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 +1,180 @@
[logic@devushka]
suitable = {=target_squad_name(devushka_squad)} true
prior = 140
active = walker@devushka_walk_1
level_spot = special
[walker@devushka]
combat_ignore_cond = false
combat_ignore_keep_when_attacked = false
reach_distance = 10
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
invulnerable = false
[walker@devushka_walk_1]:walker@devushka
path_walk = guard_2_walk
path_look = guard_2_look
on_info = {=surge_started} walker@surge_1
on_info2 = {=is_night} walker@sleeper_1
on_info3 = {=is_rain} walker@rain_1
combat_ignore_cond = false
combat_ignore_keep_when_attacked = false
reach_distance = 5
gather_items_enabled = false
help_wounded_enabled = true
corpse_detection_enabled = true
invulnerable = false
on_game_timer = 6500 | remark@smoking_stand_3
[walker@devushka_walk_2]:walker@devushka
path_walk = surge_hide_9_walk
path_look = surge_hide_9_look
on_info = {=surge_started} walker@surge_1
on_info2 = {=is_night} walker@sleeper_1
on_info3 = {=is_rain} walker@rain_1
combat_ignore_cond = false
combat_ignore_keep_when_attacked = false
reach_distance = 5
gather_items_enabled = false
help_wounded_enabled = true
corpse_detection_enabled = true
invulnerable = false
on_game_timer = 500 | remark@smoking_stand_1
[walker@devushka_walk_3]:walker@devushka
path_walk = surge_hide_11_walk
path_look = surge_hide_11_look
on_info = {=surge_started} walker@surge_1
on_info2 = {=is_night} walker@sleeper_1
on_info3 = {=is_rain} walker@rain_1
combat_ignore_cond = false
combat_ignore_keep_when_attacked = false
reach_distance = 5
gather_items_enabled = false
help_wounded_enabled = true
corpse_detection_enabled = true
invulnerable = false
on_game_timer = 150 | remark@smoking_stand_1
[walker@devushka_home_1]:walker@devushka
path_walk = hide_2_walk
path_look = hide_1_look
on_info = {=surge_started} walker@surge_1
on_info2 = {=is_night} walker@sleeper_1
combat_ignore_cond = false
combat_ignore_keep_when_attacked = false
reach_distance = 5
gather_items_enabled = true
help_wounded_enabled = true
corpse_detection_enabled = true
invulnerable = false
on_game_timer = 8000 | remark@sit_ass
[walker@devushka_home_2]:walker@devushka
path_walk = hide_2_walk
path_look = hide_1_look
on_info = {=surge_started} walker@surge_1
on_info2 = {=is_night} walker@sleeper_1
combat_ignore_cond = false
combat_ignore_keep_when_attacked = false
reach_distance = 5
gather_items_enabled = true
help_wounded_enabled = true
corpse_detection_enabled = true
invulnerable = false
on_game_timer = 1500 | remark@eat_bread
[walker@devushka_home_3]:walker@devushka
path_walk = hide_2_walk
path_look = hide_1_look
on_info = {=surge_started} walker@surge_1
;on_info2 = {=is_night} walker@sleeper_1
combat_ignore_cond = false
combat_ignore_keep_when_attacked = false
reach_distance = 5
gather_items_enabled = true
help_wounded_enabled = true
corpse_detection_enabled = true
invulnerable = false
on_game_timer = 3500 | walker@sleeper_1
[remark@sit_ass]:walker@devushka
anim = sit_ass
on_info = {=surge_started} walker@surge
on_game_timer = 10500 | walker@devushka_walk_2
[remark@eat_bread]:walker@devushka
anim = eat_bread
on_info = {=surge_started} walker@surge
on_game_timer = 800 | remark@use_pda
[remark@use_pda]:walker@devushka
anim = use_pda
on_info = {=surge_started} walker@surge
on_game_timer = 500 | walker@devushka_walk_1
[remark@smoking_stand_1]:walker@devushka
anim = smoking_stand
on_info = {=surge_started} walker@surge
on_game_timer = 900 | walker@devushka_home_2
[remark@smoking_stand_2]:walker@devushka
anim = smoking_stand
on_info = {=surge_started} walker@surge
on_game_timer = 900 | sleeper@sleeper_2
[remark@smoking_stand_3]:walker@devushka
anim = smoking_stand
on_info = {=surge_started} walker@surge
on_game_timer = 900 | campfire_point@devushka
[campfire_point@devushka]:walker@devushka
smart = esc_smart_terrain_2_12
use_camp = true
anim = idle, guard
on_game_timer = 10500 | walker@devushka_home_1
[walker@rain_1]
path_walk = hide_2_walk
path_look = hide_1_look
on_info = {!is_rain} walker@devushka_home_1
combat_ignore_cond = false
combat_ignore_keep_when_attacked = false
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
invulnerable = false
[walker@surge_1]
path_walk = hide_2_walk
path_look = hide_1_look
on_info = {!surge_started} walker@devushka_home_1
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
invulnerable = false
[walker@sleeper_1]
path_walk = guardermlr_2_walk
path_look = guardermlr_2_look
on_info = {=surge_started} walker@surge_1
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
invulnerable = false
;on_info = {!is_night} walker@devushka_home_2
on_game_timer = 12500 | remark@smoking_stand_2
[sleeper@sleeper_2]
combat_ignore_cond = false
combat_ignore_keep_when_attacked = false
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
invulnerable = false
path_main = hide_2_walk
meet = no_meet
on_info = {!is_night} remark@eat_bread
@@ -0,0 +1,147 @@
[logic@esc_2_12_stalker_fanat]
suitable = {=target_squad_name(esc_2_12_stalker_fanat_squad)} true
prior = 140
active = walker@guarder_2
level_spot = quest_npc
;on_combat = combat
;[combat]
;combat_type = {=cond_scheme_cover()} cover, {=cond_scheme_camper()} camper
[walker@fanat]
combat_ignore_cond = {=is_warfare} false, {=actor_true_enemy =check_enemy_name(actor)} false, false
combat_ignore_keep_when_attacked = {=is_warfare} false, true
invulnerable = {=is_warfare} false, {!actor_true_enemy} true, false
use_camp = false
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
[walker@guarder_2]
path_walk = guardermlr_2_walk
path_look = guardermlr_2_look
on_info = {=surge_started} walker@surge_1
on_info2 = {=is_night} sleeper@sleeper_1
on_info3 = {=is_rain} walker@rain_1
combat_ignore_cond = {=is_warfare} false, {=actor_true_enemy =check_enemy_name(actor)} false, false
combat_ignore_keep_when_attacked = {=is_warfare} false, true
invulnerable = {=is_warfare} false, {!actor_true_enemy} true, false
reach_distance = 10
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
on_game_timer = 11500 | walker@patrol_walk_1
[walker@patrol_walk_1]
path_walk = surge_hide_8_walk
path_look = surge_hide_10_look
on_info = {=surge_started} walker@surge_1
on_info2 = {=is_night} sleeper@sleeper_1
on_info3 = {=is_rain} walker@rain_1
combat_ignore_cond = {=is_warfare} false, {=actor_true_enemy =check_enemy_name(actor)} false, false
combat_ignore_keep_when_attacked = {=is_warfare} false, true
invulnerable = {=is_warfare} false, {!actor_true_enemy} true, false
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
on_game_timer = 3000 | remark@drink_vodka
[walker@patrol_walk_2]
path_walk = guardermlr_2_walk
path_look = guardermlr_2_look
on_info = {=surge_started} walker@surge_1
on_info2 = {=is_night} sleeper@sleeper_1
on_info3 = {=is_rain} walker@rain_1
combat_ignore_cond = {=is_warfare} false, {=actor_true_enemy =check_enemy_name(actor)} false, false
combat_ignore_keep_when_attacked = {=is_warfare} false, true
invulnerable = {=is_warfare} false, {!actor_true_enemy} true, false
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
on_game_timer = 10500 | walker@fanat_home_1
[walker@fanat_home_1]
path_walk = surge_hide_8_walk
path_look = surge_hide_10_look
on_info = {=surge_started} walker@surge_1
on_info2 = {=is_night} sleeper@sleeper_1
on_info3 = {=is_rain} walker@rain_1
combat_ignore_cond = {=is_warfare} false, {=actor_true_enemy =check_enemy_name(actor)} false, false
combat_ignore_keep_when_attacked = {=is_warfare} false, true
invulnerable = {=is_warfare} false, {!actor_true_enemy} true, false
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
on_game_timer = 450 | remark@fold_arms
[walker@fanat_home_2]
path_walk = surge_hide_8_walk
path_look = surge_hide_10_look
on_info = {=surge_started} walker@surge_1
on_info2 = {=is_night} sleeper@sleeper_1
on_info3 = {=is_rain} walker@rain_1
combat_ignore_cond = {=is_warfare} false, {=actor_true_enemy =check_enemy_name(actor)} false, false
combat_ignore_keep_when_attacked = {=is_warfare} false, true
invulnerable = {=is_warfare} false, {!actor_true_enemy} true, false
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
on_game_timer = 11500 | remark@eat_bread
[remark@drink_vodka]:walker@fanat
anim = drink_vodka_stand
on_info = {=surge_started} walker@surge_1
on_info2 = {=is_night} sleeper@sleeper_1
on_game_timer = 190 | walker@patrol_walk_2
[remark@fold_arms]:walker@fanat
anim = fold_arms
on_info = {=surge_started} walker@surge_1
on_info2 = {=is_night} sleeper@sleeper_1
on_game_timer = 5500 | walker@fanat_home_2
[remark@eat_bread]:walker@fanat
anim = eat_bread
on_info = {=surge_started} walker@surge_1
on_info2 = {=is_night} sleeper@sleeper_1
on_game_timer = 800 | remark@use_pda
[remark@use_pda]:walker@fanat
anim = use_pda
on_info = {=surge_started} walker@surge_1
on_info2 = {=is_night} sleeper@sleeper_1
on_game_timer = 400 | walker@guarder_2
[walker@rain_1]
path_walk = surge_hide_8_walk
path_look = surge_hide_10_look
on_info = {=surge_started} walker@surge_1
on_info2 = {=is_night} sleeper@sleeper_1
on_info3 = {!is_rain} walker@guarder_2
combat_ignore_cond = {=is_warfare} false, {=actor_true_enemy =check_enemy_name(actor)} false, false
combat_ignore_keep_when_attacked = {=is_warfare} false, true
invulnerable = {=is_warfare} false, {!actor_true_enemy} true, false
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
invulnerable = false
[walker@surge_1]
path_walk = surge_hide_8_walk
path_look = surge_hide_10_look
on_info = {!surge_started} walker@guarder_2
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
[sleeper@sleeper_1]
combat_ignore_cond = {=is_warfare} false, {=actor_true_enemy =check_enemy_name(actor)} false, true
combat_ignore_keep_when_attacked = {=is_warfare} false, false
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
invulnerable = {=is_warfare} false, {!actor_true_enemy} true, false
path_main = fanat_sleeper
meet = no_meet
on_info = {!is_night} remark@eat_bread
@@ -0,0 +1,146 @@
[logic@esc_2_12_stalker_wolf]
active = walker@guarder_1
level_spot = quest_npc
suitable = {=check_npc_name(esc_2_12_stalker_wolf)} true
prior = 140
[walker@wolf]
combat_ignore_cond = {=is_warfare} false, {=actor_true_enemy =check_enemy_name(actor)} false, true
combat_ignore_keep_when_attacked = {=is_warfare} false, true
invulnerable = {=is_warfare} false, {!actor_true_enemy} true, false
use_camp = false
