Added, Updated and Removed Mods; Updated Readme

This commit is contained in:
2024-04-01 22:56:36 -04:00
parent 255081e1ee
commit 5caee9fba5
1056 changed files with 49175 additions and 1278 deletions
@@ -0,0 +1,14 @@
[logic]
active = ph_idle@base
[ph_idle@base]
on_info = %=script(xr_dynamic_object:light:lights_white_12m_glass:bone_lamp:1)%
[lights_white_12m_glass]
range = 12
color = 4294960053
shadow = true
;volumetric = true
;volumetric_quality = 0.7
;volumetric_distance = 2.5
;volumetric_intensity = 0.6
@@ -0,0 +1,377 @@
[logic@base]
net_spawn = pt1
;==================================================
[beh@base]
target = waypoint
path_end = loop
walk_dist = 0
jog_dist = 0
run_anim = patrol
meet = meet@base
[meet@base]
close_snd_hello = {=check_npc_name(monolith)} nil, {=is_wounded} nil, {!is_squad_commander} nil, {=actor_enemy} nil, {=actor_has_weapon} meet_hide_weapon, meet_hello
close_snd_bye = nil
close_anim = nil
close_victim = nil
close_distance = 0
far_anim = nil
far_victim = nil
far_distance = 0
meet_on_talking = false
use = {=is_squad_commander !has_enemy !actor_enemy =dist_to_actor_le(3)} true
[beh@animpoint]:beh@base
target = %=animpoint()% nil
[logic@guard]:logic@base
suitable = {=npc_squad_name(squad_red_duty_outpost_guard) !surge_started()} true
prior = 200
[logic@guard_1]:logic@guard
active = beh@guard_carrier
[logic@guard_2]:logic@guard
active = beh@guard_patrol
[logic@guard_3]:logic@guard
active = beh@guard_truck_1
[logic@guard_4]:logic@guard
active = beh@guard_truck_2
[logic@guard_5]:logic@guard
active = beh@guard_truck_3
[logic@guard_6]:logic@guard
active = beh@guard_truck_4
[logic@guard_7]:logic@guard
active = beh@guard_tower_1
[logic@guard_8]:logic@guard
active = beh@guard_tower_2
[logic@guard_9]:logic@guard
active = beh@guard_bridge_1
[logic@guard_10]:logic@guard
active = beh@guard_bridge_2
[logic@guard_11]:logic@guard
active = beh@guard_bridge_3
[logic@guard_12]:logic@guard
active = beh@guard_path_1
[logic@guard_13]:logic@guard
active = beh@guard_path_2
[logic@guard_14]:logic@guard
active = beh@guard_path_3
[beh@guard]:beh@animpoint
meet = no_meet
[beh@guard_carrier]:beh@guard
pt1 = 10000,dynamite | pos:-104.3,0.00,-239.4 dir:-90
pt2 = 10000,dynamite | pos:-115.5,-0.15,-251.3 dir:180
pt3 = 10000,dynamite | pos:-115.5,0.47,-258.3 dir:180
[beh@guard_patrol]:beh@guard
pt1 = 10000,guard | pos:-111.3,-0.22,-252.7 dir:0
pt2 = 10000,guard | pos:-94.5,0.28,-275.1 dir:-150
[beh@guard_truck_1]:beh@guard
pt1 = 999999,binocular | pos:-101.5,1.75,-249.2 dir:-45
[beh@guard_truck_2]:beh@guard
pt1 = 999999,guard | pos:-100.1,0.06,-246.4 dir:-60
[beh@guard_truck_3]:beh@guard
pt1 = 999999,guard | pos:-116.9,-0.44,-246.4 dir:-90
[beh@guard_truck_4]:beh@guard
pt1 = 999999,animpoint_stay_wall | pos:-101.5,0.02,-240.8 dir:45 animpoint:pos
[beh@guard_tower_1]:beh@guard
pt1 = 10000,guard | pos:-122.5,4.72,-252.7 dir:90
