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 +1,275 @@
; =======================
; ------------- DAY ---------------
; =======================
; blockpost guard 1
[logic@near1_xcvb_day_1]
active = walker@day_1
suitable = {!surge_started !is_night} true
prior = 59
[walker@day_1]
path_walk = guard_1_walk
path_look = guard_1_look
; blockpost guard 2
[logic@near1_xcvb_day_2]
active = walker@day_2
suitable = {!surge_started !is_night} true
prior = 59
[walker@day_2]
path_walk = guard_2_walk
path_look = guard_2_look
; blockpost guard 3 (walking)
[logic@near1_xcvb_day_3]
active = walker@day_3
suitable = {!surge_started !is_night} true
prior = 58
[walker@day_3]
path_walk = walker_1_walk
; guard far
[logic@near1_xcvb_day_4]
active = walker@day_4
suitable = {!surge_started !is_night} true
prior = 58
[walker@day_4]
path_walk = home_2
path_look = home_1
on_timer = 90000 | walker@day_4_2
[walker@day_4_2]
path_walk = home_1
path_look = guard_2_look
on_timer = 50000 | walker@day_4
; blockpost guard 4
[logic@near1_xcvb_day_5]
active = walker@day_5
suitable = {!surge_started !is_night} true
prior = 57
[walker@day_5]
path_walk = kamp_2
path_look = guard_2_look
; guard angars
[logic@near1_xcvb_day_6]
active = walker@day_6
suitable = {!surge_started !is_night} true
prior = 56
[walker@day_6]
path_walk = home_3
path_look = walker_2_walk
on_timer = 30000 | walker@day_6_2
[walker@day_6_2]
path_walk = walker_2_walk
path_look = home_3
on_timer = 30000 | walker@day_6
; blockpost guard 5
[logic@near1_xcvb_day_7]
active = walker@day_7
suitable = {!surge_started !is_night} true
prior = 55
[walker@day_7]
path_walk = walker_2_look
path_look = guard_1_walk
; =======================
; ------------ NIGHT -------------
; =======================
[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 = no_meet
wounded = wounded@ignore
use_camp = false
[meet@general]
close_anim = nil
close_victim = nil
far_anim = nil
far_victim = nil
close_distance = 0
far_distance = 0
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@ignore]
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
; blockpost guard 1
[logic@near1_xcvb_night_1]
active = walker@night_1
suitable = {!surge_started =is_night} true
prior = 59
[walker@night_1]
path_walk = guard_1_walk
path_look = guard_1_look
; blockpost guard 2
[logic@near1_xcvb_night_2]
active = walker@night_2
suitable = {!surge_started =is_night} true
prior = 59
[walker@night_2]
path_walk = guard_2_walk
path_look = guard_2_look
; sleep second building
[logic@near1_xcvb_night_3]
active = beh@night_3
suitable = {!surge_started =is_night} true
prior = 58
[beh@night_3]:beh@general
pt1 = 20000, sleep | pos: -180.755, 0.1385, -171.565 look: -180.397, 0.1385, -172.9946
path_end = loop
turn_on_campfire = true
; sleep barracks 1
[logic@near1_xcvb_night_4]
active = beh@night_4
suitable = {!surge_started =is_night} true
prior = 58
[beh@night_4]:beh@general
pt1 = 20000, sleep | pos: -150.5944, 1.180466, -153.9333 look: -151.1883, 1.180466, -152.641
path_end = loop
; guard far
[logic@near1_xcvb_night_5]
active = walker@night_5
suitable = {!surge_started =is_night} true
prior = 57
[walker@night_5]
path_walk = home_2
path_look = home_1
on_timer = 60000 | walker@night_5_2
[walker@night_5_2]
path_walk = home_1
path_look = guard_2_look
on_timer = 50000 | walker@night_5
; sleep barracks 2
[logic@near1_xcvb_night_6]
active = beh@night_6
suitable = {!surge_started =is_night} true
prior = 56
[beh@night_6]:beh@general
pt1 = 20000, sleep | pos: -153.376, 1.1171, -149.3194 look: -152.94474, 1.117, -150.2148
path_end = loop
; sleep angar
[logic@near1_xcvb_night_7]
active = beh@night_7
suitable = {!surge_started =is_night} true