meet = meet@send_far
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
[walker@guarder_1]:walker@wolf
path_walk = guarder_1_walk
path_look = guarder_1_look
on_info = {=surge_started} walker@hide_1
on_info2 = {=is_night} sleeper@sleeper_1
on_info3 = {=is_heavy_rain} walker@rain_1
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_cond = {!is_enemy_actor_or_companion !enemy_in_zone(esc_2_12_stalker_wolf_kill_zone)} true, false
combat_ignore_keep_when_attacked = false
on_game_timer = 11500 | walker@patrol_walk_1
[walker@guarder_2]:walker@wolf
path_walk = guarder_1_walk
path_look = guarder_1_look
on_info = {=surge_started} walker@hide_1
on_info2 = {=is_night} sleeper@sleeper_1
on_info3 = {=is_heavy_rain} walker@rain_1
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_cond = {!is_enemy_actor_or_companion !enemy_in_zone(esc_2_12_stalker_wolf_kill_zone)} true, false
combat_ignore_keep_when_attacked = false
on_game_timer = 11500 | walker@patrol_walk_3
[walker@patrol_walk_1]:walker@wolf
path_walk = nimble_sleeper
path_look = surge_hide_1_walk
on_info = {=surge_started} walker@hide_1
on_info2 = {=is_night} sleeper@sleeper_1
on_info3 = {=is_heavy_rain} walker@rain_1
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_cond = {!is_enemy_actor_or_companion !enemy_in_zone(esc_2_12_stalker_wolf_kill_zone)} true, false
combat_ignore_keep_when_attacked = false
meet = meet@send_far
on_game_timer = 300 | remark@fold_arms
[walker@patrol_walk_2]:walker@wolf
path_walk = surge_hide_1_walk
path_look = surge_hide_1_look
on_info = {=surge_started} walker@hide_1
on_info2 = {=is_night} sleeper@sleeper_1
on_info3 = {=is_heavy_rain} walker@rain_1
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_cond = {!is_enemy_actor_or_companion !enemy_in_zone(esc_2_12_stalker_wolf_kill_zone)} true, false
combat_ignore_keep_when_attacked = false
meet = meet@send_far
on_game_timer = 450 | remark@eat_bread
[walker@patrol_walk_3]:walker@wolf
path_walk = surge_hide_9_walk
path_look = surge_hide_9_look
on_info = {=surge_started} walker@hide_1
on_info2 = {=is_night} sleeper@sleeper_1
on_info3 = {=is_heavy_rain} walker@rain_1
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_cond = {!is_enemy_actor_or_companion !enemy_in_zone(esc_2_12_stalker_wolf_kill_zone)} true, false
combat_ignore_keep_when_attacked = false
on_game_timer = 150 | remark@fold_arms
[remark@fold_arms]:walker@wolf
anim = fold_arms
on_info = {=surge_started} walker@hide_1
on_info2 = {=is_night} sleeper@sleeper_1
on_game_timer = 2500 | walker@patrol_walk_2
[remark@eat_bread]:walker@wolf
anim = eat_bread
on_info = {=surge_started} walker@hide_1
on_info2 = {=is_night} sleeper@sleeper_1
on_game_timer = 800 | remark@use_pda
[remark@use_pda]:walker@wolf
anim = use_pda
on_info = {=surge_started} walker@hide_1
on_info2 = {=is_night} sleeper@sleeper_1
on_game_timer = 500 | walker@guarder_2
[walker@rain_1]:walker@wolf
path_walk = hide_1_walk
path_look = hide_1_look
on_info = {=surge_started} walker@hide_1
on_info2 = {=is_night} sleeper@sleeper_1
on_info3 = {!is_heavy_rain} walker@guarder_1
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
invulnerable = false
[walker@hide_1]:walker@wolf
path_walk = hide_1_walk
path_look = hide_1_look
on_info = {!surge_started} walker@guarder_1
out_restr = esc_smart_terrain_2_12_surge_hide_a1
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_cond = {!enemy_in_zone(esc_2_12_stalker_wolf_kill_zone)} true, false
combat_ignore_keep_when_attacked = false
[sleeper@sleeper_1]
combat_ignore_cond = {=is_warfare} false, {=actor_true_enemy =check_enemy_name(actor)} false, true
combat_ignore_keep_when_attacked = {=is_warfare} false, false
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
invulnerable = {=is_warfare} false, {!actor_true_enemy} true, false
path_main = nimble_sleeper ;surge_hide_1_walk
meet = no_meet
on_info = {!is_night} remark@eat_bread
[meet@send_far]
close_anim = nil
close_victim = nil
far_anim = nil
far_victim = nil
close_snd_hello = nil
close_snd_bye = nil
use = {=actor_enemy} false, {=dist_to_actor_le(3)} true, false
snd_on_use = {=is_wounded} nil, {=actor_enemy} nil, {=has_enemy} meet_use_no_fight, {=actor_has_weapon} meet_use_no_weapon, {!dist_to_actor_le(3)} nil, meet_use_no_talk_leader
meet_on_talking = false
trade_enable = false
allow_break = false
@@ -0,0 +1,110 @@
[logic@army_south_mechan_mlr]
suitable = {=check_npc_name(army_south_mechan_mlr)} true, {=check_npc_mechanic} true
prior = 200
active = walker@base_1
can_select_weapon = {=is_warfare} true, false
level_spot = mechanic
trade = items\trade\trade_generic_mechanic.ltx
dont_keep_items = true
[walker@base_1]
path_walk = south_mechan_1_walk
path_look = south_mechan_1_look
on_info = {=surge_started} walker@surge_1
on_info2 = {=is_night} sleeper@sleeper_1
on_info3 = {=is_heavy_rain} walker@rain_1
on_info4 = {+awr_army_south_mechan_mlr_access} walker@mechan_mlr_access
use_camp = false
combat_ignore_cond = {=is_warfare} false, {=actor_true_enemy =check_enemy_name(actor)} false, true
combat_ignore_keep_when_attacked = {=is_warfare} false, true
invulnerable = {=is_warfare} false, {!actor_true_enemy} true, false
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
on_game_timer = 16050 | walker@base_2
[walker@base_2]
path_walk = south_mechan_hide_1_walk
path_look = south_mechan_hide_1_look
on_info = {=surge_started} walker@surge_1
on_info2 = {=is_night} sleeper@sleeper_1
on_info3 = {=is_heavy_rain} walker@rain_1
use_camp = false
combat_ignore_cond = {=is_warfare} false, {=actor_true_enemy =check_enemy_name(actor)} false, true
combat_ignore_keep_when_attacked = {=is_warfare} false, true
invulnerable = {=is_warfare} false, {!actor_true_enemy} true, false
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
on_game_timer = 15000 | remark@drink_vodka
[remark@drink_vodka]:walker@base_2
anim = animpoint_sit_ass_drink_vodka
on_game_timer = 950 | walker@base_1
[walker@rain_1]
path_walk = south_mechan_hide_1_walk
path_look = south_mechan_hide_1_look
on_info = {!is_heavy_rain} walker@base_1
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
invulnerable = {=is_warfare} false, {!actor_true_enemy} true, false
combat_ignore_cond = {=is_warfare} false, {=actor_true_enemy =check_enemy_name(actor)} false, true
combat_ignore_keep_when_attacked = {=is_warfare} false, true
use_camp = false
[walker@surge_1]
path_walk = south_mechan_hide_1_walk
path_look = south_mechan_hide_1_look
on_info = {!surge_started} walker@base_1
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
invulnerable = {=is_warfare} false, {!actor_true_enemy} true, false
combat_ignore_cond = {=is_warfare} false, {=actor_true_enemy =check_enemy_name(actor)} false, true
combat_ignore_keep_when_attacked = {=is_warfare} false, true
use_camp = false
meet = meet
[sleeper@sleeper_1]
combat_ignore_cond = {=is_warfare} false, {=actor_true_enemy =check_enemy_name(actor)} false, true
combat_ignore_keep_when_attacked = {=is_warfare} false, true
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
invulnerable = {=is_warfare} false, {!actor_true_enemy} true, false
path_main = south_mechan_sleeper
meet = no_meet
on_info = {!is_night} walker@base_1
[walker@mechan_mlr_access]
path_walk = esc_1_walk
path_look = esc_1_look
gather_items_enabled = false
help_wounded_enabled = false
on_game_timer = 25 | remark@drink
corpse_detection_enabled = false
invulnerable = {=is_warfare} false, {!actor_true_enemy} true, false
combat_ignore_cond = {=is_warfare} false, {=actor_true_enemy =check_enemy_name(actor)} false, true
combat_ignore_keep_when_attacked = {=is_warfare} false, true
meet = no_meet
[remark@drink]:walker@mechan_mlr_access
anim = animpoint_sit_ass_drink_vodka
meet = meet
on_game_timer = 2000 | walker@base_1 %=awr_timer_msg_off%
[meet]
close_anim = nil
close_victim = nil
far_anim = nil
far_victim = nil
close_distance = 0
far_distance = 0
close_snd_distance = 3
abuse = false
use = {=actor_enemy} false, true
allow_break = false
meet_on_talking = false
trade_enable = false
@@ -0,0 +1,109 @@
[logic@esc_3_16_military_trader]
suitable = {=check_npc_name(esc_3_16_military_trader)} true, {=check_npc_trader} true
prior = 200
active = walker@mil_1
level_spot = trader
can_select_weapon = {=is_warfare} true, false
dont_keep_items = true
trade = items\trade\trade_military_esc.ltx
[walker@mil_1]
path_walk = military_trader_1_walk
path_look = military_trader_1_look
on_info = {=is_night} sleeper@milit
invulnerable = {=is_warfare} false, {!actor_true_enemy} true, false
combat_ignore_cond = {=is_warfare} false, {=actor_true_enemy =check_enemy_name(actor)} false, true
combat_ignore_keep_when_attacked = {=is_warfare} false, true
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
use_camp = false
meet = meet
on_game_timer = 15000 | walker@mil_2
[walker@mil_2]
path_walk = esc_1_walk
path_look = south_mechan_1_look
on_info = {=surge_started} walker@surge_1
on_info2 = {=is_night} sleeper@milit
on_info3 = {=is_heavy_rain} walker@rain_1
invulnerable = {=is_warfare} false, {!actor_true_enemy} true, false
combat_ignore_cond = {=is_warfare} false, {=actor_true_enemy =check_enemy_name(actor)} false, true
combat_ignore_keep_when_attacked = {=is_warfare} false, true
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
use_camp = false
meet = meet
on_game_timer = 350 | beh@mil_3
[walker@rain_1]
path_walk = military_trader_1_walk
path_look = military_trader_1_look
on_info = {!is_heavy_rain} walker@mil_1
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
invulnerable = {=is_warfare} false, {!actor_true_enemy} true, false
combat_ignore_cond = {=is_warfare} false, {=actor_true_enemy =check_enemy_name(actor)} false, true
combat_ignore_keep_when_attacked = {=is_warfare} false, true
use_camp = false
meet = meet
[walker@surge_1]
path_walk = military_trader_1_walk
path_look = military_trader_1_look
on_info = {!surge_started} walker@mil_1
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
invulnerable = {=is_warfare} false, {!actor_true_enemy} true, false
combat_ignore_cond = {=is_warfare} false, {=actor_true_enemy =check_enemy_name(actor)} false, true
combat_ignore_keep_when_attacked = {=is_warfare} false, true
use_camp = false
meet = meet
[sleeper@milit]
combat_ignore_cond = {=is_warfare} false, {=actor_true_enemy =check_enemy_name(actor)} false, true
combat_ignore_keep_when_attacked = {=is_warfare} false, true
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
