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 +1,36 @@
[smart_terrain]
squad_id = 1
max_population = 1
respawn_params = respawn@ds2_domik_st
respawn_only_smart = false
respawn_idle = 86400
respawn_radius = 50
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
;def_restr = nil
;safe_restr = nil
;spawn_point = nil
faction_controlled = stalker, csky, ecolog, dolg, killer, bandit, renegade, isg
default_faction = stalker
faction_respawn_num = {+lttz_hb_spawned_ds_isg_leader_squad -lttz_hb_removed_ds_isg_leader_squad} 0, 2
;[respawn@ds2_domik_st] ;-- Type:
;[on_changing_level]
;[smart_control]
[exclusive]
dasc_tech_mlr = darkscape\ds2_domik_st_smart_logic.ltx
dasc_trade_mlr = darkscape\ds2_domik_st_smart_logic.ltx
ds_domik_isg_leader = darkscape\ds_domik_isg_leader.ltx
ds2_domik_st_camp_work_1 = darkscape\ds2_domik_st_smart_logic.ltx
ds2_domik_st_camp_work_2 = darkscape\ds2_domik_st_smart_logic.ltx
ds2_domik_st_camp_work_3 = darkscape\ds2_domik_st_smart_logic.ltx
ds2_domik_st_camp_work_4 = darkscape\ds2_domik_st_smart_logic.ltx
ds2_domik_st_camp_work_5 = darkscape\ds2_domik_st_smart_logic.ltx
@@ -0,0 +1,48 @@
[smart_terrain]
squad_id = 15
max_population = 2
respawn_params = respawn@ds2_lager_st
respawn_only_smart = false
respawn_idle = 86400
respawn_radius = 50
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
;def_restr = nil
;safe_restr = nil
;spawn_point = nil
[respawn@ds2_lager_st] ;-- Type: faction { bandit, killer, renegade, ISG } = hideout
spawn_bandit@novice
spawn_killer@advanced
spawn_renegade@advanced
spawn_isg_special
[spawn_bandit@novice]
spawn_squads = bandit_sim_squad_novice, bandit_sim_squad_novice, bandit_sim_squad_advanced
spawn_num = {!squad_name_exist(ds_ds2_lager_st_isg_squad)} 1, 0
[spawn_killer@advanced]
spawn_squads = merc_sim_squad_advanced, merc_sim_squad_novice, merc_sim_squad_novice
spawn_num = {!squad_name_exist(ds_ds2_lager_st_isg_squad)} 1, 0
[spawn_renegade@advanced]
spawn_squads = renegade_sim_squad_advanced, renegade_sim_squad_novice, renegade_sim_squad_novice
spawn_num = {!squad_name_exist(ds_ds2_lager_st_isg_squad)} 1, 0
[spawn_isg_special]
spawn_squads = isg_sim_squad_novice, isg_sim_squad_novice, isg_sim_squad_advanced
spawn_num = {!squad_name_exist(ds_ds2_lager_st_isg_squad) +isg_entered_the_zone} 1, 0
;[on_changing_level]
;[smart_control]
[exclusive]
ds2_lager_st_camp_work_1 = darkscape\ds2_lager_st_smart_logic.ltx
ds2_lager_st_camp_work_2 = darkscape\ds2_lager_st_smart_logic.ltx
ds2_lager_st_camp_work_3 = darkscape\ds2_lager_st_smart_logic.ltx
ds2_lager_st_camp_work_4 = darkscape\ds2_lager_st_smart_logic.ltx
ds2_lager_st_camp_work_5 = darkscape\ds2_lager_st_smart_logic.ltx
@@ -0,0 +1,33 @@
[smart_terrain]
squad_id = 16
max_population = 2
respawn_params = respawn@ds_st_dogs
respawn_only_smart = false
respawn_idle = 86400
respawn_radius = 50
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
;def_restr = nil
;safe_restr = nil
;spawn_point = nil
[respawn@ds_st_dogs] ;-- Type:
spawn_all_normal
spawn_mutants_rare
[spawn_all_normal] ;-- Normal mutants - Rates of groups: ( 1 cat + 4 fleshes/boars )