prior = 56
[beh@night_7]:beh@general
pt1 = 20000, sleep | pos: -131.74286, -0.001483, -155.31653 look: -132.3951, -0.001483, -154.5729
path_end = loop
; blockpost guard 3 (walking)
[logic@near1_xcvb_night_8]
active = walker@night_8
suitable = {!surge_started =is_night} true
prior = 55
[walker@night_8]
path_walk = walker_1_walk
; guard angars
[logic@near1_xcvb_night_9]
active = walker@night_9
suitable = {!surge_started =is_night} true
prior = 55
[walker@night_9]
path_walk = home_3
path_look = walker_2_walk
on_timer = 30000 | walker@night_9_2
[walker@night_9_2]
path_walk = walker_2_walk
path_look = home_3
on_timer = 30000 | walker@night_9
; sleep angar 2
[logic@near1_xcvb_night_10]
active = beh@night_10
suitable = {!surge_started =is_night} true
prior = 54
[beh@night_10]:beh@general
pt1 = 20000, sleep_sit | pos: -134.417, -0.0007345, -153.971 look: -133.455, -0.0007345, -154.17573
path_end = loop
help_wounded_enabled = true
; blockpost guard 4
[logic@near1_xcvb_night_11]
active = walker@night_11
suitable = {!surge_started =is_night} true
prior = 53
[walker@night_11]
path_walk = kamp_2
path_look = guard_2_look
; blockpost guard 5
[logic@near1_xcvb_night_12]
active = walker@night_12
suitable = {!surge_started =is_night} true
prior = 52
[walker@night_12]
path_walk = walker_2_look
path_look = guard_1_walk
@@ -0,0 +1,271 @@
; =======================
; ------------- DAY ---------------
; =======================
; patrol 1st floor
[logic@near2_xcvb_day_1]
active = walker@day_1
suitable = {!surge_started !is_night} true
prior = 59
[walker@day_1]
path_walk = guard_5_walk
; patrol 3rd floor
[logic@near2_xcvb_day_2]
active = walker@day_2
suitable = {!surge_started !is_night} true
prior = 58
[walker@day_2]
path_walk = guard_1_walk
; guard 1st floor
[logic@near2_xcvb_day_3]
active = walker@day_3
suitable = {!surge_started !is_night} true
prior = 57
[walker@day_3]
path_walk = guard_7_walk
path_look = walker_1_look
; patrol 2nd floor
[logic@near2_xcvb_day_4]
active = walker@day_4
suitable = {!surge_started !is_night} true
prior = 57
[walker@day_4]
path_walk = guard_4_walk
; guard 3rd floor
[logic@near2_xcvb_day_5]
active = walker@day_5
suitable = {!surge_started !is_night} true
prior = 56
[walker@day_5]
path_walk = guard_2_walk
path_look = guard_2_look
; another guard 1st floor
[logic@near2_xcvb_day_6]
active = walker@day_6
suitable = {!surge_started !is_night} true
prior = 55
[walker@day_6]
path_walk = walker_1_walk
path_look = walker_1_look
; guard 2nd floor
[logic@near2_xcvb_day_7]
active = walker@day_7
suitable = {!surge_started !is_night} true
prior = 55
[walker@day_7]
path_walk = guard_6_look
path_look = kamp_2_task
; another guard 3rd floor
[logic@near2_xcvb_day_8]
active = walker@day_8
suitable = {!surge_started !is_night} true
prior = 54
[walker@day_8]
path_walk = guard_3_walk
path_look = guard_3_look
; =======================
; ------------ NIGHT -------------
; =======================
[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 = no_meet
wounded = wounded@ignore
use_camp = false
[meet@general]
close_anim = nil
close_victim = nil
far_anim = nil
far_victim = nil
close_distance = 0
far_distance = 0
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@ignore]
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
; sleep main building 1
[logic@near2_xcvb_night_1]
active = beh@night_1
suitable = {!surge_started =is_night} true
prior = 59
[beh@night_1]:beh@general
pt1 = 20000, sleep | pos: -137.7, 0.13, -201.4 look: -138.6 ,0.1, -201.4
path_end = loop
turn_on_campfire = true
; patrol 1st floor
[logic@near2_xcvb_night_2]
active = walker@night_2
suitable = {!surge_started =is_night} true
