Added, Updated and Removed Mods; Updated Readme
This commit is contained in:
+18
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[logic@cit_bandits_poltergeist]
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active = mob_home@1
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suitable = {=target_squad_name(cit_bandits_poltergeist_squad)} true
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monster_job = true
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prior = 200
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[mob_home@1]
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;path_home = home
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home_min_radius = 1
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home_max_radius = 2
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out_restr = cit_smart_house_of_culture_spot
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[mob_home@2]
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;path_home = home
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home_min_radius = 1
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home_max_radius = 2
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out_restr = cit_bandits_base_zone
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+30
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[logic]
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active = ph_idle@wait_actor
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[ph_idle@wait_actor]
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on_info = {=actor_near_smart(zombie_smart_ds_mlr_1) =is_night} ph_idle@spawn_night_monster_1, {=actor_near_smart(zombie_smart_ds_mlr_1) =is_dark_night} ph_idle@spawn_dark_monster_1
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on_info2 = {=actor_near_smart(cit_bandits_2) =is_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(cit_bandits_2) =is_dark_night} ph_idle@spawn_dark_monster_2
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[ph_idle@spawn_night_monster_1]
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on_info = {~10} %=create_squad(simulation_tushkano_night:zombie_smart_ds_mlr_1)% ph_idle@reset, {~10} %=create_squad(simulation_snork_night:zombie_smart_ds_mlr_1)% ph_idle@reset, {~10} %=create_squad(simulation_dog_night:zombie_smart_ds_mlr_1)% ph_idle@reset, {~10} %=create_squad(simulation_pseudodog_night:zombie_smart_ds_mlr_1)% ph_idle@reset, ph_idle@wait_reset
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[ph_idle@spawn_dark_monster_1]
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on_info = {~10} %=create_squad(simulation_mix_zombie_night:zombie_smart_ds_mlr_1)% ph_idle@reset, {~10} %=create_squad(simulation_snork_night:zombie_smart_ds_mlr_1)% ph_idle@reset, {~10} %=create_squad(simulation_bloodsucker_red_night:zombie_smart_ds_mlr_1)% ph_idle@reset, {~10} %=create_squad(simulation_psysucker_brown_night:zombie_smart_ds_mlr_1)% ph_idle@reset, ph_idle@wait_reset
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[ph_idle@reset]
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on_game_timer = 86400 | ph_idle@wait_actor
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[ph_idle@spawn_night_monster_2]
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on_info = {~10} %=create_squad(simulation_cat_night:cit_bandits_2)% ph_idle@reset_2, {~10} %=create_squad(simulation_dog_night:cit_bandits_2)% ph_idle@reset_2, {~10} %=create_squad(simulation_zombie_blind_night:cit_bandits_2)% ph_idle@reset_2, {~10} %=create_squad(simulation_snork_night:cit_bandits_2)% ph_idle@reset_2, ph_idle@wait_reset
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[ph_idle@spawn_dark_monster_2]
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on_info = {~10} %=create_squad(simulation_bloodsucker_red_night:cit_bandits_2)% ph_idle@reset_2, {~10} %=create_squad(simulation_fracture_night:cit_bandits_2)% ph_idle@reset_2, {~10} %=create_squad(simulation_zombie_blind_3zomb_civ_night:cit_bandits_2)% ph_idle@reset_2, {~10} %=create_squad(simulation_psysucker_brown_night:cit_bandits_2)% ph_idle@reset_2, ph_idle@wait_reset
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[ph_idle@reset_2]
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on_game_timer = 86400 | ph_idle@wait_actor
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[ph_idle@wait_reset]
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on_game_timer = 580 | ph_idle@wait_actor
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[collide]
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ignore_static
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+30
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[logic]
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active = ph_idle@wait_actor
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[ph_idle@wait_actor]
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on_info = {=actor_near_smart(zombie_smart_ds_mlr_2) =is_night} ph_idle@spawn_night_monster_1, {=actor_near_smart(zombie_smart_ds_mlr_2) =is_dark_night} ph_idle@spawn_dark_monster_1
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on_info2 = {=actor_near_smart(cit_killers_2) =is_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(cit_killers_2) =is_dark_night} ph_idle@spawn_dark_monster_2
