Added New Mods and Profiles Folders

This is a complete rebuild of the modpack, with all new mods and updates for 1.5.3 of Anomaly.
This commit is contained in:
2025-01-14 05:07:53 -05:00
parent 85c665b107
commit 376b4b9689
21217 changed files with 546254 additions and 0 deletions
File diff suppressed because it is too large Load Diff
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<?xml version='1.0' encoding="windows-1251"?>
<game_information_portions>
<!-- Ìîé êâåñò -->
<!-- <info_portion id="start_quest"></info_portion>
<info_portion id="quest_end"></info_portion> -->
<info_portion id="ahi_quest_inprogress"></info_portion> <!-- Çàäàíèå â ïðîöåññå âûïîëíåíèÿ -->
<info_portion id="ahi_redirect_quest_inprogress"></info_portion> <!-- Çàäàíèå íà ïåðåìåùåíèå â ïðîöåññå âûïîëíåíèÿ -->
<info_portion id="ah_artefact_founded"></info_portion> <!-- Àðòåôàêòû íàéäåíû -->
<info_portion id="ahi_redirect_kovalev_quest_start"></info_portion>
<info_portion id="ahi_redirect_kovalev_quest_end"></info_portion>
<info_portion id="ahi_redirect_markov_quest_start"></info_portion>
<info_portion id="ahi_redirect_markov_quest_end"></info_portion>
<info_portion id="ahi_redirect_pirogov_quest_start"></info_portion>
<info_portion id="ahi_redirect_pirogov_quest_end"></info_portion>
<info_portion id="ahi_redirect_chernov_quest_start"></info_portion>
<info_portion id="ahi_redirect_chernov_quest_end"></info_portion>
<info_portion id="ahi_redirect_juk_quest_start"></info_portion>
<info_portion id="ahi_redirect_juk_quest_end"></info_portion>
<info_portion id="ahi_redirect_vorobushkin_quest_start"></info_portion>
<info_portion id="ahi_redirect_vorobushkin_quest_end"></info_portion>
<info_portion id="ahi_redirect_skabinsky_quest_start"></info_portion>
<info_portion id="ahi_redirect_skabinsky_quest_end"></info_portion>
<info_portion id="ahi_goto_scabinsky"></info_portion>
<info_portion id="ahi_meet_actor"></info_portion> <!-- Ó÷åíûå âñòðå÷àþò èãðîêà -->
<info_portion id="ahi_kovalev_1_quest_start"></info_portion> <!-- Êîâàëåâ 1 çàäàíèå -->
<info_portion id="ahi_kovalev_1_quest_end"></info_portion> <!-- Êîâàëåâ 1 çàäàíèå -->
<info_portion id="ahi_kovalev_2_quest_start"></info_portion> <!-- Êîâàëåâ 1 çàäàíèå -->
<info_portion id="ahi_kovalev_2_quest_end"></info_portion> <!-- Êîâàëåâ 2 çàäàíèå -->
<info_portion id="ahi_markov_1_quest_start"></info_portion>
<info_portion id="ahi_markov_1_quest_end"></info_portion>
<info_portion id="ahi_markov_2_quest_start"></info_portion>
<info_portion id="ahi_markov_2_quest_end"></info_portion>
<info_portion id="ahi_markov_3_quest_start"></info_portion>
<info_portion id="ahi_markov_3_quest_end"></info_portion>
<info_portion id="ahi_pirogov_1_quest_start"></info_portion>
<info_portion id="ahi_pirogov_1_quest_end"></info_portion>
<info_portion id="ahi_pirogov_2_quest_start"></info_portion>
<info_portion id="ahi_pirogov_2_quest_end"></info_portion>
<info_portion id="ahi_pirogov_3_quest_start"></info_portion>
<info_portion id="ahi_pirogov_3_quest_end"></info_portion>
<info_portion id="ahi_chernov_1_quest_start"></info_portion>
<info_portion id="ahi_chernov_1_quest_end"></info_portion>
<info_portion id="ahi_chernov_3_quest_start"></info_portion>
<info_portion id="ahi_chernov_3_quest_end"></info_portion>
<info_portion id="ahi_chernov_4_quest_start"></info_portion>
<info_portion id="ahi_chernov_4_quest_end"></info_portion>
<info_portion id="ahi_chernov_5_quest_start"></info_portion>
<info_portion id="ahi_chernov_5_quest_end"></info_portion>
<info_portion id="ahi_chernov_6_quest_start"></info_portion>
<info_portion id="ahi_chernov_6_quest_end"></info_portion>
<info_portion id="ahi_juk_1_quest_start"></info_portion>
<info_portion id="ahi_juk_1_quest_end"></info_portion>
<info_portion id="ahi_juk_2_quest_start"></info_portion>
<info_portion id="ahi_juk_2_quest_end"></info_portion>
<info_portion id="ahi_juk_3_quest_start"></info_portion>
<info_portion id="ahi_juk_3_quest_end"></info_portion>
<info_portion id="ahi_vorobushkin_1_quest_start"></info_portion>
<info_portion id="ahi_vorobushkin_1_quest_end"></info_portion>
<info_portion id="ahi_vorobushkin_2_quest_start"></info_portion>
<info_portion id="ahi_vorobushkin_2_quest_end"></info_portion>
<info_portion id="ahi_skabinsky_1_quest_start"></info_portion>
<info_portion id="ahi_skabinsky_1_quest_end"></info_portion>
<info_portion id="ahi_skabinsky_enemy"></info_portion>
<info_portion id="ah_kovalev_dead"></info_portion>
<info_portion id="ah_markov_dead"></info_portion>
<info_portion id="ah_pirogov_dead"></info_portion>
<info_portion id="ah_chernov_dead"></info_portion>
<info_portion id="ah_juk_dead"></info_portion>
<info_portion id="ah_vorobushkin_dead"></info_portion>
<info_portion id="ah_skabinsky_dead"></info_portion>
<info_portion id="ah_skabinsky_final_dead"></info_portion>
<info_portion id="ah_quest_cancel"></info_portion>
<info_portion id="ah_fail_step_1"></info_portion>
<info_portion id="ah_fail_step_2"></info_portion>
<info_portion id="ah_fail_step_3"></info_portion>
<info_portion id="ahi_fail_skabinsky_quest_end"></info_portion>
</game_information_portions>
@@ -0,0 +1 @@
<critical_wound_weights>55,30,15</critical_wound_weights>
@@ -0,0 +1,252 @@
<?xml version='1.0' encoding="windows-1251"?>
<!-- CoC 1.4.10 - DoctorX Questlines 1.6 -->
<xml>
<!-- Major Kuznetsov (Military Honcho) Character Description -->
<specific_character id="agr_smart_terrain_1_6_near_2_military_colonel_kovalski" team_default = "1">
<name>agr_kuznetsov_name</name>
<icon>ui_inGame2_Kuznetsov</icon>
<map_icon x="1" y="0">
</map_icon>
<bio>??????? ???????. ƒ???????¤ ?????????¤ ???????????.</bio>
<class>agr_smart_terrain_1_6_near_2_military_colonel_kovalski</class>
<community>army</community>
<terrain_sect>stalker_terrain</terrain_sect>
<rank>16991</rank>
<reputation>249</reputation>
<visual>actors\stalker_soldier\stalker_soldier_3_beret</visual>
<snd_config>characters_voice\human\military_1\</snd_config>
<supplies>
[spawn] \n
wpn_fort \n
wpn_groza \n
ammo_9x18_pmm = 1 \n
ammo_9x39_ap = 1 \n
hand_radio \n
wpn_binoc = 1 \n
#include "gameplay\supplies\character_food_army.xml"
#include "gameplay\supplies\character_drugs_2.xml"
#include "gameplay\supplies\character_drugs_mil.xml"
</supplies>
#include "gameplay\character_criticals.xml"
<actor_dialog>drx_sl_agr_smart_terrain_1_6_near_2_military_colonel_kovalski_game_start_dialog_1</actor_dialog>
<actor_dialog>drx_sl_cf_task_completed_dialog</actor_dialog>
<!------------ Hidden Threat ------------>
<actor_dialog>sl_hidden_threat_dialog_kuznetsov_d1</actor_dialog>
<actor_dialog>sl_hidden_threat_dialog_kuznetsov_d2</actor_dialog>
<actor_dialog>sl_hidden_threat_dialog_kuznetsov_d3</actor_dialog>
<actor_dialog>sl_hidden_threat_dialog_kuznetsov_d4</actor_dialog>
<actor_dialog>sl_hidden_threat_dialog_kuznetsov_d5</actor_dialog>
<actor_dialog>sl_hidden_threat_dialog_kuznetsov_d6</actor_dialog>
<actor_dialog>sl_hidden_threat_dialog_kuznetsov_d7</actor_dialog>
<!--------------------------------------->
<actor_dialog>drx_sl_task_completed_dialog</actor_dialog>
<actor_dialog>dm_ordered_task_completed_dialog</actor_dialog>
<actor_dialog>drx_sl_agr_smart_terrain_1_6_near_2_military_colonel_kovalski_meet_dialog</actor_dialog>
<actor_dialog>dm_important_documents</actor_dialog>
<actor_dialog>est_work_kuznecov</actor_dialog>
<actor_dialog>work_vip_kuznecov_agr_undr</actor_dialog>
<actor_dialog>work_vip_kuznecov_x18</actor_dialog>
<actor_dialog>work_vip_kuznecov_x16</actor_dialog>
<actor_dialog>work_vip_kuznecov_x10</actor_dialog>
<actor_dialog>work_vip_kuznecov_x8</actor_dialog>
<actor_dialog>work_vip_kuznecov_jupiter_ugr</actor_dialog>
<actor_dialog>work_vip_kuznecov_control_bunker</actor_dialog>
<actor_dialog>dm_broker_dialog</actor_dialog>
<actor_dialog>dm_ordered_task_dialog</actor_dialog>
<actor_dialog>drx_sl_change_faction_dialog</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!-- Sergeant Spooner (Military Trader) Character Description -->
<specific_character id="agr_smart_terrain_1_6_army_trader_stalker" team_default="1">
<name>agr_smart_terrain_1_6_army_trader_stalker_name</name>
<icon>ui_inGame2_Spooner</icon>
<map_icon x="1" y="0"/>
<bio>??????? ???????. ƒ???????¤ ?????????¤ ???????????.</bio>
<class>agr_smart_terrain_1_6_army_trader_stalker</class>
<community>army</community>
<terrain_sect>stalker_terrain</terrain_sect>
<rank>13590</rank>
<reputation>1172</reputation>
<money min="1000000" max="1000000" infinitive="1"/>
<visual>actors\stalker_soldier\stalker_soldier4a</visual>
<snd_config>characters_voice\human\military_1\</snd_config>
<supplies>
[spawn] \n
</supplies>
#include "gameplay\character_criticals.xml"
<!------ Hidden Threat ----->
<start_dialog>sl_hidden_threat_dialog_spooner_d1</start_dialog>
<!-------------------------->
<start_dialog>hello_dialog</start_dialog>
<actor_dialog>dm_init_trader</actor_dialog>
<!------ Hidden Threat ----->
<actor_dialog>sl_hidden_threat_dialog_spooner_d2</actor_dialog>
<actor_dialog>sl_hidden_threat_dialog_spooner_d3</actor_dialog>
<actor_dialog>sl_hidden_threat_dialog_spooner_d4</actor_dialog>
<!---------- mlr ----------->
<actor_dialog>guid_agr_mlr_military</actor_dialog>
<actor_dialog>guid_agr_mlr_military_vert</actor_dialog>
<actor_dialog>guid_agr_mlr_military_list</actor_dialog>
<actor_dialog>buy_route</actor_dialog>
<actor_dialog>dm_broker_dialog</actor_dialog>
<actor_dialog>find_blackbox_mlr_reward_army</actor_dialog>
<!---------- mlr ----------->
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!-- Lieutenant Kirilov (Military Mechanic) Character Description -->
<specific_character id="agr_smart_terrain_1_6_army_mechanic_stalker" team_default="1">
<name>agr_smart_terrain_1_6_army_mechanic_stalker_name</name>
<icon>ui_inGame2_Kirilov</icon>
<bio>??????? ???????. ƒ???????¤ ?????????¤ ???????????.</bio>
<class>agr_smart_terrain_1_6_army_mechanic_stalker</class>
<community>army</community>
<map_icon x="1" y="0"/>
<terrain_sect>stalker_terrain</terrain_sect>
<!--mechanic_mode>1</mechanic_mode-->
<money min="1000000" max="1000000" infinitive="1"/>
<rank>9987</rank>
<reputation>573</reputation>
<visual>actors\stalker_soldier\stalker_soldier_2</visual>
<snd_config>characters_voice\human\military_1\</snd_config><!--2-->
<supplies>
[spawn] \n
wpn_ak74 \n
ammo_5.45x39_fmj = 1 \n
wpn_pm \n
ammo_9x18_fmj = 1 \n
grenade_rgd5 = 1 \n
#include "gameplay\supplies\character_items_2.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_drugs.xml"
</supplies>
#include "gameplay\character_criticals.xml"
<!------ Hidden Threat ----->
<start_dialog>sl_hidden_threat_dialog_kirillov_d1</start_dialog>
<!-------------------------->
<actor_dialog>dm_init_trader</actor_dialog>
<actor_dialog>dm_init_mechanic</actor_dialog>
<!------ Hidden Threat ----->
<actor_dialog>sl_hidden_threat_dialog_kirillov_d2</actor_dialog>
<actor_dialog>sl_hidden_threat_dialog_kirillov_d3</actor_dialog>
<!-------------------------->
<actor_dialog>drx_sl_task_completed_dialog</actor_dialog>
<actor_dialog>dm_ordered_task_completed_dialog</actor_dialog>
<actor_dialog>drx_sl_agr_smart_terrain_1_6_army_mechanic_stalker_meet_dialog</actor_dialog>
<actor_dialog>drx_sl_mechanic_task_dialog</actor_dialog>
<actor_dialog>dm_encrypted_pda</actor_dialog>
<actor_dialog>dm_tech_repair</actor_dialog>
<actor_dialog>awr_tech_dialog_drink_1</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!-- (Military Medic) unused -->
<specific_character id="agr_smart_terrain_1_6_army_medic_stalker" team_default="1">
<name>agr_smart_terrain_1_6_army_medic_stalker_name</name>
<icon>ui_inGame2_Rogovets</icon>
<bio>??????? ???????. ƒ???????¤ ?????????¤ ???????????.</bio>
<class>agr_smart_terrain_1_6_army_medic_stalker</class>
<community>army</community>
<map_icon x="1" y="0"/>
<terrain_sect>stalker_terrain</terrain_sect>
<rank>87</rank>
<reputation>1273</reputation>
<visual>actors\stalker_soldier\stalker_soldier_2_face_1</visual>
<snd_config>characters_voice\human\military_1\</snd_config><!--2-->
<supplies>
</supplies>
#include "gameplay\character_criticals.xml"
<actor_dialog>dm_init_medic</actor_dialog>
<actor_dialog>dm_medic_general</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!-- (Military Medic) -->
<specific_character id="agr_1_6_medic_army_mlr" team_default="1">
<name>agr_1_6_medic_army_mlr_name</name>
<icon>ui_inGame2_Rogovets</icon>
<map_icon x="1" y="0"></map_icon>
<bio>No information is available.</bio>
<class>agr_1_6_medic_army_mlr</class>
<community>army</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\military_1\</snd_config><!--2-->
<rank>3000</rank>
<money min="100000" max="100000" infinitive="1"/>
<reputation>1000</reputation>
<visual>actors\stalker_soldier\stalker_soldier_2_face_1</visual>
<supplies>
[spawn] \n
wpn_fort \n
ammo_9x18_fmj = 3 \n
#include "gameplay\supplies\character_items.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_drugs.xml"
</supplies>
#include "gameplay\character_criticals.xml"
<start_dialog>rogovets_hello_1_6_army_mlr</start_dialog>
<start_dialog>zat_b22_stalker_medic_start</start_dialog>
<actor_dialog>dm_init_medic</actor_dialog>
<actor_dialog>dm_medic_general</actor_dialog>
<actor_dialog>rogovets_about_himself_1_6_army_mlr</actor_dialog>
<actor_dialog>dm_ordered_task_dialog</actor_dialog>
<actor_dialog>dm_ordered_task_completed_dialog</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!-- Commander, barman in Agroprom -->
<specific_character id="agr_1_6_barman_army_mlr" team_default="1">
<name>agr_1_6_barman_army_mlr_name</name>
<icon>ui_inGame2_barmen_army</icon>
<map_icon x="1" y="0"></map_icon>
<bio>No information is available.</bio>
<class>agr_1_6_barman_army_mlr</class>
<community>army</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\military_3\</snd_config>
<rank>3100</rank>
<money min="100000" max="100000" infinitive="1"/>
<reputation>1000</reputation>
<visual>actors\stalker_soldier\esc_army_barmen</visual>
<supplies>
[spawn] \n
wpn_fort \n
ammo_9x18_fmj = 3 \n
#include "gameplay\supplies\character_items.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_drugs.xml"
</supplies>
#include "gameplay\character_criticals.xml"
<actor_dialog>dm_init_batender</actor_dialog>
<actor_dialog>barmen_about_himself_1_6_army_mlr</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
</xml>
@@ -0,0 +1,492 @@
<?xml version='1.0' encoding="windows-1251"?>
<xml>
<!-- Êâàðòåò(áåðåì àýñ øòóðìîì)
<!-- ----------------------------------------------------------------------------------------- -->
<specific_character id="kvartet" team_default="1">
<name>st_kvartet</name>
<icon>ui_npc_u_soldier_beret_5</icon>
<map_icon x="1" y="0"/>
<bio>st_kvartet_bio</bio>
<class>kvartet</class>
<community>army</community>
<terrain_sect>stalker_terrain</terrain_sect>
<rank>62991</rank>
<reputation>3249</reputation>
<visual>actors\stalker_soldier\stalker_soldier_5_beret</visual>
<snd_config>characters_voice\human\military_2\</snd_config>
<supplies>
[spawn] \n
wpn_fort \n
wpn_val \n
ammo_9x18_pmm = 1 \n
ammo_9x39_ap = 1 \n
</supplies>
#include "gameplay\character_criticals_1.xml"
<actor_dialog>actor_break_dialog</actor_dialog>
<actor_dialog>kvartet_1</actor_dialog>
</specific_character>
<specific_character id="vasil_nevezuchi" team_default="1">
<name>st_vasil_nevezuchi</name>
<icon>ui_npc_u_stalker_militari_antigas_2</icon>
<map_icon x="1" y="0"/>
<bio>st_kvartet_bio</bio>
<class>vasil_nevezuchi</class>
<community>army</community>
<terrain_sect>stalker_terrain</terrain_sect>
<rank>52991</rank>
<reputation>-2249</reputation>
<snd_config>characters_voice\human\military_3\</snd_config>
<visual>actors\stalker_soldier\stalker_soldier4a</visual>
<supplies>
[spawn] \n
wpn_fort \n
wpn_val \n
ammo_9x18_pmm = 1 \n
ammo_9x39_ap = 1 \n
</supplies>
#include "gameplay\character_criticals_1.xml"
<actor_dialog>actor_break_dialog</actor_dialog>
<actor_dialog>vasil_nevezuchi_1</actor_dialog>
</specific_character>
<!-- Ïðåäñòàâèòåëü-->
<specific_character id="ah_sarik" team_default = "1">
<name>sarik_name</name>
<icon>ui_inGame2_ecolog_guard_blue</icon>
<map_icon x="1" y="0"></map_icon>
<bio></bio>
<class>ah_sarik</class>
<community>ecolog</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\stalker_1\</snd_config>
<rank>0</rank>
<reputation>10</reputation>
<money min="10000" max="15000" infinitive="1"/>
<visual>actors\stalker_ecologist\stalker_ecolog_guard</visual>
<crouch_type>0</crouch_type>
<supplies>
[spawn] \n
wpn_ak74u \n
ammo_5.45x39_fmj = 2 \n
</supplies>
#include "gameplay\character_criticals_1.xml"
<start_dialog>hello_dialog</start_dialog>
<actor_dialog>sarik_dialog</actor_dialog>
<!-- <actor_dialog>test_dialog</actor_dialog> -->
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!-- ¹1 Àññèñòåíò Êîâàëåâ Áîëîòà-->
<specific_character id="ah_bol_kovalev" team_default = "1">
<name>kovalev_name</name>
<icon>ui_inGame2_ecolog_brown</icon>
<map_icon x="1" y="0"></map_icon>
<bio></bio>
<class>ah_bol_kovalev</class>
<community>ecolog</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\ecolog_3\</snd_config>
<rank>0</rank>
<reputation>5</reputation>
<money min="40000" max="50000" infinitive="1"/>
<visual>actors\stalker_ecologist\stalker_ecolog_brown</visual>
<crouch_type>0</crouch_type>
<supplies>
[spawn] \n
wpn_groza \n
ammo_9x39_ap = 2 \n
detector_simple \n
granade_f1 = 2 \n
</supplies>
#include "gameplay\character_criticals_1.xml"
<start_dialog>ah_kovalev_start_dialog</start_dialog>
<actor_dialog>meet_ah</actor_dialog>
<actor_dialog>cancel_ah</actor_dialog>
<actor_dialog>kovalev_1_quest</actor_dialog>
<actor_dialog>kovalev_1_quest_end</actor_dialog>
<actor_dialog>kovalev_2_quest</actor_dialog>
<actor_dialog>kovalev_2_quest_end</actor_dialog>
<actor_dialog>kovalev_redirect_dialog</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!-- ¹2 Äîöåíò Ìàðêîâ ßíòàðü-->
<specific_character id="ah_yan_markov" team_default = "1">
<name>markov_name</name>
<icon>ui_inGame2_ecolog_blue</icon>
<map_icon x="1" y="0"></map_icon>
<bio></bio>
<class>ah_yan_markov</class>
<community>ecolog</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\ecolog_3\</snd_config>
<rank>0</rank>
<reputation>20</reputation>
<money min="40000" max="50000" infinitive="1"/>
<visual>actors\stalker_ecologist\stalker_ecolog_blue</visual>
<crouch_type>0</crouch_type>
<supplies>
[spawn] \n
wpn_fn2000 \n
ammo_5.56x45_ap = 2 \n
detector_simple \n
</supplies>
#include "gameplay\character_criticals_1.xml"
<start_dialog>ah_markov_start_dialog</start_dialog>
<actor_dialog>meet_ah</actor_dialog>
<actor_dialog>cancel_ah</actor_dialog>
<actor_dialog>markov_1_quest</actor_dialog>
<actor_dialog>markov_1_quest_end</actor_dialog>
<actor_dialog>markov_2_quest</actor_dialog>
<actor_dialog>markov_2_quest_end</actor_dialog>
<actor_dialog>markov_3_quest</actor_dialog>
<actor_dialog>markov_3_quest_end</actor_dialog>
<actor_dialog>markov_redirect_dialog</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!-- ¹3 Êàíäèäàò Ïèðîãîâ Òåìíàÿ äîëèíà-->
<specific_character id="ah_dark_pirogov" team_default = "1">
<name>pirogov_name</name>
<icon>ui_inGame2_ecolog_green</icon>
<map_icon x="1" y="0"></map_icon>
<bio></bio>
<class>ah_dark_pirogov</class>
<community>ecolog</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\ecolog_3\</snd_config>
<rank>0</rank>
<reputation>-400</reputation>
<money min="40000" max="50000" infinitive="1"/>
<visual>actors\stalker_ecologist\stalker_ecolog_military</visual>
<crouch_type>0</crouch_type>
<supplies>
[spawn] \n
wpn_l85 \n
ammo_5.56x45_ap = 2 \n
detector_simple \n
</supplies>
#include "gameplay\character_criticals_1.xml"
<start_dialog>ah_pirogov_start_dialog</start_dialog>
<actor_dialog>meet_ah</actor_dialog>
<actor_dialog>cancel_ah</actor_dialog>
<actor_dialog>pirogov_1_quest</actor_dialog>
<actor_dialog>pirogov_1_quest_end</actor_dialog>
<actor_dialog>pirogov_2_quest</actor_dialog>
<actor_dialog>pirogov_2_quest_end</actor_dialog>
<actor_dialog>pirogov_3_quest</actor_dialog>
<actor_dialog>pirogov_3_quest_end</actor_dialog>
<actor_dialog>pirogov_redirect_dialog</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!-- ¹4 Íàó÷íûé ñîòðóäíèê ×åðíîâ Ñêëàäû-->
<specific_character id="ah_mil_chernov" team_default = "1">
<name>chernov_name</name>
<icon>ui_inGame2_ecolog_military</icon>
<map_icon x="1" y="0"></map_icon>
<bio></bio>
<class>ah_mil_chernov</class>
<community>ecolog</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\ecolog_3\</snd_config>
<rank>0</rank>
<reputation>-100</reputation>
<money min="40000" max="50000" infinitive="1"/>
<visual>actors\stalker_ecologist\stalker_ecolog</visual>
<crouch_type>0</crouch_type>
<supplies>
[spawn] \n
wpn_g36 \n
ammo_5.56x45_ap = 2 \n
detector_simple \n
</supplies>
#include "gameplay\character_criticals_1.xml"
<start_dialog>ah_chernov_start_dialog</start_dialog>
<actor_dialog>meet_ah</actor_dialog>
<actor_dialog>cancel_ah</actor_dialog>
<actor_dialog>chernov_1_quest</actor_dialog>
<actor_dialog>chernov_1_quest_end</actor_dialog>
<actor_dialog>chernov_3_quest</actor_dialog>
<actor_dialog>chernov_3_quest_end</actor_dialog>
<actor_dialog>chernov_4_quest</actor_dialog>
<actor_dialog>chernov_4_quest_end</actor_dialog>
<actor_dialog>chernov_5_quest</actor_dialog>
<actor_dialog>chernov_5_quest_end</actor_dialog>
<actor_dialog>chernov_6_quest</actor_dialog>
<actor_dialog>chernov_6_quest_end</actor_dialog>
<actor_dialog>chernov_redirect_dialog</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!-- ¹5 Ïðîôåññîð Âëàäèñëàâ Æóê Þïèòåð-->
<specific_character id="ah_up_juk" team_default = "1">
<name>juk_name</name>
<icon>ui_inGame2_ecolog_white</icon>
<map_icon x="1" y="0"></map_icon>
<bio></bio>
<class>ah_up_juk</class>
<community>ecolog</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\ecolog_3\</snd_config>
<rank>0</rank>
<reputation>400</reputation>
<money min="40000" max="50000" infinitive="1"/>
<visual>actors\stalker_ecologist\stalker_ecolog_white</visual>
<crouch_type>-1</crouch_type>
<supplies>
[spawn] \n
wpn_sig550 \n
ammo_5.56x45_ap = 2 \n
detector_simple \n
granade_f1 = 3 \n
</supplies>
#include "gameplay\character_criticals_1.xml"
<start_dialog>ah_juk_start_dialog</start_dialog>
<actor_dialog>meet_ah</actor_dialog>
<actor_dialog>cancel_ah</actor_dialog>
<actor_dialog>juk_1_quest</actor_dialog>
<actor_dialog>juk_1_quest_end</actor_dialog>
<actor_dialog>juk_2_quest</actor_dialog>
<actor_dialog>juk_2_quest_end</actor_dialog>
<actor_dialog>juk_3_quest</actor_dialog>
<actor_dialog>juk_3_quest_end</actor_dialog>
<actor_dialog>juk_redirect_dialog</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!-- ¹6 Äîöåíò Âîðîáóøêèí çàòîí-->
<specific_character id="ah_zat_vorobushkin" team_default = "1">
<name>vorobushkin_name</name>
<icon>ui_inGame2_ecolog_yellow</icon>
<map_icon x="1" y="0"></map_icon>
<bio></bio>
<class>ah_zat_vorobushkin</class>
<community>ecolog</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\ecolog_3\</snd_config>
<rank>0</rank>
<reputation>250</reputation>
<money min="40000" max="50000" infinitive="1"/>
<visual>actors\stalker_ecologist\stalker_ecolog_yellow</visual>
<crouch_type>0</crouch_type>
<supplies>
[spawn] \n
wpn_protecta \n
ammo_12x70_buck = 2 \n
detector_simple \n
</supplies>
#include "gameplay\character_criticals_1.xml"
<start_dialog>ah_vorobushkin_start_dialog</start_dialog>
<actor_dialog>meet_ah</actor_dialog>
<actor_dialog>cancel_ah</actor_dialog>
<actor_dialog>vorobushkin_1_quest</actor_dialog>
<actor_dialog>vorobushkin_1_quest_end</actor_dialog>
<actor_dialog>vorobushkin_2_quest</actor_dialog>
<actor_dialog>vorobushkin_2_quest_end</actor_dialog>
<actor_dialog>vorobushkin_redirect_dialog</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!-- ¹7 Àêàäåìèê Ñêàáèíñêèé-->
<specific_character id="ah_aes_skabinsky" team_default = "1">
<name>skabinsky_name</name>
<icon>ui_inGame2_ecolog_blue</icon>
<map_icon x="1" y="0"></map_icon>
<bio></bio>
<class>ah_aes_skabinsky</class>
<community>trader</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\ecolog_3\</snd_config>
<rank>0</rank>
<reputation>-1100</reputation>
<money min="40000" max="50000" infinitive="1"/>
<visual>actors\stalker_ecologist\stalker_ecolog_blue</visual>
<crouch_type>0</crouch_type>
<supplies>
[spawn] \n
wpn_fn2000 \n
ammo_5.56x45_ap = 2 \n
detector_simple \n
</supplies>
#include "gameplay\character_criticals_1.xml"
<start_dialog>ah_skabinsky_start_dialog</start_dialog>
<actor_dialog>skabinsky_1_quest</actor_dialog>
<actor_dialog>skabinsky_1_quest_end</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!-- ¹7 Àêàäåìèê Ñêàáèíñêèé Ôèíàë-->
<specific_character id="ah_aes_skabinsky_final" team_default = "1">
<name>skabinsky_name</name>
<icon>ui_inGame2_ecolog_blue</icon>
<map_icon x="1" y="0"></map_icon>
<bio></bio>
<class>ah_aes_skabinsky_final</class>
<community>ecolog</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\ecolog_3\</snd_config>
<rank>0</rank>
<reputation>-1100</reputation>
<money min="40000" max="50000" infinitive="1"/>
<visual>actors\stalker_ecologist\stalker_ecolog_blue</visual>
<crouch_type>0</crouch_type>
<supplies>
[spawn] \n
wpn_fn2000 \n
ammo_5.56x45_ap = 2 \n
detector_simple \n
</supplies>
#include "gameplay\character_criticals_1.xml"
<start_dialog>ah_skabinsky_start_dialog</start_dialog>
<actor_dialog>skabinsky_1_quest</actor_dialog>
<actor_dialog>skabinsky_1_quest_end</actor_dialog>
<actor_dialog>skabinsky_fail_quest</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!-- Ñòàëêåð ñ èíôîé î ÷í -->
<specific_character id="dragun" team_default="1">
<name>dragun_name</name>
<icon>ui_inGame2_csky_hero</icon>
<map_icon x="1" y="0"/>
<bio>st_dragun_bio</bio>
<class>dragun</class>
<community>stalker</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\killer_1\</snd_config>
<rank>40444</rank>
<money min="1000" max="2000" infinitive="0"/>
<reputation>1500</reputation>
<visual>actors\stalker_merc\stalker_shram</visual>
<supplies>
[spawn] \n
wpn_vintorez = 1 \n
ammo_9x39_pab9 = 1 \n
pda_dragun = 1 \n
</supplies>
#include "gameplay\character_criticals_1.xml"
<actor_dialog>cs_task4_dragun_dialog</actor_dialog>
<actor_dialog>cs_task5_dragun_dialog</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!-- Æåðòâà ñîñàòåëÿ -->
<specific_character id="cs_informer" team_default="1">
<name>cs_informer_name</name>
<icon>ui_npc_u_nebo_1</icon>
<map_icon x="1" y="0"/>
<bio>st_informer_bio</bio>
<class>cs_informer</class>
<community>csky</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\csky_0\</snd_config>
<rank>6444</rank>
<money min="1000" max="2000" infinitive="0"/>
<reputation>-1546</reputation>
<visual>actors\stalker_nebo\stalker_nebo_1</visual>
<supplies>
[spawn] \n
wpn_ak74 \n
ammo_5.45x39_ap = 1 \n
wpn_pm \n
ammo_9x18_fmj = 1 \n
cs_informer_pda = 1 \n
</supplies>
#include "gameplay\character_criticals_1.xml"
</specific_character>
<specific_character id="brodyaga" team_default="1">
<name>brodyaga_name</name>
<icon>ui_inGame2_Brodyaga_dolg</icon>
<map_icon x="1" y="0"/>
<bio>st_brodyaga_bio</bio>