prior = 58
[walker@night_2]
path_walk = guard_5_walk
; sleep main building 2
[logic@near2_xcvb_night_3]
active = beh@night_3
suitable = {!surge_started =is_night} true
prior = 57
[beh@night_3]:beh@general
pt1 = 20000, sleep | pos: -140.3, 0.12, -201.8 look: -139.0, 0.1, -201.8
path_end = loop
turn_on_campfire = true
; patrol 3rd floor
[logic@near2_xcvb_night_4]
active = walker@night_4
suitable = {!surge_started =is_night} true
prior = 56
[walker@night_4]
path_walk = guard_1_walk
; sleep second building
[logic@near2_xcvb_night_5]
active = beh@night_5
suitable = {!surge_started =is_night} true
prior = 55
[beh@night_5]:beh@general
pt1 = 20000, sit_ass_drink_vodka | pos: -176.23, 0.115, -175.468 look: -177.22, 0.115, -175.526
path_end = loop
meet = meet@general
help_wounded_enabled = true
; sleep barracks
[logic@near2_xcvb_night_6]
active = beh@night_6
suitable = {!surge_started =is_night} true
prior = 55
[beh@night_6]:beh@general
pt1 = 20000, sleep | pos: -153.96, 1.217, -153.2 look: -153.254, 1.217, -152.554
path_end = loop
; patrol 2nd floor
[logic@near2_xcvb_night_7]
active = walker@night_7
suitable = {!surge_started =is_night} true
prior = 54
[walker@night_7]
path_walk = guard_4_walk
; sleep angar
[logic@near2_xcvb_night_8]
active = beh@night_8
suitable = {!surge_started =is_night} true
prior = 53
[beh@night_8]:beh@general
pt1 = 20000, sleep | pos: -133.4, -0.0016, -166.9 look: -133.47, -0.0016, -165.945
path_end = loop
; guard 1st floor
[logic@near2_xcvb_night_9]
active = walker@night_9
suitable = {!surge_started =is_night} true
prior = 53
[walker@night_9]
path_walk = guard_7_walk
path_look = walker_1_look
; guard 3rd floor
[logic@near2_xcvb_night_10]
active = walker@night_10
suitable = {!surge_started =is_night} true
prior = 52
[walker@night_10]
path_walk = guard_2_walk
path_look = guard_2_look
; another guard 1st floor
[logic@near2_xcvb_night_11]
active = walker@night_11
suitable = {!surge_started =is_night} true
prior = 51
[walker@night_11]
path_walk = walker_1_walk
path_look = walker_1_look
; guard 2nd floor
[logic@near2_xcvb_night_12]
active = walker@night_12
suitable = {!surge_started =is_night} true
prior = 51
[walker@night_12]
path_walk = guard_6_look
path_look = kamp_2_task
; another guard 3rd floor
[logic@near2_xcvb_night_13]
active = walker@night_13
suitable = {!surge_started =is_night} true
prior = 51
[walker@night_13]
path_walk = guard_3_walk
path_look = guard_3_look
@@ -0,0 +1,487 @@
; =======================
; ------------- DAY ---------------
; =======================
; blockpost guard 1
[logic@agr_smart_terrain_1_6_xcvb_day_1]
active = walker@day_1
suitable = {!surge_started !is_night} true
prior = 59
[walker@day_1]
path_walk = guard_5_walk
path_look = guard_5_look
; patrol center
[logic@agr_smart_terrain_1_6_xcvb_day_2]
active = walker@day_2
suitable = {!surge_started !is_night} true
prior = 58
[walker@day_2]
path_walk = patrol_6_walk
; patrol behind
[logic@agr_smart_terrain_1_6_xcvb_day_3]
active = walker@day_3
suitable = {!surge_started !is_night} true
prior = 57
[walker@day_3]
path_walk = patrol_4_walk
; patrol side
[logic@agr_smart_terrain_1_6_xcvb_day_4]
active = walker@day_4
suitable = {!surge_started !is_night} true
prior = 57
[walker@day_4]
path_walk = patrol_2_walk
; blockpost guard 2
[logic@agr_smart_terrain_1_6_xcvb_day_5]
active = walker@day_5
suitable = {!surge_started !is_night} true
prior = 56
[walker@day_5]
path_walk = guard_1_walk
path_look = guard_1_look
; guard main building
[logic@agr_smart_terrain_1_6_xcvb_day_6]
active = walker@day_6
suitable = {!surge_started !is_night} true
prior = 56
[walker@day_6]
path_walk = guard_7_walk
