;============================================================== ; ; Dynamic Population Settings (drx_dp_config.ltx) ; CoC 1.5b r4 - DoctorX Dynamic Population 1.0 ; ; Created by: DoctorX ; Last revised: October 03, 2019 ; ;============================================================== ; CoTZ for IWP: Don't uncomment all of the "simulation_karlik" lines. Karliks don't exist in 1.4.22. ;////////////////////////////////////////////////////////////////////////////////////////////////// ; ; Spawn Modifiers ; ; Created by DoctorX ; for DoctorX Dynamic Population 1.0 ; July 02, 2018 ; ;-------------------------------------------------------------------------------------------------- ; Spawn modifiers: [spawn_modifiers] ; Whether to use CoC default starting squads or completely randomize faction populations on game start (bool): classic_start = false ; Use CoC default starting squads ; Spawn multiplier on first run to add additional spawns to existing population if using classic start (float, decimal percent): first_run_mult_classic = 0.5 ; 50% ; Spawn multiplier on first run to establish initial population if not using classic start (float, decimal percent): first_run_mult_random = 2.5 ; 250% ; Percent chance of respawn for each eligible squad (float, decimal percent): squad_spawn_chance = 1 ; 100% ; Percent of population spawn multiplier setting to apply to maximum population multiplier (float, decimal percent): max_pop_mult = 0 ; 0% ; Length of time between mutant squad respawns (int, seconds): respawn_time_mutant = 86400 ; 1 day ; Length of time between NPC squad respawns (int, seconds): respawn_time_npc = 172800 ; 2 days ; Length of time between helicopter respawns (int, seconds): respawn_time_heli = 432000 ; 5 days ; Allowable deviation from respawn time (float, decimal percent): respawn_time_deviation = 0.1 ; +-10% ; For Distance-To-Center-Based Spawns ; Reference maximum distance for smarts, used in determining squad-tier thresholds (int, meters): reference_max_dist = 8000 ; For Distance-To-Center-Based Spawns ; Name of the smart terrain considered the "center" of the Zone (string, smart name): source_smart_name = gen_smart_terrain_urod ; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ;////////////////////////////////////////////////////////////////////////////////////////////////// ; ; Squads Available per Faction ; ; Created by DoctorX ; for DoctorX Dynamic Population 1.0 ; April 26, 2018 ; ;-------------------------------------------------------------------------------------------------- ; Squads available per faction (for when Distance-To-Center-Based Spawns are disabled): [squads_by_faction_unrestricted] army = army_sim_squad_rookie, army_sim_squad_rookie, army_sim_squad_novice, army_sim_squad_novice, army_sim_squad_advanced, army_sim_squad_advanced, army_sim_squad_veteran, army_sim_squad_veteran, army_sim_squad_sniper bandit = bandit_sim_squad_rookie, bandit_sim_squad_novice, bandit_sim_squad_advanced, bandit_sim_squad_veteran csky = csky_sim_squad_rookie, csky_sim_squad_novice, csky_sim_squad_advanced, csky_sim_squad_veteran dolg = duty_sim_squad_rookie, duty_sim_squad_novice, duty_sim_squad_advanced, duty_sim_squad_veteran ecolog = ecolog_sim_squad_rookie, ecolog_sim_squad_novice, ecolog_sim_squad_advanced, ecolog_sim_squad_veteran freedom = freedom_sim_squad_rookie, freedom_sim_squad_novice, freedom_sim_squad_advanced, freedom_sim_squad_veteran killer = merc_sim_squad_rookie, merc_sim_squad_novice, merc_sim_squad_advanced, merc_sim_squad_veteran monolith = monolith_sim_squad_rookie, monolith_sim_squad_rookie, monolith_sim_squad_novice, monolith_sim_squad_novice, monolith_sim_squad_advanced, monolith_sim_squad_advanced, monolith_sim_squad_veteran, monolith_sim_squad_veteran, monolith_sim_squad_sniper stalker = stalker_sim_squad_rookie, stalker_sim_squad_novice, stalker_sim_squad_advanced, stalker_sim_squad_veteran zombied = zombied_sim_squad_rookie, zombied_sim_squad_novice, zombied_sim_squad_advanced, zombied_sim_squad_veteran ; Squads available for faction (for when Distance-To-Center-Based Spawns are enabled): [squads_by_faction] army_spawn_tiers = 4 army_1 = {=moon_cotz_actor_reached_rank(veteran)} army_sim_squad_advanced, {=moon_cotz_actor_reached_rank(experienced)} army_sim_squad_novice, army_sim_squad_rookie army_2 = {=moon_cotz_actor_reached_rank(experienced)} army_sim_squad_advanced, army_sim_squad_novice army_3 = {=moon_cotz_actor_reached_rank(veteran)} army_sim_squad_veteran, army_sim_squad_advanced army_4 = army_sim_squad_veteran, army_sim_squad_sniper bandit_spawn_tiers = 4 bandit_1 = {=moon_cotz_actor_reached_rank(veteran)} bandit_sim_squad_advanced, {=moon_cotz_actor_reached_rank(experienced)} bandit_sim_squad_novice, bandit_sim_squad_rookie bandit_2 = {=moon_cotz_actor_reached_rank(experienced)} bandit_sim_squad_advanced, bandit_sim_squad_novice bandit_3 = {=moon_cotz_actor_reached_rank(veteran)} bandit_sim_squad_veteran, bandit_sim_squad_advanced bandit_4 = bandit_sim_squad_veteran csky_spawn_tiers = 4 csky_1 = {=moon_cotz_actor_reached_rank(veteran)} csky_sim_squad_advanced, {=moon_cotz_actor_reached_rank(experienced)} csky_sim_squad_novice, csky_sim_squad_rookie csky_2 = {=moon_cotz_actor_reached_rank(experienced)} csky_sim_squad_advanced, csky_sim_squad_novice csky_3 = {=moon_cotz_actor_reached_rank(veteran)} csky_sim_squad_veteran, csky_sim_squad_advanced csky_4 = csky_sim_squad_veteran dolg_spawn_tiers = 4 dolg_1 = {=moon_cotz_actor_reached_rank(veteran)} duty_sim_squad_advanced, {=moon_cotz_actor_reached_rank(experienced)} duty_sim_squad_novice, duty_sim_squad_rookie dolg_2 = {=moon_cotz_actor_reached_rank(experienced)} duty_sim_squad_advanced, duty_sim_squad_novice dolg_3 = {=moon_cotz_actor_reached_rank(veteran)} duty_sim_squad_veteran, duty_sim_squad_advanced dolg_4 = duty_sim_squad_veteran ecolog_spawn_tiers = 4 ecolog_1 = {=moon_cotz_actor_reached_rank(veteran)} ecolog_sim_squad_advanced, {=moon_cotz_actor_reached_rank(experienced)} ecolog_sim_squad_novice, ecolog_sim_squad_rookie ecolog_2 = {=moon_cotz_actor_reached_rank(experienced)} ecolog_sim_squad_advanced, ecolog_sim_squad_novice ecolog_3 = {=moon_cotz_actor_reached_rank(veteran)} ecolog_sim_squad_veteran, ecolog_sim_squad_advanced ecolog_4 = ecolog_sim_squad_veteran freedom_spawn_tiers = 4 freedom_1 = {=moon_cotz_actor_reached_rank(veteran)} freedom_sim_squad_advanced, {=moon_cotz_actor_reached_rank(experienced)} freedom_sim_squad_novice, freedom_sim_squad_rookie freedom_2 = {=moon_cotz_actor_reached_rank(experienced)} freedom_sim_squad_advanced, freedom_sim_squad_novice freedom_3 = {=moon_cotz_actor_reached_rank(veteran)} freedom_sim_squad_veteran, freedom_sim_squad_advanced freedom_4 = freedom_sim_squad_veteran killer_spawn_tiers = 4 killer_1 = {=moon_cotz_actor_reached_rank(veteran)} merc_sim_squad_advanced, {=moon_cotz_actor_reached_rank(experienced)} merc_sim_squad_novice, merc_sim_squad_rookie killer_2 = {=moon_cotz_actor_reached_rank(experienced)} merc_sim_squad_advanced, merc_sim_squad_novice killer_3 = {=moon_cotz_actor_reached_rank(veteran)} merc_sim_squad_veteran, merc_sim_squad_advanced killer_4 = merc_sim_squad_veteran monolith_spawn_tiers = 4 monolith_1 = {=moon_cotz_actor_reached_rank(veteran)} monolith_sim_squad_advanced, {=moon_cotz_actor_reached_rank(experienced)} monolith_sim_squad_novice, monolith_sim_squad_rookie monolith_2 = {=moon_cotz_actor_reached_rank(experienced)} monolith_sim_squad_advanced, monolith_sim_squad_novice monolith_3 = {=moon_cotz_actor_reached_rank(veteran)} monolith_sim_squad_veteran, monolith_sim_squad_advanced monolith_4 = monolith_sim_squad_veteran, monolith_sim_squad_sniper stalker_spawn_tiers = 4 stalker_1 = {=moon_cotz_actor_reached_rank(veteran)} stalker_sim_squad_advanced, {=moon_cotz_actor_reached_rank(experienced)} stalker_sim_squad_novice, stalker_sim_squad_rookie stalker_2 = {=moon_cotz_actor_reached_rank(experienced)} stalker_sim_squad_advanced, stalker_sim_squad_novice stalker_3 = {=moon_cotz_actor_reached_rank(veteran)} stalker_sim_squad_veteran, stalker_sim_squad_advanced stalker_4 = stalker_sim_squad_veteran zombied_spawn_tiers = 4 zombied_1 = {=moon_cotz_actor_reached_rank(veteran)} zombied_sim_squad_advanced, {=moon_cotz_actor_reached_rank(experienced)} zombied_sim_squad_novice, zombied_sim_squad_rookie zombied_2 = {=moon_cotz_actor_reached_rank(experienced)} zombied_sim_squad_advanced, zombied_sim_squad_novice zombied_3 = {=moon_cotz_actor_reached_rank(veteran)} zombied_sim_squad_veteran, zombied_sim_squad_advanced zombied_4 = zombied_sim_squad_veteran ; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ;////////////////////////////////////////////////////////////////////////////////////////////////// ; ; MWFC Spawn Overrides ; ; Created by DoctorX ; for DoctorX Dynamic Population 1.0 ; April 13, 2018 ; ;-------------------------------------------------------------------------------------------------- ; MWFC Squads: [mwfc_squads] ; simulation_rat = 0 ; simulation_tushkano = 0 ; simulation_flesh = 0 ; simulation_mix_boar_flesh = 0 ; simulation_boar = 0 ; simulation_cat = 0 ; simulation_dog = 0 ; simulation_mix_dogs = 0 ; simulation_pseudodog = 0 ; simulation_psy_dog = 0 ; simulation_zombie = 0 ; simulation_fracture = 0 ; simulation_snork = 0 ; simulation_bloodsucker = 0 ; simulation_psysucker = 0 ; simulation_burer = 0 simulation_controller = 1 simulation_controller_psy = 0.1 ; simulation_gigant = 0 ; simulation_borya = 0 ; simulation_chimera = 0 ; simulation_karlik = 0 ; simulation_poltergeist_tele = 0 ; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ;////////////////////////////////////////////////////////////////////////////////////////////////// ; ; Survival Mode Spawn Overrides ; ; Created by DoctorX ; for DoctorX Dynamic Population 1.0 ; April 12, 2018 ; ;-------------------------------------------------------------------------------------------------- ; Survival Mode Mutants: [survival_mode] ; simulation_rat = 0 ; simulation_tushkano = 0 ; simulation_flesh = 0 ; simulation_mix_boar_flesh = 0 ; simulation_boar = 0 ; simulation_cat = 0 ; simulation_dog = 0 ; simulation_mix_dogs = 0 ; simulation_pseudodog = 0 ; simulation_psy_dog = 0 simulation_zombie = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 1 simulation_fracture = 0.2 simulation_snork = 0.2 ; simulation_bloodsucker = 0 ; simulation_psysucker = 0 ; simulation_burer = 0 ; simulation_controller = 0 ; simulation_controller_psy = 0 ; simulation_gigant = 0 ; simulation_borya = 0 ; simulation_chimera = 0 ; simulation_karlik = 0 ; simulation_poltergeist_tele = 0 ; Survival Mode Factions: [survival_mode_factions] ; stalker = 0 ; dolg = 0 ; freedom = 0 ; csky = 0 ; ecolog = 0 ; killer = 0 ; army = 0 ; bandit = 0 ; monolith = 0 zombied = 1 ; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ;////////////////////////////////////////////////////////////////////////////////////////////////// ; ; Great Swamp Spawn Overrides ; ; Created by DoctorX ; for DoctorX Dynamic Population 1.0 ; October 03, 2019 ; ;-------------------------------------------------------------------------------------------------- ; Great Swamp Level Mutants: [k00_marsh] simulation_rat = 0.60 simulation_tushkano = 0.60 simulation_flesh = 1 simulation_mix_boar_flesh = 1 simulation_boar = 1 simulation_cat = 0.60 simulation_dog = 1 simulation_mix_dogs = 0.60 simulation_pseudodog = 0.60 simulation_psy_dog = 0.40 simulation_zombie = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 0.60 simulation_fracture = 0.60 ; simulation_snork = 0 simulation_bloodsucker = 0.60 simulation_controller = 0.10 ; simulation_burer = 0 ; simulation_gigant = 0 simulation_borya = 0.20 ; simulation_chimera = 0 simulation_psysucker = 0.40 simulation_controller_psy = 0.05 ; simulation_karlik = 0 ; simulation_poltergeist_tele = 0 ; Great Swamp Level Factions: [k00_marsh_factions] stalker = 1 dolg = 0.20 freedom = 0.20 csky = 1 ecolog = 0.60 killer = 0.20 army = 1 bandit = 1 ; monolith = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 0 zombied = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 0.60 ; Great Swamp, Clear Sky base [mar_smart_terrain_base] drx_dp_mar_smart_terrain_base_lager_squad = {!squad_exist(drx_dp_mar_smart_terrain_base_lager_squad)} 1, 0 drx_dp_mar_smart_terrain_base_joiner_1_squad = {!squad_exist(drx_dp_mar_smart_terrain_base_joiner_1_squad)} 1, 0 drx_dp_mar_smart_terrain_base_joiner_2_squad = {!squad_exist(drx_dp_mar_smart_terrain_base_joiner_2_squad)} 1, 0 drx_dp_mar_smart_terrain_base_joiner_3_squad = {!squad_exist(drx_dp_mar_smart_terrain_base_joiner_3_squad)} 1, 0 csky_sim_squad_rookie = {=drx_ql_random_chance(5)} 1, 0 csky_sim_squad_novice = {=drx_ql_random_chance(5)} 1, 0 csky_sim_squad_advanced = {=drx_ql_random_chance(5)} 1, 0 ; Great Swamp, North of the Old Church: [mar_smart_terrain_8_9] simulation_helicopter_strong = {-achieved_down_to_earth !heli_exist_on_level} 1, 0 simulation_helicopter_weak = {+achieved_down_to_earth !heli_exist_on_level} 1, 0 ; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ;////////////////////////////////////////////////////////////////////////////////////////////////// ; ; Cordon Spawn Overrides ; ; Created by DoctorX ; for DoctorX Dynamic Population 1.0 ; October 03, 2019 ; ;-------------------------------------------------------------------------------------------------- ; Cordon Level Mutants: [l01_escape] simulation_rat = 0.60 simulation_tushkano = 0.60 simulation_flesh = 1 simulation_mix_boar_flesh = 1 simulation_boar = 1 simulation_cat = 0.60 simulation_dog = 1 simulation_mix_dogs = 0.60 simulation_pseudodog = 0.60 simulation_psy_dog = 0.40 simulation_zombie = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 0.60 simulation_fracture = 1 ; simulation_snork = 0.00 simulation_bloodsucker = 0.20 ; simulation_controller = 0.00 ; simulation_burer = 0.00 ; simulation_gigant = 0.00 ; simulation_borya = 0.00 ; simulation_chimera = 0.00 simulation_psysucker = 0.15 ; simulation_controller_psy = 0.00 ; simulation_karlik = 0.00 ; simulation_poltergeist_tele = 0.00 ; Cordon Level Factions: [l01_escape_factions] stalker = 1 dolg = 0.20 freedom = 0.20 csky = 1 ecolog = 0.20 killer = 0.20 army = 1 bandit = 1 ; monolith = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 0 zombied = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 0.20 ; Cordon, Rookie Village: [esc_smart_terrain_2_12] drx_dp_esc_smart_terrain_2_12_lager_squad = {!squad_exist(drx_dp_esc_smart_terrain_2_12_lager_squad)} 1, 0 drx_dp_esc_smart_terrain_2_12_joiner_1_squad = {!squad_exist(drx_dp_esc_smart_terrain_2_12_joiner_1_squad)} 1, 0 drx_dp_esc_smart_terrain_2_12_joiner_2_squad = {!squad_exist(drx_dp_esc_smart_terrain_2_12_joiner_2_squad)} 1, 0 drx_dp_esc_smart_terrain_2_12_joiner_3_squad = {!squad_exist(drx_dp_esc_smart_terrain_2_12_joiner_3_squad)} 1, 0 stalker_sim_squad_rookie = {=drx_ql_random_chance(5)} 1, 0 stalker_sim_squad_novice = {=drx_ql_random_chance(5)} 1, 0 ; Cordon, Southern Checkpoint: [esc_smart_terrain_3_16] drx_dp_esc_smart_terrain_3_16_lager_squad = {!squad_exist(drx_dp_esc_smart_terrain_3_16_lager_squad)} 1, 0 drx_dp_esc_smart_terrain_3_16_joiner_1_squad = {!squad_exist(drx_dp_esc_smart_terrain_3_16_joiner_1_squad)} 1, 0 drx_dp_esc_smart_terrain_3_16_joiner_2_squad = {!squad_exist(drx_dp_esc_smart_terrain_3_16_joiner_2_squad)} 1, 0 drx_dp_esc_smart_terrain_3_16_joiner_3_squad = {!squad_exist(drx_dp_esc_smart_terrain_3_16_joiner_3_squad)} 1, 0 army_sim_squad_rookie = {=drx_ql_random_chance(5)} 1, 0 army_sim_squad_novice = {=drx_ql_random_chance(5)} 1, 0 ; Cordon, North of the Southern Checkpoint: [esc_smart_terrain_4_13] simulation_helicopter_strong = {-achieved_down_to_earth !heli_exist_on_level} 1, 0 simulation_helicopter_weak = {+achieved_down_to_earth !heli_exist_on_level} 1, 0 ; Cordon, Xenotech's Camp: [esc_smart_terrain_5_7] drx_dp_esc_smart_terrain_5_7_lager_squad = {!squad_exist(drx_dp_esc_smart_terrain_5_7_lager_squad)} 1, 0 drx_dp_esc_smart_terrain_5_7_joiner_1_squad = {!squad_exist(drx_dp_esc_smart_terrain_5_7_joiner_1_squad)} 1, 0 drx_dp_esc_smart_terrain_5_7_joiner_2_squad = {!squad_exist(drx_dp_esc_smart_terrain_5_7_joiner_2_squad)} 1, 0 drx_dp_esc_smart_terrain_5_7_joiner_3_squad = {!squad_exist(drx_dp_esc_smart_terrain_5_7_joiner_3_squad)} 1, 0 stalker_sim_squad_rookie = {=drx_ql_random_chance(5)} 1, 0 stalker_sim_squad_novice = {=drx_ql_random_chance(5)} 1, 0 ; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ;////////////////////////////////////////////////////////////////////////////////////////////////// ; ; Garbage Spawn Overrides ; ; Created by DoctorX ; for DoctorX Dynamic Population 1.0 ; October 03, 2019 ; ;-------------------------------------------------------------------------------------------------- ; Garbage Level Mutants: [l02_garbage] simulation_rat = 0.60 simulation_tushkano = 0.60 simulation_flesh = 1 simulation_mix_boar_flesh = 1 simulation_boar = 1 simulation_cat = 0.60 simulation_dog = 1 simulation_mix_dogs = 0.60 simulation_pseudodog = 0.60 simulation_psy_dog = 0.40 simulation_zombie = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 0.60 simulation_fracture = 1 ; simulation_snork = 0 simulation_bloodsucker = 0.20 simulation_controller = 0.10 ; simulation_burer = 0.00 ; simulation_gigant = 0.00 ; simulation_borya = 0.00 ; simulation_chimera = 0.00 simulation_psysucker = 0.15 simulation_controller_psy = 0.05 ; simulation_karlik = 0.10 ; simulation_poltergeist_tele = 0.00 ; Garbage Level Factions: [l02_garbage_factions] stalker = 1 dolg = 1 freedom = 0.60 csky = 0.60 ecolog = 0.20 killer = 0.20 army = 1 bandit = 1 ; monolith = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 0 zombied = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 0.60 ; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ;////////////////////////////////////////////////////////////////////////////////////////////////// ; ; Darkscape Spawn Overrides ; ; Created by DoctorX ; for DoctorX Dynamic Population 1.0 ; March 15, 2019 ; ;-------------------------------------------------------------------------------------------------- ; Darkscape Level Mutants: [k01_darkscape] simulation_rat = 0.60 simulation_tushkano = 0.60 simulation_flesh = 1 