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StrawFlux 

1 час назад, denis2000 сказал:

Это не партикл - это постпроцесс на базе psychic.ppe

Мне кажется, тут всё-таки имеется в виду партикл самой аномалии, а не эффекта на экране когда внутри неё.

Партикл называется zones\zone_psychic_idle.

  • Лайк 1
  • Жму руку 1

Мод в разработке - X-7: Эпицентр

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Prostomod когда squad_descr_escape.ltx зарегал в system.ltx зеленый жук приехал (либо просто как то пеправильно)

21 час назад, Prostomod сказал:

Да, просто добавляешь в конец списка запятую и потом название файла

а какого файла, там  написано что профили персонажей, ну и я профили регал в сharacter_desc_escape

файл spawn_sections.ltx. зарегал все ок 

 

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sosiska23 Короче, выложи сюда текущее содержание файлов system.ltx, spawn_sections.ltx и squad_descr.ltx. Про спойлеры не забудь.


Мод в разработке - X-7: Эпицентр

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Спойлер

#include "defines.ltx"
#include "prefetch\prefetch.ltx"
;#include "weathers\environment.ltx"
#include "creatures\monsters.ltx"
#include "creatures\stalkers.ltx"
#include "weapons\weapons.ltx"
#include "misc\inventory_upgrades.ltx"
#include "misc\items.ltx"

#include "creatures\actor.ltx"
#include "zones\zones.ltx"
#include "misc\postprocess.ltx"

#include "misc\outfit.ltx"
#include "misc\achievements.ltx"
#include "misc\artefacts.ltx"
#include "misc\devices.ltx"
#include "misc\radiation_counter.ltx"
#include "misc\quest_items.ltx"
#include "models\dynamic_objects.ltx"
#include "misc\m_online_offline_group.ltx"
#include "misc\squad_descr.ltx"


#include "misc\effectors.ltx"
#include "creatures\helicopter.ltx"
#include "external.ltx"

#include "creatures\game_relations.ltx"

#include "mp\mp_actor.ltx"
#include "mp\team_logo.ltx"
#include "mp\weapons_mp\ammo_mp.ltx"
#include "mp\weapons_mp\weapons_mp.ltx"
#include "mp\weapons_mp\outfit_mp.ltx"
#include "mp\weapons_mp\items_mp.ltx"

;Game types
#include "mp\SoundMessages\mp_snd_messages.ltx"
#include "mp\SoundMessages\ahunt_snd_messages.ltx"
#include "mp\SoundMessages\cta_snd_messages.ltx"
#include "mp\SoundMessages\dm_snd_messages.ltx"
#include "mp\SoundMessages\tdm_snd_messages.ltx"
#include "mp\private_defines.ltx"
#include "mp\deathmatch_game.ltx"
#include "mp\teamdeathmatch_game.ltx"
#include "mp\artefacthunt_game.ltx"
#include "mp\capturetheartefact_game.ltx"
#include "mp\anticheat_active_params.ltx"

#include "evaluation.ltx"
#include "fonts.ltx"

#include "alife.ltx"
; SIMULATION
#include "misc\simulation.ltx"

; Respawns
#include "creatures\spawn_sections.ltx"

; Extra Content
#include "extracontent.ltx"
#include "localization.ltx"
#include "smart_cover.ltx"
#include "squad_descr_escape.ltx"

[zone_pick_dof]
near    = -1500.0
far     = 10.0

[sound]
occlusion_scale = 0.4
snd_collide_min_volume=0.1
snd_collide_max_volume=200.

[demo_record]
speed0    = 0.3
speed1    = 3.0
speed2    = 15.0
speed3    = 60.0
ang_speed0  = 0.1
ang_speed1  = 0.5
ang_speed2  = 7.0
ang_speed3  = 2.0


[info_portions]
;список xml файлов, содержаих info_portions
files = info_portions, info_zaton, info_jupiter, info_pripyat, info_upgrades, info_escape

[dialogs]
files = dialogs, dialogs_zaton, dialogs_jupiter, dialogs_pripyat


[encyclopedia]
files = encyclopedia_infos

[profiles]
;список xml файлов, содержаих профили сталкеров и торговцев
files =  npc_profile

;список xml файлов, содержаих описаниЪ конкретнvх сталкеров и торговцев
specific_characters_files = character_desc_general, character_desc_zaton, character_desc_jupiter, character_desc_escape

[inventory]
take_dist       = 2
max_weight        = 50
max_ruck        = 56
max_belt        = 5 ;16
slots_count       = 12 ; count +1 (zero)

slot_persistent_1   = true   ;knife
slot_active_1       = true

slot_persistent_2   = false  ;pistol
slot_active_2       = true

slot_persistent_3   = false  ;automatic
slot_active_3       = true

slot_persistent_4   = true   ;grenades
slot_active_4       = true

slot_persistent_5   = true   ;binocular
slot_active_5       = true

slot_persistent_6   = true   ;bolt
slot_active_6       = true

slot_persistent_7   = false  ;outfit
slot_active_7       = false

slot_persistent_8   = true   ;pda
slot_active_8       = false

slot_persistent_9   = true   ;detector
slot_active_9       = false

slot_persistent_10  = true  ;torch
slot_active_10      = false

slot_persistent_11  = false ;artefact
slot_active_11      = true

slot_persistent_12  = false ;helmet
slot_active_12      = false


[lights_hanging_lamp]
GroupControlSection = spawn_group
$spawn        = "physics\hanging lamp"
class       = SO_HLAMP
script_binding      = bind_physic_object.init


[lights_signal_light]
GroupControlSection = spawn_group
$spawn        = "physics\signal_light"
class       = SO_HLAMP
script_binding      = bind_signal_light.init


[search_light]
GroupControlSection = spawn_group
$spawn        = "physics\search light"
class       = O_SEARCH
cform       = skeleton
visual        = dynamics\light\projector.ogf
script_binding      = bind_physic_object.init

[explosion_marks]
wallmarks     = wm\wm_grenade
dist        = 0.5 ;2.4  ;
size        = 0.6 ;0.4  ;
max_count     = 5

[bloody_marks]
wallmarks     = wm\wm_blood_1,wm\wm_blood_2,wm\wm_blood_3
dist        = 2.0 ;2.4  ;(м) max расстоЪние отлета крови
max_size      = 0.4 ;0.3  ;(м)радиус пЪтна при хите силой nominal hit по большому объекту (по маленькому *0.5)
min_size      = 0.06      ;(м)минимальнvй радиус пЪтна
nominal_hit     = 0.5     ;величина номинального хита, при котором разлетаетсЪ максимум крови (max_size)

;капли крови

blood_drops     = wm\wm_blood_drop_1,wm\wm_blood_drop_2,wm\wm_blood_drop_3,wm\wm_blood_drop_4
start_blood_size  = 0.4     ;размер ранv чтоб начала капать кровь
stop_blood_size   = 0.025     ;размер ранv чтоб кровь остановилась (должно бvть меньше start_blood_size)

blood_drop_time     = 0.1     ;OBSOLETE
blood_drop_time_min = 0.3     ;
blood_drop_time_max = 2.0     ;
blood_drop_size   = 0.1     ;размер капли (м) крови, котораЪ упала


[entity_fire_particles]
fire_particles = damage_fx\burn_creatures
start_burn_size = 0.0003    ;размер ожега после которого начать играть партиклv огнЪ
stop_burn_size  = 0.0001    ;размер ожега после которого остановить партиклv
min_burn_time = 10000   ;минимальное времЪ отvгрvша партиклов (даже если рана уже зажила)