pt2 = 10000,guard | pos:-114.8,4.72,-252.7 dir:-90
[beh@guard_tower_2]:beh@guard
pt1 = 999999,binocular | pos:-122.5,4.72,-261.1 dir:90
[beh@guard_bridge_1]:beh@guard
pt1 = 999999,guard | pos:-125.3,0.27,-272.3 dir:90
[beh@guard_bridge_2]:beh@guard
pt1 = 999999,guard | pos:-120.4,0.18,-265.3 dir:90
[beh@guard_bridge_3]:beh@guard
pt1 = 999999,guard | pos:-112.0,0.27,-273.0 dir:90
[beh@guard_path_1]:beh@guard
pt1 = 999999,guard | pos:-93.1,0.38,-280.7 dir:-150
[beh@guard_path_2]:beh@guard
pt1 = 999999,guard | pos:-102.9,0.12,-281.4 dir:-135
[beh@guard_path_3]:beh@guard
pt1 = 999999,guard | pos:-109.9,-0.18,-287.7 dir:-135
[logic@surge_tower]:logic@base
suitable = {=surge_started() =npc_squad_name(squad_red_duty_outpost_guard)} true
prior = 200
[logic@surge_tower_1]:logic@surge_tower
active = beh@surge_tower_1
[logic@surge_tower_2]:logic@surge_tower
active = beh@surge_tower_2
[logic@surge_tower_3]:logic@surge_tower
active = beh@surge_tower_3
[logic@surge_tower_4]:logic@surge_tower
active = beh@surge_tower_4
[logic@surge_tower_5]:logic@surge_tower
active = beh@surge_tower_5
[logic@surge_tower_6]:logic@surge_tower
active = beh@surge_tower_6
[logic@surge_tower_7]:logic@surge_tower
active = beh@surge_tower_7
[logic@surge_tower_8]:logic@surge_tower
active = beh@surge_tower_8
[logic@surge_tower_9]:logic@surge_tower
active = beh@surge_tower_9
[logic@surge_tower_10]:logic@surge_tower
active = beh@surge_tower_10
[logic@surge_tower_11]:logic@surge_tower
active = beh@surge_tower_11
[logic@surge_tower_12]:logic@surge_tower
active = beh@surge_tower_12
[logic@surge_tower_13]:logic@surge_tower
active = beh@surge_tower_13
[logic@surge_tower_14]:logic@surge_tower
active = beh@surge_tower_14
[beh@surge_tower]:beh@animpoint
run_anim = rush
meet = no_meet
[beh@surge_tower_1]:beh@surge_tower
pt1 = 999999,animpoint_sit | pos:-116.2,4.72,-254.8 dir:180 animpoint:pos
[beh@surge_tower_2]:beh@surge_tower
pt1 = 999999,animpoint_sit | pos:-115.5,4.72,-256.2 dir:90 animpoint:pos
[beh@surge_tower_3]:beh@surge_tower
pt1 = 999999,animpoint_sit | pos:-116.9,4.72,-259.0 dir:0 animpoint:pos
[beh@surge_tower_4]:beh@surge_tower
pt1 = 999999,animpoint_sit | pos:-119.7,4.72,-256.2 dir:-90 animpoint:pos
[beh@surge_tower_5]:beh@surge_tower
pt1 = 999999,animpoint_sit | pos:-119.0,4.72,-254.8 dir:180 animpoint:pos
[beh@surge_tower_6]:beh@surge_tower
pt1 = 999999,animpoint_sit | pos:-119.7,4.72,-259.0 dir:-45 animpoint:pos
[beh@surge_tower_7]:beh@surge_tower
pt1 = 999999,animpoint_sit | pos:-116.2,0.47,-256.2 dir:180 animpoint:pos
[beh@surge_tower_8]:beh@surge_tower
pt1 = 999999,animpoint_sit | pos:-115.5,0.47,-257.6 dir:90 animpoint:pos
[beh@surge_tower_9]:beh@surge_tower
pt1 = 999999,animpoint_sit | pos:-119.0,0.47,-259.0 dir:-90 animpoint:pos
[beh@surge_tower_10]:beh@surge_tower
pt1 = 999999,animpoint_sit | pos:-119.0,0.47,-257.6 dir:-90 animpoint:pos
[beh@surge_tower_11]:beh@surge_tower