spawn_squads = simulation_cat_3_5, simulation_boar_3_5, simulation_mix_boar_flesh, simulation_flesh, simulation_boar
spawn_num = 2
[spawn_mutants_rare] ;-- Rare mutants - Rates of groups: ( 1 karlik )
spawn_squads = simulation_karlik
spawn_num = {~10} 1, 0
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -0,0 +1,34 @@
[smart_terrain]
squad_id = 17
max_population = 1
respawn_params = respawn@ds2_st_hoofs
respawn_only_smart = false
respawn_idle = 86400
respawn_radius = 50
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
;def_restr = nil
;safe_restr = nil
;spawn_point = nil
[respawn@ds2_st_hoofs] ;-- Type: c_1_1 + c_1_2 edited
spawn_all_weak_c_1_1
spawn_all_normal_c_1_2
[spawn_all_weak_c_1_1] ;-- Weak mutants - Rates of groups: ( 2 tushkano + 2 dogs + 1 cats + 1 flesh )
spawn_squads = simulation_tushkano, simulation_tushkano, simulation_dog, simulation_mix_dogs, simulation_cat, simulation_flesh
spawn_num = {!actor_week_in_zone(1)} 1, {=actor_week_in_zone(1)} 0
[spawn_all_normal_c_1_2];-- Normal mutants - Rates of groups: ( 2 dogs + 1 cats + 3 fleshes/boars )
spawn_squads = simulation_dog_5_7, simulation_mix_dogs, simulation_cat_3_5, simulation_mix_boar_flesh, simulation_flesh, simulation_boar
spawn_num = {=actor_week_in_zone(1)} 1, {!actor_week_in_zone(1)} 0
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -0,0 +1,22 @@
[smart_terrain] ;-- Disabled spawn
squad_id = 2
max_population = 1
;respawn_params = respawn@ds_boars_nest
;respawn_only_smart = false
;respawn_idle = 86400
;respawn_radius = 50
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
;def_restr = nil
;safe_restr = nil
;spawn_point = nil
;[respawn@ds_boars_nest] ;-- Type:
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -0,0 +1,33 @@
[smart_terrain]
squad_id = 3
max_population = 1
respawn_params = respawn@ds_deb1
respawn_only_smart = false
respawn_idle = 86400
respawn_radius = 50
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
;def_restr = nil
;safe_restr = nil
;spawn_point = nil
[respawn@ds_deb1] ;-- Type: c_1_1 + c_1_2 edited
spawn_all_weak_c_1_1
spawn_all_normal_c_1_2
[spawn_all_weak_c_1_1] ;-- Weak mutants - Rates of groups: ( 2 tushkano + 2 dogs + 1 cats + 1 flesh )
spawn_squads = simulation_tushkano, simulation_tushkano, simulation_dog, simulation_mix_dogs, simulation_cat, simulation_flesh
spawn_num = {!actor_week_in_zone(1)} 1, {=actor_week_in_zone(1)} 0
[spawn_all_normal_c_1_2];-- Normal mutants - Rates of groups: ( 2 dogs + 1 cats + 3 fleshes/boars )
spawn_squads = simulation_dog_5_7, simulation_mix_dogs, simulation_cat_3_5, simulation_mix_boar_flesh, simulation_flesh, simulation_boar
spawn_num = {=actor_week_in_zone(1)} 1, {!actor_week_in_zone(1)} 0
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -0,0 +1,24 @@
[smart_terrain] ;-- Disabled spawn
squad_id = 5
max_population = 1
;respawn_params = respawn@ds_grverfer2
;respawn_only_smart = false
;respawn_idle = 86400
;respawn_radius = 50
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
;def_restr = nil
;safe_restr = nil
;spawn_point = nil
;[respawn@ds_grverfer2] ;-- Type:
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -0,0 +1,33 @@
[smart_terrain]
squad_id = 6
max_population = 1
