Added, Updated and Removed Mods; Updated Readme

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2024-04-01 22:56:36 -04:00
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[game_relations]
; Requirements for each rank increase by an additional multiple of 500 points with each rank.
; Rookie -> Trainee: 500 (+500), Trainee -> Experienced: 1500 (+1000), Experienced -> Professional: 3000 (+1500) etc.
; Rank values are set 1 point lower than their target as engine uses upper_bound to determine which text to display in inventory.
rating = novice, 1999, trainee, 3999, experienced, 9999, professional, 17999, veteran, 25999, expert, 34999, master, 49999, legend
monster_rating = weak, 40, normal, 80, strong
reputation = terrible, -1999, really_bad, -1499, very_bad, -999, bad, -499, neutral, 499, good, 999, very_good, 1499, really_good, 1999, excellent
rating_names = st_rank_novice, 1999, st_rank_trainee, 3999, st_rank_experienced, 9999, st_rank_professional, 17999, st_rank_veteran, 25999, st_rank_expert, 34999, st_rank_master, 49999, st_rank_legend
reputation_names = st_reputation_terrible, -1999, st_reputation_really_bad, -1499, st_reputation_very_bad, -999, st_reputation_bad, -499, st_reputation_neutral, 499, st_reputation_good, 999, st_reputation_very_good, 1499, st_reputation_really_good, 1999, st_reputation_excellent
goodwill_names = st_goodwill_enemy, 0, st_goodwill_indifferent, 1000, st_goodwill_friendly
;ii?iaiaua cia?aiey aey ioiioaiey ia?niia?ae
attitude_neutal_threshold = -999 ;eiaaa attitude iaiuoa cia?aiey, oi aunoaaeyaony ALife::eRelationEnemy
attitude_friend_threshold = 999 ;eiaaa attitude iaiuoa cia?aiey, oi aunoaaeyaony ALife::eRelationNeutral, eia?a ALife::eRelationFriend
;Used on set_relation between npcs,
goodwill_enemy = -1000
goodwill_neutal = 0
goodwill_friend = 1000
;iacaaiey a?oiie?iaie (ii?yaie aie?ai niaiaaaou n communities_relations)
communities = actor, 0, monster, 1, trader, 2, army_npc, 3, greh_npc, 4, bandit, 5, dolg, 6, ecolog, 7, freedom, 8, killer, 9, army, 10, monolith, 11, greh, 12, stalker, 13, zombied, 14, csky, 15, isg, 16, renegade, 17, actor_stalker, 18, actor_bandit, 19, actor_dolg, 20, actor_freedom, 21, actor_csky, 22, actor_ecolog, 23, actor_killer, 24, actor_army, 25, actor_monolith, 26, actor_zombied, 27, actor_greh, 28, actor_isg, 29, actor_renegade, 30, arena_enemy, 31
; отношение персонажа к актеру (или другому NPC) вычисляется по формуле
; attitude = personal_goodwill + //личное отношение персонажа к актеру (если раньше не встречались, то 0)
; community_goodwill + //отношение группировки персонажа лично к актеру (если раньше контактов не было, то 0)
; community_to_community + //отношение группировки персонажа к группировке актера из [communities_relations]
; reputation_goodwill + //отношение репутации персонажа к репутации актера из [reputation_relations]
; rank_goodwill //отношение ранга персонажа к рангу актера из [rank_relations]
; столбцы и строки дописывать в алфавитном порядке!
;//////////////////////////////////////////////////////////////////////////////////////////////////
;
; COMMUNITY RELATIONS
;
; Modified by DoctorX
; for DoctorX Dynamic Faction Relations 1.3
; November 2, 2016
;
;--------------------------------------------------------------------------------------------------
;------------------------------------------------
; Community Relations (>999 = Ally, 0 = Neutral, <-999 = Enemy):
[communities_relations]
; | actor|monster|trader| army_npc | greh_npc |bandit| dolg|ecolog|freedom|killer| army|monolith| greh |stalker| zombied| csky | isg |renegade| actor_stalker | actor_bandit | actor_dolg | actor_freedom | actor_csky | actor_ecolog | actor_killer | actor_army | actor_monolith | actor_zombied | actor_greh | actor_isg | actor_renegade| arena_enemy|
;==============================================================================================================================================================================================================================================================================================================================================================================
actor = 0, -2000, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -2000
monster = -2000, 0, 0, -2000, -2000, -2000, -2000, -2000, -2000, -2000, -2000, -2000, -2000, -2000, -2000, -2000, -2000, -2000, -2000, -2000, -2000, -2000, -2000, -2000, -2000, -2000, -2000, 0, -2000, -2000, -2000, 0
trader = 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -2000, 0, 0, 0, 0
army_npc = 0, -2000, 0, 300, -2000, -2000, 0, 0, 0, 0, 300, -2000, -2000, 0, -2000, 0, -2000, -2000, 0, -2000, 0, 0, 0, 0, 0, 300, -2000, -2000, -2000, -2000, -2000, 0
greh_npc = 0, -2000, 0, -2000, 300, 0, 0, 0, 0, 0, 0, 300, 300, 0, 300, 0, -2000, 0, 0, 0, 0, 0, 0, 0, 0, 0, 300, 300, 300, -2000, 0, 0
; | actor|monster|trader| army_npc | greh_npc |bandit| dolg|ecolog|freedom|killer| army|monolith| greh |stalker| zombied| csky | isg |renegade| actor_stalker | actor_bandit | actor_dolg | actor_freedom | actor_csky | actor_ecolog | actor_killer | actor_army | actor_monolith | actor_zombied | actor_greh | actor_isg | actor_renegade| arena_enemy|
;==============================================================================================================================================================================================================================================================================================================================================================================
bandit = 0, -2000, 0, -2000, 0, 300, -2000, -2000, 0, 0, -2000, -2000, -2000, -2000, -2000, -2000, -2000, 300, -2000, 300, -2000, 0, -2000, -2000, 0, -2000, -2000, -2000, -2000, -2000, 300, 0
dolg = 0, -2000, 0, 0, 0, -2000, 300, 0, -2000, -2000, 0, -2000, -2000, 0, -2000, 0, -2000, -2000, 0, -2000, 300, -2000, 0, 0, -2000, 0, -2000, -2000, -2000, -2000, -2000, 0
ecolog = 0, -2000, 0, 0, 0, -2000, 0, 300, 0, 0, 0, -2000, -2000, 0, -2000, 0, -2000, -2000, 0, -2000, 0, 0, 0, 300, 0, 0, -2000, -2000, -2000, -2000, -2000, 0
freedom = 0, -2000, 0, 0, 0, 0, -2000, 0, 300, 0, -2000, -2000, -2000, 0, -2000, 0, -2000, -2000, 0, 0, -2000, 300, 0, 0, 0, -2000, -2000, -2000, -2000, -2000, -2000, 0
killer = 0, -2000, 0, 0, 0, 0, -2000, 0, 0, 300, -2000, -2000, -2000, -2000, -2000, 0, 0, -2000, -2000, 0, -2000, 0, 0, 0, 300, -2000, -2000, -2000, -2000, 0, -2000, 0
army = 0, -2000, 0, 2000, -2000, -2000, 0, 0, -2000, -2000, 300, -2000, -2000, -2000, -2000, -2000, -2000, -2000, -2000, -2000, 0, -2000, -2000, 0, -2000, 300, -2000, -2000, -2000, -2000, -2000, 0
monolith = 0, -2000, 0, -2000, 300, -2000, -2000, -2000, -2000, -2000, -2000, 2000, 300, -2000, 300, -2000, -2000, -2000, -2000, -2000, -2000, -2000, -2000, -2000, -2000, -2000, 2000, 300, 300, -2000, -2000, 0
greh = 0, -2000, 0, -2000, 300, -2000, -2000, -2000, -2000, -2000, -2000, 300, 300, -2000, 300, -2000, -2000, -2000, -2000, -2000, -2000, -2000, -2000, -2000, -2000, -2000, 300, 300, 300, -2000, -2000, 0
stalker = 0, -2000, 0, 0, 0, -2000, 0, 0, 0, -2000, -2000, -2000, -2000, 300, -2000, 0, -2000, -2000, 0, -2000, 0, 0, 0, 0, -2000, -2000, -2000, -2000, -2000, -2000, -2000, 0
zombied = 0, -2000, 1, -2000, 300, -2000, -2000, -2000, -2000, -2000, -2000, 300, 300, -2000, 300, -2000, -2000, -2000, -2000, -2000, -2000, -2000, -2000, -2000, -2000, -2000, 0, 300, 300, -2000, -2000, 0
csky = 0, -2000, 0, 0, 0, -2000, 0, 0, 0, 0, -2000, -2000, -2000, 0, -2000, 300, -2000, -2000, 0, -2000, 0, 0, 300, 0, 0, -2000, -2000, -2000, -2000, -2000, -2000, 0
isg = 0, -2000, 0, -2000, -2000, -2000, -2000, -2000, -2000, 0, -2000, -2000, -2000, -2000, -2000, -2000, 300, -2000, -2000, -2000, -2000, -2000, -2000, -2000, 0, -2000, -2000, -2000, -2000, 300, -2000, 0
renegade = 0, -2000, 0, -2000, 0, 300, -2000, -2000, -2000, -2000, -2000, -2000, -2000, -2000, -2000, -2000, -2000, 300, -2000, 300, -2000, -2000, -2000, -2000, -2000, -2000, -2000, -2000, -2000, -2000, 300, 0
; | actor|monster|trader| army_npc | greh_npc |bandit| dolg|ecolog|freedom|killer| army|monolith| greh |stalker| zombied| csky | isg |renegade| actor_stalker | actor_bandit | actor_dolg | actor_freedom | actor_csky | actor_ecolog | actor_killer | actor_army | actor_monolith | actor_zombied | actor_greh | actor_isg | actor_renegade| arena_enemy|
;==============================================================================================================================================================================================================================================================================================================================================================================
actor_stalker = 0, -2000, 0, 0, 0, -2000, 0, 0, 0, -2000, -2000, -2000, -2000, 0, -2000, 0, -2000, -2000, 0, 0, 0, 0, 0, 0, -2000, 0, 0, -2000, -2000, -2000, -2000, 0
actor_bandit = 0, -2000, 0, -2000, 0, 300, -2000, -2000, 0, 0, -2000, -2000, -2000, -2000, -2000, -2000, -2000, 300, 0, 300, 0, 0, 0, 0, 0, 0, 0, -2000, -2000, -2000, 300, 0
actor_dolg = 0, -2000, 0, 0, 0, -2000, 300, 0, -2000, -2000, 0, -2000, -2000, 0, -2000, 0, -2000, -2000, 0, 0, 300, 0, 0, 0, 0, 0, 0, -2000, -2000, -2000, -2000, 0
actor_freedom = 0, -2000, 0, 0, 0, 0, -2000, 0, 300, 0, -2000, -2000, -2000, 0, -2000, 0, -2000, -2000, 0, 0, 0, 300, 0, 0, 0, 0, 0, -2000, -2000, -2000, -2000, 0
actor_csky = 0, -2000, 0, 0, 0, -2000, 0, 0, 0, 0, -2000, -2000, -2000, 0, -2000, 300, -2000, -2000, 0, 0, 0, 0, 300, 0, 0, 0, 0, -2000, -2000, -2000, -2000, 0
actor_ecolog = 0, -2000, 0, 0, 0, -2000, 0, 300, 0, 0, 0, -2000, -2000, 0, -2000, 0, -2000, -2000, 0, 0, 0, 0, 0, 300, 0, 0, 0, -2000, -2000, -2000, -2000, 0
actor_killer = 0, -2000, 0, 0, 0, 0, -2000, 0, 0, 300, -2000, -2000, -2000, -2000, -2000, 0, 0, -2000, -2000, 0, 0, 0, 0, 0, 300, 0, 0, -2000, -2000, 0, -2000, 0
actor_army = 0, -2000, 0, 2000, -2000, -2000, 0, 0, -2000, -2000, 300, -2000, -2000, -2000, -2000, -2000, -2000, -2000, 0, 0, 0, 0, 0, 0, 0, 300, 0, -2000, -2000, -2000, -2000, 0
actor_monolith = 0, -2000, 0, -2000, 300, -2000, -2000, -2000, -2000, -2000, -2000, 2000, 300, -2000, 0, -2000, -2000, -2000, 0, 0, 0, 0, 0, 0, 0, 0, 2000, 0, 300, -2000, -2000, 0
actor_zombied = 0, -2000, 0, -2000, 300, -2000, -2000, -2000, -2000, -2000, -2000, 300, 300, -2000, 300, -2000, -2000, -2000, -2000, -2000, -2000, -2000, -2000, -2000, -2000, -2000, 0, 300, 300, -2000, -2000, 0
actor_greh = 0, -2000, 0, -2000, 300, -2000, -2000, -2000, -2000, -2000, -2000, 300, 300, -2000, 300, -2000, -2000, -2000, -2000, -2000, -2000, -2000, -2000, -2000, -2000, -2000, 300, 300, 300, -2000, -2000, 0
actor_isg = 0, -2000, 0, -2000, -2000, -2000, -2000, -2000, -2000, 0, -2000, -2000, -2000, -2000, -2000, -2000, 300, -2000, -2000, -2000, -2000, -2000, -2000, -2000, 0, -2000, -2000, -2000, -2000, 300, -2000, 0
actor_renegade = 0, -2000, 0, -2000, 0, 300, -2000, -2000, -2000, -2000, -2000, -2000, -2000, -2000, -2000, -2000, -2000, 300, -2000, 300, -2000, -2000, -2000, -2000, -2000, -2000, -2000, -2000, -2000, -2000, 300, 0
arena_enemy = -2000, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -2000, 0, 0, 0, 0, 0, -2000, -2000, -2000, -2000, -2000, -2000, -2000, -2000, -2000, -2000, -2000, 0, 0, 0
[rank_relations]
; novice, trainee, experienced, professional, veteran, expert, master, legend
;=========================================================================================
novice = 0, 100, 200, 400, 600, 700, 800, 800
trainee = 0, 0, 100, 300, 500, 700, 800, 800
experienced = 0, 0, 100, 200, 400, 600, 700, 700
professional = 0, 0, 0, 100, 300, 500, 600, 700
veteran = 0, 0, 0, 0, 100, 300, 500, 600
expert = 0, 0, 0, 0, 0, 200, 400, 600
master = 0, 0, 0, 0, 0, 100, 300, 500
legend = 0, 0, 0, 0, 0, 0, 200, 500
[reputation_relations]
; terrible, really_bad, very_bad, bad, neutral, good, very_good, really_good, excellent
;==================================================================================================
terrible = 300, 200, 100, 0, 0, 0, 0, 0, 0
really_bad = 200, 300, 200, 100, 0, 0, 0, 0, 0
very_bad = 200, 200, 300, 200, 0, 0, 0, 0, 0
bad = 100, 100, 100, 300, 100, 0, 0, 0, 0
neutral = 0, 0, 0, 100, 300, 100, 100, 0, 100
good = 0, 0, 0, 0, 100, 300, 200, 100, 200
very_good = 0, 0, 0, 0, 0, 200, 300, 300, 300
really_good = 0, 0, 0, 0, 0, 100, 200, 400, 400
excellent = 0, 0, 0, 0, 0, 0, 100, 300, 500
;
; очки рейтинга и репутации начисляемые за определенные действия
;
;очки рейтинга, получаемые за убийство персонажа
;с определенным статусом
[rank_kill_points]
novice = 4
trainee = 6
experienced = 8
professional = 10
veteran = 15
expert = 20
master = 25
legend = 100
;коэффициенты "сочувствия" группировок
;после воздействия на одного из членов группировки
;goodwill его распространится на остальных членов группировки
;с определенным коэффициентом
;(порядок должен совпадать с communities_relations)
[communities_sympathy]
actor = 0.0
bandit = 0.0
dolg = 0.0
ecolog = 0.0
freedom = 0.0
killer = 0.0
army = 0.0
army_npc = 0.0
monolith = 0.0
greh = 0.0
greh_npc = 0.0
renegade = 0.0
monster = 0.0
stalker = 0.0
zombied = 0.0
csky = 0.0
isg = 0.0
trader = 0.0
actor_bandit = 0.0
actor_dolg = 0.0
actor_ecolog = 0.0
actor_freedom = 0.0
actor_killer = 0.0
actor_army = 0.0
actor_monolith = 0.0
actor_stalker = 0.0
actor_csky = 0.0
actor_zombied = 0.0
actor_renegade = 0.0
actor_greh = 0.0
actor_isg = 0.0
arena_enemy = 0.0
;очки рейтинга, репутации и доброжелательности начисляемые
;в зависимости от совершенного действия
[action_points]
personal_goodwill_limits = -3000, 3000
community_goodwill_limits = -5000, 5000
;-------------------------------------------------------
;-----
; Killing other stalkers.
;-----
community_member_kill_goodwill = -2000 ; Same faction
friend_kill_goodwill = -2000 ; Friendly
neutral_kill_goodwill = -2000 ; Neutral
enemy_kill_goodwill = -100 ; Enemy
; These values are now set in xr_statistic.script.
friend_kill_reputation = 0 ; Friendly
neutral_kill_reputation = 0 ; Neutral
enemy_kill_reputation = 0 ; Enemy
;-----
; Assisting stalkers in combat.
;-----
community_member_fight_help_goodwill = 500 ; Same faction
friend_fight_help_goodwill = 200 ; Friendly
neutral_fight_help_goodwill = 200 ; Neutral
enemy_fight_help_goodwill = 1 ; Enemy
friend_fight_help_reputation = 100 ; Friendly
neutral_fight_help_reputation = 50 ; Neutral
enemy_fight_help_reputation = 0 ; Enemy
;-----
; Attacking stalkers who ARE NOT shooting at you.
;-----
free_community_member_attack_goodwill = -500 ; Same faction
free_friend_attack_goodwill = -2000 ; Friendly
free_neutral_attack_goodwill = -2000 ; Neutral
free_enemy_attack_goodwill = -100 ; Enemy
free_friend_attack_reputation = -500 ; Friendly
free_neutral_attack_reputation = -350 ; Neutral
free_enemy_attack_reputation = 5 ; Enemy
;-----
; Attacking stalkers who ARE shooting at you.
; You're already fighting them so the penalties are reduced.
; Example: You assassinate a loner and his buddies start shooting at you.
;-----
danger_community_member_attack_goodwill = -1 ; Same faction
danger_friend_attack_goodwill = -1 ; Friendly
danger_neutral_attack_goodwill = -1 ; Neutral
danger_enemy_attack_goodwill = -1 ; Enemy
danger_friend_attack_reputation = 0 ; Friendly
danger_neutral_attack_reputation = 0 ; Neutral
danger_enemy_attack_reputation = 0 ; Enemy
;--------------------------------------------------
;(сек) минимальное время через которое снова будет зарегистрировано
;сообщение об атаке на персонажа, и соответственно вычтеся attack_goodwill и attack_reputation
;(работает аналогично и при помощи другим персонажам в бою)
min_attack_delta_time = 1
fight_remember_time = 0.2 ;(cae) a?aiy eioi?ia i?i a?aeo aoaao iiiieou ?aano?
;свойства, которые изменяются у сталкеров в
;зависимости от их ранга
;коэффициенты линейно интерполируются для рангов от 0 (novice) до 100 (experienced)
; Section is not used by the game.
; However it is directly referenced in-engine.
; Removing this or its contents will crash the game.
