restr = pri_surge_hide_a16; pri_a16_sr_light
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;spawn_point = nil
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smart_control = smart_control
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;smart_control = smart_control
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[respawn@pri_a16] ;-- Type: faction {stalker\csky} = outpost
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spawn_stalker@advanced
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@@ -37,11 +37,7 @@ spawn_num = {!squad_name_exist(start_prachka_squad) -pri_stalker_cachier_dead -p
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;[on_changing_level]
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[smart_control]
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noweap_zone = pri_a16_sr_noweap
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ignore_zone = pri_surge_hide_a16; pri_a16_sr_light
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alarm_start_sound = pri_a16_base_alarm ; nil, {-pri_b305_fifth_cam_end}
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alarm_stop_sound = pri_a16_base_relax ; nil, {-pri_b305_fifth_cam_end}
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;[smart_control]
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[exclusive]
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trader_pri_a15_mlr = pripyat\pri_a15_mlr.ltx
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@@ -56,11 +52,11 @@ pri_a16_stalker_stitch_oa = pripyat\pri_a16_stalker_strelok_team.ltx
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pri_a16_guard_work_1 = pripyat\pri_a16_smart_logic_mlr.ltx
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pri_a16_guard_work_2 = pripyat\pri_a16_smart_logic_mlr.ltx
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pri_a16_guard_work_3 = pripyat\pri_a16_smart_logic_mlr.ltx;
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pri_a16_guard_work_3 = pripyat\pri_a16_smart_logic_mlr.ltx
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pri_a16_camp_work_1 = pripyat\pri_a16_smart_logic_mlr.ltx
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;pri_a16_camp_work_2 = pripyat\pri_a16_smart_logic_mlr.ltx
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pri_a16_camp_work_3 = pripyat\pri_a16_smart_logic_mlr.ltx;
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pri_a16_camp_work_3 = pripyat\pri_a16_smart_logic_mlr.ltx
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pri_a16_camp_work_4 = pripyat\pri_a16_smart_logic_mlr.ltx
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;pri_a16_camp_work_5 = pripyat\pri_a16_smart_logic_mlr.ltx
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pri_a16_camp_work_6 = pripyat\pri_a16_smart_logic_mlr.ltx
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+3
-7
@@ -14,11 +14,7 @@ smart_control = smart_control
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;[respawn@pri_a16_mlr_copy] ;-- Type: faction {monolith\greh} = guard\campsite
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[smart_control]
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noweap_zone = pri_a16_sr_noweap
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ignore_zone = pri_surge_hide_a16; pri_a16_sr_light
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alarm_start_sound = pri_a16_base_alarm ; nil, {-pri_b305_fifth_cam_end}
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alarm_stop_sound = pri_a16_base_relax ; nil, {-pri_b305_fifth_cam_end}
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;[smart_control]
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;[on_changing_level]
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@@ -27,11 +23,11 @@ pri_a16_mech_mlr = pripyat\pri_a15_mlr.ltx
