Added, Updated and Removed Mods; Updated Readme

This commit is contained in:
2024-04-01 22:56:36 -04:00
parent 255081e1ee
commit 5caee9fba5
1056 changed files with 49175 additions and 1278 deletions
@@ -0,0 +1,233 @@
;--------- 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
@@ -0,0 +1,94 @@
;--------- SIMULATION --------
![cit_bandits]:default_base
sim_avail = {+cit_killers_aslan_dead +cit_killers_dushman_dead} true, false
surge = 1
stalker = 2
bandit = 2
csky = 2
killer = 0
dolg = 2
army = 2
monolith = 2
greh = 2
zombied = 1
![cit_bandits_2]:default_base
sim_avail = {+cit_killers_aslan_dead +cit_killers_dushman_dead} true, false
surge = 1
stalker = 2
bandit = 2
csky = 2
killer = 0
dolg = 2
army = 2
monolith = 2
greh = 2
zombied = 1
![cit_kanaliz1]:default_lair
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 = 1
monster_zombied_night = 1
monster_special = 5
![cit_kanaliz2]:default_lair
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 = 1
monster_zombied_night = 1
monster_special = 5
![cit_killers]:default_base
sim_avail = true
surge = 1
killer = 5
![cit_killers_2]:default_base
sim_avail = {+cit_killers_aslan_dead +cit_killers_dushman_dead} true, false
surge = 1
stalker = 2
bandit = 2
csky = 2
killer = 0
dolg = 2
army = 2
monolith = 2
greh = 2
zombied = 1
![cit_killers_vs_bandits]:default_base ;broken npc path finding
sim_avail = true
lair = 0
surge = 1
bandit = 0
army = 0
killer = 0
monolith = 0
zombied = 0
; bugged npc jobs/nothing in here, use only for mutants
![zombie_smart_ds_mlr_1]:weak_lair
sim_avail = true
monster_zombied_day = 5
monster_zombied_night = 5
; bugged npc jobs, use only for mutants
![zombie_smart_ds_mlr_2]:weak_lair
sim_avail = true
monster_zombied_day = 5
monster_zombied_night = 5
zombied = 1
@@ -0,0 +1,86 @@
;--------- SIMULATION --------
;farmhouse
![ds2_domik_st]:default_base
sim_avail = {+lttz_hb_spawned_ds_isg_leader_squad -lttz_hb_removed_ds_isg_leader_squad} false, true
surge = 1
stalker = 1
csky = 1
bandit = 1
ecolog = 1
dolg = 1
killer = 1
army = 1
renegade = 1
isg = 1
;camp under rocks
![ds2_lager_st]:default_base
sim_avail = true
surge = 1
bandit = 1
renegade = 1
freedom = 0
stalker = 0
killer = 1
dolg = 0
isg = 1
army = 1
![ds2_st_dogs]:default_lair
sim_avail = true
![ds2_st_hoofs]:weak_lair
sim_avail = true
![ds_boars_nest]:weak_lair
sim_avail = true
![ds_deb1]:weak_lair
sim_avail = true
surge = 1
![ds_grverfer2]:weak_lair
sim_avail = true
surge = 1
stalker = 0
![ds_kem1]:weak_lair
sim_avail = true
surge = 1
;fuel station
![ds_kem2]:default_base
sim_avail = true
surge = 1
army = 1
army_heli = 1
![ds_kem3]:default_lair
sim_avail = true
surge = 1
killer = 1
bandit = 1
renegade = 1
stalker = 1
army = 1
![ds_ptr]:default_base
sim_avail = true
surge = 1
bandit = 1
renegade = 1
killer = 1
stalker = 1
army = 1
![ds_ptr2]:weak_lair
sim_avail = true
surge = 1
![ds_ptr3]:weak_lair
sim_avail = true
surge = 1
![ds_ptr4]:weak_lair
sim_avail = true
surge = 1
@@ -0,0 +1,169 @@
;--------- SIMULATION --------
![esc_smart_terrain_1_11]:default_resource
sim_avail = true
stalker = 1
csky = 1
ecolog = 1
;novice camp
![esc_smart_terrain_2_12]:default_base
sim_avail = true
surge = 1
stalker = 1
csky = 1
ecolog = 1
monolith = 0
army = 0
killer = 0
lair = 0
![esc_smart_terrain_2_14]:default
sim_avail = true
territory = 1
![esc_smart_terrain_3_7]:weak_lair
sim_avail = true
stalker = 0
bandit = 1
csky = 0
renegade = 1
;military base
![esc_smart_terrain_3_16]:default_base
sim_avail = true
surge = 1
army_heli = 1
army = 0
![esc_smart_terrain_4_9]:default
sim_avail = true
surge = 1
bandit = 0
stalker = 0
![esc_smart_terrain_4_11]:weak_lair
sim_avail = true
stalker = 1
monster = 1
monster_vegetarian = 1
![esc_smart_terrain_4_13]:default
sim_avail = true
territory = 1
;cordon-garbage building
![esc_smart_terrain_5_2]:default_base
sim_avail = true
surge = 1
army_heli = 1
army = 5
stalker = 0
bandit = 0
![esc_smart_terrain_5_4]:weak_lair
sim_avail = true
![esc_smart_terrain_5_6]:weak_lair
sim_avail = true
;farmhouse
![esc_smart_terrain_5_7]:default_base
sim_avail = true
surge = 1
stalker = 1
csky = 1
bandit = 0
;mill
![esc_smart_terrain_5_9]:default
sim_avail = true
surge = 1
territory = 1
bandit = 0
freedom = 0
killer = 0
army = 2
![esc_smart_terrain_5_12]:weak_lair
sim_avail = true
stalker = 0
;fox house
![esc_smart_terrain_6_6]:default_lair
sim_avail = true
surge = 1
bandit = 1
stalker = 1
;ruined rail bridge
![esc_smart_terrain_6_8]:default
sim_avail = true
surge = 1
territory = 1
all = 0
army = 0
bandit = 0
;car repair
![esc_smart_terrain_7_11]:default_base
sim_avail = true
surge = 1
bandit = 1
stalker = 0
![esc_smart_terrain_8_10]:default_lair
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
monster_special = 5
![esc_smart_terrain_8_9]:default_lair
sim_avail = true
stalker = 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
![esc_smart_terrain_9_7]:default_lair
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
monster_special = 5
![esc_smart_terrain_9_10]:default_base
sim_avail = true
bandit = 1
lair = 1
territory = 1
zoo_monster = 1
monster = 1
monster_predatory_day = 5
monster_predatory_night = 5
monster_vegetarian = 1
monster_zombied_day = 1
monster_zombied_night = 1
monster_special = 5
@@ -0,0 +1,130 @@
;--------- SIMULATION --------
;exit to Agroprom1
![gar_smart_terrain_1_5]:weak_lair
sim_avail = true
surge = 1
bandit = 1
;exit to Agroprom2
![gar_smart_terrain_1_7]:weak_lair
sim_avail = true
stalker = 1
bandit = 1
dolg = 1
;camp near tunnel
![gar_smart_terrain_2_4]:weak_lair
sim_avail = true
surge = 1
bandit = 0
;hangar
![gar_smart_terrain_3_5]:default_base
sim_avail = true
surge = 1
stalker = 1
bandit = 0
csky = 1
ecolog = 1
dolg = 1
army = 0
![gar_smart_terrain_3_7]:default_resource
sim_avail = true
stalker = 0
ecolog = 2
army = 2
![gar_smart_terrain_4_2]:default_lair
sim_avail = true
stalker = 0
![gar_smart_terrain_4_5]:default
sim_avail = true
stalker = 1
bandit = 1
;outpost to Bar
![gar_smart_terrain_5_2]:default_base
sim_avail = true
surge = 1
stalker = 3
bandit = 0
csky = 3
ecolog = 3
freedom = 0
killer = 0
dolg = 1
;monolith = 1
![gar_smart_terrain_5_4]:weak_lair
sim_avail = true
![gar_smart_terrain_5_5]:weak_lair
sim_avail = true
stalker = 1
![gar_smart_terrain_5_6]:default_lair
sim_avail = true
resource = 1
stalker = 0
bandit = 1
ecolog = 1
army = 1
![gar_smart_terrain_5_8]:default_base
sim_avail = true
surge = 1
stalker = 0
bandit = 1
army = 2
![gar_smart_terrain_6_1]:default_lair
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
monster_special = 5
;ruined building
![gar_smart_terrain_6_3]:default_base
sim_avail = {+gar_baraholka_syoma_dead +gar_baraholka_yurko_dead} false, true
surge = 1
stalker = 1
csky = 1
![gar_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
monster_special = 5
![gar_smart_terrain_6_7]:default_lair
sim_avail = true
stalker = 0
resource = 1
![gar_smart_terrain_7_4]:default_lair
sim_avail = true
;stalker = 1
![gar_smart_terrain_8_3]:weak_lair
sim_avail = true
bandit = 1
dolg = 1
![gar_smart_terrain_8_5]:default_lair
sim_avail = true
@@ -0,0 +1,228 @@
;--------- SIMULATION --------
;unique starting base
![mar_smart_terrain_base]:default_base
sim_avail = true
ecolog = 1
stalker = 1
surge = 1
csky = 1
![mar_smart_terrain_doc]:default_base
sim_avail = false
![mar_smart_terrain_doc_2]:default_lair
sim_avail = true
lair = 1
zoo_monster = 1
monster = 1
monster_predatory_day = 1
monster_predatory_night = 1
monster_vegetarian = 1
monster_zombied_day = 1
monster_zombied_night = 1
monster_special = 1
;NW fishing village, bandits
![mar_smart_terrain_3_3]:default_base
sim_avail = true
surge = 1
bandit = 2
renegade = 5
![mar_smart_terrain_3_7]:default_lair
sim_avail = true
stalker = 0
csky = 0
ecolog = 0
lair = 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
![mar_smart_terrain_3_10]:weak_lair
sim_avail = true
![mar_smart_terrain_4_5]:default_base
sim_avail = true
surge = 1
stalker = 0
bandit = 1
renegade = 5
![mar_smart_terrain_4_7]:weak_lair
sim_avail = true
bandit = 1
stalker = 1
renegade = 1
lair = 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
;Center, pumping station
![mar_smart_terrain_5_8]:default_base
sim_avail = {+pump_station_defense_task_smart_reserved} false, true
base = 1
surge = 1
territory = 2
stalker = 1
bandit = 1
csky = 2
killer = 0
ecolog = 1
renegade = 2
army = 0
;South, fishing village
![mar_smart_terrain_5_12]:default_base
sim_avail = {+faction_base_defense_active} false, true
stalker = 1
surge = 1
bandit = 0
csky = 1
renegade = 1
![mar_smart_terrain_6_4]:weak_lair
sim_avail = true
![mar_smart_terrain_6_7]:default_lair
sim_avail = true
lair = 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
![mar_smart_terrain_6_8]:weak_lair
sim_avail = true
![mar_smart_terrain_6_10]:weak_lair
sim_avail = true
;South watchtower
![mar_smart_terrain_6_11]:default_base
sim_avail = true
surge = 1
bandit = 0
csky = 1
renegade = 0
lair = 1
monster = 0
monster_predatory_day = 0
monster_predatory_night = 0
monster_vegetarian = 0
![mar_smart_terrain_7_3]:weak_lair
sim_avail = true
stalker = 1
bandit = 1
renegade = 1
![mar_smart_terrain_7_7]:default_lair
sim_avail = true
![mar_smart_terrain_8_4]:weak_lair
sim_avail = true
![mar_smart_terrain_8_8]:default_resource
sim_avail = true
stalker = 1
csky = 1
bandit = 1
ecolog = 1
freedom = 0
army = 1
renegade = 1
lair = 1
zoo_monster = 1
monster = 1
monster_predatory_day = 1
monster_predatory_night = 1
monster_vegetarian = 1
monster_zombied_day = 1
monster_zombied_night = 1
monster_special = 1
![mar_smart_terrain_8_9]:weak_lair
sim_avail = true
stalker = 1
csky = 1
bandit = 1
renegade = 1
;East temple
![mar_smart_terrain_8_11]:default_base
sim_avail = true
surge = 1
stalker = 1
bandit = 0
csky = 1
ecolog = 2
renegade = 0
;NE car repair, military
![mar_smart_terrain_10_5]:default_base
sim_avail = true
surge = 1
csky = 2
army = 1
army_heli = 1
renegade = 2
![mar_smart_terrain_10_7]:weak_lair
sim_avail = true
![mar_smart_terrain_10_10]:default_resource
sim_avail = true
lair = 1
stalker = 1
csky = 1
ecolog = 1
![mar_smart_terrain_11_3]:default_resource
sim_avail = true
stalker = 0
csky = 0
ecolog = 2
army = 1
;NE village, exit1 to Escape
![mar_smart_terrain_11_11]:default_base
sim_avail = true
surge = 1
stalker = 0
bandit = 2
csky = 1
killer = 0
freedom = 0
ecolog = 0
army = 1
dolg = 0
renegade = 2
;NE village, exit2 to Escape
![mar_smart_terrain_12_2]:default_base
sim_avail = true
lair = 1
base = 1
surge = 1
stalker = 1
bandit = 1
csky = 1
ecolog = 1
army = 1
renegade = 1
@@ -0,0 +1,194 @@
;--------- SIMULATION --------
![mil_smart_terrain_2_1]:default_lair
sim_avail = true
territory = 1
zombied = 2
zoo_monster = 1
monster = 1
monster_predatory_day = 1
monster_predatory_night = 1
monster_vegetarian = 1
monster_zombied_day = 5
monster_zombied_night = 5
monster_special = 1
;SOC merc outpost to Dead City
![mil_smart_terrain_2_2]:default_base
sim_avail = true
killer = 5
stalker = 0
bandit = 0
csky = 0
freedom = 0
dolg = 1
monolith = 0
;SOC empty farmhouse north
![mil_smart_terrain_2_4]:default_base
sim_avail = true
surge = 1
stalker = 0
ecolog = 1
csky = 0
freedom = 0
dolg = 0
killer = 0
bandit = 0
renegade = 0
;monolith = 0
![mil_smart_terrain_2_6]:default_lair
sim_avail = true
territory = 1
monolith = 1
zombied = 2
zoo_monster = 1
monster = 1
monster_predatory_day = 1
monster_predatory_night = 1
monster_vegetarian = 1
monster_zombied_day = 5
monster_zombied_night = 5
monster_special = 1
;SOC bloodsuckers village, Freedom camp
![mil_smart_terrain_2_10]:default_base
sim_avail = true
surge = 1
bandit = 2
freedom = 2
killer = 2
dolg = 2
monolith = 0
;SOC Freedom outpost to Radar, barrier
![mil_smart_terrain_3_8]:default_base
sim_avail = true
freedom = 0
dolg = 0
monolith = 2
;SOC bloodsuckers village
![mil_smart_terrain_4_2]:default
sim_avail = true
surge = 1
;SOC bloodsuckers village, water tower
![mil_smart_terrain_4_3]:default_lair
sim_avail = true
surge = 1
territory = 1
resource = 1
stalker = 0
freedom = 0
zombied = 2
zoo_monster = 1
monster = 1
monster_predatory_day = 1
monster_predatory_night = 1
monster_vegetarian = 1
monster_zombied_day = 5
monster_zombied_night = 5
monster_special = 1
![mil_smart_terrain_4_5]:default_base
sim_avail = true
surge = 1
stalker = 0
freedom = 0
dolg = 3
bandit = 0
monolith = 0
zombied = 1
lair = 1
territory = 1
zoo_monster = 0
monster = 0
monster_predatory_day = 0
monster_predatory_night = 0
monster_vegetarian = 0
monster_zombied_day = 5
