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 +1,19 @@
![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 = trc_crow_spawn_1, trc_crow_spawn_2, trc_crow_spawn_3, trc_crow_spawn_4, trc_crow_spawn_5
@@ -0,0 +1,33 @@
[smart_terrain]
squad_id = 1
max_population = 1
respawn_params = respawn@trc_sim_1
respawn_only_smart = false
respawn_idle = 172800
respawn_radius = 50
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
;def_restr = nil
;safe_restr = nil
;spawn_point = nil
[respawn@trc_sim_1] ;-- Type: faction {bandit, renegade} = campsite
spawn_bandits@novice
spawn_renegade@novice
[spawn_bandits@novice]
spawn_squads = bandit_sim_squad_novice, renegade_sim_squad_novice, renegade_sim_squad_advanced
spawn_num = {+zat_b5_sultan_dead} 0, 2
[spawn_renegade@novice]
spawn_squads = renegade_sim_squad_novice, renegade_sim_squad_novice, renegade_sim_squad_advanced
spawn_num = {+zat_b5_sultan_dead} 2, 0
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -0,0 +1,26 @@
[smart_terrain]
squad_id = 10
max_population = 2
respawn_params = respawn@trc_sim_10
respawn_only_smart = false
respawn_idle = 86400
respawn_radius = 50
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
;def_restr = nil
;safe_restr = nil
;spawn_point = nil
faction_controlled = stalker, bandit, csky, ecolog, dolg
default_faction = dolg
faction_respawn_num = 1
;[respawn@trc_sim_10] ;-- Type:
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -0,0 +1,23 @@
[smart_terrain] ;-- Disabled spawn
squad_id = 11
max_population = 1
;respawn_params = respawn@trc_sim_14
;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@trc_sim_14] ;-- Type:
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -0,0 +1,33 @@
[smart_terrain]
squad_id = 12
max_population = 1
respawn_params = respawn@trc_sim_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@trc_sim_12] ;-- Type: c_2_1 + c_2_2 edited
spawn_predatory_c_2_1
spawn_predatory_c_2_2
[spawn_predatory_c_2_1] ;-- Hard mutants - Rates of groups: ( 1 dogs + 3 lurker + 1 psy dog )
spawn_squads = simulation_mix_dogs, simulation_lurker_blue, simulation_lurker_brown, simulation_lurker_black, simulation_psy_dog
spawn_num = {!actor_week_in_zone(4)} 1, {=actor_week_in_zone(4)} 0
[spawn_predatory_c_2_2] ;-- Hard mutants - Rates of groups: ( 1 dogs + 2 lurker + 1 psy dog )
spawn_squads = simulation_mix_dogs, simulation_lurker, simulation_lurker_1_2, simulation_psy_dog_squad
spawn_num = {=actor_week_in_zone(4)} 1, {!actor_week_in_zone(4)} 0
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -0,0 +1,33 @@
[smart_terrain]
squad_id = 13
max_population = 2
respawn_params = respawn@trc_sim_13
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@trc_sim_13] ;-- Type:
spawn_zombie
spawn_snork
[spawn_zombie] ;-- Weak mutants - Rates of groups: ( 3 zombie )
spawn_squads = simulation_zombie, simulation_zombie_3_6, simulation_mix_zombie
spawn_num = {+bar_deactivate_radar_done +yan_kill_brain_done} 0, 1
[spawn_snork] ;-- Normal\hard mutants - Rates of groups: ( 2 snork + 2 fracture )
spawn_squads = simulation_snork_2_3, simulation_snork_2_5, simulation_fracture, simulation_fracture
spawn_num = {+bar_deactivate_radar_done +yan_kill_brain_done} 1, 0