respawn_params = respawn@ds_kem1
respawn_only_smart = false
respawn_idle = 172800
respawn_radius = 50
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
;def_restr = nil
;safe_restr = nil
;spawn_point = nil
[respawn@ds_kem1] ;-- Type:
spawn_all_normal
spawn_lurker
[spawn_all_normal] ;-- Normal mutants - Rates of groups: ( 1 tushkano + 2 dogs + 3 fleshes/boars )
spawn_squads = simulation_tushkano, simulation_dog, simulation_mix_dogs, simulation_mix_boar_flesh, simulation_flesh, simulation_boar
spawn_num = 1
[spawn_lurker] ;-- Hard mutants - Rates of groups: ( 2 lurker )
spawn_squads = simulation_lurker, simulation_lurker_brown
spawn_num = {~50} 1, 0
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -0,0 +1,50 @@
[smart_terrain]
squad_id = 7
max_population = 1
respawn_params = respawn@ds_kem2
respawn_only_smart = false
respawn_idle = 259200
respawn_radius = 50
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
;def_restr = nil
;safe_restr = nil
;spawn_point = nil
[respawn@ds_kem2] ;-- Type: faction {army} = checkpoint
spawn_army_special
;spawn_army_special_2
[spawn_army_special]
spawn_squads = ds_kem2_military_mlr_2_squad
spawn_num = {!squad_name_exist(ds_kem2_military_mlr_2_squad)} 1, 0
;[spawn_army_special_2]
;spawn_squads = ds_kem2_military_mlr_2_sniper
;spawn_num = {!squad_name_exist(ds_kem2_military_mlr_2_sniper)} 1, 0
;[on_changing_level]
;[smart_control]
[exclusive]
ds_kem2_squad_1 = darkscape\ds_kem2_squad_logic.ltx
ds_kem2_squad_2 = darkscape\ds_kem2_squad_logic.ltx
ds_kem2_squad_3 = darkscape\ds_kem2_squad_logic.ltx
;ds_kem2_squad_4 = darkscape\ds_kem2_squad_logic.ltx
ds_kem2_sniper_1 = darkscape\ds_kem2_squad_logic.ltx
ds_kem2_sniper_2 = darkscape\ds_kem2_squad_logic.ltx
;ds_kem2_smart_terrain_guard_work_1 = darkscape\ds_kem2_smart_logic.ltx
;ds_kem2_smart_terrain_guard_work_2 = darkscape\ds_kem2_smart_logic.ltx
ds_kem2_smart_terrain_camp_work_1 = darkscape\ds_kem2_smart_logic.ltx
ds_kem2_smart_terrain_camp_work_2 = darkscape\ds_kem2_smart_logic.ltx
ds_kem2_smart_terrain_camp_work_3 = darkscape\ds_kem2_smart_logic.ltx
ds_kem2_smart_terrain_camp_work_4 = darkscape\ds_kem2_smart_logic.ltx
ds_kem2_smart_terrain_camp_work_5 = darkscape\ds_kem2_smart_logic.ltx
@@ -0,0 +1,33 @@
[smart_terrain]
squad_id = 8
max_population = 2
respawn_params = respawn@ds_kem3
respawn_only_smart = false
respawn_idle = 345600
respawn_radius = 50
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
;def_restr = nil
;safe_restr = nil
;spawn_point = nil
[respawn@ds_kem3] ;-- Type:
spawn_heli_strong
spawn_heli_weak
[spawn_heli_strong]
spawn_helicopter = simulation_helicopter_strong
spawn_num = {!down_to_earth_functor !heli_exist_on_level} 1, 0
[spawn_heli_weak]
spawn_helicopter = simulation_helicopter_weak
spawn_num = {=down_to_earth_functor !heli_exist_on_level} 1, 0
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -0,0 +1,28 @@
[smart_terrain]
squad_id = 10
max_population = 2
respawn_params = respawn@ds_ptr
respawn_idle = 86400
respawn_radius = 50
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
;def_restr = nil
;safe_restr = nil
;spawn_point = nil
faction_controlled = killer, bandit, renegade, army