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[ph_idle@spawn_night_monster_1]
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on_info = {~10} %=create_squad(simulation_tushkano_night:zombie_smart_ds_mlr_2)% ph_idle@reset, {~10} %=create_squad(simulation_cat_night:zombie_smart_ds_mlr_2)% ph_idle@reset, {~10} %=create_squad(simulation_bloodsucker_red_night:zombie_smart_ds_mlr_2)% ph_idle@reset, {~10} %=create_squad(simulation_dog_night:zombie_smart_ds_mlr_2)% ph_idle@reset, ph_idle@wait_reset
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[ph_idle@spawn_dark_monster_1]
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on_info = {~10} %=create_squad(simulation_bloodsucker_red_night:zombie_smart_ds_mlr_2)% ph_idle@reset, {~10} %=create_squad(simulation_psysucker_brown_night:zombie_smart_ds_mlr_2)% ph_idle@reset, {~10} %=create_squad(simulation_tushkano_night:zombie_smart_ds_mlr_2)% ph_idle@reset, {~10} %=create_squad(simulation_karlik_night:zombie_smart_ds_mlr_2)% ph_idle@reset, ph_idle@wait_reset
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[ph_idle@reset]
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on_game_timer = 86400 | ph_idle@wait_actor
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[ph_idle@spawn_night_monster_2]
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on_info = {~10} %=create_squad(simulation_tushkano_night:cit_killers_2)% ph_idle@reset_2, {~10} %=create_squad(simulation_dog_night:cit_killers_2)% ph_idle@reset_2, {~10} %=create_squad(simulation_zombie_blind_3zomb_civ_night:cit_killers_2)% ph_idle@reset_2, {~10} %=create_squad(simulation_pseudodog_night:cit_killers_2)% ph_idle@reset_2, ph_idle@wait_reset
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[ph_idle@spawn_dark_monster_2]
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on_info = {~10} %=create_squad(simulation_psysucker_brown_night:cit_killers_2)% ph_idle@reset_2, {~10} %=create_squad(simulation_fracture_night:cit_killers_2)% ph_idle@reset_2, {~10} %=create_squad(simulation_bloodsucker_red_night:cit_killers_2)% ph_idle@reset_2, {~10} %=create_squad(simulation_karlik_night:cit_killers_2)% ph_idle@reset_2, ph_idle@wait_reset
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[ph_idle@reset_2]
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on_game_timer = 86400 | ph_idle@wait_actor
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[ph_idle@wait_reset]
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on_game_timer = 580 | ph_idle@wait_actor
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[collide]
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ignore_static
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+30
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[logic]
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active = ph_idle@wait_actor
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[ph_idle@wait_actor]
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on_info = {=actor_near_smart(cit_kanaliz1) =is_night} ph_idle@spawn_night_monster_1, {=actor_near_smart(cit_kanaliz1) =is_dark_night} ph_idle@spawn_dark_monster_1
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on_info2 = {=actor_near_smart(cit_kanaliz2) =is_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(cit_kanaliz2) =is_dark_night} ph_idle@spawn_dark_monster_2
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[ph_idle@spawn_night_monster_1]
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on_info = {~10} %=create_squad(simulation_dog_night:cit_kanaliz1)% ph_idle@reset, {~10} %=create_squad(simulation_boar_night:cit_kanaliz1)% ph_idle@reset, {~10} %=create_squad(simulation_tushkano_night:cit_kanaliz1)% ph_idle@reset, {~10} %=create_squad(simulation_lurker_blue_night:cit_kanaliz1)% ph_idle@reset, ph_idle@wait_reset
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[ph_idle@spawn_dark_monster_1]
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on_info = {~10} %=create_squad(simulation_chimera_2weak_night:cit_kanaliz1)% ph_idle@reset, {~10} %=create_squad(simulation_fracture_night:cit_kanaliz1)% ph_idle@reset, {~10} %=create_squad(simulation_gigant_night:cit_kanaliz1)% ph_idle@reset, {~10} %=create_squad(simulation_lurker_blue_night:cit_kanaliz1)% ph_idle@reset, ph_idle@wait_reset
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[ph_idle@reset]
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on_game_timer = 86400 | ph_idle@wait_actor
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[ph_idle@spawn_night_monster_2]
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on_info = {~10} %=create_squad(simulation_cat_night:cit_kanaliz2)% ph_idle@reset_2, {~10} %=create_squad(simulation_mix_boar_flesh_night:cit_kanaliz2)% ph_idle@reset_2, {~10} %=create_squad(simulation_zombie_blind_night:cit_kanaliz2)% ph_idle@reset_2, {~10} %=create_squad(simulation_pseudodog_night:cit_kanaliz2)% ph_idle@reset_2, ph_idle@wait_reset
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[ph_idle@spawn_dark_monster_2]
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on_info = {~10} %=create_squad(simulation_chimera_2weak_night:cit_kanaliz2)% ph_idle@reset_2, {~10} %=create_squad(simulation_fracture_night:cit_kanaliz2)% ph_idle@reset_2, {~10} %=create_squad(simulation_gigant_night:cit_kanaliz2)% ph_idle@reset_2, {~10} %=create_squad(simulation_lurker_brown_night:cit_kanaliz2)% ph_idle@reset_2, ph_idle@wait_reset
