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Edit

In Clear Sky, the Monolith had a different logo from what I can remember, does anyone have it? I think it would be worth uploading it. 213.144.14.100 11:20, July 2, 2010 (UTC)


Ohh yeah, the blue one with an atom in the middle. I'll get on that. SHIELD unit 11:25, July 2, 2010 (UTC)

More monolith rankings Edit

So far, we've only found preachers and the crystal squad. I found two more, the left and right hands. now, I'm no SDK master, so these guys may well be the snipers in pripyet, but that's not all that important, the names are. below is the code for the monolith elites I know of.

first, the monolith leader(he has a different loadout to charon, and his model references a custom model called "komandir"

<specific_character id="monolit_leader">
  <name>Ëèäåð ãðóïïèðîâêè "Ìîíîëèò"</name>
  <icon x="30" y="8"></icon>
  <map_icon x="3" y="0"></map_icon>
  <bio>Ëèäåð ãðóïïèðîâêè "Ìîíîëèò".</bio>

  <class>Monolit_leader</class>
  <community>monolith</community>

  <rank>95</rank>
  <reputation>-100</reputation>

  <visual>actors\monolit\stalker_mo_komandir</visual>
  <supplies>
   [spawn] \n
   wpn_desert_eagle \n
   ammo_11.43x23_fmj = 1 \n
   wpn_gauss \n
   ammo_gauss = 5 \n
  </supplies>
      
  <start_dialog>hello_dialog</start_dialog>
  <actor_dialog>general_pda_talk</actor_dialog>
  <actor_dialog>esc_stalker_talk_level</actor_dialog>
 </specific_character>

The next guy is the left hand, armed with a fn2000 and a desert eagle.

<specific_character id="monolit_left_hand">
  <name>Ëåâàÿ ðóêà ëèäåðà ãðóïïèðîâêè "Ìîíîëèò"</name>
  <icon x="24" y="10"></icon>
  <map_icon x="3" y="0"></map_icon>
  <bio>Èç ãðóïïèðîâêè "Ìîíîëèò".</bio>

  <class>Monolit_left_hand</class>
  <community>monolith</community>

  <rank>90</rank>
  <reputation>-100</reputation>

  <visual>actors\monolit\stalker_mo_head1</visual>
  <supplies>
   [spawn] \n
   wpn_desert_eagle \n
   ammo_11.43x23_fmj = 1 \n
   wpn_fn2000 \n
   ammo_5.56x45_ap = 1 \n
   ammo_m209 = 1 \n
  </supplies>
     
  <start_dialog>hello_dialog</start_dialog>
  <actor_dialog>general_pda_talk</actor_dialog>
  <actor_dialog>esc_stalker_talk_level</actor_dialog>
 </specific_character>

and the right hand, armed with the same(different model though):

<specific_character id="monolit_right_hand">
  <name>Ïðàâàÿ ðóêà ëèäåðà ãðóïïèðîâêè "Ìîíîëèò"</name>
  <icon x="26" y="10"></icon>
  <map_icon x="3" y="0"></map_icon>
  <bio>Èç ãðóïïèðîâêè "Ìîíîëèò".</bio>

  <class>Monolit_right_hand</class>
  <community>monolith</community>

  <rank>90</rank>
  <reputation>-100</reputation>

  <visual>actors\monolit\stalker_mo_head2</visual>
  <supplies>
   [spawn] \n
   wpn_desert_eagle \n
   ammo_11.43x23_fmj = 1 \n
   wpn_fn2000 \n
   ammo_5.56x45_ap = 1 \n
   ammo_m209 = 1 \n
  </supplies>
      
  <start_dialog>hello_dialog</start_dialog>
  <actor_dialog>general_pda_talk</actor_dialog>
  <actor_dialog>esc_stalker_talk_level</actor_dialog>
 </specific_character>

And a monolithian who fits Charon's description:

<specific_character id="monolit_master_default1" team_default = "1">
  <name>Ñòàëêåð ãðóïïèðîâêè "Ìîíîëèò"</name>
  <icon x="28" y="8"></icon>
  <map_icon x="3" y="0"></map_icon>
  <bio>Õðàíèòåëü ãðóïïèðîâêè "Ìîíîëèò". Ëó÷øå äåðæàòüñÿ îò íåãî ïîäàëüøå. Äåòàëüíàÿ èíôîðìàöèÿ îòñóòñòâóåò.</bio>