monster_zombied_night = 5
monster_special = 0
![mil_smart_terrain_4_7]:default_lair
sim_avail = {+faction_base_defense_active} false, true
territory = 1
zombied = 1
;SOC Freedom outpost to Radar, wagon
![mil_smart_terrain_4_8]:default_base
sim_avail = true
surge = 1
stalker = 1
freedom = 1
dolg = 0
bandit = 0
monolith = 0
;SOC Duty farm
![mil_smart_terrain_7_4]:default_base
sim_avail = {+bar_dolg_leader_dead +bar_dolg_petrenko_dead +mil_freedom_leader_dead} false, true
surge = 1
stalker = 0
freedom = 3
dolg = 3
bandit = 0
monolith = 0
;SOC Freedom base, main
![mil_smart_terrain_7_7]:default_base
sim_avail = {+mil_freedom_leader_dead} false, true
surge = 1
;stalker = 0
;csky = 0
freedom = 5
dolg = 0
;bandit = 0
monolith = 0
;lair = 0
;SOC Freedom base, entrance
![mil_smart_terrain_7_8]:default_base
sim_avail = {+mil_freedom_leader_dead} true, false
surge = 1
stalker = 0
;ecolog = 0
csky = 0
freedom = 0
dolg = 4
bandit = 0
monolith = 0
army = 4
;SOC Freedom base, near kitchen
![mil_smart_terrain_7_10]:default_base
sim_avail = {+mil_freedom_leader_dead} true, false
surge = 1
stalker = 0
csky = 0
freedom = 0
dolg = 4
bandit = 0
monolith = 0
army = 4
;SOC Freedom base, near sleep barracks
![mil_smart_terrain_7_12]:default_base
sim_avail = {+mil_freedom_leader_dead} true, false
surge = 1
stalker = 0
bandit = 0
csky = 0
freedom = 0
dolg = 0
army = 0
monolith = 4
greh = 4
![mil_smart_terrain_8_3]:default
sim_avail = true
territory = 1
freedom = 0
monolith = 0
@@ -0,0 +1,134 @@
;--------- SIMULATION --------
;-- for MLR 6.2
![pol_sim_1]:default
sim_avail = true
territory = 0
surge = 1
zoo_monster = 1
monster = 1
monster_predatory_day = 1
monster_predatory_night = 1
monster_vegetarian = 1
monster_zombied_day = 1
monster_zombied_night = 1
monster_special = 1
![pol_smart_terrain_1_1]:default_base
sim_avail = true
surge = 1
zoo_monster = 1
monster = 1
monster_predatory_day = 1
monster_predatory_night = 1
monster_vegetarian = 1
monster_zombied_day = 1
monster_zombied_night = 1
monster_special = 1
![pol_smart_terrain_1_2]:default
sim_avail = true
surge = 1
zoo_monster = 1
monster = 1
monster_predatory_day = 1
monster_predatory_night = 1
monster_vegetarian = 1
monster_zombied_day = 1
monster_zombied_night = 1
monster_special = 1
![pol_smart_terrain_1_3]:default_base
sim_avail = true
territory = 1
surge = 0
resource = 1
zoo_monster = 1
monster = 1
monster_predatory_day = 1
monster_predatory_night = 1
monster_vegetarian = 1
monster_zombied_day = 1
monster_zombied_night = 1
monster_special = 1
![pol_smart_terrain_2_1]:default_base
sim_avail = true
territory = 0
surge = 1
zoo_monster = 1
monster = 1
monster_predatory_day = 1
monster_predatory_night = 1
monster_vegetarian = 1
monster_zombied_day = 1
monster_zombied_night = 1
monster_special = 1
![pol_smart_terrain_2_2]:default
sim_avail = true
territory = 0
surge = 1
zoo_monster = 1
monster = 1
monster_predatory_day = 1
monster_predatory_night = 1
monster_vegetarian = 1
monster_zombied_day = 1
monster_zombied_night = 1
monster_special = 1
;-- for MLR 6.2 (disabled) TODO: fix squads can't build path to Meadow
;[pol_sim_1]:default_base
;sim_avail = true
;territory = 1
;
;[pol_smart_terrain_1_1]:default_base
;sim_avail = true
;territory = 1
;surge = 1
;stalker = 1
;bandit = 1
;dolg = 1
;freedom = 1
;army = 1
;
;[pol_smart_terrain_1_2]:default_base
;sim_avail = true
;territory = 1
;surge = 1
;stalker = 1
;bandit = 1
;dolg = 1
;freedom = 1
;army = 1
;
;[pol_smart_terrain_1_3]:default_resource
;sim_avail = true
;territory = 1
;surge = 1
;stalker = 1
;bandit = 1
;dolg = 1
;freedom = 1
;army = 1
;
;[pol_smart_terrain_2_1]:default_lair
;sim_avail = true
;territory = 1
;surge = 1
;stalker = 1
;bandit = 1
;dolg = 1
;freedom = 1
;army = 1
;
;[pol_smart_terrain_2_2]:default_lair
;sim_avail = true
;territory = 1
;surge = 1
;stalker = 1
;bandit = 1
;dolg = 1
;freedom = 1
;army = 1
@@ -0,0 +1,103 @@
;--------- SIMULATION --------
;sim smarties
![ros_smart_killers1]:default_base
sim_avail = true
surge = 1
killer = 2
stalker = 0
bandit = 1
dolg = 1
csky = 0
army = 0
![ros_smart_monster4]:default
sim_avail = true
territory = 0
resource = 1
stalker = 1
ecolog = 1
dolg = 1
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
![ros_smart_monster5]:default
sim_avail = true
territory = 0
stalker = 1
dolg = 1
resource = 1
ecolog = 1
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
![ros_smart_monster7]:default
sim_avail = true
territory = 1
resource = 0
ecolog = 0
stalker = 0
![ros_smart_poltergeist2]:default_lair
sim_avail = true
lair = 5
territory = 5
zoo_monster = 5
monster = 5
monster_predatory_day = 5
monster_predatory_night = 5
monster_vegetarian = 0
monster_zombied_day = 0
monster_zombied_night = 0
monster_special = 0
![ros_smart_snork1]:default_lair
sim_avail = true
territory = 0
dolg = 0
stalker = 0
lair = 5
territory = 5
zoo_monster = 0
monster = 5
monster_predatory_day = 5
monster_predatory_night = 5
monster_vegetarian = 0
monster_zombied_day = 0
monster_zombied_night = 0
monster_special = 1
![ros_smart_stalker_killers1]:default_base
sim_avail = true
surge = 1
bandits = 1
csky = 0
killer = 1
dolg = 1
army = 0
![ros_smart_stalker1]:default
sim_avail = true
territory = 1
stalker = 0
ecolog = 0
killer = 0
dolg = 0
csky = 0
army = 0
@@ -0,0 +1,120 @@
;--------- SIMULATION --------
;sim smarties
![trc_sim_1]:default_base
sim_avail = true
surge = 1
stalker = 0
bandit = 1
freedom = 1
dolg = 0
army = 0
renegade = 1
lair = 0
![trc_sim_2]:default_base
sim_avail = true
surge = 1
stalker = 0
bandit = 1
freedom = 0
dolg = 0
army = 0
renegade = 1
![trc_sim_3]:default_lair
sim_avail = true
dolg = 2
zombied = 1
![trc_sim_4]:default_lair
sim_avail = true
resource = 2
stalker = 1
ecolog = 1
csky = 1
zombied = 1
![trc_sim_5]:default_lair
sim_avail = true
zombied = 1
![trc_sim_6]:default_lair
sim_avail = true
surge = 1
![trc_sim_7]:default_lair
sim_avail = true
![trc_sim_8]:default_lair
sim_avail = true
resource = 2
stalker = 1
csky = 1
freedom = 1
ecolog = 1
dolg = 1
zombied = 1
![trc_sim_9]:default_lair
sim_avail = true
![trc_sim_10]:default_lair
sim_avail = true
resource = 1
stalker = 1
bandit = 1
csky = 1
ecolog = 1
dolg = 1
![trc_sim_11]:default_lair
sim_avail = true
zombied = 1
![trc_sim_12]:default_lair
sim_avail = true
![trc_sim_13]:default_lair
sim_avail = true
resource = 1
stalker = 1
dolg = 1
zombied = 1
![trc_sim_14]:default_lair
sim_avail = true
zombied = 1
![trc_sim_15]:default_lair
sim_avail = true
![trc_sim_16]:default_lair
sim_avail = true
![trc_sim_17]:default_lair
sim_avail = true
zombied = 1
![trc_sim_18]:default_base
sim_avail = true
surge = 1
stalker = 1
bandit = 1
freedom = 1
army = 1
dolg = 1
renegade = 1
zombied = 0
![trc_sim_19]:default_lair
sim_avail = true
zombied = 1
![trc_sim_20]:default_base
sim_avail = true
surge = 1
bandit = 1
renegade = 1
![trc_sim_21]:default_lair
sim_avail = true
@@ -0,0 +1,157 @@
;--------- SIMULATION --------
;smaller base, x18 entrance building
![val_smart_terrain_1_2]:default_base
sim_avail = {+dar_lx18_complete_end) false, true
surge = 1
bandit = 2
killer = 1
renegade = 0
army = 2
army_heli = 1
; camp on hills between farm and central lake
![val_smart_terrain_3_0]:weak_lair
sim_avail = true
bandit = 0
;south pig farm
![val_smart_terrain_4_0]:default_base
sim_avail = true
surge = 1
stalker = 1
ecolog = 1
csky = 1
dolg = 1
killer = 1
freedom = 1
bandit = 1
renegade = 0
;camp at northern level changer to to garbage
![val_smart_terrain_5_7]:default_lair
sim_avail = true
bandit = 1
;camp at southern level changer to to garbage
![val_smart_terrain_5_8]:weak_lair
sim_avail = true
bandit = 1
;lair near level changer to meadow
![val_smart_terrain_5_10]:weak_lair
sim_avail = true
;camp in front of west exit of bandit base
![val_smart_terrain_6_4]:weak_lair
sim_avail = {+faction_base_defense_active} false, true
bandit = 1
; cliff south of andit base
![val_smart_terrain_6_5]:weak_lair
sim_avail = true
;bigger base, SOC bandits, CS freedom, inside outer building
![val_smart_terrain_7_3]:default_base
sim_avail = {+zat_b5_sultan_dead} false, true
surge = 1
stalker = 0
bandit = 5
freedom = 2
killer = 2
army = 0
dolg = 0
renegade = 0
;bigger base, SOC bandits, CS freedom, inside central building
![val_smart_terrain_7_4]:default_base
sim_avail = {+zat_b5_sultan_dead} true, false
surge = 1
stalker = 3
bandit = 0
freedom = 3
killer = 3
army = 3
dolg = 3
renegade = 3
lair = 1
territory = 1
zoo_monster = 1
monster = 1
monster_predatory_day = 1
monster_predatory_night = 1
monster_vegetarian = 1
monster_zombied_day = 1
monster_zombied_night = 1
monster_special = 0
;bigger base, SOC bandits, CS freedom, courtyard
![val_smart_terrain_7_5]:default_base
sim_avail = {+zat_b5_sultan_dead} false, true
surge = 1
stalker = 0
bandit = 5
freedom = 0
killer = 0
army = 0
dolg = 0
renegade = 0
;north island in lake
![val_smart_terrain_7_8]:weak_lair
sim_avail = true
;camp near level changer to darkscape
![val_smart_terrain_7_11]:weak_lair
sim_avail = true
bandit = 0
![val_smart_terrain_8_6]:default ;terrain buggy, max_population
sim_avail = {+zat_b5_sultan_dead} false, true
bandit = 1
dolg = 1
![val_smart_terrain_8_7]:weak_lair
sim_avail = true
;south island in lake
![val_smart_terrain_8_9]:weak_lair
sim_avail = true
![val_smart_terrain_9_10]:default
sim_avail = true
lair = 1
territory = 1
zoo_monster = 1
monster = 1
monster_predatory_day = 5
monster_predatory_night = 5
monster_vegetarian = 1
monster_zombied_day = 1
monster_zombied_night = 5
monster_special = 5
![val_smart_terrain_9_2]:weak_lair
sim_avail = {+faction_base_defense_active} false, true
![val_smart_terrain_9_4]:default_base
sim_avail = {+zat_b5_sultan_dead} true, false
surge = 1
stalker = 1
bandit = 0
killer = 1
freedom = 1
dolg = 1
renegade = 1
;camp near x-18 building
![val_smart_terrain_9_6]:default_territory
sim_avail = {+dar_lx18_complete_end) true, false
surge = 1
stalker = 1
bandit = 0
killer = 1
dolg = 1
freedom = 1
all = 0
@@ -0,0 +1,66 @@
;--------- SIMULATION --------
![x162_st_burer]:default
sim_avail = {+yan_kill_brain_done} true, false
monolith = 0
ecolog = 0
stalker = 0
army = 0
territory = 1
lair = 1
zoo_monster = 1
monster = 1
monster_predatory_day = 1
monster_predatory_night = 1
monster_vegetarian = 1
monster_zombied_day = 5
monster_zombied_night = 5
monster_special = 5
![x162_st_gigant]:default
sim_avail = {+yan_kill_brain_done} true, false
monolith = 0
ecolog = 0
csky = 0
stalker = 0
killer = 0
army = 0
territory = 1
lair = 1
zoo_monster = 1
monster = 1
monster_predatory_day = 1
monster_predatory_night = 0
monster_vegetarian = 1
monster_zombied_day = 5
monster_zombied_night = 0
monster_special = 0
![x162_st_snork]:default
sim_avail = {+yan_kill_brain_done} true, false
ecolog = o
csky = 0
stalker = 0
killer = 0
lair = 0
zoo_monster = 0
monster = 0
monster_predatory_day = 0
monster_predatory_night = 0
monster_vegetarian = 0
monster_zombied_day = 0
monster_zombied_night = 0
monster_special = 0
![x162_st_poltergeist]:default
sim_avail = {+yan_kill_brain_done} true, false
territory = 1
lair = 1
zoo_monster = 1
monster = 1
monster_predatory_day = 1
monster_predatory_night = 5
monster_vegetarian = 1
monster_zombied_day = 1
monster_zombied_night = 1
monster_special = 1
@@ -0,0 +1,103 @@
;--------- SIMULATION --------
![dar_angar]:default_lair
sim_avail = {+dar_control_poltergeist_killed} true, false
stalker = 1
csky = 1
bandit = 1
killer = 1
ecolog = 1
army = 1
dolg = 1
lair = 0
territory = 0
zoo_monster = 0
monster = 0
monster_predatory_day = 0
monster_predatory_night = 0
monster_vegetarian = 0
monster_zombied_day = 0
monster_zombied_night = 0
monster_special = 0
![dar_control_poltergeist]:default_lair
sim_avail = {+dar_control_poltergeist_killed} true, false
stalker = 1
csky = 1
bandit = 1
killer = 1
ecolog = 1
army = 1
dolg = 1
lair = 0
territory = 0
zoo_monster = 0
monster = 0
monster_predatory_day = 0
monster_predatory_night = 0
monster_vegetarian = 0
monster_zombied_day = 0
monster_zombied_night = 0
monster_special = 0
![dar_military_scout]:default_territory
sim_avail = false ;{+dar_control_poltergeist_killed} true, false
![dar_poltergeist_ring]:default_lair
sim_avail = {+dar_control_poltergeist_killed} true, false
lair = 0
territory = 1
zoo_monster = 0
monster = 0
monster_predatory_day = 0
monster_predatory_night = 0
monster_vegetarian = 0
monster_zombied_day = 0
monster_zombied_night = 0
monster_special = 0
![dar_poltergeist_tele]:default_lair
sim_avail = {+dar_control_poltergeist_killed} true, false
