;============================================================== ; ; DoctorX Questlines Settings (drx_ql_config.ltx) ; CoC 1.5b r4 - DoctorX Questlines 2.0 ; ; Created by: DoctorX ; Last revised: November 30, 2019 ; ;============================================================== ;////////////////////////////////////////////////////////////////////////////////////////////////// ; ; Simulation Task Properties ; ; Created by DoctorX ; for DoctorX Questlines 2.0 ; November 25, 2019 ; ;-------------------------------------------------------------------------------------------------- ; Simulation task properties: [sim_task_props] ; Percent chance an NPC will have a new task to offer (float, decimal percent): task_offer_percent = 0.90 ; 90% ; Length of time NPC's store the same task before offering a new one (int, seconds): stored_task_reset_time = 10800 ; 3 hours ; Ceiling of the amount of tasks an NPC can have at a time (for important NPCs): max_tasks_ceil_dyn = 4 ; Ceiling of the amount of tasks an NPC can have at a time (for generic NPCs): max_tasks_ceil_sim = 2 ; Minimum time between mechanic upgrade tasks (int, seconds): min_upgrade_time = 43200 ; 12 hours ; Minimum enemy count for assault task targets (int): min_enemy_count = 2 ; Maximum task giver squad size for guide tasks (0 = no maximum) (int): guide_task_max_npcs = 2 ; Maximum distance from target before considering a guide task complete (float, meters): guide_task_target_dist = 20 ; Assault task max dist from target to actor if target is outside target radius (float, meters): tgt_close_dist = 40 ; Assault task target radius (0 = no maximum) (float, meters): assault_radius = 100 ; Pacified smart terrain radius (float, meters): pacified_radius = 50 ; Minimum distance from actor to search for target areas (float, meters): target_min_radius = 1000 ; 1000 ; Maximum distance from actor to search for target areas (float, meters): target_max_radius = 5000 ; 5000 ; Exponent to use for max target distance calculations (higher numbers give higher probability of closer targets) (int): target_exp = 4 ; Number of tiers to divide potential targets into (int): target_tiers = 5 ; Number of meet tasks to keep in history to minimize repeats (int): meet_task_history = 5 ; Max squad distance from actor to show black screen when removing squad (float, meters): max_blackscreen_dist = 10 ; Multiplier to apply to task weights (higher numbers increase chances higher task weighted tasks will be given) (int): task_weight_mult = 6 ; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ;////////////////////////////////////////////////////////////////////////////////////////////////// ; ; Task Number Range ; ; Created by DoctorX ; for DoctorX Questlines 2.0 ; August 16, 2018 ; ;-------------------------------------------------------------------------------------------------- ; Number of questline tasks to complete: [task_number_range] ; Minimum number of meet honcho tasks to complete (int): min_tasks = 12 ; Maximum number of meet honcho tasks to complete (int): max_tasks = 16 ; Number of meet honcho tasks to add each time player extends the questline (int): extension_count = 1 ; How many unimportant storyline tasks must be done (in a row) before the game tries to force an important one (int): unimportant_sl_task_count_limit = 5 ; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ;////////////////////////////////////////////////////////////////////////////////////////////////// ; ; Reward Values ; ; Created by DoctorX ; for DoctorX Questlines 2.0 ; May 07, 2019 ; ;-------------------------------------------------------------------------------------------------- ; Values for rewards: [reward_values] ; Global multiplier for reward values (float, decimal percent): reward_multiplier = 1.10 ; 110% ; Percent chance money will be given as a reward from a reward_random function (float, decimal percent): money_chance = 0.60 ; 60% ; Multiplier to use for item base cost to determine reward value for items (float, decimal percent): cost_multiplier = 0.50 ; 50% ; Percent offset to use from item value to determine reward value range (float, decimal percent): reward_delta = 0.20 ; 20% ; Percent chance a stash will be rewarded on task completion (float, decimal percent): stash_chance = 0.25 ; 25% ; Percent chance a mechanic toolkit will be included in a reward stash (float, decimal percent): ; toolkit_chance = 0.3 ; 30% toolkit_chance = 0.00 ; 0% ; Stash bonus item minimum cost (int): bonus_min_cost = 2000 ; Stash bonus item maximum cost (int): bonus_max_cost = 12000 ; Stash bonus item minimum cost spread between minimum cost and maximum cost (float, decimal percent): bonus_min_spread = 0.10 ; 10% ; Stash bonus maximum item count (int): bonus_max_items = 8 ; Exponent for calculating stash bonus item max value (higher numbers give higher chance of lower cost items) (float): bonus_exp = 3 ; Percent chance for each stash bonus item (float, decimal percent): bonus_item_chance = 0.50 ; 50% ; Rate per unit distance for guide task rewards (float, RU): distance_rate = 1.30 ; Bonus for guide task reward for each enemy npc killed (float, RU) guide_defense_bonus = 650 ; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ;////////////////////////////////////////////////////////////////////////////////////////////////// ; ; Reward Sections ; ; Created by DoctorX ; for DoctorX Questlines 2.0 ; December 03, 2017 ; ;-------------------------------------------------------------------------------------------------- ; Item sections to include for reward items: [reward_item_sections] items_ammo_list items_artefacts_list items_attachments_list ; items_cooked_meat_list ; items_mutant_meat_list ; items_mutant_parts_list items_outfits_list