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
@@ -0,0 +1,2 @@
![spawn_stalker]
spawn_num = {+redemption_4_stage_4} 0, 2
@@ -0,0 +1,12 @@
[smart_terrain]
squad_id = 1
max_population = 1
respawn_params = respawn@bunker_1
respawn_idle = 86400
[respawn@bunker_1]
medium_monsters
[medium_monsters]
spawn_squads = simulation_new_bloodsucker, simulation_new_burer, simulation_new_snork, simulation_new_zombie
spawn_num = 1
@@ -0,0 +1,12 @@
[smart_terrain]
squad_id = 2
max_population = 1
respawn_params = respawn@bunker_2
respawn_idle = 86400
[respawn@bunker_2]
medium_monsters
[medium_monsters]
spawn_squads = simulation_new_bloodsucker, simulation_new_burer, simulation_new_snork, simulation_new_zombie
spawn_num = 1
@@ -0,0 +1,11 @@
[logic]
active = ph_button@active
[ph_button@active]
anim = idle
tooltip = pas_b400_tip_switcher
on_info = {+redemption_6_switcher_1_pressed} ph_button@deactivated
on_press = {+redemption_6_stage_5 -redemption_6_switcher_1_pressed} ph_button@deactivated %+redemption_6_switcher_1_pressed =redemption_play_snd_at_pos(device\bridge\motor_stop)%
[ph_button@deactivated]
anim = off
@@ -0,0 +1,11 @@
[logic]
active = ph_button@active
[ph_button@active]
anim = idle
tooltip = pas_b400_tip_switcher
on_info = {+redemption_6_switcher_2_pressed} ph_button@deactivated
on_press = {+redemption_6_stage_5 -redemption_6_switcher_2_pressed} ph_button@deactivated %+redemption_6_switcher_2_pressed =redemption_play_snd_at_pos(device\bridge\motor_stop)%
[ph_button@deactivated]
anim = off
@@ -0,0 +1,11 @@
[logic]
active = ph_button@active
[ph_button@active]
anim = idle
tooltip = pas_b400_tip_switcher
on_info = {+redemption_6_switcher_3_pressed} ph_button@deactivated
on_press = {+redemption_6_stage_5 +redemption_6_switcher_1_pressed +redemption_6_switcher_2_pressed} ph_button@deactivated %+redemption_6_switcher_3_pressed =redemption_play_snd_at_pos(ambient\trx\spooks_above\spooks\sound_10:0:2) =redemption_effects(anm:earthquake_00:7771:false)%
[ph_button@deactivated]
anim = off
@@ -0,0 +1,12 @@
[smart_terrain]
squad_id = 1
max_population = 1
respawn_params = respawn@collaider_1
respawn_idle = 86400
[respawn@collaider_1]
medium_monsters
[medium_monsters]
spawn_squads = simulation_new_burer, simulation_new_snork, simulation_new_zombie
spawn_num = 1
@@ -0,0 +1,12 @@
[smart_terrain]
squad_id = 2
max_population = 1
respawn_params = respawn@collaider_2
respawn_idle = 86400
[respawn@collaider_2]
medium_monsters
[medium_monsters]
spawn_squads = simulation_new_burer, simulation_new_snork, simulation_new_zombie
spawn_num = 1
@@ -0,0 +1,12 @@
[smart_terrain]
squad_id = 3
max_population = 1
respawn_params = respawn@collaider_3
respawn_idle = 86400
[respawn@collaider_3]
medium_monsters
[medium_monsters]
spawn_squads = simulation_new_bloodsucker, simulation_new_burer, simulation_new_snork, simulation_new_zombie
spawn_num = 1
@@ -0,0 +1,12 @@
[smart_terrain]
squad_id = 4
max_population = 1
;respawn_params = respawn@collaider_4
;respawn_idle = 86400
;[respawn@collaider_4]
;medium_monsters
;[medium_monsters]
;spawn_squads = simulation_new_burer, simulation_new_snork, simulation_new_zombie
;spawn_num = 1
@@ -0,0 +1,12 @@
[smart_terrain]
squad_id = 5
max_population = 1
respawn_params = respawn@collaider_5
respawn_idle = 86400
[respawn@collaider_5]
medium_monsters
[medium_monsters]
spawn_squads = simulation_new_burer, simulation_new_snork, simulation_new_zombie, simulation_new_zombied
spawn_num = 1
@@ -0,0 +1,12 @@
[smart_terrain]
squad_id = 6
max_population = 1
respawn_params = respawn@collaider_6
respawn_idle = 86400
[respawn@collaider_6]
medium_monsters
[medium_monsters]
spawn_squads = simulation_new_controller
spawn_num = 1
@@ -0,0 +1,38 @@
![walker@base]
on_info = {+redemption_4_beh_move} beh@teleport
![meet@base]
use = {+redemption_4_stage_2} true, {=actor_enemy} false, true
[beh@general]
behavior_state = beh_move
target = waypoint
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_cond = {=actor_true_enemy =check_enemy_name(actor)} false
use_camp = false
turn_on_campfire = false
meet = no_meet