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -0,0 +1,28 @@
[smart_terrain]
squad_id = 14
max_population = 1
respawn_params = respawn@trc_sim_14
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@trc_sim_14] ;-- Type:
spawn_tushkano
[spawn_tushkano] ;-- Weak mutants - Rates of groups: ( 2 tushkano )
spawn_squads = simulation_tushkano, simulation_tushkano_7_10
spawn_num = 2
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -0,0 +1,33 @@
[smart_terrain]
squad_id = 15
max_population = 2
respawn_params = respawn@trc_sim_15
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@trc_sim_15] ;-- Type:
spawn_snork
spawn_lurker
[spawn_snork] ;-- Normal mutants - Rates of groups: ( 3 snork )
spawn_squads = simulation_snork, simulation_snork_2_3, simulation_snork_2_5
spawn_num = 2
[spawn_lurker] ;-- Hard mutants - Rates of groups: ( 2 lurker )
spawn_squads = simulation_lurker, simulation_lurker_blue
spawn_num = {~50} 1, 0
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -0,0 +1,33 @@
[smart_terrain]
squad_id = 16
max_population = 1
respawn_params = respawn@trc_sim_16
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@trc_sim_16] ;-- 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] ;-- Normal mutants - Rates of groups: ( 1 tushkano + 2 dogs + 1 pseudodog +1 cats )
spawn_squads = simulation_tushkano, simulation_dog, simulation_mix_dogs, simulation_pseudodog, simulation_cat
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 + 3 fleshes/boars )
spawn_squads = simulation_dog, simulation_mix_dogs, simulation_pseudodog, simulation_mix_boar_flesh, simulation_flesh, simulation_boar_3_5
spawn_num = {=actor_week_in_zone(1)} 1, {!actor_week_in_zone(1)} 0
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -0,0 +1,38 @@
[smart_terrain]
squad_id = 17
max_population = 1
respawn_params = respawn@trc_sim_17
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@trc_sim_17] ;-- Type: faction {zombied} = wahyy...
spawn_zombied_squad
spawn_zombie
spawn_snork
[spawn_zombied_squad]
spawn_squads = zombied_sim_squad_novice, zombied_sim_squad_novice, zombied_sim_squad_mix
spawn_num = {+bar_deactivate_radar_done} 0, 1
[spawn_zombie] ;-- Normal mutants - Rates of groups: ( 2 zombie )
spawn_squads = simulation_zombie_blind_3zomb, simulation_zombie_blind_3zomb_civ
spawn_num = {+bar_deactivate_radar_done +yan_kill_brain_done} 0, 1
[spawn_snork] ;-- Normal\hard mutants - Rates of groups: ( 2 snork + 2 fracture )
spawn_squads = simulation_snork_2_3, simulation_snork_2_5, simulation_fracture, simulation_fracture
spawn_num = {+bar_deactivate_radar_done +yan_kill_brain_done} 1, 0
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -0,0 +1,26 @@
[smart_terrain]
squad_id = 18
max_population = 2
respawn_params = respawn@trc_sim_18
respawn_only_smart = false
respawn_idle = 86400
respawn_radius = 50
;arrive_dist = 0
;smart_control = nil
;att_restr = nil
;def_restr = nil
;safe_restr = nil
;spawn_point = nil
faction_controlled = stalker, bandit, freedom, army, dolg, renegade
default_faction = army
faction_respawn_num = 1
;[respawn@trc_sim_18] ;-- Type:
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -0,0 +1,33 @@
[smart_terrain]
squad_id = 19
max_population = 1
respawn_params = respawn@trc_sim_19