simulation_mix_boar_flesh = 1 simulation_boar = 1 simulation_cat = 0.60 simulation_dog = 1 simulation_mix_dogs = 0.60 simulation_pseudodog = 0.60 simulation_psy_dog = 0.40 simulation_zombie = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 1 simulation_fracture = 1 ; simulation_snork = 0 simulation_bloodsucker = 0.60 simulation_controller = 0.20 ; simulation_burer = 0 simulation_gigant = 0.01 ; simulation_borya = 0.00 ; simulation_chimera = 0.00 simulation_psysucker = 0.40 simulation_controller_psy = 0.15 ; simulation_karlik = 0.10 ; simulation_poltergeist_tele = 0.00 ; Darkscape Level Factions: [k01_darkscape_factions] stalker = 1 dolg = 0.20 freedom = 0.20 csky = 0.60 ecolog = 0.60 killer = 0.20 army = 1 bandit = 1 ; monolith = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 0 zombied = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 1 ; Darkscape, West of the Abandoned Fuel Station: [ds_deb1] simulation_helicopter_strong = {-achieved_down_to_earth !heli_exist_on_level} 1, 0 simulation_helicopter_weak = {+achieved_down_to_earth !heli_exist_on_level} 1, 0 ; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ;////////////////////////////////////////////////////////////////////////////////////////////////// ; ; Agroprom Spawn Overrides ; ; Created by DoctorX ; for DoctorX Dynamic Population 1.0 ; October 03, 2019 ; ;-------------------------------------------------------------------------------------------------- ; Agroprom Level Mutants: [l03_agroprom] simulation_rat = 0.60 simulation_tushkano = 0.60 simulation_flesh = 1 simulation_mix_boar_flesh = 1 simulation_boar = 1 simulation_cat = 1 simulation_dog = 1 simulation_mix_dogs = 0.60 simulation_pseudodog = 0.60 simulation_psy_dog = 0.40 simulation_zombie = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 0.60 simulation_fracture = 1 simulation_snork = 0.20 simulation_bloodsucker = 0.60 simulation_controller = 0.10 ; simulation_burer = 0 ; simulation_gigant = 0.00 simulation_borya = 0.15 ; simulation_chimera = 0.00 simulation_psysucker = 0.40 simulation_controller_psy = 0.05 ; simulation_karlik = 0.10 simulation_poltergeist_tele = 0.20 ; Agroprom Level Factions: [l03_agroprom_factions] stalker = 1 dolg = 0.60 freedom = 0.20 csky = 0.60 ecolog = 0.60 killer = 0.20 army = 1 bandit = 1 ; monolith = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 0 zombied = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 0.60 ; Agroprom, Military Base, Main: [agr_smart_terrain_1_6] drx_dp_agr_smart_terrain_1_6_lager_squad = {!squad_exist(drx_dp_agr_smart_terrain_1_6_lager_squad)} 1, 0 drx_dp_agr_smart_terrain_1_6_joiner_1_squad = {!squad_exist(drx_dp_agr_smart_terrain_1_6_joiner_1_squad)} 1, 0 drx_dp_agr_smart_terrain_1_6_joiner_2_squad = {!squad_exist(drx_dp_agr_smart_terrain_1_6_joiner_2_squad)} 1, 0 drx_dp_agr_smart_terrain_1_6_joiner_3_squad = {!squad_exist(drx_dp_agr_smart_terrain_1_6_joiner_3_squad)} 1, 0 army_sim_squad_rookie = {=drx_ql_random_chance(5)} 1, 0 army_sim_squad_novice = {=drx_ql_random_chance(5)} 1, 0 army_sim_squad_advanced = {=drx_ql_random_chance(5)} 1, 0 ; Agroprom, Military Base, West Gate: [agr_smart_terrain_1_6_near_1] drx_dp_agr_smart_terrain_1_6_near_1_lager_squad = {!squad_exist(drx_dp_agr_smart_terrain_1_6_near_1_lager_squad)} 1, 0 drx_dp_agr_smart_terrain_1_6_near_1_joiner_1_squad = {!squad_exist(drx_dp_agr_smart_terrain_1_6_near_1_joiner_1_squad)} 1, 0 drx_dp_agr_smart_terrain_1_6_near_1_joiner_2_squad = {!squad_exist(drx_dp_agr_smart_terrain_1_6_near_1_joiner_2_squad)} 1, 0 drx_dp_agr_smart_terrain_1_6_near_1_joiner_3_squad = {!squad_exist(drx_dp_agr_smart_terrain_1_6_near_1_joiner_3_squad)} 1, 0 army_sim_squad_rookie = {=drx_ql_random_chance(5)} 1, 0 army_sim_squad_novice = {=drx_ql_random_chance(5)} 1, 0 army_sim_squad_advanced = {=drx_ql_random_chance(5)} 1, 0 ; Agroprom, Military Base, East Gate: [agr_smart_terrain_1_6_near_2] simulation_helicopter_strong = {-achieved_down_to_earth !heli_exist_on_level} 1, 0 simulation_helicopter_weak = {+achieved_down_to_earth !heli_exist_on_level} 1, 0 ; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ;////////////////////////////////////////////////////////////////////////////////////////////////// ; ; Agroprom Underground Spawn Overrides ; ; Created by DoctorX ; for DoctorX Dynamic Population 1.0 ; July 02, 2018 ; ;-------------------------------------------------------------------------------------------------- ; Agroprom Underground Level Mutants: [l03u_agr_underground] simulation_rat = 1 simulation_tushkano = 1 ; simulation_flesh = 0 ; simulation_mix_boar_flesh = 0 ; simulation_boar = 0 ; simulation_cat = 0 ; simulation_dog = 0 ; simulation_mix_dogs = 0 ; simulation_pseudodog = 0 ; simulation_psy_dog = 0 simulation_zombie = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 0.60 ; simulation_fracture = 0 simulation_snork = 1 simulation_bloodsucker = 1 simulation_controller = 0.60 ; simulation_burer = 0 ; simulation_gigant = 0 simulation_borya = 0.70 ; simulation_chimera = 0 simulation_psysucker = 0.70 simulation_controller_psy = 0.40 ; simulation_karlik = 0.1 simulation_poltergeist_tele = 0.60 ; Agroprom Underground Level Factions: [l03u_agr_underground_factions] stalker = 1 dolg = 0.60 freedom = 0.20 csky = 0.60 ecolog = 0.60 killer = 0.20 army = 1 bandit = 1 ; monolith = {+warlab_deactivate_generators_done -story_mode_disabled} 0.00, 0.00 zombied = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 0.60 ; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ;////////////////////////////////////////////////////////////////////////////////////////////////// ; ; Dark Valley Spawn Overrides ; ; Created by DoctorX ; for DoctorX Dynamic Population 1.0 ; October 03, 2019 ; ;-------------------------------------------------------------------------------------------------- ; Dark Valley Level Mutants: [l04_darkvalley] simulation_rat = 0.75 simulation_tushkano = 0.75 simulation_flesh = 1 simulation_mix_boar_flesh = 1 simulation_boar = 1 simulation_cat = 1 simulation_dog = 1 simulation_mix_dogs = 0.60 simulation_pseudodog = 0.60 simulation_psy_dog = 0.40 simulation_zombie = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 0.60 simulation_fracture = 0.60 simulation_snork = 0.60 simulation_bloodsucker = 0.60 simulation_controller = 0.10 ; simulation_burer = 0 simulation_gigant = 0.01 simulation_borya = 0.40 ; simulation_chimera = 0 simulation_psysucker = 0.40 simulation_controller_psy = 0.05 ; simulation_karlik = 0.10 simulation_poltergeist_tele = 0.20 ; Dark Valley Level Factions: [l04_darkvalley_factions] stalker = 1 dolg = 0.60 freedom = 1 csky = 0.60 ecolog = 0.20 killer = 0.60 army = 1 bandit = 1 ; monolith = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 0 zombied = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 0.60 ; Dark Valley, Bandit Base, North Building: [val_smart_terrain_7_3] drx_dp_val_smart_terrain_7_3_lager_squad = {!squad_exist(drx_dp_val_smart_terrain_7_3_lager_squad)} 1, 0 drx_dp_val_smart_terrain_7_3_joiner_1_squad = {!squad_exist(drx_dp_val_smart_terrain_7_3_joiner_1_squad)} 1, 0 drx_dp_val_smart_terrain_7_3_joiner_2_squad = {!squad_exist(drx_dp_val_smart_terrain_7_3_joiner_2_squad)} 1, 0 ; drx_dp_val_smart_terrain_7_3_joiner_3_squad = {!squad_exist(drx_dp_val_smart_terrain_7_3_joiner_3_squad)} 1, 0 ; bandit_sim_squad_rookie = {=drx_ql_random_chance(5)} 1, 0 ; bandit_sim_squad_novice = {=drx_ql_random_chance(5)} 1, 0 [val_smart_terrain_7_4] drx_dp_val_smart_terrain_7_4_lager_squad = {!squad_exist(drx_dp_val_smart_terrain_7_4_lager_squad)} 1, 0 drx_dp_val_smart_terrain_7_4_joiner_1_squad = {!squad_exist(drx_dp_val_smart_terrain_7_4_joiner_1_squad)} 1, 0 drx_dp_val_smart_terrain_7_4_joiner_2_squad = {!squad_exist(drx_dp_val_smart_terrain_7_4_joiner_2_squad)} 1, 0 ; drx_dp_val_smart_terrain_7_4_joiner_3_squad = {!squad_exist(drx_dp_val_smart_terrain_7_4_joiner_3_squad)} 1, 0 bandit_sim_squad_rookie = {=drx_ql_random_chance(5)} 1, 0 bandit_sim_squad_novice = {=drx_ql_random_chance(5)} 1, 0 [val_smart_terrain_7_5] drx_dp_val_smart_terrain_7_5_lager_squad = {!squad_exist(drx_dp_val_smart_terrain_7_5_lager_squad)} 1, 0 drx_dp_val_smart_terrain_7_5_joiner_1_squad = {!squad_exist(drx_dp_val_smart_terrain_7_5_joiner_1_squad)} 1, 0 drx_dp_val_smart_terrain_7_5_joiner_2_squad = {!squad_exist(drx_dp_val_smart_terrain_7_5_joiner_2_squad)} 1, 0 ; drx_dp_val_smart_terrain_7_5_joiner_3_squad = {!squad_exist(drx_dp_val_smart_terrain_7_5_joiner_3_squad)} 1, 0 ; bandit_sim_squad_rookie = {=drx_ql_random_chance(5)} 1, 0 ; bandit_sim_squad_novice = {=drx_ql_random_chance(5)} 1, 0 ; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ;////////////////////////////////////////////////////////////////////////////////////////////////// ; ; Lab X-18 (Dark Valley) Spawn Overrides ; ; Created by DoctorX ; for DoctorX Dynamic Population 1.0 ; July 02, 2018 ; ;-------------------------------------------------------------------------------------------------- ; Lab X-18 (Dark Valley) Level Mutants: [l04u_labx18] simulation_rat = 1 simulation_tushkano = 1 ; simulation_flesh = 0 ; simulation_mix_boar_flesh = 0 ; simulation_boar = 0 ; simulation_cat = 0 ; simulation_dog = 0 ; simulation_mix_dogs = 0 ; simulation_pseudodog = 0 ; simulation_psy_dog = 0 simulation_zombie = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 1 ; simulation_fracture = 0 simulation_snork = 1 simulation_bloodsucker = 1 simulation_controller = 0.60 simulation_burer = 0.60 simulation_gigant = 0.20 ; simulation_borya = 0 ; simulation_chimera = 0 simulation_psysucker = 0.70 simulation_controller_psy = 0.40 ; simulation_karlik = 0.1 simulation_poltergeist_tele = 1 ; Lab X-18 (Dark Valley) Level Factions: [l04u_labx18_factions] stalker = 1 dolg = 0.60 freedom = 0.60 csky = 1 ecolog = 0.60 killer = 0.60 army = 1 bandit = 1 ; monolith = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 0 zombied = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 0.60 ; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ;////////////////////////////////////////////////////////////////////////////////////////////////// ; ; Rostok Spawn Overrides ; ; Created by DoctorX ; for DoctorX Dynamic Population 1.0 ; October 03, 2019 ; ;-------------------------------------------------------------------------------------------------- ; Rostok Level Mutants: [l05_bar] simulation_rat = 0.60 simulation_tushkano = 0.60 simulation_flesh = 0.20 simulation_mix_boar_flesh = 0.20 simulation_boar = 0.20 simulation_cat = 0.60 simulation_dog = 1 simulation_mix_dogs = 0.60 simulation_pseudodog = 0.60 simulation_psy_dog = 0.60 simulation_zombie = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 0.60 simulation_fracture = 0.60 simulation_snork = 0.60 simulation_bloodsucker = 0.20 simulation_controller = 0.10 ; simulation_burer = 0 ; simulation_gigant = 0.00 ; simulation_borya = 0.00 ; simulation_chimera = 0.00 simulation_psysucker = 0.20 simulation_controller_psy = 0.05 ; simulation_karlik = 0.10 ; simulation_poltergeist_tele = 0.00 ; Rostok Level Factions: [l05_bar_factions] stalker = 1 dolg = 1 freedom = 0.20 csky = 0.60 ecolog = 0.60 killer = 0.20 army = 0.60 bandit = 0.20 ; monolith = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 0 ; zombied = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 0 ; 100 Rads Bar: [bar_visitors] drx_dp_bar_visitors_lager_squad = {!squad_exist(drx_dp_bar_visitors_lager_squad)} 1, 0 drx_dp_bar_visitors_joiner_1_squad = {!squad_exist(drx_dp_bar_visitors_joiner_1_squad)} 1, 0 drx_dp_bar_visitors_joiner_2_squad = {!squad_exist(drx_dp_bar_visitors_joiner_2_squad)} 1, 0 drx_dp_bar_visitors_joiner_3_squad = {!squad_exist(drx_dp_bar_visitors_joiner_3_squad)} 1, 0 stalker_sim_squad_rookie = {=drx_ql_random_chance(5)} 1, 0 stalker_sim_squad_novice = {=drx_ql_random_chance(5)} 1, 0 stalker_sim_squad_advanced = {=drx_ql_random_chance(5)} 1, 0 ; Duty Base: [bar_dolg_general] drx_dp_bar_dolg_general_lager_squad = {!squad_exist(drx_dp_bar_dolg_general_lager_squad)} 1, 0 drx_dp_bar_dolg_general_joiner_1_squad = {!squad_exist(drx_dp_bar_dolg_general_joiner_1_squad)} 1, 0 drx_dp_bar_dolg_general_joiner_2_squad = {!squad_exist(drx_dp_bar_dolg_general_joiner_2_squad)} 1, 0 drx_dp_bar_dolg_general_joiner_3_squad = {!squad_exist(drx_dp_bar_dolg_general_joiner_3_squad)} 1, 0 duty_sim_squad_rookie = {=drx_ql_random_chance(5)} 1, 0 duty_sim_squad_novice = {=drx_ql_random_chance(5)} 1, 0 duty_sim_squad_advanced = {=drx_ql_random_chance(5)} 1, 0 ; Duty Bunker: [bar_dolg_bunker] drx_dp_bar_dolg_bunker_lager_squad = {!squad_exist(drx_dp_bar_dolg_bunker_lager_squad)} 1, 0 duty_sim_squad_rookie = {=drx_ql_random_chance(5)} 1, 0 duty_sim_squad_novice = {=drx_ql_random_chance(5)} 1, 0 duty_sim_squad_advanced = {=drx_ql_random_chance(5)} 1, 0 ; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ;////////////////////////////////////////////////////////////////////////////////////////////////// ; ; Wild Territory Spawn Overrides ; ; Created by DoctorX ; for DoctorX Dynamic Population 1.0 ; March 15, 2019 ; ;-------------------------------------------------------------------------------------------------- ; Wild Territory Level Mutants: [l06_rostok] simulation_rat = 0.60 simulation_tushkano = 0.60 simulation_flesh = 0.20 simulation_mix_boar_flesh = 0.20 simulation_boar = 0.20 simulation_cat = 1 simulation_dog = 1 simulation_mix_dogs = 0.60 simulation_pseudodog = 0.60 simulation_psy_dog = 0.40 simulation_zombie = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 0.60 simulation_fracture = 0.60 simulation_snork = 1 simulation_bloodsucker = 0.20 simulation_controller = 0.10 ; simulation_burer = 0 ; simulation_gigant = 0 ; simulation_borya = 0 ; simulation_chimera = 0 simulation_psysucker = 0.15 simulation_controller_psy = 0.05 ; simulation_karlik = 0 simulation_poltergeist_tele = 0.20 ; Wild Territory Level Factions: [l06_rostok_factions] stalker = 1 dolg = 1 freedom = 0.60 csky = 0.60 ecolog = 0.60 killer = 1 army = 0.20 bandit = 0.60 ; monolith = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 0 zombied = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 0.60 ; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ;////////////////////////////////////////////////////////////////////////////////////////////////// ; ; Yantar Spawn Overrides ; ; Created by DoctorX ; for DoctorX Dynamic Population 1.0 ; October 03, 2019 ; ;-------------------------------------------------------------------------------------------------- ; Yantar Level Mutants: [l08_yantar] simulation_rat = 1 simulation_tushkano = 1 ; simulation_flesh = 0 ; simulation_mix_boar_flesh = 0 ; simulation_boar = 0 simulation_cat = 1 simulation_dog = 0.60 simulation_mix_dogs = 0.60 simulation_pseudodog = 0.60 simulation_psy_dog = 0.40 simulation_zombie = {+warlab_deactivate_generators_done -story_mode_disabled} 0, {+yan_labx16_switcher_primary_off -story_mode_disabled} 0.60, 1 simulation_fracture = 0.60 simulation_snork = 1 simulation_bloodsucker = 0.20 simulation_controller = 0.20 ; simulation_burer = 0 simulation_gigant = 0.01 simulation_borya = 0.70 simulation_chimera = 0 simulation_psysucker = 0.15 simulation_controller_psy = 0.15 ; simulation_karlik = 0.10 simulation_poltergeist_tele = 0.60 ; Yantar Level Factions: [l08_yantar_factions] stalker = 1 dolg = 0.60 freedom = 0.20 csky = 0.60 ecolog = 1 killer = 0.60 army = 1 bandit = 0.20 monolith = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 0.20 zombied = {+warlab_deactivate_generators_done -story_mode_disabled} 0, {+yan_labx16_switcher_primary_off -story_mode_disabled} 0.60, 1 ; Yantar, Mobile Lab [yan_smart_terrain_6_4] drx_dp_yan_smart_terrain_6_4_lager_squad = {!squad_exist(drx_dp_yan_smart_terrain_6_4_lager_squad)} 1, 0 drx_dp_yan_smart_terrain_6_4_joiner_1_squad = {!squad_exist(drx_dp_yan_smart_terrain_6_4_joiner_1_squad)} 1, 0 drx_dp_yan_smart_terrain_6_4_joiner_2_squad = {!squad_exist(drx_dp_yan_smart_terrain_6_4_joiner_2_squad)} 1, 0 ecolog_sim_squad_rookie = {=drx_ql_random_chance(5)} 1, 0 ecolog_sim_squad_novice = {=drx_ql_random_chance(5)} 1, 0 ; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ;////////////////////////////////////////////////////////////////////////////////////////////////// ; ; Lab X-16 (Yantar) Spawn Overrides ; ; Created by DoctorX ; for DoctorX Dynamic Population 1.0 ; July 02, 2018 ; ;-------------------------------------------------------------------------------------------------- ; Lab X-16 (Yantar) Level Mutants: [l08u_brainlab] simulation_rat = 1 simulation_tushkano = 1 ; simulation_flesh = 0 ; simulation_mix_boar_flesh = 0 ; simulation_boar = 0 ; simulation_cat = 0 ; simulation_dog = 0 ; simulation_mix_dogs = 0 ; simulation_pseudodog = 0 ; simulation_psy_dog = 0 simulation_zombie = {+warlab_deactivate_generators_done -story_mode_disabled} 0, {+yan_labx16_switcher_primary_off -story_mode_disabled} 0.60, 1 ; simulation_fracture = 0 simulation_snork = 1 simulation_bloodsucker = 1 simulation_controller = 1 simulation_burer = 0.60 simulation_gigant = 0.20 ; simulation_borya = 0 ; simulation_chimera = 0 simulation_psysucker = 0.70 simulation_controller_psy = 0.70 ; simulation_karlik = 0.1 simulation_poltergeist_tele = 0.60 ; Lab X-16 (Yantar) Level Factions: [l08u_brainlab_factions] stalker = 1 dolg = 0.60 freedom = 0.20 csky = 0.60 ecolog = 1 killer = 0.60 army = 1 bandit = 0.20 monolith = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 0.20 zombied = {+warlab_deactivate_generators_done -story_mode_disabled} 0, {+yan_labx16_switcher_primary_off -story_mode_disabled} 0.60, 1 ; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ;////////////////////////////////////////////////////////////////////////////////////////////////// ; ; Army Warehouses Spawn Overrides ; ; Created by DoctorX ; for DoctorX Dynamic Population 1.0 ; October 03, 2019 ; ;-------------------------------------------------------------------------------------------------- ; Army Warehouses Level Mutants: [l07_military] simulation_rat = 0.60 simulation_tushkano = 0.60 simulation_flesh = 1 simulation_mix_boar_flesh = 1 simulation_boar = 1 simulation_cat = 0.60 simulation_dog = 1 simulation_mix_dogs = 0.60 simulation_pseudodog = 0.60 simulation_psy_dog = 0.40 simulation_zombie = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 0.60 simulation_fracture = 1 simulation_snork = 1 simulation_bloodsucker = 0.60 simulation_controller = 0.10 ; simulation_burer = 0 ; simulation_gigant = 0 simulation_borya = 0.70 ; simulation_chimera = 0 simulation_psysucker = 0.40 simulation_controller_psy = 0.05 ; simulation_karlik = 0.10 simulation_poltergeist_tele = 0.20 ; Army Warehouses Level Factions: [l07_military_factions] stalker = 1 dolg = 1 freedom = 1 csky = 0.60 ecolog = 0.20 killer = 1 army = 0.20 bandit = 0.20 monolith = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 0.60 zombied = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 0.60 ; Army Warehouses, Freedom Base, Central Area: [mil_smart_terrain_7_7] drx_dp_mil_smart_terrain_7_7_lager_squad = {!squad_exist(drx_dp_mil_smart_terrain_7_7_lager_squad)} 1, 0 drx_dp_mil_smart_terrain_7_7_joiner_1_squad = {!squad_exist(drx_dp_mil_smart_terrain_7_7_joiner_1_squad)} 1, 0 drx_dp_mil_smart_terrain_7_7_joiner_2_squad = {!squad_exist(drx_dp_mil_smart_terrain_7_7_joiner_2_squad)} 1, 0 drx_dp_mil_smart_terrain_7_7_joiner_3_squad = {!squad_exist(drx_dp_mil_smart_terrain_7_7_joiner_3_squad)} 1, 0 freedom_sim_squad_novice = {=drx_ql_random_chance(5)} 1, 0 freedom_sim_squad_advanced = {=drx_ql_random_chance(5)} 1, 0 ; Army Warehouses, Freedom Base, Main Entrance: [mil_smart_terrain_7_8] drx_dp_mil_smart_terrain_7_8_lager_squad = {!squad_exist(drx_dp_mil_smart_terrain_7_8_lager_squad)} 1, 0 drx_dp_mil_smart_terrain_7_8_joiner_1_squad = {!squad_exist(drx_dp_mil_smart_terrain_7_8_joiner_1_squad)} 1, 0 drx_dp_mil_smart_terrain_7_8_joiner_2_squad = {!squad_exist(drx_dp_mil_smart_terrain_7_8_joiner_2_squad)} 1, 0 drx_dp_mil_smart_terrain_7_8_joiner_3_squad = {!squad_exist(drx_dp_mil_smart_terrain_7_8_joiner_3_squad)} 1, 0 ; freedom_sim_squad_novice = {=drx_ql_random_chance(20)} 1, 0 ; freedom_sim_squad_advanced = {=drx_ql_random_chance(20)} 1, 0 ; Army Warehouses, Freedom Base, West Side: [mil_smart_terrain_7_10] drx_dp_mil_smart_terrain_7_10_lager_squad = {!squad_exist(drx_dp_mil_smart_terrain_7_10_lager_squad)} 1, 0 drx_dp_mil_smart_terrain_7_10_joiner_1_squad = {!squad_exist(drx_dp_mil_smart_terrain_7_10_joiner_1_squad)} 1, 0 drx_dp_mil_smart_terrain_7_10_joiner_2_squad = {!squad_exist(drx_dp_mil_smart_terrain_7_10_joiner_2_squad)} 1, 0 drx_dp_mil_smart_terrain_7_10_joiner_3_squad = {!squad_exist(drx_dp_mil_smart_terrain_7_10_joiner_3_squad)} 1, 0 ; freedom_sim_squad_novice = {=drx_ql_random_chance(20)} 1, 0 ; freedom_sim_squad_advanced = {=drx_ql_random_chance(20)} 1, 0 ; Army Warehouses, Freedom Base, East Side: [mil_smart_terrain_7_12] drx_dp_mil_smart_terrain_7_12_lager_squad = {!squad_exist(drx_dp_mil_smart_terrain_7_12_lager_squad)} 1, 0 drx_dp_mil_smart_terrain_7_12_joiner_1_squad = {!squad_exist(drx_dp_mil_smart_terrain_7_12_joiner_1_squad)} 1, 0 drx_dp_mil_smart_terrain_7_12_joiner_2_squad = {!squad_exist(drx_dp_mil_smart_terrain_7_12_joiner_2_squad)} 1, 0 drx_dp_mil_smart_terrain_7_12_joiner_3_squad = {!squad_exist(drx_dp_mil_smart_terrain_7_12_joiner_3_squad)} 1, 0 ; freedom_sim_squad_novice = {=drx_ql_random_chance(20)} 1, 0 ; freedom_sim_squad_advanced = {=drx_ql_random_chance(20)} 1, 0 ; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ;////////////////////////////////////////////////////////////////////////////////////////////////// ; ; Red Forest Spawn Overrides ; ; Created by DoctorX ; for DoctorX Dynamic Population 1.0 ; April 26, 2018 ; ;-------------------------------------------------------------------------------------------------- ; Red Forest Level Mutants: [l10_red_forest] simulation_rat = 1 simulation_tushkano = 1 simulation_flesh = 1 simulation_mix_boar_flesh = 1 simulation_boar = 1 simulation_cat = 1 simulation_dog = 1 simulation_mix_dogs = 1 simulation_pseudodog = 1 simulation_psy_dog = 1 simulation_zombie = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 1 simulation_fracture = 1 simulation_snork = 1 simulation_bloodsucker = 1 simulation_psysucker = 1 simulation_burer = 1 simulation_controller = 1 simulation_controller_psy = 1 simulation_gigant = 1 simulation_borya = 1 simulation_chimera = 1 ; simulation_karlik = 0.5 simulation_poltergeist_tele = 0.60 ; Red Forest Level Factions: [l10_red_forest_factions] stalker = 1 dolg = 0.60 freedom = 0.60 csky = 0.60 ecolog = 0.60 killer = 0.60 army = 1 bandit = 0.20 monolith = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 1 zombied = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 1 ; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ;////////////////////////////////////////////////////////////////////////////////////////////////// ; ; Limansk Spawn Overrides ; ; Created by DoctorX ; for DoctorX Dynamic Population 1.0 ; March 15, 2019 ; ;-------------------------------------------------------------------------------------------------- ; Limansk Level Mutants: [l10_limansk] simulation_rat = 1 simulation_tushkano = 1 ; simulation_flesh = 0 ; simulation_mix_boar_flesh = 0 ; simulation_boar = 0 simulation_cat = 0.60 ; simulation_dog = 0 ; simulation_mix_dogs = 0 simulation_pseudodog = 1 simulation_psy_dog = 0.70 simulation_zombie = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 0.80 simulation_fracture = 1 simulation_snork = 1 simulation_bloodsucker = 0.60 simulation_controller = 0.40 simulation_burer = 0.60 simulation_gigant = 0.05 simulation_borya = 0.40 simulation_chimera = 0.05 simulation_psysucker = 0.40 simulation_controller_psy = 0.30 ; simulation_karlik = 0.10 simulation_poltergeist_tele = 0.20 ; Limansk Level Factions: [l10_limansk_factions] stalker = 0.60 dolg = 0.60 freedom = 0.60 csky = 1 ecolog = 0.20 killer = 1 army = 1 bandit = 0.20 monolith = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 1 zombied = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 0.60 ; Limansk, River Bend: [lim_smart_terrain_7] simulation_helicopter_strong = {-achieved_down_to_earth !heli_exist_on_level} 1, 0 simulation_helicopter_weak = {+achieved_down_to_earth !heli_exist_on_level} 1, 0 ; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ;////////////////////////////////////////////////////////////////////////////////////////////////// ; ; Deserted Hospital Spawn Overrides ; ; Created by DoctorX ; for DoctorX Dynamic Population 1.0 ; July 20, 2019 ; ;-------------------------------------------------------------------------------------------------- ; Deserted Hospital Level Mutants: [l11_hospital] simulation_rat = 1 simulation_tushkano = 1 ; simulation_flesh = 0 ; simulation_mix_boar_flesh = 0 ; simulation_boar = 0 simulation_cat = 1 ; simulation_dog = 0 ; simulation_mix_dogs = 0 ; simulation_pseudodog = 0 ; simulation_psy_dog = 0 simulation_zombie = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 0.60 simulation_fracture = 0.60 simulation_snork = 1 simulation_bloodsucker = 0.60 simulation_controller = 0.20 simulation_burer = 0.20 ; simulation_gigant = 0 simulation_borya = 0.60 ; simulation_chimera = 0 simulation_psysucker = 0.40 simulation_controller_psy = 0.15 ; simulation_karlik = 0.10 simulation_poltergeist_tele = 0.20 ; Deserted Hospital Level Factions: [l11_hospital_factions] ; stalker = 1 ; dolg = 1 ; freedom = 1 ; csky = 1 ; ecolog = 1 ; killer = 1 ; army = 1 ; bandit = 1 monolith = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 1 ; zombied = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 0.50 ; Deserted Hospital, Hospital: [katacomb_smart_terrain] drx_dp_katacomb_smart_terrain_lager_squad = {!squad_exist(drx_dp_katacomb_smart_terrain_lager_squad)} 1, 0 drx_dp_katacomb_smart_terrain_joiner_1_squad = {!squad_exist(drx_dp_katacomb_smart_terrain_joiner_1_squad)} 1, 0 drx_dp_katacomb_smart_terrain_joiner_2_squad = {!squad_exist(drx_dp_katacomb_smart_terrain_joiner_2_squad)} 1, 0 drx_dp_katacomb_smart_terrain_joiner_3_squad = {!squad_exist(drx_dp_katacomb_smart_terrain_joiner_3_squad)} 1, 0 ; monolith_sim_squad_novice = {=drx_ql_random_chance(5)} 1, 0 monolith_sim_squad_advanced = {=drx_ql_random_chance(5)} 1, 0 monolith_sim_squad_veteran = {=drx_ql_random_chance(5)} 1, 0 ; monolith_sim_squad_sniper = {=drx_ql_random_chance(5)} 1, 0 ; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ;////////////////////////////////////////////////////////////////////////////////////////////////// ; ; Dead City Spawn Overrides ; ; Created by DoctorX ; for DoctorX Dynamic Population 1.0 ; October 03, 2019 ; ;-------------------------------------------------------------------------------------------------- ; Dead City Level Mutants: [l09_deadcity] simulation_rat = 0.60 simulation_tushkano = 0.60 simulation_flesh = 1 simulation_mix_boar_flesh = 1 simulation_boar = 1 simulation_cat = 0.60 simulation_dog = 1 simulation_mix_dogs = 0.60 simulation_pseudodog = 0.60 simulation_psy_dog = 0.40 simulation_zombie = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 0.65 simulation_fracture = 0.60 ; simulation_snork = 0 simulation_bloodsucker = 0.60 simulation_controller = 0.10 simulation_burer = 0.20 simulation_gigant = 0.01 ; simulation_borya = 0 ; simulation_chimera = 0 simulation_psysucker = 0.40 