lair = 0
territory = 1
zoo_monster = 0
monster = 0
monster_predatory_day = 0
monster_predatory_night = 0
monster_vegetarian = 0
monster_zombied_day = 0
monster_zombied_night = 0
monster_special = 0
![dar_poltergeist_tele_round]:default_lair
sim_avail = {+dar_control_poltergeist_killed} true, false
lair = 0
territory = 1
zoo_monster = 0
monster = 0
monster_predatory_day = 0
monster_predatory_night = 0
monster_vegetarian = 0
monster_zombied_day = 0
monster_zombied_night = 0
monster_special = 0
![dar_smart_snork]:default_base
sim_avail = {+dar_control_poltergeist_killed} true, false
stalker = 1
csky = 1
bandit = 1
killer = 1
ecolog = 1
army = 1
dolg = 1
lair = 0
territory = 0
zoo_monster = 0
monster = 0
monster_predatory_day = 0
monster_predatory_night = 0
monster_vegetarian = 0
monster_zombied_day = 0
monster_zombied_night = 0
monster_special = 0
@@ -0,0 +1,130 @@
;--------- SIMULATION --------
;sim smarties
![yan_smart_terrain_1_6]:default
sim_avail = true
resource = 1
ecolog = 1
stalker = 1
freedom = 1
;x-16 entrance yard, building
![yan_smart_terrain_2_4]:default_lair
sim_avail = true
surge = 1
surge = 1
zombied = 2
lair = 5
territory = 1
zoo_monster = 0
monster = 0
monster_predatory_day = 0
monster_predatory_night = 5
monster_vegetarian = 0
monster_zombied_day = 5
monster_zombied_night = 5
monster_special = 0
;x-16 entrance yard, gate
![yan_smart_terrain_2_5]:default
sim_avail = true
surge = 1
territory = 1
;x-16 entrance yard
![yan_smart_terrain_3_4]:default_lair
sim_avail = true
surge = 1
zombied = 2
territory = 1
zoo_monster = 0
monster = 0
monster_predatory_day = 0
monster_predatory_night = 5
monster_vegetarian = 0
monster_zombied_day = 5
monster_zombied_night = 5
monster_special = 0
;camp 2 near small tunnel
![yan_smart_terrain_3_6]:default_base
sim_avail = true
surge = 1
stalker = 1
ecolog = 1
csky = 1
![yan_smart_terrain_4_2]:default
sim_avail = true
surge = 1
resource = 2
ecolog = 1
stalker = 1
csky = 1
freedom = 1
killer = 1
lair = 5
territory = 1
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
![yan_smart_terrain_4_4]:default
sim_avail = {+faction_base_defense_active} false, true
ecolog = 0
stalker = 0
csky = 0
zombied = 1
![yan_smart_terrain_4_5]:default
sim_avail = {+yan_stalker_sakharov_dead +yan_ecolog_vasilyev_dead +yan_ecolog_semenov_dead +yan_ecolog_kruglov_dead} true, false
ecolog = 1
stalker = 1
csky = 1
![yan_smart_terrain_5_3]:default_resource
sim_avail = {+yan_stalker_sakharov_dead +yan_ecolog_vasilyev_dead +yan_ecolog_semenov_dead +yan_ecolog_kruglov_dead} true, false
;camp near small tunnel
![yan_smart_terrain_5_5]:default_base
sim_avail = {+faction_base_defense_active} false, true
surge = 1
stalker = 1
csky = 1
zombied = 0
![yan_smart_terrain_6_2]:default_lair
sim_avail = {+faction_base_defense_active} false, true
territory = 0
zombied = 1
csky = 0
;scientist base
![yan_smart_terrain_6_4]:default_base
sim_avail = true
surge = 1
stalker = 0
ecolog = 4
csky = 0
zombied = 0
![yan_smart_terrain_zombi_spawn]:default_lair
sim_avail = true
surge = 1
zombied = 5
territory = 1
zoo_monster = 0
monster = 0
monster_predatory_day = 0
monster_predatory_night = 5
monster_vegetarian = 0
monster_zombied_day = 5
monster_zombied_night = 5
monster_special = 0
![yan_smart_terrain_snork_u]:default_lair
sim_avail = {+yantar_tunnel_finish} true, false
@@ -0,0 +1,43 @@
![agr_smart_terrain_1_2]
per_yant_blood_agr_smart_terrain_1_2 = 0
![agr_smart_terrain_1_3]
ecolog_sim_squad_advanced_1e_2ls = 1
![agr_smart_terrain_1_6];mlr
agr_1_6_guards_army_mlr_squad
army_sim_squad_advanced = 0
army_sim_squad_novice = 1
army_sim_squad_veteran = 1
![agr_smart_terrain_1_6_near_1]
agr_1_6_guards_army_mlr_2_squad
agr_patrol_army_mlr_squad
army_sim_squad_advanced = 0
army_sim_squad_novice = 1
army_sim_squad_sniper = 1
army_sim_squad_veteran = 0
![agr_smart_terrain_1_6_near_2]
agr_1_6_guards_army_mlr_3_squad
army_sim_squad_advanced = 1
army_sim_squad_novice = 0
army_sim_squad_sniper = 1
army_sim_squad_veteran = 0
![agr_smart_terrain_4_4]
agr_smart_terrain_4_4_rat_mlr_squad
ecolog_sim_squad_veteran = 0
stalker_sim_squad_advanced = 0
![agr_smart_terrain_4_4_near_1]
stalker_sim_squad_novice = 0
ecolog_sim_squad_advanced = 1
![agr_smart_terrain_4_4_near_2]
csky_sim_squad_advanced = 0
;--------AGROPROM UNDERGROUND--------
![agr_u_soldiers]
agr_u_soldiers_squad
@@ -0,0 +1,28 @@
![bar_dolg_bunker]
bar_dolg_bunker_squad
duty_sim_squad_advanced = 0
duty_sim_squad_novice = 0
duty_sim_squad_veteran = 1
![bar_dolg_general];mlr
bar_dolg_general_squad
bar_dolg_sick_stalker_squad
bar_duty_medic_stalker_squad
duty_sim_squad_advanced = 1
duty_sim_squad_novice = 0
duty_sim_squad_veteran = 0
![bar_visitors];mlr
ecolog_sim_squad_advanced = 1
stalker_sim_squad_novice = 0
stalker_sim_squad_veteran = 1
bar_mlr_1_visitors
bar_mlr_2_visitors
bar_mlr_3_visitors
![bar_zastava_dogs_lair]
simulation_dog_5_7 = 0
![bar_zastava_dogs_lair_2]
simulation_mix_dogs = 0
simulation_pseudodog = 0
@@ -0,0 +1,32 @@
![cit_killers] ;spawns for more quests
cit_killers_merc_guard_squad_1
cit_killers_merc_guard_squad_2
cit_killers_merc_guard_squad_3
merc_sim_squad_veteran = 1
merc_sim_squad_novice = 1
merc_sim_squad_advanced = 1
![cit_killers_2]
cit_killers_2_rat_mlr_squad
merc_sim_squad_advanced = 0
merc_sim_squad_veteran = 0
![cit_killers_vs_bandits] ;spawns for more quests
cit_bandit_guard_squad_1
cit_bandit_guard_squad_2
cit_bandit_guard_squad_3
cit_killers_guard_squad_1
cit_killers_guard_squad_2
merc_sim_squad_novice = 0
![cit_bandits]
;cit_bandits_poltergeist_squad
![cit_bandits_2]
simulation_zombie_3_6 = 0
![cit_kanaliz1]
;cit_kanaliz1_zombied_squad
![cit_kanaliz2]
cit_kanaliz2_zombied_squad
@@ -0,0 +1,13 @@
![ds2_domik_st]
stalker_sim_squad_advanced = 0
stalker_sim_squad_novice = 1
dasc_tech_mlr_squad = 1
dasc_trade_mlr_squad = 1
![ds_kem2]
ds_kem2_military_mlr_2_squad = 1
ds_kem2_military_mlr_2_sniper = 1
army_sim_squad_veteran = 0
![ds_kem3]
ds_kem3_bloodsucker_red = 1
@@ -0,0 +1,37 @@
![esc_smart_terrain_1_11]
;escape_novice_visiters_village2
![esc_smart_terrain_2_12]
stalker_sim_squad_advanced = 0
stalker_sim_squad_novice = 1
![esc_smart_terrain_2_14]
;esc_smart_terrain_2_14_rat_mlr_squad = 0
![esc_smart_terrain_4_9]
;tunnel_rats_esc_smart_terrain_4_9 = 1
![esc_smart_terrain_3_7]
![esc_smart_terrain_3_16]
kpp_army_mlr_esc_smart_terrain_3_16 = 1
![esc_smart_terrain_5_2]
karat_army_esc_smart_terrain_2_12 = 1
![esc_smart_terrain_5_7]
stalker_sim_squad_novice = 1
stalker_sim_squad_advanced = 0
escape_main_base_mlr_guards = 1
;escape_main_base_mlr_guards2 = 0
;ferma_stalker_esc_smart_terrain_5_7 = 0
![esc_smart_terrain_5_9]
fabr_rats_esc_smart_terrain_5_9
![esc_smart_terrain_6_8]
most_army_esc_smart_terrain_6_8
![esc_smart_terrain_7_11]
bandit_sim_squad_novice = 0
atp_bandit_esc_smart_terrain_7_11
@@ -0,0 +1,16 @@
![gar_smart_terrain_3_5];mlr
start_character_hangar_mlr_squad
!start_visitirs_hangar_mlr_squad
stalker_sim_squad_novice = 1
![gar_smart_terrain_3_7]
stalker_sim_squad_advanced = 1
ecolog_sim_squad_advanced = 1
![gar_smart_terrain_5_2]
stalker_sim_dolg_post
duty_sim_squad_advanced = 0
duty_sim_squad_novice = 0
![gar_smart_terrain_6_3];mlr
stalker_gar_smart_terrain_6_3 = 0
@@ -0,0 +1,52 @@
![mar_smart_terrain_3_3]
mar_renegade_trader_squad
mar_smart_terrain_3_3_renegade_squad
renegade_guard_mar_smart_terrain_3_3
renegade_sim_squad_advanced = 1
renegade_sim_squad_novice = 1
![mar_smart_terrain_4_5]
mar_renegade_mechanic_squad
mar_renegade_guard_patrol_squad
mar_smart_terrain_4_5_renegade_squad
![mar_smart_terrain_5_8]
pump_csky_mar_smart_terrain_5_8
csky_sim_squad_novice = 1
csky_sim_squad_veteran = 0
![mar_smart_terrain_5_12]
camp_csky_mar_smart_terrain_5_12
csky_sim_squad_advanced = 1
csky_sim_squad_novice = 1
![mar_smart_terrain_6_4]
mar_rat_squad_smart_terrain_6_4_squad
![mar_smart_terrain_6_11]
csky_sim_squad_advanced = 0
csky_sim_squad_novice = 0
![mar_smart_terrain_8_11]
ecolog_mar_smart_terrain_8_11
renegade_sim_squad_advanced = 0
renegade_sim_squad_novice = 0
;renegade_sim_squad_veteran = 0
![mar_smart_terrain_10_5]
mar_smart_terrain_10_5_army_squad
army_sim_squad_advanced = 1
army_sim_squad_sniper = 1
![mar_smart_terrain_11_11]
renegade_sim_squad_advanced = 0
renegade_sim_squad_novice = 0
![mar_smart_terrain_12_2]
mar_smart_terrain_12_2_army_squad
csky_sim_squad_advanced = 0
csky_sim_squad_novice = 0
stalker_sim_squad_novice = 0
![mar_smart_terrain_doc]
mar_smart_terrain_doc_dog_squad = 0
@@ -0,0 +1,46 @@
![mil_smart_terrain_2_2]
mil_merc_terrain_2_2_outpost_squad
mil_merc_terrain_2_2_outpost_squad2
merc_sim_squad_advanced = 0
merc_sim_squad_novice = 0
merc_sim_squad_veteran = 0
![mil_smart_terrain_2_10]
freedom_sim_squad_novice = 0
![mil_smart_terrain_2_4]
bandit_sim_squad_advanced = 0
![mil_smart_terrain_3_8]
freedom_sim_squad_novice = 0
![mil_smart_terrain_4_5]
stalker_sim_squad_advanced = 0
![mil_smart_terrain_4_8]
freedom_sim_squad_veteran = 0
![mil_smart_terrain_7_4]
mil_duty_terrain_7_4_outpost_squad
duty_sim_squad_novice = 1
duty_sim_squad_veteran = 1
![mil_smart_terrain_7_7]
mil_freedom_barman_mlr_squad
mil_7_7_protect_mlr_squad
freedom_sim_squad_novice = 1
freedom_sim_squad_advanced = 0
![mil_smart_terrain_7_8]
mil_freedom_smart_terrain_7_8_squad
freedom_sim_squad_veteran = 0
![mil_smart_terrain_7_10]
mil_freedom_smart_terrain_7_10_squad
freedom_sim_squad_novice = 1
![mil_smart_terrain_7_12]
mil_freedom_smart_terrain_7_12_squad
freedom_sim_squad_veteran = 1
@@ -0,0 +1,21 @@
![pol_smart_terrain_1_1]
pol_smart_terrain_1_1_mlr_squad
![pol_smart_terrain_1_3]
pol_smart_terrain_1_2_mlr_squad
pol_rats_mlr_squad
![pol_smart_terrain_2_1]
pol_renegade_guard1
simulation_poltergeist_tele = 0
![pol_smart_terrain_2_2]
pol_renegade_squad2
simulation_burer = 0
@@ -0,0 +1,25 @@
![ros_smart_killers1]
ros_merc_sniper_mlr_squad
bandit_sim_squad_advanced = 0
bandit_sim_squad_novice = 0
![ros_smart_poltergeist2]
simulation_zombie_3_6 = 0
simulation_poltergeist_tele = 0
simulation_snork = 0
![ros_smart_stalker1]
stalker_sim_squad_advanced = 0
stalker_sim_squad_veteran = 0
![ros_smart_stalker_killers1]
ros_merc_guard_mlr_squad
merc_sim_squad_advanced = 1
merc_sim_squad_novice = 1
merc_sim_squad_veteran = 0
![ros_smart_monster4]
simulation_zombie_3_6 = 0
![ros_smart_monster5]
simulation_zombie_3_6 = 0
@@ -0,0 +1,18 @@
![trc_sim_13]
trc_sim_13_zombie_squad
![trc_sim_17]
!freedom_sim_squad_veteran = 0
![trc_sim_18]
trucks_army_camp_guards
army_sim_squad_advanced = 0
army_sim_squad_veteran = 0
![trc_sim_20];mlr
trucks_cemetery_bandit_guards
bandit_sim_squad_advanced = 1
![trc_sim_4]
army_sim_squad_advanced = 0
@@ -0,0 +1,37 @@
![val_smart_terrain_1_2]
val_smart_terrain_1_2_military_mlr_squad
val_smart_terrain_1_2_military_mlr_2_squad
army_sim_squad_advanced = 0
army_sim_squad_sniper = 0
army_sim_squad_veteran = 0
![val_smart_terrain_4_0]
stalker_south_pig_farm
stalker_sim_squad_advanced = 0
stalker_sim_squad_novice = 0
![val_smart_terrain_7_3]
bandit_novice_visiters_camp
bandit_novice_visiters_2_camp
bandit_barman_mlr_squad
![val_smart_terrain_7_4]
bandit_novice_visiters_base
bandit_novice_visiters_2_base
bandit_sim_squad_advanced = 0
bandit_sim_squad_veteran = 0
![val_smart_terrain_7_5]
guards_boss_bandit_in_main_base
bandit_guards_in_main_base
bandit_sim_squad_novice = 0
bandit_sim_squad_veteran = 0
![val_smart_terrain_6_4]
;val_smart_terrain_6_4_rat_mlr_squad
![val_smart_terrain_8_6]
guards_bandit_main_entrance
![val_smart_terrain_9_4]
bandit_sim_squad_novice = 0
@@ -0,0 +1,24 @@
![yan_smart_terrain_2_4]
yan_zombied_x16_mlr_squad2
![yan_smart_terrain_2_5]
zombied_sim_squad_advanced = 0
![yan_smart_terrain_3_4]
yan_zombied_x16_mlr_squad3
![yan_smart_terrain_3_6]
ecolog_sim_squad_advanced = 0
![yan_smart_terrain_4_5]
simulation_snork_2_5 = 0
![yan_smart_terrain_6_4];mlr
yan_smart_terrain_6_4_squad
ecolog_sim_squad_advanced = 1
ecolog_sim_squad_novice = 1
ecolog_sim_squad_veteran = 1
![yan_smart_terrain_zombi_spawn]
yan_zombied_x16_mlr_squad
simulation_contr_3sn_3gzomb = 0
@@ -0,0 +1,30 @@
;![kovalsky_surge_phase_1] ;-- agr_blowout_siren
;type = 3d ;actor
;npc_prefix = false
;path = characters_voice\scenario\agroprom\kovalsky_surge_phase_1
;shuffle = rnd
;idle = 3,5,100
;levels = l03_agroprom
;![agr_army_alarm] ;-- needs to be converted to the game engine.
;type = 3d
;path = ambient\siren_1 ;-- test sound
;shuffle = rnd
;idle = 0,0,100
;levels = l03_agroprom
;[agr_blowout_siren] ;-- added, change path, sound looped?!