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@trc_sim_19] ;-- 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] ;-- Normal mutants - Rates of groups: ( 1 tushkano + 2 dogs + 1 pseudodog + 1 cats +1 flesh )
spawn_squads = simulation_tushkano, simulation_dog, simulation_mix_dogs, simulation_pseudodog, simulation_cat, simulation_flesh
spawn_num = {!actor_week_in_zone(1)} 1, {=actor_week_in_zone(1)} 0
[spawn_all_normal_c_1_2];-- Normal mutants - Rates of groups: ( 2 dogs + 1 pseudodog + 3 fleshes/boars )
spawn_squads = simulation_dog, simulation_mix_dogs, simulation_pseudodog, simulation_mix_boar_flesh, simulation_flesh, simulation_boar_3_5
spawn_num = {=actor_week_in_zone(1)} 1, {!actor_week_in_zone(1)} 0
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -0,0 +1,23 @@
[smart_terrain] ;-- Disabled spawn
squad_id = 2
max_population = 1
;respawn_params = respawn@trc_sim_2
;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@trc_sim_2] ;-- Type:
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -0,0 +1,37 @@
[smart_terrain]
squad_id = 20
max_population = 1
respawn_params = respawn@trc_sim_20
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@trc_sim_20] ;-- Type: faction {bandit, renegade} = outpost
spawn_bandit@novice
spawn_renegade@novice
[spawn_bandit@novice]
spawn_squads = bandit_sim_squad_novice, bandit_sim_squad_novice, bandit_sim_squad_advanced
spawn_num = {+zat_b5_sultan_dead} 4, 2
[spawn_renegade@novice]
spawn_squads = renegade_sim_squad_novice, renegade_sim_squad_novice, renegade_sim_squad_advanced
spawn_num = {+zat_b5_sultan_dead} 4, 2
;[on_changing_level]
;[smart_control]
[exclusive]
trucks_cemetery_bandit_mechanic = trucks_cemetery\trucks_cemetery_bandit_mechanic_logic.ltx
trucks_cemetery_bandit_trader = trucks_cemetery\trucks_cemetery_bandit_trader_logic.ltx
@@ -0,0 +1,33 @@
[smart_terrain]
squad_id = 21
max_population = 1
respawn_params = respawn@trc_sim_21
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@trc_sim_21]
spawn_gigant
spawn_chimera
[spawn_gigant] ;-- Hard mutants - Rates of groups: ( 1 gigant )
spawn_squads = simulation_gigant
spawn_num = {~10} 1, 0
[spawn_chimera] ;-- Hard mutants - Rates of groups: ( 1 chimera )
spawn_squads = simulation_chimera
spawn_num = {~10} 1, 0
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -0,0 +1,22 @@
[smart_terrain] ;-- Disabled spawn
squad_id = 3
max_population = 1
;respawn_params = respawn@trc_sim_3
;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@trc_sim_3] ;-- Type:
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -0,0 +1,33 @@
[smart_terrain]
squad_id = 4
max_population = 1
respawn_params = respawn@trc_sim_4
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@trc_sim_4] ;-- Type: c_2_1 + c_2_2 edited
spawn_predatory_c_2_1
spawn_predatory_c_2_2
[spawn_predatory_c_2_1] ;-- Hard mutants - Rates of groups: ( 1 dogs + 3 lurker + 1 psy dog )
spawn_squads = simulation_mix_dogs, simulation_lurker_blue, simulation_lurker_brown, simulation_lurker_black, simulation_psy_dog
spawn_num = {!actor_week_in_zone(4)} 1, {=actor_week_in_zone(4)} 0
[spawn_predatory_c_2_2] ;-- Hard mutants - Rates of groups: ( 1 dogs + 2 lurker + 1 psy dog )
