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 +1,46 @@
![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 = {+yan_kill_brain_done} sr_crow_spawner
on_info2 = {+yan_stalker_sakharov_dead +yan_ecolog_vasilyev_dead +yan_ecolog_semenov_dead +yan_ecolog_kruglov_dead -yan_spawn_complete} sr_idle@check_spawn_1_1
[sr_idle@check_spawn_1_1]
on_info = {-agr_military_colonel_kovalski_dead} sr_idle@spawn_1_1, sr_idle@spawn_2_1
[sr_idle@check_spawn_2_1]
on_info = {-cit_killers_aslan_dead -cit_killers_dushman_dead} sr_idle@spawn_2_1, sr_idle@spawn_end_1
[sr_idle@spawn_1_1]
on_game_timer = 43200 | sr_idle@check_spawn_2_1 %=create_squad(yan_army_spetsnaz_squad:yan_smart_terrain_3_6) =create_squad(yan_army_spetsnaz_squad2:yan_smart_terrain_6_4)%
[sr_idle@spawn_2_1]
on_game_timer = 86400 | sr_idle@spawn_end_1 %=create_squad(yan_killer_special_team:yan_smart_terrain_4_4) =create_squad(yan_killer_special_team:yan_smart_terrain_4_5) =create_squad(yan_killer_special_team2:yan_smart_terrain_5_5)%
[sr_idle@spawn_end_1]
on_info = sr_idle@check_spawner %+yan_spawn_complete%
![sr_crow_spawner]
max_crows_on_level = 5
spawn_path = yan_crow_spawn_1, yan_crow_spawn_2, yan_crow_spawn_3, yan_crow_spawn_4, yan_crow_spawn_5
on_info50 = {-yan_kill_brain_done} sr_idle@check_spawner
on_info51 = {+yan_stalker_sakharov_dead +yan_ecolog_vasilyev_dead +yan_ecolog_semenov_dead +yan_ecolog_kruglov_dead -yan_spawn_complete} sr_idle@check_spawn_1_2
[sr_idle@check_spawn_1_2]:sr_crow_spawner
on_info = {-agr_military_colonel_kovalski_dead sr_idle@spawn_1_2, sr_idle@spawn_2_2
[sr_idle@check_spawn_2_2]:sr_crow_spawner
on_info = {-cit_killers_aslan_dead -cit_killers_dushman_dead} sr_idle@spawn_2_2, sr_idle@spawn_end_2
[sr_idle@spawn_1_2]:sr_crow_spawner
on_game_timer = 43200 | sr_idle@check_spawn_2_2 %=create_squad(yan_army_spetsnaz_squad:yan_smart_terrain_3_6) =create_squad(yan_army_spetsnaz_squad2:yan_smart_terrain_6_4)%
[sr_idle@spawn_2_2]:sr_crow_spawner
on_game_timer = 86400 | sr_idle@spawn_end_2_2 %=create_squad(yan_killer_special_team:yan_smart_terrain_4_4) =create_squad(yan_killer_special_team:yan_smart_terrain_4_5) =create_squad(yan_killer_special_team2:yan_smart_terrain_5_5)%
[sr_idle@spawn_end_2]:sr_crow_spawner
on_info = sr_idle@check_spawner %+yan_spawn_complete%
@@ -0,0 +1,5 @@
![logic@yan_saharov]
on_death = death_saharov
[death_saharov]
on_info = %+yan_stalker_sakharov_dead%
@@ -0,0 +1,2 @@
![logic@yan_saharov]
can_select_weapon = false
@@ -0,0 +1,12 @@
![ph_door@closed]
on_use = ph_door@open %+yan_smart_terrain_6_4_outer_door_open%
on_info1 = {+yan_smart_terrain_6_4_inner_door_open} ph_door@locked %-yan_smart_terrain_6_4_outer_door_open%
![ph_door@open]
on_use = ph_door@closed %-yan_smart_terrain_6_4_outer_door_open%
on_info = {+yan_smart_terrain_6_4_inner_door_open} ph_door@closed %-yan_smart_terrain_6_4_outer_door_open%
on_game_timer = 20 | ph_door@closed %-yan_smart_terrain_6_4_outer_door_open%
![ph_door@locked]
on_info1 = {-yan_smart_terrain_6_4_inner_door_open} ph_door@closed
on_game_timer = 20 | ph_door@closed
@@ -0,0 +1,12 @@
![ph_door@closed]
on_use = ph_door@open %+yan_smart_terrain_6_4_inner_door_open%
on_info1 = {+yan_smart_terrain_6_4_outer_door_open} ph_door@locked %-yan_smart_terrain_6_4_inner_door_open%
![ph_door@open]
on_use = ph_door@closed %-yan_smart_terrain_6_4_inner_door_open%
on_info = {+yan_smart_terrain_6_4_outer_door_open} ph_door@closed %-yan_smart_terrain_6_4_inner_door_open%
on_game_timer = 20 | ph_door@closed %-yan_smart_terrain_6_4_inner_door_open%
![ph_door@locked]
on_info1 = {-yan_smart_terrain_6_4_outer_door_open} ph_door@closed
on_game_timer = 20 | ph_door@closed
@@ -0,0 +1,104 @@
![logic@yan_kruglov]
on_death = death_kruglov
[death_kruglov]
on_info = %+yan_ecolog_kruglov_dead%
![walker@yan_kruglov]:walker@def
on_info2 = {+yantar_tunnel_finish} campfire_point@kruglov
[campfire_point@kruglov]:walker@def_lab
smart = yan_smart_terrain_2_4
use_camp = true
anim = scaner_stand, guard
on_info = {=surge_started} beh@surge_1
on_info2 = {+mortal_sin} walker@yan_kruglov_sin
[walker@yan_kruglov_sin]:walker@def
path_walk = collector_1_walk
path_look = collector_1_look
on_info = {=surge_started} walker@hide_1
on_info2 = {-mortal_sin} campfire_point@kruglov
![logic@yan_semenov]
on_death = death_semenov
[death_semenov]
on_info = %+yan_ecolog_semenov_dead%
![logic@yan_vasiliev]
on_death = death_vasiliev
[death_vasiliev]
on_info = %+yan_ecolog_vasilyev_dead%
![walker@yan_vasiliev]:walker@def
path_walk = collector_3_walk