<class>brodyaga</class>
<community>stalker</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\stalker_3\</snd_config>
<rank>59825</rank>
<reputation>759</reputation>
<money min="10000" max="10000" infinitive="0"/>
<visual>actors\stalker_monolith\stalker_monolith_1_face_1</visual>
<supplies>
[spawn] \n
wpn_svu \n
ammo_7.62x54_7h1 \n
wpn_colt1911 \n
ammo_11.43x23_fmj \n
</supplies>
<actor_dialog>brodyaga_cs_story_dialog2</actor_dialog>
<actor_dialog>brodyaga_cs_story_dialog1</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
#include "gameplay\character_criticals_1.xml"
</specific_character>
<specific_character id="gamajun" team_default="1">
<name>gamajun_name</name>
<icon>ui_npc_u_nebo_3</icon>
<map_icon x="1" y="0"/>
<bio>st_gamajun_bio</bio>
<class>gamajun</class>
<community>stalker</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\csky_3\</snd_config>
<rank>19825</rank>
<reputation>759</reputation>
<money min="10000" max="10000" infinitive="0"/>
<visual>actors\stalker_nebo\stalker_nebo_3</visual>
<supplies>
[spawn] \n
wpn_abakan = 1 \n
ammo_5.45x39_ap = 3 \n
</supplies>
<actor_dialog>gamajun_cs_story_dialog1</actor_dialog>
<actor_dialog>gamajun_cs_story_dialog2</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
#include "gameplay\character_criticals_1.xml"
</specific_character>
<specific_character id="monolith_pri_b36_smart_terrain_defense" team_default="1">
<name>monolith_pri_b36_smart_terrain_defense_name</name>
<icon>ui_inGame2_monolit_4</icon>
<map_icon x="1" y="0"/>
<bio>st_monolith_pri_b36_smart_terrain_defense_bio</bio>
<class>monolith_pri_b36_smart_terrain_defense</class>
<community>monolith</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\monolith_3\</snd_config>
<rank>15825</rank>
<reputation>-759</reputation>
<money min="10000" max="10000" infinitive="0"/>
<visual>actors\stalker_monolith\stalker_monolith4b</visual>
<supplies>
[spawn] \n
wpn_g36 = 1 \n
ammo_5.45x39_ap = 1 \n
cs_deshefrator = 1 \n
</supplies>
<actor_dialog>actor_break_dialog</actor_dialog>
#include "gameplay\character_criticals_1.xml"
</specific_character>
</xml>
@@ -0,0 +1,327 @@
<?xml version='1.0' encoding="windows-1251"?>
<!-- CoC 1.4.10 - DoctorX Questlines 1.6 -->
<xml>
<!-- Sidorovich (Loner Trader at the Rookie Village) -->
<specific_character id="esc_2_12_stalker_trader" no_random = "1">
<name>escape_trader_name</name>
<icon>ui_inGame2_sid</icon>
<bio>escape_trader_bio</bio>
<class>trader</class>
<community>trader</community>
<map_icon x="1" y="0"/>
<terrain_sect>stalker_terrain</terrain_sect>
<visual>actors\stalker_trader\stalker_trader_1</visual>
<rank>18846</rank>
<reputation>2302</reputation>
<money min="1000000" max="1000000" infinitive="1"/>
<supplies>
[spawn] \n
</supplies>
#include "gameplay\character_criticals.xml"
<start_dialog>esc_2_12_stalker_trader_start_dialog</start_dialog>
<actor_dialog>dm_init_trader</actor_dialog>
<actor_dialog>information_about_stash_aslan</actor_dialog>
<actor_dialog>information_about_stash_aslan1</actor_dialog>
<actor_dialog>cs_task3_sidor_dialog</actor_dialog>
<actor_dialog>cs_task3_sidor_dialog1</actor_dialog>
<actor_dialog>prinesi_military_docs_start</actor_dialog>
<actor_dialog>prinesi_military_docs_done</actor_dialog>
<actor_dialog>sidorovich_questlines_about_dialog</actor_dialog>
<actor_dialog>drx_sl_esc_m_trader_game_start_dialog_1</actor_dialog>
<!-- LTTZ -->
<actor_dialog>sidorovich_living_legend</actor_dialog>
<actor_dialog>sidorovich_living_legend_finish</actor_dialog>
<actor_dialog>sidorovich_mortal_sin</actor_dialog>
<actor_dialog>sidorovich_mortal_sin_envoy</actor_dialog>
<actor_dialog>sidorovich_mortal_sin_report</actor_dialog>
<actor_dialog>sidorovich_mortal_sin_ambush</actor_dialog>
<actor_dialog>sidorovich_mortal_sin_zone_hero</actor_dialog>
<actor_dialog>sidorovich_operation_afterglow</actor_dialog>
<actor_dialog>sidorovich_operation_afterglow_transmission_report</actor_dialog>
<!-- LTTZ -->
<actor_dialog>dm_important_documents</actor_dialog>
<actor_dialog>drx_sl_cf_task_completed_dialog</actor_dialog>
<actor_dialog>drx_sl_task_completed_dialog</actor_dialog>
<actor_dialog>dm_ordered_task_completed_dialog</actor_dialog>
<actor_dialog>drx_sl_esc_m_trader_meet_dialog</actor_dialog>
<actor_dialog>dm_broker_dialog</actor_dialog>
<actor_dialog>dm_ordered_task_dialog</actor_dialog>
<actor_dialog>dm_lifestyle</actor_dialog>
<actor_dialog>buy_route</actor_dialog>
<actor_dialog>dm_bribe</actor_dialog>
<actor_dialog>drx_sl_change_faction_dialog</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
<actor_dialog>devushka_3_quest</actor_dialog>
</specific_character>
<!-- Wolf (Loner Honcho at the Rookie Village) -->
<specific_character id="esc_2_12_stalker_wolf" team_default = "1">
<name>esc_wolf_name</name>
<icon>ui_inGame2_wolf</icon>
<bio>esc_wolf_bio</bio>
<class>esc_2_12_stalker_wolf</class>
<community>stalker</community> <terrain_sect>stalker_terrain</terrain_sect>
<map_icon x="1" y="0"/>
<terrain_sect>stalker_terrain</terrain_sect>
<rank>17568</rank>
<reputation>2453</reputation>
<money min="600" max="2000" infinitive="0"/>
<snd_config>characters_voice\human\stalker_1\</snd_config>
<crouch_type>-1</crouch_type>
<visual>actors\stalker_neutral\stalker_neytral_balon_1</visual>
<supplies>
[spawn] \n
wpn_pm \n
ammo_9x18_fmj = 2 \n
wpn_pkm \n
ammo_pkm_100 = 3 \n
device_torch \n
hand_radio \n
</supplies>
#include "gameplay\character_criticals.xml"
<start_dialog>esc_2_12_stalker_wolf_start_dialog</start_dialog>
<actor_dialog>wolf_st</actor_dialog> <!-- LTTZ -->
<actor_dialog>dm_ordered_task_completed_dialog</actor_dialog>
<actor_dialog>dm_ordered_task_dialog</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!-- Fanatic (Loner Guard at the Rookie Village) -->
<specific_character id="esc_2_12_stalker_fanat" team_default = "1">
<name>esc_fanat_name</name>
<icon>ui_inGame2_fanatic</icon>
<bio>esc_fanat_bio</bio>
<class>esc_2_12_stalker_fanat</class>
<community>stalker</community> <terrain_sect>stalker_terrain</terrain_sect>
<map_icon x="1" y="0"/>
<terrain_sect>stalker_terrain</terrain_sect>
<rank>12103</rank>
<reputation>1725</reputation>
<money min="600" max="2000" infinitive="0"/>
<snd_config>characters_voice\human\stalker_1\</snd_config>
<crouch_type>-1</crouch_type>
<panic_treshold>0</panic_treshold>
<visual>actors\stalker_neutral\stalker_neytral_rukzak_3</visual>
<supplies>
[spawn] \n
wpn_binoc \n
wpn_pm \n
ammo_9x18_fmj = 3 \n
wpn_ak74u \n
ammo_5.45x39_fmj = 3 \n
</supplies>
#include "gameplay\character_criticals.xml"
<!-- Traning -->
<start_dialog>fanat_training_start</start_dialog>
<actor_dialog>fanat_training_boars_death</actor_dialog>
<actor_dialog>fanat_training_anomaly_reached</actor_dialog>
<actor_dialog>fanat_training_artefact_taken</actor_dialog>
<actor_dialog>fanat_training_back_to_village</actor_dialog>
<actor_dialog>fanat_training_stash_search</actor_dialog>
<actor_dialog>fanat_training_stash_found</actor_dialog>
<actor_dialog>fanat_training_bandit_raid_start</actor_dialog>
<actor_dialog>fanat_training_bandit_raid_end</actor_dialog>
<actor_dialog>fanat_training_end</actor_dialog>
<!-- Traning -->
<actor_dialog>dm_ordered_task_dialog</actor_dialog>
<actor_dialog>dm_ordered_task_completed_dialog</actor_dialog>
<actor_dialog>dm_ordered_task_cancel_dialog</actor_dialog>
<actor_dialog>fanatic_st</actor_dialog> <!-- LTTZ -->
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!-- Hip (The Rookie Village's whiny bitch) -->
<specific_character id="devushka" team_default = "1">
<name>devushka</name>
<icon>ui_inGame2_Hip</icon>
<map_icon x="1" y="0"/>
<bio>Hip</bio>
<class>devushka</class>
<community>stalker</community> <terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\woman\</snd_config>
<rank>160</rank>
<reputation>900</reputation>
<visual>actors\mnp_npc_remeik\girl</visual>
<supplies>
[spawn] \n
wpn_pm \n
ammo_9x18_pmm = 1 \n
#include "gameplay\supplies\character_items.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_drugs_2.xml"
</supplies>
#include "gameplay\character_criticals.xml"
<start_dialog>devushka_1_start</start_dialog>
<actor_dialog>devushka_2_start</actor_dialog>
<actor_dialog>devushka_0_dialog</actor_dialog>
<actor_dialog>devushka_1_dialog</actor_dialog>
<actor_dialog>devushka_2_dialog</actor_dialog>
<actor_dialog>devushka_3_quest_money</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
<actor_dialog>dm_is_actor_companion_dialog</actor_dialog>
<actor_dialog>dm_companion_patrol</actor_dialog>
<actor_dialog>devushka_heal</actor_dialog>
<actor_dialog>devushka_3_dialog</actor_dialog>
<actor_dialog>devushka_4_dialog</actor_dialog>
<actor_dialog>devushka_4_quest</actor_dialog>
<actor_dialog>devushka_about_artefact</actor_dialog>
<actor_dialog>devushka_about_semeckiy</actor_dialog>
<actor_dialog>give_devushka_medved</actor_dialog>
<actor_dialog>devushka_give_present</actor_dialog>
<actor_dialog>devushka_go_village</actor_dialog>
<actor_dialog>adventure_time_with_hip</actor_dialog>
</specific_character>
<!-- Xenotech (Loner Mechanic at the Farm) -->
<specific_character id="esc_smart_terrain_5_7_loner_mechanic_stalker" team_default="1">
<name>esc_smart_terrain_5_7_loner_mechanic_stalker_name</name>
<icon>ui_inGame2_loner_tech</icon>
<bio>??????? ???????. ƒ???????¤ ?????????¤ ???????????.</bio>
<class>esc_smart_terrain_5_7_loner_mechanic_stalker</class>
<community>stalker</community>
<map_icon x="1" y="0"/>
<terrain_sect>stalker_terrain</terrain_sect>
<!--mechanic_mode>1</mechanic_mode-->
<money min="1000000" max="1000000" infinitive="1"/>
<rank>3139</rank>
<reputation>784</reputation>
<visual>actors\stalker_neutral\loner_mechanic_stalker</visual>
<snd_config>characters_voice\human\stalker_3\</snd_config>
<supplies>
[spawn] \n
wpn_toz34 \n
ammo_12x76_zhekan = 1 \n
wpn_fort \n
ammo_9x18_fmj = 1 \n
#include "gameplay\supplies\character_items.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_drugs_2.xml"
</supplies>
#include "gameplay\character_criticals.xml"
<actor_dialog>dm_init_trader</actor_dialog>
<actor_dialog>dm_init_mechanic</actor_dialog>
<actor_dialog>drx_sl_task_completed_dialog</actor_dialog>
<actor_dialog>dm_ordered_task_completed_dialog</actor_dialog>
<actor_dialog>drx_sl_esc_smart_terrain_5_7_loner_mechanic_stalker_meet_dialog</actor_dialog>
<actor_dialog>drx_sl_mechanic_task_dialog</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
<actor_dialog>dm_encrypted_pda</actor_dialog>
<actor_dialog>awr_tech_dialog_drink_1</actor_dialog>
<actor_dialog>dm_tech_repair</actor_dialog>
</specific_character>
<!-- Loris (Loner Trader at the Farm) -->
<specific_character id="esc_main_base_trader_mlr" team_default="1">
<name>esc_main_base_trader_mlr_name</name>
<icon>ui_inGame2_kashpirovsky</icon>
<map_icon x="1" y="0"></map_icon>
<bio>An experienced stalker. No detailed information is available.</bio>
<class>esc_main_base_trader_mlr</class>
<community>trader</community><terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\stalker_3\</snd_config>
<rank>1500</rank>
<money min="1000000" max="1000000" infinitive="1"/>
<reputation>1000</reputation>
<visual>actors\stalker_neutral\stalker_neutral_1e_face_kashpirovsky</visual>
<supplies>
[spawn] \n
wpn_beretta \n
ammo_9x19_fmj = 1 \n
#include "gameplay\supplies\character_items.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_drugs.xml"
</supplies>
#include "gameplay\character_criticals.xml"
<actor_dialog>dm_init_trader</actor_dialog>
<actor_dialog>buy_route</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!-- (Military Mechanic - Southern Outpost) -->
<specific_character id="army_south_mechan_mlr" team_default="1">
<name>army_south_mechan_mlr_name</name>
<icon>ui_inGame2_Soldier_3</icon>
<map_icon x="1" y="0"></map_icon>
<bio>Нет данных.</bio>
<class>army_south_mechan_mlr</class>
<community>army</community><terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\military_3\</snd_config>
<!--mechanic_mode>1</mechanic_mode-->
<money min="1000000" max="1000000" infinitive="1"/>
<rank>1100</rank>
<money min="1000" max="3000" infinitive="0"/>
<reputation>-600</reputation>
<visual>actors\stalker_soldier\stalker_soldier_3</visual>
<supplies>
[spawn] \n
wpn_ak74 \n
ammo_5.45x39_ap = 3 \n
#include "gameplay\supplies\character_items.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_drugs.xml"
</supplies>
#include "gameplay\character_criticals.xml"
<actor_dialog>dm_init_trader</actor_dialog>
<actor_dialog>dm_init_mechanic</actor_dialog>
<actor_dialog>army_south_mechan_mlr_st</actor_dialog>
<actor_dialog>dm_ordered_task_dialog</actor_dialog>
<actor_dialog>dm_ordered_task_completed_dialog</actor_dialog>
<actor_dialog>dm_encrypted_pda</actor_dialog>
<actor_dialog>dm_tech_repair</actor_dialog>
<actor_dialog>awr_tech_dialog_drink_1</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!-- (Military Trader - Southern Outpost) -->
<specific_character id="esc_3_16_military_trader" team_default="1">
<name>esc_3_16_military_trader_name</name>
<icon>ui_inGame2_Soldier_3</icon>
<map_icon x="1" y="0"></map_icon>
<bio>Нет данных.</bio>
<class>esc_3_16_military_trader</class>
<community>army</community> <terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\military_3\</snd_config>
<rank>1900</rank>
<money min="1000000" max="1000000" infinitive="1"/>
<reputation>-1500</reputation>
<visual>actors\stalker_soldier\stalker_soldier_3</visual>
<supplies>
[spawn] \n
wpn_ak74 \n
ammo_5.45x39_ap = 3 \n
#include "gameplay\supplies\character_items.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_drugs.xml"
</supplies>
#include "gameplay\character_criticals.xml"
<actor_dialog>dm_init_trader</actor_dialog>
<actor_dialog>dm_ordered_task_dialog</actor_dialog>
<actor_dialog>dm_ordered_task_completed_dialog</actor_dialog>
<!------------ Hidden Threat ------------>
<actor_dialog>sl_hidden_threat_dialog_jurov</actor_dialog>
<!--------------------------------------->
<actor_dialog>guid_esc_mlr_military</actor_dialog>
<actor_dialog>guid_esc_mlr_military_vert</actor_dialog>
<actor_dialog>guid_esc_mlr_military_list</actor_dialog>
<actor_dialog>dm_bribe</actor_dialog>
<actor_dialog>buy_route</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
</xml>
@@ -0,0 +1,319 @@
<?xml version='1.0' encoding="windows-1251"?>
<!--
Storyline: Hidden Threat
Version: 1.0
Autor: Longreed
Last Edit: 01/11/2021
-->
<xml>
<!----------------------- @@@ ---------------------------------->
<specific_character id="hidden_threat_spirit" team_default = "1">
<name>st_hidden_threat_spirit_name</name>
<icon>ui_inGame2_no_data</icon>
<map_icon x="1" y="0"></map_icon>
<bio>None.</bio>
<class>hidden_threat_spirit</class>
<community>trader</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\stalker_2\</snd_config>
<rank>0</rank>
<reputation>0</reputation>
<visual>actors\stalker_osoznanie\stalker_osoznanie_1</visual>
<supplies>
[spawn] \n
</supplies>
#include "gameplay\character_criticals.xml"
</specific_character>
<!------------------ Сержант Горобец ---------------------------->
<specific_character id="army_ser_gorobez" team_default = "1">
<name>st_hidden_threat_ser_gorobez_name</name>
<icon>ui_inGame2_Soldier_1</icon>
<map_icon x="1" y="0"></map_icon>
<bio>None.</bio>
<class>army_ser_gorobez</class>
<community>army</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\stalker_2\</snd_config>
<rank>1240</rank>
<reputation>350</reputation>
<visual>actors\stalker_soldier\stalker_soldier_1</visual>
<supplies>
[spawn] \n
</supplies>
#include "gameplay\character_criticals.xml"
</specific_character>
<!--------------------- Майор Эрнандес ----------------------------->
<specific_character id="hidden_threat_isg_leader" team_default = "1">
<name>st_hidden_threat_isg_leader_name</name>
<icon>ui_inGame2_Hernandez</icon>
<map_icon x="1" y="0"></map_icon>
<bio>None.</bio>
<class>hidden_threat_isg_leader</class>
<community>isg</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\killer_1\</snd_config>
<rank>25000</rank>
<reputation>0</reputation>
<visual>actors\stalker_isg\stalker_isg_leader</visual>
<supplies>
[spawn] \n
wpn_aug_modern = 1 \n
ammo_5.56x45_ss190 = 1 \n
wpn_hpsa = 1 \n
ammo_9x19_fmj = 1 \n
</supplies>
#include "gameplay\character_criticals.xml"
</specific_character>
<!------------------ Лейтенант Годунов ----------------------------->
<specific_character id="hidden_threat_isg_agent" team_default = "1">
<name>st_hidden_threat_isg_agent_name</name>
<icon>ui_inGame2_Soldier_4</icon>
<map_icon x="1" y="0"></map_icon>
<bio>None.</bio>
<class>hidden_threat_isg_agent</class>
<community>isg</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\killer_3\</snd_config>
<rank>20000</rank>
<reputation>1550</reputation>
<visual>actors\stalker_isg\stalker_isg_military</visual>
<supplies>
[spawn] \n
wpn_fnx45_custom = 1 \n
ammo_11.43x23_hydro = 1 \n
</supplies>
#include "gameplay\character_criticals.xml"
</specific_character>
<!------------ Cнайпер ИИГ(pri_b35_military) ----------------------->
<specific_character id="pri_b35_military_isg_sniper" team_default = "1">
<name>GENERATE_NAME_senior_sergeant</name>
<icon>ui_inGame2_neutral_3</icon>
<map_icon x="1" y="0"></map_icon>
<bio>None.</bio>
<class>pri_b35_military_isg_sniper</class>
<community>isg</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\killer_3\</snd_config>
<rank min="5000" max="10000" />
<reputation min="-1500" max="2100" />
<visual>actors\stalker_isg\stalker_isg_radiationsuit</visual>
<supplies>
[spawn] \n
wpn_l96a1 = 1 \n
ammo_7.62x51_ap = 3 \n
wpn_hpsa = 1 \n
ammo_9x19_fmj = 1 \n
</supplies>
#include "gameplay\character_criticals.xml"
</specific_character>
<!------------ Cнайпер ИИГ(aes2_monolith_camp) ----------------------->
<specific_character id="aes2_mc_isg_sniper" team_default = "1">
<name>GENERATE_NAME_lieutenant</name>
<icon>ui_inGame2_neutral_4</icon>
<map_icon x="1" y="0"></map_icon>
<bio>None.</bio>
<class>aes2_mc_isg_sniper</class>
<community>isg</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\killer_3\</snd_config>
<rank min="10000" max="15000" />
<reputation min="-1500" max="2100" />
<visual>actors\stalker_isg\stalker_isg_exoskeleton</visual>
<supplies>
[spawn_loadout] \n
wpn_m24 = 1 \n
wpn_l96a1m = 1 \n
wpn_m98b = 1 \n
wpn_trg = 1 \n
wpn_vssk = 1 \n
[spawn_loadout2] \n
wpn_usp_match = 1 \n
wpn_glock = 1 \n
wpn_fnx45 = 1 \n
wpn_fnp45 = 1 \n
wpn_desert_eagle = 1 \n
[spawn] \n
</supplies>
#include "gameplay\character_criticals.xml"
</specific_character>
<!------------------ Полковник Дегтярёв ---------------------------->
<specific_character id="hidden_threat_degtyarev" team_default = "1">
<name>st_hidden_threat_degtyarev_name</name>
<icon>ui_inGame2_Hero</icon>
<map_icon x="1" y="0"></map_icon>
<bio>None.</bio>
<class>hidden_threat_degtyarev</class>
<community>army_npc</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\military_1\</snd_config>
<rank>25000</rank>
<reputation>1500</reputation>
<visual>actors\stalker_hero\army_degtyarev_military</visual>
<supplies>
[spawn] \n
wpn_vintorez_nimble = 1 \n
ammo_9x39_ap = 3 \n
wpn_pm_actor = 1 \n
ammo_9x18_fmj = 3 \n
grenade_f1 = 2 \n
</supplies>
#include "gameplay\character_criticals.xml"
<start_dialog>sl_hidden_threat_dialog_degtyarev_d2</start_dialog>
<actor_dialog>sl_hidden_threat_dialog_degtyarev_d3</actor_dialog>
<actor_dialog>sl_hidden_threat_dialog_degtyarev_d4</actor_dialog>
<actor_dialog>sl_hidden_threat_dialog_degtyarev_d5</actor_dialog>
<actor_dialog>sl_hidden_threat_dialog_degtyarev_d6</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!---------------------- Агент СБУ 1 ------------------------------->
<specific_character id="pri_b35_mercs_agent_sbu_1" team_default = "1">
<name>GENERATE_NAME_senior_sergeant</name>
<icon>ui_inGame2_Soldier_3</icon>
<map_icon x="1" y="0"></map_icon>
<bio>None.</bio>
<class>pri_b35_mercs_agent_sbu_1</class>
<community>army_npc</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\military_3\</snd_config>
<rank>7500</rank>
<reputation>800</reputation>
<visual>actors\stalker_soldier\stalker_soldier_3</visual>
<supplies>
[spawn_loadout] \n
wpn_abakan_kobra = 1 \n
wpn_aks74_new = 1 \n
wpn_ak74m_camo = 1 \n
wpn_aek971_kobra = 1 \n
wpn_ak101_eot = 1 \n
wpn_ak102_eot = 1 \n
wpn_ak103_kobra = 1 \n
wpn_ak104_kobra = 1 \n
wpn_ak105_kobra = 1 \n
wpn_vepr_kobra = 1 \n
[spawn_loadout2] \n
wpn_gsh18 = 1 \n
wpn_mp443 = 1 \n
wpn_fort = 1 \n
[spawn] \n
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
</specific_character>
<!---------------------- Агент СБУ 2 ------------------------------->
<specific_character id="pri_b35_mercs_agent_sbu_2" team_default = "1">
<name>GENERATE_NAME_senior_sergeant</name>
<icon>ui_inGame2_Soldier_3</icon>
<map_icon x="1" y="0"></map_icon>
<bio>None.</bio>
<class>pri_b35_mercs_agent_sbu_2</class>
<community>army_npc</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\military_1\</snd_config>
<rank>6900</rank>
<reputation>300</reputation>
<visual>actors\stalker_soldier\stalker_soldier_3</visual>
<supplies>
[spawn_loadout] \n
wpn_groza = 1 \n
wpn_val_kobra = 1 \n
wpn_vepr_kobra = 1 \n
[spawn_loadout2] \n
wpn_gsh18 = 1 \n
wpn_mp443 = 1 \n
wpn_fort = 1 \n
[spawn] \n
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
</specific_character>
<!------------------------ Стрелок --------------------------------->
<specific_character id="hidden_threat_strelok" team_default = "1">
<name>st_hidden_threat_strelok_name</name>
<icon>ui_inGame2_strelok_ico</icon>
<map_icon x="1" y="0"></map_icon>
<bio>None.</bio>
<class>hidden_threat_strelok</class>
<community>stalker</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\stalker_2\</snd_config>
<rank>35000</rank>
<reputation>1500</reputation>
<visual>actors\stalker_neutral\stalker_neutral_strelok</visual>
<supplies>
[spawn] \n
wpn_sig550_sniper = 1 \n
ammo_5.56x45_ap = 3 \n
wpn_colt1911 = 1 \n
ammo_11.43x23_fmj = 1 \n
grenade_f1 = 1 \n
</supplies>
#include "gameplay\character_criticals.xml"
</specific_character>
<!-------------- Майор Верещагин(Агропром) ------------------------->
<specific_character id="agr_1_6_ht_vereshagin" team_default = "1">
<name>st_agr_1_6_ht_vereshagin_name</name>
<icon>ui_npc_u_stalker_militari_1</icon>
<map_icon x="1" y="0"></map_icon>
<bio>None.</bio>
<class>agr_1_6_ht_vereshagin</class>
<community>army_npc</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\military_3\</snd_config>
<rank>15000</rank>
<reputation>1250</reputation>
<visual>actors\stalker_soldier\stalker_soldier_4_skat</visual>
<supplies>
[spawn] \n
wpn_ak12_ac10632 = 1, silencer = 1 \n
ammo_5.45x39_ap = 1 \n
wpn_mp443 = 1 \n
ammo_9x19_ap = 1 \n
grenade_f1 = 1 \n
</supplies>
#include "gameplay\character_criticals.xml"
<start_dialog>sl_hidden_threat_dialog_vereshagin_d1</start_dialog>
<actor_dialog>sl_hidden_threat_dialog_vereshagin_d2</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!------------ Штурмовик СБУ(Припять, Юпитер) ---------------------->
<specific_character id="pri_a15_ht_sbu_enforcer" team_default = "1">
<name>GENERATE_NAME_captain</name>
<icon>ui_inGame2_nosorog</icon>
<map_icon x="1" y="0"></map_icon>
<bio>None.</bio>
<class>pri_a15_ht_sbu_enforcer</class>
<community>army_npc</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\military_3\</snd_config>
<rank min="15000" max="20000" />
<reputation min="0" max="1200" />
<visual>actors\stalker_soldier\stalker_soldier4nosorog</visual>
<supplies>
[spawn] \n
wpn_pkp = 1 \n
ammo_7.62x54_ap = 1 \n
wpn_gsh18 = 1 \n
ammo_9x19_ap = 1 \n
grenade_f1 = 1 \n
</supplies>
#include "gameplay\character_criticals.xml"
</specific_character>
<!------------ Рандомный сотрудник СБУ(Юпитер) ----------------------->
<specific_character id="jup_b208_ht_sbu_agent" team_default = "1">
<name>GENERATE_NAME_captain</name>
<icon>ui_npc_u_stalker_militari_1</icon>
<map_icon x="1" y="0"></map_icon>
<bio>None.</bio>
<class>jup_b208_ht_sbu_agent</class>
<community>army_npc</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\military_3\</snd_config>
<rank min="15000" max="20000" />
<reputation min="0" max="1200" />
<visual>actors\stalker_soldier\stalker_soldier_4_skat</visual>
<supplies>
[spawn] \n
</supplies>
#include "gameplay\character_criticals.xml"
</specific_character>
</xml>
@@ -0,0 +1,298 @@
<?xml version='1.0' encoding="windows-1251"?>
<!-- CoC 1.4.10 - DoctorX Questlines 1.6 -->
<xml>
<!-- /////////////////////////////////////////////////////////////////////////////////////////////
<!--
<!-- Professor Kalancha (Clear Sky Medic) Character Description
<!--
<!-- Modified by SarisKhan
<!-- for Lost to the Zone
<!-- September 17, 2017
<!--
<!-- ----------------------------------------------------------------------------------------- -->
<specific_character id="mar_smart_terrain_base_doctor" team_default = "1">
<name>mar_smart_terrain_base_doctor_name</name>
<icon>ui_npc_u_nebo_2_face_2</icon>
<map_icon x="1" y="0">
</map_icon>
<bio>Doctor.</bio>
<class>mar_smart_terrain_base_doctor</class>
<community>trader</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\stalker_2\</snd_config>
<rank>14500</rank>
<reputation>1700</reputation>
<money min="1000000" max="1000000" infinitive="1" />
<visual>actors\stalker_nebo\stalker_nebo_2_face_2</visual>
<supplies>
[spawn] \n
wpn_ak74u = 1 \n
ammo_5.45x39_fmj = 1 \n
</supplies>
<start_dialog>mar_smart_terrain_base_doctor_start</start_dialog>
<actor_dialog>dm_init_medic</actor_dialog>
<actor_dialog>dm_ordered_task_dialog</actor_dialog>
<actor_dialog>dm_ordered_task_completed_dialog</actor_dialog>
<actor_dialog>dm_medic_general</actor_dialog>
<actor_dialog>marsh_stalker_medic_background</actor_dialog>
<actor_dialog>marsh_stalker_medic_about_people</actor_dialog>
<actor_dialog>marsh_stalker_medic_about_zone</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
#include "gameplay\character_criticals.xml"
</specific_character>
<!-------------------------- THE REAL DOC ---------------------- -->
<specific_character id="mar_smart_terrain_doc_doctor" team_default = "1">
<name>marsh_doctor_name</name>
<icon>ui_inGame2_doc</icon>
<map_icon x="1" y="0">
</map_icon>
<bio>Doctor.</bio>
<class>mar_smart_terrain_doc_doctor</class>
<community>trader</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\stalker_2\</snd_config>
<rank>18753</rank>
<reputation>2485</reputation>
<money min="10000" max="10000" infinitive="0" />
<visual>actors\izgoy\izgoy</visual>
<supplies>
[spawn] \n
wpn_fort \n
ammo_9x18_fmj = 3 \n
cit_doctors_key = 1 \n
cit_doctors_pda = 1 \n
</supplies>
<start_dialog>cit_doctor_hello_dialog</start_dialog>
<actor_dialog>cit_doctor_main_dialog</actor_dialog>
<!-- LTTZ -->
<actor_dialog>doctor_living_legend</actor_dialog>
<actor_dialog>doctor_living_legend_strelok</actor_dialog>
<!-- LTTZ -->
<actor_dialog>actor_break_dialog</actor_dialog>
#include "gameplay\character_criticals.xml"
</specific_character>
<!-- Librarian (Clear Sky Barman) Character Description -->
<specific_character id="mar_base_stalker_barmen" team_default="1">
<name>mar_base_stalker_barmen_name</name>
<icon>ui_inGame2_librarian</icon>