spawn_squads = simulation_mix_dogs, simulation_lurker, simulation_lurker_1_2, simulation_psy_dog_squad
spawn_num = {=actor_week_in_zone(4)} 1, {!actor_week_in_zone(4)} 0
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -0,0 +1,22 @@
[smart_terrain] ;-- Disabled spawn
squad_id = 5
max_population = 0
;respawn_params = respawn@trc_sim_5
;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@trc_sim_5] ;-- Type:
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -0,0 +1,22 @@
[smart_terrain] ;-- Disabled spawn
squad_id = 6
max_population = 1
;respawn_params = respawn@trc_sim_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@trc_sim_6] ;-- Type:
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -0,0 +1,33 @@
[smart_terrain]
squad_id = 7
max_population = 1
respawn_params = respawn@trc_sim_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@trc_sim_7] ;-- Type:
spawn_all_weak
spawn_all_normal
[spawn_all_weak] ;-- Weak mutants - Rates of groups:( 2 tushkano + 2 dogs + 2 cats )
spawn_squads = simulation_tushkano, simulation_tushkano, simulation_dog, simulation_mix_dogs, simulation_cat, simulation_cat
spawn_num = 1
[spawn_all_normal] ;-- Normal mutants - Rates of groups: ( 2 dogs + 2 cats + 3 fleshes/boars )
spawn_squads = simulation_dog, simulation_mix_dogs, simulation_cat, simulation_cat_3_5, simulation_mix_boar_flesh, simulation_flesh, simulation_boar_3_5
spawn_num = 1
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -0,0 +1,23 @@
[smart_terrain] ;-- Disabled spawn
squad_id = 8
max_population = 2
;respawn_params = respawn@trc_sim_8
;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@trc_sim_8] ;-- Type:
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -0,0 +1,33 @@
[smart_terrain]
squad_id = 9
max_population = 1
respawn_params = respawn@trc_sim_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@trc_sim_9] ;-- Type: c_2_1 + c_2_2 edited
spawn_predatory_c_2_1
spawn_predatory_c_2_2
[spawn_predatory_c_2_1] ;-- Hard mutants - Rates of groups: ( 1 dogs + 3 lurker + 1 psy dog )
spawn_squads = simulation_mix_dogs, simulation_lurker_blue, simulation_lurker_brown, simulation_lurker_black, simulation_psy_dog
spawn_num = {!actor_week_in_zone(4)} 1, {=actor_week_in_zone(4)} 0
[spawn_predatory_c_2_2] ;-- Hard mutants - Rates of groups: ( 1 dogs + 2 lurker + 1 psy dog )
spawn_squads = simulation_mix_dogs, simulation_lurker, simulation_lurker_1_2, simulation_psy_dog_squad
spawn_num = {=actor_week_in_zone(4)} 1, {!actor_week_in_zone(4)} 0
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -0,0 +1,50 @@
[logic]
active = ph_idle@wait_actor
[ph_idle@wait_actor]
on_info = {=actor_near_smart(trc_sim_5) =is_night} ph_idle@spawn_night_monster_1, {=actor_near_smart(trc_sim_5) =is_dark_night} ph_idle@spawn_dark_monster_1
on_info2 = {=actor_near_smart(trc_sim_9) =is_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(trc_sim_9) =is_dark_night} ph_idle@spawn_dark_monster_2
on_info3 = {=actor_near_smart(trc_sim_16) =is_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(trc_sim_16) =is_dark_night} ph_idle@spawn_dark_monster_3
on_info4 = {=actor_near_smart(trc_sim_19) =is_night} ph_idle@spawn_night_monster_4, {=actor_near_smart(trc_sim_19) =is_dark_night} ph_idle@spawn_dark_monster_4