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pri_a16_guard_work_1 = pripyat\pri_a16_smart_logic_mlr.ltx
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pri_a16_guard_work_2 = pripyat\pri_a16_smart_logic_mlr.ltx
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pri_a16_guard_work_3 = pripyat\pri_a16_smart_logic_mlr.ltx;
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pri_a16_guard_work_3 = pripyat\pri_a16_smart_logic_mlr.ltx
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pri_a16_camp_work_1 = pripyat\pri_a16_smart_logic_mlr.ltx
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pri_a16_camp_work_2 = pripyat\pri_a16_smart_logic_mlr.ltx
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pri_a16_camp_work_3 = pripyat\pri_a16_smart_logic_mlr.ltx;
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pri_a16_camp_work_3 = pripyat\pri_a16_smart_logic_mlr.ltx
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pri_a16_camp_work_4 = pripyat\pri_a16_smart_logic_mlr.ltx
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pri_a16_camp_work_5 = pripyat\pri_a16_smart_logic_mlr.ltx
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pri_a16_camp_work_6 = pripyat\pri_a16_smart_logic_mlr.ltx
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@@ -2,7 +2,7 @@
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squad_id = 25
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max_population = 2
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respawn_params = respawn@pri_a17
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respawn_idle = 345600
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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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-10
@@ -1,10 +0,0 @@
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[smart_terrain] ;-- No function
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squad_id = 0
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max_population = 1
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;respawn_params = respawn@pri_a28_arch
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;respawn_idle = 172800
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;[respawn@pri_a28_arch] ;-- Type:
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;[exclusive]
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-10
@@ -1,10 +0,0 @@
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[smart_terrain] ;-- No function
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squad_id = 0
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max_population = 1
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;respawn_params = respawn@pri_a28_evac
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;respawn_idle = 172800
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;[respawn@pri_a28_evac] ;-- Type:
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;[exclusive]
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-10
@@ -1,10 +0,0 @@
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[smart_terrain] ;-- No function
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squad_id = 0
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max_population = 1
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;respawn_params = respawn@pri_a28_school
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;respawn_idle = 172800
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;[respawn@pri_a28_school] ;-- Type:
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;[exclusive]
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+37
-37
@@ -16,54 +16,54 @@ respawn_radius = 1000
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spawn_monolith@novice
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spawn_monolith@veteran