path_look = collector_3_look
on_info2 = {+yantar_tunnel_finish} campfire_point@vasiliev
[campfire_point@vasiliev]:walker@def_lab
smart = yan_smart_terrain_3_4
use_camp = true
anim = probe_stand, guard
on_info = {=surge_started} beh@surge_2
on_info2 = {+mortal_sin} walker@yan_vasiliev_sin
[walker@yan_vasiliev_sin]:walker@def
path_walk = collector_3_walk
path_look = collector_3_look
on_info = {=surge_started} walker@hide_1
on_info2 = {-mortal_sin} campfire_point@vasiliev
![patrol@base]:walker@def
on_info2 = {+yantar_tunnel_finish} campfire_point@yan_lab_guards
[campfire_point@yan_lab_guards]:walker@def_lab
smart = yan_smart_terrain_3_4
use_camp = false
anim = idle, guard
on_info = {=surge_started} beh@surge_3
on_info2 = {+mortal_sin} patrol@base_sin
[patrol@base_sin]:walker@def
path_walk = patrol_base
;commander = true
formation = line
meet = no_meet
def_state_moving = patrol
on_info = {=surge_started} walker@hide_4
on_info2 = {-mortal_sin} campfire_point@yan_lab_guards
[walker@def_lab]
;combat_ignore_cond = {=actor_enemy =check_enemy_name(actor)} false, true
;combat_ignore_keep_when_attacked = true
gather_items_enabled = false
help_wounded_enabled = true
corpse_detection_enabled = false
invulnerable = {=is_warfare} false, {!actor_true_enemy} true, false
[beh@general]
target = waypoint
walk_dist = 100
jog_dist = 220
walk_anim = rush
jog_anim = rush
run_anim = rush
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
invulnerable = {=is_warfare} false, {!actor_true_enemy} true, false
[beh@surge_1]:beh@general
pt1 = 1500, idle | pos: -2.238817691803, 0.3178773522377, -6.5258741378784 look: -3.6336867809296, 0.31765586137772, 0.1618187725544
on_info = {=surge_complete} walker@yan_kruglov
[beh@surge_2]:beh@general
pt1 = 150, idle | pos: 26.950548171997, 0.026626795530319, 5.3820586204529, 78402, 2234
pt2 = 1500, idle | pos: 28.244895935059, 0.3146465420723, -11.436881065369 look: 24.818380355835, 0.31357181072235, -5.9259762763977
on_info = {=surge_complete} walker@yan_vasiliev
[beh@surge_3]:beh@general
pt1 = 150, idle | pos: 27.782852172852, 0.034076303243637, 7.705039024353, 78773, 2234 look: 28.872228622437, 0.03869166970253, 5.879819393158
pt2 = 1500, idle | pos: 21.94327545166, 0.31483441591263, -11.678646087646 look: 24.818380355835, 0.31357181072235, -5.9259762763977
on_info = {=surge_complete} patrol@base
@@ -0,0 +1,39 @@
![ph_door@closed]
on_use = ph_door@open %+yan_smart_terrain_6_4_inner_door_open%
;on_info = {!check_smart_alarm_status(yan_smart_terrain_6_4:normal)} ph_door@locked_alarm
on_info2 = {+yan_smart_terrain_6_4_outer_door_open} ph_door@locked %-yan_smart_terrain_6_4_inner_door_open%
;on_info3 = {+yan_smart_terrain_6_4_forced_open} ph_door@surge %+yan_smart_terrain_6_4_inner_door_open%
![ph_door@open]
on_use = ph_door@closed %-yan_smart_terrain_6_4_inner_door_open%
;on_info = {!check_smart_alarm_status(yan_smart_terrain_6_4:normal)} ph_door@locked %-yan_smart_terrain_6_4_inner_door_open%
on_info2 = {!surge_started +yan_smart_terrain_6_4_outer_door_open} ph_door@locked %-yan_smart_terrain_6_4_inner_door_open%
on_game_timer = 20 | ph_door@closed %-yan_smart_terrain_6_4_inner_door_open%
![ph_door@locked]
on_info = {-yan_smart_terrain_6_4_outer_door_open} ph_door@closed
;on_info2 = {!check_smart_alarm_status(yan_smart_terrain_6_4:normal)} ph_door@locked_alarm
;on_info3 = {+yan_smart_terrain_6_4_forced_open} ph_door@surge %+yan_smart_terrain_6_4_inner_door_open%
on_game_timer = 20 | ph_door@closed
![ph_door@locked_alarm]
;on_info = {=check_smart_alarm_status(yan_smart_terrain_6_4:normal)} ph_door@closed
;on_info2 = {=check_smart_alarm_status(yan_smart_terrain_6_4:alarm)} ph_door@locked_base_alarm
![ph_door@locked_base_alarm]
;on_info = {=check_smart_alarm_status(yan_smart_terrain_6_4:normal)} ph_door@closed
;on_info2 = {=check_smart_alarm_status(yan_smart_terrain_6_4:danger)} ph_door@locked_alarm
![ph_door@surge]
;on_info = {!check_smart_alarm_status(yan_smart_terrain_6_4:normal)} ph_door@locked %-yan_smart_terrain_6_4_inner_door_open%
;on_info2 = {-yan_smart_terrain_6_4_forced_open} ph_door@open
@@ -0,0 +1,54 @@
![ph_door@closed]
on_use = ph_door@open %+yan_smart_terrain_6_4_outer_door_open%
;on_info = {!check_smart_alarm_status(yan_smart_terrain_6_4:normal)} ph_door@locked_alarm
on_info2 = {+yan_smart_terrain_6_4_inner_door_open} ph_door@locked
;on_info3 = {+yan_smart_terrain_6_4_forced_open} ph_door@surge %+yan_smart_terrain_6_4_outer_door_open%
snd_open_start = trader_door_open_start