[hud_cursor]
;все размерv в процентах от длинv экрана
cross_length    = 0.015         ;длина "палочки" прицела
min_radius      = 0.0         ;минимальнvй радиус прицела (при нулевой дисперсии)
max_radius      = 1.0         ;максимальнvй радиус
radius_lerp_speed = 0.08          ;скорость интерполЪции положений прицела
cross_color     = 0.7,0.7,0.7,0.5   ;цвет прицела
disp_scale      = 0.08          ;масштаб прицела (относительно радиан)

[hud_hitmark]
hit_mark_texture    = ui\ui_hud_hit_mark; ui\ui_empty
grenade_mark_texture    = ui\ui_hud_grenade_mark
;ui\ui_hud_hit_mark
;ui\ui_hud_hit_mark_01
;ui\ui_hud_hit_mark_02
;ui\ui_hud_hit_mark_03
;ui\ui_hud_hit_mark_04
;ui\ui_hud_hit_mark_05
;ui\ui_hud_hit_mark_06
;ui\ui_hud_hit_mark_07
;ui\ui_hud_hit_mark_08
;ui\ui_hud_hit_mark_09
;ui\ui_hud_hit_mark_10
;ui\ui_hud_hit_mark_11
;ui\ui_hud_hit_mark_12
;ui\ui_hud_hit_mark_13
;ui\ui_hud_hit_mark_14
;ui\ui_hud_hit_mark_15
;ui\ui_hud_hit_mark_16
;ui\ui_hud_hit_mark_17
;ui\ui_hud_hit_mark_18
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; inventory items
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;


[document]
GroupControlSection = spawn_group
;discovery_dependency =
$spawn        = "documents\document 01"
;$prefetch      = 32
class       = II_DOC
cform       = skeleton
visual        = dynamics\equipments\item_document_1.ogf

inv_name      = Document
inv_name_short    = Document
inv_weight      = 1 ;0.2

inv_grid_width    = 1
inv_grid_height   = 1
inv_grid_x      = 0
inv_grid_y      = 0
cost        = 0


[spectator]
 $player        = on
class                   = SPECT


[??tg_event]
class        = EVENT

[m_car]
GroupControlSection = spawn_group
discovery_dependency =
$spawn      = "vehicles\car"
cform                   = skeleton
class                   = SCRPTCAR

inv_weight        = 1000
cost          = 100000
inv_grid_width      = 1
inv_grid_height     = 1

script_binding      = bind_physic_object.init


[actor_firsteye_cam]
lim_pitch                = -1.5, 1.5
lim_yaw                  = 0, 0
rot_speed                = 3.14, 3.14, 0

[actor_ladder_cam]
lim_pitch                = -1.5, 1.5
lim_yaw                  = -1.0, 1.0
rot_speed                = 3.14, 3.14, 0

[actor_free_cam]
;----------------
lim_pitch                = -1.5, 1.5
lim_yaw                  = 0, 0
lim_zoom                 = 0.4, 10
rot_speed                = 3.14, 1.0, 10

[actor_look_cam]
lim_pitch                = -0.7, 1
lim_yaw                  = 0, 0
lim_zoom                 = 1, 5
rot_speed                = 3.14, 6.28, 10

[actor_look_cam_psp]
lim_pitch                = -0.7, 1
lim_yaw                  = 0, 0
lim_zoom                 = 1, 5
rot_speed                = 2, 2, 2
offset          = 0.4,0.2,-1.1
autoaim_speed_y     = 0.5, 3.14    ;min,max speed
autoaim_speed_x     = 0.5, 3.14

[mounted_weapon_cam]
lim_pitch                = -0.5, 0.5
lim_yaw                  = -2.0, 2.0
rot_speed                = 3.14, 1.0, 0

[car_firsteye_cam]
lim_pitch                = -0.5, 0.3
lim_yaw                  = -2.0, 2.0
rot_speed                = 3.14, 1.0, 0

[car_free_cam]
lim_pitch                = -1, 1.56 ;0, 1.56
lim_yaw                  = 0, 0 ;0, 0
lim_zoom                 = 1, 10 ;1, 7
rot_speed                = 3.14, 1.0, 10 ;3.14, 1.0, 10

[car_look_cam]
lim_pitch                = 0, 1.56
lim_yaw                  = 0  , 0
lim_zoom                 = 1, 7
rot_speed                = 25, 1.0, 10

[heli_free_cam]
lim_pitch                = -1.5, 1.5
lim_yaw                  = 0, 0
lim_zoom                 = 5, 25
rot_speed                = 3.14, 1.0, 10

[heli_front_cam]
;lim_yaw    = -0.01,0.01
lim_pitch                = -1.2, 1.2
lim_yaw                  = -1.5, 1.5
rot_speed                = 3.14, 1.5, 0

[heli_look_cam]
lim_pitch                = 0, 1.56
lim_yaw                  = 0, 0
lim_zoom                 = 5, 15
rot_speed                = 3.14, 1.0, 10

[interface]
font_game                = font_game
font_small               = font_small


[graph_point]
class                = AI_GRAPH
$spawn               = "ai\graph point"

;-----------------------------------------------------------------
; Trade
;-----------------------------------------------------------------
[trade]
;коэффициентv изменениЪ ценv при торговле в зависимости от отношениЪ к персонажу
;линейно апроксимиру≥тсЪ между значениЪ
buy_price_factor_hostile  = 1   ;коэффициент покупки при goodwill = -100
buy_price_factor_friendly = 1   ;коэффициент покупки при goodwill = 100
sell_price_factor_hostile = 1   ;коэффициент покупки при goodwill = -100
sell_price_factor_friendly  = 1   ;коэффициент покупки при goodwill = 100

;-----------------------------------------------------------------

[spawn_group_zone]
GroupControlSection     = spawn_group_zone
$spawn            = "ai\group zone"                 ; option for Level Editor
class           = AI_SPGRP

[spawn_group]
GroupControlSection     = spawn_group
$spawn            = "ai\spawn group"                ; option for Level Editor
class           = AI_SPGRP

[level_changer]
GroupControlSection =
$spawn      = "ai\level changer"
;$prefetch    = 4
class     = LVL_CHNG
script_binding  = bind_level_changer.bind

shape_transp_color    = 255, 255, 255, 100
shape_edge_color    = 32, 32, 32, 255

[script_zone]
GroupControlSection =
$spawn      = "ai\script zone"
;$prefetch    = 4
class     = SCRIPTZN
script_binding  = xr_zones.bind

[physics]
object_damage_factor    = 1.2f

;*****************************************
; ++=+≥LT+≥- L≥+=
;*****************************************
[stalker_names_stalker]
name_cnt    = 104
last_name_cnt = 600

[stalker_names_bandit]
name_cnt    = 38
last_name_cnt = 182

[stalker_names_science]
name_cnt    = 15
last_name_cnt = 29

[stalker_names_private]
name_cnt    = 1
last_name_cnt = 200

[stalker_names_sergeant]
name_cnt    = 1
last_name_cnt = 200

[stalker_names_lieutenant]
name_cnt    = 1
last_name_cnt = 200

[stalker_names_captain]
name_cnt    = 1
last_name_cnt = 200


[script_object]
GroupControlSection     = spawn_group
$spawn            = "script\script object"            ; option for Level Editor
$npc            = on                      ; option for Level Editor
; $prefetch           = 32                    ;
Scheduled         = on                      ; option for ALife Simulator
Human             = off                     ; option for ALife Simulator
cform                       = skeleton                    ; collision class
class                       = SCRPTOBJ                    ; AI class