invulnerable = {=is_warfare} false, {!actor_true_enemy} true, false
path_main = military_trader_sleeper
meet = no_meet
on_info = {!is_night} walker@mil_1
[meet]
close_anim = nil
close_victim = nil
far_anim = nil
far_victim = nil
close_distance = 0
far_distance = 0
close_snd_distance = 3
abuse = false
use = {=actor_enemy} false, true
allow_break = false
meet_on_talking = false
trade_enable = false ;{+zaim1} false, {+zaim2} false, {+zaim3} false, true
[beh@general]
target = waypoint
walk_dist = 100
jog_dist = 220
walk_anim = walk
jog_anim = rush
run_anim = rush
invulnerable = {=is_warfare} false, {!actor_true_enemy} true, false
combat_ignore_cond = {=is_warfare} false, {=actor_true_enemy =check_enemy_name(actor)} false, true
combat_ignore_keep_when_attacked = {=is_warfare} false, true
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
use_camp = false
meet = meet
[beh@mil_3]:beh@general
pt1 = 15000, fold_arms | pos: -139.45146179199, -29.689914703369, -351.18307495117 look: -139.47183227539, -29.690269470215, -352.20761108398
on_game_timer = 15000 | walker@mil_1
@@ -0,0 +1,50 @@
[logic]
active = ph_idle@wait_actor
[ph_idle@wait_actor]
on_info = {=actor_near_smart(esc_smart_terrain_1_11) =is_night} ph_idle@spawn_night_monster_1, {=actor_near_smart(esc_smart_terrain_1_11) =is_dark_night} ph_idle@spawn_night_monster_1
on_info2 = {=actor_near_smart(esc_smart_terrain_4_9) =is_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(esc_smart_terrain_4_9) =is_dark_night} ph_idle@spawn_night_monster_2
on_info3 = {=actor_near_smart(esc_smart_terrain_4_11) =is_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(esc_smart_terrain_4_11) =is_dark_night} ph_idle@spawn_night_monster_3
on_info4 = {=actor_near_smart(esc_smart_terrain_5_12) =is_night} ph_idle@spawn_night_monster_4, {=actor_near_smart(esc_smart_terrain_5_12) =is_dark_night} ph_idle@spawn_night_monster_4
[ph_idle@spawn_night_monster_1]
on_info = {~10} %=create_squad(simulation_pseudodog_night:esc_smart_terrain_1_11)% ph_idle@reset, {~10} %=create_squad(simulation_dog_night:esc_smart_terrain_1_11)% ph_idle@reset, {~10} %=create_squad(simulation_tushkano_night:esc_smart_terrain_1_11)% ph_idle@reset, {~10} %=create_squad(simulation_cat_night:esc_smart_terrain_1_11)% ph_idle@reset, ph_idle@wait_reset
;[ph_idle@spawn_dark_monster_1]
on_info = {~10} %=create_squad(simulation_pseudodog_night:esc_smart_terrain_1_11)% ph_idle@reset, {~10} %=create_squad(simulation_dog_night:esc_smart_terrain_1_11)% ph_idle@reset, {~10} %=create_squad(simulation_tushkano_night:esc_smart_terrain_1_11)% ph_idle@reset, {~10} %=create_squad(simulation_cat_night:esc_smart_terrain_1_11)% ph_idle@reset, ph_idle@wait_reset
[ph_idle@reset]
on_game_timer = 86400 | ph_idle@wait_actor
[ph_idle@spawn_night_monster_2]
on_info = {~10} %=create_squad(simulation_snork_night:esc_smart_terrain_4_9)% ph_idle@reset_2, {~10} %=create_squad(simulation_fracture_night:esc_smart_terrain_4_9)% ph_idle@reset_2, {~10} %=create_squad(simulation_tushkano_night:esc_smart_terrain_4_9)% ph_idle@reset_2, {~10} %=create_squad(simulation_pseudodog_night:esc_smart_terrain_4_9)% ph_idle@reset_2, ph_idle@wait_reset
;[ph_idle@spawn_dark_monster_2]
on_info = {~10} %=create_squad(simulation_snork_night:esc_smart_terrain_4_9)% ph_idle@reset_2, {~10} %=create_squad(simulation_fracture_night:esc_smart_terrain_4_9)% ph_idle@reset_2, {~10} %=create_squad(simulation_tushkano_night:esc_smart_terrain_4_9)% ph_idle@reset_2, {~10} %=create_squad(simulation_pseudodog_night:esc_smart_terrain_4_9)% ph_idle@reset_2, ph_idle@wait_reset
[ph_idle@reset_2]
on_game_timer = 86400 | ph_idle@wait_actor
[ph_idle@spawn_night_monster_3]
on_info = {~10} %=create_squad(simulation_tushkano_night:esc_smart_terrain_4_11)% ph_idle@reset_3, {~10} %=create_squad(simulation_dog_night:esc_smart_terrain_4_11)% ph_idle@reset_3, {~10} %=create_squad(simulation_boar_night:esc_smart_terrain_4_11)% ph_idle@reset_3, {~10} %=create_squad(simulation_cat_night:esc_smart_terrain_4_11)% ph_idle@reset_3, ph_idle@wait_reset
;[ph_idle@spawn_dark_monster_3]
on_info = {~10} %=create_squad(simulation_tushkano_night:esc_smart_terrain_4_11)% ph_idle@reset_3, {~10} %=create_squad(simulation_dog_night:esc_smart_terrain_4_11)% ph_idle@reset_3, {~10} %=create_squad(simulation_boar_night:esc_smart_terrain_4_11)% ph_idle@reset_3, {~10} %=create_squad(simulation_cat_night:esc_smart_terrain_4_11)% ph_idle@reset_3, ph_idle@wait_reset
[ph_idle@reset_3]
on_game_timer = 86400 | ph_idle@wait_actor
[ph_idle@spawn_night_monster_4]
on_info = {~10} %=create_squad(simulation_cat_night:esc_smart_terrain_5_12)% ph_idle@reset_4, {~10} %=create_squad(simulation_dog_night:esc_smart_terrain_5_12)% ph_idle@reset_4, {~10} %=create_squad(simulation_tushkano_night:esc_smart_terrain_5_12)% ph_idle@reset_4, {~10} %=create_squad(simulation_boar_night:esc_smart_terrain_5_12)% ph_idle@reset_4, ph_idle@wait_reset
;[ph_idle@spawn_dark_monster_4]
on_info = {~10} %=create_squad(simulation_cat_night:esc_smart_terrain_5_12)% ph_idle@reset_4, {~10} %=create_squad(simulation_dog_night:esc_smart_terrain_5_12)% ph_idle@reset_4, {~10} %=create_squad(simulation_tushkano_night:esc_smart_terrain_5_12)% ph_idle@reset_4, {~10} %=create_squad(simulation_boar_night:esc_smart_terrain_5_12)% ph_idle@reset_4, ph_idle@wait_reset
[ph_idle@reset_4]
on_game_timer = 86400 | ph_idle@wait_actor
[ph_idle@wait_reset]
on_game_timer = 580 | ph_idle@wait_actor
[collide]
ignore_static
@@ -0,0 +1,50 @@
[logic]
active = ph_idle@wait_actor
[ph_idle@wait_actor]
on_info = {=actor_near_smart(esc_smart_terrain_8_9) =is_night} ph_idle@spawn_night_monster_1, {=actor_near_smart(esc_smart_terrain_8_9) =is_dark_night} ph_idle@spawn_night_monster_1
on_info2 = {=actor_near_smart(esc_smart_terrain_8_10) =is_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(esc_smart_terrain_8_10) =is_dark_night} ph_idle@spawn_night_monster_2
on_info3 = {=actor_near_smart(esc_smart_terrain_9_7) =is_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(esc_smart_terrain_9_7) =is_dark_night} ph_idle@spawn_night_monster_3
on_info4 = {=actor_near_smart(esc_smart_terrain_9_10) =is_night} ph_idle@spawn_night_monster_4, {=actor_near_smart(esc_smart_terrain_9_10) =is_dark_night} ph_idle@spawn_night_monster_4
[ph_idle@spawn_night_monster_1]
on_info = {~10} %=create_squad(simulation_pseudodog_night:esc_smart_terrain_8_9)% ph_idle@reset, {~10} %=create_squad(simulation_dog_night:esc_smart_terrain_8_9)% ph_idle@reset, {~10} %=create_squad(simulation_tushkano_night:esc_smart_terrain_8_9)% ph_idle@reset, {~10} %=create_squad(simulation_cat_night:esc_smart_terrain_8_9)% ph_idle@reset, ph_idle@wait_reset
;[ph_idle@spawn_dark_monster_1]
on_info = {~10} %=create_squad(simulation_pseudodog_night:esc_smart_terrain_8_9)% ph_idle@reset, {~10} %=create_squad(simulation_dog_night:esc_smart_terrain_8_9)% ph_idle@reset, {~10} %=create_squad(simulation_tushkano_night:esc_smart_terrain_8_9)% ph_idle@reset, {~10} %=create_squad(simulation_cat_night:esc_smart_terrain_8_9)% ph_idle@reset, ph_idle@wait_reset
[ph_idle@reset]
on_game_timer = 86400 | ph_idle@wait_actor
[ph_idle@spawn_night_monster_2]
on_info = {~10} %=create_squad(simulation_snork_night:esc_smart_terrain_8_10)% ph_idle@reset_2, {~10} %=create_squad(simulation_fracture_night:esc_smart_terrain_8_10)% ph_idle@reset_2, {~10} %=create_squad(simulation_boar_night:esc_smart_terrain_8_10)% ph_idle@reset_2, {~10} %=create_squad(simulation_pseudodog_night:esc_smart_terrain_8_10)% ph_idle@reset_2, ph_idle@wait_reset
;[ph_idle@spawn_dark_monster_2]
on_info = {~10} %=create_squad(simulation_snork_night:esc_smart_terrain_8_10)% ph_idle@reset_2, {~10} %=create_squad(simulation_fracture_night:esc_smart_terrain_8_10)% ph_idle@reset_2, {~10} %=create_squad(simulation_boar_3_5_night:esc_smart_terrain_8_10)% ph_idle@reset_2, {~10} %=create_squad(simulation_pseudodog_night:esc_smart_terrain_8_10)% ph_idle@reset_2, ph_idle@wait_reset
[ph_idle@reset_2]
on_game_timer = 86400 | ph_idle@wait_actor
[ph_idle@spawn_night_monster_3]
on_info = {~10} %=create_squad(simulation_tushkano_night:esc_smart_terrain_9_7)% ph_idle@reset_3, {~10} %=create_squad(simulation_dog_night:esc_smart_terrain_9_7)% ph_idle@reset_3, {~10} %=create_squad(simulation_boar_night:esc_smart_terrain_9_7)% ph_idle@reset_3, {~10} %=create_squad(simulation_cat_night:esc_smart_terrain_9_7)% ph_idle@reset_3, ph_idle@wait_reset
;[ph_idle@spawn_dark_monster_3]
on_info = {~10} %=create_squad(simulation_tushkano_night:esc_smart_terrain_9_7)% ph_idle@reset_3, {~10} %=create_squad(simulation_dog_night:esc_smart_terrain_9_7)% ph_idle@reset_3, {~10} %=create_squad(simulation_boar_night:esc_smart_terrain_9_7)% ph_idle@reset_3, {~10} %=create_squad(simulation_cat_night:esc_smart_terrain_9_7)% ph_idle@reset_3, ph_idle@wait_reset
[ph_idle@reset_3]
on_game_timer = 86400 | ph_idle@wait_actor
[ph_idle@spawn_night_monster_4]
on_info = {~10} %=create_squad(simulation_lurker_blue_night:esc_smart_terrain_9_10)% ph_idle@reset_4, {~10} %=create_squad(simulation_dog_night:esc_smart_terrain_9_10)% ph_idle@reset_4, {~10} %=create_squad(simulation_tushkano_night:esc_smart_terrain_9_10)% ph_idle@reset_4, {~10} %=create_squad(simulation_boar_night:esc_smart_terrain_9_10)% ph_idle@reset_4, ph_idle@wait_reset
;[ph_idle@spawn_dark_monster_4]
on_info = {~10} %=create_squad(simulation_lurker_blue_night:esc_smart_terrain_9_10)% ph_idle@reset_4, {~10} %=create_squad(simulation_dog_night:esc_smart_terrain_9_10)% ph_idle@reset_4, {~10} %=create_squad(simulation_tushkano_night:esc_smart_terrain_9_10)% ph_idle@reset_4, {~10} %=create_squad(simulation_boar_night:esc_smart_terrain_9_10)% ph_idle@reset_4, ph_idle@wait_reset
[ph_idle@reset_4]
on_game_timer = 86400 | ph_idle@wait_actor
[ph_idle@wait_reset]
on_game_timer = 580 | ph_idle@wait_actor
[collide]
ignore_static
@@ -0,0 +1,50 @@
[logic]
active = ph_idle@wait_actor
[ph_idle@wait_actor]
on_info = {=actor_near_smart(esc_smart_terrain_3_7) =is_night} ph_idle@spawn_night_monster_1, {=actor_near_smart(esc_smart_terrain_3_7) =is_dark_night} ph_idle@spawn_night_monster_1
on_info2 = {=actor_near_smart(esc_smart_terrain_5_4) =is_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(esc_smart_terrain_5_4) =is_dark_night} ph_idle@spawn_night_monster_2
on_info3 = {=actor_near_smart(esc_smart_terrain_5_6) =is_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(esc_smart_terrain_5_6) =is_dark_night} ph_idle@spawn_night_monster_3