[ph_idle@spawn_night_monster_1]
on_info = {~10} %=create_squad(simulation_zombie_blind_3zomb_civ_night:trc_sim_5)% ph_idle@reset, {~10} %=create_squad(simulation_snork_night:trc_sim_5)% ph_idle@reset, {~10} %=create_squad(simulation_boar_3_5_night:trc_sim_5)% ph_idle@reset, {~10} %=create_squad(simulation_pseudodog_night:trc_sim_5)% ph_idle@reset, ph_idle@wait_reset
[ph_idle@spawn_dark_monster_1]
on_info = {~10} %=create_squad(simulation_mix_zombie_night:trc_sim_5)% ph_idle@reset, {~10} %=create_squad(simulation_psysucker_1_2_night:trc_sim_5)% ph_idle@reset, {~10} %=create_squad(simulation_bloodsucker_1_2_night:trc_sim_5)% ph_idle@reset, {~10} %=create_squad(simulation_psy_dog_night:trc_sim_5)% 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_dog_night:trc_sim_9)% ph_idle@reset_2, {~10} %=create_squad(simulation_cat_night:trc_sim_9)% ph_idle@reset_2, {~10} %=create_squad(simulation_boar_night:trc_sim_9)% ph_idle@reset_2, {~10} %=create_squad(simulation_pseudodog_night:trc_sim_9)% ph_idle@reset_2, ph_idle@wait_reset
[ph_idle@spawn_dark_monster_2]
on_info = {~10} %=create_squad(simulation_gigant_night:trc_sim_9)% ph_idle@reset_2, {~10} %=create_squad(simulation_fracture_night:trc_sim_9)% ph_idle@reset_2, {~10} %=create_squad(simulation_zombie_blind_3zomb_civ_night:trc_sim_9)% ph_idle@reset_2, {~10} %=create_squad(simulation_pseudodog_night:trc_sim_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_dog_night:trc_sim_16)% ph_idle@reset_3, {~10} %=create_squad(simulation_cat_night:trc_sim_16)% ph_idle@reset_3, {~10} %=create_squad(simulation_karlik_night:trc_sim_16)% ph_idle@reset_3, {~10} %=create_squad(simulation_lurker_brown_night:trc_sim_16)% ph_idle@reset_3, ph_idle@wait_reset
[ph_idle@spawn_dark_monster_3]
on_info = {~10} %=create_squad(simulation_psysucker_white_night:trc_sim_16)% ph_idle@reset_3, {~10} %=create_squad(simulation_bloodsucker_night:trc_sim_16)% ph_idle@reset_3, {~10} %=create_squad(simulation_karlik_night:trc_sim_16)% ph_idle@reset_3, {~10} %=create_squad(simulation_lurker_brown_night:trc_sim_16)% 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_mix_dogs_night:trc_sim_19)% ph_idle@reset_4, {~10} %=create_squad(simulation_cat_3_5_night:trc_sim_19)% ph_idle@reset_4, {~10} %=create_squad(simulation_psy_dog_night:trc_sim_19)% ph_idle@reset_4, {~10} %=create_squad(simulation_karlik_night:trc_sim_19)% ph_idle@reset_4, ph_idle@wait_reset
[ph_idle@spawn_dark_monster_4]
on_info = {~10} %=create_squad(simulation_psysucker_white_night:trc_sim_19)% ph_idle@reset_4, {~10} %=create_squad(simulation_bloodsucker_night:trc_sim_19)% ph_idle@reset_4, {~10} %=create_squad(simulation_psy_dog_night:trc_sim_19)% ph_idle@reset_4, {~10} %=create_squad(simulation_karlik_night:trc_sim_19)% 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(trc_sim_11) =is_night} ph_idle@spawn_night_monster_1, {=actor_near_smart(trc_sim_11) =is_dark_night} ph_idle@spawn_dark_monster_1
on_info2 = {=actor_near_smart(trc_sim_13) =is_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(trc_sim_13) =is_dark_night} ph_idle@spawn_dark_monster_2
on_info3 = {=actor_near_smart(trc_sim_14) =is_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(trc_sim_14) =is_dark_night} ph_idle@spawn_dark_monster_3