;type = 3d
;path = ambient\blowout\blowout_siren_agr
;shuffle = rnd
;idle = 0,0,100
;levels = l03_agroprom
![kovalsky_surge_phase_1] ;-- agr_blowout_siren
type = 3d
actor_stereo = false
npc_prefix = false
path = characters_voice\scenario\agroprom\kovalsky_surge_phase_1
shuffle = seq
idle = 0,0,0
levels = l03_agroprom
@@ -0,0 +1,13 @@
[bar_blowout_siren_1]
type = 3d
path = ambient\blowout\blowout_siren_bar_1
shuffle = loop
idle = 5,15,100 ;3,5,100
levels = l05_bar
[bar_blowout_siren_2]
type = 3d
path = ambient\blowout\blowout_siren_bar_2
shuffle = loop
idle = 5,15,100 ;3,5,100
levels = l05_bar
@@ -0,0 +1,25 @@
![escape_sr_rupor_mlr_sound]
type = 3d
path = characters_voice\scenario\escape\megafon_
shuffle = loop
idle = 5,15,100
![escape_sr_rupor_mlr_alarm]
type = 3d
path = characters_voice\scenario\escape\megafon_alarm_
shuffle = rnd
idle = 0,0,100
[escape_blowout_siren]
type = 3d
path = ambient\blowout\blowout_siren_esc_1
shuffle = loop
idle = 5,15,100 ;3,5,100
levels = l01_escape
[escape_blowout_siren_1]
type = 3d
path = ambient\blowout\blowout_siren_esc_2
shuffle = loop
idle = 5,15,100 ;3,5,100
levels = l01_escape
@@ -0,0 +1,5 @@
[mar_smart_terrain_base_radio_mlr]
type = 3d
path = mlr\marsh\marsh_radio_
shuffle = loop
idle = 5,15,100
@@ -0,0 +1,5 @@
![mil_freebase_mlr]
type = 3d
path = mlr\freedom\val_free_meg_music_
shuffle = loop
idle = 5,15,100
@@ -0,0 +1,34 @@
[ros_climb_sound_1]
type = 3d
path = material\human\step\metal_plate1
shuffle = rnd
idle = 1,1,100
levels = l06_rostok
[ros_climb_sound_2]
type = 3d
path = material\human\step\metal_plate2
shuffle = rnd
idle = 1,1,100
levels = l06_rostok
[ros_climb_sound_3]
type = 3d
path = material\human\step\metal_plate3
shuffle = rnd
idle = 1,1,100
levels = l06_rostok
[ros_climb_sound_4]
type = 3d
path = material\human\step\metal_plate4
shuffle = rnd
idle = 1,1,100
levels = l06_rostok
;[ros_open_door]
;type = 3d
;path = device\door_start
;shuffle = seq
;idle = 5,15,100
;levels = l06_rostok
@@ -0,0 +1,14 @@
![x16_brain_stop]
type = 3d
path = ambient\x16\x16_brain_stop
levels = l08u_brainlab
![x16_brain_death_d]
type = looped
path = ambient\x16\x16_brain_death
levels = l08u_brainlab
![x16_brain_run]
type = looped
path = ambient\x16\x16_brain_run_2
levels = l08u_brainlab
@@ -0,0 +1,20 @@
[yan_sci_tech_sounds]
type = looped ;3d
path = ambient\background\yantar\device_hum_0
shuffle = loop
idle = 3,5,100
levels = l08_yantar
[yan_blowout_siren]
type = 3d
path = ambient\blowout\blowout_siren_yan_1
shuffle = loop
idle = 5,15,100 ;3,5,100
levels = l08_yantar
[yan_blowout_siren_1]
type = 3d
path = ambient\blowout\blowout_siren_yan_2
shuffle = loop
idle = 5,15,100 ;3,5,100
levels = l08_yantar
@@ -0,0 +1,6 @@
[dynamic_object_configs]
smart = mil_smart_terrain_3_8
condlist_0 = true
[exclusive]
psy field 1 = mil_smart_terrain_3_8_psy_field | 111.1950302124, -12.346420288086, 424.95971679688 | 0,0,0 | condlist_0
@@ -0,0 +1,16 @@
[dynamic_object_configs]
smart = ros_smart_killers1
condlist_0 = true
[exclusive]
door_1 = ros_valley_door_1 | -137.60,2.25,123.15 | 0,0,180 | condlist_0
door_2 = ros_valley_door_2 | -137.60,2.50,123.25 | 0,0,180 | condlist_0
Wall_1 = ros_valley_wall_1 | -111.42,-0.00,103.95 | 0,0,0 | condlist_0
Wall_2 = ros_valley_wall_2 | -111.42,-0.00,102.25 | 0,90,0 | condlist_0
Wall_3 = ros_valley_wall_3 | -111.42,-0.00,103.85 | 0,90,0 | condlist_0
box_1 = ros_valley_box_1 | -91.18,0.02,134.81 | 0,12,0 | condlist_0
box_2 = ros_valley_box_2 | -91.19,0.02,133.61 | 0,-6,0 | condlist_0
box_3 = ros_valley_box_3 | -91.13,0.83,134.25 | 0,-2,0 | condlist_0
@@ -0,0 +1,23 @@
[dynamic_object_configs]
smart = ros_smart_snork1
condlist_0 = true
[exclusive]
door_1 = ros_roof_door_1 | -187.39,17.69,75.23 | 0,-30,0 | condlist_0
door_2 = ros_roof_door_2 | -172.27,-0.00,60.22 | 0,-30,0 | condlist_0
Wall_1 = ros_valley_wall_4 | -138.08,-0.00,62.00 | 0,60,0 | condlist_0
Wall_2 = ros_valley_wall_5 | -138.80,-0.00,60.84 | 0,60,0 | condlist_0
Wall_3 = ros_valley_wall_6 | -139.66,-0.00,59.61 | 0,60,0 | condlist_0
misc_1 = ros_valley_misc_1 | -157.39,-0.00,85.60 | 90,86,0 | condlist_0
misc_2 = ros_valley_misc_2 | -168.93,-0.00,79.90 | 0,79,0 | condlist_0
misc_3 = ros_valley_misc_3 | -181.20,-0.00,24.92 | 0,23,0 | condlist_0
misc_4 = ros_valley_misc_4 | -157.39,-0.00,60.53 | 0,-43,0 | condlist_0
misc_5 = ros_valley_misc_5 | -166.94,0.02,64.27 | 90,-38,0 | condlist_0
misc_6 = ros_valley_misc_6 | -161.65,0.02,41.62 | 90,99,0 | condlist_0
misc_7 = ros_valley_misc_7 | -155.36,0.02,57.29 | 90,2,0 | condlist_0
misc_8 = ros_valley_misc_8 | -171.58,0.02,48.33 | 90,-2,0 | condlist_0
box_4 = ros_valley_box_4 | -179.46,-0.00,65.74 | 0,32,0 | condlist_0
box_5 = ros_valley_box_5 | -155.88,-0.00,51.54 | 0,8,0 | condlist_0
box_6 = ros_valley_box_6 | -155.25,-0.00,52.54 | 0,-8,0 | condlist_0
@@ -0,0 +1,38 @@
[dynamic_object_configs]
smart = ros_smart_stalker_killers1
condlist_0 = true
[exclusive]
climb_1 = ros_climb_action_1.1 | -212.93,1.55,9.42 | 0,-30,0 | condlist_0
climb_2 = ros_climb_action_1.2 | -210.93,1.50,9.22 | 0,-30,0 | condlist_0
climb_3 = ros_climb_action_1.3 | -211.93,1.85,9.32 | 7,-30,90 | condlist_0
climb_4 = ros_climb_action_2.1 | -211.58,9.66,9.35 | 0,-30,0 | condlist_0
climb_5 = ros_climb_action_2.2 | -212.09,9.66,9.56 | 0,-30,0 | condlist_0
climb_6 = ros_climb_action_2.3 | -212.24,8.83,9.40 | 90,-23,0 | condlist_0
Wall_7 = ros_valley_wall_7 | -201.44,-0.00,-29.80 | 0,60,0 | condlist_0
Wall_8 = ros_valley_wall_8 | -207.95,-0.00,-40.44 | 0,60,0 | condlist_0
Wall_9 = ros_valley_wall_9 | -208.64,-0.00,-41.58 | 0,60,0 | condlist_0
Wall_10 = ros_valley_wall_10 | -209.25,-0.00,-42.56 | 0,60,0 | condlist_0
Wall_11 = ros_valley_wall_11 | -209.89,-0.00,-43.61 | 0,60,0 | condlist_0
Wall_12 = ros_valley_wall_12 | -210.46,-0.00,-44.56 | 0,60,0 | condlist_0
Wall_13 = ros_valley_wall_13 | -200.87,-0.00,-29.07 | 0,60,0 | condlist_0
Wall_14 = ros_valley_wall_14 | -202.19,-0.00,-31.01 | 0,60,0 | condlist_0
Wall_15 = ros_valley_wall_15 | -202.94,-0.00,-32.25 | 0,60,0 | condlist_0
Wall_16 = ros_valley_wall_16 | -203.64,-0.00,-33.39 | 0,60,0 | condlist_0
Wall_17 = ros_valley_wall_17 | -204.39,-0.00,-34.63 | 0,60,0 | condlist_0
Wall_18 = ros_valley_wall_18 | -205.03,-0.00,-35.68 | 0,60,0 | condlist_0
Wall_19 = ros_valley_wall_19 | -205.81,-0.00,-36.94 | 0,60,0 | condlist_0
Wall_20 = ros_valley_wall_20 | -206.48,-0.00,-38.05 | 0,60,0 | condlist_0
Wall_21 = ros_valley_wall_21 | -207.20,-0.00,-39.22 | 0,60,0 | condlist_0
Wall_22 = ros_valley_wall_22 | -199.25,-0.00,5.06 | 0,60,0 | condlist_0
Wall_23 = ros_valley_wall_23 | -199.92,-0.00,3.94 | 0,60,0 | condlist_0
Wall_24 = ros_valley_wall_24 | -201.49,-0.00,7.01 | 0,-23,0 | condlist_0
Wall_25 = ros_valley_wall_25 | -214.03,0.00,10.77 | 0,65,0 | condlist_0
Wall_26 = ros_valley_wall_26 | -215.11,8.17,8.09 | 0,58,0 | condlist_0
Wall_27 = ros_valley_wall_27 | -225.93,8.17,-10.66 | 0,58,0 | condlist_0
Wall_28 = ros_valley_wall_28 | -236.68,8.17,-29.30 | 0,58,0 | condlist_0
box_7 = ros_valley_box_7 | -204.91,0.00,24.73 | 0,8,0 | condlist_0
box_8 = ros_valley_box_8 | -204.09,0.00,24.31 | 0,-8,0 | condlist_0
box_9 = ros_valley_box_9 | -211.69,0.00,-44.63 | 0,8,0 | condlist_0
box_10 = ros_valley_box_10 | -181.83,0.00,52.04 | 0,-8,0 | condlist_0
box_11 = ros_valley_box_11 | -204.37,0.77,24.888 | 0,-8,0 | condlist_0
@@ -0,0 +1,20 @@
[dynamic_object_configs]
smart = yan_smart_terrain_2_4
condlist_0 = true
[exclusive]
box_1 = yan_street_box_1 | -42.30,0.34,79.52 | 0,10,0 | condlist_0
box_2 = yan_street_box_2 | -42.36,0.34,78.22 | 0,20,0 | condlist_0
box_3 = yan_street_box_3 | -42.20,0.34,76.73 | 0,-10,0 | condlist_0
box_4 = yan_street_box_4 | -78.02,0.78,2.09 | 0,20,0 | condlist_0
box_5 = yan_street_box_5 | -78.14,0.78,0.84 | 0,30,0 | condlist_0
misc_1 = yan_street_misc_1 | -71.78,0.74,33.78 | 90,86,0 | condlist_0
misc_2 = yan_street_misc_2 | -73.46,0.78,78.23 | 0,79,0 | condlist_0
misc_3 = yan_street_misc_3 | -54.97,0.38,51.45 | 90,99,0 | condlist_0
misc_4 = yan_street_misc_4 | -63.44,0.58,76.99 | 90,99,0 | condlist_0
misc_5 = yan_street_misc_5 | -65.22,0.61,25.43 | 90,2,0 | condlist_0
vehicles_1 = yan_street_veh_1 | -37.15,0.34,73.34 | 0,-99,0 | condlist_0
vehicles_2 = yan_street_veh_2 | -37.13,0.34,69.48 | 0,-83,0 | condlist_0
vehicles_3 = yan_street_veh_3 | -24.27,0.34,67.67 | 0,-42,0 | condlist_0
;vehicles_4 = yan_street_veh_4 | -71.73,0.70,-4.31 | 0,145,0 | condlist_0
@@ -0,0 +1,8 @@
[dynamic_object_configs]
smart = yan_smart_terrain_6_4
condlist_0 = true
[exclusive]
rupor_1 = ecolog_yan_base_rupor | 24.72,-4.91,-263.82 | 0,-182,-90 | condlist_0
sound_1 = ecolog_yan_base_sound | 28.11,-23.74,-273.46 | 0,0,0 | condlist_0
@@ -0,0 +1,15 @@
;--Lost to the Zone: Living Legend
![barrier_freedom_guardians_squad]:online_offline_group
faction = freedom
npc_random = sim_default_freedom_1, sim_default_freedom_2, sim_default_freedom_2, sim_default_freedom_3
npc_in_squad = 2, 2
target_smart = mil_smart_terrain_3_8
![mil_smart_terrain_3_8_monolith_attackers]:online_offline_group
faction = monolith
npc_random = sim_default_monolith_1, sim_default_monolith_2, sim_default_monolith_3, sim_default_monolith_4
npc_in_squad = 8, 8
target_smart = mil_smart_terrain_3_8
story_id = mil_smart_terrain_3_8_monolith_attackers_squad
on_death = %+mil_smart_terrain_3_8_monolith_attackers_squad_death%
@@ -0,0 +1,537 @@
;------------------------------------------------
;----< Zombies >-----|
[zombied_sim_squad_novice_night]:online_offline_group
faction = monster_special
npc_random = sim_default_zombied_1, sim_default_zombied_1, sim_default_zombied_1, sim_default_zombied_2
npc_in_squad = 3, 4
common = true
[zombied_sim_squad_advanced_night]:online_offline_group
faction = monster_special
npc_random = sim_default_zombied_1, sim_default_zombied_2, sim_default_zombied_3
npc_in_squad = 3, 4
common = true
[zombied_sim_squad_veteran_night]:online_offline_group
faction = monster_special
npc_random = sim_default_zombied_2, sim_default_zombied_3, sim_default_zombied_4
npc_in_squad = 3, 4
common = true
[zombied_sim_squad_mix_night]:online_offline_group ;added
faction = monster_special
npc_random = sim_default_zombied_1, sim_default_zombied_2, sim_default_zombied_3, sim_default_zombied_4
npc_in_squad = 3, 4
common = true
[simulation_zombie_night]:online_offline_group
faction = monster_special
npc_random = zombie_weak, zombie_normal, zombie_strong
npc_in_squad = 3, 4
common = true
[simulation_zombie_3_6_night]:online_offline_group
faction = monster_special
npc_random = zombie_weak, zombie_normal, zombie_strong
npc_in_squad = 4, 6
common = true
[simulation_mix_zombie_night]:online_offline_group ;added
faction = monster_special
npc_random = zombie_weak, zombie_normal, zombie_strong
npc_in_squad = 3, 4
common = true
[simulation_zombie_blind_night]:online_offline_group ;added
faction = monster_special
npc_random = zombie_blind
npc_in_squad = 2, 3
common = true
[simulation_zombie_blind_3zomb_night]:online_offline_group ;added
faction = monster_special
npc = zombie_blind, sim_default_zombied_2, sim_default_zombied_3, sim_default_zombied_4
npc_in_squad = 4
common = true
[simulation_zombie_blind_3zomb_civ_night]:online_offline_group ;added
faction = monster_special
npc = zombie_blind, zombie_weak, zombie_normal, zombie_strong
npc_in_squad = 4
common = true
;------------------------------------------------
;----< Tushkano and Rats>-----|
[simulation_tushkano_night]:online_offline_group
faction = monster_special
npc_random = tushkano_normal, tushkano_normal_a, tushkano_normal_b, tushkano_normal_c, tushkano_weak, tushkano_weak_a, tushkano_weak_b, tushkano_weak_c, tushkano_strong, tushkano_strong_a, tushkano_strong_b, tushkano_strong_c
npc_in_squad = 3, 4
common = true
[simulation_tushkano_7_10_night]:online_offline_group
faction = monster_special
npc_random = tushkano_normal, tushkano_normal_a, tushkano_normal_b, tushkano_normal_c, tushkano_weak, tushkano_weak_a, tushkano_weak_b, tushkano_weak_c, tushkano_strong, tushkano_strong_a, tushkano_strong_b, tushkano_strong_c
npc_in_squad = 7, 10
common = true
[simulation_rat_night]:online_offline_group
faction = monster_special
npc_random = rat_weak, rat_normal, rat_strong, rat_wolf, rat_weak, rat_weak, rat_normal, rat_normal, rat_weak, rat_weak, rat_normal, rat_normal, rat_weak, rat_weak, rat_normal, rat_normal, rat_weak, rat_weak
npc_in_squad = 5, 7
common = true
[simulation_rats_night]:online_offline_group
faction = monster_special
npc_random = rat_weak, rat_normal, rat_strong, rat_wolf, rat_weak, rat_weak
npc_in_squad = 7, 9
common = true
[simulation_rats_7_10_night]:online_offline_group
faction = monster_special
npc_random = rat_weak, rat_normal, rat_weak, rat_wolf, rat_weak, rat_weak
npc_in_squad = 9, 12
common = true
;------------------------------------------------
;----< Flesh and Boars >-----|
[simulation_boar_night]:online_offline_group
faction = monster_special
npc_random = boar_normal, boar_normal, boar_normal, boar_strong, boar_01a_weak, boar_02a_weak, boar_02a_strong, boar_01a_hard, boar_02a_hard
npc_in_squad = 1, 3
common = true
[simulation_boar_3_5_night]:online_offline_group
faction = monster_special
npc_random = boar_normal, boar_normal, boar_normal, boar_strong, boar_01a_weak, boar_02a_weak, boar_02a_strong, boar_01a_hard, boar_02a_hard
npc_in_squad = 3, 4
common = true
[simulation_flesh_night]:online_offline_group
faction = monster_special
npc_random = flesh_01a_weak, flesh_01a_normal, flesh_01a_strong, flesh_02a_weak, flesh_02a_normal, flesh_02a_strong, flesh_03a_normal, flesh_03a_strong
npc_in_squad = 2, 3
common = true
[simulation_mix_boar_flesh_night]:online_offline_group
faction = monster_special
npc_random = flesh_01a_weak, flesh_01a_normal, flesh_01a_strong, flesh_02a_weak, flesh_02a_normal, flesh_02a_strong, flesh_03a_normal, flesh_03a_strong, boar_normal, boar_normal, boar_normal, boar_strong, boar_01a_weak, boar_02a_weak, boar_02a_strong, boar_01a_hard, boar_02a_hard
npc_in_squad = 2, 3
common = true
;------------------------------------------------
;----< Dogs >-----|
[simulation_dog_night]:online_offline_group
faction = monster_special
npc_random = dog_normal_red, dog_normal_white, dog_normal_brown, dog_normal_bulterier, dog_weak_red, dog_weak_white, dog_weak_brown, dog_weak_bulterier, dog_strong_red, dog_strong_white, dog_strong_brown, dog_strong_bulterier, dog_strong_black
npc_in_squad = 2, 4
common = true
[simulation_dog_5_7_night]:online_offline_group
faction = monster_special
npc_random = dog_normal_red, dog_normal_white, dog_normal_brown, dog_normal_bulterier, dog_weak_red, dog_weak_white, dog_weak_brown, dog_weak_bulterier, dog_strong_red, dog_strong_white, dog_strong_brown, dog_strong_bulterier, dog_strong_black
npc_in_squad = 3, 5
common = true
[simulation_mix_dogs_night]:online_offline_group
faction = monster_special
npc_random = dog_normal_brown, pseudodog_grey_weak, pseudodog_normal, pseudodog_strong, pseudodog_grey_strong, dog_normal_red, dog_normal_white, dog_normal_brown, dog_normal_bulterier, dog_weak_red, dog_weak_white, dog_weak_brown, dog_weak_bulterier, dog_strong_red, dog_strong_white, dog_strong_brown, dog_strong_bulterier, dog_strong_black, dog_weak_bulterier, dog_weak_brown, dog_weak_brown
npc_in_squad = 2, 4
common = true
[simulation_pseudodog_night]:online_offline_group
faction = monster_special