on_info4 = {=actor_near_smart(esc_smart_terrain_6_6) =is_night} ph_idle@spawn_night_monster_4, {=actor_near_smart(esc_smart_terrain_6_6) =is_dark_night} ph_idle@spawn_night_monster_4
[ph_idle@spawn_night_monster_1]
on_info = {~10} %=create_squad(simulation_pseudodog_night:esc_smart_terrain_3_7)% ph_idle@reset, {~10} %=create_squad(simulation_dog_night:esc_smart_terrain_3_7)% ph_idle@reset, {~10} %=create_squad(simulation_tushkano_night:esc_smart_terrain_3_7)% ph_idle@reset, {~10} %=create_squad(simulation_cat_night:esc_smart_terrain_3_7)% ph_idle@reset, ph_idle@wait_reset
;[ph_idle@spawn_dark_monster_1]
on_info = {~10} %=create_squad(simulation_pseudodog_night:esc_smart_terrain_3_7)% ph_idle@reset, {~10} %=create_squad(simulation_dog_night:esc_smart_terrain_3_7)% ph_idle@reset, {~10} %=create_squad(simulation_tushkano_night:esc_smart_terrain_3_7)% ph_idle@reset, {~10} %=create_squad(simulation_cat_night:esc_smart_terrain_3_7)% ph_idle@reset, ph_idle@wait_reset
[ph_idle@reset]
on_game_timer = 86400 | ph_idle@wait_actor
[ph_idle@spawn_night_monster_2]
on_info = {~10} %=create_squad(simulation_snork_night:esc_smart_terrain_5_4)% ph_idle@reset_2, {~10} %=create_squad(simulation_fracture_night:esc_smart_terrain_5_4)% ph_idle@reset_2, {~10} %=create_squad(simulation_boar_night:esc_smart_terrain_5_4)% ph_idle@reset_2, {~10} %=create_squad(simulation_pseudodog_night:esc_smart_terrain_5_4)% ph_idle@reset_2, ph_idle@wait_reset
;[ph_idle@spawn_dark_monster_2]
on_info = {~10} %=create_squad(simulation_snork_night:esc_smart_terrain_5_4)% ph_idle@reset_2, {~10} %=create_squad(simulation_fracture_night:esc_smart_terrain_5_4)% ph_idle@reset_2, {~10} %=create_squad(simulation_boar_3_5_night:esc_smart_terrain_5_4)% ph_idle@reset_2, {~10} %=create_squad(simulation_pseudodog_night:esc_smart_terrain_5_4)% ph_idle@reset_2, ph_idle@wait_reset
[ph_idle@reset_2]
on_game_timer = 86400 | ph_idle@wait_actor
[ph_idle@spawn_night_monster_3]
on_info = {~10} %=create_squad(simulation_tushkano_night:esc_smart_terrain_5_6)% ph_idle@reset_3, {~10} %=create_squad(simulation_dog_night:esc_smart_terrain_5_6)% ph_idle@reset_3, {~10} %=create_squad(simulation_boar_night:esc_smart_terrain_5_6)% ph_idle@reset_3, {~10} %=create_squad(simulation_cat_night:esc_smart_terrain_5_6)% ph_idle@reset_3, ph_idle@wait_reset
;[ph_idle@spawn_dark_monster_3]
on_info = {~10} %=create_squad(simulation_tushkano_night:esc_smart_terrain_5_6)% ph_idle@reset_3, {~10} %=create_squad(simulation_dog_night:esc_smart_terrain_5_6)% ph_idle@reset_3, {~10} %=create_squad(simulation_boar_night:esc_smart_terrain_5_6)% ph_idle@reset_3, {~10} %=create_squad(simulation_cat_night:esc_smart_terrain_5_6)% ph_idle@reset_3, ph_idle@wait_reset
[ph_idle@reset_3]
on_game_timer = 86400 | ph_idle@wait_actor
[ph_idle@spawn_night_monster_4]
on_info = {~10} %=create_squad(simulation_cat_night:esc_smart_terrain_6_6)% ph_idle@reset_4, {~10} %=create_squad(simulation_dog_night:esc_smart_terrain_6_6)% ph_idle@reset_4, {~10} %=create_squad(simulation_tushkano_night:esc_smart_terrain_6_6)% ph_idle@reset_4, {~10} %=create_squad(simulation_boar_night:esc_smart_terrain_6_6)% ph_idle@reset_4, ph_idle@wait_reset
;[ph_idle@spawn_dark_monster_4]
on_info = {~10} %=create_squad(simulation_cat_night:esc_smart_terrain_6_6)% ph_idle@reset_4, {~10} %=create_squad(simulation_dog_night:esc_smart_terrain_6_6)% ph_idle@reset_4, {~10} %=create_squad(simulation_tushkano_night:esc_smart_terrain_6_6)% ph_idle@reset_4, {~10} %=create_squad(simulation_boar_night:esc_smart_terrain_6_6)% ph_idle@reset_4, ph_idle@wait_reset
[ph_idle@reset_4]
on_game_timer = 86400 | ph_idle@wait_actor
[ph_idle@wait_reset]
on_game_timer = 580 | ph_idle@wait_actor
[collide]
ignore_static
@@ -0,0 +1,105 @@
[logic@esc_smart_terrain_3_7_monster_work_1]
active = beh@esc_smart_terrain_3_7_monster_work_1
suitable = {=target_squad_name()} true
prior = 200
[logic@esc_smart_terrain_3_7_monster_work_2]
active = beh@esc_smart_terrain_3_7_monster_work_2
suitable = {=target_squad_name()} true
prior = 200
[logic@esc_smart_terrain_3_7_monster_work_3]
active = beh@esc_smart_terrain_3_7_monster_work_3
suitable = {=target_squad_name()} true
prior = 200
[logic@esc_smart_terrain_3_7_monster_work_4]
active = beh@esc_smart_terrain_3_7_monster_work_4
suitable = {=target_squad_name()} true
prior = 200
[logic@esc_smart_terrain_3_7_bandit_work_1]
active = beh@esc_smart_terrain_3_7_bandit_work_1
suitable = {!surge_started} true
prior = 200
[logic@esc_smart_terrain_3_7_bandit_work_2]
active = beh@esc_smart_terrain_3_7_bandit_work_2
suitable = {!surge_started} true
prior = 200
[logic@esc_smart_terrain_3_7_bandit_work_3]
active = beh@esc_smart_terrain_3_7_bandit_work_3
suitable = {!surge_started} true
prior = 200
[logic@esc_smart_terrain_3_7_renegade_work_1]
active = beh@esc_smart_terrain_3_7_renegade_work_1
suitable = {!surge_started} true
prior = 200
[logic@esc_smart_terrain_3_7_renegade_work_2]
active = beh@esc_smart_terrain_3_7_renegade_work_2
suitable = {!surge_started} true
prior = 200
[logic@esc_smart_terrain_3_7_renegade_work_3]
active = beh@esc_smart_terrain_3_7_renegade_work_3
suitable = {!surge_started} true
prior = 200
[beh@general_monster]
behavior_state = beh_move
target = waypoint
[beh@general_guard]
behavior_state = beh_move
target = waypoint
walk_dist = 90
jog_dist = 150
wait_anim = guard
jog_anim = assault
run_anim = assault
delay_anim = guard
use_camp = true
turn_on_campfire = false
[beh@esc_smart_terrain_3_7_monster_work_1]:beh@general_monster
pt1 = 88860000,misc | pos:
path_end = loop
[beh@esc_smart_terrain_3_7_monster_work_2]:beh@general_monster
pt1 = 88860000,misc | pos:
path_end = loop
[beh@esc_smart_terrain_3_7_monster_work_3]:beh@general_monster
pt1 = 88860000,misc | pos:
path_end = loop
[beh@esc_smart_terrain_3_7_monster_work_4]:beh@general_monster
pt1 = 88860000,misc | pos:
path_end = loop
[beh@esc_smart_terrain_3_7_bandit_work_1]:beh@general_guard
pt1 = 88860000,guard | pos: -151.39683532715, -2.9083452224731, 312.47732543945 look: -151.65705871582, -3.0879528522491, 314.79708862305
path_end = loop
[beh@esc_smart_terrain_3_7_bandit_work_2]:beh@general_guard
pt1 = 88860000,hide | pos: -158.66584777832, -1.4026627540588, 310.36944580078 look: -159.22314453125, -1.6401720046997, 311.83892822266
path_end = loop
[beh@esc_smart_terrain_3_7_bandit_work_3]:beh@general_guard
pt1 = 88860000,guard | pos: -152.68740844727, -2.3553175926208, 303.92379760742 look: -152.31729125977, -2.3126533031464, 302.54901123047
path_end = loop
[beh@esc_smart_terrain_3_7_renegade_work_1]:beh@general_guard
pt1 = 88860000,guard | pos: -151.39683532715, -2.9083452224731, 312.47732543945 look: -151.65705871582, -3.0879528522491, 314.79708862305
path_end = loop
[beh@esc_smart_terrain_3_7_renegade_work_2]:beh@general_guard
pt1 = 88860000,hide | pos: -158.66584777832, -1.4026627540588, 310.36944580078 look: -159.22314453125, -1.6401720046997, 311.83892822266
path_end = loop
[beh@esc_smart_terrain_3_7_renegade_work_3]:beh@general_guard
pt1 = 88860000,guard | pos: -152.68740844727, -2.3553175926208, 303.92379760742 look: -152.31729125977, -2.3126533031464, 302.54901123047
path_end = loop
@@ -0,0 +1,170 @@
[logic@esc_smart_terrain_5_2_squad_1]
active = walker@karat_army_esc_smart_terrain_2_12_squad_1
suitable = {=target_squad_name(karat_army_esc_smart_terrain_2_12) !surge_started} true
prior = 200
on_death = death@soldier_1
[death@soldier_1]
on_info = {=killed_by_actor =actor_community(actor_stalker)} %=dec_faction_goodwill_to_actor(stalker:25) =send_tip(st_honor_sidorovich_deal:stalker)%
[walker@karat_army_esc_smart_terrain_2_12_squad_1]:walker@generic
path_walk = guard_1_walk
path_look = guard_1_look
[logic@esc_smart_terrain_5_2_squad_2]
active = walker@karat_army_esc_smart_terrain_2_12_squad_2
suitable = {=target_squad_name(karat_army_esc_smart_terrain_2_12) !surge_started} true
prior = 200
on_death = death@soldier_2
[death@soldier_2]
on_info = {=killed_by_actor =actor_community(actor_stalker)} %=dec_faction_goodwill_to_actor(stalker:25) =send_tip(st_honor_sidorovich_deal:stalker)%
[walker@karat_army_esc_smart_terrain_2_12_squad_2]:walker@generic
path_walk = guard_2_walk
path_look = guard_2_look
meet = meet
danger = danger
[logic@esc_smart_terrain_5_2_squad_3]
active = walker@karat_army_esc_smart_terrain_2_12_squad_3
suitable = {=target_squad_name(karat_army_esc_smart_terrain_2_12) !surge_started} true
prior = 200
on_death = death@soldier_3
[death@soldier_3]
on_info = {=killed_by_actor =actor_community(actor_stalker)} %=dec_faction_goodwill_to_actor(stalker:25) =send_tip(st_honor_sidorovich_deal:stalker)%
[walker@karat_army_esc_smart_terrain_2_12_squad_3]:walker@generic
path_walk = walker_1_walk
path_look = walker_1_look
meet = meet
danger = danger
[logic@esc_smart_terrain_5_2_squad_4]
active = beh@karat_army_esc_smart_terrain_2_12_squad_4
suitable = {=target_squad_name(karat_army_esc_smart_terrain_2_12) !surge_started} true
prior = 45
on_death = death@soldier_4
[death@soldier_4]
on_info = {=killed_by_actor =actor_community(actor_stalker)} %=dec_faction_goodwill_to_actor(stalker:25) =send_tip(st_honor_sidorovich_deal:stalker)%
[logic@esc_smart_terrain_5_2_squad_5]
active = beh@karat_army_esc_smart_terrain_2_12_squad_5
suitable = {=target_squad_name(karat_army_esc_smart_terrain_2_12) !surge_started} true
prior = 200
on_death = death@soldier_5
[death@soldier_5]
on_info = {=killed_by_actor =actor_community(actor_stalker)} %=dec_faction_goodwill_to_actor(stalker:25) =send_tip(st_honor_sidorovich_deal:stalker)%
[logic@esc_smart_terrain_5_2_squad_6]
active = beh@karat_army_esc_smart_terrain_2_12_squad_6
suitable = {=target_squad_name(karat_army_esc_smart_terrain_2_12) !surge_started} true
prior = 200
on_death = death@soldier_6
[death@soldier_6]
on_info = {=killed_by_actor =actor_community(actor_stalker)} %=dec_faction_goodwill_to_actor(stalker:25) =send_tip(st_honor_sidorovich_deal:stalker)%
[logic@esc_smart_terrain_5_2_squad_7]
active = beh@karat_army_esc_smart_terrain_2_12_squad_7
suitable = {=target_squad_name(karat_army_esc_smart_terrain_2_12) !surge_started}
prior = 45
on_death = death@soldier_7
[death@soldier_7]
on_info = {=killed_by_actor =actor_community(actor_stalker)} %=dec_faction_goodwill_to_actor(stalker:25) =send_tip(st_honor_sidorovich_deal:stalker)%
[logic@esc_smart_terrain_5_2_squad_8]