snd_close_start = trader_door_close_start
snd_close_stop = trader_door_close_stop
![ph_door@open]
on_use = ph_door@closed %-yan_smart_terrain_6_4_outer_door_open%
;on_info = {!check_smart_alarm_status(yan_smart_terrain_6_4:normal)} ph_door@locked %-yan_smart_terrain_6_4_outer_door_open%
;on_info2 = {+yan_smart_terrain_6_4_forced_open} ph_door@surge %+yan_smart_terrain_6_4_outer_door_open%
on_game_timer = 20 | ph_door@closed %-yan_smart_terrain_6_4_outer_door_open%
![ph_door@locked]
on_info = {-yan_smart_terrain_6_4_inner_door_open} ph_door@closed
;on_info2 = {!check_smart_alarm_status(yan_smart_terrain_6_4:normal)} ph_door@locked_alarm
;on_info3 = {+yan_smart_terrain_6_4_forced_open} ph_door@surge %+yan_smart_terrain_6_4_outer_door_open%
on_game_timer = 20 | ph_door@closed
![ph_door@locked_alarm]
;on_info = {=check_smart_alarm_status(yan_smart_terrain_6_4:normal)} ph_door@closed
;on_info2 = {=check_smart_alarm_status(yan_smart_terrain_6_4:alarm)} ph_door@locked_base_alarm
![ph_door@locked_base_alarm]
;on_info = {=check_smart_alarm_status(yan_smart_terrain_6_4:normal)} ph_door@closed
;on_info2 = {=check_smart_alarm_status(yan_smart_terrain_6_4:danger)} ph_door@locked_alarm
![ph_door@surge]
;on_info = {!check_smart_alarm_status(yan_smart_terrain_6_4:normal)} ph_door@locked %-yan_smart_terrain_6_4_outer_door_open%
;on_info2 = {-yan_smart_terrain_6_4_forced_open} ph_door@closed %-yan_smart_terrain_6_4_outer_door_open%
@@ -0,0 +1,14 @@
![logic]
active = sr_light
;active = sr_light_off
;[sr_light_off]
;light_on = false
;on_info = {=is_night} sr_light_on
;[sr_light_on]
;light_on = true
;on_info = {!is_night} sr_light_off
![sr_light]
light_on = true
@@ -0,0 +1,13 @@
![logic]
active = sr_idle@wait
![sr_idle@wait]
on_info = {=surge_started} sr_idle@open_doors %+yan_smart_terrain_6_4_forced_open%
![sr_idle@open_doors]
on_info = {+yan_smart_terrain_6_4_forced_open =squads_in_zone_yan_smart_terrain_6_4} %-yan_smart_terrain_6_4_forced_open%
![sr_idle@wait_out]
on_game_timer2 = 300 | sr_idle@wait %-yan_smart_terrain_6_4_forced_open%
@@ -0,0 +1,9 @@
![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@mspawn]
on_actor_inside = {-yan_tonnel_snork_spawn_1} sr_idle@nil %+yan_tonnel_snork_spawn_1 =spawn_object(yan_stalker_gigant_military:yan_gigant_walk:0)%
@@ -0,0 +1,9 @@
![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@mspawn]
on_actor_inside = {-yan_tonnel_snork_spawn_3} sr_idle@nil %+yan_tonnel_snork_spawn_3 =spawn_object(yan_stalker_military_2:yan_gigant_walk:0)%
@@ -0,0 +1,9 @@
![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@mspawn]
on_actor_inside = {-yan_giant_spawner_01} sr_idle@nil %+yan_giant_spawner_01%
@@ -0,0 +1,9 @@
![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@mspawn]
on_actor_inside = {-yan_tonnel_snork_spawn_2} sr_idle@nil %+yan_tonnel_snork_spawn_2 =spawn_object(yan_stalker_military_4:yan_gigant_walk:0)%
@@ -0,0 +1,5 @@
![mob_walker]
out_restr = yantar_tunnel_surge_hide
![mob_walker@2]
out_restr = yantar_tunnel_surge_hide
@@ -0,0 +1,25 @@
![sr_psy_antenna@no_helmet]
eff_intensity = 30
hit_intensity = 20
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, {+yan_labx16_switcher_primary_off} 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 = 20
hit_intensity = 0
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, {+yan_labx16_switcher_primary_off} 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 = 10
hit_intensity = 0
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, {+yan_labx16_switcher_primary_off} 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@no_helmet
[sr_idle@mnil]
@@ -0,0 +1,25 @@
![sr_psy_antenna@no_helmet]
eff_intensity = 40
hit_intensity = 20
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, {+yan_labx16_switcher_primary_off} 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 = 20
hit_intensity = 0
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, {+yan_labx16_switcher_primary_off} 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 = 10
hit_intensity = 0
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, {+yan_labx16_switcher_primary_off} 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@no_helmet
[sr_idle@mnil]
@@ -0,0 +1,25 @@
![sr_psy_antenna@no_helmet]
eff_intensity = 30
hit_intensity = 0
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, {+yan_labx16_switcher_primary_off} 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 = 20
hit_intensity = 0
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, {+yan_labx16_switcher_primary_off} 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 = 10
