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 +1,6 @@
![sr_idle@check_story]
on_info = {=actor_community(actor_monolith)} sr_idle@nil, {=actor_community(actor_greh)} sr_idle@nil, {+story_mode_disabled} sr_idle@nil, sr_idle@system_idle
![sr_idle@primary_off]
on_info = %=stop_sound_looped =play_sound(x16_brain_stop)%
on_timer = 1000 | sr_idle@primary_idle ;%=run_cam_effector(radar_stop:2506:false)%
@@ -0,0 +1,11 @@
![sr_idle@on]
on_info = {-yan_labx16_switcher_1_off} %=play_sound_looped(x16_engine1_run)%
on_info2 = {+yan_labx16_switcher_1_off} sr_idle@off %=play_sound(x16_engine1_stop)%
![sr_idle@off]
on_game_timer = 5 | %=stop_sound_looped%
on_game_timer2 = 100 | sr_idle@reactivate
[sr_idle@reactivate]
on_info = {-yan_labx16_switcher_1_off} %=play_sound_looped(x16_engine1_run)%
on_info2 = {+yan_labx16_switcher_1_off} sr_idle@off %=play_sound(x16_engine1_stop)%
@@ -0,0 +1,11 @@
![sr_idle@on]
on_info = {-yan_labx16_switcher_2_off} %=play_sound_looped(x16_engine1_run)%
on_info2 = {+yan_labx16_switcher_2_off} sr_idle@off %=play_sound(x16_engine1_stop)%
![sr_idle@off]
on_game_timer = 5 | %=stop_sound_looped%
on_game_timer2 = 100 | sr_idle@reactivate
[sr_idle@reactivate]
on_info = {-yan_labx16_switcher_2_off} %=play_sound_looped(x16_engine1_run)%
on_info2 = {+yan_labx16_switcher_2_off} sr_idle@off %=play_sound(x16_engine1_stop)%
@@ -0,0 +1,11 @@
![sr_idle@on]
on_info = {-yan_labx16_switcher_3_off} %=play_sound_looped(x16_engine2_run)%
on_info2 = {+yan_labx16_switcher_3_off} sr_idle@off %=play_sound(x16_engine2_stop)%
![sr_idle@off]
on_game_timer = 5 | %=stop_sound_looped%
on_game_timer2 = 100 | sr_idle@reactivate
[sr_idle@reactivate]
on_info = {-yan_labx16_switcher_3_off} %=play_sound_looped(x16_engine2_run)%
on_info2 = {+yan_labx16_switcher_3_off} sr_idle@off %=play_sound(x16_engine2_stop)%
@@ -0,0 +1,3 @@
![sr_idle@on]
on_info = {-yan_labx16_switcher_1_off} %=play_sound_looped(x16_hum_2)%
on_info2 = {+yan_labx16_switcher_1_off} %=play_sound_looped(x16_hum_2)%
@@ -0,0 +1,3 @@
![sr_idle@on]
on_info = {-yan_labx16_switcher_2_off} %=play_sound_looped(x16_hum_2)%
on_info2 = {+yan_labx16_switcher_2_off} %=play_sound_looped(x16_hum_2)%
@@ -0,0 +1,3 @@
![sr_idle@on]
on_info = {-yan_labx16_switcher_3_off} %=play_sound_looped(x16_hum_2)%
on_info2 = {+yan_labx16_switcher_3_off} %=play_sound_looped(x16_hum_2)%
@@ -0,0 +1,39 @@
![logic]
active = ;sr_idle@spawner
active = sr_idle@check_1
[sr_idle@check_1]
on_info = {=actor_community(actor_monolith)} sr_idle@mspawner_1, {=actor_community(actor_greh)} sr_idle@mspawner_1, sr_idle@spawner_1
[sr_idle@spawner_1]
on_info = sr_idle@check_2 %=create_squad(zombied_x162_st_poltergeist_squad:x162_st_poltergeist) =spawn_object(labx16_snork_5:x16_zombied_1_walk:0) =spawn_object(labx16_snork_6:x16_zombied_4_walk:0) =spawn_object(labx16_zombie_1:x16_zombied_master_1_walk:0) =spawn_object(labx16_zombie_2:x16_zombied_master_2_walk:0) =spawn_object(labx16_zombie_8:x16_zombied_1_walk:0) =spawn_object(labx16_zombie_11:x16_zombied_4_walk:0) =spawn_object(labx16_zombie_12:x16_zombied_4_walk:0) =spawn_object(labx16_zombie_13:x16_zombied_5_walk:0) =spawn_object(labx16_zombie_18:x16_zombied_4_walk:0) =spawn_object(labx16_zombie_6:x16_zombied_1_walk:0) =spawn_object(labx16_zombie_7:x16_zombied_1_walk:0) =spawn_object(main_story_3_lab_x16_documents:x16_ghost_deadway)%
[sr_idle@mspawner_1]
on_info = sr_idle@check_2 %=spawn_object(labx16_ecolog_2a:x16_snork_home_2:0) =spawn_object(labx16_ecolog_1:x16_zombied_master_1_walk:0) =spawn_object(labx16_ecolog_2:x16_zombied_master_2_walk:0) =spawn_object(labx16_ecolog_8:x16_zombied_1_walk:0) =spawn_object(labx16_ecolog_11:x16_zombied_4_walk:0) =spawn_object(labx16_ecolog_12:x16_zombied_4_walk:0) =spawn_object(labx16_ecolog_13:x16_zombied_5_walk:0) =spawn_object(labx16_ecolog_18:x16_zombied_4_walk:0) =spawn_object(labx16_ecolog_19:x16_zombied_5_walk:0) =spawn_object(labx16_ecolog_6:x16_zombied_1_walk:0) =spawn_object(labx16_ecolog_7:x16_zombied_1_walk:0)%
[sr_idle@check_2]
on_info = {=actor_community(actor_monolith)} sr_idle@mspawner_2, {=actor_community(actor_greh)} sr_idle@mspawner_2, sr_idle@spawner_2
[sr_idle@spawner_2]
on_actor_in_zone = floor_3_space_restrictor | sr_idle@nil %=spawn_object(labx16_snork_5:x16_zombied_7_walk:0) =spawn_object(labx16_snork_7:x16_zombied_7_walk:0) =spawn_object(labx16_snork_8:x16_zombied_7_walk:0)%
