function get_falloutType()
local m = get_fallout_manager()
return m.falloutType
end
function get_task_title()
local title = ""
local m = get_fallout_manager()
if(actor_in_cover()) then
title = "hide_from_fallout_"..m.falloutType.."_name_2"
else
title = "hide_from_fallout_"..m.falloutType.."_name_1"
end
return title
end
function get_task_descr()
local descr = ""
local m = get_fallout_manager()
if(actor_in_cover()) then
descr = game.translate_string("hide_from_fallout_"..m.falloutType.."_descr_2_a")
else
descr = game.translate_string("hide_from_fallout_"..m.falloutType.."_descr_1_a")
end
return descr
end
function get_task_target()
local m = get_fallout_manager()
if(actor_in_cover()) then
return nil
end
return m:get_nearest_cover()
end
pri_surge_hide_a28_2
pri_surge_hide_a17
pri_surge_hide_b36
;Agroprom
agr_vibros
agr_vibros_0000
agr_vibros_0001
agr_vibros_0002
agr_vibros_0003
agr_vibros_0004
agr_vibros_0005
agr_vibros_0006
agr_vibros_0007
agr_vibros_0008
agr_vibros_0009
;jupiter
jup_surge_hide_a10
jup_surge_hide_a12
jup_surge_hide_a6
jup_b15_sr_light
jup_surge_hide_b1
jup_surge_hide_b1_2
jup_surge_hide_b16
jup_surge_hide_b200
jup_b200_surge_hide_2
jup_b200_surge_hide_3
jup_b200_surge_hide_4
jup_b200_surge_hide_5
jup_surge_hide_b202
jup_surge_hide_b203
jup_surge_hide_b205
jup_surge_hide_b207
jup_surge_hide_b208
jup_surge_hide_b208_2
jup_surge_hide_b214
jup_surge_hide_b219
jup_surge_hide_b41
jup_surge_hide_b47
jup_a9_surge_hide
jup_surge_hide_b8
jup_surge_hide_a9
;pripyat
pri_surge_hide_a15
pri_surge_hide_a16
pri_surge_hide_b304
pri_surge_hide_b304_2
pri_surge_hide_b35
pri_b35_mercs_surge_hide_1
pri_b35_mercs_surge_hide_2
pri_b35_mercs_surge_hide_3
pri_b35_mercs_surge_hide_4
pri_b35_military_surge_hide_1
pri_surge_hide_a18
pri_surge_hide_a18_2
pri_surge_hide_a21
pri_surge_hide_b306
pri_surge_hide_b301
pri_surge_hide_b303
pri_surge_hide_a28
pri_surge_hide_a28_2
pri_surge_hide_a17
pri_surge_hide_b36
;Escape
esc_vibros
esc_vibros_0000
esc_vibros_0001
esc_vibros_0002
esc_vibros_0003
esc_vibros_0004
esc_vibros_0005
esc_vibros_0006
esc_vibros_0007
esc_vibros_0008
;test
;sr_out_1
;sr_out_2
[zat_surge_hide_a2]
condlist = {=check_smart_alarm_status(zat_stalker_base_smart:normal)} true, false
[zat_surge_hide_b40]
condlist = {=squad_exist(zat_b40_merc_squad)} false, true
[zat_surge_hide_b100]
condlist = true;{-zat_a23_actor_used_access_card} false, true
[zat_surge_hide_b28]
condlist = {=actor_in_zone(zat_sr_plateu)} true, false
[zat_surge_hide_b103]
condlist = {+zat_b103_merc_task_done} true, false
[zat_b103_surge_hide_2]
condlist = false
[zat_surge_hide_a23]
condlist = {+zat_a23_actor_used_access_card} true, false
[zat_b22_stalker_medic_identified]
condlist = {+zat_b22_can_go_in} true, false
;[zat_surge_hide_b38_side]
;condlist = {-zat_b38_lift_opened} true, false
[zat_surge_hide_b38_down]
condlist = {+zat_b38_lift_opened} true, false
Cromm Cruac napisał(a):Trzeba pamiętać, żeby game_vertex_id i level_vertex_id były odpowienie dla danego levelu. Ja po prostu użyłem takich jak jakikolwiek inny oryginalny space_restrictor z tego levelu.
; cse_alife_space_restrictor properties
restrictor_type = 3
; cse_alife_level_changer properties
dest_game_vertex_id = 1992
dest_level_vertex_id = 140398
dest_position = -12.072732925415,-5.21003913879395,-318.504669189453
dest_direction = 0,0,0
dest_level_name = agroprom
dest_graph_point = start_actor_01
silent_mode = 1
; se_level_changer properties
game_vertex_id = 1406
level_vertex_id = 98
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