[ranks_properties]
immunities_novice_k = 1.0
immunities_experienced_k = 1.0
visibility_novice_k = 1.0
visibility_experienced_k = 1.0
dispersion_novice_k = 1.0
dispersion_experienced_k = 0.8
; диапазон изменения рангов при регистрации в новом смарт террейне
[smart_terrain_rank_change]
min = 1
max = 2
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; for monsters
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[monster_communities]
;--//Bamah added trader to keep traders and mechanics from getting attacked
;Room team are assigned to appropriate types
;255 - command is not given
communities = actor, 255, human, 255, zoo_monster, 39, boar, 40, bloodsucker, 41, flesh, 42, dog, 43, pseudodog, 44, cat, 45, chimera, 46, giant, 47, zombie, 48, burer, 49, controller, 50, poltergeist, 51, snork, 52, fracture, 53, bird, 54, rat, 55, tushkano, 56, corpse, 57, trader, 58, arena_monstr, 59, komar, 60, tark, 61, medwed, 62, rotan, 63, fly, 64, mwolf, 65, psysucker, 66, lurker, 67, karlik, 68
[monster_relations]
; [1] friend, [0] neutral, [-1] enemy, [-2] hated enemy
; actor, human, zoo_monstr, boar, bloodsucker, flesh, dog, pseudodog, cat, chimera, giant, zombie, burer, controller, poltergeist, snork, fracture, bird, rat, tushkano, corpse, trader, arena_monstr, komar, tark, medwed, rotan, fly, mwolf, psysucker, lurker, karlik
;===================================================================================================================================================================================================================================================================================
actor = 1, 1, 1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 0, -1, -1, -1, 1, -2, -2, -2, -2, -2, -2, -2, -2, -2, -2
human = 0, 1, 1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 0, -1, -1, -1, 1, 0, -1, -1, -2, -1, -1, -1, -1, -1, -1
zoo_monster = 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
boar = -1, -1, 0, 1, -1, 1, -1, -1, 0, -1, -1, 0, -1, 0, 0, -1, -1, 0, 0, -1, 0, 1, 0, 0, 0, -1, -1, 0, -1, -1, -1, 0
bloodsucker = -1, -1, 0, -1, 1, -1, -1, -1, 0, 0, -1, 0, -1, -1, 0, -1, -1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, -1
flesh = -1, -1, 0, 1, -1, 1, -1, -1, 0, -1, 0, 0, 0, 0, 0, -1, -1, 0, 0, -1, 0, 1, 0, 0, 0, -1, -1, 0, -1, -1, -1, 0
dog = -1, -1, 0, -1, -1, -1, 1, 1, -1, 0, -1, 0, -1, 0, 0, -1, -1, 0, 0, 0, 0, 1, 0, -1, -1, 0, 0, 0, 0, -1, 0, 0
pseudodog = -1, -1, 0, -1, -1, -1, 1, 1, -1, 0, -1, 0, -1, 0, 0, -1, -1, 0, 0, 0, 0, 1, 0, 0, -1, 0, 0, 0, 0, -1, 0, 0
cat = -1, -1, 0, 0, 0, 0, -1, -1, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, -1, -1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
chimera = -1, -1, 0, -1, 0, -1, 0, 0, 0, 1, -1, 0, -1, -1, 0, -1, -1, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 1, -1
giant = -1, -1, 0, -1, -1, 0, -1, -1, 0, -1, 1, 0, 0, 0, 0, 0, 0, 0, 0, -1, 0, 1, 0, 0, 0, -1, 0, 0, 0, -1, -1, 0
zombie = -1, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, -1, -1, 0, 0, 0, -1, 0, 0, -1, -1, -1, 0, 0, 0
burer = -1, -1, 0, -1, -1, 0, -1, -1, 1, -1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, -1, -1, 0
controller = -1, -1, 0, 0, -1, 0, 0, 0, 0, -1, 0, 0, 0, 1, 0, -1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, -1, -1, 1
poltergeist = -1, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
snork = -1, -1, 0, -1, -1, -1, -1, -1, 0, -1, 0, 0, 0, -1, 0, 1, -1, 0, 0, 0, 0, 1, 0, -1, 0, -1, 0, 0, 0, -1, -1, -1
fracture = -1, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, -1, -1, 0
bird = 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
rat = -1, -1, 0, 0, 0, 0, 0, 0, -1, 0, 0, -1, 0, 0, 0, 0, 0, 0, 1, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
tushkano = -1, -1, 0, -1, 0, -1, 0, 0, -1, 0, -1, -1, 0, 0, 0, 0, 0, 0, 1, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
corpse = -1, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, -1, 0, 0, 0, 0, 0, 0, 0, 0
trader = 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 0, 1, 1, 1
arena_monstr= -2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
komar = -2, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0
tark = -2, -1, 0, 0, 0, 0, -1, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 1, -1, -1, 0, 0, 0, 0, 0
medwed = -2, -2, 0, -1, 0, -1, 0, 0, 0, 1, -1, 0, 0, 0, 0, -1, 0, 0, 0, 0, 0, 1, 0, 0, -1, 1, 0, 0, 0, 0, 1, 0
rotan = -2, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, -1, 0, 1, 0, 0, 0, 0, 0
fly = -2, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0
mwolf = -2, -1, 0, -1, 0, -1, 0, 0, 0, 0, 0, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0
psysucker = -2, -1, 0, -1, 1, -1, -1, -1, 0, 0, -1, 0, -1, -1, 0, -1, -1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, -1
lurker = -2, -1, 0, -1, 0, -1, 0, 0, 0, 1, -1, 0, -1, -1, 0, -1, -1, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 1, -1
karlik = -2, -1, 0, 0, -1, 0, 0, 0, 0, -1, 0, 0, 0, 1, 0, -1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, -1, -1, 1
@@ -0,0 +1,355 @@
![labx16_zombie_1]:stalker_zombied
$spawn = "respawn\labx16_zombie_1"
character_profile = sim_default_zombied_2
spec_rank = advanced
community = zombied
custom_data = scripts\labx16\labx16_zombie_1.ltx
story_id = labx16_zombie_1
![labx16_zombie_2]:stalker_zombied
$spawn = "respawn\labx16_zombie_2"
character_profile = sim_default_zombied_2
spec_rank = advanced
community = zombied
custom_data = scripts\labx16\labx16_zombie_2.ltx
story_id = labx16_zombie_2
![labx16_zombie_3]:zombie_normal
$spawn = "respawn\labx16_zombie_3"
character_profile = zombie_normal
;spec_rank = normal
community = monster
custom_data = scripts\labx16\labx16_zombie_3.ltx
story_id = labx16_zombie_3
![labx16_zombie_4]:zombie_strong
$spawn = "respawn\labx16_zombie_4"
character_profile = zombie_strong
;spec_rank = normal
community = monster
custom_data = scripts\labx16\labx16_zombie_4.ltx
story_id = labx16_zombie_4
![labx16_zombie_6]:stalker_zombied
$spawn = "respawn\labx16_zombie_6"
character_profile = sim_default_zombied_2
spec_rank = advanced
community = zombied
custom_data = scripts\labx16\labx16_zombie_6.ltx
story_id = labx16_zombie_6
![labx16_zombie_10]:stalker_zombied
$spawn = "respawn\labx16_zombie_10"
character_profile = sim_default_zombied_2
spec_rank = advanced
community = zombied
custom_data = scripts\labx16\labx16_zombie_10.ltx
story_id = labx16_zombie_10
![labx16_zombie_11]:stalker_zombied
$spawn = "respawn\labx16_zombie_11"
character_profile = sim_default_zombied_2
spec_rank = advanced
community = zombied
custom_data = scripts\labx16\labx16_zombie_11.ltx
story_id = labx16_zombie_11
![labx16_zombie_12]:zombie_weak
$spawn = "respawn\labx16_zombie_12"
character_profile = zombie_weak
;spec_rank = normal
community = monster
custom_data = scripts\labx16\labx16_zombie_12.ltx
story_id = labx16_zombie_12
![labx16_zombie_13]:zombie_weak
$spawn = "respawn\labx16_zombie_13"
character_profile = zombie_weak
;spec_rank = normal
community = monster
custom_data = scripts\labx16\labx16_zombie_13.ltx
story_id = labx16_zombie_13
![labx16_zombie_16]:burer_normal
$spawn = "respawn\labx16_zombie_16"
character_profile = burer_normal
;spec_rank = normal
community = monster
custom_data = scripts\labx16\labx16_zombie_16.ltx
story_id = labx16_zombie_16
![labx16_zombie_17]:zombie_strong
$spawn = "respawn\labx16_zombie_17"
character_profile = zombie_strong
;spec_rank = normal
community = monster
custom_data = scripts\labx16\labx16_zombie_17.ltx
story_id = labx16_zombie_17
![labx16_zombie_19]:rat_normal
$spawn = "respawn\labx16_zombie_19"
character_profile = rat_normal
;spec_rank = normal
community = monster
custom_data = scripts\labx16\labx16_zombie_19.ltx
story_id = labx16_zombie_19
![labx16_snork_4]:bloodsucker_black_strong
$spawn = "respawn\labx16_snork_4"
community = monster
![labx16_snork_5]:stalker_zombied
$spawn = "respawn\labx16_snork_5"
character_profile = sim_default_zombied_4
spec_rank = veteran
community = zombied
custom_data = scripts\labx16\labx16_zombie_1.ltx
story_id = labx16_zombied_5
![labx16_snork_6]:stalker_zombied
$spawn = "respawn\labx16_snork_6"
character_profile = sim_default_zombied_4
spec_rank = veteran
community = zombied
custom_data = scripts\labx16\labx16_zombie_2.ltx
story_id = labx16_zombied_6
[labx16_snork_7]:snork_strong
$spawn = "respawn\labx16_snork_7"
community = monster
custom_data = scripts\labx16\labx16_controller.ltx
[labx16_snork_8]:snork_strong
$spawn = "respawn\labx16_snork_8"
community = monster
custom_data = scripts\labx16\labx16_controller.ltx
[labx16_ecolog_1]:stalker
$spawn = "respawn\labx16_ecolog_1"
character_profile = sim_default_ecolog_2
spec_rank = advanced
community = ecolog
custom_data = scripts\labx16\labx16_zombie_1.ltx
story_id = labx16_ecolog_1
[labx16_ecolog_2]:stalker
$spawn = "respawn\labx16_ecolog_2"
character_profile = sim_default_ecolog_1
spec_rank = novice
community = ecolog
custom_data = scripts\labx16\labx16_zombie_2.ltx
story_id = labx16_ecolog_2
[labx16_ecolog_3]:stalker_strong
$spawn = "respawn\labx16_ecolog_3"
character_profile = sim_default_ecolog_3
spec_rank = advanced
community = ecolog
custom_data = scripts\labx16\labx16_zombie_3.ltx
story_id = labx16_ecolog_3
[labx16_ecolog_4]:stalker
$spawn = "respawn\labx16_ecolog_4"
character_profile = sim_default_ecolog_1
spec_rank = advanced
community = ecolog
custom_data = scripts\labx16\labx16_zombie_4.ltx
story_id = labx16_ecolog_4
[labx16_ecolog_5]:stalker
$spawn = "respawn\labx16_ecolog_5"
character_profile = sim_default_ecolog_1
spec_rank = novice
community = ecolog
custom_data = scripts\labx16\labx16_zombie_5.ltx
story_id = labx16_ecolog_5
[labx16_ecolog_6]:stalker
$spawn = "respawn\labx16_ecolog_6"
character_profile = sim_default_ecolog_2
spec_rank = advanced
community = ecolog
custom_data = scripts\labx16\labx16_zombie_6.ltx
story_id = labx16_ecolog_6
[labx16_ecolog_7]:stalker
$spawn = "respawn\labx16_ecolog_7"
character_profile = sim_default_ecolog_2
spec_rank = advanced
community = ecolog
custom_data = scripts\labx16\labx16_zombie_7.ltx
story_id = labx16_ecolog_7
[labx16_ecolog_8]:stalker_strong
$spawn = "respawn\labx16_ecolog_8"
character_profile = sim_default_ecolog_3
spec_rank = advanced
community = ecolog
custom_data = scripts\labx16\labx16_zombie_8.ltx
story_id = labx16_ecolog_8
[labx16_ecolog_9]:stalker
$spawn = "respawn\labx16_ecolog_9"
character_profile = sim_default_ecolog_1
spec_rank = novice
community = ecolog
custom_data = scripts\labx16\labx16_zombie_9.ltx
story_id = labx16_ecolog_9
[labx16_ecolog_10]:stalker
$spawn = "respawn\labx16_ecolog_10"
character_profile = sim_default_ecolog_1
spec_rank = novice
community = ecolog
custom_data = scripts\labx16\labx16_zombie_10.ltx
story_id = labx16_ecolog_10
[labx16_ecolog_11]:stalker
$spawn = "respawn\labx16_ecolog_11"
character_profile = sim_default_ecolog_1
spec_rank = novice
community = ecolog
custom_data = scripts\labx16\labx16_zombie_11.ltx
story_id = labx16_ecolog_11
[labx16_ecolog_12]:stalker_strong
$spawn = "respawn\labx16_ecolog_12"
character_profile = sim_default_ecolog_3
spec_rank = advanced
community = ecolog
custom_data = scripts\labx16\labx16_zombie_12.ltx
story_id = labx16_ecolog_12
[labx16_ecolog_13]:stalker_strong
$spawn = "respawn\labx16_ecolog_13"
character_profile = sim_default_ecolog_3
spec_rank = advanced
community = ecolog
custom_data = scripts\labx16\labx16_zombie_13.ltx
story_id = labx16_ecolog_13
[labx16_ecolog_14]:stalker
$spawn = "respawn\labx16_ecolog_14"
character_profile = sim_default_ecolog_1
spec_rank = novice
community = ecolog
custom_data = scripts\labx16\labx16_zombie_14.ltx
story_id = labx16_ecolog_14
[labx16_ecolog_15]:stalker
$spawn = "respawn\labx16_ecolog_15"
character_profile = sim_default_ecolog_2
spec_rank = advanced
community = ecolog
custom_data = scripts\labx16\labx16_zombie_15.ltx
story_id = labx16_ecolog_15
[labx16_ecolog_16]:stalker_strong
$spawn = "respawn\labx16_ecolog_16"
character_profile = sim_default_ecolog_4
spec_rank = veteran
community = ecolog
custom_data = scripts\labx16\labx16_zombie_16.ltx
story_id = labx16_ecolog_16
[labx16_ecolog_17]:stalker
$spawn = "respawn\labx16_ecolog_17"
character_profile = sim_default_ecolog_1
spec_rank = novice
community = ecolog
custom_data = scripts\labx16\labx16_zombie_17.ltx
story_id = labx16_ecolog_17
[labx16_ecolog_18]:stalker
$spawn = "respawn\labx16_ecolog_18"
character_profile = sim_default_ecolog_2
spec_rank = advanced
community = ecolog
custom_data = scripts\labx16\labx16_zombie_18.ltx
story_id = labx16_ecolog_18
[labx16_ecolog_19]:rat_normal
$spawn = "respawn\labx16_zombie_19"
character_profile = rat_normal
;spec_rank = normal
community = monster
custom_data = scripts\labx16\labx16_zombie_19.ltx
[labx16_ecolog_1a]:stalker
$spawn = "respawn\labx16_ecolog_1a"
character_profile = sim_default_ecolog_2
spec_rank = advanced
community = ecolog
custom_data = scripts\labx16\labx16_zombie_4.ltx
story_id = labx16_ecolog_1a
[labx16_ecolog_2a]:stalker_strong
$spawn = "respawn\labx16_ecolog_2a"
character_profile = sim_default_ecolog_3
spec_rank = advanced
community = ecolog
custom_data = scripts\labx16\labx16_zombie_3.ltx
story_id = labx16_ecolog_2a
[labx16_ecolog_3a]:stalker_strong
$spawn = "respawn\labx16_ecolog_3a"
character_profile = sim_default_ecolog_3
spec_rank = advanced
community = ecolog
custom_data = scripts\labx16\labx16_zombie_4.ltx
story_id = labx16_ecolog_3a
[labx16_ecolog_4a]:stalker
$spawn = "respawn\labx16_ecolog_4a"
character_profile = sim_default_ecolog_2
spec_rank = advanced
community = ecolog
custom_data = scripts\labx16\labx16_zombie_3.ltx
story_id = labx16_ecolog_4a
[labx16_ecolog_5a]:stalker
$spawn = "respawn\labx16_ecolog_5a"
character_profile = sim_default_ecolog_2
spec_rank = advanced
community = ecolog
custom_data = scripts\labx16\labx16_zombie_4.ltx
story_id = labx16_ecolog_5a
[labx16_ecolog_6a]:stalker
$spawn = "respawn\labx16_ecolog_6a"
character_profile = sim_default_ecolog_2
spec_rank = advanced
community = ecolog
custom_data = scripts\labx16\labx16_zombie_4.ltx
story_id = labx16_ecolog_6a
[labx16_ecolog_7a]:stalker_strong
$spawn = "respawn\labx16_ecolog_7a"
character_profile = sim_default_military_3_sniper
spec_rank = veteran
community = army
custom_data = scripts\labx16\labx16_zombie_19.ltx
story_id = labx16_ecolog_7a
[labx16_ecolog_8a]:stalker_strong
$spawn = "respawn\labx16_ecolog_8a"
character_profile = sim_default_military_3_sniper
spec_rank = veteran
community = army
custom_data = scripts\labx16\labx16_zombie_19.ltx
story_id = labx16_ecolog_8a
[labx16_ecolog_controller]:stalker_strong
$spawn = "respawn\labx16_ecolog_controller"
character_profile = sim_default_military_4
spec_rank = veteran
community = army
custom_data = scripts\labx16\labx16_zombie_19.ltx
story_id = labx16_ecolog_controller
[labx16_killer_dead]:stalker_strong
$spawn = "respawn\labx16_killer_dead"
character_profile = sim_default_killer_dead
spec_rank = veteran
community = killer
custom_data = scripts\labx16\labx16_ghost.ltx
@@ -0,0 +1,15 @@
[dar_corpse_3]:sim_default_military_dead
$spawn = "respawn\dar_corpse_1"
;character_profile = dar_corpse_1
spec_rank = veteran
community = army
;story_id = dar_corpse_1
;custom_data = scripts\labx18\dar_corpse_1.ltx
[dar_corpse_4]:sim_default_military_dead
$spawn = "respawn\dar_corpse_2"
;character_profile = dar_corpse_2
spec_rank = veteran
community = army
;story_id = dar_corpse_2
;custom_data = scripts\labx18\dar_corpse_2.ltx
@@ -0,0 +1,13 @@
[mar_renegade_trader]:stalker
$spawn = "respawn\mar_renegade_trader"
character_profile = mar_renegade_trader
spec_rank = regular
community = renegade
story_id = mar_renegade_trader
[mar_renegade_mechanic]:stalker
$spawn = "respawn\mar_renegade_mechanic"
character_profile = mar_renegade_mechanic
spec_rank = regular
community = renegade
story_id = mar_renegade_mechanic
@@ -0,0 +1,118 @@
[yan_stalker_military_1]:stalker_strong
$spawn = "respawn\yan_stalker_military_1"
character_profile = sim_default_military_2
spec_rank = regular
community = army
story_id = yan_stalker_killer_1
custom_data = scripts\yantar\yan_tonnel_military_1_logic.ltx
[yan_stalker_military_2]:stalker_strong
$spawn = "respawn\yan_stalker_military_2"
character_profile = sim_default_military_2
spec_rank = regular
community = army
story_id = yan_stalker_military_2
custom_data = scripts\yantar\yan_tonnel_military_1_logic.ltx
[yan_stalker_military_3]:stalker_strong
$spawn = "respawn\yan_stalker_military_3"
character_profile = sim_default_military_1
spec_rank = regular
community = army
story_id = yan_stalker_military_3
custom_data = scripts\yantar\yan_tonnel_military_1_logic.ltx
[yan_stalker_military_4]:stalker_strong
$spawn = "respawn\yan_stalker_military_4"
character_profile = sim_default_military_1
spec_rank = regular
community = army
story_id = yan_stalker_military_4
custom_data = scripts\yantar\yan_tonnel_military_2_logic.ltx
[yan_stalker_military_5]:stalker_strong
$spawn = "respawn\yan_stalker_military_5"
character_profile = sim_default_military_3
spec_rank = regular
community = army
story_id = yan_stalker_military_5
custom_data = scripts\yantar\yan_tonnel_military_2_logic.ltx
[yan_stalker_military_6]:stalker_strong
$spawn = "respawn\yan_stalker_military_6"
character_profile = sim_default_military_4
spec_rank = veteran
community = army
story_id = yan_stalker_military_5
custom_data = scripts\yantar\yan_tonnel_military_2_logic.ltx
[yan_stalker_gigant_military]:stalker_strong
$spawn = "respawn\yan_stalker_gigant_military"
character_profile = sim_default_military_4
spec_rank = veteran
community = army
custom_data = scripts\yantar\yan_tonnel_military_2_logic.ltx
story_id = yan_stalker_gigant_military
![yan_tonnel_snork_1]:psysucker_3_strong
$spawn = "respawn\yan_tonnel_snork_1"