<map_icon x="1" y="0">
</map_icon>
<bio>Îïûòíûé ñòàëêåð. Äåòàëüíàÿ èíôîðìàöèÿ îòñóòñòâóåò.</bio>
<class>mar_base_stalker_barmen</class>
<community>csky</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\csky_1\</snd_config>
<rank>10140</rank>
<reputation>1246</reputation>
<money min="1000000" max="1000000" infinitive="1" />
<visual>actors\stalker_nebo\stalker_nebo_smask1</visual>
<supplies>
[spawn] \n
wpn_sig550 \n
ammo_5.56x45_ap = 1 \n
wpn_beretta \n
ammo_9x19_fmj = 1 \n
#include "gameplay\supplies\character_items_3.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_drugs_3.xml"
</supplies>
#include "gameplay\character_criticals.xml"
<start_dialog>marsh_stalker_barmen_start_dialog</start_dialog>
<actor_dialog>dm_init_batender</actor_dialog>
<!-- mlr -->
<actor_dialog>story_b_cs</actor_dialog>
<actor_dialog>story_dog</actor_dialog>
<actor_dialog>about_dog_marsh_part_two</actor_dialog>
<!-- mlr -->
<actor_dialog>drx_sl_task_completed_dialog</actor_dialog>
<actor_dialog>dm_ordered_task_completed_dialog</actor_dialog>
<actor_dialog>drx_sl_mar_base_stalker_barmen_meet_dialog</actor_dialog>
<actor_dialog>dm_ordered_task_dialog</actor_dialog>
<actor_dialog>mar_smart_terrain_base_barman_background</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!-- Spore (Clear Sky Trader) Character Description -->
<specific_character id="mar_base_owl_stalker_trader" team_default="1">
<name>mar_base_owl_stalker_trader_name</name>
<icon>ui_inGame2_csky_trade</icon>
<map_icon x="1" y="0">
</map_icon>
<bio>Îïûòíûé ñòàëêåð. Äåòàëüíàÿ èíôîðìàöèÿ îòñóòñòâóåò.</bio>
<class>mar_base_owl_stalker_trader</class>
<community>csky</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\csky_1\</snd_config>
<rank>16893</rank>
<reputation>1559</reputation>
<money min="1000000" max="1000000" infinitive="1" />
<visual>actors\stalker_nebo\stalker_trader_nebo</visual>
<supplies></supplies>
#include "gameplay\character_criticals.xml"
<start_dialog>mar_base_owl_stalker_trader_start_dialog</start_dialog>
<actor_dialog>dm_init_trader</actor_dialog>
<actor_dialog>information_about_stash_aslan</actor_dialog>
<actor_dialog>information_about_stash_aslan1</actor_dialog>
<actor_dialog>cs_task0_dialog</actor_dialog>
<actor_dialog>cs_task0_dialog1</actor_dialog>
<actor_dialog>cs_task2_dialog</actor_dialog>
<actor_dialog>dm_ordered_task_completed_dialog</actor_dialog>
<actor_dialog>dm_broker_dialog</actor_dialog>
<actor_dialog>dm_ordered_task_dialog</actor_dialog>
<actor_dialog>mar_smart_terrain_base_trader_background</actor_dialog>
<actor_dialog>buy_route</actor_dialog>
<!--actor_dialog>buy_extra_items</actor_dialog-->
<actor_dialog>debt_register</actor_dialog>
<actor_dialog>debt_pay_off</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!-- Novikov (Clear Sky Mechanic) Character Description -->
<specific_character id="mar_base_stalker_tech" team_default = "1">
<name>mar_base_stalker_tech_name</name>
<icon>ui_inGame2_Novikov</icon>
<map_icon x="1" y="0">
</map_icon>
<bio>Îïûòíûé ñòàëêåð. Òåõíèê Àçîò.</bio>
<class>mar_base_stalker_tech</class>
<community>csky</community>
<!--mechanic_mode>1</mechanic_mode-->
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\csky_1\</snd_config>
<rank>16497</rank>
<reputation>1891</reputation>
<money min="1000000" max="1000000" infinitive="1"/>
<visual>actors\stalker_nebo\stalker_nebo_2_face_3</visual>
<supplies>
[spawn] \n
wpn_fort \n
ammo_9x18_pmm = 1 \n
#include "gameplay\supplies\character_items_2.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_drugs_3.xml"
</supplies>
<start_dialog>marsh_stalker_tech_start</start_dialog>
<actor_dialog>dm_init_trader</actor_dialog>
<actor_dialog>dm_init_mechanic</actor_dialog>
<actor_dialog>dm_tech_repair</actor_dialog>
<actor_dialog>dm_ordered_task_completed_dialog</actor_dialog>
<actor_dialog>drx_sl_mechanic_task_dialog</actor_dialog>
<actor_dialog>dm_ordered_task_completed_dialog</actor_dialog>
<actor_dialog>mar_smart_terrain_base_tech_background</actor_dialog>
<actor_dialog>dm_encrypted_pda</actor_dialog>
<actor_dialog>marsh_stalker_tech_pragmatic_research</actor_dialog> <!-- LTTZ -->
<actor_dialog>awr_tech_dialog_drink_1</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
#include "gameplay\character_criticals.xml"
</specific_character>
<!-- Cold (Clear Sky Honcho) Character Description -->
<specific_character id="mar_smart_terrain_base_stalker_leader_marsh" team_default = "1">
<name>mar_smart_terrain_base_stalker_leader_marsh_name</name>
<icon>ui_inGame2_cold</icon>
<map_icon x="1" y="0">
</map_icon>
<bio>??????? ???????. ƒ???????¤ ?????????¤ ???????????.</bio>
<class>mar_smart_terrain_base_stalker_leader_marsh</class>
<community>csky</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\csky_1\</snd_config>
<rank>16672</rank>
<reputation>2314</reputation>
<visual>actors\stalker_nebo\stalker_nebo_2_face_4</visual>
<supplies>
[spawn] \n
wpn_desert_eagle = 1 \n
ammo_11.43x23_fmj = 1 \n
wpn_ak74 = 1 \n
ammo_5.45x39_fmj = 1 \n
#include "gameplay\supplies\character_items_3.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_drugs_3.xml"
</supplies>
#include "gameplay\character_criticals.xml"
<start_dialog>hello_dialog</start_dialog>
<actor_dialog>cold_questlines_about_dialog</actor_dialog>
<actor_dialog>cs_task0_ambush_renegade</actor_dialog>
<actor_dialog>cs_task0_ambush_renegade_vip</actor_dialog>
<actor_dialog>cs_task0_ambush_renegade_vip2</actor_dialog>
<actor_dialog>cs_task0_ambush_renegade_vip3</actor_dialog>
<actor_dialog>cs_task3_cold_dialog</actor_dialog>
<actor_dialog>holod_end_cs_story</actor_dialog>
<actor_dialog>dm_ordered_task_dialog</actor_dialog> <!-- LTTZ -->
<actor_dialog>dm_ordered_task_completed_dialog</actor_dialog> <!-- LTTZ -->
<actor_dialog>drx_sl_mar_smart_terrain_base_stalker_leader_marsh_game_start_dialog_1</actor_dialog>
<actor_dialog>drx_sl_cf_task_completed_dialog</actor_dialog>
<actor_dialog>drx_sl_task_completed_dialog</actor_dialog>
<actor_dialog>drx_sl_mar_smart_terrain_base_stalker_leader_marsh_meet_dialog</actor_dialog>
<!-- LTTZ -->
<actor_dialog>cold_living_legend</actor_dialog>
<actor_dialog>cold_living_legend_finish</actor_dialog>
<actor_dialog>cold_mortal_sin</actor_dialog>
<actor_dialog>cold_mortal_sin_envoy</actor_dialog>
<actor_dialog>cold_mortal_sin_report</actor_dialog>
<actor_dialog>cold_mortal_sin_ambush</actor_dialog>
<actor_dialog>cold_mortal_sin_zone_hero</actor_dialog>
<actor_dialog>cold_operation_afterglow</actor_dialog>
<actor_dialog>cold_operation_afterglow_transmission_report</actor_dialog>
<!-- LTTZ -->
<actor_dialog>dm_important_documents</actor_dialog>
<actor_dialog>drx_sl_change_faction_dialog</actor_dialog>
<actor_dialog>mar_smart_terrain_base_leader_background</actor_dialog>
<actor_dialog>mar_smart_terrain_base_leader_csky_history</actor_dialog>
<!--------------------- mlr ------------------------>
<actor_dialog>find_blackbox_mlr_reward_csky</actor_dialog>
<!--------------------- mlr ------------------------>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!-- (Clear Sky guide) --> <!-- LTTZ -->
<specific_character id="guid_marsh_mlr" team_default="1">
<name>cit_doctor_name</name>
<icon>ui_inGame2_trodnik</icon>
<map_icon x="1" y="0">
</map_icon>
<bio>An experienced stalker. No detailed information is available.</bio>
<class>guid_marsh_mlr</class>
<community>csky</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\csky_3\</snd_config>
<rank>14030</rank>
<money min="500" max="1000" infinitive="0"/>
<reputation>1000</reputation>
<visual>actors\stalker_nebo\stalker_nebo_1</visual>
<supplies>
[spawn] \n
wpn_ak74u = 1 \n
ammo_5.45x39_fmj = 1 \n
#include "gameplay\supplies\character_items.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_drugs.xml"
</supplies>
#include "gameplay\character_criticals.xml"
<actor_dialog>meet_guid_marsh_csky</actor_dialog>
<actor_dialog>mar_csky_guide_background</actor_dialog>
<actor_dialog>travel_guid_marsh_csky</actor_dialog>
<actor_dialog>meet_guid_marsh_csky_list</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
</xml>
File diff suppressed because it is too large Load Diff
@@ -0,0 +1,87 @@
<?xml version='1.0' encoding="windows-1251"?>
<!--
Storyline: Hidden Threat
Version: 1.0
Autor: Longreed
Last Edit: 06/12/2021
-->
<game_information_portions>
<info_portion id="hidden_threat_disabled"></info_portion>
<info_portion id="hidden_threat_start"></info_portion>
<info_portion id="hidden_threat_complete"></info_portion>
<info_portion id="dialog_kuznetsov_first_flag"></info_portion>
<info_portion id="dialog_kuznetsov_4_flag"></info_portion>
<info_portion id="dialog_kuznetsov_5_flag"></info_portion>
<info_portion id="dialog_kuznetsov_6_flag"></info_portion>
<info_portion id="dialog_kuznetsov_7_flag"></info_portion>
<info_portion id="dialog_spirit_first_flag"></info_portion>
<info_portion id="dialog_spooner_barter_flag"></info_portion>
<info_portion id="dialog_spooner_outfit_flag"></info_portion>
<info_portion id="dialog_kirillov_1_flag"></info_portion>
<info_portion id="dialog_isg_leader_1_flag"></info_portion>
<info_portion id="dialog_isg_leader_2_flag"></info_portion>
<info_portion id="dialog_isg_leader_3_flag"></info_portion>
<info_portion id="dialog_degtyarev_1_flag"></info_portion>
<info_portion id="dialog_degtyarev_2_flag"></info_portion>
<info_portion id="dialog_degtyarev_3_flag"></info_portion>
<info_portion id="dialog_degtyarev_4_flag"></info_portion>
<info_portion id="dialog_degtyarev_5_flag"></info_portion>
<info_portion id="pri_b304_open_door_flag"></info_portion>
<info_portion id="ds2_domik_st_ht_cut_scene_start"></info_portion>
<info_portion id="ds2_domik_st_ht_cut_scene_end"></info_portion>
<info_portion id="ds2_domik_st_ht_cut_scene_1_flag"></info_portion>
<info_portion id="ds2_domik_st_ht_cut_scene_2_flag"></info_portion>
<info_portion id="ds2_domik_st_ht_cut_scene_3_flag"></info_portion>
<info_portion id="hidden_threat_task_1_start"></info_portion>
<info_portion id="hidden_threat_task_1_stage_1"></info_portion>
<info_portion id="hidden_threat_task_1_stage_2"></info_portion>
<info_portion id="hidden_threat_task_1_stage_3"></info_portion>
<info_portion id="hidden_threat_task_1_complete"></info_portion>
<info_portion id="hidden_threat_task_2_start"></info_portion>
<info_portion id="hidden_threat_task_2_complete"></info_portion>
<info_portion id="hidden_threat_task_3_msg"></info_portion>
<info_portion id="hidden_threat_task_3_start"></info_portion>
<info_portion id="hidden_threat_task_3_complete"></info_portion>
<info_portion id="hidden_threat_task_4_msg"></info_portion>
<info_portion id="hidden_threat_task_4_start"></info_portion>
<info_portion id="hidden_threat_task_4_stage_5"></info_portion>
<info_portion id="hidden_threat_task_4_stage_6_msg"></info_portion>
<info_portion id="hidden_threat_task_4_stage_6"></info_portion>
<info_portion id="hidden_threat_task_4_stage_7"></info_portion>
<info_portion id="hidden_threat_task_4_complete"></info_portion>
<info_portion id="hidden_threat_task_5_msg"></info_portion>
<info_portion id="hidden_threat_task_5_start"></info_portion>
<info_portion id="hidden_threat_task_5_stage_2"></info_portion>
<info_portion id="hidden_threat_task_5_stage_5"></info_portion>
<info_portion id="hidden_threat_task_5_complete"></info_portion>
<info_portion id="hidden_threat_task_6_msg"></info_portion>
<info_portion id="hidden_threat_task_6_start"></info_portion>
<info_portion id="hidden_threat_task_6_stage_2"></info_portion>
<info_portion id="hidden_threat_task_6_stage_3"></info_portion>
<info_portion id="hidden_threat_task_6_stage_5"></info_portion>
<info_portion id="hidden_threat_task_6_stage_6"></info_portion>
<info_portion id="hidden_threat_task_6_complete"></info_portion>
<info_portion id="hidden_threat_task_7_msg"></info_portion>
<info_portion id="hidden_threat_task_7_start"></info_portion>
<info_portion id="hidden_threat_task_7_stage_1"></info_portion>
<info_portion id="hidden_threat_task_7_stage_2"></info_portion>
<info_portion id="hidden_threat_task_7_stage_3"></info_portion>
<info_portion id="hidden_threat_second_task_1_complete"></info_portion>
<info_portion id="hidden_threat_second_task_2_start"></info_portion>
<info_portion id="hidden_threat_second_task_2_box"></info_portion>
<info_portion id="hidden_threat_second_task_2_fail"></info_portion>
<info_portion id="hidden_threat_second_task_2_complete"></info_portion>
<info_portion id="jup_b8_isg_combat"></info_portion>
<info_portion id="val_1_2_army_combat"></info_portion>
<info_portion id="darkvalley_spawn_pda"></info_portion>
<info_portion id="pri_a17_prisoner"></info_portion>
<info_portion id="pri_a17_punch_play_sound"></info_portion>
<info_portion id="pri_b35_mercs_spawn_scene"></info_portion>
<info_portion id="pri_b35_mercs_fail_scene"></info_portion>
<info_portion id="pri_b304_doors_open"></info_portion>
<info_portion id="aes_companion_squad"></info_portion>
<info_portion id="ht_jupiter_und_spawn_1"></info_portion>
<info_portion id="ht_jupiter_und_spawn_2"></info_portion>
<info_portion id="jup_und_hall_door"></info_portion>
<info_portion id="jup_und_hall_sniper"></info_portion>
</game_information_portions>
@@ -0,0 +1,64 @@
<?xml version='1.0' encoding="windows-1251"?>
<xml>
<!-- Îïåðàöèÿ "Ìîíîëèò" -->
<character id="kvartet">
<class>kvartet</class>
</character>
<character id="vasil_nevezuchi">
<class>vasil_nevezuchi</class>
</character>
<!-- Ïðîôèëÿ Ó÷åíûõ AH -->
<character id="ah_sarik">
<class>ah_sarik</class>
</character>
<!-- ¹1 Àññèñòåíò Êîâàëåâ Áîëîòà-->
<character id="ah_bol_kovalev">
<class>ah_bol_kovalev</class>
</character>
<!-- ¹2 Äîöåíò Ìàðêîâ ßíòàðü-->
<character id="ah_yan_markov">
<class>ah_yan_markov</class>
</character>
<!-- ¹3 Êàíäèäàò Ïèðîãîâ Òåìíàÿ äîëèíà-->
<character id="ah_dark_pirogov">
<class>ah_dark_pirogov</class>
</character>
<!-- ¹4 Íàó÷íûé ñîòðóäíèê ×åðíîâ Ñêëàäû-->
<character id="ah_mil_chernov">
<class>ah_mil_chernov</class>
</character>
<!-- ¹5 Ïðîôåññîð Âëàäèñëàâ Æóê Þïèòåð-->
<character id="ah_up_juk">
<class>ah_up_juk</class>
</character>
<!-- ¹6 Äîöåíò Âîðîáóøêèí çàòîí-->
<character id="ah_zat_vorobushkin">
<class>ah_zat_vorobushkin</class>
</character>
<!-- ¹7 Àêàäåìèê Ñêàáèíñêèé-->
<character id="ah_aes_skabinsky">
<class>ah_aes_skabinsky</class>
</character>
<!-- ¹7 Àêàäåìèê Ñêàáèíñêèé ôèíàë-->
<character id="ah_aes_skabinsky_final">
<class>ah_aes_skabinsky_final</class>
</character>
<character id="gamajun">
<class>gamajun</class>
</character>
<character id="brodyaga">
<class>brodyaga</class>
</character>
<character id="cs_informer">
<class>cs_informer</class>
</character>
<character id="dragun">
<class>dragun</class>
</character>
<character id="monolith_pri_b36_smart_terrain_defense">
<class>monolith_pri_b36_smart_terrain_defense</class>
</character>
</xml>
@@ -0,0 +1,48 @@
<?xml version='1.0' encoding="UTF-8"?>
<!--
Storyline: Hidden Threat
Version: 1.0
Autor: Longreed
Last Edit: 30/10/2021
-->
<xml>
<character id="hidden_threat_spirit">
<class>hidden_threat_spirit</class>
</character>
<character id="army_ser_gorobez">
<class>army_ser_gorobez</class>
</character>
<character id="hidden_threat_isg_leader">
<class>hidden_threat_isg_leader</class>
</character>
<character id="hidden_threat_isg_agent">
<class>hidden_threat_isg_agent</class>
</character>
<character id="pri_b35_military_isg_sniper">
<class>pri_b35_military_isg_sniper</class>
</character>
<character id="hidden_threat_degtyarev">
<class>hidden_threat_degtyarev</class>
</character>
<character id="pri_b35_mercs_agent_sbu_1">
<class>pri_b35_mercs_agent_sbu_1</class>
</character>
<character id="pri_b35_mercs_agent_sbu_2">
<class>pri_b35_mercs_agent_sbu_2</class>
</character>
<character id="hidden_threat_strelok">
<class>hidden_threat_strelok</class>
</character>
<character id="aes2_mc_isg_sniper">
<class>aes2_mc_isg_sniper</class>
</character>
<character id="agr_1_6_ht_vereshagin">
<class>agr_1_6_ht_vereshagin</class>
</character>
<character id="pri_a15_ht_sbu_enforcer">
<class>pri_a15_ht_sbu_enforcer</class>
</character>
<character id="jup_b208_ht_sbu_agent">
<class>jup_b208_ht_sbu_agent</class>
</character>
</xml>
@@ -0,0 +1,45 @@
[ammo_1]
ammo_1_value = ammo_9x19_fmj, 20, ammo_9x18_fmj, 20
[ammo_2]
ammo_2_value = ammo_9x19_pbp, 20, ammo_9x18_pmm, 20
[ammo_3]
ammo_3_value = ammo_9x19_ap, 20, ammo_9x18_ap, 20
[ammo_4]
ammo_4_value = ammo_5.56x45_fmj, 20, ammo_5.45x39_fmj, 20
[ammo_5]
ammo_5_value = ammo_5.56x45_ss190, 20, ammo_5.45x39_ep, 20
[ammo_6]
ammo_6_value = ammo_5.56x45_ap, 20, ammo_5.45x39_ap, 20
[ammo_7]
ammo_7_value = ammo_11.43x23_fmj, 20, ammo_9x39_pab9, 6
[ammo_8]
ammo_8_value = ammo_11.43x23_hydro, 20, ammo_9x39_ap, 6
[ammo_9]
ammo_9_value = ammo_7.62x51_fmj, 20, ammo_7.62x54_7h1, 30
[ammo_10]
ammo_10_value = ammo_7.62x51_ap, 20, ammo_7.62x54_7h14, 30
[ammo_11]
ammo_11_value = ammo_m209, 3, ammo_vog-25, 3
[ammo_group_1]:ammo_1, ammo_2, ammo_3
[ammo_group_2]:ammo_4, ammo_5, ammo_6
[ammo_group_3]:ammo_7, ammo_8
[ammo_group_4]:ammo_9, ammo_10
[ammo_group_5]:ammo_11
[ammo_all]:ammo_group_1, ammo_group_2, ammo_group_3, ammo_group_4, ammo_group_5
@@ -0,0 +1,15 @@
![skip_npcs]
hidden_threat_isg_leader = isg
hidden_threat_isg_agent = isg
pri_b35_military_isg_sniper = isg
aes2_mc_isg_sniper = isg
jup_pas_b400_hall_sniper_1 = isg
jup_pas_b400_hall_sniper_2 = isg
hidden_threat_degtyarev = army
pri_b35_mercs_agent_sbu_1 = army
pri_b35_mercs_agent_sbu_2 = army
agr_1_6_ht_vereshagin = army
pri_a15_ht_sbu_enforcer = army
hidden_threat_strelok = stalker
hidden_threat_spirit = trader
@@ -0,0 +1,38 @@
![ignore_list]
esc_survived_stalker_squad
ds_hidden_threat_spirit_squad
jup_b8_isg_attack_squad
jup_b8_army_dead_squad
val_1_2_army_defense_squad
val_1_2_attack_isg_squad
pri_army_ser_gorobez_squad
pri_isg_guard_squad
pri_isg_leader_squad
pri_isg_agent_squad
pri_b35_military_isg_sniper_squad
pri_b35_military_isg_guard_squad
pri_b35_mercs_ht_degtyarev_squad
pri_b35_mercs_ht_agents_sbu_squad
pri_b35_mercs_ht_strelok_squad
pri_b35_mercs_ht_isg_squad
pri_b304_ht_burer_squad_1
pri_b304_ht_burer_squad_2
agr_1_6_ht_degtyarev_squad
aes_sm_soldier_army_squad
aes2_monolith_camp_1_isg_squad
aes2_monolith_camp_2_isg_squad
aes_sm_monolith_blokpost4_monolith_squad
aes_sm_monolith_blokpost4_merck_squad
agr_1_6_ht_vereshagin_squad
pri_a15_ht_sbu_squad
jup_b208_ht_sbu_squad
jup_b208_ht_sbu_agent_squad
jup_ht_companion_army_squad
pas_b400_fake_isg_squad
pas_b400_elevator_isg_squad
pas_b400_track_isg_squad
pas_b400_tunnel_isg_squad
pas_b400_hall_isg_squad
pas_b400_hall_isg_leader_squad
pas_b400_hall_isg_sniper_squad
@@ -0,0 +1,35 @@
![ignore_list]
ah_aes_skabinsky_final_squad
ah_aes_skabinsky_squad
ah_bol_kovalev_squad
ah_dark_pirogov_squad
ah_fail_skabinsky_squad
ah_mil_chernov_squad
ah_sarik_squad
ah_up_juk_squad
ah_yan_markov_squad
ah_zat_vorobushkin_squad
army_ambush_squad_1
army_assault_squad_1
army_assault_squad_2
army_gen_squad_1
brodyaga_squad
brodyaga_swita_squad
clearsky_cs_story_squad_1
clearsky_cs_story_squad_2
clearsky_cs_story_squad_3
dragun_squad
gamajun_squad
gamajun_swita_squad
kvartet_squad
monolith_assault_squad_pri
monolith_cs_story_squad_1
monolith_defense_squad_1
monolith_defense_squad_2
monolith_defense_squad_3
monolith_defense_squad_gen
monolith_pri_b36_smart_terrain_defense_squad
monolith_roger_defens
renegade_cs_story_squad_1
renegade_cs_story_squad_2
renegade_cs_story_squad_3
@@ -0,0 +1,24 @@
![esc_smart_terrain_2_12]
ah_sarik_squad
![jup_a6]
ah_up_juk_squad
![mar_smart_terrain_8_11]
ah_bol_kovalev_squad
![mil_smart_terrain_2_4]
ah_mil_chernov_squad
![val_smart_terrain_4_0]
ah_dark_pirogov_squad
![yan_smart_terrain_6_4]
ah_yan_markov_squad
yan_ecolog_kruglov_squad
yan_ecolog_semenov_squad
yan_ecolog_vasilyev_squad
[zat_b5_smart_terrain]
ah_zat_vorobushkin_squad
@@ -0,0 +1,28 @@
[esc_survived_stalker_sound]
type = npc
avail_communities = stalker
path = scenario\escape\esc_survived_stalker_
shuffle = rnd
idle = 20,30,50
[val_attack_isg_sound]
type = 3d
npc_prefix = false
path = characters_voice\human\dolg_3\alife\attack\found_enemy_1_pda
shuffle = rnd
idle = 3,5,100
[pri_actor_heart_sound]
type = actor
npc_prefix = false
path = characters_voice\scenario\pripyat\pri_actor_heart
shuffle = rnd
idle = 0,0,100
[pri_actor_punch_sound]
type = actor
npc_prefix = false
path = characters_voice\scenario\pripyat\pri_actor_punch
shuffle = rnd
idle = 0,0,100
@@ -0,0 +1,118 @@
[sl_hidden_threat_task_1]
icon = ui_iconsTotal_storyline
prior = 195
storyline = true
title_functor = hidden_threat_functor_string
descr_functor = hidden_threat_functor_string
target_functor = hidden_threat_functor_target
status_functor = hidden_threat_functor_status
condlist_0 = {+hidden_threat_disabled} fail
on_complete = %=reward_stash(true) =complete_task_inc_goodwill(40:army)%
on_fail = {=squad_exist(esc_survived_stalker_squad)} %=remove_squad(esc_survived_stalker_squad)%
[sl_hidden_threat_task_2]
icon = ui_iconsTotal_storyline
prior = 195
storyline = true
title = {-bar_deactivate_radar_done} st_sl_hidden_threat_task_2_stage_0_title, st_sl_hidden_threat_task_2_stage_1_title
descr = {-bar_deactivate_radar_done} st_sl_hidden_threat_task_2_stage_0_descr, st_sl_hidden_threat_task_2_stage_1_descr
target = {+bar_deactivate_radar_done} agr_smart_terrain_1_6_near_2_military_colonel_kovalski, rad_space_restrictor_to_bunker
condlist_0 = {+hidden_threat_task_2_complete} complete
condlist_1 = {+hidden_threat_disabled} fail
on_complete = %=reward_money(25000) =reward_stash(true) =complete_task_inc_goodwill(40:army)%
[sl_hidden_threat_task_3]
icon = ui_iconsTotal_storyline
prior = 195
storyline = true
title_functor = hidden_threat_functor_string
descr_functor = hidden_threat_functor_string
target_functor = hidden_threat_functor_target
status_functor = hidden_threat_functor_status
condlist_0 = {+hidden_threat_task_3_complete} complete
condlist_1 = {+hidden_threat_disabled} fail
on_complete = %=reward_money(7500) =reward_stash(true) =complete_task_inc_goodwill(40:army)%
on_fail = {=squad_exist(jup_b8_isg_attack_squad)} %=remove_squad(jup_b8_isg_attack_squad)%
[sl_hidden_threat_task_4]
icon = ui_iconsTotal_storyline
prior = 195
storyline = true
title_functor = hidden_threat_functor_string
descr_functor = hidden_threat_functor_string
target_functor = hidden_threat_functor_target
status_functor = hidden_threat_functor_status
condlist_0 = {+hidden_threat_task_4_complete} complete
condlist_1 = {+hidden_threat_disabled} fail
on_complete = %=reward_money(7500) =reward_stash(true) =complete_task_inc_goodwill(40:army)%
on_fail = {=actor_has_item(sl_ht_pda_isg_leader)} %=remove_item(sl_ht_pda_isg_leader)%, {=actor_has_item(sl_ht_usb_quest_task_4)} %=remove_item(sl_ht_usb_quest_task_4)%, {=actor_has_item(sl_ht_walkie_talkie)} %=remove_item(sl_ht_walkie_talkie)%
[sl_hidden_threat_task_5]
icon = ui_iconsTotal_storyline
prior = 195
storyline = true
on_init = %=clear_smart_terrain(pri_a17:true) =create_squad(pri_army_ser_gorobez_squad:pri_a17)%
title_functor = hidden_threat_functor_string
descr_functor = hidden_threat_functor_string
target_functor = hidden_threat_functor_target
status_functor = hidden_threat_functor_status
condlist_0 = {+hidden_threat_task_5_complete} complete
condlist_1 = {+hidden_threat_disabled} fail
condlist_2 = {=is_squad_enemy_to_actor(pri_b35_mercs_ht_degtyarev_squad)} fail
on_complete = %=reward_money(7500) =reward_stash(true) =complete_task_inc_goodwill(40:army)%
on_fail = %=ht_fail_storyline_task_5%
[sl_hidden_threat_task_6]
icon = ui_iconsTotal_storyline
prior = 195
storyline = true
title_functor = hidden_threat_functor_string
descr_functor = hidden_threat_functor_string
target_functor = hidden_threat_functor_target
status_functor = hidden_threat_functor_status
condlist_0 = {+hidden_threat_task_6_complete} complete
condlist_1 = {+hidden_threat_disabled} fail
on_complete = %=reward_item(military_exo_outfit) =reward_stash(true) =complete_task_inc_goodwill(40:army)%
on_fail = %=ht_fail_storyline_task_6%
[sl_hidden_threat_task_7]
icon = ui_iconsTotal_storyline
prior = 195
storyline = true
on_init = %=create_squad(agr_1_6_ht_vereshagin_squad:agr_smart_terrain_1_6_near_2)%
title_functor = hidden_threat_functor_string
descr_functor = hidden_threat_functor_string
target_functor = hidden_threat_functor_target
status_functor = hidden_threat_functor_status
condlist_0 = {+hidden_threat_complete} complete
condlist_1 = {+hidden_threat_disabled} fail
on_complete = %=reward_money(7500) =reward_stash(true) =complete_task_inc_goodwill(40:army)%
on_fail = %=ht_fail_storyline_task_7%
[sl_hidden_threat_second_task_1]
icon = ui_iconsTotal_storyline
prior = 105
storyline = false
title = st_sl_hidden_threat_second_task_1_stage_0_title
descr = st_sl_hidden_threat_second_task_1_stage_0_descr
target = esc_3_16_military_trader
condlist_0 = {+hidden_threat_second_task_1_complete} complete
condlist_1 = {+hidden_threat_disabled} fail
on_complete = %=complete_task_inc_goodwill(20:army)%
on_fail = {=actor_has_item(sl_ht_accounting_report)} %=remove_item(sl_ht_accounting_report)%
[sl_hidden_threat_second_task_2]
icon = ui_iconsTotal_storyline
prior = 105
storyline = false
on_init = %=ht_init_second_task_2%
title_functor = hidden_threat_functor_string
descr_functor = hidden_threat_functor_string
target_functor = hidden_threat_functor_target
status_functor = hidden_threat_functor_status
condlist_0 = {+hidden_threat_second_task_2_complete} complete
condlist_1 = {+hidden_threat_second_task_2_fail} fail
condlist_2 = {+hidden_threat_disabled} fail
on_complete = %=reward_money(2500) =complete_task_inc_goodwill(20:army) =ht_alife_release_object(agr_dead_courier)%
on_fail = %=fail_task_dec_goodwill(10:army) =ht_alife_release_object(agr_dead_courier)%
@@ -0,0 +1,150 @@
[sl_hidden_threat_task_1_1]
target = esc_survived_stalker_squad
target_type = squad
[sl_hidden_threat_task_1_2]
target = agr_smart_terrain_1_6_near_2_military_colonel_kovalski
target_type = squad
[sl_hidden_threat_task_1_3]
target = ds2_domik_st
target_type = smart
[sl_hidden_threat_task_1_5]
target = agr_smart_terrain_1_6_near_2_military_colonel_kovalski
target_type = squad
[sl_hidden_threat_task_3_0]
target = jup_b47
target_type = smart
[sl_hidden_threat_task_3_1]
target = jup_b8_smart_terrain
target_type = smart
[sl_hidden_threat_task_3_2]
target = jup_b8_smart_terrain
target_type = smart
[sl_hidden_threat_task_3_3]
target = agr_smart_terrain_1_6_near_2_military_colonel_kovalski
target_type = squad
[sl_hidden_threat_task_4_0]
target = agr_smart_terrain_1_6_army_mechanic_stalker
target_type = squad
[sl_hidden_threat_task_4_1]
target = val_1_2_army_defense_squad
target_type = squad
[sl_hidden_threat_task_4_2]
target_type = map_spot
enemy_map_spot = val_1_2_attack_isg_squad
[sl_hidden_threat_task_4_4]
target = agr_smart_terrain_1_6_army_mechanic_stalker
target_type = squad
[sl_hidden_threat_task_4_6]
target = agr_smart_terrain_1_6_army_mechanic_stalker
target_type = squad
[sl_hidden_threat_task_4_7]
target = agr_smart_terrain_1_6_near_2_military_colonel_kovalski
target_type = squad