pt1 = 999999,guard | pos:-117.6,0.47,-257.6
[beh@surge_tower_12]:beh@surge_tower
pt1 = 999999,guard | pos:-116.9,0.47,-257.6
[beh@surge_tower_13]:beh@surge_tower
pt1 = 999999,guard | pos:-117.6,0.47,-258.3
[beh@surge_tower_14]:beh@surge_tower
pt1 = 999999,guard | pos:-116.9,0.47,-258.3
[logic@visitor]:logic@base
suitable = {+red_bridge_outpost} true
prior = 100
[beh@visitor]:beh@animpoint
[logic@visitor_1]:logic@visitor
active = beh@visitor_1
[logic@visitor_2]:logic@visitor
active = beh@visitor_2
[logic@visitor_3]:logic@visitor
active = beh@visitor_3
[logic@visitor_4]:logic@visitor
active = beh@visitor_4
[logic@visitor_5]:logic@visitor
active = beh@visitor_5
[logic@visitor_6]:logic@visitor
active = beh@visitor_6
[logic@visitor_7]:logic@visitor
active = beh@visitor_7
[logic@visitor_8]:logic@visitor
active = beh@visitor_8
[beh@visitor_1]:beh@visitor
pt1 = 999999,animpoint_sit_all@random,state | pos:-103.6,-0.81,-203.0 dir:0 animpoint:pos
[beh@visitor_2]:beh@visitor
pt1 = 999999,animpoint_sit_normal@random,state | pos:-102.2,-0.81,-201.6 dir:-90 animpoint:pos
[beh@visitor_3]:beh@visitor
pt1 = 999999,animpoint_sit_normal@random,state | pos:-102.2,-0.81,-200.9 dir:-90 animpoint:pos
[beh@visitor_4]:beh@visitor
pt1 = 999999,animpoint_sit_normal@random,state | pos:-102.2,-0.81,-200.2 dir:-90 animpoint:pos
[beh@visitor_5]:beh@visitor
pt1 = 999999,animpoint_sit_all@random,state | pos:-102.2,-0.81,-198.8 dir:135 animpoint:pos
[beh@visitor_6]:beh@visitor
pt1 = 999999,animpoint_sit_all@random,state | pos:-103.6,-0.81,-198.8 dir:180 animpoint:pos
[beh@visitor_7]:beh@visitor
pt1 = 999999,animpoint_sit_all@random,state | pos:-105.0,-0.81,-198.8 dir:225 animpoint:pos
[beh@visitor_8]:beh@visitor
pt1 = 999999,fold_arms | pos:-102.9,-0.81,-198.1 dir:180 animpoint:pos
[logic@visitor_10]:logic@visitor
active = beh@visitor_10
[logic@visitor_11]:logic@visitor
active = beh@visitor_11
[logic@visitor_12]:logic@visitor
active = beh@visitor_12
[logic@visitor_13]:logic@visitor
active = beh@visitor_13
[logic@visitor_14]:logic@visitor
active = beh@visitor_14
[beh@campfire]:beh@visitor
turn_on_campfire = true
[beh@visitor_10]:beh@campfire
pt1 = 999999,animpoint_sit_ass@random@roast,state | pos:-92.4,-0.81,-193.9 look:-93.8,-0.81,-192.5 animpoint:pos
[beh@visitor_11]:beh@campfire
pt1 = 999999,animpoint_sit_ass@random@roast,state | pos:-91.7,-0.81,-191.8 look:-93.8,-0.81,-192.5 animpoint:pos
[beh@visitor_12]:beh@campfire
pt1 = 999999,animpoint_sit_ass@random@roast,state | pos:-93.1,-0.81,-190.4 look:-93.8,-0.81,-192.5 animpoint:pos
[beh@visitor_13]:beh@campfire
pt1 = 999999,animpoint_sit_ass@random@roast,state | pos:-95.2,-0.81,-190.4 look:-93.8,-0.81,-192.5 animpoint:pos
[beh@visitor_14]:beh@campfire
pt1 = 999999,animpoint_stay_wall@random,state | pos:-96.6,-0.81,-193.9 dir:180 animpoint:pos
[logic@customer_1]:logic@visitor
active = beh@customer_1