;параметрv показvваниЪ входЪих сообений PDA в главном мен≥
[maingame_ui]
pda_msgs_max_show_time = 20000
info_msgs_max_show_time = 10000
snd_new_contact         = detectors\contact_1
snd_new_contact1        = detectors\contact_8

[hud_sound]
hud_sound_vol_k         = 0.38
hud_step_sound_vol_k     = 0.21

[attachable_item]
GroupControlSection   = spawn_group
discovery_dependency  =
$spawn          = "equipment\attachable_item"
cform                   = skeleton
class         = II_ATTCH
cost          = 100
inv_name        = "Attachable item"
inv_name_short      = "Attachable item"
inv_weight        = .5
inv_grid_width      = 2
inv_grid_height     = 1
inv_grid_x        = 16
inv_grid_y        = 12
attach_angle_offset   = 0, -3.14, 1.6
attach_position_offset  = 0.105, 0.00, 0.085
attach_bone_name    = bip01_head

[new_attachable_item]
GroupControlSection   = spawn_group
discovery_dependency  =
$spawn          = "equipment\new_attachable_item"
cform                   = skeleton
class         = II_BTTCH
cost          = 100
inv_name        = "Attachable item"
inv_name_short      = "Attachable item"
inv_weight        = .5
inv_grid_width      = 2
inv_grid_height     = 1
inv_grid_x        = 16
inv_grid_y        = 12
attach_angle_offset   = 0, -3.14, 1.6
attach_position_offset  = 0.105, 0.00, 0.085
attach_bone_name    = bip01_head

[hand_radio]:identity_immunities
GroupControlSection   = spawn_group
discovery_dependency  =
$spawn          = "equipment\hand_radio"
cform                   = skeleton
class         = II_ATTCH
visual                  = dynamics\devices\dev_fmradio\dev_fmradio.ogf
cost          = 0
inv_name        = "hand_radio"
inv_name_short      = "hand_radio"
inv_weight        = .5
inv_grid_width      = 2
inv_grid_height     = 1
inv_grid_x        = 16
inv_grid_y        = 12
attach_angle_offset   = -1.5708,0.1919,3.1416    ;устанавливаетсЪ в радианах Angle*PI/180
attach_position_offset  = 0.075, 0.066, 0.023
attach_bone_name    = bip01_l_hand
auto_attach       = false

; раци¤ дл¤ правой руки
[hand_radio_r]:identity_immunities
GroupControlSection   = spawn_group
discovery_dependency  =
$spawn          = "equipment\hand_radio_r"
cform                   = skeleton
class         = II_ATTCH
visual                  = dynamics\devices\dev_fmradio\dev_fmradio.ogf
cost          = 0
inv_name        = "hand_radio"
inv_name_short      = "hand_radio"
inv_weight        = .5
inv_grid_width      = 2
inv_grid_height     = 1
inv_grid_x        = 16
inv_grid_y        = 12
attach_angle_offset   = 1.571,0.75,0.0    ;устанавливаетсЪ в радианах Angle*PI/180
attach_position_offset  = 0.015, -0.084, 0.023
attach_bone_name    = bip01_r_hand
auto_attach       = false

[breakable_object]
class           = O_BRKBL
remove_time         = 10      ;after remove_time seconds object will be removed after it is breaked
hit_break_threthhold    = 0.      ;weapon impact can stand breakable_object
collision_break_threthhold  = 2000.f  ;collision impact can stand breakable_object
immunity_factor       = 1.3     ;hit power multiplier

[climable_object]
class           = O_CLMBL

[zone_team_base]
$spawn      = "network\team base"
class     = Z_TEAMBS
GroupControlSection = spawn_group_zone

[multiplayer_skins]
stalker_killer_head_1 = 0,380
stalker_killer_antigas  = 128,380
stalker_killer_head_3 = 256,380
stalker_killer_mask   = 384,380
stalker_killer_exoskeleton  = 512,380
stalker_sci_killer    = 640,380
stalker_killer_military = 768,380

stalker_sv_balon_10   = 0,705
stalker_sv_hood_9   = 128,705
stalker_sv_rukzak_3   = 256,705
stalker_sv_rukzak_2   = 384,705
stalker_sv_exoskeleton  = 512,705
stalker_sci_svoboda   = 640,705
stalker_sv_military   = 768,705

[main_ingame_indicators_thresholds]
radiation       = 0.1,0.25,0.4,0.55,0.7
wounds          = 0.01,0.2,0.4,0.6,0.8
jammed          = 0.5,0.6,0.7,0.8,0.9
starvation        = 0.5,0.6,0.7,0.8,0.9
fatigue         = 0.3,0.6,0.7,0.8,0.9

[tutorial_conditions_thresholds]
max_power       = 0.75
power         = 0.1
bleeding        = 0.4
satiety         = 0.5
radiation       = 0.1
weapon_jammed     = 0.9
psy_health        = 0.5

[squad_manager]
schedule_min      =   1
schedule_max      = 999

[agent_manager]
schedule_min      = 100
schedule_max      = 1000

[custom_script_object]
GroupControlSection   = spawn_group
discovery_dependency  =
$spawn          = "scripts\custom_object"
cform                   = skeleton
class         = NW_ATTCH
visual                  = dynamics\devices\dev_fmradio\dev_fmradio.ogf
cost          = 0
inv_name        = "custom_script_object"
inv_name_short      = "custom_script_object"
inv_weight        = .5
inv_grid_width      = 2
inv_grid_height     = 1
inv_grid_x        = 16
inv_grid_y        = 12
attach_angle_offset   = 0, 0, 0
attach_position_offset  = 0.08, 0.04, 0.03
attach_bone_name    = bip01_r_hand

[ph_skeleton_object]
class         = P_SKELET
remove_time       = 120

[script]
current_server_entity_version = 12

[space_restrictor]
GroupControlSection   = spawn_group_restrictor
$spawn          = "ai\space_restrictor"
;$prefetch        = 64
class         = SPC_RS_S
script_binding          = bind_restrictor.bind

shape_transp_color    = 0, 255, 0, 24
shape_edge_color    = 32, 32, 32, 255

[camp_zone]
GroupControlSection = spawn_group_restrictor
$spawn                = "ai\camp"
$prefetch            = 16
$def_sphere         = 2
class                 = SPC_RS_S
script_binding      = bind_camp.bind

shape_transp_color  = 0, 0, 255, 24
shape_edge_color    = 32, 32, 32, 255

[anomal_zone]:space_restrictor
GroupControlSection = spawn_group_zone
$spawn          = "ai\anomal_zone"
$def_sphere                 = 2
$prefetch       = 16
script_binding      = bind_anomaly_zone.bind

shape_transp_color    = 240, 217, 182, 58
shape_edge_color    = 32, 32, 32, 255


[collision_damage]
bonce_damage_factor_for_objects = 1.