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spawn_monolith@advanced
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spawn_monolith_special
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spawn_monolith_special_2
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spawn_monolith_special_3
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spawn_monolith_special_4
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spawn_monolith_special_5
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spawn_monolith_special_6
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spawn_monolith_special_7
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;spawn_monolith_special
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;spawn_monolith_special_2
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;spawn_monolith_special_3
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;spawn_monolith_special_4
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;spawn_monolith_special_5
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;spawn_monolith_special_6
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;spawn_monolith_special_7
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spawn_deserted_base
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[spawn_monolith@novice]
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spawn_squads = monolith_sim_squad_novice, monolith_sim_squad_novice
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spawn_num = {+pri_monolith_haron_dead +pri_monolith_trader_dead +pri_monolith_tech_dead} 0, 3
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[spawn_monolith@advanced]
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spawn_squads = monolith_sim_squad_advanced, monolith_sim_squad_advanced
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spawn_num = {+pri_monolith_haron_dead +pri_monolith_trader_dead +pri_monolith_tech_dead} 0, 3
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[spawn_monolith@veteran]
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spawn_squads = monolith_sim_squad_veteran, monolith_sim_squad_advanced
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spawn_squads = monolith_sim_squad_novice, monolith_sim_squad_novice, monolith_sim_squad_advanced
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spawn_num = {+pri_monolith_haron_dead +pri_monolith_trader_dead +pri_monolith_tech_dead} 0, 2
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[spawn_monolith_special]
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spawn_squads = monolith_base_mlra_squad
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spawn_num = {!squad_name_exist(monolith_base_mlra_squad) -pri_monolith_haron_dead -pri_monolith_trader_dead -pri_monolith_tech_dead} 1, 0
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[spawn_monolith@advanced]
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spawn_squads = monolith_sim_squad_advanced, monolith_sim_squad_advanced, monolith_sim_squad_novice
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spawn_num = {+pri_monolith_haron_dead +pri_monolith_trader_dead +pri_monolith_tech_dead} 0, 2
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[spawn_monolith_special_2]
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spawn_squads = monolith_base_mlra_squad
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spawn_num = {!squad_name_exist(monolith_base_mlra_squad) -pri_monolith_haron_dead -pri_monolith_trader_dead -pri_monolith_tech_dead} 1, 0
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[spawn_monolith@veteran]
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spawn_squads = monolith_sim_squad_veteran, monolith_sim_squad_advanced, monolith_sim_squad_advanced
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spawn_num = {+pri_monolith_haron_dead +pri_monolith_trader_dead +pri_monolith_tech_dead} 0, 2