wounded = wounded@no_wound
path_end = loop
[wounded@no_wound]
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
[beh@teleport]:beh@general
combat_ignore_cond = true
invulnerable = {!actor_true_enemy} true, false
on_info = {+redemption_4_beh_move} %=teleport_npc_lvid(189094)% beh@check_stoves
[beh@check_stoves]:beh@general
combat_ignore_cond = true
invulnerable = {!actor_true_enemy} true, false
walk_dist = 60
jog_dist = 100
pt1 = 5000, wait | pos: 39.9, 1.3811, -64.4 look: 40.7624, 1.0218, -59.7102
on_info = {+redemption_4_bandits_aggro} walker@base
@@ -0,0 +1,8 @@
[anomal_zone]
artefact_ways = grim_11_anomal_zone_af_way
artefacts = af_class_chem, af_class_chem_musor
coeff = 1, 1, 1, 1, 1, 1, 1, 1, 1
field_name = grim_11_field_acidic_weak
max_artefacts = 1
respawn_tries = 1
start_artefact =
@@ -0,0 +1,8 @@
[anomal_zone]
artefact_ways = grim_12_anomal_zone_af_way
artefacts = af_class_thermo, af_class_thermo_musor
coeff = 1, 1, 1, 1, 1, 1, 1, 1, 1
field_name = grim_12_field_thermal_average
max_artefacts = 1
respawn_tries = 1
start_artefact =
@@ -0,0 +1,8 @@
[anomal_zone]
artefact_ways = grim_13_anomal_zone_af_way
artefacts = af_class_gravi, af_class_gravi_musor
coeff = 1, 1, 1, 1, 1, 1, 1, 1, 1
field_name = grim_13_field_radioactive_strong
max_artefacts = 1
respawn_tries = 1
start_artefact =
@@ -0,0 +1,8 @@
[anomal_zone]
artefact_ways = grim_15_anomal_zone_af_way
artefacts = af_class_thermo, af_class_thermo_musor
coeff = 1, 1, 1, 1, 1, 1, 1, 1, 1
field_name = grim_15_field_thermal_strong
max_artefacts = 1
respawn_tries = 1
start_artefact =
@@ -0,0 +1,8 @@
[anomal_zone]
artefact_ways = grim_1_anomal_zone_af_way
artefacts = af_class_electro, af_class_electro_musor
coeff = 1, 1, 1, 1, 1, 1, 1, 1, 1
field_name = grim_1_field_psychic_average
max_artefacts = 1
respawn_tries = 1
start_artefact =
@@ -0,0 +1,8 @@
[anomal_zone]
artefact_ways = grim_4_anomal_zone_af_way
artefacts = af_class_gravi, af_class_gravi_musor
coeff = 1, 1, 1, 1, 1, 1, 1, 1, 1
field_name = grim_4_field_radioactive_average
max_artefacts = 1
respawn_tries = 1
start_artefact =
@@ -0,0 +1,8 @@
[anomal_zone]
artefact_ways = grim_5_anomal_zone_af_way
artefacts = af_class_gravi, af_class_gravi_musor
coeff = 1, 1, 1, 1, 1, 1, 1, 1, 1
field_name = grim_5_field_radioactive_strong
max_artefacts = 1
respawn_tries = 1
start_artefact =
@@ -0,0 +1,8 @@
[anomal_zone]
artefact_ways = grim_7_anomal_zone_af_way
artefacts = af_class_chem, af_class_chem_musor
coeff = 1, 1, 1, 1, 1, 1, 1, 1, 1
field_name = grim_7_field_acidic_average
max_artefacts = 2
respawn_tries = 1
start_artefact =
@@ -0,0 +1,6 @@
[logic]
active = sr_crow_spawner
[sr_crow_spawner]
max_crows_on_level = 7
spawn_path = dev_crow_spawn_1, dev_crow_spawn_2, dev_crow_spawn_3, dev_crow_spawn_4, dev_crow_spawn_5
@@ -0,0 +1,12 @@
[smart_terrain]
squad_id = 1
max_population = 1
respawn_params = respawn@grim_1
respawn_idle = 86400
[respawn@grim_1]
medium_monsters
[medium_monsters]
spawn_squads = simulation_snork, simulation_lurker, simulation_pseudodog
spawn_num = 1
@@ -0,0 +1,3 @@
[smart_terrain]
squad_id = 10
max_population = 1
@@ -0,0 +1,12 @@
[smart_terrain]
squad_id = 11
max_population = 1
respawn_params = respawn@grim_11
respawn_idle = 86400
[respawn@grim_11]
weak_monsters
[weak_monsters]
spawn_squads = simulation_mix_zombie, simulation_fracture, simulation_boar, simulation_flesh, simulation_dog, simulation_cat
spawn_num = 1
@@ -0,0 +1,12 @@
[smart_terrain]
squad_id = 12
max_population = 1
respawn_params = respawn@grim_12
respawn_idle = 86400
[respawn@grim_12]
strong_monsters
[strong_monsters]
spawn_squads = simulation_bloodsucker, simulation_burer, simulation_controller, simulation_chimera, simulation_gigant
spawn_num = 1
@@ -0,0 +1,12 @@
[smart_terrain]
squad_id = 13
max_population = 2
respawn_params = respawn@grim_13
respawn_idle = 86400
[respawn@grim_13]
medium_monsters
[medium_monsters]
spawn_squads = simulation_snork, simulation_lurker, simulation_pseudodog
spawn_num = 1
@@ -0,0 +1,12 @@
[smart_terrain]
squad_id = 14
max_population = 1
respawn_params = respawn@grim_14