  <class>Monolit_master</class>
  <community>monolith</community>

  <rank>90</rank>
  <reputation>0</reputation>

  <visual>actors\monolit\stalker_mo_exo</visual>
  <supplies>
   [spawn] \n
   wpn_usp \n
   ammo_11.43x23_hydro = 1 \n
   wpn_vintorez \n
   ammo_9x39_sp5 = 1 \n
  </supplies>
     
  <start_dialog>hello_dialog</start_dialog>
  <actor_dialog>general_pda_talk</actor_dialog>
  <actor_dialog>esc_stalker_talk_level</actor_dialog>
 </specific_character>

 <specific_character id="monolit_master_default2" team_default = "1">
  <name>Ñòàëêåð ãðóïïèðîâêè "Ìîíîëèò"</name>
  <icon x="0" y="4"></icon>
  <map_icon x="3" y="0"></map_icon>
  <bio>Õðàíèòåëü ãðóïïèðîâêè "Ìîíîëèò". Ëó÷øå äåðæàòüñÿ îò íåãî ïîäàëüøå. Äåòàëüíàÿ èíôîðìàöèÿ îòñóòñòâóåò.</bio>

and lastly, a random master monolithian armed with a d-eagle sidearm:

<class>Monolit_master</class>
  <community>monolith</community>

  <rank>90</rank>
  <reputation>0</reputation>

  <visual>actors\monolit\stalker_mo_nauchniy</visual>
  <supplies>
   [spawn] \n
   wpn_desert_eagle \n
   ammo_11.43x23_fmj = 1 \n
   wpn_fn2000 \n
   ammo_5.56x45_ap = 1 \n
   ammo_m209 = 1 \n
  </supplies>
     
  <start_dialog>hello_dialog</start_dialog>
  <actor_dialog>general_pda_talk</actor_dialog>
  <actor_dialog>esc_stalker_talk_level</actor_dialog>
 </specific_character>

all of these came right out of the game's files, in the character setup for pripyat. thoughts?AstralShapeShifter 22:20, August 30, 2010 (UTC)

Very interesting, nice find and such a shame we never saw these guys. Boredgunner 22:32, August 30, 2010 (UTC)

Monolithians in the dark valley? Edit

While Im on a cut-content spree, I'll put this up too. I was looking through the dark valley's enitity files, to find some evidence(more than a random soundfile and a pda encyclopedia entry anywho) of monolithians in the dark valley. and look what I found:

<specific_character id="val_monolith_regular_default1" team_default="3">
        <name>GENERATE_NAME_stalker</name>
        <icon>ui_npc_u_stalker_mo_hood_9</icon>
        <map_icon x="3" y="0"></map_icon>
        <bio>val_monolith_common_bio</bio>

        <class>val_monolith_regular</class>
        <community>monolith</community>

        <rank>302</rank>
        <reputation>-187</reputation>

        <visual>actors\monolit\stalker_mo_hood_9</visual>
        <snd_config>characters_voice\human_03\monolith\</snd_config>
  <crouch_type>-1</crouch_type>
        <supplies>
            [spawn] \n
   wpn_walther \n
   ammo_9x19_fmj \n
            wpn_ak74 \n
            ammo_5.45x39_ap = 1 \n
#include "gameplay\character_drugs.xml"
        </supplies>
       
#include "gameplay\character_criticals_1.xml"
     
  <start_dialog>hello_dialog</start_dialog>
    </specific_character>
 <specific_character id="val_monolith_regular_default2" team_default="1">
        <name>GENERATE_NAME_stalker</name>
        <icon>ui_npc_u_stalker_mo_head_1</icon>
        <map_icon x="3" y="0"></map_icon>
        <bio>val_monolith_common_bio</bio>

        <class>val_monolith_regular</class>
        <community>monolith</community>

        <rank>352</rank>
        <reputation>-201</reputation>

        <visual>actors\monolit\stalker_mo_head_1</visual>
        <snd_config>characters_voice\human_02\monolith\</snd_config>
  <crouch_type>-1</crouch_type>
        <supplies>
            [spawn] \n
            wpn_walther \n
            ammo_9x19_pbp = 1 \n
            wpn_ak74 \n
            ammo_5.45x39_fmj = 1 \n
#include "gameplay\character_drugs.xml"
        </supplies>

(the prefix "val" is a marker for the dark valley's entities I'm pretty sure).