[pkm_visual_memory]
min_view_distance       = 1 ;0.4        ; коэффициент, которvй множитсЪ на eye_range, в зависимости от угла
max_view_distance       = 1 ;0.8        ; коэффициент, которvй множитсЪ на eye_range, в зависимости от угла
visibility_threshold    = 50 ;150.0       ; значение, при достижении суммой которого объект считаетсЪ видимvм
always_visible_distance   = 1 ;0.1
time_quant          = 0.00001
decrease_value        = 0.1       ; значение, на которое уменьшаетсЪ вес, если объект попал в фрустум, но отс£ксЪ по каким-то причинам
velocity_factor         = 0.5
luminocity_factor     = 0.5       ; фактор освеениЪ (только длЪ Lкт£ра)
transparency_threshold    = 0.4       ;
view_fov_deg        = 90
view_aspect         = 1
view_far_plane        = 100

[details]
swing_normal_amp1 = .1
swing_normal_amp2 = .05
swing_normal_rot1 = 30.0
swing_normal_rot2 = 1.0
swing_normal_speed  = 2.0
; fast
swing_fast_amp1   = 0.35;0.25
swing_fast_amp2   = .20;0.15
swing_fast_rot1   = 5
swing_fast_rot2   = .5;0.75
swing_fast_speed  = 0.5;1

[ph_capture_visuals]

;—писок объектов которvе можно таскать.

;NPC
;actors\stalker_bandit\stalker_bandit_1
;actors\stalker_bandit\stalker_bandit_2
;actors\stalker_bandit\stalker_bandit_3
;actors\stalker_bandit\stalker_bandit_3_face_1
;actors\stalker_bandit\stalker_bandit_3_face_2
;actors\stalker_bandit\stalker_bandit_3_mask
;actors\stalker_bandit\stalker_bandit_4
;actors\stalker_dolg\stalker_dolg_1
;actors\stalker_dolg\stalker_dolg_2
;actors\stalker_dolg\stalker_dolg_2_face_1
;actors\stalker_dolg\stalker_dolg_2_face_2
;actors\stalker_dolg\stalker_dolg_2_mask
;actors\stalker_dolg\stalker_dolg_3
;actors\stalker_dolg\stalker_dolg_4
;actors\stalker_freedom\stalker_freedom_1
;actors\stalker_freedom\stalker_freedom_2
;actors\stalker_freedom\stalker_freedom_2_face_1
;actors\stalker_freedom\stalker_freedom_2_face_2
;actors\stalker_freedom\stalker_freedom_2_mask
;actors\stalker_freedom\stalker_freedom_3
;actors\stalker_freedom\stalker_freedom_4
;actors\stalker_hero\stalker_hero_1
;actors\stalker_hero\stalker_hero_stc_strelok
;actors\stalker_lesnik\stalker_lesnik_1
;actors\stalker_merc\stalker_merc_2
;actors\stalker_merc\stalker_merc_4
;actors\stalker_monolith\stalker_monolith_1
;actors\stalker_monolith\stalker_monolith_2
;actors\stalker_monolith\stalker_monolith_3
;actors\stalker_monolith\stalker_monolith_4
;actors\stalker_nebo\stalker_nebo_1
;actors\stalker_nebo\stalker_nebo_2
;actors\stalker_nebo\stalker_nebo_2_face_1
;actors\stalker_nebo\stalker_nebo_2_face_2
;actors\stalker_nebo\stalker_nebo_2_face_3
;actors\stalker_nebo\stalker_nebo_2_mask
;actors\stalker_nebo\stalker_nebo_3
;actors\stalker_neutral\stalker_neutral_1
;actors\stalker_neutral\stalker_neutral_2
;actors\stalker_neutral\stalker_neutral_2_face_1
;actors\stalker_neutral\stalker_neutral_2_face_2
;actors\stalker_neutral\stalker_neutral_2_mask
;actors\stalker_neutral\stalker_neutral_3
;actors\stalker_neutral\stalker_neutral_4
;actors\stalker_soldier\stalker_soldier_1
;actors\stalker_soldier\stalker_soldier_2
;actors\stalker_soldier\stalker_soldier_2_face_1
;actors\stalker_soldier\stalker_soldier_3
;actors\stalker_soldier\stalker_soldier_4
;actors\stalker_trader\stalker_trader_1
;actors\stalker_ucheniy\stalker_ucheniy_1
;actors\stalker_zombied\stalker_zombied_1
;actors\stalker_zombied\stalker_zombied_2
;actors\stalker_zombied\stalker_zombied_3
;actors\stalker_zombied\stalker_zombied_4

;Monsters
;monsters\controller\controller_1
;monsters\controller\controller_2
;monsters\controller\controller_3
;monsters\controller\controller_4
;monsters\controller\controller_dead
;monsters\crow\crow
;monsters\dog\dog
;monsters\dog\dog_bulterier
;monsters\dog\dog_bulterier_dead
;monsters\dog\dog_dead
;monsters\dog\dog_red
;monsters\dog\dog_red_dead
;monsters\dog\dog_white
;monsters\dog\dog_white_dead
;monsters\flesh\flesh
;monsters\flesh\flesh_dead
;monsters\flesh\flesh_strong
;monsters\krovosos\krovosos
;monsters\krovosos\krovosos_dead
;monsters\krovosos\krovosos_strong
;monsters\krovosos\krovosos_strong_xray
;monsters\krovosos\krovosos_xray
;monsters\mutant_boar\mutant_boar
;monsters\mutant_boar\mutant_boar_dead
;monsters\mutant_boar\mutant_boar_strong
;monsters\poltergeist\poltergeist
;monsters\poltergeist\poltergeist_dead
;monsters\poltergeist\poltergeist_strong
;monsters\pseudodog\pseudodog
;monsters\pseudodog\pseudodog_dead
;monsters\pseudodog\pseudodog_grey
;monsters\pseudodog\pseudodog_grey_dead
;monsters\rat\rat_1
;monsters\snork\snork
;monsters\snork\snork_dead
;monsters\tushkano\tushkano
;monsters\tushkano\tushkano_dead

Спойлер

#include "spawn_sections_general.ltx"
#include "spawn_sections_zaton.ltx"
#include "spawn_sections_pripyat.ltx"
#include "spawn_sections_jupiter.ltx"
#include "spawn_sections_labx8.ltx"
#include "spawn_sections_underpass.ltx"
#include "spawn_sections_escape.ltx"
 

Спойлер

; «десь содержатс¤ дескрипшены сквадов, которые потом можно создавать использу¤ спец функции.
#include "squad_descr_pripyat.ltx"
#include "squad_descr_jupiter.ltx"
#include "squad_descr_zaton.ltx"
#include "squad_descr_labx8.ltx"
#include "squad_descr_underpass.ltx"
#include "squad_descr_escape.ltx"

;------------------------------- Simulation SQUADS -------------------------------

[simulation_stalker]:online_offline_group
faction = stalker
npc_random = sim_default_stalker_0, sim_default_stalker_1, sim_default_stalker_2, sim_default_stalker_3, sim_default_stalker_4
npc_in_squad = 2, 3 

[simulation_stalker_1]:online_offline_group
faction = stalker
npc_random = sim_default_stalker_0, sim_default_stalker_0, sim_default_stalker_0, sim_default_stalker_1, sim_default_stalker_1, sim_default_stalker_1, sim_default_stalker_1, sim_default_stalker_2,  sim_default_stalker_2, sim_default_stalker_2, sim_default_stalker_3, sim_default_stalker_3, sim_default_stalker_4
npc_in_squad = 2, 3 