[sr_idle@mspawner_2]
on_actor_in_zone = floor_3_space_restrictor | sr_idle@mwait %=spawn_object(labx16_ecolog_16:x16_zombied_7_walk:0) =spawn_object(labx16_ecolog_17:x16_zombied_7_walk:0)%
[sr_idle@mwait]
on_info = {+mil_attack_start} sr_idle@mspawner_3
[sr_idle@mspawner_3]
on_game_timer = 180 | sr_idle@mlab_on %+yantar_attack_start =spawn_object(labx16_ecolog_7a:x16_controller_home_1:0) =spawn_object(labx16_ecolog_8a:x16_controller_home_1:0) =spawn_object(labx16_ecolog_controller:x16_controller_home_1:0)% ;=spawn_object(labx16_ecolog_16:x16_zombied_7_walk:0) =spawn_object(labx16_ecolog_17:x16_zombied_7_walk:0)
[sr_idle@mlab_on]
on_info = {-yan_labx16_switcher_primary_off -yan_kill_brain_done} sr_idle@mend
[sr_idle@mend]
on_game_timer = 3500 | sr_idle@nil %=spawn_object(labx16_snork_2:x16_snork_home_2:0) =spawn_object(labx16_zombie_1:x16_zombied_master_1_walk:0) =spawn_object(labx16_zombie_2:x16_zombied_master_2_walk:0) =spawn_object(labx16_zombie_8:x16_zombied_1_walk:0) =spawn_object(labx16_zombie_11:x16_zombied_4_walk:0) =spawn_object(labx16_zombie_12:x16_zombied_4_walk:0) =spawn_object(labx16_zombie_13:x16_zombied_5_walk:0) =spawn_object(labx16_zombie_18:x16_zombied_4_walk:0) =spawn_object(labx16_zombie_19:x16_zombied_5_walk:0) =spawn_object(labx16_zombie_3:yan_zombied_walk_zasada_1:0) =spawn_object(labx16_zombie_4:yan_zombied_walk_zasada_1:0) =spawn_object(labx16_zombie_5:yan_zombied_walk_zasada_1:0) =spawn_object(labx16_snork_3:yan_zombies_attack_camp_1:0)%
![sr_idle@nil]
on_info = {=actor_community(actor_monolith)} sr_idle@mspawner_1
on_info2 = {=actor_community(actor_greh)} sr_idle@mspawner_1
@@ -0,0 +1,17 @@
![sr_idle]
on_actor_inside = {+yan_labx16_switcher_primary_off} sr_idle@nil, {=actor_has_item(good_psy_helmet)} sr_idle@nil, {=actor_community(actor_monolith) =actor_community(actor_greh)} sr_idle@nil %=kill_actor%
on_info = {=actor_community(actor_monolith)} sr_idle@on, {=actor_community(actor_greh)} sr_idle@on
[sr_idle@on]
on_info = {+mil_attack_start} sr_timer@1
[sr_timer@1]
type = dec
start_value = 220000
on_value = 0 | sr_idle@nil %=kill_actor%
;on_actor_outside = sr_idle %=kill_actor%
on_info = {-yan_kill_brain_done} sr_idle@nil
string = st_helmet_countdown
![sr_idle@nil]
@@ -0,0 +1,16 @@
![logic]
active =; sr_idle
active = sr_idle@check
[sr_idle@check]
on_info = {=actor_community(actor_monolith)} sr_idle@mspawn, {=actor_community(actor_greh)} sr_idle@mspawn, sr_idle@spawn
[sr_idle@spawn]
on_actor_inside = {-brain_snork_respawn_01} sr_idle@nil %+brain_snork_respawn_01 =create_squad(zombied_x162_st_poltergeist_squad:x162_st_poltergeist)%
[sr_idle@mspawn]
on_actor_inside = {-brain_snork_respawn_01} sr_idle@nil %+brain_snork_respawn_01 =create_squad(ecolog_x162_st_poltergeist_squad:x162_st_poltergeist)%
@@ -0,0 +1,13 @@
![logic]
active = ;sr_idle
active = sr_idle@check
[sr_idle@check]
on_info = {=actor_community(actor_monolith)} sr_idle@mspawn, {=actor_community(actor_greh)} sr_idle@mspawn, sr_idle
![sr_idle]
on_actor_inside = {-yan_controller_respawn_01} sr_idle@nil %+yan_controller_respawn_01 =spawn_object(labx16_controller:x16_controller_home_1:0)%
[sr_idle@mspawn]
on_actor_inside = {-yan_controller_respawn_01} sr_idle@nil %+yan_controller_respawn_01 =spawn_object(labx16_ecolog_controller:x16_controller_home_1:0)%
@@ -0,0 +1,56 @@
![logic]
!active = ph_button@active
active = ph_idle@check_switcher_1
[ph_idle@check_switcher_1]
on_info = {-yan_labx16_switcher_primary_off} ph_button@active, {+yan_labx16_switcher_primary_off} ph_button@deactivate
![ph_button@active]
!on_info = {+yan_labx16_switcher_1_off} ph_idle@nil
on_info2 = {=actor_community(actor_monolith)} ph_button@mdeactive, {=actor_community(actor_greh)} ph_button@mdeactive
anim_blend = true
anim = lab_primary_switcher_idle
tooltip = pas_b400_tip_switcher
on_press = ph_button@deactivate %+yan_labx16_switcher_1_off =turn_off(yan_labx16switcher_lamp1) =turn_off(yan_labx16switcher_primary_1_red) =turn_on(yan_labx16switcher_primary_1_green) =play_sound(x16_switch_1) =spawn_object(labx16_zombie_9:x16_zombied_7_walk:0) =yan_gluk%
![ph_button@deactivate]
on_info = {=actor_community(actor_monolith)} ph_button@mdeactive, {=actor_community(actor_greh)} ph_button@mdeactive
anim_blend = true