npc_random = pseudodog_grey_weak, pseudodog_grey_weak, pseudodog_normal, pseudodog_strong, pseudodog_grey_strong
npc_in_squad = 1, 2
common = true
;------------------------------------------------
;----< Cat >-----|
[simulation_cat_night]:online_offline_group
faction = monster_special
npc_random = cat_weak_a, cat_weak_b, cat_weak_c, cat_weak_d, cat_weak_e, cat_normal_a, cat_normal_b, cat_normal_c, cat_normal_d, cat_normal_e, cat_strong_a, cat_strong_b, cat_strong_c, cat_strong_d, cat_strong_e
npc_in_squad = 1, 3
common = true
[simulation_cat_3_5_night]:online_offline_group
faction = monster_special
npc_random = cat_weak_a, cat_weak_b, cat_weak_c, cat_weak_d, cat_weak_e, cat_normal_a, cat_normal_b, cat_normal_c, cat_normal_d, cat_normal_e, cat_strong_a, cat_strong_b, cat_strong_c, cat_strong_d, cat_strong_e
npc_in_squad = 3, 4
common = true
;------------------------------------------------
;----< Fracture/Izlom >-----|
[simulation_fracture_night]:online_offline_group
faction = monster_special
npc_random = fracture_normal, fracture_weak, fracture_strong, fracture_2, fracture_3
npc_in_squad = 1, 2
common = true
;------------------------------------------------
;----< Snork >-----|
[simulation_snork_night]:online_offline_group
faction = monster_special
npc_random = snork_weak, snork_weak2, snork_weak3, snork_weak4, snork_normal, snork_normal2, snork_normal3, snork_normal4, snork_strong, snork_strong2, snork_strong3, snork_strong4
npc_in_squad = 2
common = true
[simulation_snork_2_3_night]:online_offline_group ;added
faction = monster_special
npc_random = snork_weak, snork_weak2, snork_weak3, snork_weak4, snork_normal, snork_normal2, snork_normal3, snork_normal4, snork_strong, snork_strong2, snork_strong3, snork_strong4
npc_in_squad = 2, 3
common = true
[simulation_snork_2_5_night]:online_offline_group
faction = monster_special
npc_random = snork_weak, snork_weak2, snork_weak3, snork_weak4, snork_normal, snork_normal2, snork_normal3, snork_normal4, snork_strong, snork_strong2, snork_strong3, snork_strong4
npc_in_squad = 2, 4
common = true
;------------------------------------------------
;----< Lurker >-----|
[simulation_lurker_blue_night]:online_offline_group
faction = monster_special
npc_random = lurker_1_weak, lurker_1_normal, lurker_1_strong
npc_in_squad = 1, 2
common = true
[simulation_lurker_brown_night]:online_offline_group
faction = monster_special
npc_random = lurker_2_weak, lurker_2_normal, lurker_2_strong
npc_in_squad = 1, 2
common = true
[simulation_lurker_black_night]:online_offline_group
faction = monster_special
npc_random = lurker_3_weak, lurker_3_normal, lurker_3_strong
npc_in_squad = 1, 2
common = true
[simulation_lurker_night]:online_offline_group
faction = monster_special
npc_random = lurker_1_weak, lurker_1_normal, lurker_1_strong, lurker_2_weak, lurker_2_normal, lurker_2_strong, lurker_3_weak, lurker_3_normal, lurker_3_strong
npc_in_squad = 1, 2
common = true
[simulation_lurker_1_2_night]:online_offline_group
faction = monster_special
npc_random = lurker_1_weak, lurker_1_normal, lurker_1_strong, lurker_2_weak, lurker_2_normal, lurker_2_strong, lurker_3_weak, lurker_3_normal, lurker_3_strong
npc_in_squad = 2
common = true
;------------------------------------------------
;----< Bloodsucker >-----|
[simulation_bloodsucker_night]:online_offline_group
faction = monster_special
npc_random = bloodsucker_red_weak, bloodsucker_green_weak, bloodsucker_black_weak, bloodsucker_red_normal, bloodsucker_green_normal, bloodsucker_black_normal, bloodsucker_red_strong, bloodsucker_green_strong, bloodsucker_black_strong ;, bloodsucker_strong_big
npc_in_squad = 1
common = true
[simulation_bloodsucker_green_night]:online_offline_group
faction = monster_special
npc_random = bloodsucker_green_weak, bloodsucker_green_normal, bloodsucker_green_normal, bloodsucker_green_normal, bloodsucker_green_normal, bloodsucker_green_strong ;, bloodsucker_strong_big
npc_in_squad = 1
common = true
[simulation_bloodsucker_red_night]:online_offline_group
faction = monster_special
npc_random = bloodsucker_red_weak, bloodsucker_red_normal, bloodsucker_red_normal, bloodsucker_red_normal, bloodsucker_red_normal, bloodsucker_red_strong ;, bloodsucker_strong_big
npc_in_squad = 1
common = true
[simulation_bloodsucker_black_night]:online_offline_group
faction = monster_special
npc_random = bloodsucker_black_weak, bloodsucker_black_normal, bloodsucker_black_normal, bloodsucker_black_normal, bloodsucker_black_normal, bloodsucker_black_strong ;, bloodsucker_strong_big
npc_in_squad = 1
common = true
[simulation_bloodsucker_1_2_night]:online_offline_group
faction = monster_special
npc_random = bloodsucker_red_weak, bloodsucker_green_weak, bloodsucker_black_weak, bloodsucker_red_normal, bloodsucker_green_normal, bloodsucker_black_normal, bloodsucker_red_strong, bloodsucker_green_strong, bloodsucker_black_strong ;, bloodsucker_strong_big
npc_in_squad = 1, 2
common = true
[simulation_bloodsucker_2weak_night]:online_offline_group
faction = monster_special
npc_random = bloodsucker_red_weak, bloodsucker_green_weak, bloodsucker_black_weak
npc_in_squad = 2
common = true
;------------------------------------------------
;----< Psy-sucker >-----|
[simulation_psysucker_white_night]:online_offline_group
faction = monster_special
npc_random = psysucker_2_weak, psysucker_3_normal, psysucker_3_strong ;psysucker_1_weak, psysucker_1_normal, psysucker_1_strong
npc_in_squad = 1
common = true
[simulation_psysucker_brown_night]:online_offline_group
faction = monster_special
npc_random = psysucker_2_weak, psysucker_2_normal, psysucker_2_strong
npc_in_squad = 1
common = true
[simulation_psysucker_black_night]:online_offline_group
faction = monster_special
npc_random = psysucker_3_weak, psysucker_3_normal, psysucker_3_strong
npc_in_squad = 1
common = true
[simulation_psysucker_night]:online_offline_group
faction = monster_special
npc_random = psysucker_2_weak, psysucker_2_normal, psysucker_2_strong, psysucker_3_weak, psysucker_3_normal, psysucker_3_strong
npc_in_squad = 1
common = true
[simulation_psysucker_1_2_night]:online_offline_group
faction = monster_special
npc_random = psysucker_2_weak, psysucker_2_normal, psysucker_2_strong, psysucker_3_weak, psysucker_3_normal, psysucker_3_strong
npc_in_squad = 1, 2
common = true
;------------------------------------------------
;----< Psy-dog >-----|
[simulation_psy_dog_night]:online_offline_group
faction = monster_special
npc_random = psy_dog_normal
npc_in_squad = 1, 2
common = true
[simulation_psy_dog_squad_night]:online_offline_group
faction = monster_special
npc = psy_dog_normal, dog_normal_red, dog_normal_white, dog_normal_brown, dog_normal_bulterier
common = true
;------------------------------------------------
;----< Karlik >-----|
[simulation_karlik_night]:online_offline_group ;Added
faction = monster_special
npc_random = m_karlik_e
npc_in_squad = 1
common = true
;------------------------------------------------
;----< Burer >-----|
[simulation_burer_night]:online_offline_group
faction = monster_special
npc_random = burer_normal, burer_normal2, burer_weak, burer_weak2
npc_in_squad = 1
common = true
[simulation_burer_2_3_night]:online_offline_group
faction = monster_special
npc_random = burer_normal, burer_normal2, burer_weak, burer_weak2
npc_in_squad = 2, 3
common = true
[simulation_burer_1_2_day_night]:online_offline_group
faction = monster_special
npc_random = burer_normal, burer_normal2, burer_weak, burer_weak2
npc_in_squad = 1, 2
common = true
[simulation_bur_5rat_day_night]:online_offline_group
faction = monster_special
npc = burer_normal, tushkano_weak, tushkano_weak, tushkano_weak, tushkano_weak, tushkano_weak
;npc = burer_normal, rat_weak, rat_weak, rat_weak, rat_weak, rat_weak
npc_in_squad = 6
common = true
;------------------------------------------------
;----< Controller >-----|
[simulation_controller_night]:online_offline_group
faction = monster_special
npc_random = m_controller_normal, m_controller_normal2, m_controller_normal1111, m_controller_normal777, m_controller_normal888
npc_in_squad = 1
common = true
[simulation_contr_5rat_3tush_night]:online_offline_group
faction = monster_special
npc = m_controller_normal, tushkano_weak, tushkano_weak, tushkano_weak, tushkano_weak, tushkano_weak, tushkano_weak, tushkano_weak, tushkano_weak
;npc = rat_weak, rat_weak, rat_weak, rat_weak, rat_weak, tushkano_weak, tushkano_weak, tushkano_weak, m_controller_normal
npc_in_squad = 9
common = true
[simulation_contr_5dog_night]:online_offline_group
faction = monster_special
npc = dog_weak_red, dog_weak_white, dog_weak_brown, dog_weak_bulterier, dog_strong_red, m_controller_normal
npc_in_squad = 6
common = true
[simulation_contr_3dog_4tush_night]:online_offline_group
faction = monster_special
npc = dog_normal_red, dog_normal_brown, dog_normal_brown, tushkano_weak, tushkano_weak, tushkano_weak, tushkano_weak, m_controller_normal
npc_in_squad = 8
common = true
[simulation_contr_3sn_3gzomb_night]:online_offline_group
faction = monster_special
npc = snork_weak3, zombie_weak, zombie_weak, zombie_normal, snork_weak, snork_weak2, m_controller_normal
npc_in_squad = 7
common = true
[simulation_contr_6gzomb_night]:online_offline_group
faction = monster_special
npc = zombie_weak, zombie_weak, zombie_weak, zombie_normal, zombie_weak, zombie_normal, m_controller_normal
npc_in_squad = 7
common = true
[simulation_contr_2sn_4zomb_night]:online_offline_group
faction = monster_special
npc = snork_weak, snork_weak2, sim_default_zombied_1, sim_default_zombied_1, sim_default_zombied_2, sim_default_zombied_3, m_controller_normal
npc_in_squad = 7
common = true
[simulation_contr_4tush_3sn_night]:online_offline_group
faction = monster_special
npc = tushkano_normal, tushkano_normal, tushkano_normal, tushkano_normal, snork_weak, snork_weak, snork_strong, m_controller_normal
npc_in_squad = 8
common = true
[simulation_contr_5zomb_weak_night]:online_offline_group
faction = monster_special
npc = sim_default_zombied_1, sim_default_zombied_1, sim_default_zombied_1, sim_default_zombied_1, sim_default_zombied_2, m_controller_normal
npc_in_squad = 6
common = true
[simulation_contr_4zomb_norm_night]:online_offline_group
faction = monster_special
npc = sim_default_zombied_2, sim_default_zombied_2, sim_default_zombied_1, sim_default_zombied_3, m_controller_normal
npc_in_squad = 5
common = true
[simulation_contr_4zomb_str_night]:online_offline_group
faction = monster_special
npc = sim_default_zombied_4, sim_default_zombied_4, sim_default_zombied_2, sim_default_zombied_3, m_controller_normal2
npc_in_squad = 5
common = true
[simulation_contr_5sn_night]:online_offline_group
faction = monster_special
npc = snork_weak, snork_weak, snork_strong, snork_strong, snork_strong, m_controller_normal
npc_in_squad = 6
common = true
;------------------------------------------------
;----< Poltergeist >-----|
; m_poltergeist_normal_black, m_poltergeist_normal_flame
[simulation_poltergeist_tele_night]:online_offline_group
faction = monster_special
npc_random = m_poltergeist_normal_tele
npc_in_squad = 1, 1
common = true
[simulation_poltergeist_flame_night]:online_offline_group
faction = monster_special
npc_random = m_poltergeist_normal_flame
npc_in_squad = 1, 1
common = true
[simulation_poltergeist_black_night]:online_offline_group
faction = monster_special
npc_random = m_poltergeist_normal_black
npc_in_squad = 1, 1
common = true
[simulation_poltergeist_night]:online_offline_group ;added
faction = monster_special
npc_random = m_poltergeist_normal_tele, m_poltergeist_normal_flame, m_poltergeist_normal_black
npc_in_squad = 1, 1
common = true
;------------------------------------------------
;----< Psy-Controller >-----|
[simulation_controller_psy_night]:online_offline_group
faction = monster_special
npc_random = m_controller_psy
npc_in_squad = 1
common = true
;------------------------------------------------
;----< Chimera >-----|
[simulation_chimera_night]:online_offline_group
faction = monster_special
npc_random = chimera_normal, chimera_weak, chimera_strong, chimera_normal2, chimera_normal3, chimera_strong2, chimera_strong3, chimera_strong4
npc_in_squad = 1
common = true
[simulation_chimera_2weak_night]:online_offline_group
faction = monster_special
npc_random = chimera_weak
npc_in_squad = 2
common = true
[simulation_chimera_zaton_night]:online_offline_group
faction = monster_special
npc_random = chimera_normal
npc_in_squad = 1, 1
target_smart = {=is_dark_night} nil, {~50} zat_sim_5, {~50} zat_sim_3, {~50} zat_sim_1, {~50} zat_sim_18, {~50} zat_sim_10, {~50} zat_sim_7, zat_sim_26
common = true
[simulation_chimera_pripyat_night]:online_offline_group
faction = monster_special
npc_random = chimera_normal
npc_in_squad = 1, 1
target_smart = {=is_dark_night} nil, pri_a17
common = true
[simulation_chimera_jupiter_night]:online_offline_group
faction = monster_special
npc_random = chimera_normal
npc_in_squad = 1, 1
common = true
;------------------------------------------------
;----< Giant >-----|
[simulation_gigant_night]:online_offline_group
faction = monster_special
npc_random = gigant_normal, gigant_strong
npc_in_squad = 1
common = true
[simulation_gigant_2weak_night]:online_offline_group
faction = monster_special
npc_random = gigant_weak
npc_in_squad = 2
common = true
;------------------------------------------------
;----< Borya >-----|
[simulation_borya_night]:online_offline_group
faction = monster_special
npc_random = borya_normal
npc_in_squad = 1, 3
common = true
;------------------------------------------------
;----< Bibliotekar >-----|
[simulation_bibliotekar_night]:online_offline_group
faction = monster_special
npc_random = bibliotekar_weak, bibliotekar_strong
npc_in_squad = 1, 1
common = true
;------------------------------------------------
;----< Poltergiest build >-----|
[simulation_polter_build_night]:online_offline_group
faction = monster_special
npc_random = poltergeist_build
npc_in_squad = 1, 2
common = true
@@ -0,0 +1,57 @@
![agr_1_6_guards_army_mlr_squad]:online_offline_group
faction = army
npc = sim_default_military_0, sim_default_military_0, sim_default_military_1, sim_default_military_2, sim_default_military_2
!npc_in_squad = 6, 6
target_smart = agr_smart_terrain_1_6
story_id = agr_1_6_guards_army_mlr_squad
[agr_1_6_guards_army_mlr_2_squad]:online_offline_group
faction = army
npc = sim_default_military_0, sim_default_military_1, sim_default_military_1, sim_default_military_2
target_smart = agr_smart_terrain_1_6_near_1
story_id = agr_1_6_guards_army_mlr_2_squad
[agr_1_6_guards_army_mlr_3_squad]:online_offline_group
faction = army
npc = sim_default_military_0, sim_default_military_0, sim_default_military_1, sim_default_military_3, sim_default_military_4
target_smart = agr_smart_terrain_1_6_near_2
story_id = agr_1_6_guards_army_mlr_3_squad
[agr_patrol_army_mlr_squad]:online_offline_group
faction = army
npc = sim_default_military_2, sim_default_military_2
target_smart = agr_smart_terrain_1_6_near_1
story_id = agr_patrol_army_mlr_squad
;-------------------------------------------------------------------------
[agr_smart_terrain_4_4_rat_mlr_squad]:online_offline_group
faction = monster
npc_random = rat_weak, rat_normal, rat_strong, rat_wolf, rat_weak, rat_weak, rat_normal, rat_normal, rat_weak, rat_weak, rat_normal, rat_normal, rat_weak, rat_weak, rat_normal, rat_normal, rat_weak, rat_weak