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[spawn_monolith_special_3]
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spawn_squads = monolith_base_mlr2_squad
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spawn_num = {!squad_name_exist(monolith_base_mlr2_squad) -pri_monolith_haron_dead -pri_monolith_trader_dead -pri_monolith_tech_dead} 1, 0
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;[spawn_monolith_special]
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;spawn_squads = monolith_base_mlra_squad
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;spawn_num = {!squad_name_exist(monolith_base_mlra_squad) -pri_monolith_haron_dead -pri_monolith_trader_dead -pri_monolith_tech_dead} 1, 0
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[spawn_monolith_special_4]
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spawn_squads = monolith_base_mlr3_squad
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spawn_num = {!squad_name_exist(monolith_base_mlr3_squad) -pri_monolith_haron_dead -pri_monolith_trader_dead -pri_monolith_tech_dead} 1, 0
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;[spawn_monolith_special_2]
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;spawn_squads = monolith_base_mlra_squad
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;spawn_num = {!squad_name_exist(monolith_base_mlra_squad) -pri_monolith_haron_dead -pri_monolith_trader_dead -pri_monolith_tech_dead} 1, 0
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[spawn_monolith_special_5]
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spawn_squads = monolith_base_mlr4_squad
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||||
spawn_num = {!squad_name_exist(monolith_base_mlr4_squad) -pri_monolith_haron_dead -pri_monolith_trader_dead -pri_monolith_tech_dead} 1, 0
|
||||
;[spawn_monolith_special_3]
|
||||
;spawn_squads = monolith_base_mlr2_squad
|
||||
;spawn_num = {!squad_name_exist(monolith_base_mlr2_squad) -pri_monolith_haron_dead -pri_monolith_trader_dead -pri_monolith_tech_dead} 1, 0
|
||||
|
||||
[spawn_monolith_special_6]
|
||||
spawn_squads = monolith_base_mlr5_squad
|
||||
spawn_num = {!squad_name_exist(monolith_base_mlr5_squad) -pri_monolith_haron_dead -pri_monolith_trader_dead -pri_monolith_tech_dead} 1, 0
|
||||
;[spawn_monolith_special_4]
|
||||
;spawn_squads = monolith_base_mlr3_squad
|
||||
;spawn_num = {!squad_name_exist(monolith_base_mlr3_squad) -pri_monolith_haron_dead -pri_monolith_trader_dead -pri_monolith_tech_dead} 1, 0
|
||||
|
||||
[spawn_monolith_special_7]
|
||||
spawn_squads = monolith_base_mlr6_squad
|
||||
spawn_num = {!squad_name_exist(monolith_base_mlr6_squad) -pri_monolith_haron_dead -pri_monolith_trader_dead -pri_monolith_tech_dead} 1, 0
|
||||
;[spawn_monolith_special_5]
|
||||
;spawn_squads = monolith_base_mlr4_squad
|
||||
;spawn_num = {!squad_name_exist(monolith_base_mlr4_squad) -pri_monolith_haron_dead -pri_monolith_trader_dead -pri_monolith_tech_dead} 1, 0
|
||||
|
||||
;[spawn_monolith_special_6]
|
||||
;spawn_squads = monolith_base_mlr5_squad
|
||||
;spawn_num = {!squad_name_exist(monolith_base_mlr5_squad) -pri_monolith_haron_dead -pri_monolith_trader_dead -pri_monolith_tech_dead} 1, 0
|
||||
|
||||
;[spawn_monolith_special_7]
|
||||
;spawn_squads = monolith_base_mlr6_squad
|
||||
;spawn_num = {!squad_name_exist(monolith_base_mlr6_squad) -pri_monolith_haron_dead -pri_monolith_trader_dead -pri_monolith_tech_dead} 1, 0
|
||||
|
||||
|
||||
[spawn_deserted_base]
|
||||
|
||||
+1
-1
@@ -12,7 +12,7 @@ respawn_radius = 50
|
||||
;safe_restr = nil
|
||||
;spawn_point = nil
|
||||
|
||||
[respawn@pri_sim_1] ;-- Type:
|
||||
;[respawn@pri_sim_1] ;-- Type:
|
||||
;spawn_chimera_pripyat
|
||||
|
||||
;[spawn_chimera_pripyat]
|
||||
|
||||