[simulation_stalker_2]:online_offline_group
faction = stalker
npc_random = sim_default_stalker_0, sim_default_stalker_0, sim_default_stalker_1,  sim_default_stalker_1,  sim_default_stalker_1,  sim_default_stalker_1, sim_default_stalker_2, sim_default_stalker_2, sim_default_stalker_2, sim_default_stalker_3,  sim_default_stalker_3, sim_default_stalker_4,  sim_default_stalker_4
npc_in_squad = 2, 3 

[simulation_stalker_3]:online_offline_group
faction = stalker
npc_random = sim_default_stalker_1, sim_default_stalker_1, sim_default_stalker_1, sim_default_stalker_2, sim_default_stalker_2, sim_default_stalker_2, sim_default_stalker_3, sim_default_stalker_3, sim_default_stalker_4,  sim_default_stalker_4
npc_in_squad = 2, 3 

;--------------- stalkers simulation squads -----------------------

[stalker_sim_squad_novice]:online_offline_group
faction = stalker
npc_random = sim_default_stalker_0, sim_default_stalker_1, sim_default_stalker_2
npc_in_squad = 2, 3

[stalker_sim_squad_advanced]:online_offline_group
faction = stalker
npc_random = sim_default_stalker_1, sim_default_stalker_1, sim_default_stalker_2, sim_default_stalker_2
npc_in_squad = 2, 3

[stalker_sim_squad_veteran]:online_offline_group
faction = stalker
npc_random = sim_default_stalker_2, sim_default_stalker_2, sim_default_stalker_3, sim_default_stalker_3, sim_default_stalker_4
npc_in_squad = 2, 3

[simulation_stalker_for_a1]:online_offline_group
faction = stalker
target_smart = {+zat_a1_atack_from_zat_sim_15} zat_a1:nil, nil
spawn_point = zat_sim_15_spawn_for_a1
npc = sim_default_stalker_2, sim_default_stalker_0

;--------------- bandits simulation squads -----------------------

[simulation_bandit]:online_offline_group
faction = bandit
npc_random = sim_default_bandit_0, sim_default_bandit_1, sim_default_bandit_2, sim_default_bandit_3, sim_default_bandit_4
npc_in_squad = 2, 3

[simulation_bandit_1]:online_offline_group
faction = bandit
npc_random = sim_default_bandit_0, sim_default_bandit_1, sim_default_bandit_1, sim_default_bandit_1, sim_default_bandit_2, sim_default_bandit_2, sim_default_bandit_3, sim_default_bandit_4
npc_in_squad = 2, 3 

[simulation_bandit_2]:online_offline_group
faction = bandit
npc_random = sim_default_bandit_1, sim_default_bandit_2, sim_default_bandit_2, sim_default_bandit_2, sim_default_bandit_3, sim_default_bandit_3, sim_default_bandit_4
npc_in_squad = 2, 3 

[simulation_bandit_3]:online_offline_group
faction = bandit
npc_random = sim_default_bandit_1, sim_default_bandit_2, sim_default_bandit_2, sim_default_bandit_3, sim_default_bandit_3, sim_default_bandit_4, sim_default_bandit_4
npc_in_squad = 2, 3 

;--------------- bandits simulation squads new -----------------------

[bandit_sim_squad_novice]:online_offline_group
faction = bandit
npc_random = sim_default_bandit_0, sim_default_bandit_1, sim_default_bandit_2
npc_in_squad = 2, 3

[bandit_sim_squad_advanced]:online_offline_group
faction = bandit
npc_random = sim_default_bandit_1, sim_default_bandit_1, sim_default_bandit_2, sim_default_bandit_2, sim_default_bandit_3
npc_in_squad = 2, 3

[bandit_sim_squad_veteran]:online_offline_group
faction = bandit
npc_random = sim_default_bandit_2, sim_default_bandit_2, sim_default_bandit_3, sim_default_bandit_3, sim_default_bandit_4
npc_in_squad = 2, 3

;--------------- merks simulation squads -----------------------

[simulation_killer]:online_offline_group
faction = killer
npc_random = sim_default_killer_0, sim_default_killer_1, sim_default_killer_1, sim_default_killer_2, sim_default_killer_2, sim_default_killer_3, sim_default_killer_4
npc_in_squad = 2, 3

[merc_sim_squad_novice]:online_offline_group
faction = killer
npc_random = sim_default_killer_0, sim_default_killer_1, sim_default_killer_2
npc_in_squad = 2, 3

[merc_sim_squad_advanced]:online_offline_group
faction = killer
npc_random = sim_default_killer_1, sim_default_killer_1, sim_default_killer_2, sim_default_killer_2, sim_default_killer_3
npc_in_squad = 2, 3

[merc_sim_squad_veteran]:online_offline_group
faction = killer
npc_random = sim_default_killer_2, sim_default_killer_2, sim_default_killer_3, sim_default_killer_3, sim_default_killer_4
npc_in_squad = 2, 3 

;--------------- duty simulation squads -----------------------

[simulation_duty]:online_offline_group
faction = dolg
npc_random = sim_default_duty_0, sim_default_duty_1, sim_default_duty_1, sim_default_duty_2, sim_default_duty_2, sim_default_duty_3, sim_default_duty_4
npc_in_squad = 2, 3

[simulation_duty_1]:online_offline_group
faction = dolg
npc_random = sim_default_duty_0, sim_default_duty_1, sim_default_duty_1, sim_default_duty_2, sim_default_duty_2, sim_default_duty_3, sim_default_duty_4
npc_in_squad = 2, 3

[simulation_duty_2]:online_offline_group
faction = dolg
npc_random = sim_default_duty_0, sim_default_duty_1, sim_default_duty_1, sim_default_duty_2, sim_default_duty_2, sim_default_duty_3, sim_default_duty_4
npc_in_squad = 2, 3

[simulation_duty_3]:online_offline_group
faction = dolg
npc_random = sim_default_duty_0, sim_default_duty_1, sim_default_duty_1, sim_default_duty_2, sim_default_duty_2, sim_default_duty_3, sim_default_duty_4
npc_in_squad = 2, 3

[duty_sim_squad_novice]:online_offline_group
faction = dolg
npc_random = sim_default_duty_0, sim_default_duty_1, sim_default_duty_2
npc_in_squad = 2, 3

[duty_sim_squad_advanced]:online_offline_group
faction = dolg
npc_random = sim_default_duty_1, sim_default_duty_1, sim_default_duty_2, sim_default_duty_2, sim_default_duty_3
npc_in_squad = 2, 3

[duty_sim_squad_veteran]:online_offline_group
faction = dolg
npc_random = sim_default_duty_2, sim_default_duty_2, sim_default_duty_3, sim_default_duty_3, sim_default_duty_4
npc_in_squad = 2, 3

;--------------- freedom simulation squads -----------------------

[simulation_freedom]:online_offline_group
faction = freedom
npc_random = sim_default_freedom_0, sim_default_freedom_1, sim_default_freedom_1, sim_default_freedom_2, sim_default_freedom_2, sim_default_freedom_3, sim_default_freedom_4
npc_in_squad = 2, 3

[simulation_freedom_1]:online_offline_group
faction = freedom
npc_random = sim_default_freedom_0, sim_default_freedom_1, sim_default_freedom_1, sim_default_freedom_2, sim_default_freedom_2, sim_default_freedom_3, sim_default_freedom_4
npc_in_squad = 2, 3

[simulation_freedom_2]:online_offline_group
faction = freedom
npc_random = sim_default_freedom_0, sim_default_freedom_1, sim_default_freedom_1, sim_default_freedom_2, sim_default_freedom_2, sim_default_freedom_3, sim_default_freedom_4
npc_in_squad = 2, 3