anim = lab_primary_switcher_off
tooltip = pas_b400_tip_switcher
on_press = ph_button@reactivate %-yan_labx16_switcher_1_off =play_sound(switch_2) =turn_on(yan_labx16switcher_lamp1) =turn_on(yan_labx16switcher_primary_1_red) =turn_off(yan_labx16switcher_primary_1_green)%
!on_timer = 500 | ph_idle@nil %+yan_labx16_switcher_1_off =turn_off(yan_labx16switcher_lamp1) =turn_off(yan_labx16switcher_primary_1_red) =turn_on(yan_labx16switcher_primary_1_green) =play_sound(x16_switch_1) =spawn_object(labx16_zombie_9:x16_zombied_7_walk:0)%
[ph_button@reactivate]
anim_blend = true
anim = lab_primary_switcher_idle
tooltip = pas_b400_tip_switcher
on_press = ph_button@deactivate %+yan_labx16_switcher_1_off =play_sound(x16_switch_1) =turn_off(yan_labx16switcher_lamp1) =turn_off(yan_labx16switcher_primary_1_red) =turn_on(yan_labx16switcher_primary_1_green)%
[ph_button@mdeactive]
anim_blend = true
anim = lab_primary_switcher_off
tooltip = pas_b400_tip_switcher
on_press = ph_button@midle %-yan_labx16_switcher_1_off =play_sound(system_message_2)%
[ph_button@midle]
on_info = {+yan_labx16_switcher_primary_try} ph_button@mreboot
anim = lab_primary_switcher_off
tooltip = pas_b400_tip_switcher
[ph_button@mreboot]
anim_blend = true
anim = lab_primary_switcher_off
tooltip = pas_b400_tip_switcher
on_press = ph_button@mreactivate %+yan_labx16_switcher_1_off =play_sound(switch_2) =spawn_object(labx16_ecolog_9:x16_zombied_7_walk:0)%
[ph_button@mreactivate]
on_info = {+yantar_attack_start} ph_button@mactive %=spawn_object(labx16_ecolog_9:x16_zombied_7_walk:0)%
anim = lab_primary_switcher_idle
tooltip = pas_b400_tip_switcher
[ph_button@mactive]
on_info = {+yantar_attack_start} ph_idle@nil %=turn_on(yan_labx16switcher_lamp1) =turn_on(yan_labx16switcher_primary_1_red) =turn_off(yan_labx16switcher_primary_1_green)%
anim_blend = true
anim = lab_primary_switcher_idle
tooltip = pas_b400_tip_switcher
@@ -0,0 +1,66 @@
![logic]
!active = ph_button@active
active = ph_idle@check_switcher_2
[ph_idle@check_switcher_2]
on_info = {-yan_labx16_switcher_primary_off} ph_button@active, {+yan_labx16_switcher_primary_off} ph_button@deactivate
![ph_button@active]
!on_info = {+yan_labx16_switcher_2_off} ph_idle@nil
on_info2 = {=actor_community(actor_monolith)} ph_button@mdeactive, {=actor_community(actor_greh)} ph_button@mdeactive
anim_blend = true
anim = lab_primary_switcher_idle
tooltip = pas_b400_tip_switcher
on_press = ph_button@deactivate %+yan_labx16_switcher_2_off =turn_off(yan_labx16switcher_lamp2) =turn_off(yan_labx16switcher_primary_2_red) =turn_on(yan_labx16switcher_primary_2_green) =play_sound(x16_switch_1) =spawn_object(labx16_zombie_10:x16_zombied_7_walk:0)%
![ph_button@deactivate]
on_info = {=actor_community(actor_monolith)} ph_button@mdeactive, {=actor_community(actor_greh)} ph_button@mdeactive
anim_blend = true
anim = lab_primary_switcher_off
tooltip = pas_b400_tip_switcher
on_press = ph_button@reactivate %-yan_labx16_switcher_2_off =play_sound(switch_2) =turn_on(yan_labx16switcher_lamp2) =turn_on(yan_labx16switcher_primary_2_red) =turn_off(yan_labx16switcher_primary_2_green) =spawn_object(labx16_zombie_10:x16_zombied_7_walk:0)%
!on_timer = 500 | ph_idle@nil %+yan_labx16_switcher_2_off =turn_off(yan_labx16switcher_lamp2) =turn_off(yan_labx16switcher_primary_2_red) =turn_on(yan_labx16switcher_primary_2_green) =play_sound(x16_switch_1) =spawn_object(labx16_zombie_10:x16_zombied_7_walk:0)%
[ph_button@reactivate]
anim_blend = true
anim = lab_primary_switcher_idle
tooltip = pas_b400_tip_switcher
on_press = ph_button@deactivate %+yan_labx16_switcher_2_off =play_sound(x16_switch_1) =turn_off(yan_labx16switcher_lamp2) =turn_off(yan_labx16switcher_primary_2_red) =turn_on(yan_labx16switcher_primary_2_green)%
[ph_button@mdeactive]
anim_blend = true
anim = lab_primary_switcher_off
tooltip = pas_b400_tip_switcher
on_press = ph_button@midle %-yan_labx16_switcher_2_off =turn_off(yan_labx16switcher_lamp2) =turn_off(yan_labx16switcher_primary_2_red) =turn_on(yan_labx16switcher_primary_2_green) =play_sound(system_message_3)%
[ph_button@midle]
on_info = {+yan_labx16_switcher_primary_try} ph_button@mreboot
anim = lab_primary_switcher_off
tooltip = pas_b400_tip_switcher
[ph_button@mreboot]
anim_blend = true
anim = lab_primary_switcher_off
tooltip = pas_b400_tip_switcher