path_look = guard_7_look
; patrol angar
[logic@agr_smart_terrain_1_6_xcvb_day_7]
active = walker@day_7
suitable = {!surge_started !is_night} true
prior = 56
[walker@day_7]
path_walk = patrol_1_walk
; sniper base
[logic@agr_smart_terrain_1_6_xcvb_day_8]
active = walker@day_8
suitable = {!surge_started !is_night =guard_has_rifle} true
prior = 55
[walker@day_8]
path_walk = sniper_1_walk
path_look = sniper_1_look
; sniper watchtower
[logic@agr_smart_terrain_1_6_xcvb_day_9]
active = walker@day_9
suitable = {!surge_started !is_night =guard_has_rifle} true
prior = 55
[walker@day_9]
path_walk = guard_2_walk
path_look = guard_2_look
; guard second building
[logic@agr_smart_terrain_1_6_xcvb_day_10]
active = walker@day_10
suitable = {!surge_started !is_night} true
prior = 54
[walker@day_10]
path_walk = guard_6_walk
path_look = guard_6_look
; guard angars
[logic@agr_smart_terrain_1_6_xcvb_day_11]
active = walker@day_11
suitable = {!surge_started !is_night} true
prior = 54
[walker@day_11]
path_walk = walker_1_walk
path_look = walker_1_look
; patrol behind 2
[logic@agr_smart_terrain_1_6_xcvb_day_12]
active = walker@day_12
suitable = {!surge_started !is_night} true
prior = 54
[walker@day_12]
path_walk = patrol_3_walk
; patrol center 2
[logic@agr_smart_terrain_1_6_xcvb_day_13]
active = walker@day_13
suitable = {!surge_started !is_night} true
prior = 53
[walker@day_13]
path_walk = patrol_5_walk
; idle
[logic@agr_smart_terrain_1_6_camp_work_6]
active = animpoint@agr_smart_terrain_1_6_camp_work_6
suitable = {!surge_started} true
prior = 47
[logic@agr_smart_terrain_1_6_camp_work_7]
active = animpoint@agr_smart_terrain_1_6_camp_work_7
suitable = {!surge_started} true
prior = 46
[logic@agr_smart_terrain_1_6_camp_work_8]
active = animpoint@agr_smart_terrain_1_6_camp_work_8
suitable = {!surge_started} true
prior = 47
on_game_timer = 7200 | {!is_rain} animpoint@agr_smart_cover_otzhiman_5
[logic@agr_smart_terrain_1_6_camp_work_9]
active = animpoint@agr_smart_terrain_1_6_camp_work_9
suitable = {!surge_started} true
prior = 46
[logic@agr_smart_terrain_1_6_camp_work_10]
active = animpoint@agr_smart_terrain_1_6_camp_work_10
suitable = {!surge_started} true
prior = 47
on_game_timer = 7200 | {!is_rain} animpoint@agr_smart_cover_otzhiman_4
[logic@agr_smart_terrain_1_6_camp_work_11]
active = animpoint@agr_smart_terrain_1_6_camp_work_11
suitable = {!surge_started} true
prior = 46
on_game_timer = 7200 | {!is_rain} animpoint@agr_smart_cover_otzhiman_3
[logic@agr_smart_terrain_1_6_camp_work_12]
active = animpoint@agr_smart_terrain_1_6_camp_work_12
suitable = {!surge_started} true
prior = 47
[logic@agr_smart_terrain_1_6_camp_work_13]
active = animpoint@agr_smart_terrain_1_6_camp_work_13
suitable = {!surge_started} true
prior = 47
[logic@agr_smart_terrain_1_6_camp_work_17]
active = animpoint@agr_smart_terrain_1_6_camp_work_17
suitable = {!surge_started} true
prior = 47
[animpoint@agr_smart_terrain_1_6_camp_work_6]
cover_name = agr_smart_terrain_1_6_animpoint_camp_1
use_camp = true
[animpoint@agr_smart_terrain_1_6_camp_work_7]
cover_name = agr_smart_terrain_1_6_animpoint_camp_2
use_camp = true
[animpoint@agr_smart_terrain_1_6_camp_work_8]
cover_name = agr_smart_terrain_1_6_animpoint_camp_3
use_camp = true
[animpoint@agr_smart_terrain_1_6_camp_work_9]
cover_name = agr_smart_terrain_1_6_animpoint_camp_4
use_camp = true
[animpoint@agr_smart_terrain_1_6_camp_work_10]
cover_name = agr_smart_terrain_1_6_animpoint_camp_5
use_camp = true
[animpoint@agr_smart_terrain_1_6_camp_work_11]
cover_name = agr_smart_terrain_1_6_animpoint_camp_6
use_camp = true
[animpoint@agr_smart_terrain_1_6_camp_work_12]
cover_name = agr_smart_terrain_1_6_animpoint_camp_7