[simulation_freedom_3]:online_offline_group
faction = freedom
npc_random = sim_default_freedom_0, sim_default_freedom_1, sim_default_freedom_1, sim_default_freedom_2, sim_default_freedom_2, sim_default_freedom_3, sim_default_freedom_4
npc_in_squad = 2, 3

[freedom_sim_squad_novice]:online_offline_group
faction = freedom
npc_random = sim_default_freedom_0, sim_default_freedom_1, sim_default_freedom_2
npc_in_squad = 2, 3

[freedom_sim_squad_advanced]:online_offline_group
faction = freedom
npc_random = sim_default_freedom_1, sim_default_freedom_1, sim_default_freedom_2, sim_default_freedom_2, sim_default_freedom_3
npc_in_squad = 2, 3

[freedom_sim_squad_veteran]:online_offline_group
faction = freedom
npc_random = sim_default_freedom_2, sim_default_freedom_2, sim_default_freedom_3, sim_default_freedom_3, sim_default_freedom_4
npc_in_squad = 2, 3

;--------------- monolith simulation squads -----------------------

[simulation_monolith_squad]:online_offline_group
faction = monolith
npc = sim_default_monolith_0, sim_default_monolith_1, sim_default_monolith_1, sim_default_monolith_2, sim_default_monolith_3
npc_in_squad = 2, 3

[monolith_sim_squad_novice]:online_offline_group
faction = monolith
npc = sim_default_monolith_0, sim_default_monolith_1, sim_default_monolith_2
npc_in_squad = 2, 3

[monolith_sim_squad_advanced]:online_offline_group
faction = monolith
npc = sim_default_monolith_2, sim_default_monolith_2, sim_default_monolith_3
npc_in_squad = 2, 3

[monolith_sim_squad_veteran]:online_offline_group
faction = monolith
npc = sim_default_monolith_3, sim_default_monolith_3, sim_default_monolith_4
npc_in_squad = 2, 3

;--------------- zombied simulation squads -----------------------

[simulation_zombied_1]:online_offline_group
faction         = zombied
npc_random         = sim_default_zombied_1, sim_default_zombied_1, sim_default_zombied_2, sim_default_zombied_2, sim_default_zombied_3
npc_in_squad = 2, 3

[simulation_zombied_2]:online_offline_group
faction         = zombied
npc_random         = sim_default_zombied_2, sim_default_zombied_2, sim_default_zombied_3, sim_default_zombied_3
npc_in_squad = 2, 3

[simulation_zombied_3]:online_offline_group
faction         = zombied
npc_random         = sim_default_zombied_3, sim_default_zombied_4
npc_in_squad = 2, 3

[zombied_sim_squad_novice]:online_offline_group
faction         = zombied
npc_random         = sim_default_zombied_1, sim_default_zombied_2
npc_in_squad = 2, 3

[zombied_sim_squad_advanced]:online_offline_group
faction         = zombied
npc_random         = sim_default_zombied_2, sim_default_zombied_3
npc_in_squad = 2, 3

[zombied_sim_squad_veteran]:online_offline_group
faction         = zombied
npc_random         = sim_default_zombied_3, sim_default_zombied_4
npc_in_squad = 2, 3

;--------------- monster simulation squads -----------------------

[simulation_bloodsucker]:online_offline_group
faction = monster_predatory_night
npc_random = bloodsucker_weak, bloodsucker_weak, bloodsucker_weak, bloodsucker_normal, bloodsucker_normal, bloodsucker_strong
npc_in_squad = 1, 1

[simulation_boar]:online_offline_group
faction = monster_vegetarian
npc_random = boar_normal, boar_normal, boar_normal, boar_strong
npc_in_squad = 1, 2

[simulation_burer]:online_offline_group
faction = monster_zombied_night
npc_random = burer_normal
npc_in_squad = 1, 2

[simulation_dog]:online_offline_group
faction = monster_predatory_day
npc_random = dog_weak, dog_normal, dog_strong, dog_cute
npc_in_squad = 2, 4

[simulation_pseudodog]:online_offline_group
faction = monster_predatory_day
npc_random = pseudodog_normal
npc_in_squad = 1, 3

[simulation_flesh]:online_offline_group
faction = monster_vegetarian
npc_random = flesh_normal, flesh_normal, flesh_normal, flesh_strong
npc_in_squad = 2, 4

[simulation_snork]:online_offline_group
faction = monster_zombied_night
npc_random = snork_weak, snork_weak, snork_normal, snork_normal, snork_strong
npc_in_squad = 2, 3

[simulation_controller]:online_offline_group
faction = monster_zombied_day
npc_random = m_controller_normal
npc_in_squad = 1, 1

[simulation_mix_dogs]:online_offline_group
faction = monster_predatory_day
npc_random = pseudodog_normal, pseudodog_normal, dog_weak, dog_normal, dog_strong, dog_cute
npc_in_squad = 2, 3

[simulation_mix_boar_flesh]:online_offline_group
faction = monster_vegetarian
npc_random = flesh_normal, flesh_normal, flesh_normal, flesh_strong, boar_normal, boar_normal, boar_normal, boar_strong
npc_in_squad = 2, 3

[simulation_poltergeist_tele]:online_offline_group
faction = monster
npc = m_poltergeist_normal_tele
npc_in_squad = 1, 2

[simulation_chimera]:online_offline_group
faction = monster_predatory_night
npc_random = chimera_normal
npc_in_squad = 1, 1

[simulation_chimera_zaton]:online_offline_group
faction = monster_predatory_night
npc_random = chimera_normal
npc_in_squad = 1, 1
target_smart = {=is_dark_night} nil, {~50} zat_sim_5, {~50} zat_sim_3, {~50} zat_sim_1, {~50} zat_sim_18, {~50} zat_sim_10, {~50} zat_sim_7, zat_sim_26

[simulation_chimera_pripyat]:online_offline_group
faction = monster_predatory_night
npc_random = chimera_normal
npc_in_squad = 1, 1
target_smart = {=is_dark_night} nil, pri_a17
 
[simulation_chimera_jupiter]:online_offline_group
faction = monster_predatory_night
npc_random = chimera_normal
npc_in_squad = 1, 1 

[simulation_psy_dog]:online_offline_group
faction = monster_predatory_day
npc_random = psy_dog_normal
npc_in_squad = 1, 1 

[simulation_tushkano]:online_offline_group
faction = monster_predatory_day
npc_random = tushkano_normal
npc_in_squad = 3, 4

[simulation_gigant]:online_offline_group
faction = monster_predatory_day
npc_random = gigant_normal
npc_in_squad = 1, 1 

;--------------- test -------------------------------------------- 

[simulation_dog_01]:simulation_dog
target_smart = smart_02:smart_01:loop

[merc_jupiter]:jup_b47_merc_guard_squad
target_smart = {-teleported} smart_01, smart_02
spawn_point = spawn_01
story_id = merc_jupiter

[merc_zaton]:zat_b103_lost_merc_squad1
target_smart = smart_03
spawn_point = spawn_01

[corr_selo_squad]:online_offline_group
faction = monster
npc = tushkano_normal
target_smart = corr_selo_smart
spawn_point = corr_selo_smart_tushkano_home

[corr_selo_02_squad]:online_offline_group
faction = monster
npc = tushkano_normal
target_smart = corr_selo_02_smart
spawn_point = corr_selo_02_smart_tushkano_home