on_info4 = {=actor_near_smart(trc_sim_15) =is_night} ph_idle@spawn_night_monster_4, {=actor_near_smart(trc_sim_15) =is_dark_night} ph_idle@spawn_dark_monster_4
[ph_idle@spawn_night_monster_1]
on_info = {~10} %=create_squad(simulation_psy_dog_night:trc_sim_11)% ph_idle@reset, {~10} %=create_squad(simulation_dog_5_7_night:trc_sim_11)% ph_idle@reset, {~10} %=create_squad(simulation_cat_3_5_night:trc_sim_11)% ph_idle@reset, {~10} %=create_squad(simulation_lurker_brown_night:trc_sim_11)% ph_idle@reset, ph_idle@wait_reset
[ph_idle@spawn_dark_monster_1]
on_info = {~10} %=create_squad(simulation_chimera_2weak_night:trc_sim_11)% ph_idle@reset, {~10} %=create_squad(simulation_bloodsucker_night:trc_sim_11)% ph_idle@reset, {~10} %=create_squad(simulation_karlik_night:trc_sim_11)% ph_idle@reset, {~10} %=create_squad(simulation_lurker_brown_night:trc_sim_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_tushkano_night:trc_sim_13)% ph_idle@reset_2, {~10} %=create_squad(simulation_fracture_night:trc_sim_13)% ph_idle@reset_2, {~10} %=create_squad(simulation_zombie_blind_night:trc_sim_13)% ph_idle@reset_2, {~10} %=create_squad(simulation_snork_2_3_night:trc_sim_13)% ph_idle@reset_2, ph_idle@wait_reset
[ph_idle@spawn_dark_monster_2]
on_info = {~10} %=create_squad(simulation_karlik_night:trc_sim_13)% ph_idle@reset_2, {~10} %=create_squad(simulation_fracture_night:trc_sim_13)% ph_idle@reset_2, {~10} %=create_squad(simulation_psysucker_night:trc_sim_13)% ph_idle@reset_2, {~10} %=create_squad(simulation_bloodsucker_night:trc_sim_13)% 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_psy_dog_night:trc_sim_14)% ph_idle@reset_3, {~10} %=create_squad(simulation_psysucker_white_night:trc_sim_14)% ph_idle@reset_3, {~10} %=create_squad(simulation_bloodsucker_night:trc_sim_14)% ph_idle@reset_3, {~10} %=create_squad(simulation_snork_2_3_night:trc_sim_14)% ph_idle@reset_3, ph_idle@wait_reset
[ph_idle@spawn_dark_monster_3]
on_info = {~10} %=create_squad(simulation_contr_5zomb_weak_night:trc_sim_14)% ph_idle@reset_3, {~10} %=create_squad(simulation_bur_5rat_day_night:trc_sim_14)% ph_idle@reset_3, {~10} %=create_squad(simulation_bloodsucker_night:trc_sim_14)% ph_idle@reset_3, {~10} %=create_squad(simulation_snork_2_3_night:trc_sim_14)% 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_brown_night:trc_sim_15)% ph_idle@reset_4, {~10} %=create_squad(simulation_chimera_night:trc_sim_15)% ph_idle@reset_4, {~10} %=create_squad(simulation_psy_dog_night:trc_sim_15)% ph_idle@reset_4, {~10} %=create_squad(simulation_snork_2_5_night:trc_sim_15)% ph_idle@reset_4, ph_idle@wait_reset
[ph_idle@spawn_dark_monster_4]
on_info = {~10} %=create_squad(simulation_lurker_brown_night:trc_sim_15)% ph_idle@reset_4, {~10} %=create_squad(simulation_chimera_night:trc_sim_15)% ph_idle@reset_4, {~10} %=create_squad(simulation_psysucker_night:trc_sim_15)% ph_idle@reset_4, {~10} %=create_squad(simulation_bloodsucker_night:trc_sim_15)% 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(trc_sim_10) =is_night} ph_idle@spawn_night_monster_1, {=actor_near_smart(trc_sim_10) =is_dark_night} ph_idle@spawn_dark_monster_1