on_press = ph_button@mreactivate %+yan_labx16_switcher_2_off =play_sound(switch_2) =spawn_object(labx16_ecolog_10:x16_zombied_7_walk:0)%
[ph_button@mreactivate]
on_info = {+yantar_attack_start} ph_button@mactive %=spawn_object(labx16_ecolog_10:x16_zombied_7_walk:0)%
anim = lab_primary_switcher_idle
tooltip = pas_b400_tip_switcher
[ph_button@mactive]
on_info = {+yantar_attack_start} ph_idle@mfx_1 %=turn_on(yan_labx16switcher_lamp2) =turn_on(yan_labx16switcher_primary_2_red) =turn_off(yan_labx16switcher_primary_2_green)%
anim_blend = true
anim = lab_primary_switcher_idle
tooltip = pas_b400_tip_switcher
[ph_idle@mfx_1]
on_timer = 24000 | ph_idle@mfx_2 %=yan_gluk%
[ph_idle@mfx_2]
on_timer = 15000 | ph_idle@mfx_3 %=yan_gluk%
[ph_idle@mfx_3]
on_timer = 24000 | ph_idle@nil %=yan_gluk%
@@ -0,0 +1,99 @@
![logic]
!active = ph_button@active
active = ph_idle@check_switcher_3
[ph_idle@check_switcher_3]
on_info = {-yan_labx16_switcher_primary_off} ph_button@active, {+yan_labx16_switcher_primary_off} ph_button@deactivate
![ph_button@active]
!on_info = {+yan_labx16_switcher_3_off} ph_idle@nil
on_info2 = {=actor_community(actor_monolith)} ph_button@mdeactive, {=actor_community(actor_greh)} ph_button@mdeactive
anim_blend = true
anim = lab_primary_switcher_idle
tooltip = pas_b400_tip_switcher
on_press = ph_button@deactivate %+yan_labx16_switcher_3_off =turn_off(yan_labx16switcher_lamp3) =turn_off(yan_labx16switcher_primary_3_red) =turn_on(yan_labx16switcher_primary_3_green) =play_sound(x16_switch_1) =spawn_object(labx16_zombie_14:x16_zombied_7_walk:0) =spawn_object(labx16_zombie_15:x16_zombied_7_walk:0) =yan_gluk%
![ph_button@deactivate]
on_info = {=actor_community(actor_monolith)} ph_button@mdeactive, {=actor_community(actor_greh)} ph_button@mdeactive
anim_blend = true
anim = lab_primary_switcher_off
tooltip = pas_b400_tip_switcher
on_press = ph_button@reactivate %-yan_labx16_switcher_3_off =play_sound(switch_2) =turn_on(yan_labx16switcher_lamp3) =turn_on(yan_labx16switcher_primary_3_red) =turn_off(yan_labx16switcher_primary_3_green)%
!on_timer = 500 | ph_idle@nil %+yan_labx16_switcher_3_off =turn_off(yan_labx16switcher_lamp3) =turn_off(yan_labx16switcher_primary_3_red) =turn_on(yan_labx16switcher_primary_3_green) =play_sound(x16_switch_1) =spawn_object(labx16_zombie_14:x16_zombied_7_walk:0) =spawn_object(labx16_zombie_15:x16_zombied_7_walk:0)%
[ph_button@reactivate]
anim_blend = true
anim = lab_primary_switcher_idle
tooltip = pas_b400_tip_switcher
on_press = ph_button@deactivate %+yan_labx16_switcher_3_off =play_sound(x16_switch_1) =turn_off(yan_labx16switcher_lamp3) =turn_off(yan_labx16switcher_primary_3_red) =turn_on(yan_labx16switcher_primary_3_green)%
[ph_button@mdeactive]
anim_blend = true
anim = lab_primary_switcher_off
tooltip = pas_b400_tip_switcher
on_press = ph_button@midle %-yan_labx16_switcher_3_off =turn_off(yan_labx16switcher_lamp3) =turn_off(yan_labx16switcher_primary_3_red) =turn_on(yan_labx16switcher_primary_3_green) =play_sound(system_message_4)%
[ph_button@midle]
on_info = {+yan_labx16_switcher_primary_try} ph_button@mreboot
anim = lab_primary_switcher_off
tooltip = pas_b400_tip_switcher
[ph_button@mreboot]
anim_blend = true
anim = lab_primary_switcher_off
tooltip = pas_b400_tip_switcher
on_press = ph_button@mreactivate %+yan_labx16_switcher_3_off =play_sound(switch_2) =spawn_object(labx16_ecolog_15:x16_zombied_7_walk:0)%
[ph_button@mreactivate]
on_info = {+yantar_attack_start} ph_button@merror_mode %-yan_labx16_switcher_3_off%
anim = lab_primary_switcher_idle
tooltip = pas_b400_tip_switcher
[ph_button@merror_mode]
anim_blend = true
anim = lab_primary_switcher_off
tooltip = pas_b400_tip_switcher
on_press = ph_button@mactive %+yan_labx16_switcher_3_off =play_sound(switch_2)%
[ph_button@mactive]
on_info = {+yantar_attack_start} ph_idle@mfx_1 %=spawn_object(labx16_ecolog_16:x16_zombied_7_walk:0) =spawn_object(labx16_ecolog_17:x16_zombied_7_walk:0) =turn_on(yan_labx16switcher_lamp3) =turn_on(yan_labx16switcher_primary_3_red) =turn_off(yan_labx16switcher_primary_3_green)%
anim_blend = true
anim = lab_primary_switcher_idle
[ph_idle@mfx_1]
on_info = {-yan_kill_brain_done} ph_idle@nil
on_timer = 9000 | ph_idle@mfx_2 %=yan_gluk%
[ph_idle@mfx_2]
on_info = {-yan_kill_brain_done} ph_idle@nil
on_timer = 9000 | ph_idle@mfx_3 %=yan_gluk%
[ph_idle@mfx_3]
