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 +1,8 @@
[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
@@ -0,0 +1,62 @@
[beh@general]
behavior_state = beh_move
target = waypoint
walk_dist = 10
jog_dist = 500
walk_anim = patrol
jog_anim = assault
gather_items_enabled = false
help_wounded_enabled = true
corpse_detection_enabled = false
meet = no_meet
wounded = nil
use_camp = false
path_end = loop
turn_on_campfire = false
post_combat_time = 0, 0
on_info = {+redemption_6_duty_freedom_scene} nil
[logic@duty_1]
suitable = {!surge_started =check_npc_name(redemption_task_6_duty_captain) =check_squad_name(redemption_task_6_duty_squad)} true
active = beh@duty_1_guard
prior = 59
[beh@duty_1_guard]:beh@general
pt1 = 5000, threat_na | pos: 172.9, -27.6402, 242.2 look: 173.3924, -28.6501, 234.773
[logic@duty_2]
suitable = {!surge_started =check_squad_name(redemption_task_6_duty_squad)} true
active = beh@duty_2_guard
prior = 58
[beh@duty_2_guard]:beh@general
pt1 = 5000, threat_na | pos: 191.1, -27.6538, 244.3 look: 188.284, -28.6493, 239.2655
[logic@duty_3]
suitable = {!surge_started =check_squad_name(redemption_task_6_duty_squad)} true
active = beh@duty_3_guard
prior = 58
[beh@duty_3_guard]:beh@general
pt1 = 5000, threat_na | pos: 180.6, -27.6313, 266 look: 179.8606, -28.642, 269.4841
[logic@duty_4]
suitable = {!surge_started =check_squad_name(redemption_task_6_duty_squad)} true
active = beh@duty_4_guard
prior = 57
[beh@duty_4_guard]:beh@general
pt1 = 5000, threat_na | pos: 176.4, -27.6538, 281.4 look: 176.8004, -28.6504, 278.632
[logic@duty_5]
suitable = {!surge_started =check_squad_name(redemption_task_6_duty_squad)} true
active = beh@duty_5_guard
prior = 56
[beh@duty_5_guard]:beh@general
pt1 = 5000, threat_na | pos: 175.7, -27.6538, 292.6 look: 176.4, -27.6538, 281.4
@@ -0,0 +1,75 @@
[beh@general]
behavior_state = beh_move
target = waypoint
walk_dist = 10
jog_dist = 500
walk_anim = patrol
jog_anim = assault
gather_items_enabled = false
help_wounded_enabled = true
corpse_detection_enabled = false
meet = no_meet
wounded = nil
use_camp = false
path_end = loop
turn_on_campfire = false
post_combat_time = 0, 0
on_info = {+redemption_6_duty_freedom_scene} nil
[meet@general]
close_anim = wait
close_victim = nil
far_anim = nil
far_victim = nil
close_distance = 0
far_distance = 0
use = {=dist_to_actor_le(5)} true, false
snd_on_use = {!dist_to_actor_le(5)} nil
allow_break = false
trade_enable = false
[logic@freedom_guard_1]
suitable = {!surge_started =check_npc_name(redemption_task_6_freedom_captain) =check_squad_name(redemption_task_6_freedom_squad)} true
active = beh@freedom_1_stay
prior = 59
[beh@freedom_1_stay]:beh@general
pt1 = 5000, threat_na | pos: 42.7, -27.6538, 262.5 look: 42.9877, -28.6493, 255.6534
[logic@freedom_guard_2]
suitable = {!surge_started =check_npc_name(freedom) =check_squad_name(redemption_task_6_freedom_squad)} true
active = beh@freedom_2_stay
prior = 58
[beh@freedom_2_stay]:beh@general
pt1 = 5000, threat_na | pos: 35, -27.6538, 252 look: 38.0777, -28.6617, 242.0151
[logic@freedom_guard_3]
suitable = {!surge_started =check_npc_name(freedom) =check_squad_name(redemption_task_6_freedom_squad)} true