items_pistols_list items_rifles_list items_supplies_list ; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ;////////////////////////////////////////////////////////////////////////////////////////////////// ; ; Starting Honchos ; ; Created by DoctorX ; for DoctorX Questlines 2.0 ; September 02, 2019 ; ;-------------------------------------------------------------------------------------------------- ; Loner: [start_honcho_stalker] esc_m_trader = esc_smart_terrain_2_12 ; Sidorovich (Loner Trader, Cordon) bar_visitors_barman_stalker_trader = bar_visitors ; Barkeep (Loner Barman, Rostok) zat_a2_stalker_barmen = zat_stalker_base_smart ; Beard (Loner Barman, Zaton) ; Duty: [start_honcho_dolg] bar_dolg_general_petrenko_stalker = bar_dolg_general ; Petrenko (Duty Trader, Rostok) ; Freedom: [start_honcho_freedom] mil_smart_terrain_7_7_freedom_leader_stalker = mil_smart_terrain_7_7 ; Lukash (Freedom Honcho, Army Warehouses) jup_a6_freedom_leader = jup_a6 ; Loki (Freedom Trader, Jupiter) ; Clear Sky: [start_honcho_csky] mar_smart_terrain_base_stalker_leader_marsh = mar_smart_terrain_base ; Cold (Clear Sky Honcho, Great Swamp) ; Ecologist: [start_honcho_ecolog] yan_stalker_sakharov = yan_smart_terrain_6_4 ; Sakharov (Ecologist Trader, Yantar) jup_b6_scientist_nuclear_physicist = jup_b41 ; Hermann (Ecologist Trader, Jupiter) ; Mercenary: [start_honcho_killer] cit_killers_merc_trader_stalker = cit_killers ; Dushman (Mercenary Trader, Dead City) ; Military: [start_honcho_army] agr_smart_terrain_1_6_near_2_military_colonel_kovalski = agr_smart_terrain_1_6_near_2 ; Kuznetsov (Military Honcho, Agroprom) ; Bandit: [start_honcho_bandit] zat_b7_bandit_boss_sultan = val_smart_terrain_7_5 ; Sultan (Bandit Honcho, Dark Valley) ; Monolith: [start_honcho_monolith] pri_monolith_monolith_trader_stalker = pri_monolith ; Krolik (Monolith Trader, Pripyat) ; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ;////////////////////////////////////////////////////////////////////////////////////////////////// ; ; Questline Honchos ; ; Created by DoctorX ; for DoctorX Questlines 2.0 ; October 21, 2019 ; ;-------------------------------------------------------------------------------------------------- ; Questline honchos and their surrounding factions: [questline_honchos] ; Loner: esc_m_trader = stalker ; Sidorovich (Loner Trader, Cordon) esc_2_12_stalker_nimble = dolg, stalker ; Nimble (Loner Trader, Cordon) esc_smart_terrain_5_7_loner_mechanic_stalker = stalker ; Xenotech (Loner Mechanic, Cordon) bar_visitors_barman_stalker_trader = dolg, stalker ; Barkeep (Loner Barman, Rostok) zat_a2_stalker_barmen = stalker ; Beard (Loner Barman, Zaton) zat_b30_owl_stalker_trader = stalker ; Owl (Loner Trader, Zaton) ; Duty: bar_dolg_leader = dolg ; Voronin (Duty Honcho, Rostok) bar_dolg_general_petrenko_stalker = dolg ; Petrenko (Duty Trader, Rostok) ; Freedom: mil_smart_terrain_7_7_freedom_leader_stalker = freedom ; Lukash (Freedom Honcho, Army Warehouses) mil_smart_terrain_7_10_freedom_trader_stalker = freedom ; Skinflint (Freedom Trader, Army Warehouses) jup_a6_freedom_leader = freedom ; Loki (Freedom Honcho, Jupiter) ; Clear Sky: mar_smart_terrain_base_stalker_leader_marsh = csky ; Cold (Clear Sky Honcho, Great Swamp) mar_base_owl_stalker_trader = csky ; Spore (Clear Sky Trader, Great Swamp) ; Ecologist: yan_stalker_sakharov = ecolog ; Sakharov (Ecologist Trader, Yantar) yan_ecolog_semenov = ecolog ; Seminov (Ecologist Honcho, Yantar) jup_b6_scientist_nuclear_physicist = ecolog ; Hermann (Ecologist Trader, Jupiter) ; Mercenary: cit_killers_merc_trader_stalker = killer ; Dushman (Mercenary Trader, Dead City) cit_killers_merc_mechanic_stalker = killer ; Hog (Mercenary Mechanic, Dead City) ; Military: agr_smart_terrain_1_6_near_2_military_colonel_kovalski = army ; Kuznetsov (Military Honcho, Agroprom) agr_smart_terrain_1_6_army_mechanic_stalker = army ; Kirilov (Military Mechanic, Agroprom) ; Bandit: zat_b7_bandit_boss_sultan = bandit ; Sultan (Bandit Honcho, Dark Valley) val_smart_terrain_7_4_bandit_trader_stalker = bandit ; Olivius (Bandit Trader, Dark Valley) ; Monolith: pri_monolith_monolith_trader_stalker = monolith ; Krolik (Monolith Trader, Pripyat) pri_monolith_monolith_mechanic_stalker = monolith ; Cleric (Monolith Mechanic, Pripyat) ; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ; A list of factions that can use the "force important storyline task" system. [important_factions] stalker dolg freedom csky ecolog killer army bandit ; monolith ; zombied ; The phases of the storyline. [important_task_phases] phase_1 = drx_ql_info_main_task_agr_u_done ; Agroprom Underground phase_2 = drx_ql_info_main_task_labx18_done ; Dark Valley, X-18 phase_3 = drx_ql_info_main_task_labx16_done ; Miracle Machine, X-16 phase_4 = drx_ql_info_main_task_x19_done ; Brain Scorcher, X-19 phase_5 = drx_ql_info_main_task_jup_u_done, drx_ql_info_main_task_labx8_done, drx_ql_info_stingray_1_done, drx_ql_info_stingray_2_done, drx_ql_info_stingray_3_done, drx_ql_info_stingray_4_done, drx_ql_info_stingray_5_done ; Jupiter Underground, Outskirts Lab X-8, Stingray Helicopters ; A list of honchos and the important task-related infoportions that they can provide. [important_honchos] ; Loner esc_m_trader = drx_ql_info_main_task_labx16_done esc_2_12_stalker_nimble = drx_ql_info_main_task_labx18_done esc_smart_terrain_5_7_loner_mechanic_stalker = drx_ql_info_main_task_agr_u_done, drx_ql_info_main_task_labx16_done bar_visitors_barman_stalker_trader = drx_ql_info_main_task_labx18_done, drx_ql_info_main_task_labx16_done, drx_ql_info_main_task_x19_done, drx_ql_info_stingray_3_done zat_a2_stalker_barmen = drx_ql_info_main_task_jup_u_done, drx_ql_info_stingray_3_done, drx_ql_info_stingray_4_done