active = beh@karat_army_esc_smart_terrain_2_12_squad_8
suitable = {=target_squad_name(karat_army_esc_smart_terrain_2_12) !surge_started}
prior = 45
on_death = death@soldier_8
[death@soldier_8]
on_info = {=killed_by_actor =actor_community(actor_stalker)} %=dec_faction_goodwill_to_actor(stalker:25) =send_tip(st_honor_sidorovich_deal:stalker)%
[logic@esc_smart_terrain_5_2_squad_9]
active = beh@karat_army_esc_smart_terrain_2_12_squad_9
suitable = {=target_squad_name(karat_army_esc_smart_terrain_2_12) !surge_started}
prior = 45
on_death = death@soldier_9
[death@soldier_9]
on_info = {=killed_by_actor =actor_community(actor_stalker)} %=dec_faction_goodwill_to_actor(stalker:25) =send_tip(st_honor_sidorovich_deal:stalker)%
[walker@generic]
gather_items_enabled = false
help_wounded_enabled = true
corpse_detection_enabled = true
turn_on_campfire = true
combat_ignore_cond = {=check_enemy_name(sim_default) =fighting_dist_ge(50)} true, false
combat_ignore_keep_when_attacked = false
meet = meet
danger = danger
[beh@general_guard]
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
walk_anim = patrol
jog_anim = assault
run_anim = assault
delay_anim = guard
combat_ignore_cond = false
combat_ignore_keep_when_attacked = false
turn_on_campfire = true
gather_items_enabled = false
help_wounded_enabled = true
corpse_detection_enabled = true
invulnerable = {!actor_true_enemy} true, false
meet = meet
danger = danger
[meet]
close_anim = nil
close_victim = nil
far_anim = nil
far_victim = nil
close_distance = 0
far_distance = 0
close_snd_distance = 3
abuse = false
use = {=actor_enemy} false, true
allow_break = false
meet_on_talking = true
trade_enable = false
[danger]
danger_expiration_time = 30000
danger_inertion_time_grenade = 90000
danger_inertion_time_hit = 90000
danger_inertion_time_sound = 90000
danger_inertion_time_ricochet = 90000
[beh@karat_army_esc_smart_terrain_2_12_squad_4]:beh@general_guard
pt1 = 88860000, fold_arms | pos: 22.135007858276, 16.518793106079, 679.134765625 look: 21.459903717041, 16.518703460693, 679.12866210938
path_end = loop
[beh@karat_army_esc_smart_terrain_2_12_squad_5]:beh@general_guard
pt1 = 88860000, guard | pos: 8.0143709182739, 16.572008132935, 686.26989746094 look: 8.4900608062744, 16.48752784729, 685.63330078125
path_end = loop
[beh@karat_army_esc_smart_terrain_2_12_squad_6]:beh@general_guard
pt1 = 88860000, guard | pos: 12.111597061157, 15.46762752533, 657.26501464844 look: 12.632202148438, 15.332869529724, 656.07891845703
path_end = loop
[beh@karat_army_esc_smart_terrain_2_12_squad_7]:beh@general_guard
pt1 = 88860000, guard | pos: 68.67569732666, 8.3970699310303, 609.76428222656 look: 68.536018371582, 8.2060842514038, 608.64208984375
path_end = loop
[beh@karat_army_esc_smart_terrain_2_12_squad_8]:beh@general_guard
pt1 = 88860000, guard | pos: 74.100608825684, 8.9517211914062, 611.13305664062 look: 74.403991699219, 8.7994794845581, 610.07751464844
path_end = loop
[beh@karat_army_esc_smart_terrain_2_12_squad_9]:beh@general_guard
pt1 = 88860000, sit_ass | pos: 68.257446289062, 9.0887355804443, 614.18585205078 look: 68.67569732666, 8.3970699310303, 609.76428222656
path_end = loop
@@ -0,0 +1,171 @@
[logic@esc_smart_terrain_6_8_squad_1]
active = walker@most_army_esc_smart_terrain_6_8_squad_1
suitable = {=target_squad_name(most_army_esc_smart_terrain_6_8)} true
prior = 200
on_death = death@soldier_1
[death@soldier_1]
on_info = {=killed_by_actor =actor_community(actor_stalker)} %=dec_faction_goodwill_to_actor(stalker:25) =send_tip(st_honor_sidorovich_deal:stalker)%
[walker@most_army_esc_smart_terrain_6_8_squad_1]:walker@generic
path_walk = guard_1_walk
path_look = guard_1_look
on_info = {=surge_started} beh@esc_smart_terrain_6_8_surge_work_1
meet = meet
danger = danger
[logic@esc_smart_terrain_6_8_squad_2]
active = walker@most_army_esc_smart_terrain_6_8_squad_2
suitable = {=target_squad_name(most_army_esc_smart_terrain_6_8)} true
prior = 200
on_death = death@soldier_2
[death@soldier_2]
on_info = {=killed_by_actor =actor_community(actor_stalker)} %=dec_faction_goodwill_to_actor(stalker:25) =send_tip(st_honor_sidorovich_deal:stalker)%
[walker@most_army_esc_smart_terrain_6_8_squad_2]:walker@generic
path_walk = guard_3_walk
path_look = guard_3_look
on_info = {=surge_started} beh@esc_smart_terrain_6_8_surge_work_2
meet = meet
danger = danger
[logic@esc_smart_terrain_6_8_squad_3]
active = walker@most_army_esc_smart_terrain_6_8_squad_3
suitable = {=target_squad_name(most_army_esc_smart_terrain_6_8)} true
prior = 200
on_death = death@soldier_3
[death@soldier_3]
on_info = {=killed_by_actor =actor_community(actor_stalker)} %=dec_faction_goodwill_to_actor(stalker:25) =send_tip(st_honor_sidorovich_deal:stalker)%
[walker@most_army_esc_smart_terrain_6_8_squad_3]:walker@generic
path_walk = guard_4_walk
path_look = guard_4_look
on_info = {=surge_started} beh@esc_smart_terrain_6_8_surge_work_3
meet = meet
danger = danger
[logic@esc_smart_terrain_6_8_squad_4]
active = walker@most_army_esc_smart_terrain_6_8_squad_4
suitable = {=target_squad_name(most_army_esc_smart_terrain_6_8)} true
prior = 200
on_death = death@soldier_4
[death@soldier_4]
on_info = {=killed_by_actor =actor_community(actor_stalker)} %=dec_faction_goodwill_to_actor(stalker:25) =send_tip(st_honor_sidorovich_deal:stalker)%
[walker@most_army_esc_smart_terrain_6_8_squad_4]:walker@generic
path_walk = guard_5_walk
path_look = guard_5_look
on_info = {=surge_started} beh@esc_smart_terrain_6_8_surge_work_4
meet = meet
danger = danger
[logic@esc_smart_terrain_6_8_squad_5]
active = walker@most_army_esc_smart_terrain_6_8_squad_5
suitable = {=target_squad_name(most_army_esc_smart_terrain_6_8)} true
prior = 200
on_death = death@soldier_5
[death@soldier_5]
on_info = {=killed_by_actor =actor_community(actor_stalker)} %=dec_faction_goodwill_to_actor(stalker:25) =send_tip(st_honor_sidorovich_deal:stalker)%
[walker@most_army_esc_smart_terrain_6_8_squad_5]:walker@generic
path_walk = sniper_1_walk
path_look = sniper_1_look
sniper = false
radius = 50
on_info = {=surge_started} beh@esc_smart_terrain_6_8_surge_work_5
meet = meet
danger = danger
[logic@esc_smart_terrain_6_8_squad_6]
active = campfire_point@most_army_esc_smart_terrain_6_8_squad_6
suitable = {=target_squad_name(most_army_esc_smart_terrain_6_8)} true
prior = 200
on_death = death@soldier_6
[death@soldier_6]
on_info = {=killed_by_actor =actor_community(actor_stalker)} %=dec_faction_goodwill_to_actor(stalker:25) =send_tip(st_honor_sidorovich_deal:stalker)%
;[walker@most_army_esc_smart_terrain_6_8_squad_6]:walker@generic
[campfire_point@most_army_esc_smart_terrain_6_8_squad_6]:walker@generic
smart = esc_smart_terrain_6_8
use_camp = true
anim = idle, guard
on_info = {=surge_started} beh@esc_smart_terrain_6_8_surge_work_6
meet = meet
danger = danger
[walker@generic]
gather_items_enabled = false
help_wounded_enabled = true
corpse_detection_enabled = true
turn_on_campfire = true
combat_ignore_cond = {=check_enemy_name(sim_default) =fighting_dist_ge(50)} true, false
combat_ignore_keep_when_attacked = false
meet = meet
danger = danger
[danger]
danger_expiration_time = 30000
danger_inertion_time_grenade = 90000
danger_inertion_time_hit = 90000
danger_inertion_time_sound = 90000
danger_inertion_time_ricochet = 90000
[meet]
close_anim = nil
close_victim = nil
far_anim = nil
far_victim = nil
close_distance = 0
far_distance = 0
close_snd_distance = 3
abuse = false
use = {=actor_enemy} false, true
allow_break = false
meet_on_talking = true
trade_enable = false
[beh@general_surge]
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
walk_anim = rush
jog_anim = rush
run_anim = rush
combat_ignore_cond = {=check_enemy_name(sim_default) =fighting_dist_ge(50)} true, false
combat_ignore_keep_when_attacked = false
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
meet = meet
danger = danger
[beh@esc_smart_terrain_6_8_surge_work_1]:beh@general_surge
pt1 = 15000, binocular | pos: -0.82295793294907, 2.4562945365906, 64.287994384766 look: 0.40065768361092, 2.4561319351196, 64.198188781738
on_info = {=surge_complete} walker@most_army_esc_smart_terrain_6_8_squad_1
[beh@esc_smart_terrain_6_8_surge_work_2]:beh@general_surge
pt1 = 15000, idle | pos: -4.0547852516174, 2.4539427757263, 60.8310546875 look: -2.8573482036591, 2.4570174217224, 61.621185302734
on_info = {=surge_complete} walker@most_army_esc_smart_terrain_6_8_squad_2
[beh@esc_smart_terrain_6_8_surge_work_3]:beh@general_surge
pt1 = 15000, idle | pos: -12.217488288879, 2.4681160449982, 59.66955947876 look: -11.521687507629, 2.4658484458923, 60.82836151123
on_info = {=surge_complete} walker@most_army_esc_smart_terrain_6_8_squad_3
[beh@esc_smart_terrain_6_8_surge_work_4]:beh@general_surge
pt1 = 15000, caution | pos: -13.456106185913, 2.4518508911133, 67.510528564453 look: -11.678283691406, 2.4584500789642, 68.847145080566
on_info = {=surge_complete} walker@most_army_esc_smart_terrain_6_8_squad_4
[beh@esc_smart_terrain_6_8_surge_work_5]:beh@general_surge
pt1 = 15000, smoking_stand | pos: -25.056449890137, 2.4664018154144, 76.92618560791 look: -23.717769622803, 2.4734718799591, 77.984725952148
on_info = {=surge_complete} walker@most_army_esc_smart_terrain_6_8_squad_5
[beh@esc_smart_terrain_6_8_surge_work_6]:beh@general_surge
pt1 = 15000, barricade | pos: -21.361507415771, 2.4643862247467, 89.158432006836 look: -19.97703742981, 2.4589288234711, 91.102867126465
on_info = {=surge_complete} campfire_point@most_army_esc_smart_terrain_6_8_squad_6
@@ -0,0 +1,19 @@
![logic]
!active = sr_crow_spawner
active = sr_idle@check_story
[sr_idle@check_story]
on_info = {-story_mode_disabled} sr_idle@check_actor, {+story_mode_disabled -yan_x16_complete_end} sr_idle@check_actor %+yan_kill_brain_done%
[sr_idle@check_actor]
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
[sr_idle@check_helmet]
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
[sr_idle@check_spawner]
on_info = sr_crow_spawner
![sr_crow_spawner]
max_crows_on_level = 5
spawn_path = esc_crow_spawn_1, esc_crow_spawn_2, esc_crow_spawn_3, esc_crow_spawn_4, esc_crow_spawn_5
@@ -0,0 +1,26 @@
![logic@esc_smart_terrain_2_12_camp_work_19]
active = beh@esc_smart_terrain_2_12_camp_work_19
suitable = {!surge_started} true
prior = 45
[beh@general_work]
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
walk_anim = patrol
jog_anim = assault
run_anim = assault
delay_anim = guard
combat_ignore_cond = false