+11
-6
@@ -2,7 +2,7 @@
|
||||
squad_id = 32
|
||||
max_population = 1
|
||||
respawn_params = respawn@pri_sim_10
|
||||
respawn_only_smart = false
|
||||
respawn_only_smart = true
|
||||
respawn_idle = 345600
|
||||
respawn_radius = 50
|
||||
;arrive_dist = 0
|
||||
@@ -12,13 +12,18 @@ respawn_radius = 50
|
||||
;safe_restr = nil
|
||||
;spawn_point = nil
|
||||
|
||||
[respawn@pri_sim_10] ;-- Type: spawn_mutants_rare
|
||||
spawn_mutants_rare
|
||||
[respawn@pri_sim_10] ;-- Type:
|
||||
spawn_all_hard_c_2_1
|
||||
spawn_all_worst_c_2_2
|
||||
|
||||
|
||||
[spawn_mutants_rare] ;-- Rare mutants - Rates of groups: ( 1 borya + 1 bibliotekar + 1 gigant; + 1 bloodsucker + 1 psysucker )
|
||||
spawn_squads = simulation_borya, simulation_bibliotekar, simulation_gigant ;simulation_bloodsucker, simulation_psysucker,
|
||||
spawn_num = {~10} 1, 0
|
||||
[spawn_all_hard_c_2_1] ;-- Hard mutants - Rates of groups: ( 2 snark + 1 fracture + 1 lurker + 1 psydog + 1 polter )
|
||||
spawn_squads = simulation_snork, simulation_snork_2_3, simulation_fracture, simulation_lurker, simulation_psy_dog, 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: ( 2 snark + 1 fracture + 1 lurker + 1 psydog + 1 polter )
|
||||
spawn_squads = simulation_snork_2_3, simulation_snork_2_5, simulation_fracture, simulation_lurker_1_2, simulation_psy_dog_squad, simulation_bibliotekar
|
||||
spawn_num = {=actor_week_in_zone(2)} 1, {!actor_week_in_zone(2)} 0
|
||||
|
||||
|
||||
;[on_changing_level]
|
||||
|
||||
+1
-1
@@ -1,6 +1,6 @@
|
||||
[smart_terrain] ;-- Disabled spawn
|
||||
squad_id = 33
|
||||
max_population = 1
|
||||
;max_population = 1
|
||||
;respawn_params = respawn@pri_sim_11
|
||||
;respawn_only_smart = false
|
||||
;respawn_idle = 86400
|
||||
|
||||
+6
-5
@@ -17,16 +17,17 @@ spawn_all_hard_c_2_1
|
||||
spawn_all_worst_c_2_2
|
||||
|
||||
|
||||
[spawn_all_hard_c_2_1] ;-- Hard mutants - Rates of groups: ( 2 snark + 1 fracture + 1 lurker + 1 psydog + 1 polter + 1 karlik )
|
||||
spawn_squads = simulation_snork, simulation_snork_2_3, simulation_fracture, simulation_lurker, simulation_psy_dog, simulation_poltergeist_black, simulation_karlik
|
||||
[spawn_all_hard_c_2_1] ;-- Hard mutants - Rates of groups: ( 2 snark + 1 fracture + 1 lurker + 1 psydog + 1 polter )
|
||||
spawn_squads = simulation_snork, simulation_snork_2_3, simulation_fracture, simulation_lurker, simulation_psy_dog, 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: ( 2 snark + 1 fracture + 1 lurker + 1 psydog + 1 polter + 1 karlik )
|
||||
spawn_squads = simulation_snork_2_3, simulation_snork_2_5, simulation_fracture, simulation_lurker_1_2, simulation_psy_dog_squad, simulation_poltergeist_black, simulation_karlik
|
||||
[spawn_all_worst_c_2_2];-- Worst mutants - Rates of groups: ( 2 snark + 1 fracture + 1 lurker + 1 psydog + 1 polter )
|
||||
spawn_squads = simulation_snork_2_3, simulation_snork_2_5, simulation_fracture, simulation_lurker_1_2, simulation_psy_dog_squad, simulation_bibliotekar
|
||||
spawn_num = {=actor_week_in_zone(2)} 1, {!actor_week_in_zone(2)} 0
|
||||
|
||||
|
||||
;[on_changing_level]
|
||||
[on_changing_level]
|
||||
on_info = %=script(redone_xr_dynamic_object:dynamic_object:misc\spawn_object\pri_sim_12_objects.ltx)%
|
||||
|
||||
;[smart_control]
|
||||
|
||||
|
||||
+4
-4
@@ -17,12 +17,12 @@ spawn_all_hard_c_2_1
|
||||
spawn_all_worst_c_2_2
|
||||
|
||||
|
||||
[spawn_all_hard_c_2_1] ;-- Hard mutants - Rates of groups: ( 1 tushkano + 1 zombie + 1 snork + 1 lurker +1 psydog + 1 karlik )
|
||||
spawn_squads = simulation_tushkano_7_10, simulation_zombie_blind_3zomb_civ, simulation_snork_2_3, simulation_lurker, simulation_psy_dog, simulation_karlik
|
||||
[spawn_all_hard_c_2_1] ;-- Hard mutants - Rates of groups: ( 1 tushkano + 1 zombie + 1 snork + 1 lurker +1 psydog )
|
||||