respawn_idle = 86400
[respawn@grim_14]
medium_monsters
[medium_monsters]
spawn_squads = simulation_snork, simulation_lurker, simulation_pseudodog
spawn_num = 1
@@ -0,0 +1,12 @@
[smart_terrain]
squad_id = 15
max_population = 2
respawn_params = respawn@grim_15
respawn_idle = 86400
[respawn@grim_15]
strong_monsters
[strong_monsters]
spawn_squads = simulation_bloodsucker, simulation_burer, simulation_controller, simulation_chimera, simulation_gigant
spawn_num = 1
@@ -0,0 +1,3 @@
[smart_terrain]
squad_id = 16
max_population = 2
@@ -0,0 +1,12 @@
[smart_terrain]
squad_id = 17
max_population = 1
respawn_params = respawn@grim_17
respawn_idle = 86400
[respawn@grim_17]
medium_monsters
[medium_monsters]
spawn_squads = simulation_snork, simulation_lurker, simulation_pseudodog
spawn_num = 1
@@ -0,0 +1,12 @@
[smart_terrain]
squad_id = 2
max_population = 2
respawn_params = respawn@grim_2
respawn_idle = 86400
[respawn@grim_2]
merc_outpost
[merc_outpost]
spawn_squads = merc_sim_squad_advanced, merc_sim_squad_advanced, merc_sim_squad_veteran
spawn_num = 1
@@ -0,0 +1,12 @@
[smart_terrain]
squad_id = 3
max_population = 2
respawn_params = respawn@grim_3
respawn_idle = 86400
[respawn@grim_3]
strong_monsters
[strong_monsters]
spawn_squads = simulation_bloodsucker, simulation_burer, simulation_controller, simulation_chimera, simulation_gigant
spawn_num = 1
@@ -0,0 +1,12 @@
[smart_terrain]
squad_id = 4
max_population = 2
respawn_params = respawn@grim_4
respawn_idle = 86400
[respawn@grim_4]
strong_monsters
[strong_monsters]
spawn_squads = simulation_bloodsucker, simulation_burer, simulation_controller, simulation_chimera, simulation_gigant
spawn_num = 1
@@ -0,0 +1,12 @@
[smart_terrain]
squad_id = 5
max_population = 1
respawn_params = respawn@grim_5
respawn_idle = 86400
[respawn@grim_5]
weak_monsters
[weak_monsters]
spawn_squads = simulation_mix_zombie, simulation_fracture, simulation_boar, simulation_flesh, simulation_dog, simulation_cat
spawn_num = 1
@@ -0,0 +1,12 @@
[smart_terrain]
squad_id = 6
max_population = 2
respawn_params = respawn@grim_6
respawn_idle = 86400
[respawn@grim_6]
weak_monsters
[weak_monsters]
spawn_squads = simulation_mix_zombie, simulation_fracture, simulation_boar, simulation_flesh, simulation_dog, simulation_cat
spawn_num = 1
@@ -0,0 +1,12 @@
[smart_terrain]
squad_id = 7
max_population = 2
respawn_params = respawn@grim_7
respawn_idle = 86400
[respawn@grim_7]
strong_monsters
[strong_monsters]
spawn_squads = simulation_bloodsucker, simulation_burer, simulation_controller, simulation_chimera, simulation_gigant
spawn_num = 1
@@ -0,0 +1,12 @@
[smart_terrain]
squad_id = 8
max_population = 2
respawn_params = respawn@grim_8
respawn_idle = 86400
[respawn@grim_8]
strong_monsters
[strong_monsters]
spawn_squads = simulation_bloodsucker, simulation_burer, simulation_controller, simulation_chimera, simulation_gigant
spawn_num = 1
@@ -0,0 +1,12 @@
[smart_terrain]
squad_id = 9
max_population = 2
respawn_params = respawn@grim_9
respawn_idle = 86400
[respawn@grim_9]
medium_monsters
[medium_monsters]
spawn_squads = simulation_snork, simulation_lurker, simulation_pseudodog
spawn_num = {+redemption_5_stage_3} 0, 1
@@ -0,0 +1,42 @@
![beh@base]
>on_info1 = {=check_squad_name(redemption_task_1_eco_squad)} beh@redemption_task_1_eco_squad
; ------------ task 1 scientist ------------
[beh@measuring]
sound_idle = state
behavior_state = beh_move
target = cover_wait
walk_dist = 100
jog_dist = 220
wait_anim = guard
walk_anim = patrol
jog_anim = patrol
run_anim = panic
delay_anim = guard
meet = meet@redemption_task_1_eco_squad
combat_ignore_cond = {=actor_enemy =check_enemy_name(actor)} false, true
combat_ignore_keep_when_attacked = true
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
use_camp = false
[meet@redemption_task_1_eco_squad]:meet
meet_dialog = {=is_wounded} axr_companion_medkit, nil
[beh@redemption_task_1_eco_squad]:beh@general
meet = meet@redemption_task_1_eco_squad
on_info1 = {=redemption_1_scan_2} beh@redemption_target_2, {=redemption_1_scan_3} beh@redemption_target_3, {=redemption_1_scan_4} beh@redemption_target_4