[sl_hidden_threat_task_5_0]
target = pri_army_ser_gorobez_squad
target_type = squad
[sl_hidden_threat_task_5_2]
target = pri_b35_military
target_type = smart
[sl_hidden_threat_task_5_3]
target = pri_b35_mercs
target_type = smart
[sl_hidden_threat_task_5_4]
target = pri_b35_mercs_ht_degtyarev_squad
target_type = squad
[sl_hidden_threat_task_5_5]
target = pri_b304_monsters_smart_terrain
target_type = smart
[sl_hidden_threat_task_5_6]
target = agr_1_6_ht_degtyarev_squad
target_type = squad
[sl_hidden_threat_task_6_0]
target = agr_1_6_ht_degtyarev_squad
target_type = squad
[sl_hidden_threat_task_6_1]
target = cit_ht_ph_quest_radio
target_type = item
[sl_hidden_threat_task_6_3]
target = cit_ht_ph_quest_radio
target_type = item
[sl_hidden_threat_task_6_4]
target = agr_1_6_ht_degtyarev_squad
target_type = squad
[sl_hidden_threat_task_6_5]
target = aes_sm_soldier_army_squad
target_type = squad
[sl_hidden_threat_task_6_6]
target = aes_space_restrictor_to_aes2
target_type = restr
[sl_hidden_threat_task_6_7]
target_type = map_spot
enemy_map_spot = aes2_monolith_camp_1_isg_squad, aes2_monolith_camp_2_isg_squad
[sl_hidden_threat_task_6_8]
target = agr_1_6_ht_degtyarev_squad
target_type = squad
[sl_hidden_threat_task_7_0]
target = agr_smart_terrain_1_6_near_2_military_colonel_kovalski
target_type = squad
[sl_hidden_threat_task_7_1]
target = agr_1_6_ht_vereshagin_squad
target_type = squad
[sl_hidden_threat_task_7_2]
target = jup_b208_ht_sbu_agent_squad
target_type = squad
[sl_hidden_threat_task_7_3]
target = jupiter_space_restrictor_to_jupiter_ug
target_type = restr
[sl_hidden_threat_task_7_4]
target = pas_b400_hall
target_type = smart
[sl_hidden_threat_task_7_5]
target = agr_1_6_ht_vereshagin_squad
target_type = squad
[sl_hidden_threat_second_task_2_1]
target = agr_smart_terrain_1_6_army_trader_stalker
target_type = squad
[item_outfit_attach]
items = af_camelbak, af_cooler, af_frames, af_freon , af_grid, af_surge
[item_artifacts_container_2]
items = af_cristall, af_dummy_dummy, af_electra_moonlight, af_eye, af_mincer_meat, af_gravi, af_lobster_eyes, af_pin, af_ring, af_sponge, af_vyvert
container = af_aac
[item_outfit_plate]
items = af_plates, af_kevlar
@@ -0,0 +1,10 @@
![stalker]
random_death_animations = ragdoll_sniper_headshot_front_0,ragdoll_sniper_headshot_front_1,ragdoll_sniper_headshot_front_2,ragdoll_sniper_body_right_0,ragdoll_sniper_body_left_0,ragdoll_sniper_body_front_2,ragdoll_shortgun_front_3,ragdoll_shortgun_front_4,ragdoll_burst_front_1/ragdoll_sniper_body_back_3/ragdoll_sniper_headshot_left_0,ragdoll_sniper_body_left_0/ragdoll_sniper_headshot_right_0,ragdoll_sniper_body_right_0,ragdoll_headshot_right_3
kill_burst = ragdoll_sniper_headshot_front_0,ragdoll_sniper_headshot_front_1,ragdoll_sniper_headshot_front_2,ragdoll_sniper_body_right_0,ragdoll_sniper_body_left_0,ragdoll_sniper_body_front_2,ragdoll_shortgun_front_3,ragdoll_shortgun_front_4,ragdoll_burst_front_1/ragdoll_sniper_body_back_3/ragdoll_sniper_headshot_left_0,ragdoll_sniper_body_left_0/ragdoll_sniper_headshot_right_0,ragdoll_sniper_body_right_0,ragdoll_headshot_right_3
kill_enertion = ragdoll_inertion_front_0,ragdoll_inertion_front_1,ragdoll_inertion_front_2,ragdoll_inertion_front_3,ragdoll_sniper_body_back_2/ragdoll_inertion_front_0,ragdoll_inertion_front_1,ragdoll_inertion_front_2,ragdoll_inertion_front_3,ragdoll_sniper_body_back_2/ragdoll_inertion_front_0,ragdoll_inertion_front_1,ragdoll_inertion_front_2,ragdoll_inertion_front_3,ragdoll_sniper_body_back_2/ragdoll_inertion_front_0,ragdoll_inertion_front_1,ragdoll_inertion_front_2,ragdoll_inertion_front_3,ragdoll_sniper_body_back_2
kill_shortgun = ragdoll_sniper_body_front_1,ragdoll_sniper_body_front_0,ragdoll_shortgun_front_0,ragdoll_shortgun_front_1,ragdoll_shortgun_front_2,ragdoll_shortgun_front_3,ragdoll_shortgun_front_4,ragdoll_shortgun_front_5,ragdoll_shortgun_front_6,ragdoll_shortgun_front_7,ragdoll_shortgun_front_8/ragdoll_sniper_headshot_back_0,ragdoll_sniper_body_back_2,ragdoll_shortgun_back_0,ragdoll_shortgun_back_1,ragdoll_shortgun_back_2,ragdoll_shortgun_back_3,ragdoll_shortgun_back_4,ragdoll_shortgun_back_5,ragdoll_shortgun_back_6/ragdoll_shortgun_left_0,ragdoll_shortgun_left_1,ragdoll_shortgun_left_2/ragdoll_shortgun_right_0,ragdoll_shortgun_right_1
kill_headshot = ragdoll_headshot_right_2,ragdoll_headshot_left_3,ragdoll_headshot_front_8,ragdoll_headshot_front_5,ragdoll_headshot_front_4,ragdoll_headshot_front_3,ragdoll_headshot_front_2/ragdoll_headshot_right_1,ragdoll_headshot_back_1,/ragdoll_headshot_left_7,ragdoll_headshot_left_6,ragdoll_headshot_left_3,ragdoll_headshot_left_2,ragdoll_headshot_left_1/ragdoll_headshot_right_6,ragdoll_headshot_right_3,ragdoll_headshot_right_2,ragdoll_headshot_right_1
kill_sniper_headshot = ragdoll_headshot_right_2,ragdoll_headshot_left_3,ragdoll_headshot_front_8,ragdoll_headshot_front_5,ragdoll_headshot_front_4,ragdoll_headshot_front_3,ragdoll_headshot_front_2/ragdoll_headshot_right_1,ragdoll_headshot_back_1,/ragdoll_headshot_left_7,ragdoll_headshot_left_6,ragdoll_headshot_left_3,ragdoll_headshot_left_2,ragdoll_headshot_left_1/ragdoll_headshot_right_6,ragdoll_headshot_right_3,ragdoll_headshot_right_2,ragdoll_headshot_right_1
kill_sniper_body = ragdoll_sniper_headshot_front_0,ragdoll_sniper_headshot_front_1,ragdoll_sniper_headshot_front_2,ragdoll_sniper_body_right_0,ragdoll_sniper_body_left_0,ragdoll_sniper_body_front_2,ragdoll_shortgun_front_3,ragdoll_shortgun_front_4,ragdoll_burst_front_1/ragdoll_sniper_body_back_3/ragdoll_sniper_headshot_left_0,ragdoll_sniper_body_left_0/ragdoll_sniper_headshot_right_0,ragdoll_sniper_body_right_0,ragdoll_headshot_right_3
kill_grenade = ragdoll_grenade_front_0,ragdoll_grenade_front_1,ragdoll_grenade_front_2,ragdoll_grenade_front_3/ragdoll_grenade_back_0,ragdoll_grenade_back_1/ragdoll_grenade_left_0,ragdoll_grenade_left_1/ragdoll_grenade_right_0,ragdoll_grenade_right_1
File diff suppressed because it is too large Load Diff
@@ -0,0 +1,32 @@
[disable]
linear_factor = 1.0
angular_factor = 1.0
[capture]
bone = bip01_tail
distance = 0.3
time_limit = 3
pull_force = 8000
pull_distance = 1.4
velocity_scale = 0.022
capture_force = 20500
[capture_used_bones]
bones = bip01_r_calf, bip01_l_calf, bip01_r_forearm, bip01_l_forearm
[particle_bones]
bip01_head = 0,0,0
bip01_spine = 0,0,0
bip01_l_forearm = 0,0,0
bip01_r_forearm = 0,0,0
bip01_l_thigh = 0,0,0
bip01_r_thigh = 0,0,0
bip01_l_calf = 0,0,0
bip01_r_calf = 0,0,0
[immunities]
immunities_sect = high_resistance
[bone_protection]
bones_protection_sect = stalker_exo
@@ -0,0 +1,32 @@
[disable]
linear_factor = 1.0
angular_factor = 1.0
[capture]
bone = bip01_tail
distance = 0.3
time_limit = 3
pull_force = 8000
pull_distance = 1.4
velocity_scale = 0.022
capture_force = 20500
[capture_used_bones]
bones = bip01_r_calf, bip01_l_calf, bip01_r_forearm, bip01_l_forearm
[particle_bones]
bip01_head = 0,0,0
bip01_spine = 0,0,0
bip01_l_forearm = 0,0,0
bip01_r_forearm = 0,0,0
bip01_l_thigh = 0,0,0
bip01_r_thigh = 0,0,0
bip01_l_calf = 0,0,0
bip01_r_calf = 0,0,0
[immunities]
immunities_sect = high_resistance
[bone_protection]
bones_protection_sect = stalker_exo
@@ -0,0 +1,3 @@
![encyclopedia_interactivity__notes]
note_from_spooner = encyclopedia__notes_note_from_spooner
@@ -0,0 +1,3 @@
![encyclopedia__notes]
encyclopedia__notes_note_from_spooner
@@ -0,0 +1,65 @@
[logic@agr_1_6_degtyarev]
active = walker@degtyarev
prior = 200
level_spot = quest_npc
suitable = {=target_squad_name(agr_1_6_ht_degtyarev_squad)} true
[logic@agr_1_6_vereshagin]
active = walker@vereshagin
prior = 200
level_spot = quest_npc
suitable = {=target_squad_name(agr_1_6_ht_vereshagin_squad)} true
[walker@base]
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
turn_on_campfire = false
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
invulnerable = true
[walker@degtyarev]:walker@base
path_walk = degtyarev_walk
path_look = degtyarev_look
meet = meet@degtyarev
on_actor_dist_le = 10 | {=actor_in_zone(agr_smart_terrain_1_6_surge_hide_a1)} remark@degtyarev
on_info = {+hidden_threat_task_6_complete} remark@end
[remark@degtyarev]:walker@base
anim = guard
meet = meet@degtyarev
on_actor_dist_ge = 10 | walker@degtyarev
on_info = {+hidden_threat_task_6_complete} remark@end
[remark@end]
anim = guard
on_timer = 1000 | %=ht_run_postprocess(fade_in_out) =remove_squad(agr_1_6_ht_degtyarev_squad)% nil
[meet@degtyarev]
close_anim = ward
close_distance = 3
close_victim = actor
allow_break = {+hidden_threat_task_6_start -dialog_degtyarev_4_flag} false, true
use = {=actor_enemy} false, {=dist_to_actor_le(2.5)} true, false
trade_enable = false
[walker@vereshagin]:walker@base
path_walk = degtyarev_walk
path_look = degtyarev_look
meet = meet@vereshagin
on_actor_dist_le = 10 | {=actor_in_zone(agr_smart_terrain_1_6_surge_hide_a1)} remark@vereshagin
[remark@vereshagin]:walker@base
anim = guard
meet = meet@vereshagin
on_actor_dist_ge = 10 | walker@vereshagin
[meet@vereshagin]
close_anim = ward
close_distance = 3
close_victim = actor
allow_break = {+hidden_threat_task_7_stage_1 -hidden_threat_task_7_stage_2} false, true
use = {=actor_enemy} false, {=dist_to_actor_le(2.5)} true, false
trade_enable = false
@@ -0,0 +1,3 @@
![meet@agr_military_colonel_kovalski]
allow_break = {+hidden_threat_task_4_stage_7 -hidden_threat_task_4_complete} false, true
@@ -0,0 +1,4 @@
![exclusive]
agr_1_6_degtyarev = agroprom\agr_smart_terrain_1_6_near_2_smart_hidden_threat_logic.ltx
agr_1_6_vereshagin = agroprom\agr_smart_terrain_1_6_near_2_smart_hidden_threat_logic.ltx
@@ -0,0 +1,74 @@
[logic]
active = remark@prestart
[walker@base]
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
invulnerable = true
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
meet = no_meet
[meet@base]
close_anim = nil
close_victim = nil
far_anim = nil
far_victim = nil
close_distance = 0
far_distance = 0
close_snd_distance = 0
use = {=dist_to_actor_le(30)} self, false
allow_break = false
meet_on_talking = false
trade_enable = false
[remark@prestart]:walker@base
no_move = true
no_rotate = true
on_info = %=ht_npc_set_visual%
on_info2 = {-ds2_domik_st_ht_cut_scene_1_flag} walker@start_1
on_info3 = {+ds2_domik_st_ht_cut_scene_1_flag -ds2_domik_st_ht_cut_scene_2_flag} walker@monolog_1
on_info4 = {+ds2_domik_st_ht_cut_scene_2_flag -ds2_domik_st_ht_cut_scene_3_flag} walker@start_2
on_info5 = {+ds2_domik_st_ht_cut_scene_3_flag -ds2_domik_st_ht_cut_scene_end} walker@monolog_2
[walker@start_1]:walker@base
path_walk = ds2_domik_st_ht_cut_scene_1_walk
path_look = ds2_domik_st_ht_cut_scene_1_look
on_signal = cut_anim_end_1 | %+ds2_domik_st_ht_cut_scene_1_flag =teleport_npc(ds2_domik_st_ht_monolog_1_walk)% walker@timer_1
[walker@timer_1]:walker@base
path_walk = ds2_domik_st_ht_monolog_1_walk
path_look = ds2_domik_st_ht_monolog_1_look
on_timer = 3000 | walker@monolog_1
[walker@monolog_1]:walker@base
path_walk = ds2_domik_st_ht_monolog_1_walk
path_look = ds2_domik_st_ht_monolog_1_look
meet = meet@monolog_1
on_info = {+ds2_domik_st_ht_cut_scene_2_flag} %=ht_remove_npc(hidden_threat_spirit)% nil
[meet@monolog_1]:meet@base
use = {=dist_to_actor_le(30) -ds2_domik_st_ht_cut_scene_2_flag} self, false
meet_dialog = sl_hidden_threat_dialog_spirit_d1
[walker@start_2]:walker@base
path_walk = ds2_domik_st_ht_cut_scene_2_walk
path_look = ds2_domik_st_ht_cut_scene_2_look
on_signal = cut_anim_end_2 | %+ds2_domik_st_ht_cut_scene_3_flag =teleport_npc(ds2_domik_st_ht_monolog_2_walk)% walker@timer_2
[walker@timer_2]:walker@base
path_walk = ds2_domik_st_ht_monolog_2_walk
path_look = ds2_domik_st_ht_monolog_2_look
on_timer = 3000 | walker@monolog_2
[walker@monolog_2]:walker@base
path_walk = ds2_domik_st_ht_monolog_2_walk
path_look = ds2_domik_st_ht_monolog_2_look
meet = meet@monolog_2
on_info = {+ds2_domik_st_ht_cut_scene_end} %=ht_remove_npc(hidden_threat_spirit)% nil
[meet@monolog_2]:meet@base
use = {=dist_to_actor_le(30) +ds2_domik_st_ht_cut_scene_3_flag -ds2_domik_st_ht_cut_scene_end} self, false
meet_dialog = sl_hidden_threat_dialog_spirit_d2
@@ -0,0 +1,16 @@
[logic]
active = {-hidden_threat_disabled} sr_idle, nil
[sr_idle]
on_actor_inside = {-ds2_domik_st_ht_cut_scene_1_flag +hidden_threat_task_1_stage_3} sr_idle@start_cam %=run_postprocess(black:2280) =ht_ds_domik_st_prestart_cut_scene(1) =disable_ui +ds2_domik_st_ht_cut_scene_start%
[sr_idle@start_cam]
on_info = sr_idle@wait_cam %=ht_run_cam_effector_global(scenario_cam\darkscape\ds2_domik_st_ht_cut_scene_1:7890:true)%
[sr_idle@wait_cam]
on_info = {+ds2_domik_st_ht_cut_scene_1_flag} sr_idle@end_cam %=stop_cam_effector(7890) =teleport_actor(ds2_domik_st_ht_cut_scene_end_1_walk:ds2_domik_st_ht_cut_scene_end_1_look) =ht_run_postprocess(fade_out:2380)%
on_timer = 1000 | %=stop_postprocess(2280)%
[sr_idle@end_cam]
on_timer = 2500 | %=enable_ui% nil
@@ -0,0 +1,16 @@
[logic]
active = {-hidden_threat_disabled} sr_idle, nil
[sr_idle]
on_actor_inside = {+ds2_domik_st_ht_cut_scene_2_flag -ds2_domik_st_ht_cut_scene_3_flag} sr_idle@start_cam %=run_postprocess(black:2280) =ht_ds_domik_st_prestart_cut_scene(2) =disable_ui%
[sr_idle@start_cam]
on_info = sr_idle@wait_cam %=ht_run_cam_effector_global(scenario_cam\darkscape\ds2_domik_st_ht_cut_scene_2:7890:true)%
[sr_idle@wait_cam]
on_info = {+ds2_domik_st_ht_cut_scene_3_flag} sr_idle@end_cam %=stop_cam_effector(7890) =teleport_actor(ds2_domik_st_ht_cut_scene_end_2_walk:ds2_domik_st_ht_cut_scene_end_2_look) =ht_run_postprocess(fade_out:2380)%
on_timer = 1000 | %=stop_postprocess(2280)%
[sr_idle@end_cam]
on_timer = 2500 | %=enable_ui% nil
@@ -0,0 +1,3 @@
![smart_terrain]
faction_respawn_num = {+lttz_hb_spawned_ds_isg_leader_squad -lttz_hb_removed_ds_isg_leader_squad} 0, {-hidden_threat_disabled +hidden_threat_task_1_stage_3 -hidden_threat_task_1_complete} 0, 2
@@ -0,0 +1,41 @@
[logic@ah_dark_pirogov]
active = beh@val_new_job
suitable = {=check_npc_name(ah_dark_pirogov)} true
prior = 110
level_spot = quest_npc
relationship = neutral
[beh@general]
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = probe_stand
walk_anim = walk
jog_anim = rush
run_anim = rush
delay_anim = probe_stand
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
invulnerable = {=is_warfare} false, {!actor_true_enemy} true, false
relationship = neutral
meet = hi_meet
[hi_meet]
trade_enable = false
meet_state = 30|hello@hail|20|wait@wait
meet_state_wpn = 30|backoff@threat_weap
victim = 30|actor
victim_wpn = 30|actor
use = true
use_wpn = false
syndata = hello@hail|backoff@threat_weap
[beh@val_new_job]:beh@general
pt1 = 65000, probe_stand | pos: -102.00485229492,0.97811383008957,-518.73101806641 look: -101.40835571289,0.97323018312454,-516.45758056641
pt2 = 15000, probe_stand | pos: -96.125137329102,0.97800177335739,-505.26446533203 look: -98.27197265625,0.97791212797165,-503.47760009766
pt3 = 15000, probe_stand | pos: -102.56257629395,0.97670882940292,-495.61135864258 look: -101.51818847656,0.97398990392685,-493.13507080078
path_end = loop
@@ -0,0 +1,15 @@
![spawn_army@novice]
spawn_num = {-hidden_threat_disabled +dialog_kirillov_1_flag -hidden_threat_task_4_stage_5} 0, 2
![spawn_army@advanced]
spawn_num = {-hidden_threat_disabled +dialog_kirillov_1_flag -hidden_threat_task_4_stage_5} 0, 1
[exclusive]
val_smart_terrain_1_2_army_leader_squad = darkvalley\val_smart_terrain_1_2_hidden_threat_logic.ltx
val_smart_terrain_1_2_isg_1 = darkvalley\val_smart_terrain_1_2_hidden_threat_logic.ltx
val_smart_terrain_1_2_isg_2 = darkvalley\val_smart_terrain_1_2_hidden_threat_logic.ltx
val_smart_terrain_1_2_isg_3 = darkvalley\val_smart_terrain_1_2_hidden_threat_logic.ltx
val_smart_terrain_1_2_isg_4 = darkvalley\val_smart_terrain_1_2_hidden_threat_logic.ltx
val_smart_terrain_1_2_isg_5 = darkvalley\val_smart_terrain_1_2_hidden_threat_logic.ltx
val_smart_terrain_1_2_isg_6 = darkvalley\val_smart_terrain_1_2_hidden_threat_logic.ltx
@@ -0,0 +1,3 @@
![exclusive]
ah_dark_pirogov = darkvalley\ah_dark_pirogov.ltx
@@ -0,0 +1,105 @@
[logic@val_smart_terrain_1_2_army_leader_squad]
active = walker@leader
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(val_1_2_army_defense_squad) =is_squad_commander} true
[logic@val_smart_terrain_1_2_isg_1]
active = camper@isg_1
prior = 200
suitable = {=target_squad_name(val_1_2_attack_isg_squad) =is_squad_commander} true
[logic@val_smart_terrain_1_2_isg_2]
active = camper@isg_2
prior = 200
suitable = {=target_squad_name(val_1_2_attack_isg_squad) !is_squad_commander} true
[logic@val_smart_terrain_1_2_isg_3]
active = camper@isg_3
prior = 200
suitable = {=target_squad_name(val_1_2_attack_isg_squad) !is_squad_commander} true
[logic@val_smart_terrain_1_2_isg_4]
active = camper@isg_4
prior = 200
suitable = {=target_squad_name(val_1_2_attack_isg_squad) !is_squad_commander} true
[logic@val_smart_terrain_1_2_isg_5]
active = camper@isg_5
prior = 200
suitable = {=target_squad_name(val_1_2_attack_isg_squad) !is_squad_commander} true
[logic@val_smart_terrain_1_2_isg_6]
active = camper@isg_6
prior = 200
suitable = {=target_squad_name(val_1_2_attack_isg_squad) !is_squad_commander} true
[walker@base]
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
[camper@base]:walker@base
radius = 1
def_state_standing = hide
invulnerable = true
meet = no_meet
on_timer = 5000 | camper@isg_attack
[walker@leader]:walker@base
path_walk = leader_walk
path_look = leader_look
def_state_moving1 = run
def_state_standing = ward
meet = meet@leader
on_info = {+val_1_2_army_combat} nil
[meet@leader]
close_anim = nil
close_victim = nil
close_snd_hello = nil
close_snd_bye = nil
far_anim = nil
far_victim = nil
close_distance = 0
far_distance = 0
trade_enable = false
allow_break = false
use = {=actor_enemy} false, true
meet_dialog = sl_hidden_threat_dialog_darkvalley_squad_leader
[camper@isg_1]:camper@base
path_walk = isg_1_walk
path_look = isg_1_look
on_info = {!npc_has_item(sl_ht_pda_isg_leader) -darkvalley_spawn_pda} %=give_items(sl_ht_pda_isg_leader) +darkvalley_spawn_pda%
[camper@isg_2]:camper@base
path_walk = isg_2_walk
path_look = isg_2_look
[camper@isg_3]:camper@base
path_walk = isg_3_walk
path_look = isg_3_look
[camper@isg_4]:camper@base
path_walk = isg_4_walk
path_look = isg_4_look
[camper@isg_5]:camper@base
path_walk = isg_5_walk
path_look = isg_5_look
[camper@isg_6]:camper@base
path_walk = isg_6_walk
path_look = isg_6_look
[camper@isg_attack]
path_walk = attack_isg_patrol_walk
radius = 15
invulnerable = false
gather_items_enabled = true
help_wounded_enabled = true
corpse_detection_enabled = false
meet = no_meet
on_signal = path_end | nil
@@ -0,0 +1,15 @@
[logic]
active = ph_idle@wait
[ph_idle@wait]
on_info = {=actor_has_item(sl_ht_voice_recorder_task_6) -hidden_threat_task_6_stage_2} ph_idle@wait_2
on_info2 = {+hidden_threat_task_6_stage_3} ph_idle@wait_3
[ph_idle@wait_2]
tips = st_sl_hidden_threat_radio_tips_1
on_use = %+hidden_threat_task_6_stage_2 =remove_item(sl_ht_voice_recorder_task_6)% ph_idle@wait
[ph_idle@wait_3]
tips = st_sl_hidden_threat_radio_tips_2
on_use = %=actor_add_item(sl_ht_voice_recorder_task_6)% nil
@@ -0,0 +1,36 @@
[logic@survived_stalker]
active = animpoint@survived_stalker
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(esc_survived_stalker_squad) } true
[walker@base]
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
invulnerable = {=fighting_actor} false, {=dist_to_actor_le(30)} false, true
on_info = {-esc_survived_stalker_squad_death !fighting_actor} %=play_sound(esc_survived_stalker_sound)%
[animpoint@survived_stalker]:walker@base
cover_name = esc_smart_terrain_5_7_animpoint_kamp14
avail_animations = animpoint_sit_normal_drink_vodka
reach_movement = walk_noweap
reach_distance = 10
use_camp = false
meet = meet@survived_stalker
[meet@survived_stalker]
close_anim = nil
close_victim = nil
far_anim = nil
far_victim = nil
close_distance = 0
far_distance = 0
close_snd_distance = 0
abuse = false
use = {+hidden_threat_task_1_stage_3} false, {=fighting_actor} false, true
meet_on_talking = false
trade_enable = false
allow_break = false
meet_dialog = sl_hidden_threat_dialog_survived
@@ -0,0 +1,3 @@
![exclusive]
survived_stalker = escape\esc_hidden_threat_logic.ltx
@@ -0,0 +1,40 @@
[logic@ah_up_juk]
active = beh@jup_new_job
suitable = {=check_npc_name(ah_up_juk)} true
prior = 110
level_spot = quest_npc
relationship = neutral
[beh@general]
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = probe_stand
walk_anim = walk
jog_anim = rush
run_anim = rush
delay_anim = probe_stand
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
invulnerable = {=is_warfare} false, {!actor_true_enemy} true, false
relationship = neutral
meet = hi_meet
[hi_meet]
trade_enable = false
meet_state = 30|hello@hail|20|wait@wait
meet_state_wpn = 30|backoff@threat_weap
victim = 30|actor
victim_wpn = 30|actor
use = true
use_wpn = false
syndata = hello@hail|backoff@threat_weap
[beh@jup_new_job]:beh@general
pt1 = 15000, probe_stand | pos: -63.069240570068,4.3264961242676,139.63882446289 look: -59.992729187012,4.3957495689392,139.52165222168
pt2 = 65000, probe_stand | pos: -65.361946105957,3.7862064838409,155.07955932617 look: -65.405868530273,3.9468972682953,151.85801696777
pt3 = 25000, probe_stand | pos: -57.637634277344,4.3204579353333,144.72645568848 look: -59.05712890625,4.4137048721313,142.11756896973
path_end = loop
@@ -0,0 +1,28 @@
[logic@jup_a10_vagabond]
active = walker
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(brodyaga_squad)} true
[walker]
path_walk = jup_a10_bandit_leader_walk
path_look = jup_a10_bandit_leader_look
def_state_moving1 = run
def_state_standing = ward
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
invulnerable = {+cs_task3_start_done -brodyaga_cs_story_dialog2_bil} true, false
meet = meet
[meet]
close_anim = nil
close_victim = nil
close_snd_hello = nil
close_snd_bye = nil
far_anim = nil
far_victim = nil
close_distance = 0
far_distance = 0
trade_enable = false
use = true
@@ -0,0 +1,98 @@
[logic@jup_depo_sbu_enforcer_1]
active = walker@enforcer_1
prior = 250
suitable = {=target_squad_name(jup_b208_ht_sbu_squad) =check_npc_name(jup_b208_ht_sbu_enforcer_1)} true
[logic@jup_depo_sbu_enforcer_2]
active = walker@enforcer_2
prior = 250
suitable = {=target_squad_name(jup_b208_ht_sbu_squad) =check_npc_name(jup_b208_ht_sbu_enforcer_2)} true
[logic@jup_depo_sbu_soldier_3]
active = walker@soldier_3
prior = 200
suitable = {=target_squad_name(jup_b208_ht_sbu_squad)} true
[logic@jup_depo_sbu_soldier_4]
active = walker@soldier_4
prior = 200
suitable = {=target_squad_name(jup_b208_ht_sbu_squad)} true
[logic@jup_depo_sbu_soldier_5]
active = animpoint@soldier_5
prior = 200
suitable = {=target_squad_name(jup_b208_ht_sbu_squad)} true
[logic@jup_depo_sbu_soldier_6]
active = animpoint@soldier_6
prior = 200
suitable = {=target_squad_name(jup_b208_ht_sbu_squad)} true
[logic@jup_depo_sbu_agent]
active = animpoint@agent
prior = 200
suitable = {=target_squad_name(jup_b208_ht_sbu_agent_squad)} true
[walker@base]
invulnerable = true
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_cond = false
combat_ignore_keep_when_attacked = false
meet = no_meet
[walker@enforcer_1]:walker@base
path_walk = sbu_guard_1_walk
path_look = sbu_guard_1_look
def_state_standing = give_orders
[walker@enforcer_2]:walker@base
path_walk = sbu_guard_2_walk
path_look = sbu_guard_2_look
def_state_standing = give_orders
[walker@soldier_3]:walker@base
path_walk = walker_1_walk
path_look = walker_1_look
def_state_standing = sit_knee
[walker@soldier_4]:walker@base
path_walk = walker_2_walk
path_look = walker_2_look
def_state_standing = sit
[animpoint@soldier_5]:walker@base
cover_name = jup_b208_animpoint_1
avail_animations = animpoint_sit_high
reach_movement = walk_noweap
reach_distance = 10
[animpoint@soldier_6]:walker@base
cover_name = jup_b208_animpoint_2
avail_animations = animpoint_stay_wall
reach_movement = walk_noweap
reach_distance = 10
[animpoint@agent]:walker@base
cover_name = trader_monolith_jup_depo_plase
avail_animations = animpoint_stay_wall
reach_movement = walk_noweap
reach_distance = 10
meet = meet@agent
[meet@agent]
close_anim = nil
close_victim = nil
far_anim = nil
far_victim = nil
close_distance = 0
far_distance = 0
close_snd_distance = 0
abuse = false
use = {+hidden_threat_task_7_stage_2 -hidden_threat_task_7_stage_3} true, false
meet_on_talking = false
trade_enable = false
allow_break = false
meet_dialog = sl_hidden_threat_dialog_jup_agent_d1
@@ -0,0 +1,131 @@
[logic@jup_b8_army_1]
active = walker@army_1
prior = 200
suitable = {=target_squad_name(jup_b8_army_dead_squad)} true
[logic@jup_b8_army_2]
active = walker@army_2
prior = 200
suitable = {=target_squad_name(jup_b8_army_dead_squad)} true
[logic@jup_b8_army_3]
active = walker@army_3
prior = 200
suitable = {=target_squad_name(jup_b8_army_dead_squad)} true
[logic@jup_b8_army_4]
active = walker@army_4
prior = 200
suitable = {=target_squad_name(jup_b8_army_dead_squad)} true
[logic@jup_b8_army_5]
active = walker@army_5
prior = 200
suitable = {=target_squad_name(jup_b8_army_dead_squad)} true
[logic@jup_b8_army_6]
active = walker@army_6
prior = 200
suitable = {=target_squad_name(jup_b8_army_dead_squad)} true
[logic@jup_b8_isg_1]
active = walker@isg_1
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(jup_b8_isg_attack_squad)} true
[logic@jup_b8_isg_2]
active = walker@isg_2
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(jup_b8_isg_attack_squad)} true
[logic@jup_b8_isg_3]
active = walker@isg_3
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(jup_b8_isg_attack_squad)} true
[logic@jup_b8_isg_4]
active = walker@isg_4
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(jup_b8_isg_attack_squad)} true
[logic@jup_b8_isg_5]
active = walker@isg_5
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(jup_b8_isg_attack_squad)} true
[logic@jup_b8_isg_6]
active = walker@isg_6
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(jup_b8_isg_attack_squad)} true
[walker@base]
use_camp = false
combat_ignore_cond = {-jup_b8_isg_combat} true, false
combat_ignore_keep_when_attacked = {-jup_b8_isg_combat} true, false
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
meet = no_meet
[walker@army_base]:walker@base
def_state_moving1 = run
on_signal = path_end | %=kill_npc%
[walker@isg_idle]:walker@base
def_state_standing = hide
on_info = {+jup_b8_isg_combat} walker@attack_isg
[walker@attack_isg]:walker@base
path_walk = attack_isg_1_walk
path_look = attack_isg_1_look
def_state_moving1 = sneak_run
on_timer = 5000 | nil
[walker@army_1]:walker@army_base
path_walk = army_1_walk
[walker@army_2]:walker@army_base
path_walk = army_2_walk
[walker@army_3]:walker@army_base
path_walk = army_3_walk
[walker@army_4]:walker@army_base
path_walk = army_4_walk
[walker@army_5]:walker@army_base
path_walk = army_5_walk
[walker@army_6]:walker@army_base
path_walk = army_6_walk
[walker@isg_1]:walker@isg_idle
path_walk = isg_1_walk
path_look = isg_1_look
[walker@isg_2]:walker@isg_idle
path_walk = isg_2_walk
path_look = isg_2_look
[walker@isg_3]:walker@isg_idle
path_walk = isg_3_walk
path_look = isg_3_look
[walker@isg_4]:walker@isg_idle
path_walk = isg_4_walk