AstralShapeShifter 22:24, August 30, 2010 (UTC)

Yeah originally they had a base in the Dark Valley. This was before it was remodeled into what it is today. Boredgunner 22:32, August 30, 2010 (UTC)

Monolithians and prayer Edit

From what I've seen monolithians sit down and perfom they're head-sway/nod thing whenever a normal stalker would sit around and play guitar/eat something/drink booze, ect. I've run into them sitting around campfires doing it, and even seen them do it after letting them take the barrier in SOC. So I'm not sure it has anything to do with the statue at all... AstralShapeShifter 02:04, August 31, 2010 (UTC)

Monolith Kommandir Edit

I was modding last night and found him, here he is, in all his glory


Kommandir

Apologies for the head-lamp, I just edited the skin for a merc suit.



&nbsp and the left and right hands of the monolith(sorry, these two are wearing the wrong colour suit, thats just a mod I had running at the time)AstralShapeShifter 22:12, August 31, 2010 (UTC)

Left hand of the monolith

The left hand

Right hand of the monolith

The right hand

joining Edit

There is a way to join the monolith in clear sky though not perfected yet.Using a modification that i found in stragetyinfromer.com it allows you to join them and actully fight with them.However there is no faction war with them and since they dont have much control over certain areas its kinda pointless to jojn them now if they only make something like that for SoC then it would be usefull in a way.Flaming skull of heaven 13:47, September 23, 2010 (UTC)flaming skull

Hehe, If you're looking for ways to enter the embrace of the blessed crystal's eternal light, you need look no further than our local preacher, Boredgunner. Mods like Oblivion lost for SoC will get you into any faction(including Zombies) in -game. I use a version of Boredgunners CS remix, sprinkled with my own additions, and the factionchanger mod. Currently camped out at the barrier with a Grouping of believers. Glory to the Holy Crystal. AstralShapeShifter 21:42, September 23, 2010 (UTC)
Hello, we're always happy to accept new members. In CS, I tend to make a simple modification that allows me to fight with the Monolith. What I do is modify the configs\creatures\game_relations.ltx file. I set the relationship between actor and Monolith to 5000 and vice versa. This makes the Monolith friendly. After this, go to the configs\misc\faction_monolit.ltx file and increase the spawns. This increases the number of Monolithians drastically. This is what I did for my CS Remix mod, except I kept the Monolith as hostile. But with these modifications, the Monolith is friendly and they come from the Brain Scorcher every few minutes, many times in large groups as well. Fight alongside your brothers and you shall easily capture the Army Warehouses, the Red Forest and even Yantar. I have even led our soldiers into the Garbage and Dark Valley. Boredgunner 21:55, September 23, 2010 (UTC)
Ah, Boredgunner; While I've found you, I was wondering, do we have any idea where Monolith's faction base was before we all up and left for the center? There's a large amount of monolith corpses in the bloodsucker village(including one that looks like he was sniped while standing on a picnic table, could he have been preaching? Glory to the Holy Crystal - AstralShapeShifter 22:04, September 23, 2010 (UTC)
Good question. Lets see... what are some nice, deserted places before the center? The bloodsucker village would be a nice place to have lunch but I don't think it's a great place to stay. More Monolith corpses can be found in the Swamps as well. Boredgunner 23:18, September 23, 2010 (UTC)
There are plenty of corpses there, but It doesn't seem like they knew the place well, I've found them dead and half stuck in quicksand, and other nasty ways too. There are a good number of corpses in the X-labs, but that could be the results of a pre-brainwashed Monolith trying to find out more about the zone. The Stalker who told me Monolith had left for the center was in the Army warehouses(which are a good staging point to make a run for the center for, Limansk being off limits prior the emmission anywho) So that would be my influence towards thinking they were there first. There's the SoC parts of Red Forest, in front of the scorcher, which have living arrangements, although that's all on the wrong side of the barrier. They may have held The Yantar factory, before the Emmission turned that area into a psionic Dead-Zone, and that would explain the high level of Telepathic protection in their suits, and why so many wear the Curtain Helmet... Glory to the Holy Crystal - AstralShapeShifter 23:36, September 23, 2010 (UTC)
I like the Yantar idea, it would be a very nice base to have. We actually recaptured it during Clear Sky. I hope the Monolith recaptured the territories they lost during SoC. Limansk has yet to be retaken, it is now held by Mercs as the end of CoP states (if Sokolov survives). Boredgunner 00:14, September 24, 2010 (UTC)
The Yantar emmitter activating right under an entire faction would give them reason enough to head for the center, if "The Group" were working in secret right right beneath them, Perhaps the Scientists Activated the Miracle Machine to pacify an over-zealous group of stalkers who kept trying to enter the lab from above?