npc_in_squad = 4, 6
target_smart = agr_smart_terrain_4_4
;-------------------------------------------------------------------------
![agr_u_soldiers_squad]:online_offline_group
faction = army
npc = sim_default_military_2, sim_default_military_2, sim_default_military_3, sim_default_military_2, sim_default_military_2, sim_default_military_4, sim_default_military_0, sim_default_military_1
target_smart = agr_u_soldiers
!on_death = %+agr_u_soldiers_dead%
story_id = agr_u_soldiers_squad
[agr_u_bandits_soldiers_squad]:online_offline_group
faction = army
npc = sim_default_military_0, sim_default_military_1, sim_default_military_1, sim_default_military_2, sim_default_military_2, sim_default_military_2
target_smart = agr_u_bandits
story_id = agr_u_bandits_soldiers_squad
[agr_u_monster_soldiers_squad]:online_offline_group
faction = army
npc = sim_default_military_0, sim_default_military_0
spawn_point = agr_u_monsters_spawn_point
target_smart = agr_u_monsters
story_id = agr_u_monster_soldiers_squad
@@ -0,0 +1,106 @@
![bar_dolg_general_squad]:online_offline_group
faction = dolg
npc = sim_default_duty_2, sim_default_duty_1, sim_default_duty_0, sim_default_duty_0
npc_in_squad = 4
target_smart = bar_dolg_general
always_arrived = true
![bar_dolg_bunker_squad]:online_offline_group
faction = dolg
npc_random = sim_default_duty_4, sim_default_duty_4, sim_default_duty_4, sim_default_duty_3, sim_default_duty_3, sim_default_duty_3
npc_in_squad = 6, 6
target_smart = bar_dolg_bunker
always_arrived = true
[bar_dolg_sick_stalker_squad]:online_offline_group
faction = dolg
npc = sim_default_duty_1
npc_in_squad = 1
target_smart = bar_dolg_general
always_arrived = true
[bar_duty_medic_stalker_squad]:online_offline_group
faction = dolg
npc = bodyguard_duty_medic_bar_general
npc_in_squad = 1
target_smart = bar_dolg_general
always_arrived = true
;------------------------------------------------------------------------
[bar_freedom_general_squad]:online_offline_group
faction = freedom
npc = sim_default_freedom_0, sim_default_freedom_1, sim_default_freedom_2, sim_default_freedom_2, sim_default_freedom_2, sim_default_freedom_2
target_smart = bar_dolg_general
story_id = bar_freedom_general_squad
always_arrived = true
[bar_freedom_bunker_squad]:online_offline_group
faction = freedom
npc = sim_default_freedom_0, sim_default_freedom_1, sim_default_freedom_2, sim_default_freedom_2
target_smart = bar_dolg_bunker
story_id = bar_freedom_bunker_squad
always_arrived = true
[bar_freedom_security_squad]:online_offline_group
faction = freedom
npc = sim_default_freedom_1, sim_default_freedom_1, sim_default_freedom_1, sim_default_freedom_2, sim_default_freedom_2, sim_default_freedom_2, sim_default_freedom_2, sim_default_freedom_2, sim_default_freedom_3, sim_default_freedom_4
target_smart = bar_zastava
story_id = bar_freedom_security_squad
always_arrived = true
[bar_freedom_guard_squad]:online_offline_group
faction = freedom
npc = sim_default_freedom_1, sim_default_freedom_1, sim_default_freedom_1, sim_default_freedom_2, sim_default_freedom_2, sim_default_freedom_3
target_smart = bar_zastava_2
story_id = bar_freedom_guard_squad
always_arrived = true
[bar_freedom_visitors_squad]:online_offline_group
faction = freedom
npc = sim_default_freedom_0, sim_default_freedom_0, sim_default_freedom_1, sim_default_freedom_1
target_smart = bar_visitors
story_id = bar_freedom_visitors_squad
always_arrived = true
;------------------------------------------------------------------------
[bar_mlr_1_visitors]:online_offline_group
faction = stalker
npc = sim_default_stalker_2
npc_in_squad = 1
target_smart = bar_visitors
[bar_mlr_2_visitors]:online_offline_group
faction = csky
npc = sim_default_csky_2
npc_in_squad = 1
target_smart = bar_visitors
[bar_mlr_3_visitors]:online_offline_group
faction = ecolog
npc = sim_default_ecolog_2
npc_in_squad = 1
target_smart = bar_visitors
;------------------------------------------------------------------------
[bar_bandit_zastava_dogs_lair_2_squad]:online_offline_group
faction = bandit
npc_random = sim_default_bandit_0, sim_default_bandit_0, sim_default_bandit_0, sim_default_bandit_1, sim_default_bandit_1, sim_default_bandit_2
npc_in_squad = 3, 3
target_smart = bar_zastava_dogs_lair_2
;------------------------------------------------------------------------
[bar_dolg_general_squad_rat_mlr_squad]:online_offline_group
faction = monster
npc_random = rat_weak, rat_normal, rat_strong, rat_wolf, rat_weak, rat_weak, rat_normal, rat_normal, rat_weak, rat_weak, rat_normal, rat_normal, rat_weak, rat_weak, rat_normal, rat_normal, rat_weak, rat_weak
npc_in_squad = 2, 4
target_smart = bar_dolg_general
[bar_dolg_bunker_squad_rat_mlr_squad]:online_offline_group
faction = monster
npc_random = rat_weak, rat_normal, rat_strong, rat_wolf, rat_weak, rat_weak, rat_normal, rat_normal, rat_weak, rat_weak, rat_normal, rat_normal, rat_weak, rat_weak, rat_normal, rat_normal, rat_weak, rat_weak
npc_in_squad = 2, 4
target_smart = bar_dolg_bunker
@@ -0,0 +1,69 @@
[cit_bandit_guard_squad_1]:online_offline_group
faction = bandit
npc_random = sim_default_bandit_0, sim_default_bandit_1, sim_default_bandit_1, sim_default_bandit_2, sim_default_bandit_3
npc_in_squad = 2, 2
target_smart = cit_killers_vs_bandits
[cit_bandit_guard_squad_2]:online_offline_group
faction = bandit
npc_random = sim_default_bandit_0, sim_default_bandit_1, sim_default_bandit_1, sim_default_bandit_2, sim_default_bandit_2
npc_in_squad = 2, 2
target_smart = cit_killers_vs_bandits
[cit_bandit_guard_squad_3]:online_offline_group
faction = bandit
npc_random = sim_default_bandit_0, sim_default_bandit_1, sim_default_bandit_1, sim_default_bandit_2, sim_default_bandit_2
npc_in_squad = 2, 2
target_smart = cit_killers_vs_bandits
;------------------------------------------------------------------------
[cit_killers_guard_squad_1]:online_offline_group
faction = killer
npc_random = sim_default_killer_1, sim_default_killer_2, sim_default_killer_2, sim_default_killer_2, sim_default_killer_2, sim_default_killer_3
npc_in_squad = 2, 2
target_smart = cit_killers_vs_bandits
always_arrived = true
[cit_killers_guard_squad_2]:online_offline_group
faction = killer
npc_random = sim_default_killer_1, sim_default_killer_1, sim_default_killer_2, sim_default_killer_2, sim_default_killer_2, sim_default_killer_2
npc_in_squad = 2, 2
target_smart = cit_killers_vs_bandits
always_arrived = true
[cit_killers_merc_guard_squad_3]:online_offline_group
faction = killer
npc = sim_default_killer_3, sim_default_killer_3, sim_default_killer_3, sim_default_killer_3
target_smart = cit_killers
always_arrived = true
;------------------------------------------------------------------------
[cit_kanaliz1_zombied_squad]:online_offline_group
faction = zombied
npc_random = sim_default_zombied_1, sim_default_zombied_1, sim_default_zombied_2, sim_default_zombied_2, sim_default_zombied_2, sim_default_zombied_3, sim_default_zombied_4
npc_in_squad = 3, 4
target_smart = cit_kanaliz1
[cit_kanaliz2_zombied_squad]:online_offline_group
faction = zombied
npc_random = sim_default_zombied_1, sim_default_zombied_1, sim_default_zombied_2, sim_default_zombied_2, sim_default_zombied_2, sim_default_zombied_3, sim_default_zombied_4
npc_in_squad = 3, 4
target_smart = cit_kanaliz2
;------------------------------------------------------------------------
[cit_bandits_poltergeist_squad]:online_offline_group
faction = monster_special
npc = m_poltergeist_normal_tele, m_poltergeist_normal_tele
target_smart = cit_bandits
;------------------------------------------------------------------------
[cit_killers_2_rat_mlr_squad]:online_offline_group
faction = monster
npc_random = rat_weak, rat_normal, rat_strong, rat_wolf, rat_weak, rat_weak, rat_normal, rat_normal, rat_weak, rat_weak, rat_normal, rat_normal, rat_weak, rat_weak, rat_normal, rat_normal, rat_weak, rat_weak
npc_in_squad = 2, 4
target_smart = cit_killers_2
@@ -0,0 +1,59 @@
[ds_ptr4_stalker_mlr_2_squad]:online_offline_group
faction = stalker
npc_random = sim_default_stalker_0, sim_default_stalker_1, sim_default_stalker_1, sim_default_stalker_2
npc_in_squad = 1, 4
target_smart = ds_ptr4
[ds_ptr4_killer_mlr_2_squad]:online_offline_group
faction = killer
npc_random = sim_default_killer_1, sim_default_killer_1, sim_default_killer_1, sim_default_killer_2
npc_in_squad = 2, 4
target_smart = ds_ptr4
[ds_ptr4_csky_mlr_2_squad]:online_offline_group
faction = csky
npc_random = sim_default_csky_0, sim_default_csky_1, sim_default_csky_1, sim_default_csky_2, sim_default_csky_2
npc_in_squad = 2, 4
target_smart = ds_ptr4
[ds_ptr4_bandit_mlr_2_squad]:online_offline_group
faction = bandit
npc_random = sim_default_bandit_0, sim_default_bandit_1, sim_default_bandit_2
npc_in_squad = 2, 3
target_smart = ds_ptr4
[ds_ptr4_renegade_mlr_2_squad]:online_offline_group
faction = renegade
npc_random = sim_default_renegade_0, sim_default_renegade_1, sim_default_renegade_2
npc_in_squad = 2, 3
target_smart = ds_ptr4
[ds_ptr4_army_mlr_2_squad]:online_offline_group
faction = army
npc_random = sim_default_military_0, sim_default_military_1, sim_default_military_2
npc_in_squad = 2, 3
target_smart = ds_ptr4
;------------------------------------------------------------------------
[ds_kem2_military_mlr_2_squad]:online_offline_group
faction = army
npc_random = sim_default_military_0, sim_default_military_0, sim_default_military_1, sim_default_military_1, sim_default_military_2
npc_in_squad = 4, 4
target_smart = ds_kem2
always_arrived = true
[ds_kem2_military_mlr_2_sniper]:online_offline_group
faction = army
npc = sim_default_military_3_sniper, sim_default_military_3_sniper
npc_in_squad = 2, 2
target_smart = ds_kem2
always_arrived = true
;------------------------------------------------------------------------
[ds_ds2_lager_st_isg_squad]:online_offline_group
faction = isg
npc = sim_default_isg_1, sim_default_isg_1, sim_default_isg_1, sim_default_isg_2, sim_default_isg_2
target_smart = ds2_lager_st
always_arrived = true
@@ -0,0 +1,97 @@
![escape_novice_visiters_village]:online_offline_group
faction = stalker
npc = sim_default_stalker_0, sim_default_stalker_0, sim_default_stalker_0, sim_default_stalker_0
npc_in_squad = 4, 4
target_smart = esc_smart_terrain_2_12
![escape_novice_visiters_village2]:online_offline_group
faction = stalker
npc = sim_default_stalker_0, sim_default_stalker_0, sim_default_stalker_0, sim_default_stalker_0
npc_in_squad = 4, 4
target_smart = esc_smart_terrain_2_12
;------------------------------------------------------------------------
![esc_smart_terrain_3_16_military_mlr_squad]:online_offline_group
faction = army
npc_random = sim_default_military_0, sim_default_military_0, sim_default_military_1, sim_default_military_1, sim_default_military_2, sim_default_military_2, sim_default_military_2, sim_default_military_2
npc_in_squad = 4, 4
target_smart = esc_smart_terrain_3_16
always_arrived = true
![esc_smart_terrain_3_16_military_mlr_patrol]:online_offline_group
faction = army
npc_random = sim_default_military_0, sim_default_military_1, sim_default_military_1, sim_default_military_2
npc_in_squad = 4, 4
target_smart = esc_smart_terrain_3_16
always_arrived = true
![karat_army_esc_smart_terrain_2_12]:online_offline_group
faction = army
npc = sim_default_military_1, sim_default_military_2, sim_default_military_2, sim_default_military_2, sim_default_military_2, sim_default_military_3, sim_default_military_3, sim_default_military_3, sim_default_military_3
target_smart = esc_smart_terrain_5_2
always_arrived = true
![most_army_esc_smart_terrain_6_8]:online_offline_group
faction = army
npc = sim_default_military_1, sim_default_military_1, sim_default_military_2, sim_default_military_2, sim_default_military_2, sim_default_military_3
npc_in_squad = 6, 6
target_smart = esc_smart_terrain_6_8
always_arrived = true
[kpp_army_mlr_esc_smart_terrain_3_16]:online_offline_group
faction = army
npc = sim_default_military_0, sim_default_military_0, sim_default_military_0, sim_default_military_1, sim_default_military_2, sim_default_military_2
npc_in_squad = 6, 6
target_smart = esc_smart_terrain_3_16
always_arrived = true
;------------------------------------------------------------------------
![atp_bandit_esc_smart_terrain_7_11]:online_offline_group
faction = bandit
npc = sim_default_bandit_0, sim_default_bandit_0, sim_default_bandit_0, sim_default_bandit_1, sim_default_bandit_1, sim_default_bandit_2, sim_default_bandit_2
!npc_in_squad = 7, 7
target_smart = esc_smart_terrain_7_11
always_arrived = true
[esc_bandit_smart_terrain_3_7_squad]:online_offline_group
faction = bandit
npc_random = sim_default_bandit_0, sim_default_bandit_0, sim_default_bandit_0, sim_default_bandit_1, sim_default_bandit_1, sim_default_bandit_2
npc_in_squad = 2, 3
target_smart = esc_smart_terrain_3_7
;------------------------------------------------------------------------
[esc_renegade_smart_terrain_3_7_squad]:online_offline_group
faction = renegade
npc_random = sim_default_renegade_0, sim_default_renegade_0, sim_default_renegade_0, sim_default_renegade_1, sim_default_renegade_1
npc_in_squad = 2, 3
target_smart = esc_smart_terrain_3_7
;------------------------------------------------------------------------
[esc_monster_smart_terrain_3_7_squad]:online_offline_group
faction = monster_vegetarian
npc_random = flesh_01a_weak, flesh_01a_normal, flesh_01a_strong, flesh_02a_weak, flesh_02a_normal, flesh_02a_strong, flesh_03a_normal, flesh_03a_strong, boar_normal, boar_normal, boar_normal, boar_strong, boar_01a_weak, boar_02a_weak, boar_02a_strong, boar_01a_hard, boar_02a_hard
npc_in_squad = 2, 4
target_smart = esc_smart_terrain_3_7
[esc_monster_smart_terrain_3_7_squad2]:online_offline_group
faction = monster_predatory_day
npc_random = dog_normal_brown, pseudodog_grey_weak, pseudodog_normal, pseudodog_strong, pseudodog_grey_strong, dog_normal_red, dog_normal_white, dog_normal_brown, dog_normal_bulterier, dog_weak_red, dog_weak_white, dog_weak_brown, dog_weak_bulterier, dog_strong_red, dog_strong_white, dog_strong_brown, dog_strong_bulterier, dog_strong_black, dog_weak_bulterier, dog_weak_brown, dog_weak_brown
npc_in_squad = 2, 4
target_smart = esc_smart_terrain_3_7
[esc_monster_smart_terrain_3_7_squad3]:online_offline_group
faction = monster
npc_random = cat_weak_a, cat_weak_b, cat_weak_c, cat_weak_d, cat_weak_e, cat_normal_a, cat_normal_b, cat_normal_c, cat_normal_d, cat_normal_e, cat_strong_a, cat_strong_b, cat_strong_c, cat_strong_d, cat_strong_e
npc_in_squad = 2, 4
target_smart = esc_smart_terrain_3_7
[esc_smart_terrain_2_14_rat_mlr_squad]:online_offline_group
faction = monster
npc_random = rat_weak, rat_normal, rat_strong, rat_wolf, rat_weak, rat_weak, rat_normal, rat_normal, rat_weak, rat_weak, rat_normal, rat_normal, rat_weak, rat_weak, rat_normal, rat_normal, rat_weak, rat_weak
npc_in_squad = 5, 7
target_smart = esc_smart_terrain_2_14
always_arrived = true
@@ -0,0 +1,42 @@
[start_character_hangar_mlr_squad]:online_offline_group
faction = stalker
npc = sim_default_stalker_3
target_smart = gar_smart_terrain_3_5
story_id = start_character_hangar_mlr_squad
always_arrived = true
![start_visitirs_hangar_mlr_squad]:online_offline_group
faction = stalker
npc = sim_default_stalker_1, sim_default_stalker_1
target_smart = gar_smart_terrain_3_5
always_arrived = true