active = beh@freedom_3_stay
prior = 58
[beh@freedom_3_stay]:beh@general
pt1 = 5000, threat_na | pos: 46.2, -27.6538, 255.5 look: 45.7033, -28.65, 251.0467
[logic@freedom_guard_4]
suitable = {!surge_started =check_npc_name(freedom) =check_squad_name(redemption_task_6_freedom_squad)} true
active = beh@freedom_4_stay
prior = 58
[beh@freedom_4_stay]:beh@general
pt1 = 5000, threat_na | pos: 43.4, -27.6538, 251.3 look: 43.306, -28.65, 246.5413
[logic@stalker_guard_5]
suitable = {!surge_started =check_npc_name(stalker) =check_squad_name(redemption_task_6_freedom_squad)} true
active = beh@stalker_5_stay
prior = 58
[beh@stalker_5_stay]:beh@general
pt1 = 5000, threat_na | pos: 30.8, -27.6538, 275.8 look: 33.5516, -28.6488, 271.9707
@@ -0,0 +1,89 @@
[beh@general]
behavior_state = beh_move
target = waypoint
walk_dist = 10
jog_dist = 500
walk_anim = patrol
jog_anim = assault
gather_items_enabled = false
help_wounded_enabled = true
corpse_detection_enabled = false
meet = no_meet
wounded = nil
use_camp = false
path_end = loop
turn_on_campfire = false
post_combat_time = 0, 0
[meet@general]
close_anim = wait
close_victim = nil
far_anim = nil
far_victim = nil
close_distance = 0
far_distance = 0
use = {=dist_to_actor_le(5)} true, false
snd_on_use = {!dist_to_actor_le(5)} nil
allow_break = false
trade_enable = false
[meet@stalker]
close_anim = wait
close_victim = nil
far_anim = nil
far_victim = nil
close_distance = 0
far_distance = 0
use = {=dist_to_actor_le(12) +redemption_6_stage_2 -redemption_6_stalker_talked} self, false
snd_on_use = {!dist_to_actor_le(12)} nil
allow_break = false
trade_enable = false
meet_dialog = {+redemption_6_stage_2 -redemption_6_stalker_talked} redemption_storyline_6_stalker
[logic@freedom_1]
suitable = {!surge_started =check_npc_name(redemption_task_6_freedom_captain) =check_squad_name(redemption_task_6_freedom_squad)} true
active = beh@freedom_1_stay
prior = 59
[beh@freedom_1_stay]:beh@general
meet = meet@general
pt1 = 5000, hide | pos: -153.3, -27.6538, 184.8 look: -155.7453, -28.6534, 182.5725
[logic@freedom_2]
suitable = {!surge_started =check_npc_name(freedom_4) =check_squad_name(redemption_task_6_freedom_squad)} true
active = beh@freedom_2_stay
prior = 58
[beh@freedom_2_stay]:beh@general
pt1 = 5000, hide_rac | pos: -154, -27.6538, 187.6 look: -156.9902, -28.649, 185.4429
[logic@freedom_3]
suitable = {!surge_started =check_npc_name(freedom) =check_squad_name(redemption_task_6_freedom_squad)} true
active = beh@freedom_3_stay
prior = 57
[beh@freedom_3_stay]:beh@general
pt1 = 5000, hide | pos: -150.5, -27.6538, 182 look: -147.6668, -28.6493, 180.1205
[logic@freedom_4]
suitable = {!surge_started =check_npc_name(freedom) =check_squad_name(redemption_task_6_freedom_squad)} true
active = beh@freedom_4_stay
prior = 57
[beh@freedom_4_stay]:beh@general
pt1 = 5000, binocular | pos: -154.7, -27.6538, 191.8 look: -152.0611, -28.653, 193.8262
[logic@stalker_5]
suitable = {!surge_started =check_npc_name(stalker) =check_squad_name(redemption_task_6_freedom_squad)} true
active = beh@stalker_5_stay
prior = 58
[beh@stalker_5_stay]:beh@general