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[ph_idle@reset_2]
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on_game_timer = 86400 | ph_idle@wait_actor
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[ph_idle@wait_reset]
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on_game_timer = 580 | ph_idle@wait_actor
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[collide]
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ignore_static
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+21
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![logic]
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!active = sr_crow_spawner
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active = sr_idle@check_story
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[sr_idle@check_story]
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on_info = {-story_mode_disabled} sr_idle@check_actor, {+story_mode_disabled -yan_x16_complete_end} sr_idle@check_actor %+yan_kill_brain_done%
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[sr_idle@check_actor]
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on_info = {=actor_community(actor_monolith) -yan_x16_complete_end} sr_idle@check_helmet %+yan_kill_brain_done%, {=actor_community(actor_greh) -yan_x16_complete_end} sr_idle@check_helmet %+yan_kill_brain_done%, sr_idle@check_helmet
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[sr_idle@check_helmet]
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on_info = {=actor_has_item(good_psy_helmet)} sr_idle@check_spawner %+living_legend_psy_helmet%, {=actor_has_item(bad_psy_helmet)} sr_idle@check_spawner %+living_legend_psy_helmet%, sr_idle@check_spawner
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[sr_idle@check_spawner]
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on_info = sr_crow_spawner
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![sr_crow_spawner]
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max_crows_on_level = 4
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spawn_path = cit_crow_spawn_1, cit_crow_spawn_2, cit_crow_spawn_3, cit_crow_spawn_4, cit_crow_spawn_5
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+5
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![logic@cit_killers_merc_barman_mlr]
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on_death = death_aslan
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[death_aslan]
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on_info = %+cit_killers_aslan_dead%
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+5
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![logic@cit_killers_merc_trader]
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on_death = death_dushman
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[death_dushman]
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on_info = %+cit_killers_dushman_dead%
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+2
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![ph_sound]
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volume = {=surge_started}0, 1
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+50
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[smart_terrain]
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squad_id = 1
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max_population = 3
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respawn_params = respawn@cit_bandits
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respawn_only_smart = false
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respawn_idle = 259200
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respawn_radius = 50
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;arrive_dist = 0
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;smart_control = nil
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;att_restr = nil
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;def_restr = nil
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;safe_restr = nil
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;spawn_point = nil
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[respawn@cit_bandits] ;-- Type:
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spawn_deserted_base
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[spawn_deserted_base]
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spawn_squads = monolith_sim_squad_veteran, monolith_sim_squad_advanced, monolith_sim_squad_novice
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spawn_num = {+cit_killers_aslan_dead +cit_killers_dushman_dead} 1, 0
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;[on_changing_level]
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;[smart_control]
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[exclusive]
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cit_bandits_poltergeist = dead_city\cit_bandits_spawn_logic.ltx
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+32
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[smart_terrain]
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squad_id = 5
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max_population = 3
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respawn_params = respawn@cit_bandits_2