[logic@customer_2]:logic@visitor
active = beh@customer_2
[beh@customer_1]:beh@visitor
pt1 = 999999,animpoint_sit_normal_weapon,state | pos:-119.0,0.47,-256.2 dir:90 animpoint:pos
[beh@customer_2]:beh@visitor
pt1 = 999999,animpoint_sit_normal_weapon,state | pos:-119.0,0.47,-255.5 dir:90 animpoint:pos
[logic@wounded_1]:logic@visitor
active = beh@wounded_1
[logic@wounded_2]:logic@visitor
active = beh@wounded_2
[logic@wounded_3]:logic@visitor
active = beh@wounded_3
[beh@wounded]:beh@visitor
meet = no_meet
[beh@wounded_1]:beh@wounded
pt1 = 999999,wounded_heavy | pos:-102.9,-0.70,-182.7 dir:90 animpoint:pos
[beh@wounded_2]:beh@wounded
pt1 = 999999,wounded_heavy | pos:-101.5,-0.70,-182.7 dir:90 animpoint:pos
[beh@wounded_3]:beh@wounded
pt1 = 999999,wounded_heavy | pos:-100.1,-0.70,-182.7 dir:90 animpoint:pos
[logic@research]:logic@base
suitable = {-red_bridge_outpost} false, {=is_night()} false, {=npc_community(csky)} true, {=npc_community(ecolog)} true
prior = 110
[logic@research_1]:logic@research
active = beh@research_1
[logic@research_2]:logic@research
active = beh@research_2
[beh@research_1]:beh@visitor
pt1 = 999999,scaner_stand | pos:-128.1,-6.13,-273.0 dir:30
on_info = {=surge_started()} beh@surge_1
[beh@research_2]:beh@visitor
pt1 = 999999,scaner_crouch | pos:-126.7,-5.52,-271.6 dir:60
on_info = {=surge_started()} beh@surge_2
[logic@drunk]:logic@visitor
suitable = {+red_bridge_outpost =is_night()} true
prior = 110
active = beh@drunk
[beh@drunk]:beh@visitor
pt1 = 999999,drunk_behindwall | pos:-102.2,0.04,-236.7 dir:210 animpoint:pos
on_info = {=surge_started()} beh@surge_3
[logic@outside_1]:logic@visitor
active = beh@outside_1
[logic@outside_2]:logic@visitor
active = beh@outside_2
[logic@outside_3]:logic@visitor
active = beh@outside_3
[beh@outside_1]:beh@visitor
pt1 = 999999,animpoint_stay_wall@random,state | pos:-104.2,-0.12,-246.4 dir:-90 animpoint:pos
on_info = {=surge_started()} beh@surge_4
[beh@outside_2]:beh@visitor
pt1 = 999999,animpoint_sit_high@random,state | pos:-104.2,-0.10,-245.0 dir:-90 animpoint:pos
on_info = {=surge_started()} beh@surge_5
[beh@outside_3]:beh@visitor
pt1 = 999999,animpoint_sit_normal@random,state | pos:-105.1,-0.15,-245.0 dir:90 animpoint:pos
on_info = {=surge_started()} beh@surge_6
[beh@surge]:beh@visitor
run_anim = rush
[beh@surge_1]:beh@surge
pt1 = 999999,animpoint_sit | pos:-116.2,-0.64,-225.4 dir:0 animpoint:pos
on_info = {!surge_started()} beh@research_1
[beh@surge_2]:beh@surge
pt1 = 999999,animpoint_sit | pos:-114.8,-0.64,-224.7 dir:90 animpoint:pos
on_info = {!surge_started()} beh@research_2
[beh@surge_3]:beh@surge
pt1 = 999999,animpoint_sit | pos:-114.8,-0.64,-223.3 dir:90 animpoint:pos
on_info = {!surge_started()} beh@drunk
[beh@surge_4]:beh@surge
pt1 = 999999,animpoint_sit | pos:-113.4,-0.64,-219.8 dir:60 animpoint:pos
on_info = {!surge_started()} beh@outside_1
[beh@surge_5]:beh@surge