on_info = {-yan_kill_brain_done} ph_idle@nil
on_timer = 9000 | ph_idle@mfx_4 %=yan_gluk%
[ph_idle@mfx_4]
on_info = {-yan_kill_brain_done} ph_idle@nil
on_timer = 9000 | ph_idle@mfx_5 %=yan_gluk%
[ph_idle@mfx_5]
on_info = {-yan_kill_brain_done} ph_idle@nil
on_timer = 9000 | ph_idle@mfx_6 %=yan_gluk%
[ph_idle@mfx_6]
on_info = {-yan_kill_brain_done} ph_idle@nil
on_timer = 9000 | ph_idle@mfx_7 %=yan_gluk%
[ph_idle@mfx_7]
on_info = {-yan_kill_brain_done} ph_idle@nil
on_timer = 9000 | ph_idle@mfx_8 %=yan_gluk%
[ph_idle@mfx_8]
on_info = {-yan_kill_brain_done} ph_idle@nil
on_timer = 9000 | ph_idle@mfx_9 %=yan_gluk%
[ph_idle@mfx_9]
on_info = {-yan_kill_brain_done} ph_idle@nil
on_timer = 9000 | ph_idle@mfx_10 %=yan_gluk%
[ph_idle@mfx_10]
on_info = {-yan_kill_brain_done} ph_idle@nil
on_timer = 9000 | ph_idle@mfx_11 %=yan_gluk%
[ph_idle@mfx_11]
on_info = {-yan_kill_brain_done} ph_idle@nil
on_timer = 9000 | ph_idle@mfx_12 %=yan_gluk%
[ph_idle@mfx_12]
on_info = {-yan_kill_brain_done} ph_idle@nil
on_timer = 9000 | ph_idle@mfx_13 %=yan_gluk%
@@ -0,0 +1,130 @@
![logic]
active = ph_button@init
![ph_button@init]
!on_info = {+yan_labx16_switcher_primary_off} ph_idle@nil
anim = lab_primary_switcher_idle
on_timer = 1 | ph_button@active %=turn_on(yan_labx16switcher_primary_1_green) =turn_on(yan_labx16switcher_primary_2_green) =turn_on(yan_labx16switcher_primary_3_green)%
![ph_button@active]
!on_info = {+yan_labx16_switcher_primary_off} ph_idle@nil
on_info2 = {=actor_community(actor_monolith)} ph_button@mdeactive, {=actor_community(actor_greh)} ph_button@mdeactive
anim = lab_primary_switcher_idle
tooltip = pas_b400_tip_switcher
on_press = {+yan_labx16_switcher_1_off +yan_labx16_switcher_2_off +yan_labx16_switcher_3_off} ph_idle@check %+yan_labx16_switcher_primary_try%
[ph_idle@check]
on_info = {+yan_labx16_switcher_primary_try} ph_button@surge %=play_sound(system_message_1) =turn_off(yan_labx16switcher_primary_1_green) =turn_off(yan_labx16switcher_primary_2_green) =turn_off(yan_labx16switcher_primary_3_green)%
[ph_button@surge]
anim = lab_primary_switcher_idle
tooltip = pas_b400_tip_switcher
on_press = {+yan_labx16_switcher_1_off +yan_labx16_switcher_2_off +yan_labx16_switcher_3_off} ph_idle@idle %+yan_labx16_switcher_primary_off =play_sound(x16_switch_1)%
[ph_idle@idle]
on_info = ph_button@deactivate %+yantar_attack_start +yan_kill_brain_done +yan_x16_complete_end =create_squad(zombied_x162_st_burer_squad:x162_st_burer) =spawn_object(labx16_zombie_16:x16_zombied_7_walk:0) =spawn_object(labx16_zombie_17:x16_zombied_7_walk:0) =spawn_object(labx16_zombie_11:x16_zombied_4_walk:0) =spawn_object(labx16_zombie_12:x16_zombied_4_walk:0) =spawn_object(labx16_zombie_13:x16_zombied_5_walk:0) =spawn_object(labx16_zombie_18:x16_zombied_4_walk:0) =spawn_object(labx16_ecolog_1:x16_zombied_master_1_walk:0) =spawn_object(labx16_ecolog_2:x16_zombied_master_2_walk:0) =spawn_object(labx16_snork_7:x16_zombied_7_walk:0) =spawn_object(labx16_snork_8:x16_zombied_7_walk:0) =spawn_object(labx16_killer_dead:x16_ghost_deadway)% ;=play_sound(x16_brain_death_d)
![ph_button@deactivate]
on_info = {=actor_community(actor_monolith)} ph_button@mdeactive, {=actor_community(actor_greh)} ph_button@mdeactive
anim = lab_primary_switcher_off
tooltip = pas_b400_tip_switcher
on_press = {-yan_labx16_switcher_1_off -yan_labx16_switcher_2_off -yan_labx16_switcher_3_off} ph_idle@on %-yan_labx16_switcher_primary_off =play_sound(switch_2)%
!on_timer = 500 | ph_idle@nil %+yan_labx16_switcher_primary_off +yantar_attack_start =turn_off(yan_labx16switcher_primary_1_green) =turn_off(yan_labx16switcher_primary_2_green) =turn_off(yan_labx16switcher_primary_3_green) =play_sound(switch_2) =spawn_object(labx16_zombie_16:x16_zombied_7_walk:0) =spawn_object(labx16_zombie_17:x16_zombied_7_walk:0)% ;=play_sound(x16_brain_death)
[ph_idle@on]
on_info = {-yan_labx16_switcher_primary_off} ph_button@reactivate %-yan_kill_brain_done =turn_on(yan_labx16switcher_primary_1_green) =turn_on(yan_labx16switcher_primary_2_green) =turn_on(yan_labx16switcher_primary_3_green) =yan_gluk% ;=play_sound_looped(x16_brain_run)
[ph_button@reactivate]
anim_blend = true
anim = lab_primary_switcher_idle
tooltip = pas_b400_tip_switcher
on_press = {+yan_labx16_switcher_1_off +yan_labx16_switcher_2_off +yan_labx16_switcher_3_off} ph_idle@check_2 %+yan_labx16_switcher_primary_try%