community = monster
custom_data = scripts\yantar\yan_tonnel_snork_1.ltx
story_id = yan_tonnel_snork_1
![yan_tonnel_snork_2]:stalker_strong
$spawn = "respawn\yan_tonnel_snork_2"
character_profile = sim_default_killer_dead
spec_rank = advanced
community = killer
custom_data = scripts\labx16\labx16_ghost.ltx
story_id = yan_tonnel_snork_2
![yan_tonnel_snork_3]:bloodsucker_strong_big
$spawn = "respawn\yan_tonnel_snork_3"
community = monster
custom_data = scripts\yantar\yan_tonnel_snork_3.ltx
story_id = yan_tonnel_snork_3
![yan_tonnel_snork_4]:stalker_strong
$spawn = "respawn\yan_tonnel_snork_4"
character_profile = sim_default_killer_dead
spec_rank = advanced
community = killer
custom_data = scripts\labx16\labx16_ghost.ltx
story_id = yan_tonnel_snork_4
![yan_tonnel_snork_5]:bloodsucker_strong_big
$spawn = "respawn\yan_tonnel_snork_5"
community = monster
custom_data = scripts\yantar\yan_tonnel_snork_5.ltx
story_id = yan_tonnel_snork_5
![yan_tonnel_snork_6]:stalker_strong
$spawn = "respawn\yan_tonnel_snork_6"
character_profile = sim_default_killer_dead
spec_rank = advanced
community = killer
custom_data = scripts\labx16\labx16_ghost.ltx
story_id = yan_tonnel_snork_6
![yan_tonnel_zombied_1]:rat_normal
$spawn = "respawn\yan_tonnel_zombied_1"
community = monster
character_profile = rat_normal
custom_data = scripts\yantar\yan_tonnel_zombied_1.ltx
story_id = yan_tonnel_zombied_1
![yan_tonnel_zombied_2]:rat_normal
$spawn = "respawn\yan_tonnel_zombied_2"
community = monster
character_profile = rat_normal
custom_data = scripts\yantar\yan_tonnel_zombied_2.ltx
story_id = yan_tonnel_zombied_2
![yan_tonnel_zombied_3]:rat_normal
$spawn = "respawn\yan_tonnel_zombied_3"
community = monster
character_profile = rat_normal
custom_data = scripts\yantar\yan_tonnel_zombied_3.ltx
story_id = yan_tonnel_zombied_3
@@ -0,0 +1,322 @@
<?xml version='1.0' encoding="windows-1251"?>
<!-- CoC 1.4.10 - DoctorX Questlines 1.6 -->
<xml>
<!-- Sidorovich (Loner Trader at the Rookie Village) -->
<specific_character id="esc_2_12_stalker_trader" no_random = "1">
<name>escape_trader_name</name>
<icon>ui_inGame2_sid</icon>
<bio>escape_trader_bio</bio>
<class>trader</class>
<community>trader</community>
<map_icon x="1" y="0"/>
<terrain_sect>stalker_terrain</terrain_sect>
<visual>actors\stalker_trader\stalker_trader_1</visual>
<rank>47450</rank>
<reputation>2302</reputation>
<money min="1000000" max="1000000" infinitive="1"/>
<supplies>
[spawn] \n
</supplies>
#include "gameplay\character_criticals.xml"
<start_dialog>esc_2_12_stalker_trader_start_dialog</start_dialog>
<actor_dialog>dm_init_trader</actor_dialog>
<actor_dialog>sidorovich_questlines_about_dialog</actor_dialog>
<actor_dialog>drx_sl_esc_m_trader_game_start_dialog_1</actor_dialog>
<!-- LTTZ -->
<actor_dialog>sidorovich_living_legend</actor_dialog>
<actor_dialog>sidorovich_living_legend_finish</actor_dialog>
<actor_dialog>sidorovich_mortal_sin</actor_dialog>
<actor_dialog>sidorovich_mortal_sin_envoy</actor_dialog>
<actor_dialog>sidorovich_mortal_sin_report</actor_dialog>
<actor_dialog>sidorovich_mortal_sin_ambush</actor_dialog>
<actor_dialog>sidorovich_mortal_sin_zone_hero</actor_dialog>
<actor_dialog>sidorovich_operation_afterglow</actor_dialog>
<actor_dialog>sidorovich_operation_afterglow_transmission_report</actor_dialog>
<!-- LTTZ -->
<actor_dialog>dm_important_documents</actor_dialog>
<actor_dialog>drx_sl_cf_task_completed_dialog</actor_dialog>
<actor_dialog>drx_sl_task_completed_dialog</actor_dialog>
<actor_dialog>dm_ordered_task_completed_dialog</actor_dialog>
<actor_dialog>drx_sl_esc_m_trader_meet_dialog</actor_dialog>
<actor_dialog>dm_broker_dialog</actor_dialog>
<actor_dialog>dm_ordered_task_dialog</actor_dialog>
<actor_dialog>dm_lifestyle</actor_dialog>
<actor_dialog>buy_route</actor_dialog>
<actor_dialog>dm_bribe</actor_dialog>
<actor_dialog>drx_sl_change_faction_dialog</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
<actor_dialog>devushka_3_quest</actor_dialog>
</specific_character>
<!-- Wolf (Loner Honcho at the Rookie Village) -->
<specific_character id="esc_2_12_stalker_wolf" team_default = "1">
<name>esc_wolf_name</name>
<icon>ui_inGame2_wolf</icon>
<bio>esc_wolf_bio</bio>
<class>esc_2_12_stalker_wolf</class>
<community>stalker</community> <terrain_sect>stalker_terrain</terrain_sect>
<map_icon x="1" y="0"/>
<terrain_sect>stalker_terrain</terrain_sect>
<rank>18200</rank>
<reputation>2453</reputation>
<money min="600" max="2000" infinitive="0"/>
<snd_config>characters_voice\human\stalker_1\</snd_config>
<crouch_type>-1</crouch_type>
<visual>actors\stalker_neutral\stalker_neytral_balon_1</visual>
<supplies>
[spawn] \n
wpn_pm \n
ammo_9x18_fmj = 2 \n
wpn_pkm \n
ammo_pkm_100 = 3 \n
device_torch \n
hand_radio \n
</supplies>
#include "gameplay\character_criticals.xml"
<start_dialog>esc_2_12_stalker_wolf_start_dialog</start_dialog>
<actor_dialog>wolf_st</actor_dialog> <!-- LTTZ -->
<actor_dialog>dm_ordered_task_completed_dialog</actor_dialog>
<actor_dialog>dm_ordered_task_dialog</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!-- Fanatic (Loner Guard at the Rookie Village) -->
<specific_character id="esc_2_12_stalker_fanat" team_default = "1">
<name>esc_fanat_name</name>
<icon>ui_inGame2_fanatic</icon>
<bio>esc_fanat_bio</bio>
<class>esc_2_12_stalker_fanat</class>
<community>stalker</community> <terrain_sect>stalker_terrain</terrain_sect>
<map_icon x="1" y="0"/>
<terrain_sect>stalker_terrain</terrain_sect>
<rank>18850</rank>
<reputation>1725</reputation>
<money min="600" max="2000" infinitive="0"/>
<snd_config>characters_voice\human\stalker_1\</snd_config>
<crouch_type>-1</crouch_type>
<panic_treshold>0</panic_treshold>
<visual>actors\stalker_neutral\stalker_neytral_rukzak_3</visual>
<supplies>
[spawn] \n
wpn_binoc \n
wpn_pm \n
ammo_9x18_fmj = 3 \n
wpn_ak74u \n
ammo_5.45x39_fmj = 3 \n
</supplies>
#include "gameplay\character_criticals.xml"
<!-- Traning -->
<start_dialog>fanat_training_start</start_dialog>
<actor_dialog>fanat_training_boars_death</actor_dialog>
<actor_dialog>fanat_training_anomaly_reached</actor_dialog>
<actor_dialog>fanat_training_artefact_taken</actor_dialog>
<actor_dialog>fanat_training_back_to_village</actor_dialog>
<actor_dialog>fanat_training_stash_search</actor_dialog>
<actor_dialog>fanat_training_stash_found</actor_dialog>
<actor_dialog>fanat_training_bandit_raid_start</actor_dialog>
<actor_dialog>fanat_training_bandit_raid_end</actor_dialog>
<actor_dialog>fanat_training_end</actor_dialog>
<!-- Traning -->
<actor_dialog>dm_ordered_task_dialog</actor_dialog>
<actor_dialog>dm_ordered_task_completed_dialog</actor_dialog>
<actor_dialog>dm_ordered_task_cancel_dialog</actor_dialog>
<actor_dialog>fanatic_st</actor_dialog> <!-- LTTZ -->
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!-- Hip (The Rookie Village's whiny bitch) -->
<specific_character id="devushka" team_default = "1">
<name>devushka</name>
<icon>ui_inGame2_Hip</icon>
<map_icon x="1" y="0"/>
<bio>Hip</bio>
<class>devushka</class>
<community>stalker</community> <terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\woman\</snd_config>
<rank>12550</rank>
<reputation>900</reputation>
<visual>actors\mnp_npc_remeik\girl</visual>
<supplies>
[spawn] \n
wpn_binoc \n
wpn_pm \n
ammo_9x18_fmj = 3 \n
wpn_ak74u \n
ammo_5.45x39_fmj = 3 \n
#include "gameplay\supplies\character_items.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_drugs_2.xml"
</supplies>
#include "gameplay\character_criticals.xml"
<start_dialog>devushka_1_start</start_dialog>
<actor_dialog>devushka_2_start</actor_dialog>
<actor_dialog>devushka_0_dialog</actor_dialog>
<actor_dialog>devushka_1_dialog</actor_dialog>
<actor_dialog>devushka_2_dialog</actor_dialog>
<actor_dialog>devushka_3_quest_money</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
<actor_dialog>dm_is_actor_companion_dialog</actor_dialog>
<actor_dialog>dm_companion_patrol</actor_dialog>
<actor_dialog>devushka_heal</actor_dialog>
<actor_dialog>devushka_3_dialog</actor_dialog>
<actor_dialog>devushka_4_dialog</actor_dialog>
<actor_dialog>devushka_4_quest</actor_dialog>
<actor_dialog>devushka_about_artefact</actor_dialog>
<actor_dialog>devushka_about_semeckiy</actor_dialog>
<actor_dialog>give_devushka_medved</actor_dialog>
<actor_dialog>devushka_give_present</actor_dialog>
<actor_dialog>devushka_go_village</actor_dialog>
<actor_dialog>adventure_time_with_hip</actor_dialog>
</specific_character>
<!-- Xenotech (Loner Mechanic at the Farm) -->
<specific_character id="esc_smart_terrain_5_7_loner_mechanic_stalker" team_default="1">
<name>esc_smart_terrain_5_7_loner_mechanic_stalker_name</name>
<icon>ui_inGame2_loner_tech</icon>
<bio>??????? ???????. ƒ???????¤ ?????????¤ ???????????.</bio>
<class>esc_smart_terrain_5_7_loner_mechanic_stalker</class>
<community>stalker</community>
<map_icon x="1" y="0"/>
<terrain_sect>stalker_terrain</terrain_sect>
<!--mechanic_mode>1</mechanic_mode-->
<money min="1000000" max="1000000" infinitive="1"/>
<rank>3139</rank>
<reputation>784</reputation>
<visual>actors\stalker_neutral\loner_mechanic_stalker</visual>
<snd_config>characters_voice\human\stalker_3\</snd_config>
<supplies>
[spawn] \n
wpn_toz34 \n
ammo_12x76_zhekan = 1 \n
wpn_fort \n
ammo_9x18_fmj = 1 \n
#include "gameplay\supplies\character_items.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_drugs_2.xml"
</supplies>
#include "gameplay\character_criticals.xml"
<actor_dialog>dm_init_trader</actor_dialog>
<actor_dialog>dm_init_mechanic</actor_dialog>
<actor_dialog>drx_sl_task_completed_dialog</actor_dialog>
<actor_dialog>dm_ordered_task_completed_dialog</actor_dialog>
<actor_dialog>drx_sl_esc_smart_terrain_5_7_loner_mechanic_stalker_meet_dialog</actor_dialog>
<actor_dialog>drx_sl_mechanic_task_dialog</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
<actor_dialog>dm_encrypted_pda</actor_dialog>
<actor_dialog>awr_tech_dialog_drink_1</actor_dialog>
<actor_dialog>dm_tech_repair</actor_dialog>
</specific_character>
<!-- Loris (Loner Trader at the Farm) -->
<specific_character id="esc_main_base_trader_mlr" team_default="1">
<name>esc_main_base_trader_mlr_name</name>
<icon>ui_inGame2_kashpirovsky</icon>
<map_icon x="1" y="0"></map_icon>
<bio>An experienced stalker. No detailed information is available.</bio>
<class>esc_main_base_trader_mlr</class>
<community>trader</community><terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\stalker_3\</snd_config>
<rank>1500</rank>
<money min="1000000" max="1000000" infinitive="1"/>
<reputation>1000</reputation>
<visual>actors\stalker_neutral\stalker_neutral_1e_face_kashpirovsky</visual>
<supplies>
[spawn] \n
wpn_beretta \n
ammo_9x19_fmj = 1 \n
#include "gameplay\supplies\character_items.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_drugs.xml"
</supplies>
#include "gameplay\character_criticals.xml"
<actor_dialog>dm_init_trader</actor_dialog>
<actor_dialog>buy_route</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!-- (Military Mechanic - Southern Outpost) -->
<specific_character id="army_south_mechan_mlr" team_default="1">
<name>army_south_mechan_mlr_name</name>
<icon>ui_inGame2_Soldier_3</icon>
<map_icon x="1" y="0"></map_icon>
<bio>Нет данных.</bio>
<class>army_south_mechan_mlr</class>
<community>army</community><terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\military_3\</snd_config>
<!--mechanic_mode>1</mechanic_mode-->
<money min="1000000" max="1000000" infinitive="1"/>
<rank>1100</rank>
<money min="1000" max="3000" infinitive="0"/>
<reputation>-600</reputation>
<visual>actors\stalker_soldier\stalker_soldier_3</visual>
<supplies>
[spawn] \n
wpn_ak74 \n
ammo_5.45x39_ap = 3 \n
#include "gameplay\supplies\character_items.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_drugs.xml"
</supplies>
#include "gameplay\character_criticals.xml"
<actor_dialog>dm_init_trader</actor_dialog>
<actor_dialog>dm_init_mechanic</actor_dialog>
<actor_dialog>army_south_mechan_mlr_st</actor_dialog>
<actor_dialog>dm_ordered_task_dialog</actor_dialog>
<actor_dialog>dm_ordered_task_completed_dialog</actor_dialog>
<actor_dialog>dm_encrypted_pda</actor_dialog>
<actor_dialog>dm_tech_repair</actor_dialog>
<actor_dialog>awr_tech_dialog_drink_1</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!-- (Military Trader - Southern Outpost) -->
<specific_character id="esc_3_16_military_trader" team_default="1">
<name>esc_3_16_military_trader_name</name>
<icon>ui_inGame2_Soldier_3</icon>
<map_icon x="1" y="0"></map_icon>
<bio>Нет данных.</bio>
<class>esc_3_16_military_trader</class>
<community>army</community> <terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\military_3\</snd_config>
<rank>1900</rank>
<money min="1000000" max="1000000" infinitive="1"/>
<reputation>-1500</reputation>
<visual>actors\stalker_soldier\stalker_soldier_3</visual>
<supplies>
[spawn] \n
wpn_ak74 \n
ammo_5.45x39_ap = 3 \n
#include "gameplay\supplies\character_items.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_drugs.xml"
</supplies>
#include "gameplay\character_criticals.xml"
<actor_dialog>dm_init_trader</actor_dialog>
<actor_dialog>dm_ordered_task_dialog</actor_dialog>
<actor_dialog>dm_ordered_task_completed_dialog</actor_dialog>
<actor_dialog>guid_esc_mlr_military</actor_dialog>
<actor_dialog>guid_esc_mlr_military_vert</actor_dialog>
<actor_dialog>guid_esc_mlr_military_list</actor_dialog>
<actor_dialog>dm_bribe</actor_dialog>
<actor_dialog>buy_route</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
</xml>
@@ -0,0 +1,558 @@
<?xml version='1.0' encoding="windows-1251"?>
<xml>
<!-- b36 -->
<specific_character id="pri_b36_monolith_sniper" team_default = "1">
<name>GENERATE_NAME_stalker</name>
<icon>ui_inGame2_monolit_2</icon>
<map_icon x="1" y="0">
</map_icon>
<bio>Îïûòíûé ñòàëêåð. Äåòàëüíàÿ èíôîðìàöèÿ îòñóòñòâóåò.</bio>
<class>pri_b36_monolith_sniper</class>
<community>monolith</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\monolith_3\</snd_config><!-- 1 --><!--2-->
<rank>1114</rank>
<reputation>1153</reputation>
<visual>actors\stalker_monolith\stalker_monolith_2</visual>
<supplies>
[spawn] \n
wpn_svd = 1 \n
ammo_7.62x54_7h1 = 3 \n
wpn_colt1911 = 1 \n
ammo_11.43x23_fmj = 1 \n
#include "gameplay\supplies\character_items_nd.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_drugs_2.xml"
</supplies>
#include "gameplay\character_criticals.xml"
</specific_character>
<specific_character id="pri_b36_monolith_master_hiding_place" team_default = "1">
<name>GENERATE_NAME_stalker</name>
<icon>ui_inGame2_monolit_3</icon>
<map_icon x="1" y="0">
</map_icon>
<bio>Îïûòíûé ñòàëêåð. Äåòàëüíàÿ èíôîðìàöèÿ îòñóòñòâóåò.</bio>
<class>pri_b36_monolith_master_hiding_place</class>
<community>monolith</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\monolith_3\</snd_config><!-- 1 --><!--2-->
<rank>9144</rank>
<reputation>-471</reputation>
<visual>actors\stalker_monolith\stalker_monolith_3</visual>
<supplies>
[spawn] \n
wpn_protecta = 1 \n
ammo_12x76_zhekan = 1 \n
wpn_desert_eagle = 1 \n
ammo_11.43x23_hydro = 1 \n
pri_b36_monolith_hiding_place_pda = 1 \n
#include "gameplay\supplies\character_items_nd.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_drugs_3.xml"
</supplies>
#include "gameplay\character_criticals.xml"
</specific_character>
<specific_character id="pri_b36_monolith_marine_sniper" team_default = "1">
<name>GENERATE_NAME_stalker</name>
<icon>ui_inGame2_monolit_3</icon>
<map_icon x="1" y="0">
</map_icon>
<bio>Îïûòíûé ñòàëêåð. Äåòàëüíàÿ èíôîðìàöèÿ îòñóòñòâóåò.</bio>
<class>pri_b36_monolith_marine_sniper</class>
<community>monolith</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\monolith_3\</snd_config><!-- 1 --><!--2-->
<rank>8846</rank>
<reputation>-1033</reputation>
<visual>actors\stalker_monolith\stalker_monolith_3</visual>
<supplies>
[spawn] \n
wpn_vintorez = 1 \n
ammo_9x39_ap = 3 \n
wpn_colt1911 = 1 \n
ammo_11.43x23_hydro = 1 \n
#include "gameplay\supplies\character_items_nd.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_drugs_3.xml"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
</specific_character>
<specific_character id="pri_medic_stalker" team_default = "1">
<name>jup_b19_freedom_yar_name</name>
<icon>ui_inGame2_Dyadka_Yar</icon>
<map_icon x="1" y="0">
</map_icon>
<bio>Îïûòíûé ñòàëêåð. Äåòàëüíàÿ èíôîðìàöèÿ îòñóòñòâóåò.</bio>
<class>pri_medic_stalker</class>
<community>stalker</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\freedom_1\</snd_config><!--2-->
<rank>9389</rank>
<reputation>2309</reputation>
<money min="1000000" max="1000000" infinitive="1"/>
<visual>actors\stalker_freedom\stalker_freedom_2_face_2</visual>
<supplies>
[spawn] \n
wpn_svd = 1 \n
ammo_7.62x54_7h1 = 3 \n
wpn_beretta = 1 \n
ammo_9x19_pbp = 1 \n
#include "gameplay\supplies\character_food_army.xml"
#include "gameplay\supplies\character_drugs.xml"
#include "gameplay\supplies\character_drugs_mil.xml"
</supplies>
<actor_dialog>dm_init_trader</actor_dialog>
<actor_dialog>jup_b19_freedom_yar_pripyat_healing</actor_dialog>
<actor_dialog>jup_b19_freedom_yar_break_dialog</actor_dialog>
#include "gameplay\character_criticals.xml"
</specific_character>
<!--======================( Palace of Culture )======================-->
<!-- Rabbit (Monolith Trader) Character Description -->
<specific_character id="pri_monolith_monolith_trader_stalker" team_default="1">
<name>pri_monolith_monolith_trader_stalker_name</name>
<icon>ui_inGame2_monolith_trade</icon>
<bio>Îïûòíûé ñòàëêåð. Äåòàëüíàÿ èíôîðìàöèÿ îòñóòñòâóåò.</bio>
<class>pri_monolith_monolith_trader_stalker</class>
<community>monolith</community>
<map_icon x="1" y="0"/>
<terrain_sect>stalker_terrain</terrain_sect>
<rank>16846</rank>
<reputation>380</reputation>
<money min="1000000" max="1000000" infinitive="1"/>
<visual>actors\stalker_monolith\stalker_monolith_2_face_1</visual>