[beh@redemption_target_2]:beh@measuring
wait_anim = scaner_crouch
on_game_timer = 600 | beh@redemption_task_1_eco_squad %-redemption_1_stage_2 +redemption_1_stage_3 =redemption_send_text(1:redemption_task_1_eco:task_1_eco)%
[beh@redemption_target_3]:beh@measuring
wait_anim = scaner_crouch
on_game_timer = 600 | beh@redemption_task_1_eco_squad %-redemption_1_stage_3 +redemption_1_stage_4 =redemption_send_text(2:redemption_task_1_eco:task_1_eco)%
[beh@redemption_target_4]:beh@measuring
wait_anim = scaner_crouch
on_game_timer = 600 | beh@redemption_task_1_eco_squad %-redemption_1_stage_4 +redemption_1_stage_5 =redemption_send_text(3:redemption_task_1_eco:task_1_eco)%
@@ -0,0 +1,8 @@
[anomal_zone]
artefact_ways = posug_10_anomal_zone_af_way
artefacts = af_class_gravi, af_class_gravi_musor
coeff = 1, 1, 1, 1, 1, 1, 1, 1, 1
field_name = posug_10_field_radioactive_average
max_artefacts = 1
respawn_tries = 1
start_artefact =
@@ -0,0 +1,8 @@
[anomal_zone]
artefact_ways = posug_13_anomal_zone_af_way
artefacts = af_class_gravi, af_class_gravi_musor
coeff = 1, 1, 1, 1, 1, 1, 1, 1, 1
field_name = posug_13_field_radioactive_average
max_artefacts = 1
respawn_tries = 1
start_artefact =
@@ -0,0 +1,8 @@
[anomal_zone]
artefact_ways = posug_17_anomal_zone_af_way
artefacts = af_class_electro, af_class_electro_musor
coeff = 1, 1, 1, 1, 1, 1, 1, 1, 1
field_name = posug_17_field_psychic_strong
max_artefacts = 2
respawn_tries = 1
start_artefact =
@@ -0,0 +1,8 @@
[anomal_zone]
artefact_ways = posug_24_anomal_zone_af_way
artefacts = af_class_chem, af_class_chem_musor
coeff = 1, 1, 1, 1, 1, 1, 1, 1, 1
field_name = posug_24_field_acidic_average
max_artefacts = 1
respawn_tries = 1
start_artefact =
@@ -0,0 +1,8 @@
[anomal_zone]
artefact_ways = posug_27_anomal_zone_af_way
artefacts = af_class_electro, af_class_electro_musor
coeff = 1, 1, 1, 1, 1, 1, 1, 1, 1
field_name = posug_27_field_radioactive_average
max_artefacts = 1
respawn_tries = 1
start_artefact =
@@ -0,0 +1,8 @@
[anomal_zone]
artefact_ways = posug_4_anomal_zone_af_way
artefacts = af_class_thermo, af_class_thermo_musor
coeff = 1, 1, 1, 1, 1, 1, 1, 1, 1
field_name = posug_4_field_thermal_average
max_artefacts = 1
respawn_tries = 1
start_artefact =
@@ -0,0 +1,8 @@
[anomal_zone]
artefact_ways = posug_6_anomal_zone_af_way
artefacts = af_class_thermo, af_class_thermo_musor
coeff = 1, 1, 1, 1, 1, 1, 1, 1, 1
field_name = posug_6_field_thermal_strong
max_artefacts = 2
respawn_tries = 1
start_artefact =
@@ -0,0 +1,34 @@
[logic@freedom_medic]
suitable = {=check_npc_name(freedom_poselok_ug_medic)} true, {=check_npc_medic} true
active = animpoint@base
prior = 200
can_select_weapon = true
level_spot = medic
dont_keep_items = true
trade = items\trade\trade_generic_medic.ltx
[animpoint@base]
cover_name = posug_16_medic_anm
avail_animations = animpoint_sit_high
use_camp = false
meet = meet
combat_ignore_cond = {=is_warfare} false, {=actor_true_enemy =check_enemy_name(actor)} false, true
combat_ignore_keep_when_attacked = {=is_warfare} false, true
invulnerable = {=is_warfare} false, {!actor_true_enemy} true, false
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
[meet]
close_anim = nil
close_victim = nil
far_anim = nil
far_victim = nil
close_distance = 0
far_distance = 0
close_snd_distance = 3
abuse = false
use = {=actor_enemy} false, true
allow_break = false
meet_on_talking = false
trade_enable = false
@@ -0,0 +1,37 @@
[logic@freedom_trader]
suitable = {=check_npc_name(freedom_poselok_ug_trader)} true, {=check_npc_barman} true
active = animpoint@trade
prior = 200
can_select_weapon = {=is_warfare} true, false
level_spot = trader
dont_keep_items = true
trade = items\trade\trade_freedom.ltx ;items\trade\trade_generic_barman.ltx
[animpoint@trade]
cover_name = posug_16_trader_anm
avail_animations = animpoint_sit_normal
use_camp = false
meet = meet
combat_ignore_cond = {=is_warfare} false, {=actor_true_enemy =check_enemy_name(actor)} false, true
combat_ignore_keep_when_attacked = {=is_warfare} false, true
invulnerable = {=is_warfare} false, {!actor_true_enemy} true, false