spawn_squads = simulation_tushkano_7_10, simulation_zombie_blind_3zomb_civ, simulation_snork_2_3, simulation_lurker, simulation_psy_dog
|
||||
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 zombie + 1 snork + 1 lurker +1 psydog + 1 karlik; + 1 controller )
|
||||
spawn_squads = simulation_zombie_blind_3zomb_civ, simulation_snork_2_5, simulation_lurker_1_2, simulation_psy_dog_squad, simulation_karlik ;simulation_contr_3sn_3gzomb
|
||||
[spawn_all_worst_c_2_2] ;-- Worst mutants - Rates of groups: ( 1 zombie + 1 snork + 1 lurker +1 psydog )
|
||||
spawn_squads = simulation_zombie_blind_3zomb_civ, simulation_snork_2_5, simulation_lurker_1_2, simulation_psy_dog_squad
|
||||
spawn_num = {=actor_week_in_zone(2)} 1, {!actor_week_in_zone(2)} 0
|
||||
|
||||
|
||||
|
||||
+1
-1
@@ -1,6 +1,6 @@
|
||||
[smart_terrain] ;-- Disabled spawn
|
||||
squad_id = 8
|
||||
max_population = 2
|
||||
max_population = 1
|
||||
;respawn_params = respawn@pri_sim_9
|
||||
;respawn_only_smart = false
|
||||
;respawn_idle = 86400
|
||||
|
||||
+4
-4
@@ -17,12 +17,12 @@ spawn_all_hard_c_2_1
|
||||
spawn_all_worst_c_2_2
|
||||
|
||||
|
||||
[spawn_all_hard_c_2_1] ;-- Hard mutants - Rates of groups: ( 1 zombie + 1 snork + 1 lurker +1 psydog + 1 karlik; + 1 polter + 1 bloodsucker )
|
||||
spawn_squads = simulation_zombie_blind_3zomb_civ, simulation_snork_2_3, simulation_lurker, simulation_psy_dog, simulation_karlik; simulation_poltergeist_tele, simulation_bloodsucker_1_2
|
||||
[spawn_all_hard_c_2_1] ;-- Hard mutants - Rates of groups: ( 1 zombie + 1 snork + 1 lurker +1 psydog )
|
||||
spawn_squads = simulation_zombie_blind_3zomb_civ, simulation_snork_2_3, simulation_lurker, simulation_psy_dog
|
||||
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 zombie + 1 snork + 1 lurker +1 psydog + 1 karlik; + 1 polter + 1 bloodsucker + 1 psysucker )
|
||||
spawn_squads = simulation_zombie_blind_3zomb_civ, simulation_snork_2_5, simulation_lurker_1_2, simulation_psy_dog_squad, simulation_karlik; simulation_poltergeist_black, simulation_bloodsucker_1_2, simulation_psysucker_1_2
|
||||
[spawn_all_worst_c_2_2] ;-- Worst mutants - Rates of groups: ( 1 zombie + 1 snork + 1 lurker +1 psydog )
|
||||
spawn_squads = simulation_zombie_blind_3zomb_civ, simulation_snork_2_5, simulation_lurker_1_2, simulation_psy_dog_squad
|
||||
spawn_num = {=actor_week_in_zone(3)} 1, {!actor_week_in_zone(3)} 0
|
||||
|
||||
|
||||
|
||||
+11
-10
@@ -6,30 +6,31 @@ respawn_only_smart = false
|
||||
respawn_idle = 345600
|
||||
respawn_radius = 50
|
||||
;arrive_dist = 0
|
||||
att_restr = nil
|
||||
def_restr = nil
|
||||
spawn_point = nil
|
||||
smart_control = nil
|
||||
;att_restr = nil
|
||||
;def_restr = nil
|
||||
;spawn_point = nil
|
||||
;smart_control = nil
|
||||
|
||||
[respawn@pri_sim_7] ;-- Type:
|
||||
spawn_all_hard_c_2_1
|
||||
spawn_all_worst_c_2_2
|
||||
|
||||
|
||||
[spawn_all_hard_c_2_1] ;-- Hard mutants - Rates of groups: ( 2 fracture + 1 snork + 1 psysucker + 1 psydog + 1 karlik )
|
||||
spawn_squads = simulation_fracture, simulation_fracture, simulation_snork_2_3, simulation_karlik
|
||||
[spawn_all_hard_c_2_1] ;-- Hard mutants - Rates of groups: ( 2 fracture + 1 snork + 1 psysucker + 1 psydog )
|
||||
spawn_squads = simulation_fracture, simulation_fracture, simulation_snork_2_3
|
||||
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: ( 2 fracture + 1 snork + 1 lurker + 1 karlik )
|
||||
spawn_squads = simulation_fracture, simulation_fracture, simulation_snork_2_5, simulation_lurker, simulation_karlik
|
||||
[spawn_all_worst_c_2_2] ;-- Worst mutants - Rates of groups: ( 2 fracture + 1 snork + 1 lurker )
|
||||
spawn_squads = simulation_fracture, simulation_fracture, simulation_snork_2_5, simulation_lurker
|
||||
spawn_num = {=actor_week_in_zone(3)} 1, {!actor_week_in_zone(3)} 0
|
||||
|
||||
;[smart_control]
|
||||