<snd_config>characters_voice\human\monolith_3\</snd_config><!-- 1 -->
<supplies></supplies>
#include "gameplay\character_criticals.xml"
<actor_dialog>dm_init_trader</actor_dialog>
<actor_dialog>drx_sl_pri_monolith_monolith_trader_stalker_game_start_dialog_1</actor_dialog>
<actor_dialog>drx_sl_cf_task_completed_dialog</actor_dialog>
<actor_dialog>drx_sl_task_completed_dialog</actor_dialog>
<actor_dialog>dm_ordered_task_completed_dialog</actor_dialog>
<actor_dialog>dm_ordered_task_cancel_dialog</actor_dialog>
<actor_dialog>drx_sl_pri_monolith_monolith_trader_stalker_meet_dialog</actor_dialog>
<actor_dialog>buy_route</actor_dialog>
<actor_dialog>dm_ordered_task_dialog</actor_dialog>
<actor_dialog>drx_sl_change_faction_dialog</actor_dialog>
<!---------- mlr ----------->
<!--actor_dialog>buy_extra_items</actor_dialog-->
<!---------- mlr ----------->
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!-- Cleric (Monolith Mechanic) Character Description -->
<specific_character id="pri_monolith_monolith_mechanic_stalker" team_default="1">
<name>pri_monolith_monolith_mechanic_stalker_name</name>
<icon>ui_inGame2_monolith_tech</icon>
<bio>Îïûòíûé ñòàëêåð. Äåòàëüíàÿ èíôîðìàöèÿ îòñóòñòâóåò.</bio>
<class>pri_monolith_monolith_mechanic_stalker</class>
<community>monolith</community>
<map_icon x="1" y="0"/>
<terrain_sect>stalker_terrain</terrain_sect>
<!--mechanic_mode>1</mechanic_mode-->
<money min="1000000" max="1000000" infinitive="1"/>
<rank>14698</rank>
<reputation>-900</reputation>
<visual>actors\stalker_monolith\stalker_monolith_2_face_2</visual>
<snd_config>characters_voice\human\monolith_3\</snd_config><!-- 1 -->
<supplies></supplies>
#include "gameplay\character_criticals.xml"
<actor_dialog>dm_init_trader</actor_dialog>
<actor_dialog>dm_init_mechanic</actor_dialog>
<actor_dialog>drx_sl_task_completed_dialog</actor_dialog>
<actor_dialog>dm_ordered_task_completed_dialog</actor_dialog>
<actor_dialog>drx_sl_pri_monolith_monolith_mechanic_stalker_meet_dialog</actor_dialog>
<actor_dialog>dm_broker_dialog</actor_dialog>
<actor_dialog>drx_sl_mechanic_task_dialog</actor_dialog>
<actor_dialog>dm_tech_repair</actor_dialog>
<actor_dialog>dm_encrypted_pda</actor_dialog>
<actor_dialog>awr_tech_dialog_drink_1</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!-- Eidolon (Elite Monolith Soldier) Character Description - Made by SarisKhan for Lost to the Zone - 20 September 2017 -->
<specific_character id="monolith_eidolon" team_default = "1">
<name>monolith_eidolon_name</name>
<icon>ui_inGame2_monolit_1</icon>
<map_icon x="1" y="0">
</map_icon>
<bio>Perhaps the most infamous Monolith warrior, the one personally responsible for reactivating the Brain Scorcher.</bio>
<class>monolith_eidolon</class>
<community>monolith</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\monolith_3\</snd_config>
<rank>52000</rank>
<reputation>-2000</reputation>
<visual>actors\stalker_radseva_series\stalker_monolith_radseva</visual>
<supplies>
[spawn_loadout] \n
wpn_groza = 1 \n
wpn_val_kobra = 1 \n
wpn_vihr_kobra = 1 \n
[spawn_loadout2] \n
wpn_fort_snag = 1 \n
wpn_gsh18_custom = 1 \n
[spawn] \n
grenade_f1 = 2 \n
detector_elite = 1 \n
af_monolith = 1 \n
#include "gameplay\supplies\character_food_army.xml"
#include "gameplay\supplies\character_drugs_4.xml"
#include "gameplay\supplies\character_drugs_sci.xml"
#include "gameplay\supplies\character_drugs_mil.xml"
</supplies>
#include "gameplay\character_criticals.xml"
<start_dialog>monolith_eidolon_start</start_dialog>
<actor_dialog>monolith_eidolon_st</actor_dialog>
<actor_dialog>dm_ordered_task_dialog</actor_dialog>
<actor_dialog>dm_ordered_task_completed_dialog</actor_dialog>
<actor_dialog>dm_ordered_task_cancel_dialog</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!-- Charon, in the basement of the Palace of Culture --->
<specific_character id="lider_monolith_haron" team_default="1">
<name>lider_monolith_haron_name</name>
<icon>ui_inGame2_monolit_4</icon>
<map_icon x="1" y="0"></map_icon>
<bio>‹èäåð Œîíîëèòà. „åòàëüíàß No information is available.</bio>
<class>lider_monolith_haron</class>
<community>monolith</community><terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\monolith_3\</snd_config>
<rank>22000</rank>
<money min="0" max="0" infinitive="0"/>
<reputation>-3000</reputation>
<visual>actors\stalker_monolith\stalker_monolith4b</visual>
<supplies>
[spawn] \n
wpn_val = 1 \n
ammo_9x39_ap = 1 \n
#include "gameplay\supplies\character_items.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_drugs.xml"
</supplies>
#include "gameplay\character_criticals.xml"
<actor_dialog>dm_ordered_task_dialog</actor_dialog>
<actor_dialog>dm_ordered_task_completed_dialog</actor_dialog>
<actor_dialog>meet_guid_l11pri_mon_haron</actor_dialog>
<actor_dialog>meet_guid_l11pri_mon_haron_list</actor_dialog>
<actor_dialog>travel_guid_l11pri_mon_haron</actor_dialog>
<actor_dialog>find_blackbox_mlr_reward_haron</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!--======================( Laundromat )======================-->
<!-- Technician at the Laundromat -->
<specific_character id="pri_a16_mech_mlr" team_default="1">
<name>pri_a16_mech_mlr_name</name>
<icon>ui_inGame2_neutral_2_mask</icon>
<map_icon x="1" y="0"></map_icon>
<bio>åò äàííûõ.</bio>
<class>pri_a16_mech_mlr</class>
<community>stalker</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\stalker_2\</snd_config>
<!--mechanic_mode>1</mechanic_mode-->
<rank>4800</rank>
<money min="1000000" max="1000000" infinitive="1"/>
<reputation>1900</reputation>
<visual>actors\stalker_neutral\stalker_neutral2a_mask</visual>
<supplies>
[spawn] \n
wpn_ak74 \n
ammo_5.45x39_ap = 3 \n
#include "gameplay\supplies\character_items.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_drugs.xml"
</supplies>
#include "gameplay\character_criticals.xml"
<actor_dialog>dm_init_trader</actor_dialog>
<actor_dialog>dm_init_mechanic</actor_dialog>
<actor_dialog>dm_ordered_task_dialog</actor_dialog>
<actor_dialog>dm_ordered_task_completed_dialog</actor_dialog>
<actor_dialog>dm_tech_repair</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!-- Guide in eastern Pripyat -->
<specific_character id="guid_pri_a15_mlr" team_default="1">
<name>guid_pri_a15_mlr_name</name>
<icon>ui_inGame2_neutral_2_mask</icon>
<map_icon x="1" y="0">
</map_icon>
<bio>An experienced stalker. No detailed information is available.</bio>
<class>guid_pri_a15_mlr</class>
<community>stalker</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\stalker_2\</snd_config>
<rank>8000</rank>
<money min="12000" max="17000" infinitive="0"/>
<reputation>1300</reputation>
<visual>actors\stalker_neutral\stalker_neutral2a_mas2</visual>
<supplies>
[spawn] \n
wpn_svu \n
ammo_7.62x54_7h1 = 1 \n
#include "gameplay\supplies\character_items.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_drugs.xml"
</supplies>
#include "gameplay\character_criticals.xml"
<actor_dialog>meet_guid_pri_stalker</actor_dialog>
<actor_dialog>travel_guid_pri_stalker</actor_dialog>
<actor_dialog>meet_guid_pri_stalker_list</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!-- Merchant in eastern Pripyat -->
<specific_character id="trader_pri_a15_mlr" team_default="1">
<name>trader_pri_a15_mlr_name</name>
<icon>ui_inGame2_neutral_1</icon>
<map_icon x="1" y="0">
</map_icon>
<bio>An experienced stalker. No detailed information is available.</bio>
<class>trader_pri_a15_mlr</class>
<community>stalker</community>
<terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\stalker_3\</snd_config>
<rank>6000</rank>
<money min="1000000" max="1000000" infinitive="1"/>
<reputation>-1000</reputation>
<visual>actors\stalker_neutral\esc_mechanic_furgon</visual>
<supplies>
[spawn] \n
wpn_desert_eagle \n
ammo_11.43x23_fmj = 1 \n
#include "gameplay\supplies\character_items.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_drugs.xml"
</supplies>
#include "gameplay\character_criticals.xml"
<actor_dialog>dm_init_trader</actor_dialog>
<actor_dialog>buy_route</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!--======================( Yubileiny service center )======================-->
<!-- Monolith Mechanic -->
<specific_character id="mechanic_monolith_kbo" team_default="1">
<name>mechanic_monolith_kbo_name</name>
<icon>ui_inGame2_Bracer</icon>
<map_icon x="1" y="0"></map_icon>
<bio>Monolith Mechanic.</bio>
<class>mechanic_monolith_kbo</class>
<community>monolith</community><terrain_sect>stalker_terrain</terrain_sect>
<!--mechanic_mode>1</mechanic_mode-->
<snd_config>characters_voice\human\monolith_3\</snd_config><!-- 1 --><!--2-->
<rank>4000</rank>
<money min="1000000" max="1000000" infinitive="1"/>
<reputation>0</reputation>
<visual>actors\mnp_npc_remeik\monolit_jupiter_mechanik</visual>
<supplies>
[spawn] \n
wpn_abakan = 1 \n
ammo_5.45x39_ap = 1 \n
#include "gameplay\supplies\character_items.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_drugs.xml"
</supplies>
#include "gameplay\character_criticals.xml"
<start_dialog>mechanic_monolith_kbo_start</start_dialog>
<actor_dialog>dm_init_trader</actor_dialog>
<actor_dialog>dm_init_mechanic</actor_dialog>
<actor_dialog>dm_ordered_task_dialog</actor_dialog>
<actor_dialog>dm_ordered_task_completed_dialog</actor_dialog>
<actor_dialog>dm_encrypted_pda</actor_dialog>
<actor_dialog>awr_tech_dialog_drink_1</actor_dialog>
<actor_dialog>dm_tech_repair</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!-- Monolith trader -->
<specific_character id="trader_monolith_kbo" team_default="1">
<name>trader_monolith_kbo_name</name>
<icon>ui_inGame2_Olivar</icon>
<map_icon x="1" y="0"></map_icon>
<bio>Monolith, supplying his brothers with equipment.</bio>
<class>trader_monolith_kbo</class>
<community>monolith</community><terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\monolith_3\</snd_config><!-- 1 --><!--2-->
<rank>4000</rank>
<money min="1000000" max="1000000" infinitive="1"/>
<reputation>0</reputation>
<visual>actors\stalker_monolith\stalker_monolith_2a_face_rabbit</visual>
<supplies>
[spawn] \n
wpn_val = 1 \n
ammo_9x39_ap = 1 \n
#include "gameplay\supplies\character_items.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_drugs.xml"
</supplies>
#include "gameplay\character_criticals.xml"
<actor_dialog>dm_init_trader</actor_dialog>
<actor_dialog>drx_sl_task_completed_dialog</actor_dialog>
<actor_dialog>drx_sl_trader_monolith_kbo_meet_dialog</actor_dialog>
<actor_dialog>meet_guid_prikbo_mon</actor_dialog>
<actor_dialog>meet_guid_prikbo_mon_list</actor_dialog>
<actor_dialog>travel_guid_prikbo_mon_mon</actor_dialog>
<actor_dialog>buy_route</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!--======================( Bookstore )======================-->
<!-- Trunk (Mercenary Mechanic) -->
<specific_character id="merc_pri_a18_mech_mlr" team_default="1">
<name>merc_pri_a18_mech_mlr_name</name>
<map_icon x="1" y="0"/>
<icon>ui_inGame2_Trunk</icon>
<bio>No information is available.</bio>
<class>merc_pri_a18_mech_mlr</class>
<community>killer</community>
<terrain_sect>stalker_terrain</terrain_sect>
<rank>2100</rank>
<reputation>1</reputation>
<visual>actors\mnp_npc_remeik\merc_black</visual>
<snd_config>characters_voice\human\killer_3\</snd_config>
<!--mechanic_mode>1</mechanic_mode-->
<money min="1000000" max="1000000" infinitive="1"/>
<supplies>
[spawn] \n
wpn_lr300 \n
ammo_5.56x45_ap = 1 \n
#include "gameplay\supplies\character_items_nd.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_drugs.xml"
</supplies>
#include "gameplay\character_criticals.xml"
<actor_dialog>dm_init_trader</actor_dialog>
<actor_dialog>dm_init_mechanic</actor_dialog>
<actor_dialog>dm_tech_repair</actor_dialog>
<actor_dialog>tech_a18_meet_dialog</actor_dialog> <!-- MLR -->
<actor_dialog>tech_a18_meet_dialog_1</actor_dialog> <!-- MLR -->
<actor_dialog>tech_a18_meet_dialog_2</actor_dialog> <!-- MLR -->
<actor_dialog>dm_encrypted_pda</actor_dialog>
<actor_dialog>awr_tech_dialog_drink_1</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!-- Griffith (Mercs leader in Book Store) -->
<specific_character id="merc_pri_grifon_mlr" team_default="1">
<name>merc_pri_grifon_mlr_name</name>
<map_icon x="1" y="0"/>
<icon>ui_inGame2_Griffith</icon>
<bio>No information is available.</bio>
<class>merc_pri_grifon_mlr</class>
<community>killer</community>
<terrain_sect>stalker_terrain</terrain_sect>
<rank>5000</rank>
<reputation>-1500</reputation>
<money min="6000" max="12000" infinitive="0"/>
<visual>actors\mnp_npc_remeik\merc_tihiy</visual>
<snd_config>characters_voice\human\killer_3\</snd_config>
<supplies>
[spawn] \n
wpn_g36 \n
ammo_5.56x45_ap = 1 \n
wpn_sig220 = 1 \n
ammo_11.43x23_hydro = 1 \n
#include "gameplay\supplies\character_items_nd.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_drugs.xml"
</supplies>
#include "gameplay\character_criticals.xml"
<actor_dialog>grifon_meet_dialog</actor_dialog>
<actor_dialog>drx_sl_task_completed_dialog</actor_dialog>
<actor_dialog>drx_sl_merc_pri_grifon_mlr_meet_dialog</actor_dialog>
<actor_dialog>task_find_inf_inx_8_mlr_1</actor_dialog>
<actor_dialog>task_find_inf_inx_8_mlr_2</actor_dialog>
<actor_dialog>dm_ordered_task_dialog</actor_dialog>
<actor_dialog>dm_ordered_task_completed_dialog</actor_dialog>
<actor_dialog>buy_route</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
<!-- Special trader, substituting Nimble as special orders trader -->
<specific_character id="pri_special_trader_mlr" team_default="1">
<name>pri_special_trader_mlr_name</name>
<icon>ui_inGame2_Meeker</icon>
<map_icon x="1" y="0"></map_icon>
<bio>åò äàííûõ.</bio>
<class>pri_special_trader_mlr</class>
<community>killer</community> <terrain_sect>stalker_terrain</terrain_sect>
<snd_config>characters_voice\human\killer_1\</snd_config>
<rank>7500</rank>
<money min="100" max="1000" infinitive="0"/>
<reputation>1500</reputation>
<visual>actors\mnp_npc_remeik\killer_leshiy</visual>
<supplies>
[spawn] \n
wpn_g36 \n
ammo_5.56x45_ap = 1 \n
#include "gameplay\supplies\character_items.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_drugs.xml"
</supplies>
#include "gameplay\character_criticals.xml"
<actor_dialog>dm_init_trader</actor_dialog>
<actor_dialog>pri_special_trader_mlr1</actor_dialog>
<actor_dialog>pri_special_trader_mlr4</actor_dialog>
<actor_dialog>pri_special_trader_mlr2</actor_dialog>
<actor_dialog>pri_special_trader_mlr3</actor_dialog>
<actor_dialog>actor_break_dialog</actor_dialog>
</specific_character>
</xml>
@@ -0,0 +1,18 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<class>sim_default_military_0</class>
<community>army</community>
<map_icon x="1" y="0"></map_icon>
<money min="1000" max="2000" infinitive="0"/>
<name>GENERATE_NAME_private</name>
<rank min="2000" max="9000" />
<reputation min="-600" max="1000" />
<supplies>
#include "gameplay\loadouts\army_base.ltx"
#include "gameplay\loadouts\army_tier_1.ltx"
[spawn] \n
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_medical_army.xml"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,19 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<class>sim_default_military_1</class>
<community>army</community>
<map_icon x="1" y="0"></map_icon>
<money min="1000" max="3000" infinitive="0"/>
<name>GENERATE_NAME_sergeant</name>
<rank min="5000" max="16000" />
<reputation min="-800" max="1500" />
<supplies>
#include "gameplay\loadouts\army_base.ltx"
#include "gameplay\loadouts\army_tier_2.ltx"
[spawn] \n
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_medical_army.xml"
#include "gameplay\supplies\character_drugs.xml"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,19 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<class>sim_default_military_2</class>
<community>army</community>
<map_icon x="1" y="0"></map_icon>
<money min="1500" max="3500" infinitive="0"/>
<name>GENERATE_NAME_senior_sergeant</name>
<rank min="16000" max="24000" />
<reputation min="-700" max="1500" />
<supplies>
#include "gameplay\loadouts\army_base.ltx"
#include "gameplay\loadouts\army_tier_2.ltx"
[spawn] \n
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_medical_army.xml"
#include "gameplay\supplies\character_drugs.xml"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,19 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<class>sim_default_military_3</class>
<community>army</community>
<map_icon x="1" y="0"></map_icon>
<money min="2500" max="5000" infinitive="0"/>
<name>GENERATE_NAME_lieutenant</name>
<rank min="16000" max="32000" />
<reputation min="-800" max="2100" />
<supplies>
#include "gameplay\loadouts\army_base.ltx"
#include "gameplay\loadouts\army_tier_3.ltx"
[spawn] \n
#include "gameplay\supplies\character_food_army.xml"
#include "gameplay\supplies\character_medical_army.xml"
#include "gameplay\supplies\character_drugs_army.xml"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,12 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<class>sim_default_military_4</class>
<community>army</community>
<map_icon x="1" y="0"></map_icon>
<money min="5000" max="10000" infinitive="0"/>
<name>GENERATE_NAME_captain</name>
<rank min="20000" max="40000" />
<reputation min="-900" max="2500" />
<supplies></supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,9 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<community>army</community>
<map_icon x="1" y="0"></map_icon>
<money min="50000" max="75000" infinitive="1"/>
<rank min="30000" max="40000" />
<reputation min="-900" max="2500" />
<supplies></supplies>
#include "gameplay\character_criticals.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,18 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<class>sim_default_bandit_0</class>
<community>bandit</community>
<map_icon x="1" y="0"></map_icon>
<money min="500" max="1500" infinitive="0"/>
<name>GENERATE_NAME_bandit</name>