use_camp = true
[animpoint@agr_smart_terrain_1_6_camp_work_13]
cover_name = agr_smart_terrain_1_6_animpoint_camp_8
use_camp = false
[animpoint@agr_smart_terrain_1_6_camp_work_17]
cover_name = agr_smart_terrain_1_6_animpoint_camp_12
use_camp = true
; =======================
; ------------ NIGHT -------------
; =======================
[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 = no_meet
wounded = wounded@ignore
use_camp = false
[meet@general]
close_anim = nil
close_victim = nil
far_anim = nil
far_victim = nil
close_distance = 0
far_distance = 0
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@ignore]
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
; blockpost guard 1
[logic@agr_smart_terrain_1_6_xcvb_night_1]
active = walker@night_1
suitable = {!surge_started =is_night} true
prior = 59
[walker@night_1]
path_walk = guard_5_walk
path_look = guard_5_look
; sleep angar sit couch
[logic@agr_smart_terrain_1_6_xcvb_night_2]
active = animpoint@night_2
suitable = {!surge_started =is_night} true
prior = 58
[animpoint@night_2]
cover_name = agr_smart_terrain_1_6_animpoint_camp_11
use_camp = true
turn_on_campfire = true
meet = meet@general
; guard main building
[logic@agr_smart_terrain_1_6_xcvb_night_3]
active = walker@night_3
suitable = {!surge_started =is_night} true
prior = 57
[walker@night_3]
path_walk = guard_7_walk
path_look = guard_7_look
; sleep second building
[logic@agr_smart_terrain_1_6_xcvb_night_4]
active = beh@night_4
suitable = {!surge_started =is_night} true
prior = 56
[beh@night_4]:beh@general
pt1 = 20000, sleep | pos: -181.894, 0.0627, -176.8428 look: -181.204, 0.0627, -176.035
path_end = loop
; patrol behind
[logic@agr_smart_terrain_1_6_xcvb_night_5]
active = walker@night_5
suitable = {!surge_started =is_night} true
prior = 55
[walker@night_5]
path_walk = patrol_4_walk
; patrol side
[logic@agr_smart_terrain_1_6_xcvb_night_6]
active = walker@night_6
suitable = {!surge_started =is_night} true
prior = 55
[walker@night_6]
path_walk = patrol_2_walk
; sleep angar
[logic@agr_smart_terrain_1_6_xcvb_night_7]
active = animpoint@night_7
suitable = {!surge_started =is_night} true
prior = 54
[animpoint@night_7]
cover_name = agr_smart_terrain_1_6_animpoint_camp_9
use_camp = true
turn_on_campfire = true
; sleep angar
[logic@agr_smart_terrain_1_6_xcvb_night_8]
active = animpoint@night_8
suitable = {!surge_started =is_night} true
prior = 54
[animpoint@night_8]
cover_name = agr_smart_terrain_1_6_animpoint_camp_10
use_camp = true
turn_on_campfire = true
; blockpost guard 2
[logic@agr_smart_terrain_1_6_xcvb_night_9]
active = walker@night_9
suitable = {!surge_started =is_night} true
prior = 53
[walker@night_9]
path_walk = guard_1_walk
path_look = guard_1_look
; sleep campfire behind building 1
[logic@agr_smart_terrain_1_6_xcvb_night_10]
active = animpoint@night_10
suitable = {!surge_started =is_night} true
prior = 53
[animpoint@night_10]
cover_name = agr_smart_terrain_1_6_animpoint_kamp2
use_camp = true
turn_on_campfire = true
; sleep campfire behind building 2
[logic@agr_smart_terrain_1_6_xcvb_night_11]
active = animpoint@night_11
suitable = {!surge_started =is_night} true
prior = 53
[animpoint@night_11]
cover_name = agr_smart_terrain_1_6_animpoint_kamp4
use_camp = true
turn_on_campfire = true
; sleep drink vodka main building
[logic@agr_smart_terrain_1_6_xcvb_night_12]
active = animpoint@night_12
suitable = {!surge_started =is_night} true
prior = 53
[animpoint@night_12]
cover_name = agr_smart_terrain_1_6_animpoint_camp_16
use_camp = true
; patrol angars
[logic@agr_smart_terrain_1_6_xcvb_night_13]
active = walker@night_13
suitable = {!surge_started =is_night} true
prior = 52