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
[meet]
close_snd_hello = meet_hello
close_snd_bye = nil
close_anim = nil
close_victim = nil
far_anim = nil
far_victim = nil
close_distance = 0
far_distance = 0
close_snd_distance = 3
abuse = false
use = {=actor_enemy} false, true
allow_break = false
meet_on_talking = false
meet_on_talking = false
trade_enable = false
@@ -0,0 +1,29 @@
[logic@bandit_bodyguard]
suitable = {=check_npc_name(bandit_poselok_ug_bodyguard)} true
active = animpoint@guard
prior = 200
can_select_weapon = {=is_warfare} true, false
[animpoint@guard]
cover_name = posug_36_trader_guard_anm
avail_animations = animpoint_stay_ohrana
on_info = {=surge_started} walker@surge
use_camp = false
meet = no_meet
combat_ignore_cond = {=is_warfare} false, {=actor_true_enemy =check_enemy_name(actor)} false, true
combat_ignore_keep_when_attacked = false
invulnerable = false
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
[walker@surge]
path_walk = surge_6_walk
path_look = surge_6_look
on_info = {!surge_started} animpoint@guard
meet = no_meet
def_state_moving = assault
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
invulnerable = {=is_warfare} false, {!actor_true_enemy} true, false
@@ -0,0 +1,49 @@
[logic@bandit_trader]
suitable = {=check_npc_name(bandit_poselok_ug_trader)} true, {=check_npc_trader} true
active = animpoint@trade
prior = 200
can_select_weapon = {=is_warfare} true, false
level_spot = trader
dont_keep_items = true
trade = items\trade\trade_bandit.ltx
[animpoint@trade]
cover_name = posug_36_trader_anm
avail_animations = animpoint_sit_normal
on_info = {=surge_started} walker@surge
use_camp = false
meet = meet
combat_ignore_cond = {=is_warfare} false, {=actor_true_enemy =check_enemy_name(actor)} false, true
combat_ignore_keep_when_attacked = {=is_warfare} false, true
invulnerable = {=is_warfare} false, {!actor_true_enemy} true, false
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
[walker@surge]
path_walk = surge_5_walk
path_look = surge_5_look
on_info = {!surge_started} animpoint@trade
meet = no_meet
def_state_moving = assault
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
invulnerable = {=is_warfare} false, {!actor_true_enemy} true, false
[meet]
close_snd_hello = meet_hello
close_snd_bye = nil
close_anim = nil
close_victim = nil
far_anim = nil
far_victim = nil
close_distance = 0
far_distance = 0
close_snd_distance = 3
abuse = false
use = {=actor_enemy} false, true
allow_break = false
meet_on_talking = false
meet_on_talking = false
trade_enable = false
@@ -0,0 +1,6 @@
[logic]
active = sr_crow_spawner
[sr_crow_spawner]
max_crows_on_level = 7
spawn_path = posug_crow_spawn_1, posug_crow_spawn_2, posug_crow_spawn_3, posug_crow_spawn_4, posug_crow_spawn_5
@@ -0,0 +1,12 @@
[smart_terrain]
squad_id = 1
max_population = 1
respawn_params = respawn@posug_1
respawn_idle = 86400
[respawn@posug_1]
strong_monsters
[strong_monsters]
spawn_squads = simulation_bloodsucker, simulation_burer, simulation_controller, simulation_chimera, simulation_gigant
spawn_num = 1
@@ -0,0 +1,12 @@
[smart_terrain]
squad_id = 10
max_population = 1
respawn_params = respawn@posug_10
respawn_idle = 86400
[respawn@posug_10]
medium_mutants
[medium_mutants]
spawn_squads = simulation_snork, simulation_lurker, zombied_sim_squad_mix, simulation_psy_dog
spawn_num = 1
@@ -0,0 +1,12 @@
[smart_terrain]
squad_id = 11
max_population = 2
respawn_params = respawn@posug_11
respawn_idle = 86400
[respawn@posug_11]
weak_mutants
[weak_mutants]
spawn_squads = simulation_mix_zombie, simulation_fracture, simulation_boar, simulation_flesh, simulation_dog, simulation_cat, simulation_pseudodog
spawn_num = 2
@@ -0,0 +1,12 @@
[smart_terrain]
squad_id = 12
max_population = 2
respawn_params = respawn@posug_12
respawn_idle = 86400
[respawn@posug_12]
weak_mutants
[weak_mutants]
spawn_squads = simulation_mix_zombie, simulation_fracture, simulation_boar, simulation_flesh, simulation_dog, simulation_cat, simulation_pseudodog
spawn_num = 2
@@ -0,0 +1,12 @@
[smart_terrain]
squad_id = 13
max_population = 2