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respawn_only_smart = false
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respawn_idle = 259200
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respawn_radius = 50
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;arrive_dist = 0
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;smart_control = nil
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;att_restr = nil
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;def_restr = nil
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;safe_restr = nil
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;spawn_point = nil
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[respawn@cit_bandits_2] ;-- Type:
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spawn_deserted_base
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[spawn_deserted_base]
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spawn_squads = monolith_sim_squad_veteran, monolith_sim_squad_advanced, monolith_sim_squad_novice
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spawn_num = {+cit_killers_aslan_dead +cit_killers_dushman_dead} 1, 0
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;[on_changing_level]
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;[smart_control]
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;[exclusive]
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+37
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[smart_terrain]
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squad_id = 2
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max_population = 1
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respawn_params = respawn@cit_kanaliz1
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respawn_only_smart = false
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respawn_idle = 86400
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respawn_radius = 50
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;arrive_dist = 0
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;smart_control = nil
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;att_restr = nil
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;def_restr = nil
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;safe_restr = nil
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;spawn_point = nil
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[respawn@cit_kanaliz1] ;-- Type: c_1_1 + c_1_2 edited
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spawn_all_weak_c_1_1
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spawn_all_normal_c_1_2
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;spawn_zombied_special
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[spawn_all_weak_c_1_1] ;-- Normal mutants - Rates of groups: ( 1 tushkano + 2 dogs + 1 cats + 1 flesh )
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spawn_squads = simulation_tushkano, simulation_dog, simulation_mix_dogs, simulation_cat, simulation_flesh
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spawn_num = {!actor_week_in_zone(1)} 2, {=actor_week_in_zone(1)} 0 ;!squad_name_exist(cit_kanaliz1_zombied_squad)
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[spawn_all_normal_c_1_2] ;-- Normal mutants - Rates of groups: ( 2 dogs + 1 pseudodog + 1 cats + 3 fleshes/boars )
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spawn_squads = simulation_mix_dogs, simulation_mix_dogs, simulation_pseudodog, simulation_cat, simulation_mix_boar_flesh, simulation_flesh, simulation_boar
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spawn_num = {=actor_week_in_zone(1)} 2, {!actor_week_in_zone(1)} 0 ;!squad_name_exist(cit_kanaliz1_zombied_squad)
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;[spawn_zombied_special]
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;spawn_squads = cit_kanaliz1_zombied_squad
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;spawn_num = {!squad_name_exist(cit_kanaliz1_zombied_squad) -yan_kill_brain_done ~20} 1, 0
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;[on_changing_level]
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;[smart_control]
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;[exclusive]
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+39
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[smart_terrain]
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squad_id = 3
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max_population = 1
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respawn_params = respawn@cit_kanaliz2
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respawn_only_smart = false
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respawn_idle = 172800
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respawn_radius = 50
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;arrive_dist = 0
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;smart_control = nil
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;att_restr = nil
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;def_restr = nil
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;safe_restr = nil
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;spawn_point = nil
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[respawn@cit_kanaliz2] ;-- Type: faction {zombied} = mhee...