path_look = isg_4_look
[walker@isg_5]:walker@isg_idle
path_walk = isg_5_walk
path_look = isg_5_look
[walker@isg_6]:walker@isg_idle
path_walk = isg_6_walk
path_look = isg_6_look
@@ -0,0 +1,6 @@
[logic]
active = {-hidden_threat_disabled} sr_idle@start, nil
[sr_idle@start]
on_actor_inside = {-jup_b8_isg_combat =squad_exist(jup_b8_isg_attack_squad)} %+jup_b8_isg_combat =ht_add_mine% nil
@@ -0,0 +1,9 @@
![spawn_all_weak]
spawn_num = {+cs_task3_start_done -brodyaga_cs_story_dialog2_bil} 0, 1
![spawn_all_normal]
spawn_num = {+cs_task3_start_done -brodyaga_cs_story_dialog2_bil} 0, 1
![exclusive]
jup_a10_vagabond = jupiter\jup_a10_vagabond_logic.ltx
@@ -0,0 +1,3 @@
![exclusive]
ah_up_juk = jupiter\ah_up_juk.ltx
@@ -0,0 +1,15 @@
![spawn_zombie]
spawn_num = {-hidden_threat_disabled +hidden_threat_task_7_stage_2 -hidden_threat_complete} 0, {-lttz_hb_isg_leader_in_jup} 1, 0
![spawn_chimera]
spawn_num = {-hidden_threat_disabled +hidden_threat_task_7_stage_2 -hidden_threat_complete} 0, {=actor_week_in_zone(1) -lttz_hb_isg_leader_in_jup} 1, 0
![exclusive]
jup_depo_sbu_enforcer_1 = jupiter\jup_b208_hidden_threat_logic.ltx
jup_depo_sbu_enforcer_2 = jupiter\jup_b208_hidden_threat_logic.ltx
jup_depo_sbu_soldier_3 = jupiter\jup_b208_hidden_threat_logic.ltx
jup_depo_sbu_soldier_4 = jupiter\jup_b208_hidden_threat_logic.ltx
jup_depo_sbu_soldier_5 = jupiter\jup_b208_hidden_threat_logic.ltx
jup_depo_sbu_soldier_6 = jupiter\jup_b208_hidden_threat_logic.ltx
jup_depo_sbu_agent = jupiter\jup_b208_hidden_threat_logic.ltx
@@ -0,0 +1,15 @@
![exclusive]
-- Hidden Threat --
jup_b8_army_1 = jupiter\jup_b8_hidden_threat_logic.ltx
jup_b8_army_2 = jupiter\jup_b8_hidden_threat_logic.ltx
jup_b8_army_3 = jupiter\jup_b8_hidden_threat_logic.ltx
jup_b8_army_4 = jupiter\jup_b8_hidden_threat_logic.ltx
jup_b8_army_5 = jupiter\jup_b8_hidden_threat_logic.ltx
jup_b8_army_6 = jupiter\jup_b8_hidden_threat_logic.ltx
jup_b8_isg_1 = jupiter\jup_b8_hidden_threat_logic.ltx
jup_b8_isg_2 = jupiter\jup_b8_hidden_threat_logic.ltx
jup_b8_isg_3 = jupiter\jup_b8_hidden_threat_logic.ltx
jup_b8_isg_4 = jupiter\jup_b8_hidden_threat_logic.ltx
jup_b8_isg_5 = jupiter\jup_b8_hidden_threat_logic.ltx
jup_b8_isg_6 = jupiter\jup_b8_hidden_threat_logic.ltx
@@ -0,0 +1,41 @@
[logic@ah_bol_kovalev]
active = beh@mar_smart_terrain_base_new_job
suitable = {=check_npc_name(ah_bol_kovalev)} true
prior = 110
level_spot = quest_npc
relationship = neutral
[beh@general]
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = probe_stand
walk_anim = walk
jog_anim = rush
run_anim = rush
delay_anim = probe_stand
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
invulnerable = {=is_warfare} false, {!actor_true_enemy} true, false
relationship = neutral
meet = hi_meet
[hi_meet]
trade_enable = false
meet_state = 30|hello@hail|20|wait@wait
meet_state_wpn = 30|backoff@threat_weap
victim = 30|actor
victim_wpn = 30|actor
use = true
use_wpn = false
syndata = hello@hail|backoff@threat_weap
[beh@mar_smart_terrain_base_new_job]:beh@general
pt1 = 25000, probe_stand | pos:288.99154663086,0.14023238420486,-167.08714294434 look:288.73202514648,0.14321812987328,-161.37533569336
pt2 = 25000, probe_stand | pos:286.21429443359,0.14075270295143,-154.71951293945 look:288.0087890625,0.14176845550537,-156.56750488281
pt3 = 25000, probe_stand | pos:272.40661621094,0.23410928249359,-163.35200500488 look:275.63122558594,-0.20122890174389,-162.12696838379
pt4 = 25000, probe_stand | pos:297.65454101563,0.6477045416832,-155.74212646484 look:295.49169921875,0.66006296873093,-155.86683654785
path_end = loop
@@ -0,0 +1,3 @@
![exclusive]
ah_bol_kovalev = marsh\ah_bol_kovalev.ltx
@@ -0,0 +1,38 @@
[logic@ah_mil_chernov]
active = beh@mil_new_job
suitable = {=check_npc_name(ah_mil_chernov)} true
prior = 110
level_spot = quest_npc
relationship = neutral
[beh@general]
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = probe_stand
walk_anim = walk
jog_anim = rush
run_anim = rush
delay_anim = probe_stand
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
invulnerable = {=is_warfare} false, {!actor_true_enemy} true, false
relationship = neutral
meet = hi_meet
[hi_meet]
trade_enable = false
meet_state = 30|hello@hail|20|wait@wait
meet_state_wpn = 30|backoff@threat_weap
victim = 30|actor
victim_wpn = 30|actor
use = true
use_wpn = false
syndata = hello@hail|backoff@threat_weap
[beh@mil_new_job]:beh@general
pt1 = 25000, probe_stand | pos: -192.39744567871,-16.035205841064,367.49401855469 look: -189.71267700195,-16.110769271851,372.04183959961
path_end = loop
@@ -0,0 +1,3 @@
[exclusive]
ah_mil_chernov = military\ah_mil_chernov.ltx
@@ -0,0 +1,25 @@
![logic]
active = ph_door@locked
[ph_door@locked_base]
locked = true
closed = true
tip_open = tip_open_another_site
snd_open_start = trader_door_locked
on_info = {+pri_b304_doors_open} ph_door@close
[ph_door@locked]:ph_door@locked_base
on_use = ph_door@locked_tips %=add_cs_text(st_sl_hidden_threat_locked_door_tips)%
[ph_door@locked_tips]:ph_door@locked_base
on_timer = 3000 | ph_door@locked %=del_cs_text()%
![ph_door@close]
on_use = {-pri_b304_big_door_open} ph_door@open %+pri_b304_big_door_open%
on_info = {+pri_b304_big_door_open} ph_door@open
!on_info2
![ph_door@open]
on_use = {+pri_b304_big_door_open} ph_door@close %-pri_b304_big_door_open%
on_info = {-pri_b304_big_door_open} ph_door@close
@@ -0,0 +1,25 @@
![logic]
active = ph_door@locked
[ph_door@locked_base]
locked = true
closed = true
tip_open = tip_open_another_site
snd_open_start = trader_door_locked
on_info = {+pri_b304_doors_open} ph_door@close
[ph_door@locked]:ph_door@locked_base
on_use = ph_door@locked_tips %=add_cs_text(st_sl_hidden_threat_locked_door_tips)%
[ph_door@locked_tips]:ph_door@locked_base
on_timer = 3000 | ph_door@locked %=del_cs_text()%
![ph_door@close]
on_use = {-pri_b304_big_door_open} ph_door@open %+pri_b304_big_door_open%
on_info = {+pri_b304_big_door_open} ph_door@open
!on_info2
![ph_door@open]
on_use = {+pri_b304_big_door_open} ph_door@close %-pri_b304_big_door_open%
on_info = {-pri_b304_big_door_open} ph_door@close
@@ -0,0 +1,69 @@
[logic@pri_a15_enforcer_1]
active = walker@enforcer_1
prior = 250
suitable = {=target_squad_name(pri_a15_ht_sbu_squad) =check_npc_name(pri_a15_ht_sbu_enforcer_1)} true
[logic@pri_a15_enforcer_2]
active = walker@enforcer_2
prior = 250
suitable = {=target_squad_name(pri_a15_ht_sbu_squad) =check_npc_name(pri_a15_ht_sbu_enforcer_2)} true
[logic@pri_a15_soldier_3]
active = walker@soldier_3
prior = 200
suitable = {=target_squad_name(pri_a15_ht_sbu_squad)} true
[logic@pri_a15_soldier_4]
active = walker@soldier_4
prior = 200
suitable = {=target_squad_name(pri_a15_ht_sbu_squad)} true
[logic@pri_a15_soldier_5]
active = walker@soldier_5
prior = 200
suitable = {=target_squad_name(pri_a15_ht_sbu_squad)} true
[logic@pri_a15_soldier_6]
active = walker@soldier_6
prior = 200
suitable = {=target_squad_name(pri_a15_ht_sbu_squad)} true
[walker@base]
invulnerable = true
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_cond = false
combat_ignore_keep_when_attacked = false
meet = no_meet
[walker@enforcer_1]:walker@base
path_walk = sbu_guard_1_walk
path_look = sbu_guard_1_look
def_state_standing = give_orders
[walker@enforcer_2]:walker@base
path_walk = sbu_guard_2_walk
path_look = sbu_guard_2_look
def_state_standing = give_orders
[walker@soldier_3]:walker@base
path_walk = sbu_guard_3_walk
path_look = sbu_guard_3_look
def_state_standing = hide
[walker@soldier_4]:walker@base
path_walk = sbu_guard_4_walk
path_look = sbu_guard_4_look
def_state_standing = hide
[walker@soldier_5]:walker@base
path_walk = sbu_walker_1_walk
path_look = sbu_walker_1_look
def_state_standing = guard
[walker@soldier_6]:walker@base
path_walk = sbu_walker_2_walk
path_look = sbu_walker_2_look
def_state_standing = guard
@@ -0,0 +1,258 @@
[logic@pri_a17_gorobez]
active = walker@gorobez
prior = 200
suitable = {=target_squad_name(pri_army_ser_gorobez_squad)} true
dont_keep_items = true
can_select_weapon = false
on_hit = hit@gorobez
on_death = death@gorobez
[logic@pri_a17_isg_leader]
active = walker@isg_leader
prior = 200
suitable = {=target_squad_name(pri_isg_leader_squad)} true
[logic@pri_a17_isg_guard_1]
active = walker@isg_guard_1
prior = 200
suitable = {=target_squad_name(pri_isg_guard_squad)} true
[logic@pri_a17_isg_guard_2]
active = walker@isg_guard_2
prior = 200
suitable = {=target_squad_name(pri_isg_guard_squad)} true
[logic@pri_a17_isg_agent]
active = walker@isg_agent
prior = 200
suitable = {=target_squad_name(pri_isg_agent_squad)} true
[walker@base]
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
[walker@base_isg_guard]:walker@base
def_state_standing = threat
meet = no_meet
[remark@base]
no_move = true
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
[meet@base]
close_anim = nil
close_victim = nil
close_snd_hello = nil
close_snd_bye = nil
far_anim = nil
far_victim = nil
close_distance = 0
far_distance = 0
trade_enable = false
allow_break = false
[walker@gorobez]:remark@base
path_walk = gorobez_walk
path_look = gorobez_look
on_signal = path_end | remark@gorobez_1
[remark@gorobez_1]:remark@base
anim = ward_noweap
target = path | pri_a17_gorobez_idle_look,0
invulnerable = true
meet = meet@gorobez
on_info = {+pri_a17_prisoner} remark@gorobez_2
[remark@gorobez_2]:remark@base
anim = hands_up
target = path | pri_b301_home_1,0
invulnerable = false
meet = meet@gorobez
on_info = {+dialog_isg_leader_2_flag} remark@gorobez_3
[remark@gorobez_3]:remark@base
anim = hands_up
target = path | pri_b301_home_1,0
invulnerable = false
meet = meet@gorobez
on_hit = hit@gorobez
[meet@gorobez]:meet@base
use = {-pri_a17_prisoner} true, false
meet_dialog = sl_hidden_threat_dialog_gorobez
[hit@gorobez]
on_info = {=squad_exist(pri_army_ser_gorobez_squad)} %=kill_squad(pri_army_ser_gorobez_squad)%
[death@gorobez]
on_info = {-dialog_isg_leader_2_flag} %+hidden_threat_disabled% nil
[walker@isg_leader]
path_walk = isg_leader_walk
path_look = isg_leader_look
on_signal = path_end | remark@isg_leader_1
[remark@isg_leader_1]:remark@base
anim = ward_noweap_short
target = story | actor
meet = meet@isg_leader_1
on_info = {+dialog_isg_leader_2_flag} remark@isg_leader_2
[remark@isg_leader_2]:remark@base
anim = ward_noweap_short
target = story | army_ser_gorobez
meet = no_meet
on_timer = 3000 | remark@isg_leader_3
[remark@isg_leader_3]:remark@base
anim = ward_noweap_short
target = story | actor
meet = no_meet
on_timer = 3000 | remark@isg_leader_4 %=enable_imput(true)%
[remark@isg_leader_4]:remark@base
anim = ward_noweap_short
target = story | actor
meet = meet@isg_leader_2
on_info = {+dialog_isg_leader_3_flag} walker@isg_leader_end %=disable_ui%
[walker@isg_leader_end]:walker@base
path_walk = isg_leader_end_walk
def_state_moving1 = walk_noweap
on_signal = path_end | {=squad_exist(pri_isg_leader_squad)} %=remove_squad(pri_isg_leader_squad)%
[meet@isg_leader_1]:meet@base
use = {+dialog_isg_leader_1_flag -dialog_isg_leader_2_flag} self, false
meet_dialog = sl_hidden_threat_dialog_isg_leader_d1
[meet@isg_leader_2]:meet@base
use = {+dialog_isg_leader_2_flag -dialog_isg_leader_3_flag} self, false
meet_dialog = sl_hidden_threat_dialog_isg_leader_d2
[walker@isg_guard_1]:walker@base_isg_guard
path_walk = isg_guard_1_walk
path_look = isg_guard_1_look
on_signal = path_end | remark@isg_guard_1_1
[remark@isg_guard_1_1]:remark@base
anim = threat
target = story | army_ser_gorobez
meet = no_meet
on_info = {+dialog_isg_leader_2_flag} remark@isg_guard_1_2
[remark@isg_guard_1_2]:remark@base
anim = threat
target = story | army_ser_gorobez
meet = no_meet
on_timer = 3500 | remark@isg_guard_1_3
[remark@isg_guard_1_3]:remark@base
anim = threat_sniper_fire
target = story | army_ser_gorobez
meet = no_meet
on_info = %=ht_hit_obj_on_job(pri_a17:pri_a17_gorobez)%
on_timer = 1000 | walker@isg_guard_1_4
[walker@isg_guard_1_4]:walker@base_isg_guard
path_walk = isg_guard_1_1_walk
path_look = isg_guard_1_1_look
on_signal = path_end | remark@isg_guard_1_5
[remark@isg_guard_1_5]:remark@base
anim = threat
target = story | actor
meet = no_meet
on_info = {+dialog_isg_leader_3_flag} remark@isg_guard_1_6
[remark@isg_guard_1_6]:remark@base
anim = threat
target = story | actor
meet = no_meet
on_timer = 3000 | walker@isg_guard_1_7
[walker@isg_guard_1_7]:walker@base_isg_guard
path_walk = player_walk
def_state_moving1 = walk_noweap
on_actor_dist_le_nvis = 2 | remark@isg_guard_1_8
[remark@isg_guard_1_8]:remark@base
anim = punch
target = story | actor
meet = no_meet
on_timer = 700 | {-pri_a17_punch_play_sound} %=play_sound(pri_actor_punch_sound) +pri_a17_punch_play_sound% walker@isg_guard_1_9
[walker@isg_guard_1_9]:walker@base_isg_guard
path_walk = isg_guard_1_1_walk
path_look = isg_guard_1_1_look
on_signal = path_end | remark@isg_guard_1_10
on_info = %=disable_ui%
[remark@isg_guard_1_10]:remark@base
anim = threat
target = story | actor
meet = no_meet
[walker@isg_guard_2]:walker@base_isg_guard
path_walk = isg_guard_2_walk
path_look = isg_guard_2_look
[walker@isg_agent]:walker@base
path_walk = isg_agent_walk
path_look = isg_agent_look
on_info = %=actor_neutral%
on_timer = 3000 | walker@agent_1
[walker@agent_1]:walker@base
path_walk = isg_agent_start_walk
def_state_standing = threat
on_signal = path_end | remark@agent_2
[remark@agent_2]:walker@base
target = job | logic@pri_a17_isg_guard_2, pri_a17
anim = threat_sniper_fire
meet = no_meet
on_info = %=ht_hit_obj_on_job(pri_a17:pri_a17_isg_guard_2)%
on_timer = 1000 | remark@agent_3
[remark@agent_3]:walker@base
target = job | logic@pri_a17_isg_guard_1, pri_a17
anim = threat_sniper_fire
meet = no_meet
on_info = %=ht_hit_obj_on_job(pri_a17:pri_a17_isg_guard_1)%
on_timer = 1000 | walker@agent_4
[walker@agent_4]:walker@base
path_walk = isg_leader_walk
path_look = isg_leader_look
meet = no_meet
on_signal = path_end | remark@agent_5
[remark@agent_5]:remark@base
anim = wait_na
target = story | actor
meet = no_meet
on_timer = 1000 | remark@agent_6 %=enable_imput(true)%
[remark@agent_6]:remark@base
anim = wait_na
target = story | actor
meet = meet@agent
on_info = {+hidden_threat_task_5_stage_2} walker@agent_7
[walker@agent_7]:walker@base
path_walk = isg_leader_end_walk
def_state_moving1 = sprint
meet = no_meet
on_signal = path_end | {=squad_exist(pri_isg_agent_squad)} %=remove_squad(pri_isg_agent_squad)%
[meet@agent]:meet@base
use = {+pri_isg_guard_squad_death -hidden_threat_task_5_stage_2} self, false
meet_dialog = sl_hidden_threat_dialog_isg_agent_d1
@@ -0,0 +1,50 @@
[logic]
active = {-hidden_threat_disabled} sr_idle@precondition, nil
[sr_idle@precondition]
on_actor_inside = {+pri_a17_prisoner -hidden_threat_task_5_stage_2} sr_idle@scene_cam_1
on_info = {+pri_a17_prisoner +hidden_threat_task_5_stage_2} nil
[sr_idle@scene_cam_1]
on_info = %=disable_ui =clear_smart_terrain(pri_a17) =clear_scene_from_monsters(pri_a17)%
on_info2 = %=ht_run_postprocess(fade_in:2990) =play_sound_on_actor(cutscenes\hit_pain_1)%
on_info3 = %=run_cam_effector(surge_02:7415:false)%
on_info4 = %=create_squad(pri_isg_guard_squad:pri_a17) =create_squad(pri_isg_leader_squad:pri_a17)% sr_idle@wait_1
[sr_idle@wait_1]
on_signal = cameff_end | %=ht_run_postprocess(black:2990:true) =teleport_actor(pri_a17_player_walk:pri_a17_player_look) =ht_pri_a17_play_sound% sr_idle@timer_1
[sr_idle@timer_1]
on_timer = 7000 | sr_idle@scene_cam_2
[sr_idle@scene_cam_2]
on_info = %=ht_run_postprocess(fade_out:2990) =ht_run_postprocess(snd_shock:2991)%
on_info2 = %=run_cam_effector(prison_1:7415:false)% sr_idle@wait_2
[sr_idle@wait_2]
on_signal = cameff_end | %+dialog_isg_leader_1_flag =enable_imput(true)% sr_idle@action_2_1
[sr_idle@action_2_1]
on_info = {+dialog_isg_leader_2_flag} %=disable_ui% sr_idle@action_2_2
[sr_idle@action_2_2]
on_info2 = {+pri_a17_punch_play_sound} sr_idle@scene_cam_3
[sr_idle@scene_cam_3]
on_info = %=ht_run_postprocess(deimos1:2920:true) =ht_run_postprocess(blur:2921:true)%
on_info2 = %=run_cam_effector(fatigue:7415:true)%
on_info3 = %=create_squad(pri_isg_agent_squad:pri_a17)% sr_idle@wait_cam_3
[sr_idle@wait_cam_3]
on_info = {+pri_isg_guard_squad_death} sr_idle@scene_cam_4
[sr_idle@scene_cam_4]
on_info = %=ht_run_postprocess(fade_out:2920) =ht_run_postprocess(snd_shock:2921)%
on_info2 = %=run_cam_effector(prison_1:7415:false)% sr_idle@wait_4
[sr_idle@wait_4]
on_signal = cameff_end | %=ht_stop_postprocess(2921)% sr_idle@action_4_1
[sr_idle@action_4_1]
on_info = {+hidden_threat_task_5_stage_2 !squad_exist(pri_isg_agent_squad)} %=enable_ui% nil
@@ -0,0 +1,23 @@
[logic@pri_b304_ht_burer_1]
active = mob_home@squad_1
prior = 299
monster_job = true
suitable = {=target_squad_name(pri_b304_ht_burer_squad_1)} true
[logic@pri_b304_ht_burer_2]
active = mob_home@squad_2
prior = 299
monster_job = true
suitable = {=target_squad_name(pri_b304_ht_burer_squad_2)} true
[mob_home@base]
home_min_radius = 3
home_max_radius = 3
aggressive = true
[mob_home@squad_1]:mob_home@base
path_home = spawn_2
[mob_home@squad_2]:mob_home@base
path_home = spawn_6
@@ -0,0 +1,11 @@
[logic]
active = sr_idle@wait
[sr_idle@wait]
on_actor_inside = sr_idle@start
[sr_idle@start]
on_info = {!squad_exist(pri_b304_ht_burer_squad_1)} %=create_squad(pri_b304_ht_burer_squad_1:pri_b304_monsters_smart_terrain)%
on_info2 = {!squad_exist(pri_b304_ht_burer_squad_2)} %=create_squad(pri_b304_ht_burer_squad_2:pri_b304_monsters_smart_terrain)%
on_info3 = %+pri_b304_doors_open% nil
@@ -0,0 +1,194 @@
[logic@pri_b35_ht_degtyarev]
active = smartcover@degtyarev
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(pri_b35_mercs_ht_degtyarev_squad)} true
[logic@pri_b35_ht_strelok]
active = smartcover@strelok
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(pri_b35_mercs_ht_strelok_squad)} true
[logic@pri_b35_ht_agent_1]
active = smartcover@agent_1
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(pri_b35_mercs_ht_agents_sbu_squad)} true
[logic@pri_b35_ht_agent_2]
active = smartcover@agent_2
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(pri_b35_mercs_ht_agents_sbu_squad)} true
[logic@pri_b35_ht_isg_1]
active = smartcover@isg_1
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(pri_b35_mercs_ht_isg_squad)} true
[logic@pri_b35_ht_isg_2]
active = smartcover@isg_2
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(pri_b35_mercs_ht_isg_squad)} true
[logic@pri_b35_ht_isg_3]
active = smartcover@isg_3
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(pri_b35_mercs_ht_isg_squad)} true
[logic@pri_b35_ht_isg_4]
active = smartcover@isg_4
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(pri_b35_mercs_ht_isg_squad)} true
[logic@pri_b35_ht_isg_5]
active = smartcover@isg_5
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(pri_b35_mercs_ht_isg_squad)} true
[logic@pri_b35_ht_isg_6]
active = smartcover@isg_6
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(pri_b35_mercs_ht_isg_squad)} true
[smartcover@base]
cover_state = = default_behaviour
use_in_combat = true
use_camp = false
invulnerable = {+pri_b35_military_isg_sniper_squad_death} false, {+pri_b35_mercs_fail_scene} false, true
combat_ignore_cond = false
combat_ignore_keep_when_attacked = false
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
wounded = wounded
meet = no_meet
[remark@base]
no_move = true
no_rotate = true
gather_items_enabled = false
corpse_detection_enabled = false
[wounded]
hp_state = 0|wounded_heavy@help_heavy
hp_state_see = 0|wounded_heavy@help_heavy
hp_victim = 0|nil
hp_fight = 0|false
hp_cover = 0|false
[smartcover@degtyarev]:smartcover@base
cover_name = pripyat_smart_cover_0340
loophole_name = crouch_front_right
on_info = {+pri_b35_mercs_ht_isg_squad_death} walker@degtyarev
[walker@degtyarev]
path_walk = degtyarev_walk
path_look = degtyarev_look
gather_items_enabled = false
corpse_detection_enabled = false
invulnerable = {+hidden_threat_task_5_stage_5} true, false
meet = meet@degtyarev
on_actor_dist_le_nvis = 5 | remark@degtyarev
on_info = {=actor_has_item(sl_ht_case_quest_task_5) =squad_exist(pri_b35_mercs_ht_degtyarev_squad)} %=remove_squad(pri_b35_mercs_ht_degtyarev_squad)% nil
[remark@degtyarev]:remark@base
target = story | actor
meet = meet@degtyarev
on_actor_dist_ge_nvis = 5 | walker@degtyarev
[meet@degtyarev]
close_anim = nil
close_victim = nil
far_anim = nil
far_victim = nil
close_distance = 0
far_distance = 0
close_snd_distance = 0
abuse = false
use = {+hidden_threat_task_5_stage_5} false, true
meet_on_talking = false
trade_enable = false
allow_break = false
meet_dialog = sl_hidden_threat_dialog_degtyarev_d1
[smartcover@strelok]:smartcover@base
cover_name = pripyat_smart_cover_0339
loophole_name = crouch_front_right
invulnerable = true
on_info = {=actor_enemy} %=actor_neutral%
on_info2 = {+pri_b35_mercs_ht_isg_squad_death} walker@strelok
[walker@strelok]
path_walk = envoy_1_walk
path_look = envoy_1_look
gather_items_enabled = false
corpse_detection_enabled = false
on_signal = path_end | remark@strelok
[remark@strelok]:remark@base
anim = sit_knee
on_info = {=actor_has_item(sl_ht_case_quest_task_5) =squad_exist(pri_b35_mercs_ht_strelok_squad)} %=remove_squad(pri_b35_mercs_ht_strelok_squad)% nil
[smartcover@agent_1]:smartcover@base
cover_name = pripyat_smart_cover_0337
loophole_name = stand_front_right
on_info = {+pri_b35_mercs_fail_scene} nil
on_info2 = {=actor_enemy} nil
on_info3 = {+pri_b35_mercs_ht_isg_squad_death} walker@agent_1
[walker@agent_1]:remark@base
path_walk = walker_1_walk
path_look = walker_1_look
meet = default_meet
[smartcover@agent_2]:smartcover@base
cover_name = pripyat_smart_cover_0338
loophole_name = stand_front_left
on_info = {+pri_b35_mercs_fail_scene} nil
on_info2 = {=actor_enemy} nil
on_info3 = {+pri_b35_mercs_ht_isg_squad_death} walker@agent_2
[walker@agent_2]:remark@base
path_walk = walker_2_walk
path_look = walker_2_look
meet = default_meet
on_info = {=actor_has_item(sl_ht_case_quest_task_5) =squad_exist(pri_b35_mercs_ht_agents_sbu_squad)} %=remove_squad(pri_b35_mercs_ht_agents_sbu_squad)% nil
[smartcover@isg_1]:smartcover@base
cover_name = pripyat_smart_cover_0054
loophole_name = stand_front_left
on_info = {+pri_b35_mercs_fail_scene} nil
[smartcover@isg_2]:smartcover@base
cover_name = pripyat_smart_cover_0053
loophole_name = crouch_front
on_info = {+pri_b35_military_isg_sniper_squad_death} nil
[smartcover@isg_3]:smartcover@base
cover_name = pripyat_smart_cover_0052
loophole_name = crouch_front
on_info = {+pri_b35_military_isg_sniper_squad_death} nil
[smartcover@isg_4]:smartcover@base
cover_name = pripyat_smart_cover_0050
loophole_name = crouch_front
on_info = {+pri_b35_military_isg_sniper_squad_death} nil
[smartcover@isg_5]:smartcover@base
cover_name = pripyat_smart_cover_0051
loophole_name = crouch_front
on_info = {+pri_b35_military_isg_sniper_squad_death} nil
[smartcover@isg_6]:smartcover@base
cover_name = pripyat_smart_cover_0048
loophole_name = stand_front_right
on_info = {+pri_b35_military_isg_sniper_squad_death} nil
@@ -0,0 +1,20 @@
[logic]
active = {-hidden_threat_disabled} sr_idle@precondition, nil
[sr_idle@precondition]
on_actor_inside = {-pri_b35_military_isg_sniper_squad_death +pri_b35_mercs_spawn_scene} sr_idle@prestart_cam_1
on_info = {+pri_b35_military_isg_sniper_squad_death} nil, {+pri_b35_mercs_fail_scene} nil
[sr_idle@prestart_cam_1]
on_info = %=disable_ui +pri_b35_mercs_fail_scene%
on_info2 = %=ht_run_postprocess(fade_out:2920) =ht_pri_b35_teleport_actor(safe)% sr_idle@timer
[sr_idle@timer]
on_timer = 700 | sr_idle@cam_start
[sr_idle@cam_start]
on_info = %=run_cam_effector_global(scenario_cam\pripyat\pri_b35_mercs_scene_fail_ht_task_5)% sr_idle@wait
[sr_idle@wait]
on_signal = cameff_end | %=ht_pri_b35_teleport_actor() =enable_ui% nil
@@ -0,0 +1,43 @@
[logic@pri_b35_military_isg_sniper]
active = camper@isg_sniper
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(pri_b35_military_isg_sniper_squad)} true
[remark@base]
no_move = true
no_rotate = true
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
[camper@isg_sniper]
path_walk = isg_sniper_walk
path_look = isg_sniper_look
def_state_moving = run
def_state_standing = threat
invulnerable = {=dist_to_actor_ge(50)} true, false
combat_ignore_cond = {=dist_to_actor_ge(10)} true, false
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
meet = no_meet
on_info = {+pri_b35_mercs_fail_scene} remark@isg_sniper_fail_1
[remark@isg_sniper_fail_1]:remark@base
target = story | hidden_threat_degtyarev
anim = threat
on_timer = 4000 | remark@isg_sniper_fail_2
[remark@isg_sniper_fail_2]:remark@base
target = story | hidden_threat_degtyarev
anim = threat_sniper_fire
on_timer = 5000| remark@isg_sniper_fail_3 %=kill_squad(pri_b35_mercs_ht_degtyarev_squad)%
[remark@isg_sniper_fail_3]:remark@base
target = nil
anim = wait
on_timer = 3000 | nil
@@ -0,0 +1,14 @@
![spawn_zombied]
spawn_num = {-hidden_threat_disabled +hidden_threat_task_7_stage_2 -hidden_threat_complete} 0, {~50}1, 0
![stalker_sim_squad]
spawn_num = {-hidden_threat_disabled +hidden_threat_task_7_stage_2 -hidden_threat_complete} 0, {~50}1, 0
![exclusive]
pri_a15_enforcer_1 = pripyat\pri_a15_hidden_threat_logic.ltx
pri_a15_enforcer_2 = pripyat\pri_a15_hidden_threat_logic.ltx
pri_a15_soldier_3 = pripyat\pri_a15_hidden_threat_logic.ltx
pri_a15_soldier_4 = pripyat\pri_a15_hidden_threat_logic.ltx
pri_a15_soldier_5 = pripyat\pri_a15_hidden_threat_logic.ltx
pri_a15_soldier_6 = pripyat\pri_a15_hidden_threat_logic.ltx
@@ -0,0 +1,10 @@
![spawn_chimera]
spawn_num = {-hidden_threat_disabled +hidden_threat_task_5_start -hidden_threat_task_5_stage_2} 0, 1
![exclusive]
pri_a17_gorobez = pripyat\pri_a17_hidden_threat_logic.ltx
pri_a17_isg_leader = pripyat\pri_a17_hidden_threat_logic.ltx
pri_a17_isg_agent = pripyat\pri_a17_hidden_threat_logic.ltx
pri_a17_isg_guard_1 = pripyat\pri_a17_hidden_threat_logic.ltx
pri_a17_isg_guard_2 = pripyat\pri_a17_hidden_threat_logic.ltx
@@ -0,0 +1,4 @@
![exclusive]
pri_b304_ht_burer_1 = pripyat\pri_b304_hidden_threat_logic.ltx
pri_b304_ht_burer_2 = pripyat\pri_b304_hidden_threat_logic.ltx
@@ -0,0 +1,12 @@
![exclusive]
pri_b35_ht_degtyarev = pripyat\pri_b35_mercs_hidden_threat_logic.ltx
pri_b35_ht_strelok = pripyat\pri_b35_mercs_hidden_threat_logic.ltx
pri_b35_ht_agent_1 = pripyat\pri_b35_mercs_hidden_threat_logic.ltx
pri_b35_ht_agent_2 = pripyat\pri_b35_mercs_hidden_threat_logic.ltx
pri_b35_ht_isg_1 = pripyat\pri_b35_mercs_hidden_threat_logic.ltx
pri_b35_ht_isg_2 = pripyat\pri_b35_mercs_hidden_threat_logic.ltx
pri_b35_ht_isg_3 = pripyat\pri_b35_mercs_hidden_threat_logic.ltx
pri_b35_ht_isg_4 = pripyat\pri_b35_mercs_hidden_threat_logic.ltx
pri_b35_ht_isg_5 = pripyat\pri_b35_mercs_hidden_threat_logic.ltx
pri_b35_ht_isg_6 = pripyat\pri_b35_mercs_hidden_threat_logic.ltx
@@ -0,0 +1,3 @@
![exclusive]
pri_b35_military_isg_sniper = pripyat\pri_b35_military_hidden_threat_logic.ltx
@@ -0,0 +1,6 @@
![spawn_all_weak]
spawn_num = {+pri_b35_mercs_fail_scene} 1, {-hidden_threat_disabled +hidden_threat_task_5_stage_2 -pri_b35_military_isg_sniper_squad_death} 0, 1
![spawn_all_normal]
spawn_num = {+pri_b35_mercs_fail_scene} 1, {-hidden_threat_disabled +hidden_threat_task_5_stage_2 -pri_b35_military_isg_sniper_squad_death} 0, 1