respawn_params = respawn@posug_13
respawn_idle = 86400
[respawn@posug_13]
medium_mutants
[medium_mutants]
spawn_squads = simulation_snork, simulation_lurker, zombied_sim_squad_mix, simulation_psy_dog
spawn_num = 1
@@ -0,0 +1,12 @@
[smart_terrain]
squad_id = 14
max_population = 2
respawn_params = respawn@posug_14
respawn_idle = 86400
[respawn@posug_14]
medium_mutants
[medium_mutants]
spawn_squads = simulation_snork, simulation_lurker, zombied_sim_squad_mix, simulation_psy_dog
spawn_num = 1
@@ -0,0 +1,3 @@
[smart_terrain]
squad_id = 15
max_population = 2
@@ -0,0 +1,16 @@
[smart_terrain]
squad_id = 16
max_population = 2
respawn_params = respawn@posug_16
respawn_idle = 86400
[respawn@posug_16]
freedom_spawn
[freedom_spawn]
spawn_squads = freedom_sim_squad_novice, freedom_sim_squad_advanced, freedom_sim_squad_advanced, freedom_sim_squad_veteran
spawn_num = 2
[exclusive]
freedom_trader = poselok_ug\posug_16_freedom_trader.ltx
freedom_medic = poselok_ug\posug_16_freedom_medic.ltx
@@ -0,0 +1,12 @@
[smart_terrain]
squad_id = 17
max_population = 1
respawn_params = respawn@posug_17
respawn_idle = 86400
[respawn@posug_17]
strong_mutants
[strong_mutants]
spawn_squads = simulation_bloodsucker, simulation_burer, simulation_controller, simulation_chimera, simulation_gigant
spawn_num = 1
@@ -0,0 +1,3 @@
[smart_terrain]
squad_id = 18
max_population = 2
@@ -0,0 +1,12 @@
[smart_terrain]
squad_id = 19
max_population = 1
respawn_params = respawn@posug_19
respawn_idle = 86400
[respawn@posug_19]
weak_mutants
[weak_mutants]
spawn_squads = simulation_mix_zombie, simulation_fracture, simulation_boar, simulation_flesh, simulation_dog, simulation_cat, simulation_pseudodog
spawn_num = 1
@@ -0,0 +1,12 @@
[smart_terrain]
squad_id = 2
max_population = 2
respawn_params = respawn@posug_2
respawn_idle = 86400
[respawn@posug_2]
medium_monsters
[medium_monsters]
spawn_squads = simulation_snork, simulation_lurker, zombied_sim_squad_mix, simulation_psy_dog
spawn_num = 2
@@ -0,0 +1,3 @@
[smart_terrain]
squad_id = 20
max_population = 1
@@ -0,0 +1,3 @@
[smart_terrain]
squad_id = 21
max_population = 2
@@ -0,0 +1,12 @@
[smart_terrain]
squad_id = 22
max_population = 2
respawn_params = respawn@posug_22
respawn_idle = 86400
[respawn@posug_22]
medium_mutants
[medium_mutants]
spawn_squads = simulation_snork, simulation_lurker, zombied_sim_squad_mix, simulation_psy_dog
spawn_num = 2
@@ -0,0 +1,12 @@
[smart_terrain]
squad_id = 23
max_population = 1
respawn_params = respawn@posug_23
respawn_idle = 86400
[respawn@posug_23]
strong_mutants
[strong_mutants]
spawn_squads = simulation_bloodsucker, simulation_burer, simulation_controller, simulation_chimera, simulation_gigant
spawn_num = 1
@@ -0,0 +1,3 @@
[smart_terrain]
squad_id = 24
max_population = 1
@@ -0,0 +1,12 @@
[smart_terrain]
squad_id = 25
max_population = 2
respawn_params = respawn@posug_25
respawn_idle = 86400
[respawn@posug_25]
weak_mutants
[weak_mutants]
spawn_squads = simulation_mix_zombie, simulation_fracture, simulation_boar, simulation_flesh, simulation_dog, simulation_cat, simulation_pseudodog
spawn_num = 2
@@ -0,0 +1,12 @@
[smart_terrain]
squad_id = 26
max_population = 1
respawn_params = respawn@posug_26
respawn_idle = 86400
[respawn@posug_26]
weak_mutants
[weak_mutants]
spawn_squads = simulation_mix_zombie, simulation_fracture, simulation_boar, simulation_flesh, simulation_dog, simulation_cat, simulation_pseudodog
spawn_num = 1
@@ -0,0 +1,12 @@
[smart_terrain]
squad_id = 27
max_population = 1
respawn_params = respawn@posug_27
respawn_idle = 86400
[respawn@posug_27]
killer_spawn
[killer_spawn]
spawn_squads = merc_sim_squad_novice, merc_sim_squad_advanced, merc_sim_squad_advanced, merc_sim_squad_veteran
spawn_num = 1
@@ -0,0 +1,12 @@
[smart_terrain]
squad_id = 28
max_population = 2
respawn_params = respawn@posug_28
respawn_idle = 86400
[respawn@posug_28]
medium_mutants
[medium_mutants]
spawn_squads = simulation_snork, simulation_lurker, zombied_sim_squad_mix, simulation_psy_dog
spawn_num = 2
@@ -0,0 +1,3 @@
[smart_terrain]
squad_id = 29
max_population = 2
@@ -0,0 +1,3 @@
[smart_terrain]