As for limansk, It is no matter. The mercs are under-equipped and stranded. We have the Hospital as a springboard to cleanse them from the Monolith's territory. I'll help with the assault, and with guidance, I'll be made preacher for spreading faith is his name. Glory to the holy Monolith, we shall abide in it's radiance forever. The gloried crystal, through the arms of believers, Shall cleanse all those without true faith from the Zone. It is the greatest honour to be allowed in it's presence, let alone within it's very Home. Pay homage to your benefactors.

Glory to the Holy Crystal - AstralShapeShifter 00:32, September 24, 2010 (UTC)
If i choose to be a monolith then i say taking over one of the bases in CS would be a idea. i guess i may as well be a monolith character now.
RP aside, we have no idea where the original faction's base was (or even if they had one at all - remember, they could've been nomads). Yantar is highly unlikely - apart from psychic emissions, there are a lot of mutants there and no one ever refers to a faction inhabiting the factory ruins. The corpses in Shadow of Chernobyl are not present in Clear Sky (in general, most of the corpses aren't), so it's safe to assume that they appeared there afterwards - one stalker refers to a Monolith attack in the area, which aimed to reset the psychic antenna (and it succeeded in doing so), explaining the amount of bodies that can be found in the area. They even used a BTR-70 apparently.
I think it's safe to assume that their base was simply offscreen, in any non-explored part of the Zone. Personal_Sig_Image.gif Tagaziel (call!) 06:50, September 24, 2010 (UTC)

Their base could have been in the Cut Darkscape level, as its the only possible place with SoC/CS mentioned that could have held them Pre CS. Fluffy22 23:20, September 24, 2010 (UTC)

I doubt it - the cut Darkscape was a long driving level detailing your escape from the military in the Dark Valley. Maybe they were sitting around in the Rostok factory? Personal_Sig_Image.gif Tagaziel (call!) 05:25, September 25, 2010 (UTC)
Well the Monolith was supposed to be present in the Dark Valley. Boredgunner 16:19, September 25, 2010 (UTC)
Rostok eh? There's a good place to set up, so long as the mutants were locked out. Perhaps they even had the bar before duty in SoC? That place was abandoned in CS and duty never had any trouble keeping mutants back. Glory to the Holy Crystal - AstralShapeShifter 21:20, October 18, 2010 (UTC)
Actually Rostok wasn't abandoned during Clear Sky. I was talking to a Stalker in the Garbage and he said that because of the emission that started the game there was no safe way to get to Rostok, and many Stalkers got trapped there. Not sure who held it before Duty though. Boredgunner 21:46, October 18, 2010 (UTC)

Species listing Edit

In the code for these guys, the species is "Zombie". This renders makes mutants neutral to them, and presumably makes them immune to the Psy fields. I'd love to know how to give the player that kind of immunity when I join Monolith. It kinda sucks not being able to link up with my brothers on the other side of the barrier.

But on topic, is the AI affected by Psy emmitters at all? I've never seen it happen before.

Glory to the Holy Crystal - AstralShapeShifter 22:49, November 4, 2010 (UTC)

Yeah mutants/zombies don't attack Monolithians and psy-fields have absolutely no affect on them. They're normal in the Red Forest in SoC, and in Clear Sky there is a group of expert Monolithians hold up around the crashed chopper in the Army Warehouses which is right inside of a psy-field. It would be interesting to be like them but you can always get an excellent suit and upgrade the hell out of it and you'll be fine. Or mod suit stats (necessary in SoC). Boredgunner 23:25, November 4, 2010 (UTC)
But what about Loners and the like? I've never seen the result of a normal stalker walking across that invisible line of a Psy emitter. Glory to the Holy Crystal - AstralShapeShifter 01:14, November 5, 2010 (UTC)
Yeah unfortunately it seems only the player is affected by psy-fields. They really need to make it affect stalkers and mutants too. Boredgunner 17:42, November 5, 2010 (UTC)

