;Здесь содержатся дескрипшены сквадов, которые потом можно создавать используя спец функции.

;  LEVEL DARK VALLEY

; -------------freedom-------------------------

[val_smart_terrain_7_3_freedom]
faction = freedom
npc = sim_default_freedom_sniper, sim_default_freedom_2, sim_default_freedom_2, sim_default_freedom_2, sim_default_freedom_2
target_smart = val_smart_terrain_7_3
sympathy = 1
relationship = neutrals

[val_smart_terrain_7_4_freedom]
faction = freedom
npc = sim_default_freedom_2, sim_default_freedom_2, sim_default_freedom_2, sim_default_freedom_2, sim_default_freedom_2
target_smart = val_smart_terrain_7_4
sympathy = 1
relationship = neutrals

[val_smart_terrain_7_5_freedom]
faction = freedom
npc = sim_default_freedom_sniper, sim_default_freedom_sniper, sim_default_freedom_2, sim_default_freedom_2, sim_default_freedom_2
target_smart = val_smart_terrain_7_5
sympathy = 1
relationship = neutrals

[val_smart_terrain_7_11_freedom]
faction = freedom
npc = sim_default_freedom_2, sim_default_freedom_2, sim_default_freedom_2, sim_default_freedom_2, sim_default_freedom_2
target_smart = {+val_strike_antenna_two_captured} nil, {+val_strike_antenna_ready} val_smart_terrain_4_0, val_smart_terrain_7_11
sympathy = 0
relationship = neutrals

[val_smart_terrain_5_7_freedom]
faction = freedom
npc = val_freedom_blockpost_guard_north_1, val_freedom_blockpost_guard_north_2, val_freedom_blockpost_guard_leader_north, sim_default_freedom_2, sim_default_freedom_2
target_smart = {+val_strike_antenna_ready} nil, val_smart_terrain_5_7
sympathy = 0
relationship = neutrals

[val_smart_terrain_5_8_freedom]
faction = freedom
npc = val_freedom_blockpost_guard_south_1, val_freedom_blockpost_guard_south_2, val_freedom_blockpost_guard_leader_south, sim_default_freedom_2, sim_default_freedom_2
target_smart = {+val_strike_antenna_ready} nil, val_smart_terrain_5_8
sympathy = 0
relationship = neutrals

[val_smart_terrain_9_5_freedom]
faction = freedom
npc = val_freedom_deadblockpost_guard_1, val_freedom_deadblockpost_guard_2, val_freedom_deadblockpost_guard_3, val_freedom_deadblockpost_guard_4, val_freedom_deadblockpost_guard_5
target_smart = val_smart_terrain_9_5
sympathy = 0
relationship = neutrals

; -------------freedom_attack-------------------------

[val_smart_terrain_2_1_freedom]
faction = freedom
npc = val_freedom_attack_1, val_freedom_attack_2, val_freedom_attack_3, val_freedom_attack_4, val_freedom_attack_commander
target_smart = val_smart_terrain_1_2:nil
spawn_point = val_smart_terrain_2_1_spawn_point_to_killer_base
attack_power = 400
sympathy = 0
relationship = neutrals
on_death = %+val_freedom_2_1_dead%

; -------------fredom_attack2-------------------------

[val_smart_terrain_2_2_freedom]
faction = freedom
npc = val_freedom_attack_6, val_freedom_attack_7, val_freedom_attack_8, val_freedom_attack_9, val_freedom_attack_10
target_smart = val_smart_terrain_1_2:nil
spawn_point = val_smart_terrain_2_2_spawn
attack_power = 400
sympathy = 0.5
relationship = neutrals
on_death = %+val_freedom_2_2_dead%

; -------------killer---------------------------------

[val_smart_terrain_1_1_killer]
faction = killer
npc = val_killer_sniper_1, val_killer_sniper_2, val_killer_sniper_3, val_killer_sniper_4, val_killer_sniper_5
target_smart = val_smart_terrain_1_2
spawn_point = val_smart_terrain_1_1_spawn_point
sympathy = 0
relationship = enemy
on_death = %+val_killer_1_1_dead% 

[val_smart_terrain_1_2_killer]
faction = killer
npc = sim_default_killer_2, sim_default_killer_2, sim_default_killer_2, sim_default_killer_2, sim_default_killer_2
target_smart = val_smart_terrain_1_2
spawn_point = val_smart_terrain_1_2_spawn
sympathy = 0
relationship = enemy
;on_death = %+val_killer_1_2_dead%

[val_smart_terrain_1_3_killer]
faction = killer
npc = val_killer_1, val_killer_2, val_killer_3, val_killer_4, val_killer_5
target_smart = val_smart_terrain_1_2
spawn_point = val_smart_terrain_1_3_spawn_point
sympathy = 0
relationship = enemy
on_death = %+val_killer_1_3_dead%

[val_smart_terrain_1_4_killer]
faction = killer
npc = val_killer_sniper_6, val_killer_sniper_7, val_killer_sniper_8, val_killer_sniper_9, val_killer_sniper_10
target_smart = val_smart_terrain_1_2
spawn_point = val_smart_terrain_1_4_spawn_point
sympathy = 0
relationship = enemy
on_death = %+val_killer_1_4_dead%

[val_smart_terrain_1_5_killer]
faction = killer
npc = val_killer_6, val_killer_7, val_killer_8, val_killer_9, val_killer_10
target_smart = val_smart_terrain_1_2
spawn_point = val_smart_terrain_1_5_spawn_point
sympathy = 0
relationship = enemy
on_death = %+val_killer_1_5_dead%