default_faction = bandit
faction_respawn_num = 1
;[respawn@ds_ptr] ;-- Type:
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -0,0 +1,33 @@
[smart_terrain]
squad_id = 11
max_population = 2
respawn_params = respawn@ds_ptr2
respawn_only_smart = false
respawn_idle = 259200
respawn_radius = 50
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
;def_restr = nil
;safe_restr = nil
;spawn_point = nil
[respawn@ds_ptr2] ;-- Type:
spawn_predatory_c_2_1
spawn_predatory_c_2_2
[spawn_predatory_c_2_1] ;-- Normal\hard mutants - Rates of groups: ( 1 lurker + 1 pseudodog + 1 dogs )
spawn_squads = simulation_pseudodog, simulation_mix_dogs, simulation_lurker, simulation_mix_dogs
spawn_num = {!actor_week_in_zone(1)} 1, {=actor_week_in_zone(1)} 0
[spawn_predatory_c_2_2] ;-- Hard mutants - Rates of groups: ( 3 lurker + 1 pseudodog + 1 dogs )
spawn_squads = simulation_lurker_blue, simulation_lurker_black, simulation_lurker_1_2, simulation_pseudodog, simulation_mix_dogs
spawn_num = {=actor_week_in_zone(1)} 1, {!actor_week_in_zone(1)} 0
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -0,0 +1,29 @@
[smart_terrain]
squad_id = 12
max_population = 2
respawn_params = respawn@ds_ptr3
respawn_only_smart = false
respawn_idle = 172800
respawn_radius = 50
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
;def_restr = nil
;safe_restr = nil
;spawn_point = nil
[respawn@ds_ptr3] ;-- Type:
spawn_lurker
[spawn_lurker] ;-- Hard mutants - Rates of groups: ( 2 lurker )
spawn_squads = simulation_lurker, simulation_lurker_blue
spawn_num = 1
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -0,0 +1,43 @@
[smart_terrain]
squad_id = 13
max_population = 2
respawn_params = respawn@ds_ptr4
respawn_only_smart = true
respawn_idle = 259200
respawn_radius = 50
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
;def_restr = nil
;safe_restr = nil
;spawn_point = nil
[respawn@ds_ptr4] ;-- Type: random stalker spawn
spawn_army_squad
spawn_bandit_squad
spawn_killer_squad
spawn_renegade_squad
[spawn_army_squad]
spawn_squads = ds_ptr4_army_mlr_2_squad
spawn_num = {!squad_name_exist(ds_ptr4_army_mlr_2_squad) !squad_name_exist(ds_ptr4_bandit_mlr_2_squad) !squad_name_exist(ds_ptr4_killer_mlr_2_squad) !squad_name_exist(ds_ptr4_renegade_mlr_2_squad) =actor_week_in_zone(1)} 1, 0
[spawn_bandit_squad]
spawn_squads = ds_ptr4_bandit_mlr_2_squad
spawn_num = {!squad_name_exist(ds_ptr4_army_mlr_2_squad) !squad_name_exist(ds_ptr4_bandit_mlr_2_squad) !squad_name_exist(ds_ptr4_killer_mlr_2_squad) !squad_name_exist(ds_ptr4_renegade_mlr_2_squad)} 1, 0
[spawn_killer_squad]
spawn_squads = ds_ptr4_killer_mlr_2_squad
spawn_num = {!squad_name_exist(ds_ptr4_army_mlr_2_squad) !squad_name_exist(ds_ptr4_bandit_mlr_2_squad) !squad_name_exist(ds_ptr4_killer_mlr_2_squad) !squad_name_exist(ds_ptr4_renegade_mlr_2_squad) =actor_week_in_zone(2)} 1, 0
[spawn_renegade_squad]
spawn_squads = ds_ptr4_renegade_mlr_2_squad
spawn_num = {!squad_name_exist(ds_ptr4_army_mlr_2_squad) !squad_name_exist(ds_ptr4_bandit_mlr_2_squad) !squad_name_exist(ds_ptr4_killer_mlr_2_squad) !squad_name_exist(ds_ptr4_renegade_mlr_2_squad)} 1, 0
;[on_changing_level]
;[smart_control]
;[exclusive]