zat_b30_owl_stalker_trader = drx_ql_info_main_task_labx8_done, drx_ql_info_stingray_2_done, drx_ql_info_stingray_3_done ; Duty bar_dolg_leader = drx_ql_info_main_task_agr_u_done, drx_ql_info_main_task_x19_done, drx_ql_info_stingray_2_done, drx_ql_info_stingray_3_done, drx_ql_info_stingray_4_done bar_dolg_general_petrenko_stalker = drx_ql_info_main_task_agr_u_done, drx_ql_info_main_task_x19_done, drx_ql_info_stingray_2_done, drx_ql_info_stingray_3_done, drx_ql_info_stingray_4_done ; Freedom mil_smart_terrain_7_7_freedom_leader_stalker = drx_ql_info_main_task_x19_done, drx_ql_info_main_task_labx8_done, drx_ql_info_main_task_jup_u_done, drx_ql_info_stingray_4_done mil_smart_terrain_7_10_freedom_trader_stalker = drx_ql_info_main_task_agr_u_done, drx_ql_info_main_task_labx16_done, drx_ql_info_main_task_labx8_done jup_a6_freedom_leader = drx_ql_info_main_task_x19_done, drx_ql_info_main_task_labx8_done, drx_ql_info_main_task_jup_u_done, drx_ql_info_stingray_1_done, drx_ql_info_stingray_4_done ; Clear Sky mar_smart_terrain_base_stalker_leader_marsh = drx_ql_info_main_task_agr_u_done, drx_ql_info_main_task_labx18_done, drx_ql_info_main_task_labx16_done, drx_ql_info_main_task_labx19_done mar_base_owl_stalker_trader = drx_ql_info_main_task_labx18_done, drx_ql_info_main_task_labx16_done ; Ecologist yan_stalker_sakharov = drx_ql_info_main_task_labx18_done, drx_ql_info_main_task_labx16_done, drx_ql_info_main_task_x19_done yan_ecolog_semenov = drx_ql_info_main_task_labx18_done, drx_ql_info_main_task_labx16_done, drx_ql_info_main_task_x19_done jup_b6_scientist_nuclear_physicist = drx_ql_info_main_task_labx18_done, drx_ql_info_main_task_labx16_done, drx_ql_info_main_task_x19_done, drx_ql_info_main_task_jup_u_done, drx_ql_info_main_task_labx8_done, drx_ql_info_stingray_1_done ; Mercenary cit_killers_merc_trader_stalker = drx_ql_info_main_task_agr_u_done, drx_ql_info_main_task_labx18_done, drx_ql_info_main_task_x19_done, drx_ql_info_main_task_jup_u_done, drx_ql_info_stingray_3_done, drx_ql_info_stingray_4_done, drx_ql_info_stingray_5_done cit_killers_merc_mechanic_stalker = drx_ql_info_main_task_agr_u_done, drx_ql_info_main_task_labx18_done, drx_ql_info_main_task_labx16_done, drx_ql_info_main_task_x19_done, drx_ql_info_main_task_jup_u_done, drx_ql_info_main_task_labx8_done, drx_ql_info_stingray_3_done, drx_ql_info_stingray_4_done ; Military agr_smart_terrain_1_6_near_2_military_colonel_kovalski = drx_ql_info_main_task_agr_u_done, drx_ql_info_main_task_labx18_done, drx_ql_info_main_task_labx16_done, drx_ql_info_stingray_3_done, drx_ql_info_stingray_4_done, drx_ql_info_stingray_5_done agr_smart_terrain_1_6_army_mechanic_stalker = drx_ql_info_main_task_agr_u_done, drx_ql_info_main_task_labx18_done, drx_ql_info_stingray_3_done, drx_ql_info_stingray_4_done, drx_ql_info_stingray_5_done ; Bandit zat_b7_bandit_boss_sultan = drx_ql_info_main_task_agr_u_done, drx_ql_info_main_task_labx18_done val_smart_terrain_7_4_bandit_trader_stalker = drx_ql_info_main_task_agr_u_done, drx_ql_info_main_task_labx18_done, drx_ql_info_stingray_3_done ;////////////////////////////////////////////////////////////////////////////////////////////////// ; ; Invulnerable Honchos ; ; Created by DoctorX ; for DoctorX Questlines 2.0 ; August 07, 2019 ; ;-------------------------------------------------------------------------------------------------- ; Important NPC's that are immune to damage and ignore combat: [invulnerable_honchos] ; Agroprom: agr_smart_terrain_1_6_army_trader_stalker ; Spooner (Military Trader, Agroprom) agr_smart_terrain_1_6_near_2_military_colonel_kovalski ; Kuznetsov (Military Honcho, Agroprom) agr_smart_terrain_1_6_army_mechanic_stalker ; Kirilov (Military Mechanic, Agroprom) ; Rostok: bar_arena_manager ; Arnie (Loner Honcho, Rostok) bar_dolg_general_petrenko_stalker ; Petrenko (Duty Trader, Rostok) bar_dolg_leader ; Voronin (Duty Honcho, Rostok) bar_visitors_barman_stalker_trader ; Barkeep (Loner Barman, Rostok) bar_visitors_stalker_mechanic ; Mangun (Duty Mechanic, Rostok) ; Dead City: cit_killers_merc_mechanic_stalker ; Hog (Mercenary Mechanic, Dead City) cit_killers_merc_trader_stalker ; Dushman (Mercenary Trader, Dead City) ; Cordon: esc_m_trader ; Sidorovich (Loner Trader, Cordon) esc_2_12_stalker_nimble ; Nimble (Loner Trader, Cordon) esc_2_12_stalker_wolf ; Wolf (Loner Honcho, Cordon) esc_smart_terrain_5_7_loner_mechanic_stalker ; Xenotech (Loner Mechanic, Cordon) ; Jupiter: jup_a6_freedom_leader ; Loki (Freedom Honcho, Jupiter) jup_a6_freedom_trader_ashot ; Ashot (Freedom Trader, Jupiter) jup_a6_stalker_barmen ; Hawaiian (Loner Trader, Jupiter) jup_a6_stalker_medik ; Bonesetter (Loner Medic, Jupiter) jup_b6_scientist_nuclear_physicist ; Hermann (Ecologist Trader, Jupiter) jup_b6_scientist_tech ; Tukarev (Ecologist Mechanic, Jupiter) jup_b19_freedom_yar ; Yar (Freedom Honcho, Jupiter) jup_b217_stalker_tech ; Nitro (Loner Mechanic, Jupiter) jup_b220_trapper ; Trapper (Loner Honcho, Jupiter) ; Great Swamp: mar_base_stalker_barmen ; Librarian (Clear Sky Barman, Great Swamp) mar_base_stalker_tech ; Novikov (Clear Sky Mechanic) mar_base_owl_stalker_trader ; Spore (Clear Sky Trader, Great Swamp) mar_smart_terrain_base_doctor ; Ivan Trodnik (Clear Sky Medic, Great Swamp) mar_smart_terrain_base_stalker_leader_marsh ; Cold (Clear Sky Honcho, Great Swamp) mar_smart_terrain_doc_doctor ; Doc (Loner Honcho, Great Swamp) ; Army Warehouses: mil_smart_terrain_7_7_freedom_leader_stalker ; Lukash (Freedom Honcho, Army Warehouses) mil_smart_terrain_7_7_freedom_mechanic_stalker ; Screw (Freedom Mechanic, Army Warehouses) mil_smart_terrain_7_10_freedom_trader_stalker ; Skinflint (Freedom Trader, Army Warehouses) ; Pripyat: pri_monolith_monolith_mechanic_stalker ; Cleric (Monolith Mechanic, Pripyat) pri_monolith_monolith_trader_stalker ; Krolik (Monolith Trader, Pripyat) ; Outskirts: zat_b106_stalker_garmata ; River Guide (North) pri_medic_stalker ; Scratch (Loner Medic, Outskirts) ; Red Forest: red_forester_tech ; Forester (Loner Mechanic, Red Forest) ; Truck Cemetery: zat_b106_stalker_gonta ; River Guide (South) ; Dark Valley: val_smart_terrain_7_3_bandit_mechanic_stalker ; Limpid (Bandit Mechanic, Dark Valley) val_smart_terrain_7_4_bandit_trader_stalker ; Olivius (Bandit Trader, Dark Valley) zat_b7_bandit_boss_sultan ; Sultan (Bandit Honcho, Dark Valley) ; Yantar: yan_ecolog_kruglov ; Kruglov (Ecologist Mechanic, Yantar) yan_stalker_sakharov ; Sakharov (Ecologist Trader, Yantar) yan_ecolog_semenov ; Seminov (Ecologist Honcho, Yantar) ; Zaton: zat_a2_stalker_barmen ; Beard (Loner Barman, Zaton) zat_a2_stalker_mechanic ; Cardan (Loner Mechanic, Zaton) zat_b18_noah ; Noah (Loner Honcho, Zaton) zat_b22_stalker_medic ; Axel (Loner Medic, Zaton) zat_b30_owl_stalker_trader ; Owl (Loner Trader, Zaton) ; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ;////////////////////////////////////////////////////////////////////////////////////////////////// ; ; Blacklisted Target Areas ; ; Created by DoctorX ; for DoctorX Questlines 2.0 ; November 30, 2019 ; ;-------------------------------------------------------------------------------------------------- ; List of smart terrains to exclude as task target areas: [smart_target_blacklist] agr_smart_terrain_1_6 ; Agroprom, Military Base agr_smart_terrain_1_6_near_1 ; Agroprom, Military Base agr_smart_terrain_1_6_near_2 ; Agroprom, Military Base bar_dolg_bunker ; Rostok, Bar bar_dolg_general ; Rostok, Bar bar_visitors ; Rostok, Bar bar_zastava ; Rostok, Bar bar_zastava_2 ; Rostok, Bar cit_killers ; Dead City, Mercenary Base esc_smart_terrain_2_12 ; Cordon, Rookie Village esc_smart_terrain_5_7 ; Cordon, Farm gen_smart_terrain_cemetery ; Generators gen_smart_terrain_forest ; Generators gen_smart_terrain_junk ; Generators gen_smart_terrain_lab_entrance ; Generators gen_smart_terrain_lab_entrance_2 ; Generators gen_smart_terrain_military ; Generators gen_smart_terrain_urod ; Generators jup_a6 ; Jupiter, Yanov Station jup_b41 ; Jupiter, Ecologist Bunker mar_smart_terrain_base ; Great Swamp, Hidden Base mil_smart_terrain_7_7 ; Army Warehouses, Freedom Base mil_smart_terrain_7_8 ; Army Warehouses, Freedom Base mil_smart_terrain_7_10 ; Army Warehouses, Freedom Base mil_smart_terrain_7_12 ; Army Warehouses, Freedom Base pri_a16 ; Outskirts, Laundromat pri_monolith ; Pripyat, Monolith Base val_smart_terrain_7_3 ; Dark Valley, Bandit Base val_smart_terrain_7_4 ; Dark Valley, Bandit Base val_smart_terrain_7_5 ; Dark Valley, Bandit Base val_smart_terrain_8_6 ; Dark Valley, Bandit Base val_smart_terrain_9_4 ; Dark Valley, Bandit Base yan_smart_terrain_6_4 ; Yantar, Ecologist Bunker ; yan_smart_terrain_6_6 ; Yantar, Ecologist Bunker zat_b18 ; Zaton, Noah's Ark zat_b28 ; Zaton, Southern Plateau zat_stalker_base_smart ; Zaton, Skadovsk ; Smart terrains inaccessible while Miracle Machine active: [miracle_machine_smarts] x162_st_burer ; Lab X-16 (Yantar) x162_st_gigant ; Lab X-16 (Yantar) x162_st_poltergeist ; Lab X-16 (Yantar) x162_st_snork ; Lab X-16 (Yantar) yan_smart_terrain_1_6 ; Yantar, Factory Complex yan_smart_terrain_2_4 ; Yantar, Factory Complex yan_smart_terrain_2_5 ; Yantar, Factory Complex yan_smart_terrain_3_4 ; Yantar, Factory Complex yan_smart_terrain_4_5 ; Yantar, Factory Complex yan_smart_terrain_snork_u ; Yantar, Factory Complex Underground yan_smart_terrain_zombi_spawn ; Yantar, Factory Complex ; Level prefixes of smart terrain areas inaccessible while Brain Scorcher active: [brain_scorcher_smart_prefixes] aes_ ; NPP (South) aes2_ ; NPP (North) bun_ ; Lab X-19 (Radar) bun2_ ; Lab X-19 (Radar) gen_ ; Generators pri_depot ; Pripyat pri_monolith ; Pripyat pri_smart_ ; Pripyat rad_ ; Radar rad2_ ; Radar sar_ ; Sarcofagus, Monolith Control Center (NPP) warlab_ ; Warlab (Generators) ; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ;////////////////////////////////////////////////////////////////////////////////////////////////// ; ; Buildings ; ; Created by DoctorX ; for DoctorX Questlines 2.0 ; February 09, 2019 ; ;-------------------------------------------------------------------------------------------------- ; List of smart terrains inside a building: [building_smarts] agr_smart_terrain_4_4 ; Agroprom, Train Station Compound agr_smart_terrain_6_4 ; Agroprom, Train Tunnel cit_killers_vs_bandits ; Dead City, Center Building ds_domic_st ; Darkscape, Old Farmhouse ds_kem2 ; Darkscape, Abandoned Fuel Station esc_smart_terrain_5_9 ; Cordon, Mill esc_smart_terrain_6_6 ; Cordon, Abandoned Farmstead gar_smart_terrain_3_5 ; Garbage, Train Depot gar_smart_terrain_6_3 ; Garbage, Flea Market jup_a10_smart_terrain ; Jupiter, Guard Post jup_b1 ; Jupiter, Northwest Tunnel jup_b8_smart_terrain ; Jupiter, Jupiter Plant jup_b47 ; Jupiter, Jupiter Plant jup_b200 ; Jupiter, Concrete Plant jup_b200_tushkan_smart_terrain ; Jupiter, Concrete Plant jup_b205_smart_terrain ; Jupiter, Ammo Dump jup_b205_tushkan_smart_terrain ; Jupiter, Ammo Dump jup_b208 ; Jupiter, Entrance to Jupiter Underground jup_b219 ; Jupiter, Jupiter Plant jup_b46 ; Jupiter, Dam katacomb_smart_terrain ; Deserted Hospital lim_smart_terrain_6 ; Limansk, Central Building mar_smart_terrain_8_11 ; Great Swamp, Old Church mar_smart_terrain_10_5 ; Great Swamp, Machine Yard mil_smart_terrain_2_10 ; Army Warehouses, Abandoned Village mil_smart_terrain_7_4 ; Army Warehouses, Duty Camp pri_a17 ; Outskirts, Hospital pri_a21_smart_terrain ; Outskirts, Western Building pri_b36_smart_terrain ; Outskirts, Northeast Building pri_b301 ; Outskirts, School pri_b303 ; Outskirts, Northern Building pri_controller_lair1 ; Pripyat, Southeast Building pri_depot ; Pripyat, Depot pri_sim_1 ; Outskirts, North Building red_smart_stalker_3_2 ; Red Forest, Mineshaft ros_smart_stalker_killers1 ; Wild Territory, Carport val_smart_terrain_1_2 ; Dark Valley, Lab X-18 Entrance val_smart_terrain_4_0 ; Dark Valley, Southwest Farm yan_smart_terrain_2_4 ; Yantar, Factory Complex yan_smart_terrain_2_5 ; Yantar, Factory Complex zat_a23_smart_terrain ; Zaton, Testing Facility zat_b5_smart_terrain ; Zaton, Ranger Station zat_b7 ; Zaton, Shevchenko zat_b38u ; Zaton, Krug Antenna Complex Underground zat_b40_smart_terrain ; Zaton, Waste Processing Station zat_b103_merc_smart ; Zaton, Substation Workshops ; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ; //||\\||//||\\||//||\\||//||\\||//||\\||//||\\||//||\\||//||\\||//||\\||//||\\||//||\\||//||\\ ; ; "Find Missing Case for Duty" Smarts ; ; moonshroom ; Call of the Zone for IWP (Indev 2) ; Jul. 4, 2024, 11:17 PM ; ; //||\\||//||\\||//||\\||//||\\||//||\\||//||\\||//||\\||//||\\||//||\\||//||\\||//||\\||//||\\ [dolg_case_smarts] mar_smart_terrain_12_2 esc_smart_terrain_6_6 gar_smart_terrain_6_3 ds_kem2 val_smart_terrain_4_0 ros_smart_monster4 yan_smart_terrain_3_6 mil_smart_terrain_4_2 lim_smart_terrain_6 katacomb_smart_terrain cit_bandits_2 zat_b106_smart_terrain jup_b46 ; //||\\||//||\\||//||\\||//||\\||//||\\||//||\\||//||\\||//||\\||//||\\||//||\\||//||\\||//||\\ ;////////////////////////////////////////////////////////////////////////////////////////////////// ; ; Anomalous Areas ; ; Created by DoctorX ; for DoctorX Questlines 2.0 ; January 28, 2019 ; ;-------------------------------------------------------------------------------------------------- ; List of smart terrains containing a major anomaly field: [anomalous_smarts] agr_smart_terrain_1_3 ; Agroprom, near Claw anomaly agr_smart_terrain_5_2 ; Agroprom, hill north of Train Tunnel ds_kem3 ; Darkscape, Culvert ds_ptr ; Darkscape, Train Bridge esc_smart_terrain_1_11 ; Cordon, Trash Pit esc_smart_terrain_8_9 ; Cordon, near Train Tunnel gar_smart_terrain_3_7 ; Garbage, Vehicle Graveyard gar_smart_terrain_6_7 ; Garbage, north of road to Cordon mar_smart_terrain_8_8 ; Great Swamp, Burnt Farmstead mar_smart_terrain_8_9 ; Great Swamp, near Old Church Cemetery mil_smart_terrain_2_1 ; Army Warehouses, north of shack mil_smart_terrain_4_3 ; Army Warehouses, near tower in abandoned village jup_b6_anom_2 ; Jupiter, northwest corner jup_sim_15 ; Jupiter, west lip of quarry pri_b302 ; Outskirts, northeast corner pri_b307 ; Outskirts, west side rad_pseudodogs ; Radar, west side of dead forest red_smart_terrain_6_3 ; Red Forest, east side red_smart_terrain_monsters ; Red Forest, northeast corner trc_sim_4 ; Truck Cemetery, southeast corner trc_sim_10 ; Truck Cemetery, southwest corner val_smart_terrain_9_10 ; Dark Valley, southeast corner yan_smart_terrain_4_2 ; Yantar, behind complex zat_b53 ; Zaton, northeast corner zat_sim_26 ; Zaton, north of Testing Workshop ; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ;////////////////////////////////////////////////////////////////////////////////////////////////// ; ; Task-Specific Squads ; ; Created by DoctorX ; for DoctorX Questlines 2.0 ; September 02, 2019 ; ;-------------------------------------------------------------------------------------------------- ; Squad name sub-strings for squads that are only spawned for specific tasks: [task_specific_squads] _companion_task_ drx_ql_assassin_squad_ drx_ql_attack_squad_ drx_ql_brawl_squad_ drx_ql_brawl_squad_ambush_ drx_ql_designated_target_squad_ drx_ql_mon_inf_ drx_ql_raid_companion_squad_ ; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ;////////////////////////////////////////////////////////////////////////////////////////////////// ; ; Assasination Task Target Squads ; ; Created by DoctorX ; for DoctorX Questlines 2.0 ; November 09, 2019 ; ;-------------------------------------------------------------------------------------------------- ; NPC name sub-strings for potential assassination targets: [assassination_target_names] drx_fem sim_default ; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ;////////////////////////////////////////////////////////////////////////////////////////////////// ; ; Assault Task Target Factions ; ; Created by DoctorX ; for DoctorX Questlines 2.0 ; December 06, 2017 ; ;-------------------------------------------------------------------------------------------------- ; List of factions to include as potential targets for assault tasks: [assault_target_factions] stalker dolg freedom csky ecolog killer army bandit monolith ; zombied ; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ;////////////////////////////////////////////////////////////////////////////////////////////////// ; ; Dynamic Brawl Task Properties ; ; Created by DoctorX ; for DoctorX Questlines 2.0 ; August 08, 2019 ; ;-------------------------------------------------------------------------------------------------- ; Brawl task settings: [brawl_settings] ; Maximum number of brawl squads per faction (int): max_squad_count = 4 ; Rendezvous distance (float, meters): rendezvous_dist = 50 ; Base multiplier used for choosing enemy faction based on dynamic population (drx_dp_ini.ltx) faction weights (int): dyn_pop_base_multiplier = 5 ; Smart terrain pairs for brawl tasks: [brawl_locations] agr_smart_terrain_1_2 = agr_smart_terrain_1_3 ; Agroprom, Swamp agr_smart_terrain_2_2 = agr_smart_terrain_5_2 ; Agroprom, Northern Plateau agr_smart_terrain_4_6 = agr_smart_terrain_5_7 ; Agroprom, South Central cit_bandits = cit_bandits_2 ; Dead City, South