<rank min="1000" max="5000" />
<reputation min="-1500" max="-500" />
<supplies>
#include "gameplay\loadouts\bandit_base.ltx"
#include "gameplay\loadouts\bandit_tier_1.ltx"
[spawn] \n
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_medical.xml"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,18 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<class>sim_default_bandit_1</class>
<community>bandit</community>
<map_icon x="1" y="0"></map_icon>
<money min="500" max="2000" infinitive="0"/>
<name>GENERATE_NAME_bandit</name>
<rank min="2000" max="5000" />
<reputation min="-2000" max="-500" />
<supplies>
#include "gameplay\loadouts\bandit_base.ltx"
#include "gameplay\loadouts\bandit_tier_1.ltx"
[spawn] \n
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_medical.xml"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,20 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<class>sim_default_bandit_2</class>
<community>bandit</community>
<map_icon x="1" y="0"></map_icon>
<money min="1000" max="3000" infinitive="0"/>
<name>GENERATE_NAME_bandit</name>
<rank min="5000" max="9000" />
<reputation min="-2500" max="-1000" />
<supplies>
#include "gameplay\loadouts\bandit_base.ltx"
#include "gameplay\loadouts\bandit_tier_2.ltx"
[spawn] \n
#include "gameplay\supplies\character_items.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_medical.xml"
#include "gameplay\supplies\character_drugs.xml"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,20 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<class>sim_default_bandit_3</class>
<community>bandit</community>
<map_icon x="1" y="0"></map_icon>
<money min="1500" max="3500" infinitive="0"/>
<name>GENERATE_NAME_bandit</name>
<rank min="9000" max="24000" />
<reputation min="-3000" max="-1000" />
<supplies>
#include "gameplay\loadouts\bandit_base.ltx"
#include "gameplay\loadouts\bandit_tier_3.ltx"
[spawn] \n
#include "gameplay\supplies\character_items_2.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_medical.xml"
#include "gameplay\supplies\character_drugs.xml"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,20 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<class>sim_default_bandit_4</class>
<community>bandit</community>
<map_icon x="1" y="0"></map_icon>
<money min="2500" max="5000" infinitive="0"/>
<name>GENERATE_NAME_bandit</name>
<rank min="18000" max="40000" />
<reputation min="-3000" max="-1500" />
<supplies>
#include "gameplay\loadouts\bandit_base.ltx"
#include "gameplay\loadouts\bandit_tier_4.ltx"
[spawn] \n
#include "gameplay\supplies\character_items_2.xml"
#include "gameplay\supplies\character_food_2.xml"
#include "gameplay\supplies\character_medical.xml"
#include "gameplay\supplies\character_drugs_2.xml"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,9 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<community>bandit</community>
<map_icon x="1" y="0"></map_icon>
<money min="50000" max="75000" infinitive="1"/>
<rank min="30000" max="40000" />
<reputation min="-3000" max="1000" />
<supplies></supplies>
#include "gameplay\character_criticals.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,18 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<class>sim_default_csky_0</class>
<community>csky</community>
<map_icon x="1" y="0"></map_icon>
<money min="500" max="1500" infinitive="0"/>
<name>GENERATE_NAME_stalker</name>
<rank min="1000" max="5000" />
<reputation min="-500" max="600" />
<supplies>
#include "gameplay\loadouts\csky_base.ltx"
#include "gameplay\loadouts\csky_tier_1.ltx"
[spawn] \n
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_medical.xml"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,19 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<class>sim_default_csky_1</class>
<community>csky</community>
<map_icon x="1" y="0"></map_icon>
<money min="1000" max="2500" infinitive="0"/>
<name>GENERATE_NAME_stalker</name>
<rank min="5000" max="9000" />
<reputation min="-700" max="1000" />
<supplies>
#include "gameplay\loadouts\csky_base.ltx"
#include "gameplay\loadouts\csky_tier_2.ltx"
[spawn] \n
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_medical.xml"
#include "gameplay\supplies\character_drugs.xml"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,20 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<class>sim_default_csky_2</class>
<community>csky</community>
<map_icon x="1" y="0"></map_icon>
<money min="1500" max="3500" infinitive="0"/>
<name>GENERATE_NAME_stalker</name>
<rank min="9000" max="16000" />
<reputation min="-800" max="1500" />
<supplies>
#include "gameplay\loadouts\csky_base.ltx"
#include "gameplay\loadouts\csky_tier_2.ltx"
[spawn] \n
#include "gameplay\supplies\character_items.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_medical.xml"
#include "gameplay\supplies\character_drugs.xml"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,20 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<class>sim_default_csky_3</class>
<community>csky</community>
<map_icon x="1" y="0"></map_icon>
<money min="2500" max="5000" infinitive="0"/>
<name>GENERATE_NAME_stalker</name>
<rank min="16000" max="32000" />
<reputation min="-1000" max="2100" />
<supplies>
#include "gameplay\loadouts\csky_base.ltx"
#include "gameplay\loadouts\csky_tier_3.ltx"
[spawn] \n
#include "gameplay\supplies\character_items_2.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_medical.xml"
#include "gameplay\supplies\character_drugs_2.xml"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,20 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<class>sim_default_csky_4</class>
<community>csky</community>
<map_icon x="1" y="0"></map_icon>
<money min="5000" max="10000" infinitive="0"/>
<name>GENERATE_NAME_stalker</name>
<rank min="24000" max="40000" />
<reputation min="-1000" max="2500" />
<supplies>
#include "gameplay\loadouts\csky_base.ltx"
#include "gameplay\loadouts\csky_tier_4.ltx"
[spawn] \n
#include "gameplay\supplies\character_items_2.xml"
#include "gameplay\supplies\character_food_2.xml"
#include "gameplay\supplies\character_medical.xml"
#include "gameplay\supplies\character_drugs_3.xml"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,9 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<community>csky</community>
<map_icon x="1" y="0"></map_icon>
<money min="50000" max="75000" infinitive="1"/>
<rank min="20000" max="40000" />
<reputation min="-1000" max="2500" />
<supplies></supplies>
#include "gameplay\character_criticals.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,18 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<class>sim_default_duty_0</class>
<community>dolg</community>
<map_icon x="1" y="0"></map_icon>
<money min="500" max="1500" infinitive="0"/>
<name>GENERATE_NAME_private</name>
<rank min="1800" max="5000" />
<reputation min="-400" max="600" />
<supplies>
#include "gameplay\loadouts\dolg_base.ltx"
#include "gameplay\loadouts\dolg_tier_1.ltx"
[spawn] \n
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_medical.xml"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,19 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<class>sim_default_duty_1</class>
<community>dolg</community>
<map_icon x="1" y="0"></map_icon>
<money min="1000" max="3000" infinitive="0"/>
<name>GENERATE_NAME_sergeant</name>
<rank min="5000" max="9000" />
<reputation min="-600" max="1000" />
<supplies>
#include "gameplay\loadouts\dolg_base.ltx"
#include "gameplay\loadouts\dolg_tier_2.ltx"
[spawn] \n
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_medical.xml"
#include "gameplay\supplies\character_drugs.xml"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,20 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<class>sim_default_duty_2</class>
<community>dolg</community>
<map_icon x="1" y="0"></map_icon>
<money min="1500" max="3500" infinitive="0"/>
<name>GENERATE_NAME_senior_sergeant</name>
<rank min="9000" max="16000" />
<reputation min="-700" max="1500" />
<supplies>
#include "gameplay\loadouts\dolg_base.ltx"
#include "gameplay\loadouts\dolg_tier_2.ltx"
[spawn] \n
#include "gameplay\supplies\character_items.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_medical.xml"
#include "gameplay\supplies\character_drugs.xml"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,20 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<class>sim_default_duty_3</class>
<community>dolg</community>
<map_icon x="1" y="0"></map_icon>
<money min="2500" max="5000" infinitive="0"/>
<name>GENERATE_NAME_lieutenant</name>
<rank min="18000" max="36000" />
<reputation min="-800" max="2100" />
<supplies>
#include "gameplay\loadouts\dolg_base.ltx"
#include "gameplay\loadouts\dolg_tier_3.ltx"
[spawn] \n
#include "gameplay\supplies\character_items_2.xml"
#include "gameplay\supplies\character_food_army.xml"
#include "gameplay\supplies\character_medical_army.xml"
#include "gameplay\supplies\character_drugs_2.xml"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,20 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<class>sim_default_duty_4</class>
<community>dolg</community>
<map_icon x="1" y="0"></map_icon>
<money min="5000" max="10000" infinitive="0"/>
<name>GENERATE_NAME_captain</name>
<rank min="36000" max="66000" />
<reputation min="-900" max="2500" />
<supplies>
#include "gameplay\loadouts\dolg_base.ltx"
#include "gameplay\loadouts\dolg_tier_4.ltx"
[spawn] \n
#include "gameplay\supplies\character_items_2.xml"
#include "gameplay\supplies\character_food_army.xml"
#include "gameplay\supplies\character_medical_army.xml"
#include "gameplay\supplies\character_drugs_3.xml"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,9 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<community>dolg</community>
<map_icon x="1" y="0"></map_icon>
<money min="50000" max="75000" infinitive="1"/>
<rank min="18000" max="36000" />
<reputation min="-800" max="2100" />
<supplies></supplies>
#include "gameplay\character_criticals.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,20 @@
<bio>Member of mobile science camp. Detailed information is missing.</bio>
<class>sim_default_ecolog_0</class>
<community>ecolog</community>
<map_icon x="1" y="0"></map_icon>
<money min="1000" max="2000" infinitive="0"/>
<name>GENERATE_NAME_stalker</name>
<rank min="2000" max="9000" />
<reputation min="0" max="1000" />
<supplies>
#include "gameplay\loadouts\ecolog_base.ltx"
#include "gameplay\loadouts\ecolog_tier_1.ltx"
[spawn] \n
#include "gameplay\supplies\character_items_2.xml"
#include "gameplay\supplies\character_food_army.xml"
#include "gameplay\supplies\character_medical_sci.xml"
#include "gameplay\supplies\character_drugs_army.xml"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,20 @@
<bio>Member of mobile science camp. Detailed information is missing.</bio>
<class>sim_default_ecolog_01</class>
<community>ecolog</community>
<map_icon x="1" y="0"></map_icon>
<money min="1000" max="2000" infinitive="0"/>
<name>GENERATE_NAME_stalker</name>
<rank min="2000" max="9000" />
<reputation min="0" max="1000" />
<supplies>
#include "gameplay\loadouts\ecolog_base.ltx"
#include "gameplay\loadouts\ecolog_tier_1.ltx"
[spawn] \n
#include "gameplay\supplies\character_items_2.xml"
#include "gameplay\supplies\character_food_army.xml"
#include "gameplay\supplies\character_medical_sci.xml"
#include "gameplay\supplies\character_drugs_army.xml"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,20 @@
<bio>Member of mobile science camp. Detailed information is missing.</bio>
<class>sim_default_ecolog_1</class>
<community>ecolog</community>
<map_icon x="1" y="0"></map_icon>
<money min="1500" max="3000" infinitive="0"/>
<name>GENERATE_NAME_science</name>
<rank min="5000" max="16000" />
<reputation min="0" max="1500" />
<supplies>
#include "gameplay\loadouts\ecolog_base.ltx"
#include "gameplay\loadouts\ecolog_tier_2.ltx"
[spawn] \n
#include "gameplay\supplies\character_items_2.xml"
#include "gameplay\supplies\character_food_army.xml"
#include "gameplay\supplies\character_medical_sci.xml"
#include "gameplay\supplies\character_drugs_army.xml"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,20 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<class>sim_default_ecolog_2</class>
<community>ecolog</community>
<map_icon x="1" y="0"></map_icon>
<money min="1500" max="3500" infinitive="0"/>
<name>GENERATE_NAME_stalker</name>
<rank min="9000" max="16000" />
<reputation min="0" max="1500" />
<supplies>
#include "gameplay\loadouts\ecolog_base.ltx"
#include "gameplay\loadouts\ecolog_tier_3.ltx"
[spawn] \n
#include "gameplay\supplies\character_items_2.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_medical.xml"
#include "gameplay\supplies\character_drugs_2.xml"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,20 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<class>sim_default_ecolog_3</class>
<community>ecolog</community>
<map_icon x="1" y="0"></map_icon>
<money min="2500" max="5000" infinitive="0"/>
<name>GENERATE_NAME_stalker</name>
<rank min="16000" max="32000" />
<reputation min="0" max="2100" />
<supplies>
#include "gameplay\loadouts\ecolog_base.ltx"
#include "gameplay\loadouts\ecolog_tier_4.ltx"
[spawn] \n
#include "gameplay\supplies\character_items_2.xml"
#include "gameplay\supplies\character_food_2.xml"
#include "gameplay\supplies\character_medical_sci.xml"
#include "gameplay\supplies\character_drugs_3.xml"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,20 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<class>sim_default_ecolog_4</class>
<community>ecolog</community>
<map_icon x="1" y="0"></map_icon>
<money min="2500" max="5000" infinitive="0"/>
<name>GENERATE_NAME_stalker</name>
<rank min="24000" max="45000" />
<reputation min="0" max="2100" />
<supplies>
#include "gameplay\loadouts\ecolog_base.ltx"
#include "gameplay\loadouts\ecolog_tier_4.ltx"
[spawn] \n
#include "gameplay\supplies\character_items_2.xml"
#include "gameplay\supplies\character_food_2.xml"
#include "gameplay\supplies\character_medical_sci.xml"
#include "gameplay\supplies\character_drugs_3.xml"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,20 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<class>sim_default_ecolog_5</class>
<community>ecolog</community>
<map_icon x="1" y="0"></map_icon>
<money min="2500" max="5000" infinitive="0"/>
<name>GENERATE_NAME_stalker</name>
<rank min="22000" max="70000" />
<reputation min="0" max="2100" />
<supplies>
#include "gameplay\loadouts\ecolog_base.ltx"
#include "gameplay\loadouts\ecolog_tier_4.ltx"
[spawn] \n
#include "gameplay\supplies\character_items_2.xml"
#include "gameplay\supplies\character_food_2.xml"
#include "gameplay\supplies\character_medical_sci.xml"
#include "gameplay\supplies\character_drugs_3.xml"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,9 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<community>ecolog</community>
<map_icon x="1" y="0"></map_icon>
<money min="50000" max="75000" infinitive="1"/>
<rank min="16000" max="32000" />
<reputation min="0" max="2100" />
<supplies></supplies>
#include "gameplay\character_criticals.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,18 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<class>sim_default_freedom_0</class>
<community>freedom</community>
<map_icon x="1" y="0"></map_icon>
<money min="500" max="2000" infinitive="0"/>
<name>GENERATE_NAME_stalker</name>
<rank min="2000" max="5000" />
<reputation min="-600" max="700" />
<supplies>
#include "gameplay\loadouts\freedom_base.ltx"
#include "gameplay\loadouts\freedom_tier_1.ltx"
[spawn] \n
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_medical.xml"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,20 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<class>sim_default_freedom_1</class>
<community>freedom</community>
<map_icon x="1" y="0"></map_icon>
<money min="1000" max="3000" infinitive="0"/>
<name>GENERATE_NAME_stalker</name>
<rank min="5000" max="9000" />
<reputation min="-800" max="1000" />
<supplies>
#include "gameplay\loadouts\freedom_base.ltx"
#include "gameplay\loadouts\freedom_tier_2.ltx"
[spawn] \n
#include "gameplay\supplies\character_items.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_medical.xml"
#include "gameplay\supplies\character_drugs.xml"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,20 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<class>sim_default_freedom_2</class>
<community>freedom</community>
<map_icon x="1" y="0"></map_icon>
<money min="1500" max="3500" infinitive="0"/>
<name>GENERATE_NAME_stalker</name>
<rank min="9000" max="18000" />
<reputation min="-1000" max="1500" />
<supplies>
#include "gameplay\loadouts\freedom_base.ltx"
#include "gameplay\loadouts\freedom_tier_2.ltx"
[spawn] \n
#include "gameplay\supplies\character_items.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_medical.xml"
#include "gameplay\supplies\character_drugs.xml"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,20 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<class>sim_default_freedom_3</class>
<community>freedom</community>
<map_icon x="1" y="0"></map_icon>
<money min="2500" max="5000" infinitive="0"/>
<name>GENERATE_NAME_stalker</name>
<rank min="18000" max="42000" />
<reputation min="-1500" max="2100" />
<supplies>
#include "gameplay\loadouts\freedom_base.ltx"
#include "gameplay\loadouts\freedom_tier_3.ltx"
[spawn] \n
#include "gameplay\supplies\character_items_2.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_medical_sci.xml"
#include "gameplay\supplies\character_drugs_2.xml"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,20 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<class>sim_default_freedom_4</class>
<community>freedom</community>