@@ -0,0 +1,133 @@
[logic@aes_sm_monolith_blockpost4_monolith_1]
active = smartcover@monolith_1
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(aes_sm_monolith_blokpost4_monolith_squad)} true
[logic@aes_sm_monolith_blockpost4_monolith_2]
active = smartcover@monolith_2
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(aes_sm_monolith_blokpost4_monolith_squad)} true
[logic@aes_sm_monolith_blockpost4_monolith_3]
active = smartcover@monolith_3
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(aes_sm_monolith_blokpost4_monolith_squad)} true
[logic@aes_sm_monolith_blockpost4_monolith_4]
active = smartcover@monolith_4
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(aes_sm_monolith_blokpost4_monolith_squad)} true
[logic@aes_sm_monolith_blockpost4_monolith_5]
active = smartcover@monolith_5
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(aes_sm_monolith_blokpost4_monolith_squad)} true
[logic@aes_sm_monolith_blockpost4_monolith_6]
active = smartcover@monolith_6
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(aes_sm_monolith_blokpost4_monolith_squad)} true
[logic@aes_sm_monolith_blockpost4_merc_1]
active = smartcover@merc_1
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(aes_sm_monolith_blokpost4_merck_squad)} true
[logic@aes_sm_monolith_blockpost4_merc_2]
active = smartcover@merc_2
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(aes_sm_monolith_blokpost4_merck_squad)} true
[logic@aes_sm_monolith_blockpost4_merc_3]
active = smartcover@merc_3
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(aes_sm_monolith_blokpost4_merck_squad)} true
[logic@aes_sm_monolith_blockpost4_merc_4]
active = smartcover@merc_4
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(aes_sm_monolith_blokpost4_merck_squad)} true
[logic@aes_sm_monolith_blockpost4_merc_5]
active = smartcover@merc_5
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(aes_sm_monolith_blokpost4_merck_squad)} true
[logic@aes_sm_monolith_blockpost4_merc_6]
active = smartcover@merc_6
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(aes_sm_monolith_blokpost4_merck_squad)} true
[smartcover@base]
cover_state = = default_behaviour
use_in_combat = false
use_camp = false
invulnerable = {=fighting_actor} false, true
combat_ignore_cond = false
combat_ignore_keep_when_attacked = false
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
wounded = wounded
meet = no_meet
[smartcover@monolith_1]:smartcover@base
cover_name = stancia_smart_cover_ht_001
loophole_name = stand_front_right
[smartcover@monolith_2]:smartcover@base
cover_name = stancia_smart_cover_ht_002
loophole_name = stand_front_right
[smartcover@monolith_3]:smartcover@base
cover_name = stancia_smart_cover_ht_003
loophole_name = crouch_front
[smartcover@monolith_4]:smartcover@base
cover_name = stancia_smart_cover_ht_004
loophole_name = crouch_front
[smartcover@monolith_5]:smartcover@base
cover_name = stancia_smart_cover_ht_005
loophole_name = stand_front_right
[smartcover@monolith_6]:smartcover@base
cover_name = stancia_smart_cover_ht_006
loophole_name = crouch_front
[smartcover@merc_1]:smartcover@base
cover_name = stancia_smart_cover_ht_007
loophole_name = stand_front_left
[smartcover@merc_2]:smartcover@base
cover_name = stancia_smart_cover_ht_008
loophole_name = stand_front_left
[smartcover@merc_3]:smartcover@base
cover_name = stancia_smart_cover_ht_009
loophole_name = crouch_front
[smartcover@merc_4]:smartcover@base
cover_name = stancia_smart_cover_ht_010
loophole_name = crouch_front
[smartcover@merc_5]:smartcover@base
cover_name = stancia_smart_cover_ht_011
loophole_name = stand_front_right
[smartcover@merc_6]:smartcover@base
cover_name = stancia_smart_cover_ht_012
loophole_name = stand_front_left
@@ -0,0 +1,83 @@
[logic@aes_sm_soldier_army_1]
active = walker@leader
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(aes_sm_soldier_army_squad) =is_squad_commander} true
[logic@aes_sm_soldier_army_2]
active = walker@army_2
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(aes_sm_soldier_army_squad) !is_squad_commander} true
[logic@aes_sm_soldier_army_3]
active = walker@army_3
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(aes_sm_soldier_army_squad) !is_squad_commander} true
[logic@aes_sm_soldier_army_4]
active = walker@army_4
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(aes_sm_soldier_army_squad) !is_squad_commander} true
[logic@aes_sm_soldier_army_5]
active = walker@army_5
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(aes_sm_soldier_army_squad) !is_squad_commander} true
[logic@aes_sm_soldier_army_6]
active = walker@army_6
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(aes_sm_soldier_army_squad) !is_squad_commander} true
[walker@base]
use_camp = false
invulnerable = true
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
meet = no_meet
on_info = {+hidden_threat_task_6_stage_6} nil
[walker@leader]:walker@base
path_walk = ht_commander_walk
path_look = ht_commander_look
meet = meet@leader
[meet@leader]
close_anim = nil
close_victim = nil
close_snd_hello = nil
close_snd_bye = nil
far_anim = nil
far_victim = nil
close_distance = 0
far_distance = 0
trade_enable = false
allow_break = false
use = {+hidden_threat_task_6_stage_6} false, true
meet_dialog = sl_hidden_threat_dialog_aes_leader_squad
[walker@army_2]:walker@base
path_walk = walker_1_walk
path_look = walker_1_look
[walker@army_3]:walker@base
path_walk = guard_3_walk
[walker@army_4]:walker@base
path_walk = guard_1_walk
path_look = guard_1_look
[walker@army_5]:walker@base
path_walk = guard_5_walk
path_look = guard_5_look
[walker@army_6]:walker@base
path_walk = camper_1_walk
path_look = camper_1_look
@@ -0,0 +1,17 @@
![spawn_monolith]
spawn_num = {-hidden_threat_disabled +hidden_threat_task_6_stage_5 -hidden_threat_task_6_stage_6} 0, 2
[exclusive]
aes_sm_monolith_blockpost4_monolith_1 = stancia_1\aes_sm_monolith_blockpost4_hidden_threat.logic.ltx
aes_sm_monolith_blockpost4_monolith_2 = stancia_1\aes_sm_monolith_blockpost4_hidden_threat.logic.ltx
aes_sm_monolith_blockpost4_monolith_3 = stancia_1\aes_sm_monolith_blockpost4_hidden_threat.logic.ltx
aes_sm_monolith_blockpost4_monolith_4 = stancia_1\aes_sm_monolith_blockpost4_hidden_threat.logic.ltx
aes_sm_monolith_blockpost4_monolith_5 = stancia_1\aes_sm_monolith_blockpost4_hidden_threat.logic.ltx
aes_sm_monolith_blockpost4_monolith_6 = stancia_1\aes_sm_monolith_blockpost4_hidden_threat.logic.ltx
aes_sm_monolith_blockpost4_merc_1 = stancia_1\aes_sm_monolith_blockpost4_hidden_threat.logic.ltx
aes_sm_monolith_blockpost4_merc_2 = stancia_1\aes_sm_monolith_blockpost4_hidden_threat.logic.ltx
aes_sm_monolith_blockpost4_merc_3 = stancia_1\aes_sm_monolith_blockpost4_hidden_threat.logic.ltx
aes_sm_monolith_blockpost4_merc_4 = stancia_1\aes_sm_monolith_blockpost4_hidden_threat.logic.ltx
aes_sm_monolith_blockpost4_merc_5 = stancia_1\aes_sm_monolith_blockpost4_hidden_threat.logic.ltx
aes_sm_monolith_blockpost4_merc_6 = stancia_1\aes_sm_monolith_blockpost4_hidden_threat.logic.ltx
@@ -0,0 +1,14 @@
![spawn_army]
spawn_num = {-bar_deactivate_radar_done} 0, {-hidden_threat_disabled +hidden_threat_task_6_stage_5 -hidden_threat_task_6_stage_6} 0, 2
![spawn_monolith]
spawn_num = {-hidden_threat_disabled +hidden_threat_task_6_stage_5 -hidden_threat_task_6_stage_6} 0, 3
[exclusive]
aes_sm_soldier_army_1 = stancia_1\aes_sm_soldier_hidden_threat.logic.ltx
aes_sm_soldier_army_2 = stancia_1\aes_sm_soldier_hidden_threat.logic.ltx
aes_sm_soldier_army_3 = stancia_1\aes_sm_soldier_hidden_threat.logic.ltx
aes_sm_soldier_army_4 = stancia_1\aes_sm_soldier_hidden_threat.logic.ltx
aes_sm_soldier_army_5 = stancia_1\aes_sm_soldier_hidden_threat.logic.ltx
aes_sm_soldier_army_6 = stancia_1\aes_sm_soldier_hidden_threat.logic.ltx
@@ -0,0 +1,103 @@
[logic@aes2_monolith_camp_1_isg_1]
active = walker@isg_1
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(aes2_monolith_camp_1_isg_squad)} true
[logic@aes2_monolith_camp_1_isg_2]
active = walker@isg_2
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(aes2_monolith_camp_1_isg_squad)} true
[logic@aes2_monolith_camp_1_isg_3]
active = walker@isg_3
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(aes2_monolith_camp_1_isg_squad)} true
[logic@aes2_monolith_camp_1_isg_4]
active = walker@isg_4
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(aes2_monolith_camp_1_isg_squad)} true
[logic@aes2_monolith_camp_1_isg_5]
active = walker@isg_5
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(aes2_monolith_camp_1_isg_squad)} true
[logic@aes2_monolith_camp_1_isg_6]
active = walker@isg_6
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(aes2_monolith_camp_1_isg_squad)} true
[logic@aes2_monolith_camp_1_isg_7]
active = walker@isg_7
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(aes2_monolith_camp_1_isg_squad)} true
[logic@aes2_monolith_camp_1_isg_8]
active = walker@isg_8
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(aes2_monolith_camp_1_isg_squad)} true
[logic@aes2_monolith_camp_1_isg_9]
active = walker@isg_9
prior = 200
post_combat_time = 0,0
suitable = {=target_squad_name(aes2_monolith_camp_1_isg_squad)} true
[walker@base]
use_camp = false
turn_on_campfire = false
combat_ignore_cond = false
combat_ignore_keep_when_attacked = false
gather_items_enabled = false
corpse_detection_enabled = false
meet = no_meet
[walker@isg_1]:walker@base
path_walk = isg_guard_1_walk
path_look = isg_guard_1_look
[walker@isg_2]:walker@base
path_walk = isg_guard_2_walk
path_look = isg_guard_2_look
[walker@isg_3]:walker@base
path_walk = isg_patrol_1_walk
path_look = isg_patrol_1_look
[walker@isg_4]:walker@base
path_walk = isg_guard_3_walk
path_look = isg_guard_3_look
[walker@isg_5]:walker@base
path_walk = isg_walker_1_walk
path_look = isg_walker_1_look
def_state_standing = sit_ass
[walker@isg_6]:walker@base
path_walk = isg_walker_2_walk
path_look = isg_walker_2_look
def_state_standing = sit_knee
[walker@isg_7]:walker@base
path_walk = isg_walker_3_walk
path_look = isg_walker_3_look
def_state_standing = sit
[walker@isg_8]:walker@base
path_walk = isg_walker_4_walk
path_look = isg_walker_4_look
def_state_standing = sit
[walker@isg_9]:walker@base
path_walk = isg_patrol_2_walk
path_look = isg_patrol_2_look
@@ -0,0 +1,53 @@
[logic@aes2_monolith_camp_2_isg_sniper_1]
active = smartcover@isg_sniper_1
prior = 200
suitable = {=target_squad_name(aes2_monolith_camp_2_isg_squad)} true
[logic@aes2_monolith_camp_2_isg_sniper_2]
active = smartcover@isg_sniper_2
prior = 200
suitable = {=target_squad_name(aes2_monolith_camp_2_isg_squad)} true
[logic@aes2_monolith_camp_2_isg_sniper_3]
active = smartcover@isg_sniper_3
prior = 200
suitable = {=target_squad_name(aes2_monolith_camp_2_isg_squad)} true
[smartcover@base]
cover_state = default_behaviour
use_in_combat = false
invulnerable = false
combat_ignore_cond = false
combat_ignore_keep_when_attacked = false
gather_items_enabled = false
corpse_detection_enabled = false
meet = no_meet
danger = danger_condition
wounded = wounded
[danger_condition]
ignore_distance = 250
ignore_distance_grenade = 250
ignore_distance_corpse = 250
ignore_distance_hit = 250
ignore_distance_sound = 250
[wounded]
hp_state = 0|wounded_heavy@help_heavy
hp_state_see = 0|wounded_heavy@help_heavy
hp_victim = 0|nil
hp_fight = 0|false
hp_cover = 0|false
[smartcover@isg_sniper_1]:smartcover@base
cover_name = stancia_2_smart_cover_ht_001
loophole_name = prone
[smartcover@isg_sniper_2]:smartcover@base
cover_name = stancia_2_smart_cover_ht_002
loophole_name = prone
[smartcover@isg_sniper_3]:smartcover@base
cover_name = stancia_2_smart_cover_ht_003
loophole_name = prone
@@ -0,0 +1,38 @@
[logic@ah_aes_skabinsky]
active = beh@aes_new_job
suitable = {=check_npc_name(ah_aes_skabinsky)} true
prior = 110
level_spot = quest_npc
relationship = neutral
[beh@general]
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = probe_stand
walk_anim = walk
jog_anim = rush
run_anim = rush
delay_anim = probe_stand
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
invulnerable = {=is_warfare} false, {!actor_true_enemy} true, false
relationship = neutral
meet = hi_meet
[hi_meet]
trade_enable = false
meet_state = 30|hello@hail|20|wait@wait
meet_state_wpn = 30|backoff@threat_weap
victim = 30|actor
victim_wpn = 30|actor
use = true
use_wpn = false
syndata = hello@hail|backoff@threat_weap
[beh@aes_new_job]:beh@general
pt1 = 15000, probe_stand | pos: 168.57034301758,16.754507064819,256.40191650391 look: 169.8967590332,16.752540588379,256.89639282227
path_end = loop
@@ -0,0 +1,14 @@
![spawn_monolith]
spawn_num = {-hidden_threat_disabled +hidden_threat_task_6_stage_6 -aes2_monolith_camp_1_isg_squad_death} 0, 2
[exclusive]
aes2_monolith_camp_1_isg_1 = stancia_2\aes2_monolith_camp1_hidden_threat_logic.ltx
aes2_monolith_camp_1_isg_2 = stancia_2\aes2_monolith_camp1_hidden_threat_logic.ltx
aes2_monolith_camp_1_isg_3 = stancia_2\aes2_monolith_camp1_hidden_threat_logic.ltx
aes2_monolith_camp_1_isg_4 = stancia_2\aes2_monolith_camp1_hidden_threat_logic.ltx
aes2_monolith_camp_1_isg_5 = stancia_2\aes2_monolith_camp1_hidden_threat_logic.ltx
aes2_monolith_camp_1_isg_6 = stancia_2\aes2_monolith_camp1_hidden_threat_logic.ltx
aes2_monolith_camp_1_isg_7 = stancia_2\aes2_monolith_camp1_hidden_threat_logic.ltx
aes2_monolith_camp_1_isg_8 = stancia_2\aes2_monolith_camp1_hidden_threat_logic.ltx
aes2_monolith_camp_1_isg_9 = stancia_2\aes2_monolith_camp1_hidden_threat_logic.ltx
@@ -0,0 +1,8 @@
![spawn_monolith]
spawn_num = {-hidden_threat_disabled +hidden_threat_task_6_stage_6 -aes2_monolith_camp_2_isg_squad_death} 0, 2
[exclusive]
aes2_monolith_camp_2_isg_sniper_1 = stancia_2\aes2_monolith_camp2_hidden_threat_logic.ltx
aes2_monolith_camp_2_isg_sniper_2 = stancia_2\aes2_monolith_camp2_hidden_threat_logic.ltx
aes2_monolith_camp_2_isg_sniper_3 = stancia_2\aes2_monolith_camp2_hidden_threat_logic.ltx
@@ -0,0 +1,3 @@
[exclusive]
ah_aes_skabinsky = stancia_2\ah_aes_skabinsky.ltx
@@ -0,0 +1,64 @@
[logic@pas_b400_elevator_isg_1]
active = walker@isg_1
prior = 200
suitable = {=target_squad_name(pas_b400_elevator_isg_squad)} true
[logic@pas_b400_elevator_isg_2]
active = walker@isg_2
prior = 200
suitable = {=target_squad_name(pas_b400_elevator_isg_squad)} true
[logic@pas_b400_elevator_isg_3]
active = walker@isg_3
prior = 200
suitable = {=target_squad_name(pas_b400_elevator_isg_squad)} true
[logic@pas_b400_elevator_isg_4]
active = walker@isg_4
prior = 200
suitable = {=target_squad_name(pas_b400_elevator_isg_squad)} true
[logic@pas_b400_elevator_isg_5]
active = walker@isg_5
prior = 200
suitable = {=target_squad_name(pas_b400_elevator_isg_squad)} true
[logic@pas_b400_elevator_isg_6]
active = walker@isg_6
prior = 200
suitable = {=target_squad_name(pas_b400_elevator_isg_squad)} true
[walker@base]
use_camp = false
def_state_standing = hide
turn_on_campfire = false
combat_ignore_cond = false
combat_ignore_keep_when_attacked = false
gather_items_enabled = false
corpse_detection_enabled = false
meet = no_meet
[walker@isg_1]:walker@base
path_walk = isg_walker_1_walk
path_look = isg_walker_1_look
[walker@isg_2]:walker@base
path_walk = isg_walker_2_walk
path_look = isg_walker_2_look
[walker@isg_3]:walker@base
path_walk = isg_walker_3_walk
path_look = isg_walker_3_look
[walker@isg_4]:walker@base
path_walk = isg_walker_4_walk
path_look = isg_walker_4_look
[walker@isg_5]:walker@base
path_walk = isg_walker_5_walk
path_look = isg_walker_5_look
[walker@isg_6]:walker@base
path_walk = isg_walker_6_walk
path_look = isg_walker_6_look
@@ -0,0 +1,64 @@
[logic@pas_b400_fake_isg_1]
active = walker@isg_1
prior = 200
suitable = {=target_squad_name(pas_b400_fake_isg_squad)} true
[logic@pas_b400_fake_isg_2]
active = walker@isg_2
prior = 200
suitable = {=target_squad_name(pas_b400_fake_isg_squad)} true
[logic@pas_b400_fake_isg_3]
active = walker@isg_3
prior = 200
suitable = {=target_squad_name(pas_b400_fake_isg_squad)} true
[logic@pas_b400_fake_isg_4]
active = walker@isg_4
prior = 200
suitable = {=target_squad_name(pas_b400_fake_isg_squad)} true
[logic@pas_b400_fake_isg_5]
active = walker@isg_5
prior = 200
suitable = {=target_squad_name(pas_b400_fake_isg_squad)} true
[logic@pas_b400_fake_isg_6]
active = walker@isg_6
prior = 200
suitable = {=target_squad_name(pas_b400_fake_isg_squad)} true
[walker@base]
use_camp = false
def_state_standing = hide
turn_on_campfire = false
combat_ignore_cond = false
combat_ignore_keep_when_attacked = false
gather_items_enabled = false
corpse_detection_enabled = false
meet = no_meet
[walker@isg_1]:walker@base
path_walk = isg_walker_1_walk
path_look = isg_walker_1_look
[walker@isg_2]:walker@base
path_walk = isg_walker_2_walk
path_look = isg_walker_2_look
[walker@isg_3]:walker@base
path_walk = isg_walker_3_walk
path_look = isg_walker_3_look
[walker@isg_4]:walker@base
path_walk = isg_walker_4_walk
path_look = isg_walker_4_look
[walker@isg_5]:walker@base
path_walk = isg_walker_5_walk
path_look = isg_walker_5_look
[walker@isg_6]:walker@base
path_walk = isg_walker_6_walk
path_look = isg_walker_6_look
@@ -0,0 +1,195 @@
[logic@pas_b400_hall_leader_isg]
active = walker@leader_isg
prior = 200
suitable = {=target_squad_name(pas_b400_hall_isg_leader_squad)} true
on_hit = hit
on_death = death
[logic@pas_b400_hall_isg_1]
active = walker@isg_1
prior = 200
suitable = {=target_squad_name(pas_b400_hall_isg_squad)} true
on_hit = hit
on_death = death
[logic@pas_b400_hall_isg_2]
active = walker@isg_2
prior = 200
suitable = {=target_squad_name(pas_b400_hall_isg_squad)} true
on_hit = hit
on_death = death
[logic@pas_b400_hall_isg_3]
active = walker@isg_3
prior = 200
suitable = {=target_squad_name(pas_b400_hall_isg_squad)} true
on_hit = hit
on_death = death
[logic@pas_b400_hall_isg_4]
active = walker@isg_4
prior = 200
suitable = {=target_squad_name(pas_b400_hall_isg_squad)} true
on_hit = hit
on_death = death
[logic@pas_b400_hall_isg_5]
active = walker@isg_5
prior = 200
suitable = {=target_squad_name(pas_b400_hall_isg_squad)} true
on_hit = hit
on_death = death
[logic@pas_b400_hall_isg_6]
active = walker@isg_6
prior = 200
suitable = {=target_squad_name(pas_b400_hall_isg_squad)} true
on_hit = hit
on_death = death
[logic@pas_b400_hall_isg_7]
active = walker@isg_7
prior = 200
suitable = {=target_squad_name(pas_b400_hall_isg_squad)} true
on_hit = hit
on_death = death
[logic@pas_b400_hall_isg_8]
active = walker@isg_8
prior = 200
suitable = {=target_squad_name(pas_b400_hall_isg_squad)} true
on_hit = hit
on_death = death
[logic@pas_b400_hall_isg_9]
active = walker@isg_9
prior = 200
suitable = {=target_squad_name(pas_b400_hall_isg_squad)} true
on_hit = hit
on_death = death
[logic@pas_b400_hall_isg_10]
active = walker@isg_10
prior = 200
suitable = {=target_squad_name(pas_b400_hall_isg_squad)} true
on_hit = hit
on_death = death
[logic@pas_b400_hall_isg_11]
active = walker@isg_11
prior = 200
suitable = {=target_squad_name(pas_b400_hall_isg_squad)} true
on_hit = hit
on_death = death
[logic@pas_b400_hall_isg_12]
active = walker@isg_12
prior = 200
suitable = {=target_squad_name(pas_b400_hall_isg_squad)} true
on_hit = hit
on_death = death
[logic@pas_b400_hall_isg_specops_1]
active = camper@isg_specops_1
prior = 200
suitable = {=target_squad_name(pas_b400_hall_isg_sniper_squad)} true
[logic@pas_b400_hall_isg_specops_2]
active = camper@isg_specops_2
prior = 200
suitable = {=target_squad_name(pas_b400_hall_isg_sniper_squad)} true
[walker@base]
use_camp = false
def_state_standing = hide
turn_on_campfire = false
combat_ignore_cond = {+jup_und_hall_door} false, true
combat_ignore_keep_when_attacked = {+jup_und_hall_door} false, true
gather_items_enabled = false
corpse_detection_enabled = false
on_hit = hit
on_death = death
[camper@base]
radius = 10
def_state_moving = sneak_run
def_state_campering = hide_na
def_state_campering_fire = hide_fire
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
wounded = wounded
[wounded]
hp_state = 0 | wounded_heavy@help_heavy
hp_state_see = 0 | wounded_heavy@help_heavy
hp_victim = 0 | nil
hp_cover = 0 | false
hp_fight = 0 | false
[hit]
on_info = {-jup_und_hall_door} %+jup_und_hall_door%
[death]
on_info = {-jup_und_hall_door} %+jup_und_hall_door%
[walker@leader_isg]:walker@base
path_walk = isg_leader_walker_1_walk
path_look = isg_leader_walker_1_look
[walker@isg_1]:walker@base
path_walk = isg_walker_1_walk
path_look = isg_walker_1_look
[walker@isg_2]:walker@base
path_walk = isg_walker_2_walk
path_look = isg_walker_2_look
[walker@isg_3]:walker@base
path_walk = isg_walker_3_walk
path_look = isg_walker_3_look
[walker@isg_4]:walker@base
path_walk = isg_walker_4_walk
path_look = isg_walker_4_look
[walker@isg_5]:walker@base
path_walk = isg_walker_5_walk
path_look = isg_walker_5_look
[walker@isg_6]:walker@base
path_walk = isg_walker_6_walk
path_look = isg_walker_6_look
[walker@isg_7]:walker@base
path_walk = isg_walker_7_walk
path_look = isg_walker_7_look
[walker@isg_8]:walker@base
path_walk = isg_walker_8_walk
path_look = isg_walker_8_look
[walker@isg_9]:walker@base
path_walk = isg_walker_9_walk
path_look = isg_walker_9_look
[walker@isg_10]:walker@base
path_walk = isg_walker_10_walk
path_look = isg_walker_10_look
[walker@isg_11]:walker@base
path_walk = isg_walker_11_walk
path_look = isg_walker_11_look
[walker@isg_12]:walker@base
path_walk = isg_walker_12_walk
path_look = isg_walker_12_look
[camper@isg_specops_1]:camper@base
path_walk = mono_sniper_1_walk
path_look = mono_sniper_1_look
[camper@isg_specops_2]:camper@base
path_walk = mono_sniper_2_walk
path_look = mono_sniper_2_look
@@ -0,0 +1,64 @@
[logic@pas_b400_track_isg_1]
active = walker@isg_1
prior = 200
suitable = {=target_squad_name(pas_b400_track_isg_squad)} true
[logic@pas_b400_track_isg_2]
active = walker@isg_2
prior = 200
suitable = {=target_squad_name(pas_b400_track_isg_squad)} true
[logic@pas_b400_track_isg_3]
active = walker@isg_3
prior = 200
suitable = {=target_squad_name(pas_b400_track_isg_squad)} true
[logic@pas_b400_track_isg_4]
active = walker@isg_4
prior = 200
suitable = {=target_squad_name(pas_b400_track_isg_squad)} true
[logic@pas_b400_track_isg_5]
active = walker@isg_5
prior = 200
suitable = {=target_squad_name(pas_b400_track_isg_squad)} true
[logic@pas_b400_track_isg_6]
active = walker@isg_6
prior = 200
suitable = {=target_squad_name(pas_b400_track_isg_squad)} true
[walker@base]
use_camp = false
def_state_standing = hide
turn_on_campfire = false
combat_ignore_cond = false
combat_ignore_keep_when_attacked = false
gather_items_enabled = false
corpse_detection_enabled = false
meet = no_meet
[walker@isg_1]:walker@base
path_walk = isg_walker_1_walk
path_look = isg_walker_1_look
[walker@isg_2]:walker@base
path_walk = isg_walker_2_walk
path_look = isg_walker_2_look
[walker@isg_3]:walker@base
path_walk = isg_walker_3_walk
path_look = isg_walker_3_look
[walker@isg_4]:walker@base
path_walk = isg_walker_4_walk
path_look = isg_walker_4_look
[walker@isg_5]:walker@base
path_walk = isg_walker_5_walk
path_look = isg_walker_5_look
[walker@isg_6]:walker@base
path_walk = isg_walker_6_walk
path_look = isg_walker_6_look
@@ -0,0 +1,64 @@
[logic@pas_b400_tunnel_isg_1]
active = walker@isg_1
prior = 200
suitable = {=target_squad_name(pas_b400_tunnel_isg_squad)} true
[logic@pas_b400_tunnel_isg_2]
active = walker@isg_2
prior = 200
suitable = {=target_squad_name(pas_b400_tunnel_isg_squad)} true
[logic@pas_b400_tunnel_isg_3]
active = walker@isg_3
prior = 200
suitable = {=target_squad_name(pas_b400_tunnel_isg_squad)} true
[logic@pas_b400_tunnel_isg_4]
active = walker@isg_4
prior = 200
suitable = {=target_squad_name(pas_b400_tunnel_isg_squad)} true
[logic@pas_b400_tunnel_isg_5]
active = walker@isg_5
prior = 200
suitable = {=target_squad_name(pas_b400_tunnel_isg_squad)} true
[logic@pas_b400_tunnel_isg_6]
active = walker@isg_6
prior = 200
suitable = {=target_squad_name(pas_b400_tunnel_isg_squad)} true
[walker@base]
use_camp = false
def_state_standing = hide
turn_on_campfire = false
combat_ignore_cond = false
combat_ignore_keep_when_attacked = false
gather_items_enabled = false
corpse_detection_enabled = false
meet = no_meet
[walker@isg_1]:walker@base
path_walk = isg_walker_1_walk
path_look = isg_walker_1_look
[walker@isg_2]:walker@base
path_walk = isg_walker_2_walk
path_look = isg_walker_2_look
[walker@isg_3]:walker@base
path_walk = isg_walker_3_walk
path_look = isg_walker_3_look
[walker@isg_4]:walker@base
path_walk = isg_walker_4_walk
path_look = isg_walker_4_look
[walker@isg_5]:walker@base
path_walk = isg_walker_5_walk
path_look = isg_walker_5_look
[walker@isg_6]:walker@base
path_walk = isg_walker_6_walk
path_look = isg_walker_6_look
@@ -0,0 +1,3 @@
![spawn_tushkano]
spawn_num = {-hidden_threat_disabled +hidden_threat_task_7_stage_3 -hidden_threat_complete} 0, {+actor_pass_jupiter_exit_find +actor_pass_pripyat_exit_find -lttz_hb_isg_breakthrough} 3, 0
@@ -0,0 +1,11 @@
![spawn_bloodsucker]
spawn_num = {-hidden_threat_disabled +hidden_threat_task_7_stage_3 -hidden_threat_complete} 0, {+actor_pass_jupiter_exit_find +actor_pass_pripyat_exit_find -lttz_hb_isg_breakthrough} 3, 0
![exclusive]
pas_b400_elevator_isg_1 = underpass\pas_b400_elevator_hidden_threat_logic.ltx
pas_b400_elevator_isg_2 = underpass\pas_b400_elevator_hidden_threat_logic.ltx
pas_b400_elevator_isg_3 = underpass\pas_b400_elevator_hidden_threat_logic.ltx
pas_b400_elevator_isg_4 = underpass\pas_b400_elevator_hidden_threat_logic.ltx
pas_b400_elevator_isg_5 = underpass\pas_b400_elevator_hidden_threat_logic.ltx
pas_b400_elevator_isg_6 = underpass\pas_b400_elevator_hidden_threat_logic.ltx
@@ -0,0 +1,11 @@
![spawn_burer]
spawn_num = {-hidden_threat_disabled +hidden_threat_task_7_stage_3 -hidden_threat_complete} 0, {+actor_pass_jupiter_exit_find +actor_pass_pripyat_exit_find -lttz_hb_isg_breakthrough} 3, 0
![exclusive]
pas_b400_fake_isg_1 = underpass\pas_b400_fake_hidden_threat_logic.ltx
pas_b400_fake_isg_2 = underpass\pas_b400_fake_hidden_threat_logic.ltx
pas_b400_fake_isg_3 = underpass\pas_b400_fake_hidden_threat_logic.ltx
pas_b400_fake_isg_4 = underpass\pas_b400_fake_hidden_threat_logic.ltx
pas_b400_fake_isg_5 = underpass\pas_b400_fake_hidden_threat_logic.ltx
pas_b400_fake_isg_6 = underpass\pas_b400_fake_hidden_threat_logic.ltx
@@ -0,0 +1,20 @@
![spawn_chimera]
spawn_num = {-hidden_threat_disabled +hidden_threat_task_7_stage_3 -hidden_threat_complete} 0, {+actor_pass_jupiter_exit_find +actor_pass_pripyat_exit_find -lttz_hb_isg_breakthrough} 2, 0
![exclusive]
pas_b400_hall_leader_isg = underpass\pas_b400_hall_hidden_threat_logic.ltx
pas_b400_hall_isg_1 = underpass\pas_b400_hall_hidden_threat_logic.ltx
pas_b400_hall_isg_2 = underpass\pas_b400_hall_hidden_threat_logic.ltx
pas_b400_hall_isg_3 = underpass\pas_b400_hall_hidden_threat_logic.ltx
pas_b400_hall_isg_4 = underpass\pas_b400_hall_hidden_threat_logic.ltx
pas_b400_hall_isg_5 = underpass\pas_b400_hall_hidden_threat_logic.ltx
pas_b400_hall_isg_6 = underpass\pas_b400_hall_hidden_threat_logic.ltx
pas_b400_hall_isg_7 = underpass\pas_b400_hall_hidden_threat_logic.ltx
pas_b400_hall_isg_8 = underpass\pas_b400_hall_hidden_threat_logic.ltx