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spawn_all_weak_c_1_1
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spawn_all_normal_c_1_2
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spawn_zombied_special
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[spawn_all_weak_c_1_1] ;-- Normal mutants - Rates of groups: ( 1 tushkano + 2 dogs + 1 cats + 1 flesh )
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spawn_squads = simulation_tushkano, simulation_dog, simulation_mix_dogs, simulation_cat, simulation_flesh
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spawn_num = {!actor_week_in_zone(1) !squad_name_exist(cit_kanaliz2_zombied_squad)} 2, {=actor_week_in_zone(1)!squad_name_exist(cit_kanaliz2_zombied_squad)} 0, 0
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[spawn_all_normal_c_1_2] ;-- Normal mutants - Rates of groups: ( 2 dogs + 1 pseudodog + 1 cats + 3 fleshes/boars )
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spawn_squads = simulation_mix_dogs, simulation_mix_dogs, simulation_pseudodog, simulation_cat, simulation_mix_boar_flesh, simulation_flesh, simulation_boar
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spawn_num = {=actor_week_in_zone(1) !squad_name_exist(cit_kanaliz2_zombied_squad)} 2, {!actor_week_in_zone(1) !squad_name_exist(cit_kanaliz2_zombied_squad)} 0, 0
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[spawn_zombied_special]
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spawn_squads = cit_kanaliz2_zombied_squad
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spawn_num = {!squad_name_exist(cit_kanaliz2_zombied_squad) -yan_kill_brain_done ~20} 1, 0
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;[on_changing_level]
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||||
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||||
;[smart_control]
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;[exclusive]
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||||
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||||
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||||
+81
@@ -0,0 +1,81 @@
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[smart_terrain]
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||||
squad_id = 4
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||||
max_population = 4
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||||
respawn_params = respawn@cit_killers
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respawn_only_smart = false
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||||
respawn_idle = 43200
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||||
respawn_radius = 50
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;arrive_dist = 0
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||||
;smart_control = nil
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||||
;att_restr = nil
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||||
def_restr = cit_killers_base_zone
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||||
;safe_restr = nil
|
||||
;spawn_point = cit_killers_merc_trader_spawn
|
||||
|
||||
[respawn@cit_killers] ;-- Type: faction {killer} = faction base
|
||||
spawn_killer@novice
|
||||
spawn_killer@advanced
|
||||
spawn_killer@veteran
|
||||
spawn_killer_special
|
||||
spawn_killer_special_2
|
||||
spawn_killer_special_3
|
||||
|
||||
[spawn_killer@novice]
|
||||
spawn_squads = merc_sim_squad_novice, merc_sim_squad_novice, merc_sim_squad_advanced
|
||||
spawn_num = {+cit_killers_aslan_dead +cit_killers_dushman_dead} 1, 2
|
||||
|
||||
[spawn_killer@advanced]
|
||||
spawn_squads = merc_sim_squad_advanced, merc_sim_squad_advanced, merc_sim_squad_novice
|
||||
spawn_num = {+cit_killers_aslan_dead +cit_killers_dushman_dead} 1, 2
|
||||
|
||||
[spawn_killer@veteran]
|
||||