meet = meet@stalker
pt1 = 5000, hide | pos: -151.2, -27.6538, 184.1 look: -154.5455, -28.6497, 181.8258
@@ -0,0 +1,157 @@
[beh@general]
behavior_state = beh_move
target = waypoint
walk_dist = 15
jog_dist = 220
walk_anim = patrol
jog_anim = assault
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
meet = no_meet
wounded = wounded@no_wound
use_camp = false
path_end = loop
turn_on_campfire = 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@mono_1_1_sniper]
suitable = {+redemption_final_monolith =check_npc_name(sim_monolith_sniper) =check_squad_name(redemption_task_5_monolith_squad_1)} true
active = beh@mono_stay_1_1
prior = 59
[beh@mono_stay_1_1]:beh@general
pt1 = 20000, threat_na | pos: 31.5, -18.3165, 288.4 look: 33.3035, -22.354, 279.5725
[logic@mono_1_2]
suitable = {+redemption_final_monolith =check_squad_name(redemption_task_5_monolith_squad_1)} true
active = beh@mono_stay_1_2
prior = 58
[beh@mono_stay_1_2]:beh@general
pt1 = 20000, guard | pos: 44.8, -27.6538, 261.8 look: 42.0266, -28.6502, 253.1314
[logic@mono_1_3]
suitable = {+redemption_final_monolith =check_squad_name(redemption_task_5_monolith_squad_1)} true
active = beh@mono_stay_1_3
prior = 58
[beh@mono_stay_1_3]:beh@general
pt1 = 20000, guard | pos: 36.4, -27.6538, 252 look: 35.4638, -28.6492, 244.6833
[logic@mono_1_4]
suitable = {+redemption_final_monolith =check_squad_name(redemption_task_5_monolith_squad_1)} true
active = beh@mono_stay_1_4
prior = 58
[beh@mono_stay_1_4]:beh@general
pt1 = 20000, guard | pos: 37.1, -23.1368, 288.4 look: 38.7032, -27.4611, 261.9518
[logic@mono_2_1]
suitable = {+redemption_final_monolith =check_squad_name(redemption_task_5_monolith_squad_2)} true
active = beh@mono_stay_2_1
prior = 58
[beh@mono_stay_2_1]:beh@general
pt1 = 20000, guard | pos: 5.6, -27.4545, 219.8 look: -15.2201, -28.6679, 216.2501
[logic@mono_2_2]
suitable = {+redemption_final_monolith =check_squad_name(redemption_task_5_monolith_squad_2)} true
active = beh@mono_stay_2_2
prior = 58
[beh@mono_stay_2_2]:beh@general
pt1 = 20000, guard | pos: -11.9, -26.5518, 202.3 look: -21.3159, -27.5469, 203.7075
[logic@mono_2_3]
suitable = {+redemption_final_monolith =check_squad_name(redemption_task_5_monolith_squad_2)} true
active = beh@mono_stay_2_3
prior = 58
[beh@mono_stay_2_3]:beh@general
pt1 = 20000, guard | pos: 9.1, -26.5518, 202.3 look: 8.958, -27.5231, 204.4793
[logic@mono_2_4]
suitable = {+redemption_final_monolith =check_squad_name(redemption_task_5_monolith_squad_2)} true
active = beh@mono_stay_2_4
prior = 58
[beh@mono_stay_2_4]:beh@general
walk_dist = 50
jog_dist = 220
pt1 = 15000, guard | pos: -21, -27.6538, 215.6 look: -23.752, -28.6501, 215.4923
pt2 = 15000, guard | pos: 21, -27.6538, 214.9 look: 17.227, -28.6493, 214.9934
[logic@mono_3_1]
suitable = {+redemption_final_monolith =check_squad_name(redemption_task_5_monolith_squad_3)} true
active = beh@mono_stay_3_1
prior = 58
[beh@mono_stay_3_1]:beh@general
pt1 = 20000, guard | pos: 188.3, -27.6538, 291.2 look: 192.7281, -28.6505, 291.3811
[logic@mono_3_2]
suitable = {+redemption_final_monolith =check_squad_name(redemption_task_5_monolith_squad_3)} true