|
||||
;[on_changing_level]
|
||||
[on_changing_level]
|
||||
on_info = %=script(redone_xr_dynamic_object:dynamic_object:misc\spawn_object\pri_sim_7_objects.ltx)%
|
||||
|
||||
[exclusive]
|
||||
pri_sim_7_guard_work_1 = pripyat\pri_sim_7_smart_logic.ltx
|
||||
pri_sim_7_guard_work_2 = pripyat\pri_sim_7_smart_logic.ltx
|
||||
pri_sim_7_guard_work_3 = pripyat\pri_sim_7_smart_logic.ltx
|
||||
pri_sim_7_guard_work_4 = pripyat\pri_sim_7_smart_logic.ltx
|
||||
pri_sim_7_guard_work_4 = pripyat\pri_sim_7_smart_logic.ltx
|
||||
|
||||
+4
-4
@@ -4,7 +4,7 @@ max_population = 1
|
||||
respawn_params = respawn@pri_smart_controler_lair1
|
||||
respawn_only_smart = false
|
||||
respawn_idle = 345600
|
||||
respawn_radius = 100
|
||||
respawn_radius = 50
|
||||
;arrive_dist = 0
|
||||
;smart_control = nil
|
||||
;att_restr = nil
|
||||
@@ -18,15 +18,15 @@ spawn_burer_special
|
||||
spawn_bibliotekar_special
|
||||
|
||||
|
||||
[spawn_borya_special] ;-- Hard mutants - Rates of groups:( 1 borya )
|
||||
[spawn_borya_special] ;-- Hard mutants - Rates of groups:( )
|
||||
spawn_squads = pri_borya_lair_squad
|
||||
spawn_num = {!squad_name_exist(pri_borya_lair_squad) !squad_name_exist(pri_burer_lair_squad) !squad_name_exist(pri_bibliotekar_lair_squad)} 1, 0
|
||||
|
||||
[spawn_burer_special] ;-- Hard mutants - Rates of groups:( 1 burer )
|
||||
[spawn_burer_special] ;-- Hard mutants - Rates of groups:( )
|
||||
spawn_squads = pri_burer_lair_squad
|
||||
spawn_num = {!squad_name_exist(pri_borya_lair_squad) !squad_name_exist(pri_burer_lair_squad) !squad_name_exist(pri_bibliotekar_lair_squad)} 1, 0
|
||||
|
||||
[spawn_bibliotekar_special] ;-- Hard mutants - Rates of groups:( 1 bibliotekar )
|
||||
[spawn_bibliotekar_special] ;-- Hard mutants - Rates of groups:( )
|
||||
spawn_squads = pri_bibliotekar_lair_squad
|
||||
spawn_num = {!squad_name_exist(pri_borya_lair_squad) !squad_name_exist(pri_burer_lair_squad) !squad_name_exist(pri_bibliotekar_lair_squad)} 1, 0
|
||||
|
||||
|
||||
+1
-1
@@ -16,7 +16,7 @@ spawn_all_worst
|
||||
|
||||
|
||||
[spawn_all_worst] ;-- Worst mutants - Rates of groups: ( 1 fracture + 1 snork + 1 psy_dog + 2 lurker + 1 chimera; + 1 bloodsucker )
|
||||
spawn_squads = simulation_fracture, simulation_snork_2_5, simulation_psy_dog_squad, simulation_lurker_1_2, simulation_lurker_black, simulation_chimera ;simulation_bloodsucker_2weak
|
||||
spawn_squads = simulation_fracture, simulation_snork_2_5, simulation_psy_dog_squad, simulation_lurker_1_2, simulation_lurker_black, simulation_chimera, simulation_bloodsucker_2weak, simulation_bibliotekar
|
||||
spawn_num = 1
|
||||
|
||||
|
||||
|
||||
+2
-2
@@ -17,8 +17,8 @@ spawn_all_weak_c_1_1
|
||||
spawn_all_normal_c_1_2
|
||||
|
||||
|
||||
[spawn_all_weak_c_1_1] ;-- Weak mutants - Rates of groups: ( 2 tushkano + 2 dogs + 1 cats + 1 flesh )
|
||||
spawn_squads = simulation_tushkano, simulation_tushkano, simulation_dog, simulation_mix_dogs, simulation_cat, simulation_flesh
|
||||
[spawn_all_weak_c_1_1] ;-- Weak mutants - Rates of groups: ( 1 tushkano + 2 dogs + 1 cats + 1 flesh )
|
||||
spawn_squads = simulation_tushkano, simulation_dog, simulation_mix_dogs, simulation_cat, simulation_flesh
|
||||
spawn_num = {!actor_week_in_zone(1)} 1, {=actor_week_in_zone(1)} 0
|
||||
|
||||
[spawn_all_normal_c_1_2];-- Normal mutants - Rates of groups: ( 1 tushkano + 2 dogs + 1 cats + 3 fleshes/boars )
|
||||
|
||||
+2
-2
@@ -18,11 +18,11 @@ spawn_all_worst_c_2_2
|
||||
|
||||
|
||||
[spawn_all_hard_c_2_1] ;-- Hard mutants - Rates of groups: ( 1 tushkano + 1 zombie + 1 snork + 1 lurker +1 psydog + 1 karlik; + 1 polter + 1 bloodsucker )
|
||||
spawn_squads = simulation_tushkano_7_10, simulation_zombie_blind_3zomb_civ, simulation_snork_2_3, simulation_lurker, simulation_psy_dog, simulation_karlik; simulation_poltergeist_tele, simulation_bloodsucker_1_2