spawn_squads = merc_sim_squad_veteran, merc_sim_squad_advanced, merc_sim_squad_advanced
|
||||
spawn_num = {+cit_killers_aslan_dead +cit_killers_dushman_dead} 0, 2
|
||||
|
||||
[spawn_killer_special]
|
||||
spawn_squads = cit_killers_merc_guard_squad_1
|
||||
spawn_num = {!squad_name_exist(cit_killers_merc_guard_squad_1) -cit_killers_aslan_dead} 1, 0 ;{-cit_killers_dushman_dead}
|
||||
|
||||
[spawn_killer_special_2]
|
||||
spawn_squads = cit_killers_merc_guard_squad_2
|
||||
spawn_num = {!squad_name_exist(cit_killers_merc_guard_squad_2) -cit_killers_aslan_dead} 1, 0 ;{-cit_killers_dushman_dead}
|
||||
|
||||
[spawn_killer_special_3]
|
||||
spawn_squads = cit_killers_merc_guard_squad_3
|
||||
spawn_num = {!squad_name_exist(cit_killers_merc_guard_squad_3) -cit_killers_aslan_dead} 1, 0 ;{-cit_killers_dushman_dead}
|
||||
|
||||
|
||||
;[on_changing_level]
|
||||
|
||||
;[smart_control]
|
||||
|
||||
[exclusive]
|
||||
cit_killers_merc_trader = dead_city\cit_killers_smart_logic.ltx
|
||||
cit_killers_merc_mechanic = dead_city\cit_killers_smart_logic.ltx
|
||||
cit_killers_merc_barman_mlr = dead_city\cit_killers_merc_barman_mlr_logic.ltx
|
||||
cit_killers_merc_medic = dead_city\cit_killers_smart_logic.ltx
|
||||
|
||||
ds_killer_guide_main_base = dead_city\ds_killer_guide_main_base_logic.ltx
|
||||
|
||||
cit_killers_beh_trade_job_1 = dead_city\cit_killers_smart_logic.ltx
|
||||
cit_killers_beh_tech_job_1 = dead_city\cit_killers_smart_logic.ltx
|
||||
|
||||
cit_killers_camp_work_1 = dead_city\cit_killers_smart_logic.ltx
|
||||
cit_killers_camp_work_2 = dead_city\cit_killers_smart_logic.ltx
|
||||
cit_killers_camp_work_3 = dead_city\cit_killers_smart_logic.ltx
|
||||
cit_killers_camp_work_4 = dead_city\cit_killers_smart_logic.ltx
|
||||
cit_killers_camp_work_5 = dead_city\cit_killers_smart_logic.ltx
|
||||
cit_killers_camp_work_6 = dead_city\cit_killers_smart_logic.ltx
|
||||
cit_killers_camp_work_7 = dead_city\cit_killers_smart_logic.ltx
|
||||
cit_killers_camp_work_8 = dead_city\cit_killers_smart_logic.ltx
|
||||
cit_killers_camp_work_9 = dead_city\cit_killers_smart_logic.ltx
|
||||
cit_killers_camp_work_10 = dead_city\cit_killers_smart_logic.ltx
|
||||
cit_killers_camp_work_11 = dead_city\cit_killers_smart_logic.ltx
|
||||
cit_killers_camp_work_12 = dead_city\cit_killers_smart_logic.ltx
|
||||
|
||||
faction_base_defense_enemy1 = dead_city\cit_killers_smart_logic.ltx
|
||||
faction_base_defense_enemy2 = dead_city\cit_killers_smart_logic.ltx
|
||||
faction_base_defense_enemy3 = dead_city\cit_killers_smart_logic.ltx
|
||||
faction_base_defense_enemy4 = dead_city\cit_killers_smart_logic.ltx
|
||||
faction_base_defense_enemy5 = dead_city\cit_killers_smart_logic.ltx
|
||||
faction_base_defense_enemy6 = dead_city\cit_killers_smart_logic.ltx
|
||||
+34
@@ -0,0 +1,34 @@
|
||||
[smart_terrain]
|
||||
squad_id = 6
|
||||
max_population = 3
|
||||
respawn_params = respawn@cit_killers_2
|
||||
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@cit_killers_2] ;-- Type:
|
||||
spawn_deserted_base
|
||||
|
||||
|
||||
[spawn_deserted_base]
|
||||
spawn_squads = monolith_sim_squad_veteran, monolith_sim_squad_advanced, monolith_sim_squad_novice
|
||||
spawn_num = {+cit_killers_aslan_dead +cit_killers_dushman_dead} 1, 0
|
||||
|
||||
|
||||
;[on_changing_level]
|
||||
|
||||
;[smart_control]
|
||||
|
||||
[exclusive]
|
||||
faction_base_defense_enemy1 = dead_city\cit_killers_2_smart_logic
|
||||
faction_base_defense_enemy2 = dead_city\cit_killers_2_smart_logic
|
||||
faction_base_defense_enemy3 = dead_city\cit_killers_2_smart_logic
|
||||
faction_base_defense_enemy4 = dead_city\cit_killers_2_smart_logic
|
||||
faction_base_defense_enemy5 = dead_city\cit_killers_2_smart_logic
|
||||
faction_base_defense_enemy6 = dead_city\cit_killers_2_smart_logic
|
||||
+49
@@ -0,0 +1,49 @@
|
||||
[smart_terrain] ;Spawns for more quests as merc.