combat_ignore_keep_when_attacked = false
turn_on_campfire = true
gather_items_enabled = false
help_wounded_enabled = true
corpse_detection_enabled = true
invulnerable = {!actor_true_enemy} true, false
[beh@esc_smart_terrain_2_12_camp_work_19]:beh@general_work
pt1 = 88860000, sit_ass | pos: -233.78042602539, -20.038074493408, -156.4732208252 look: -235.31875610352, -19.739292144775, -156.46011352539
path_end = loop
@@ -0,0 +1,135 @@
![logic@esc_smart_terrain_3_16_camp_work_1]
on_death = death@soldier_1
[death@soldier_1]
on_info = {=killed_by_actor =actor_community(actor_stalker)} %=dec_faction_goodwill_to_actor(stalker:25) =send_tip(st_honor_sidorovich_deal:stalker)%
![logic@esc_smart_terrain_3_16_camp_work_2]
on_death = death@soldier_2
[death@soldier_2]
on_info = {=killed_by_actor =actor_community(actor_stalker)} %=dec_faction_goodwill_to_actor(stalker:25) =send_tip(st_honor_sidorovich_deal:stalker)%
![logic@esc_smart_terrain_3_16_camp_work_3]
on_death = death@soldier_3
[death@soldier_3]
on_info = {=killed_by_actor =actor_community(actor_stalker)} %=dec_faction_goodwill_to_actor(stalker:25) =send_tip(st_honor_sidorovich_deal:stalker)%
![logic@esc_smart_terrain_3_16_camp_work_4]
on_death = death@soldier_4
[death@soldier_4]
on_info = {=killed_by_actor =actor_community(actor_stalker)} %=dec_faction_goodwill_to_actor(stalker:25) =send_tip(st_honor_sidorovich_deal:stalker)%
![logic@esc_smart_terrain_3_16_camp_work_5]
on_death = death@soldier_5
[death@soldier_5]
on_info = {=killed_by_actor =actor_community(actor_stalker)} %=dec_faction_goodwill_to_actor(stalker:25) =send_tip(st_honor_sidorovich_deal:stalker)%
[logic@esc_smart_terrain_3_16_camp_work_6]
active = beh@esc_smart_terrain_3_16_camp_work_6
suitable = {!surge_started} true
prior = 45
on_death = death@soldier_6
[death@soldier_6]
on_info = {=killed_by_actor =actor_community(actor_stalker)} %=dec_faction_goodwill_to_actor(stalker:25) =send_tip(st_honor_sidorovich_deal:stalker)%
[logic@esc_smart_terrain_3_16_camp_work_7]
active = beh@esc_smart_terrain_3_16_camp_work_7
suitable = {!surge_started} true
prior = 45
on_death = death@soldier_7
[death@soldier_7]
on_info = {=killed_by_actor =actor_community(actor_stalker)} %=dec_faction_goodwill_to_actor(stalker:25) =send_tip(st_honor_sidorovich_deal:stalker)%
[logic@esc_smart_terrain_3_16_camp_work_8]
active = beh@esc_smart_terrain_3_16_camp_work_8
suitable = {!surge_started} true
prior = 45
on_death = death@soldier_8
[death@soldier_8]
on_info = {=killed_by_actor =actor_community(actor_stalker)} %=dec_faction_goodwill_to_actor(stalker:25) =send_tip(st_honor_sidorovich_deal:stalker)%
[logic@esc_smart_terrain_3_16_camp_work_9]
active = beh@esc_smart_terrain_3_16_camp_work_9
suitable = {!surge_started} true
prior = 45
on_death = death@soldier_9
[death@soldier_9]
on_info = {=killed_by_actor =actor_community(actor_stalker)} %=dec_faction_goodwill_to_actor(stalker:25) =send_tip(st_honor_sidorovich_deal:stalker)%
[logic@esc_smart_terrain_3_16_camp_work_10]
active = beh@esc_smart_terrain_3_16_camp_work_10
suitable = {!surge_started} true
prior = 45
on_death = death@soldier_10
[death@soldier_10]
on_info = {=killed_by_actor =actor_community(actor_stalker)} %=dec_faction_goodwill_to_actor(stalker:25) =send_tip(st_honor_sidorovich_deal:stalker)%
[beh@general_work]
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
walk_anim = patrol
jog_anim = assault
run_anim = assault
delay_anim = guard
combat_ignore_cond = false
combat_ignore_keep_when_attacked = false
turn_on_campfire = true
gather_items_enabled = false
help_wounded_enabled = true
corpse_detection_enabled = true
invulnerable = {!actor_true_enemy} true, false
meet = meet
danger = danger
[meet]
close_anim = nil
close_victim = nil
far_anim = nil
far_victim = nil
close_distance = 0
far_distance = 0
close_snd_distance = 3
abuse = false
use = {=actor_enemy} false, true
allow_break = false
meet_on_talking = true
trade_enable = false
[danger]
danger_expiration_time = 30000
danger_inertion_time_grenade = 90000
danger_inertion_time_hit = 90000
danger_inertion_time_sound = 90000
danger_inertion_time_ricochet = 90000
[beh@esc_smart_terrain_3_16_camp_work_6]:beh@general_work
pt1 = 88860000, sit_ass | pos: -122.15475463867, -30.051349639893, -383.92443847656 look: -120.48983764648, -29.747680664062, -384.61486816406
path_end = loop
[beh@esc_smart_terrain_3_16_camp_work_7]:beh@general_work
pt1 = 88860000, sit_ass | pos: -121.94188690186, -30.051347732544, -385.97399902344 look: -120.33186340332, -29.629438400269, -384.27127075195
path_end = loop
[beh@esc_smart_terrain_3_16_camp_work_8]:beh@general_work
pt1 = 88860000, sit_ass | pos: -110.72119903564, -30.200836181641, -357.86309814453 look: -112.22673034668, -30.023263931274, -359.36572265625
path_end = loop
[beh@esc_smart_terrain_3_16_camp_work_9]:beh@general_work
pt1 = 88860000, sit_ass | pos: -111.23129272461, -30.315315246582, -361.46115112305 look: -112.42178344727, -30.041728973389, -359.55014038086
path_end = loop
[beh@esc_smart_terrain_3_16_camp_work_10]:beh@general_work
pt1 = 88860000, idle | pos: -114.02665710449, -30.389665603638, -360.05572509766 look: -112.38818359375, -30.020149230957, -359.41442871094
path_end = loop
@@ -0,0 +1,108 @@
![logic@esc_smart_terrain_5_2_camp_work_1]
on_death = death@soldier_1
[death@soldier_1]
on_info = {=killed_by_actor =actor_community(actor_stalker)} %=dec_faction_goodwill_to_actor(stalker:25) =send_tip(st_honor_sidorovich_deal:stalker)%
![logic@esc_smart_terrain_5_2_camp_work_2]
on_death = death@soldier_2
[death@soldier_2]
on_info = {=killed_by_actor =actor_community(actor_stalker)} %=dec_faction_goodwill_to_actor(stalker:25) =send_tip(st_honor_sidorovich_deal:stalker)%
![logic@esc_smart_terrain_5_2_camp_work_3]
on_death = death@soldier_3
[death@soldier_3]
on_info = {=killed_by_actor =actor_community(actor_stalker)} %=dec_faction_goodwill_to_actor(stalker:25) =send_tip(st_honor_sidorovich_deal:stalker)%
![logic@esc_smart_terrain_5_2_camp_work_4]
on_death = death@soldier_4
[death@soldier_4]
on_info = {=killed_by_actor =actor_community(actor_stalker)} %=dec_faction_goodwill_to_actor(stalker:25) =send_tip(st_honor_sidorovich_deal:stalker)%
![logic@esc_smart_terrain_5_2_camp_work_5]
on_death = death@soldier_5
[death@soldier_5]
on_info = {=killed_by_actor =actor_community(actor_stalker)} %=dec_faction_goodwill_to_actor(stalker:25) =send_tip(st_honor_sidorovich_deal:stalker)%
[logic@esc_smart_terrain_5_2_camp_work_6]
active = beh@esc_smart_terrain_5_2_camp_work_6
suitable = {!surge_started} true
prior = 45
on_death = death@soldier_6
[death@soldier_6]
on_info = {=killed_by_actor =actor_community(actor_stalker)} %=dec_faction_goodwill_to_actor(stalker:25) =send_tip(st_honor_sidorovich_deal:stalker)%
[logic@esc_smart_terrain_5_2_camp_work_7]
active = beh@esc_smart_terrain_5_2_camp_work_7
suitable = {!surge_started} true
prior = 45
on_death = death@soldier_7
[death@soldier_7]
on_info = {=killed_by_actor =actor_community(actor_stalker)} %=dec_faction_goodwill_to_actor(stalker:25) =send_tip(st_honor_sidorovich_deal:stalker)%
[logic@esc_smart_terrain_5_2_camp_work_8]
active = beh@esc_smart_terrain_5_2_camp_work_8
suitable = {!surge_started} true
prior = 45
on_death = death@soldier_8
[death@soldier_8]
on_info = {=killed_by_actor =actor_community(actor_stalker)} %=dec_faction_goodwill_to_actor(stalker:25) =send_tip(st_honor_sidorovich_deal:stalker)%
[beh@general_work]
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
walk_anim = patrol
jog_anim = assault
run_anim = assault
delay_anim = guard
combat_ignore_cond = false
combat_ignore_keep_when_attacked = false
turn_on_campfire = true
gather_items_enabled = false
help_wounded_enabled = true
corpse_detection_enabled = true
invulnerable = {!actor_true_enemy} true, false
meet = meet
danger = danger
[meet]
close_anim = nil
close_victim = nil
far_anim = nil
far_victim = nil
close_distance = 0
far_distance = 0
close_snd_distance = 3
abuse = false
use = {=actor_enemy} false, true
allow_break = false
meet_on_talking = true
trade_enable = false
[danger]
danger_expiration_time = 30000
danger_inertion_time_grenade = 90000
danger_inertion_time_hit = 90000
danger_inertion_time_sound = 90000
danger_inertion_time_ricochet = 90000
[beh@esc_smart_terrain_5_2_camp_work_6]:beh@general_work
pt1 = 88860000, sit_ass | pos: 31.437065124512, 16.653995513916, 678.78564453125 look: 30.823877334595, 16.531633377075, 677.45849609375
path_end = loop
[beh@esc_smart_terrain_5_2_camp_work_7]:beh@general_work
pt1 = 88860000, sit_ass | pos: 32.804035186768, 16.517543792725, 677.14935302734 look: 30.935361862183, 16.531770706177, 677.63562011719
path_end = loop
[beh@esc_smart_terrain_5_2_camp_work_8]:beh@general_work
pt1 = 88860000, sit_ass | pos: 31.633562088013, 16.601379394531, 674.22808837891 look: 31.474407196045, 16.516576766968, 675.52124023438
path_end = loop
@@ -0,0 +1,43 @@
[logic@esc_smart_terrain_7_11_camp_work_6]
active = beh@esc_smart_terrain_7_11_camp_work_6
suitable = {!surge_started} true
prior = 45
[logic@esc_smart_terrain_7_11_camp_work_7]
active = beh@esc_smart_terrain_7_11_camp_work_7
suitable = {!surge_started} true
prior = 45
[logic@esc_smart_terrain_7_11_camp_work_8]
active = beh@esc_smart_terrain_7_11_camp_work_8
suitable = {!surge_started} true
prior = 45
[beh@general_work]
behavior_state = beh_move
target = waypoint
walk_dist = 100
jog_dist = 220
walk_anim = patrol
jog_anim = assault
run_anim = assault
delay_anim = guard
combat_ignore_cond = false
combat_ignore_keep_when_attacked = false
turn_on_campfire = true
gather_items_enabled = false
help_wounded_enabled = true
corpse_detection_enabled = true
invulnerable = {!actor_true_enemy} true, false
[beh@esc_smart_terrain_7_11_camp_work_6]:beh@general_work
pt1 = 88860000, sit_ass | pos: 130.14399719238, -7.6034712791443, 9.9611558914185 look: 128.20147705078, -7.5916266441345, 8.6504049301147
path_end = loop
[beh@esc_smart_terrain_7_11_camp_work_7]:beh@general_work
pt1 = 88860000, sit_ass | pos: 127.1028213501, -7.6059575080872, 10.397469520569 look: 128.30569458008, -7.5973587036133, 8.5573883056641
path_end = loop
[beh@esc_smart_terrain_7_11_camp_work_8]:beh@general_work
pt1 = 88860000, sit_ass | pos: 106.3256072998, -2.8580090999603, -0.36990475654602 look: 108.34425354004, -2.8497829437256, -0.24990943074226
path_end = loop
@@ -0,0 +1,22 @@
[smart_terrain] ;-- Disabled spawn
squad_id = 1