[ph_idle@check_2]
on_info = {+yan_labx16_switcher_primary_try} ph_button@surge_2 %=play_sound(system_message_1)%
[ph_button@surge_2]
anim = lab_primary_switcher_idle
tooltip = pas_b400_tip_switcher
on_press = {+yan_labx16_switcher_1_off +yan_labx16_switcher_2_off +yan_labx16_switcher_3_off} ph_idle@off %+yan_labx16_switcher_primary_off =turn_off(yan_labx16switcher_primary_1_green) =turn_off(yan_labx16switcher_primary_2_green) =turn_off(yan_labx16switcher_primary_3_green) =play_sound(x16_switch_1)%
[ph_idle@off]
on_info = {+yan_labx16_switcher_primary_off} ph_button@deactivate %+yan_labx16_switcher_primary_try +yan_kill_brain_done =yan_gluk% ;=play_sound(x16_brain_stop)
[ph_button@mdeactive]
anim = lab_primary_switcher_off
tooltip = pas_b400_tip_switcher
on_press = {-yan_labx16_switcher_1_off -yan_labx16_switcher_2_off -yan_labx16_switcher_3_off} ph_idle@mcheck %=play_sound(system_message_1) +yan_labx16_switcher_primary_try%
[ph_idle@mcheck]
on_info = {+yan_labx16_switcher_primary_try} ph_button@midle %=play_sound_looped(klaxon_1)%
[ph_button@midle]
on_info = {+yan_labx16_switcher_1_off +yan_labx16_switcher_2_off +yan_labx16_switcher_3_off} ph_button@mreactivate
anim_blend = true
anim = lab_primary_switcher_off
tooltip = pas_b400_tip_switcher
on_press = {-yan_labx16_switcher_1_off -yan_labx16_switcher_2_off -yan_labx16_switcher_3_off} ph_idle@mreboot %=stop_sound_looped%
[ph_idle@mreboot]
on_info = {+yan_labx16_switcher_primary_try} ph_button@mreactivate %=play_sound_looped(message_1) =play_sound_looped(klaxon_1)%
[ph_button@mreactivate]
anim = lab_primary_switcher_off
tooltip = pas_b400_tip_switcher
on_press = {+yan_labx16_switcher_1_off +yan_labx16_switcher_2_off +yan_labx16_switcher_3_off} ph_button@switcher_1 %-yan_labx16_switcher_primary_try =turn_on(yan_labx16switcher_primary_1_green) =turn_on(yan_labx16switcher_primary_2_green) =turn_on(yan_labx16switcher_primary_3_green)%
[ph_button@switcher_1]
on_info = {-yan_labx16_switcher_primary_try} ph_idle@msound_idle_1 %=play_sound(switch_2) =stop_sound_looped%
anim = lab_primary_switcher_idle
tooltip = pas_b400_tip_switcher
[ph_idle@msound_idle_1]
on_timer = 3500 | ph_idle@msound_1
[ph_idle@msound_1]
on_info = %=play_sound(x16_begin)%
on_timer = 10000 | ph_idle@msound_2
[ph_idle@msound_2]
on_info = %=play_sound_looped(klaxon_1)%
on_timer = 3600 | ph_idle@msound_idle_2
[ph_idle@msound_idle_2]
on_timer = 1000 | ph_idle@msound_3 %=stop_sound_looped =play_sound_looped(klaxon_2)%
[ph_idle@msound_3]
on_info = %=play_sound(system_message_2)%
on_timer = 8000 | ph_idle@msound_4 %=yan_gluk%
[ph_idle@msound_4]
on_info = %=stop_sound_looped =play_sound_looped(klaxon_3)%
on_timer = 50 | ph_idle@mrun_for_it %=turn_off (yan_labx16switcher_primary_1_green) =turn_off(yan_labx16switcher_primary_2_green) =turn_off(yan_labx16switcher_primary_3_green)% ;=play_sound(x16_brain_stop)
[ph_idle@mrun_for_it]
on_timer = 10 | ph_button@merror_mode %=play_sound_looped(message_2) =play_sound_looped(message_3) +mil_attack_start%
[ph_button@merror_mode]
anim = lab_primary_switcher_off
tooltip = pas_b400_tip_switcher
on_press = {+yan_labx16_switcher_1_off +yan_labx16_switcher_2_off +yan_labx16_switcher_3_off} ph_button@switcher_2 %-yan_labx16_switcher_primary_off =play_sound(x16_begin)%
[ph_button@switcher_2]
on_info = ph_idle@msound_idle_3 %=play_sound(x16_switch_1)%
anim = lab_primary_switcher_idle
tooltip = pas_b400_tip_switcher
[ph_idle@msound_idle_3]
on_info = ph_idle@msound_idle_4 %=stop_sound_looped =play_sound_looped(klaxon_3)%
[ph_idle@msound_idle_4]
on_timer = 9000 | ph_idle@msound_end
[ph_idle@msound_end]
on_timer = 5 | ph_button@mactive %=stop_sound_looped =turn_on(yan_labx16switcher_primary_1_green) =turn_on(yan_labx16switcher_primary_2_green) =turn_on(yan_labx16switcher_primary_3_green)%
[ph_button@mactive]
on_info = {-yan_labx16_switcher_primary_off} ph_idle@nil %-yan_kill_brain_done +yan_x16_complete_end% ;=play_sound_looped(x16_brain_run)
anim_blend = true
anim = lab_primary_switcher_idle
tooltip = pas_b400_tip_switcher
@@ -0,0 +1,15 @@
![logic]
active = ;sr_idle
active = sr_idle@check
[sr_idle@check]
on_info = {=actor_community(actor_monolith)} msr_idle, {=actor_community(actor_greh)} msr_idle, sr_idle
![sr_idle]