; -------------freedom_attack_pric-------------------------

[val_smart_terrain_3_0_freedom]
faction = freedom
npc = sim_default_freedom_2, sim_default_freedom_2, sim_default_freedom_2, sim_default_freedom_2, sim_default_freedom_2
target_smart = val_smart_terrain_4_0:nil
attack_power = 400
spawn_point = val_smart_terrain_3_0_spawn_point
sympathy = 0.1
relationship = neutrals


; -------------freedom_attack_pric_antenna_2-------------------------

[val_smart_terrain_3_0_freedom_antenna_2]
faction = freedom
npc = sim_default_freedom_2, sim_default_freedom_2, sim_default_freedom_2, sim_default_freedom_2, sim_default_freedom_2
target_smart = val_smart_terrain_4_0:nil
attack_power = 400
spawn_point = val_smart_terrain_3_0_spawn_point
sympathy = 0.1
relationship = neutrals

; -------------killer_pric-------------------------

[val_smart_terrain_4_0_killer]
faction = killer
npc = sim_default_killer_1, sim_default_killer_1, sim_default_killer_2, sim_default_killer_2, sim_default_killer_2
target_smart = val_smart_terrain_4_0
sympathy = 0
relationship = enemy

;---------------freedom_antenna----------------

[val_smart_terrain_5_0_freedom_antenna]
faction = freedom
npc = sim_default_freedom_2, sim_default_freedom_2, sim_default_freedom_2, sim_default_freedom_2, sim_default_freedom_2
target_smart = {+val_freedom_attack_antenna} val_smart_terrain_7_8:nil, val_smart_terrain_8_7
attack_power = 400
sympathy = 0.1
relationship = neutrals

;---------------freedom_antenna_2----------------

[val_smart_terrain_5_2_freedom_antenna]
faction = freedom
npc = sim_default_freedom_2, sim_default_freedom_2, sim_default_freedom_2, sim_default_freedom_2, sim_default_freedom_2
target_smart = val_smart_terrain_4_0:nil
attack_power = 400
spawn_point = val_smart_terrain_5_2_freedom_antenna
sympathy = 0.1
relationship = neutrals

;---------------killer_antenna----------------

[val_smart_terrain_6_0_killer_antenna]
faction = killer
npc = sim_default_killer_2, sim_default_killer_2, sim_default_killer_2, sim_default_killer_2, sim_default_killer_2
target_smart = val_smart_terrain_7_8
sympathy = 0
relationship = enemy
attack_power = 300

;---------------killer_antenna_2----------------

[val_smart_terrain_6_1_killer_antenna]
faction = killer
npc = sim_default_killer_2, sim_default_killer_2, sim_default_killer_2, sim_default_killer_2, sim_default_killer_2
target_smart = val_smart_terrain_7_8
attack_power = 400
spawn_point = val_smart_terrain_6_1_spawn_point
sympathy = 0
relationship = enemy

;---------------quest_spy---------------
[val_smart_terrain_9_4_spy]
faction = bandit
npc = val_bandit_spy_2, val_bandit_spy_2, val_bandit_spy_2, val_bandit_spy_3
target_smart = val_smart_terrain_9_4
spawn_point = val_smart_terrain_9_4_spawn_point
sympathy = 0
relationship = enemy
attack_power = 300

; -------------monsters-------------------------

; -------------boars-------------------------

[val_boars_lair_guard_5_10]
faction = monster
npc = boar_normal, boar_normal, boar_normal, boar_normal, boar_normal
target_smart = val_smart_terrain_5_10
attack_power = 300

[val_flesh_lair_guard_8_9]
faction = monster
npc = flesh_normal, flesh_normal, flesh_normal, flesh_normal, flesh_normal
target_smart = val_smart_terrain_8_9
attack_power = 300

[val_flesh_lair_guard_7_8]
faction = monster
npc = flesh_normal, flesh_normal, flesh_normal, flesh_normal, flesh_normal
target_smart = val_smart_terrain_7_8
attack_power = 300

[val_flesh_lair_guard_6_4]
faction = monster
npc = psy_dog
target_smart = val_smart_terrain_6_4
attack_power = 300

[val_boar_lair_guard_9_2]
faction = monster
npc = boar_normal, boar_normal, boar_strong, boar_strong, boar_strong
target_smart = val_smart_terrain_9_2
attack_power = 300

; -------------dogs-------------------------

[val_dogs_lair_guard_1_1]
faction = monster
npc = dog_normal, dog_normal, dog_normal, dog_normal, dog_normal
target_smart = val_smart_terrain_6_5:nil, val_smart_terrain_6_5
attack_power = 400
spawn_point = val_smart_terrain_7_6_spawn_point


; -------------quest_kabani-------------------------
[val_boar_lair_9_2]
faction = monster
npc = boar_normal, boar_normal, boar_normal, boar_normal, boar_strong
target_smart = val_smart_terrain_7_5:val_smart_terrain_7_3, val_smart_terrain_7_4
attack_power = 400
spawn_point = val_smart_terrain_9_2_spawn_point

[val_flesh_lair_6_4]
faction = monster
npc = flesh_normal, flesh_normal, flesh_normal, flesh_normal, flesh_strong
target_smart = val_smart_terrain_7_3:val_smart_terrain_7_5, val_smart_terrain_7_4
attack_power = 400
spawn_point = val_smart_terrain_6_4_spawn_point

; -------------quest_night_bloodsucker-------------------------
[val_bloodsucker_lair_9_4]
faction = monster
npc = bloodsucker_normal, bloodsucker_strong
target_smart = val_smart_terrain_9_4
attack_power = 400
spawn_point = val_smart_terrain_9_4_bloodsucker_spawn_point