on_info2 = {=actor_near_smart(trc_sim_6) =is_night} ph_idle@spawn_night_monster_2, {=actor_near_smart(trc_sim_6) =is_dark_night} ph_idle@spawn_dark_monster_2
on_info3 = {=actor_near_smart(trc_sim_8) =is_night} ph_idle@spawn_night_monster_3, {=actor_near_smart(trc_sim_8) =is_dark_night} ph_idle@spawn_dark_monster_3
on_info4 = {=actor_near_smart(trc_sim_17) =is_night} ph_idle@spawn_night_monster_4, {=actor_near_smart(trc_sim_17) =is_dark_night} ph_idle@spawn_dark_monster_4
[ph_idle@spawn_night_monster_1]
on_info = {~10} %=create_squad(simulation_zombie_blind_3zomb_civ_night:trc_sim_10)% ph_idle@reset, {~10} %=create_squad(simulation_dog_night:trc_sim_10)% ph_idle@reset, {~10} %=create_squad(simulation_snork_night:trc_sim_10)% ph_idle@reset, {~10} %=create_squad(simulation_cat_night:trc_sim_10)% ph_idle@reset, ph_idle@wait_reset
[ph_idle@spawn_dark_monster_1]
on_info = {~10} %=create_squad(simulation_bloodsucker_night:trc_sim_10)% ph_idle@reset, {~10} %=create_squad(simulation_fracture_night:trc_sim_10)% ph_idle@reset, {~10} %=create_squad(simulation_psysucker_night:trc_sim_10)% ph_idle@reset, {~10} %=create_squad(simulation_lurker_blue_night:trc_sim_10)% 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:trc_sim_6)% ph_idle@reset_2, {~10} %=create_squad(simulation_fracture_night:trc_sim_6)% ph_idle@reset_2, {~10} %=create_squad(simulation_zombie_blind_night:trc_sim_6)% ph_idle@reset_2, {~10} %=create_squad(simulation_pseudodog_night:trc_sim_6)% ph_idle@reset_2, ph_idle@wait_reset
[ph_idle@spawn_dark_monster_2]
on_info = {~10} %=create_squad(simulation_bloodsucker_night:trc_sim_6)% ph_idle@reset_2, {~10} %=create_squad(simulation_psysucker_night:trc_sim_6)% ph_idle@reset_2, {~10} %=create_squad(simulation_zombie_blind_3zomb_civ_night:trc_sim_6)% ph_idle@reset_2, {~10} %=create_squad(simulation_psy_dog_night:trc_sim_6)% 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_psy_dog_night:trc_sim_8)% ph_idle@reset_3, {~10} %=create_squad(simulation_psysucker_night:trc_sim_8)% ph_idle@reset_3, {~10} %=create_squad(simulation_snork_2_5_night:trc_sim_8)% ph_idle@reset_3, {~10} %=create_squad(simulation_bloodsucker_night:trc_sim_8)% ph_idle@reset_3, ph_idle@wait_reset
[ph_idle@spawn_dark_monster_3]
on_info = {~10} %=create_squad(simulation_gigant_night:trc_sim_8)% ph_idle@reset_3, {~10} %=create_squad(simulation_chimera_night:trc_sim_8)% ph_idle@reset_3, {~10} %=create_squad(simulation_snork_2_5_night:trc_sim_8)% ph_idle@reset_3, {~10} %=create_squad(simulation_bloodsucker_night:trc_sim_8)% 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_pseudodog_night:trc_sim_17)% ph_idle@reset_4, {~10} %=create_squad(simulation_fracture_night:trc_sim_17)% ph_idle@reset_4, {~10} %=create_squad(simulation_bloodsucker_night:trc_sim_17)% ph_idle@reset_4, {~10} %=create_squad(simulation_lurker_blue_night:trc_sim_17)% ph_idle@reset_4, ph_idle@wait_reset
[ph_idle@spawn_dark_monster_4]
on_info = {~10} %=create_squad(simulation_psysucker_night:trc_sim_17)% ph_idle@reset_4, {~10} %=create_squad(simulation_contr_5rat_3tush_night:trc_sim_17)% ph_idle@reset_4, {~10} %=create_squad(simulation_bloodsucker_night:trc_sim_17)% ph_idle@reset_4, {~10} %=create_squad(simulation_bur_5rat_day_night:trc_sim_17)% 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