on_actor_inside = {-x16_zasada_3} sr_idle@nil %+x16_zasada_3 =spawn_object(labx16_zombie_3:yan_zombied_walk_zasada_1:0) =spawn_object(labx16_zombie_4:yan_zombied_walk_zasada_1:0) =spawn_object(labx16_snork_6:yan_zombied_walk_zasada_1:0)%
[msr_idle]
on_actor_inside = {-x16_zasada_3} sr_idle@nil %+x16_zasada_3 =spawn_object(labx16_ecolog_3:yan_zombied_walk_zasada_1:0) =spawn_object(labx16_ecolog_4:yan_zombied_walk_zasada_1:0)%
![sr_idle@nil]
@@ -0,0 +1,16 @@
![logic]
active = ;sr_idle
active = sr_idle@check
[sr_idle@check]
on_info = {=actor_community(actor_monolith)} sr_idle@mspawn, {=actor_community(actor_greh)} sr_idle@mspawn, sr_idle
![sr_idle]
on_actor_inside = {-x16_zasada_4} sr_idle@nil %+x16_zasada_4 =spawn_object(labx16_snork_5:yan_zombies_attack_camp_2:0) =spawn_object(labx16_snork_6:yan_zombies_attack_camp_2:0) =spawn_object(labx16_snork_3:yan_zombies_attack_camp_2:0) =spawn_object(labx16_snork_3:yan_zombies_attack_camp_2:0)% ;=play_sound(red_bloodsucker_growl)
[sr_idle@mspawn]
on_actor_inside = {-x16_zasada_4} sr_idle@nil %+x16_zasada_4 =spawn_object(labx16_ecolog_5a:yan_zombies_attack_camp_2:0) =spawn_object(labx16_ecolog_6a:yan_zombies_attack_camp_2:0)% ;=play_sound(red_bloodsucker_growl)
![sr_idle@nil]
on_game_timer = 8000 | sr_idle
@@ -0,0 +1,16 @@
![logic]
active = ;sr_idle
active = sr_idle@check
[sr_idle@check]
on_info = {=actor_community(actor_monolith)} sr_idle@mspawn, {=actor_community(actor_greh)} sr_idle@mspawn, sr_idle@spawn
[sr_idle@spawn]
on_actor_inside = {-x16_zasada_2} sr_idle@nil %+x16_zasada_2 =spawn_object(labx16_snork_1:x16_snork_home_8:0) =create_squad(zombied_x162_st_gigant_squad:x162_st_gigant)%
[sr_idle@mspawn]
on_actor_inside = {-x16_zasada_2} sr_idle@nil %+x16_zasada_2 =spawn_object(labx16_ecolog_1a:x16_snork_home_8:0) =create_squad(ecolog_x162_st_gigant_squad:x162_st_gigant)%
![sr_idle@nil]
on_game_timer = 8000 | sr_idle
@@ -0,0 +1,15 @@
![logic]
active = ;sr_idle
active = sr_idle@check
[sr_idle@check]
on_info = {=actor_community(actor_monolith)} sr_idle@mspawn, {=actor_community(actor_greh)} sr_idle@mspawn, sr_idle
![sr_idle]
on_actor_inside = {-yan_test_info} sr_idle@nil %+yan_test_info =play_sound(x16_grate_fall) =spawn_object(labx16_snork_6:yan_zombies_attack_camp_1:0) =spawn_object(labx16_snork_3:yan_zombies_attack_camp_1:0) =spawn_object(labx16_snork_3:yan_zombies_attack_camp_1:0) =spawn_object(labx16_snork_5:yan_zombies_attack_camp_1:0) =spawn_object(labx16_snork_6:yan_zombies_attack_camp_1:0) =spawn_object(labx16_snork_3:brain_snork_jump_3:0)%
[sr_idle@mspawn]
on_actor_inside = {-yan_test_info} sr_idle@nil %+yan_test_info =play_sound(x16_grate_fall) =spawn_object(labx16_ecolog_6:yan_zombied_walk_zasada_1:0) =spawn_object(labx16_ecolog_3a:yan_zombies_attack_camp_1:0) =spawn_object(labx16_ecolog_4a:yan_zombied_walk_zasada_1:0)% ;(labx16_ecolog_4a:brain_snork_jump_3:0)
![sr_idle@nil]
on_game_timer = 8000 | sr_idle
@@ -0,0 +1,28 @@
![sr_psy_antenna@no_helmet]
eff_intensity = 100
hit_intensity = 100
postprocess = psy_antenna_indoor.ppe
on_info = {=actor_has_item(good_psy_helmet)} sr_psy_antenna@good_psy_helmet, {=actor_has_item(bad_psy_helmet)} sr_psy_antenna@bad_psy_helmet
on_info2 = ;{=actor_community(actor_monolith)} sr_idle@nil, {+yantar_attack_start} sr_idle@nil
on_info3 = {=actor_community(actor_monolith)} sr_idle@mnil, {=actor_community(actor_greh)} sr_idle@mnil, {+yan_labx16_switcher_primary_off} sr_idle@nil
![sr_psy_antenna@bad_psy_helmet]
eff_intensity = 75
hit_intensity = 0.2
postprocess = psy_antenna_indoor.ppe
on_info = {=actor_has_item(good_psy_helmet)} sr_psy_antenna@good_psy_helmet, {=actor_has_item(bad_psy_helmet)}, sr_psy_antenna@no_helmet
on_info2 = ;{=actor_community(actor_monolith)} sr_idle@nil, {+yantar_attack_start} sr_idle@nil
on_info3 = {=actor_community(actor_monolith)} sr_idle@mnil, {=actor_community(actor_greh)} sr_idle@mnil, {+yan_labx16_switcher_primary_off} sr_idle@nil
![sr_psy_antenna@good_psy_helmet]
eff_intensity = 75
hit_intensity = 0
postprocess = psy_antenna_indoor.ppe
on_info = {=actor_has_item(good_psy_helmet)}, {=actor_has_item(bad_psy_helmet)} sr_psy_antenna@bad_psy_helmet, sr_psy_antenna@no_helmet
on_info2 = ;{=actor_community(actor_monolith)} sr_idle@nil, {+yantar_attack_start} sr_idle@nil
on_info3 = {=actor_community(actor_monolith)} sr_idle@mnil, {=actor_community(actor_greh)} sr_idle@mnil, {+yan_labx16_switcher_primary_off} sr_idle@nil