|
||||
squad_id = 7
|
||||
max_population = 0 ;broken npc path finding
|
||||
respawn_params = respawn@cit_killers_vs_bandits
|
||||
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@cit_killers_vs_bandits] ;-- Type: faction {killer\bandits} = barracks\safezone
|
||||
;spawn_bandit_special
|
||||
;spawn_bandit_special_2
|
||||
;spawn_bandit_special_3
|
||||
spawn_killer_special
|
||||
spawn_killer_special_2
|
||||
|
||||
|
||||
;[spawn_bandit_special]
|
||||
;spawn_squads = cit_bandit_guard_squad_1
|
||||
;spawn_num = {!squad_name_exist(cit_bandit_guard_squad_1)} 1, 0
|
||||
|
||||
;[spawn_bandit_special_2]
|
||||
;spawn_squads = cit_bandit_guard_squad_2
|
||||
;spawn_num = {!squad_name_exist(cit_bandit_guard_squad_2)} 1, 0
|
||||
|
||||
;[spawn_bandit_special_3]
|
||||
;spawn_squads = cit_bandit_guard_squad_3
|
||||
;spawn_num = {!squad_name_exist(cit_bandit_guard_squad_3)} 1, 0
|
||||
|
||||
[spawn_killer_special]
|
||||
spawn_squads = cit_killers_guard_squad_1
|
||||
spawn_num = {!squad_name_exist(cit_killers_guard_squad_1) -cit_killers_aslan_dead -cit_killers_dushman_dead} 1, 0
|
||||
|
||||
[spawn_killer_special_2]
|
||||
spawn_squads = cit_killers_guard_squad_2
|
||||
spawn_num = {!squad_name_exist(cit_killers_guard_squad_2) -cit_killers_aslan_dead -cit_killers_dushman_dead} 1, 0
|
||||
|
||||
|
||||
;[on_changing_level]
|
||||
|
||||
;[smart_control]
|
||||
|
||||
;[exclusive]
|
||||
|
||||
+34
@@ -0,0 +1,34 @@
|
||||
[smart_terrain]
|
||||
squad_id = 25
|
||||
max_population = 1
|
||||
respawn_params = respawn@zombie_smart_ds_mlr_1
|
||||
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@zombie_smart_ds_mlr_1] ;-- Type: faction {zombied} = mhee...
|
||||
spawn_zombie
|
||||
spawn_mutants
|
||||
|
||||
|
||||
[spawn_zombie] ;-- Weak mutants - Rates of groups: ( 3 zombie )
|
||||
spawn_squads = simulation_zombie, simulation_zombie_3_6, simulation_mix_zombie
|
||||
spawn_num = {+yan_kill_brain_done} 0, 2
|
||||
|
||||
[spawn_mutants] ;-- Normal mutants - Rates of groups: ( 2 dogs + 1 pseudodog + 2 cat )
|
||||
spawn_squads = simulation_dog, simulation_mix_dogs, simulation_pseudodog, simulation_cat, simulation_cat_3_5
|
||||
spawn_num = {+yan_kill_brain_done} 1, 0
|
||||
|
||||
|
||||
;[on_changing_level]
|
||||
|
||||
;[smart_control]
|
||||
|
||||
;[exclusive]
|
||||
|
||||
+33
@@ -0,0 +1,33 @@
|
||||
[smart_terrain]
|
||||
squad_id = 26
|
||||
max_population = 1
|
||||
respawn_params = respawn@zombie_smart_ds_mlr_2
|
||||
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@zombie_smart_ds_mlr_2] ;-- Type: faction {zombied} = mhee...