[walker@night_13]
path_walk = patrol_1_walk
; guard second building
[logic@agr_smart_terrain_1_6_xcvb_night_14]
active = walker@night_14
suitable = {!surge_started =is_night} true
prior = 52
[walker@night_14]
path_walk = guard_6_walk
path_look = guard_6_look
; sniper watchtower
[logic@agr_smart_terrain_1_6_xcvb_night_15]
active = walker@night_15
suitable = {!surge_started =is_night =guard_has_rifle} true
prior = 52
[walker@night_15]
path_walk = guard_2_walk
path_look = guard_2_look
; patrol center
[logic@agr_smart_terrain_1_6_xcvb_night_16]
active = walker@night_16
suitable = {!surge_started =is_night} true
prior = 51
[walker@night_16]
path_walk = patrol_6_walk
; patrol behind 2
[logic@agr_smart_terrain_1_6_xcvb_night_17]
active = walker@night_17
suitable = {!surge_started =is_night} true
prior = 51
[walker@night_17]
path_walk = patrol_3_walk
; patrol center 2
[logic@agr_smart_terrain_1_6_xcvb_night_18]
active = walker@night_18
suitable = {!surge_started =is_night} true
prior = 50
[walker@night_18]
path_walk = patrol_5_walk
; guard angars
[logic@agr_smart_terrain_1_6_xcvb_night_19]
active = walker@night_19
suitable = {!surge_started =is_night} true
prior = 50
[walker@night_19]
path_walk = walker_1_walk
path_look = walker_1_look
; sniper base
[logic@agr_smart_terrain_1_6_xcvb_night_20]
active = walker@night_20
suitable = {!surge_started =is_night =guard_has_rifle} true
prior = 50
[walker@night_20]
path_walk = sniper_1_walk
path_look = sniper_1_look
@@ -0,0 +1,26 @@
![animpoint@table]
on_info = {=trader_sleep_time} beh@xcvb_sleep
[beh@xcvb_sleep]
;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
path_end = loop
on_info = {!trader_sleep_time} animpoint@table
meet = no_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
pt1 = 20000, sleep | pos: -114.1, 0.9983, -150.5 look: -114.1134, -0.0017, -152.4159
@@ -0,0 +1,26 @@
![animpoint@sit]
on_info = {=medic_sleep_time} beh@xcvb_sleep
[beh@xcvb_sleep]
;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
path_end = loop
on_info = {!medic_sleep_time} animpoint@sit
meet = no_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
pt1 = 20000, drunk_sit_ass | pos: -149.1, 1.0029, -203 look: -148.3293, -0.0004, -201.9985
@@ -0,0 +1,57 @@
;army trader
![animpoint@trade]
on_info = {=trader_sleep_time} beh@xcvb_sleep_1
[beh@xcvb_sleep_1]
;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
path_end = loop
on_info = {!trader_sleep_time} animpoint@trade
meet = no_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
pt1 = 20000, sleep | pos: -151.2, 2.108, -166.6 look: -151.3238, 1.1026, -164.2686
;army mechanic
![animpoint@stand]
on_info2 = {=mechanic_sleep_time} beh@xcvb_sleep_2
[beh@xcvb_sleep_2]
;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
path_end = loop
on_info = {!mechanic_sleep_time} animpoint@stand
meet = no_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
pt1 = 20000, drunk_sit_ass | pos: -142.1, 5.999, -203.7 look: -140.0736, 4.9998, -202.5175
@@ -0,0 +1,24 @@
![exclusive]
near1_xcvb_day_1 = agroprom\agr_smart_terrain_1_6_near_1_smart_logic_xcvb.ltx
near1_xcvb_day_2 = agroprom\agr_smart_terrain_1_6_near_1_smart_logic_xcvb.ltx
near1_xcvb_day_3 = agroprom\agr_smart_terrain_1_6_near_1_smart_logic_xcvb.ltx
near1_xcvb_day_4 = agroprom\agr_smart_terrain_1_6_near_1_smart_logic_xcvb.ltx
near1_xcvb_day_5 = agroprom\agr_smart_terrain_1_6_near_1_smart_logic_xcvb.ltx
near1_xcvb_day_6 = agroprom\agr_smart_terrain_1_6_near_1_smart_logic_xcvb.ltx
near1_xcvb_day_7 = agroprom\agr_smart_terrain_1_6_near_1_smart_logic_xcvb.ltx
near1_xcvb_night_1 = agroprom\agr_smart_terrain_1_6_near_1_smart_logic_xcvb.ltx