<map_icon x="1" y="0"></map_icon>
<money min="5000" max="10000" infinitive="0"/>
<name>GENERATE_NAME_stalker</name>
<rank min="38000" max="70000" />
<reputation min="-1500" max="2500" />
<supplies>
#include "gameplay\loadouts\freedom_base.ltx"
#include "gameplay\loadouts\freedom_tier_4.ltx"
[spawn] \n
#include "gameplay\supplies\character_items_2.xml"
#include "gameplay\supplies\character_food_2.xml"
#include "gameplay\supplies\character_medical_sci.xml"
#include "gameplay\supplies\character_drugs_3.xml"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,9 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<community>freedom</community>
<map_icon x="1" y="0"></map_icon>
<money min="50000" max="75000" infinitive="1"/>
<rank min="22000" max="44000" />
<reputation min="-1500" max="2100" />
<supplies></supplies>
#include "gameplay\character_criticals.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,20 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<class>sim_default_greh_0</class>
<community>greh</community>
<map_icon x="1" y="0"></map_icon>
<money min="1000" max="3000" infinitive="0"/>
<name>GENERATE_NAME_stalker</name>
<rank min="2000" max="5000" />
<reputation min="-1000" max="0" />
<supplies>
#include "gameplay\loadouts\monolith_base.ltx"
#include "gameplay\loadouts\monolith_tier_1.ltx"
[spawn] \n
#include "gameplay\supplies\character_items.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_medical.xml"
#include "gameplay\supplies\character_drugs.xml"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,20 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<class>sim_default_greh_1</class>
<community>greh</community>
<map_icon x="1" y="0"></map_icon>
<money min="1000" max="3000" infinitive="0"/>
<name>GENERATE_NAME_stalker</name>
<rank min="5000" max="9000" />
<reputation min="-1000" max="0" />
<supplies>
#include "gameplay\loadouts\monolith_base.ltx"
#include "gameplay\loadouts\monolith_tier_1.ltx"
[spawn] \n
#include "gameplay\supplies\character_items.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_medical.xml"
#include "gameplay\supplies\character_drugs.xml"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,20 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<class>sim_default_greh_2</class>
<community>greh</community>
<map_icon x="1" y="0"></map_icon>
<money min="1500" max="3500" infinitive="0"/>
<name>GENERATE_NAME_stalker</name>
<rank min="4000" max="18000" />
<reputation min="-1500" max="0" />
<supplies>
#include "gameplay\loadouts\monolith_base.ltx"
#include "gameplay\loadouts\monolith_tier_2.ltx"
[spawn] \n
#include "gameplay\supplies\character_items.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_medical.xml"
#include "gameplay\supplies\character_drugs.xml"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,20 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<class>sim_default_greh_3</class>
<community>greh</community>
<map_icon x="1" y="0"></map_icon>
<money min="2500" max="5000" infinitive="0"/>
<name>GENERATE_NAME_stalker</name>
<rank min="7000" max="16000" />
<reputation min="-2000" max="0" />
<supplies>
#include "gameplay\loadouts\monolith_base.ltx"
#include "gameplay\loadouts\monolith_tier_3.ltx"
[spawn] \n
#include "gameplay\supplies\character_items_2.xml"
#include "gameplay\supplies\character_food_2.xml"
#include "gameplay\supplies\character_medical_army.xml"
#include "gameplay\supplies\character_drugs_2.xml"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,20 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<class>sim_default_greh_4</class>
<community>greh</community>
<map_icon x="1" y="0"></map_icon>
<money min="5000" max="10000" infinitive="0"/>
<name>GENERATE_NAME_stalker</name>
<rank min="18000" max="36000" />
<reputation min="-2500" max="0" />
<supplies>
#include "gameplay\loadouts\monolith_base.ltx"
#include "gameplay\loadouts\monolith_tier_4.ltx"
[spawn] \n
#include "gameplay\supplies\character_items_2.xml"
#include "gameplay\supplies\character_food_2.xml"
#include "gameplay\supplies\character_medical_sci.xml"
#include "gameplay\supplies\character_drugs_3.xml"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,9 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<community>greh</community>
<map_icon x="1" y="0"></map_icon>
<money min="50000" max="75000" infinitive="1"/>
<rank min="18000" max="36000" />
<reputation min="-2000" max="0" />
<supplies></supplies>
#include "gameplay\character_criticals.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,19 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<class>sim_default_isg_1</class>
<community>isg</community>
<map_icon x="1" y="0"></map_icon>
<money min="1000" max="3000" infinitive="0"/>
<name>GENERATE_NAME_private</name>
<rank min="5000" max="16000" />
<reputation min="-1000" max="1500" />
<supplies>
#include "gameplay\loadouts\killer_base.ltx"
#include "gameplay\loadouts\killer_tier_1.ltx"
[spawn] \n
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_medical.xml"
#include "gameplay\supplies\character_drugs.xml"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,20 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<class>sim_default_isg_2</class>
<community>isg</community>
<map_icon x="1" y="0"></map_icon>
<money min="1500" max="3500" infinitive="0"/>
<name>GENERATE_NAME_sergeant</name>
<rank min="9000" max="16000" />
<reputation min="-1000" max="1500" />
<supplies>
#include "gameplay\loadouts\killer_base.ltx"
#include "gameplay\loadouts\killer_tier_2.ltx"
[spawn] \n
#include "gameplay\supplies\character_items.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_medical.xml"
#include "gameplay\supplies\character_drugs.xml"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,20 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<class>sim_default_isg_3</class>
<community>isg</community>
<map_icon x="1" y="0"></map_icon>
<money min="2500" max="5000" infinitive="0"/>
<name>GENERATE_NAME_senior_sergeant</name>
<rank min="16000" max="32000" />
<reputation min="-1500" max="2100" />
<supplies>
#include "gameplay\loadouts\killer_base.ltx"
#include "gameplay\loadouts\killer_tier_3.ltx"
[spawn] \n
#include "gameplay\supplies\character_items_2.xml"
#include "gameplay\supplies\character_food_2.xml"
#include "gameplay\supplies\character_medical_army.xml"
#include "gameplay\supplies\character_drugs_2.xml"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,20 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<class>sim_default_isg_4</class>
<community>isg</community>
<map_icon x="1" y="0"></map_icon>
<money min="5000" max="10000" infinitive="0"/>
<name>GENERATE_NAME_lieutenant</name>
<rank min="36000" max="70000" />
<reputation min="-2000" max="2500" />
<supplies>
#include "gameplay\loadouts\killer_base.ltx"
#include "gameplay\loadouts\killer_tier_4.ltx"
[spawn] \n
#include "gameplay\supplies\character_items_2.xml"
#include "gameplay\supplies\character_food_2.xml"
#include "gameplay\supplies\character_medical_army.xml"
#include "gameplay\supplies\character_drugs_3.xml"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,9 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<community>isg</community>
<map_icon x="1" y="0"></map_icon>
<money min="50000" max="75000" infinitive="1"/>
<rank min="20000" max="40000" />
<reputation min="-1500" max="2100" />
<supplies></supplies>
#include "gameplay\character_criticals.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,19 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<class>sim_default_killer_0</class>
<community>killer</community>
<map_icon x="1" y="0"></map_icon>
<money min="1000" max="3000" infinitive="0"/>
<name>GENERATE_NAME_stalker</name>
<rank min="4000" max="8000" />
<reputation min="-1000" max="1500" />
<supplies>
#include "gameplay\loadouts\killer_base.ltx"
#include "gameplay\loadouts\killer_tier_1.ltx"
[spawn] \n
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_medical.xml"
#include "gameplay\supplies\character_drugs.xml"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,19 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<class>sim_default_killer_1</class>
<community>killer</community>
<map_icon x="1" y="0"></map_icon>
<money min="1000" max="3000" infinitive="0"/>
<name>GENERATE_NAME_stalker</name>
<rank min="5000" max="16000" />
<reputation min="-1000" max="1500" />
<supplies>
#include "gameplay\loadouts\killer_base.ltx"
#include "gameplay\loadouts\killer_tier_1.ltx"
[spawn] \n
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_medical.xml"
#include "gameplay\supplies\character_drugs.xml"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,20 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<class>sim_default_killer_2</class>
<community>killer</community>
<map_icon x="1" y="0"></map_icon>
<money min="1500" max="3500" infinitive="0"/>
<name>GENERATE_NAME_stalker</name>
<rank min="9000" max="16000" />
<reputation min="-1000" max="1500" />
<supplies>
#include "gameplay\loadouts\killer_base.ltx"
#include "gameplay\loadouts\killer_tier_2.ltx"
[spawn] \n
#include "gameplay\supplies\character_items.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_medical.xml"
#include "gameplay\supplies\character_drugs.xml"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,20 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<class>sim_default_killer_3</class>
<community>killer</community>
<map_icon x="1" y="0"></map_icon>
<money min="2500" max="5000" infinitive="0"/>
<name>GENERATE_NAME_stalker</name>
<rank min="16000" max="32000" />
<reputation min="-1500" max="2100" />
<supplies>
#include "gameplay\loadouts\killer_base.ltx"
#include "gameplay\loadouts\killer_tier_3.ltx"
[spawn] \n
#include "gameplay\supplies\character_items_2.xml"
#include "gameplay\supplies\character_food_2.xml"
#include "gameplay\supplies\character_medical_army.xml"
#include "gameplay\supplies\character_drugs_2.xml"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,20 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<class>sim_default_killer_4</class>
<community>killer</community>
<map_icon x="1" y="0"></map_icon>
<money min="5000" max="10000" infinitive="0"/>
<name>GENERATE_NAME_stalker</name>
<rank min="36000" max="70000" />
<reputation min="-2000" max="2500" />
<supplies>
#include "gameplay\loadouts\killer_base.ltx"
#include "gameplay\loadouts\killer_tier_4.ltx"
[spawn] \n
#include "gameplay\supplies\character_items_2.xml"
#include "gameplay\supplies\character_food_2.xml"
#include "gameplay\supplies\character_medical_army.xml"
#include "gameplay\supplies\character_drugs_3.xml"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,9 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<community>killer</community>
<map_icon x="1" y="0"></map_icon>
<money min="50000" max="75000" infinitive="1"/>
<rank min="20000" max="40000" />
<reputation min="-1500" max="2100" />
<supplies></supplies>
#include "gameplay\character_criticals.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,20 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<class>sim_default_monolith_0</class>
<community>monolith</community>
<map_icon x="1" y="0"></map_icon>
<money min="1000" max="3000" infinitive="0"/>
<name>GENERATE_NAME_stalker</name>
<rank min="4000" max="6000" />
<reputation min="-1000" max="1000" />
<supplies>
#include "gameplay\loadouts\monolith_base.ltx"
#include "gameplay\loadouts\monolith_tier_1.ltx"
[spawn] \n
#include "gameplay\supplies\character_items.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_medical.xml"
#include "gameplay\supplies\character_drugs.xml"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,20 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<class>sim_default_monolith_1</class>
<community>monolith</community>
<map_icon x="1" y="0"></map_icon>
<money min="1000" max="3000" infinitive="0"/>
<name>GENERATE_NAME_stalker</name>
<rank min="5000" max="9000" />
<reputation min="-1000" max="1000" />
<supplies>
#include "gameplay\loadouts\monolith_base.ltx"
#include "gameplay\loadouts\monolith_tier_1.ltx"
[spawn] \n
#include "gameplay\supplies\character_items.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_medical.xml"
#include "gameplay\supplies\character_drugs.xml"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,20 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<class>sim_default_monolith_2</class>
<community>monolith</community>
<map_icon x="1" y="0"></map_icon>
<money min="1500" max="3500" infinitive="0"/>
<name>GENERATE_NAME_stalker</name>
<rank min="9000" max="16000" />
<reputation min="-1500" max="1500" />
<supplies>
#include "gameplay\loadouts\monolith_base.ltx"
#include "gameplay\loadouts\monolith_tier_2.ltx"
[spawn] \n
#include "gameplay\supplies\character_items.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_medical.xml"
#include "gameplay\supplies\character_drugs.xml"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,20 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<class>sim_default_monolith_3</class>
<community>monolith</community>
<map_icon x="1" y="0"></map_icon>
<money min="2500" max="5000" infinitive="0"/>
<name>GENERATE_NAME_stalker</name>
<rank min="18000" max="36000" />
<reputation min="-2000" max="2000" />
<supplies>
#include "gameplay\loadouts\monolith_base.ltx"
#include "gameplay\loadouts\monolith_tier_3.ltx"
[spawn] \n
#include "gameplay\supplies\character_items_2.xml"
#include "gameplay\supplies\character_food_2.xml"
#include "gameplay\supplies\character_medical_army.xml"
#include "gameplay\supplies\character_drugs_2.xml"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,20 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<class>sim_default_monolith_4</class>
<community>monolith</community>
<map_icon x="1" y="0"></map_icon>
<money min="5000" max="10000" infinitive="0"/>
<name>GENERATE_NAME_stalker</name>
<rank min="38000" max="60000" />
<reputation min="-2500" max="2500" />
<supplies>
#include "gameplay\loadouts\monolith_base.ltx"
#include "gameplay\loadouts\monolith_tier_4.ltx"
[spawn] \n
#include "gameplay\supplies\character_items_2.xml"
#include "gameplay\supplies\character_food_2.xml"
#include "gameplay\supplies\character_medical_sci.xml"
#include "gameplay\supplies\character_drugs_3.xml"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,9 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<community>monolith</community>
<map_icon x="1" y="0"></map_icon>
<money min="50000" max="75000" infinitive="1"/>
<rank min="20000" max="40000" />
<reputation min="-2000" max="2000" />
<supplies></supplies>
#include "gameplay\character_criticals.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,18 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<class>sim_default_renegade_0</class>
<community>renegade</community>
<map_icon x="1" y="0"></map_icon>
<money min="500" max="1500" infinitive="0"/>
<name>GENERATE_NAME_bandit</name>
<rank min="1000" max="5000" />
<reputation min="-2500" max="-500" />
<supplies>
#include "gameplay\loadouts\bandit_base.ltx"
#include "gameplay\loadouts\bandit_tier_1.ltx"
[spawn] \n
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_medical.xml"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,18 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<class>sim_default_renegade_1</class>
<community>renegade</community>
<map_icon x="1" y="0"></map_icon>
<money min="500" max="2000" infinitive="0"/>
<name>GENERATE_NAME_bandit</name>
<rank min="2000" max="5000" />
<reputation min="-2500" max="-500" />
<supplies>
#include "gameplay\loadouts\bandit_base.ltx"
#include "gameplay\loadouts\bandit_tier_1.ltx"
[spawn] \n
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_medical.xml"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,20 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<class>sim_default_renegade_2</class>
<community>renegade</community>
<map_icon x="1" y="0"></map_icon>
<money min="1000" max="3000" infinitive="0"/>
<name>GENERATE_NAME_bandit</name>
<rank min="5000" max="9000" />
<reputation min="-2500" max="-1000" />
<supplies>
#include "gameplay\loadouts\bandit_base.ltx"
#include "gameplay\loadouts\bandit_tier_2.ltx"
[spawn] \n
#include "gameplay\supplies\character_items.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_medical.xml"
#include "gameplay\supplies\character_drugs.xml"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,9 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<community>renegade</community>
<map_icon x="1" y="0"></map_icon>
<money min="50000" max="75000" infinitive="1"/>
<rank min="3000" max="6000" />
<reputation min="-2500" max="-500" />
<supplies></supplies>
#include "gameplay\character_criticals.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,18 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<class>sim_default_stalker_0</class>
<community>stalker</community>
<map_icon x="1" y="0"></map_icon>
<money min="500" max="1500" infinitive="0"/>
<name>GENERATE_NAME_stalker</name>
<rank min="1000" max="5000" />
<reputation min="-500" max="600" />
<supplies>
#include "gameplay\loadouts\stalker_base.ltx"
#include "gameplay\loadouts\stalker_tier_1.ltx"
[spawn] \n
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_medical.xml"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,19 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<class>sim_default_stalker_1</class>
<community>stalker</community>
<map_icon x="1" y="0"></map_icon>
<money min="1000" max="3000" infinitive="0"/>
<name>GENERATE_NAME_stalker</name>
<rank min="5000" max="9000" />
<reputation min="-800" max="1000" />
<supplies>
#include "gameplay\loadouts\stalker_base.ltx"
#include "gameplay\loadouts\stalker_tier_2.ltx"
[spawn] \n
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_medical.xml"