pt1 = 999999,animpoint_sit | pos:-120.4,-0.64,-223.3 dir:-90 animpoint:pos
on_info = {!surge_started()} beh@outside_2
[beh@surge_6]:beh@surge
pt1 = 999999,animpoint_sit | pos:-120.4,-0.64,-221.9 dir:-90 animpoint:pos
on_info = {!surge_started()} beh@outside_3
[beh@surge_7]:beh@surge
pt1 = 999999,animpoint_sit | pos:-119.7,-0.64,-219.8 dir:-90 animpoint:pos
[beh@surge_8]:beh@surge
pt1 = 999999,animpoint_sit | pos:-119.0,-0.64,-217.7 dir:-90 animpoint:pos
[beh@surge_9]:beh@surge
pt1 = 999999,animpoint_sit | pos:-117.6,-0.64,-216.3 dir:-90 animpoint:pos
@@ -0,0 +1,18 @@
[logic]
active = ph_idle@play
[ph_idle@base]
nonscript_usable = true
[ph_idle@play]:ph_idle@base
on_info = %=play_sound(red_bridge_outpost_radio)%
tips = Use
on_use = %=stop_sound()% ph_idle@stop
[ph_idle@stop]:ph_idle@base
tips = Use
on_use = ph_idle@play
[collide]
ignore_static
@@ -0,0 +1,14 @@
[logic]
active = {=is_day()} ph_idle@play, ph_idle@stop
[ph_idle@play]
nonscript_usable = false
on_info = {=is_day()} %=play_sound(red_bridge_outpost_bar_dolg_speech)%, %=stop_sound()% ph_idle@stop
[ph_idle@stop]
nonscript_usable = false
on_info = {=is_day()} ph_idle@play
[collide]
ignore_static
@@ -0,0 +1,143 @@
[smart_terrain]
squad_id = 11
max_population = 12
respawn_idle = 86400
;faction_controlled = army, bandit, csky, dolg, ecolog, freedom, killer, monolith, stalker, renegade, greh
;default_faction = bandit
;faction_respawn_num = 2
respawn_params = respawn@red_smart_terrain_bridge
[respawn@red_smart_terrain_bridge]
spawn@npc_1
spawn@npc_2
spawn@npc_3
spawn@guard_1
spawn@guard_2
spawn@visitor_1
spawn@visitor_2
spawn@visitor_3
spawn@visitor_4
spawn@outpost
spawn@general
[spawn@npc_1]
spawn_squads = squad_red_duty_outpost_trader
spawn_num = {+red_bridge_outpost !squad_exist(squad_red_duty_outpost_trader)} 1, 0
[spawn@npc_2]
spawn_squads = squad_red_duty_outpost_medic
spawn_num = {+red_bridge_outpost !squad_exist(squad_red_duty_outpost_medic)} 1, 0
[spawn@npc_3]
spawn_squads = squad_red_duty_outpost_guide
spawn_num = {+red_bridge_outpost !squad_exist(squad_red_duty_outpost_guide)} 1, 0
[spawn@guard_1]
spawn_squads = squad_red_duty_outpost_guard_1
spawn_num = {+red_bridge_outpost !squad_exist(squad_red_duty_outpost_guard_1)} 1, 0
[spawn@guard_2]
spawn_squads = squad_red_duty_outpost_guard_2
spawn_num = {+red_bridge_outpost !squad_exist(squad_red_duty_outpost_guard_2)} 1, 0
[spawn@visitor_1]
spawn_squads = squad_red_duty_outpost_visitor_1
spawn_num = {+red_bridge_outpost !squad_exist(squad_red_duty_outpost_visitor_1)} 1, 0
[spawn@visitor_2]
spawn_squads = squad_red_duty_outpost_visitor_2
spawn_num = {+red_bridge_outpost !squad_exist(squad_red_duty_outpost_visitor_2)} 1, 0
[spawn@visitor_3]
spawn_squads = squad_red_duty_outpost_visitor_3
spawn_num = {+red_bridge_outpost !squad_exist(squad_red_duty_outpost_visitor_3)} 1, 0
[spawn@visitor_4]
spawn_squads = squad_red_duty_outpost_visitor_4