Monolith Have Marines?Edit

So I was going through Call of Chernobyl's smart terrain files today, cutting down spawn times, when I came across some interesting lines in Pripyat's pri_b36_smart_terrain file:

[exclusive]
sniper = pripyat\pri_b36_monolith_sniper.ltx
master = pripyat\pri_b36_monolith_master.ltx
zombied_1 = pripyat\pri_b36_zombied.ltx
zombied_2 = pripyat\pri_b36_zombied.ltx
zombied_3 = pripyat\pri_b36_zombied.ltx
zombied_4 = pripyat\pri_b36_zombied.ltx
zombied_5 = pripyat\pri_b36_zombied.ltx
guard_1 = pripyat\pri_b36_monolith_guard.ltx
guard_2 = pripyat\pri_b36_monolith_guard.ltx
marine_1 = pripyat\pri_b36_monolith_marines_1.ltx
marine_2 = pripyat\pri_b36_monolith_marines_2.ltx
marine_3 = pripyat\pri_b36_monolith_marines_3.ltx
marine_4 = pripyat\pri_b36_monolith_marines_4.ltx
marine_5 = pripyat\pri_b36_monolith_marines_5.ltx
marine_sniper = pripyat\pri_b36_monolith_marines_sniper.ltx

I found this intriguing. So I opened the original Call of Pripyat's files, and sure enough that file was indentical. What's more, they actually had those marines.ltx files:

[logic@marine_1]
active = walker@start
suitable = {=check_npc_name(monolith)}
prior = 100

[walker@start]
path_walk = guard_1_walk
path_look = guard_1_look
def_state_standing = wait
on_info = {+pri_b36_ahtung} walker@walk ;camper@walk
on_info2 = {=health_le(0.5) !actor_enemy} %=restore_health%
on_sound = actor|WPN_shoot|10000|0.2| {=dist_to_actor_le(70)} walker@walk %+pri_b36_ahtung%
on_sound2 = actor|MST_step|35|0.2| walker@walk %+zat_b5_meat%
on_sound3 = actor|WPN_empty|30|0.1| walker@walk %+pri_b36_ahtung%
on_sound4 = actor|WPN_reload|20|0.2| walker@walk %+pri_b36_ahtung%
on_sound5 = actor|MST_damage|30|0.1| walker@walk %+pri_b36_ahtung%
on_sound6 = actor|WPN_hit|30|0.1| walker@walk %+pri_b36_ahtung%
out_restr = pri_b36_zombied_restrictor
combat_ignore_cond =  {=check_enemy_name(sim_default)} true
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false

[walker@walk]
path_walk = marine_1_2_walk
path_look = marine_1_2_look
out_restr = pri_b36_sr_half_out_restr
on_info = {=health_le(0.5) !actor_enemy} %=restore_health%
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_cond =  {=check_enemy_name(sim_default)} true

[camper@walk]
path_walk = marine_1_2_walk
path_look = marine_1_2_look
out_restr = pri_b36_sr_half_out_restr
;radius = 30
def_state_moving = raid
def_state_moving_fire = raid_fire
def_state_campering = threat_na
def_state_campering_fire = hide_fire
attack_sound = false
on_info = {=health_le(0.5) !actor_enemy} %=restore_health%
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_cond =  {=check_enemy_name(sim_default)} true

[danger]
ignore_distance = 0

[logic@marine_2]
active = walker@start
suitable = {=check_npc_name(monolith)}
prior = 100

[walker@start]
path_walk = walker_2_walk
path_look = walker_2_look
def_state_standing = wait
on_info = {+pri_b36_ahtung} walker@walk ;camper@walk
on_info2 = {=health_le(0.5) !actor_enemy} %=restore_health%
on_sound = actor|WPN_shoot|10000|0.2| {=dist_to_actor_le(70)} walker@walk %+pri_b36_ahtung%
on_sound2 = actor|MST_step|35|0.2| walker@walk  %+zat_b5_meat%
on_sound3 = actor|WPN_empty|30|0.1| walker@walk %+pri_b36_ahtung%
on_sound4 = actor|WPN_reload|20|0.2| walker@walk %+pri_b36_ahtung%
on_sound5 = actor|MST_damage|30|0.1| walker@walk %+pri_b36_ahtung%
on_sound6 = actor|WPN_hit|30|0.1| walker@walk %+pri_b36_ahtung%
;gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
out_restr = pri_b36_zombied_restrictor
combat_ignore_cond =  {=check_enemy_name(sim_default)} true