hit_intensity = 0
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, {+yan_labx16_switcher_primary_off} 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@no_helmet
[sr_idle@mnil]
@@ -0,0 +1,7 @@
![sr_idle]
on_actor_inside ={-story_mode_disabled +yantar_tunnel_start -yantar_tunnel_finish} sr_idle@spawn %+yantar_tunnel_finish =yan_saharov_message(3)%
[sr_idle@spawn]
on_info = sr_idle@nil %=create_squad(bandit_sim_squad_alpha:yan_smart_terrain_2_4) =create_squad(bandit_sim_squad_advanced:yan_smart_terrain_2_4)%
@@ -0,0 +1,12 @@
![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 = {-yantar_tunnel_start} sr_idle@nil %+yantar_tunnel_start =create_squad(yan_ecolog_guard_mlr_squad:yan_smart_terrain_3_6) =create_squad(yan_ecolog_guard_mlr_squad2:yan_smart_terrain_4_4) =spawn_object(yan_tonnel_snork_2:yan_tonnel_snorks_walk_3:0) =spawn_object(yan_tonnel_snork_4:yan_snork_tun_home_1:0) =spawn_object(yan_tonnel_zombied_1:yan_zombies_9_walk:0) =spawn_object(yan_tonnel_zombied_2:yan_zombies_9_walk:0) =spawn_object(yan_tonnel_zombied_3:yan_zombies_10_walk:0) =spawn_object(yan_tonnel_zombied_1:yan_zombies_9_walk:0) =spawn_object(yan_tonnel_zombied_2:yan_zombies_9_walk:0) =spawn_object(yan_tonnel_zombied_3:yan_zombies_10_walk:0)%
[sr_idle@mspawn]
on_actor_inside = {-yantar_tunnel_start} sr_idle@nil %+yantar_tunnel_start =spawn_object(yan_stalker_military_5:yan_gigant_walk:0) =spawn_object(yan_stalker_military_1:yan_gigant_walk:0) =spawn_object(yan_stalker_military_3:yan_gigant_walk:0) =spawn_object(yan_stalker_military_6:yan_gigant_walk:0)%
@@ -0,0 +1,33 @@
[smart_terrain]
squad_id = 1
max_population = 2
respawn_params = respawn@yan_smart_terrain_1_6
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@yan_smart_terrain_1_6] ;-- Type:
spawn_mutants
spawn_mutants_rare
[spawn_mutants] ;-- Normal\hard mutants - Rates of groups: ( 1 tushkano + 2 snork + 2 fracture + psy dog )
spawn_squads = simulation_tushkano_7_10, simulation_snork_2_3, simulation_snork_2_5, simulation_fracture, simulation_psy_dog
spawn_num = {~20} 1, 0
[spawn_mutants_rare] ;-- Rare mutants - Rates of groups: ( 1 karlik )
spawn_squads = simulation_karlik
spawn_num = {+yan_kill_brain_done ~10} 1, 0
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -0,0 +1,39 @@
[smart_terrain]
squad_id = 2
max_population = 2
respawn_params = respawn@yan_smart_terrain_2_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@yan_smart_terrain_2_4] ;-- Type: faction {zombied} = nhoo...
spawn_zombies_mix
;spawn_mutants
spawn_ecolog_special
[spawn_zombies_mix] ;-- Weak\normal mutants - Rates of groups: ( 2 zombie + 1 zombied )
spawn_squads = simulation_zombie_3_6, simulation_mix_zombie, zombied_sim_squad_mix
spawn_num = {+yan_kill_brain_done} 0, 1
;[spawn_mutants] ;-- Normal\hard mutants - Rates of groups: ( 1 tushkano + 2 snork + 2 fracture + 1 dogs )
;spawn_squads = simulation_tushkano_7_10, simulation_mix_dogs, simulation_snork_2_3, simulation_snork_2_5, simulation_fracture
;spawn_num = {+yan_kill_brain_done ~20} 1, 0
[spawn_ecolog_special]
spawn_squads = yan_ecolog_guard_mlr_squad
spawn_num = {+yan_kill_brain_done !squad_name_exist(yan_ecolog_guard_mlr_squad) -yan_stalker_sakharov_dead -yan_ecolog_vasilyev_dead -yan_ecolog_semenov_dead -yan_ecolog_kruglov_dead} 1, 0
[on_changing_level]
on_info = %=script(redone_xr_dynamic_object:dynamic_object:misc\spawn_object\yan_smart_terrain_2_4_object.ltx)%
;[smart_control]
;[exclusive]
@@ -0,0 +1,34 @@
[smart_terrain]
squad_id = 3
max_population = 1
respawn_params = respawn@yan_smart_terrain_2_5
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@yan_smart_terrain_2_5] ;-- Type:
spawn_mutants
spawn_ecolog_special
[spawn_mutants] ;-- Normal\hard mutants - Rates of groups: ( 1 tushkano + 2 snork + 1 dogs )
spawn_squads = simulation_tushkano_7_10, simulation_mix_dogs, simulation_snork_2_3, simulation_snork_2_5
spawn_num = {+yan_kill_brain_done ~20} 1, 0
[spawn_ecolog_special]
spawn_squads = yan_ecolog_lab_squad
spawn_num = {+yan_kill_brain_done !squad_name_exist(yan_ecolog_lab_squad) -yan_stalker_sakharov_dead -yan_ecolog_vasilyev_dead -yan_ecolog_semenov_dead -yan_ecolog_kruglov_dead} 1, 0
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -0,0 +1,43 @@
[smart_terrain]
squad_id = 4
max_population = 2
respawn_params = respawn@yan_smart_terrain_3_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@yan_smart_terrain_3_4] ;-- Type: faction {zombied} = wahyy...