active = beh@mono_stay_3_2
prior = 58
[beh@mono_stay_3_2]:beh@general
pt1 = 20000, guard | pos: 70, -27.6538, 307.3 look: 70.8016, -28.6507, 314.1435
[logic@mono_3_3]
suitable = {+redemption_final_monolith =check_squad_name(redemption_task_5_monolith_squad_3)} true
active = beh@mono_stay_3_3
prior = 58
[beh@mono_stay_3_3]:beh@general
walk_dist = 55
jog_dist = 220
pt1 = 15000, guard | pos: 176.4, -27.6538, 294.7 look: 176.577, -28.6496, 291.814
pt2 = 15000, guard | pos: 177.1, -27.6538, 338.8 look: 177.2601, -28.6495, 343.2538
[logic@mono_4_1]
suitable = {+redemption_final_monolith =check_squad_name(redemption_task_5_monolith_squad_4)} true
active = beh@mono_stay_4_1
prior = 58
[beh@mono_stay_4_1]:beh@general
pt1 = 20000, guard | pos: 172.9, -27.6402, 242.2 look: 174.898, -28.6501, 232.1321
[logic@mono_4_2]
suitable = {+redemption_final_monolith =check_squad_name(redemption_task_5_monolith_squad_4)} true
active = beh@mono_stay_4_2
prior = 58
[beh@mono_stay_4_2]:beh@general
pt1 = 20000, guard | pos: 177.8, -27.6415, 241.5 look: 177.361, -28.6488, 228.4013
[logic@mono_4_3]
suitable = {+redemption_final_monolith =check_squad_name(redemption_task_5_monolith_squad_4)} true
active = beh@mono_stay_4_3
prior = 58
[beh@mono_stay_4_3]:beh@general
walk_dist = 65
jog_dist = 220
pt1 = 15000, guard | pos: 116.9, -27.6538, 291.9 look: 113.7469, -28.6495, 291.9751
pt2 = 15000, guard | pos: 174.3, -27.6538, 290.5 look: 174.6121, -28.6525, 282.5448
@@ -0,0 +1,74 @@
[remark@general]
walk_dist = 30
jog_dist = 500
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_cond = {=check_enemy_name(redemption_task_6_mono_insane)} true, false
use_camp = false
turn_on_campfire = false
meet = no_meet
wounded = nil
post_combat_time = 0, 0
[beh@general]:remark@general
behavior_state = beh_move
target = waypoint
path_end = loop
[logic@post_1]
suitable = {!surge_started +redemption_6_duty_freedom_scene -redemption_task_6_mono_insane_1_killed} true
active = beh@post_1_stay
prior = 59
[beh@post_1_stay]:beh@general, remark@general
walk_dist = 15
pt1 = 2000, guard | pos: 36.4, -27.6538, 269.5 look: 36.4, -27.6538, 266
path_end = remark@post_1_aim
[remark@post_1_aim]:remark@general
anim = threat_na
target = story | redemption_task_6_mono_insane_1
on_info = {=dist_to_actor_le(30)} remark@post_1_kill
[remark@post_1_kill]:remark@general
anim = threat_fire
target = story | redemption_task_6_mono_insane_1
on_info = {+redemption_task_6_mono_insane_1_killed} nil
[logic@post_2]
suitable = {!surge_started +redemption_6_duty_freedom_scene -redemption_task_6_mono_dead_killed} true
active = beh@post_2_stay
prior = 58
[beh@post_2_stay]:beh@general, remark@general
walk_dist = 15
pt1 = 2000, guard | pos: 42, -27.6538, 232.4 look: 44.2652, -28.65, 232.4738
path_end = remark@post_2_aim
[remark@post_2_aim]:remark@general
anim = threat_na
target = story | redemption_task_6_mono_dead_1
on_info = {=dist_to_actor_le(25)} remark@post_2_kill
[remark@post_2_kill]:remark@general
anim = threat_fire
target = story | redemption_task_6_mono_dead_1
on_timer = 750 | beh@post_2_move
[beh@post_2_move]:beh@general, remark@general