![start_depo_bandit_gar_smart_terrain_3_5]:online_offline_group
faction = bandit
npc = sim_default_bandit_0, sim_default_bandit_1, sim_default_bandit_1, sim_default_bandit_1, sim_default_bandit_2, sim_default_bandit_2
target_smart = gar_smart_terrain_3_5
always_arrived = true
[start_depo_army_gar_smart_terrain_3_5]:online_offline_group
faction = army
npc = sim_default_military_0, sim_default_military_0, sim_default_military_1, sim_default_military_1, sim_default_military_2, sim_default_military_2
target_smart = gar_smart_terrain_3_5
always_arrived = true
;------------------------------------------------------------------------
![stalker_sim_dolg_post]:online_offline_group
faction = dolg
npc = sim_default_duty_2, sim_default_duty_1, sim_default_duty_1, sim_default_duty_3
target_smart = gar_smart_terrain_5_2
always_arrived = true
;------------------------------------------------------------------------
![stalker_gar_smart_terrain_6_3]:online_offline_group
faction = stalker
npc_random = sim_default_stalker_0, sim_default_stalker_0, sim_default_stalker_0, sim_default_stalker_1, sim_default_stalker_2
npc_in_squad = 2, 2
target_smart = gar_smart_terrain_6_3
always_arrived = true
@@ -0,0 +1,153 @@
![mar_smart_terrain_base_lager_squad]:online_offline_group
faction = csky
npc = sim_default_csky_0, sim_default_csky_0, sim_default_csky_1, sim_default_csky_1, sim_default_csky_2, sim_default_csky_2, sim_default_csky_3
target_smart = mar_smart_terrain_base
story_id = mar_smart_terrain_base_lager_squad
always_arrived = true
[camp_csky_mar_smart_terrain_5_12]:online_offline_group
faction = csky
npc_random = sim_default_csky_0, sim_default_csky_0, sim_default_csky_0, sim_default_csky_1, sim_default_csky_1, sim_default_csky_1, sim_default_csky_2
npc_in_squad = 3, 3
target_smart = mar_smart_terrain_5_12
[pump_csky_mar_smart_terrain_5_8]:online_offline_group
faction = csky
npc_random = sim_default_csky_0, sim_default_csky_0, sim_default_csky_0, sim_default_csky_1, sim_default_csky_1, sim_default_csky_1, sim_default_csky_2
npc_in_squad = 4, 4
target_smart = mar_smart_terrain_5_8
[mar_smart_terrain_3_3_csky_squad]:online_offline_group
faction = csky
npc_random = sim_default_csky_0, sim_default_csky_1, sim_default_csky_1, sim_default_csky_1, sim_default_csky_2, sim_default_csky_2
npc_in_squad = 4, 4
target_smart = mar_smart_terrain_3_3
[mar_smart_terrain_4_5_csky_squad]:online_offline_group
faction = csky
npc_random = sim_default_csky_0, sim_default_csky_1, sim_default_csky_1, sim_default_csky_1, sim_default_csky_2, sim_default_csky_2
npc_in_squad = 5, 5
target_smart = mar_smart_terrain_4_5
;------------------------------------------------------------------------
[ecolog_mar_smart_terrain_8_11]:online_offline_group
faction = ecolog
npc_random = sim_default_ecolog_0,sim_default_ecolog_1, sim_default_ecolog_2
npc_in_squad = 3, 3
target_smart = mar_smart_terrain_8_11
;------------------------------------------------------------------------
[mar_smart_terrain_base_army_squad]:online_offline_group
faction = army
npc = sim_default_military_0, sim_default_military_1, sim_default_military_1, sim_default_military_2, sim_default_military_2, sim_default_military_3
target_smart = mar_smart_terrain_base
story_id = mar_smart_terrain_base_lager_squad
always_arrived = true
[camp_army_mar_smart_terrain_5_12]:online_offline_group
faction = army
npc_random = sim_default_military_0, sim_default_military_1, sim_default_military_1, sim_default_military_2, sim_default_military_2
npc_in_squad = 5, 5
target_smart = mar_smart_terrain_5_12
[tower_army_mar_smart_terrain_6_11]:online_offline_group
faction = army
npc_random = sim_default_military_1, sim_default_military_2
npc_in_squad = 3, 4
target_smart = mar_smart_terrain_6_11
[mar_smart_terrain_3_3_army_squad]:online_offline_group
faction = army
npc_random = sim_default_military_0, sim_default_military_1, sim_default_military_1, sim_default_military_2, sim_default_military_2
npc_in_squad = 4, 4
target_smart = mar_smart_terrain_3_3
[mar_smart_terrain_4_5_army_squad]:online_offline_group
faction = army
npc_random = sim_default_military_0, sim_default_military_1, sim_default_military_1, sim_default_military_2, sim_default_military_2
npc_in_squad = 5, 5
target_smart = mar_smart_terrain_4_5
[mar_smart_terrain_10_5_army_squad]:online_offline_group
faction = army
npc = sim_default_military_0, sim_default_military_0, sim_default_military_1
target_smart = mar_smart_terrain_10_5
story_id = mar_smart_terrain_10_5_army_squad
[mar_smart_terrain_12_2_army_squad]:online_offline_group
faction = army
npc = sim_default_military_0, sim_default_military_0, sim_default_military_1, sim_default_military_1
target_smart = mar_smart_terrain_12_2
story_id = mar_smart_terrain_12_2_army_squad
;------------------------------------------------------------------------
[mar_smart_terrain_3_3_renegade_squad]:online_offline_group
faction = renegade
npc_random = sim_default_renegade_0, sim_default_renegade_0, sim_default_renegade_1, sim_default_renegade_1, sim_default_renegade_2
npc_in_squad = 3, 3
target_smart = mar_smart_terrain_3_3
[mar_smart_terrain_4_5_renegade_squad]:online_offline_group
faction = renegade
npc_random = sim_default_renegade_0, sim_default_renegade_0,sim_default_renegade_1, sim_default_renegade_1
npc_in_squad = 3, 3
target_smart = mar_smart_terrain_4_5
[renegade_guard_mar_smart_terrain_3_3]:online_offline_group
faction = renegade
npc = sim_default_renegade_1
target_smart = mar_smart_terrain_3_3
[mar_renegade_guard_patrol_squad]:online_offline_group
faction = renegade
npc_random = sim_default_renegade_0, sim_default_renegade_1, sim_default_renegade_0, sim_default_renegade_1, sim_default_renegade_2
npc_in_squad = 3, 3
target_smart = mar_smart_terrain_4_5
[mar_smart_terrain_base_renegade_squad]:online_offline_group
faction = renegade
npc = sim_default_renegade_0, sim_default_renegade_1, sim_default_renegade_0, sim_default_renegade_1, sim_default_renegade_0, sim_default_renegade_1
target_smart = mar_smart_terrain_base
story_id = mar_smart_terrain_base_lager_squad
always_arrived = true
[camp_renegade_mar_smart_terrain_5_12]:online_offline_group
faction = renegade
npc_random = sim_default_renegade_0, sim_default_renegade_1, sim_default_renegade_0, sim_default_renegade_1, sim_default_renegade_2
npc_in_squad = 5, 5
target_smart = mar_smart_terrain_5_12
[tower_renegade_mar_smart_terrain_6_11]:online_offline_group
faction = renegade
npc_random = sim_default_renegade_1, sim_default_renegade_2
npc_in_squad = 3, 4
target_smart = mar_smart_terrain_6_11
[mar_renegade_trader_squad]:online_offline_group
faction = renegade
npc = mar_renegade_trader
npc_in_squad = 1, 1
always_arrived = true
target_smart = mar_smart_terrain_3_3
story_id = mar_renegade_trader_squad
always_arrived = true
[mar_renegade_mechanic_squad]:online_offline_group
faction = renegade
npc = mar_renegade_mechanic
npc_in_squad = 1, 1
target_smart = mar_smart_terrain_4_5
story_id = mar_renegade_mechanic_squad
always_arrived = true
;------------------------------------------------------------------------
[mar_rat_squad_smart_terrain_6_4_squad]:online_offline_group
faction = monster_predatory_day
npc_random = rat_weak, rat_normal, rat_strong, rat_wolf, rat_weak, rat_weak, rat_normal, rat_normal, rat_weak, rat_normal, rat_strong, rat_wolf, rat_weak, rat_weak, rat_normal, rat_normal, rat_wolf, rat_wolf, rat_wolf, rat_wolf, rat_normal, rat_normal, rat_normal
npc_in_squad = 4, 6
target_smart = mar_smart_terrain_6_4
@@ -0,0 +1,143 @@
![mil_7_7_protect_mlr_squad]:online_offline_group
faction = freedom
npc = sim_default_freedom_3, sim_default_freedom_3, sim_default_freedom_3, sim_default_freedom_3
target_smart = mil_smart_terrain_7_7
story_id = mil_7_7_protect_mlr_squad
[mil_freedom_smart_terrain_7_8_squad]:online_offline_group
faction = freedom
npc = sim_default_freedom_1, sim_default_freedom_1, sim_default_freedom_2, sim_default_freedom_2, sim_default_freedom_2, sim_default_freedom_3
target_smart = mil_smart_terrain_7_8
story_id = mil_freedom_smart_terrain_7_8_squad
[mil_freedom_smart_terrain_7_10_squad]:online_offline_group
faction = freedom
npc = sim_default_freedom_0, sim_default_freedom_0, sim_default_freedom_0, sim_default_freedom_1, sim_default_freedom_1
target_smart = mil_smart_terrain_7_10
story_id = mil_freedom_smart_terrain_7_10_squad
[mil_freedom_smart_terrain_7_12_squad]:online_offline_group
faction = freedom
npc = sim_default_freedom_0, sim_default_freedom_0, sim_default_freedom_1, sim_default_freedom_1, sim_default_freedom_1
target_smart = mil_smart_terrain_7_12
story_id = mil_freedom_smart_terrain_7_12_squad
[mil_freedom_smart_terrain_3_8_squad]:online_offline_group
faction = freedom
npc = sim_default_freedom_2, sim_default_freedom_2, sim_default_freedom_2, sim_default_freedom_2, sim_default_freedom_3
target_smart = mil_smart_terrain_3_8
story_id = mil_freedom_smart_terrain_3_8_squad
[mil_freedom_terrain_7_4_outpost_squad]:online_offline_group
faction = freedom
npc = sim_default_freedom_0, sim_default_freedom_1, sim_default_freedom_2, sim_default_freedom_2
target_smart = mil_smart_terrain_7_4
;------------------------------------------------------------------------
[mil_duty_terrain_7_4_outpost_squad]:online_offline_group
faction = dolg
npc = sim_default_duty_2, sim_default_duty_2, sim_default_duty_2, sim_default_duty_3
target_smart = mil_smart_terrain_7_4
;------------------------------------------------------------------------
[mil_merc_terrain_2_2_outpost_squad]:online_offline_group
faction = killer
npc = sim_default_killer_2, sim_default_killer_3
target_smart = mil_smart_terrain_2_2
[mil_merc_terrain_2_2_outpost_squad2]:online_offline_group
faction = killer
npc = sim_default_killer_2, sim_default_killer_3
target_smart = mil_smart_terrain_2_2
;------------------------------------------------------------------------
[mil_monolith_entrance_7_8_squad]:online_offline_group
faction = monolith
npc = sim_monolith_specnaz_rg6, sim_monolith_specnaz_rg6, sim_monolith_specnaz_rg6, sim_monolith_specnaz_rg6, sim_monolith_sniper, sim_monolith_sniper
target_smart = mil_smart_terrain_7_8
story_id = mil_monolith_entrance_7_8_squad
[mil_monolith_warehouse_7_7_squad]:online_offline_group
faction = monolith
npc = sim_default_monolith_1, sim_default_monolith_2, sim_default_monolith_2, sim_default_monolith_3, sim_default_monolith_3, sim_default_monolith_4
target_smart = mil_smart_terrain_7_7
story_id = mil_monolith_warehouse_7_7_squad
[mil_monolith_warehouse_7_10_squad]:online_offline_group
faction = monolith
npc = sim_default_monolith_1, sim_default_monolith_1, sim_default_monolith_2, sim_default_monolith_2, sim_default_monolith_2, sim_default_monolith_2
target_smart = mil_smart_terrain_7_10
story_id = mil_monolith_warehouse_7_10_squad
[mil_monolith_warehouse_7_12_squad]:online_offline_group
faction = monolith
npc = sim_default_monolith_1, sim_default_monolith_1, sim_default_monolith_2
target_smart = mil_smart_terrain_7_12
story_id = mil_monolith_warehouse_7_12_squad
;------------------------------------------------------------------------
[mil_duty_entrance_7_8_squad]:online_offline_group
faction = dolg
npc = sim_default_duty_2, sim_default_duty_2, sim_default_duty_2, sim_default_duty_3
target_smart = mil_smart_terrain_7_8
story_id = mil_duty_entrance_7_8_squad
[mil_duty_warehouse_7_7_squad]:online_offline_group
faction = dolg
npc = sim_default_duty_2, sim_default_duty_2, sim_default_duty_2, sim_default_duty_3, sim_default_monolith_2
target_smart = mil_smart_terrain_7_7
story_id = mil_duty_warehouse_7_7_squad
[mil_duty_warehouse_7_10_squad]:online_offline_group
faction = dolg
npc = sim_default_duty_1, sim_default_duty_1, sim_default_duty_2
target_smart = mil_smart_terrain_7_10
story_id = mil_duty_warehouse_7_10_squad
[mil_duty_warehouse_7_12_squad]:online_offline_group
faction = dolg
npc = sim_default_duty_1, sim_default_duty_1, sim_default_duty_2, sim_default_duty_2
target_smart = mil_smart_terrain_7_12
story_id = mil_duty_warehouse_7_12_squad
[mil_duty_smart_terrain_3_8_squad]:online_offline_group
faction = dolg
npc = sim_default_duty_2, sim_default_duty_2, sim_default_duty_2, sim_default_duty_2, sim_default_duty_2, sim_default_duty_3
target_smart = mil_smart_terrain_3_8
story_id = mil_duty_smart_terrain_3_8_squad
;------------------------------------------------------------------------
[mil_army_entrance_7_8_squad]:online_offline_group
faction = army
npc = sim_default_military_2, sim_default_military_2, sim_default_military_2, sim_default_military_3
target_smart = mil_smart_terrain_7_8
story_id = mil_army_entrance_7_8_squad
[mil_army_warehouse_7_7_squad]:online_offline_group
faction = army
npc = sim_default_military_0, sim_default_military_0, sim_default_military_1, sim_default_military_1, sim_default_military_2 ,sim_default_military_2, sim_default_military_2
target_smart = mil_smart_terrain_7_7
story_id = mil_army_warehouse_7_7_squad
[mil_army_warehouse_7_10_squad]:online_offline_group
faction = army
npc = sim_default_military_0, sim_default_military_0, sim_default_military_1
target_smart = mil_smart_terrain_7_10
story_id = mil_army_warehouse_7_10_squad
[mil_army_warehouse_7_12_squad]:online_offline_group
faction = army
npc = sim_default_military_0, sim_default_military_0, sim_default_military_0, sim_default_military_0, sim_default_military_1
target_smart = mil_smart_terrain_7_12
story_id = mil_army_warehouse_7_12_squad
[mil_army_smart_terrain_3_8_squad]:online_offline_group
faction = army
npc = sim_default_military_2, sim_default_military_2, sim_default_military_2, sim_default_military_2, sim_default_military_3
target_smart = mil_smart_terrain_3_8
story_id = mil_army_warehouse_3_8_squad
@@ -0,0 +1,123 @@
[pol_smart_terrain_1_1_mlr_squad]:online_offline_group
faction = stalker
npc = sim_default_stalker_1, sim_default_stalker_2
npc_in_squad = 2, 2
target_smart = pol_smart_terrain_1_1
;------------------------------------------------------------------------
[pol_smart_terrain_1_2_mlr_squad]:online_offline_group
faction = bandit
npc_random = sim_default_bandit_1,sim_default_bandit_1, sim_default_bandit_2, sim_default_bandit_0, sim_default_bandit_0
npc_in_squad = 4, 4
target_smart = pol_smart_terrain_1_2
![pol_smart_terrain_1_3_squad]:online_offline_group
faction = bandit
npc = sim_default_bandit_0, sim_default_bandit_1, sim_default_bandit_2
target_smart = pol_smart_terrain_1_3
story_id= pol_smart_terrain_1_3_squad
;------------------------------------------------------------------------
[pol_renegade_squad]:online_offline_group
faction = renegade
npc_random = sim_default_renegade_0
npc_in_squad = 1, 1
target_smart = pol_smart_terrain_2_2
[pol_renegade_squad2]:online_offline_group
faction = renegade
npc_random = sim_default_renegade_0
npc_in_squad = 1, 1
target_smart = pol_smart_terrain_2_2
[pol_renegade_squad3]:online_offline_group
faction = renegade
npc_random = sim_default_renegade_0, sim_default_renegade_1
npc_in_squad = 1, 1
target_smart = pol_sim_1
[pol_renegade_guard1]:online_offline_group
faction = renegade
npc = sim_default_renegade_0, sim_default_renegade_0, sim_default_renegade_0
npc_in_squad = 3, 3
target_smart = pol_smart_terrain_2_1
[pol_renegade_guard2]:online_offline_group
faction = renegade
npc = sim_default_renegade_0
npc_in_squad = 1, 1