[hein_selo_squad]:online_offline_group
faction = stalker
npc = sim_default_stalker_0
target_smart = {-teleported} redstain_selo_smart_terrain, redstain_selo_smart_terrain_0000

[hein_selo_dog]:online_offline_group
faction = monster
npc = dog_normal
target_smart = smart_03
spawn_point = smart_03_way_dog

;Test squads
[test_squad_snork_for_renderman]:online_offline_group
faction = monster_zombied_day
npc = snork_weak, snork_weak, snork_normal, snork_normal, snork_strong
target_smart = alex_selo_smart_terrain

[test_squad_zulus_for_renderman]:online_offline_group
faction = dolg
npc = sim_default_stalker_1
spawn_point = alex_selo_smart_terrain_stalker_walk_1
target_smart = alex_selo_smart_terrain

[test_squad_for_alex_selo]:online_offline_group
faction = dolg
npc = jup_b1_stalker_1, jup_b1_stalker_2, jup_b1_stalker_3, jup_b1_stalker_4
spawn_point = alex_selo_smart_walk_1
target_smart = alex_selo_smart
story_id = test_squad_for_alex_selo

[test_duty]:online_offline_group
faction = dolg
npc = sim_default_duty_4, sim_default_duty_4, sim_default_duty_4, sim_default_duty_4, sim_default_duty_4
target_smart = smart_1
behaviour = dolg

[test_stalker]:online_offline_group
auto_id = true
faction = stalker
npc = sim_default_stalker_1, sim_default_stalker_1
target_smart = smart_1

[test_freedom]:online_offline_group
faction = freedom
npc = sim_default_freedom_1
target_smart = smart_3:smart_1


;[pl]:online_offline_group
;faction = freedom
;npc = sim_default_freedom_2, sim_default_freedom_2, sim_default_freedom_2, sim_default_freedom_2, sim_default_freedom_2
;target_smart = smart_terrain_4
;spawn_point = smart_terrain_4_spawn

[test_freedom2]:online_offline_group
faction = freedom
npc = sim_default_freedom_2, sim_default_freedom_2, sim_default_freedom_2, sim_default_freedom_2, sim_default_freedom_2
;active_task = smart_terrain_3
relationship = friend
;sympathy = 0

[test_duty2]:online_offline_group
faction = dolg
npc = sim_default_duty_4, sim_default_duty_4, sim_default_duty_4, sim_default_duty_4, sim_default_duty_4
relationship = friend
target_smart = smart_terrain_3
spawn_point = path_walk_3

[test_bandit]:online_offline_group
faction = bandit
npc = sim_default_bandit_3,sim_default_bandit_3,sim_default_bandit_3,sim_default_bandit_3,sim_default_bandit_3
;active_task = smart_terrain_3
relationship = friend
;show_spot = {-test_info_1} true, false
;sympathy = 0

[test_yojig_selo_squad]:online_offline_group
;faction = stalker
npc = sim_default_stalker_1
;, sim_default_stalker_1, sim_default_stalker_1
;target_smart = {-suitable} smart_1, {+suitable} smart_2
;story_id = test_yojig_selo_squad
faction = army
;npc = pri_a25_base_medic
spawn_point = pri_a16_medic_walk_spawn_point
target_smart = {+pri_a25_rfi_source_eliminated} pri_a16, {+pri_a25_task_start} pri_a25_smart_terrain, pri_a16
story_id = pri_a25_base_army_medic

[test_yojig_squad]:online_offline_group
faction = stalker
npc_random = sim_default_stalker_0, sim_default_stalker_1, sim_default_stalker_2, sim_default_stalker_3, sim_default_stalker_4
npc_in_squad = 5, 5 
;npc = sim_default_stalker_1, sim_default_stalker_1, sim_default_stalker_1, sim_default_stalker_1
target_smart = {+test_info} smart_2, smart_1
story_id = test_yojig_squad

[test_tgm_bug_test_3_bandit]:online_offline_group
faction = bandit
npc = sim_default_bandit_0
target_smart = smart_terrain_1:smart_terrain_2:loop

[test_tgm_bug_test_3_stalker]:online_offline_group
faction = stalker
npc = sim_default_stalker_4
target_smart = smart_terrain_2:smart_terrain_1:loop

; ------------------------------- lain_selo ------------------------
[lain_selo_dog]:online_offline_group
faction = monster_predatory_day
npc = dog_weak, dog_normal, dog_strong
target_smart = lain_test_smart_terrain
spawn_point = lain_test_smart_terrain_home

;[lain_selo_tushkano_squad]:online_offline_group
;faction = monster_predatory_night
;npc = tushkano_normal
;target_smart = selo_smart_terrain
;spawn_point = selo_smart_terrain_mob_home

;[lain_selo_stalker_squad]:online_offline_group
;faction = stalker
;npc = sim_default_stalker_2
;target_smart = selo_smart_terrain
;spawn_point = selo_smart_terrain_walker_walk

[lain_selo_snork_squad]:online_offline_group
faction = monster_zombied_day
npc = snork_weak, snork_weak, snork_weak, snork_weak, snork_weak
target_smart = level_prefix_smart_terrain
spawn_point = snork_spown_point

[renderman_selo_test_snork]:online_offline_group
faction = monster_zombied_day
npc = snork_weak
target_smart = renderman_selo_smart

[renderman_selo_test_stalker_squad]:online_offline_group
faction = stalker
npc = jup_a10_stalker_vano, jup_b220_trapper 
target_smart = alex_selo_smart_terrain

[alex_selo_squad_1]:online_offline_group
faction = stalker
npc = sim_default_stalker_1
target_smart = alex_selo_smart: alex_selo_smart_terrain 

[plecha_selo_stalker_squad]:online_offline_group
faction = stalker
npc = sim_default_stalker_2
target_smart = pl_selo_smart
spawn_point = way

[sim_stalker_squad_1]:online_offline_group
faction         = freedom
npc             = sim_default_freedom_2,sim_default_freedom_2,sim_default_freedom_2
;npc_random         = sim_default_zombied_1
target_smart = nil
;run_string xr_effects.create_squad_member(nil,nil,{"sim_default_freedom_2", "sim_stalker_squad_1"})
;run_string alife():object(57):remove_squad()
;run_string xr_effects.clear_smart_terrain(nil,nil,{"sim_smart_1"})
;run_string level.object_by_id(42):set_npc_position(patrol("tst"):point(0))
;run_string alife():object(56):set_squad_position(patrol("tst"):point(0))

[sim_stalker_squad_2]:online_offline_group
faction = dolg
npc = sim_default_duty_2,sim_default_duty_2,sim_default_duty_2

[sim_monolith_squad_3]:online_offline_group
faction = monolith
npc = sim_default_monolith_2,sim_default_monolith_2,sim_default_monolith_2

[sim_stalker_squad_4]:online_offline_group
faction = bandit
npc = sim_default_bandit_2,sim_default_bandit_2,sim_default_bandit_2


[sim_snork_4]:online_offline_group
faction = monster_zombied_day
npc = snork_normal,snork_normal,snork_normal
behaviour = monster
arrive_dist = 30
story_id = test_squad

[sim_boar]:online_offline_group
faction = monster_vegetarian
npc = boar_normal
target_smart = selo_smart_terrain
spawn_point = selo_smart_terrain_home

[sim_polter]:online_offline_group
faction = monster
npc = m_poltergeist_normal_tele
target_smart = selo_smart_terrain
spawn_point = selo_smart_terrain_polter_home

