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 +1,50 @@
[smart_terrain]
squad_id = 1
max_population = 3
respawn_params = respawn@cit_bandits
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_bandits] ;-- 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]
cit_bandits_poltergeist = dead_city\cit_bandits_spawn_logic.ltx
@@ -0,0 +1,32 @@
[smart_terrain]
squad_id = 5
max_population = 3
respawn_params = respawn@cit_bandits_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_bandits_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]
@@ -0,0 +1,37 @@
[smart_terrain]
squad_id = 2
max_population = 1
respawn_params = respawn@cit_kanaliz1
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_kanaliz1] ;-- Type: c_1_1 + c_1_2 edited
spawn_all_weak_c_1_1
spawn_all_normal_c_1_2
;spawn_zombied_special
[spawn_all_weak_c_1_1] ;-- Normal mutants - Rates of groups: ( 1 tushkano + 2 dogs + 1 cats + 1 flesh )
spawn_squads = simulation_tushkano, simulation_dog, simulation_mix_dogs, simulation_cat, simulation_flesh
spawn_num = {!actor_week_in_zone(1)} 2, {=actor_week_in_zone(1)} 0 ;!squad_name_exist(cit_kanaliz1_zombied_squad)
[spawn_all_normal_c_1_2] ;-- Normal mutants - Rates of groups: ( 2 dogs + 1 pseudodog + 1 cats + 3 fleshes/boars )
spawn_squads = simulation_mix_dogs, simulation_mix_dogs, simulation_pseudodog, simulation_cat, simulation_mix_boar_flesh, simulation_flesh, simulation_boar
spawn_num = {=actor_week_in_zone(1)} 2, {!actor_week_in_zone(1)} 0 ;!squad_name_exist(cit_kanaliz1_zombied_squad)
;[spawn_zombied_special]
;spawn_squads = cit_kanaliz1_zombied_squad
;spawn_num = {!squad_name_exist(cit_kanaliz1_zombied_squad) -yan_kill_brain_done ~20} 1, 0
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -0,0 +1,39 @@
[smart_terrain]
squad_id = 3
max_population = 1
respawn_params = respawn@cit_kanaliz2
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@cit_kanaliz2] ;-- Type: faction {zombied} = mhee...
spawn_all_weak_c_1_1
spawn_all_normal_c_1_2
spawn_zombied_special
[spawn_all_weak_c_1_1] ;-- Normal mutants - Rates of groups: ( 1 tushkano + 2 dogs + 1 cats + 1 flesh )
spawn_squads = simulation_tushkano, simulation_dog, simulation_mix_dogs, simulation_cat, simulation_flesh
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
[spawn_all_normal_c_1_2] ;-- Normal mutants - Rates of groups: ( 2 dogs + 1 pseudodog + 1 cats + 3 fleshes/boars )
spawn_squads = simulation_mix_dogs, simulation_mix_dogs, simulation_pseudodog, simulation_cat, simulation_mix_boar_flesh, simulation_flesh, simulation_boar
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
[spawn_zombied_special]
spawn_squads = cit_kanaliz2_zombied_squad
spawn_num = {!squad_name_exist(cit_kanaliz2_zombied_squad) -yan_kill_brain_done ~20} 1, 0
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -0,0 +1,81 @@
[smart_terrain]
squad_id = 4
max_population = 4
respawn_params = respawn@cit_killers
respawn_only_smart = false
respawn_idle = 43200
respawn_radius = 50
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
def_restr = cit_killers_base_zone
;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
@@ -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
@@ -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]
@@ -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]
@@ -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]