simulation_controller_psy = 0.05 ; simulation_karlik = 0.10 ; simulation_poltergeist_tele = 0 ; Dead City Level Factions: [l09_deadcity_factions] stalker = 1 dolg = 0.20 freedom = 0.20 csky = 0.60 ecolog = 0.20 killer = 1 army = 0.20 bandit = 0.60 monolith = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 0.60 zombied = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 0.20 ; Dead City, Mercenary Base: [cit_killers] drx_dp_cit_killers_lager_squad = {!squad_exist(drx_dp_cit_killers_lager_squad)} 1, 0 drx_dp_cit_killers_joiner_1_squad = {!squad_exist(drx_dp_cit_killers_joiner_1_squad)} 1, 0 drx_dp_cit_killers_joiner_2_squad = {!squad_exist(drx_dp_cit_killers_joiner_2_squad)} 1, 0 drx_dp_cit_killers_joiner_3_squad = {!squad_exist(drx_dp_cit_killers_joiner_3_squad)} 1, 0 merc_sim_squad_novice = {=drx_ql_random_chance(5)} 1, 0 merc_sim_squad_advanced = {=drx_ql_random_chance(5)} 1, 0 merc_sim_squad_veteran = {=drx_ql_random_chance(5)} 1, 0 ; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ;////////////////////////////////////////////////////////////////////////////////////////////////// ; ; Radar Spawn Overrides ; ; Created by DoctorX ; for DoctorX Dynamic Population 1.0 ; March 15, 2019 ; ;-------------------------------------------------------------------------------------------------- ; Radar Level Mutants: [l10_radar] simulation_rat = {-bar_deactivate_radar_done -story_mode_disabled} 0, 0.60 simulation_tushkano = {-bar_deactivate_radar_done -story_mode_disabled} 0, 0.60 simulation_flesh = {-bar_deactivate_radar_done -story_mode_disabled} 0, 0.60 simulation_mix_boar_flesh = {-bar_deactivate_radar_done -story_mode_disabled} 0, 0.60 simulation_boar = {-bar_deactivate_radar_done -story_mode_disabled} 0, 0.60 simulation_cat = {-bar_deactivate_radar_done -story_mode_disabled} 0, 1 simulation_dog = {-bar_deactivate_radar_done -story_mode_disabled} 0, 1 simulation_mix_dogs = {-bar_deactivate_radar_done -story_mode_disabled} 0, 1 simulation_pseudodog = {-bar_deactivate_radar_done -story_mode_disabled} 0, 1 simulation_psy_dog = 0.70 simulation_zombie = {+warlab_deactivate_generators_done -story_mode_disabled} 0, {+bar_deactivate_radar_done -story_mode_disabled} 0.60, 1 simulation_fracture = {-bar_deactivate_radar_done} 1, 0.60 simulation_snork = 1 simulation_bloodsucker = 1 simulation_psysucker = 0.70 simulation_burer = 0.20 simulation_controller = 0.40 simulation_controller_psy = 0.30 simulation_gigant = 0.05 simulation_borya = 0.70 simulation_chimera = 0.05 ; simulation_karlik = {-bar_deactivate_radar_done} 0.10, 0.10 simulation_poltergeist_tele = 0.60 ; Radar Level Factions: [l10_radar_factions] stalker = 0.60 dolg = 0.60 freedom = 0.60 csky = 1 ecolog = 0.20 killer = 0.60 army = 1 bandit = 0.20 monolith = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 1 zombied = {+warlab_deactivate_generators_done -story_mode_disabled} 0, {+bar_deactivate_radar_done -story_mode_disabled} 0.60, 1 ; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ;////////////////////////////////////////////////////////////////////////////////////////////////// ; ; Lab X-19 (Radar) Spawn Overrides ; ; Created by DoctorX ; for DoctorX Dynamic Population 1.0 ; July 02, 2018 ; ;-------------------------------------------------------------------------------------------------- ; Lab X-19 (Radar) Level Mutants: [l10u_bunker] simulation_rat = 1 simulation_tushkano = 1 ; simulation_flesh = 0 ; simulation_mix_boar_flesh = 0 ; simulation_boar = 0 ; simulation_cat = 0 ; simulation_dog = 0 ; simulation_mix_dogs = 0 ; simulation_pseudodog = 0 ; simulation_psy_dog = 0 simulation_zombie = {+warlab_deactivate_generators_done -story_mode_disabled} 0, {+bar_deactivate_radar_done -story_mode_disabled} 0.60, 1 ; simulation_fracture = 0 simulation_snork = 1 simulation_bloodsucker = 1 simulation_controller = 0.60 simulation_burer = 0.60 simulation_gigant = 0.20 ; simulation_borya = 0 ; simulation_chimera = 0 simulation_psysucker = 0.70 simulation_controller_psy = 0.40 ; simulation_karlik = 0.1 simulation_poltergeist_tele = 1 ; Lab X-19 (Radar) Level Factions: [l10u_bunker_factions] stalker = 0.60 dolg = 0.60 freedom = 0.60 csky = 0.60 ecolog = 0.20 killer = 0.60 army = 0.60 bandit = 0.20 monolith = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 1 zombied = {+warlab_deactivate_generators_done -story_mode_disabled} 0, {+bar_deactivate_radar_done -story_mode_disabled} 0.60, 1 ; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ;////////////////////////////////////////////////////////////////////////////////////////////////// ; ; Pripyat Spawn Overrides ; ; Created by DoctorX ; for DoctorX Dynamic Population 1.0 ; March 15, 2019 ; ;-------------------------------------------------------------------------------------------------- ; Pripyat Level Mutants: [l11_pripyat] simulation_rat = 1 simulation_tushkano = 1 simulation_flesh = 0.60 simulation_mix_boar_flesh = 0.60 simulation_boar = 0.60 simulation_cat = 0.60 simulation_dog = 0.60 simulation_mix_dogs = 1 simulation_pseudodog = 1 simulation_psy_dog = 0.70 simulation_zombie = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 0.60 simulation_fracture = 0.60 simulation_snork = 1 simulation_bloodsucker = 1 simulation_controller = 0.60 simulation_burer = 1 simulation_gigant = 0.10 simulation_borya = 0.70 simulation_chimera = 0.10 simulation_psysucker = 0.70 simulation_controller_psy = 0.40 ; simulation_karlik = 0 simulation_poltergeist_tele = 0.60 ; Pripyat Level Factions: [l11_pripyat_factions] stalker = {-bar_deactivate_radar_done -story_mode_disabled} 0.05, 1 dolg = {-bar_deactivate_radar_done -story_mode_disabled} 0.05, 1 freedom = {-bar_deactivate_radar_done -story_mode_disabled} 0.05, 1 csky = {-bar_deactivate_radar_done -story_mode_disabled} 0.03, 0.60 ecolog = {-bar_deactivate_radar_done -story_mode_disabled} 0.01, 0.20 killer = {-bar_deactivate_radar_done -story_mode_disabled} 0.05, 1 army = {-bar_deactivate_radar_done -story_mode_disabled} 0.05, 1 bandit = {-bar_deactivate_radar_done -story_mode_disabled} 0.01, 0.20 monolith = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 1 zombied = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 0.60 ; Pripyat, Monolith Base: [pri_monolith] drx_dp_pri_monolith_lager_squad = {!squad_exist(drx_dp_pri_monolith_lager_squad)} 1, 0 drx_dp_pri_monolith_joiner_1_squad = {!squad_exist(drx_dp_pri_monolith_joiner_1_squad)} 1, 0 drx_dp_pri_monolith_joiner_2_squad = {!squad_exist(drx_dp_pri_monolith_joiner_2_squad)} 1, 0 drx_dp_pri_monolith_joiner_3_squad = {!squad_exist(drx_dp_pri_monolith_joiner_3_squad)} 1, 0 monolith_sim_squad_advanced = {=drx_ql_random_chance(20)} 1, 0 monolith_sim_squad_veteran = {=drx_ql_random_chance(20)} 1, 0 monolith_sim_squad_sniper = {=drx_ql_random_chance(20)} 1, 0 ; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ;////////////////////////////////////////////////////////////////////////////////////////////////// ; ; Chernobyl NPP South Spawn Overrides ; ; Created by DoctorX ; for DoctorX Dynamic Population 1.0 ; April 26, 2018 ; ;-------------------------------------------------------------------------------------------------- ; Chernobyl NPP South Level Mutants: [l12_stancia] ; simulation_rat = 0 ; simulation_tushkano = 0 ; simulation_flesh = 0 ; simulation_mix_boar_flesh = 0 ; simulation_boar = 0 ; simulation_cat = 0 ; simulation_dog = 0 ; simulation_mix_dogs = 0 simulation_pseudodog = 1 simulation_psy_dog = 0.70 simulation_zombie = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 0.60 simulation_fracture = 0.60 simulation_snork = 1 simulation_bloodsucker = 1 simulation_psysucker = 0.70 simulation_burer = 1 simulation_controller = 1 simulation_controller_psy = 0.70 simulation_gigant = 0.20 simulation_borya = 0.70 simulation_chimera = 0.20 ; simulation_karlik = 0 simulation_poltergeist_tele = 0.60 ; Chernobyl NPP South Level Factions: [l12_stancia_factions] stalker = 1 dolg = 0.60 freedom = 0.60 csky = 0.60 ecolog = 0.20 killer = 0.60 army = 1 bandit = 0.20 monolith = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 1 zombied = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 1 ; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ;////////////////////////////////////////////////////////////////////////////////////////////////// ; ; Sarcophagus (Chernobyl NPP South) Spawn Overrides ; ; Created by DoctorX ; for DoctorX Dynamic Population 1.0 ; April 27, 2018 ; ;-------------------------------------------------------------------------------------------------- ; Sarcophagus (Chernobyl NPP South) Level Mutants: [l12u_sarcofag] simulation_rat = 1 simulation_tushkano = 1 ; simulation_flesh = 0 ; simulation_mix_boar_flesh = 0 ; simulation_boar = 0 ; simulation_cat = 0 ; simulation_dog = 0 ; simulation_mix_dogs = 0 ; simulation_pseudodog = 0 ; simulation_psy_dog = 0 simulation_zombie = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 0.60 ; simulation_fracture = 0 simulation_snork = 1 simulation_bloodsucker = 1 simulation_psysucker = 0.70 simulation_burer = 0.60 simulation_controller = 1 simulation_controller_psy = 0.70 ; simulation_gigant = 0 ; simulation_borya = 0 ; simulation_chimera = 0 ; simulation_karlik = 0.1 simulation_poltergeist_tele = 1 ; Sarcophagus (Chernobyl NPP South) Level Factions: [l12u_sarcofag_factions] stalker = 0.60 dolg = 0.60 freedom = 0.60 csky = 0.60 ecolog = 0.20 killer = 0.60 army = 0.60 bandit = 0.20 monolith = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 1 zombied = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 1 ; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ;////////////////////////////////////////////////////////////////////////////////////////////////// ; ; Monolith Control Center (Chernobyl NPP North) Spawn Overrides ; ; Created by DoctorX ; for DoctorX Dynamic Population 1.0 ; April 27, 2018 ; ;-------------------------------------------------------------------------------------------------- ; Monolith Control Center (Chernobyl NPP North) Level Mutants: [l12u_control_monolith] simulation_rat = 1 simulation_tushkano = 1 ; simulation_flesh = 0 ; simulation_mix_boar_flesh = 0 ; simulation_boar = 0 ; simulation_cat = 0 ; simulation_dog = 0 ; simulation_mix_dogs = 0 ; simulation_pseudodog = 0 ; simulation_psy_dog = 0 simulation_zombie = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 0.60 ; simulation_fracture = 0 simulation_snork = 1 simulation_bloodsucker = 1 simulation_psysucker = 0.70 simulation_burer = 0.60 simulation_controller = 1 simulation_controller_psy = 0.70 ; simulation_gigant = 0 ; simulation_borya = 0 ; simulation_chimera = 0 ; simulation_karlik = 0.1 simulation_poltergeist_tele = 1 ; Monolith Control Center (Chernobyl NPP North) Level Factions: [l12u_control_monolith_factions] stalker = 0.60 dolg = 0.60 freedom = 0.60 csky = 0.60 ecolog = 0.20 killer = 0.60 army = 0.60 bandit = 0.20 monolith = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 1 zombied = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 1 ; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ;////////////////////////////////////////////////////////////////////////////////////////////////// ; ; Chernobyl NPP North Spawn Overrides ; ; Created by DoctorX ; for DoctorX Dynamic Population 1.0 ; April 26, 2018 ; ;-------------------------------------------------------------------------------------------------- ; Chernobyl NPP North Level Mutants: [l12_stancia_2] ; simulation_rat = 0 ; simulation_tushkano = 0 ; simulation_flesh = 0 ; simulation_mix_boar_flesh = 0 ; simulation_boar = 0 ; simulation_cat = 0 ; simulation_dog = 0 ; simulation_mix_dogs = 0 simulation_pseudodog = 1 simulation_psy_dog = 0.70 simulation_zombie = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 0.60 simulation_fracture = 0.60 simulation_snork = 1 simulation_bloodsucker = 1 simulation_psysucker = 0.70 simulation_burer = 1 simulation_controller = 1 simulation_controller_psy = 0.70 simulation_gigant = 0.20 simulation_borya = 0.70 simulation_chimera = 0.20 ; simulation_karlik = 0 simulation_poltergeist_tele = 0.60 ; Chernobyl NPP South Level Factions: [l12_stancia_2_factions] stalker = 1 dolg = 0.60 freedom = 0.60 csky = 0.60 ecolog = 0.20 killer = 0.60 army = 1 bandit = 0.20 monolith = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 1 zombied = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 1 ; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ;////////////////////////////////////////////////////////////////////////////////////////////////// ; ; Generators Spawn Overrides ; ; Created by DoctorX ; for DoctorX Dynamic Population 1.0 ; April 27, 2018 ; ;-------------------------------------------------------------------------------------------------- ; Generators Level Mutants: [l13_generators] ; simulation_rat = 0 ; simulation_tushkano = 0 ; simulation_flesh = 0 ; simulation_mix_boar_flesh = 0 ; simulation_boar = 0 ; simulation_cat = 0 ; simulation_dog = 0 ; simulation_mix_dogs = 0 simulation_pseudodog = 1 simulation_psy_dog = 0.70 simulation_zombie = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 0.60 simulation_fracture = 0.60 simulation_snork = 1 simulation_bloodsucker = 1 simulation_psysucker = 0.70 simulation_burer = 1 simulation_controller = 1 simulation_controller_psy = 0.70 simulation_gigant = 0.20 simulation_borya = 0.70 simulation_chimera = 0.20 ; simulation_karlik = 0 simulation_poltergeist_tele = 0.60 ; Chernobyl NPP South Level Factions: [l13_generators_factions] stalker = 0.60 dolg = 0.60 freedom = 0.60 csky = 0.60 ecolog = 0.20 killer = 0.60 army = 0.60 bandit = 0.20 monolith = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 1 zombied = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 1 ; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ;////////////////////////////////////////////////////////////////////////////////////////////////// ; ; Warlab (Generators) Spawn Overrides ; ; Created by DoctorX ; for DoctorX Dynamic Population 1.0 ; April 27, 2018 ; ;-------------------------------------------------------------------------------------------------- ; Warlab (Generators) Level Mutants: [l13u_warlab] simulation_rat = 1 simulation_tushkano = 1 ; simulation_flesh = 0 ; simulation_mix_boar_flesh = 0 ; simulation_boar = 0 ; simulation_cat = 0 ; simulation_dog = 0 ; simulation_mix_dogs = 0 ; simulation_pseudodog = 0 ; simulation_psy_dog = 0 ; simulation_zombie = 0 ; simulation_fracture = 0 simulation_snork = 1 simulation_bloodsucker = 1 simulation_psysucker = 0.70 simulation_burer = 1 simulation_controller = 1 simulation_controller_psy = 0.70 simulation_gigant = 0.60 ; simulation_borya = 0 ; simulation_chimera = 0 ; simulation_karlik = 0.1 simulation_poltergeist_tele = 0.60 ; Warlab (Generators) Level Factions: [l13u_warlab_factions] stalker = 0.60 dolg = 0.60 freedom = 0.60 csky = 0.60 ecolog = 0.20 killer = 0.60 army = 0.60 bandit = 0.20 monolith = {+warlab_deactivate_generators_done-story_mode_disabled} 0, 1 ; zombied = 0 ; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ;////////////////////////////////////////////////////////////////////////////////////////////////// ; ; Zaton Spawn Overrides ; ; Created by DoctorX ; for DoctorX Dynamic Population 1.0 ; March 15, 2019 ; ;-------------------------------------------------------------------------------------------------- ; Zaton Level Mutants: [zaton] simulation_rat = 0.9 simulation_tushkano = 0.9 simulation_flesh = 1 simulation_mix_boar_flesh = 1 simulation_boar = 1 simulation_cat = 0.60 simulation_dog = 1 simulation_mix_dogs = 1 simulation_pseudodog = 1 simulation_psy_dog = 0.70 simulation_zombie = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 0.60 simulation_fracture = 0.60 simulation_snork = 0.60 simulation_bloodsucker = 1 simulation_controller = 0.40 simulation_burer = 0.60 simulation_gigant = 0.05 simulation_borya = 0.40 simulation_chimera = 0.05 simulation_psysucker = 0.70 simulation_controller_psy = 0.30 ; simulation_karlik = 0.1 ; simulation_poltergeist_tele = 0 ; Zaton Level Factions: [zaton_factions] stalker = {-bar_deactivate_radar_done -story_mode_disabled} 0.25, 1 dolg = {-bar_deactivate_radar_done -story_mode_disabled} 0.15, 0.60 freedom = {-bar_deactivate_radar_done -story_mode_disabled} 0.15, 0.60 csky = {-bar_deactivate_radar_done -story_mode_disabled} 0.15, 0.60 ecolog = {-bar_deactivate_radar_done -story_mode_disabled} 0.15, 0.60 killer = {-bar_deactivate_radar_done -story_mode_disabled} 0.25, 1 army = {-bar_deactivate_radar_done -story_mode_disabled} 0.15, 0.60 bandit = {-bar_deactivate_radar_done -story_mode_disabled} 0.25, 1 monolith = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 1 zombied = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 0.60 ; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ;////////////////////////////////////////////////////////////////////////////////////////////////// ; ; Jupiter Spawn Overrides ; ; Created by DoctorX ; for DoctorX Dynamic Population 1.0 ; March 15, 2019 ; ;-------------------------------------------------------------------------------------------------- ; Jupiter Level Mutants: [jupiter] simulation_rat = 0.9 simulation_tushkano = 0.9 simulation_flesh = 1 simulation_mix_boar_flesh = 1 simulation_boar = 1 simulation_cat = 0.60 simulation_dog = 1 simulation_mix_dogs = 1 simulation_pseudodog = 1 simulation_psy_dog = 0.70 simulation_zombie = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 0.60 simulation_fracture = 0.60 simulation_snork = 1 simulation_bloodsucker = 1 simulation_controller = 0.40 simulation_burer = 1 simulation_gigant = 0.05 simulation_borya = 0.70 simulation_chimera = 0.05 simulation_psysucker = 0.70 simulation_controller_psy = 0.30 ; simulation_karlik = 0.1 simulation_poltergeist_tele = 0.20 ; Jupiter Level Factions: [jupiter_factions] stalker = {-bar_deactivate_radar_done -story_mode_disabled} 0.25, 1 dolg = {-bar_deactivate_radar_done -story_mode_disabled} 0.15, 0.60 freedom = {-bar_deactivate_radar_done -story_mode_disabled} 0.25, 1 csky = {-bar_deactivate_radar_done -story_mode_disabled} 0.15, 0.60 ecolog = {-bar_deactivate_radar_done -story_mode_disabled} 0.25, 1 killer = {-bar_deactivate_radar_done -story_mode_disabled} 0.25, 1 army = {-bar_deactivate_radar_done -story_mode_disabled} 0.15, 0.60 bandit = {-bar_deactivate_radar_done -story_mode_disabled} 0.25, 1 monolith = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 1 zombied = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 0.60 ; Jupiter, Yanov Station: [jup_a6] drx_dp_jup_a6_lager_squad = {!squad_exist(drx_dp_jup_a6_lager_squad)} 1, 0 drx_dp_jup_a6_joiner_1_squad = {!squad_exist(drx_dp_jup_a6_joiner_1_squad)} 1, 0 drx_dp_jup_a6_joiner_2_squad = {!squad_exist(drx_dp_jup_a6_joiner_2_squad)} 1, 0 drx_dp_jup_a6_joiner_3_squad = {!squad_exist(drx_dp_jup_a6_joiner_3_squad)} 1, 0 freedom_sim_squad_advanced = {=drx_ql_random_chance(5)} 1, 0 freedom_sim_squad_veteran = {=drx_ql_random_chance(5)} 1, 0 ; Jupiter Plant - Northeast Courtyard: [jup_b47] simulation_rat = 1 simulation_tushkano = 1 ; simulation_flesh = 0 ; simulation_mix_boar_flesh = 0 ; simulation_boar = 0 ; simulation_cat = 0 simulation_dog = 1 simulation_mix_dogs = 1 simulation_pseudodog = 1 simulation_psy_dog = 1 simulation_zombie = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 0.5 simulation_fracture = 0.5 simulation_snork = 1 simulation_bloodsucker = 1 simulation_psysucker = 0.1 simulation_burer = 0.1 simulation_controller = 0.1 simulation_controller_psy = 0.1 simulation_gigant = 0.1 simulation_borya = 0.2 simulation_chimera = 0.2 ; simulation_karlik = 0.1 simulation_poltergeist_tele = 0.1 ; Jupiter Plant - Big Building North: [jup_b219] simulation_rat = 1 simulation_tushkano = 1 ; simulation_flesh = 0 ; simulation_mix_boar_flesh = 0 ; simulation_boar = 0 ; simulation_cat = 0 ; simulation_dog = 0 ; simulation_mix_dogs = 0 simulation_pseudodog = 1 simulation_psy_dog = 1 simulation_zombie = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 1 simulation_fracture = 1 simulation_snork = 1 simulation_bloodsucker = 1 simulation_psysucker = 0.5 simulation_burer = 0.5 simulation_controller = 0.5 simulation_controller_psy = 0.5 ; simulation_gigant = 0 ; simulation_borya = 0 ; simulation_chimera = 0 ; simulation_karlik = 0.1 simulation_poltergeist_tele = 0.1 ; Jupiter Plant - Big Building South: [jup_b8_smart_terrain] simulation_rat = 1 simulation_tushkano = 1 ; simulation_flesh = 0 ; simulation_mix_boar_flesh = 0 ; simulation_boar = 0 ; simulation_cat = 0 ; simulation_dog = 0 ; simulation_mix_dogs = 0 simulation_pseudodog = 1 simulation_psy_dog = 1 simulation_zombie = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 1 simulation_fracture = 1 simulation_snork = 1 simulation_bloodsucker = 1 simulation_psysucker = 0.5 simulation_burer = 0.5 simulation_controller = 0.5 simulation_controller_psy = 0.5 ; simulation_gigant = 0 ; simulation_borya = 0 ; simulation_chimera = 0 ; simulation_karlik = 0.1 simulation_poltergeist_tele = 0.1 ; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ;////////////////////////////////////////////////////////////////////////////////////////////////// ; ; Outskirts Spawn Overrides ; ; Created by DoctorX ; for DoctorX Dynamic Population 1.0 ; March 15, 2019 ; ;-------------------------------------------------------------------------------------------------- ; Outskirts Level Mutants: [pripyat] simulation_rat = 1 simulation_tushkano = 1 simulation_flesh = 0.60 simulation_mix_boar_flesh = 0.60 simulation_boar = 0.60 simulation_cat = 0.60 simulation_dog = 0.60 simulation_mix_dogs = 1 simulation_pseudodog = 1 simulation_psy_dog = 0.70 simulation_zombie = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 0.60 simulation_fracture = 0.60 simulation_snork = 1 simulation_bloodsucker = 1 simulation_controller = 0.60 simulation_burer = 1 simulation_gigant = 0.10 simulation_borya = 0.70 simulation_chimera = 0.10 simulation_psysucker = 0.70 simulation_controller_psy = 0.40 ; simulation_karlik = 0 simulation_poltergeist_tele = 0.60 ; Outskirts Level Factions: [pripyat_factions] stalker = {-bar_deactivate_radar_done -story_mode_disabled} 0.05, 1 dolg = {-bar_deactivate_radar_done -story_mode_disabled} 0.05, 1 freedom = {-bar_deactivate_radar_done -story_mode_disabled} 0.05, 1 csky = {-bar_deactivate_radar_done -story_mode_disabled} 0.03, 0.60 ecolog = {-bar_deactivate_radar_done -story_mode_disabled} 0.01, 0.20 killer = {-bar_deactivate_radar_done -story_mode_disabled} 0.05, 1 army = {-bar_deactivate_radar_done -story_mode_disabled} 0.05, 1 bandit = {-bar_deactivate_radar_done -story_mode_disabled} 0.01, 0.20 monolith = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 1 zombied = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 0.60 ; Outskirts, Laundromat: [pri_a16] drx_dp_pri_a16_lager_squad = {!squad_exist(drx_dp_pri_a16_lager_squad)} 1, 0 drx_dp_pri_a16_joiner_1_squad = {!squad_exist(drx_dp_pri_a16_joiner_1_squad)} 1, 0 drx_dp_pri_a16_joiner_2_squad = {!squad_exist(drx_dp_pri_a16_joiner_2_squad)} 1, 0 drx_dp_pri_a16_joiner_3_squad = {!squad_exist(drx_dp_pri_a16_joiner_3_squad)} 1, 0 stalker_sim_squad_advanced = {=drx_ql_random_chance(5)} 1, 0 stalker_sim_squad_veteran = {=drx_ql_random_chance(5)} 1, 0 ; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ;////////////////////////////////////////////////////////////////////////////////////////////////// ; ; Lab X-8 (Outskirts) Spawn Overrides ; ; Created by DoctorX ; for DoctorX Dynamic Population 1.0 ; July 02, 2018 ; ;-------------------------------------------------------------------------------------------------- ; Lab X-8 (Outskirts) Level Mutants: [labx8] simulation_rat = 1 simulation_tushkano = 1 ; simulation_flesh = 0 ; simulation_mix_boar_flesh = 0 ; simulation_boar = 0 ; simulation_cat = 0 ; simulation_dog = 0 ; simulation_mix_dogs = 0 ; simulation_pseudodog = 0 ; simulation_psy_dog = 0 simulation_zombie = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 0.60 ; simulation_fracture = 0 simulation_snork = 1 simulation_bloodsucker = 1 simulation_controller = 1 simulation_burer = 1 simulation_gigant = 0.60 ; simulation_borya = 0 ; simulation_chimera = 0 simulation_psysucker = 0.70 simulation_controller_psy = 0.70 ; simulation_karlik = 0 simulation_poltergeist_tele = 1 ; Lab X-8 (Outskirts) Level Factions: [labx8_factions] stalker = 1 dolg = 0.60 freedom = 0.60 csky = 0.60 ecolog = 0.20 killer = 0.60 army = 1 bandit = 0.20 monolith = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 1 zombied = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 0.60 ; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ;////////////////////////////////////////////////////////////////////////////////////////////////// ; ; Jupiter Underground Spawn Overrides ; ; Created by DoctorX ; for DoctorX Dynamic Population 1.0 ; July 02, 2018 ; ;-------------------------------------------------------------------------------------------------- ; Jupiter Underground Level Mutants: [jupiter_underground] simulation_rat = 1 simulation_tushkano = 1 ; simulation_flesh = 0 ; simulation_mix_boar_flesh = 0 ; simulation_boar = 0 ; simulation_cat = 0 ; simulation_dog = 0 ; simulation_mix_dogs = 0 ; simulation_pseudodog = 0 ; simulation_psy_dog = 0 simulation_zombie = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 1 ; simulation_fracture = 0 simulation_snork = 1 simulation_bloodsucker = 1 simulation_controller = 1 simulation_burer = 1 simulation_gigant = 0.60 ; simulation_borya = 0 simulation_chimera = 0.60 simulation_psysucker = 0.70 simulation_controller_psy = 0.70 ; simulation_karlik = 0.1 simulation_poltergeist_tele = 0.60 ; Jupiter Underground Level Factions: [jupiter_underground_factions] stalker = 1 dolg = 0.60 freedom = 0.60 csky = 0.60 ecolog = 0.20 killer = 0.60 army = 1 bandit = 0.20 monolith = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 1 zombied = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 0.60 ; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ;////////////////////////////////////////////////////////////////////////////////////////////////// ; ; Truck Cemetery Spawn Overrides ; ; Created by DoctorX ; for DoctorX Dynamic Population 1.0 ; October 03, 2019 ; ;-------------------------------------------------------------------------------------------------- ; Truck Cemetery Level Mutants: [k02_trucks_cemetery] simulation_rat = 0.60 simulation_tushkano = 0.50 simulation_flesh = 1 simulation_mix_boar_flesh = 1 simulation_boar = 1 simulation_cat = 0.50 simulation_dog = 1 simulation_mix_dogs = 0.60 simulation_pseudodog = 0.60 simulation_psy_dog = 0.40 simulation_zombie = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 0.60 simulation_fracture = 1 simulation_snork = 0.60 simulation_bloodsucker = 0.20 simulation_controller = 0.10 ; simulation_burer = 0 simulation_gigant = 0.01 ; simulation_borya = 0 simulation_chimera = 0.01 simulation_psysucker = 0.15 simulation_controller_psy = 0.05 ; simulation_karlik = 0.10 ; simulation_poltergeist_tele = 0 ; Truck Cemetery Level Factions: [k02_trucks_cemetery_factions] stalker = 1 dolg = 1 freedom = 0.60 csky = 0.60 ecolog = 0.20 killer = 0.60 army = 0.60 bandit = 1 monolith = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 0.20 zombied = {+warlab_deactivate_generators_done -story_mode_disabled} 0, 1 ; \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\