#include "gameplay\supplies\character_drugs.xml"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,20 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<class>sim_default_stalker_2</class>
<community>stalker</community>
<map_icon x="1" y="0"></map_icon>
<money min="1500" max="3500" infinitive="0"/>
<name>GENERATE_NAME_stalker</name>
<rank min="9000" max="16000" />
<reputation min="-1000" max="1500" />
<supplies>
#include "gameplay\loadouts\stalker_base.ltx"
#include "gameplay\loadouts\stalker_tier_2.ltx"
[spawn] \n
#include "gameplay\supplies\character_items.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_medical.xml"
#include "gameplay\supplies\character_drugs.xml"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,20 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<class>sim_default_stalker_3</class>
<community>stalker</community>
<map_icon x="1" y="0"></map_icon>
<money min="2500" max="5000" infinitive="0"/>
<name>GENERATE_NAME_stalker</name>
<rank min="17000" max="34000" />
<reputation min="-1500" max="2100" />
<supplies>
#include "gameplay\loadouts\stalker_base.ltx"
#include "gameplay\loadouts\stalker_tier_3.ltx"
[spawn] \n
#include "gameplay\supplies\character_items_2.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_medical.xml"
#include "gameplay\supplies\character_drugs_2.xml"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,20 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<class>sim_default_stalker_4</class>
<community>stalker</community>
<map_icon x="1" y="0"></map_icon>
<money min="5000" max="10000" infinitive="0"/>
<name>GENERATE_NAME_stalker</name>
<rank min="38000" max="70000" />
<reputation min="-1500" max="2500" />
<supplies>
#include "gameplay\loadouts\stalker_base.ltx"
#include "gameplay\loadouts\stalker_tier_4.ltx"
[spawn] \n
#include "gameplay\supplies\character_items_2.xml"
#include "gameplay\supplies\character_food_2.xml"
#include "gameplay\supplies\character_medical.xml"
#include "gameplay\supplies\character_drugs_3.xml"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,9 @@
<bio>ќпытный сталкер. ƒетальна¤ информаци¤ отсутствует.</bio>
<community>stalker</community>
<map_icon x="1" y="0"></map_icon>
<money min="50000" max="75000" infinitive="1"/>
<rank min="24000" max="48000" />
<reputation min="-1500" max="2100" />
<supplies></supplies>
#include "gameplay\character_criticals.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,18 @@
<bio></bio>
<class>sim_default_zombied_1</class>
<community>zombied</community>
<crouch_type>0</crouch_type>
<map_icon x="1" y="0"></map_icon>
<money min="500" max="1500" infinitive="0"/>
<rank min="1000" max="5000" />
<reputation min="-1500" max="1500" />
<supplies>
#include "gameplay\loadouts\zombied_base.ltx"
#include "gameplay\loadouts\zombied_tier_1.ltx"
[spawn] \n
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_medical.xml"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,20 @@
<bio></bio>
<class>sim_default_zombied_2</class>
<community>zombied</community>
<crouch_type>0</crouch_type>
<map_icon x="1" y="0"></map_icon>
<money min="1000" max="3000" infinitive="0"/>
<rank min="5000" max="16000" />
<reputation min="-1500" max="1500" />
<supplies>
#include "gameplay\loadouts\zombied_base.ltx"
#include "gameplay\loadouts\zombied_tier_2.ltx"
[spawn] \n
#include "gameplay\supplies\character_items.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_medical.xml"
#include "gameplay\supplies\character_drugs.xml"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,20 @@
<bio></bio>
<class>sim_default_zombied_3</class>
<community>zombied</community>
<crouch_type>0</crouch_type>
<map_icon x="1" y="0"></map_icon>
<money min="2500" max="5000" infinitive="0"/>
<rank min="16000" max="32000" />
<reputation min="-1500" max="1500" />
<supplies>
#include "gameplay\loadouts\zombied_base.ltx"
#include "gameplay\loadouts\zombied_tier_3.ltx"
[spawn] \n
#include "gameplay\supplies\character_items_2.xml"
#include "gameplay\supplies\character_food.xml"
#include "gameplay\supplies\character_medical.xml"
#include "gameplay\supplies\character_drugs_2.xml"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,20 @@
<bio></bio>
<class>sim_default_zombied_4</class>
<community>zombied</community>
<crouch_type>0</crouch_type>
<map_icon x="1" y="0"></map_icon>
<money min="5000" max="10000" infinitive="0"/>
<rank min="24000" max="38000" />
<reputation min="-1500" max="1500" />
<supplies>
#include "gameplay\loadouts\zombied_base.ltx"
#include "gameplay\loadouts\zombied_tier_4.ltx"
[spawn] \n
#include "gameplay\supplies\character_items_2.xml"
#include "gameplay\supplies\character_food_2.xml"
#include "gameplay\supplies\character_medical.xml"
#include "gameplay\supplies\character_drugs_3.xml"
</supplies>
#include "gameplay\character_criticals.xml"
#include "gameplay\character_dialogs.xml"
<terrain_sect>stalker_terrain</terrain_sect>
@@ -0,0 +1,21 @@
[pool_agr_night_mutants]
GroupControlSection = spawn_group
$spawn = "physics\object"
$prefetch = 8
class = O_PHYSIC
remove_time = 60
visual = dynamics\light\light_signal.ogf
fixed_bones = link
script_binding = bind_physic_object.init
[agr_endless_night_spawn_01]:pool_agr_night_mutants
custom_data = scripts\agroprom\agr_endless_night_spawn_logic_1.ltx
story_id = agr_endless_night_spawn_01
[agr_endless_night_spawn_02]:pool_agr_night_mutants
custom_data = scripts\agroprom\agr_endless_night_spawn_logic_2.ltx
story_id = agr_endless_night_spawn_02
[agr_endless_night_spawn_03]:pool_agr_night_mutants
custom_data = scripts\agroprom\agr_endless_night_spawn_logic_3.ltx
story_id = agr_endless_night_spawn_03
@@ -0,0 +1,21 @@
[pool_bar_night_mutants]
GroupControlSection = spawn_group
$spawn = "physics\object"
$prefetch = 8
class = O_PHYSIC
remove_time = 60
visual = dynamics\light\light_signal.ogf
fixed_bones = link
script_binding = bind_physic_object.init
[bar_endless_night_spawn_01]:pool_bar_night_mutants
custom_data = scripts\bar\bar_endless_night_spawn_logic_1.ltx
story_id = bar_endless_night_spawn_01
[bar_endless_night_spawn_02]:pool_bar_night_mutants
custom_data = scripts\bar\bar_endless_night_spawn_logic_2.ltx
story_id = bar_endless_night_spawn_02
[bar_endless_night_spawn_03]:pool_bar_night_mutants
custom_data = scripts\bar\bar_endless_night_spawn_logic_3.ltx
story_id = bar_endless_night_spawn_03
@@ -0,0 +1,21 @@
[pool_cit_night_mutants]
GroupControlSection = spawn_group
$spawn = "physics\object"
$prefetch = 8
class = O_PHYSIC
remove_time = 60
visual = dynamics\light\light_signal.ogf
fixed_bones = link
script_binding = bind_physic_object.init
[cit_endless_night_spawn_01]:pool_cit_night_mutants
custom_data = scripts\dead_city\cit_endless_night_spawn_logic_1.ltx
story_id = cit_endless_night_spawn_01
[cit_endless_night_spawn_02]:pool_cit_night_mutants
custom_data = scripts\dead_city\cit_endless_night_spawn_logic_2.ltx
story_id = cit_endless_night_spawn_02
[cit_endless_night_spawn_03]:pool_cit_night_mutants
custom_data = scripts\dead_city\cit_endless_night_spawn_logic_3.ltx
story_id = cit_endless_night_spawn_03
@@ -0,0 +1,21 @@
[pool_ds_night_mutants]
GroupControlSection = spawn_group
$spawn = "physics\object"
$prefetch = 8
class = O_PHYSIC
remove_time = 60
visual = dynamics\light\light_signal.ogf
fixed_bones = link
script_binding = bind_physic_object.init
[ds_endless_night_spawn_01]:pool_ds_night_mutants
custom_data = scripts\darkscape\ds_endless_night_spawn_logic_1.ltx
story_id = ds_endless_night_spawn_01
[ds_endless_night_spawn_02]:pool_ds_night_mutants
custom_data = scripts\darkscape\ds_endless_night_spawn_logic_2.ltx
story_id = ds_endless_night_spawn_02
[ds_endless_night_spawn_03]:pool_ds_night_mutants
custom_data = scripts\darkscape\ds_endless_night_spawn_logic_3.ltx
story_id = ds_endless_night_spawn_03
@@ -0,0 +1,21 @@
[pool_esc_night_mutants]
GroupControlSection = spawn_group
$spawn = "physics\object"
$prefetch = 8
class = O_PHYSIC
remove_time = 60
visual = dynamics\light\light_signal.ogf
fixed_bones = link
script_binding = bind_physic_object.init
[esc_endless_night_spawn_01]:pool_esc_night_mutants
custom_data = scripts\escape\esc_endless_night_spawn_logic_1.ltx
story_id = esc_endless_night_spawn_01
[esc_endless_night_spawn_02]:pool_esc_night_mutants
custom_data = scripts\escape\esc_endless_night_spawn_logic_2.ltx
story_id = esc_endless_night_spawn_02
[esc_endless_night_spawn_03]:pool_esc_night_mutants
custom_data = scripts\escape\esc_endless_night_spawn_logic_3.ltx
story_id = esc_endless_night_spawn_03
@@ -0,0 +1,21 @@
[pool_gar_night_mutants]
GroupControlSection = spawn_group
$spawn = "physics\object"
$prefetch = 8
class = O_PHYSIC
remove_time = 60
visual = dynamics\light\light_signal.ogf
fixed_bones = link
script_binding = bind_physic_object.init
[gar_endless_night_spawn_01]:pool_gar_night_mutants
custom_data = scripts\garbage\gar_endless_night_spawn_logic_1.ltx
story_id = gar_endless_night_spawn_01
[gar_endless_night_spawn_02]:pool_gar_night_mutants
custom_data = scripts\garbage\gar_endless_night_spawn_logic_2.ltx
story_id = gar_endless_night_spawn_02
[gar_endless_night_spawn_03]:pool_gar_night_mutants
custom_data = scripts\garbage\gar_endless_night_spawn_logic_3.ltx
story_id = gar_endless_night_spawn_03
@@ -0,0 +1,21 @@
[pool_mar_night_mutants]
GroupControlSection = spawn_group
$spawn = "physics\object"
$prefetch = 8
class = O_PHYSIC
remove_time = 60
visual = dynamics\light\light_signal.ogf
fixed_bones = link
script_binding = bind_physic_object.init
[mar_endless_night_spawn_01]:pool_mar_night_mutants
custom_data = scripts\marsh\mar_endless_night_spawn_logic_1.ltx
story_id = mar_endless_night_spawn_01
[mar_endless_night_spawn_02]:pool_mar_night_mutants
custom_data = scripts\marsh\mar_endless_night_spawn_logic_2.ltx
story_id = mar_endless_night_spawn_02
[mar_endless_night_spawn_03]:pool_mar_night_mutants
custom_data = scripts\marsh\mar_endless_night_spawn_logic_3.ltx
story_id = mar_endless_night_spawn_03
@@ -0,0 +1,21 @@
[pool_mil_night_mutants]
GroupControlSection = spawn_group
$spawn = "physics\object"
$prefetch = 8
class = O_PHYSIC
remove_time = 60
visual = dynamics\light\light_signal.ogf
fixed_bones = link
script_binding = bind_physic_object.init
[mil_endless_night_spawn_01]:pool_mil_night_mutants
custom_data = scripts\military\mil_endless_night_spawn_logic_1.ltx
story_id = mil_endless_night_spawn_01
[mil_endless_night_spawn_02]:pool_mil_night_mutants
custom_data = scripts\military\mil_endless_night_spawn_logic_2.ltx
story_id = mil_endless_night_spawn_02
[mil_endless_night_spawn_03]:pool_mil_night_mutants
custom_data = scripts\military\mil_endless_night_spawn_logic_3.ltx
story_id = mil_endless_night_spawn_03
@@ -0,0 +1,21 @@
[pool_ros_night_mutants]
GroupControlSection = spawn_group
$spawn = "physics\object"
$prefetch = 8
class = O_PHYSIC
remove_time = 60
visual = dynamics\light\light_signal.ogf
fixed_bones = link
script_binding = bind_physic_object.init
[ros_endless_night_spawn_01]:pool_ros_night_mutants
custom_data = scripts\rostok\ros_endless_night_spawn_logic_1.ltx
story_id = ros_endless_night_spawn_01
[ros_endless_night_spawn_02]:pool_ros_night_mutants
custom_data = scripts\rostok\ros_endless_night_spawn_logic_2.ltx
story_id = ros_endless_night_spawn_02
[ros_endless_night_spawn_03]:pool_ros_night_mutants
custom_data = scripts\rostok\ros_endless_night_spawn_logic_3.ltx
story_id = ros_endless_night_spawn_03
@@ -0,0 +1,21 @@
[pool_trc_night_mutants]
GroupControlSection = spawn_group
$spawn = "physics\object"
$prefetch = 8
class = O_PHYSIC
remove_time = 60
visual = dynamics\light\light_signal.ogf
fixed_bones = link
script_binding = bind_physic_object.init
[trc_endless_night_spawn_01]:pool_trc_night_mutants
custom_data = scripts\trucks_cemetery\trc_endless_night_spawn_logic_1.ltx
story_id = trc_endless_night_spawn_01
[trc_endless_night_spawn_02]:pool_trc_night_mutants
custom_data = scripts\trucks_cemetery\trc_endless_night_spawn_logic_2.ltx
story_id = trc_endless_night_spawn_02
[trc_endless_night_spawn_03]:pool_trc_night_mutants
custom_data = scripts\trucks_cemetery\trc_endless_night_spawn_logic_3.ltx
story_id = trc_endless_night_spawn_03
@@ -0,0 +1,21 @@
[pool_val_night_mutants]
GroupControlSection = spawn_group
$spawn = "physics\object"
$prefetch = 8
class = O_PHYSIC
remove_time = 60
visual = dynamics\light\light_signal.ogf
fixed_bones = link
script_binding = bind_physic_object.init
[val_endless_night_spawn_01]:pool_val_night_mutants
custom_data = scripts\darkvalley\val_endless_night_spawn_logic_1.ltx
story_id = val_endless_night_spawn_01
[val_endless_night_spawn_02]:pool_val_night_mutants
custom_data = scripts\darkvalley\val_endless_night_spawn_logic_2.ltx
story_id = val_endless_night_spawn_02
[val_endless_night_spawn_03]:pool_val_night_mutants
custom_data = scripts\darkvalley\val_endless_night_spawn_logic_3.ltx
story_id = val_endless_night_spawn_03
@@ -0,0 +1,21 @@
[pool_yan_night_mutants]
GroupControlSection = spawn_group
$spawn = "physics\object"
$prefetch = 8
class = O_PHYSIC
remove_time = 60
visual = dynamics\light\light_signal.ogf
fixed_bones = link
script_binding = bind_physic_object.init
[yan_endless_night_spawn_01]:pool_yan_night_mutants
custom_data = scripts\yantar\yan_endless_night_spawn_logic_1.ltx
story_id = yan_endless_night_spawn_01
[yan_endless_night_spawn_02]:pool_yan_night_mutants
custom_data = scripts\yantar\yan_endless_night_spawn_logic_2.ltx
story_id = yan_endless_night_spawn_02
[yan_endless_night_spawn_03]:pool_yan_night_mutants
custom_data = scripts\yantar\yan_endless_night_spawn_logic_3.ltx
story_id = yan_endless_night_spawn_03
@@ -0,0 +1,104 @@
[lc_tele_ros_hid]
GroupControlSection = spawn_group
$spawn = "physics\object"
$prefetch = 8
class = O_PHYSIC
remove_time = 60
visual = dynamics\light\light_signal.ogf
fixed_bones = link
script_binding = bind_physic_object.init
custom_data = scripts\rostok\ros_lc_transition_logic_hid.ltx
[lc_ros03_ros04]:lc_tele_ros_hid
story_id = lc_ros03_ros04
[lc_tele_ros_door_hid]
GroupControlSection = spawn_group
$spawn = "physics\object"
$prefetch = 8
class = O_PHYSIC
remove_time = 60
visual = dynamics\light\light_signal.ogf
fixed_bones = link
script_binding = bind_physic_object.init
custom_data = scripts\rostok\ros_door_transition_logic.ltx
[lc_ros01_ros02]:lc_tele_ros_door_hid
story_id = lc_ros01_ros02
[lc_ros01_ros02.1]:lc_tele_ros_door_hid
story_id = lc_ros01_ros02.1
[lc_ros01_ros02.2]:lc_tele_ros_door_hid
story_id = lc_ros01_ros02.2
[lc_ros01_ros02.3]:lc_tele_ros_door_hid
story_id = lc_ros01_ros02.3
[lc_ros02_ros01]:lc_tele_ros_door_hid
story_id = lc_ros02_ros01
[lc_ros02_ros01.1]:lc_tele_ros_door_hid
story_id = lc_ros02_ros01.1
[lc_ros02_ros01.2]:lc_tele_ros_door_hid
story_id = lc_ros02_ros01.2
[lc_ros02_ros01.3]:lc_tele_ros_door_hid
story_id = lc_ros02_ros01.3
[lc_ros02_ros01.4]:lc_tele_ros_door_hid
story_id = lc_ros02_ros01.4
[lc_ros02_ros01.5]:lc_tele_ros_door_hid
story_id = lc_ros02_ros01.5
[lc_ros07_ros08]:lc_tele_ros_door_hid
story_id = lc_ros07_ros08
[lc_ros07_ros08.1]:lc_tele_ros_door_hid
story_id = lc_ros07_ros08.1
[lc_ros07_ros08.2]:lc_tele_ros_door_hid
story_id = lc_ros07_ros08.2
[lc_ros07_ros08.3]:lc_tele_ros_door_hid
story_id = lc_ros07_ros08.3
[lc_ros08_ros07]:lc_tele_ros_door_hid
story_id = lc_ros08_ros07
[lc_ros08_ros07.1]:lc_tele_ros_door_hid
story_id = lc_ros08_ros07.1
[lc_ros08_ros07.2]:lc_tele_ros_door_hid
story_id = lc_ros08_ros07.2
[lc_tele_ros_ladder_hid]
GroupControlSection = spawn_group
$spawn = "physics\object"
$prefetch = 8
class = O_PHYSIC
remove_time = 60
visual = dynamics\light\light_signal.ogf
fixed_bones = link
script_binding = bind_physic_object.init
custom_data = scripts\rostok\ros_climb_transition_logic.ltx
[lc_ros05_ros06]:lc_tele_ros_ladder_hid
story_id = lc_ros05_ros06
[lc_ros05_ros06.1]:lc_tele_ros_ladder_hid
story_id = lc_ros05_ros06.1
[lc_ros05_ros06.2]:lc_tele_ros_ladder_hid
story_id = lc_ros05_ros06.2
[lc_ros06_ros05]:lc_tele_ros_ladder_hid
story_id = lc_ros06_ros05
[lc_ros06_ros05.1]:lc_tele_ros_ladder_hid
story_id = lc_ros06_ros05.1
[lc_ros06_ros05.2]:lc_tele_ros_ladder_hid
story_id = lc_ros06_ros05.2
@@ -0,0 +1,18 @@
[wearhouses_phys_physic_object]
GroupControlSection = spawn_group
$spawn = "physics\object"
class = O_PHYS_S
remove_time = 60
script_binding = bind_physic_object.init
[wearhouses_dstr_physic_object]
GroupControlSection = spawn_group
$spawn = "physics\destroyable_object"
class = O_DSTR_S
remove_time = 60
script_binding = bind_physic_object.init
[mil_smart_terrain_3_8_psy_field]:wearhouses_dstr_physic_object
visual = dynamics\box\box_wood_01.ogf
fixed_bones = link
@@ -0,0 +1,323 @@
[ros_phys_physic_object]
GroupControlSection = spawn_group
$spawn = "physics\object"
class = O_PHYS_S
remove_time = 60
script_binding = bind_physic_object.init
[ros_dstr_physic_object]
GroupControlSection = spawn_group
$spawn = "physics\destroyable_object"
class = O_DSTR_S
remove_time = 60
script_binding = bind_physic_object.init
[ros_valley_door_1]:ros_phys_physic_object
visual = dynamics\door\door_metal_220x260_01_r.ogf
fixed_bones = link
custom_data = scripts\rostok\ros_door_hidden_logic.ltx
[ros_valley_door_2]:ros_phys_physic_object
visual = dynamics\door\door_metal_220x260_01_r.ogf
fixed_bones = link
custom_data = scripts\rostok\ros_door_hidden_logic.ltx
[ros_roof_door_1]:ros_phys_physic_object
visual = dynamics\door\door_metal_220x260_01_r.ogf
fixed_bones = link
custom_data = scripts\rostok\ros_door_hidden_logic.ltx
[ros_roof_door_2]:ros_phys_physic_object
visual = dynamics\door\door_metal_220x260_01_r.ogf
fixed_bones = link
custom_data = scripts\rostok\ros_door_hidden_logic.ltx
[ros_climb_action_1.1]:ros_phys_physic_object
visual = dynamics\light\light_signal.ogf
fixed_bones = link
custom_data = scripts\rostok\ros_climb_sound_logic.ltx