spawn_zombies
spawn_mutants
spawn_stalkers_special
spawn_stalkers_special_2
[spawn_zombies] ;-- Weak\normal mutants - Rates of groups: ( 3 zombies )
spawn_squads = simulation_zombie, simulation_zombie_3_6, simulation_mix_zombie
spawn_num = {+yan_kill_brain_done} 0, 1
[spawn_mutants] ;-- Normal mutants - Rates of groups: ( 1 tushkano + 2 snork + 1 fracture )
spawn_squads = simulation_tushkano_7_10, simulation_snork_2_3, simulation_snork_2_5, simulation_fracture
spawn_num = {+yan_kill_brain_done ~20} 1, 0
[spawn_stalkers_special]
spawn_squads = yan_bandit_lab_squad
spawn_num = {+yan_kill_brain_done !squad_name_exist(yan_bandit_lab_squad) !squad_name_exist(yan_csky_lab_squad)} 1, 0
[spawn_stalkers_special_2]
spawn_squads = yan_csky_lab_squad
spawn_num = {+yan_kill_brain_done !squad_name_exist(yan_bandit_lab_squad) !squad_name_exist(yan_csky_lab_squad)} 1, 0
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -0,0 +1,33 @@
[smart_terrain]
squad_id = 5
max_population = 1
respawn_params = respawn@yan_smart_terrain_3_6
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@yan_smart_terrain_3_6] ;-- Type:
spawn_deserted_base
[spawn_deserted_base] ;-- Normal\hard mutants - Rates of groups: ( 1 tushkano + 2 dogs + 1 cat + 1 snork + 1 fracture )
spawn_squads = simulation_tushkano_7_10, simulation_dog_5_7, simulation_mix_dogs, simulation_cat_3_5, simulation_snork_2_3, simulation_fracture
spawn_num = {+yan_stalker_sakharov_dead +yan_ecolog_vasilyev_dead +yan_ecolog_semenov_dead +yan_ecolog_kruglov_dead} 1, 0
;[spawn_deserted_base]
;spawn_squads = yan_army_spetsnaz_squad
;spawn_num = {+yan_stalker_sakharov_dead +yan_ecolog_vasilyev_dead +yan_ecolog_semenov_dead +yan_ecolog_kruglov_dead -agr_military_colonel_kovalski_dead !squad_name_exist(yan_army_spetsnaz_squad)} 1, 0
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -0,0 +1,39 @@
[smart_terrain]
squad_id = 6
max_population = 2
respawn_params = respawn@yan_smart_terrain_4_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@yan_smart_terrain_4_2] ;-- Type: c_1_1 + c_1_2 edited
spawn_all_weak_c_1_1
spawn_all_normal_c_1_2
spawn_lurker
[spawn_all_weak_c_1_1] ;-- Weak mutants - Rates of groups: ( 2 tushkano + 2 dogs + 1 cats + 1 flesh )
spawn_squads = simulation_tushkano, simulation_tushkano, simulation_dog, simulation_mix_dogs, 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 cats + 3 fleshes/boars )
spawn_squads = simulation_mix_dogs, simulation_mix_dogs, simulation_cat, simulation_mix_boar_flesh, simulation_flesh, simulation_boar
spawn_num = {=actor_week_in_zone(1)} 1, {!actor_week_in_zone(1)} 0
[spawn_lurker] ;-- Hard mutants - Rates of groups: ( 2 lurker )
spawn_squads = simulation_lurker, simulation_lurker_blue
spawn_num = {~20} 1, 0
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -0,0 +1,38 @@
[smart_terrain]
squad_id = 7
max_population = 1
respawn_params = respawn@yan_smart_terrain_4_4
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@yan_smart_terrain_4_4] ;-- Type:
spawn_deserted_base
[spawn_deserted_base] ;-- Normal\hard mutants - Rates of groups: ( 1 tushkano + 2 dogs + 1 cat + 1 snork + 1 fracture )
spawn_squads = simulation_tushkano_7_10, simulation_dog_5_7, simulation_mix_dogs, simulation_cat_3_5, simulation_snork_2_3, simulation_fracture
spawn_num = {+yan_stalker_sakharov_dead +yan_ecolog_vasilyev_dead +yan_ecolog_semenov_dead +yan_ecolog_kruglov_dead} 1, 0
;[spawn_deserted_base]
;spawn_squads = yan_killer_special_team2
;spawn_num = {+yan_stalker_sakharov_dead +yan_ecolog_vasilyev_dead +yan_ecolog_semenov_dead +yan_ecolog_kruglov_dead -cit_killers_aslan_dead -cit_killers_dushman_dead !squad_name_exist(yan_killer_special_team2)} 1, 0
;[on_changing_level]
;[smart_control]
[exclusive]
yan_smart_terrain_4_4_zombie_wave_1 = yantar\yan_smart_terrain_4_4_smart_logic.ltx
yan_smart_terrain_4_4_zombie_wave_2 = yantar\yan_smart_terrain_4_4_smart_logic.ltx
yan_smart_terrain_4_4_zombie_wave_3 = yantar\yan_smart_terrain_4_4_smart_logic.ltx
yan_smart_terrain_4_4_zombie_wave_4 = yantar\yan_smart_terrain_4_4_smart_logic.ltx
yan_smart_terrain_4_4_zombie_wave_5 = yantar\yan_smart_terrain_4_4_smart_logic.ltx
@@ -0,0 +1,29 @@
[smart_terrain]
squad_id = 8
max_population = 1
respawn_params = respawn@yan_smart_terrain_4_5
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@yan_smart_terrain_4_5] ;-- Type:
spawn_deserted_base
[spawn_deserted_base] ;-- Normal\hard mutants - Rates of groups: ( 1 tushkano + 2 dogs + 1 cat + 1 snork + 1 fracture )