|
||||
spawn_squads = simulation_tushkano_7_10, simulation_zombie_blind_3zomb_civ, simulation_snork_2_3, simulation_lurker, simulation_psy_dog, simulation_karlik, simulation_bloodsucker_1_2
|
||||
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 tushkano + 1 zombie + 1 snork + 1 lurker +1 psydog + 1 karlik + 1 polter; + 1 bloodsucker + 1 psysucker )
|
||||
spawn_squads = simulation_tushkano_7_10, simulation_zombie_blind_3zomb_civ, simulation_snork_2_5, simulation_lurker_1_2, simulation_psy_dog_squad, simulation_karlik, simulation_poltergeist_black; simulation_bloodsucker_1_2, simulation_psysucker_1_2
|
||||
spawn_squads = simulation_tushkano_7_10, simulation_zombie_blind_3zomb_civ, simulation_snork_2_5, simulation_lurker_1_2, simulation_psy_dog_squad, simulation_karlik, simulation_bloodsucker_1_2, simulation_psysucker_1_2
|
||||
spawn_num = {=actor_week_in_zone(3)} 1, {!actor_week_in_zone(3)} 0
|
||||
|
||||
|
||||
|
||||
+17
-6
@@ -1,10 +1,10 @@
|
||||
[smart_terrain] ;-- Disabled spawn
|
||||
[smart_terrain]
|
||||
squad_id = 15
|
||||
max_population = 1
|
||||
;respawn_params = respawn@pri_smart_snork_lair2
|
||||
;respawn_only_smart = false
|
||||
;respawn_idle = 86400
|
||||
;respawn_radius = 50
|
||||
respawn_params = respawn@pri_smart_snork_lair2
|
||||
respawn_only_smart = false
|
||||
respawn_idle = 86400
|
||||
respawn_radius = 50
|
||||
;arrive_dist = 0
|
||||
;smart_control = nil
|
||||
;att_restr = nil
|
||||
@@ -12,7 +12,18 @@ max_population = 1
|
||||
;safe_restr = nil
|
||||
;spawn_point = nil
|
||||
|
||||
;[respawn@pri_smart_snork_lair2] ;-- Type:
|
||||
[respawn@pri_smart_snork_lair2] ;-- Type:
|
||||
spawn_all_hard_c_2_1
|
||||
spawn_all_worst_c_2_2
|
||||
|
||||
|
||||
[spawn_all_hard_c_2_1] ;-- Hard mutants - Rates of groups: ( 1 fracture + 1 snork + 1 bloodsucker + 1 psysucker + 1 psydog )
|
||||
spawn_squads = simulation_fracture, simulation_snork_2_3, simulation_bloodsucker, simulation_psysucker
|
||||
spawn_num = {!actor_week_in_zone(8)} 1, {=actor_week_in_zone(8)} 0
|
||||
|
||||
[spawn_all_worst_c_2_2] ;-- Worst mutants - Rates of groups: ( 1 fracture + 1 snork + 1 bloodsucker + 1 psysucker )
|
||||
spawn_squads = simulation_fracture, , simulation_snork_2_5, simulation_psy_dog_squad, simulation_bloodsucker_1_2, simulation_psysucker_1_2
|
||||
spawn_num = {=actor_week_in_zone(8)} 1, {!actor_week_in_zone(8)} 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 tushkano + 1 zombie + 1 snork + 1 lurker +1 psydog + 1 karlik; + 1 polter + 1 bloodsucker )
|
||||
spawn_squads = simulation_tushkano_7_10, simulation_zombie_blind_3zomb_civ, simulation_snork_2_3, simulation_lurker, simulation_psy_dog, simulation_karlik; simulation_poltergeist_tele, simulation_bloodsucker_1_2
|
||||
spawn_squads = simulation_tushkano_7_10, simulation_zombie_blind_3zomb_civ, simulation_snork_2_3, simulation_lurker, simulation_psy_dog, simulation_karlik, simulation_bloodsucker_1_2
|
||||
spawn_num = {!actor_week_in_zone(6)} 1, {=actor_week_in_zone(6)} 0
|
||||
|
||||
[spawn_all_worst_c_2_2] ;-- Worst mutants - Rates of groups: ( 1 tushkano + 1 zombie + 1 snork + 1 lurker +1 psydog + 1 karlik + 1 polter; + 1 bloodsucker + 1 psysucker )
|
||||
spawn_squads = simulation_tushkano_7_10, simulation_zombie_blind_3zomb_civ, simulation_snork_2_5, simulation_lurker_1_2, simulation_psy_dog_squad, simulation_karlik, simulation_poltergeist_black; simulation_bloodsucker_1_2, simulation_psysucker_1_2
|
||||
spawn_squads = simulation_tushkano_7_10, simulation_zombie_blind_3zomb_civ, simulation_snork_2_5, simulation_lurker_1_2, simulation_psy_dog_squad, simulation_karlik, simulation_bloodsucker_1_2, simulation_psysucker_1_2
|
||||
spawn_num = {=actor_week_in_zone(6)} 1, {!actor_week_in_zone(6)} 0
|
||||
|
||||
|
||||
|
||||
Reference in New Issue
Block a user