spawn_num = {+red_bridge_outpost !squad_exist(squad_red_duty_outpost_visitor_4)} 1, 0
[spawn@outpost]
spawn_squads = stalker_sim_squad_advanced, stalker_sim_squad_veteran, duty_sim_squad_advanced, duty_sim_squad_veteran, csky_sim_squad_advanced, csky_sim_squad_veteran, ecolog_sim_squad_advanced, ecolog_sim_squad_veteran
spawn_num = {+red_bridge_outpost} 2, 0
[spawn@general]
spawn_squads = monolith_sim_squad_novice, monolith_sim_squad_advanced, monolith_sim_squad_veteran
spawn_num = {-red_bridge_outpost} 2, 0
[on_changing_level]
on_info1 = %=script(gameplay_duty_outpost:clean_mess) =script(xr_dynamic_object:dynamic_object:misc\duty_outpost_object.ltx)%
on_info2 = %=script(gameplay_duty_outpost:reinforce_squad:squad_red_duty_outpost_guard_1:1)%
on_info3 = %=script(gameplay_duty_outpost:reinforce_squad:squad_red_duty_outpost_guard_2:1)%
on_info4 = %=script(gameplay_duty_outpost:reinforce_squad:squad_red_duty_outpost_visitor_1:1)%
on_info5 = %=script(gameplay_duty_outpost:reinforce_squad:squad_red_duty_outpost_visitor_2:1)%
on_info6 = %=script(gameplay_duty_outpost:reinforce_squad:squad_red_duty_outpost_visitor_3:1)%
on_info7 = %=script(gameplay_duty_outpost:reinforce_squad:squad_red_duty_outpost_visitor_4:1)%
[exclusive]
guard_1 = red_forest\red_bridge_outpost_logic.ltx
guard_2 = red_forest\red_bridge_outpost_logic.ltx
guard_3 = red_forest\red_bridge_outpost_logic.ltx
guard_4 = red_forest\red_bridge_outpost_logic.ltx
guard_5 = red_forest\red_bridge_outpost_logic.ltx
guard_6 = red_forest\red_bridge_outpost_logic.ltx
guard_7 = red_forest\red_bridge_outpost_logic.ltx
guard_8 = red_forest\red_bridge_outpost_logic.ltx
guard_9 = red_forest\red_bridge_outpost_logic.ltx
guard_10 = red_forest\red_bridge_outpost_logic.ltx
guard_11 = red_forest\red_bridge_outpost_logic.ltx
guard_12 = red_forest\red_bridge_outpost_logic.ltx
guard_13 = red_forest\red_bridge_outpost_logic.ltx
guard_14 = red_forest\red_bridge_outpost_logic.ltx
surge_tower_1 = red_forest\red_bridge_outpost_logic.ltx
surge_tower_2 = red_forest\red_bridge_outpost_logic.ltx
surge_tower_3 = red_forest\red_bridge_outpost_logic.ltx
surge_tower_4 = red_forest\red_bridge_outpost_logic.ltx
surge_tower_5 = red_forest\red_bridge_outpost_logic.ltx
surge_tower_6 = red_forest\red_bridge_outpost_logic.ltx
surge_tower_7 = red_forest\red_bridge_outpost_logic.ltx
surge_tower_8 = red_forest\red_bridge_outpost_logic.ltx
surge_tower_9 = red_forest\red_bridge_outpost_logic.ltx
surge_tower_10 = red_forest\red_bridge_outpost_logic.ltx
surge_tower_11 = red_forest\red_bridge_outpost_logic.ltx
surge_tower_12 = red_forest\red_bridge_outpost_logic.ltx
surge_tower_13 = red_forest\red_bridge_outpost_logic.ltx
surge_tower_14 = red_forest\red_bridge_outpost_logic.ltx
customer_1 = red_forest\red_bridge_outpost_logic.ltx
customer_2 = red_forest\red_bridge_outpost_logic.ltx
wounded_1 = red_forest\red_bridge_outpost_logic.ltx