spawn_squads = simulation_tushkano_7_10, simulation_dog_5_7, simulation_mix_dogs, simulation_cat_3_5, simulation_snork_2_3, simulation_fracture
spawn_num = {+yan_stalker_sakharov_dead +yan_ecolog_vasilyev_dead +yan_ecolog_semenov_dead +yan_ecolog_kruglov_dead} 1, 0
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -0,0 +1,28 @@
[smart_terrain]
squad_id = 9
max_population = 2
respawn_params = respawn@yan_smart_terrain_5_3
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@yan_smart_terrain_5_3] ;-- Type:
spawn_deserted_base
[spawn_deserted_base] ;-- Normal\hard mutants - Rates of groups: ( 1 tushkano + 2 dogs + 1 cat + 1 snork + 1 fracture )
spawn_squads = simulation_tushkano_7_10, simulation_dog_5_7, simulation_mix_dogs, simulation_cat_3_5, simulation_snork_2_3, simulation_fracture
spawn_num = {+yan_stalker_sakharov_dead +yan_ecolog_vasilyev_dead +yan_ecolog_semenov_dead +yan_ecolog_kruglov_dead} 1, 0
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -0,0 +1,37 @@
[smart_terrain]
squad_id = 11
max_population = 1
respawn_params = respawn@yan_smart_terrain_5_5
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@yan_smart_terrain_5_5] ;-- Type:
spawn_deserted_base
[spawn_deserted_base] ;-- Normal\hard mutants - Rates of groups: ( 1 tushkano + 2 dogs + 1 cat + 1 snork + 1 fracture )
spawn_squads = simulation_tushkano_7_10, simulation_dog_5_7, simulation_mix_dogs, simulation_cat_3_5, simulation_snork_2_3, simulation_fracture
spawn_num = {+yan_stalker_sakharov_dead +yan_ecolog_vasilyev_dead +yan_ecolog_semenov_dead +yan_ecolog_kruglov_dead} 1, 0
;[spawn_deserted_base]
;spawn_squads = yan_killer_special_team
;spawn_num = {+yan_stalker_sakharov_dead +yan_ecolog_vasilyev_dead +yan_ecolog_semenov_dead +yan_ecolog_kruglov_dead -cit_killers_aslan_dead -cit_killers_dushman_dead !squad_name_exist(yan_killer_special_team)} 1, 0
;[on_changing_level]
;[smart_control]
[exclusive]
yan_smart_terrain_5_5_zombie_wave_1 = yantar\yan_smart_terrain_5_5_smart_logic.ltx
yan_smart_terrain_5_5_zombie_wave_2 = yantar\yan_smart_terrain_5_5_smart_logic.ltx
yan_smart_terrain_5_5_zombie_wave_3 = yantar\yan_smart_terrain_5_5_smart_logic.ltx
yan_smart_terrain_5_5_zombie_wave_4 = yantar\yan_smart_terrain_5_5_smart_logic.ltx
yan_smart_terrain_5_5_zombie_wave_5 = yantar\yan_smart_terrain_5_5_smart_logic.ltx
@@ -0,0 +1,39 @@
[smart_terrain]
squad_id = 12
max_population = 1
respawn_params = respawn@yan_smart_terrain_5_5
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@yan_smart_terrain_5_5] ;-- 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: ( 1 tushkano + 2 dogs + 1 cats + 1 flesh )
spawn_squads = simulation_tushkano, simulation_dog, simulation_mix_dogs, simulation_cat, simulation_flesh
spawn_num = {!actor_week_in_zone(1)} 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, 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]
yan_smart_terrain_6_2_zombie_wave_1 = yantar\yan_smart_terrain_6_2_smart_logic.ltx
yan_smart_terrain_6_2_zombie_wave_2 = yantar\yan_smart_terrain_6_2_smart_logic.ltx
yan_smart_terrain_6_2_zombie_wave_3 = yantar\yan_smart_terrain_6_2_smart_logic.ltx
yan_smart_terrain_6_2_zombie_wave_4 = yantar\yan_smart_terrain_6_2_smart_logic.ltx
yan_smart_terrain_6_2_zombie_wave_5 = yantar\yan_smart_terrain_6_2_smart_logic.ltx
@@ -0,0 +1,75 @@
[smart_terrain]
squad_id = 13
max_population = 3
respawn_params = respawn@yan_smart_terrain_6_4
respawn_only_smart = false
respawn_idle = 43200
respawn_radius = 50
;arrive_dist = 0
;smart_control = smart_control
;att_restr = yan_smart_terrain_6_4_att
;def_restr = yan_smart_terrain_6_4_def
;safe_restr = nil
;spawn_point = nil
[respawn@yan_smart_terrain_6_4] ;-- Type: faction {ecolog} = south\base
spawn_ecolog@novice
spawn_ecolog@advanced
spawn_ecolog_special
;spawn_deserted_base
[spawn_ecolog@novice]
spawn_squads = ecolog_sim_squad_novice, ecolog_sim_squad_advanced
spawn_num = {+yan_stalker_sakharov_dead +yan_ecolog_vasilyev_dead +yan_ecolog_semenov_dead +yan_ecolog_kruglov_dead} 0, 2
[spawn_ecolog@advanced]
spawn_squads = ecolog_sim_squad_advanced, ecolog_sim_squad_veteran
spawn_num = {+yan_stalker_sakharov_dead +yan_ecolog_vasilyev_dead +yan_ecolog_semenov_dead +yan_ecolog_kruglov_dead} 0, 2
[spawn_ecolog_special]
spawn_squads = ecolog_sim_squad_advanced_1e_1ls_1ss, ecolog_sim_squad_advanced_2e_2ls_1ss, ecolog_sim_squad_advanced_1e_2ls, ecolog_sim_squad_advanced_1e_2es
spawn_num = {+yan_stalker_sakharov_dead +yan_ecolog_vasilyev_dead +yan_ecolog_semenov_dead +yan_ecolog_kruglov_dead} 0, 2
;[spawn_deserted_base]