max_population = 1
;respawn_params = respawn@esc_smart_terrain_1_11
;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@esc_smart_terrain_1_11] ;-- Type:
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -0,0 +1,71 @@
[smart_terrain]
squad_id = 2
max_population = 2
respawn_params = respawn@esc_smart_terrain_2_12
respawn_only_smart = false
respawn_idle = 43200
respawn_radius = 50
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
;def_restr = nil
;safe_restr = nil
;spawn_point = nil
[respawn@esc_smart_terrain_2_12] ;-- Type: faction {stalker} = rookie villige
spawn_stalker@novice
spawn_stalker_special
[spawn_stalker@novice]
spawn_squads = stalker_sim_squad_novice, stalker_sim_squad_novice, stalker_sim_squad_advanced
spawn_num = 1
[spawn_stalker_special]
spawn_squads = escape_novice_visiters_village
spawn_num = {!squad_name_exist(escape_novice_visiters_village)} 1, 0
;[on_changing_level]
;[smart_control]
[exclusive]
devushka = escape\devushka.ltx
esc_2_12_stalker_fanat = escape\esc_2_12_stalker_fanat.ltx
esc_2_12_stalker_wolf = escape\esc_2_12_stalker_wolf.ltx
;esc_2_12_stalker_nimble = escape\esc_2_12_stalker_nimble.ltx
guard_1 = escape\esc_smart_terrain_2_12_smart_logic.ltx
;guard_2 = escape\esc_smart_terrain_2_12_smart_logic.ltx
guard_3 = escape\esc_smart_terrain_2_12_smart_logic.ltx
guard_4 = escape\esc_smart_terrain_2_12_smart_logic.ltx
walker_1 = escape\esc_smart_terrain_2_12_smart_logic.ltx
walker_2 = escape\esc_smart_terrain_2_12_smart_logic.ltx
walker_3 = escape\esc_smart_terrain_2_12_smart_logic.ltx
walker_4 = escape\esc_smart_terrain_2_12_smart_logic.ltx
walker_5 = escape\esc_smart_terrain_2_12_smart_logic.ltx
esc_smart_terrain_2_12_camp_work_1 = escape\esc_smart_terrain_2_12_smart_logic.ltx
esc_smart_terrain_2_12_camp_work_2 = escape\esc_smart_terrain_2_12_smart_logic.ltx
esc_smart_terrain_2_12_camp_work_3 = escape\esc_smart_terrain_2_12_smart_logic.ltx
esc_smart_terrain_2_12_camp_work_4 = escape\esc_smart_terrain_2_12_smart_logic.ltx
esc_smart_terrain_2_12_camp_work_5 = escape\esc_smart_terrain_2_12_smart_logic.ltx
esc_smart_terrain_2_12_camp_work_6 = escape\esc_smart_terrain_2_12_smart_logic.ltx
esc_smart_terrain_2_12_camp_work_7 = escape\esc_smart_terrain_2_12_smart_logic.ltx
esc_smart_terrain_2_12_camp_work_8 = escape\esc_smart_terrain_2_12_smart_logic.ltx
esc_smart_terrain_2_12_camp_work_9 = escape\esc_smart_terrain_2_12_smart_logic.ltx
esc_smart_terrain_2_12_camp_work_19 = escape\esc_smart_terrain_2_12_smart_logic.ltx
esc_smart_terrain_2_12_surge_work_1 = escape\esc_smart_terrain_2_12_smart_logic.ltx
esc_smart_terrain_2_12_surge_work_2 = escape\esc_smart_terrain_2_12_smart_logic.ltx
esc_smart_terrain_2_12_surge_work_3 = escape\esc_smart_terrain_2_12_smart_logic.ltx
esc_smart_terrain_2_12_surge_work_4 = escape\esc_smart_terrain_2_12_smart_logic.ltx
esc_smart_terrain_2_12_surge_work_5 = escape\esc_smart_terrain_2_12_smart_logic.ltx
esc_smart_terrain_2_12_surge_work_6 = escape\esc_smart_terrain_2_12_smart_logic.ltx
esc_smart_terrain_2_12_surge_work_7 = escape\esc_smart_terrain_2_12_smart_logic.ltx
esc_smart_terrain_2_12_surge_work_8 = escape\esc_smart_terrain_2_12_smart_logic.ltx
esc_smart_terrain_2_12_surge_work_9 = escape\esc_smart_terrain_2_12_smart_logic.ltx
esc_smart_terrain_2_12_surge_work_10 = escape\esc_smart_terrain_2_12_smart_logic.ltx
esc_smart_terrain_2_12_surge_work_11 = escape\esc_smart_terrain_2_12_smart_logic.ltx
@@ -0,0 +1,28 @@
[smart_terrain]
squad_id = 3
max_population = 1
respawn_params = respawn@esc_smart_terrain_2_14
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@esc_smart_terrain_2_14] ;-- Type:
spawn_rat_special
[spawn_rat_special] ;-- Weak mutants - Rates of groups: ( 1 rat )
spawn_squads = esc_smart_terrain_2_14_rat_mlr_squad
spawn_num = {!squad_name_exist(esc_smart_terrain_2_14_rat_mlr_squad)} 1, 0
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -0,0 +1,53 @@
[smart_terrain]
squad_id = 4
max_population = 2
respawn_params = respawn@esc_smart_terrain_3_16
respawn_only_smart = true
respawn_idle = 172800
respawn_radius = 1000
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
;def_restr = nil
;safe_restr = nil
;spawn_point = nil
[respawn@esc_smart_terrain_3_16]
spawn_army_special
spawn_army_special_2
spawn_army_special_3
[spawn_army_special]
spawn_squads = esc_smart_terrain_3_16_military_mlr_squad
spawn_num = {!squad_name_exist(esc_smart_terrain_3_16_military_mlr_squad)} 1, 0
[spawn_army_special_2]
spawn_squads = esc_smart_terrain_3_16_military_mlr_patrol
spawn_num = {!squad_name_exist(esc_smart_terrain_3_16_military_mlr_patrol)} 1, 0
[spawn_army_special_3]
spawn_squads = kpp_army_mlr_esc_smart_terrain_3_16
spawn_num = {!squad_name_exist(kpp_army_mlr_esc_smart_terrain_3_16)} 1, 0
;[on_changing_level]
;[smart_control]
[exclusive]
army_south_mechan_mlr = escape\esc_3_16_military_mechan_logic.ltx
esc_3_16_military_trader = escape\esc_3_16_military_trader_logic.ltx
esc_smart_terrain_3_16_minigunner_excl = escape\esc_smart_terrain_3_16_smart_logic.ltx
esc_smart_terrain_3_16_camp_work_1 = escape\esc_smart_terrain_3_16_smart_logic.ltx
esc_smart_terrain_3_16_camp_work_2 = escape\esc_smart_terrain_3_16_smart_logic.ltx
esc_smart_terrain_3_16_camp_work_3 = escape\esc_smart_terrain_3_16_smart_logic.ltx
esc_smart_terrain_3_16_camp_work_4 = escape\esc_smart_terrain_3_16_smart_logic.ltx
esc_smart_terrain_3_16_camp_work_5 = escape\esc_smart_terrain_3_16_smart_logic.ltx
esc_smart_terrain_3_16_camp_work_6 = escape\esc_smart_terrain_3_16_smart_logic.ltx
esc_smart_terrain_3_16_camp_work_7 = escape\esc_smart_terrain_3_16_smart_logic.ltx
esc_smart_terrain_3_16_camp_work_8 = escape\esc_smart_terrain_3_16_smart_logic.ltx
esc_smart_terrain_3_16_camp_work_9 = escape\esc_smart_terrain_3_16_smart_logic.ltx
esc_smart_terrain_3_16_camp_work_10 = escape\esc_smart_terrain_3_16_smart_logic.ltx
@@ -0,0 +1,67 @@
[smart_terrain]
squad_id = 5
max_population = 1
respawn_params = respawn@esc_smart_terrain_3_7
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@esc_smart_terrain_3_7] ;-- Type:
spawn_all_weak
;spawn_mutants_special
;spawn_mutants_special_2
;spawn_mutants_special_3
;spawn_bandit_special
;spawn_renegade_special
[spawn_all_weak] ;-- Normal mutants - Rates of groups: ( 2 dogs + 2 fleshes/boars )
spawn_squads = simulation_dog, simulation_mix_boar_flesh, simulation_flesh, simulation_boar
spawn_num = {~20} 1, 0
;[spawn_mutants_special] ;-- Normal mutants - Rates of groups: ( 1 fleshes/boars )
;spawn_squads = esc_monster_smart_terrain_3_7_squad
;spawn_num = {!squad_name_exist(esc_monster_smart_terrain_3_7_squad) !squad_name_exist(esc_monster_smart_terrain_3_7_squad2) !squad_name_exist(esc_monster_smart_terrain_3_7_squad3) ~10} 1, 0
;[spawn_mutants_special_2] ;-- Normal mutants - Rates of groups: ( 1 dogs )
;spawn_squads = esc_monster_smart_terrain_3_7_squad2
;spawn_num = {!squad_name_exist(esc_monster_smart_terrain_3_7_squad) !squad_name_exist(esc_monster_smart_terrain_3_7_squad2) !squad_name_exist(esc_monster_smart_terrain_3_7_squad3) ~10} 1, 0
;[spawn_mutants_special_3] ;-- Normal mutants - Rates of groups: ( 1 cats )
;spawn_squads = esc_monster_smart_terrain_3_7_squad3
;spawn_num = {!squad_name_exist(esc_monster_smart_terrain_3_7_squad) !squad_name_exist(esc_monster_smart_terrain_3_7_squad2) !squad_name_exist(esc_monster_smart_terrain_3_7_squad3) ~10} 1, 0
;[spawn_bandit_special]
;spawn_squads = esc_bandit_smart_terrain_3_7_squad
;spawn_num = {!squad_name_exist(esc_bandit_smart_terrain_3_7_squad) !squad_name_exist(esc_renegade_smart_terrain_3_7_squad) ~10} 1, 0
;[spawn_renegade_special]
;spawn_squads = esc_renegade_smart_terrain_3_7_squad
;spawn_num = {!squad_name_exist(esc_bandit_smart_terrain_3_7_squad) !squad_name_exist(esc_renegade_smart_terrain_3_7_squad) ~10} 1, 0
;[on_changing_level]
;[smart_control]
[exclusive]
esc_smart_terrain_3_7_bandit_work_1 = escape\esc_smart_terrain_3_7_squad_logic.ltx
esc_smart_terrain_3_7_bandit_work_2 = escape\esc_smart_terrain_3_7_squad_logic.ltx
esc_smart_terrain_3_7_bandit_work_3 = escape\esc_smart_terrain_3_7_squad_logic.ltx
;esc_smart_terrain_3_7_renegade_work_1 = escape\esc_smart_terrain_3_7_squad_logic.ltx
;esc_smart_terrain_3_7_renegade_work_2 = escape\esc_smart_terrain_3_7_squad_logic.ltx
;esc_smart_terrain_3_7_renegade_work_3 = escape\esc_smart_terrain_3_7_squad_logic.ltx
;esc_smart_terrain_3_7_monster_work_1 = escape\esc_smart_terrain_3_7_squad_logic.ltx
;esc_smart_terrain_3_7_monster_work_2 = escape\esc_smart_terrain_3_7_squad_logic.ltx
;esc_smart_terrain_3_7_monster_work_3 = escape\esc_smart_terrain_3_7_squad_logic.ltx
;esc_smart_terrain_3_7_monster_work_4 = escape\esc_smart_terrain_3_7_squad_logic.ltx
@@ -0,0 +1,25 @@
[smart_terrain] ;-- Disabled spawn
squad_id = 7
;max_population = 1
;respawn_params = respawn@esc_smart_terrain_4_11
;respawn_only_smart = true
;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@esc_smart_terrain_4_11] ;-- Type:
;[on_changing_level]
;[smart_control]
[exclusive]
faction_base_defense_enemy1 = escape\esc_smart_terrain_4_11_smart_logic.ltx
faction_base_defense_enemy2 = escape\esc_smart_terrain_4_11_smart_logic.ltx
faction_base_defense_enemy3 = escape\esc_smart_terrain_4_11_smart_logic.ltx
@@ -0,0 +1,33 @@
[smart_terrain]
squad_id = 8
max_population = 1
respawn_params = respawn@esc_smart_terrain_4_13
respawn_only_smart = true
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@esc_smart_terrain_4_13] ;-- 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 = 1
respawn_params = respawn@esc_smart_terrain_4_9
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@esc_smart_terrain_4_9] ;-- Type:
spawn_tushkano
[spawn_tushkano] ;-- Weak mutants - Rates of groups: ( 1 tushkano )
spawn_squads = simulation_tushkano
spawn_num = {~20} 1, 0
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -0,0 +1,28 @@
[smart_terrain]
squad_id = 11
max_population = 1
respawn_params = respawn@esc_smart_terrain_5_12
respawn_only_smart = true
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@esc_smart_terrain_5_12] ;--
spawn_all_weak
[spawn_all_weak] ;-- Weak mutants - Rates of groups:(1 tushkano + 2 dogs + 2 fleshes/boars)
spawn_squads = simulation_tushkano, simulation_dog, simulation_mix_dogs, simulation_mix_boar_flesh, simulation_flesh
spawn_num = {~10} 1, 0
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -0,0 +1,52 @@
[smart_terrain]
squad_id = 12
max_population = 1
;min_population = 1