wounded_2 = red_forest\red_bridge_outpost_logic.ltx
wounded_3 = red_forest\red_bridge_outpost_logic.ltx
research_1 = red_forest\red_bridge_outpost_logic.ltx
research_2 = red_forest\red_bridge_outpost_logic.ltx
drunk = red_forest\red_bridge_outpost_logic.ltx
outside_1 = red_forest\red_bridge_outpost_logic.ltx
outside_2 = red_forest\red_bridge_outpost_logic.ltx
outside_3 = red_forest\red_bridge_outpost_logic.ltx
visitor_1 = red_forest\red_bridge_outpost_logic.ltx
visitor_2 = red_forest\red_bridge_outpost_logic.ltx
visitor_3 = red_forest\red_bridge_outpost_logic.ltx
visitor_4 = red_forest\red_bridge_outpost_logic.ltx
visitor_5 = red_forest\red_bridge_outpost_logic.ltx
visitor_6 = red_forest\red_bridge_outpost_logic.ltx
visitor_7 = red_forest\red_bridge_outpost_logic.ltx
visitor_8 = red_forest\red_bridge_outpost_logic.ltx
visitor_10 = red_forest\red_bridge_outpost_logic.ltx
visitor_11 = red_forest\red_bridge_outpost_logic.ltx
visitor_12 = red_forest\red_bridge_outpost_logic.ltx
visitor_13 = red_forest\red_bridge_outpost_logic.ltx
visitor_14 = red_forest\red_bridge_outpost_logic.ltx
@@ -0,0 +1,86 @@
[section@squad]
target@base = red_smart_terrain_bridge
[section@logic]
logic@trader
logic@medic
logic@guide
[logic@base]
post_combat_time = 0,0
combat_type = camper
net_spawn = pt1
dont_keep_items = true
[logic@trader]:logic@base
suitable = {=check_npc_name(red_duty_outpost_trader)} true
level_spot = trader
trade = items\trade\trade_duty.ltx
active = beh@trader
[logic@medic]:logic@base
suitable = {=check_npc_name(red_duty_outpost_medic)} true
level_spot = medic
trade = items\trade\trade_generic_medic.ltx
active = beh@medic
[logic@guide]:logic@base
suitable = {=check_npc_name(red_duty_outpost_guide)} true
level_spot = quest_npc
active = beh@guide
;==================================================
[beh@base]
dont_keep_items = true
gather_items_enabled = false
target = waypoint
path_end = loop
walk_dist = 0
jog_dist = 0
run_anim = patrol
meet = no_meet
before_hit = invulnerable
combat_ignore_cond = {!is_enemy_actor !fighting_dist_le(40)} true
enemy_ignore_cond = {!is_enemy_actor !fighting_dist_le(40)} true
[beh@animpoint]:beh@base
target = %=animpoint()% nil
[beh@trader]:beh@animpoint
pt1 = 10000,fold_arms | pos:-117.6,0.47,-255.5 dir:180 animpoint:pos
meet = meet@base
[beh@medic]:beh@animpoint
pt1 = 10000,animpoint_sit_normal | pos:-103.6,-0.82,-183.4 dir:90 animpoint:pos
meet = meet@base
[beh@guide]:beh@animpoint
pt1 = 10000,binocular | pos:-119.7,4.72,-257.6 dir:90 animpoint:pos
meet = meet@guide
[meet@base]
close_snd_hello = meet_hello
close_snd_bye = nil
close_anim = nil
close_victim = nil
close_distance = 0
far_anim = nil
far_victim = nil
far_distance = 0
meet_on_talking = false
use = true
[meet@no_sound]:meet@base
close_snd_hello = nil
[meet@guide]:meet@base
close_anim = talk_default
close_distance = 3
close_victim = actor