;spawn_squads = yan_army_spetsnaz_squad2
;spawn_num = {+yan_stalker_sakharov_dead +yan_ecolog_vasilyev_dead +yan_ecolog_semenov_dead +yan_ecolog_kruglov_dead -agr_military_colonel_kovalski_dead !squad_name_exist(yan_army_spetsnaz_squad2)} 1, 0
[on_changing_level]
on_info = %=script(redone_xr_dynamic_object:dynamic_object:misc\spawn_object\yan_smart_terrain_6_4_object.ltx)%
;[smart_control]
;noweap_zone = yan_space_restrictor_no_weapon_actor_base_cut2
;ignore_zone = yan_smart_terrain_6_4_def
;alarm_start_sound = nil
;alarm_stop_sound = nil
[exclusive]
mechanic_army_yan_mlr = yantar\mechanic_army_yan_mlr_logic.ltx
yan_povar_army_mlr = yantar\yan_povar_army_mlr.ltx
yan_bunker_guards = yantar\yan_scientists.ltx
yan_saharov = yantar\yan_saharov.ltx
yan_kruglov = yantar\yan_scientists.ltx
yan_semenov = yantar\yan_scientists.ltx
yan_vasiliev = yantar\yan_scientists.ltx
yan_smart_terrain_6_4_camp_work_1 = yantar\yan_smart_terrain_6_4_smart_logic.ltx
yan_smart_terrain_6_4_camp_work_2 = yantar\yan_smart_terrain_6_4_smart_logic.ltx
yan_smart_terrain_6_4_zombie_wave_1 = yantar\yan_smart_terrain_6_4_smart_logic.ltx
yan_smart_terrain_6_4_zombie_wave_2 = yantar\yan_smart_terrain_6_4_smart_logic.ltx
yan_smart_terrain_6_4_zombie_wave_3 = yantar\yan_smart_terrain_6_4_smart_logic.ltx
yan_smart_terrain_6_4_zombie_wave_4 = yantar\yan_smart_terrain_6_4_smart_logic.ltx
yan_smart_terrain_6_4_zombie_wave_5 = yantar\yan_smart_terrain_6_4_smart_logic.ltx
yan_smart_terrain_6_4_zombie_wave_6 = yantar\yan_smart_terrain_6_4_smart_logic.ltx
yan_smart_terrain_6_4_zombie_wave_7 = yantar\yan_smart_terrain_6_4_smart_logic.ltx
yan_smart_terrain_6_4_zombie_wave_8 = yantar\yan_smart_terrain_6_4_smart_logic.ltx
yan_smart_terrain_6_4_zombie_wave_9 = yantar\yan_smart_terrain_6_4_smart_logic.ltx
yan_smart_terrain_6_4_zombie_wave_10 = yantar\yan_smart_terrain_6_4_smart_logic.ltx
yan_smart_terrain_6_4_zombie_wave_11 = yantar\yan_smart_terrain_6_4_smart_logic.ltx
yan_smart_terrain_6_4_zombie_wave_12 = yantar\yan_smart_terrain_6_4_smart_logic.ltx
yan_smart_terrain_6_4_zombie_wave_13 = yantar\yan_smart_terrain_6_4_smart_logic.ltx
yan_smart_terrain_6_4_zombie_wave_14 = yantar\yan_smart_terrain_6_4_smart_logic.ltx
yan_smart_terrain_6_4_zombie_wave_15 = yantar\yan_smart_terrain_6_4_smart_logic.ltx
@@ -0,0 +1,33 @@
[smart_terrain]
squad_id = 15
max_population = 2
respawn_params = respawn@yan_smart_terrain_snork_u
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@yan_smart_terrain_snork_u] ;-- Type:
spawn_snork
spawn_zombie
[spawn_snork] ;-- Normal mutants - Rates of groups: ( 2 snork )
spawn_squads = simulation_snork_2_3, simulation_snork_2_5
spawn_num = {=actor_community(actor_monolith)} 0,{=actor_community(actor_greh)} 0,{+yan_kill_brain_done} 1, 0
[spawn_zombie] ;-- Weak mutants - Rates of groups: ( 1 zombie + 1 zombied )
spawn_squads = simulation_mix_zombie, zombied_sim_squad_mix
spawn_num = {=actor_community(actor_monolith)} 0,{=actor_community(actor_greh)} 0,{+yan_kill_brain_done} 0, 1
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -0,0 +1,43 @@
[smart_terrain]
squad_id = 14
max_population = 2
respawn_params = respawn@yan_smart_terrain_zombi_spawn
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@yan_smart_terrain_zombi_spawn] ;-- Type: faction {zombied} = wahyy...
spawn_zombied_squad
spawn_zombie
spawn_mutants
spawn_ecolog_special
[spawn_zombied_squad]
spawn_squads = zombied_sim_squad_novice, zombied_sim_squad_advanced, zombied_sim_squad_mix
spawn_num = {+yan_kill_brain_done} 0, 1
[spawn_zombie] ;-- Weak\normal mutants - Rates of groups: ( 3 zombies )
spawn_squads = simulation_zombie, simulation_zombie_3_6, simulation_mix_zombie
spawn_num = {+yan_kill_brain_done} 0, 1
[spawn_mutants] ;-- Normal\hard mutants - Rates of groups: ( 1 tushkano + 2 snork + 2 fracture )
spawn_squads = simulation_tushkano_7_10, simulation_snork_2_3, simulation_snork_2_5, simulation_fracture, simulation_fracture
spawn_num = {+yan_kill_brain_done} 1, 0
[spawn_ecolog_special]
spawn_squads = yan_ecolog_guard_mlr_squad2
spawn_num = {+yan_kill_brain_done !squad_name_exist(yan_ecolog_guard_mlr_squad2) -yan_stalker_sakharov_dead -yan_ecolog_vasilyev_dead -yan_ecolog_semenov_dead +yan_ecolog_kruglov_dead} 1, 0
;[on_changing_level]
;[smart_control]
;[exclusive]
@@ -0,0 +1,9 @@
[logic]
active = ph_sound
[ph_sound]
snd = esc_sidorovich_radio
looped = false
min_idle = 300
max_idle = 500
random = true
@@ -0,0 +1,27 @@
[logic]
active = ph_idle@sound_idle
[ph_idle@sound_idle]
on_info = {=surge_started} ph_idle@surge