[ros_climb_action_1.2]:ros_phys_physic_object
visual = dynamics\light\light_signal.ogf
fixed_bones = link
custom_data = scripts\rostok\ros_climb_sound_logic.ltx
[ros_climb_action_1.3]:ros_phys_physic_object
visual = dynamics\fence\wooden_board_01_2m.ogf
fixed_bones = link
custom_data = scripts\rostok\ros_climb_sound_logic.ltx
[ros_climb_action_2.1]:ros_phys_physic_object
visual = dynamics\light\light_signal.ogf
fixed_bones = link
custom_data = scripts\rostok\ros_climb_sound_logic.ltx
[ros_climb_action_2.2]:ros_phys_physic_object
visual = dynamics\light\light_signal.ogf
fixed_bones = link
custom_data = scripts\rostok\ros_climb_sound_logic.ltx
[ros_climb_action_2.3]:ros_phys_physic_object
visual = dynamics\fence\part\wooden_board_01_2m_part_01.ogf
fixed_bones = link
custom_data = scripts\rostok\ros_climb_sound_logic.ltx
[ros_valley_sign_1]:ros_phys_physic_object
visual = dynamics\decor\sign_stop.ogf
custom_data = models\objects\ignore_static.ltx
[ros_valley_misc_1]:ros_phys_physic_object
visual = dynamics\firestation\ognetushitel.ogf
custom_data = models\objects\ignore_static.ltx
[ros_valley_misc_2]:ros_phys_physic_object
visual = dynamics\large_trash\truba_bar_rostok.ogf
fixed_bones = link
custom_data = models\objects\ignore_static.ltx
[ros_valley_misc_3]:ros_phys_physic_object
visual = dynamics\large_trash\truba_bar_rostok.ogf
fixed_bones = link
custom_data = models\objects\ignore_static.ltx
[ros_valley_misc_4]:ros_phys_physic_object
visual = dynamics\large_trash\truba_bar_rostok.ogf
fixed_bones = link
custom_data = models\objects\ignore_static.ltx
[ros_valley_misc_5]:ros_phys_physic_object
visual = dynamics\fence\wooden_board_01_2m.ogf
fixed_bones = link
custom_data = models\objects\ignore_static.ltx
[ros_valley_misc_6]:ros_phys_physic_object
visual = dynamics\fence\wooden_board_04.ogf
fixed_bones = link
custom_data = models\objects\ignore_static.ltx
[ros_valley_misc_7]:ros_phys_physic_object
visual = dynamics\fence\wooden_board_04.ogf
fixed_bones = link
custom_data = models\objects\ignore_static.ltx
[ros_valley_misc_8]:ros_phys_physic_object
visual = dynamics\fence\wooden_board_01_2m.ogf
fixed_bones = link
custom_data = models\objects\ignore_static.ltx
[ros_valley_box_1]:ros_dstr_physic_object
visual = dynamics\box\box_wood_01.ogf
fixed_bones = link
custom_data = models\objects\ignore_static.ltx
[ros_valley_box_2]:ros_dstr_physic_object
visual = dynamics\box\box_wood_01.ogf
fixed_bones = link
custom_data = models\objects\ignore_static.ltx
[ros_valley_box_3]:ros_dstr_physic_object
visual = dynamics\box\box_wood_01.ogf
fixed_bones = link
custom_data = models\objects\ignore_static.ltx
[ros_valley_box_4]:ros_dstr_physic_object
visual = dynamics\box\box_wood_01.ogf
fixed_bones = link
[ros_valley_box_5]:ros_dstr_physic_object
visual = dynamics\box\box_wood_01.ogf
fixed_bones = link
[ros_valley_box_6]:ros_dstr_physic_object
visual = dynamics\box\box_wood_01.ogf
fixed_bones = link
[ros_valley_box_7]:ros_dstr_physic_object
visual = dynamics\box\box_wood_01.ogf
fixed_bones = link
[ros_valley_box_8]:ros_dstr_physic_object
visual = dynamics\box\box_wood_01.ogf
fixed_bones = link
[ros_valley_box_9]:ros_dstr_physic_object
visual = dynamics\box\box_wood_01.ogf
fixed_bones = link
[ros_valley_box_10]:ros_dstr_physic_object
visual = dynamics\box\box_wood_01.ogf
fixed_bones = link
[ros_valley_box_11]:ros_dstr_physic_object
visual = dynamics\box\box_wood_01.ogf
fixed_bones = link
[ros_valley_wall_1]:ros_phys_physic_object
visual = dynamics\scene_objects\hospital\hospital_wooden_board_02.ogf
fixed_bones = link
custom_data = models\objects\ignore_static.ltx
[ros_valley_wall_2]:ros_phys_physic_object
visual = dynamics\scene_objects\hospital\hospital_wooden_board_01.ogf
fixed_bones = link
custom_data = models\objects\ignore_static.ltx
[ros_valley_wall_3]:ros_phys_physic_object
visual = dynamics\scene_objects\hospital\hospital_wooden_board_01.ogf
fixed_bones = link
custom_data = models\objects\ignore_static.ltx
[ros_valley_wall_4]:ros_phys_physic_object
visual = dynamics\scene_objects\hospital\hospital_wooden_board_01.ogf
fixed_bones = link
custom_data = models\objects\ignore_static.ltx
[ros_valley_wall_5]:ros_phys_physic_object
visual = dynamics\scene_objects\hospital\hospital_wooden_board_01.ogf
fixed_bones = link
custom_data = models\objects\ignore_static.ltx
[ros_valley_wall_6]:ros_phys_physic_object
visual = dynamics\scene_objects\hospital\hospital_wooden_board_01.ogf
fixed_bones = link
custom_data = models\objects\ignore_static.ltx
[ros_valley_wall_7]:ros_phys_physic_object
visual = dynamics\scene_objects\hospital\hospital_wooden_board_01.ogf
fixed_bones = link
custom_data = models\objects\ignore_static.ltx
[ros_valley_wall_8]:ros_phys_physic_object
visual = dynamics\scene_objects\hospital\hospital_wooden_board_01.ogf
fixed_bones = link
custom_data = models\objects\ignore_static.ltx
[ros_valley_wall_9]:ros_phys_physic_object
visual = dynamics\scene_objects\hospital\hospital_wooden_board_01.ogf
fixed_bones = link
custom_data = models\objects\ignore_static.ltx
[ros_valley_wall_10]:ros_phys_physic_object
visual = dynamics\scene_objects\hospital\hospital_wooden_board_01.ogf
fixed_bones = link
custom_data = models\objects\ignore_static.ltx
[ros_valley_wall_11]:ros_phys_physic_object
visual = dynamics\scene_objects\hospital\hospital_wooden_board_01.ogf
fixed_bones = link
custom_data = models\objects\ignore_static.ltx
[ros_valley_wall_12]:ros_phys_physic_object
visual = dynamics\scene_objects\hospital\hospital_wooden_board_01.ogf
fixed_bones = link
custom_data = models\objects\ignore_static.ltx
[ros_valley_wall_13]:ros_phys_physic_object
visual = dynamics\scene_objects\hospital\hospital_wooden_board_01.ogf
fixed_bones = link
custom_data = models\objects\ignore_static.ltx
[ros_valley_wall_14]:ros_phys_physic_object
visual = dynamics\scene_objects\hospital\hospital_wooden_board_01.ogf
fixed_bones = link
custom_data = models\objects\ignore_static.ltx
[ros_valley_wall_15]:ros_phys_physic_object
visual = dynamics\scene_objects\hospital\hospital_wooden_board_01.ogf
fixed_bones = link
custom_data = models\objects\ignore_static.ltx
[ros_valley_wall_16]:ros_phys_physic_object
visual = dynamics\scene_objects\hospital\hospital_wooden_board_01.ogf
fixed_bones = link
custom_data = models\objects\ignore_static.ltx
[ros_valley_wall_17]:ros_phys_physic_object
visual = dynamics\scene_objects\hospital\hospital_wooden_board_01.ogf
fixed_bones = link
custom_data = models\objects\ignore_static.ltx
[ros_valley_wall_18]:ros_phys_physic_object
visual = dynamics\scene_objects\hospital\hospital_wooden_board_01.ogf
fixed_bones = link
custom_data = models\objects\ignore_static.ltx
[ros_valley_wall_19]:ros_phys_physic_object
visual = dynamics\scene_objects\hospital\hospital_wooden_board_01.ogf
fixed_bones = link
custom_data = models\objects\ignore_static.ltx
[ros_valley_wall_20]:ros_phys_physic_object
visual = dynamics\scene_objects\hospital\hospital_wooden_board_01.ogf
fixed_bones = link
custom_data = models\objects\ignore_static.ltx
[ros_valley_wall_21]:ros_phys_physic_object
visual = dynamics\scene_objects\hospital\hospital_wooden_board_01.ogf
fixed_bones = link
custom_data = models\objects\ignore_static.ltx
[ros_valley_wall_22]:ros_phys_physic_object
visual = dynamics\scene_objects\hospital\hospital_wooden_board_01.ogf
fixed_bones = link
custom_data = models\objects\ignore_static.ltx
[ros_valley_wall_23]:ros_phys_physic_object
visual = dynamics\scene_objects\hospital\hospital_wooden_board_01.ogf
fixed_bones = link
custom_data = models\objects\ignore_static.ltx
[ros_valley_wall_24]:ros_phys_physic_object
visual = dynamics\scene_objects\hospital\hospital_wooden_board_01.ogf
fixed_bones = link
custom_data = models\objects\ignore_static.ltx
[ros_valley_wall_25]:ros_phys_physic_object
visual = dynamics\fence\wood_fence_1.ogf
fixed_bones = link
custom_data = models\objects\ignore_static.ltx
[ros_valley_wall_26]:ros_phys_physic_object
visual = dynamics\scene_objects\hospital\hospital_fence_01.ogf
fixed_bones = link
custom_data = models\objects\ignore_static.ltx
[ros_valley_wall_27]:ros_phys_physic_object
visual = dynamics\scene_objects\hospital\hospital_fence_01.ogf
fixed_bones = link
custom_data = models\objects\ignore_static.ltx
[ros_valley_wall_28]:ros_phys_physic_object
visual = dynamics\scene_objects\hospital\hospital_fence_01.ogf
fixed_bones = link
custom_data = models\objects\ignore_static.ltx
[ros_valley_veh_1]:ros_dstr_physic_object
visual = dynamics\vehicles\veh_gaz66\veh_gaz_u_01.ogf
startup_animation = idle
custom_data = models\objects\ignore_static.ltx
story_id = ros_valley_veh_1
[ros_valley_veh_2]:ros_dstr_physic_object
visual = dynamics\vehicles\veh_kavz\veh_kavz_u_01.ogf
startup_animation = idle
custom_data = models\objects\ignore_static.ltx
story_id = ros_valley_veh_2
[ros_valley_veh_3]:ros_dstr_physic_object
visual = dynamics\vehicles\veh_zaz\veh_zaz_u_01.ogf
startup_animation = idle
custom_data = models\objects\ignore_static.ltx
story_id = red_valley_veh_3
[ros_valley_veh_4]:ros_dstr_physic_object
visual = dynamics\vehicles\veh_zaz\veh_zaz_u_01.ogf
startup_animation = idle
custom_data = models\objects\ignore_static.ltx
story_id = ros_valley_veh_4
[ros_valley_veh_5]:ros_dstr_physic_object
visual = dynamics\vehicles\veh_zaz\veh_zaz_u_01.ogf
startup_animation = idle
custom_data = models\objects\ignore_static.ltx
story_id = ros_valley_veh_5
@@ -0,0 +1,102 @@
[yantar_phys_physic_object]
GroupControlSection = spawn_group
$spawn = "physics\object"
class = O_PHYS_S
remove_time = 60
script_binding = bind_physic_object.init
[yantar_dstr_physic_object]
GroupControlSection = spawn_group
$spawn = "physics\destroyable_object"
class = O_DSTR_S
remove_time = 60
script_binding = bind_physic_object.init
[ecolog_yan_base_rupor]:yantar_dstr_physic_object
visual = dynamics\el_tehnika\rupor.ogf
fixed_bones = link
custom_data = scripts\yantar\yan_ecolog_bunker_rupor.ltx
[ecolog_yan_base_sound]:yantar_dstr_physic_object
visual = dynamics\el_tehnika\priemnik_gorizont.ogf
fixed_bones = link
custom_data = scripts\yantar\yan_ecolog_bunker_sound.ltx
[yan_lx_16_rope_1]:yantar_phys_physic_object
visual = dynamics\dead_body\trupik_rope.ogf
fixed_bones = link
[yan_lx_16_rope_2]:yantar_phys_physic_object
visual = dynamics\dead_body\trupik_rope.ogf
fixed_bones = link
[yan_lx_16_rope_3]:yantar_phys_physic_object
visual = dynamics\dead_body\trupik_rope.ogf
fixed_bones = link
[yan_lx_16_rope_4]:yantar_phys_physic_object
visual = dynamics\dead_body\trupik_rope.ogf
fixed_bones = link
[yan_street_box_1]:yantar_dstr_physic_object
visual = dynamics\box\box_wood_01.ogf
fixed_bones = link
[yan_street_box_2]:yantar_dstr_physic_object
visual = dynamics\box\box_wood_01.ogf
fixed_bones = link
[yan_street_box_3]:yantar_dstr_physic_object
visual = dynamics\box\box_wood_01.ogf
fixed_bones = link
[yan_street_box_4]:yantar_dstr_physic_object
visual = dynamics\box\box_wood_01.ogf
fixed_bones = link
[yan_street_box_5]:yantar_dstr_physic_object
visual = dynamics\box\box_wood_01.ogf
fixed_bones = link
[yan_street_misc_1]:yantar_phys_physic_object
visual = dynamics\firestation\ognetushitel.ogf
[yan_street_misc_2]:yantar_phys_physic_object
visual = dynamics\large_trash\truba_bar_rostok.ogf
custom_data = models\objects\ignore_static.ltx
[yan_street_misc_3]:yantar_phys_physic_object
visual = dynamics\misc\tech_waste.ogf
custom_data = models\objects\ignore_static.ltx
[yan_street_misc_4]:yantar_phys_physic_object
visual = dynamics\fence\wooden_board_01_2m.ogf
custom_data = models\objects\ignore_static.ltx
[yan_street_misc_5]:yantar_phys_physic_object
visual = dynamics\fence\wooden_board_04.ogf
custom_data = models\objects\ignore_static.ltx
[yan_street_veh_1]:yantar_dstr_physic_object
visual = dynamics\vehicles\veh_uaz\veh_uaz_u_01.ogf
;startup_animation = idle
custom_data = models\objects\ignore_static.ltx
story_id = yan_street_veh_1
[yan_street_veh_2]:yantar_dstr_physic_object
visual = dynamics\vehicles\veh_uaz\veh_uaz_u_01.ogf
;startup_animation = idle
custom_data = models\objects\ignore_static.ltx
story_id = yan_street_veh_2
[yan_street_veh_3]:yantar_dstr_physic_object
visual = dynamics\vehicles\veh_kamaz\veh_kamaz_u_01
;startup_animation = idle
custom_data = models\objects\ignore_static.ltx
story_id = yan_street_veh_3
[yan_street_veh_4]:yantar_dstr_physic_object
visual = dynamics\vehicles\veh_gaz66\veh_gaz_u_01.ogf
;startup_animation = idle
custom_data = models\objects\ignore_static.ltx
story_id = yan_street_veh_4
@@ -0,0 +1,233 @@
;--------- SIMULATION --------
;exit to Yantar
![agr_smart_terrain_1_2]:default_lair
sim_avail = true
ecolog = 1
stalker = 1
csky = 1
![agr_smart_terrain_1_3]:default_lair
sim_avail = true
resource = 1
ecolog = 2
stalker = 0
csky = 0
freedom = 0
;bigger base, courtyard
![agr_smart_terrain_1_6]:default_base
sim_avail = {+agr_military_colonel_kovalski_dead} false, true
surge = 1
army = 1
lair = 0
;bigger base, gate
![agr_smart_terrain_1_6_near_1]:default_base
sim_avail = {+agr_military_colonel_kovalski_dead} false, true
surge = 1
army = 1
;bigger base, inside building
![agr_smart_terrain_1_6_near_2]:default_base
sim_avail = {+agr_military_colonel_kovalski_dead} false, true
surge = 1
army = 1
army_heli = 1
![agr_smart_terrain_2_2]:default_lair
sim_avail = true
dolg = 1
stalker = 1
csky = 1
killer = 1
;smaller base, inside building
![agr_smart_terrain_4_4]:default_base
sim_avail = true
surge = 1
stalker = 1
army = 1
bandit = 1
renegade = 1
csky = 1
ecolog = 1
;smaller base, courtyard
![agr_smart_terrain_4_4_near_1]:default
sim_avail = {+agr_military_colonel_kovalski_dead} true, false
surge = 1
stalker = 1
bandit = 1
csky = 1
ecolog = 1
freedom = 1
killer = 1
army = 1
renegade = 1
;smaller base, hole in the fence
![agr_smart_terrain_4_4_near_2]:default
sim_avail = {+agr_military_colonel_kovalski_dead} true, false
surge = 1
stalker = 1
bandit = 1
csky = 1
ecolog = 1
freedom = 1
killer = 1
army = 1
renegade = 1
;smaller base, gate
![agr_smart_terrain_4_4_near_3]:default
sim_avail = {+agr_military_colonel_kovalski_dead} true, false
surge = 1
stalker = 1
bandit = 1
csky = 1
ecolog = 1
freedom = 1
killer = 1
army = 1
renegade = 1
![agr_smart_terrain_4_6]:default_base
sim_avail = true
surge = 1
army = 2
![agr_smart_terrain_5_2]:default
sim_avail = true
dolg = 1
stalker = 1
territory = 5
zoo_monster = 5
monster = 5
monster_predatory_day = 5
monster_predatory_night = 5
monster_vegetarian = 5
monster_zombied_day = 5
monster_zombied_night = 5
monster_special = 5
;camp near tunnel
![agr_smart_terrain_5_3]:default_lair
sim_avail = true
![agr_smart_terrain_5_4]:default_lair
sim_avail = true
army = 1
![agr_smart_terrain_5_7]:default
sim_avail = true
csky = 0
dolg = 0
stalker = 0
army = 1
ecolog = 1
territory = 5
zoo_monster = 5
monster = 5
monster_predatory_day = 5
monster_predatory_night = 5
monster_vegetarian = 5
monster_zombied_day = 5
monster_zombied_night = 5
monster_special = 5
;tunnel
![agr_smart_terrain_6_4]:default_base
sim_avail = true
surge = 1
stalker = 1
ecolog = 1
csky = 1
bandit = 1
renegade = 1
zombied = 0
![agr_smart_terrain_6_6]:default
sim_avail = true
lair = 5
territory = 5
zoo_monster = 5
monster = 5
monster_predatory_day = 5
monster_predatory_night = 5
monster_vegetarian = 5
monster_zombied_day = 5
monster_zombied_night = 5
; camp at level changer to garbage
; TODO disable/replace bugged jobs
![agr_smart_terrain_7_4]:default_lair
sim_avail = true
stalker = 0
army = 1
bandit = 0
![agr_smart_terrain_7_5]:default_lair
sim_avail = true
army = 1
dolg = 1
stalker = 1
csky = 1
bandit = 1
;--------- AGROPROM UNDERGROUND SMART TERRAINS --------
![agr_u_bandits]:default
sim_avail = {+strelok_notes} true, false
lair = 1
stalker = 1
army = 2
bandit = 2
all = 0
![agr_u_bloodsucker]:default_lair
sim_avail = {+strelok_notes} true, false
dolg = 1
bandit = 1
all = 0
![agr_u_bloodsucker_2]:default_lair
sim_avail = {+strelok_notes} true, false
territory = 1
stalker = 2
army = 2
bandit = 2
zombied = 0
all = 0
![agr_u_monsters]:default
sim_avail = {+strelok_notes} true, false
stalker = 1
army = 2
dolg = 2
bandit = 2
ecolog = 2
zombied = 0
all = 0
lair = 5
territory = 5
zoo_monster = 5
monster = 5
monster_predatory_day = 5
monster_predatory_night = 5
monster_vegetarian = 5
monster_zombied_day = 5
monster_zombied_night = 5
monster_special = 5
![agr_u_soldiers]:default_territory
sim_avail = true ;{+agr_military_colonel_kovalski_dead} true, false
stalker = 0
army = 0
dolg = 0
bandit = 0
ecolog = 0
csky = 0
renegade = 0
zombied = 0
all = 0
@@ -0,0 +1,55 @@
;--------- SIMULATION --------
![bar_zastava_dogs_lair]:default_lair
sim_avail = {+faction_base_defense_active} false, true
territory = 0
dolg = 0
stalker = 0
![bar_zastava_dogs_lair_2]:default_lair
sim_avail = {+faction_base_defense_active} false, true
territory = 0
dolg = 0
stalker = 0
![bar_dolg_bunker]:default_base
sim_avail = {+bar_dolg_leader_dead} true, false
surge = 1
freedom = 5
dolg = 0
lair = 1
territory = 5
zoo_monster = 5
monster = 5
monster_predatory_day = 5
monster_predatory_night = 5
monster_vegetarian = 5
monster_zombied_day = 5
monster_zombied_night = 5
monster_special = 5
![bar_dolg_general]:default_base
sim_avail = {+bar_dolg_leader_dead} false, true
surge = 1
dolg = 5
![bar_visitors]:default_base
sim_avail = {+bar_stalker_barman_dead} false, true
surge = 1
stalker = 1
csky = 1
ecolog = 1
dolg = 1
;unique smarties, sim after guards die
![bar_zastava]:default_lair
sim_avail = {+bar_dolg_leader_dead} true, false ;{!squad_exist(bar_duty_security_squad_leader_squad)}
surge = 1
dolg = 0
lair = 1
![bar_zastava_2]:default_lair
sim_avail = {+bar_dolg_leader_dead} true, false ;{!squad_exist(bar_zastava_2_commander_squad)}
surge = 1
dolg = 0
lair = 1

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