[walker@walk]
path_walk = marine_2_2_walk
path_look = marine_2_2_look
out_restr = pri_b36_sr_half_out_restr
on_info = {=health_le(0.5) !actor_enemy} %=restore_health%
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_cond =  {=check_enemy_name(sim_default)} true

[camper@walk]
path_walk = marine_2_2_walk
path_look = marine_2_2_look
out_restr = pri_b36_sr_half_out_restr
;radius = 30
def_state_moving = raid
def_state_moving_fire = raid_fire
def_state_campering = threat_na
def_state_campering_fire = hide_fire
attack_sound = false
on_info = {=health_le(0.5) !actor_enemy} %=restore_health%
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_cond =  {=check_enemy_name(sim_default)} true

[logic@marine_3]
active = walker@start
suitable = {=check_npc_name(monolith)}
prior = 100
on_hit = hit

[walker@start]
path_walk = walker_3_walk
path_look = walker_3_look
def_state_standing = wait
on_info = {+pri_b36_ahtung} walker@walk ;camper@walk
on_info2 = {=health_le(0.5) !actor_enemy} %=restore_health%
on_sound = actor|WPN_shoot|10000|0.2| {=dist_to_actor_le(70)} walker@walk %+pri_b36_ahtung%
on_sound2 = actor|MST_step|35|0.2| walker@walk  %+zat_b5_meat%
on_sound3 = actor|WPN_empty|30|0.1| walker@walk %+pri_b36_ahtung%
on_sound4 = actor|WPN_reload|20|0.2| walker@walk %+pri_b36_ahtung%
on_sound5 = actor|MST_damage|30|0.1| walker@walk %+pri_b36_ahtung%
on_sound6 = actor|WPN_hit|30|0.1| walker@walk %+pri_b36_ahtung%
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
danger = danger
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
out_restr = pri_b36_zombied_restrictor
combat_ignore_cond =  {=check_enemy_name(sim_default)} true


[walker@walk]
path_walk = marine_3_2_walk
path_look = marine_3_2_look
out_restr = pri_b36_sr_half_out_restr
on_info = {=health_le(0.5) !actor_enemy} %=restore_health%
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_cond =  {=check_enemy_name(sim_default)} true


[camper@walk]
path_walk = marine_3_2_walk
path_look = marine_3_2_look
out_restr = pri_b36_sr_half_out_restr
;radius = 30
def_state_moving = raid
def_state_moving_fire = raid_fire
def_state_campering = threat_na
def_state_campering_fire = hide_fire
attack_sound = false
on_info = {=health_le(0.5) !actor_enemy} %=restore_health%
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_cond =  {=check_enemy_name(sim_default)} true

[hit]
on_info = {-pri_b36_ahtung} %+pri_b36_ahtung%

[logic@marine_4]
active = walker@start
suitable = {=check_npc_name(monolith)}
prior = 100

[walker@start]
path_walk = walker_4_walk
path_look = walker_4_look
def_state_standing = wait
on_info = {+pri_b36_ahtung} walker@walk ;camper@walk
on_info2 = {=health_le(0.5) !actor_enemy} %=restore_health%
on_sound = actor|WPN_shoot|10000|0.2| {=dist_to_actor_le(70)} walker@walk %+pri_b36_ahtung%
on_sound2 = actor|MST_step|35|0.2| walker@walk  %+zat_b5_meat%
on_sound3 = actor|WPN_empty|30|0.1| walker@walk %+pri_b36_ahtung%
on_sound4 = actor|WPN_reload|20|0.2| walker@walk %+pri_b36_ahtung%
on_sound5 = actor|MST_damage|30|0.1| walker@walk %+pri_b36_ahtung%
on_sound6 = actor|WPN_hit|30|0.1| walker@walk %+pri_b36_ahtung%
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
out_restr = pri_b36_zombied_restrictor
combat_ignore_cond =  {=check_enemy_name(sim_default)} true