;on_info2 = {+yan_stalker_sakharov_dead} ph_idle@nil
[ph_idle@surge]
on_game_timer = 100 | ph_idle@surge_started
[ph_idle@surge_started]
on_info = %=play_sound(yan_blowout_siren)%
;on_info2 = {!surge_started} ph_idle@sound_idle
on_game_timer = 370 | ph_idle@surge_siren_end
[ph_idle@surge_siren_end]
on_info = %=play_sound(yan_blowout_siren_1)%
on_signal = sound_end | ph_idle@surge_act_idle
[ph_idle@surge_act_idle]
on_info = {=surge_started} ph_idle@surge
on_game_timer = 1240 | ph_idle@sound_idle
[ph_idle@nil]
[collide]
ignore_static
@@ -0,0 +1,13 @@
[logic]
active = ph_idle@play
[ph_idle@play]
on_info = %=play_sound_looped(yan_sci_tech_sounds)%
on_info2 = {+yan_stalker_sakharov_dead} ph_idle@nil
[ph_idle@nil]
on_info = %=stop_sound_looped%
[collide]
ignore_static
@@ -0,0 +1,20 @@
[logic]
active = ph_idle@wait_actor
[ph_idle@wait_actor]
on_info = {=actor_near_smart(yan_smart_terrain_1_6) =is_night} ph_idle@spawn_night_monster_1, {=actor_near_smart(yan_smart_terrain_1_6) =is_dark_night} ph_idle@spawn_dark_monster_1
[ph_idle@spawn_night_monster_1]
on_info = {~10} %=create_squad(simulation_snork_night:yan_smart_terrain_1_6)% ph_idle@reset, {~10} %=create_squad(simulation_fracture_night:yan_smart_terrain_1_6)% ph_idle@reset, {~10} %=create_squad(simulation_bloodsucker_night:yan_smart_terrain_1_6)% ph_idle@reset, {~10} %=create_squad(simulation_pseudodog_night:yan_smart_terrain_1_6)% ph_idle@reset, ph_idle@wait_reset
[ph_idle@spawn_dark_monster_1]
on_info = {~10} %=create_squad(simulation_psysucker_white_night:yan_smart_terrain_1_6)% ph_idle@reset, {~10} %=create_squad(simulation_snork_night:yan_smart_terrain_1_6)% ph_idle@reset, {~10} %=create_squad(simulation_bloodsucker_night:yan_smart_terrain_1_6)% ph_idle@reset, {~10} %=create_squad(simulation_psysucker_night:yan_smart_terrain_1_6)% ph_idle@reset, ph_idle@wait_reset
[ph_idle@reset]
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 +1,20 @@
[logic]
active = ph_idle@wait_actor
[ph_idle@wait_actor]
on_info = {=actor_near_smart(yan_smart_terrain_4_2) =is_night} ph_idle@spawn_night_monster_1, {=actor_near_smart(yan_smart_terrain_4_2) =is_dark_night} ph_idle@spawn_dark_monster_1
[ph_idle@spawn_night_monster_1]
on_info = {~10} %=create_squad(simulation_snork_night:yan_smart_terrain_4_2)% ph_idle@reset, {~10} %=create_squad(simulation_fracture_night:yan_smart_terrain_4_2)% ph_idle@reset, {~10} %=create_squad(simulation_bloodsucker_red_night:yan_smart_terrain_4_2)% ph_idle@reset, {~10} %=create_squad(simulation_psysucker_brown_night:yan_smart_terrain_4_2)% ph_idle@reset, ph_idle@wait_reset
[ph_idle@spawn_dark_monster_1]
on_info = {~10} %=create_squad(simulation_chimera_night:yan_smart_terrain_4_2)% ph_idle@reset, {~10} %=create_squad(simulation_snork_night:yan_smart_terrain_4_2)% ph_idle@reset, {~10} %=create_squad(simulation_bloodsucker_red_night:yan_smart_terrain_4_2)% ph_idle@reset, {~10} %=create_squad(simulation_psysucker_brown_night:yan_smart_terrain_4_2)% ph_idle@reset, ph_idle@wait_reset
[ph_idle@reset]
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 +1,20 @@
[logic]
active = ph_idle@wait_actor
[ph_idle@wait_actor]
on_info = {=actor_near_smart(yan_smart_terrain_6_2) =is_night} ph_idle@spawn_night_monster_1, {=actor_near_smart(yan_smart_terrain_6_2) =is_dark_night} ph_idle@spawn_dark_monster_1
[ph_idle@spawn_night_monster_1]
on_info = {~10} %=create_squad(simulation_mix_zombie_night:yan_smart_terrain_6_2)% ph_idle@reset, {~10} %=create_squad(simulation_snork_night:yan_smart_terrain_6_2)% ph_idle@reset, {~10} %=create_squad(simulation_lurker_brown_night:yan_smart_terrain_6_2)% ph_idle@reset, {~10} %=create_squad(simulation_pseudodog_night:yan_smart_terrain_6_2)% ph_idle@reset, ph_idle@wait_reset
[ph_idle@spawn_dark_monster_1]
on_info = {~10} %=create_squad(simulation_zombie_blind_3zomb_night:yan_smart_terrain_6_2)% ph_idle@reset, {~10} %=create_squad(simulation_snork_2_3_night:yan_smart_terrain_6_2)% ph_idle@reset, {~10} %=create_squad(simulation_bloodsucker_night:yan_smart_terrain_6_2)% ph_idle@reset, {~10} %=create_squad(simulation_psysucker_night:yan_smart_terrain_6_2)% ph_idle@reset, ph_idle@wait_reset
[ph_idle@reset]
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 +1,7 @@
[logic]
active = walker
[walker]
path_walk = yan_gigant_walk
path_look = yan_gigant_look
out_restr = yantar_tunnel_restrictor_3
@@ -0,0 +1,7 @@
[logic]
active = walker@2
[walker@2]
path_walk = yan_gigant_walk2
path_look = yan_gigant_look2
out_restr = yantar_tunnel_restrictor_3