pas_b400_hall_isg_9 = underpass\pas_b400_hall_hidden_threat_logic.ltx
pas_b400_hall_isg_10 = underpass\pas_b400_hall_hidden_threat_logic.ltx
pas_b400_hall_isg_11 = underpass\pas_b400_hall_hidden_threat_logic.ltx
pas_b400_hall_isg_12 = underpass\pas_b400_hall_hidden_threat_logic.ltx
pas_b400_hall_isg_specops_1 = underpass\pas_b400_hall_hidden_threat_logic.ltx
pas_b400_hall_isg_specops_2 = underpass\pas_b400_hall_hidden_threat_logic.ltx
@@ -0,0 +1,11 @@
![spawn_tushkano]
spawn_num = {-hidden_threat_disabled +hidden_threat_task_7_stage_3 -hidden_threat_complete} 0, {+actor_pass_jupiter_exit_find +actor_pass_pripyat_exit_find -lttz_hb_isg_breakthrough} 3, 0
![exclusive]
pas_b400_track_isg_1 = underpass\pas_b400_track_hidden_threat_logic.ltx
pas_b400_track_isg_2 = underpass\pas_b400_track_hidden_threat_logic.ltx
pas_b400_track_isg_3 = underpass\pas_b400_track_hidden_threat_logic.ltx
pas_b400_track_isg_4 = underpass\pas_b400_track_hidden_threat_logic.ltx
pas_b400_track_isg_5 = underpass\pas_b400_track_hidden_threat_logic.ltx
pas_b400_track_isg_6 = underpass\pas_b400_track_hidden_threat_logic.ltx
@@ -0,0 +1,11 @@
![spawn_snorks]
spawn_num = {-hidden_threat_disabled +hidden_threat_task_7_stage_3 -hidden_threat_complete} 0, {+actor_pass_jupiter_exit_find +actor_pass_pripyat_exit_find -lttz_hb_isg_breakthrough} 3, 0
![exclusive]
pas_b400_tunnel_isg_1 = underpass\pas_b400_tunnel_hidden_threat_logic.ltx
pas_b400_tunnel_isg_2 = underpass\pas_b400_tunnel_hidden_threat_logic.ltx
pas_b400_tunnel_isg_3 = underpass\pas_b400_tunnel_hidden_threat_logic.ltx
pas_b400_tunnel_isg_4 = underpass\pas_b400_tunnel_hidden_threat_logic.ltx
pas_b400_tunnel_isg_5 = underpass\pas_b400_tunnel_hidden_threat_logic.ltx
pas_b400_tunnel_isg_6 = underpass\pas_b400_tunnel_hidden_threat_logic.ltx
@@ -0,0 +1,45 @@
[logic@ah_yan_markov]
active = beh@yan_new_job
suitable = {=check_npc_name(ah_yan_markov)} true
prior = 110
level_spot = quest_npc
relationship = neutral
[beh@general]
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = probe_stand
walk_anim = walk
jog_anim = rush
run_anim = rush
delay_anim = probe_stand
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
invulnerable = {=is_warfare} false, {!actor_true_enemy} true, false
relationship = neutral
meet = hi_meet
[hi_meet]
trade_enable = false
meet_state = 30|hello@hail|20|wait@wait
meet_state_wpn = 30|backoff@threat_weap
victim = 30|actor
victim_wpn = 30|actor
use = true
use_wpn = false
syndata = hello@hail|backoff@threat_weap
[beh@yan_new_job]:beh@general
pt1 = 15000, probe_stand | pos: 10.489057540894,-11.88087272644,-246.16320800781 look: 12.242818832397,-11.880608558655,-248.76184082031
pt2 = 15000, probe_stand | pos: 14.726713180542,-11.942074775696,-269.76214599609 look: 10.884129524231,-11.926474571228,-269.30609130859
pt3 = 15000, probe_stand | pos: 5.0979042053223,-11.90257358551,-282.41525268555 look: 2.3235478401184,-11.891591072083,-280.68966674805
pt4 = 15000, probe_stand | pos: 25.156799316406,-11.291369438171,-297.32321166992 look: 28.347827911377,-11.29140663147,-297.26022338867
pt5 = 15000, probe_stand | pos: 45.410297393799,-11.880334854126,-302.25747680664 look: 43.78751373291,-11.891129493713,-300.02548217773
pt6 = 15000, probe_stand | pos: 42.847297668457,-11.922271728516,-275.91339111328 look: 46.299472808838,-11.89226436615,-275.55169677734
pt7 = 15000, probe_stand | pos: 45.296295166016,-11.901913642883,-256.95211791992 look: 46.612846374512,-11.890482902527,-259.46688842773
pt8 = 15000, probe_stand | pos: 26.800115585327,-11.88049030304,-240.74296569824 look: 27.218858718872,-11.884563446045,-246.08041381836
path_end = loop
@@ -0,0 +1,19 @@
![logic@yan_kruglov]
level_spot = quest_npc
trade = items\trade\trade_ecolog_hermann.ltx
![walker@yan_kruglov]
invulnerable = {=is_warfare} false, {!actor_true_enemy} true, false
![logic@yan_semenov]
level_spot = quest_npc
![walker@yan_semenov]
invulnerable = {=is_warfare} false, {!actor_true_enemy} true, false
![logic@yan_vasiliev]
level_spot = quest_npc
![walker@yan_vasiliev]
invulnerable = {=is_warfare} false, {!actor_true_enemy} true, false
@@ -0,0 +1,3 @@
![exclusive]
ah_yan_markov = yantar\ah_yan_markov.ltx
@@ -0,0 +1,39 @@
[logic@ah_zat_vorobushkin]
active = beh@zat_new_job
suitable = {=check_npc_name(ah_zat_vorobushkin)} true
prior = 110
level_spot = quest_npc
relationship = neutral
[beh@general]
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = probe_stand
walk_anim = walk
jog_anim = rush
run_anim = rush
delay_anim = probe_stand
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
invulnerable = {=is_warfare} false, {!actor_true_enemy} true, false
relationship = neutral
meet = hi_meet
[hi_meet]
trade_enable = false
meet_state = 30|hello@hail|20|wait@wait
meet_state_wpn = 30|backoff@threat_weap
victim = 30|actor
victim_wpn = 30|actor
use = true
use_wpn = false
syndata = hello@hail|backoff@threat_weap
[beh@zat_new_job]:beh@general
pt1 = 65000, probe_stand | pos: 405.59356689453,39.447425842285,-4.4775342941284 look: 404.74517822266,39.448036193848,-4.1867113113403
pt2 = 25000, probe_stand | pos: 409.89895629883,39.444381713867,-4.5034646987915 look: 409.7829284668,39.446109771729,-7.2941970825195
path_end = loop
@@ -0,0 +1,3 @@
![exclusive]
dragun = zaton\zat_dragun_logic.ltx
@@ -0,0 +1,3 @@
![exclusive]
ah_zat_vorobushkin = zaton\ah_zat_vorobushkin.ltx
@@ -0,0 +1,13 @@
[logic@dragun]
suitable = {=target_squad_name(dragun_squad) =check_npc_name(dragun)} true
prior = 200
active = walker
[walker]
path_walk = lost_merc_leader_walk
path_look = lost_merc_leader_look
def_state_moving = run
invulnerable = true
wounded_enabled = false
combat_ignore_keep_when_attacked = true
on_info = {+cs_task5_start} nil
@@ -0,0 +1,152 @@
<?xml version = "1.0" encoding = "windows-1251"?>
<string_table>
<string id = "st_af_ah_o1">
<text>Anomalous Sample "Magnet" </text>
</string>
<string id = "st_af_ah_o1_descr">
<text> An almost-formed artifact, consisting of an alloy made of mostly Iron, Bismuth, Cadmium and Nickel. Created in fire anomalies. It has no useful properties and most stalkers regard it as common junk. The only remarkable feature about this object is its very peculiar torus shape. Due to trace amounts of radiation, it is unsuitable as a souvenir outside of the Zone and is of no significant value. </text>
</string>
<string id = "st_af_ah_o2">
<text>Anomalous Sample "Magnet" </text>
</string>
<string id = "st_af_ah_o2_descr">
<text>An almost-formed artifact, consisting of an alloy made of mostly Iron, Bismuth, Cadmium and Nickel. Created in fire anomalies, it has no useful properties and most stalkers see it as common junk. The only remarkable feature about this object is its very peculiar torus shape. Due to trace amounts of radiation, it is unsuitable as a souvenir outside of the zone and is of no significant value. </text>
</string>
<string id = "st_af_ah_h1">
<text>Anomalous Sample "Sponge" </text>
</string>
<string id = "st_af_ah_h1_descr">
<text>A pale green substance with no definitive shape and no useful properties. This artifact randomly changes between a solid and semi-liquid state, which makes it difficult to handle and store. Unlike simliar artifacts, like "Soul", the goo secreted by this artifact has neither positive nor negative effects on the human body. </text>
</string>
<string id = "st_af_ah_h2">
<text>Anomalous Sample "Sponge" </text>
</string>
<string id = "st_af_ah_h2_descr">
<text>A pale green substance with no definitive shape and no useful properties. This artifact randomly changes between a solid and semi-liquid state, which makes it difficult to handle and store. Unlike simliar artifacts, like "Soul", the goo secreted by this artifact has neither positive nor negative effects on the human body, except the trace amounts of radiation contained within. </text>
</string>
<string id = "st_af_ah_g1">
<text>Anomalous Sample "Easy" </text>
</string>
<string id = "st_af_ah_g1_descr">
<text>A lump of shriveled clay and organic debris. Separation of individual lumps of material seems impossible, due to the presence of some unknown and incredibly strong binding agent. Some scientist have proposed that the artifact is held together by gravitational anomalies contained within, however this is yet to be proven. The Geiger counter seems to barely make a sound when holding it close to this strange artifact.</text>
</string>
<string id = "st_af_ah_g2">
<text>Anomalous Sample "Easy" </text>
</string>
<string id = "st_af_ah_g2_descr">
<text>A lump of shriveled clay and organic debris. Separation of individual lumps of material seems impossible, due to the presence of some unknown and incredibly strong binding agent. Some scientist have proposed, that the artifact is held together by gravitational anomalies contained within, however this is yet to be proven. The Geiger counter seems to barely make a sound when holding it close to this strange artifact.</text>
</string>
<string id = "st_af_ah_e1">
<text>Anomalous Sample "Souvenir" </text>
</string>
<string id = "st_af_ah_e1_descr">
<text> A shard of Silica Quartz with remarkable purity, ranging from 99.5% to 99.9%, and formed exclusively in electro anomalies. Due to it's lack of useful properties, this beautiful artifact doesn't seem fetch a high price in the zone. However, collectors and scientists alike will pay a high price for this unique trinket. </text>
</string>
<string id = "st_af_ah_e2">
<text>Anomalous Sample "Souvenir" </text>
</string>
<string id = "st_af_ah_e2_descr">
<text> A shard of Silica Quartz with remarkable purity, ranging from 99.5% to 99.9%, and formed exclusively in electro anomalies. Due to it's lack of useful properties, this beautiful artifact doesn't seem fetch a high price in the zone. However, collectors and scientists alike will pay a high price for this unique trinket. </text>
</string>
<string id = "st_af_ah_s1">
<text>Artificial Artifact "Aroth-8" </text>
</string>
<string id = "st_af_ah_s1_descr">
<text> An experimental and unstable artifact, created by artificial means. Where and under what circumstances it formed, is unknown. It seems to improve the natural healing process of the body, however it releases strong bursts of ?-raditaion while doing so. It is not advised to to be within close proximity of this artifact for prolonged periods of time. </text>
</string>
<string id = "st_af_ah_f1">
<text>Talking Stone </text>
</string>
<string id = "st_af_ah_f1_descr">
<text> A never-before-seen artifact with remarkable properties. It seems to be of organic origin and is very symmetrical, an unusual property for artifacts found in the Zone. It increases the structural and tensile strength of any material it comes in proximity with and while putting it up to your ear, you swear you can hear voices whispering unintelligibly. </text>
</string>
<string id = "st_af_ah_r1">
<text>Anomalous Sample "Mushroom" </text>
</string>
<string id = "st_af_ah_r1_descr">
<text> An artifact found only in the Dead Forest south of Lab X-9 and containing mostly plant matter. It is believed that the strong psy-fields it was subjugated to during it's formation, have heavily influenced this artifact's shape and properties. Due to this fact, it provides a unique study opportunity of the effects of these not-yet understood phenomena.</text>
</string>
<string id = "st_af_ah_r2">
<text>Anomalous Sample "Mushroom" </text>
</string>
<string id = "st_af_ah_r2_descr">
<text> An artifact found only in the Dead Forest south of Lab X-9 and containing mostly plant matter. It is believed that the strong psy-fields it was subjugated to during it's formation, have heavily influenced this artifact's shape and properties. Due to this fact, it provides a unique study opportunity of the effects of these not-yet understood phenomena.</text>
</string>
<string id = "st_af_ah_r3">
<text>Anomalous Sample "Mushroom" </text>
</string>
<string id = "st_af_ah_r3_descr">
<text> An artifact found only in the Dead Forest south of Lab X-9 and containing mostly plant matter. It is believed that the strong psy-fields it was subjugated to during it's formation, have heavily influenced this artifact's shape and properties. Due to this fact, it provides a unique study opportunity of the effects of these not-yet understood phenomena.</text>
</string>
<string id = "st_af_ah_r4">
<text>Anomalous Sample "Mushroom" </text>
</string>
<string id = "st_af_ah_r4_descr">
<text> An artifact found only in the Dead Forest south of Lab X-9 and containing mostly plant matter. It is believed that the strong psy-fields it was subjugated to during it's formation, have heavily influenced this artifact's shape and properties. Due to this fact, it provides a unique study opportunity of the effects of these not-yet understood phenomena.</text>
</string>
<string id = "st_af_ah_r5">
<text>Anomalous Sample "Mushroom" </text>
</string>
<string id = "st_af_ah_r5_descr">
<text> An artifact found only in the Dead Forest south of Lab X-9 and containing mostly plant matter. It is believed that the strong psy-fields it was subjugated to during it's formation, have heavily influenced this artifact's shape and properties. Due to this fact, it provides a unique study opportunity of the effects of these not-yet understood phenomena.</text>
</string>
<string id = "st_kovalev_pda_name">
<text>Kovalev's Laptop </text>
</string>
<string id = "st_kovalev_pda_descr">
<text> The laptop contains data from Kovalev's most recent field study of the anomalous areas around the Agroprom Research Institute. Among the files is a map with the exact locations of the anomalies I need to investigate. </text>
</string>
<string id = "st_pirogov_pda_name">
<text>Research Assistant's PDA </text>
</string>
<string id = "st_pirogov_pda_descr">
<text> The PDA of a deceased stalker who helped candidate Pirogov place prototypes in the anomalies around the Garbage. It contains the remaining locations that I am supposed to scan. </text>
</string>
<string id = "st_strelok_pda_name">
<text>Deceased Stalker's PDA </text>
</string>
<string id = "st_strelok_pda_descr">
<text>The PDA of the deceased stalker who successfully mapped the anomalies in the Red Forest, but was ambushed by Monolith on his way back to the scientists. It has dried blood all over the display and some of the buttons don't seem to work. </text>
</string>
<string id = "st_chernov_pda_name">
<text> Operation "Rainbow" Research Report No. 9: "About the formation of artifacts" </text>
</string>
<string id = "st_chernov_pda_descr">
<text> A bundle of papers from X-19 laboratory. Most of the pages are damp and only the title page is still legibile. However, some pictures and diagrams survived and they show that the artifacts were somehow "grown" on trees in the forest south of the X-19 complex.</text>
</string>
<string id = "st_vorobushkin_pda_name">
<text> Memory Module VNZ "Circle" </text>
</string>
<string id = "st_vorobushkin_pda_descr">
<text> An old but sturdily built memory module, retrieved from the derelict Krug Antenna Complex. Restored and repaired by Prof. Vorobushkin, it contains a spectrogram of the anmalous emmissions around the station with a detailed map of their sources. </text>
</string>
<string id = "ah_gramota_info">
<text> Letter of Commendation</text>
</string>
<string id = "ah_gramota_desc">
<text> Personalized letter of gratitude, recognizing my services to the scientific community, signed personally by Professor Skabinsky. It also includes a recommendation to employ the holder of this document as Senior Executive Field Researcher at the Scientific Institute for Research of Chernobyl Anomalous Area. </text>
</string>
</string_table>
@@ -0,0 +1,841 @@
<?xml version="1.0" encoding="windows-1251" ?>
<string_table>
<string id="ah_ecolog">
<text>Explorers</text>
</string>
<string id="Quest1_desc">
<text>Quest Description</text>
</string>
<string id="Quest1_title">
<text>First quest title</text>
</string>
<string id="ah_redirect_to_kovalev_quest_title">
<text>Explorers: Find Prof. Kovalev in The Great Swamps</text>
</string>
<string id="ah_redirect_to_kovalev_quest_desc">
<text>I have received information that Prof. Kovalev in the Great Swamps needs help in his research. I should look for him in the Old Church in the South of the swamps.</text>
</string>
<string id="ah_redirect_to_markov_quest_title">
<text>Explorers: Find Prof. Markov in Yantar</text>
</string>
<string id="ah_redirect_to_markov_quest_desc">
<text>Next, I should find Prof. Markov. He should be somewhere close to the scientists' bunker in Yanov.</text>
</string>
<string id="ah_redirect_to_pirogov_quest_title">
<text>Researchers: Find Dr. Pirogov</text>
</string>
<string id="ah_redirect_to_pirogov_quest_desc">
<text>Dr. Priogov has been tasked with investigating the Dark Valley. I should check if he is still alive.</text>
</string>
<string id="ah_redirect_to_chernov_quest_title">
<text>Researchers: Find Prof. Chernov</text>
</string>
<string id="ah_redirect_to_chernov_quest_desc">
<text> Now I need to find Senior Prof. Chernov, who was last seen in an abandoned shack in the North of Army Warehouses.</text>
</string>
<string id="ah_redirect_to_juk_quest_title">
<text>Explorers: Find Professor Zhuk</text>
</string>
<string id="ah_redirect_to_juk_quest_desc">
<text>For more work I should talk to Prof. Zhuk. I can find him somewhere near Yanov Train Station in Jupiter. </text>
</string>
<string id="ah_redirect_to_vorobushkin_quest_title">
<text>Explorers: Find Prof. Vorobushkin</text>
</string>
<string id="ah_redirect_to_vorobushkin_quest_desc">
<text>Prof. Vorobushkin is stationed at the Ranger Station. I need to find him in order to continue helping the research team. </text>
</string>
<string id="ah_redirect_to_skabinsky_quest_title">
<text>Researchers: Find Prof. Skabinsky</text>
</string>
<string id="ah_redirect_to_skabinsky_quest_desc">
<text>Prof. Vorobushkin told me, that the head of the operation, Prof. Skabinsky, has already gone further ahead and is currently somewhere in the northern part of the CNPP. I don't know how he managed to get there, but I need to find him fast.</text>
</string>
<string id="ah_fail_skabinsky_quest_title">
<text>Researchers: Find Prof. Skabinsky.</text>
</string>
<string id="ah_fail_skabinsky_quest_desc">
<text>Prof. Vorobushkin's calculations are still full of holes, though they seem to point towards the Ashes anomaly. I need to find Prof. Skabinsky, who has already went ahead and is waiting for me there.</text>
</string>
<string id="ah_kovalev_quest1_title">
<text>Researchers: Bring Prof. Kovalev three anomalous samples</text>
</string>
<string id="ah_kovalev_quest1_desc">
<text>The research team in the swamps is currently searching for samples from some anomalous fields. Prof. Kovalev asked me to check out three of them.</text>
</string>
<string id="ah_bol_o1_title">
<text>Find a sample in the Fermi anomaly.</text>
</string>
<string id="ah_bol_o1_desc">
<text>One of the samples is located in Fermi Anomaly.</text>
</string>
<string id="ah_bol_o2_title">
<text>Find a sample in the Swamp Ravine anomaly.</text>
</string>
<string id="ah_bol_o2_desc">
<text>One of the samples is located in the anomaly Swamp Ravine.</text>
</string>
<string id="ah_bol_g1_title">
<text>Find a sample in the Bog Pounder anomaly</text>
</string>
<string id="ah_bol_g1_desc">
<text>One of the samples is located in the Bog Punder anomaly.</text>
</string>
<string id="ah_bol_e1_title">
<text>Find a sample in the Thunderclap anomaly</text>
</string>
<string id="ah_bol_e1_desc">
<text>One of the samples is located in the Thunderclap anomaly.</text>
</string>
<string id="ah_kovalev_quest2_title">
<text>Researchers: Bring Prof. Kovalev his laptop and three anomalous samples</text>
</string>
<string id="ah_kovalev_quest2_desc">
<text>Prof. Kovalev conducted field research in Agroprom, but his team was ambushed during his work. I need to find the laptop he left at the site of the attack and check the data on it. It should tell me, which anomalies I should scan for samples.</text>
</string>
<string id="ah_agr_pda_title">
<text>Find Kovalev's Laptop near the Nerve Wrecker anomaly</text>
</string>
<string id="ah_agr_pda_desc">
<text>The laptop is supposed to be on the second floor of the building the scientists were attacked at. I will need to navigate through the electric anomalies and psy-field to get it.</text>
</string>
<string id="ah_agr_none_title">
<text>Find the sample. Location unknown.</text>
</string>
<string id="ah_agr_none_desc">
<text>The exact location can be found on Kovalev's laptop.</text>
</string>
<string id="ah_agr_g1_title">
<text>Find the sample in the Bedrock Claws anomaly</text>
</string>
<string id="ah_agr_g1_desc">
<text>A strange gravitational anomaly. It looks climbable.</text>
</string>
<string id="ah_agr_g2_title">
<text>Find the sample in the Bushwacker anomaly</text>
</string>
<string id="ah_agr_g2_desc">
<text>One of the samples is located in the Bushwacker anomaly.</text>
</string>
<string id="ah_agr_h1_title">
<text>Find the sample in the Dog Mincer anomaly</text>
</string>
<string id="ah_agr_h1_desc">
<text>One of the samples is located in the Dog Mincer anomaly.</text>
</string>
<string id="ah_markov_quest1_title">
<text>Researchers: Bring Prof. Markov three anomalous samples</text>
</string>
<string id="ah_markov_quest1_desc">
<text>Prof. Markov in Yantar has asked me to scan three anomalies with my scanner and keep an eye out for any unusual artifacts I can find.</text>
</string>
<string id="ah_yan_o1_title">
<text>Find the sample in the Bonfire anomaly</text>
</string>
<string id="ah_yan_o1_desc">
<text>One of the samples is located in the Bonfire anomaly.</text>
</string>
<string id="ah_yan_h1_title">
<text>Find the sample in the Blackwater anomaly</text>
</string>
<string id="ah_yan_h1_desc">
<text>One of the samples is located in the Blackwater anomaly.</text>
</string>
<string id="ah_yan_h2_title">
<text>Find the sample in the Concrete Dump anomaly</text>
</string>
<string id="ah_yan_h2_desc">
<text>One of the samples is located in the Concrete Dump anomaly. I will need some protection from the psy-field in the area to get it.</text>
</string>
<string id="ah_markov_quest2_title">
<text>Explorers: Bring Markov three artifacts from the Wild Territory.</text>
</string>
<string id="ah_markov_quest2_desc">
<text>Prof. Markov has tasked me with expanding the current search area. I am supposed to scan three different locations in the Wild Territory.</text>
</string>
<string id="ah_dt_o1_title">
<text>Find the sample in the Radioactive Workshop</text>
</string>
<string id="ah_dt_o1_desc">
<text>This anomaly is not listed on the map. I can find the workshop just before the checkpoint in front of Rostok and it is highly radioactive.</text>
</string>
<string id="ah_dt_e1_title">
<text>Find the sample in the Crispy Train anomaly</text>
</string>
<string id="ah_dt_e1_desc">
<text> This anomaly is electric, so I should remember to bring enough bolts.</text>
</string>
<string id="ah_dt_e2_title">
<text>Find the sample in the Sparkle Deadlock anomaly</text>
</string>
<string id="ah_dt_e2_desc">
<text>This anomaly is in an underground tunnel. I heard, that there is a safe path through it...</text>
</string>
<string id="ah_markov_quest3_title">
<text>Explorers: Bring Prof. Markov three Artifacts from the area around Lab X16</text>
</string>
<string id="ah_markov_quest3_desc">
<text>I am supposed to find three artifacts close to the area around the old X16 lab. Because of the Miracle Machine, this will be impossible without proper psy-protection. Prof. Sakharov should be able to help me with that.</text>
</string>
<string id="ah_yan_e1_title">
<text>Find the sample in the Tesla anomaly.</text>
</string>
<string id="ah_yan_e1_desc">
<text>This is an electro anomaly, so I should bring enough bolts.</text>
</string>
<string id="ah_yan_e2_title">
<text>Find the sample in the Edison anomaly</text>
</string>
<string id="ah_yan_e2_desc">
<text>My scanner should help me find it.</text>
</string>
<string id="ah_yan_g1_title">
<text>Find the sample somewhere in the factory</text>
</string>
<string id="ah_yan_g1_desc">
<text>None of the researchers have gone this far into the compound, however scans indicate strong anomalous activity. I should be careful.</text>
</string>
<string id="ah_pirogov_quest1_title">
<text>Researchers: Bring Candidate Pirogov three anomalous samples from the Dark Valley</text>
</string>
<string id="ah_pirogov_quest1_desc">
<text>Prof. Pirogov has asked me to check out three different anomalies for him in the Dark Valley. I should be careful, as mutants and bandits roam this area frequently.</text>
</string>
<string id="ah_td_o1_title">
<text>Find the sample in the Tunnel with the Comet anomaly</text>
</string>
<string id="ah_td_o1_desc">
<text>A curious anomaly that few people have explored. It is located at the end of the long tunnel with the Comet anomaly inside. The entrance is close to the bandits base to the north.</text>
</string>
<string id="ah_td_o2_title">
<text>Find an artifact in the Glowing Pit anomaly</text>
</string>
<string id="ah_td_o2_desc">
<text>My scanner should help me find it.</text>
</string>
<string id="ah_td_e1_title">
<text>Find an artifact in the Bubble Bath anomaly</text>
</string>
<string id="ah_td_e1_desc">
<text>The Bubble Bath Anomaly is located within the bandit base, so unless I want to rile up every bandit in there, I should try to sneak my way in.</text>
</string>
<string id="ah_pirogov_quest2_title">
<text>Researchers: Bring candidate Pirogov three samples from the Truck Cemetery</text>
</string>
<string id="ah_pirogov_quest2_desc">
<text>Going further north, Pirogov has asked me to check out the Truck Cemetery. Much like the Dark Valley, the area is teeming with mutants and bandits.</text>
</string>
<string id="ah_kt_g1_title">
<text>Find the sample in the Bus Furrow anomaly</text>
</string>
<string id="ah_kt_g1_desc">
<text>My scanner should help me find it.</text>
</string>
<string id="ah_kt_o1_title">
<text>Find the sample in the Charcoal Abode anomaly</text>
</string>
<string id="ah_kt_o1_desc">
<text>One of the samples is located in the Charcoal Abode anomaly.</text>
</string>
<string id="ah_kt_h1_title">
<text>Find the sample at the Thorn Bath anomaly</text>
</string>
<string id="ah_kt_h1_desc">
<text>One of the samples is located in the Thorn Bath anomaly.</text>
</string>
<string id="ah_pirogov_quest3_title">
<text>Researchers: Bring candidate Pirogov the assistant's PDA and two anomalous samples</text>
</string>
<string id="ah_pirogov_quest3_desc">
<text>Pirogov's assistant, who was studying the anomalies in the Garbage before me, is missing. On his PDA, however, was the scan data for all of the anomalies in the area. I need to find the assistant, retrieve the data and get the samples from the anomalies in question.</text>
</string>
<string id="ah_sv_pda_title">