near1_xcvb_night_2 = agroprom\agr_smart_terrain_1_6_near_1_smart_logic_xcvb.ltx
near1_xcvb_night_3 = agroprom\agr_smart_terrain_1_6_near_1_smart_logic_xcvb.ltx
near1_xcvb_night_4 = agroprom\agr_smart_terrain_1_6_near_1_smart_logic_xcvb.ltx
near1_xcvb_night_5 = agroprom\agr_smart_terrain_1_6_near_1_smart_logic_xcvb.ltx
near1_xcvb_night_6 = agroprom\agr_smart_terrain_1_6_near_1_smart_logic_xcvb.ltx
near1_xcvb_night_7 = agroprom\agr_smart_terrain_1_6_near_1_smart_logic_xcvb.ltx
near1_xcvb_night_8 = agroprom\agr_smart_terrain_1_6_near_1_smart_logic_xcvb.ltx
near1_xcvb_night_9 = agroprom\agr_smart_terrain_1_6_near_1_smart_logic_xcvb.ltx
near1_xcvb_night_10 = agroprom\agr_smart_terrain_1_6_near_1_smart_logic_xcvb.ltx
near1_xcvb_night_11 = agroprom\agr_smart_terrain_1_6_near_1_smart_logic_xcvb.ltx
near1_xcvb_night_12 = agroprom\agr_smart_terrain_1_6_near_1_smart_logic_xcvb.ltx
@@ -0,0 +1,25 @@
![exclusive]
near2_xcvb_day_1 = agroprom\agr_smart_terrain_1_6_near_2_smart_logic_xcvb.ltx
near2_xcvb_day_2 = agroprom\agr_smart_terrain_1_6_near_2_smart_logic_xcvb.ltx
near2_xcvb_day_3 = agroprom\agr_smart_terrain_1_6_near_2_smart_logic_xcvb.ltx
near2_xcvb_day_4 = agroprom\agr_smart_terrain_1_6_near_2_smart_logic_xcvb.ltx
near2_xcvb_day_5 = agroprom\agr_smart_terrain_1_6_near_2_smart_logic_xcvb.ltx
near2_xcvb_day_6 = agroprom\agr_smart_terrain_1_6_near_2_smart_logic_xcvb.ltx
near2_xcvb_day_7 = agroprom\agr_smart_terrain_1_6_near_2_smart_logic_xcvb.ltx
near2_xcvb_day_8 = agroprom\agr_smart_terrain_1_6_near_2_smart_logic_xcvb.ltx
near2_xcvb_night_1 = agroprom\agr_smart_terrain_1_6_near_2_smart_logic_xcvb.ltx
near2_xcvb_night_2 = agroprom\agr_smart_terrain_1_6_near_2_smart_logic_xcvb.ltx
near2_xcvb_night_3 = agroprom\agr_smart_terrain_1_6_near_2_smart_logic_xcvb.ltx
near2_xcvb_night_4 = agroprom\agr_smart_terrain_1_6_near_2_smart_logic_xcvb.ltx
near2_xcvb_night_5 = agroprom\agr_smart_terrain_1_6_near_2_smart_logic_xcvb.ltx
near2_xcvb_night_6 = agroprom\agr_smart_terrain_1_6_near_2_smart_logic_xcvb.ltx
near2_xcvb_night_7 = agroprom\agr_smart_terrain_1_6_near_2_smart_logic_xcvb.ltx
near2_xcvb_night_8 = agroprom\agr_smart_terrain_1_6_near_2_smart_logic_xcvb.ltx
near2_xcvb_night_9 = agroprom\agr_smart_terrain_1_6_near_2_smart_logic_xcvb.ltx
near2_xcvb_night_10 = agroprom\agr_smart_terrain_1_6_near_2_smart_logic_xcvb.ltx
near2_xcvb_night_11 = agroprom\agr_smart_terrain_1_6_near_2_smart_logic_xcvb.ltx
near2_xcvb_night_12 = agroprom\agr_smart_terrain_1_6_near_2_smart_logic_xcvb.ltx
near2_xcvb_night_13 = agroprom\agr_smart_terrain_1_6_near_2_smart_logic_xcvb.ltx
@@ -0,0 +1,62 @@
![exclusive]
!agr_smart_terrain_1_6_camp_work_6 = agroprom\agr_smart_terrain_1_6_smart_logic.ltx
!agr_smart_terrain_1_6_camp_work_7 = agroprom\agr_smart_terrain_1_6_smart_logic.ltx
!agr_smart_terrain_1_6_camp_work_8 = agroprom\agr_smart_terrain_1_6_smart_logic.ltx
!agr_smart_terrain_1_6_camp_work_9 = agroprom\agr_smart_terrain_1_6_smart_logic.ltx
!agr_smart_terrain_1_6_camp_work_10 = agroprom\agr_smart_terrain_1_6_smart_logic.ltx
!agr_smart_terrain_1_6_camp_work_11 = agroprom\agr_smart_terrain_1_6_smart_logic.ltx
!agr_smart_terrain_1_6_camp_work_12 = agroprom\agr_smart_terrain_1_6_smart_logic.ltx
!agr_smart_terrain_1_6_camp_work_13 = agroprom\agr_smart_terrain_1_6_smart_logic.ltx
!agr_smart_terrain_1_6_camp_work_14 = agroprom\agr_smart_terrain_1_6_smart_logic.ltx
!agr_smart_terrain_1_6_camp_work_15 = agroprom\agr_smart_terrain_1_6_smart_logic.ltx
!agr_smart_terrain_1_6_camp_work_16 = agroprom\agr_smart_terrain_1_6_smart_logic.ltx
!agr_smart_terrain_1_6_camp_work_17 = agroprom\agr_smart_terrain_1_6_smart_logic.ltx
agr_smart_terrain_1_6_xcvb_day_1 = agroprom\agr_smart_terrain_1_6_smart_logic_xcvb.ltx