[sim_pseudodog]:online_offline_group
faction = monster_predatory_day
npc = psy_dog
target_smart = selo_smart_terrain
spawn_point = selo_smart_terrain_pseudodog_home

[bes_sim_boar]:online_offline_group
faction = monster_vegetarian
npc = boar_normal
target_smart = bes_test_smart_terrain:bes_test_smart_terrain_1:loop
spawn_point = bes_test_smart_terrain_1_home_1

[simulation_boar_test]:online_offline_group
faction = monster_vegetarian
npc_random =  boar_strong, boar_normal
npc_in_squad = 1, 3

[conrack_test_squad]:online_offline_group
sympathy = 0
faction = stalker
npc = conrack_selo_stalker, conrack_selo_stalker, conrack_selo_stalker, conrack_selo_stalker
target_smart = conrack_selo_smart
spawn_point =  conrack_selo_smart_st_3_stay
story_id = conrack_test_squad

Prostomod 

Изменено пользователем sosiska23

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1 час назад, sosiska23 сказал:

когда squad_descr_escape.ltx зарегал в system.ltx зеленый жук приехал (либо просто как то пеправильно)

Напрямую в system.ltx прописать его не нужно, убери оттуда. Нужно его прописывать было только в squad_descr.ltx.

В остальном я проблем лично не увидел в файлах.


Мод в разработке - X-7: Эпицентр

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теперь новая проблема, с вылетом я решил (просто профиля в тег xml не засунул) 

получается чувак спавнищийся через анимпоинт работает все четко, 

медик не на своем месте (лечение работает)

а техника просто нет

медик с техником спавнились через way point

еще все остальные неписи болванчики куда то испарились(около деречни ночичков, остальны сотались живыми)

ss_iskan_09-26-24_18-05-34_(escape).jpg

Изменено пользователем sosiska23

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20 минут назад, sosiska23 сказал:

просто профиля в тег xml не засунул

Вот поэтому, то и нужно скидывать все правки, а не те фрагменты которые вы считаете нужными.
Где назначение логики НПС на смарте?

Изменено пользователем denis2000

Путь во мгле. Связь времен.
"Он ловко выхватил из-под себя табуретку и очень метко и сильно бросил ее в докладчика..." (Чугунный всадник)

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Спойлер

[esc_novice_boss_st_01_texnil]:stalker
$spawn                     = "respawn\esc_novice_boss_st_01_texnil"
character_profile     = esc_novice_boss_st_01_texnil
spec_rank = novice
community = stalker
story_id = esc_novice_boss_st_01_texnil


[esc_novice_boss_st_01_medic]:stalker
$spawn                     = "respawn\esc_novice_boss_st_01_medic"
character_profile     = esc_novice_boss_st_01_medic
spec_rank = novice
community = stalker
story_id = esc_novice_boss_st_01_medic


[esc_novice_boss_st_01_plot_animpoint]:stalker
$spawn                     = "respawn\esc_novice_boss_st_01_plot_animpoint"
character_profile     = esc_novice_boss_st_01_plot_animpoint
spec_rank = novice
community = stalker
story_id = esc_novice_boss_st_01_plot_animpoint

Спойлер

[esc_novice_boss_st_01_texnil_squad]:online_offline_group
faction = stalker
npc = esc_novice_boss_st_01_texnil
target_smart = esc_novice_boss_st_01
story_id = esc_novice_boss_st_01_texnil_squad 
spawn_point =  esc_novice_boss_st_01_texnil_walk

[esc_novice_boss_st_01_medic_squad]:online_offline_group
faction = stalker
npc = esc_novice_boss_st_01_medic
target_smart = esc_novice_boss_st_01
story_id = esc_novice_boss_st_01_medic_squad 
spawn_point = esc_novice_boss_st_01_medic_walk

[esc_novice_boss_st_01_plot_animpoint_squad]:online_offline_group
faction = stalker
npc = esc_novice_boss_st_01_plot_animpoint
target_smart = esc_novice_boss_st_01
story_id = esc_novice_boss_st_01_plot_animpoint_squad 

Спойлер

[esc_novice_boss_st_01_texnil_squad]:default
sim_avail = false

[esc_novice_boss_st_01_medic_squad]:default
sim_avail = false

[esc_novice_boss_st_01_plot_animpoint_squad]:default
sim_avail = false

Спойлер

esc_novice_boss_st_01_texnil_squad = esc_novice_boss_st_01
esc_novice_boss_st_01_medic_squad = esc_novice_boss_st_01
esc_novice_boss_st_01_plot_animpoint_squad = esc_novice_boss_st_01

Спойлер

[esc_stalker_novice_st_01]
    255,255,255,142        

[esc_dolg_base_st_01]
    255,255,255,143

[esc_freedom_base_st_01]
    255,255,255,144
    
[esc_novice_boss_st_01]
    255,255,255,145    

Спойлер


[logic@esc_novice_boss_st_01_texnil]
active = walker@esc_novice_boss_st_01_texnil
suitable = {=check_npc_name(esc_novice_boss_st_01_texnil)}true
prior = 90
level_spot = mechanic
<mechanic_mode>1</mechanic_mode>


[walker@esc_novice_boss_st_01_texnil]
path_walk = texnil_walk
path_look = texnil_look
meet = meet@esc_novice_boss_st_01_texnil
combat_ignore_cond = false
combat_ignore_keep_when_attacked = false
invulnerable = true
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false

[meet@esc_novice_boss_st_01_texnil]
close_anim         = nil
close_victim     = nil
far_anim         = nil
far_victim         = nil
close_distance     = 0
far_distance     = 0
use = {=actor_enemy} false, {=dist_to_actor_le(3)} true, false
snd_on_use = {!dist_to_actor_le(3)} nil
meet_on_talking = false

Спойлер


[logic@esc_novice_boss_st_01_medic]
active = walker@esc_novice_boss_st_01_medic
suitable = {=check_npc_name(esc_novice_boss_st_01_medic)}true
prior = 90
level_spot = medic
trade = misc\trade\esc_novice_boss_st_01_medic_trade.ltx

[walker@esc_novice_boss_st_01_medic]
path_walk = medic_walk
path_look = medic_look
meet = meet@esc_novice_boss_st_01_medic
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
invulnerable = true
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false


[meet@esc_novice_boss_st_01_medic]
close_anim         = nil
close_victim     = nil
far_anim         = nil
far_victim         = nil
close_distance     = 0
far_distance     = 0
use = {=actor_enemy} false, {=dist_to_actor_le(3)} true, false
snd_on_use = {!dist_to_actor_le(3)} nil
meet_on_talking = false
 

denis2000  с медиком все ок я просто не поставил его на ai сетку

Изменено пользователем sosiska23

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23 минуты назад, sosiska23 сказал:

[logic@esc_novice_boss_st_01_texnil]
active = walker@esc_novice_boss_st_01_texnil
suitable = {=check_npc_name(esc_novice_boss_st_01_texnil)}true
prior = 90
level_spot = mechanic
<mechanic_mode>1</mechanic_mode>

Это прописывается в профиле нпс, смотри как сделаны ориг. механики.

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sosiska23 Все еще ожидается конфиг смарта...
А заявленные spawn_point есть в наличии на Аи-сетке?


Путь во мгле. Связь времен.
"Он ловко выхватил из-под себя табуретку и очень метко и сильно бросил ее в докладчика..." (Чугунный всадник)

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