squad_id = 3
max_population = 1
@@ -0,0 +1,3 @@
[smart_terrain]
squad_id = 30
max_population = 1
@@ -0,0 +1,12 @@
[smart_terrain]
squad_id = 31
max_population = 2
respawn_params = respawn@posug_31
respawn_idle = 86400
[respawn@posug_31]
weak_mutants
[weak_mutants]
spawn_squads = simulation_mix_zombie, simulation_fracture, simulation_boar, simulation_flesh, simulation_dog, simulation_cat, simulation_pseudodog
spawn_num = 1
@@ -0,0 +1,12 @@
[smart_terrain]
squad_id = 32
max_population = 1
respawn_params = respawn@posug_32
respawn_idle = 86400
[respawn@posug_32]
strong_mutants
[strong_mutants]
spawn_squads = simulation_bloodsucker, simulation_burer, simulation_controller, simulation_chimera, simulation_gigant
spawn_num = 1
@@ -0,0 +1,3 @@
[smart_terrain]
squad_id = 33
max_population = 1
@@ -0,0 +1,3 @@
[smart_terrain]
squad_id = 34
max_population = 1
@@ -0,0 +1,12 @@
[smart_terrain]
squad_id = 35
max_population = 1
respawn_params = respawn@posug_35
respawn_idle = 86400
[respawn@posug_35]
bandit_spawn
[bandit_spawn]
spawn_squads = bandit_sim_squad_novice, bandit_sim_squad_advanced, bandit_sim_squad_advanced, bandit_sim_squad_veteran
spawn_num = 1
@@ -0,0 +1,16 @@
[smart_terrain]
squad_id = 36
max_population = 3
respawn_params = respawn@posug_36
respawn_idle = 86400
[respawn@posug_36]
bandit_spawn
[bandit_spawn]
spawn_squads = bandit_sim_squad_novice, bandit_sim_squad_advanced, bandit_sim_squad_advanced, bandit_sim_squad_veteran
spawn_num = 2
[exclusive]
bandit_trader = poselok_ug\posug_36_bandit_trader.ltx
bandit_bodyguard = poselok_ug\posug_36_bandit_bodyguard.ltx
@@ -0,0 +1,12 @@
[smart_terrain]
squad_id = 37
max_population = 1
respawn_params = respawn@posug_37
respawn_idle = 86400
[respawn@posug_37]
strong_mutants
[strong_mutants]
spawn_squads = simulation_bloodsucker, simulation_burer, simulation_controller, simulation_chimera, simulation_gigant
spawn_num = 1
@@ -0,0 +1,12 @@
[smart_terrain]
squad_id = 4
max_population = 1
respawn_params = respawn@posug_4
respawn_idle = 86400
[respawn@posug_4]
duty_spawn
[duty_spawn]
spawn_squads = duty_sim_squad_novice, duty_sim_squad_advanced
spawn_num = 1
@@ -0,0 +1,12 @@
[smart_terrain]
squad_id = 5
max_population = 1
respawn_params = respawn@posug_5
respawn_idle = 86400
[respawn@posug_5]
weak_mutants
[weak_mutants]
spawn_squads = simulation_mix_zombie, simulation_fracture, simulation_boar, simulation_flesh, simulation_dog, simulation_cat, simulation_pseudodog
spawn_num = 1
@@ -0,0 +1,12 @@
[smart_terrain]
squad_id = 6
max_population = 1
respawn_params = respawn@posug_6
respawn_idle = 86400
[respawn@posug_6]
eco_spawn
[eco_spawn]
spawn_squads = ecolog_sim_squad_novice
spawn_num = 1
@@ -0,0 +1,12 @@
[smart_terrain]
squad_id = 7
max_population = 1
respawn_params = respawn@posug_7
respawn_idle = 86400
[respawn@posug_7]
weak_mutants
[weak_mutants]
spawn_squads = simulation_mix_zombie, simulation_fracture, simulation_boar, simulation_flesh, simulation_dog, simulation_cat, simulation_pseudodog
spawn_num = 1
@@ -0,0 +1,3 @@
[smart_terrain]
squad_id = 8
max_population = 1
@@ -0,0 +1,12 @@
[smart_terrain]
squad_id = 9
max_population = 2
respawn_params = respawn@posug_9
respawn_idle = 86400
[respawn@posug_9]
weak_mutants
[weak_mutants]
spawn_squads = simulation_mix_zombie, simulation_fracture, simulation_boar, simulation_flesh, simulation_dog, simulation_cat, simulation_pseudodog
spawn_num = 2
@@ -0,0 +1,8 @@
[anomal_zone]
artefact_ways = prom_10_anomal_zone_af_way
artefacts = af_class_chem, af_class_chem_musor
coeff = 1, 1, 1, 1, 1, 1, 1, 1, 1
field_name = prom_10_field_radioactive_strong
max_artefacts = 2
respawn_tries = 1
start_artefact =
@@ -0,0 +1,8 @@
[anomal_zone]
artefact_ways = prom_11_anomal_zone_af_way
artefacts = af_class_electro, af_class_electro_musor
coeff = 1, 1, 1, 1, 1, 1, 1, 1, 1
field_name = prom_11_field_radioactive_weak
max_artefacts = 1
respawn_tries = 1
start_artefact =
@@ -0,0 +1,8 @@
[anomal_zone]
artefact_ways = prom_13_anomal_zone_1_af_way
artefacts = af_class_gravi, af_class_gravi_musor
coeff = 1, 1, 1, 1, 1, 1, 1, 1, 1