agr_smart_terrain_1_6_xcvb_day_2 = agroprom\agr_smart_terrain_1_6_smart_logic_xcvb.ltx
agr_smart_terrain_1_6_xcvb_day_3 = agroprom\agr_smart_terrain_1_6_smart_logic_xcvb.ltx
agr_smart_terrain_1_6_xcvb_day_4 = agroprom\agr_smart_terrain_1_6_smart_logic_xcvb.ltx
agr_smart_terrain_1_6_xcvb_day_5 = agroprom\agr_smart_terrain_1_6_smart_logic_xcvb.ltx
agr_smart_terrain_1_6_xcvb_day_6 = agroprom\agr_smart_terrain_1_6_smart_logic_xcvb.ltx
agr_smart_terrain_1_6_xcvb_day_7 = agroprom\agr_smart_terrain_1_6_smart_logic_xcvb.ltx
agr_smart_terrain_1_6_xcvb_day_8 = agroprom\agr_smart_terrain_1_6_smart_logic_xcvb.ltx
agr_smart_terrain_1_6_xcvb_day_9 = agroprom\agr_smart_terrain_1_6_smart_logic_xcvb.ltx
agr_smart_terrain_1_6_xcvb_day_10 = agroprom\agr_smart_terrain_1_6_smart_logic_xcvb.ltx
agr_smart_terrain_1_6_xcvb_day_11 = agroprom\agr_smart_terrain_1_6_smart_logic_xcvb.ltx
agr_smart_terrain_1_6_xcvb_day_12 = agroprom\agr_smart_terrain_1_6_smart_logic_xcvb.ltx
agr_smart_terrain_1_6_xcvb_day_13 = agroprom\agr_smart_terrain_1_6_smart_logic_xcvb.ltx
agr_smart_terrain_1_6_camp_work_6 = agroprom\agr_smart_terrain_1_6_smart_logic_xcvb.ltx
agr_smart_terrain_1_6_camp_work_7 = agroprom\agr_smart_terrain_1_6_smart_logic_xcvb.ltx
agr_smart_terrain_1_6_camp_work_8 = agroprom\agr_smart_terrain_1_6_smart_logic_xcvb.ltx
agr_smart_terrain_1_6_camp_work_9 = agroprom\agr_smart_terrain_1_6_smart_logic_xcvb.ltx
agr_smart_terrain_1_6_camp_work_10 = agroprom\agr_smart_terrain_1_6_smart_logic_xcvb.ltx
agr_smart_terrain_1_6_camp_work_11 = agroprom\agr_smart_terrain_1_6_smart_logic_xcvb.ltx
agr_smart_terrain_1_6_camp_work_12 = agroprom\agr_smart_terrain_1_6_smart_logic_xcvb.ltx
agr_smart_terrain_1_6_camp_work_13 = agroprom\agr_smart_terrain_1_6_smart_logic_xcvb.ltx
agr_smart_terrain_1_6_camp_work_17 = agroprom\agr_smart_terrain_1_6_smart_logic_xcvb.ltx
agr_smart_terrain_1_6_xcvb_night_1 = agroprom\agr_smart_terrain_1_6_smart_logic_xcvb.ltx
agr_smart_terrain_1_6_xcvb_night_2 = agroprom\agr_smart_terrain_1_6_smart_logic_xcvb.ltx
agr_smart_terrain_1_6_xcvb_night_3 = agroprom\agr_smart_terrain_1_6_smart_logic_xcvb.ltx
agr_smart_terrain_1_6_xcvb_night_4 = agroprom\agr_smart_terrain_1_6_smart_logic_xcvb.ltx
agr_smart_terrain_1_6_xcvb_night_5 = agroprom\agr_smart_terrain_1_6_smart_logic_xcvb.ltx
agr_smart_terrain_1_6_xcvb_night_6 = agroprom\agr_smart_terrain_1_6_smart_logic_xcvb.ltx
agr_smart_terrain_1_6_xcvb_night_7 = agroprom\agr_smart_terrain_1_6_smart_logic_xcvb.ltx
agr_smart_terrain_1_6_xcvb_night_8 = agroprom\agr_smart_terrain_1_6_smart_logic_xcvb.ltx
agr_smart_terrain_1_6_xcvb_night_9 = agroprom\agr_smart_terrain_1_6_smart_logic_xcvb.ltx
agr_smart_terrain_1_6_xcvb_night_10 = agroprom\agr_smart_terrain_1_6_smart_logic_xcvb.ltx
agr_smart_terrain_1_6_xcvb_night_11 = agroprom\agr_smart_terrain_1_6_smart_logic_xcvb.ltx
agr_smart_terrain_1_6_xcvb_night_12 = agroprom\agr_smart_terrain_1_6_smart_logic_xcvb.ltx
agr_smart_terrain_1_6_xcvb_night_13 = agroprom\agr_smart_terrain_1_6_smart_logic_xcvb.ltx
agr_smart_terrain_1_6_xcvb_night_14 = agroprom\agr_smart_terrain_1_6_smart_logic_xcvb.ltx
agr_smart_terrain_1_6_xcvb_night_15 = agroprom\agr_smart_terrain_1_6_smart_logic_xcvb.ltx
agr_smart_terrain_1_6_xcvb_night_16 = agroprom\agr_smart_terrain_1_6_smart_logic_xcvb.ltx
agr_smart_terrain_1_6_xcvb_night_17 = agroprom\agr_smart_terrain_1_6_smart_logic_xcvb.ltx
agr_smart_terrain_1_6_xcvb_night_18 = agroprom\agr_smart_terrain_1_6_smart_logic_xcvb.ltx
agr_smart_terrain_1_6_xcvb_night_19 = agroprom\agr_smart_terrain_1_6_smart_logic_xcvb.ltx
agr_smart_terrain_1_6_xcvb_night_20 = agroprom\agr_smart_terrain_1_6_smart_logic_xcvb.ltx