[walker@walk]
path_walk = marine_4_2_walk
path_look = marine_4_2_look
out_restr = pri_b36_sr_half_out_restr
on_info = {=health_le(0.5) !actor_enemy} %=restore_health%
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_cond =  {=check_enemy_name(sim_default)} true


[camper@walk]
path_walk = marine_4_2_walk
path_look = marine_4_2_look
out_restr = pri_b36_sr_half_out_restr
;radius = 30
def_state_moving = raid
def_state_moving_fire = raid_fire
def_state_campering = threat_na
def_state_campering_fire = hide_fire
attack_sound = false
on_info = {=health_le(0.5) !actor_enemy} %=restore_health%
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_cond =  {=check_enemy_name(sim_default)} true

[logic@marine_5]
active = walker@start
suitable = {=check_npc_name(monolith)}
prior = 100

[walker@start]
path_walk = walker_5_walk
path_look = walker_5_look
def_state_standing = trans_0
def_state_moving1 = assault
def_state_moving2 = assault
def_state_moving3 = assault
on_info = {+pri_b36_ahtung} camper@cover
on_info2 = {=health_le(0.5) !actor_enemy} %=restore_health%
on_sound = actor|WPN_shoot|10000|0.2| {=dist_to_actor_le(70)} camper@cover %+pri_b36_ahtung%
on_sound2 = actor|MST_step|35|0.2| camper@cover %+zat_b5_meat%
on_sound3 = actor|WPN_empty|30|0.1| camper@cover %+pri_b36_ahtung%
on_sound4 = actor|WPN_reload|20|0.2| camper@cover %+pri_b36_ahtung%
on_sound5 = actor|MST_damage|30|0.1| camper@cover %+pri_b36_ahtung%
on_sound6 = actor|WPN_hit|30|0.1| camper@cover %+pri_b36_ahtung%
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
out_restr = pri_b36_zombied_restrictor 
combat_ignore_cond =  {=check_enemy_name(sim_default)} true

[camper@cover]
path_walk = marine_cover_2_walk
path_look = marine_cover_2_look
radius = 30
def_state_moving = patrol
def_state_moving_fire = patrol_fire
attack_sound = false
on_info = {+pri_b36_marine_sniper_dead =actor_in_zone(pri_b36_sr_half_out_restr)} camper@fire
on_actor_dist_le = 15 | walker@free 
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_cond =  {=check_enemy_name(sim_default)} true

[walker@free]
path_walk = marine_sniper_2_walk
path_look = marine_sniper_2_look
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_cond =  {=check_enemy_name(sim_default)} true

[camper@fire]
path_walk = marine_sniper_2_walk
path_look = marine_sniper_2_look
radius = 20
attack_sound = false
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_cond =  {=check_enemy_name(sim_default)} true

[logic@marine_sniper]
active = walker@start
suitable = {=check_npc_name(pri_b36_monolith_marine_sniper)}
prior = 150
on_death = death

[walker@start]
path_walk = walker_1_walk
path_look = walker_1_look
on_info = {+pri_b36_ahtung} camper@start
def_state_standing = sit
def_state_moving1 = assault
def_state_moving2 = assault
def_state_moving3 = assault
on_info2 = {=health_le(0.5) !actor_enemy} %=restore_health%
on_sound = actor|WPN_shoot|10000|0.2| {=dist_to_actor_le(70)} camper@start %+pri_b36_ahtung%
on_sound2 = actor|MST_step|35|0.2| camper@start %+zat_b5_meat%
on_sound3 = actor|WPN_empty|30|0.1| camper@start %+pri_b36_ahtung%
on_sound4 = actor|WPN_reload|20|0.2| camper@start %+pri_b36_ahtung%
on_sound5 = actor|MST_damage|30|0.1| camper@start %+pri_b36_ahtung%
on_sound6 = actor|WPN_hit|30|0.1| camper@start %+pri_b36_ahtung%
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
out_restr = pri_b36_zombied_restrictor 
combat_ignore_cond =  {=check_enemy_name(sim_default)} true

[camper@start]
path_walk = marine_sniper_2_walk
path_look = marine_sniper_2_look
def_state_standing = hide_na
def_state_campering_fire = hide_fire
on_actor_dist_le = 30 | camper@back
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
out_restr = pri_b36_zombied_restrictor
combat_ignore_cond =  {=check_enemy_name(sim_default)} true