<text>Find the Pirogov's missing assistant</text>
</string>
<string id="ah_sv_pda_desc">
<text>Most likely the stalker got ambushed by bandits. I was told that his last radio call was from the Flea Market, so I should start my search there.</text>
</string>
<string id="ah_sv_g1_title">
<text>Find the sample in the Witche's Jelly anomaly.</text>
</string>
<string id="ah_sv_g1_desc">
<text>A rather large and toxic anomaly. This one will be tricky.</text>
</string>
<string id="ah_sv_h1_title">
<text>Find the sample in the Synapse anomaly.</text>
</string>
<string id="ah_sv_h1_desc">
<text>My scanner should help me find it.</text>
</string>
<string id="ah_sv_none_title">
<text>Retrieve the scan data from the missing stalker's PDA</text>
</string>
<string id="ah_sv_none_desc">
<text>The scan data required to find the anomalies in question is on the PDA of the missing stalker. I need to find him.</text>
</string>
<string id="ah_chernov_quest1_title">
<text>Explorers: Bring Prof. Chernov three artifacts from the Army Warehouses</text>
</string>
<string id="ah_chernov_quest1_desc">
<text>I need to find three different artifacts and bring them to Prof. Chernov. This will be a real test of skill, as the Army Warehouses is a dangerous area.</text>
</string>
<string id="ah_mil_h1_title">
<text>Find the sample in the Corpse Disposer anomaly</text>
</string>
<string id="ah_mil_h1_desc">
<text>My scanner should help me find it.</text>
</string>
<string id="ah_mil_g1_title">
<text>Find the sample in the Masher anomaly</text>
</string>
<string id="ah_mil_g1_desc">
<text>One of the samples is located in the Masher anomaly.</text>
</string>
<string id="ah_mil_o1_title">
<text>Find the sample in the southern Hell's Walls anomaly.</text>
</string>
<string id="ah_mil_o1_desc">
<text>A fierce anomaly, radiating strong heat and riddled with burner mines. I should get out as fast as possible, once I have the sample.</text>
</string>
<string id="ah_chernov_quest3_title">
<text>Explorers: Bring Chernov the stalker's PDA and the two samples from the Red Forest</text>
</string>
<string id="ah_chernov_quest3_desc">
<text>Prof. Chernov has tasked a particular stalker with mapping the anomalies in the Red Forest. He finished the map but had to flee the area before he could return the data. I am supposed to find his PDA, which was left behind somehwere in the tunnels by the bridge to Limansk.</text>
</string>
<string id="ah_les_pda_title">
<text>Find the stalker's PDA in the tunnels to the West.</text>
</string>
<string id="ah_les_pda_desc">
<text>While fleeing from Monolith fanatics, the stalker left his PDA with the scan data somehwere is the Western tunnels. I need to find it, before I know which anomalies to investigate.</text>
</string>
<string id="ah_les_o1_title">
<text>Find a sample in the Symbiont anomaly</text>
</string>
<string id="ah_les_o1_desc">
<text>After analyzing the scan data, this seems to be one of the sites of interest.</text>
</string>
<string id="ah_les_e1_title">
<text>Find a sample in the underground electro anomaly</text>
</string>
<string id="ah_les_e1_desc">
<text>After analyzing the data, there seems to be a hidden underground anomaly in the North-West mine shafts. I should investigate.</text>
</string>
<string id="ah_les_none_title">
<text>Find the artifact somewhere in the Red Forest</text>
</string>
<string id="ah_les_none_desc">
<text>I am supposed to find two different artifacts in the Red Forest. However, to pinpoint their location, I need to find the PDA with the scan data, that the stalker before me lost somewhere in the Western tunnels.</text>
</string>
<string id="ah_chernov_quest4_title">
<text>Explorers: Find the artificial artifact</text>
</string>
<string id="ah_chernov_quest4_desc">
<text>According to Chernov, he and his colleague managed to create an artifact artificially, even before the disaster. I should head to the home of his former colleague and see, if the artifact is still there. There is an anomalous field near his house now, which is probably no coincidence. I should be careful.</text>
</string>
<string id="ah_chernov_quest5_title">
<text>Explorers: Visit lab X-19</text>
</string>
<string id="ah_chernov_quest5_desc">
<text>The X-19 lab, also known as "Bunker", apparently was engaged in the creation of artificial artifacts. The lab is now destroyed, but perhaps I can find some leftover documents. They might just tell us where to find these "artifact farms". </text>
</string>
<string id="ah_rad_pda_title">
<text>Search the entrance of X-19.</text>
</string>
<string id="ah_rad_pda_desc">
<text>I should search the area for anything that can point me towards these "artifact beds". I think I saw a bundle of documents somewhere at the entrance.</text>
</string>
<string id="ah_rad_r_title">
<text>Find three artifical samples in the Deadwood, south of the X19 complex.</text>
</string>
<string id="ah_rad_r_desc">
<text>According to the documents I found, artifacts were grown in the forest south of the complex. It will be a wide search, but I need to scan the whole forest for these samples.</text>
</string>
<string id="ah_chernov_quest6_title">
<text>Researchers: Find two artifacts in the Dead City</text>
</string>
<string id="ah_chernov_quest6_desc">
<text>Prof. Chernov has asked me for help in completing the map of anomalies in the Zone by conducting scans in the unexplored Dead City. He has given me the approximate coordinates of the two anomalies he is interested in.</text>
</string>
<string id="ah_mg_o1_title">
<text>Find the sample in Administration building.</text>
</string>
<string id="ah_mg_o1_desc">
<text>My scanner should help me find it.</text>
</string>
<string id="ah_mg_g1_title">
<text>Find the sample in the House of Culture.</text>
</string>
<string id="ah_mg_g1_desc">
<text>My scanner should help me find it.</text>
</string>
<string id="ah_juk_quest1_title">
<text>Researchers: Find three anomalous samples in Jupiter</text>
</string>
<string id="ah_juk_quest1_desc">
<text>Professor Zhuk is trying to make a spectrogram of samples from the different kind of anomalies in Jupiter. He has tasked me with finding samples from three different anomalies.</text>
</string>
<string id="ah_up_g1_title">
<text>Find the sample in the Bitumen anomaly</text>
</string>
<string id="ah_up_g1_desc">
<text>Another heat anomaly that will need proper protection to be navigated in.</text>
</string>
<string id="ah_up_h1_title">
<text>Find the sample in the Concrete Bath anomaly</text>
</string>
<string id="ah_up_h1_desc">
<text>I heard that stalkers jump onto the cement pillars to avoid the acid pools below.</text>
</string>
<string id="ah_up_h2_title">
<text>Find the sample in the Anomalous Grove</text>
</string>
<string id="ah_up_h2_desc">
<text>This toxic anomaly will require some adequate protection.</text>
</string>
<string id="ah_juk_quest2_title">
<text>Researchers: Find the remaining samples for Prof. Zhuk</text>
</string>
<string id="ah_juk_quest2_desc">
<text>For the second batch of samples, I need to scan the rest of the anomalies in the area. Prof. Zhuk gave me their exact locations.</text>
</string>
<string id="ah_up_e2_title">
<text>Find an artifact in the anomalous Train</text>
</string>
<string id="ah_up_e2_desc">
<text>This unmarked electro anomaly seems trapped inside a train cart close to the scientists' bunker. I remember these carts having an escape hatch on the roof, which I could use to get in.</text>
</string>
<string id="ah_up_e1_title">
<text>Find an artifact in the Northwestern tunnel</text>
</string>
<string id="ah_up_e1_desc">
<text>This tunnel is poorly explored, therefore it is particularly interesting. However, I heard a rumor that controllers like to roam these tunnels.. </text>
</string>
<string id="ah_up_g2_title">
<text>Find an artifact in the "Volkhov" complex</text>
</string>
<string id="ah_up_g2_desc">
<text>The old anti-aircraft missile complex is abandoned because of the abundance of underground anomalies. It's also a hotspot for mutants, so I should keep my eyes peeled.</text>
</string>
<string id="ah_juk_quest3_title">
<text>Explorers: Find four anomalous samples in Pripyat and Outskirts</text>
</string>
<string id="ah_juk_quest3_desc">
<text>The city of Pripyat is practically inaccessible for the scientists, due to the presence of Monolith. However, to complete their research, samples from the anomalies in the city are essential. I must find them. </text>
</string>
<string id="ah_p_h1_title">
<text>Find the sample in the Vine anomaly</text>
</string>
<string id="ah_p_h1_desc">
<text>"Vine" is the most fascinating anomaly in the outskirts of Pripyat. I am supposed to climb it and look for a sample at the top of the anomaly.</text>
</string>
<string id="ah_p_g1_title">
<text>Find the sample in the School</text>
</string>
<string id="ah_p_g1_desc">
<text>There is a giant gravitational anomaly in the middle of the old school. It reaches up multiple floors, so I might need to check inside the building.</text>
</string>
<string id="ah_p_g2_title">
<text>Find the sample in the Vanguard anomaly.</text>
</string>
<string id="ah_p_g2_desc">
<text>The readings are off the charts for this place. Even at a distance of several kilometers, the scientists could detect multiple kinds anomalies. I must scan the area for a sample.</text>
</string>
<string id="ah_p_e1_title">
<text>Find the sample in the unmarked electro anomaly.</text>
</string>
<string id="ah_p_e1_desc">
<text>There is another unmarked anomaly in the southern parts of Pripyat. I should scan it, too.</text>
</string>
<string id="ah_vorobushkin_quest1_title">
<text>Researchers: Find Vorobushkin's Memory Module and three anomalous samples</text>
</string>
<string id="ah_vorobushkin_quest1_desc">
<text>Prof. Vorobushkin managed to repair and use some of the old equipment of the old Krug Antenna Complex. He left his memory module there, which contains the locations of the anomalies I need to search for samples.</text>
</string>
<string id="ah_zat_pda_title">
<text>Find the memory module VNZ "Circle"</text>
</string>
<string id="ah_zat_pda_desc">
<text>Prof. Vorobushkin left the module in the underground parts of the complex when he left. I need to find it, if I want to know which anomalies I need to scan.</text>
</string>
<string id="ah_zat_h1_title">
<text>Find the sample in the anomaly Swamp</text>
</string>
<string id="ah_zat_h1_desc">
<text>A strange and very large field of gravitational and toxic anomalies. I need to navigate it carefully, if I want to keep all my limbs.</text>
</string>
<string id="ah_zat_h2_title">
<text>Find the sample in the Oakpine anomaly</text>
</string>
<string id="ah_zat_h2_desc">
<text>A large toxic anomaly, somewhat resembling the Vine anomaly in the Outskirts. Maybe I can climb up this one as well?</text>
</string>
<string id="ah_zat_none_title">
<text>Find an artifact somewhere in Zaton</text>
</string>
<string id="ah_zat_none_desc">
<text>In order to know the exact location of the anomalies to be surveyed, I need to retrieve the scan data from Vorobushkin's memory module.</text>
</string>
<string id="ah_vorobushkin_quest2_title">
<text>Researchers: Find for docent Vorobushkin three more artifacts at Zaton</text>
</string>
<string id="ah_vorobushkin_quest2_desc">
<text>To complete the spectrogram of different artifacts, Prof. Vorobushkin asked me to scan the three remaining anomalies in Zaton.</text>
</string>
<string id="ah_zat_o1_title">
<text>Find the sample in the Boiler anomaly</text>
</string>
<string id="ah_zat_o1_desc">
<text>A nasty heat anomaly that took a brave scientist's life. I will need proper protection, or quick feet, to navigate it safely.</text>
</string>
<string id="ah_zat_g1_title">
<text>Find the sample in the Claw anomaly.</text>
</string>
<string id="ah_zat_g1_desc">
<text>This gravitational anomaly seems to be connected to a series of tunnels. The scan data suggests, that the sample somehow was moved into the tunnels. </text>
</string>
<string id="ah_zat_g2_title">
<text>Find a sample on the Preobrazhensky Bridge.</text>
</string>
<string id="ah_zat_g2_desc">
<text>This half collapsed bridge is riddled with gravitational anomalies. It can be crossed with great care, however I should bring enough bolts.</text>
</string>
<string id="ah_skabinsky_quest1_title">
<text>Researchers: Bring Academician Skabinsky the Talking Stone</text>
</string>
<string id="ah_skabinsky_quest1_desc">
<text>This is it. Prof. Skabinksy and his team came all this way for this artifact. It is eminating a strange power. I should hurry and show it to him, he is waiting for me in Zaton.</text>
</string>
<string id="ah_gen_f1_title">
<text>Find the artifact in the Meat Grinder anomaly</text>
</string>
<string id="ah_gen_f1_desc">
<text>Perhaps this place can be called the center of the zone. This is where all of the noosphere's perturbations began. The scans indicate underground activity, so I should start by looking for a way down. I should be careful. </text>
</string>
<string id="cs_story_task0_name">
<text>Last Dawn: Return the scanner to Spore</text>
</string>
<string id="cs_story_task0_name1">
<text>Last Dawn: Retrieve the scanner from the anomaly in the South West corner of the swamps</text>
</string>
<string id="cs_task0_ambush_renegade_story_name">
<text>Last Dawn: Return to Cold</text>
</string>
<string id="cs_task0_ambush_renegade_story_name1">
<text>Last Dawn: Repel the Renegade attack</text>
</string>
<string id="cs_task0_ambush_renegade_story_name3">
<text>Last Dawn: Return to Cold</text>
</string>
<string id="cs_task0_ambush_renegade_story_name4">
<text>Last Dawn: Clear the south-eastern farmstead from Renegade stalkers.</text>
</string>
<string id="cs_task0_ambush_renegade_story_descr">
<text>Help the Clear Sky squad hold the pump station.</text>
</string>
<string id="cs_task0_ambush_renegade_story_descr2">
<text>Help the Clear Sky assault team capture the road to the Cordon.</text>
</string>
<string id="cs_story_task0_descr">
<text>The scanner is located in the Archianomaly, just North West of the Clear Sky base.</text>
</string>
<string id="cs_story_task2_name">
<text>Last Dawn: Take the PDA to Spore.</text>
</string>
<string id="cs_story_task2_descr">
<text>Crutch didn't make it, the bloodsuckers got him, but I managed to avenge his death and get his PDA.</text>
</string>
<string id="cs_story_task1_name">
<text>Last Dawn: Search for the missing scout</text>
</string>
<string id="cs_story_task1_descr">
<text>I need to find Crutch before some creature drags him off to it's hole. Spore reports that Crutch's last signal came from North of the Swamp Road I must hurry.</text>
</string>
<string id="cs_story_task3_start_name">
<text>Last Dawn: Meet Cold</text>
</string>
<string id="cs_story_task3_start_descr">
<text>Cold reported that the scout's PDA has been deciphered and he is waiting to meet me.</text>
</string>
<string id="cs_task4_storytask_name">
<text>Last Dawn: Find the Mercenary Scar</text>
</string>
<string id="cs_task4_storytask_descr">
<text>I managed to figure out where Scar is. Now my task is to find out what he knows about the missing members of Clear Sky.</text>
</string>
<string id="cs_task5_storytask_name">
<text>Last Dawn: Fight off the mutants</text>
</string>
<string id="cs_task5_storytask_name1">
<text>Last Dawn: Talk to Scar.</text>
</string>
<string id="cs_task5_storytask_descr">
<text>There is a pack of pseudodogs thats picked up my scent, I came here to make a stand. Help me see them off and I'll tell you what you want to know.</text>
</string>
<string id="cs_task3_storytask_name">
<text>Last Dawn: Find out about Scar.</text>
</string>
<string id="cs_task3_storytask_descr">
<text>I need to make inquiries about the Mercenary named Scar, that old crook Sdorovich should be able to point me in the right direction.</text>
</string>
<string id="cs_task9_storytask_name">
<text>Last Dawn: talk to Strider</text>
</string>
<string id="cs_task9_storytask_descr">
<text>We have to get the decoder to Strider. His unit set up a small base of opperations in Jupiter, at the old checkpoint South of Yanov Station.</text>
</string>
<string id="cs_task11_storytask_name">
<text>Last Dawn: Talk to Strider</text>
</string>
<string id="cs_task11_storytask_descr">
<text>Scar reported that the Clear Sky survivors may have joined the Outcasts of the Monolith. Their leader's name is Strider, his unit is located in Jupiter at the old checkpoint South of Yanov Station. I must find him and ask if he knows of the missing Clear Sky stalkers.</text>
</string>
<string id="cs_task10_storytask_name">
<text>Last Dawn: Talk to Cold.</text>
</string>
<string id="cs_task10_storytask_descr">
<text>My mission is complete. I need to report back to Cold and tell him his men are still alive.</text>
</string>
<string id="cs_task8_storytask_name">
<text>Last Dawn: Repel the counterattack</text>
</string>
<string id="cs_task8_storytask_name1">
<text>Last Dawn: Talk to Gamayun.</text>
</string>
<string id="cs_task8_storytask_descr">
<text>According to the Outcasts, the fanatics at the river port in the Nort East of Pripyat have a device for decoding encrypted conversations. I need to retrieve it.</text>
</string>
<string id="cs_task7_storytask_name">
<text>Last Dawn: Seize the device</text>
</string>
<string id="cs_task7_storytask_descr">
<text>According to the Outcasts, the fanatics at the river port have a device for decoding encrypted conversations.</text>
</string>
<string id="cs_task6_storytask_name1">
<text>Last Dawn: Talk to Gamayun</text>
</string>
<string id="cs_task6_storytask_name">
<text>Last Dawn: Rescue the rogue scout unit</text>
</string>
<string id="cs_task6_storytask_descr">
<text>A squad of Outcasts of the Monolith is trapped in eastern Pripyat, near the dormitory. Among them is one of the surviving members of Clear Sky, I have to rescue them or my mission was for nothing.</text>
</string>
<string id="cs_anom_pribor_name">
<text>Anomalous activity scanner</text>
</string>
<string id="cs_deshefrator_name">
<text>Decoder</text>
</string>
<string id="cs_deshefrator_desc">
<text>A device used by the Outcasts of the Monolith to listen in on the fanatics' conversations.</text>
</string>
<string id="st_wpn_bm16_ohotnik">
<text>Hunter's BM-16 shotgun.</text>
</string>
<string id="st_wpn_bm16_ohotnik_descr">
<text>An old shotgun with a couple of markings on it.</text>
</string>
<string id="pda_dragun_name">
<text>Scar's PDA.</text>
</string>
<string id="pda_dragun_desc">
<text>Among the many entries there is one very interesting one: "Strider has assembled a new group to fight the Monolith. Rumor has it that among his men are former members of Lebedev's strike team."</text>
</string>
<string id="bar_case_name">
<text>Heavy briefcase</text>
</string>
<string id="bar_case_desc">
<text>A special case with loot for the Bartender.</text>
</string>
<string id="cs_anom_pribor_desc">
<text>Special device for studying anomalous fields, belonging to the group Clear Sky.</text>
</string>
<string id="cs_informer_pda_name">
<text>Crutch's PDA</text>
</string>
<string id="cs_informer_pda_desc">
<text>Encrypted information related to the Clear Sky faction is stored in this PDA.</text>
</string>
<string id="crazy_stalker_flash_name">
<text>Flash drive of the madman.</text>
</string>
<string id="crazy_stalker_flash_desc">
<text>The information is encrypted.</text>
</string>
<string id="escape_docs_name">
<text>Documents from the roadblock</text>
</string>
<string id="escape_docs_desc">
<text>Military expedition report from the North of the Zone.</text>
</string>
<string id="st_voen_scaner">
<text>Compact scanner for measuring anomalous activity</text>
</string>
<string id="st_voen_scaner_desc">
<text>The newest and convenient model for measurements, created especially for military stalkers and scientific groups, alas, for the traders is of no special value, because each scanner is individual and only starts to work when the code is entered.</text>
</string>
<string id="prin_case_traders">
<text>Take the case to the merchant.</text>
</string>
<string id="tm_find_case_trader_1">
<text>Steal a case from a roadblock</text>
</string>
<string id="tm_find_case_trader_1_descr">
<text>To climb the roadblock and from there to steal the case with the report of the military expedition from the North of the Zone.</text>
</string>
<string id="prinesi_military_docs_start_0">
<text>So, what do I have to do to get information on Scar?</text>
</string>
<string id="prinesi_military_docs_start_1">
<text>Well, here's the thing... A box with a report from one of the expeditions that went north was handed over to the roadblock from deep in the Zone. During the day they guard it as if it were filled with pure plutonium, but at night for some reason leave no more than two guards. Sneak up to the roadblock and get that box for me. And I'll spare no expense to you... within reason. You'll do it, won't you ?</text>
</string>
<string id="prinesi_military_docs_start_21">
<text>I'll do it.</text>
</string>
<string id="prinesi_military_docs_start_22">
<text>You know, I don't think so. I value my life.</text>
</string>
<string id="prinesi_military_docs_start_31">
<text>Well, I've got the money ready, but don't... don't make any noise, okay? We'd all be in for a world of hurt if the military gets pissed off.</text>
</string>
<string id="prinesi_military_docs_done_0">
<text>I found them, here.</text>
</string>
<string id="cs_task0_ambush_renegade_story_descr3">
<text>Help the Clear Sky assault team capture the Machine Yard from the Military in the north of the Swamp.</text>
</string>
<string id="cs_task0_ambush_renegade_story_name6">
<text>Last Dawn: Destroy the Military and seize the Machine Yard.</text>
</string>
<string id="kuznecov_find_document_1">
<text>Find the documents in the dungeon of the Agroprom Research Institute</text>
</string>
<string id="kuznecov_find_document_1_descr">
<text>Find secret documents that contain information about the studies conducted at the Institute and take them to Colonel Kuznetsov.</text>
</string>
<string id="kuznecov_find_document_2">
<text>Find documents in the underground laboratory of X-18.</text>
</string>
<string id="kuznecov_find_document_2_descr">
<text>Colonel Kuznetsov ordered to get documents from a secret laboratory X-18. The military command wanted information about the experiments and experimentation that took place in this laboratory complex.</text>
</string>
<string id="kuznecov_find_document_3">
<text>Find the documents in the laboratory X-16 and disable the psi-installation</text>
</string>
<string id="kuznecov_find_document_3_descr">
<text>The commander of the military unit in the Research Institute "Agroprom" instructed me to go to the laboratory X-16, which is located on the territory of the former lake "Yantar" and to get secret documentation and turn off the psi-installation at the same time. He also advised me to get a good psi-protection first. According to him, the scientists in the mobile bunker had just developed some means of protection against psi-radiation.</text>
</string>
<string id="kuznecov_find_document_4">
<text>Find the documents in the X-10 lab and disable the Brain Burner.</text>
</string>
<string id="kuznecov_find_document_4_descr">
<text>I'm ready to break through to the North. I have protection against psi exposure, all that remains is to break through the Radar, infiltrate the laboratory, take the documents and disable the main psi installation in the Zone.</text>
</string>
<string id="kuznecov_find_document_5">
<text>Find the documents in the X-8 lab.</text>
</string>
<string id="kuznecov_find_document_5_descr">
<text>I continue to collect all the mysteries of the lab experiments in the Zone for the military command. This time Kuznetsov sends me for a walk through Pripyat to find a certain laboratory X-8 which apparently was engaged in the creation of high-precision weapons whose mechanism was based on pulse energy and to extract from there all the important documents.</text>
</string>
<string id="kuznecov_find_document_6">
<text>Find Documents in the Pripyat Dungeons</text>
</string>
<string id="kuznecov_find_document_6_descr">
<text>It is necessary to penetrate to the secret object Pripyat-1, referred to as Pripyat Dungeons by stalkers, to find the documents of the research which were carried out there.</text>
</string>
<string id="kuznecov_find_document_7">
<text>Destroy the control room "Monolith" at Chernobyl and get all the documentation</text>
</string>
<string id="kuznecov_find_document_7_descr">
<text>I'm going on one last trip to get the final piece of documentation, at Chernobyl, to the "Monolith" control bunker, which will unlock probably the biggest mystery of the Zone: where the Executor of Wishes came from. Also, I was ordered to destroy this command post if possible. But before leaving, the colonel advised me to find a certain hermit in the swamps, the Swamp Doctor is called by the locals, he should know where the decoder to open the door to the command center is located.</text>
</string>
<string id="kuznec_stry_doc">
<text>Return to Colonel Kuznetsov.</text>
</string>
<!-- Caaaaei ?a?o yoe oaiaoeeai! -->
<string id="assault_gen_name">
<text>Operation Monolith Revengeance: Get to the CNPP Generators</text>
</string>
<string id="assault_gen_descr">
<text>The time has come to storm the CNPP Generators. Meet the military squad at the Generators, they have taken up a position in the old village.</text>
</string>
<string id="assault_gen_1_name">
<text>Capture the base</text>
</string>
<string id="st_vasil_nevezuchi">
<text>Vasil Nevezuchy.</text>
</string>
<string id="st_kvartet">
<text>Captain Shkryabenko</text>
</string>
<string id="come_to_aes_name">
<text>Operation Monolith Revengeance: storm the Chernobyl nuclear power plant</text>
</string>
<string id="come_to_aes_descr">
<text>All units operating in the Zone are ordered to move towards the Chernobyl nuclear power plant. Operation Monolith commander "Quartet" has deployed field headquarters near the gate leading to Zaton.</text>
</string>
<string id="army_assault_1_name">
<text>Operation Monolith Revengeance: destroy the first checkpoint</text>
</string>
<string id="army_assault_1_descr">
<text>Help Specnaz teams destroy the first roadblock.</text>
</string>
<string id="army_assault_2_name">
<text>Operation Monolith Revengeance: destroy the second roadblock</text>
</string>
<string id="army_assault_2_descr">
<text>Help Specnaz teams destroy the second roadblock.</text>
</string>
<string id="army_assault_3_name">
<text>Operation Monolith Revengeance: destroy the third checkpoint</text>
</string>
<string id="army_assault_3_descr">
<text>Help Specnaz teams destroy the third roadblock.</text>
</string>
</string_table>

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