respawn_params = respawn@esc_smart_terrain_5_2
respawn_only_smart = false
respawn_idle = 259200
respawn_radius = 1000
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
;def_restr = nil
;safe_restr = nil
;spawn_point = nil
[respawn@esc_smart_terrain_5_2] ;-- Type: faction {army} = outpost\checkpoint
spawn_army_novice
spawn_army_special
[spawn_army_novice]
spawn_squads = army_sim_squad_novice, army_sim_squad_novice, army_sim_squad_novice
spawn_num = 1
[spawn_army_special]
spawn_squads = karat_army_esc_smart_terrain_2_12
spawn_num = {!squad_name_exist(karat_army_esc_smart_terrain_2_12)} 1, 0
;[on_changing_level]
;[smart_control]
[exclusive]]
esc_smart_terrain_5_2_squad_1 = escape\esc_smart_terrain_5_2_squad_logic.ltx
esc_smart_terrain_5_2_squad_2 = escape\esc_smart_terrain_5_2_squad_logic.ltx
esc_smart_terrain_5_2_squad_3 = escape\esc_smart_terrain_5_2_squad_logic.ltx
esc_smart_terrain_5_2_squad_4 = escape\esc_smart_terrain_5_2_squad_logic.ltx
esc_smart_terrain_5_2_squad_5 = escape\esc_smart_terrain_5_2_squad_logic.ltx
esc_smart_terrain_5_2_squad_6 = escape\esc_smart_terrain_5_2_squad_logic.ltx
esc_smart_terrain_5_2_squad_7 = escape\esc_smart_terrain_5_2_squad_logic.ltx
esc_smart_terrain_5_2_squad_8 = escape\esc_smart_terrain_5_2_squad_logic.ltx
esc_smart_terrain_5_2_squad_9 = escape\esc_smart_terrain_5_2_squad_logic.ltx
esc_smart_terrain_5_2_camp_work_1 = escape\esc_smart_terrain_5_2_smart_logic.ltx
esc_smart_terrain_5_2_camp_work_2 = escape\esc_smart_terrain_5_2_smart_logic.ltx
esc_smart_terrain_5_2_camp_work_3 = escape\esc_smart_terrain_5_2_smart_logic.ltx
esc_smart_terrain_5_2_camp_work_4 = escape\esc_smart_terrain_5_2_smart_logic.ltx
esc_smart_terrain_5_2_camp_work_5 = escape\esc_smart_terrain_5_2_smart_logic.ltx
esc_smart_terrain_5_2_camp_work_6 = escape\esc_smart_terrain_5_2_smart_logic.ltx
esc_smart_terrain_5_2_camp_work_7 = escape\esc_smart_terrain_5_2_smart_logic.ltx
esc_smart_terrain_5_2_camp_work_8 = escape\esc_smart_terrain_5_2_smart_logic.ltx
@@ -0,0 +1,33 @@
[smart_terrain]
squad_id = 13
max_population = 1
respawn_params = respawn@esc_smart_terrain_5_4
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@esc_smart_terrain_5_4] ;-- Type: c_1_1 + c_1_2
spawn_all_weak_c_1_1
spawn_all_normal_c_1_2
[spawn_all_weak_c_1_1] ;-- Normal mutants - Rates of groups: ( 2 dogs + 1 flesh + 1 boar )
spawn_squads = simulation_dog, simulation_mix_dogs, simulation_flesh, simulation_boar
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 + 2 fleshes/boars )
spawn_squads = simulation_dog_5_7, simulation_mix_dogs, simulation_boar_3_5, simulation_mix_boar_flesh
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 = 14
max_population = 1
;respawn_params = respawn@esc_smart_terrain_5_6
;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@esc_smart_terrain_5_6] ;-- Type:
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -0,0 +1,62 @@
[smart_terrain]
squad_id = 15
max_population = 2
respawn_params = respawn@esc_smart_terrain_5_7
respawn_only_smart = false
respawn_idle = 43200
respawn_radius = 50
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
;def_restr = nil
;safe_restr = nil
;spawn_point = nil
[respawn@esc_smart_terrain_5_7] ;-- Type: faction {stalker\csky} = outpost\safezone
spawn_stalker@novice
spawn_stalker@advanced
spawn_csky@novice
spawn_csky@advanced
spawn_stalker_special
[spawn_stalker@novice]
spawn_squads = stalker_sim_squad_novice, stalker_sim_squad_novice, stalker_sim_squad_advanced
spawn_num = 2
[spawn_stalker@advanced]
spawn_squads = stalker_sim_squad_novice, stalker_sim_squad_novice, stalker_sim_squad_advanced
spawn_num = 2
[spawn_csky@novice]
spawn_squads = csky_sim_squad_novice, csky_sim_squad_novice, csky_sim_squad_advanced
spawn_num = {-csky_stalker_leader_dead ~50} 1, 0
[spawn_csky@advanced]
spawn_squads = csky_sim_squad_advanced, csky_sim_squad_advanced, csky_sim_squad_novice
spawn_num = {+csky_stalker_leader_dead} 4, 0
[spawn_stalker_special]
spawn_squads = escape_main_base_mlr_guards
spawn_num = {!squad_name_exist(escape_main_base_mlr_guards)} 1, 0
;[on_changing_level]
;[smart_control]
[exclusive]
esc_main_base_trader_mlr = escape\esc_smart_terrain_5_7_smart_logic.ltx
esc_smart_terrain_5_7_loner_mechanic = escape\esc_smart_terrain_5_7_smart_logic.ltx
esc_smart_terrain_5_7_beh_tech_job_1 = escape\esc_smart_terrain_5_7_smart_logic.ltx
esc_smart_terrain_5_7_beh_trade_job_1 = escape\esc_smart_terrain_5_7_smart_logic.ltx
esc_smart_terrain_5_7_camp_work_1 = escape\esc_smart_terrain_5_7_smart_logic.ltx
esc_smart_terrain_5_7_camp_work_2 = escape\esc_smart_terrain_5_7_smart_logic.ltx
esc_smart_terrain_5_7_camp_work_3 = escape\esc_smart_terrain_5_7_smart_logic.ltx
esc_smart_terrain_5_7_camp_work_4 = escape\esc_smart_terrain_5_7_smart_logic.ltx
esc_smart_terrain_5_7_camp_work_5 = escape\esc_smart_terrain_5_7_smart_logic.ltx
esc_smart_terrain_5_7_camp_work_6 = escape\esc_smart_terrain_5_7_smart_logic.ltx
esc_smart_terrain_5_7_camp_work_7 = escape\esc_smart_terrain_5_7_smart_logic.ltx
esc_smart_terrain_5_7_camp_work_8 = escape\esc_smart_terrain_5_7_smart_logic.ltx
@@ -0,0 +1,27 @@
[smart_terrain] ;-- Disabled spawn
squad_id = 16
max_population = 1
;respawn_params = respawn@esc_smart_terrain_5_9
;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@esc_smart_terrain_5_9] ;-- Type:
;[on_changing_level]
;[smart_control]
[exclusive]
esc_smart_terrain_5_9_camp_work_1 = escape\esc_smart_terrain_5_9_smart_logic.ltx
esc_smart_terrain_5_9_camp_work_2 = escape\esc_smart_terrain_5_9_smart_logic.ltx
esc_smart_terrain_5_9_camp_work_3 = escape\esc_smart_terrain_5_9_smart_logic.ltx
esc_smart_terrain_5_9_camp_work_4 = escape\esc_smart_terrain_5_9_smart_logic.ltx
esc_smart_terrain_5_9_camp_work_5 = escape\esc_smart_terrain_5_9_smart_logic.ltx
@@ -0,0 +1,22 @@
[smart_terrain] ;-- Disabled spawn
squad_id = 17
;max_population = 1
;respawn_params = respawn@esc_smart_terrain_5_12
;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@esc_smart_terrain_5_12] ;-- Type:
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -0,0 +1,34 @@
[smart_terrain]
squad_id = 18
max_population = 1
respawn_params = respawn@esc_smart_terrain_6_8
respawn_only_smart = true
respawn_idle = 259200
respawn_radius = 1000
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
;def_restr = nil
;safe_restr = nil
;spawn_point = nil
[respawn@esc_smart_terrain_6_8] ;-- Type: faction {army} = bridge checkpoint
spawn_army_special
[spawn_army_special]
spawn_squads = most_army_esc_smart_terrain_6_8
spawn_num = {!squad_name_exist(most_army_esc_smart_terrain_6_8)} 1, 0
;[on_changing_level]
;[smart_control]
[exclusive]
esc_smart_terrain_6_8_squad_1 = escape\esc_smart_terrain_6_8_squad_logic.ltx
esc_smart_terrain_6_8_squad_2 = escape\esc_smart_terrain_6_8_squad_logic.ltx
esc_smart_terrain_6_8_squad_3 = escape\esc_smart_terrain_6_8_squad_logic.ltx
esc_smart_terrain_6_8_squad_4 = escape\esc_smart_terrain_6_8_squad_logic.ltx
esc_smart_terrain_6_8_squad_5 = escape\esc_smart_terrain_6_8_squad_logic.ltx
esc_smart_terrain_6_8_squad_6 = escape\esc_smart_terrain_6_8_squad_logic.ltx
@@ -0,0 +1,30 @@
[smart_terrain]
squad_id = 19
max_population = 2
;respawn_params = respawn@esc_smart_terrain_7_11
;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@esc_smart_terrain_7_11] ;-- Type: faction {bandit} = raiding camp
;[on_changing_level]
;[smart_control]
[exclusive]
esc_smart_terrain_7_11_camp_work_1 = escape\esc_smart_terrain_7_11_smart_logic.ltx
esc_smart_terrain_7_11_camp_work_2 = escape\esc_smart_terrain_7_11_smart_logic.ltx
esc_smart_terrain_7_11_camp_work_3 = escape\esc_smart_terrain_7_11_smart_logic.ltx
esc_smart_terrain_7_11_camp_work_4 = escape\esc_smart_terrain_7_11_smart_logic.ltx
esc_smart_terrain_7_11_camp_work_5 = escape\esc_smart_terrain_7_11_smart_logic.ltx
esc_smart_terrain_7_11_camp_work_6 = escape\esc_smart_terrain_7_11_smart_logic.ltx
esc_smart_terrain_7_11_camp_work_7 = escape\esc_smart_terrain_7_11_smart_logic.ltx
esc_smart_terrain_7_11_camp_work_8 = escape\esc_smart_terrain_7_11_smart_logic.ltx
@@ -0,0 +1,34 @@
[smart_terrain]
squad_id = 20
max_population = 1
min_population = 1
respawn_params = respawn@esc_smart_terrain_8_10
respawn_only_smart = false ;true
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@esc_smart_terrain_8_10] ;-- 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 flesh )
spawn_squads = simulation_tushkano, simulation_tushkano, simulation_dog, simulation_mix_dogs, 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_mix_dogs, 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 +1,34 @@
[smart_terrain]
squad_id = 21
max_population = 1
min_population = 1
respawn_params = respawn@esc_smart_terrain_8_9
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@esc_smart_terrain_8_9] ;-- 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 dogs + 3 fleshes/boars )
spawn_squads = simulation_dog, simulation_dog_5_7, simulation_mix_boar_flesh, simulation_flesh, simulation_boar
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 pseudodog + 2 fleshes/boars )
spawn_squads = simulation_dog_5_7, simulation_mix_dogs, simulation_pseudodog, simulation_boar_3_5, simulation_mix_boar_flesh
spawn_num = {=actor_week_in_zone(1)} 1, {!actor_week_in_zone(1)} 0
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -0,0 +1,28 @@
[smart_terrain]
squad_id = 23
max_population = 1
respawn_params = respawn@esc_smart_terrain_9_10
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@esc_smart_terrain_9_10] ;-- Type:
spawn_lurker
[spawn_lurker] ;-- Hard mutants - Rates of groups: ( 1 lurker )
spawn_squads = simulation_lurker_blue
spawn_num = {~10} 1, 0
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -0,0 +1,34 @@
[smart_terrain]
squad_id = 22
max_population = 1
min_population = 1
respawn_params = respawn@esc_smart_terrain_9_7
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@esc_smart_terrain_9_7] ;-- 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 dogs + 3 fleshes/boars )
spawn_squads = simulation_dog, simulation_dog_5_7, simulation_mix_boar_flesh, simulation_flesh, simulation_boar
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 pseudodog + 2 fleshes/boars )
spawn_squads = simulation_dog_5_7, simulation_mix_dogs, simulation_pseudodog, simulation_boar_3_5, simulation_mix_boar_flesh
spawn_num = {=actor_week_in_zone(1)} 1, {!actor_week_in_zone(1)} 0
;[on_changing_level]
;[smart_control]
;[exclusive]