walk_dist = 15
pt1 = 1000, guard | pos: 37.8, -27.6538, 240.1 look: 37.2077, -28.65, 240.1
path_end = remark@post_2_aim_2
[remark@post_2_aim_2]:remark@general
anim = threat_na
target = story | redemption_task_6_mono_dead_2
on_timer = 1500 | remark@post_2_kill_2
[remark@post_2_kill_2]:remark@general
anim = threat_fire
target = story | redemption_task_6_mono_dead_2
on_timer = 750 | %+redemption_task_6_mono_dead_killed% nil
@@ -0,0 +1,40 @@
[smart_terrain]
squad_id = 1
max_population = 2
respawn_params = respawn@prom_1
respawn_idle = 86400
[respawn@prom_1]
medium_monsters
[medium_monsters]
spawn_squads = simulation_snork, simulation_lurker, simulation_pseudodog
spawn_num = {+redemption_final_monolith} 0, 2
[exclusive]
mono_1_1_sniper = promzona\redemption_6_mono_logic.ltx
mono_1_2 = promzona\redemption_6_mono_logic.ltx
mono_1_3 = promzona\redemption_6_mono_logic.ltx
mono_1_4 = promzona\redemption_6_mono_logic.ltx
mono_2_1 = promzona\redemption_6_mono_logic.ltx
mono_2_2 = promzona\redemption_6_mono_logic.ltx
mono_2_3 = promzona\redemption_6_mono_logic.ltx
mono_2_4 = promzona\redemption_6_mono_logic.ltx
mono_3_1 = promzona\redemption_6_mono_logic.ltx
mono_3_2 = promzona\redemption_6_mono_logic.ltx
mono_3_3 = promzona\redemption_6_mono_logic.ltx
mono_4_1 = promzona\redemption_6_mono_logic.ltx
mono_4_2 = promzona\redemption_6_mono_logic.ltx
mono_4_3 = promzona\redemption_6_mono_logic.ltx
freedom_guard_1 = promzona\redemption_6_freedom_guard.ltx
freedom_guard_2 = promzona\redemption_6_freedom_guard.ltx
freedom_guard_3 = promzona\redemption_6_freedom_guard.ltx
freedom_guard_4 = promzona\redemption_6_freedom_guard.ltx
stalker_guard_5 = promzona\redemption_6_freedom_guard.ltx
post_1 = promzona\redemption_6_prom_1_post_logic.ltx
post_2 = promzona\redemption_6_prom_1_post_logic.ltx
@@ -0,0 +1,14 @@
[smart_terrain]
squad_id = 10
max_population = 2
respawn_params = respawn@prom_10
respawn_idle = 86400
[respawn@prom_10]
weak_monsters
[weak_monsters]
spawn_squads = simulation_mix_zombie, simulation_fracture, simulation_boar, simulation_flesh, simulation_dog, simulation_cat
spawn_num = {+redemption_6_final} 0, 1
@@ -0,0 +1,3 @@
[smart_terrain]
squad_id = 11
max_population = 1
@@ -0,0 +1,3 @@
[smart_terrain]
squad_id = 12
max_population = 1
@@ -0,0 +1,12 @@
[smart_terrain]
squad_id = 13
max_population = 2
respawn_params = respawn@prom_13
respawn_idle = 86400
[respawn@prom_13]
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 = 14
max_population = 2
respawn_params = respawn@prom_14
respawn_idle = 86400
[respawn@prom_14]
medium_monsters
[medium_monsters]
spawn_squads = zombied_sim_squad_advanced, simulation_snork, simulation_lurker, simulation_pseudodog
spawn_num = 2
@@ -0,0 +1,19 @@
[smart_terrain]
squad_id = 15
max_population = 2
respawn_params = respawn@prom_15
respawn_idle = 86400
[respawn@prom_15]
medium_monsters
[medium_monsters]
spawn_squads = zombied_sim_squad_veteran, simulation_snork, simulation_lurker, simulation_pseudodog
spawn_num = {+redemption_6_final} 0, 2
[exclusive]
duty_1 = promzona\redemption_6_duty_logic.ltx
duty_2 = promzona\redemption_6_duty_logic.ltx