[camper@back]
path_walk = marine_sniper_3_walk
path_look = marine_sniper_3_look
;radius = 15
def_state_standing = hide_na
def_state_campering_fire = hide_fire
on_actor_dist_ge = 30 | camper@start
on_actor_dist_le = 15 | walker@free
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
out_restr = pri_b36_zombied_restrictor
combat_ignore_cond =  {=check_enemy_name(sim_default)} true

[walker@free]
path_walk = marine_sniper_3_walk
path_look = marine_sniper_3_look
corpse_detection_enabled = false 
out_restr = pri_b36_zombied_restrictor
combat_ignore_cond =  {=check_enemy_name(sim_default)} true

[death]
on_info = %+pri_b36_marine_sniper_dead%

Also here is the Monolith guard mentioned above the marines:


[logic@guard_1]
active = walker@guard_1
suitable = {=check_npc_name(monolith)} true
prior = 100

[walker@guard_1]
path_walk = pri_b36_guard_1_1_walk
path_look = pri_b36_guard_1_1_look
on_info = {+pri_b36_ahtung} walker@fire_actor_1
on_actor_dist_le = 50 | {=see_actor} walker@fire_actor_1 %+pri_b36_ahtung%
on_sound = actor|WPN_shoot|10000|0.2| {=dist_to_actor_le(70)} walker@fire_actor_1 %+pri_b36_ahtung%
on_sound2 = actor|MST_step|15|0.5| walker@fire_actor_1 %+pri_b36_ahtung%
on_sound3 = actor|WPN_empty|15|0.3| walker@fire_actor_1 %+pri_b36_ahtung%
on_sound4 = actor|WPN_reload|15|0.3| walker@fire_actor_1 %+pri_b36_ahtung%
on_sound5 = actor|MST_damage|10|0.3| walker@fire_actor_1 %+pri_b36_ahtung%
sound_idle = state
combat_ignore_cond = {=is_enemy_actor} true, {=check_enemy_name(sim_default)} true
danger = danger_1
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false

[walker@fire_actor_1]
path_walk = pri_b36_guard_1_1_walk
path_look = pri_b36_guard_1_1_look
out_restr = pri_b36_sr_half_out_restr
sound_idle = state
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false

[danger_1]
ignore_distance = 0

[hit_1]
;on_info = {=hit_by_actor -pri_b36_ahtung} %+pri_b36_ahtung%
------------------------- 2 ------------------------------

[logic@guard_2]
active = walker@guard_2
suitable = {=check_npc_name(monolith)} true
prior = 100

[walker@guard_2]
path_walk = pri_b36_guard_2_1_walk
path_look = pri_b36_guard_2_1_look
on_info = {+pri_b36_ahtung} walker@fire_actor_2
on_actor_dist_le = 50 | {=see_actor} walker@fire_actor_2 %+pri_b36_ahtung%
on_sound = actor|WPN_shoot|10000|0.2| {=dist_to_actor_le(70)} walker@fire_actor_2 %+pri_b36_ahtung%
on_sound2 = actor|MST_step|15|0.5| walker@fire_actor_2 %+pri_b36_ahtung%
on_sound3 = actor|WPN_empty|15|0.3| walker@fire_actor_2 %+pri_b36_ahtung%
on_sound4 = actor|WPN_reload|15|0.3| walker@fire_actor_2 %+pri_b36_ahtung%
on_sound5 = actor|MST_damage|10|0.3| walker@fire_actor_2 %+pri_b36_ahtung%
sound_idle = state
combat_ignore_cond = {=is_enemy_actor} true, {=check_enemy_name(sim_default)} true
danger = danger_2
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false

[walker@fire_actor_2]
path_walk = pri_b36_guard_2_1_walk
path_look = pri_b36_guard_2_1_look
out_restr = pri_b36_sr_half_out_restr
sound_idle = state
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false

[danger_2]
ignore_distance = 0

[hit_2]
;on_info = {=hit_by_actor -pri_b36_ahtung} %+pri_b36_ahtung%

Now, I'm more or less clueless when it comes to most of this game's coding, so I have absolutely no idea what this is. But if somebody else does, I guess I'll learn something.

One other thing. In pri_sim_1, there are lines for spawning Monolith_Kniga. Anytbody know what the heck that is? I'm still looking in the files for that, if I find it I'll post it. Hyena Bananas (talk) 16:21, July 8, 2020 (UTC)

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