|
||||
spawn_zombie
|
||||
spawn_mutants
|
||||
|
||||
|
||||
[spawn_zombie] ;-- Weak mutants - Rates of groups: ( 3 zombie )
|
||||
spawn_squads = simulation_zombie, simulation_zombie_3_6, simulation_mix_zombie
|
||||
spawn_num = {+bar_deactivate_radar_done} 0, 2
|
||||
|
||||
[spawn_mutants] ;-- Normal mutants - Rates of groups: ( 2 dogs + 1 pseudodog + 2 cat )
|
||||
spawn_squads = simulation_dog, simulation_mix_dogs, simulation_pseudodog, simulation_cat, simulation_cat_3_5
|
||||
spawn_num = {+bar_deactivate_radar_done} 1, 0
|
||||
|
||||
|
||||
;[on_changing_level]
|
||||
|
||||
;[smart_control]
|
||||
|
||||
;[exclusive]
|
||||
+34
@@ -0,0 +1,34 @@
|
||||
[smart_terrain]
|
||||
squad_id = 25
|
||||
max_population = 1
|
||||
respawn_params = respawn@zombie_smart_ds_mlr_1
|
||||
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@zombie_smart_ds_mlr_1] ;-- Type: faction {zombied} = mhee...
|
||||
spawn_zombie
|
||||
spawn_mutants
|
||||
|
||||
|
||||
[spawn_zombie] ;-- Weak mutants - Rates of groups: ( 3 zombie )
|
||||
spawn_squads = simulation_zombie, simulation_zombie_3_6, simulation_mix_zombie
|
||||
spawn_num = {+yan_kill_brain_done} 0, 2
|
||||
|
||||
[spawn_mutants] ;-- Normal mutants - Rates of groups: ( 2 dogs + 1 pseudodog + 2 cat )
|
||||
spawn_squads = simulation_dog, simulation_mix_dogs, simulation_pseudodog, simulation_cat, simulation_cat_3_5
|
||||
spawn_num = {+yan_kill_brain_done} 1, 0
|
||||
|
||||
|
||||
;[on_changing_level]
|
||||
|
||||
;[smart_control]
|
||||
|
||||
;[exclusive]
|
||||
|
||||
+33
@@ -0,0 +1,33 @@
|
||||
[smart_terrain]
|
||||
squad_id = 26
|
||||
max_population = 1
|
||||
respawn_params = respawn@zombie_smart_ds_mlr_2
|
||||
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@zombie_smart_ds_mlr_2] ;-- Type: faction {zombied} = mhee...
|
||||
spawn_zombie
|
||||
spawn_mutants
|
||||
|
||||
|
||||
[spawn_zombie] ;-- Weak mutants - Rates of groups: ( 3 zombie )
|
||||
spawn_squads = simulation_zombie, simulation_zombie_3_6, simulation_mix_zombie
|
||||
spawn_num = {+bar_deactivate_radar_done} 0, 2
|
||||
|
||||
[spawn_mutants] ;-- Normal mutants - Rates of groups: ( 2 dogs + 1 pseudodog + 2 cat )
|
||||
spawn_squads = simulation_dog, simulation_mix_dogs, simulation_pseudodog, simulation_cat, simulation_cat_3_5
|
||||
spawn_num = {+bar_deactivate_radar_done} 1, 0
|
||||
|
||||
|
||||
;[on_changing_level]
|
||||
|
||||
;[smart_control]
|
||||
|
||||
;[exclusive]
|
||||
Reference in New Issue
Block a user