duty_3 = promzona\redemption_6_duty_logic.ltx
duty_4 = promzona\redemption_6_duty_logic.ltx
duty_5 = promzona\redemption_6_duty_logic.ltx
@@ -0,0 +1,12 @@
[smart_terrain]
squad_id = 2
max_population = 2
respawn_params = respawn@prom_2
respawn_idle = 86400
[respawn@prom_2]
strong_monsters
[strong_monsters]
spawn_squads = simulation_bloodsucker, simulation_psysucker, simulation_psy_dog_squad, simulation_burer, simulation_controller, simulation_chimera, simulation_gigant
spawn_num = {+redemption_final_monolith} 0, 2
@@ -0,0 +1,12 @@
[smart_terrain]
squad_id = 3
max_population = 2
respawn_params = respawn@prom_3
respawn_idle = 86400
[respawn@prom_3]
medium_monsters
[medium_monsters]
spawn_squads = simulation_snork, simulation_lurker, simulation_pseudodog
spawn_num = {+redemption_final_monolith} 0, 2
@@ -0,0 +1,12 @@
[smart_terrain]
squad_id = 4
max_population = 2
respawn_params = respawn@prom_4
respawn_idle = 86400
[respawn@prom_4]
medium_monsters
[medium_monsters]
spawn_squads = simulation_snork, simulation_lurker, simulation_pseudodog
spawn_num = {+redemption_final_monolith} 0, 2
@@ -0,0 +1,12 @@
[smart_terrain]
squad_id = 5
max_population = 2
respawn_params = respawn@prom_5
respawn_idle = 86400
[respawn@prom_5]
strong_monsters
[strong_monsters]
spawn_squads = simulation_bloodsucker, simulation_psysucker, simulation_psy_dog_squad, simulation_burer, simulation_controller, simulation_chimera, simulation_gigant
spawn_num = {+redemption_6_final} 0, 1
@@ -0,0 +1,19 @@
[smart_terrain]
squad_id = 6
max_population = 2
respawn_params = respawn@prom_6
respawn_idle = 86400
[respawn@prom_6]
weak_monsters
[weak_monsters]
spawn_squads = simulation_mix_zombie, simulation_fracture, simulation_boar, simulation_flesh, simulation_dog, simulation_cat
spawn_num = {+redemption_6_final} 0, 1
[exclusive]
freedom_1 = promzona\redemption_6_freedom_logic.ltx
freedom_2 = promzona\redemption_6_freedom_logic.ltx
freedom_3 = promzona\redemption_6_freedom_logic.ltx
freedom_4 = promzona\redemption_6_freedom_logic.ltx
stalker_5 = promzona\redemption_6_freedom_logic.ltx
@@ -0,0 +1,15 @@
[smart_terrain]
squad_id = 7
max_population = 2
respawn_params = respawn@prom_7
respawn_idle = 86400
[respawn@prom_7]
medium_monsters
[medium_monsters]
spawn_squads = zombied_sim_squad_advanced, zombied_sim_squad_veteran, simulation_snork, simulation_lurker, simulation_pseudodog
spawn_num = 2
[exclusive]
redemption_3_illeon_stalker_talk = promzona\redemption_3_illeon_stalker_logic.ltx
@@ -0,0 +1,15 @@
[smart_terrain]
squad_id = 8
max_population = 2
respawn_params = respawn@prom_8
respawn_idle = 86400
[respawn@prom_8]
weak_monsters
[weak_monsters]
spawn_squads = simulation_mix_zombie, simulation_fracture, simulation_boar, simulation_flesh, simulation_dog, simulation_cat
spawn_num = 1
[exclusive]
redemption_1_eco_logic_wait = promzona\redemption_1_eco_logic.ltx
@@ -0,0 +1,12 @@
[smart_terrain]
squad_id = 9
max_population = 2
respawn_params = respawn@prom_9
respawn_idle = 86400
[respawn@prom_9]
freedom_squad
[freedom_squad]
spawn_squads = freedom_sim_squad_advanced, freedom_sim_squad_advanced, freedom_sim_squad_novice
spawn_num = 1