field_name = prom_13_field_radioactive_average_1
max_artefacts = 1
respawn_tries = 1
start_artefact =
@@ -0,0 +1,8 @@
[anomal_zone]
artefact_ways = prom_13_anomal_zone_2_af_way
artefacts = af_class_chem, af_class_chem_musor
coeff = 1, 1, 1, 1, 1, 1, 1, 1, 1
field_name = prom_13_field_acidic_strong_1
max_artefacts = 1
respawn_tries = 1
start_artefact =
@@ -0,0 +1,8 @@
[anomal_zone]
artefact_ways = prom_14_anomal_zone_af_way
artefacts = af_class_electro, af_class_electro_musor
coeff = 1, 1, 1, 1, 1, 1, 1, 1, 1
field_name = prom_14_field_radioactive_average_1
max_artefacts = 1
respawn_tries = 1
start_artefact =
@@ -0,0 +1,8 @@
[anomal_zone]
artefact_ways = prom_4_anomal_zone_af_way
artefacts = af_class_chem, af_class_chem_musor
coeff = 1, 1, 1, 1, 1, 1, 1, 1, 1
field_name = prom_4_field_radioactive_strong
max_artefacts = 2
respawn_tries = 1
start_artefact =
@@ -0,0 +1,8 @@
[anomal_zone]
artefact_ways = prom_5_anomal_zone_af_way
artefacts = af_class_chem, af_class_chem_musor
coeff = 1, 1, 1, 1, 1, 1, 1, 1, 1
field_name = prom_5_field_acidic_strong
max_artefacts = 2
respawn_tries = 1
start_artefact =
@@ -0,0 +1,8 @@
[anomal_zone]
artefact_ways = prom_6_anomal_zone_af_way
artefacts = af_class_thermo, af_class_thermo_musor
coeff = 1, 1, 1, 1, 1, 1, 1, 1, 1
field_name = prom_6_field_thermal_average
max_artefacts = 1
respawn_tries = 1
start_artefact =
@@ -0,0 +1,6 @@
[logic]
active = sr_crow_spawner
[sr_crow_spawner]
max_crows_on_level = 7
spawn_path = prom_crow_spawn_1, prom_crow_spawn_2, prom_crow_spawn_3, prom_crow_spawn_4, prom_crow_spawn_5
@@ -0,0 +1,54 @@
[beh@general]
;sound_idle = state
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
wait_anim = walk
walk_anim = walk
jog_anim = walk
run_anim = walk
delay_anim = guard
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
meet = meet@general
wounded = wounded@no_wound
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
use_camp = false
path_end = loop
turn_on_campfire = false
[meet@general]
close_anim = nil
close_victim = nil
far_anim = {+redemption_1_stage_6} nil, hello
far_victim = nil
close_distance = 0
far_distance = 15
use = {=actor_enemy} false, {=dist_to_actor_le(3)} true, false
snd_on_use = {!dist_to_actor_le(3)} nil
meet_on_talking = false
[wounded@no_wound]
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
[logic@redemption_1_eco_logic_wait]
suitable = {!surge_started =check_npc_name(redemption_task_1_eco) !npc_is_companion(redemption_task_1_eco)} true
active = beh@redemption_teleport
prior = 59
[beh@redemption_teleport]:beh@redemption_sci
on_info = {-redemption_1_stage_6} %=teleport_npc_lvid(6283)% beh@redemption_sci, beh@redemption_sci
[beh@redemption_sci]:beh@general
pt1 = 20000, wait | pos: -420.5, -28.62, 66.5 look: -429.0, -28.9, 72.4
@@ -0,0 +1,53 @@
[remark@general]
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_cond = {=check_enemy_name(actor)} true
use_camp = false
turn_on_campfire = false
meet = no_meet
wounded = wounded@no_wound
invulnerable = true
[beh@general]:remark@general
behavior_state = beh_move
target = waypoint
path_end = loop
[meet@general]
close_anim = wait
close_victim = nil
far_anim = nil
far_victim = nil
close_distance = 10
far_distance = 0
use = {=dist_to_actor_le(8)} self, false
snd_on_use = {!dist_to_actor_le(8)} nil
allow_break = false
trade_enable = false
meet_dialog = redemption_storyline_3_4
[wounded@no_wound]
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
[logic@redemption_3_illeon_stalker_talk]
suitable = {=check_npc_name(redemption_task_3_illeon_stalker) !npc_is_companion(redemption_task_3_illeon_stalker)} true
active = beh@illeon_teleport
prior = 61
[beh@illeon_teleport]:beh@general, remark@general
on_info = {+redemption_3_stage_3} %=teleport_npc_lvid(893089)% remark@illeon_wait, remark@illeon_wait
[remark@illeon_wait]:remark@general
anim = wait
target = story | actor
on_timer = 3000 | %=redemption_3_enable_input% remark@illeon_talk
[remark@illeon_talk]:remark@general
meet = meet@general
anim = wait
target = story | actor

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