![sr_idle@nil]
on_info = {-yan_labx16_switcher_primary_off} sr_psy_antenna@good_psy_helmet
[sr_idle@mnil]
@@ -0,0 +1,34 @@
[smart_terrain]
squad_id = 1
max_population = 1
respawn_params = respawn@x162_st_burer
respawn_only_smart = false
respawn_idle = 345600
respawn_radius = 500
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
;def_restr = nil
;safe_restr = nil
;spawn_point = nil
[respawn@x162_st_burer] ;-- Type:
spawn_x16_worst
spawn_x16_isg
[spawn_x16_worst] ;-- Worst mutants - Rates of groups:( 2 karlik + 3 burer + 3 controller )
spawn_squads = simulation_karlik, simulation_karlik, simulation_burer, simulation_burer_1_2_day, simulation_bur_5rat_day, simulation_controller, simulation_contr_5sn, simulation_contr_4tush_3sn
spawn_num = {=actor_community(actor_monolith)} 0,{=actor_community(actor_greh)} 0,{+yan_kill_brain_done} 1, 0
[spawn_x16_isg]
spawn_squads = isg_x162_st_burer_squad
spawn_num = {=actor_community(actor_monolith)} 0,{=actor_community(actor_greh)} 0,{+yan_kill_brain_done +isg_entered_the_zone !squad_name_exist(isg_x162_st_burer_squad) ~10} 1, 0
[on_changing_level]
on_info = {+yan_controller_respawn_01} %=destroy_object(labx16_killer_dead)%
;[smart_control]
;[exclusive]
@@ -0,0 +1,33 @@
[smart_terrain]
squad_id = 2
max_population = 2
respawn_params = respawn@x162_st_gigant
respawn_only_smart = false
respawn_idle = 172800
respawn_radius = 500
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
;def_restr = nil
;safe_restr = nil
;spawn_point = nil
[respawn@x162_st_gigant] ;-- Type:
spawn_x16_normal
spawn_x16_ecolog
[spawn_x16_normal] ;-- Hard mutants - Rates of groups:( 1 tushkano + 1 snork + 1 fracture + 1 zombie )
spawn_squads = simulation_tushkano, simulation_snork, simulation_fracture, simulation_zombie_blind
spawn_num = {=actor_community(actor_monolith)} 0,{=actor_community(actor_greh)} 0,{+yan_kill_brain_done} 1, 0
[spawn_x16_ecolog]
spawn_squads = ecolog_x162_st_gigant_squad
spawn_num = {+yan_kill_brain_done !squad_name_exist(ecolog_x162_st_gigant_squad)} 1, 0
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -0,0 +1,28 @@
[smart_terrain]
squad_id = 4
max_population = 2
respawn_params = respawn@x162_st_poltergeist
respawn_only_smart = false
respawn_idle = 259200
respawn_radius = 500
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
;def_restr = nil
;safe_restr = nil
;spawn_point = nil
[respawn@x162_st_poltergeist] ;-- Type:
spawn_x16_hard
[spawn_x16_hard] ;-- Hard mutants - Rates of groups:( 2 bloodsucker + 2 psysucker + 2 zombie )
spawn_squads = simulation_bloodsucker, simulation_bloodsucker_1_2, simulation_psysucker, simulation_psysucker_1_2, simulation_zombie_blind_3zomb, simulation_zombie_blind_3zomb_civ
spawn_num = {=actor_community(actor_monolith)} 0,{=actor_community(actor_greh)} 0,{+yan_kill_brain_done} 1, 0
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -0,0 +1,29 @@
[smart_terrain]
squad_id = 3
max_population = 1
respawn_params = respawn@x162_st_snork
respawn_only_smart = false ;true
respawn_idle = 43200
respawn_radius = 500
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
;def_restr = nil
;safe_restr = nil
;spawn_point = nil
[respawn@x162_st_snork] ;-- Type:
spawn_x16_normal
[spawn_x16_normal] ;-- Normal mutants - Rates of groups:( 3 snork + 2 tushkano )
spawn_squads = simulation_snork, simulation_snork_2_3, simulation_snork_2_5, simulation_tushkano, simulation_tushkano_7_10
spawn_num = {=actor_community(actor_monolith)} 0,{=actor_community(actor_greh)} 0,{+yan_kill_brain_done} 1, 0
[on_changing_level]
on_info = %=script(redone_remove_labx16_object:clean_mess)%
;[smart_control]
;[exclusive]
@@ -0,0 +1,26 @@
[logic]
active = sr_idle@check
[sr_idle@check]
on_info = {-yan_kill_brain_done} sr_idle@on
on_info2 = {+yan_kill_brain_done} sr_idle@off
[sr_idle@start]
on_info = sr_idle@on %=stop_sound_looped%
;on_info = %=play_sound(x16_begin)%
;on_signal = sound_end | sr_idle@on
[sr_idle@on]
on_info = %=play_sound_looped(x16_brain_run)%
on_info_2 = {+yan_kill_brain_done} sr_idle@stop
[sr_idle@stop]
on_info = sr_idle@off %=stop_sound_looped%
;on_info = %=play_sound(x16_brain_stop)%
;on_signal = sound_end | sr_idle@off
[sr_idle@off]
on_info = %=play_sound_looped(x16_brain_death_d)%
on_info_2 = {-yan_kill_brain_done} sr_idle@start