Side cit_killers_vs_bandits = cit_killers_2 ; Dead City, Northeast ds_boars_nest = ds_st_hoofs ; Darkscape, Old Farmhouse ds_ptr4 = ds_st_dogs ; Darkscape, South End gar_smart_terrain_4_2 = gar_smart_terrain_5_4 ; Garbage, North Pile gar_smart_terrain_6_6 = gar_smart_terrain_6_7 ; Garbage, Southeast gar_smart_terrain_7_4 = gar_smart_terrain_8_5 ; Garbage, West Central esc_smart_terrain_3_7 = esc_smart_terrain_4_9 ; Cordon, Underpass esc_smart_terrain_4_13 = esc_smart_terrain_5_12 ; Cordon, across from Rookie Village esc_smart_terrain_5_4 = esc_smart_terrain_5_6 ; Cordon, North of the Farm esc_smart_terrain_8_9 = esc_smart_terrain_8_10 ; Cordon, behind Carpark jup_a9 = jup_b47 ; Jupiter, Jupiter Plant jup_b1 = jup_b46 ; Jupiter, Dam jup_b19 = jup_sim_9 ; Jupiter, Irradiated Village jup_b207 = jup_b207_depot_attack ; Jupiter, Trailer Camp jup_b209 = jup_sim_6 ; Jupiter, Bitumen Anomaly jup_b212 = jup_sim_12 ; Jupiter, Ventillation Complex lim_smart_terrain_3 = lim_smart_terrain_4 ; Limansk, South lim_smart_terrain_5 = lim_smart_terrain_6 ; Limansk, Bridge mar_smart_terrain_6_4 = mar_smart_terrain_8_4 ; Great Swamp, North Central mar_smart_terrain_6_7 = mar_smart_terrain_7_7 ; Great Swamp, Central Swamp mar_smart_terrain_8_8 = mar_smart_terrain_10_7 ; Great Swamp, Burnt Farmstead mar_smart_terrain_8_9 = mar_smart_terrain_10_10 ; Great Swamp, Cemetery mil_smart_terrain_2_10 = mil_smart_terrain_4_2 ; Army Warehouses, Bloodsucker Village mil_smart_terrain_4_7 = mil_smart_terrain_4_8 ; Army Warehouses, Barricade Trailer pri_a28_shop = pri_sim_5 ; Outskirts, Shop pri_a15 = pri_b305_dogs ; Outskirts, Jupiter UG Entrance pri_smart_neutral_stalker1 = pri_smart_monolith_stalker3 ; Pripyat, South rad_after_valley = rad_zombied2 ; Radar, Northeast Forest rad_bloodsucker = rad_snork2 ; Radar, Northern Forest rad_pseudodogs = rad_zombied1 ; Radar, Central Forest red_smart_terrain_3_1 = red_smart_terrain_4_2 ; Red Forest, Forester's trk_sim_5 = trk_sim_18 ; Truck Cemetery, Southeast trk_sim_6 = trk_sim_15 ; Truck Cemetery, Heli's trk_sim_7 = trk_sim_21 ; Truck Cemetery, East Forest trk_sim_8 = trk_sim_13 ; Truck Cemetery, Northwest trk_sim_9 = trk_sim_16 ; Truck Cemetery, Central Forest trk_sim_10 = trk_sim_12 ; Truck Cemetery, Southwest Forest trk_sim_11 = trk_sim_14 ; Truck Cemetery, Northeast val_smart_terrain_3_0 = val_smart_terrain_5_10 ; Dark Valley, Southwest val_smart_terrain_8_7 = val_smart_terrain_9_6 ; Dark Valley, Bus Stop zat_b39 = zat_sim_13 ; Zaton, Oakpine Anomaly zat_b56 = zat_sim_14 ; Zaton, Circus Anomaly zat_b106_smart_terrain = zat_sim_17 ; Zaton, Young Pioneer Camp zat_sim_15 = zat_sim_22 ; Zaton, Northeast ; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ;////////////////////////////////////////////////////////////////////////////////////////////////// ; ; Hidden Target Task Properties ; ; Created by DoctorX ; for DoctorX Questlines 2.0 ; March 26, 2018 ; ;-------------------------------------------------------------------------------------------------- ; Hidden target task properties: [ht_task_props] ; Percent chance an NPC will have information on a hidden target (float, decimal percent): ht_info_chance = 0.3 ; 30% ; Length of time before an NPC can be asked about a hidden target again (int, seconds): ht_inquiry_reset_time = 3600 ; 1 hour ; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ;////////////////////////////////////////////////////////////////////////////////////////////////// ; ; Undiscovered Float Fetch Task Properties ; ; Created by DoctorX ; for DoctorX Questlines 2.0 ; May 31, 2019 ; ;-------------------------------------------------------------------------------------------------- ; Undiscovered float fetch task properties: [ff_task_props] ; Percent chance an NPC will offer to help find an undiscovered float fetch item (float, decimal percent): ff_help_chance = 0.75 ; 75% ; Length of time before an NPC can be asked about an undiscovered float fetch task again (int, seconds): ff_inquiry_reset_time = 3600 ; 1 hour ; Minimum fee an NPC will charge to help find an undiscovered float fetch item (float, RU): ff_min_fee = 1000 ; Maximum fee an NPC will charge to help find an undiscovered float fetch item (float, RU): ff_max_fee = 5000 ; Max distance from center of search area to trigger search timer (float, meters) ff_search_dist = 40 ; Minimum time a task helper will take to locate a float fetch item (int, seconds) ff_search_min_time = 600 ; 10 minutes ; Maximum time a task helper will take to locate a float fetch item (int, seconds) ff_search_max_time = 900 ; 15 minutes ; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ;////////////////////////////////////////////////////////////////////////////////////////////////// ; ; Hunted Task Properties ; ; Created by DoctorX ; for DoctorX Questlines 2.0 ; June 18, 2019 ; ;-------------------------------------------------------------------------------------------------- ; Hunted task properties: [hunted_task_props] ; Percent chance a hunted task will be given (float, decimal percent): hunted_chance = 0.50 ; 50% ; Max length of time from last assassination to give hunted task (float, seconds) timeout = 129600 ; 36 hours ; Percent chance an NPC will have information on a hidden assassin (float, decimal percent): info_chance = 0.6 ; 60% ; Length of time before an NPC can be asked about a hidden assassin again (float, seconds) inquiry_reset_time = 3600 ; 1 hour ; Task id of the player hunted task (string, task id): task_id = drx_ql_special_task_hunted ; List of factions that can be assassins (string, faction names): [hunted_task_factions] stalker dolg freedom csky ; ecolog killer army bandit ; monolith ; zombied ; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ;////////////////////////////////////////////////////////////////////////////////////////////////// ; ; Safecracker Task Settings ; ; Created by DoctorX ; for DoctorX Questlines 2.0 ; August 30, 2018 ; ;-------------------------------------------------------------------------------------------------- ; Safecracker task properties: [safecracker_task_props] ; Percent chance a NPC will offer a safecracker task (float, decimal percent): safecracker_chance = 0.15 ; 15% ; Minimum reward item cost (int, RU): min_cost = 0 ; Maximum reward item cost (int, RU): max_cost = 6000 ; Quest item that triggers safecracker task (string, quest item section name): case_item = drx_ql_quest_item_case ; Max actor reward item count for safecracker task (int): reward_count = 3 ; Safecracker task reward sections: [safecracker_task_reward_sections] items_ammo_list items_artefacts_list items_attachments_list items_pistols_list items_supplies_list ; Factions that can offer a safecracker task: [safecracker_task_factions] stalker ; dolg freedom csky ; ecolog killer ; army bandit ; monolith ; zombied ; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ;////////////////////////////////////////////////////////////////////////////////////////////////// ; ; Defector Task Settings ; ; Created by DoctorX ; for DoctorX Questlines 2.0 ; February 10, 2019 ; ;-------------------------------------------------------------------------------------------------- ; Defector task settings: [defector_task_settings] ; Task to give containing defector dialog (string, task section name): defector_task = drx_ql_defector_sl_task_1 ; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ;////////////////////////////////////////////////////////////////////////////////////////////////// ; ; Monolith Infiltrator Task Settings ; ; Created by DoctorX ; for DoctorX Questlines 2.0 ; August 10, 2019 ; ;-------------------------------------------------------------------------------------------------- ; Monolith infiltrator task settings: [mon_inf_settings] ; Actor level that triggers start of Monolith infiltrator task (string, level name): trigger_level = l11_pripyat ; Pripyat ; Faction to set actor to at start of Monolith infiltrator task (string, faction name): mon_inf_faction = monolith ; Health level to give actor after death truck crash (0 = no change) (float, decimal percent): crash_health = 0.3 ; 30% ; Death truck driver corpse (string, npc section name): driver_corpse = sim_default_monolith_0 ; Death truck rookie victim corpse (string, npc section name): rookie_corpse = sim_default_freedom_0 ; Death truck zombified victim corpse (string, npc section name): zombie_corpse = sim_default_zombied_1 ; Actor level that triggers extraction squad (string, level name): extraction_level = l10_radar ; Radar ; Smart terrain to spawn extraction squads (string, smart terrain name): extraction_smart = rad_antenna_monolith ; Radar, south ramp in emitter compound ; Smart terrain to spawn defending squads (string, smart terrain name): defenders_smart = rad_antenna_patrol ; Radar, outside tunnel to X-19 ; Faction for defending squads (string, faction name): defenders_faction = monolith ; Length of time between accepting task and receiving serum injection (float, seconds): injection_delay = 2 ; Length of time after receiving injection before getting lightheaded (float, seconds): serum_delay = 4 ; Length of time to hold lightheaded effect before full blackout (float, seconds): lightheaded_time = 5 ; Length of time to play fade to black effect (float, seconds): fade_to_black_time = 3 ; Length of time to hold black screen before playing cutscene (float, seconds): blackout_time = 2 ; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ;////////////////////////////////////////////////////////////////////////////////////////////////// ; ; Operation Fairway Properties ; ; Created by DoctorX ; for DoctorX Questlines 2.0 ; October 29, 2019 ; ;-------------------------------------------------------------------------------------------------- ; Operation Fairway properties: [operation_fairway_props] ; Number of Stingray crash sites (int): stingray_locations = 5 ; Minimum number of Stingray crash sites to visit before final Stingray mission (max = stingray_locations - 1) (int): min_sites = 2 ; Amount of money Noah will take if paid for information (int, RU): noah_payment = 2000 ; Smart terrain location of the survivor's rally point (string, smart terrain name): rally_smart = jup_b1 ; Distance to Stingray 4 crash site before calling it found (float, meters) max_discovery_dist = 10 ; Stingray 4 pilot squad (string, squad section name): pilot_squad = drx_ql_stingray_pilot_hostage_squad ; Faction of the enemy hostage takers (string, faction name): enemy_faction = monolith ; Hostage taker squads (string, squad section name): enemy_squad_1 = drx_ql_designated_target_squad_monolith_hostage_takers_1 enemy_squad_2 = drx_ql_designated_target_squad_monolith_hostage_takers_2 ; Survivor corpses (string, NPC section name): survivor_corpse_1 = jup_b9_shliachin survivor_corpse_2 = pri_a17_military_captain_tarasov survivor_corpse_3 = pri_a17_military_prapor_valentyr survivor_corpse_4 = zat_b28_draper survivor_corpse_5 = zat_b28_umerov survivor_corpse_6 = zat_b100_military_1 ; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ;////////////////////////////////////////////////////////////////////////////////////////////////// ; ; Oasis Task Properties ; ; Created by DoctorX ; for DoctorX Questlines 2.0 ; July 27, 2019 ; ;-------------------------------------------------------------------------------------------------- ; Oasis task properties: [oasis_task_props] ; Percent chance the find Oasis task will be given (float, decimal percent): oasis_chance = 0.20 ; 20% ; Task id of the find Oasis task (string, task id): task_id = drx_ql_special_task_find_oasis ; List of factions that can get find Oasis task (string, faction names): [oasis_task_factions] stalker dolg freedom csky ecolog killer army bandit ; monolith ; zombied ; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ;////////////////////////////////////////////////////////////////////////////////////////////////// ; ; End Game Questline ; ; Created by DoctorX ; for DoctorX Questlines 2.0 ; October 30, 2019 ; ;-------------------------------------------------------------------------------------------------- ; List of actor factions that can trigger the endgame questline: [end_game_factions] stalker dolg freedom csky ecolog killer army bandit ; monolith ; zombied ; Endgame questline starting task: [end_game_task] ; Endgame questline start task required infoportions: preconditions = drx_ql_info_main_task_agr_u_done, drx_ql_info_main_task_labx18_done, yan_labx16_switcher_primary_off, bar_deactivate_radar_done, drx_ql_info_main_task_jup_u_done, drx_ql_info_main_task_labx8_done, drx_ql_info_stingray_4_done ; Maximum number of meet tasks to complete after meeting endgame questline preconditions (int): extension = 0 ; Endgame questline start task id (string, task id): task_id = drx_ql_special_task_meet_task_find_doc ; Honcho to meet to start the endgame questline (string, npc name): meet_honcho = mar_smart_terrain_doc_doctor ; Squad name of endgame honcho (string, squad name): meet_honcho_squad = mar_smart_terrain_doc_squad ; Unique (fake) faction to use for endgame honcho (used for endgame questline task) (string): meet_honcho_faction = doc ; Smart terrain to spawn endgame honcho at (string, smart terrain name): meet_honcho_smart = mar_smart_terrain_doc_2 ; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ;////////////////////////////////////////////////////////////////////////////////////////////////// ; ; Osoznanie settings ; ; Created by DoctorX ; for DoctorX Questlines 2.0 ; October 09, 2019 ; ;-------------------------------------------------------------------------------------------------- ; Osoznanie protector settings: [osoznanie_settings] ; Level that will trigger bad ending sequence (string, level name): trigger_level = l13_generators ; Length of pause before displaying Osoznanie fail message (float, seconds): fail_msg_delay = 12 ; Maximum number of Osoznanie protectors alive at one time (int): max_alive = 3 ; Osoznanie protectors: [osoznanie_protectors] sar2_tutorial_wounded sar2_stalker_freeman sar2_doctor sar2_dram_novice sar2_bandit_novice sar2_ranger sar2_bandit_general sar2_zombied_novice sar2_fox sar2_seriy sar2_ratcatcher sar2_wolf sar2_ecolog_professor sar2_psih sar2_stalker_explorer sar2_hellcar sar2_fanat sar2_gar_dolg_blokpost_commander sar2_krot sar2_bandit_borov sar2_arena_manager sar2_zastava_commander_1 sar2_bandit_leader sar2_svoboda_zombi_stalker sar2_monolith_regular2 sar2_monolith_regular sar2_bandit_veteran sar2_soldier_regular sar2_killer_regular sar2_killer_informator sar2_svoboda_cook sar2_svoboda_bodyguard sar2_svoboda_stukach sar2_esc_soldier_commander sar2_zombied_stalker sar2_soldier_specnaz sar2_killer_specnaz sar2_dolg_specnaz_cherep sar2_svoboda_blockpost_leader sar2_dolg_guard_commander sar2_dolg_ivancov sar2_dolg_petrenko sar2_dolg_leader sar2_svoboda_attack_commander sar2_crazy_veterans_lucky sar2_svoboda_engineer sar2_svoboda_leader sar2_svoboda_trader sar2_svoboda_master_max sar2_monolith_specnaz2 sar2_monolith_specnaz sar2_svoboda_master_ugrumiy sar2_arena_savage sar2_zombied_exo sar2_monolith_leader sar2_killer_ambush_tiran sar2_killer_exo sar2_soldier_stalker sar2_monolith_exo sar2_monolith_exo2 ; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ;////////////////////////////////////////////////////////////////////////////////////////////////// ; ; Local Warning Dialog Properties ; ; Created by DoctorX ; for DoctorX Questlines 2.0 ; February 20, 2019 ; ;-------------------------------------------------------------------------------------------------- ; Local warning dialog properties: [local_warning_props] ; Percent chance a npc will give a local warning (float, decimal percent): warning_chance = 0.3 ; 30% ; Max radius to search for local threats (float, meters) max_radius = 500 ; Length of time before an npc can be asked for news again (float, seconds): news_reset_time = 3600 ; 1 hour ; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ;////////////////////////////////////////////////////////////////////////////////////////////////// ; ; PDA Message Settings ; ; Created by DoctorX ; for DoctorX Questlines 2.0 ; October 15, 2019 ; ;-------------------------------------------------------------------------------------------------- ; Dialog settings: [message_settings] ; Minimum message display time (float, miliseconds): msg_time = 5000 ; 5 seconds ; Message characters at minimum display time (int): max_chars = 100 ; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ;////////////////////////////////////////////////////////////////////////////////////////////////// ; ; Dialog Settings ; ; Created by DoctorX ; for DoctorX Questlines 2.0 ; March 02, 2019 ; ;-------------------------------------------------------------------------------------------------- ; Dialog settings: [dialog_settings] ; Max number of pre-task description dialogs (int): max_pre_desc = 3 ; Max number of hidden target dialogs (int): max_hidden_target = 5 ; Max number of undiscovered float fetch dialogs (int): max_float_fetch = 5 ; Max distance from actor for npc forced dialogs (float, meters): max_dist = 2 ; 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