target_smart = pol_smart_terrain_2_1
[pol_renegade_guard3]:online_offline_group
faction = renegade
npc = sim_default_renegade_0
npc_in_squad = 1, 1
target_smart = pol_smart_terrain_2_1
;------------------------------------------------------------------------
[pol_smart_terrain_2_2_isg_squad]:online_offline_group
faction = isg
npc_random = sim_default_isg_3, sim_default_isg_4
npc_in_squad = 3, 4
target_smart = pol_smart_terrain_2_2
;------------------------------------------------------------------------
[pol_snork_squad_1]:online_offline_group
faction = monster_zombied_day
npc_random = snork_normal, snork_normal2, snork_normal3, snork_normal4, snork_strong, snork_strong2, snork_strong3, snork_strong4
npc_in_squad = 2, 4
target_smart = pol_smart_terrain_1_3
[pol_snork_squad_2]:online_offline_group
faction = monster_zombied_day
npc_random = snork_normal, snork_normal2, snork_normal3, snork_normal4, snork_strong, snork_strong2, snork_strong3, snork_strong4
npc_in_squad = 4, 6
target_smart = pol_smart_terrain_1_3
[pol_zombie_squad_1]:online_offline_group
faction = monster_zombied_day
npc_random = zombie_normal, zombie_strong
npc_in_squad = 8, 12
target_smart = pol_smart_terrain_2_2
[pol_zombie_squad_2]:online_offline_group
faction = monster_zombied_day
npc_random = zombie_normal, zombie_strong
npc_in_squad = 6, 10
target_smart = pol_smart_terrain_1_1
[pol_zombie_squad_3]:online_offline_group
faction = monster_zombied_day
npc_random = zombie_normal, zombie_strong
npc_in_squad = 8, 12
target_smart = pol_smart_terrain_1_3
[pol_zombie_squad_4]:online_offline_group
faction = monster_zombied_day
npc_random = zombie_normal, zombie_strong
npc_in_squad = 6, 10
target_smart = pol_smart_terrain_2_1
[pol_zombied_squad_1]:online_offline_group ;-- test
faction = zombied
npc_random = sim_default_zombied_1, sim_default_zombied_2, sim_default_zombied_3, sim_default_zombied_4
npc_in_squad = 3, 6
target_smart = pol_smart_terrain_1_3
[pol_zombied_squad_2]:online_offline_group ;-- test
faction = zombied
npc_random = sim_default_zombied_2, sim_default_zombied_3, sim_default_zombied_4
npc_in_squad = 4, 8
target_smart = pol_smart_terrain_1_3
;------------------------------------------------------------------------
[pol_rats_mlr_squad]:online_offline_group
faction = monster
npc_random = rat_weak, rat_normal, rat_strong, rat_wolf, rat_weak, rat_weak
npc_in_squad = 2, 6
target_smart = pol_smart_terrain_1_2
@@ -0,0 +1,11 @@
[ros_merc_guard_mlr_squad]:online_offline_group
faction = killer
npc_random = sim_default_killer_1, sim_default_killer_1, sim_default_killer_2, sim_default_killer_2, sim_default_killer_2
npc_in_squad = 4, 4
target_smart = ros_smart_stalker_killers1
[ros_merc_sniper_mlr_squad]:online_offline_group
faction = killer
npc_random = sim_default_killer_1, sim_default_killer_1, sim_default_killer_2, sim_default_killer_2, sim_default_killer_2
npc_in_squad = 3, 3
target_smart = ros_smart_killers1
@@ -0,0 +1,19 @@
[trucks_cemetery_bandit_guards]:online_offline_group
faction = bandit
npc_random = sim_default_bandit_3, sim_default_bandit_4, sim_default_bandit_2, sim_default_bandit_2
npc_in_squad = 4, 4
target_smart = trc_sim_20
always_arrived = true
[trucks_army_camp_guards]:online_offline_group
faction = army
npc_random = sim_default_military_2, sim_default_military_2, sim_default_military_1, sim_default_military_1
npc_in_squad = 4, 4
target_smart = trc_sim_18
[trc_sim_13_zombie_squad]:online_offline_group
faction = monster_zombied_day
npc_random = zombie_normal, zombie_strong,
npc_in_squad = 8, 12
target_smart = trc_sim_13
always_arrived = true
@@ -0,0 +1,102 @@
[bandit_novice_visiters_camp]:online_offline_group
faction = bandit
npc_random = sim_default_bandit_0, sim_default_bandit_0, sim_default_bandit_0, sim_default_bandit_1, sim_default_bandit_1, sim_default_bandit_2
npc_in_squad = 2, 2
target_smart = val_smart_terrain_7_3
story_id = bandit_novice_visiters_camp
always_arrived = true
[bandit_novice_visiters_2_camp]:online_offline_group
faction = bandit
npc_random = sim_default_bandit_0, sim_default_bandit_0, sim_default_bandit_0, sim_default_bandit_1, sim_default_bandit_1, sim_default_bandit_2
npc_in_squad = 2, 2
target_smart = val_smart_terrain_7_3
story_id = bandit_novice_visiters_2_camp
always_arrived = true
[bandit_novice_visiters_base]:online_offline_group
faction = bandit
npc_random = sim_default_bandit_0, sim_default_bandit_0, sim_default_bandit_0, sim_default_bandit_1, sim_default_bandit_1, sim_default_bandit_2
npc_in_squad = 4, 4
target_smart = val_smart_terrain_7_4
story_id = bandit_novice_visiters_base
always_arrived = true
[bandit_novice_visiters_2_base]:online_offline_group
faction = bandit
npc_random = sim_default_bandit_0, sim_default_bandit_0, sim_default_bandit_0, sim_default_bandit_1, sim_default_bandit_1, sim_default_bandit_2
npc_in_squad = 4, 4
target_smart = val_smart_terrain_7_4
story_id = bandit_novice_visiters_2_base
always_arrived = true
[bandit_guards_in_main_base]:online_offline_group
faction = bandit
npc = sim_default_bandit_2, sim_default_bandit_3
target_smart = val_smart_terrain_7_5
story_id = bandit_guards_in_main_base
always_arrived = true
![guards_boss_bandit_in_main_base]:online_offline_group
faction = bandit
npc = sim_default_bandit_4, sim_default_bandit_4, sim_default_bandit_4
target_smart = val_smart_terrain_7_5
story_id = guards_boss_bandit_in_main_base
[guards_bandit_main_entrance]:online_offline_group
faction = bandit
npc = sim_default_bandit_2, sim_default_bandit_2
target_smart = val_smart_terrain_8_6
story_id = guards_bandit_main_entrance
always_arrived = true
[bandit_barman_mlr_squad]:online_offline_group
faction = bandit
npc = sim_default_bandit_barman
target_smart = val_smart_terrain_7_3
story_id = bandit_barman_squad
;------------------------------------------------------------------------
[val_smart_terrain_1_2_military_mlr_squad]:online_offline_group
faction = army
npc = sim_default_military_2, sim_default_military_3
target_smart = val_smart_terrain_1_2
story_id = val_smart_terrain_1_2_military_mlr_squad
always_arrived = true
[val_smart_terrain_1_2_military_mlr_2_squad]:online_offline_group
faction = army
npc = sim_default_military_3, sim_default_military_4
target_smart = val_smart_terrain_1_2
story_id = val_smart_terrain_1_2_military_mlr_2_squad
always_arrived = true
;------------------------------------------------------------------------
[stalker_south_pig_farm]:online_offline_group
faction = stalker
npc = sim_default_stalker_0, sim_default_stalker_0, sim_default_stalker_1
target_smart = val_smart_terrain_4_0
story_id = stalker_south_pig_farm
;------------------------------------------------------------------------
[val_smart_terrain_1_2_rat_mlr_squad]:online_offline_group
faction = monster
npc_random = rat_weak, rat_normal, rat_strong, rat_wolf, rat_weak, rat_weak, rat_normal, rat_normal, rat_weak, rat_weak, rat_normal, rat_normal, rat_weak, rat_weak, rat_normal, rat_normal, rat_weak, rat_weak
npc_in_squad = 2, 3
target_smart = val_smart_terrain_1_2
[val_smart_terrain_6_4_rat_mlr_squad]:online_offline_group
faction = monster
npc_random = rat_weak, rat_normal, rat_strong, rat_wolf, rat_weak, rat_weak, rat_normal, rat_normal, rat_weak, rat_weak, rat_normal, rat_normal, rat_weak, rat_weak, rat_normal, rat_normal, rat_weak, rat_weak
npc_in_squad = 2, 3
target_smart = val_smart_terrain_6_4
[val_smart_terrain_7_8_rat_mlr_squad]:online_offline_group
faction = monster
npc_random = rat_weak, rat_normal, rat_strong, rat_wolf, rat_weak, rat_weak, rat_normal, rat_normal, rat_weak, rat_weak, rat_normal, rat_normal, rat_weak, rat_weak, rat_normal, rat_normal, rat_weak, rat_weak
npc_in_squad = 2, 3
target_smart = val_smart_terrain_7_8
@@ -0,0 +1,44 @@
[zombied_x162_st_poltergeist_squad]:online_offline_group
faction = zombied
npc_random = sim_default_zombied_2, sim_default_zombied_3, sim_default_zombied_3, sim_default_zombied_2, sim_default_zombied_4, sim_default_zombied_4
npc_in_squad = 3, 3
always_arrived = true
target_smart = x162_st_poltergeist
[zombied_x162_st_gigant_squad]:online_offline_group
faction = zombied
npc_random = sim_default_zombied_2, sim_default_zombied_2, sim_default_zombied_3, sim_default_zombied_2, sim_default_zombied_3
npc_in_squad = 4, 4
always_arrived = true
target_smart = x162_st_gigant
[zombied_x162_st_burer_squad]:online_offline_group
faction = zombied
npc_random = sim_default_zombied_2, sim_default_zombied_2, sim_default_zombied_3, sim_default_zombied_2, sim_default_zombied_3
npc_in_squad = 3, 3
always_arrived = true
target_smart = x162_st_burer
[ecolog_x162_st_poltergeist_squad]:online_offline_group
faction = ecolog
npc_random = sim_default_ecolog_dead, sim_default_ecolog_dead, sim_default_ecolog_dead, sim_default_ecolog_dead
npc_in_squad = 2, 2
always_arrived = true
target_smart = x162_st_poltergeist
[ecolog_x162_st_gigant_squad]:online_offline_group
faction = ecolog
npc_random = sim_default_ecolog_dead, sim_default_ecolog_dead, sim_default_ecolog_dead, sim_default_ecolog_dead
npc_in_squad = 2, 2
always_arrived = true
target_smart = x162_st_gigant
[isg_x162_st_burer_squad]:online_offline_group
faction = isg
npc_random = sim_default_isg_3, sim_default_isg_4, sim_default_isg_4
npc_in_squad = 3, 3
always_arrived = true
target_smart = x162_st_burer
@@ -0,0 +1,16 @@
![dar_military_scout_squad]:online_offline_group
faction = army
!relationship = enemy
!sympathy = 0
npc = sim_default_military_4, sim_default_military_3, sim_default_military_3, sim_default_military_4
target_smart = dar_military_scout
story_id = dar_military_scout_squad
on_death = %+dar_military_scout_squad_killed%
[dar_military_spetsnaz_squad]:online_offline_group
faction = army
npc_random = sim_default_military_3, sim_default_military_4, sim_default_military_3, sim_default_military_4
npc_in_squad = 3
always_arrived = true
target_smart = dar_control_poltergeist
@@ -0,0 +1,132 @@
[yan_smart_terrain_6_4_squad]:online_offline_group
faction = ecolog
npc = sim_default_ecolog_1, sim_default_ecolog_2
target_smart = yan_smart_terrain_6_4
always_arrived = true
[yan_ecolog_guard_mlr_squad]:online_offline_group
faction = ecolog
npc = sim_default_ecolog_1, sim_default_ecolog_2, sim_default_ecolog_2, sim_default_ecolog_2, sim_default_ecolog_3
target_smart = yan_smart_terrain_2_4
always_arrived = true
[yan_ecolog_guard_mlr_squad2]:online_offline_group
faction = ecolog
npc = sim_default_ecolog_1, sim_default_ecolog_1, sim_default_ecolog_2, sim_default_ecolog_2, sim_default_ecolog_3
target_smart = yan_smart_terrain_zombi_spawn
always_arrived = true
;------------------------------------------------------------------------
[yan_army_spetsnaz_squad]:online_offline_group
faction = army
npc = sim_default_military_1, sim_default_military_1, sim_default_military_2, sim_default_military_2, sim_default_military_2, sim_default_military_3, sim_default_military_3, sim_default_military_4
target_smart = yan_smart_terrain_3_6
always_arrived = true
[yan_army_spetsnaz_squad2]:online_offline_group
faction = army
npc = sim_default_military_1, sim_default_military_1, sim_default_military_2, sim_default_military_2, sim_default_military_2, sim_default_military_3, sim_default_military_3, sim_default_military_4
target_smart = yan_smart_terrain_6_4
always_arrived = true
[yan_killer_special_team]:online_offline_group
faction = killer
npc = sim_default_killer_2, sim_default_killer_2, sim_default_killer_2, sim_default_killer_2, sim_default_killer_3, sim_default_killer_4
target_smart = yan_smart_terrain_4_4
always_arrived = true
[yan_killer_special_team2]:online_offline_group
faction = killer
npc = sim_default_killer_2, sim_default_killer_2, sim_default_killer_2, sim_default_killer_2, sim_default_killer_3, sim_default_killer_4
npc_in_squad = 4, 6
target_smart = yan_smart_terrain_5_5
always_arrived = true
[yan_killer_special_team3]:online_offline_group
faction = killer
npc = sim_default_killer_2, sim_default_killer_2, sim_default_killer_2, sim_default_killer_2, sim_default_killer_2, sim_default_killer_3
target_smart = yan_smart_terrain_4_5
always_arrived = true
;------------------------------------------------------------------------
[yan_stalker_lab_squad]:online_offline_group
faction = stalker
npc_random = sim_default_stalker_0, sim_default_stalker_1, sim_default_stalker_1, sim_default_stalker_2, sim_default_stalker_2, sim_default_stalker_3
npc_in_squad = 2, 3
target_smart = yan_smart_terrain_2_5
always_arrived = true
[yan_bandit_lab_squad]:online_offline_group
faction = bandit
npc_random = sim_default_bandit_0, sim_default_bandit_1, sim_default_bandit_1, sim_default_bandit_1, sim_default_bandit_2, sim_default_bandit_2, sim_default_bandit_2, sim_default_bandit_3
npc_in_squad = 3, 6
target_smart = yan_smart_terrain_3_4
always_arrived = true
[yan_army_lab_squad]:online_offline_group
faction = army
npc_random = sim_default_military_0, sim_default_military_1, sim_default_military_1, sim_default_military_2, sim_default_military_2, sim_default_military_3
npc_in_squad = 2, 4
target_smart = yan_smart_terrain_2_5
always_arrived = true
[yan_killer_lab_squad]:online_offline_group
faction = killer
relationship = neutral
npc_random = sim_default_killer_0, sim_default_killer_1, sim_default_killer_1, sim_default_killer_2, sim_default_killer_2, sim_default_killer_3, sim_default_killer_4
npc_in_squad = 2, 4
target_smart = yan_smart_terrain_2_4
always_arrived = true
[yan_duty_lab_squad]:online_offline_group
faction = dolg
npc_random = sim_default_duty_0, sim_default_duty_1, sim_default_duty_2, sim_default_duty_2, sim_default_duty_3
npc_in_squad = 2, 4
target_smart = yan_smart_terrain_2_4
always_arrived = true
[yan_freedom_lab_squad]:online_offline_group
faction = freedom
npc_random = sim_default_freedom_0, sim_default_freedom_1, sim_default_freedom_2, sim_default_freedom_2, sim_default_freedom_3
npc_in_squad = 2, 4
target_smart = yan_smart_terrain_zombi_spawn
always_arrived = true
[yan_ecolog_lab_squad]:online_offline_group
faction = ecolog
npc_random = sim_default_ecolog_1, sim_default_ecolog_1, sim_default_ecolog_2, sim_default_ecolog_2, sim_default_ecolog_3
npc_in_squad = 3, 4
target_smart = yan_smart_terrain_2_5
always_arrived = true
[yan_csky_lab_squad]:online_offline_group
faction = csky
npc_random = sim_default_csky_0, sim_default_csky_1, sim_default_csky_2, sim_default_csky_2, sim_default_csky_3
npc_in_squad = 2, 4
target_smart = yan_smart_terrain_3_4
always_arrived = true
;------------------------------------------------------------------------
[yan_zombied_x16_mlr_squad]:online_offline_group
faction = zombied
npc_random = sim_default_zombied_1, sim_default_zombied_1, sim_default_zombied_2, sim_default_zombied_2, sim_default_zombied_3
npc_in_squad = 3, 3
target_smart = yan_smart_terrain_zombi_spawn
always_arrived = true
[yan_zombied_x16_mlr_squad2]:online_offline_group
faction = zombied
npc_random = sim_default_zombied_1, sim_default_zombied_1, sim_default_zombied_1, sim_default_zombied_1, sim_default_zombied_1
npc_in_squad = 2, 2
target_smart = yan_smart_terrain_2_4
always_arrived = true
[yan_zombied_x16_mlr_squad3]:online_offline_group
faction = zombied
npc_random = sim_default_zombied_1, sim_default_zombied_1, sim_default_zombied_1, sim_default_zombied_1, sim_default_zombied_1
npc_in_squad = 2, 2
target_smart = yan_smart_terrain_3_4
always_arrived = true